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The Fisher Dominion

Lady Garum of Fisher

Tengu Aristocrat 20

Init +2; Senses Low-Light Vision; Perception +35

Defense

AC 17; Touch 7; Flat-Footed 15

HP 79

Fort +5; Ref +8; Will +19

Offense

Speed 30;

Melee +17 Wounding Keen Rapier (1d6+2+1 bleed, 15-20x2); p;

Statistics

Str 8, Dex 14, Con 8, Int 20, Wis 24, Cha 24

Base Atk +15; CMB +14; CMD 26

Feats Leadership, Practiced Leadership, Alertness, Cosmopolitan, Deceitful, Persuasive, Skill Focus (bluff), Skill Focus (diplomacy), Weapon Finesse, Rhetorical Flourish

Skills appraise +18, bluff +38, craft: Cooking +13, diplomacy +17, disguise +17, handle Animal +15, intimidate +31, knowledge Arcana +9, knowledge Dungeoneering +9, knowledge Engineering +9, knowledge Geography +9, knowledge History +9, knowledge Local +9, knowledge Nature +9, knowledge Nobility +9, knowledge Planes +9, knowledge Religion +9, linguistics +13, perception +35, perform: Keyboard +15, profession: Queen +30, ride +10, sense Motive +33, stealth +9, survival +15, swim +7

Languages common, tengu, undercommon, orc, giant, goblin

SQ Sneaky (Ex), Gifted Linguist (Ex), Low-Light Vision (Ex)

Gear Weapon: Wounding Keen Rapier, Clothing: Royal Outfit, Ring: Ring of Spell Turning, Ring: Ring of Protection +5, Headband: Headband of Mental Superiority +6;

Fisher Fool

Tengu Bard 16

Init +4; Senses Low-Light Vision; Perception +20

Defense

AC 19; Touch 16; Flat-Footed 15

HP 76

Fort +4; Ref +14; Will +12

Offense

Speed 30;

Melee +18 Keen Wounding Whip (1d3+4+1 bleed, 19-20x2); s;

Spells Known/Prepared

6th — Scrying, Greater, Summon Monster VI

5th — False Vision, Pox Of Rumors, Seeming, Suggestion, Mass

4th — Charm Person, Mass, Cure Critical Wounds, Detect Scrying, Rainbow Pattern, Shout

3rd — Confusion, Cure Serious Wounds, Glibness, Gullibility, Tongues, Communal

2nd — Absurdity, Cure Moderate Wounds, Detect Magic, Greater, Honeyed Tongue, Suggestion, Tongues

1st — Adoration, Biting Words, Charm Person, Comprehend Languages, Cure Light Wounds, Fastidiousness

0th — Detect Magic, Flare, Haunted Fey Aspect, Message, Prestidigitation, Read Magic

Statistics

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

Base Atk +12; CMB +13; CMD 25

Feats Scavenger's Eye, Tengu Wings, Tengu Raven Form, Dazzling Display, Performance Weapon Mastery, Dramatic Display, Mocking Dance, Weapon Finesse

Skills acrobatics +15, appraise +12, bluff +12, climb +3, craft: Cooking +6, diplomacy +23, disable Device +12, disguise +12, escape Artist +8, fly +7, handle Animal +7, heal +5, intimidate +12, knowledge Arcana +22, knowledge Dungeoneering +22, knowledge Engineering +22, knowledge Geography +22, knowledge History +22, knowledge Local +22, knowledge Nature +22, knowledge Nobility +22, knowledge Planes +22, knowledge Religion +22, linguistics +6, perception +20, perform: comedy +23, profession: Fool +21, ride +7, sense Motive +20, sleight Of Hand +12, spellcraft +6, stealth +8, survival +5, swim +2, use Magic Device +8

Languages common, tengu

SQ Sneaky (Ex), Gifted Linguist (Ex), Low-Light Vision (Ex), Bardic Knowledge (Ex), Bardic Performance 38rds/day (Sp), Versatile Performance (bluff) (Su), Versatile Performance (disguise) (Su), Versatile Performance (handle animal) (Sp), Versatile Performance (use magic device) (Sp), Versatile Performance (intimidate) (Sp), Well-Versed (Ex), Lore Master (Su), Jack of All Trades (Ex)

Gear Weapon: Keen Wounding Whip, Armor: Glamered Spider-Silk Bodysuit, Ring: Ring of Protection +2, Bag: Bag of Holding I, Kit: Forger's Kit, Toy: Board Game, Toy: Ivory Deck of Cards, Toy: Dartboard Set, Toy: Dice, Toy: Dominos, Toy: Marbles, Toy: Puzzle Box, Toy: Shadow Stencils; Money 1413 gp

Fisher Noble

Aristocrat 5/Wizard 5

Init +2; Senses Low-Light Vision; Perception +11

Defense

AC 13; Touch 13; Flat-Footed 11

HP 45

Fort +1; Ref +4; Will +11

SR 13

Offense

Speed 30;

Melee +4 Shock Rapier (1d6-1+1d6 electric, 18-20x2); p;

Spells Known/Prepared

3rd — Summon Monster III, Gullibility

2nd — Acid Arrow, Summon Monster II, Detect Thoughts

1st — Fastidiousness, Comprehend Languages, Charm Person, Ear-Piercing Scream

0th — Detect Magic, Detect Poison, Read Magic, Message

Statistics

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

Base Atk +5; CMB +4; CMD 16

Feats Leadership, Practiced Leadership, craft wand, craft wondrous item, Harvest Parts, Brew Potion, scribe scroll

Skills appraise +14, bluff +12, craft: cooking +9, diplomacy +12, disguise +10, handle Animal +10, intimidate +10, knowledge Arcana +9, knowledge Dungeoneering +7, knowledge Engineering +7, knowledge Geography +7, knowledge History +7, knowledge Local +7, knowledge Nature +7, knowledge Nobility +7, knowledge Planes +7, knowledge Religion +7, linguistics +10, perception +11 (2), perform: Keyboard +9, profession: Noble +11, ride +6, sense Motive +11, spellcraft +9, stealth +5, survival +9, swim +3

Languages common, tengu, undercommon, orc

SQ Sneaky (Ex), Gifted Linguist (Ex), Low-Light Vision (Ex), Arcane Bond: raven familiar (Su)

Gear Weapon: Shock Rapier, Book: Compact Spellbook, Clothing: Noble's Outfit of Spell Resistance (13), Kit: Scrivener's Kit, Jewelry: , Ring: Ring of Protection +1; Money 1803 gp

Fisher Guard

Tengu Warrior 10

Init +7; Senses Low-Light Vision; Perception +4

Defense

AC 16; Touch 13; Flat-Footed 13

HP 51

Fort +9; Ref +6; Will +4

SR 13

Offense

Speed 30;

Melee +14 Shock Lucern Hammer (1d12+4+1d6 electric, x2); b or p;

Ranged +13 Shock Longbow (1d8+3+1d6 electric, x3); p;

Statistics

Str 18, Dex 16, Con 14, Int 8, Wis 12, Cha 12

Base Atk +10; CMB +16; CMD 29

Feats Long-Nose Form, Coordinated Defense, Coordinated Maneuvers, Improved Initiative, Intercept Charge

Skills climb +8, craft: Cooking +3, handle Animal +5, intimidate +6, linguistics +3, perception +4, profession: Guard +5, ride +4, stealth +6, swim +8

Languages common, tengu

SQ Sneaky (Ex), Gifted Linguist (Ex), Low-Light Vision (Ex)

Gear Weapon: Shock Lucern Hammer, Weapon: Shock Longbow, Armor: Parade Armor of Spell Resistance (13); Money 1935 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

Goblin Commoner

Goblin Commoner 5

Init +2; Senses Darkvision; Perception +4

Defense

AC 13; Touch 13; Flat-Footed 11

HP 19

Fort +3; Ref +3; Will +1

Offense

Speed 30;

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

Statistics

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

Base Atk +2; CMB +0; CMD 12

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +2, climb +5, craft: leather tanning +4, disguise +2, handle Animal +3, perception +4, profession: slave +4, ride +10, stealth +11, swim +5

Goblin

SQ Darkvision (Ex)

Gear Weapon: Dagger, Clothing: peasant's garb; 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

Human Commoner

Human Commoner 5

Init +4; Senses Perception +7

Defense

AC 10; Touch 10; Flat-Footed 10

HP 19

Fort +4; Ref +1; Will +1

Offense

Speed 30;

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

Statistics

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

Base Atk +2; CMB +2; CMD 12

Feats Athletic, Deceitful, Great Fortitude, Improved Initiative

Skills bluff +3, climb +7, craft: Weaving +5, disguise +3, handle Animal +4, perception +7, profession: peasant +5, ride +4, swim +7

Languages Common, goblin

Gear Weapon: Dagger, Clothing: peasant's garb, Toy: Marked cards; 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

Troglodyte Commoner

Troglodyte Commoner 5

Init +0; Senses Darkvision; Perception +4

Defense

AC 10; Touch 10; Flat-Footed 10

HP 23

Fort +4; Ref +1; Will +1

Offense

Speed 30;

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

Statistics

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

Base Atk +2; CMB +3; CMD 13

Feats Athletic, Deceitful, Great Fortitude

Skills bluff +2, climb +7, craft: Weaving +4, diplomacy +2, handle Animal +3, linguistics +1, perception +4, profession: peasant +4, ride +3, stealth +6, swim +7

Languages Draconic, common

SQ Stench (Ex), Darkvision (Ex)

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