Anda di halaman 1dari 7

Mere of Dead Men

Camp at Iniarvs Tower


Ref: Dungeon Magazine #69, pg 12; #70, pg 36; #71, pg 50; and #72, pg 50.

SIR JUSTIN MELENISUS

CR 8
LG Male Human Paladin 9 (Helm)
Init +5; Senses lowlight vision; Perception +13
Aura of Good
Aura of Courage +4 to saves for all allies in ten feet vs fear
Aura of Resolve +4 to saves for all allies in ten feet vs charm
--------------------------------------------------------------------------------------

AC 22, touch 11, flat-footed 21(+11 [+3 full plate], +1 dexterity)


Angelic Aspect (lesser) +2 to AC vs evil creatures for 9 minutes
Vestment of the Champion oo +2 to AC for 9 minutes
hp 84 (9d10+18+9);
Fort +14, Ref +10, Will +14
Immune all diseases, including magical ones; all charms
Resist Spell: Angelic Aspect, Lesser - acid 5, cold 5;
--------------------------------------------------------------------------------------

Spd 20 ft. (5 squares)


Melee Illuminus +2 undead bane great sword +17/+12 (2d6+8 S19-20)
vs undead: Illuminus +4 undead bane great sword +19/+14
(4d6+10 S19-20)
Smite Evil: ooo/day: additional +6 to hit and additional +9 to
damage vs evil creatures
Spell: Divine Favor ooo/day: additional +2 to hit and damage for
1 minute (10 rounds ooooo ooooo)
Space 5 ft.; Reach 5 ft.
Special Attacks Smite Evil, Critical Focus(+4 to confirm critical), Divine Boon (oo
enhancement bonus/day: axiomatic (cost 2), defending (cost 1),
flaming (cost 1), flaming burst (cost 2), holy (cost 2), or merciful
(cost 1)(for 9 minutes)
Combat Gear ;
Spell-Like Abilities
At will Detect Evil 60 line
10/day - Lay on Hand oooo+oooooo , cure 4d6 hps, removes the
sickened condition, disease(d20+9 vs disease DC), and curse(d20+9 vs curse DC)
Channel Positive Energy(use two Lay on Hand): 30 radius burst, cures 4d6
hps; can exclude up to 6 creatures
Paladin Spells Prepared (CL 6, DC 16+ spell level):
Concentration check=d20+15 (Pal Lvl 9 + Cha Mod 6) vs. DC(spell lvl.+damage+10)
2nd Angelic Aspect (Lesser) o,
Vestment of the Champion oo
1st Bless (50 ft. burst, +1 moral bonus to attacks and fear saves for
6 minuties)
Divine Favor ooo
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TACTICS
Before Combat Sit Justin will cast Angelic Aspect, if opponent is
known to be evil, or Vestment of the Champion, if opponent is not
evil, on himself. He will then throw Bless, and Divine Boon
During Combat
Morale
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Str 20(16+4 belt), Dex 12, Con 14, Int 12, Wis 14, Cha 22
BAtk +9; CMB +13; CMD 24
Feats Alertness, Improved Critical, Improved Initiative, Weapon Focus
(great sword), Critical Focus, Selective Channeling
Skills Acrobatics -5*, Appraise +1, Bluff +6, Climb -4*, Diplomacy +14,
Disguise +6, Escape Artist -5*, Handle Animal +11, Heal +7,
Intimidate +6, Knowledge (nobility) +6, Knowledge (religion) +13,
Perception +13, Ride +0*, Sense Motive +12, Stealth -5*, Survival +2,
Swim -4**
* check penalty for armor/shield applied
** double armor/shield penalties for swimmers
Languages Celestial, Common
SQ Smite Evil, Divine Grace, Divine Bond (Illumins +4 undead bane
great sword)
Other Gear Belt of giant strength +4,

Divine Bond (Sp) The first type of bond allows the paladin to enhance
her weapon as a standard action by calling upon the aid of a
celestial spirit for 1 minute per paladin level. When called, the spirit
causes the weapon to shed light as a torch. At 5th level, this spirit
grants the weapon a +1 enhancement bonus. For every three
levels beyond 5th, the weapon gains another +1 enhancement
bonus, to a maximum of +6 at 20th level. These bonuses can be
added to the weapon, stacking with existing weapon bonuses to a
maximum of +5, or they can be used to add any of the following
weapon properties: axiomatic (+2), defending (+1), flaming (+1),
flaming burst (+2), holy (+2), merciful (+1). Adding these properties
consumes an amount of bonus equal to the property's cost.
AXIOMATIC (Cost 2)An axiomatic weapon is infused with lawful
power. It makes the weapon law-aligned and thus bypasses the
corresponding damage reduction. It deals an extra 2d6 points of
damage against chaotic creatures. It bestows one permanent
negative level on any chaotic creature attempting to wield it. The
negative level remains as long as the weapon is in hand and
disappears when the weapon is no longer wielded. This negative
level cannot be overcome in any way (including restoration
spells) while the weapon is wielded.
DEFENDING (Cost 1) defending weapon allows the wielder to transfer
some or all of the weapon's enhancement bonus to his AC as a
bonus that stacks with all others. As a free action, the wielder
chooses how to allocate the weapon's enhancement bonus at
the start of his turn before using the weapon, and the bonus to
AC lasts until his next turn. This ability can only be placed on
melee weapons.
FLAMING (Cost 1) Upon command, a flaming weapon is sheathed in
fire that deals an extra 1d6 points of fire damage on a successful
hit. The fire does not harm the wielder. The effect remains until
another command is given.
FLAMING BURST (Cost 2) A flaming burst weapon functions as a flaming
weapon that also explodes with flame upon striking a successful
critical hit. The fire does not harm the wielder. In addition to the
extra fire damage from the flaming ability (see above), a flaming
burst weapon deals an extra 1d10 points of fire damage on a
successful critical hit. If the weapon's critical multiplier is x3, add
an extra 2d10 points of fire damage instead, and if the multiplier is
x4, add an extra 3d10 points of fire damage.
Even if the flaming ability is not active, the weapon still deals its
extra fire damage on a successful critical hit.
HOLY (Cost 2) A holy weapon is imbued with holy power. This power
makes the weapon good-aligned and thus bypasses the
corresponding damage reduction. It deals an extra 2d6 points of
damage against all creatures of evil alignment. It bestows one
permanent negative level on any evil creature attempting to
wield it. The negative level remains as long as the weapon is in
hand and disappears when the weapon is no longer wielded. This
negative level cannot be overcome in any way (including by
restoration spells) while the weapon is wielded.
MERCIFUL (Cost 1) A merciful weapon deals an extra 1d6 points of
damage, but all damage it deals is nonlethal damage. On
command, the weapon suppresses this ability until told to resume
it (allowing it to deal lethal damage, but without any bonus
damage from this ability).

--------------------------------------------------------------------------------------

Camp at Iniarvs Tower

Mere of Dead Men


SIR JUSTIN MELENISUS SPELLS
1ST LVL SPELLS

Bless
School enchantment (compulsion) [mindaffecting]; Level cleric/oracle 1, inquisitor 1,
paladin 1, shaman 1; Domain community 1;
Subdomain leadership 1, resolve 1
Casting Time 1 standard action
Components V, S, DF
Range 50 ft.
Area The caster and all allies within a 50-ft.
burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes
(harmless)
Bless fills your allies with courage. Each ally
gains a +1 morale bonus on attack rolls and
on saving throws against fear effects.
Bless counters and dispels bane.
Divine Favor
School evocation; Level cleric/oracle 1, inquisi
tor 1, paladin 1;Domain archon (good, law)
1, nobility 1
Casting Time 1 standard action
Components V, S, DF
Range personal
Target you
Duration 1 minute
Calling upon the strength and wisdom of a
deity, you gain a +1 luck bonus on attack and
weapon damage rolls for every three caster
levels you have (at least +1, maximum +3).
The bonus doesn't apply to spell damage.

2ND LVL SPELLS

Angelic Aspect, Lesser


School transmutation [good]; Level cleric 2, paladin 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no
You take on an aspect of an angelic being, including some of its physical characteristics.
You gain low-light vision, resistance to acid 5, resistance to cold 5, and the benefits of
protection from evil (Protection from evil spell wards a creature from attacks by evil
creatures, from mental control, and from summoned creatures. It creates a magical
barrier around the subject at a distance of 1 foot. The barrier moves with the subject and
has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves.
Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to
begin with) against any spells or effects that possess or exercise mental control over the
creature (including enchantment [charm] effects and enchantment [compulsion]
effects, such as charm person, command, and dominate person). This saving throw is
made with a +2 morale bonus, using the same DC as the original effect. If successful,
such effects are suppressed for the duration of this spell. The effects resume when the
duration of this spell expires. While under the effects of this spell, the target is immune to
any new attempts to possess or exercise mental control over the target. This spell does
not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it
does prevent them from controlling the target. This second effect only functions against
spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the
natural weapon attacks of such creatures to fail and the creatures to recoil if such
attacks require touching the warded creature. Summoned creatures that are not evil
are immune to this effect. The protection against contact by summoned creatures
ends if the warded creature makes an attack against or tries to force the barrier
against the blocked creature. Spell Resistance can allow a creature to overcome this
protection and touch the warded creature.)
Vestment of the Champion
School abjuration; Level antipaladin 2, paladin 2
Casting Time 1 standard action
component V, S
Range touch
Target armor or shield touched
Duration 1 minute/level
Saving Throw none; Spell Resistance no
This functions as magic vestment (+1 per 4 levels), except it only affects armor or a shield
you are wearing or carrying. If the armor or shield is worn or carried by anyone other than
you, the spell has no effect, but resumes its effect when you are wearing or carrying it
again.

Camp at Iniarvs Tower

Mere of Dead Men


Pathfinder, Watchers of Helm as Battle Adepts

JARAIN, DAUNZRA, OLOTHYR,

AND RURUMIL CR 4
Male/Female Watcher of Helm, Battle Adept 5
LN medium humanoid (human)
Init +1; Senses Perception +4
Aura Lawful (good)
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AC 23, touch 12, flat-footed 21 (+2 Dex, +9 full plate, +2 large shield)
hp 37(5d8+10)
Fort +7, Ref +4, Will +9
------------------------------------------------------------------------------------------

Spd 20 ft. (4 squares)


Melee +1 bastard sword +7 (1d10+2 S 19-20+1 to confirm critical hit)
Ranged none (spells?)
Space 10 ft.; Reach 5 ft.
Special Attacks Channel Energy (2d6) 30 burst ooooo/day Will DC 14
half, Spontaneous Battlecasting
Domain Spell Like Abilities (CL 5, concentration d20+10additional +3 if grappled,
pinned, entangled or in violent weather
)
ooo+oo/day Divine Providence: +2 deflection bonus to AC for 2
rounds
Spells Prepared (CL 5th, concentration d20+10 additional +3 if grappled, pinned,
entangled or in violent weather
):
3rd remove disease + protection from energy
2nd bulls strength, cure moderate wounds + shield other
1st cure light wounds, shield of faith + sanctuary
0 Light, Resistance, Stabilize
Domain: Protection
------------------------------------------------------------------------------------------

Str 13, Dex 14, Con 15, Int 11, Wis 19(16+2 human, +1 4th), Cha 14
Base Atk +3; CMB +4, CMD 15
Skills Acrobatics -5, Appraise +3, Bluff +2, Climb -5, Craft +0,
Diplomacy +5, Disguise +2, Escape Artist -5, Handle Animal +6, Heal
+8, Intimidate +2 (additional +4/-4 per size Larger/Smaller than
target), Knowledge (arcana) +4, Knowledge (history) +4,
Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge
(religion) +8, Linguistics +4, Perception +4, Perform +2, Profession +7,
Ride -1, Sense Motive +10, Spellcraft +4, Stealth -5, Survival +7, Swim
-5,
Feats Selective Channeling, Weapon of the Chosen, Exotic Weapon
Proficiency (bastard sword), Shield Proficiency, Weapon Focus
(bastard sword)
Traits Anatomist, Beacon of Faith, Desperate Resolve,
Languages Common
SQ Armor Training 1
Combat Gear ;
Other Gear

Channel Energy (Su): This is exactly like the cleric ability of the same
name, except that the amount of damage dealt or healed is equal
to 1d6 points of damage at 1 st level, plus 1d6 points of damage at
3rd level and every four battle adept levels thereafter, to a
maximum of 6d6 at 19th level.
Weapon Symbol: At 1st level, a battle adept can choose to add her
holy symbol to a weapon of her choice, and can brandish that holy
symbol while wielding that weapon. If that weapon is lost or
destroyed, she may make a Craft (weapons) check (DC 15) to add
her holy symbol to another weapon, even if she has no ranks in
Craft (weapons). If the check fails, the holy symbol is ruined and
must be replaced, but the weapon is unharmed.
Spontaneous Battlecasting (Su): Starting at 2nd level, a battle adept
can channel stored spell energy into her weapon to enhance her
prowess in battle. The battle adept can lose any prepared spell
that is not an orison or domain spell in order to grant herself a bonus
to her attack rolls for a number of rounds equal to her Wisdom
modifier. She gains a +1 bonus for every two spell levels of the spell
that is lost, rounded up. Thus, a battle adept could sacrifice a 1 st
or 2nd level spell to gain a +1 bonus on his attack rolls, or a 7 th or
8th level spell to gain a +4 bonus, and so forth. This ability replaces
spontaneous casting.
Armor Training (Ex): Starting at 4th level (-1 to AC check and+1 to max
dex allowed; ?move at normal speed in medium armor?), a battle
adept gains the fighters armor training ability and further training
every six levels thereafter (10 th lvl. ?move at normal speed in heavy
armor?, and 16th). Any armor training bonuses are applied to all
armor types in which the battle adept is proficient.
------------------------------------------------------------------------------------------

Traits:
Anatomist (combat) - Benefit: You gain a +1 trait bonus on all rolls
made to confirm critical hits.
Beacon of Faith (faith) - Benefit: Once per day as a free action, you
may treat your caster level as if it were 2 levels higher when using
one of the granted powers of your domain or inquisition, or when
casting one of your domain spells.
Desperate Resolve (magic) - Benefit: You gain a +1 trait bonus on
concentration checks. This trait bonus increases to + 4 when you
are grappled, pinned, in violent weather, or entangled.
------------------------------------------------------------------------------------------

Feats:
Selective Channeling (1st Lvl) - Benefit: When you channel energy,
you can choose a number of targets in the area up to your
Charisma modifier. These targets are not affected by your
channeled energy.
Weapon of the Chosen (Combat) (Human Bonus) - Benefit: As a swift
action, you can call upon your deity to guide an attack you make
with your deity's favored weapon. On your next attack in that round
with that weapon, your weapon counts as magical for the purpose
of overcoming damage reduction or striking an incorporeal
creature. If your attack misses because of concealment, you can
reroll your miss chance one time to see whether you actually hit.
Exotic Weapon Proficiency (Combat)(3 rd Lvl) - Benefit: You make
attack rolls with the weapon normally.
Shield Proficiency (Combat)(5 th Lvl) - Benefit: When you use a shield
(except a tower shield), the shield's armor check penalty only
applies to Strength- and Dexterity-based skills.
Weapon Focus (Combat) (Bonus 5th Lvl) - Benefit: You gain a +1 bonus
on all attack rolls you make using the selected weapon.

Camp at Iniarvs Tower

Mere of Dead Men


LORELLE, AMILIE,

AND FERNASTUS CR 6
Male/Female Watcher of Helm, Battle Adept 7
LN medium humanoid (human)
Init +1; Senses Perception +4
Aura
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AC 22, touch 11, flat-footed 20 (+2 Dex, +8 plate mail, +2 large shield)
hp 46(7d8+14)
Fort +9, Ref +5, Will +11
------------------------------------------------------------------------------------------

Spd 30 ft. (6 squares)


Melee +1 bastard sword +7 (1d10+2 S 19-20+1 to confirm critical hit)
Ranged none (spells?)
Space 10 ft.; Reach 5 ft.
Special Attacks Channel Energy (3d6) 30 burst ooooo/day Will DC 15
half, Spontaneous Battlecasting
Domain Spell Like Abilities (CL 7, concentration d20+5 additional +3 if grappled,
pinned, entangled or in violent weather
)
ooo+oo/day Divine Providence: +2 deflection bonus to AC for 2
rounds
Divine Wrath - expend one channel energy additional +7 (if target
is chaotic or evil +14) to damage for 2 rounds oo
Spells Prepared (CL 7th, concentration d20+12 additional +3 if grappled, pinned,
entangled or in violent weather
):
4th neutralize poison + spell immunity
3rd remove blindness or deafness, remove disease, + protection
from energy
2nd bulls strength, cure moderate wounds + shield other
1st bless, cure light wounds x2, shield of faith + sanctuary
0 Light, Resistance, Stabilize
Domain: Protection
------------------------------------------------------------------------------------------

Str 13, Dex 14, Con 15, Int 11, Wis 19(16+2 human, +1 4th), Cha 14
Base Atk +5; CMB +6, CMD 17
Skills Acrobatics -5, Appraise +3, Bluff +2, Climb -5, Craft +0,
Diplomacy +6, Disguise +2, Escape Artist -5, Handle Animal +6, Heal
+9, Intimidate +2 (additional +4/-4 per size Larger/Smaller than
target), Knowledge (arcana) +5, Knowledge (history) +4,
Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge
(religion) +10, Linguistics +4, Perception +4, Perform +2, Profession
+7, Ride -1, Sense Motive +9, Spellcraft +4, Survival +7, Swim -5
Feats Selective Channeling, Weapon of the Chosen, Exotic Weapon
Proficiency (bastard sword), Shield Proficiency, Weapon Focus
(bastard sword), Combat Casting
Languages Common
SQ
Combat Gear ;
Other Gear

Channel Energy (Su): This is exactly like the cleric ability of the same
name, except that the amount of damage dealt or healed is equal
to 1d6 points of damage at 1st level, plus 1d6 points of damage at
3rd level and every four battle adept levels thereafter, to a
maximum of 6d6 at 19th level.
Weapon Symbol: At 1st level, a battle adept can choose to add her
holy symbol to a weapon of her choice, and can brandish that holy
symbol while wielding that weapon. If that weapon is lost or
destroyed, she may make a Craft (weapons) check (DC 15) to add
her holy symbol to another weapon, even if she has no ranks in
Craft (weapons). If the check fails, the holy symbol is ruined and
must be replaced, but the weapon is unharmed.
Spontaneous Battlecasting (Su): Starting at 2nd level, a battle adept
can channel stored spell energy into her weapon to enhance her
prowess in battle. The battle adept can lose any prepared spell
that is not an orison or domain spell in order to grant herself a bonus
to her attack rolls for a number of rounds equal to her Wisdom
modifier. She gains a +1 bonus for every two spell levels of the spell
that is lost, rounded up. Thus, a battle adept could sacrifice a 1st
or 2ndlevel spell to gain a +1 bonus on his attack rolls, or a 7th or
8thlevel spell to gain a +4 bonus, and so forth. This ability replaces
spontaneous casting.
Armor Training (Ex): Starting at 4th level, a battle adept gains the
fighters armor training ability and further training every six levels
thereafter (10th and 16th). Any armor training bonuses are applied
to all armor types in which the battle adept is proficient.
------------------------------------------------------------------------------------------

Traits:
Anatomist (combat) - Benefit: You gain a +1 trait bonus on all rolls
made to confirm critical hits.
Beacon of Faith (faith) - Benefit: Once per day as a free action, you
may treat your caster level as if it were 2 levels higher when using
one of the granted powers of your domain or inquisition, or when
casting one of your domain spells.
Desperate Resolve (magic) - Benefit: You gain a +1 trait bonus on
concentration checks. This trait bonus increases to + 4 when you
are grappled, pinned, in violent weather, or entangled.
------------------------------------------------------------------------------------------

Feats:
Selective Channeling - Benefit: When you channel energy, you can
choose a number of targets in the area up to your Charisma
modifier. These targets are not affected by your channeled energy.
Weapon of the Chosen (Combat) (Human Bonus) - Benefit: As a swift
action, you can call upon your deity to guide an attack you make
with your deity's favored weapon. On your next attack in that round
with that weapon, your weapon counts as magical for the purpose
of overcoming damage reduction or striking an incorporeal
creature. If your attack misses because of concealment, you can
reroll your miss chance one time to see whether you actually hit.
Exotic Weapon Proficiency (Combat) - Benefit: You make attack rolls
with the weapon normally.
Shield Proficiency (Combat) - Benefit: When you use a shield (except
a tower shield), the shield's armor check penalty only applies to
Strength- and Dexterity-based skills.
Weapon Focus (Combat) (Bonus) - Benefit: You gain a +1 bonus on all
attack rolls you make using the selected weapon.
Combat Casting - Benefit: You get a +4 bonus on concentration
checks made to cast a spell or use a spell-like ability when casting
on the defensive or while grappled.

Camp at Iniarvs Tower

Mere of Dead Men


METEDES, ARATHYLAR

AND HENDRAN CR 8
Male/Female Watcher of Helm, Battle Adept 9
LN medium humanoid (human)
Init +1; Senses Perception +6
Aura
------------------------------------------------------------------------------------------

AC 22, touch 12, flat-footed 20 (+2 Dex, +8 plate mail, +2 large shield)
hp 57(9d8+18)
Fort +10, Ref +6, Will +12
------------------------------------------------------------------------------------------

Spd 30 ft. (6 squares)


Melee +1 bastard sword +9/+4 (1d10+4 S 19-20+1 to confirm critical hit)
Ranged none (spells?)
Space 10 ft.; Reach 5 ft.
Special Attacks Channel Energy (3d6) 30 burst ooooo/day Will DC 16
half, Spontaneous Battlecasting
Domain Spell Like Abilities (CL 9, concentration d20+6 additional +3 if grappled,
pinned, entangled or in violent weather
)
ooo+oo/day Divine Providence: +3 deflection bonus to AC for 2
rounds
Divine Wrath - expend one channel energy additional +9 (if target
is chaotic or evil +18) to damage for 2 rounds oo
Spells Prepared (CL 9th, concentration d20+16 additional +3 if grappled, pinned,
entangled or in violent weather
):
5th 0+1 = 1+1 raise dead + spell resistance
4th1+1 = 2+1 restoration, neutralize poison + spell immunity
3rd2+1 = 3+1 prayer, remove blindness or deafness, remove
disease, + protection from energy
2nd3+1 = 4+1 blinding ray, bulls strength, cure moderate wounds,
grace + shield other
1st3+1 = 5+1 bless oo, cure light wounds oo, shield of faith +
sanctuary
03 Light, Resistance, Stabilize
Domain: Protection
------------------------------------------------------------------------------------------

Str 12, Dex 14, Con 15, Int 10, Wis 20(16+2 human, +1 4th, +1 8th), Cha 14
Base Atk +6; CMB +7, CMD 18
Skills Acrobatics -4, Appraise +3, Bluff +2, Climb +-4, Craft +0,
Diplomacy +7, Escape Artist -4, Handle Animal +6, Heal +10,
Intimidate +2 (additional +4/-4 per size Larger/Smaller than target),
Knowledge (arcana) +5, Knowledge (history) +4, Knowledge
(nobility) +4, Knowledge (planes) +4, Knowledge (religion) +12,
Linguistics +4, Perception +6, Perform +2, Profession +8, Ride +0,
Sense Motive +11, Spellcraft +5, Survival +8, Swim -4
Feats Selective Channeling, Weapon of the Chosen, Exotic Weapon
Proficiency (bastard sword), Shield Proficiency, Weapon Focus
(bastard sword), Combat Casting, Weapon Specialization (bastard
sword)
Languages Common
SQ
Combat Gear ;
Other Gear

Channel Energy (Su): This is exactly like the cleric ability of the same
name, except that the amount of damage dealt or healed is equal
to 1d6 points of damage at 1st level, plus 1d6 points of damage at
3rd level and every four battle adept levels thereafter, to a
maximum of 6d6 at 19th level.
Weapon Symbol: At 1st level, a battle adept can choose to add her
holy symbol to a weapon of her choice, and can brandish that holy
symbol while wielding that weapon. If that weapon is lost or
destroyed, she may make a Craft (weapons) check (DC 15) to add
her holy symbol to another weapon, even if she has no ranks in
Craft (weapons). If the check fails, the holy symbol is ruined and
must be replaced, but the weapon is unharmed.
Spontaneous Battlecasting (Su): Starting at 2nd level, a battle adept
can channel stored spell energy into her weapon to enhance her
prowess in battle. The battle adept can lose any prepared spell
that is not an orison or domain spell in order to grant herself a bonus
to her attack rolls for a number of rounds equal to her Wisdom
modifier. She gains a +1 bonus for every two spell levels of the spell
that is lost, rounded up. Thus, a battle adept could sacrifice a 1st
or 2ndlevel spell to gain a +1 bonus on his attack rolls, or a 7th or
8thlevel spell to gain a +4 bonus, and so forth. This ability replaces
spontaneous casting.
Armor Training (Ex): Starting at 4th level, a battle adept gains the
fighters armor training ability and further training every six levels
thereafter (10th and 16th). Any armor training bonuses are applied
to all armor types in which the battle adept is proficient.
------------------------------------------------------------------------------------------

Traits:
Anatomist (combat) - Benefit: You gain a +1 trait bonus on all rolls
made to confirm critical hits.
Beacon of Faith (faith) - Benefit: Once per day as a free action, you
may treat your caster level as if it were 2 levels higher when using
one of the granted powers of your domain or inquisition, or when
casting one of your domain spells.
Desperate Resolve (magic) - Benefit: You gain a +1 trait bonus on
concentration checks. This trait bonus increases to + 4 when you
are grappled, pinned, in violent weather, or entangled.
------------------------------------------------------------------------------------------

Feats:
Selective Channeling - Benefit: When you channel energy, you can
choose a number of targets in the area up to your Charisma
modifier. These targets are not affected by your channeled energy.
Weapon of the Chosen (Combat) (Human Bonus) - Benefit: As a swift
action, you can call upon your deity to guide an attack you make
with your deity's favored weapon. On your next attack in that round
with that weapon, your weapon counts as magical for the purpose
of overcoming damage reduction or striking an incorporeal
creature. If your attack misses because of concealment, you can
reroll your miss chance one time to see whether you actually hit.
Exotic Weapon Proficiency (Combat) - Benefit: You make attack rolls
with the weapon normally.
Shield Proficiency (Combat) - Benefit: When you use a shield (except
a tower shield), the shield's armor check penalty only applies to
Strength- and Dexterity-based skills.
Weapon Focus (Combat) (Bonus) - Benefit: You gain a +1 bonus on all
attack rolls you make using the selected weapon.
Combat Casting - Benefit: You get a +4 bonus on concentration
checks made to cast a spell or use a spell-like ability when casting
on the defensive or while grappled.
Channeled Shield Wall - Benefit: As a swift action, you can spend a
use of your channel energy to grant yourself a +2 deflection bonus
while using a shield. This bonus lasts 1 minute per cleric level or
effective cleric level. While you benefit from this bonus, allies with
shields also gain a +2 deflection bonus while they are adjacent to
you.
Weapon Specialization (Combat) (Bonus) - Benefit: You gain a +2
bonus on all damage rolls you make using the selected weapon.

Camp at Iniarvs Tower

Mere of Dead Men


BALATHEL

AND GHARVAN CR 10
Male/Female Watcher of Helm, Battle Adept 11
LN medium humanoid (human)
Init +1; Senses Perception +8
Aura Lawful (Good)
------------------------------------------------------------------------------------------

AC 23, touch 11, flat-footed 20 (+1 Dex, +8 plate mail, +2 large shield,
+2 armor training)
hp 70(11d8+22)
Fort +12, Ref +7, Will +13
------------------------------------------------------------------------------------------

Spd 30 ft. (6 squares)


Melee +1 bastard sword +10/+5 (1d10+2 S 19-20+1 to confirm critical hit)
Ranged none (spells?)
Space 10 ft.; Reach 5 ft.
Special Attacks Channel Energy (3d6) 30 burst ooooo+oo/day Will
DC 17 half, Spontaneous Battlecasting
Domain Spell Like Abilities (CL 11, concentration d20+17 additional +3 if
grappled, pinned, entangled or in violent weather
)
ooo+oo/day Divine Providence: +3 deflection bonus to AC for 2
rounds
Divine Wrath - expend one channel energy additional +11 (if
target is chaotic or evil +22) to damage for 2 rounds oo
Spells Prepared (CL 11th, concentration d20+17 additional +3 if grappled, pinned,
entangled or in violent weather
):
6th -- + antimagic field
5th raise deadx2 + spell resistance
4th restoration, neutralize poisonx2 + spell immunity
3rd greater path of glory, magic vestment, remove blindness or
deafness, remove disease, + protection from energy
2nd blinding ray, bulls strength, cure moderate wounds, grace +
shield other
1st bless x2, cure light wounds x2, shield of faith + sanctuary
03 Light, Resistance, Stabilize
+ Domain: Protection
------------------------------------------------------------------------------------------

Str 12, Dex 14, Con 15, Int 10, Wis 20(16+2 human, +1 4th, +1 8th), Cha 14
Base Atk +8; CMB +10, CMD 21
Skills Acrobatics -4, Appraise +3, Bluff +2, Climb +-4, Craft +0,
Diplomacy +9, Escape Artist -4, Handle Animal +6, Heal +11,
Intimidate +2 (additional +4/-4 per size Larger/Smaller than target),
Knowledge (arcana) +5, Knowledge (history) +4, Knowledge
(nobility) +4, Knowledge (planes) +4, Knowledge (religion) +14,
Linguistics +4, Perception +8, Perform +2, Profession +7, Ride +0,
Sense Motive +11, Spellcraft +5, Survival +8, Swim -4
Feats Selective Channeling, Weapon of the Chosen, Exotic Weapon
Proficiency (bastard sword), Shield Proficiency, Weapon Focus
(bastard sword), Combat Casting, Weapon Specialization (bastard
sword)
Languages Common
SQ
Combat Gear ;
Other Gear

Channel Energy (Su): This is exactly like the cleric ability of the same
name, except that the amount of damage dealt or healed is equal
to 1d6 points of damage at 1st level, plus 1d6 points of damage at
3rd level and every four battle adept levels thereafter, to a
maximum of 6d6 at 19th level.
Weapon Symbol: At 1st level, a battle adept can choose to add her
holy symbol to a weapon of her choice, and can brandish that holy
symbol while wielding that weapon. If that weapon is lost or
destroyed, she may make a Craft (weapons) check (DC 15) to add
her holy symbol to another weapon, even if she has no ranks in
Craft (weapons). If the check fails, the holy symbol is ruined and
must be replaced, but the weapon is unharmed.
Spontaneous Battlecasting (Su): Starting at 2nd level, a battle adept
can channel stored spell energy into her weapon to enhance her
prowess in battle. The battle adept can lose any prepared spell
that is not an orison or domain spell in order to grant herself a bonus
to her attack rolls for a number of rounds equal to her Wisdom
modifier. She gains a +1 bonus for every two spell levels of the spell
that is lost, rounded up. Thus, a battle adept could sacrifice a 1st
or 2ndlevel spell to gain a +1 bonus on his attack rolls, or a 7th or
8thlevel spell to gain a +4 bonus, and so forth. This ability replaces
spontaneous casting.
Armor Training (Ex): Starting at 4th level, a battle adept gains the
fighters armor training ability and further training every six levels
thereafter (10th and 16th). Any armor training bonuses are applied
to all armor types in which the battle adept is proficient.
------------------------------------------------------------------------------------------

Traits:
Anatomist (combat) - Benefit: You gain a +1 trait bonus on all rolls
made to confirm critical hits.
Beacon of Faith (faith) - Benefit: Once per day as a free action, you
may treat your caster level as if it were 2 levels higher when using
one of the granted powers of your domain or inquisition, or when
casting one of your domain spells.
Desperate Resolve (magic) - Benefit: You gain a +1 trait bonus on
concentration checks. This trait bonus increases to + 4 when you
are grappled, pinned, in violent weather, or entangled.
------------------------------------------------------------------------------------------

Feats:
Selective Channeling - Benefit: When you channel energy, you can
choose a number of targets in the area up to your Charisma
modifier. These targets are not affected by your channeled energy.
Weapon of the Chosen (Combat) (Human Bonus) - Benefit: As a swift
action, you can call upon your deity to guide an attack you make
with your deity's favored weapon. On your next attack in that round
with that weapon, your weapon counts as magical for the purpose
of overcoming damage reduction or striking an incorporeal
creature. If your attack misses because of concealment, you can
reroll your miss chance one time to see whether you actually hit.
Exotic Weapon Proficiency (Combat) - Benefit: You make attack rolls
with the weapon normally.
Shield Proficiency (Combat) - Benefit: When you use a shield (except
a tower shield), the shield's armor check penalty only applies to
Strength- and Dexterity-based skills.
Weapon Focus (Combat) (Bonus) - Benefit: You gain a +1 bonus on all
attack rolls you make using the selected weapon.
Combat Casting - Benefit: You get a +4 bonus on concentration
checks made to cast a spell or use a spell-like ability when casting
on the defensive or while grappled.
Channeled Shield Wall - Benefit: As a swift action, you can spend a
use of your channel energy to grant yourself a +2 deflection bonus
while using a shield. This bonus lasts 1 minute per cleric level or
effective cleric level. While you benefit from this bonus, allies with
shields also gain a +2 deflection bonus while they are adjacent to
you.
Weapon Specialization (Combat) (Bonus) - Benefit: You gain a +2
bonus on all damage rolls you make using the selected weapon.
Extra Channel - Benefit: You can channel energy two additional times
per day.

Camp at Iniarvs Tower

Mere of Dead Men


SIR JUSTINS FIGHTERS

(12) CR 4

XP 1,200 [XP 12,800}


Female human fighter 5
LN Medium humanoid (human)
Init +2; Senses Perception +11

Combat Tracking

-------------------------------------------------------------------------------------

AC 22, touch 13, flat-footed 19 (Dodge, +2 Dex, +6 armor, +3


heavy shield +1); Combat Expertise
hp 42 (5d10+10)
Fort +5, Ref +3, Will +1; +1 vs. fear
Defensive Abilities bravery +1

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

hp 42
Bolts ooooo
ooooo ooooo
ooooo
Potion of Cure
Light Wounds oo

-------------------------------------------------------------------------------------

Speed 30 ft.
Melee +1 longsword +10 (1d8+6 S 1920),
Ranged mwk light crossbow +9 (1d8+1 80 1920/x2)
Within 30 ft. mwk light crossbow +10 (1d8+2 30 19-20/x2)
Special Attacks weapon training (heavy blades +1)
-------------------------------------------------------------------------------------

Str 15, Dex 15, Con 12, Int 13, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 19
Feats Alertness, Combat Expertise, Dodge, Point Blank Shot,
Weapon Focus (longsword), Weapon Focus (light crossbow),
Weapon Specialization (longsword)
Skills Climb +5, Handle Animal +6, Intimidate +6, Knowledge
(local) +4, Perception +11, Ride +5, Sense Motive +2
Traits Armor Expert, Seeker
Languages Common, +1 additional
SQ armor training 1
-------------------------------------------------------------------------------------

Treasure NPC gear (masterwork chainmail, +1 longsword,


masterwork light crossbow with 20 +1 bolts, , potions of cure
light wounds [2], , signal whistle, other treasure)
-------------------------------------------------------------------------------------

Traits:
Armor Expert (Combat) You have worn armor as long as you
can remember, either as part of your training to become a
knight's squire or simply because you were seeking to
emulate a hero. Your childhood armor wasn't the real thing
as far as protection, but it did encumber you as much as real
armor would have, and you've grown used to moving in
such suits with relative grace. Benefit: When you wear armor
of any sort, reduce that suit's armor check penalty by 1, to a
minimum check penalty of 0.
Seeker (Social) You are always on the lookout for reward and
danger. Benefits: You gain a +1 trait bonus on Perception
checks, and Perception is always a class skill for you.

Camp at Iniarvs Tower