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The Divine Lands

Seneschal Aaron

Human Gray Paladin 20

Init +3; Senses Perception +2

Defense

AC 29; Touch 18; Flat-Footed 26

HP 170

Fort +21; Ref +15; Will +18

DR 10/evil;

Resist first 30 points of energy damage;

SR 16

Offense

Speed 30;

Melee +26 Vorpal Longsword (1d8+3, 17-20 behead); s; Good Aligned

Spells Known/Prepared

4th — Angelic Aspect, Greater, Cure Serious Wounds, Reprobation

3rd — Angelic Aspect, Cure Moderate Wounds, Litany of Sight

2nd — Angelic Aspect, Lesser, Eagle's Splendor, Protection from Chaos, Communal, Zone of Truth

1st — Bless Water, Create Water, Cure Light Wounds, Touch of Truthtelling

Statistics

Str 22, Dex 16, Con 16, Int 12, Wis 14, Cha 18

Base Atk +20; CMB +26; CMD 39

Feats Leadership, Practiced Leadership, Defiant Luck, Fearless Curiosity, Inexplicable Luck, Intimidating Confidence, Flagbearer, Improved Critical, Critical Focus, Great Fortitude, Lightning Reflexes

Skills bluff +12, craft: bookbinding +9, diplomacy +27, disguise +7, handle Animal +12, heal +10, intimidate +12, knowledge Nobility +9, knowledge Religion +14, profession: Seneschal +6, sense Motive +24, spellcraft +4

Languages Common, Infernal

SQ Detect Evil (Sp), Smite Evil (Su), Lay On Hands (Su), Aura of Courage (Su), Enhanced Health (Ex), Mercy: Diseased (Su), Mercy: Cursed (Su), Mercy: Amputated (Su), Mercy: Blinded (Su), Mercy: Deafened (Su), Smite Foe (Su), Divine Bond: Holy Weapon (Sp), Aura of Resolve (Su), Aura of Subtlety (Su, Sp), Aura of Faith (Su), Aura of Righteousness (Su), Holy Champion (Su), Weakened Grace

Gear Armor: Full Plate of Spell Resistance, Shield: Heavy Steel Shield of Greater Energy Resistance, Weapon: Vorpal Longsword, Belt: Belt of Physical Perfection +6, Head: Halo of Menace, Ring: Ring of Protection +5

High Priest Arden

Human Cleric 15

Init -1; Senses Perception +22

Defense

AC 9; Touch 9; Flat-Footed 9

HP 74

Fort +12; Ref +6; Will +16

SR 19

Offense

Speed 30;

Melee +11 Glorious Lantern Staff (1d6, x2); b; blinded on crit 1 round

Spells Known/Prepared

8th — Angelic Aspect, Greater, Summon Monster VIII

7th — Regenerate, Resurrection, Summon Monster VII

6th — Geas/Quest, Harm, Heal, Summon Monster VI

5th — Angelic Aspect, Commune, Raise Dead, Reprobation, Scrying, Summon Monster V

4th — Control Summoned Creature, Cure Critical Wounds, Inflict Critical Wounds, Make Whole, Greater, Summon Monster IV, Terrible Remorse

3rd — Blindness/Deafness, Create Food and Water, Cure Serious Wounds, Inflict Serious Wounds, Remove Blindness/Deafness, Summon Monster III

2nd — Admonishing Ray, Calm Emotions, Cure Moderate Wounds, Hold Person, Inflict Moderate Wounds, Summon Monster II

1st — Bless Water, Comprehend Languages, Cure Light Wounds, Inflict Light Wounds, Protection From Chaos, Summon Monster I, Touch of Truthtelling

0th — Create Water, Enhanced Diplomacy, Purify Food and Drink, Read Magic

Statistics

Str 10, Dex 8, Con 12, Int 16, Wis 20, Cha 14

Base Atk +11; CMB +11; CMD 20

Feats Leadership, Practiced Leadership, Alertness, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Scholar, Strong Comeback

Skills appraise +11, bluff +7, craft: Bookbinding +9, diplomacy +22, heal +13, intimidate +4, knowledge Arcana +7, knowledge History +7, knowledge Nobility +11, knowledge Planes +7, knowledge Religion +13, linguistics +7, perception +22, profession: High Priest +18, sense Motive +25, spellcraft +11

Languages Common, Infernal, Celestial, Abyssal

SQ Aura (Ex), Channel Energy 8d6 (Su)

Gear Weapon: Glorious Lantern Staff, Neck: platinum Holy symbol, Book: Holy Text, Clothing: Authoritative Vestments of Spell Resistance; Money 734 gp

Divine Lands Inquisitor

Human Paladin 10

Init +0; Senses Perception +2

Defense

AC 17; Touch 10; Flat-Footed 17

HP 54

Fort +13; Ref +9; Will +13

Immune Fear, Disease, Charm

Offense

Speed 30;

Melee +13 Bane Longsword (chaotic outsiders) (1d8+3, 19-20x2); s; +2 vs chaotic outsiders

Ranged +10 Bane Composite Shortbow (chaotic outsiders) (1d6, x3); p; +2 vs chaotic outsiders

Spells Known/Prepared

3rd — Detect Anxieties

2nd — Angelic Aspect, Lesser, Zone of Truth

1st — Cure Light Wounds, Detect Demon, Detect Undead

Statistics

Str 16, Dex 10, Con 10, Int 12, Wis 14, Cha 18

Base Atk +10; CMB +13; CMD 23

Feats Defiant Luck, Fearless Curiosity, Inexplicable Luck, Intimidating Confidence, Flagbearer, Improved Critical

Skills appraise +6, craft: Bookbinding +9, diplomacy +17, handle Animal +12, heal +10, intimidate +9, knowledge Nobility +14, knowledge Religion +14, profession: Inquisitor +10, ride +3, sense Motive +15, spellcraft +9

Languages Common, Infernal

SQ Aura of Good 10 (Ex), Smite Evil (Su), Lay On Hands (Su), Aura of Courage (Su), Divine Health (Su), Mercy: Diseased (Su), Mercy: Cursed (Su), Mercy: Amputated (Su), Channel Positive Energy (Su), Divine Bond: Holy Steed (Sp), Aura of Resolve (Su)

Gear Armor: Defiant Agile Breastplate (chaotic outsiders), Shield: Arrow Catching Light Steel Shield, Weapon: Bane Longsword (chaotic outsiders), Weapon: Bane Composite Shortbow (chaotic outsiders), Belt: Equestrian Belt; Money 351 gp

Town Priest

Human Cleric 5

Init -1; Senses Perception +5

Defense

AC 9; Touch 9; Flat-Footed 9

HP 27

Fort +5; Ref +0; Will +9

Offense

Speed 30;

Melee +3 Flaming Lantern Staff (1d6+1d6 fire, x2); b;

Spells Known/Prepared

3rd — Cure Serious Wounds, Remove Disease, Speak with Dead

2nd — Build Trust, Calm Emotions, Cure Moderate Wounds, Share Language

1st — Bless Water, Command, Cure Light Wounds, Diagnose Disease, Read Weather, Sanctify Corpse

0th — Create Water, Enhanced Diplomacy, Read Magic, Stabilize

Statistics

Str 10, Dex 8, Con 12, Int 16, Wis 20, Cha 14

Base Atk +3; CMB 3; CMD 12

Feats Leadership, Practiced Leadership, Persuasive, Scholar

Skills appraise +6, craft: Bookbinding +6, diplomacy +12, heal +13, knowledge History +6, knowledge Local +8, knowledge Nobility +7, knowledge Planes +6, knowledge Religion +13, linguistics +6, profession: Town Priest +13, sense Motive +13, spellcraft +7

Languages Common, Infernal, Celestial, Abyssal

SQ Aura (Su), Channel Energy 3d6 (Su)

Gear Weapon: Flaming Lantern Staff, Clothing: Cleric's Vestments, Neck: Gold Holy Symbol; Money 279 gp

Town Lord

Human Aristocrat 5

Init +3; Senses Perception +2

Defense

AC 13; Touch 13; Flat-Footed 10

HP 38

Fort +3; Ref +4; Will +

Offense

Speed 30;

Melee +6 Keen Rapier (1d6+3, 15-20x2); p;

Statistics

Str 10, Dex 16, Con 14, Int 14, Wis 8, Cha 18

Base Atk +3; CMB +3; CMD 16

Feats Leadership, Black Marketeer, Deceitful, Weapon Finesse

Skills appraise +5, bluff +11, craft: Jewelry +5, diplomacy +12, disguise +9, handle Animal +7, intimidate +12, knowledge Arcana +6, knowledge Dungeoneering +6, knowledge Engineering +6, knowledge Geography +6, knowledge History +6, knowledge Local +6, knowledge Nature +6, knowledge Nobility +6, knowledge Planes +6, knowledge Religion +6, perception +2, perform: Keyboard +8, profession: Town Lord +7, ride +8, sense Motive +7, survival +2, swim +3

Languages Common, Infernal, Celestial, Abyssal

Gear Weapon: Keen Rapier, Clothing: Royal Outfit, Clothing: Hat, Jewelry: Signet Ring; Money 125 gp

Bugbear Commoner

Bugbear Commoner 5

Init +1; Senses Darkvision, Scent; Perception +4

Defense

AC 12; Touch 12; Flat-Footed 11

HP 15

Fort +3; Ref +2; Will +1

Offense

Speed 30;

Melee +3 dagger (1d4+1, 19-20x2); p or s;

Statistics

Str 12, Dex 12, Con 10, Int 10, Wis 10, Cha 8

Base Atk +2; CMB +3; CMD 14

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +3, climb +6, craft: Weaving +5, disguise +1, handle Animal +4, intimidate +2, perception +4, profession: Peasant +4, ride +4, stealth +6, swim +7

Languages Common, Goblin

SQ Darkvision (Ex), Thick Skin (Ex), Scent (Ex)

Gear Weapon: dagger, Clothing: peasant's garb, Toy: Marked cards; Money 5 gp

Changeling Commoner

Changeling Commoner 5

Init +0; Senses Darkvision; Perception +5

Defense

AC 11; Touch 11; Flat-Footed 11

HP 10

Fort +2; Ref +1; Will +2

Offense

Speed 30;

Melee +2 claw (1d4, x2); s;

Statistics

Str 10, Dex 10, Con 8, Int 10, Wis 12, Cha 12

Base Atk +2; CMB +2; CMD 12

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +5, climb +5, craft: Weaving +5, disguise +3, handle Animal +6, intimidate +4, perception +5, profession: Peasant +5, ride +3, stealth +5, swim +6

Languages Common

SQ Darkvision (Ex), Green Widow (Su)

Gear Clothing: peasant's garb, Toy: Marked cards; Money 5 gp

Dhampir Commoner

Dhampir Commoner 5

Init +1; Senses Darkvision, Low-Light Vision; Perception +3

Defense

AC 11; Touch 11; Flat-Footed 10

HP 10

Fort +2 (+2 vs disease and mind-affecting); Ref +2; Will +1

Offense

Speed 30;

Melee +2 Dagger (1d4, 19-20x2); p or s;

Spell-Like Abilities Detect Undead 3/3

Statistics

Str 10, Dex 12, Con 8, Int 10, Wis 10, Cha 12

Base Atk +2; CMB +2; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +5, climb +5, craft: Weaving +5, disguise +3, handle Animal +6, intimidate +4, perception +3, profession: Peasant +4, ride +4, stealth +6, swim +6

Languages Common

SQ Darkvision (Ex), Resist Level Drain (Ex), Low-Light Vision (Ex), Light Sensitivity (Ex), Negative Energy Affinity (Su)

Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp

Half-Goblin Commoner

Half-Goblin Commoner 5

Init +1; Senses Darkvision; Perception +3

Defense

AC 12; Touch 12; Flat-Footed 10

HP 20

Fort +4; Ref +2; Will +1

Offense

Speed 30;

Melee +2 Dagger (1d3, 19-20x2); p or s;

Statistics

Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 12

Base Atk +2; CMB +1; CMD 12

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +2, climb +6, craft: Weaving +4, disguise +2, handle Animal +3, perception +3, profession: Peasant +4, ride +5, stealth +6, swim +6

Languages Common, Goblin

SQ Darkvision (Ex), Pilfer (Ex)

Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp

Half-Hobgoblin Commoner

Half-Hobgoblin Commoner 5

Init +5; Senses Darkvision; Perception +6

Defense

AC 11; Touch 11; Flat-Footed 10

HP 20

Fort +4; Ref +2; Will +1

Offense

Speed 30;

Melee +2 Dagger (1d4, 19-20x2); p or s;

Statistics

Str 10, Dex 12, Con 12, Int 10, Wis 10, Cha 8

Base Atk +2; CMB +2; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +2, climb +6, craft: Weaving +4, disguise +2, handle Animal +3, perception +6, profession: Peasant +4, ride +5, stealth +2, swim +6

Languages Common, Goblin

SQ Darkvision (Ex), Combat Intuition (Ex), Wartime Predator (Ex)

Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp

Half-Bugbear Commoner

Half-Bugbear Commoner 5

Init +1; Senses Low-Light Vision; Perception +6

Defense

AC 11; Touch 11; Flat-Footed 10

HP 15

Fort +3; Ref +2; Will +0

Offense

Speed 30;

Melee +2 Dagger (1d4, 19-20x2); p or s;

Statistics

Str 10, Dex 12, Con 10, Int 10, Wis 8, Cha 12

Base Atk +2; CMB +2; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +4, climb +6, craft: Weaving +4, disguise +4, handle Animal +5, perception +6, profession: Peasant +5, ride +5, stealth +2, swim +6

Languages Common, Goblin

SQ Scare Tactics (Ex), Nightmare Assailant (Su), Low-Light Vision (Ex)

Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp

Male Changeling Commoner

Male Changeling Commoner 5

Init +0; Senses Perception +4

Defense

AC 10; Touch 10; Flat-Footed 10

HP 10

Fort +2; Ref +1; Will +1

Offense

Speed 30;

Melee +2 Dagger (1d4, 19-20x2); p or s;

Statistics

Str 12, Dex 10, Con 8, Int 10, Wis 10, Cha 12

Base Atk +2; CMB +3; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +4, climb +7, craft: Weaving +4, disguise +4, handle Animal +5, perception +4, profession: Peasant +4, ride +4, swim +7

Languages Common

Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp

Mongrelfolk Commoner

Mongrelfolk Commoner 5

Init +0; Senses Darkvision; Perception +4

Defense

AC 11; Touch 11; Flat-Footed 11

Fort +4; Ref +1; Will +1

Offense

Speed 30;

Melee +2 claw (1d4, x2); s;

Statistics

Str 12, Dex 10, Con 12, Int 8, Wis 10, Cha 8

Base Atk +2; CMB +3; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +0, climb +6, craft: Weaving +3, disguise +5, handle Animal +2, knowledge Dungeoneering +1, perception +4, profession: Peasant +4, ride +3, stealth +5, survival +5, swim +6

Languages Common, Mongrelfolk

SQ Emulate Race (Ex), Sound Mimicry (Ex), Darkvision (Ex), Mixed Blood (Ex)

Gear Clothing: peasant's garb, Toy: Marked cards; Money 5 gp

Skulk Commoner

Skulk Commoner 5

Init +1; Senses Low-Light Vision; Perception +5

Defense

AC 12; Touch 12; Flat-Footed 11

HP 15

Fort +3; Ref +2; Will +2

Offense

Speed 30;

Melee +2 Dagger (1d4, 19-20x2); p or s;

Statistics

Str 10, Dex 12, Con 10, Int 10, Wis 12, Cha 8

Base Atk +2; CMB +2; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +2, climb +6, craft: Weaving +4, disguise +2, handle Animal +3, knowledge Dungeoneering +1, perception +5, profession: Peasant +5, ride +5, stealth +9, swim +6

Languages Common

SQ Camouflaged Step (Ex), Low-Light Vision (Ex), Silent Hunter (Ex)

Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp

Tiefling Commoner

Tiefling Commoner 5

Init +1; Senses Darkvision; Perception +5

Defense

AC 12; Touch 12; Flat-Footed 11

HP 15

Fort +3; Ref +2; Will +1

Resist Cold 5, Electric 5, Fire 5;

Offense

Speed 30;

Melee +2 Dagger (1d4, 19-20x2); p or s;

Spell-Like Abilities Darkness 1/1

Statistics

Str 10, Dex 12, Con 10, Int 12, Wis 10, Cha 8

Base Atk +2; CMB +2; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +4, climb +6, craft: Weaving +6, disguise +2, handle Animal +4, perception +5, profession: Peasant +5, ride +5, stealth +3, survival +2, swim +6

Languages Common, infernal

SQ Darkvision (Ex)

Gear Clothing: peasant's garb, Toy: Marked cards, Weapon: dagger; Money 5 gp