Cast: Aasimar Knight 9: Son of a well-known adventurer that was subject to a character assassination (current king is the last real adventurer in the royal line, and thus potential civil war from an 'heir by combat') by the local kingdom (subservient kingdom to the Empire)and forced into exile. Currently serves the Empire of the Sun for glory as a knight errant to bring back honor to the family (his father has gone kind of batty since his exile).
Abilities:Str 17, Dex 15, Con 16, Int 14, Wis 10, Cha 12
HP 99, AC 33 (+2 cover, +2 Dex, +2 dodge, +11 armor, +6 shield), Saves +12/+8/+10, DR 4/- & 9/adamantine, (Energy) Resist 15, SR 21
Full Attack: Longsword or Lance +15/+10 (1d8+7/19-20)
* +9d6 with Designate Opponent
Skills: Diplomacy +16, Handle Animal +17, Intimidate +14, Ride +20, Listen +4, Sense Motive +13, Spot +15
Feats: Command, Elusive Target, Great Fortitude, Mage Slayer, Mounted Combat, Whirlwind Attack
Equipment: Magic Force Shield, Magic Adamantine Carapace, Longsword, Lance, Morningstar, Heavy Crossbow, silver alternative for each weapon, Heavy Warhorse, Magic saves amulet, Helm of Telepathy
- Gina, Aasimar Conduit of Carceri 7: Neophyte temptress, groomed and trained in the pleasure palaces of Carceri, awaiting a random summons to seduce the first mortal wizard. She did not expect to be used by an unseen force she could not interact with, nor did she expect to experience the beginnings of true love for a man she knows she could never be worthy of.
Abilities: 8, 12, 10, 14, 15, 18
Skills: Concentration, *Bluff, Diplomacy, *Use Rope, Spellcraft
Feats: Harmless Form, Persuasive (community material, rank 9 ability be more like the Bard's Fascinate?), Stolen Breath, Large Size, Wings
Spheres: Dominion (basic), Seduction (expert)
Abilities: Str 17, Dex 12, Con 14, Int 17, Wis 10, Cha 18
HP 104, AC 28 (+1 Dex, +2 Dodge, +1 shield, +14 armor), Saves +13/+10/+9, DR 9/adamantine, Immunity to fatigue/exhaustion/sleep
Full Attack: Macuahuitl +15/+10 (3d6+9/x3, DC 16 or dazed)
Skills: Heal +15, Intimidate +16, Handle Animal +17, Listen +15, Spot +15, Ride +16
Feats: Combat School, Command, Elusive Target, Phalanx Fighter
Equipment: Headband of Intellect, Magic obsidian macuahuitl, Belt of Strength, greataxe, invulnerable arm (acts as buckler w/out attack penalty), magic adamantine carapace, magic charisma earrings, magic saves amulet
- Sarou, Vanara Assassin 6/Monk 1: Young assassin to the Empire of the Sun, Sarou saw a chance to gain favor under one with such voice and such leadership as Marshal. Sarou has begun to gather like-minded masters of the subtle arts, and is well on his way to founding a dojo of ninjas; all loyal to Marshal.
Abilities: Str 8, Dex 16, Con 14, Int 14, Wis 15, Cha 8
Technique: Whistle of the Iron Golem (all attacks deal 10' speed damage)
Feats: Combat School, Insightful Strike, Sniper
Skills: Balance, Disguise, Gather Information, Jump, Sleight of Hand, Sneak, Tumble
Spells Known (7/5/3):
Abilities: Str 10, Dex 20, Con 15, Int 12, Wis 14, Cha 12
HP: 56, AC 24 (+9 armor, +5 Dex), Saves +8/+11/+11
Full Attack: Masamune +17/+12 (2d6+4/18-20)
Skills: Escape Artist +17, Knowledge (Dungeoneering) +13, Listen +26, Sense Motive +14, Tumble +20
Feats: Blind-Fighting, Command, Danger Sense, Horde Breaker, Skill Focus (Tumble), Subtle Cut, Weapon Finesse, Whirlwind Attack, Blindsight 5' (B)
Equipment: Ancestral Weapon (Masamune), Magic Mithril Chain Suit, Magic Resistance Cloak, Magic Blindfold of Listen, Flight Belt, Magic Belt of Constitution
* Kiai! House Rule: When using kiai, every threat range greater than 20 adds one to the critical multiplier (x4 for weapon)
- Urorae Darkhearth, Whisper Gnome Cleric of Kiransal 7: A gnome living on borrowed time, every moment of his life incurring further debt to Ethedril. He is kept alive by the legendary blade of second chances, impaled through the gap where his heart used to be.
Abilities: 10, 12, 16, 13, 16, 6
Skills: Appraise, Concentration, Spellcraft
Feats: Corpsecrafter, Item Crafter, Eternal Caster
Domains: Deathbound, Debt
Abilities: Str 32, Dex 8, Con 21, Int 10, Wis 20, Cha 10
HP 67, AC 25 (-1 size, +2 armor, +9 natural, +5 Wisdom), Saves +11/+10/+9
Full Attack: 2 claws +16 (1d6+13), Bite +11 (1d8+8.), & Slam +11 (2d6+8.)
* all attacks inflict a negative level and 2 Con damage
Skills: Hide +1 (2 ranks), Knowledge (History, Dungeoneering) +7 (7 ranks) Intimidate +9 (9 ranks), Listen +11 (6 ranks), Spot +11 (6 ranks)
Feats: Enervating Touch, Combat School, Large Size, Harmless Form, Master of Terror
Equipment: Sundark Goggles, Belt of Strength, Tooth of Wisdom, Handy Haversack
- Tezcateotl, Human Cleric 4: A war criminal from the Blackened Grove, primarily as a government researcher in undeath, and is in fact X37's creator. Tezca is a priest of one of the Great Gods, Xeg-Vet of the Chalk and Lord of Negative Energy, worshiping for access and understanding undeath in a manner not unlike a mad scientist.
Abilities: Str 8, Dex 10, Con 13, Int 12, Wis 16, Cha 14
Feats: Body Assemblage, Corpsecrafter, A Feast Unknown
Skills: Concentration, Handle Animal, Knowledge (Religion, Planes)
Abilities: Str 8, Dex 15, Con 12, Int 23, Wis 12, Cha 10
HP 47, AC 17 (+2 Dex, +5 armor), Saves +3/+4/+6
Full Attack: Rapier +3 (1d6-1/18-20) or Hand Crossbow +6 (1d4/19-20)
Skills: Bluff +11 (9 ranks), Concentration +11 (10 ranks), Diplomacy +12 (10 ranks), Disable Device +15 (9 ranks), Disguise +2, Gather Info +9 (9 ranks), Move Silently +13 (9 ranks), Knowledge (Arcana, Local) +15 (9 ranks), Knowledge (dungeoneering, geography, history, local, nature, nobility, planes, religion) +7 (1 rank), Search +15 (9 ranks), Sense Motive +10 (9 ranks), Sleight of Hand +2, Spellcraft +18 (10 ranks)
Feats: Expert Tactician, Spell Focus (Enchantment), Silent Spell, Teleport
Spells per Day: -/8/8/5
* Houserule that allows infinite cantrips per day, preparation casters using what they have memorized as the ones they cast at will that day
Unique Spells Available: Miser's Envy
Equipment: Mithril Shirt, Magic Ring of Intellect, Rapier, Hand Crossbow, Crown Leige of Hypnosis (3/day empowers hypnosis)
- Tenoc the Engulfing, Human Fire Mage 4: Former member of the Coronal Guard, he retired to become the head of a noble house, bits of his essence having burnt out from his job and retains some measure of imbuement from the Empire of the Sun. His house was the first to resist Brawn's depravities, and suffered the worst, him being the last of the line and imprisoned until the party came. However, Tow saw this as a golden opportunity to begin a series of layered hypnosis castings to create his own thrall, only adding to the tragedy that his life, but at least now he is content.
Abilities: Str 8, Dex 20, Con 13, Int 12, Wis 10, Cha 24
Feats: Sniper, Weapon Finesse
Skills: Concentration +8, Escape Artist +12, Intimidate +14, Listen +7, Spellcraft +8, Spot +7
