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The Curse of House Jhirdel - Pregen Stable

Pregen - Arcanist

Human arcanist 2 (Pathfinder RPG Advanced Class Guide 8)

N Medium humanoid (human)

Init +2; Senses Perception +1


Defense


AC 12, touch 12, flat-footed 10 (+2 dexterity)

hp 11 (2d6+1)

Fort +0, Ref +2, Will +3


Offense


Speed 30 ft.

Melee quarterstaff +1 (1d6)

Arcanist Spells Prepared (CL 2nd; concentration +5)

1st—stunning barrier{super}ACG{/super} (DC 14), thunderstomp{super}ACG{/super}
0 (at will)—disrupt undead, drench{super}UM{/super} (DC 13), message, ray of frost, touch of fatigue (DC 13)


Statistics


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

Base Atk +1; CMB +1; CMD 13

Feats Combat Casting, Extra ReservoirACG

Skills Appraise +7, Bluff +4, Diplomacy +4, Disguise +4, Perception +1, Sense Motive +2, Spellcraft +8, Stealth +4, Use Magic Device +8

Languages Abyssal, Celestial, Common, Daemonic

SQ arcane reservoir, arcanist exploit (flame arc), consume spells

Combat Gear potion of mage armor (2), reach metamagic rod (lesser); Other Gear quarterstaff, 150 gp


Special Abilities


Arcane Reservoir +1 DC or CL (8/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Consume Spells (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.

Flame Arc (1d6+3 fire damage, DC 14) (Su) Use 1 reservoir, deal fire dam in 30 ft line (Ref half).

Reach metamagic rod (lesser, 3/day) The wielder can cast up to three spells per day with a one-step increase in their range category (such as from close to medium, or medium to long) as though using the Reach Spell feat.

Metamagic rods hold the essence of a metamagic feat, allowing the user to apply metamagic effects to spells as they are cast. This does not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses (except for quicken metamagic rods, which can be used as a swift action).

Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.

Construction
Requirements Craft Rod, Reach Spell; Cost 1,500 gp


Pregen - Bloodrager

Human bloodrager 2 (Pathfinder RPG Advanced Class Guide 15)

N Medium humanoid (human)

Init +7; Senses Perception +5


Defense


AC 16, touch 12, flat-footed 15 (+4 armor, +1 deflection, +1 dexterity)

hp 24 (2d10+6)

Fort +5, Ref +1, Will +0

Defensive Abilities uncanny dodge


Offense


Speed 40 ft. (30 ft. in armor)

Melee greatsword +5 (2d6+4/19-20)

Ranged javelin +3 (1d6+3)

Special Attacks bloodrage, elemental strikes


Statistics


Str 16, Dex 12, Con 14, Int 12, Wis 11, Cha 14

Base Atk +2; CMB +5; CMD 17

Feats Extra Rage, Improved Initiative

Traits reactionary, world traveler

Skills Acrobatics +3, Climb +4, Intimidate +7, Perception +5, Sense Motive +5, Spellcraft +5, Survival +5, Swim +4

Languages Common, Giant

SQ bloodline (elemental), fast movement

Other Gear hide armor, greatsword, javelin (2), ring of protection +1, 98 gp


Special Abilities


Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Acid dam for 1 rd.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Pregen - Bloodrager when raging

Human bloodrager 2 (Pathfinder RPG Advanced Class Guide 15)

N Medium humanoid (human)

Init +7; Senses Perception +5


Defense


AC 14, touch 10, flat-footed 13 (+4 armor, +1 deflection, +1 dexterity, -2 untyped penalty)

hp 28 (2d10+10)

Fort +7, Ref +1, Will +2

Defensive Abilities uncanny dodge


Offense


Speed 40 ft. (30 ft. in armor)

Melee greatsword +7 (2d6+7/19-20)

Ranged javelin +3 (1d6+5)

Special Attacks bloodrage, elemental strikes


Statistics


Str 20, Dex 12, Con 18, Int 12, Wis 11, Cha 14

Base Atk +2; CMB +7; CMD 17

Feats Extra Rage, Improved Initiative

Traits reactionary, world traveler

Skills Acrobatics +3, Climb +6, Intimidate +7, Perception +5, Sense Motive +5, Spellcraft +5, Survival +5, Swim +6

Languages Common, Giant

SQ bloodline (elemental), fast movement

Other Gear hide armor, greatsword, javelin (2), ring of protection +1, 98 gp


Special Abilities


Bloodrage (8 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.

Elemental Strikes (3/day) (Su) As swift action, your melee attacks do an additional 1d6 Acid dam for 1 rd.

Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.

Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.


Pregen - Brawler

Half-orc brawler 2 (Pathfinder RPG Advanced Class Guide 23)

CG Medium humanoid (human, orc)

Init +2; Senses darkvision 60 ft.; Perception +5


Defense


AC 15, touch 13, flat-footed 13 (+2 armor, +1 deflection, +2 dexterity)

hp 23 (2d10+5)

Fort +5, Ref +6, Will +1

Defensive Abilities orc ferocity


Offense


Speed 30 ft.

Melee unarmed strike +6 (1d6+3)

Special Attacks brawler's flurry


Statistics


Str 16, Dex 14, Con 14, Int 11, Wis 12, Cha 10

Base Atk +2; CMB +5; CMD 18

Feats Improved Unarmed Strike, Jabbing StyleACG, Weapon Focus (unarmed strike)

Traits bully, deft dodger

Skills Acrobatics +7, Climb +7, Escape Artist +6, Intimidate +7, Knowledge (local) +4, Perception +5, Sense Motive +5, Swim +7; Racial Modifiers +2 Intimidate

Languages Common, Orc

SQ martial flexibility, orc blood

Other Gear leather armor, ring of protection +1, 150 gp


Special Abilities


Brawler's Flurry +0/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Jabbing Style (1/round) +1d6 if you hit target with 2 unarmed strikes, +2d6 if hit with more than 2.

Martial Flexibility (Move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.

Orc Blood Half-orcs count as both humans and orcs for any effect related to race.

Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.


Pregen - Druid

Halfling druid 2

NG Small humanoid (halfling)

Init +5; Senses Perception +9


Defense


AC 17, touch 14, flat-footed 14 (+3 armor, +3 dexterity, +1 size)

hp 14 (2d8)

Fort +4, Ref +4, Will +7; +2 vs. fear


Offense


Speed 20 ft.

Melee quarterstaff +2 (1d4)

Ranged +1 sling +6 (1d3+1)

Domain Spell-Like Abilities (CL 2nd; concentration +5)

6/day—icicle (1d6+1 cold)

Druid Spells Prepared (CL 2nd; concentration +5)

1st—aspect of the falcon{super}APG{/super}, cure light wounds, obscuring mist{super}D{/super}, summon nature's ally I
0 (at will)—create water, guidance, light, resistance
D Domain spell; Domain Water domain


Statistics


Str 10, Dex 16, Con 11, Int 10, Wis 16, Cha 14

Base Atk +1; CMB +0; CMD 13

Feats Lucky HalflingAPG

Traits gifted adept, reactionary

Skills Acrobatics +5, Climb +6, Handle Animal +6, Heal +7, Perception +9, Ride +7, Spellcraft +4, Stealth +9, Survival +9, Swim +4; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception

Languages Common, Druidic, Halfling

SQ nature bond (water domain), nature sense, wild empathy +4, woodland stride

Combat Gear oil of darkness; Other Gear leaf armor, +1 sling, quarterstaff, ring of feather falling, 150 gp


Special Abilities


Druid Domain (Water) Granted Powers: You can manipulate water and mist and ice, conjure creatures of water, and resist cold.

Fearless +2 racial bonus vs Fear saves.

Gifted Adept (Summon Nature's Ally I) A chosen spell gets +1 CL.

Icicle 1d6+1 cold (6/day) (Sp) As a standard action, ranged touch attack deals cold dam to foe in 30 ft.

Lucky Halfling (1/day) Roll a save vs an attack affecting an ally in 30 ft. They may use either result.

Ring of feather falling Feather fall activates if you fall more than 5 ft.

Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Woodland Stride (Ex) Move through undergrowth at normal speed.


Pregen - Slayer

Elf slayer 2 (Pathfinder RPG Advanced Class Guide 53)

CG Medium humanoid (elf)

Init +4; Senses low-light vision; Perception +7


Defense


AC 18, touch 14, flat-footed 14 (+4 armor, +4 dexterity)

hp 19 (2d10+1)

Fort +3, Ref +7, Will +0; +2 vs. enchantments

Immune sleep


Offense


Speed 30 ft.

Melee dagger +6 (1d4+1/19-20) or

dagger +6 (1d4+1/19-20) or
rapier +2 (1d6+1/18-20) or
rapier +2 (1d6/18-20)

Ranged longbow +6 (1d8/×3)

Special Attacks studied target


Statistics


Str 12, Dex 18, Con 11, Int 14, Wis 10, Cha 13

Base Atk +2; CMB +3; CMD 17

Feats Extra Slayer TalentACG, Two-weapon Fighting, Weapon Finesse

Traits anatomist, fast-talker

Skills Acrobatics +7, Bluff +6, Climb +3, Disguise +5, Heal +4, Intimidate +5, Knowledge (geography) +6, Perception +7, Sense Motive +5, Stealth +7, Survival +5, Swim +3; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Languages Common, Elven, Gnome, Sylvan

SQ combat style (two-weapon combat), elven magic, slayer talent (finesse rogue, ranger combat style), track +1

Combat Gear oil of invisibility, potion of cat's grace (2), potion of haste; Other Gear chain shirt, dagger, dagger, longbow, rapier, rapier, 150 gp


Special Abilities


Anatomist +1 to confirm critical hits.

Elven Immunities - Sleep You are immune to magic sleep effects.

Elven Magic +2 to spellcraft checks to determine the properties of a magic item.

Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

Studied Target +1 (Move action, 1 at a time) (Ex) Study foe as a Move action, gain +1 to att/dam & some skills vs. them.

Track +1 Add the listed bonus to survival checks made to track.


Pregen - Swashbuckler

Human swashbuckler 2 (Pathfinder RPG Advanced Class Guide 56)

CN Medium humanoid (human)

Init +6; Senses Perception +5


Defense


AC 16, touch 12, flat-footed 14 (+4 armor, +2 dexterity)

hp 19 (2d10+1)

Fort +1, Ref +6, Will +1

Defensive Abilities charmed life


Offense


Speed 30 ft.

Melee mwk rapier +5 (1d6+2/18-20)

Ranged light crossbow +4 (1d8/19-20)

Special Attacks deed: opportune parry and riposte, panache


Statistics


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

Base Atk +2; CMB +4; CMD 16

Feats Extra PanacheACG, Improved Initiative

Traits charming, fencer

Skills Acrobatics +5, Bluff +8 (+9 vs. characters who could be attracted to you), Climb +4, Diplomacy +4 (+5 vs. characters who could be attracted to you), Escape Artist +4, Intimidate +8, Knowledge (nobility) +4, Perception +5, Sense Motive +4, Swim +4; Racial Modifiers deed: derring-do

Languages Common

SQ deed: dodging panache, swashbuckler finesse

Combat Gear potion of blur; Other Gear chain shirt, light crossbow, mwk rapier, cloak of resistance +1, 115 gp


Special Abilities


Charmed Life (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.

Charming +1 Bluff/Diplomacy/save DC for a language-dependent spell vs. targets who could be sexually attracted to you.

Deed: Derring-Do (+2 extra dice) (Ex) Use 1 panache, +1d6 to Escape Artist, Fly, Ride, or Swim check. On a 6, roll another die.

Deed: Dodging Panache +4 (Ex) As an imm action when attacked, use 1 panache to move 5 ft. and gain +4 to AC vs. attack.

Deed: Opportune Parry and Riposte (Ex) 1 panache and 1 AoO to attempt to parry a melee attack, then counterattack.

Fencer +1 to hit with dagger or sword AoOs.

Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.

Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having


Pregen - Warpriest

Dwarf warpriest of Irori 2 (Pathfinder RPG Advanced Class Guide 60)

LN Medium humanoid (dwarf)

Init +2; Senses darkvision 60 ft.; Perception +3


Defense


AC 18, touch 11, flat-footed 17 (+7 armor, +1 dexterity)

hp 19 (2d8+5)

Fort +5, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training


Offense


Speed 20 ft.

Melee dwarven waraxe +5 (1d10+4/×3) or

gauntlet (from armor) +4 (1d3+3) or
unarmed strike +4 (1d6+3)

Ranged composite shortbow +1 (1d6+3/×3)

Special Attacks hatred

Warpriest Spells Prepared (CL 2nd; concentration +6)

1st—bane (DC 13), bless, cure light wounds
0 (at will)—detect magic, guidance, guidance, light


Statistics


Str 16, Dex 14, Con 14, Int 10, Wis 15, Cha 8

Base Atk +1; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)

Feats Combat Casting, Improved Unarmed Strike, Weapon Focus (dwarven waraxe)

Traits focused mind, indomitable faith

Skills Appraise +0 (+2 to assess nonmagical metals or gemstones), Climb +1, Intimidate +3, Knowledge (religion) +4, Perception +3 (+5 to notice unusual stonework), Sense Motive +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework

Languages Common, Dwarven

SQ axiomatic strike, blast rune, blessing (law blessing, rune blessing), blessings, fervor 1d6, sacred weapon

Other Gear banded mail, composite shortbow, dwarven waraxe, clamor box, 120 gp


Special Abilities


Axiomatic Strike (Su) Touched weapon deals +1d6 dam vs. chaotic foes for 1 min.

Blast Rune (1d6+1 elemental damage) (Su) Place rune in adj empty square that lasts 2 rds or until triggered. Deals 1d6+1 elemental dam.

Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.

Combat Casting +4 to Concentration checks to cast while on the defensive.

Darkvision (60 feet) You can see in the dark (black and white vision only).

Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.

Fervor 1d6 (3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.

Focused Mind +2 to Concentration checks

Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.

Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.

Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

Sacred Weapon (2 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.

Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.

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