preferential-lite
shadow

Madness of the Bear God

Madness of the Bear God

Neutral Evil. Melee damage build with animal companion support. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Weapon of choice is Thundering Claw of the Bear God, found on a corpse behind the portal in Giggling Hill.

Starting Ability Scores
Strength 19 Intelligence 10
Dexterity 15 Wisdom 10
Constitution 14 Charisma 10
Skills
Athletics 1, Perception 20, Persuasion 20, Trickery 19
Level Class Bonus Class Features Selected Options
1 Mad Dog +1 Fast Movement Animal Companion: Bear, Feat: Two-Weapon Fighting, Racial Feat: Skill Focus (Trickery)
2 Mad Dog +2 Pack Tactics
3 Mad Dog +3 Danger Sense +1 Feat: Weapon Focus (Scimitar)
4 Mad Dog +4 Rage +1 Strength; Rage Power: Lethal Stance
5 Mad Dog +5 Ferocious Fetch Feat: Combat Reflexes
6 Mad Dog +6 Danger Sense +2
7 Mad Dog +7 Feat: Improved Two-Weapon Fighting
8 Mad Dog +8 +1 Strength; Rage Power: Deadly Accuracy
9 Mad Dog +9 Danger Sense +3 Feat: Improved Critical (Scimitar)
10 Mad Dog +10 Damage Reduction 1
11 Mad Dog +11 Greater Rage Feat: Greater Two-Weapon Fighting
12 Mad Dog +12 Danger Sense +4 +1 Strength; Rage Power: Fearless Rage
13 Mad Dog +13 Damage Reduction 2 Feat: Critical Focus
14 Mad Dog +14 Throat Cutter
15 Mad Dog +15 Danger Sense +5 Feat: Blind Fight
16 Mad Dog +16 Damage Reduction 3 +1 Strength; Rage Power: Lethal Accuracy
17 Mad Dog +17 Tireless Rage Feat: Double Slice
18 Mad Dog +18 Danger Sense +6
19 Mad Dog +19 Damage Reduction 4 Feat: Sickening Critical
20 Mad Dog +20 Mighty Rage +1 Strength; Rage Power: Internal Fortitude
Equipment
thundering claw of the bear god, oath of the sky, black dragon breastplate, headband of mental perfection +6, cloak of the bear, riversong amulet, belt of physical perfection +8, alkali gloves, manticore skin boots

Einbach Wintergate

Einbach Wintergate

“Life and Death are interchangeable commodities.”

As the son of a skilled necromancer, Einbach was immersed in the secrets of undeath throughout childhood. Though he failed to inherit his mother’s immense magic potency, he countered that insufficiency with an intellectual genius towards mechanical innovation. Upon amassing considerable wealth and resources, Einbach’s macabre discoveries into the infusion of death with complex mechanisms and exotic chemicals lead him to pioneer necromantic constructs.

Medium Humanoid (Human), Neutral


Armor Class 23; Initiative +2 (12)
Hit Points 168 (15d8 + 75 + 15) plus 24 (2d4 + 19) Temporary
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 16 20 10 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +2 +2 +3 +8 +5 +10 +0 +0 -1 -1

Skills Arcana +10, History +10, Investigation +10, Medicine +5, Perception +5; Alchemist’s Supplies, Leatherworker’s Tools, Thieves’ Tools, Tinker’s Tools
Gear Alchemist’s Supplies, Bag of Holding, Component Pouch, Goggles of Night, Halfplate +2, Ioun Stone of Reserve (False Life), Leatherworker’s Tools, Returning Spear, Ring of Spell Storing (Aid), Shield +2, Spell-Refueling Ring, Thieves’ Tools, Tinker’s Tools, Traveler’s Clothes
Senses Darkvision 60 feet, Passive Perception 12
Languages Common, Draconic, Dwarvish
Challenge 12 (8,400 XP; Proficiency Bonus +5)


TRAITS

Concentration. Einbach has Advantage on Constitution saving throws to maintain Concentration.

Facilitated Revival. When Einbach casts Revivify or Raise Dead, the cost of any Material components needed for that spell is halved.

Homunculus Servant. Einbach has a homunculus familiar.

Special Project #74

“Hey. Listen.”

Einbach’s fascination and experimentation on sprite familiars culiminated into the creation of Special Project #74. The homunculus is an ally to Einbach and his allies. In combat, it shares Einbach’s Initiative count, but it takes its turn immediately after Einbach. It obeys Einbach’s commands (no action required by him). If Einbach doesn’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Tiny Construct, Neutral


Armor Class 13
Hit Points 40 (15d4 + 15)
Speed 20 feet, Fly 30 feet


STR DEX CON INT WIS CHA
4 15 12 10 10 7
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-3 -3 +2 +2 +1 +1 +0 +0 +0 +0 -2 -2

Immunities Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Telepathy 1 mile (works only with Einbach)
Challenge None (XP 0; Proficiency Bonus +5)


TRAITS

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the homunculus instead takes no damage if it succeeds on the save and only half damage if it fails. It can’t use this trait if it has the Incapacitated condition.

Magic Bond. Add a +4 bonus to any ability check or saving throw the homunculus makes.


ACTIONS

Force Strike. Melee or Ranged Attack Roll: +12 to hit, reach 5 feet or range 30 feet. Hit: 7 (1d6 + 4) Force damage.


REACTIONS

Channel Magic. Trigger: Einbach casts a spell that has a range of touch while the homunculus is within 120 feet of Einbach. Response: The homunculus delivers the spell through its touch.

Jolt to Life (5/Long Rest). When Einbach casts Spare the Dying, he can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains 1 Hit Point, and each creature in a 10-foot Emanation originating from the target makes a DC 18 Dexterity saving throw. On a failed save, the creatures take 10 (1d4 + 8) Lightning damage. On a successful save, they take half as much damage.

Magic Item Savant. Einbach can now attune to up to five magic items at once rather than three.

Reanimated Companion (1/Long Rest). Einbach created a Reanimated Companion through the power of necromancy and science.

Test Subject #315

“Please. Kill. Me.”

Test Subject #315 is the latest development in Einbach’s ceaseless endeavor to engineer the ultimate disposable soldier. In combat, the companion acts during Einbach’s turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless Einbach takes a Bonus Action to command it to take an action. If Einbach has the Incapacitated condition, the companion acts on its own and isn’t limited to the Dodge action.

Large Undead, Neutral


Armor Class 15
Hit Points 79 (15d6 + 15)
Speed 30 feet


STR DEX CON INT WIS CHA
14 10 16 4 10 6
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +2 +0 +0 +3 +3 -3 -3 +0 +0 -2 -2

Gear Wraps of Unarmed Power +2
Immunities Lightning; Charmed, Exhaustion, Poisoned
Senses Blindsight 60 feet, Passive Perception 10
Languages Understands Common, Draconic, and Dwarvish
Challenge None (XP 0; Proficiency Bonus +5)


TRAITS

Death Burst. The companion explodes when it dies. Dexterity Saving Throw: DC 18, each creature in a 10-foot Emanation originating from the companion. Failure: 44 (6d6 + 5) Necrotic damage.

Lightning Absorption. Whenever the companion is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.


ACTIONS

Ferocity. When Einbach commands his companion to take the Dreadful Swipe action, the companion can use it twice.

Dreadful Swipe. Melee Attack Roll: +12 to hit, reach 5 feet. Hit: 11 (1d4 + 9) Force or Necrotic damage, and the target can’t take Opportunity Attacks until the start of its next turn. Whenever it hits a Large or smaller creature with its Dreadful Swipe action, that creature can also be pushed up to 10 feet away from the companion.

Replicate Magical Item. When Einbach finishes a Long Rest, he can create five different magic items if he has Tinker’s Tools in hand, choosing the item from the following list: Goggles of Night, Returning Weapon, Shield +2, Wand of the War Mage +2, Wraps of Unarmed Power +2, Armor +2, Ring of Protection. If a created item requires Attunement, Einbach can attune himself to it the instant he creates it. If he decides to attune to the item later, he must do so using the normal process for Attunement. If Einbach tries to exceed his maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears. A magic item created by this feature functions exactly like the normal magic item, except its magic isn’t permanent. When Einbach dies, the magic item vanishes after 2 (1d4) of days. Einbach can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan’s Tools.

Spell-Storing Item. Whenever Einbach finishes a Long Rest, he can touch one Simple or Martial weapon or one item that he can use as a Spellcasting Focus, and store a spell in it, choosing a level 1, 2, or 3 Artificer spell that has a casting time of an action (Einbach needn’t have the spell prepared). While holding the object, a creature can take an action to produce the spell’s effect from it, using Einbach’s spellcasting ability modifier. If the spell requires Concentration, the creature must concentrate. The spell stays in the object until it’s been used a 10 times or until Einbach uses this feature again to store a spell in an object.

Spellcasting. Einbach is a 15th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 18, +10 to hit with spell attacks). Einbach can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. He can use his Artisan’s Tools as a Spellcasting Focus.
Cantrips (at will): Guidance, Mage Hand, Mend, Resistance, Spare the Dying, True Strike
1st level (4/Long Rest): Cure Wounds, Detect Magic, False Life, Feather Fall, Witch Bolt
2nd level (3/Long Rest): Aid, Blindness/Deafness, Enhance Ability, Invisibility, Lesser Restoration
3rd level (3/Long Rest): Animate Dead, Fly, Haste, Homunculus Servant, Lightning Bolt, Revivify
4th level (2/Long Rest): Blight, Death Ward, Freedom of Movement, Otiluke’s Resilient Sphere


ACTIONS

Reanimated Companion (1/Long Rest). As a Magic action while holding Tinker’s Tools, Einbach can create a Reanimated Companion. The companion manifests in an unoccupied space within 5 feet of Einbach. The companion is Friendly to Einbach and his allies and obeys Einbach. It lasts until Einbach finish a Long Rest or until he takes a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if Einbach dies. Once Einbach creates a companion, he can’t do so again until he finishes a Long Rest or expends a spell slot to create one. Einbach can have only one companion at a time and can’t create one while his companion is present.

Returning Spear. Melee or Ranged Attack Roll: +6 to hit, reach 5 feet or range 20/60 feet. Hit: 4 (1d6 + 1) Piercing damage. It returns to Einbach’s hand immediately after it is used to make a ranged attack roll. Sap: If Einbach hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Einbach’s next turn.

Tinker’s Magic (5/Long Rest): As a Magic action while holding Tinker’s Tools, Einbach can create one item in an unoccupied space within 5 feet of himself, choosing the item from the following list: Ball Bearings, Net, Basket, Oil, Bedroll, Paper, Bell, Parchment, Blanket, Pole, Block and Tackle, Pouch, Bucket, Rope, Caltrops, Sack, Candle, Shovel, Crowbar, String, Flask, Tinderbox, Jug, Torch, Lamp, and Vial. The item lasts until Einbach finishes a Long Rest, at which point it vanishes.

Transmute Magic Item (1/Long Rest). As a Magic action, Einbach can touch one magic item within 5 feet of himself that he created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan Einbach knows.

True Strike. Melee or Ranged Attack Roll: +11 to hit, reach 5 feet or range 20/60 feet. Hit: 8 (1d6 + 5) Piercing damage plus 7 (2d6) Radiant damage. It returns to Einbach’s hand immediately after it is used to make a ranged attack roll. Sap: If Einbach hits a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of Einbach’s next turn.


BONUS ACTIONS

Charge Magic Item. Einbach can touch a magic item within 5 feet of himself that he created with Replicate Magic Item and uses charges. He recharges the item and expends a level 1+ spell slot. The number of charges an item regains is equal to the level of spell slot expended.

Drain Magic Item (1/Long Rest). Einbach can touch a magic item within 5 feet of himself that he created with Replicate Magic Item and causes the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Any spell slot Einbach creates with this feature vanishes when he finishes a Long Rest.


REACTION

Flash of Genius (5/Long Rest). Trigger: When Einbach or a creature he can see within 30 feet of him fails an ability check or a saving throw. Response: Add a +5 bonus to the roll, potentially causing it to succeed.

Life Transfer. Trigger: When Einbach takes damage. Response: Einbach’s Reanimated Companion drops to 0 Hit Points. The companion immediately dies (triggering its Death Burst trait), and Einbach regains 15 Hit Points.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Einbach. Response: Einbach can cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

Shinare the Omenblade

Shinare the Omenblade

“The key to negotiation is simple: let them think it was their idea.”

Shinare was an orphan raised by itinerant mercenaries. Throughout his youth the regiment fought across mountainous territories where Shinare learnt swordsmanship ubiquitous to the region. He would later come into possession of an ancient blade that promised incalculable power in exchange for blood and slaughter in its name. The deal was struck, and though in time Shinare realized the magnitude of his mistake, he adheres to his end of the bargain so long as the entity maintains its role in kind.

Medium Humanoid (Human), Lawful Neutral


Armor Class 18, Initiative +6 (16)
Hit Points 167 (1d10 + 17d8 + 72)
Speed 30 feet, Swim 30 feet


STR DEX CON INT WIS CHA
15 10 14 10 11 26
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+2 +8 +0 +0 +2 +8 +0 +0 +0 +6 +8 +8

Skills Arcana +6, Athletics +8, History +6, Perception +6, Persuasion +14; Cartographer’s Tools
Gear Arcane Focus (medallion), Book (occult lore), Component Pouch, Greatsword, Plate Armor, Traveler’s Clothes
Senses Blindsight 10 feet, Truesight 30 feet, Passive Perception 16
Languages Common, Draconic, Giant
Challenge 12 (7,200 XP; Proficiency Bonus +6)


TRAITS

Concentration. Shinare has Advantage on Constitution saving throws to maintain Concentration.

Contact Patron (1/Long Rest). Shinare can cast the Contact Other Plane spell without expending a spell slot to contact his patron, and Shinare automatically succeeds on the spell’s saving throw.

Gift of the Depths. Shinare can breathe underwater. Once per Long Rest, he can cast Water Breathing without expending a spell slot.

Hex Restoration. Shinare regains one expended use of Hexblade’s Curse when he finish a Short Rest or uses his Magical Cunning feature.

Initiative Swap. Immediately after Shinare rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Shinare can’t make this swap if he or the ally has the Incapacitated condition.

Magical Cunning (1/Long Rest). Shinare can perform an esoteric rite for 1 minute, regaining up to 2 expended Pact Magic spell slots.

Pact of the Chain. Shinare knows the Find Familiar spell and can cast it as a Magic action without expending a spell slot.

Familiar of the Omenblade

“Remain truthful lest my Master detests you.”

Shinare’s familiar is a sprite named Chiyabi. She is an ally to Shinare and his allies. Chiyabi rolls her own Initiative and acts on her own turn. Chiyabi can’t attack, but she can take other actions as normal.

Tiny Fey, Neutral Good


Armor Class 15; Initiative +4 (14)
Hit Points 10 (4d4)
Speed 10 feet, Fly 40 feet, Swim 40 feet


STR DEX CON INT WIS CHA
3 18 10 14 13 11
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
-4 -4 +4 +4 +0 +0 +2 +2 +1 +1 +0 +0

Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
Challenge None (XP 0; Proficiency Bonus +2)


TRAITS

Familiar. When Chiyabi drops to 0 Hit Points, she disappears. Chiyabi reappears after Shinare casts the Find Familiar spell again. As a Magic action, Shinare can temporarily dismiss Chiyabi to a pocket dimension. As a Magic action while Chiyabi is temporarily dismissed, Shinare can cause her to reappear in an unoccupied space within 30 feet of Shinare. Whenever Chiyabi drops to 0 Hit Points or disappears into the pocket dimension, Chiyabi leaves behind in her space anything she was wearing or carrying.

Telepathic Connection. While Chiyabi is within 100 feet of Shinare, he can communicate with her telepathically.


ACTIONS

Needle Sword. Melee Attack Roll: +6 to hit, reach 5 feet. Hit: 6 (1d4 + 4) Necrotic, Piercing, or Radiant damage.

Enchanting Bow. Ranged Attack Roll: +6 to hit, range 40/160 feet. Hit: 1 Necrotic, Piercing, or Radiant damage, and the target has the Charmed condition until the start of Chiyabi’s next turn.

Heart Sight. Charisma Saving Throw: DC 22, one creature within 5 feet Chiyabi can see. Celestials, Fiends, and Undead automatically fail the save. Failure: Chiyabi knows the target’s emotions and alignment.

Invisibility. Chiyabi casts Invisibility on herself, requiring no spell components and using Charisma as the spellcasting ability.


REACTIONS

Pact of the Chain. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Telepathic Connection. Trigger: Shinare casts a spell with a range of touch within 100 feet of Chiyabi. Response: Chiyabi can deliver the touch when Shinare casts the spell.

Resourceful. Shinare gains Heroic Inspiration whenever he finishes a Long Rest.

Spellcasting. Shinare is an 18th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks). Shinare can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. He can use his pact weapon as a Spellcasting Focus.
Cantrips (at will): Blade Ward, Eldritch Blast, Mage Hand, True Strike
5th level (4/Short Rest): Animate Objects, Arcane Vigor BA, Armor of Agathys BA, Banishment, Bestow Curse, Conjure Barrage, Contact Other Plane, Counterspell R, Darkness, Dimension Door, Dispel Magic, Fly, Freedom of Movement, Gaseous Form, Hex BA, Major Image, Misty Step BA, Shield R, Staggering Smite BA, Steel Wind Strike, Suggestion, Synaptic Static, Wrathful Smite
6th level (1/Long Rest): Eyebite
7th level (1/Long Rest): Forcecage
8th level (1/Long Rest): Befuddlement
9th level (1/Long Rest): Foresight

Tome of Leadership and Influence (3). Shinare’s Charisma score increases by 2, as does his maximum for that score.

Unyielding Will. When he succeeds on a saving throw to maintain Concentration, each creature of Shinare’s choice in a 10-foot Emanation originating from Shinare takes 7 (2d6) Necrotic damage. Once Shinare uses this benefit, he can’t do so again until the start of his next turn. In addition, when Shinare fails a saving throw to maintain Concentration, he can choose to succeed instead, and Shinare gains 22 (1d10 + 17) Temporary Hit Points. Once Shinare uses this feature, he can’t do so again until he finishes a Long Rest.


ACTIONS

Devouring Blade. Shinare gains the Extra Attack feature for his pact weapon. With that feature, he can attack thrice with the weapon instead of once when he takes the Attack action on his turn.

Pact of the Chain. When Shinare takes the Attack action, he can forgo one of his own attacks to allow his familiar to make one attack of its own with its Reaction.

Lifedrinker. Once per turn when Shinare hits a creature with his pact weapon, Shinare can deal an extra 3 (1d6) Necrotic, Psychic, or Radiant damage to the creature, and expend one of his Hit Point Dice to roll it and regain 6 (1d8 + 2) Hit Points.

Pact Blade. Melee Attack Roll: +14 to hit, reach 5 feet. Hit: 21 (2d6 + 14) Necrotic, Psychic, Radiant, or Slashing damage. If Shinare’s attack roll misses a creature, he can deal 5 Necrotic, Psychic, Radiant, or Slashing damage.


BONUS ACTIONS

Harrowing Hex. After Shinare casts a level 1+ spell that has a casting time of an action, he can make one attack with a weapon.

Hexblade’s Curse (8/Long Rest). Choose one creature Shinare can see within 30 feet of himself. The target is cursed for 1 minute, during which Shinare gains the benefits below. The curse ends early if Shinare uses this feature again, if he dismiss it (no action required), or dies. When he casts a spell using a spell slot that curses a target, Shinare can use his Hexblade’s Curse as a part of casting that spell instead of taking a Bonus Action. When he does so, the target of the spell is the target of Shinare’s Hexblade’s Curse, and Hexblade’s Curse’s duration is either 1 minute or the spell’s duration, whichever is longer.

  • When the target cursed by his Hexblade’s Curse drops to 0 Hit Points, Shinare regains 12 (1d8 + 8) Hit Points.
  • While Shinare isn’t wearing armor or wielding a Shield, he gains a +2 bonus to Armor Class while he is within 10 feet of the target cursed by his Hexblade’s Curse.
  • When Shinare hits the target cursed by his Hexblade’s Curse with an attack roll, the target has Disadvantage on the next saving throw it makes before the start of Shinare’s next turn.
  • When the target of his Hexblade’s Curse ends its turn 30 feet or further from Shinare, Shinare can move up to 30 feet straight toward the target.
  • Any attack roll Shinare makes against the target cursed by his Hexblade’s Curse scores a Critical Hit on a roll of a 19 or 20 on the d20.
  • When he deals damage to the target cursed by his Hexblade’s Curse, Shinare can cause his curse to explode with sinister energy. The target and each creature of Shinare’s choice in a 30-foot Emanation originating from the target takes 10 (3d6) Necrotic, Psychic, or Radiant damage (Shinare’s choice), and their Speed is reduced by 10 feet until the start of Shinare’s next turn. Once he uses this benefit, Shinare can’t use it again until he finishes a Long Rest or expends a Pact Magic slot (no action required) to restore his use of it.

Hew. Immediately after Shinare scores a Critical Hit with a Melee weapon or reduces a creature to 0 Hit Points with one, he can make one attack with the same weapon.

Pact of the Blade. Shinare can conjure a pact weapon in his hand. The pact weapon disappears if Shinare use this Bonus Action again, if the weapon is more than 5 feet away from him for more than 1 minute, or if he dies.

Pact of the Chain. Shinare can command his familiar to take the Attack action.

Second Wind (2/Long Rest). Shinare regains 6 (1d10 + 1) Hit Points.

Telepathic Connection. While his familiar is within 100 feet of him, Shinare can see through the familiar’s eyes and hear what it hears until the start of Shinare’s next turn, gaining the benefits of any special senses it has.


REACTIONS

Armor of Hexes. Trigger: Shinare takes damage from the target cursed by his Hexblade’s Curse. Response: Shinare can reduce the damage taken by 17.

Pact of the Chain. Trigger: Shinare’s familiar takes damage. Response: Shinare can grant it Resistance against that damage.

Reactive Spell. Trigger: A creature provokes an Opportunity Attack from Shinare. Response: Shinare can cast a spell at the creature rather than making an Opportunity Attack. The spell must have a casting time of one action and must target only that creature.

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Hero of Wintergate

Jan Mayen, Hero of Wintergate

“What makes someone a hero?”

Jan earns his living by traveling from village to village and vanquishing strange supernatural beasts. At least that’s what he tricks his clients into thinking. Actually, Jan is a con artist who cleverly stages the ghostly attacks and then get paid to make them go away.

Medium Humanoid (Human), Neutral


Armor Class 19; Initiative +2 (12)
Hit Points 54 (1d10 + 6d8 + 14)
Speed 30 feet


STR DEX CON INT WIS CHA
10 14 14 10 10 18
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+3 +3 +0 +2 +2 +5 +0 +0 +0 +0 +4 +4

Skills Arcana +3, Athletics +3, Deception +10, Insight +3, Perception +3, Performance +10, Persuasion +7, Sleight of Hand +5, Stealth +5; Forgery Kit, Lute
Gear Club, Shortbow and Quiver with 20 Arrows, Half Plate, Shield, Book (adventure journal), Explorer’s Pack, Ink, Ink Pen, Lute, Ring of Mind Shielding, Traveler’s Clothes
Senses Passive Perception 13
Languages Common, Elvish, Orc
Challenge 5 (1,850 XP; Proficiency Bonus +3)


TRAITS

Concentration. Jan has Advantage on Constitution saving throws to maintain Concentration.

Font of Inspiration. Jan can expend a spell slot (no action required) to regain one expended use of Bardic Inspiration.

Jack of All Trades. Jan can add +1 to ability checks he makes that uses a skill proficiency he lacks and that doesn’t otherwise use his Proficiency Bonus.

Resourceful. Jan gains Heroic Inspiration whenever he finishes a Long Rest.

Spellcasting. Jan is a 7th level spellcaster. He casts spells using Charisma as the spellcasting ability (spell save DC 15, +7 to hit with spell attacks). Jan can perform the Somatic components of spells even when he has weapons or a Shield in one or both hands. He can use a Musical Instrument, Simple or Martial weapon as a Spellcasting Focus.
Cantrips (at will): guidance, mage hand, minor illusion, shillelagh BA, true strike
1st level (4/Long Rest): comprehend languages, detect magic, disguise self, healing word BA, heroism
2nd level (3/Long Rest): enhance ability, lesser restoration R, suggestion
3rd level (3/Long Rest): dispel magic, hypnotic pattern, major image


ACTIONS

Extra Attack. Jan can attack twice instead of once whenever he takes the Attack action on his turn. In addition, Jan can cast one of his cantrips that has a casting time of an action in place of one of those attacks.

Club. Melee Attack Roll: +5, reach 5 feet. Hit: 4 (1d4 + 2) Bludgeoning damage. Slow: If Jan hits a creature with this weapon and deal damage to it, he can reduce its Speed by 10 feet until the start of Jan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Shillelagh. Melee Attack Roll: +7, reach 5 feet. Hit: 11 (1d10 + 6) Force or Bludgeoning damage. Slow: If Jan hits a creature with this weapon and deal damage to it, he can reduce its Speed by 10 feet until the start of Jan’s next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.

Shortbow. Ranged Attack Roll: +5, range 80/320 feet. Hit: 5 (1d6 + 2) Piercing damage. Vex: If Jan hits a creature with this weapon and deals damage to the creature, Jan has Advantage on his next attack roll against that creature before the end of Jan’s next turn.


BONUS ACTIONS

Bardic Inspiration (4/Short Rest). Jan can inspire another creature within 60 feet that can see or hear him. That creature gains one of Jan’s Bardic Inspiration dice (1d8). Once within the next hour, a creature that has a Bardic Inspiration die from Jan can use it for one of the following effects:

  • When the creature fails a D20 Test, the creature can roll the Bardic Inspiration die and add the number rolled to the total, potentially turning the failure into a success.
  • When the creature is hit by an attack roll, that creature can use its Reaction to roll the Bardic Inspiration die and add the result to its AC against that attack.
  • Immediately after the creature hits a target with an attack roll, the creature can roll the Bardic Inspiration die and add the result to the attack’s damage.

Second Wind (2/Long Rest). Jan can regain 6 Hit Points (1d10 + 1).


REACTION

Reactive Spell. When a creature provokes an Opportunity Attack from Jan by leaving his reach, Jan can cast a spell at the creature rather than making an Opportunity Attack. This spell must have a casting time of one action and must target only that creature.

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Stormblade Fencer

Stormblade Fencer

Battlefield control for normal difficulty in Pathfinder Kingmaker. Capitalizes on experience points obtained via successful Lore (Nature), Persuasion, and Trickery skill checks. Utilize heroism and greater heroism to augment BAB for melee combat. Thunder Call provides supplemental damage. Deliberate focus on longsword for acquisition of Perfection, which adds Inherent +2 to multiple stats. Medium armor proficiency for Singing Steel Breastplate

Starting Ability Scores
Strength 10 Intelligence 10
Dexterity 17 Wisdom 10
Constitution 12 Charisma 18
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 1, Lore (Nature) 12, Lore (Religion) 1, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Selected Options
1 Thundercaller +0 Bard Proficiency, Bound to the Land, Cantrips, Detect Magic, Inspire Courage Feat: Dodge, Human Racial Feat: Improved Unarmed Strike; cure light wounds, hideous laughter
2 Thundercaller +1 Well-Versed Bard Talent: Combat Trick (Weapon Finesse); remove fear
3 Thundercaller +2 Thunder Call (1d8) Feat: Crane Style; feather step
4 Thundercaller +3 +1 Dexterity; heroism, mirror image
5 Thundercaller +3 Inspire Courage +2 Feat: Weapon Focus (Longsword); cacophonous call
6 Thundercaller +4 Fascinate, Incite Rage Bard Talent: Combat Trick (Slashing Grace [Longsword]); sense vitals
7 Thundercaller +5 Bardic Performance (Move Action), Thunder Call (3d8) Feat: Lingering Performance; touch of gracelessness, displacement, haste
8 Thundercaller +6 Storm Call (3d6) +1 Charisma; confusion
9 Thundercaller +6 Inspire Greatness Feat: Crane Wing; cure serious wounds
10 Thundercaller +7 Jack of All Trades Bard Talent: Armor Proficiency (Medium Armor); delay poison, dimension door, echolocation
11 Thundercaller +8 Inspire Courage +3, Thunder Call (5d8) Feat: Crane Riposte; grease, greater invisibility
12 Thundercaller +9 Soothing Performance +1 Charisma; freedom of movement
13 Thundercaller +9 Bardic Performance (Swift Action) Feat: Piranha Strike; slow, greater heroism, mass cacophonous call
14 Thundercaller +10 Greater Storm Call (5d6) Bard Talent: Combat Trick (Armor Focus [Medium Armor]); invisibility, mind fog
15 Thundercaller +11 Inspire Heroics, Thunder Call (7d8) Feat: Spell Focus (Enchantment); greater dispel magic
16 Thundercaller +12 +1 Dexterity; cure critical wounds, brilliant inspiration, euphoric tranquility
17 Thundercaller +12 Inspire Courage +4 Feat: Greater Spell Focus (Enchantment); crushing despair, overwhelming presence
18 Thundercaller +13 Bard Talent: Combat Trick (Combat Reflexes); mass cure moderate wounds
19 Thundercaller +14 Thunder Call (9d8) Feat: Toughness; ki shout
20 Thundercaller +15 Deadly Performance +1 Dexterity; shield of dawn, eyebite
Equipment
perfection, headband of alluring charisma +6, singing steel breastplate, absolver’s cloak, maya’s charm, gloves of the scribe, belt of physical perfection +8, manticore skin boots

Dragon Axe Specialist

Dragon Axe Specialist

Lawful Neutral. Dovahkiin naal ok zin los vahriin. Wahdein vokul mahfaeraak ast vaal. Ahrk fin norok paal graan. Fodnust vok zin dro zaan. Dovahkiin fah hin kogaan mu draal! Huzrah nu kul do od wah aan bok. Lingrah vod, ahrk fin tey. Boziik fun do fin gein! Wo lost fron wah ney dov. Ahrk fin rey liik do jul. Voth aan su ley kwahro nit faal krein!

Starting Ability Scores
Strength 19 Intelligence 10
Dexterity 14 Wisdom 10
Constitution 14 Charisma 12
Skills
Knowledge (Arcana) 5, Perception 20, Persuasion 17, Trickery 20
Level Class Bonus Class Features Selected Options
1 Two-Handed Fighter +1 Fighter Proficiency Feat: Weapon Focus (Greataxe), Bonus Combat Feat: Power Attack
2 Two-Handed Fighter +2 Strong Grip +1 Bonus Combat Feat: Cleave
3 Two-Handed Fighter +3 Overhand Chop Feat: Finishing Cleave
4 Two-Handed Fighter +4 +1 Strength; Bonus Combat Feat: Weapon Specialization (Greataxe)
5 Archaeologist +4 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Arcane Strike; expeditious retreat, remove fear
6 Dragon Disciple +4 Natural Armor Increase +1 Draconic Bloodline: Green Dragon
7 Dragon Disciple +5 Arcane Spellcasting, Strength +2, Dragon Bite Feat: Dodge, Bloodline Feat: Blind-Fight; feather step
8 Dragon Disciple +6 Breath Weapon +1 Strength; cure light wounds
9 Dragon Disciple +7 Natural Armor Increase +1, Strength +2 Feat: Armor Focus (Heavy Armor); heroism, rage
10 Two-Handed Fighter +8 Two-Handed Weapon Training 1
11 Two-Handed Fighter +9 Strong Grip +2 Feat: Improved Critical (Greataxe), Bonus Combat Feat: Critical Focus
12 Two-Handed Fighter +10 Backswing +1 Strength
13 Two-Handed Fighter +11 Feat: Greater Weapon Focus (Greataxe), Bonus Combat Feat: Improved Blind-Fight
14 Two-Handed Fighter +12 Two-Handed Weapon Training 2
15 Two-Handed Fighter +13 Strong Grip +3 Feat: Tiring Critical, Bonus Combat Feat: Greater Blind-Fighting
16 Two-Handed Fighter +14 Piledriver +1 Strength
17 Two-Handed Fighter +15 Feat: Greater Weapon Specialization (Greataxe), Bonus Combat Feat: Exhausting Critical
18 Two-Handed Fighter +16 Two-Handed Weapon Training 3
19 Two-Handed Fighter +17 Strong Grip +4 Feat: Critical Mastery, Bonus Combat Feat: Sickening Critical
20 Two-Handed Fighter +18 Greater Power Attack +1 Strength
Equipment
vanquisher, onslaught, headband of inspired wisdom +6, cloak of resistance +6, gloves of dueling, amulet of natural armor +5, belt of physical form +6, owlbear skin boots

Unarmored Duelist

Unarmored Duelist

Lawful Good. Unarmor melee build that still achieves an impressive armor class. Capitalizes on experience points obtained via successful Persuasion and Trickery skill checks. Weapon of choice is Bloodhound, obtainable in Chapter Two by exploiting dimension door in the Lonely Barrow.

Starting Ability Scores
Strength 8 Intelligence 14
Dexterity 18 Wisdom 15
Constitution 14 Charisma 10
Skills
Mobility 3, Perception 20, Persuasion 12, Trickery 20
Level Class Bonus Class Features Selected Options
1 Aldori Defender +1 Fearless, Fighter Proficiency, Halfling Luck, Weapon Proficiency (Dueling Sword) Feat: Weapon Focus (Dueling Sword), Bonus Combat Feat: Dodge
2 Eldritch Scoundrel +1 Feat: Weapon Finesse, Eldritch Scoundrel Proficiency, Cantrips, Detect Magic expeditious retreat, mage armor, protection from alignment, reduce person, shield
3 Eldritch Scoundrel +2 Evasion Rogue Talent (Combat Trick: Aldori Dueling Mastery); hurricane bow, magic missile
4 Eldritch Scoundrel +3 Danger Sense +1, Sneak Attack +1d6 +1 Wisdom; Finesse Training (Dueling Sword); enlarge person, vanish
5 Traditional Monk +4 AC Bonus, Flurry of Blows, Improved Unarmed Strike (1d6), Monk Proficiency, Stunning Fist, Sneak Attack +1d6 Feat: Cautious Fighter, Monk Bonus Feat: Crane Style
6 Eldritch Scoundrel +5 Bewildering Injury, Debilitating Injury, Disorienting Injury, Hampering Injury, Uncanny Dodge Rogue Talent (Skill Focus: Combat Mobility); invisibility, mirror image
7 Aldori Defender +6 Bravery +2, Sneak Attack +2d6 Feat: Accomplished Sneak Attack, Bonus Combat Feat: Crane Wing
8 Aldori Defender +7 Defensive Parry +1 +1 Dexterity
9 Aldori Defender +8 Feat: Weapon Specialization (Dueling Sword), Combat Bonus Feat: Crane Riposte
10 Aldori Defender +9 Weapon Training +1 Weapon Training Group: Heavy Blades
11 Duelist +10 Canny Defense, Precise Strike Feat: Piranha Strike
12 Duelist +11 Improved Reaction +2, Parry +1 Dexterity
13 Duelist +12 Enhanced Mobility Feat: Arcane Strike
14 Duelist +13 Class Bonus Feat: Improved Critical (Dueling Sword), Grace
15 Duelist +14 Riposte Feat: Combat Reflexes
16 Duelist +15 Acrobatic Movement +1 Dexterity
17 Duelist +16 Elaborate Defense Feat: Improved Critical (Dueling Sword)
18 Duelist +17 Improved Reaction +4
19 Duelist +18 Deflect Arrows, No Retreat Feat: Blind-Fight
20 Duelist +19 Crippling Critical +1 Dexterity
Equipment
bloodhound, protector’s robe, headband of mental perfection +6, absolver’s cloak, bracers of deflection, charm of the deep waters, belt of physical flow +6, gloves of dueling, manticore skin boots

Kaizen the Iaidomaster

Kaizen the Iaidomaster

“Celerity. Accuracy. Lethality.”

Kaizen never sought to be an assassin… it just happened his swordsmanship suited assassination. As a practitioner of iaido his technique relies on first strike. Kaizen’s pragmatic methodology to exploit blindspots, inflict inhumane wounds, and withdraw from reach during duels lead to accusation of dishonor. Yet the core deterministic factor could be Kaizen’s distain for the katana and overwhelming perference for the wakizashi. Thus his options for employment fell into the influence of criminal syndicates and unscrupulous nobles.

Medium Humanoid (Human), Neutral


Armor Class 17; Initiative +9 (19)
Hit Points 93 (10d8 + 40)
Speed 40 feet


STR DEX CON INT WIS CHA
10 20 15 10 12 10
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +5 +9 +2 +2 +0 +4 +1 +1 +0 +0

Skills Acrobatics +9, Deception +8, Insight +9, Perception +9, Performance +4, Persuasion +4, Stealth +13; Calligrapher’s Supplies, Disguise Kit, Poisoner’s Kit, Thieves’ Tools
Gear Book (swordsman’s manuscript), Calligrapher’s Supplies, Enspelled Wakizashi of Haste, Studded Leather Armor, Thieves’ Tools, Traveler’s Clothes, Wakizashi
Senses Blindsight 10 feet, Passive Perception 19
Languages Common, Common Sign, Draconic, Giant, Thieves’ Cant
Challenge 8 (3,900 XP; Proficiency Bonus +4)


TRAITS

Agile Movement. Opportunity Attacks have Disadvantage against Kaizen.

Dash over Difficult Terrain. When Kaizen takes the Dash action on his turn, Difficult Terrain doesn’t cost him extra movement for the rest of that turn.

Enspelled Wakizashi of Haste. The weapon has 6 charges and regains 3 (1d6) expended charges daily at dawn. While holding the weapon, Kaizen can expend 1 charge to cast the Haste spell.

Evasion. When Kaizen is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, Kaizen instead takes no damage if he succeeds on the saving throw and only half damage if he fails. Kaizen can’t use this feature if he has the Incapacitated condition.

Fog of War. Kaizen gains Advantage on any Dexterity (Stealth) check he makes as part of the Hide action during combat.

Initiative. Kaizen has Advantage on Initiative rolls.

Initiative Swap. Immediately after Kaizen rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Kaizen can’t make this swap if he or the ally has the Incapacitated condition.

Masterful Mimicry. Kaizen can unerringly mimic another person’s speech, handwriting or both if Kaizen has spent at least 1 hour studying them.

Reliable Talent. Whenever Kaizen makes an ability check that uses one of his skills or tool proficiencies, he can treat a d20 roll of 9 or lower as a 10.

Resourceful. Kaizen gains Heroic Inspiration whenever he finishes a Long Rest.

Sniper. If Kaizen makes an attack roll while hidden and the roll misses, making the attack roll doesn’t reveal his location.


ACTIONS

Sneak Attack. Once per turn Kaizen can deal an extra 27 (5d6) damage to one creature he hits with an attack if Kaizen has Advantage on the roll and the attack uses a Finesse or Ranged weapon. The extra damage’s type is the same as the weapon’s type. Kaizen doesn’t need Advantage on the attack if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and Kaizen doesn’t have Disadvantage on the attack roll.

Surprising Strikes. During the first round of each combat, Kaizen has Advantage on attack rolls against any creature that hasn’t taken a turn. If Kaizen’s Sneak Attack hits any target during that round, the target takes an additional 10 damage of the weapon’s type.

Cunning Strike. When Kaizen deals Sneak Attack damage, he can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice Kaizen must forgo to add the effect. Kaizen removes the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.

  • Poison (-1d6). To use this effect, Kaizen must have a Poisoner’s Kit on his person. Constitution Saving Throw: DC 17. Failure: The target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.
  • Trip (-1d6). To use this effect, the target must be Large or smaller. Dexterity Saving Throw: DC 17. Failure: The target has the Prone condition.
  • Withdraw (-1d6). Immediately after the attack, Kaizen moves up to half his speed without provoking Opportunity Attacks.

Enspelled Wakizashi of Haste. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 8 (1d6 + 5) Slashing damage. When Kaizen makes the extra attack of the Light property, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.


BONUS ACTIONS

Cunning Action. On his turn, Kaizen can take one of the following actions: Dash, Disengage, or Hide.

Roving Aim. Kaizen gives himself Advantage on his next attack roll on the current turn, provided that he hasn’t moved during this turn.

Off-Hand Wakizashi. Melee Attack Roll: +9 to hit, reach 5 feet. Hit: 3 (1d6) Slashing damage. When Kaizen makes the extra attack, he can make it as part of the Attack action instead of as a Bonus Action. Kaizen can make this extra attack only once per turn.


REACTIONS

Parry. If another creature hits Kaizen with a melee attack, Kaizen can take a Reaction to add 4 to his Armor Class, potentially causing the attack to miss Kaizen. Kaizen gains this bonus to his Armor Class against melee attacks until the start of his next turn.

Uncanny Dodge. When an attacker that Kaizen can see hits him with an attack roll, Kaizen can take a Reaction to halve the attack’s damage against himself (round down).

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Ladies ‘n’ Tentacles

Ladies ‘n’ Tentacles
The Rashaar in Carnevale have two things in common with Japanese hentai: sexy ladies and lots of tentacles! I am therefore compelled to design Rashaar gangs themed upon such supremacy. My prime choices for the task are Flame That Burns Underwater and Sirena. To accompany these tentacled arcane ladies are two Lesser Rhyll, whose Fear ability benefits from Sirena’s Hypnotic Aura.
Leader The Flame That Burns Underwater 30 dt
Heroes Sirena 18 dt
Henchmen Lesser Rhyll (2) 26 dt
Equipment Flashbang Grenade 1 dt

Action Life Will Command Size
3 22 5 3 50
MOV DEX ATK PRO MND
3 3 4 5 5
Brawling Tentacles Range Evasion Damage Penetration
Stun 0″ +1
Ordinate Trident
Aquatic 2″ +1

Character Abilities:
Bulky, Fast Swimmer (3), Limited Movement, Mage (2), Water Creature

Command Abilities:
Hydra’s Gifts (PULSE Command Ability): Mutating tentacles emerge from flesh nearby. Every other character (friendly and enemy, not including this one) within 2″ loses 2 Life Points and gains +2 DEXTERITY until the end of the round.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Brawling Tentacles: The Flame’s tentacles thrash around, hitting anyone that gets close! When making a Combat action with this weapon, roll once, and apply the roll to every character (friendly and enemy) in base contact.

Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Leader, Monster, Unique, Discipline (Blood Rites, Wild Magic)


Action Life Will Command Size
2 12 5 1 30
MOV DEX ATK PRO MND
3 5 3 1 5
Unarmed Range Evasion Damage Penetration
0″ +1

Character Abilities:
Engage, Fast Swimmer (4), Mage (2), Water Creature

Command Abilities:
Hypnotic Aura (AURA Command Ability): Until the end of the round any enemy characters within 6″ of this character have -2 MIND.

Soul Drain (PULSE Command Ability): Make a Basic MIND Roll. The number of Aces is the number of Life Points lost by any one character (friendly or enemy) in base contact. Replenish that many Will Points.

Unique Abilities:
Dragging Down: This character may re-roll failed dice rolls when making Drown actions.

Keywords:
Faction (Rashaar), Hero, Monster, Discipline (Blood Rites, Runes of Sovereignity)


Action Life Will Command Size
2 11 4 0 30
MOV DEX ATK PRO MND
4 4 3 3 5
Dementing Tentacles Range Evasion Damage Penetration
Aquatic, Stun 0″ -1

Character Abilities:
Fast Swimmer (1), Fear (0), Water Creature

Keywords:
Faction (Rashaar), Henchman, Monster

Lost Style Enthusiast

Lost Style Enthusiast

Chaotic Good. I have a strong fondness for the Archaeologist archetype. Its a bard whose hippie music abilities are substituted with chad rogue features, and retains access to versatile spells. Archaeologist’s Luck is even more wondrous with Lingering Performance. However from a mechanics prospective, Archaeologist offers nothing beyond the 18th level. For that reason I suggest starting two levels as an Aldori Defender for dueling sword and armor accessibility to ease the initial chapter.

Starting Ability Scores
Strength 10 Intelligence 12
Dexterity 18 Wisdom 10
Constitution 17 Charisma 10
Skills
Athletics 1, Knowledge (Arcana) 1, Knowledge (World) 18, Lore (Nature) 1, Lore (Religion) 1, Mobility 3, Perception 20, Persuasion 20, Stealth 1, Trickery 20, Use Magic Device 20
Level Class Bonus Class Features Selected Options
1 Aldori Defender +1 Fighter Proficiency, Weapon Proficiency (Dueling Sword) Feat: Weapon Focus (Dueling Sword), Human Racial Feat: Slashing Grace (Dueling Sword), Bonus Combat Feat: Weapon Finesse
2 Aldori Defender +2 Bravery +1 Bonus Combat Feat: Aldori Dueling Mastery
3 Archaeologist +2 Bard Proficiency, Archaeologist’s Luck +1, Cantrips, Detect Magic Feat: Dodge; cure light wounds, remove fear
4 Archaeologist +3 Clever Explorer, Uncanny Dodge +1 Constitution; Bard Talent: Improved Unarmed Strike; unbreakable heart
5 Archaeologist +4 Danger Sense +1, Inspire Competence Feat: Crane Style; expeditious retreat
6 Archaeologist +5 heroism, mirror image
7 Archaeologist +5 Archaeologist’s Luck +2 Feat: Lingering Performance; cure moderate wounds
8 Archaeologist +6 Confident Explorer, Danger Sense +2, Evasion +1 Dexterity; Bard Talent: Combat Trick (Crane Wing); blur
9 Archaeologist +7 Feat: Combat Reflexes; vanish, displacement, haste
10 Archaeologist +8 communal delay poison
11 Archaeologist +8 Danger Sense +3 Feat: Crane Riposte; cure serious wounds
12 Archaeologist +9 Jack of All Trades +1 Dexterity; Bard Talent: Opportunist; sense vitals, dimension door, echolocation
13 Archaeologist +10 Archaeologist’s Luck +3 Feat: Piranha Strike; feather step, greater invisibility
14 Archaeologist +11 Danger Sense +4 freedom of movement
15 Archaeologist +11 Feat: Improved Critical (Dueling Sword); good hope, greater dispel magic, greater heroism
16 Archaeologist +12 +1 Dexterity; Bard Talent: Blinding Strike; rage, mass cure light wounds
17 Archaeologist +13 Danger Sense +5 Feat: Critical Focus; joyful rapture
18 Archaeologist +14 shield of dawn, brilliant inspiration, mass cure moderate wounds
19 Archaeologist +14 Archaeologist’s Luck +4 Feat: Toughness; remove curse, eyebite
20 Archaeologist +15 Danger Sense +6 +1 Dexterity; Bard Talent: Improved Evasion; summon monster vi
Equipment
bloodhound, singing steel breastplate, headband of mental perfection +6, absolver’s cloak, bracers of deflection, charm of the deep waters, greater belt of perfect components, lightest touch, manticore skin boots