TEXT: 1
  
  2
  NPC Codex
  World of Shin’ar
  @terranempirepub
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  Worldofshinar.tumblr.com
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  Based in Northern California, USA, Terran Empire Publishing
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC. System Reference Document 5.1 Copyright 2016,
  Wizards of the Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James
  Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax
  and Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet,
  Monte Cook, and Skip Williams
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  Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and
  Russ Taylor.
  Pathfinder Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
  END OF LICENSE
  Manastorm: World of Shin’ar © 2018, Terran Empire Publishing; Authors: Robert Buckley, Katarina Buckley
  Unless otherwise stated, the artwork in this book is credited to their respective owners/creators and includes but is not
  limited to: Evan Rodda, Tim Carpenter, Matt Marrow, Brett Neufeld, Publisher’s Choice Quality Stock Art © Rick
  Hershey/Fat Goblin Games, Rick Hershey Empty Room Studios; other pictures used with permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc..
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
  Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying
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  Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
  
  5
   
  Manastorm: World of Shin’ar is a new campaign setting that takes
  place on a planet in the Milky Way galaxy. Crowd funded in 2016, it
  achieved it’s funding goal in less than 6 hours, and made over 600% of
  that goal when done. At over 500 full-color pages, the book is full of
  information regarding the 16 new races and classes, new spells, feats,
  skills, and more. The ten expansive regions of Shin’ar boast some of the
  most diverse peoples you would ever come across.
  Complied in this Codex are 120 NPCs created as a stretch goal for
  Manastorm.
  NPCs were created using the Dungeons & Dragons 5th Edition
  Player’s Handbook, the Pathfinder Roleplaying Game Core Rulebook, and
  the Pathfinder’s Advanced Player’s Guide.
  To gain the full use of this Codex, you will need the afore mentioned
  rule books, as well as a copy of Manastorm: World of Shin’ar (5e or
  PFRPG).
  What is Manastorm: World of Shin’ar?
  Some abilities, stats, items, spells, and
  features detailed in this Codex are
  based on rules compiled in various
  rule books. Some of the stats may be
  unintentionally wrong or missing. We
  apologize for any error found.
  Lists detailing a NPC’s spells and items
  are a sample of what the NPC might
  have if ever met.
  Game Masters are encouraged to
  change a NPC’s statistics and items to
  fit their campaign and adventures.
  Have Fun and Happy Gaming!
  A quick note about gender:
  Terran Empire Publishing prides itself on
  being inclusive and diverse. Some NPCs
  within this codex are listed as “NB”, or non-
  binary, in regards to their gender. This is
  meant to be interpreted by the GM as they
  see fit, with preferred pronouns used
  throughout the character's entry.
  
  6
  
  7
  Manastorm Races (5e)
  Aravork
  Hootan Asadi (NE Sorcerer 7)
   
  Laleh Kazumi (CN Aerialist 14)
   
  Milad Zundi (CG Aerialist 1)
  Arryn
   
  Arezoo Das Esfir (CE Courtesan 1)
   
  Farzin the Bold (CG Courtesan 14)
   
  Mirza Das Alavi (CG Cleric 6)
  Calvoid
   
  Askur vor Olorvette (NG Technician 1)
   
  Lolla vas Klondel (N Technician 14)
   
  Norbit vor Zorkdon (NE Warlock 2)
  Eltrabi - Drampyr
   
  Armin Yacobe (N Shadowgiest 1)
   
  Ingram Wakot (NE Shadowgiest 14)
   
  Lilith Nystrom (LE Cleric 8)
  Eltrabi - Vampyr
   
  Corbin Caal (CE Blade Dancer 1)
   
  Jevera Tzeng (NE Warlock 8)
   
  Selene Kyzer (N Blade Dancer 14)
  Frode
   
  Baylee Ackerman (CG Paragon 14)
   
  Holden Baxter (LG Paragon 1)
   
  Lawrence Eldred (CE Warlock 20)
  Human - Estanyan
   
  Renata Bragin (CN Horselord 1)
   
  Rustam Tariko (CG Horselord 14)
   
  Zemphira Sadiqoua (NE Bard 6)
  Human - Jute
   
  Knutt Arnison (LN Anointed Knight 14)
   
  Thorv Bromson (N Druid 6)
   
  Ulfrun Lorgren (NG Anointed Knight 1)
  Human - Verigal
   
  Godiva Vinchi (CE Spellknife 14)
   
  Philbert Azpilota (LN Fighter 20)
   
  Rosso Montaing (CG Spellknife 1)
  Human - Zula
  Elina Appiah (CN Beast Tamer 1)
   
  Meaza Sartori (CG Fighter 3/Sorcerer 2)
   
  Ntombi M’Balla (CG Beast Tamer 14)
  Illumnarus
   
  Alum Naroth (LG Crystalmancer 1)
   
  Cerc’e Pro’tra (LG Paladin 20)
   
  Xormin Caltris (LN Crystalmancer 14)
  Pg. 10
  Pg. 11
  Pg. 13
  Pg. 14
  Pg. 15
  Pg. 17
  Pg. 18
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  Pg. 21
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  Pg. 23
  Pg. 25
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  Pg. 28
  Pg. 29
  Pg. 31
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  Pg. 34
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  Pg. 37
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  Pg. 41
  Pg. 43
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  Pg. 45
  Pg. 47
  Pg. 49
  Pg. 50
  Pg. 51
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  Pg. 54
  Pg. 55
  Pg. 57
  Kalarin
   
  Abhey Chawla (NG Geomancer 1)
   
  Cedi Kapoor (LN Geomancer 14)
   
  Wafa Lanka (LN Monk 8)
  Meek’ah
   
  Alsrik Yav’klok (NE Rogue 11)
   
  Kentrok Orm’ssek (N Witch Doctor 1)
   
  Zorkok Yar’sek (CN Witch Doctor 14)
  Rusk
   
  Aranyu Threeclaws (CE Totemist 14)
   
  Fenec the Frightening Kit (CG Totemist 1)
   
  Klotil Red-in-the-face (CN Barbarian 2)
  Sytash
   
  Faiah bint Baki al-Quaraysh (LG Monk 4)
   
  Hakim ibin Sadrea al-Romaih (CN Dervish 1)
   
  Maalik ibin Kaffa al-Kathiri (CE Dervish 14)
  Zevrish
   
  Apollis Prinkips (NE Skirmisher 1)
   
  Eulogious Balsamon (LN Wizard 6)
   
  Silva Koressus (CG Skirmisher 14)
  Pg. 59
  Pg. 60
  Pg. 62
  Pg. 64
  Pg. 66
  Pg. 67
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  Pg. 79
  Pg. 80
  Other Races (5e)
  Deep Gnome
   
  Firble Ironfoot (CE Warlock 8)
  Dark Elf
   
  Briza Xan’Xorlar (CE Cleric 4/Wizard 4)
  Dragonborn
   
  Torinn Turnuruth (LG Paladin 3)
  Dwarf
   
  Duraas Rocksmasher (CG Fighter 6)
  Halfling
   
  Karl Tosscobble (N Barbarian 3/Monk 2)
  Half-Elf
   
  Tuvien Emeraldeyes (CN Rogue 12)
  Half-Orc
   
  Sutha Goldtusk (CE Barbarian 6)
  Tiefling
   
  Akta Highglory (LE Cleric 4)
  Pg. 82
  Pg. 84
  Pg. 86
  Pg. 87
  Pg. 88
  Pg. 89
  Pg. 91
  Pg. 92
  
  8
  Manastorm Races (PFRPG)
  Aravork
  Laleh Kazumi (CN Aerialist 14)
   
  Milad Zundi (CG Aerialist 1)
  Nadim Hazo (NE Inquisitor 4)
  Arryn
   
  Arezoo Das Esfir (CE Courtesan 1)
   
  Farzin the Bold (CG Courtesan 14)
   
  Miz Tel Ahari (CG Summoner 8)
  Calvoid
   
  Askur vor Olorvette (NG Technician 1)
   
  Lolla vas Klondel (N Technician 14)
   
  Xora vas Triskun (LN Alchemist 4)
  Eltrabi - Drampyr
   
  Armin Yacobe (N Shadowgiest 1)
   
  Ingram Wakot (NE Shadowgiest 14)
   
  Leon Tseng (N Fighter 8/Duelist 4)
  Eltrabi - Vampyr
   
  Corbin Caal (CE Blade Dancer 1)
   
  Salena Hywish (CE Wizard 12)
   
  Selene Kyzer (N Blade Dancer 14)
  Frode
   
  Baylee Ackerman (CG Paragon 14)
   
  Chealsea Cantrel (NG Cleric 4)
   
  Holden Baxter (LG Paragon 1)
  Human - Estanyan
   
  Musa Gavrilov (CG Cavalier 2/Sorcerer 2)
  Renata Bragin (CN Horselord 1)
   
  Rustam Tariko (CG Horselord 14)
  Human - Jute
  Harvni Tskomvar (NG Cleric 6/Hospitaller 4)
  Knutt Arnison (LN Anointed Knight 14)
   
  Ulfrun Lorgren (NG Anointed Knight 1)
  Human - Verigal
   
  Diane Falvetti (LG Bard 4/Pathfinder 3)
  Godiva Vinchi (CE Spellknife 14)
   
  Rosso Montaing (CG Spellknife 1)
  Human - Zula
  Elins Appiah (CN Beast Tamer 1)
   
  Gugu Ibo (N Ranger 7/Nature Warden 4)
   
  Ntombi M’Balla (CG Beast Tamer 14)
  Illumnarus
   
  Alum Naroth (LG Crystalmancer 1)
  Balmora Farann (N Rogue 5/Sorcerer 3/Asa-
  Aier Agent 3)
  Xormin Caltris (LN Crystalmancer 14)
  Pg. 94
  Pg. 95
  Pg. 96
  Pg. 97
  Pg. 98
  Pg. 99
  Pg. 100
  Pg. 101
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  Pg. 110
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  Pg. 114
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  Pg. 116
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  Pg. 118
  Pg. 119
  Pg. 120
  Pg. 121
  Pg. 122
  Pg. 123
  Pg. 124
  Pg. 125
  Pg. 126
  Kalarin
   
  Abhey Chawla (NG Geomancer 1)
   
  Cedi Kapoor (LN Geomancer 14)
   
  Jav Mangat (LE Fighter 4)
  Meek’ah
  Herrk the Silver Knight (LG Paladin 7/Stalwart
  Defender 3)
   
  Kentrok Orm’ssek (N Witch Doctor 1)
   
  Zorkok Yar’sek (CN Witch Doctor 14)
  Rusk
   
  Aranyu Threeclaws (CE Totemist 14)
   
  Fenec the Frightening Kit (CG Totemist 1)
   
  Vanik Frostbreath (CE Barbarian 1/Sorcerer
  3/Dragon Disciple 6)
  Sytash
   
  Aamir ibin Alifa al-Kathiri (LG Cleric 10/Holy
  Vindicator 10)
   
  Hakim ibin Sadrea al-Romaih (CN Dervish 1)
   
  Maalik ibin Kaffa al-Kathiri (CE Dervish 14)
  Zevrish
   
  Apollis Prinkips (NE Skirmisher 1)
   
  Silva Koressus (CG Skirmisher 14)
  Syresious Skelors (NE Alchemist 7/Master
  Chymist 3)
  Pg. 127
  Pg. 128
  Pg. 129
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  Pg. 134
  Pg. 135
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  Pg. 138
  Pg. 139
  Pg. 140
  Pg. 141
  Other Races (PFRPG)
  Aasimar
   
  Talia Goldenstar (CG Summoner 9)
  Drazil
   
  Sabina Cull (NE Shadowgiest 2/Sorcerer 2)
  Dwarf
   
  Kotri Stonesong (CG Bard 3)
  Elf
   
  Lanliss the All Knowing (N Wizard 11)
  Halfling
   
  Marra Steeltoes (NG Monk 2)
  Half-Elf
   
  Reda Ianidodder (NG Witch 9)
  Half-Orc
   
  Alonzo the Tusk (NE Rogue 8/Assassin 3)
  Gnoll
   
  Hashem Yrrsban (N Ranger 3/Explorer 3)
  Goblin
   
  Vogun Blisterskin (CE Sorcerer 5)
  Ogre
   
  Gomb the Pleasant (NE Alchemist 1)
  Pg. 142
  Pg. 143
  Pg. 144
  Pg. 145
  Pg. 146
  Pg. 147
  Pg. 148
  Pg. 149
  Pg. 150
  Pg. 151
  Pg. 152
  Appendix A
  Additional NPCs
  
  9
  
  10
  Class
  Sorcerer 7
  Background
  Folk Hero
  Occupation
  Radical Orator
  Hootan Asadi
  Medium, Male Humanoid (Aravork), NE
  Armor Class
  14
  Hit Points
   30 (7d6)
  Speed
  30 ft.; 60 ft. flying
  Saving Throws Constitution +3, Charisma +6
  Skills Arcana +5, Animal Handling +4, Insight
  +4, Survival +4
  Senses Passive Perception 14
  Tools Calligrapher’s supplies
  Languages Avar'urk, Calvish, Giant,
  Alterian, Zava
  Feats Linguist (Giant, Alterian, Zava)
  Challenge 4 (1,100 xp)
  Proficiencies dagger, dart, sling,
  quarterstaff, light crossbow, shortbow,
  Cold Resistance. Thanks to a thick layer of feathers,
  Hootan gains resistance to cold damage.
  Weapon Familiarity. Hootan is considered proficient
  with a shortbow and longbow.
  Aerial Expertise. Hootan gains advantage on
  Dexterity (Acrobatics) skill checks made while in
  flight.
  Sorcerous Origin - Wild Magic
  Wild Magic Surge. After Hootan casts a spell of 1st
  level or higher, there is a 1 in 20 chance a random
  magical effect occurs as well.
  Tides of Chaos. Hootan gains advantage on any one
  attack roll, ability check, or saving throw once before
  a long rest.
  Bend Luck. Hootan can us his reaction to affect the
  rolls of other creatures by spending 2 sorcery points
  and rolling a 1d4, then applying the number as a
  bonus or penalty.
  Font of Magic. Hootan has 7 sorcery points.
  Metamagic - Distant Spell, Subtle Spell
  Spellcasting. Hootan is a 7th level spellcaster. His
  spellcasting ability is Charisma (save DC 14, +6 to hit
  with spell attacks).
  STR 10 (+0) DEX 16 (+3) CON 11 (+0) INT 14 (+2) WIS 12 (+1) CHA 17 (+3)
  Cantrips (At will): blade ward, dancing lights, mage
  hand, prestidigitation, shocking grasp
  1st (4 slots): charm person, mage armor, silent image
  2nd (3 slots): detect thoughts, hold person
  3rd (3 slots): haste, lighting bolt
  4th (1 slot): dominate beast
  Actions
  Shortbow. Ranged Weapon Attack. +6 to Hit, range
  80/120 ft.; One creature. Hit: 6 (1d6+3) piercing
  damage
  Dagger +1. Melee Weapon Attack. +7 to Hit, reach 5
  ft., One creature. Hit: 5 (1d4+4) piercing damage
  Equipment
  Shortbow, quiver with 20 arrows, component pouch,
  arcane focus (crystal orb), scroll case, hourglass, belt
  pouch (25 gp), inkpen, 3 sheets of parchment,
  common clothes, 1 flask of Alterian fire, 1 jar of
  Surguano salve, 1 vial of brighteye liquid, 1 flask of
  ManaBoost Magical - medium rune crystal of see
  invisibility, medium rune crystal of vampiric touch,
  minor etched rune crystal, 2 arrow +1, cape of the
  mountebank, ring of protection, potion of healing,
  potion of fire resistance, wand of web
  Traits
  Personality - “I won’t just lead them to the path, I’ll
  walk it with them.”
  Ideal - “If we are pure to our soil, and only our soil, we
  will prevail.”
  Bond - “My family has bled for this land, I will not
  abandon it.”
  Flaw - “First I will inflame their passions, then I will
  own their obedience.”
  Hootan was born in Tor-Aerie and joined the
  infamous Home Guard as soon as they let him. His two
  older brothers were also members of the self-
  appointed Aerie Militia. They both lost their lives to
  Alterian Legion patrols. Hootan was instrumental in
  gaining the Home Guard sympathizers with a
  passionate speech at his brother's funerals that won
  many Aravork on the fence about the violent group,
  over to their side. He is now a member of the Home
  Guard's Security Council, and has been appointed the
  speaker for the group to the city's government.
  5e
  
  11
  Class
  Aerialist 14
  Background
  Soldier
  Occupation
  Mercenary
  Company
  Commander
  Laleh Kazmi
  Medium, NB Humanoid (Aravork), CN
  Armor Class
  17
  Hit Points
   87 (14d8)
  Speed
  30 ft.; 60 ft. Flying
  Saving Throws Dexterity +9, Wisdom +5
  Skills Acrobatics +9, Athletics +7,
  Intimidation +6, Survival +5
  Senses Passive perception 15
  Tools Talon deck (playing cards)
  Languages Avar’urk, Calvish, Tradespeech
  Feats Dual Wielder
  Challenge 8 (3,900 xp)
  Proficiencies Light armor, Simple weapons,
  Martial weapons
  Cold Resistance. Thanks to a thick layer of feathers,
  Laleh gains resistance to cold damage.
  Weapon Familiarity. Laleh is considered proficient
  with the shortbow and longbow.
  Aerial Expertise. Laleh gains advantage on Dexterity
  (Acrobatics) skill checks made while in flight.
  Track. Laleh gains advantage on Wisdom
  (Perception) ability checks to track creatures.
  Death from Above. If Laleh can catch her target
  unaware or unable to defend themselves, she can
  target and strike a vital spot for extra damage with a
  ranged weapon if she is airborne and at least 40 feet
  above, or stationary and at least 40 feet above her
  target. If Laleh has advantage on the ranged attack
  roll, she can add an additional 5d6 to the damage
  dealt.
  Improved Aerial Evasion. Laleh is able to nimbly
  dodge out of the way of area effects. If she succeeds
  in a Dexterity saving throw against an attack that
  would normally deal ½ damage, she instead takes no
  damage. She takes ½ damage on a failed save.
  STR 14 (+2) DEX 18 (+4) CON 12 (+1) INT 12 (+1) WIS 11 (+0) CHA 13 (+1)
  5e
  Scan Surroundings. Laleh can use her action and
  double her proficiency bonus for a Wisdom
  (Perception) ability check to notice Aberrations,
  Celestials, Demons, Dragons, Elementals, Fiends, and
  Undead within 100 yards of her position. She can do
  this once before a long rest.
  Combat Style - Two Weapon Fighting
  Endurance. Laleh gains +2 on Strength (Athletics)
  ability checks to resist exhaustion, as well as on
  Constitution saving throws to continue running or
  flying, holding her breath, starvation, or thirst.
  Expert Tracker. Laleh lowers the DC of any Wisdom
  (Survival) ability check to track creatures by 10.
  Quarry. Laleh gains +2 to attack rolls against a creature
  she designates as her Quarry. She can also add both
  her Strength and Dexterity modifiers to the damage
  total of a critical hit she delivers against her Quarry.
  Spellcasting. Laleh is a 11th level spellcaster. Her
  spellcasting ability is Wisdom (save DC 13, +5 to hit
  with spell attacks). She knows 11 Ranger spells.
  1st (4 slots): cure wounds, detect magic, fog cloud,
  speak with animals
  2nd (3 slots): animal messenger, resist mana, spike
  growth
  3rd (3 slots): lightening arrow, protection from energy,
  sleet storm
  4th (2 slots): confusion
  Actions
  Silver Scimitar of Speed. Melee Weapon Attack. +11 to
  Hit, reach 5 ft., One creature. Hit 9 (1d6+6) slashing
  damage or 18 slashing damage to creatures who are
  vulnerable to silver.
  Defender Dagger. Melee Weapon Attack. +12 to Hit,
  reach 5 ft.; One creature. Hit 9 (1d4+7) piercing
  damage
  Shortbow. Ranged Weapon Attack. +9 to Hit, range
  80/120 ft.; One creature. Hit: 7 (1d6+4) piercing
  damage
  Dive Bomb. Laleh can charge a target from the air,
  gaining advantage on a melee roll at the end of the
  charge and add both Strength and Dexterity modifiers
  to the damage, if successful. On a failed Dexterity
  saving throw, the target is stunned for 1 round. Laleh
  can do this twice before a long rest.
  
  12
  Traits
  Personality - “I’ve left too many friends on the
  battlefield, I am slow to make new ones.”
  Ideal - “I won’t spill blood over a difference of ideals.”
  Bond - “I’ll die for any one of you, as long as you give
  me your best on the battlefield.”
  Flaw - “Don’t hold your breath for an apology from
  me.”
  Officer badge, vampire fang necklace, talon deck,
  tailored fine clothes, belt pouch (50 gp, 2 rubies, 8
  emeralds), shortbow, quiver with 20 arrows, 1 flask of
  Alterian fire, 1 vial of antitoxin, 1 hunting trap, hooded
  lantern, mess kit, 2 flasks of oil, spyglass, waterskin
  Magical - Studded leather armor +2 (exquisite slot:
  princess cut crystal of mirror image), silver scimitar of
  speed, defender dagger, elemental gem (yellow
  diamond), gloves of missile snaring, iron bands of
  bilarro, periapt of wound closure, ring of spell storing,
  potion of fire breath, potion of speed, 2 potion of
  superior healing
  Equipment
  Laleh has traveled the world as part of dozens
  of Migration Guard units, and has earned the love
  and respect of many Aravork for her actions in
  keeping them safe.
  She delights in the accolades and respect she
  is given by her people, but chose to leave their
  service to dedicate her life to the eradication of
  undead beings.
  She has spent the last eight years in the
  employ of the Council of Montero as the leader of a
  small mercenary group who specializes in combating
  the undead. When she is not out patrolling with her
  men, she can be found at her modest manor house,
  which doubles as her company’s barracks as well.
  The Cleansing Blade has the distinction of
  being one of the only mercenary companies in Verigal
  to have not only faced an Eltra vampire noble, but
  slain one as well. Her fickle demeanor has earned her
  a reputation of unpredictability, but she has always
  delivered on a contract, and her mercenary company
  is a welcome sight in the City of Stone.
  
  13
  Milad Zundi
  Medium, Male Humanoid (Aravork), CG
  Class
  Aerialist 1
  Background
  Folk Hero
  Occupation
  Migratory Guard
  Armor Class
  14
  Hit Points
   8 (1d8)
  Speed
  30 ft.; 60 ft Flying
  STR 12 (+1) DEX 17 (+3) CON 11 (+0) INT 11 (+0) WIS 14 (+2) CHA 12 (+1)
  Saving Throws Dexterity +5, Wisdom +4
  Skills Acrobatics +5, Animal Handling +4,
  Perception +4, Survival +4
  Senses Passive Perception 14
  Tools Woodcarver’s Tools
  Languages Avar’urk, Calvish
  Feats None
  Challenge ¼ (50 xp)
  Proficiencies Light Armor, Simple Weapons,
  Martial Weapons
  Cold Resistance. Thanks to a thick layer of feathers,
  Milad gains resistance to cold damage.
  Weapon Familiarity. Milad is considered proficient
  with a shortbow and longbow.
  Aerial Expertise. Milad gains advantage on Dexterity
  (Acrobatics) skill checks made while in flight.
  Track. Milad gains advantage on Wisdom
  (Perception) ability checks to track creatures.
  Death from Above. If Milad can catch his target
  unaware or unable to defend themselves, he can
  target and strike a vital spot for extra damage with a
  ranged weapon if he is airborne and at least 40 feet
  above, or stationary and at least 40 feet above his
  target. If Milad has advantage on the ranged attack
  roll, he can add an additional 1d6 to the damage
  dealt.
  Shortbow. Ranged Weapon Attack. +5 to Hit, range
  80/120 ft.; One creature. Hit: 6 (1d6+3) piercing
  damage
  Mana Infused Handaxe. Melee Weapon Attack. +3 to
  Hit, reach 5 ft., One creature. Hit: 4 (1d6+1) slashing
  damage +1 lightning damage (octagon cut crystal of
  voltage)
  Dagger. Melee Weapon Attack. +5 to Hit, reach 5 ft.,
  One creature. Hit: 4 (1d4+3) piercing damage
  Actions
  Equipment
  Leather armor, mana infused handaxe (simple slot:
  octagon cut crystal of voltage), dagger, shortbow,
  quiver (with 20 arrows), woodcarver’s tools, common
  clothes, guard uniform (vest), belt pouch (10 gp),
  explorer’s pack, 1 flask of grain alcohol Magical -
  potion of healing
  Traits
  Personality - “You sit here and think! I’m going to act!”
  Ideal - “I must do what I can to ensure the safety of my
  flock.”
  Bond - “My aim must be true so others can live
  another day.”
  Flaw - “I sneak a sip of hooch on duty sometimes, to
  keep me calm.”
   
  Milad is a new recruit in the famed Migration
  Guard of Antor-Aerie. The Guard protects migrating
  Aravork to and from Tor-Aerie, far to the south. Milad
  was placed in the Sniper Squad when his keen eye and
  knack for planing ambushes impressed his superiors.
  He is tasked with his squad mates to fly ahead of the
  main group and set up sniper positions to cover the
  non-combatants while they travel.
  Milad is most at ease when moving. He finds it
  difficult to stay in one position for long, and it takes all
  his will power to lie in wait for an ambush. His
  excitement to leave Antor-Aerie for the first time was
  tempered with the loss of his best friend to a dragon’s
  claws just four days into the migration.
  He wears a feather from his friend’s head on a
  leather throng around his neck to remind him to
  always be aware of his surroundings.
  5e
  
  14
  Class
  Courtesan 1
  Background
  Charlatan
  Occupation
  Personal
  Secretary
  Arezoo Das Esfir
  Medium, Female Humanoid (Arryn), CE
  Armor Class
  15
  Hit Points
   9 (1d8)
  Speed
  30 ft.
  Saving Throws Charisma +4, Dexterity +5
  Skills Athletics +3, Deception +4, Insight +2,
  Performance +4, Slight of Hand +5, Stealth +5
  Senses Darkvision 60 ft.; Passive perception 12
  Tools Disguise Kit, Forgery Kit, Thieves'
  Tools
  Languages Arron, Tradespeech
  Feats None
  Challenge ¼ (50 xp)
  Proficiencies Light armor, Simple weapons,
  shortsword, whip, hand crossbow
  Double Jointed. Arezoo gains advantage on Dexterity
  (Acrobatics) skill checks.
  Extra Arms. Arezoo gains advantage on Dexterity
  (Slight of Hand) and Strength (Athletics) skill checks
  to climb.
  Multi-weapon Fighting. Arezoo is able to add her
  ability score modifier to her off hand weapon.
  Sneak Attack. If Arezoo can catch her target unaware
  or unable to defend themselves, she can target and
  strike a vital spot for extra damage. If Arezoo has
  advantage on the attack roll, she can add an
  additional 1d6 to the damage dealt.
  Courtesan Knowledge. Arezoo gains advantage on
  any ability check she is also proficient in.
  Courtesan Inspiration. Arezoo can grant an
  inspiration die (d6) to someone twice before a long
  rest.
  Versatile Performance. Arezoo doubles her
  proficiency bonus when attempting a Charisma
  (Performance) ability check.
  Dagger. Melee Weapon Attack. +5 to Hit, reach 5 ft.,
  One creature. Hit: 4 (1d4+3) piercing damage
  Whip. Melee Weapon Attack. +5 to Hit, reach 10 ft.,
  One creature. Hit: 4 (1d4+3) slashing damage
  Hand Crossbow. Ranged Weapon Attack. +5 to Hit,
  range 30/120 ft., One creature. Hit: 6 (1d6+3) piercing
  damage
  Actions
  Equipment
  Fine clothes, disguise kit, belt pouch (15 gp), dagger,
  whip, hand crossbow, crossbow bolt case with 20
  crossbow bolts, diplomat’s pack, thieves’ tools,
  hourglass, tinderbox, waterskin, wineskin (Imperial
  Red), leather armor Magical - medium rune crystal of
  invisibility
  Traits
  STR 12 (+1) DEX 16 (+3) CON 13 (+1) INT 13 (+1) WIS 10 (+0) CHA 14 (+2)
  Personality - “Yes this is my belt pouch, my great
  grandmother gave it to me on her deathbed. Arezoo,
  she said, Arezoo, please keep this belt pouch safe…”
  Ideal - “This week its forged travel papers, next week
  its rolling marks on the Street of Silks”
  Bond - “My father taught me everything I know, I owe
  him a lot. I’m sure he is proud of me while he rots
  away in prison.”
  Flaw - “Blood-born nobles are my favored pray, and I
  can’t pass up a chance to rob them blind.”
  Arezoo grew up in pampered luxury. Her father
  was the personal attaché to the heir to the Esfir noble
  family, and was entrusted with the daily dealings and
  accounts for a number of business owned by the noble
  family.
   
  Her father doted on her, and made sure she
  never wanted for anything in life. He was also a
  practical man, and he taught her the ins and outs of
  Arryn high society, especially how to successfully scam
  them out of thousands of gold pieces.
   
  Unfortunately, her father’s scams were
  uncovered, and he was imprisoned. With no evidence
  that young Arezoo was part of her father’s schemes,
  she was allowed to keep the family name.
   
  She now serves as the personal secretary to a
  minor Esfir cousin in the city of Par. In the short time
  she has been in the city, she has succeeded in
  establishing herself in its dangerous underworld as a
  pick pocket and scam artist.
  5e
  
  15
  Class
  Courtesan 14
  Background
  Entertainer
  Occupation
  Juggler
  Farzin the Bold
  Medium, Male Humanoid (Arryn), CG
  Armor Class
  19
  Hit Points
   101 (14d8)
  Speed
  30 ft.
  Saving Throws Charisma +8, Dexterity +10
  Skills Acrobatics +10, Insight +6, Deception
  +8, Performance +8
  Senses Darkvision 60 ft., Passive perception 16
  Tools Disguise Kit, Thieves’ Tools
  Languages Arron, Tradespeech, Alterian
  Feats Magic Initiate (Bard)
  Challenge 8 (3,900 xp)
  Proficiencies Light armor, Simple weapons,
  short sword, whip, hand crossbow
  Double Jointed. Farzin gains advantage on Dexterity
  (Acrobatics) skill checks.
  Extra Arms. Farzin gains advantage on Dexterity
  (Slight of Hand) and Strength (Athletics) skill checks
  to climb.
  Multi-weapon Fighting. Farzin is able to add his
  ability score modifier to his off hand weapon.
  Sneak Attack. If Farzin can catch his target unaware
  or unable to defend themselves, he can target and
  strike a vital spot for extra damage. If Farzin has
  advantage on the attack roll, he can add an
  additional 4d6 to the damage dealt.
  Courtesan Knowledge. Farzin gains advantage on any
  ability check he is also proficient in.
  Courtesan Inspiration. Farzin can grant an inspiration
  die (d10) to someone three times before a long rest.
  Versatile Performance. Farzin doubles his proficiency
  bonus when attempting a Charisma (Performance)
  ability check.
  Jack of All Trades. Farzin can add half of his
  proficiency bonus, rounded down, to any skill check
  he does not have proficiency with.
  STR 13 (+1) DEX 20 (+5) CON 14 (+2) INT 13 (+1) WIS 12 (+1) CHA 16 (+3)
  Beguiling Stare. Farzin can charm anyone who fails a
  Wisdom saving throw against a DC16. He can do this
  twice before a long rest.
  Extra Attack. Farzin can attack twice whenever he
  choose the Attack action on his turn.
  Font of Inspiration. Farzin regains all of his spent
  Inspiration dice on a short or long rest.
  Emotional Plea. Farzin gains a +6 bonus to any
  Charisma (Persuasion) ability checks.
  Countercharm. Farzin can begin a performance and
  grant an advantage to himself and any ally within 30
  feet against being frightened or charmed.
  Pressure Point Manipulation. Farzin can paralyze a
  creature by touch for 7 rounds if they fail a Dexterity
  saving throw against a DC 18. He can do this once
  before a short or long rest.
  Peerless Skill. Farzin can add a Courtesan Inspiration
  die to his own ability checks.
  Spellcasting. Farzin is able to cast two cantrips and
  one 1st level spell from the Bard spell list. His
  spellcasting ability is Charisma (save DC 16, +8 to hit
  with spell attacks).
  Cantrips (at Will): mage hand, minor illusion
  1st (1 slot): faerie fire
  Actions
  Mana Infused Dagger. Melee Weapon Attack. +10 to
  Hit, reach 5 ft., One creature. Hit: 6 (1d4+5) piercing
  damage +2 acid damage (round cut crystal of acid)
  Rapier +1. Melee Weapon Attack. +11 to Hit, reach 5
  ft., One Creature. Hit: 9 (1d6+6) piercing damage
  Hand Crossbow. Ranged Weapon Attack. +10 to Hit,
  range 30/120 ft., One creature. Hit: 8 (1d6+5) piercing
  damage
  5e
  
  16
  Equipment
  Costume, disguise kit, mana infused dagger (advanced
  slot: round cut crystal of acid), hand crossbow,
  crossbow bolt case with 20 crossbow bolts, vial of acid,
  pouch of ball bearings, pouch of caltrops, thieves’
  tools, climber’s kit, tinderbox, 10 torches, waterskin,
  set of juggling knives (5), belt pouch (50 gp) Magical -
  rapier +1, studded leather armor +1, ring of jumping,
  dust of disappearance, bag of holding, 2 potions of
  greater healing, potion of fire breath, medium rune
  crystal of enhance ability (bull’s strength)
  Traits
  Personality - “Why the frown little one? Its a glorious
  day! Live and love and let worries go!”
  Ideal - “This world needs more innovation and bold
  ideas.”
  Bond - “Pazu the Nimble has booked how many
  performances? That no good cheat! I can fill your
  taproom for half of what he’s charging you!”
  Flaw - “Your applause sound like sweet music to my
  ears! It would sound even sweeter if you tossed a bit
  of coin as well…oh stop booing, I’m just saying…”
   
  Farzin the Bold has been working the
  common rooms of inns and taverns in the Warrens
  of Pursa since he was old enough to walk. He was
  orphaned young and was raised by a troupe of
  acrobats and musicians who were well known
  among the noble families. A bit of ill luck saw the
  troupe ostracized from Arryn high society and forced
  to work the Warrens instead of the side-cavern villas
  they were accustomed too.
   
  Farzin’s natural talent and nimble hands lent
  themselves well to the troupe’s efforts to climb their
  way back onto the nobility’s party circuit. Soon, they
  were selling out more reputable inns and taverns.
  Farzin became known for wild and dangerous shows
  involving the juggling of flaming torches and
  poisoned blades, earning him the moniker “The
  Bold”.
   
  The only thing greater than Farzin’s talent in
  juggling is his uncanny ability to say the wrong thing
  at the wrong time. His words, while quick and often
  humorous, have led to many beatings and thrown
  garbage.
   
  The troupe has since disbanded, and Farzin
  still entertains who he can for what coin he can. He
  has lived his whole life in Pursa and has recently
  been toying with the idea of leaving the Great City
  for parts unknown.
  
  17
  Class
  Cleric 6 of
  Zenuza
  Background
  Acolyte
  Occupation
  Adventurer
  Mirza Das Alavi
  Medium, NB Humanoid (Arryn), CG
  Armor Class
  17
  Hit Points
   39 (6d8)
  Speed
  30 ft
  Saving Throws Wisdom +6, Charisma +4
  Skills History +4, Insight +5, Persuasion +4,
  Religion +4
  Senses Darkvision 60 ft., Passive perception 13
  Tools none
  Languages Arron, Tradespeech, Calvish,
  Avar’urk
  Feats none
  Challenge 3 (700 xp)
  Proficiencies Light armor, Medium armor,
  Shields, Simple weapons
  Double Jointed. Marza gains advantage on Dexterity
  (Acrobatics) skill checks.
  Extra Arms. Mirza gains advantage on Dexterity
  (Slight of Hand) and Strength (Athletics) skill checks
  to climb.
  Multi-weapon Fighting. Mirza is able to add his
  ability score modifier to his off hand weapon.
  Divine Domain - Trickery
  Channel Divinity. Mirza can channel the power of his
  goddess twice before a short or long rest.
  Blessing of the Trickster. Mirza can grant another
  creature advantage on Dexterity (Stealth) checks.
  This can last for up to 1 hour.
  Invoke Duplicity. Mirza can channel divinity and
  create a near perfect illusionary double within 30 ft.
  He can use his bonus action to move the double up to
  30 feet.
  Turn Undead. Mirza can Channel Divinity and turn
  undead creatures that can hear him within 30 feet. A
  failed Wisdom saving throw causes the creature to
  flee for 1 minute or until it takes any damage.
  Destroy Undead. When undead beings fail their
  saving throw against Mirza’s Turn Undead, the
  creature is instantly destroyed if its CR is at or below
   
  ½.
  Cloak of Shadows. Mirza can use his action and
  Channel Divinity to become invisible. He remains
  invisible until he attacks or casts a spell.
  Spellcasting. Mirza is a 6th level spellcaster. His
  spellcasting ability is Wisdom (save DC 14, +6 to hit
  with spell attacks).
  Cantrips (At will) - mending, resistance, light,
  thaumaturgy
  1st level (4 slots) - bless, command, cure
  wounds,sanctuary, *charm person, *disguise self
  2nd level (3 slots) - calm emotions, hold person, silence,
  mirror image*, pass without trace*
  3rd level (3 slots) - bestow curse, meld into stone,
  revivify
  *Domain Spell
  STR 11 (+0) DEX 14 (+2) CON 13 (+1) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
  5e
  Actions
  Mace. Melee Weapon Attack. +3 to Hit, reach 5 ft.,
  One Creature. Hit: 4 (1d6+0) bludgeoning damage
  Equipment
  Holy symbol (Zenuza), holy prayer book, fine clothes
  (clerical vestments), traveling clothes, belt pouch (28
  gp), chain shirt, shield, mace, vial of antitoxin,
  backpack, 20 feet of hemp rope, 3 days trail rations,
  waterskin Magical boots of levitation, figuring of
  wondrous power (silver raven), potion of healing,
  necklace of water breathing, brooch of shielding, scroll
  of hold person, medium rune crystal of fear, wand of
  enemy detection
  Traits
  Personality - “Do you hear her laughter? Zenuza smiles
  upon you my friend!”
  Ideal - “It is my goal in life to ease the suffering of the
  downtrodden.”
  Bond - “High Priest Alegan is not only my mentor, but a
  second father to me as well.”
  Flaw - “Don’t distract me from what I’m doing, I won’t
  be happy with you.”
   
  Mirza is the third son of hopeless mistral who
  couldn’t keep a tune to save his life, literally. After a
  dismal performance for the heir to the Alavi family,
  Mirza’s father was dragged off stage and beheaded.
  The man’s impulsive move was within his legal right,
  and he took the mistral's children into his own house as
  an act of compassion. Mirza was given over to the
  family’s priest to watch over and joined the clergy of
  Zenuza when he came of age.
  
  18
  Class
  Technician 1
  Background
  School Member
  Occupation
  Student
  Neophyte Askur vor Olorvette of Invention and Experimentation
  Small, Male Humanoid (Calvoid), NG
  Armor Class
  11
  Hit Points
   8 (1d6)
  Speed
  25 ft.
  Saving Throws Intelligence +5, Dexterity +3
  Skills Arcana +5, Clockwork +5, History +5,
  Investigation +5, Insight +2, Manasphere +5
  Senses Darkvision 60 ft., Passive perception 12
  Tools Alchemy Supplies, Jeweler’s Tools
  Languages Calvish, Tradespeech, Avar’urk,
  Juten, Alterian, Basic
  Feats none
  Challenge ¼ (50 xp)
  Proficiencies Light armor, Simple weapons,
  Bombs
  Magically Attuned. Askur gains advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist harmful magic. He is more susceptible to Mana
  Poisoning and gains 2 points any time he would
  normally gain 1.
  Hatred. Askur gains advantage on attack rolls against
  the Stazi.
  Crystal Quality Control. Askur gains advantage on
  Intelligence (Investigation) skill checks when
  determining the quality of raw or refined mana
  crystal.
  Clockwork Proficiency. Askur is proficient with the
  Intelligence (Clockwork) skill.
  Spellcasting. Askur is a 1st level spellcaster. His
  spellcasting ability is Intelligence (save DC 13, +5 to
  hit with spell attacks).
  Cantrips (At will): chill touch, message, ray of frost
  1st level (2 slots): alarm, chromatic orb, detect magic,
  fog cloud, identify, mage armor
  Light hammer. Melee Weapon Attack. +3 to Hit,
  reach 5 ft., One Creature. Hit: 3 (1d4+1) bludgeoning
  damage
  Equipment
  Light hammer, jeweler’s tools, alchemy supplies, fine
  clothes (school uniform), School Badge (Neophyte),
  belt pouch (15 gp), abacus, component pouch,
  scholar’s pack (backpack, book of clockwork wonders,
  1 bottle of ink, ink pen, 10 sheets of parchment, bag of
  sand, small knife), 3 darts, light crossbow, crossbow
  bolt case with 10 bolts, steel mirror, 2 days trail
  rations, signal whistle, waterskin, spellbook Magical
  scroll of identify, potion of healing, dust of
  disappearance
  Traits
  Personality - “Oh you haven’t heard of Master Bilkor’s
  take on applied manaphisics yet? Well, you are in for a
  treat then!”
  Ideal - “If the invention is deemed dangerous, I will not
  pursue its research.”
  Bond - “If what I think is correct, it could change what
  we know about the Manasphere! But who would
  believe me?”
  Flaw - “I put too much time into one project,
  sometimes to the determent to other things around
  me.”
  STR 10 (+0) DEX 12 (+1) CON 14 (+2) INT 17 (+3) WIS 11 (+0) CHA 10 (+0)
  5e
  Actions
  Dart. Ranged Weapon Attack. +3 to Hit, range 20/60
  ft., One Creature. Hit: 3 (1d4+1) piercing damage
  Light crossbow. Ranged Weapon Attack. +3 to Hit,
  range 80/320 ft., One Creature. Hit: 6 (1d8+1) piercing
  damage
  Bombs. Askur can use his action to mix and throw a
  bomb dealing 6 (1d6+3) fire damage on a successful
  strike to anything within 5 feet of the impact, and 4
  points of fire damage to anything outside of 5 feet but
  within 10 feet of the impact. Askur can throw 4 bombs
  per day.
  Askur was born the son of Master Nabitt
  Olorvette, a well-respected member of the School of
  Mercantile & Travel in the city of Sparks. He showed
  affinity for math and science early on, but instead of
  devoting his studies to the wizardly arts, he instead
  decided to pursue his passion in clockwork
  contraptions and joined the School of Invention and
  Experimentation. As a neophyte technician, it is his job
  to make sure the clockwork clocks in the School are
  running at peak performance.
  He spends his free time researching obscure
  essays and thesis on manaphisics hoping to find
  something the ancient masters overlooked.
  
  19
  Class
  Technician 14
  Background
  School Member
  Occupation
  Professor
  Master Lolla vas Klondel of Engineering and Architecture
  Small, Female Humanoid (Calvoid), N
  Armor Class
  14
  Hit Points
  84 (14d6)
  Speed
  25 ft.
  Saving Throws Intelligence +10, Dexterity
  +8
  Skills Arcana +10, Clockwork +10, History +10,
  Insight +7, Investigation +10, Manasphere +10,
  Perception +7
  Senses Darkvision 60 ft., Passive perception 11
  Tools Painter’s supplies, Alchemy supplies,
  Clockwork repair kit
  Languages Calvish, Tradespeech, Avar’urk,
  Alterian, Meech, Zualo, Basic
  Feats Ritual Caster (Wizard - Intelligence;
  alarm, comprehend languages, detect magic,
  identify)
  Challenge 8 (3,900 xp)
  Proficiencies Light armor, Simple weapons,
  Bombs
  Magically Attuned. Lolla gains advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist harmful magic. She is more susceptible to
  Mana Poisoning and gains 2 points any time she
  would normally gain 1.
  Hatred. Lolla gains advantage on attack rolls against
  the Stazi.
  Crystal Quality Control. Lolla gains advantage on
  Intelligence (Investigation) skill checks when
  determining the quality of raw or refined mana
  crystal.
  Clockwork Proficiency. Lolla is proficient with the
  Intelligence (Clockwork) skill.
  Throw Anything. Lolla can use any weapon that has
  the throw property, regardless of its weapon
  proficiency. She also gains +2 to hit with any thrown
  weapon, including bombs.
  Mana Resistance. Lolla gains +4 to any
   
  Constitution saving throw to resist mana
   
  poisoning.
  Discoveries. Lolla can delay the detonation of her
  bombs by up to 14 rounds. She can dilute 1 potion into
  2 potions once per day. She can extend the duration of
  certain potions 4 times per day.
  Clockwork Golem Familiar. Lolla’s golem is named
  Zazu. It’s statistics are detailed later in her entry.
  Technician’s Elixir. Lolla is able to mix a bomb catalyst
  into an elixir only she can drink. She can choose to gain
  immunity to all elemental damage or weapon damage
  for 4 rounds, or heal herself for 6d8+4 hit points. She
  can do this twice before a long rest.
  Spellcasting. Lolla is a 14th level spellcaster. Her
  spellcasting ability is Intelligence (save DC 18, +10 to
  hit with spell attacks).
  Cantrips (At will): blade ward, dancing light, mage
  hand, minor illusion, shocking grasp
  1st level (5 slots): alarm, comprehend languages,
  detect magic, identify
  2nd level (4 slots): analyze portal, knock, levitate, resist
  mana
  3rd level (4 slots): blink, dispel magic, sending
  4th level (4 slots): confusion, fire shield, scramble
  portal
  5th level (2 slots): animate objects, cloudkill, wall of
  force
  6th level (1 slot): contingency, true seeing
  STR 12 (+1) DEX 14 (+2) CON 18 (+4) INT 19(+4) WIS 12 (+1) CHA 12 (+1)
  5e
  Actions
  Silver dagger. Melee Weapon Attack. +8 to Hit, reach
  5 ft., One Creature. Hit: 4 (1d4+2) piercing damage or
  8 points of piercing damage to creatures who are
  vulnerable to silver.
  Bombs. Lolla can use her action to mix and throw a
  bomb dealing 19 (3d6+4) fire damage on a successful
  strike (+10 to hit) to anything within 5 feet of the
  impact, and 7 points of fire damage to anything
  outside of 5 feet but within 10 feet of the impact. Lolla
  can throw 5 bombs per day.
  Equipment
  Alchemy supplies, painting supplies, clockwork repair
  kit, abacus, fine clothes (school uniform), school badge
  (Master), belt pouch (50 gp), silver dagger, arcane
  focus (crystal), component pouch, waterskin Magical
  leather armor +1 (advanced slot: oval cut crystal of
  voltage), medium rune crystal of false life, medium
  
  20
  rune crystal of guidance, minor etched rune crystal,
  goggles of manasight, eversmoking bottle, immovable
  rod, potion of climbing, potion of superior healing, ring
  of free action, scroll of blur, scroll of bestow curse,
  wand of secrets
  Traits
  Personality - “30 gold for that? No way. I’ll give you 15
  and not a copper more!”
  Ideal - “Bettering myself through hard work is the only
  way to truly achieve my goals.”
  Bond - “My School is my life.”
  Flaw - “I stole my friend’s research and passed it off as
  my own.”
  Lolla was a promising student, and quickly rose
  in the ranks of her School. Despite her ample
  intelligence, she struggled to write her master's thesis,
  and eventually succumbed to temptation.
  She stole her roommate's research notes and
  framed her for the theft of School property. She
  turned in her thesis and attained the rank of Master.
  Years later, and racked with guilt, she has left Sparks
  on a sabbatical to find her old roommate and try and
  atone for what she did.
  Her only clue to her old friend’s whereabouts is
  a hastily scribbled note left all those years ago when
  she was forced to flee the city. The note went on to
  say how she suspected someone of setting her up, and
  she was going to enlist the help of her brother who
  was a Master in the School of Law Keeping and
  Protection in Jutan’s capital city of Orinfjord.
  Lolla applied for a sabbatical from her position
  at the School and caught the first airship shuttle
  headed west. Now, newly arrived in Jutan, she hopes
  she can find her old friend after all these years, tell her
  face to face what she did to her, and hope she can
  forgive her.
  Zazu
  Medium construct, N
  Armor Class 20 (DEX, natural, familiar benefits)
  Hit Points 50
  Speed 20 ft.
  Str 20 Dex 12 Con 1 Int 10 Wis 10 Cha 9
  Damage Resistance. Fire, poison, bludgeoning,
  piercing, and slashing from non-magical
  attacks that aren’t adamantine or hardened mana
  crystal
  Condition Immunity. Charmed, exhaustion,
  frightened, paralyzed, poisoned
  Senses. Darkvision 120 ft, Passive perception 10
  Languages. Understands creator’s native languages,
  Basic
  Challenge. 4 (1,100 xp)
  Alertness. Zazu gains advantage on Wisdom
  (Perception) skill checks while his master is sleeping.
  He can send a telepathic warning to her in an attempt
  to wake her should he sense danger.
  Deliver Touch Spells. Zazu can act as a conduit for
  Lolla’s spells that must be delivered by touch.
  Dodge. Zazu gains advantage on Dexterity saving
  throws.
  Speak with Master. Zazu can communicate by
  “speaking” the mechanical language known as Basic.
  He communicates via a series of beeps, whistles, and
  hand gestures that any Technician can understand.
  Multiattack. The clockwork golem makes two fist (or
  weapon) attacks
  Fist. Melee Weapon Attack: +8 to hit, reach 5
  ft., One target. Hit: 13 (2d6+4) bludgeoning damage
  Zazu is a clockwork gorilla made of bronze and
  steel. He has the following familiar benefits: alertness,
  improved evasion, deliver touch spells, speak with
  master, and spell resistance.
  Zazu has the following upgrades: Potion - Lolla
  can place a potion inside Pazo’s frame that grants him
  protection from evil or good.  He can drain the magic
  of the potion and extent this protection to 1 other
  person who is touching him for 4 rounds.
  Actions
  
  21
  Class
  Warlock 2
  Background
  School Member
  Occupation
  Gang Member
  Novice Norbit vor Zorkdon of Invention and Experimentation
  Small, Male Humanoid (Calvoid), NE
  Armor Class
  11
  Hit Points
   14 (2d8)
  Speed
  25 ft.
  Saving Throws Wisdom +2, Charisma +3
  Skills Arcana +5, Deception +3, Investigation
  +5, Manasphere +5, Religion +2
  Senses Darkvision 60 ft., Passive perception 10
  Tools Alchemist supplies
  Languages Calvish, Tradespeech, Avar’urk,
  Juten
  Feats none
  Challenge ½ (100 xp)
  Proficiencies Light armor, Simple weapons
  Magically Attuned. Norbit gains advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist harmful magic. He is more susceptible to Mana
  Poisoning and gains 2 points any time she would
  normally gain 1.
  Hatred. Norbit gains advantage on attack rolls against
  the Stazi.
  Crystal Quality Control. Norbit gains advantage on
  Intelligence (Investigation) skill checks when
  determining the quality of raw or refined mana
  crystal.
  Otherworldly Patron - Great Old One.
  Awakened Mind. Norbit can communicate
  telepathically with any creature he can see within 30
  feet.
  Pact Magic. The Great Old One facilitates Norbit’s
  connection to the Manasphere and grants him the
  ability to cast magic.
  Eldritch Invocation. Norbit can cast mage armor on
  himself at will. He can also link his mind with another
  and perceive through their senses.
  Spellcasting. Norbit is a 2nd level spellcaster. His
  spellcasting ability is Charisma (save DC 11, +3 to hit
   
  with spell attacks). He has two 1st level spell
   
  slots and knows two Warlock spells.
  Cantrips (At will): eldritch blast, mage hand
  Spells Known: charm person, tasha’s hideous laughter
  Equipment
  Fine clothes (School Uniform), common clothes, school
  badge (Novice), belt pouch (15 gp), quarterstaff, light
  crossbow, crossbow bolt case with 10 bolts, arcane
  focus (crystal), backpack, 1 flask of holy water, steel
  mirror, 2 days of trail rations, alchemist supplies,
  waterskin Magical ring of protection, minor rune
  crystal of Charisma +2, scroll of detect magic
  Traits
  Personality - “Norbit vor Zorkdon is a name you will
  not soon forget!”
  Ideal - “My knowledge is for sale to anyone who can
  meet my price.”
  Bond - “Those close minded fools at my School will
  come to rue the day they stood in my way.”
  Flaw - “I don’t know you so don’t presume you can
  speak to me that way.”
   
  Norbit is the fifth son of a prominent inventor
  and aide to the Jarl of The Basket. Growing up wealthy
  spoiled young Norbit, and his arrogance earned him no
  friends. Even his family steered clear of him. To his
  father's shock, Norbit applied to the School of
  Invention & Experimentation and secured a spot
  thanks to his intellect and family name. His peers
  shunned him, but he preferred it.
  His communion with the Unknown and the Pact
  he made was all he cared for. His father convinced the
  Most Learned to let Norbit go on an Far Journey
  before he would normally be allowed. Young Norbit
  headed north, through the Gorlan Hills and to
  Barrowtown where he has enjoyed employment with a
  small gang of ruffians who control a few blocks around
  the docks. He has three more years before he has to
  return to Jutan and his School. So far, he is enjoying
  himself too much to care, and breaking legs and rolling
  drunks seems like a better way to pass his time, for
  now.
  STR 10 (+0) DEX 10 (+0) CON 14 (+2) INT 16 (+3) WIS 11 (+0) CHA 13 (+1)
  5e
  Actions
  Quarterstaff. Melee Weapon Attack. +2 to hit, reach 5
  ft., One Creature. Hit: 4 (1d6) bludgeoning damage or
  6 (1d8) bludgeoning damage if Norbit uses both
  hands.
  Light crossbow. Ranged Weapon Attack. +2 to hit,
  range 80/320 ft., One Creature. Hit: 6 (1d8) piercing
  damage.
  
  22
  Drampyr Immunities. Armin is immune to magic that
  causes sleep and charm effects.
  Magical Nature. Armin receives advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist magic.
  Shadow Affinity. Armin gains advantage on any
  Dexterity (Stealth) skill check if he is at least partially
  (20%) concealed in shadows.
  Sustenance Hunger. Armin must consume blood to
  live. He gains little nutritional value from other food.
  Sunlight Sensitivity. Armin receives a -1 penalty
  when exposed to bright sunlight.
  Eidolon. Armin can summon an Eidolon which
  resembles his own shadow. When his Eidolon is
  summoned, it replaces his own shadow.
  Life Link. Armin can sacrifice any number of his own
  hit points to give to his Eidolon to prevent his Eidolon
  from being dispersed back into the Manasphere. The
  Eidolon must be within 100 feet of Armin for this
  ability to function.
  Sneak Attack. If Armin can catch his target unaware
  or unable to defend themselves, he can target and
  strike a vital spot for extra damage. If Armin has
  advantage on the attack roll, he can add an
  additional 1d6 to the damage dealt.
  Class
  Shadowgeist 1
  Background
  Entertainer
  Occupation
  Gladiator
  Armin Yacobe
  Medium, Male Humanoid (Drampyr), N
  Armor Class
  13
  Hit Points
   8 (1d8)
  Speed
  30 ft.
  Saving Throws Dexterity +4, Constitution
  +2
  Skills Acrobatics +4, Deception +2, Perception
  +1, Performance +2
  Senses Darkvision 60 ft., Passive perception 11
  Tools Thieves’ Tools, Disguise Kit
  Languages Eltra’urk, Draz
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, simple weapons,
  hand crossbow, rapier, shortsword
  Equipment
  Rapier, 2 daggers, leather armor, belt pouch (8 gp),
  common clothes, gladiator costume, disguise kit,
  thieves' tools Magical minor rune crystal of Dexterity
  +2
  Traits
  Personality - “My mother did what now? Ah yes, good
  one. Well, I hear your mother consorted with all
  manner of devils, while your father watched.”
  Ideal - “My skills in the arena are for all to behold.”
  Bond - “The Shadowknight taught me everything, and I
  hope to achieve the level of fame he enjoyed.”
  Flaw - “I’ll mouth off to anyone, commoner or noble.”
  Armin Yacobe was born in the slums of Elmesk.
  He was sold by his mother to a fighting pit and raised
  to be a gladiator. His younger years were spent in
  servitude to his owner's champion, the famed
  Shadowknight.
  Armin learned what he could from the
  champion, and models his own fighting style after his
  idol. The Shadowknight fell in contest one year ago,
  leaving a void in Armin's heart and soul. He has since
  volunteered for every fight, though his owner has only
  put him in a select few. Armin is keen on proving his
  worth and hopes to earn the name, Shadowknight.
  STR 14 (+2) DEX 15 (+2) CON 11 (+0) INT 11 (+0) WIS 9 (-1) CHA 10 (+0)
  5e
  Actions
  Rapier. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  One target. Hit: 7 (1d8+2) piercing damage
  Dagger. Melee or Ranged Weapon Attack. +4 to hit,
  reach 5 ft or range 20/60 ft., One target. Hit: 4 (1d4+2)
  piercing damage.
  Armin’s Shadow
  Armor Class: 12
  Hit Points: 8 (1d8)
  Senses: Darvision 60 ft., Passive perception 11
  Languages: – (understands all languages Armin does)
  Challenge: n/a
  Shadow Form. 20% chance to be missed in combat.
  Deals ½ damage to corporeal creatures.
  Evolutions. Armin’s Eidolon has increased reach in
  melee combat.
  Actions
  Touch. Melee Weapon Attack. +4 to hit, reach 10 ft.,
  One target. Hit: 2 (2) necrotic damage.
  
  23
  Class
  Shadowgeist 14
  Background
  Urchin
  Occupation
  Mercenary
  Ingram Wackot
  Medium, NB Humanoid (Drampyr), NE
  Armor Class
  21
  Hit Points
   86 (14d8)
  Speed
  30 ft.
  Saving Throws Dexterity +9, Constitution
  +6
  Skills Acrobatics +9, Manasphere +6,
  Perception +6, Sleight of Hand +9, Stealth +9
  Senses Darkvision 60 ft., Passive perception 16
  Tools Thieves’ Tools, disguise kit
  Languages Eltra’urk, Draz, Tradespeech
  Feats Dual Wield, Mage Slayer
  Challenge 8 (3,900 xp)
  Proficiencies Light armor, simple weapons,
  hand crossbow, rapier, shortsword
  Drampyr Immunities. Ingram is immune to magic
  that causes sleep and charm effects.
  Magical Nature. Ingram receives advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist magic.
  Shadow Affinity. Ingram gains advantage on any
  Dexterity (Stealth) skill check if he is at least partially
  (20%) concealed in shadows.
  Sustenance Hunger. Ingram must consume blood  to
  live. He gains little nutritional value from other food.
  Sunlight Sensitivity. Ingram receives a -1 penalty
  when exposed to bright sunlight.
  Eidolon. Ingram can summon an Eidolon which
  resembles his own shadow. When his Eidolon is
  summoned, it replaces his own shadow. The Eidolon
  is described later in his entry.
  Life Link. Ingram can sacrifice any number of his own
  hit points to give to his Eidolon to prevent his Eidolon
  from being dispersed back into the Manasphere. The
  Eidolon must be within 100 feet of Ingram for this
  ability to function.
  Sneak Attack. If Ingram can catch his target unaware
   
  or unable to defend themselves, he can target
   
  and strike a vital spot for extra damage.
  If Ingram has advantage on the attack roll, he can add
  an additional 4d6 to the damage dealt.
  Bonded Senses. Ingram can share the senses of his
  Eidolon. He gains the ability to see, hear, smell, and
  taste through his summoned shadow.
  Conjure Darkness. Ingram can conjure a small area of
  pure darkness centered around himself and out to a 10
  foot radius. The darkness lasts for one minute and he
  can do it 3 times before a long rest.
  Shadow Walk. Ingram can enter any shadow of
  medium size or larger, and transport himself to
  another shadow of equal size within his eyesight. He
  can do this 3 times before a short or long rest.
  Heightened Evasion. Ingram can dodge area effects. If
  he makes his Dexterity saving throw he takes no
  damage.
  Maker’s Call. Ingram can call his Eidolon to him twice
  per day.
  Shield Ally. As long as Ingram’s Eidolon is near him, he
  gains +2 to his AC and saving throws.
  Aspect. Ingram can adopt some of the aspects his
  Eidolon can possess. At this time, he has chosen to not
  use this ability.
  Shadow Mastery. Ingram gains +4 to all skill checks if
  he is at least partially concealed (20% or more) in
  shadows. He cannot stand in his Eidolon to benefit
  from this ability.
  STR 14 (+2) DEX 19 (+4) CON 13 (+1) INT 12 (+1) WIS 12 (+1) CHA 11 (+0)
  5e
  Actions
  Mana Infused Katar. Melee Weapon Attack. +9 to hit,
  reach 5 ft., One target. Hit: 5 (1d4+4) piercing or
  slashing damage +2 fire damage (pear cut crystal of
  burning)
  Mana Infused Katar. Melee Weapon Attack. +9 to hit,
  reach 5 ft., One target. Hit: 5 (1d4+4) piercing or
  slashing damage. (oval cut crystal of blessings)
  Dart. Ranged Weapon Attack. +9 to hit, range 20/60
  ft., One target. Hit: 5 (1d4+4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack. +9 to hit,
  range 30/120 ft., One target. Hit: 7 (1d6+4) piercing
  damage.
  
  24
  Equipment
  Mana infused katar (advanced slot: pear cut crystal of
  burning), mana infused katar (advanced slot: oval cut
  crystal of blessings), 1 vial of acid, 5 darts, backpack,
  dark common clothes, belt pouch (50 gp), 1 vial of
  poison, 3 days trail rations, 1 flask of Alterian fire,
  disguise kit, thieves’ tools, hand crossbow, crossbow
  bolt case with 10 bolts Magical studded leather
  armor +2, helm of teleportation, necklace of
  adaptation, medium rune crystal of meld into stone,
  medium rune crystal of protection from energy (cold),
  potion of greater healing, ring of minor mana
  protection
  Traits
  Personality - “I have my own best interests at heart,
  so I don’t need you meddling where you don’t
  belong.”
  Ideal - “Nobles? To the Hells with all of them!”
  Bond - “The Cabal who trained me wants my head
  because when I left them, I took what they owed me,
  and then some.”
  Flaw - “The weak exist to feed the strong.”
  Ingram Wackot grew up the servant of a
  powerful Coven in Eltra. He was trained to be an
  assassin, and plied his trade for many years at the
  behest of his masters.
  One job took him to the noble villa of a
  member of a rival Coven. The job went bad and
  Ingram barely survived the night. He fled Eltra instead
  of receiving punishment from his masters, certain
  death or worse, undead servitude.
  He has spent the past decade in Verigal, selling
  his talents to various mercenary companies and
  adventuring bands that would have him. For the last
  three years he has served as a lieutenant in the small
  mercenary band known as Franco's Free-Swords.
  Ingram leads a small detachment of stealth specialists
  deployed by the mercenary band ahead of its forces,
  to scout and disrupt enemy units.
  He keeps to himself, even when around the
  men he commands. He gives orders in a barely
  audible whisper, and his men have learned to read his
  body language enough to know his current mood.
  Ingram receives very little treasure or payment for his
  services to the company, though he does get his pick
  of captured slaves (to dine on), and he can leave the
  company with little notice to the commander when
  the need arises.
  He has done this twice in the last three
  years and has returned less than a tenday
  later with no apparent reason
  or excuse for his absence to his
  men.
  Senses: Darvision 60 ft., Passive perception 16
  Languages: – (understands all languages Ingram does)
  Challenge: n/a
  Ingram’s Shadow
  Armor Class: 14
  Hit Points: 86 (14d8)
  Speed: 30 ft.
  Shadow Form. 20% chance to be missed in combat.
  Deals ½ damage to corporeal creatures with natural
  attacks
  Evolutions. Ingram’s Eidolon is immune to fire
  damage. It can proficiently use any Simple weapon.
  Actions
  Dagger. Melee Weapon Attack. +9 to hit, reach 5ft.,
  One target. Hit: 5 (1d4+4) piercing damage to
  corporeal creatures.
  Touch. Melee Weapon Attack. +9 to hit, reach 5ft.,
  One target. Hit: 4 (4) necrotic damage.
  
  25
  Class
  Cleric 8 of Alcor
  Background
  Noble
  Occupation
  Battle
  Commander
  Lilith Nystrom
  Medium, Female Humanoid (Drampyr), LE
  Armor Class
  21
  Hit Points
   51 (8d8)
  Speed
  30 ft.
  Saving Throws Wisdom +6, Charisma +3
  Skills History +3, Insight +6, Persuasion +3,
  Religion +6
  Senses Darkvision 60 ft., Passive persuasion 13
  Tools Urk’fonta deck
  Languages Eltra’urk, draz, Tradespeech
  Feats none
  Challenge 6 (XP 2,300)
  Proficiencies Light armor, medium armor,
  heavy armor, shields,  simple weapons, martial
  weapons
  Drampyr Immunities. Lilith is immune to magic that
  causes sleep and charm effects.
  Magical Nature. Lilith receives advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist magic.
  Shadow Affinity. Lilith gains advantage on any
  Dexterity (Stealth) skill check if she is at least partially
  (20%) concealed in shadows.
  Sustenance Hunger. Lilith must consume blood to
  live. She gains little nutritional value from other food.
  Sunlight Sensitivity. Lilith receives a -1 penalty when
  exposed to bright sunlight.
  Divine Domain - War
  Channel Divinity. Lilith can channel divinity twice
  before a long rest.
  War Priest. Lilith can make an additional Attack as a
  bonus action three times before a long rest.
  Guided Strike. Lilith can channel divinity and gain +10
  to her attack roll.
  Destroy Undead. Lilith can channel divinity to destroy
  any undead with a CR of 1 or lower.
  War God’s Blessing. Lilith can channel divinity to use
  her reaction to grant a friendly creature a +10 bonus to
  their attack roll.
  Divine Strike. Lilith can infuse her weapons with divine
  energy. She can add 1d8 weapon damage to a
  successful strike once per turn.
  Spellcasting. Lilith is a 8th level spellcaster. Her
  spellcasting ability is Wisdom (save DC 16, +6 to hit
  with spell attacks).
  Cantrips (At will): mending, resistance, sacred flame,
  thaumaturgy
  1st level (4 slots): bane, cure wounds, inflict wounds,
  shield of faith, *divine favor
  2nd level (3 slots): enhance ability, silence, warding
  bond, *spiritual weapon
  3rd level (3 slots): animate dead, bestow curse, sending
  4th level (2 slots): freedom of movement, stone shape
  *Domain Spells
  Mace of Corpse Animation. Melee Weapon Attack. +7
  to hit, reach 5 ft., One target. Hit: 6 (1d6+3)
  bludgeoning damage.
  STR 16 (+3) DEX 11 (+0) CON 14 (+2) INT 10 (+0) WIS 16 (+3) CHA 11 (+0)
  5e
  Actions
  Equipment
  Fine clothes, signet ring, belt pouch (40 gp), Urk’fonta
  deck of cards, 1 vial of acid, caltrops, holy symbol
  (Alcor), 2 flasks of oil, tinderbox Magical adamantine
  plate mail, shield +1, mace of corpse animation, potion
  of greater healing, rind of evasion, medium rune
  crystal of alter self, minor etched rune crystal
  Traits
  Personality - “Do not disappoint me. You will not get
  a second chance.”
  Ideal - “My House must remain strong. I must do
  everything I can to ensure that.”
  Bond - “House Nystom must remain in good favor
  with the Royal Family.”
  Flaw - “Subordinates must show the proper respect
  to me at all times, or face severe punishment.”
  
  26
  Lilith Nystrom can trace her lineage to ancient Urk, and the noble House Nystrom that belonged to the
  Urk’Eltrabi. Unfortunately, she was born to two Drampyr parents, and as such, is not considered a true blood
  relative of House Nystrom, even though her father's grandfather was the son of a Nystrom Vampire Lord.
  Undismayed at the lowness of her birth, Lilith joined the Church of Alcor to bring prestige to her
  House. She has succeeded in rising in the ranks of the grand temple in Elmesk, and now commands a squad of
  battle priests and necromancers on the nations southern border.
  There she waits, impatiently, for the order to strike at the troublesome City State of Montero. For the
  time being, she occupies her time securing strategic mountain passes and valleys for her Vampire masters,
  and thinning out the goblinoid population, adding to the ranks of her army with every kill.
  New Magical item
  Mace of corpse animation
  Melee Weapon; Very Rare (requires attunement)
  This mace hits with a +1 bonus to attack and
  damage. The mace can be made to animate any
  creature that was killed by it’s wielder, using the
  mace, three times a day. The zombies the weapon
  animates are under the control of the weapon’s
  wielder as long as they control the weapon. The
  weapon’s wielder can safely control up to 6 zombies
  created by the mace at any one time.
  
  27
  Class
  Blade Dancer 1
  Background
  Urchin
  Occupation
  Debt Collector
  Corbin Caal
  Medium, NB Humanoid (Vampyr), CE
  Armor Class
  16
  Hit Points
   8 (1d8)
  Speed
  30 ft.
  Saving Throws Dexterity +4, Strength +2
  Skills Deception +3, Intimidation +3, Slight of
  Hand +4
  Senses Darkvision 60 ft., Passive perception 10
  Tools none
  Languages Eltra’urk, Veri’urk
  Feats None
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  simple weapons, martial weapons
  Vampyr Immunities. Corbin is immune to magic that
  causes sleep and necrotic damage.
  Magical Nature. Corbin receives advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist magic.
  Ever Alert. Corbin gains advantage on Wisdom
  (Perception) skill checks.
  Sustenance Hunger. Corbin must consume blood to
  live. He gains little nutritional value from other food.
  Weapon Training. Corbin gains a +1 to any attack and
  damage rolls when he is using the following weapons:
  dagger, rapier, war pick.
  Two Weapon Fighting. Corbin can add the
  appropriate ability modifier to the damage of his off
  hand weapon. He can also draw and stow two
  weapons, instead of one, when he chooses too.
  Rapier. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 8 (1d8+3) piercing damage.
  Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 4 (1d4+3) piercing damage.
  Actions
  Equipment
  Rapier, 2 daggers, common clothes, chain shirt,
  burglar’s pack (backpack, bag with 1000 ball bearings,
  10 feet of string, bell, 5 candles, crowbar, hammer, 10
  pitons, hooded lantern, 2 flasks of oil, 5 days rations,
  tinderbox, 50 feet of hemp rope), belt pouch (5 gp)
  Magical minor rune crystal of Dexterity +2, oil of
  slipperiness
  Traits
  Personality - “Where did you get that exquisite
  broach? Did you get those earrings at the same place?”
  Ideal - “Change is good, I don’t mind it as much as
  others.”
  Bond - “I owe Beatrix everything. I plan on paying her
  back every copper she invested in me.”
  Flaw - “If I am outnumbered, I will run.”
  Born in the slums of Eltra-Menco, young Corbin
  survived through the apparent kindness of a local gang
  leader named Beatrix the Twice Damned. Beatrix made
  sure Corbin had blood to survive and taught him how
  to handle himself in dangerous situations.
   
  Now a young man, Corbin works for his
  adopted mother as a debt collector and leg breaker.
  He has recently branched out into burglary, and now
  splits his time between the taverns and flophouses in
  the slums and prowling the roof top villas of the city’s
  nobility.
  STR 10 (+0) DEX 14 (+2) CON 10 (+0) INT 12 (+1) WIS 11 (+0) CHA 13 (+1)
  5e
  
  28
  Class
  Warlock 8
  Background
  Noble (Vampire
  Parentage)
  Occupation
  Ambassador
  Jevera Tzeng
  Medium, Female Humanoid (Vampyr), NE
  Armor Class
  12
  Hit Points
   43 (8d8)
  Speed
  30 ft.
  Saving Throws Wisdom +5, Charisma +7
  Skills Arcana +6, Deception +7, History +6,
  Persuasion +7
  Senses Darkvision 60 ft., Passive perception 12
  Tools Urk’fonta deck
  Languages Eltra’urk, Tradespeech, Veri'urk
  Feats none
  Challenge 6 (XP 2,300)
  Proficiencies Light armor, simple weapons
  Vampyr Immunities. Jevera is immune to magic that
  causes sleep and necrotic damage.
  Magical Nature. Jevera receives advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist magic.
  Ever Alert. Jevera gains advantage on Wisdom
  (Perception) skill checks.
  Sustenance Hunger. Jevera must consume blood  to
  live. She gains little nutritional value from other food.
  Otherworldly Patron - The Archfey
  Fey Presence. Jevera can use her action to force
  creatures to make a Wisdom save. On a failed save,
  they are charmed or frightened until their next turn.
  Eldritch Invocations. Jevera gains proficiency in the
  Deception and Persuasion skills. She can cast false life
  on herself, slow, and bestow curse at will.
  Pact Boon. Jevera has a Book of Shadows that
  contains the cantrips: friends, message, vicious
  mockery.
  Misty Escape. Jevera can vanish in a puff of mist
  when she takes damage. She turns invisible and can
  teleport up to 60 feet. She can do this once before a
  short or long rest.
  Spellcasting. Jevera is an 8th level spellcaster. Her
  spellcasting ability is Charisma (save DC 15, +7 to hit
  with spell attacks). She has two 4th level spell slots
  and knows 9 Warlock spells.
  Cantrips (At will): eldritch blast, minor illusion,
  prestidigitation
  Spells Known: charm person, hellish rebuke, witch bolt,
  darkness, mirror image, resist mana, fear, vampiric
  touch, hallucinatory terrain
  Equipment
  Noble signet ring, fine clothing (elegant robes),
  urk’fonta deck, belt pouch (50 gp), silver sickle, 4 darts,
  manacles, vial of poison, flask of potent whiskey
  Magical broom of flying, cloak of protection, oil of
  etherealness, potion of greater healing, staff of
  swarming insects, medium rune crystal of spirit
  guardians
  Traits
  Personality - “I have people to do that for me.”
  Ideal - “When I obtain enough power, I will make a
  play to control my House.”
  Bond - “The ties I cultivate in Verigal will keep my
  House in good standing with the Royal Family.”
  Flaw - “What do you mean by that?”
  Jevera is the grand-daughter of the matriarch
  of the Tzeng Noble House of Eltra. She is a favored
  agent of her grandmother, and is responsible for
  peaceful diplomatic relations with the City State of
  Seiase and her House. House Tzeng owns large herds
  of goats that produce the country's famed cashmere
  wool. Jevera has lived in Seiase for seven years and
  enjoys hosting prominent city officials at her hill top
  mansion. She is often accompanied by her niece whom
  she is grooming for the family business. In reality,
  Jevera is using her niece in a power play with her
  brother for control over a larger portion of the family
  business. Her brother has yet to catch on to her
  games, and has, for now, allowed his daughter to
  learn from and work under her favorite aunt.
  STR 13 (+1) DEX 13 (+1) CON 11 (+0) INT 16 (+3) WIS 14 (+2) CHA 18 (+4)
  5e
  Actions
  Silver Sickle. Melee Weapon Attack. +4 to hit, reach 5
  ft., One target. Hit: 3 (1d4+1) slashing damage or 6
  slashing damage to creature who are vulnerable to
  silver.
  Dart. Ranged Weapon Attack. +4 to hit, range 20/60
  ft., One target. Hit: 2 (1d4+1) piercing damage.
  Staff of Swarming Insects. Jevera can unleash a cloud
  of insects that spreads out in a 30-foot radius. She can
  also user her action to cast the following spells: giant
  insect, insect plague.
  
  29
  Class
  Blade Dancer 14
  Background
  Noble (Vampire
  Patronage
  Occupation
  Explorer
  Selene Kyzer
  Medium, Female Humanoid (Vampyr), N
  Armor Class
  16
  Hit Points
   73 (14d8)
  Speed
  30 ft.
  Saving Throws Dexterity +8, Strength +6
  Skills Acrobatics +8, History +6, Slight of
  Hand +8, Stealth +8
  Senses Darkvision 60 ft., Passive perception 11
  Tools Poisoner’s Kit
  Languages Eltra’urk, Tradespeech, Veri'urk,
  Bej’urk, Veshian
  Feats Linguist (Veri’urk, Bej’urk, Veshian)
  Challenge 8 (XP 3,900)
  Proficiencies Light armor, medium armor,
  simple weapons, martial weapons
  Vampyr Immunities. Selene is immune to magic that
  causes sleep and necrotic damage.
  Magical Nature. Selene receives advantage on any
  Intelligence, Wisdom, or Charisma saving throw to
  resist magic.
  Ever Alert. Selene gains advantage on Wisdom
  (Perception) skill checks.
  Sustenance Hunger. Selene must consume blood to
  live. She gains little nutritional value from other food.
  Weapon Training. Selene gains a +2 to all attack and
  damage rolls when she is using the following
  weapons: dagger, rapier, war pick, light hammer,
  mace, light crossbow, hand crossbow.
  Two Weapon Fighting. Selene is able to add her
  ability modifier to the damage of her off hand
  weapon. She can also draw or stow two weapons,
  instead of one.
  Heightened Evasion. Selene can dodge area effects. If
  she makes her Dexterity saving throw she takes no
  damage. She can do this five times before a long rest.
  Blade Dancer Talents:
  ● Assault Leader. If Selene misses with a melee
  weapon attack on a flanked creature, she can
  give a friendly creature the ability to use
  their bonus action to attack her target.
  ● Guileful Polyglot. Selene gains the Linguist
  Feat.
  ● Ledge Walker. Selene has advantage on
  Dexterity (Acrobatics) checks when running or
  leaping along a narrow ledge or pathway.
  ● Poisoner’s Knack. Selene gains proficiency with
  a poisoner’s kit.
  Bravery. Selene gains +2 and advantage on saving
  throws to resist fear.
  Movement Mastery. Selene can move her full
  movement speed twice on her turn. She can do this 3
  times before a long rest.
  Improved Two Weapon Fighting. Selene gains an
  additional +1 to her AC as well as an extra attack with
  the weapon in her main hand, when she is wielding
  two melee weapons.
  Silver Dagger +1. Melee Weapon Attack. +11 to hit,
  reach 5 ft., One target. Hit: 7 (1d4+6) piercing damage
  or 10 piercing damage to beings who are vulnerable to
  silver.
  Dagger of Venom. Melee Weapon Attack. +11 to hit,
  reach 5 ft., One target. Hit: 7 (1d4+6) piercing damage.
  Creatures must make a Constitution save against DC 15
  or take 17 (2d20) poison damage and become
  poisoned for 1 minute.
  Light Crossbow +1. Ranged Weapon Attack. +11 to hit,
  ranged 80/120 ft., One target. Hit: 11 (1d8+6) piercing
  damage.
  STR 12 (+1) DEX 17 (+3) CON 11 (+0) INT 13 (+1) WIS 12 (+1) CHA 14 (+2)
  5e
  Actions
  Equipment
  Explorer’s pack (backpack, bedroll, mess kit, tinderbox,
  10 torches, 50 feet of hemp rope), belt pouch (45 gp)
  crowbar, map case, poisoner’s kit, steel mirror,
  spyglass, leather armor (with EverCool), crossbow bolt
  case with 20 crossbow bolts Magical silver dagger +1,
  dagger of venom, light crossbow +1, oil of sharpness,
  periapt of health, 2 potions of greater healing, ring of
  sustenance, wand of secrets, medium rune crystal of
  continual flame, medium rune crystal of enhance
  ability (cat’s grace)
  
  30
  Traits
  Personality - “Don’t cross me. You will not survive.”
  Ideal - “I search for my family’s past so I can secure
  it’s future.”
  Bond - “My House and family are very important to
  me.”
  Flaw - “I can never resist a pretty face.”
  New Magical Item
  Ring of Sustenance
  Ring, rare (requires attunement)
  While you wear this ring, you need considerably less
  food, water, and sleep to function then you normally
  require. You only need to sleep less than 2 hours
  every seven days, and your body requires only a few
  sips of water and bites of food (or other form of
  nourishment) per week. The ring must be worn
  continuously for its magic to work. The ring only
  attunes to you after it is worn continuously for 12
  hours.
   
  Selene is the sixth daughter of Lord Hibrr
  Kyzer. She was always a bookish child, and her father
  made sure she had every bit of knowledge she
  craved. Selene would lose herself in ancient Urk epics
  of great warriors and powerful spellcasters.
   
  She split her time between reading worn
  scrolls and dusty tomes and learning the deadly art of
  two weapon fighting from her House’s Weapons
  Master. A quick study, she excelled in the rigorous
  training exercises her tutors gave her, and was
  defeating much older opponents in duels both in and
  out of the fighting pits.
   
  With the blessing of her father, Selene lead an
  expedition to the Southern Continent, and the ruins
  of Urk. There, she planned on finding evidence of her
  House’s ancient pedigree, something that would help
  her father obtain a higher standing in the Eltra Royal
  Court.
   
  Three years have passed, and the only thing
  Selene has manage to do is get her guides and
  retainers killed and get herself lost in the unforgiving
  desert. Selene was rescued from the clutches of a pair
  of Vrocks by a Gnoll war band. She was taken back to
  their town and presented to their masters, a trio of
  extraplanar travelers who were stranded on Shin’ar
  decades ago.
   
  A deal was reached, and Selene now works as
  their agent in the desert, in exchange, they provide
  her with Gnolls and supplies to further her
  explorations.
  
  31
  Class
  Paragon 14
  Background
  Noble
  Occupation
  Philanthropist
  Baylee Ackerman
  Small, Female Humanoid (Frode), CG
  Armor Class
  16
  Hit Points
   87 (14d8)
  Speed
  25 ft.
  Saving Throws Dexterity +9, Wisdom +8
  Skills Acrobatics +9, History +6, Perception
  +8, Persuasion +6
  Senses Passive perception 16
  Tools Dragon chess
  Languages Froak, Meech, Tradespeech, Kaliv
  Feats Exotic weapon proficiency (Firearms)
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  simple weapons, shortsword, firearms
  Augmented Healing. Baylee gains hit points equal to
  her level after having a short rest.
  Augmented Breathing. Baylee can hold her breath
  for up to 10 minutes before requiring air.
  Agile Swimmer. Baylee gains advantage on Strength
  (Athletics) checks while swimming.
  Pious Life. Baylee gains +3 to all rolls against Undead
  for 24 hours if she spends at least 12 hours in
  meditation and communion with her Goddess.
  Undead Lore. Baylee gains advantage on Intelligence
  (Investigation) checks when dealing with Undead
  creatures.
  Judgement. Baylee can pronounce a judgement that
  lasts until she is out of combat, at which point all
  features of this ability cease. Baylee can pronounce a
  judgement 3 times before needing a long rest. She
  can change the judgement chosen with a bonus
  action. Her Judgements are:
  ● Destruction. +5 melee damage rolls
  ● Healing. +5 HP per round
  ● Justice. +5 melee attack rolls. Advantage on
  attack rolls vs creatures of evil alignment
  ● Protection. +3 AC
  ● Purity. +3 to all saving throws
  ● Resiliency. Resistance to bludgeoning,
  piercing, and slashing damage
  ● Resistance. Resistance to one energy type
  ● Smiting. Weapons count as magical. Deal +1d6
  radiant damage to evil creatures.
  Heightened Evasion. Baylee can dodge area effects. If
  she makes her Dexterity saving throw she takes no
  damage. She can do this 5 times before a long rest.
  Stern Gaze. Baylee gains a +2 bonus on Wisdom
  (Perception) to sense a creature’s motives and a +2
  bonus to Charisma (Intimidation) checks when
  intimidating a creature.
  Cunning Initiative. Baylee adds her Wisdom modifier
  to her initiative checks. She can do this 5 times before
  a long rest.
  Extra Attack. Baylee can attack twice instead of once
  whenever she takes the Attack action.
  High Jump. Baylee gains a +6 to any Strength
  (Athletics) checks to jump great heights and
  distances.
  Still Mind. Baylee gains a +2 bonus on saving throws
  to resist enchantment spells and effects.
  Purity of Soul. Baylee is immune to all natural and
  magical disease.
  Purity of Body. Baylee gains advantage on saving
  throws to resist the poison condition.
  Pistol of Accuracy. Ranged Weapon Attack. +12 to
  hit, range 10/20 ft., One target. Hit: 5 (1d8)
  bludgeoning and piercing damage.
  Shortsword +1. Melee Weapon Attack. +7 to hit,
  reach 5 ft., One target. Hit: 5 (1d6+2) piercing
  damage. (Or +10 to hit, and 8 damage when Balyee is
  wearing her gauntlets of ogre power)
  Stunning Fist. Melee Weapon Attack. +9 to hit, reach
  5 ft., One target. Hit: 1 (1) bludgeoning damage.
  Baylee can cause a number of status effects (stunned,
  knocked prone, frightened) if her target of a
  successful stunning fist attack fails a Constitution
  saving throw (DC 17).
  Positive Energy Blast. Baylee can use her action to
  shoot a ray from her palm up to 20 feet. The ray deals
  4d6 radiant damage to Undead or Outsiders or it can
  heal a friendly creature for the same amount. She can
  use this ability twice before a long rest. Creatures
  who fail a Wisdom saving throw (DC17) are stunned
  for 1d4 rounds. Friendly creatures healed this way
  gain a +1 bonus to all saving throws for 1 round.
  STR 12 (+1) DEX 18 (+4) CON 14 (+2) INT 13 (+1) WIS 16 (+3) CHA 13 (+1)
  5e
  Actions
  
  32
  Bane. Baylee can imbue one of her weapons
  (including her stunning fist strikes) with the bane
  special ability as a bonus action. She can select a
  creature subtype and gain advantage on attack rolls
  against the type of chosen creature for 9 rounds.
  Equipment
  Fine clothes (never worn), common clothes, signet
  ring, belt pouch (50 gp), holy symbol (Fro’kella),
  breastplate (exquisite slot: trillion cut crystal of
  voltage), vial of antitoxin, jar of Surguano salve, vial of
  brighteye liquid, pouch of crystal bullets (14)
  Magical pistol of accuracy, shortsword +1,
  driftglobe, gauntlets of ogre power, horn of blasting,
  potion of growth, potion of psychic resistance, scroll
  of protection from undead, wand of secrets
  Traits
  Personality - “I do what I can for the
  common people, and they love me for it.”
  Ideal - “Though I love my family, I chose
  to go my own way.”
  Bond - “I will always champion the
  common people.”
  Flaw - “My family has lost some prestige
  from my actions.”
  Baylee Ackermen was born into a wealthy
  family. Her father and uncle run the Ackermen spice
  empire, one that oversees the cultivation and
  distribution of nearly half the spice crops in the
  Kingdom of the Flooded Forest. She was tapped for
  Special Services by the Fro'kellan Church early on, but
  thanks to her family connections, she was passed
  over and allowed to go home with her family from
  the spawning pools.
  Baylee grew up in luxury, but at an early age,
  spent most of her time in the less fortunate sections
  of the capital. She befriended a group of youths who
  ran errands for an old one eyed street person. They
  were given protection and training by the old Frode,
  and the section of slums they lived in was clean and
  well kept.
  One Eye saw something in Baylee, and began
  to teach her his unorthodox ways. Soon she outpaced
  his older pupils, but it was not enough to save him
  from assassination. She caught a glimpse of her
  master's killer, an albino Meek'ah, who addressed
  One Eye as "Arthur".
  She continued to train, and took the younger
  street urchins under her protection. She moved
  them, temporarily, into her family compound, but the
  presence of the “street people” was beginning to
  bring shame to her family in the eyes of their peers.
  Baylee, unconcerned with such things but
  understanding her family’s role in society, purchased
  a modest town house near the area old One Eye lived
  and protected. There, she opened up a school for
  impoverished youths where she teaches her master's
  philosophy and training. She has never forgotten her
  master's killer and is known to pay large sums for any
  information on who "Arthur" really was, and his
  connection to his killer.
  
  33
  Class
  Paragon 1
  Background
  Acolyte (Deacon)
  Occupation
  Special Services
  Agent
  Holden Baxter
  Small, Male Humanoid (Frode), LG
  Armor Class
  15
  Hit Points
   8 (1d8)
  Speed
  25 ft.
  Saving Throws Dexterity +5, Wisdom +4
  Skills Acrobatics +5, Insight +4, Medicine +3,
  Religion +4
  Senses Passive perception 12
  Tools none
  Languages Froak, Meech, Tradespeech, Juten
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  simple weapons, shortsword
  Augmented Healing. Holden gains hit points equal to
  his level after having a short rest.
  Augmented Breathing. Holden can hold his breath
  for up to 10 minutes before requiring air.
  Agile Swimmer. Holden gains advantage on Strength
  (Athletics) checks while swimming.
  Pious Life. Holden gains +3 to all rolls against Undead
  for 24 hours if he spends at least 12 hours in
  meditation and communion with his Goddess.
  Undead Lore. Holden gains advantage on Intelligence
  (Investigation) checks when dealing with Undead
  creatures.
  Judgement. Holden can pronounce a judgement that
  lasts until he is out of combat, at which point all
  features of this ability cease. Holden can pronounce a
  judgement once before needing a rest. His
  Judgements are:
  ● Destruction. +1 melee damage rolls
  ● Healing. +1 HP per round
  ● Justice. +1 melee attack rolls. Advantage on
  attack rolls vs creatures of evil alignment
  ● Protection. +1 AC
  ● Purity. +1 to all saving throws
  ● Resiliency. Resistance to bludgeoning, piercing,
  and slashing damage
  ● Resistance. Resistance to one energy type
  ● Smiting. Weapons count as magical. Deal +1d4
  radiant damage to evil creatures.
  Equipment
  Holy symbol (Fro’kella), prayer book, 5 sticks of
  incense, belt pouch (20 gp), fine clothes (deacon
  robes), silver shortsword, sling, pouch of sling bullets
  (20), chain shirt, vial of antitoxin, badge of office
  (Special Services) Magical minor rune crystal of
  strength +2, potion of healing
  Traits
  Personality - “Sir Allen the Twice Shining is the best
  example of a pious Frode I have ever seen. I hope to
  be just like him some day.”
  Ideal - “One day, I will be the Commissioner of Special
  Services.”
  Bond - “Sir Allen always talks about finding the lost
  Helm of Sir Guthrie. I pledge to find the helm if he
  never does.”
  Flaw - “My superiors at Special Services can do no
  wrong, and I won’t listen to anyone who says
  otherwise.”
  Holden was barely out of the spawning pools
  when he was tapped for Special Services, the branch
  of the Fro'kellan Church that deals with heretics and
  apostates. He trained under the famed Ser Allen the
  Twice Shining and was instrumental in rooting out a
  small sect of Krozan worshipers in a village at the
  kingdom's edge.
  He is stationed near that village in an Army
  watchtower where he relishes in his sworn duty, and
  annoys the soldiers stationed there with his overly
  pious beliefs. He visits the village every day and assists
  the aged priest in his daily rituals.
  STR 10 (+0) DEX 16 (+3) CON 11 (+0) INT 12 (+1) WIS 15 (+2) CHA 12 (+1)
  5e
  Actions
  Silver Shortsword. Melee Weapon Attack. +2 to hit,
  reach 5 ft., One target. Hit: 3 (1d6) piercing damage or
  6 piercing damage to creatures who are vulnerable to
  silver.
  Sling. Ranged Weapon Attack. +5 to hit, range 30/120
  ft., One target. Hit: 4 (1d4+3) bludgeoning damage.
  
  34
  5e
  Class
  Warlock 20
  Background
  Hermit
  Occupation
  Recluse
  Lawrence Eldred
  Small, Male Humanoid (Frode), CE
  Armor Class
  14
  Hit Points
   123 (20d8)
  Speed
  25 ft.
  Saving Throws Wisdom +9, Charisma +10
  Skills Arcana +9, Manasphere +9, Medicine +9,
  Religion +9
  Senses Darkvision 120 ft., Passive perception
  13
  Tools Herbalism kit
  Languages Froak, Meech, Tradespeech,
  Sylvan
  Feats Durable, Observant
  Challenge 18 (XP 20,000)
  Proficiencies Light armor, simple weapons
  Augmented Healing. Lawrence gains hit points equal
  to his level after having a short rest.
  Augmented Breathing. Lawrence can hold his breath
  for up to 10 minutes before requiring air.
  Agile Swimmer. Lawrence gains advantage on
  Strength (Athletics) checks while swimming.
  Otherworldly Patron - The Fiend
  Dark One’s Blessing. Lawrence gains 24 temporary
  hit points every time he reduces a hostile creature to
  0 hit points.
  Eldritch Invocations. Lawrence adds +4 to the
  damage from his eldritch blast spell and gains
  darkvision 120 feet. He can cast the following spells
  at will: levitate, detect magic, false life (on self), silent
  image. He can cast the following spells once each
  before a long rest: conjure elemental, polymorph.
  Pact of the Chain. Lawrence has a quasit familiar
  named Argile.
  Dark One’s Own Luck. Lawrence can add 1d10 to the
  result of any ability check or saving throw once
  before a short or long rest.
  Fiendish Resilience. Lawrence can choose to become
  resistant to one damage type until he chooses a
  different damage type. Magical and silver weapons
  ignore this resistance.
  Mystic Arcanum. Lawrence can cast the following
  spells once before a long rest: circle of doom,
  forcecage, dominate monster, imprisonment.
  Hurl Through Hell. Lawrence can sent the
  consciousness of one creature he hits with an attack
  through Hell once before a long rest. The creature
  takes 10d10 psychic damage as a result of the
  experience.
  Eldritch Master. Lawrence can regain his expended
  spell slots by entreating with his patron for at least 1
  minute. He can do this once before a long rest.
  Spellcasting. Lawrence is a 20th level spellcaster. His
  spellcasting ability is Charisma (spell save DC 18, +10 to
  hit with spell attacks). He has 4 5th level spell slots and
  knows 15 spells.
  Cantrips (At will): blade ward, eldritch blast, mage
  hand, poison spray
  Spells Known: arms of hadar, comprehend languages,
  hellish rebuke, darkness, hold person, spider climb,
  dispel magic, hypnotic pattern, major image, tongues,
  dimension door, dream, hold monster, scrying
  Dagger. Melee Weapon Attack. +7 to hit, reach 5 ft.,
  One target. Hit: 2 (1d4+1) piercing damage.
  Staff of the Adder. Melee Weapon Attack. +5 to hit,
  reach 5 ft., One target. Hit: 3 (1d6-1) piercing damage.
  Creatures hit must succeed in a DC 15 Constitution
  saving throw of suffer 3d6 poison damage.
  STR 09 (-1) DEX 12 (+1) CON 14 (+2) INT 17 (+3) WIS 16 (+3) CHA 19 (+4)
  Actions
  Equipment
  Scroll case (research notes), blanket, herbalism kit,
  common clothes, belt pouch (50 gp), dagger, 3 candles,
  hunting trap, bottle of ink, inkpen, lamp, 4 flasks of oil,
  sack, 10 sheets of paper, 3 days rations, tinderbox, 3
  torches, waterskin, frostcap tea Magical circlet of
  protection +3, crystal ball of telepathy, daern’s instant
  fortress, ring of mind shielding, wand of fear, staff of
  the adder, medium rune crystal of blur, medium etched
  rune crystal, major rune crystal of subtle spell
  
  35
  Traits
  Personality - “Hmmm? What was that?”
  Ideal - “I became strong on my own. Nobody helped
  me, not that I wanted help anyway.”
  Bond - “The Fiend promises me the secret to
  immortality, but he has yet to make good on that
  claim.”
  Flaw - “I sold my soul for the secret to immortality.”
  Lawrence grew up in a small town near the
  northern border of the Flooded Forest. Always a
  moody child, he never gained any real friends, and
  even his family tired of his presence.
  He would take long walks in the forest by
  himself, and it was there he met an old Redcap
  hermit. This hermit was near death, and instead of
  attacking Lawrence, he spoke to him. The two would
  meet in the woods several times over the next few
  moons, and the hermit would teach Lawrence of
  Debala the Scared Soul.
  Lawrence was not shocked to find the dead
  body of the hermit a few weeks later. He
  unceremoniously stripped the corpse of anything of
  value and left the forest forever. He traveled for a
  while around the Starfall Sea, and eventually ended
  up in the Arryas Mountains. Here he lives a hermit’s
  life and continues his quest to unravel the mystery of
  the Manasphere at his demonic master's bidding in
  exchange for the secret to everlasting life.
  Armor Class: 13
  Hit Points: 7 (3d4)
  Speed: 40 ft.
  Str 5 Dex 17 Con 10 Int 7 Wis 10 Cha 10
  Skills: Stealth +5
  Damage Resistances: cold, fire, lighting, bludgeoning,
  piercing, and slashing from nonmagical attacks
  Damage Immunities: poison
  Condition Immunities: poisoned
  Senses: Darkvison 120 ft., Passive perception 10
  Languages: Abyssal, Tradespeech
  Challenge: 1 (XP 200)
  Argile
  Tiny fiend (demon, shapechanger), CE
  Claws (Bite in beast form). Melee Weapon Attack. +4
  to hit, reach 5 ft., One target. Hit: 5 (1d4+3) piercing
  damage. A creature must succeed on a DC 10
  Constitution saving throw or take 5 (2d4) poison
  damage and become poisoned for 1 minute. Targets
  can repeat the save at the end of its turn, ending the
  effect on a success.
  Scare (1/Day). Argle can cause one creature within 20
  feet to make a Wisdom saving throw against a DC 10.
  On a failed save, the target is frightened for 1 minute.
  The target can repeat the save at the end of its turn,
  with disadvantage if Argle is in line of sight, ending the
  effect on a success.
  Invisibility. Argile can turn magically invisible until it
  attacks or uses Scare, or until is concentration ends.
  Shapechanger. Argile can use its action to polymorph
  into a beast form that resembles a bat (speed 10 ft, fly
  40 ft), a centipede (40 ft, climb 40 ft), or a toad (40 ft,
  swim 40 ft), or back into its true form. Its statistics are
  the same in each form, except for the speed changes
  noted.
  Magic Resistance. Argile has advantage on saving
  throws against spells and other magical effects.
  Actions
  
  36
  Class
  Horselord 1
  Background
  Outlander
  Occupation
  Rebel
  Renata Bragin
  Medium, Female Humanoid (Human - Estanyan), CN
  Armor Class
  13
  Hit Points
   11 (1d10)
  Speed
  30 ft.
  Saving Throws Dexterity +4, Charisma +4
  Skills Animal Handling +4, Athletics +2,
  Acrobatics +4, Stealth +4, Survival +2
  Senses Passive perception 10
  Tools Reed flute
  Languages Estan, Alterian
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Mounted Lifestyle. Renata is considered proficient in
  riding any animal that can be fitted with a saddle.
  Weapon Familiarity. Renata is proficient with the
  following weapons: shortbow, longbow, bolas.
  Mount. Renata’s mount is a Riding Horse she calls
  Asha. She can sense her mount’s mood and share in
  any beneficial spells that are cast on her.
  Mounted Archery. Renata gains a +2 to ranged
  weapon attacks she makes while mounted.
  Mounted Combat. Renata can attempt a Charisma
  (Animal Handling) check to negate a hit her mount
  takes if her check is higher than the attack roll.
  Handaxe. Melee or Ranged Weapon Attack. +2 or +4 if
  thrown or +6 if thrown while mounted to hit, reach 5
  feet or range 20/60 ft., One target. Hit: 3 (1d6) slashing
  damage or 5 (1d6+2) slashing damage if thrown.
  Spear. Melee or Ranged Weapon Attack. +2 or +4 if
  thrown or +6 if thrown while mounted to hit, reach 5
  feet or ranged 20/60 ft., One target. Hit: 3 (1d6)
  piercing damage or 5 (1d6+2) piercing damage if
  thrown or 7 (1d8+2) piercing damage if used with two
  hands.
  Shortbow. Ranged Weapon Attack. +4 or +6 while
  mounted to hit, ranged 80/320 ft., One target. Hit: 5
  (1d6+2) piercing damage.
  Actions
  Equipment
  Hunting trap, ram horn drinking cup (trophy), traveler’s
  clothes, belt pouch (10 gp), leather armor, handaxe,
  spear, shortbow, quiver with 20 arrows, backpack,
  bedroll, bag of caltrops (50), reed flute, lamp, 2 flasks
  of oil, 7 days rations, hemp rope (50 ft.), 3 torches,
  waterskin, flask of Alterian fire, vial of brighteye liquid
  Traits
  Personality - “I feel the most happy being free of
  towns and cities.”
  Ideal - “The grasses of the plains are my bed and the
  open sky my roof.”
  Bond - “Though I left my family, they are still very
  important to me.”
  Flaw - “Living on the run from Imperial Legions has me
  wary of trusting anyone who is not of my rebel band.”
  Renata was born in Cashan, but ran away from
  home as soon as she could. She joined a band of rebels
  who roam the plains defying the Alterian law to settle
  down. They barely keep ahead of the legions, and
  Renata has twice evaded capture by the skin of her
  teeth.
  She has been questioning her choice to join the
  rebels lately, and longs to leave Alteria all together and
  see the wider world. She is just waiting for the
  opportunity to leave without causing too much
  anguish to the friends she's come to know. This has
  been made all the more difficult with the band's leader
  becoming increasingly paranoid of a mole in their
  ranks.
  STR 10 (+0) DEX 15 (+2) CON 12 (+1) INT 11 (+0) WIS 11 (+0) CHA 14 (+2)
  5e
  Asha
  Large beast, unaligned
  Armor class: 11 (natural)
  Hit Points: 24 (3d10+2)
  Speed: 60 ft.
  Str 16 Dex 10 Con 12 Int 2 Wis 11 Cha 7
  Senses: Passive perception 10
  Languages: – (understands Estan)
  Challenge: ¼ (XP 50)
  Actions
  Hooves. Melee Weapon Attack. +5 to hit, reach 5ft.,
  One target. Hit: 8 (2d4+3) bludgeoning damage.
  
  37
  Class
  Horselord 14
  Background
  Entertainer
  (Charioteer)
  Occupation
  Charioteer
  Rustam Tariko
  Medium, Male Humanoid (Human - Estanyan), CG
  Armor Class
  18
  Hit Points
   113 (14d8)
  Speed
  30 ft.
  Saving Throws Dexterity +9, Charisma +8
  Skills Animal Handling +8, Acrobatics +9,
  Perception +7, Performance +8, Survival +7
  Senses Passive perception 17
  Tools disguise kit, tambourine
  Languages Estan, Alterian, Juten
  Feats none
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Mounted Lifestyle. Rustam is considered proficient in
  riding any animal that can be fitted with a saddle.
  Weapon Familiarity. Rustam is proficient with the
  following weapons: shortbow, longbow, bolas.
  Mount. Rustam’s mount is a Riding Horse he calls
  Bystry. He can sense his mount’s mood and share in
  any beneficial spells that are cast on him.
  Mounted Archery. Rustam gains a +4 to ranged
  weapon attacks he makes while mounted.
  Mounted Combat. Rustam can attempt a Charisma
  (Animal Handling) check to negate any hit his mount
  takes in combat if his check is higher than the attack
  roll.
  Challenge. Rustam can issue a challenge to a creature
  4 times before a short or long rest. Creatures who are
  challenged this way receive an additional 1d10
  damage from Rustam with each successful strike.
  Rustam takes a -2 AC penalty against attacks that do
  not come from the creature he has challenged.
  Track. Rustam has advantage when tracking
  creatures under the open sky. He loses advantage but
  gains a +2 to track creatures who are not outdoors.
  Horselords’s Mighty Charge. Rustam gains +6 to
   
  melee weapon attacks when charging from
   
  horseback. His successful attacks while
  charging deal an additional 1d12 damage.
  Extra Attack. Rustam can attack twice, instead of
  once, when he takes the Attack action.
  Summon Mount. Rustam can use his action to
  dematerialize his mount into the Manasphere and
  rematerialize it again.
  Pinpoint Accuracy. Rustam scores a critical hit with
  melee weapons on a roll of 19 or 20. He scores a
  critical hit with ranged weapons on a roll of 18, 19, or
  20.
  Expert Tracker. Rustam lowers any DC to track
  creatures by 10.
  Handaxe. Melee or Ranged Weapon Attack. +7 or +9
  when thrown or +13 when thrown while mounted to
  hit, reach 5 feet or range 20/60 ft., One target. Hit: 5
  (1d6+2) slashing damage or 7 (1d6+4) slashing damage
  when thrown.
  Dagger. Melee or Ranged Weapon Attack. +7 or +9
  when thrown or +13 when thrown while mounted to
  hit, reach 5 feet or range 20/60 ft., One target. Hit: 5
  (1d4+4) piercing damage.
  Mana Infused Whip. Melee Weapon Attack. +9 to hit,
  reach 10 ft., One target. Hit: 5 (1d4+4) slashing
  damage +3 cold damage (trillion cut crystal of
  freezing).
  Mana Infused Sagaris +1. Melee Weapon Attack. +10
  to hit, reach 5 ft., One target. Hit: 8 (1d6+5) slashing
  damage. (advanced slot: pear cut crystal of blessings)
  Shortbow. Ranged Weapon Attack. +9 or +11 while
  mounted to hit, range 80/320 ft., One target. Hit: 7
  (1d6+4) piercing damage.
  Scream. Rustam can Scream at his foes 3 times before
  needing a long rest, forcing his targets to make a
  Wisdom saving throw (DC 16). On a failed save, the
  creature loses their next turn or becomes frightened
  for 1 round.
  STR 14 (+2) DEX 19 (+4) CON 17 (+3) INT 13 (+1) WIS 14 (+2) CHA 17 (+3)
  5e
  Actions
  
  38
  Equipment
  Fine clothing (Racing Uniform), Equinis medal, fine
  clothing, common clothing, belt pouch (50 gp), hand
  axe, dagger, whip (exquisite slot: trillion cut crystal of
  freezing), 2 torches, waterskin, shortbow, quiver with
  20 arrows, custom built racing chariot Magical
  arrow +3 (10), studded leather armor +2, bag of
  holding, boots of levitation, mana infused sagaris +1
  (advanced slot: pear cut crystal of blessings), gem of
  brightness, helm of comprehending languages, potion
  Traits
  Personality - “Sometimes just my presence in a room
  is enough to quell hostilities.”
  Ideal - “Every bold move I make on the racetrack adds
  to my fame.”
  Bond - “Some say I am a better racer than Trimko the
  Golden Griffon. Hopefully, someday, that will ring
  true in my own ears.”
  Flaw - “I am well known to be distracted by a pretty
  face.”
  Rustam hails from Sprata and grew up in the
  shadow of that city's famous Hippodrome. Every
  chance he could get he would watch the races and
  soon became a regular in the stands. Before each
  race he would pray in the temple of Alo'staz that no
  racer would injure themselves too badly because he
  knew praying for no crashes was like praying for the
  sun not to rise.
  He took to rooting for the often underdog
  Yellow Team, also known as the Griffons. The Yellow
  Team manager noticed that every time Rustam was in
  the stands and cheering, his team would win. He soon
  took Rustam under his wing and trained him as a
  rider. Now Rustam is the Yellow Team captain, and
  has even won the title of Equinis.
  His record for most consecutive races without
  an injury stands at 37 and some have come to call him
  The Blessed Thunder for the noise the crowds make
  when he enters a race.
  
  39
  Class
  Bard 6
  Background
  Criminal
  Occupation
  Hired Killer
  Zemphira Sadiqoua
  Medium, Female Humanoid (Human - Estanyan), NE
  Armor Class
  14
  Hit Points
   37 (6d8)
  Speed
  30 ft.
  Saving Throws Dexterity +6, Charisma +6
  Skills Animal Handling +6, Acrobatics +6,
  Arcana +5, Deception +6, History +5,
  Performance +6, Persuasion +6, Stealth +6
  Senses Passive perception 11
  Tools thieve’s tools, reed flute, lute,
  tambourine, dice
  Languages Estan, Alterian, Atlantean,
  Tradespeech
  Feats Lucky
  Challenge 4 (XP 2,300)
  Proficiencies Light armor, simple weapons,
  hand crossbow, longsword, rapier,
  shortsword
  Mounted Lifestyle. Zemphira is considered proficient
  in riding any animal that can be fitted with a saddle.
  Weapon Familiarity. Zemphira is proficient with the
  following weapons: shortbow, longbow, bolas.
  Lucky. Zemphira has 3 luck points. She can spend 1
  point to roll an additional d20 on any attack, ability
  check, or saving throw. She can choose which roll to
  take. She can also use 1 point to have an attacker use
  an attack roll of hers. She regains all spent luck points
  after a long rest.
  Bardic Inspiration. Zemphira can grant a d8 to use by
  others to add to a d20 roll. She can do this 3 times
  before a long rest.
  Jack of All Trades. Zemphira adds +1 to any ability
  check she is not proficient in.
  Song of Rest. Zemphira can grant an additional 1d6
  hit points to resting allies.
  Bard Collage - Lore
  Font of Inspiration. Zemphira regains all spent
  Inspiration dice after a short or long rest.
  Expertise. Zemphira doubles her proficiency
   
  bonus  for the following skills: Deception,
   
  Persuasion.
  Cutting Words. Zemphira can use her reaction and one
  of her Inspiration die to lower the roll of a hostile
  creature.
  Countercharm. Zemphira can grant advantage on
  saving throws against being frightened or charmed to
  herself and any other creature who can hear her voice.
  Additional Magical Secrets. Zemphira knows the spells
  entangle and darkvision and can cast them as Bard
  spells.
  Spellcasting. Zemphira is a 6th level spellcaster. Her
  spellcasting ability is Charisma (spell save DC 14, +6 to
  hit with spell attacks).
  Cantrips (At will): friends, mage hand, minor illusion
  1st level (4 slots): charm person, disguise self, sleep,
  thunderwave
  2nd level (3 slots): calm emotions, heat metal,
  invisibility
  3rd level (3 slots): clairvoyance, hypnotic pattern, major
  image
  Mana Infused Dagger. Melee Weapon Attack. +6 to
  hit, reach 5 ft., One target. Hit: 4 (1d4+3) piercing
  damage +2 fire damage (round cut crystal of burning).
  Hand Crossbow. Ranged Weapon Attack. +6 to hit,
  range 30/120 ft., One target. Hit: 7 (1d6+4) piercing
  damage.
  Rapier +1. Melee Weapon Attack. +7 to hit, reach 5 ft.,
  One target. Hit: 10 (1d8+5) piercing damage.
  STR 12 (+1) DEX 17 (+3) CON 14 (+2) INT 14 (+2) WIS 12 (+1) CHA 16 (+3)
  5e
  Actions
  Equipment
  Fine clothing, entertainer’s clothes, belt pouch (30 gp),
  hand crossbow, crossbow bolt case with 20 bolts,
  dagger (advanced slot: round cut crystal of burning),
  flask of Alterian fire, backpack, caltrops (20), 3 flash
  pellets, shadowsilk coat (+2 Stealth, -10% miss chance),
  waterskin, 10 poisoned bolts Magical amulet of
  protection, rust bag of tricks, dust of sneezing &
  choking, immoveable rod, instrument of the bard (doss
  lute), potion of greater healing, potion of water
  breathing
  
  40
  Traits
  Personality - “Are you trying to get a rise out of me?
  It won’t work.”
  Ideal - “My time is yours, if your coin is enough.”
  Bond - “My mother’s death still haunts me.”
  Flaw - “Coin might not buy me love, but it can rent
  it.”
  Zemphira lives by her wits and her ability to
  blend into any social situation. Quick with a smile and
  kind word, she glides effortlessly from dockside
  taverns to the manses of wealthy merchants.
  She is known for her singing and lute playing
  but earns real coin by plying her trade in the
  shadows. Zemphira is an assassin for hire for those
  who can afford her services, which are expensive. She
  has been responsible for 23 deaths throughout the
  Empire and is wanted in Cashan and Atlantis for the
  murder of wealthy Alterians.
   Her preferred method of killing is poison,
  though she is not afraid to get her hands dirty.
  Zemphira has recently joined a Talon out of
  Bronzeville in hopes of getting close enough to the
  dragon himself. She has been paid by an anonymous
  source over ten thousand gold in gems and mana
  crystal to kill the dragon, a feat she knows will either
  kill her or propel her into a legend.
  
  41
  5e
  Class
  Anointed
  Knight 14
  Background
  Outlander
  Occupation
  Crusader
  Knutt Arnison
  Medium, Male Humanoid (Human - Jute), LN
  Armor Class
  19
  Hit Points
   116 (14d10)
  Speed
  30 ft.
  Saving Throws Strength +9, Constitution
  +10
  Skills Athletics +9, Animal Handling +6,
  Religion +6, Survival +6
  Senses Passive perception 11
  Tools Smith’s tools
  Languages Juten, Tradespeech, Alterian,
  Giant
  Feats Savage Attacker, Mounted Combatant
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Healthy Living. Knutt gains +2 to Constitution saving
  throws.
  Skilled. Knutt is proficient with Smith’s Tools.
  Savage Attacker. Knutt can reroll weapon damage
  and take the better roll.
  Mounted Combatant. Knutt gains advantage on
  attacks against other mounted foes. He can make a
  strike intended for his mount hit him instead.
  Knightly Order - Order of the Frozen Tear
  Demanding Challenge. Knutt can issue a challenge to
  foes 4 times before a long rest. He deals an additional
  1d10 damage on one attack per round to challenged
  foes but receives a -2 penalty to AC from attacks that
  come from a source other than his challenge. He also
  gains +3 to all saving throws as long as he is being
  attacked by the target of his challenge. His target
  takes a -2 penalty to AC from attacks that come from
  a source that is not Knutt.
  Bravery. Knutt has advantage and +1 on saving
  throws to resist the frightened condition.
  Winter Conditioning. Knutt has advantage on Wisdom
  (Survival) checks, +4 to Dexterity (Stealth) and Wisdom
  (Perception) checks while in a wintry environment. He
  can also choose to leave no tracks in snow.
  Winter’s Touch. Knutt can add an additional 1d6+1
  cold damage to a successful weapon strike once before
  a short or long rest.
  Banner. Knutt’s personal Banner can inspire his allies,
  granting them +3 to saving throws to resist fear and +2
  to attack rolls while they can see the banner.
  Extra Attack. Knutt can attack twice instead of once
  when he takes the Attack action.
  Leadership. Knutt can attract a loyal follower that he
  trains as his squire. He has yet to take on a squire.
  White wolf paw (trophy), traveler's clothes, belt pouch
  (50 gp), vial of antitoxin, light crossbow, crossbow bolt
  case with 20 bolts, handaxe, backpack, bedroll, fishing
  tackle, 2 flasks of holy water, 10 days rations, iron
  spikes (10), tinderbox, 3 torches, waterskin, emergency
  lights (2), vial of brighteye liquid, shield (advanced slot:
  oval crystal of reflexes) Magical white dragon scale
  mail, longsword +1, dust of dryness, necklace of
  adaptation, potion of superior healing, potion of acid
  resistance, major ring of mana resistance, medium
  rune crystal of fear, medium rune crystal of goodberry
  STR 18 (+4) DEX 14 (+2) CON 17 (+3) INT 13 (+1) WIS 12 (+1) CHA 13 (+1)
  Actions
  Longsword +1. Melee Weapon Attack. +10 to hit,
  reach 5 ft., One target. Hit: 10 (1d8+5) slashing
  damage.
  Light Crossbow. Ranged Weapon Attack. +7 to hit,
  range 80/320 ft., One target. Hit: 7 (1d8+2) piercing
  damage.
  Handaxe. Melee or Ranged Weapon Attack. +9 or +7 if
  thrown to hit, reach 5 feet or range 20/60 ft., One
  target. Hit: 7 (1d6+4) slashing damage or 5 (1d6+2)
  slashing damage if thrown.
  Equipment
  
  42
  Personality - “I was raised in a poor mining village. I
  put no stock in coin and good upbringings when life
  and death are on the line.”
  Ideal - “I will never dishonor my Order.”
  Bond - “I left Jutan and my Order on a personal quest,
  but they are still very important to me.”
  Flaw - “I tend to punch first and ask questions later.”
  Traits
  Knutt grew up in a remote village nestled deep
  in the Darkfrost Mountains. When he was a boy the
  village was attacked by murderous savages, killing
  many, including his parents, before a trio of Anointed
  Knights happened upon the carnage.
  The knights drove off or killed the brutes, but
  not before losing one of their own in the melee. The
  remaining two knights took Knutt and three other
  boys with them back to Winterkeep, where the Order
  of the Frozen Tear is headquartered.
  Young Knutt showed great promise, and
  quickly rose in the ranks of the faithful. After twenty
  years of wandering the north in the service of his
  God, he has recently taken an airship flight to Sparks
  in search of a holy relic said to be somewhere on the
  Barren Islands.
  While Knutt enjoys the company of his fellow
  knights, he has gained a reputation as a loner, and
  has yet to take on a squire. He claims Welkor himself
  sent him a dream vision of his squire, and he will not
  accept someone until he finds them.
  
  43
  Class
  Druid 6
  Background
  Acolyte
  Occupation
  Novice
  Thorv Bromson
  Medium, Male Humanoid (Human - Jute), N
  Armor Class
  13
  Hit Points
   45 (6d8)
  Speed
  30 ft.
  Saving Throws Intelligence +3, Wisdom +6
  Skills Animal Handling +6, Insight +6, Nature
  +6, Religion +6
  Senses Passive perception 10
  Tools Herbalism kit
  Languages Juten, Tradespeech, Sylvan,
  Lumnar, Druidic
  Feats none
  Challenge 4 (XP 1,100)
  Proficiencies Light armor, medium armor,
  shields (no metal), club, dagger, dart, javelin,
  mace, quarterstaff, scimitar, sickle, sling,
  spear
  Healthy Living. Thorv gains +2 to Constitution saving
  throws.
  Skilled. Thorv is proficient with the Nature skill.
  Wild Shape. Thorv can assume the shape of a beast
  he has seen before of CR½ or lower that does not fly.
  He can stay in beast shape for up to 3 hours at a time
  and he can use this feature twice before a short or
  long rest.
  Druid Circle - Circle of the Land
  Natural Recovery. Torv can regain 3 lost spell slots
  when he takes a short rest.
  Circle Spells. Torv draws power from the Forest and
  has access to the spells barkskin, spider climb, call
  lightning, and plant growth. Those spells are
  considered prepared at all times and they don’t count
  against his per day total.
  Land Stride. Torv can move through nonmagical
  difficult terrain with no movement penalty. He takes
  no damage from briars and thorns when moving
  through plants.
  Spellcasting. Torv is a 6th level spellcaster. His
   
  spellcasting ability is Wisdom (spell save DC
   
  14, +6 to hit with spell attacks).
  Cantrips (At will): druidcraft, resistance, shillelagh
  1st level (4 slots): cure wounds, entangle, healing word,
  speak with animals
  2nd level (3 slots): beast sense, gust of wind,
  moonbeam
  3rd level (3 slots): conjure animals, dispel magic, water
  walk
  Quarterstaff. Melee Weapon Attack. +5 to hit, reach 5
  ft., One target. Hit: 5 (1d6+2) bludgeoning damage or 7
  (1d8+2) bludgeoning damage if used with two hands.
  Traits
  Personality - “Harvand the Wise has shaped me into
  the person I am today.”
  Ideal - “Everyday I strive to live up to Tralla’s blessed
  teachings.”
  Bond - “I owe everything to Harvand and the Circle.”
  Flaw - “I will not go against the word of a member of
  my Circle, especially if they are above me in rank.
  Thorv was born in the town of Favir, in the
  Jarland of the Basket. His father was a well-respected
  ranger and forester in the area who met his demise at
  the hands of poachers he was trying to stop. Thorv was
  raised by the church of Tralla and when he was able,
  joined the Jutal Druid Circle as a novice.
  He apprenticed under Harvand the Wise, an
  aged master of druidic magic and a respected voice in
  the Circle. Thorv is welcome in many Fey communities
  of the Jutal and has earned the friendship of the
  militant group known as the Tree Ghosts. Thorv does
  not condone the group's behavior, however, he
  recognizes the need for their aggressive stance in the
  face of an ever increasing presence of Jute in the great
  forest.
  STR 15 (+2) DEX 13 (+1) CON 15 (+2) INT 11 (+0) WIS 16 (+3) CHA 11 (+0)
  5e
  Actions
  Equipment
  Holy symbol (Tralla), fine clothes (temple vestments),
  common clothes, belt pouch (20 gp), hide armor
  (simple slot: square cut crystal of guidance),
  quarterstaff, backpack, 2 candles, yew wand (druidic
  focus), herbalism kit, 2 flasks of holy water, 4 days
  rations, waterskin, vial of brighteye liquid Magical
  cap of water breathing, driftglobe, periapt of health,
  potion of hill giant strength, 2 potions of healing, ring
  of jumping, medium rune crystal of wrathful smite,
  medium rune crystal of warding bond
  
  44
  5e
  Class
  Anointed Knight 1
  Background
  Urchin
  Occupation
  Temple Guard
  Ulfrun Lorgren
  Medium, Female Humanoid (Human - Jute), NG
  Armor Class
  18
  Hit Points
   12 (1d10)
  Speed
  30 ft.
  Saving Throws Strength +3, Constitution +6
  Skills Athletics +3, Perception +3, Religion +3,
  Sleight of Hand +2, Stealth +2
  Senses Passive perception 13
  Tools Disguise kit, thieves’ tools
  Languages Juten, Tradespeech
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Healthy Living. Ulfrun gains +2 to Constitution saving
  throws.
  Skilled. Ulfrun is proficient with the Religion skill.
  Knightly Order - Order of the Merciful Mother
  Challenge. Ulfrun can issue a challenge to foes once
  before a long rest. She deals an additional 1d4
  damage on one attack per round to challenged foes
  but receives a -2 penalty to AC from attacks that
  come from a source other than her challenge. She
  also gains +1 to her next melee attack against the
  target of her challenge if her target attacked
  someone other than her on their previous turn.
  Longsword. Melee Weapon Attack. +3 to hit, reach 5
  ft., One target. Hit: 6 (1d8+1) slashing damage.
  Dagger. Melee Weapon Attack. +3 to hit, reach 5 ft.,
  One target. Hit: 2 (1d4+1) piercing damage.
  Actions
  Equipment
  Scroll case (map or Orinfjord), scrap of silk cloth
  (memento), common clothes, belt pouch (10 gp), chain
  mail, longsword, dagger, shield, explorer’s pack
  (backpack, bedroll, mess kit, tinderbox, 10 torches, 10
  days rations, waterskin, 50 feet of hemp rope)
  Magical minor rune crystal of Strength +1
  Traits
  Personality - “I like to know as much as I can about
  someone, so I tend to ask a lot of questions.”
  Ideal - “All people deserve respect.”
  Bond - “I watch over the orphans at the temple.”
  Flaw - “Growing up on the streets
  of Orinfjord left me
  distrustful of most people.”
  Ulfrun was
  orphaned at a young age
  and spent the first
  five years of her life
  as a street urchin.
  She was found and
  taken to the Temple
  of the Trinity in
  Orinfjord where she
  was taken care of by
  the matronly
  priestesses of Dhalla.
  She showed exceptional martial promise early on,
  often scraping with other children who were much
  older than her and always in the defense of a younger
  child.
  When she came of age, she was given
  permission from the High Priestess to train with the
  Order of the Merciful Mother. She now patrols the
  temple grounds as an aspirant of the Order. She is still
  overprotective of the younger orphans who live at the
  temple and she has been known to box the ear of a
  bully or two. All the orphans lovingly refer to her as
  “big sis”.
  STR 13 (+1) DEX 11 (+0) CON 14 (+2) INT 11 (+0) WIS 13 (+1) CHA 13 (+1)
  
  45
  Class
  Spellknife 14
  Background
  Criminal
  Occupation
  Gang Boss
  Godiva Vinchi de Medra
  Medium, Female Humanoid (Human - Vergal), CE
  Armor Class
  17
  Hit Points
   114 (14d8)
  Speed
  30 ft.
  Saving Throws Dexterity +9, Charisma +8
  Skills Arcana +7, Acrobatics +9, Deception +8,
  Persuasion +8, Stealth +9, Survival +6
  Senses Passive perception 11
  Tools Thieves’s tools, Dragonchess
  Languages Veri’urk, Tradespeech, Alterian,
  Eltra’urk
  Feats Skulker, Sharpshooter
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  simple weapons, martial weapons (light), hand
  crossbow
  Good Eye. Godiva gains a +2 to Intelligence
  (Investigation) checks to determine the quality of
  items.
  Smooth Talk. Godiva gains +2 to Charisma
  (Persuasion) checks.
  Skulker. When Godiva is slinking through shadows,
  dim light does not impose disadvantage on her
  Perception checks; her position is not revealed if she
  is hiding and misses with a ranged attack; she can
  hide if she is only lightly obscured.
  Sharpshooter. Godiva does not have disadvantage
  when attacking at long range; her ranged weapons
  ignore half cover and ¾ cover; she is able to make a
  ranged attack with a -5 penalty and add +10 to the
  damage roll.
  Sneak Attack. If Godiva can catch her target unaware
  or unable to defend themselves, she can target and
  strike a vital spot for extra damage. If Godiva has
  advantage on the attack roll, she can add an
  additional 3d6 to the damage dealt.
  Heightened Evasion. Godiva can dodge out of the
  way of certain area effects. If she makes a Dexterity
  saving throw that would deal ½ damage, she instead
   
  takes none. She can do this five times before a
   
  long rest.
  Metamagic - Distant Spell, Focused Spell
  Spellknife Talents. Godiva knows the following
  Spellknife talents:
  ● Nimble Climber. Godiva can use Dexterity
  (Acrobatics) checks to climb instead of Strength
  (Athletics).
  ● Surprise Attack. Godiva gains advantage on
  one attack against a creature who takes their
  first turn after her.
  ● Survivalist. Godiva is proficient with the
  Survival skill.
  Mana Strike. Godiva can use her unspent spell slots to
  augment a melee attack by adding 1d4 force damage
  to the strike per spell slot used. She can do this twice
  before a short or long rest.
  Mana Burst. Godiva can cause an arcane explosion to
  emanate from her body, dealing 4d6 force damage to
  any creature within 10 feet of her. Creatures who fail a
  Dexterity save are pushed back 5 feet and are unable
  to act on their next turn. She can do this twice before a
  short or long rest.
  Uncanny Dodge. Godiva can use her reaction to
  reduce the amount of melee damage she receives by
  ½.
  Mana Siphon. Godiva can drain spell slots on a
  successful melee attack. On a failed Constitution save,
  the creature is drained of their highest spell slot.
  Godiva holds the mana in reserve for up to 3 rounds
  and can use it to augment her Mana Strikes or to heal
  herself or an ally through touch for hit points equal to
  the spell level of the slot absorbed. She can do this
  once before a short or long rest.
  Spellcasting. Godiva is a 14th level spellcaster. Her
  spellcasting ability is Charisma (spell save DC 16, +8 to
  hit with spell attacks). She knows 11 Spellknife spells.
  Cantrips (At Will): acid splash, blade ward, mage hand,
  true strike
  1st level (4 slots): charm person, disguise self, feather
  fall
  2nd level (3 slots): darkvision, levitate, shatter
  3rd level (3 slots): dispel magic, fear
  4th level (3 slots): ice storm, wall of fire
  5th level (2 slots): telekinesis
  STR 13 (+1) DEX 19 (+4) CON 15 (+2) INT 15 (+2) WIS 12 (+1) CHA 17 (+3)
  5e
  
  46
  Actions
  Mana Infused Shortsword +1. Melee Weapon Attack.
  +10 to hit, reach 5 ft., One target. Hit: 8 (1d6+5)
  piercing damage. (round cut crystal of brawn)
  Handaxe. Melee or Ranged Weapon Attack. +9 to hit,
  reach 5 feet or range 20/60 ft., One target. Hit: 7
  (1d6+4) slashing damage.
  Hand Crossbow. Ranged Weapon Attack. +9 to hit,
  range 30/120 ft., One target. Hit: 7 (1d6+4) piercing
  damage.
  Equipment
  Crowbar, dark common clothes, fine clothes (gowns),
  belt pouch (50 gp), handaxe, hand crossbow,
  crossbow bolt case with 20 bolts, vial of antitoxin,
  arcane focus (crystal), backpack, bag of caltrops,
  climber’s kit, grappling hook, hourglass, mess kit, vial
  of poison (basic), 50 feet of silk rope, 3 torches,
  tinderbox, waterskin, 2 flash pellets Magical chain
  shirt of fire resistance, bag of holding, bolt of human
  slaying, boots of speed, mana infused shortsword +1
  (advanced slot: round cut crystal of brawn), periapt of
  health, potion of superior healing, potion of mind
  reading, medium rune crystal of elemental weapon,
  medium rune crystal of enhance ability (cat’s grace)
  Traits
  Personality - “Do not assume I am meek by my soft
  voice and soothing words.”
  Ideal - “I will never suffer in chains anymore.”
  Bond - “I was a fool when I was young, and it led to
  my mother’s death. I will not let someone I care
  about get hurt ever again.”
  Flaw - “I will always live to see another day.”
  Godiva's tale is a tragic one, and it all began
  with the destruction of the City-State of Havor. Her
  family was once influential and many had served
  terms on Havor's Council. When the city was found
  guilty of breaching the City-State Pact, her family
  chose to fight and ultimately were defeated and sold
  into slavery.
  Godiva was born in Medra to a mother who
  was given in partial payment for a debt to another
  family, and subsequently abused by their new owners
  for years. Godiva would grow up on tales of her
  family's former status and the opulence they lived in.
  Her mother made sure she knew she was better than
  a slave.
  She slew her master after finding her mother's
  body in his bedroom. Her mother was accused of
  stealing an ivory comb, though it was really Godiva
  who took the item. Her subsequent flight from justice
  saw her hop a ship to Cathage where she spent many
  years in that city's underworld.
  She has since returned to Medra and set
  herself up as a gang boss and assassin for hire. She
  cares little for causing collateral damage, though she
  has been known to free captive slaves, if it was
  advantageous to her. Some of the slaves she freed
  have gone on to join her gang and they have secured
  a few blocks along the docks as their territory. She is
  known in the streets as Lady Vinchi or The Baroness,
  and carries herself with the airs of one born above
  her station.
  
  47
  Class
  Fighter 20
  Background
  Soldier
  Occupation
  Army General
  Philbert Azpilota de Seiase
  Medium, Male Humanoid (Human - Vergal), LN
  Armor Class
  24
  Hit Points
   164 (20d10)
  Speed
  30 ft.
  Saving Throws Strength +9, Constitution +9
  Skills Athletics +9, Animal Handling +7,
  Intimidation +7, Perception +7
  Senses Passive perception 17
  Tools Smith’s tool, Three-Dragon Ante Deck
  Languages Veri’urk, Tradespeech, Zualo,
  Eltra’urk
  Feats Alert, Heavy Armor Master, Savage
  Attacker, Sentinel
  Challenge 18 (XP 20,000)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Good Eye. Philbert gains a +2 to Intelligence
  (Investigation) checks to determine the quality of
  items.
  Smooth Talk. Philbert gains +2 to Charisma
  (Persuasion) checks.
  Alert. Philbert gains +5 to his initiative rolls and he
  can’t be surprised if he is conscious. Other creatures
  do not gain advantage on attacks against Philbert if
  they are hidden.
  Heavy Armor Master. Philbert reduces damage he
  takes from bludgeoning, piercing, and slashing
  damage by 3 while he is wearing nonmagical heavy
  armor.
  Savage Attacker. Philbert can reroll his weapon
  damage for a melee attack and use the best total
  once per turn.
  Sentinel. Philbert reduces a creature’s movement to
  0 if he strikes with an opportunity attack and they
  provoke opportunity attacks even if they use the
  Disengage action first. Philbert can use his reaction to
  make one melee attack against a creature who
   
  attacks someone other than him.
  Fighting Style - Protection. Philbert can impose
  disadvantage on a creature's attack roll by using his
  reaction if they attack someone other than Philbert.
  Second Wind. Philbert can heal himself for 1d10+20
  hit points once before a short or long rest.
  Action Surge. Philbert can take one additional action
  twice on his turn before a short or long rest.
  Martial Archetype - Battle Master
  Improved Combat Superiority. Philbert knows
  combat maneuvers he can use in battle. He has 4 d12
  superiority dice. He regains all spent dice after a long
  rest.
  ● Commander’s Strike. Philbert can use one of
  his attacks to give a friendly creature the
  ability to use their reaction to make one
  attack, adding 1 superiority die to the damage
  roll.
  ● Evasive Footwork. Philbert can roll 1
  superiority die and add it to his AC when he
  moves.
  ● Lunging Attack. Philbert can spend 1
  superiority die and increase the reach of his
  weapon by 5 feet. If successful, he adds the
  die to the weapon damage.
  ● Menacing Attack. Philbert can force a
  Wisdom saving throw (DC 18) and add 1
  superiority die to the damage of an attack. On
  a failed save, the creature is frightened until
  the end of his next turn.
  ● Parry. Philbert can use his reaction to lower
  the amount of damage he receives in combat.
  He can lower the amount by spending 1
  superiority die + his Dexterity modifier.
  ● Rally. Philbert can use his bonus action to
  spend 1 superiority die and give a friendly
  creature temporary hit points equal to the
  amount rolled.
  ● Riposte. Philbert can use his reaction to make
  one melee weapon attack against a creature
  who missed him with an attack. He adds 1
  superiority die to the damage.
  ● Sweeping Attack. Philbert can damage an
  additional creature within 5 feet if he is
  successful with a melee attack. If the attack
  would of hit both, the second target takes
  damage equal to 1 superiority die.
  ● Trip Attack. Philbert can spend 1 superiority
  die and force a creature to make a Strength
  saving throw (DC 18). On a failed save, the
  creature is knocked prone.
  STR 17 (+3) DEX 14 (+2) CON 16 (+3) INT 14 (+2) WIS 13 (+1) CHA 12 (+1)
  5e
  
  48
  Student of War. Philbert is proficient with smith’s
  tools.
  Know Your Enemy. Philbert can learn vital
  information about an enemy if he first spends at least
  1 minute observing or interacting with them outside
  of combat.
  Relentless. Philbert gains 1 superiority die if he has
  none every time he rolls for initiative.
  Actions
  Defender Longsword. Melee Weapon Attack. +13 to
  hit, reach 5 ft., One target. Hit: 12 (1d8+7) slashing
  damage.
  Silver Dagger +2. Melee Weapon Attack. +11 to hit,
  reach 5 ft., One target. Hit: 6 (1d4+5) piercing
  damage or 12 piercing damage to creatures who are
  vulnerable to silver.
  Light Hammer. Melee Weapon Attack. +9 to hit,
  reach 5 ft., One target. Hit: 4 (1d4+3) bludgeoning
  damage.
  Heavy Crossbow. Ranged Weapon Attack. +8 to hit,
  range 100/400 ft., One target. Hit: 10 (1d10+3)
  piercing damage.
  Ring of the Ram. Philbert can expend up to 3 charges
  from his ring and attempt an attack (+7 to hit) on one
  creature. If successful, a spectral ram’s head deals
  2d10 force damage and pushes the creature by 5
  feet. The damage is increased by 2d10 and the push
  back is increased by 5 feet for each charge he spends.
  Equipment
  Officer’s badge, broken dagger (trophy), fine clothes
  (parade uniform), common clothes, belt pouch (50
  gp), mana infused plate mail (exquisite slot: trillion
  cut crystal of see invisibility), light hammer, heavy
  crossbow, crossbow bolt case with 20 bolts, smith’s
  tools, waterskin Magical defender longsword, silver
  dagger +2, ring of the ram, scarab of protection,
  potion of supreme healing, medium rune crystal of
  heroism, medium rune crystal of gust of wind, shield
  +2
  Traits
  Personality - “I salute you sir, even at the dinner
  table, because I have respect for your office.”
  Ideal - “The Council makes the law. I am a servant of
  the Council.”
  Bond - “Every soldier in my army is my family, and I
  would die for my family.”
  Flaw - “The thought of facing another Shadowgiest in
  battle gives me nightmares.”
  Philbert is the son of a wealthy land owner
  and former council member. He joined the city's army
  early in life, gaining a prestigious post thanks to his
  family's name. He rose in the ranks due to his
  considerable martial ability and willingness to do
  what must be done, regardless of who is effected by
  the outcome.
   
  He is often called to mediate disputes
  between feuding families because of his ability to
  stick to the letter of the law. He has even sided
  against his own family when it came to light his
  brother and cousin were stealing money from the
  city's wall repair fund in which they were put in
  charge of.
  He has earned the nickname “Stonegaze”
  from his underlings, though they are smart enough
  not to call him this to his face. When off duty he can
  often be found at his personal forge where he crafts
  weapons for friends and colleagues. His blades are
  unique and immediately recognizable by their sleek
  design and superior quality.
  
  49
  Class
  Spellknife 1
  Background
  Charlatan
  Occupation
  Tavern Worker
  Rosso Montaing de Lorago
  Medium, Male Humanoid (Human - Vergal), CG
  Armor Class
  16
  Hit Points
   9 (1d8)
  Speed
  30 ft.
  Saving Throws Dexterity +5, Charisma +4
  Skills Arcana +2, Acrobatics +5, Deception +4,
  Performance +4, Slight of Hand +5
  Senses Passive perception 10
  Tools Thieves’ tools, disguise kit, forgery kit
  Languages Veri’urk, Tradespeech
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  simple weapons, martial weapons (light), hand
  crossbow
  Good Eye. Rosso gains a +2 to Intelligence
  (Investigation) checks to determine the quality of
  items.
  Smooth Talk. Rosso gains +2 to Charisma
  (Persuasion) checks.
  Sneak Attack. If Rosso can catch his target unaware
  or unable to defend themselves, he can target and
  strike a vital spot for extra damage. If Rosso has
  advantage on the attack roll, he can add an additional
  1d6 to the damage dealt.
  Spellcasting. Rosso is a 1st level spellcaster. His
  spellcasting ability is Charisma (spell save DC 12, +4 to
  hit with spell attacks). He knows 3 spellknife spells.
  Cantrips (At will): blade ward, light, ray of frost
  1st level (2 slots): charm person, jump, sleep
  Katar. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 4 (1d4+3) piercing or slashing damage.
  Shortsword. Melee Weapon Attack. +5 to hit, reach 5
  ft., One target. Hit: 6 (1d6+3) piercing damage.
  Actions
  Equipment
  Common clothes, disguise kit, marked cards, belt
  pouch (15 gp), katar, scale mail, component pouch,
  shortsword, burglar’s pack (backpack, ball bearings, 10
  feet of string, small bell, 5 candles, crowbar, hammer,
  10 pitons, hooded lantern, 2 flasks of oil, 5 days
  rations, tinderbox, waterskin, 50 feet of silk rope), vial
  of brighteye liquid Magical potion of healing
  Traits
  Personality - “Janice? Oh yes, I was quite in love with
  her. She moved to Alteria, so I’ve been pursuing
  Rolanda now.”
  Ideal - “Extra coin I earn goes to the needy people of
  my neighborhood.”
  Bond - “I never want any of my shady dealings to come
  back to the people I care about.”
  Flaw - “Rolanda has the most exquisite set of
  bre…feet, lovely feet…yes”
  Rosso was born in a small village just inside the
  tree line of the Sylvar forest. His father was a laborer
  and worked the logging camps felling sick and diseased
  trees and moving them to the city of Lorago.
  When he was of age he moved to the city and
  found work waiting tables in a large tavern. At night,
  he runs shady card games in the ally behind the
  tavern. The tavern owner was a retired adventurer and
  saw potential in young Rosso. He offered to train the
  youth and allowed Rosso to move into the cellar of the
  tavern.
  Now Rosso spends his time working and
  training, eager to show off his skills in the local fighting
  pits. He has won three matches since coming under
  the tutelage of his employer, and he is quickly gaining
  a name for himself with his antics in and out of the
  fighting pit.
  STR 14 (+2) DEX 16 (+3) CON 12 (+1) INT 11 (+0) WIS 10 (+0) CHA 14 (+2)
  5e
  
  50
  Class
  Beast Tamer 1
  Background
  Noble
  Occupation
  Heir Apparent
  Elins Appiah
  Medium, Male Humanoid (Human - Zula), CN
  Armor Class
  12
  Hit Points
   10 (1d8)
  Speed
  30 ft.
  Saving Throws Dexterity +4, Constitution
  +4
  Skills Acrobatics +4, Animal Handling +3,
  History +3, Persuasion +3
  Senses Passive perception 10
  Tools Herbalism kit
  Languages Zualo, Tradespeech
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, simple weapons,
  martial weapons (light)
  Nature Born. Elins gains +2 on Wisdom (Survival)
  checks.
  Poison Resistance. Elins has advantage on
  Constitution saving throws to resist the poisoned
  condition.
  Wild Empathy. Elins gains advantage on Charisma
  (Animal Handling) checks.
  Tamer’s Bond. Elins has one animal companion, a
  wild dog named Kano. Kano can share in beneficial
  spells and can sense Elins mood if she is within 50
  feet of him.
  Track. Elins gains advantage on Wisdom (Survival)
  checks to track creatures.
  Shortbow. Ranged Weapon Attack. +4 to hit, range
  80/320 ft., One target. Hit: 5 (1d6+2) piercing
  damage.
  Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  One target. Hit: 5 (1d6+2) slashing damage.
  Mana Infused Mambele +1. Melee or Ranged
  Weapon Attack. +5 to hit, reach 5 feet or range 20/60
  ft. One target. Hit: 4 (1d4+3) slashing or piercing
  damage plus 1 point of fire damage (cabachon crystal
  of burning)
  Actions
  Fine clothes, dark common clothes, signet ring
  (Appiah Clan), belt pouch (25 gp), shortbow, quiver
  with 20 arrows, scimitar, explorer’s pack (backpack,
  bedroll, mess kit, tinderbox, 10 torches, 10 day
  rations, waterskin, 50 feet hemp rope) Magical
  minor rune crystal of Strength +1, mana infused
  mambele +1 (simple slot: cabachon cut crystal of
  burning), potion of healing
  Traits
  Personality - “I try to spend as much time with the
  commoners as I can.”
  Ideal - “I know my father means well, but the more
  he keeps me confined, the more I long to run free.”
  Bond - “I will always give what I can to the common
  people.”
  Flaw - “I don’t mean to shame my father, but he must
  learn he cannot protect me from life.”
  Elins grew up on the eastern coast of the
  Southern Continent, in the Ver'wija town of Bamko.
  His father traded palm oil to Vergal merchants for
  great profit and was a well-respected member of the
  Appiah Clan. Always a loner, Elins prefers the
  company of his only friend, a wild dog he calls Kano
  after his sister who died of plague when he was much
  younger. Elins and Kano have made a habit of running
  away from his father's estate and have even gotten as
  far as Cathage before his father's men caught them
  and brought him back.
  STR 12 (+1) DEX 15 (+2) CON 14 (+2) INT 13 (+1) WIS 11 (+0) CHA 12 (+1)
  5e
  Equipment
  Senses: Passive perception 13
  Languages: –
  Challenge: ¼ (XP 50)
  Kano
  Medium beast, unaligned
  Armor Class: 13
  Hit Points: 5 (1d8+1)
  Speed: 40 ft.
  Keen Hearing and Smell. Kano has advantage on
  Wisdom (Perception) checks that rely on hearing and
  smell.
  Actions
  Bite. Melee Weapon Attack. +3 to hit, reach 5 ft., One
  target. Hit: 4 (1d6+1) piercing damage. If the target is
  a creature, it must succeed on a DC 11 Strength
  saving throw or be knocked prone.
  
  51
  Class
  Fighter
  3/Sorcerer 2
  Background
  Sailor (Pirate)
  Occupation
  Pirate
  Meaza Sartori
  Medium, Female Humanoid (Human - Zula), CG
  Armor Class
  15
  Hit Points
   40 (3d10 + 2d6)
  Speed
  30 ft.
  Saving Throws Strength +3, Constitution +5,
  Charisma +5
  Skills Acrobatics +6, Animal Handling +5,
  Arcana +4, Athletics +3, Persuasion +5,
  Perception +3
  Senses Passive perception 13
  Tools Navigator’s tools, vehicles (water)
  Languages Zualo, Tradespeech
  Feats none
  Challenge 3 (XP 700)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Nature Born. Meaza gains +2 on Wisdom (Survival)
  checks.
  Poison Resistance. Meaza has advantage on
  Constitution saving throws to resist the poisoned
  condition.
  Fighting Style - Dueling. Meaza gains +2 to melee
  weapon attacks if her off hand is free of another
  weapon.
  Second Wind. Meaza can heal herself for 1d10+3 hit
  points once before a short or long rest.
  Action Surge. Meaza can take one extra action on top
  of her normal action once before a short or long rest.
  Martial Archetype - Champion
  Improved Critical. Meaza scores a critical hit on a roll
  of 19 or 20.
  Sorcerous Origin - Wild Magic. When Meaza casts a
  spell of 1st level or higher, there is a 1d20 chance a
  wild magic surge happens.
  Font of Magic. Meaza has 3 sorcery points.
  Spellcasting. Meaza is a 2nd level spellcaster. Her
  spellcasting ability is Charisma (spell save DC 13, +5 to
  hit with spell attacks). Meaza knows 3 sorcerer spells.
  Cantrips (At will): dancing lights, fire bolt, message,
  prestidigitation
  1st level (3 slots): color spray, fog cloud, thunderwave
  Equipment
  Orichalcum Rapier. Melee Weapon Attack. +7 to hit,
  reach 5 ft., One target. Hit: 9 (1d8+4) piercing
  damage.
  Club. Melee Weapon Attack. +3 to hit, reach 5 ft.,
  One target. Hit: 1 (1d4) bludgeoning damage.
  Traits
  Personality - “My crew can rely on me no matter
  what.”
  Ideal - “On the open water, I can go anywhere.”
  Bond - “I’ve been cheated out of family money, and I
  aim to get what I’m due.”
  Flaw - “I will not surrender. I would rather die than
  rot in a jail cell.”
  Meaza is the bastard daughter of Councilman
  Antonio Gilberto de Combra, a high ranking official in
  that city's government. She was raised by her mother,
  an infamous Zula pirate and legend on the Aquaris
  Strait - Sarem Sartori, or as she was known to Combra
  authorities, The Silver Genet.
  Her mother robbed merchant ships out of
  Combra and redistributed their cargo, minus her cut,
  to the poor villages of her homeland. She was finally
  caught and put on trial. During the trial she seduced
  one of the judges (Antonio) and he arranged for her
  to escape. Meaza was born a short time later and
  raised on her mother's ship. When Sarem died in a
  battle with the Alterian Navy, Meaza rounded up
  what was left of her crew and began to ply her
  mother's trade. In a short time she has taken seven
  merchant ships from various cities, and is quickly
  earning a reputation to rival that of her mother.
  STR 11 (+0) DEX 17 (+3) CON 14 (+2) INT 12 (+1) WIS 11 (+0) CHA 15 (+2)
  5e
  Actions
  Club, 50 feet silk rope, lucky coin, fine clothes, belt
  pouch (30 gp), studded leather armor, flask of
  Alterian fire, arcane focus (crystal), steel mirror,
  waterskin Magical orichalcum rapier, bag of holding,
  boots of speed, potion of greater healing, quaal’s
  feather token (anchor)
  
  52
  Class
  Beast Tamer 14
  Background
  Hermit
  Occupation
  Wild Animal
  Protector
  Ntombi M’Balla
  Medium, NB Humanoid (Human - Zula), CG
  Armor Class
  18
  Hit Points
   101 (14d8)
  Speed
  30 ft.
  Saving Throws Dexterity +9, Constitution
  +7
  Skills Acrobatics +9, Animal Handling +7,
  Medicine +8, Religion +7, Survival +7
  Senses Passive perception 13
  Tools Herbalism kit
  Languages Zualo, Tradespeech, Goblinoid
  Feats none
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, simple weapons,
  martial weapons (light)
  Nature Born. Ntombi gains +2 on Wisdom (Survival)
  checks.
  Poison Resistance. Ntombi has advantage on
  Constitution saving throws to resist the poisoned
  condition.
  Wild Empathy. Ntombi gains advantage on Charisma
  (Animal Handling) checks.
  Tamer’s Bond. Ntombi has two animal companions, a
  cheetah named Haraka and a wild boar named Pua.
  Ntombi can share in beneficial spells with her
  companions and they can sense each other’s mood if
  they are within 50 feet of each other.
  Expert Tracking. Ntombi gains advantage on Wisdom
  (Survival) checks to track creatures. The DC to track
  creatures is also lowered by 10.
  Natural Armor. Ntombi’s skin has become tougher,
  granting her a natural +4 bonus to her AC.
  Trackless Step. Ntombi cannot be tracked by
  nonmagical means. She can choose to leave tracks if
  she desires.
  Wild Shape. Ntombi can turn herself into any non
  flying animal of a CR ½ or lower twice before a long
  rest.
  Woodland Stride. Ntombi can move through difficult
  terrain at her normal base speed and she takes no
  damage from thorns, briars, or other natural
  overgrowth.
  Call of the Wild. Ntombi can call a swarm of animals
  to fight for her once before a long rest. The swarm
  stays for 2 rounds or until it is destroyed.
  Venom Immunity. Ntombi is immune to poison
  damage and the poisoned condition.
  Spellcasting. Ntombi is a 11th level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 16, +8 to
  hit with spell attacks). She knows 7 ranger spells.
  1st level (4 slots): alarm, cure wounds
  2nd level (3 slots): silence, spike growth
  3rd level (3 slots): conjure barrage, water breathing
  4th level (2 slots): stoneskin
  Mambele. Melee or Ranged Weapon Attack. +9 to
  hit, reach 5 feet or range 20/60 ft. One target. Hit: 5
  (1d4+4) piercing or slashing damage.
  Mana Infused Spear +1. Melee or Ranged Weapon
  Attack. +9 or +10 to hit if thrown, reach 5 feet or
  range 20/60 ft., One target. Hit: 6 (1d6+3) piercing
  damage or 8 (1d6+5) if thrown or 8 (1d8+3) if held in
  two hands plus 2 points of lightning damage. (oval
  crystal of voltage)
  Vicious Shortbow. Ranged Weapon Attack. +9 to hit,
  range 80/320 ft., One target. Hit: 7 (1d6+4) piercing
  damage plus 7 piercing damage if the attack roll was
  a 20.
  STR 14 (+2) DEX 19 (+4) CON 14 (+2) INT 12 (+1) WIS 17 (+3) CHA 14 (+2)
  5e
  Actions
  Equipment
  Winter blanket, common clothes, herbalism kit, belt
  pouch (20 gp), 4 days rations, waterskin, mambele,
  quiver with 40 arrows, backpack, grappling hook, 50
  feet hemp rope, healer’s kit Magical mana infused
  spear +1 (Advanced slot: oval cut crystal of voltage),
  goggles of the night, bracers of archery, ring of free
  action, vicious shortbow, 10 arrows +1, medium rune
  crystal produce flame, medium rune crystal of remove
  curse
  
  53
  Traits
  Personality - “I often show my displeasure by
  growling.”
  Ideal - “My skills are there for the animals of my
  jungle, any time they are in need.”
  Bond - “I have seen the growing evil in the south, at
  the heart of the Goblin Kingdoms.”
  Flaw - “I don’t trust easy or even at all.”
  Ntombi grew up deep in the Great Jungle's
  interior. Originally from the town of Laski, she was
  stranded in the interior when her father's caravan
  was attacked by Goblins. She survived by running and
  managed to evade capture thanks to the help of her
  companion, the cheetah she calls Haraka. The young
  Ntombi lived by her wits and the survival skills her
  father and uncles taught her.
  While attempting to return to the west, she
  came upon a small group of Goblins harassing a
  warthog who had just given birth. The vile creatures
  had already killed two of the newborns and had the
  mother cornered. Ntombi and Haraka attacked them
  from above. She used stones to distract the Goblins
  while Haraka charged at them. The mother warthog
  attacked as well. After the ensuing chaos, the Goblins
  retreated but not after mortally wounding the
  warthog. Ntombi rescued the remaining hog, and
  vowed to defend the animals of the jungle from the
  Goblins who infested its trees.
  She has lived many years in isolation, except
  for her trusted companions and any animals she
  saves and fosters back to health. She has recently
  come back from a sojourn to the south. Whatever
  secrets she saw deep in Goblin territory has spurned
  her to break her isolation, and to locate able bodied
  individuals who will go with her back south and deal
  with the growing evil.
  Haraka
  Small beast (cheetah), unaligned
  Skills: Perception +4, Stealth +6
  Senses: Passive perception 14
  Languages: –
  Challenge: ¼ (XP 50)
  Armor Class: 19
  Hit Points: 60 (8d8)
  Speed: 60 ft., 40 ft climb
  Keen Smell. Haraka has advantage on Wisdom
  (Perception) checks that rely on smell.
  Pounce. If Haraka moves at least 20 feet straight
  toward a creature then hits with a claw attack the
  target must succeed a DC 12 Strength save or be
  knocked prone. Haraka gains a free bite attack as a
  bonus action against the target who is prone.
  Devotion. Haraka gains +4 to saving throws to resist
  charm and compulsion magic.
  Bestial Evasion. Haraka takes no damage on a
  successful Dexterity saving throw.
  Extra Attack. Haraka can make two attacks instead of
  one.
  Actions
  Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., One
  target. Hit: 5 (1d6+2) piercing damage.
  Claw. Melee Weapon Attack. +6 to hit, reach 5 ft.,
  One target. Hit: 3 (1d4+2) slashing damage.
  Pua
  Medium beast (boar), unaligned
  Senses: Passive perception 9
  Languages: –
  Challenge: ¼ (XP 50)
  Armor Class: 15
  Hit Points: 45 (6d8)
  Speed: 40 ft.
  Charge. If Pua moves at least 20 feet straight toward
  a creature then hits with a tusk attack the target takes
  an additional 3 piercing damage and must succeed a
  DC 11 Strength save or be knocked prone.
  Relentless (Recharges after a short or long rest). If
  Pua takes 7 damage or less that would reduce it to 0
  hit points, it is reduced to 1 hit point instead.
  Devotion. Pua gains +4 to saving throws to resist
  charm and compulsion magic.
  Bestial Evasion. Pua takes no damage on a successful
  Dexterity saving throw.
  Extra Attack. Pua can make two attacks instead of
  one.
  Actions
  Tusk. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 6 (1d6+3) slashing damage.
  
  54
  Class
  Crystalmancer 1
  Background
  Acolyte
  Occupation
  Temple Novice
  Alum Naroth
  Medium, NB Humanoid (Illumnarus), LG
  Armor Class
  16
  Hit Points
   10 (1d10)
  Speed
  30 ft.
  Saving Throws Charisma +3, Wisdom +3
  Skills Arcana +3, Insight +3, Manasphere +3,
  Religion +3
  Senses Darkvision 60 ft., Passive perception 11
  Tools none
  Languages Lumnar, Draz, Tradespeech,
  Veri’urk
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Keen Senses. Alum gains advantage on Wisdom
  (Perception) skill checks.
  Illumnarus Immunities. Alum is immune to Sleep,
  both magical and otherwise, as well spells which trap
  the soul.
  Unstable Lighting. Alum’s inherent bio-luminescence
  causes any dark surroundings to become a low light
  area. The light can vary in brightness based on mood,
  but it always provides, at the least, dim light. Alum
  can suppress this light for 1 hour.
  Made of Mana. Alum gains advantage on any
  Intelligence, Wisdom, or Charisma saving throws
  against magic. They are more susceptible to Mana
  Poisoning and whenever they take 1 point, they take
  2 instead.
  Mystery - Time
  Momentary Glimpse. Alum can gain advantage on
  one roll or +4 to his AC for one round, once before a
  long rest.
  Divine Smite. Alum can expend one of their spell slots
  and deal 1d8 radiant damage per spell slot used. The
  damage is further increased if the target is a demon,
  Drazil, or fiend.
  Spellcasting. Alum is a 1st level spellcaster. Their
  spellcasting ability is Charisma (spell save DC 11, +3 to
  hit with spell attacks).
  Cantrips (At will): resistance, true strike
  1st level (2 slots): cure wounds, detect evil and good
  Equipment
  Dire Crystal Flail. Melee Weapon Attack. +3 to hit,
  reach 10 ft., One target. Hit: 6 (1d8+1) bludgeoning
  and piercing damage or 8 (1d10+1) if used with two
  hands.
  Javelin. Melee or Ranged Weapon Attack. +3 or +4 to
  hit if thrown, reach 5 feet or range 30/120 ft., One
  target. Hit: 4 (1d6+1) piercing damage or 5 (1d6+2) if
  thrown.
  Traits
  Personality - “I have been cooped up in the temple
  for so long, I have a hard time dealing with others
  who are not of my faith.”
  Ideal - “Someday, I hope to become the High
  Protector of the temple.”
  Bond - “The temple is everything to me. I protect it
  with my life.”
  Flaw - “I don’t wish to distract myself with hobbies
  when I can spend more time protecting the temple.”
  Alum is one of the few young initiates of the
  Temple of Rital in Silmba who has undergone the
  Mystery of Time. While not as popular as the initiates
  of Fire or Life, Alum stays busy nevertheless with
  devising new ways to shore up the wards and
  defenses Topside.
   
  They are known to be intense and single
  minded when it comes to the defense of the temple
  and their kin. Their attitude has contributed further
  to their perceived anti-social behavior.
  STR 12 (+1) DEX 14 (+2) CON 11 (+0) INT 13 (+1) WIS 12 (+1) CHA 13 (+1)
  5e
  Actions
  Dire crystal flail, breastplate, 3 javelins, backpack,
  holy symbol (amulet), prayer book, vestment,
  common clothes, belt pouch (15 gp), scroll case,
  healer’s kit, hourglass, 4 days rations, waterskin
  Magical potion of healing, minor rune crystal of
  charisma +2
  
  55
  Class
  Paladin 20
  Background
  Flame Born
  Occupation
  Diplomat
  Grand Dame Cerc’e Pro’tra
  Medium, NB Humanoid (Illumnarus), LG
  Armor Class
  21
  Hit Points
   164 (20d10)
  Speed
  30 ft.
  Saving Throws Wisdom +9, Charisma +10
  Skills Insight +9, History +8, Persuasion +10,
  Manasphere +8, Religion +9
  Senses Darkvision 60 ft., Passive perception 13
  Tools Flute
  Languages Lumnar, Draz, Sylvan
  Feats Martial Adept
  Challenge 18 (XP 20,000)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Keen Senses. Cerc’e gains advantage on Wisdom
  (Perception) skill checks.
  Illumnarus Immunities. Cerc’e is immune to Sleep,
  both magical and otherwise, as well spells which trap
  the soul.
  Unstable Lighting. Cerc’e’s inherent bio-
  luminescence causes any dark surroundings to
  become a low light area. The light can vary in
  brightness based on mood, but it always provides, at
  the least, dim light. Cerc’e can suppress this light for
  1 hour.
  Made of Mana. Cerc’e gains advantage on any
  Intelligence, Wisdom, or Charisma saving throws
  against magic. They are more susceptible to Mana
  Poisoning and whenever they take 1 point, they take
  2 instead.
  Divine Sense. Cerc’e can sense the location of any
  celestial, fiend, or undead creature within 60 feet.
  They can do this 5 times before a long rest.
  Lay on Hands. Cerc’e can heal up to 100 hit points
  before a long rest.
  Fighting Style - Protection. Cerc’e can impose
  disadvantage with their reaction on any creature
  they can see that makes a melee attack roll aimed at
   
  another creature. They must have a shield
   
  equipped.
  Improved Divine Smite. Cerc’e adds 1d8 radiant
  damage to all melee attacks. They can also expend a
  spell slot and deal an additional 2d8 radiant damage
  plus 1d8 for each spell level higher than 1st, to a
  melee weapon attack. The damage is further
  increased by 1d8 if the creature is an undead or a
  fiend.
  Divine Health. Cerc’e is immune to disease.
  Sacred Oath - Oath of the Ancients
  Channel Divinity. Cerc’e can channel divinity once
  before a short or long rest.
  Nature’s Wrath. Cerc’e can channel divinity and
  cause spectral vines to spring up and grab a creature
  within 10 feet. On a failed Strength or Dexterity save,
  they are considered restrained. A successful save
  frees them from the vines.
  Turn the Faithless. Cerc’e can channel divinity and
  cause any fey or fiend within 30 feet to make a
  Wisdom save. On a failed save, they are turned for 1
  minute or until it takes damage.
  Extra Attack. Cerc’e can attack twice, instead of once,
  when they takes the attack action.
  Aura of Protection. Cerc’e projects an aura up to 30
  feet that allows her and any friendly creature within
  the aura to add +4 to any saving throw.
  Aura of Warding. Cerc’e projects an aura up to 30
  feet that gives them and any friendly creature within
  the aura resistance to spell damage.
  Aura of Courage. Cerc’e projects an aura up to 30
  feet that gives them and any friendly creature within
  the aura immunity to the frightened condition.
  Cleansing Touch. Cerc’e can end one spell on herself
  or one willing creature with a touch 4 times before a
  long rest.
  Undying Sentinel. When Cerc’e is reduced to 0 hit
  points but not killed outright, they can choose to drop
  to 1 hit point instead. They can do this once before a
  long rest. They also suffer no drawbacks or ill effects
  from old age and they is immune to aging magically.
  Elder Champion. Cerc’e can assume to form of an
  ancient force of nature for 1 minute once before a
  long rest. While in this state they has the following
  abilities:
  ● They regains 10 hit points at the start of each
  of their turns.
  ● They can cast paladin spells with a casting
  time of 1 action as a bonus action.
  ● Hostile creatures within 10 feet of them have
  disadvantage on saves against their paladin
  spells and channel divinity options.
  STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 15 (+2) WIS 16 (+3) CHA 18 (+4)
  5e
  
  56
  Spellcasting. Cerc’e is a 19th level spellcaster. Their
  spellcasting ability is Charisma (spell save DC 18, +10
  to hit with spell attacks). They can prepare 14 paladin
  spells.
  1st level (4 slots): bless, cure wounds, heroism
  2nd level (3 slots): branding smite, lesser restoration,
  zone of truth
  3rd level (3 slots): crusader’s mantle, dispel magic,
  remove curse
  4th level (3 slots): aura of life, banishment, locate
  creature
  5th level (2 slots): circle of power, raise dead
  Actions
  Longsword +3 (Radiant Grace). Melee Weapon
  Attack. +11 to hit, reach 5 ft., One target. Hit: 10
  (1d8+5) slashing damage or 12 (1d10+5) if swung with
  two hands.
  Equipment
  Fine clothes, holy robes, signet ring, hardened mana
  crystal flute, holy symbol (Naltia), belt pouch (50 gp),
  waterskin Magical longsword +3 (Radiant Grace:
  Beacon - shines white light in a 10 ft-radius. Sentinel -
  glows white when it is within 120 feet of any Drazil),
  hardened mana crystal plate mail of acid resistance,
  animated shield, gauntlets of rapid deployment,
  potion of superior healing, potion of mind reading,
  wand of magic detection, minor rune crystal of
  strength +4, medium rune crystal of true strike
  Traits
  Personality - “Despite the color of my hair and the
  noble title I bear, I do not consider myself any
  different from other Illumnarus.”
  Ideal - “I will protect my people and our way of life.”
  Bond - “Nothing can sway me from my devotion to
  my people.”
  Flaw - “In my youth, I had an affair with
  the temple’s high priestess. If news of the
  affair got out, it would ruin her reputation.”
   
  Cerc’e is Flame Born, one of a small number of
  Illumnarus born every generation with bright red hair.
  They were given over to the temple of Naltia when
  they were three days old, and grew up in a rigid, but
  loving, environment. Thier early years were spend in
  martial training, as well as in diplomacy and history.
  Cerc’e’s intelligence and ability to adapt earned her
  high marks from her instructors, and she was quickly
  accepted by the Sylvanar Council and groomed to be
  a future ambassador.
   
  Cerc’e was instrumental in furthering the
  Sylvanar’s cause among the receptive Vergal of the
  City-State of Lorago. They are a common sight in that
  metropolitan city and a frequent guest at noble
  parties and balls.
   
  While they are proud of her numerous
  accomplishments for their people, they secretly long
  for a life away from the public eye. They have put
  away a small portion of coin and supplies for a time
  when they have enough courage to ditch their
  responsibilities and travel the world; a time that feels
  won’t come soon enough.
  
  57
  Class
  Crystalmancer 14
  Background
  Soldier
  Occupation
  Guard Captain
  Xormin Caltris
  Medium, Male Humanoid (Illumnarus), LN
  Armor Class
  17
  Hit Points
   102 (14d10)
  Speed
  30 ft.
  Saving Throws Charisma +8, Wisdom +6
  Skills Athletics +7, Insight +6, Intimidation
  +8, Persuasion +8
  Senses Darkvision 60 ft., Passive perception 11
  Tools Dragon chess, vehicles (land)
  Languages Lumnar, Draz, Sylvan, Zualo
  Feats none
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Keen Senses. Xormin gains advantage on Wisdom
  (Perception) skill checks.
  Illumnarus Immunities. Xormin is immune to Sleep,
  both magical and otherwise, as well spells which trap
  the soul.
  Unstable Lighting. Xormin inherent bio-luminescence
  causes any dark surroundings to become a low light
  area. The light can vary in brightness based on mood,
  but it always provides, at the least, dim light. Xormin
  can suppress this light for 1 hour.
  Made of Mana. Xormin gains advantage on any
  Intelligence, Wisdom, or Charisma saving throws
  against magic. He is more susceptible to Mana
  Poisoning and whenever he takes 1 point, he takes 2
  instead.
  Mystery - Ancestor
  Ancestral Weapon. Xormin can conjure any martial
  weapon he is proficient in to his hands. The weapon
  is considered magical, and gives a +2 bonus to attack
  and damage rolls. The weapon lasts for up to 15
  rounds. Xormin regains all expended rounds after a
  long rest.
  Spirit Shield. Xormin can conjure a shield that grants
  him +3 to his AC and causes all ranged attacks to miss
  50% of the time. The shield can remain for up to 15
   
  rounds. Xormin regains all expended rounds
   
  after a long rest.
  Phantom Touch. Xormin can cause a creature he
  touches to become frightened if they fail a Wisdom
  saving throw. He can do this 3 times before a long
  rest.
  Voice of the Grave. Xormin can cast the spell speak
  with the dead once before a long rest.
  Divine Smite. Xormin can expend one of his spell slots
  and deal 1d8 radiant damage per spell slot used. The
  damage is further increased if the target is a demon,
  Drazil, or fiend.
  Divine Health. Xormin is immune to disease.
  Channel Positive Energy. Xormin can release a wave
  of positive energy from his body, healing or harming
  creatures. He can heal friendly creatures within 20
  feet for 5d6 hit points or harm foes within the radius
  for 5d6 radiant damage. Creatures take ½ damage on
  a successful Wisdom saving throw. He can do this
  twice before a long rest.
  Crystal Copies. Xormin can create up to 7 copies of
  himself. The copies operate identically to those made
  with the mirror image spell. He can do this 4 times
  before a long rest.
  Spellcasting. Xormin is 14th level spellcaster. His
  spellcasting ability is Charisma (spell save DC 16, +8 to
  hit with spell attacks).
  Cantrips (At will): guidance, spare the dying, blade
  ward, message, true strike
  1st level (4 slots): bane, cure wounds, chromatic orb,
  jump
  2nd level (3 slots): enhance ability, resist mana, zone
  of truth
  3rd level (3 slots): daylight, remove curse, tongues
  4th level (3 slots): control water, confusion, stoneskin
  STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 17 (+3) WIS 12 (+1) CHA 17 (+3)
  5e
  Actions
  Mana Infused Dire Crystal Flail. Melee Weapon
  Attack. +7 to hit, reach 10 ft. One target. Hit: 7
  (1d8+2) bludgeoning and piercing damage  or 15
  (2d8+2) if used with two hands plus 3 points of cold
  damage (princess cut crystal of frigidness).
  Rope of Entanglement. Xormin can use the rope to
  entangle and restrain a foe on a failed Dexterity save
  against a DC 15. It can be released as a bonus action.
  Trapped foes can use an action to make a Strength or
  Dexterity check against DC 15 to break free.
  
  58
  Equipment
  Mana infused half-plate (exquisite slot: trillion cut
  crystal of bloodhound), mana infused dire crystal flail
  (exquisite slot: princess cut crystal of frigidness), vial of
  antitoxin, fine clothes (parade uniform), common
  clothes, 2 flasks of holy water Magical crystal slippers
  of Llur, Lluruth cloak, ring of sure grasp, potion of
  greater healing, rope of entanglement, wand of web
  Traits
  Personality - “I will address you with respect, I suggest
  you do the same with me.”
  Ideal - “The protection of this outpost is my every
  concern.”
  Bond - “If you fight by my side, I will protect you with
  my every breath.”
  Flaw - “The Stazi we barely repelled from our walls
  still fill me with dread whenever I think of that battle.”
  Xormin was born in the city of Ritvel and
  apprenticed early to the temple of Rital to become a
  crystalmancer. He has dedicated his life in the
  defense of his people, and when the call went out for
  volunteers to travel to the Great Jungle, Xormin was
  one of the first in line.
  He accompanied the expedition to the
  southern contentment and was put in charge of one
  of the many groups of volunteers to establish a safe
  sight to create their outpost. His exemplary service to
  the cause and his people quickly earned him
  accolades from his peers, and the position as Guard
  Captain of the new outpost of Navu Llur.
  He prefers to capture intruders on their lands
  alive. Unfortunately, this lead to him bringing several
  Stazi warriors back to the outpost, seemingly
  unconscious and under control. However, the Stazi
  wanted to be captured, and soon transmitted the
  location of the outpost telepathically to their waiting
  brethren. The ensuing battle lasted for four days and
  ended with a victory for the Illumnarus, thanks in
  large part to the intervention of several Zula and
  Meek’ah tribes who came to their defense.
  Xormin tried to resign his position in disgrace
  for his miscalculation of this new enemy. The Elder
  Council refused, and instead gave him further
  accolades for his defense of the outpost against the
  incest-like monsters. He has learned from his blunder
  and it has filled him with new passion for the defense
  of Navu Llur and his people.
  
  59
  Class
  Geomancer 1
  Background
  Acolyte
  Occupation
  Novice
  Abhey Chawla
  Medium, Male Humanoid (Kalarin), NG
  Armor Class
  13
  Hit Points
   9 (1d8)
  Speed
  30 ft.
  Saving Throws Dexterity +5, Charisma +5
  Skills Acrobatics +5, Insight +2, Religion +2,
  Stealth +5
  Senses Darkvision 60 ft., Passive perception 10
  Tools Calligrapher’s supplies
  Languages Kaliv, Tradespeech, Goblinoid
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Simple weapons, shortsword,
  pata
  Agile Being. Abhey gains advantage on Dexterity
  (Acrobatics) checks.
  Inherent Stalker. Abhey gains advantage on Dexterity
  (Stealth) checks.
  Elemental Attunement. Abhey can cause harmless
  effects related to the elements. He can chill or warm
  material for up to 1 hour. He can create shapes with
  various elements that last for 1 minute.
  Unarmed Defense. Abhey adds his Wisdom modifier
  to his AC when he is not wearing any armor.
  Martial Arts. Abhey’s unarmed strikes deal 1d4
  slashing damage. He can make 1 unarmed strike as a
  bonus action.
  Spellcasting. Abhey is a 1st level spellcaster. His
  spellcasting ability is Charisma (spell save DC 12, +4
  to spell attacks). He knows 2 Geomancer spells.
  Cantrips (At will): dancing lights, mage hand, ray of
  frost, shocking grasp
  1st level (2 slots): color spray, thunderwave
  Unarmed Strike. Melee Weapon Attack. +5 to hit,
  reach 5 ft. One target. 4 (1d4+3) slashing damage.
  Katar. Melee Weapon Attack. +5 to hit, reach 5ft., One
  target. 4 (1d4+3) piercing or slashing damage.
  Dart. Ranged Weapon Attack. +5 to hit, range 20/60
  ft., One target. Hit: 4 (1d4+3) piercing damage.
  Actions
  Equipment
  Holy symbol (amulet), prayer book, vestments,
  common clothes, belt pouch (5 gp), katar,
  calligrapher’s supplies, 10 darts, bottle of ink, inkpen,
  10 sheets of paper, 2 scroll cases, waterskin Magical
  medium rune crystal of ensnaring strike
  Traits
  Personality - “The Great Urman shows me the way. I
  need but to follow.”
  Ideal - “I keep only what I need and donate the rest.”
  Bond - “I owe the monastery everything. I’ll defend it
  with my life.”
  Flaw - “When others fail, I judge them harshly. When I
  fail, I judge myself harshest of all.”
  Abhey Chawla is a young student at the
  Monastery of the Golden Paw. He was brought here by
  his uncle, a member of the Merchant Caste and
  someone who was in great debt to the monastery.
   Abhey's father is a traveling merchant who was
  arrested in Alteria, and has since lost all contact with
  his family in Kala. His uncle, unwilling to feed and
  house the boy anymore, gave him to be raised by the
  monks and Geomancers who tend the monastery.
  He has recently attained the rank of novice,
  and can leave the monastery grounds to patrol the
  nearby hills. He takes his duty seriously, and spends his
  down time tutoring the young orphans who find
  themselves being raised by the kind monks who took
  him in.
  STR 12 (+1) DEX 16 (+3) CON 13 (+1) INT 10 (+0) WIS 11 (+0) CHA 14 (+2)
  5e
  
  60
  Class
  Geomancer 14
  Background
  Noble
  Occupation
  City
  Administrator
  Mansabdar Cedi Kapoor
  Medium, Male Humanoid (Kalarin), LN
  Armor Class
  14
  Hit Points
   87 (14d8)
  Speed
  55 ft.
  Saving Throws Dexterity +9, Charisma +8
  Skills Arcana +6, History +6, Manasphere +6,
  Persuasion +8
  Senses Darkvision 60 ft. Passive perception 13
  Tools Crystal refining tools, dragon chess
  Languages Kaliv, Tradespeech
  Feats none
  Challenge 12 (XP 8,400)
  Proficiencies Simple weapons, shortsword,
  pata
  Agile Being. Cedi gains advantage on Dexterity
  (Acrobatics) checks.
  Inherent Stalker. Cedi gains advantage on Dexterity
  (Stealth) checks.
  Elemental Attunement. Cedi can cause harmless
  effects related to the elements. He can chill or warm
  material for up to 1 hour. He can create shapes with
  various elements that last for 1 minute.
  Unarmed Defense. Cedi adds his Wisdom modifier to
  his AC when he is not wearing any armor.
  Martial Arts. Cedi’s unarmed strikes deal 1d8 slashing
  damage. He can make 1 unarmed strike as a bonus
  action.
  Elemental Resistance. Cedi subtracts 3 points of
  damage any time he takes cold, fire, lightning, or acid
  damage.
  Heightened Evasion. Cedi takes no damage on a
  successful Dexterity save that normally allows for ½
  damage. He can do this 5 times before a long rest.
  Geomancer Stance. Cedi can enter a defensive stance
  for up to 8 rounds. He regains all expended rounds
  after a long rest. The bonuses he gains depends on
  the element he chooses:
  ● Air. Advantage on all Dexterity saves and
  checks.
  ● Earth. +3 to AC
  ● Fire. +3 to Constitution saves and checks
  ● Water. Advantage against mind altering spells
  and effects.
  High Jump. Cedi gains +7 to Strength (Athletics)
  checks to jump great heights or distances.
  Absorb Element. Cedi can absorb the power of an
  element and augment his unarmed strikes for up to 8
  rounds. He gains all expended rounds back after a
  long rest. The bonus he gains depends on the
  element he chooses:
  ● Air. +3d6 lightning damage
  ● Earth. +3d6 acid damage
  ● Fire. +3d6 fire damage
  ● Water. +3d6 cold damage
  Wholeness of Body. Cedi can restore up to 28 hit
  points to himself once before a long rest.
  Purity of Body. Cedi is immune to disease.
  Diamond Soul. Cedi can reroll any failed saving
  throw. He must take the new roll.
  Spellcasting. Cedi is a 14th level spellcaster. His
  spellcasting ability is Charisma (spell save DC 16, +8 to
  hit with spell attacks). He knows 13 Geomancer
  spells.
  Cantrips (At will): acid splash, dancing lights,
  mending, message, ray of frost, shocking grasp
  1st level (4 slots): color spray, jump, sleep, witch bolt
  2nd level (3 slots): darkness, levitate, misty step,
  shatter
  3rd level (3 slots): fireball, lightning bolt, water walk
  4th level (3 slots): greater invisibility, scramble portal,
  wall of fire
  STR 14 (+2) DEX 18 (+4) CON 12 (+1) INT 13 (+1) WIS 16 (+3) CHA 16 (+3)
  5e
  Actions
  Unarmed Strike. Melee Weapon Attack. +9 to hit,
  reach 5 ft., One target. Hit: 9 (1d8+4) slashing
  damage.
  Equipment
  Fine clothes, crystal refining kit, belt pouch (50 gp),
  signet ring, scroll of pedigree, holy symbol (Roarvan),
  component pouch, ManaBoost Magical bag of
  holding, bead of force, elixir of health, ioun stone
  (sustenance), potion of greater healing, ring of major
  mana resistance, medium rune crystal of feign death,
  medium rune crystal of expeditious retreat
  
  61
  Traits
  Personality - “I strive to make my city better, and the
  people recognize it.”
  Ideal - “I am responsible to my superiors, just like my
  subordinates are responsible to me.”
  Bond - “I have faced and overcome any challenge,
  thank to the backing of my family.”
  Flaw - “Though I work for the betterment of all
  Kalarin, I will not lower myself to speak to an
  Untouchable member of our society.”
  Cedi Kapoor is the third son of Jav Kapoor,
  head of the Kapoor Noble Clan of Shima. Cedi was
  groomed early on to administer over one of the city
  districts the Kapoor Clan is responsible for. He first
  started as an assistant to the Sewers and Waterways
  Manager in the capital, his third uncle on his mother's
  side.
  After three years under his tutelage, Cedi was
  appointed 2nd Manager of Refuse and Debris of Block
  27 in the Temple's District. This is where he really
  came into his own as a nobleman and middle
  manager. Impressed with his efficiency and strict
  adherence to the Book of Coda, Cedi was promoted
  by his father to be Managing Supervisor of Kapoor
  Holdings in the Temple's District, and he has held this
  office for twenty years.
  His is strict with his underlings, but generally
  well liked. When his father died, he refused a
  promotion within the family by his uncle, the new
  head of the Kapoor Noble Clan. He instead choose to
  remain in his current position where he is grooming
  his own sons to replace him when he is gone.
  
  62
  Class
  Monk 8
  Background
  Urchin
  (Undesirable)
  Occupation
  Shrine Keeper
  Wafa Lanka
  Medium, NB Humanoid (Kalarin), LN
  Armor Class
  14
  Hit Points
   51 (8d8)
  Speed
  45 ft.
  Saving Throws Strength +3, Dexterity +6
  Skills Acrobatics +6, History +4, Sleight of
  Hand +6, Stealth +6
  Senses Darkvision 60 ft., Passive perception 11
  Tools Painter’s supplies, disguise kit, thieves’
  tools
  Languages Kaliv, Tradespeech
  Feats Mobile
  Challenge 6 (XP 2,300)
  Agile Being. Wafa gains advantage on Dexterity
  (Acrobatics) checks.
  Inherent Stalker. Wafa gains advantage on Dexterity
  (Stealth) checks.
  Mobile. Wafa does not provoke opportunity attacks
  when she attacks in melee. Difficult terrain does not
  cost her extra movement on her turn.
  Unarmed Defense. Wafa adds her Wisdom modifier
  to her AC if she is wearing no armor.
  Martial Arts. Wafa’s unarmed strikes deal 1d6
  slashing damage and they are considered magical.
  She can make 1 unarmed attack as a bonus action.
  Ki. Wafa has 8 Ki points she can spend on the
  following abilities:
  ● Flurry of Blows. Wafa can spend 1 ki and
  make 2 unarmed strikes as her bonus action.
  ● Patient Defense. Wafa can spend 1 ki and take
  the Dodge action as a bonus action.
  ● Step of the Wind. Wafa can spend 1 ki and
  take the Disengage action as a bonus action,
  and her jump distance is doubled for the turn.
  Monastic Tradition - Way of the Open Hand
  Open Hand Technique. Wafa can impose the
  following penalties when she strikes with a blow from
  her Flurry of Blows ability:
  ● Target must succeed in a Dexterity save or be
  knocked prone.
  ● Target must succeed in a Strength save or be
  moved up to 15 feet away from you.
  ● Target can not take reactions until the end of
  Wafa’s next turn.
  Deflect Missiles. Wafa reduces the damage she
  suffers from ranged weapon fire by 1d10+12. If she
  reduces the damage to 0, she can catch the missile
  and spend 1 ki to use it as a weapon.
  Slow Fall. Wafa can use her reaction to reduce the fall
  damage she suffers by 40 points.
  Extra Attack. Wafa can attack twice, instead of once,
  when she takes the attack action.
  Stunning Strike. Wafa can spend 1 ki point attempt to
  stun a target she hits in melee. They must succeed in
  a Constitution save (DC 12) or be stunned until the
  end of Wafa’s next turn.
  Wholeness of Body. Wafa can heal herself for 24 hit
  points once before a long rest.
  Evasion. Wafa takes no damage when she makes a
  successful Dexterity saving throw.
  Stillness of Mind. Wafa can use her action to end one
  effect she has on her that causes the frightened or
  charmed condition.
  STR 11 (+0) DEX 17 (+3) CON 13 (+1) INT 13 (+1) WIS 13 (+1) CHA 12 (+1)
  5e
  Actions
  Unarmed Strike. Melee Weapon Attack. +6 to hit,
  reach 5 ft., One target. Hit: 6 (1d6+3) slashing
  damage.
  Katar. Melee Weapon Attack. +6 to hit, reach 5 ft.,
  One target. Hit: 4 (1d4+3) piercing or slashing
  damage.
  Equipment
  Pet snake (Jabba), ghate token, painting supplies,
  common clothes, belt pouch (15 gp), katar, vial of
  antitoxin, bag of ball bearings, blanket, fishing tackle,
  holy symbol (emblem), mess kit, 3 days rations, sack,
  tinderbox, waterskin Magical amulet of proof
  against detection and location, cloak of displacement,
  potion of clairvoyance, potion of greater healing,
  minor rune crystal of Strength +3, medium rune
  crystal of disguise self
  
  63
  Traits
  Personality - “Though I generally keep to myself, I am
  known to ask a lot of questions.”
  Ideal - “I have vowed to help those who have helped
  me in my life, that is why I tend this shrine.”
  Bond - “I owe my life to the kind judge who took me
  in. It is a great regret I cannot do more to honor him.”
  Flaw - “I don’t think I can ever truly trust anyone but
  myself.”
  Wafa Lanka grew up in the Undesirable slums
  outside of Shima. Her mother, a prostitute and thief,
  raised her the best she could in deplorable
  conditions. When she was eleven years old, her
  mother died of fever and young Wafa left the slums
  and traveled south with a group of Undesirables,
  looking for a better future.
  After being hounded and arrested numerous
  times, Wafa was given a chance by an elderly Warrior
  Caste judge to serve her sentence for loitering and
  class mixing by cleaning the statues in his personal
  shrine of Roarvan at his residence. She soon found
  herself living in a small chamber next to the shrine.
  There, the aging judge keep priceless books on
  fighting techniques and age old philosophy, from
  before the time of the Dominion.
  She began to teach herself techniques she
  found in old tomes at night before bed. After seeing
  her practice in secret, the elderly judge commuted
  her sentence, and allowed her to live and train full
  time in his shrine. Months later, the elderly judge
  passed on, and his family discovered Wafa living in
  the shrine.
  They kicked her out, and refused to let her
  keep the monastic tomes the elderly judge promised
  to her before he died. Wafa was able to keep the
  record of her commuted criminal sentence, and used
  that proof to board a ship headed to Mumbay.
  She spent little time in the Kalarin frontier
  town, instead opting to keep traveling north. She
  arrived in Siimas and has found a home in that city
  tending a small shrine to Roarvan, something she
  would of never been able to do in her native land.
  Most visiting Kalarin avoid her shrine, though
  she does not care. Her connection to the Pridefather
  
  64
  Class
  Rogue 11
  Background
  Criminal
  Occupation
  Assassin
  Alsrik Yav’klok
  Small, Male Humanoid (Meek’ah), NE
  Armor Class
  16
  Hit Points
   69 (11d8)
  Speed
  30 ft.
  Saving Throws Dexterity +8, Intelligence +4
  Skills Acrobatics +8, Deception +4, Insight +4,
  Perception +4, Slight of Hand +8, Stealth +8
  Senses Darkvision 60 ft., Passive perception 14
  Tools Thieves’ tools, bone dice
  Languages Meech, Alterian, Thieves’ cant
  Feats Dual Wielder
  Challenge 9 (XP 5,000)
  Proficiencies Light armor, simple weapons,
  hand crossbow, longsword, rapier,
  shortsword
  Augmented Breathing. Alsrik can hold his breath for
  up to 30 minutes before needing air.
  Disease Resistance. Alsrik has advantage on
  Constitution saving throws to resist disease.
  Natural Swimmer. Alsrik gains advantage on Strength
  (Athletics) checks while swimming.
  Dual Wielder. Alsrik gains +1 to his AC while he
  wields two one hand melee weapons. He can use
  weapons that are not light in his off hand and he can
  draw or stow two weapons at a time.
  Expertise. Alsrik doubles his proficiency bonus when
  using Acrobatics, Deception, Stealth, and Thieves’
  Tools.
  Sneak Attack. If Alsrik can catch his target unaware
  or unable to defend themselves, he can target and
  strike a vital spot for extra damage. If Alsrik has
  advantage on the attack roll, he can add an additional
  6d6 to the damage dealt.
  Cunning Action. Alsrik can take the Dash, Disengage,
  or Hide action as a bonus action any time.
  Roguish Archetype - Thief
  Fast Hands. Alsrik can use his thieves’ tools to disarm
  a trap or lock or take the Use an Object action as a
  bonus action. He can also use a Dexterity (Slight of
  Hand) check as a bonus action.
  Second Story Work. Alsrik can climb without costing
  extra movement. He can also make a running jump
  and cover at least 3 feet with ease.
  Uncanny Dodge. Alsrik can use his reaction to half the
  damage he receives when an attacker he can see hits
  him.
  Evasion. Alsrik takes no damage when he is successful
  with a Dexterity saving throw that would normally
  allow for ½ damage.
  Supreme Sneak. Alsrik gains advantage on Dexterity
  (Sneak) checks if he moves no more than ½ his
  movement on his turn.
  Reliable Talent. Alsrik can treat a d20 roll of 9 or
  lower as a 10 when rolling ability checks he is
  proficient with.
  Dagger. Melee Weapon Attack. +8 to hit, reach 5 ft.,
  One target. Hit: 5 (1d4+4) piercing damage.
  Hand Crossbow. Ranged Weapon Attack. +8 to hit,
  range 30/120 ft., One target. Hit: 7 (1d6+4) piercing
  damage.
  Mace of Smiting. Melee Weapon Attack. +6 to hit,
  reach 5 ft., One target. Hit: 5 (1d6+2) bludgeoning
  damage or 9 (1d6+5) against constructs. The mace
  deals an additional 7 bludgeoning damage on a roll of
  20 and 14 damage to constructs. If a construct has
  fewer than 25 hit points after this blow, it is
  destroyed.
  STR 12 (+1) DEX 18 (+4) CON 12 (+1) INT 11 (+0) WIS 10 (+0) CHA 11 (+0)
  5e
  Actions
  Equipment
  Dark common clothes, crowbar, thieves’ tools, bone
  dice, belt pouch (50 gp), 2 daggers, hand crossbow,
  crossbow bolt case with 20 bolts, backpack, bag of
  ball bearings, bag of caltrops, grappling hook, 50 feet
  of silk rope, hourglass, steel mirror, signal whistle,
  waterskin, 2 flash pellets Magical mana infused
  leather armor of necrotic resistance (advanced slot:
  oval cut crystal of pass without trace), bag of holding,
  deck of illusions, mace of smiting, potion of greater
  healing, minor rune crystal of Strength +2, minor rune
  crystal of Charisma +2, medium rune crystal of
  disguise self
  
  65
  Traits
  Personality - “Multiple contingencies is the name of
  the game.”
  Ideal - “My happiness is dependant on how much
  coin can steal.”
  Bond - “Gutter punks and nobles alike will know my
  name.”
  Flaw - “If the coin is right, I’ll betray my friends.”
  Alsrick was born a slave in Cashan. He lived his
  early life cleaning floors and grooming horses for his
  master. One night, a rival attacked his master's villa.
  The guards were overpowered quickly and Alsrick hid
  with the other slaves in the cellars.
  A magical explosion rocked the night,
  destroying a good portion of the villa. When Alsrick
  regained consciousness, he found himself alone and
  partially covered in rubble. He managed to free
  himself, and to his amazement, he noticed part of the
  rubble that collapsed upon him was a smashed open
  chest of coins. He gathered all that he could and stole
  away into the night.
  He managed to bribe a ship's captain and
  made his way to Jutan where he quickly blended into
  the native Meek'ah population. Alsrick moved from
  city to city, never staying more than a few tendays in
  each. He attracted the eye of the White Hand
  assassins guild when he attempted to rob someone
  they were contracted to kill.
  Alsrick was never one to kill for hire, though
  he has found it far easier than burglary. He rose
  quickly in the guild and now leads a three man squad
  operating in Tower Town's Docks District. They
  specialize in sneaking onto docked ships and killing
  high profile targets.
  
  66
  Class
  Witch Doctor 1
  Background
  Criminal
  Occupation
  Smuggler
  Kentrok Orm’ssek
  Small, Male Humanoid (Meek’ah), N
  Armor Class
  12
  Hit Points
   7 (1d6)
  Speed
  30 ft.
  Saving Throws Intelligence +3, Dexterity +4
  Skills Arcana +3, Deception +2, Investigation
  +3, Stealth +4
  Senses Darkvision 60 ft., Passive perception 10
  Tools Herbalism kit, thieves’ tools, bone dice
  Languages Meech, Juten
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Simple weapons, martial
  weapons (light), blowgun
  Augmented Breathing. Kentrok can hold his breath
  for up to 30 minutes before needing air.
  Disease Resistance. Kentrok has advantage on
  Constitution saving throws to resist disease.
  Natural Swimmer. Kentrok gains advantage on
  Strength (Athletics) checks while swimming.
  Familiar. Kentrok has a rat familiar named Eustice.
  While the familiar is near him, he gains +2 to
  Constitution saving throws. The familiar also acts as
  his spellbook. Eustice is empowered by the
  Manasphere and gains +1 to his AC and increases his
  Intelligence to 6. He gains advantage on Wisdom
  (Perception) checks while Kentrok is asleep. Kentrok
  can see through Eustice’s senses and can share
  beneficial spells cast on himself. Eustace can act as a
  conduit for Kentrok’s spells that require touch to
  activate.
  Spellcasting. Kentrok is a 1st level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 11, +3
  to spell attacks). Kentrok can prepare 2 spells at a
  time.
  Cantrips (At will): sacred flame, blade ward, poison
  spray
  1st level (2 slots): bane, cure wounds, inflict wounds,
  hellish rebuke, protection from evil and good, witch
  bolt
  Handaxe. Melee Weapon Attack. +2 to hit, reach 5 ft.,
  One target. Hit: 3 (1d6) slashing damage.
  Blowgun. Ranged Weapon Attack. +4 to hit, range
  25/100 ft., One target. Hit: 1 (1+2) piercing damage.
  Actions
  Equipment
  Crowbar, dark common clothes, belt pouch (15 gp),
  handaxe, component pouch, blowgun, 5 blowgun
  darts Magical potion of healing
  Traits
  Personality - “I may be new, but don’t think I haven’t
  planned for the worst happening.”
  Ideal - “I am loyal to my family and friends and that’s
  it.”
  Bond - “The coin I earn from smuggling lets me
  contribute to my family.”
  Flaw - “I have been known to flee when things look
  bleak.”
  Kentrok grew up in the slums of Barrowtown.
  His parents were simple greenhouse farmers who
  grew vegetables for the Sansrokk crime family. When
  Kantrok came of age, he left his meager home and
  joined a gang of Meek'ah who ran low level operations
  for the Sansrokk.
  Much to his parents dismay, young Kentrok has
  grown to like his new life as a smuggler and thief. He
  hopes to one day move up the food chain and work for
  the Sansrokk Sisters directly, especially since he has
  developed a crush on the younger sister, though she
  doesn't know who he is.
  STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 13 (+1) WIS 11 (+0) CHA 11 (+0)
  5e
  
  67
  Class
  Witch Doctor 14
  Background
  Folk Hero
  Occupation
  Innkeeper
  Zorkok Yar’sek
  Small, Female Humanoid (Meek’ah), CN
  Armor Class
  13
  Hit Points
   72 (14d6)
  Speed
  30 ft.
  Saving Throws Intelligence +9, Dexterity +8
  Skills Animal Handling +7, Arcana +9, Insight
  +7, Medicine +7, Nature +14, Survival +7
  Senses Darkvision 60 ft., Passive perception 12
  Tools Herbalism kit, crystal refining kit
  Languages Meech, Tradespeech, Veri’urk,
  Zualo
  Feats Craft Rune Crystal
  Challenge 12 (XP 8,400)
  Proficiencies Simple weapons, martial
  weapons (light), blowgun
  Augmented Breathing. Zorkok can hold her breath
  for up to 30 minutes before needing air.
  Disease Resistance. Zorkok has advantage on
  Constitution saving throws to resist disease.
  Natural Swimmer. Zorkok gains advantage on
  Strength (Athletics) checks while swimming.
  Familiar. Zorkok has a tarantula familiar named
  Pablo. While the familiar is near her, she gains +3 to
  Strength (Athletics) checks when climbing. The
  familiar also acts as her spellbook. Pablo is
  empowered by the Manasphere and gains +3 to his
  AC and increases his Intelligence to 10. He gains
  advantage on Wisdom (Perception) checks while
  Zorkok is asleep. Zorkok can see through Pablo’s
  senses and can share beneficial spells cast on herself.
  Pablo can act as a conduit for Zorkok’s spells that
  require touch to activate. Pablo gains advantage on
  Dexterity saves and can speak Meech.
  Nature Sense. Zorkok gains +5 to Intelligence
  (Nature) checks.
  Wild Empathy. Zorkok gains advantage on Charisma
  (Animal Handling) checks.
  Cursed Strike. Zorkok can curse a creature she hits
  with a melee weapon attack. On a failed Wisdom save
  the target gains disadvantage on all rolls for 4 rounds
  or until the curse is removed. She can do this 4 times
  before a long rest.
  Wild Shape. Zorkok can turn into a non-flying beast
  with a CR of ½ or lower. She can do this twice before
  a long rest.
  Woodland Stride. Zorkok can move through difficult
  terrain at her normal movement speed and obstacles
  such as thorns or briars do not harm her.
  Nature’s Spirit Ally. Zorkok can summon a force of
  nature in beast form. She can summon the spirit
  animals a total of 6 rounds before a long rest. She
  regains all expended rounds after a long rest.
  Spellcasting. Zorkok is a 14th level spellcaster. Her
  spellcasting ability is Intelligence (spell save DC 18, +9
  to hit with spell attacks). She can prepare 18 spells at
  a time.
  Cantrips (At will): mending, blade ward, chill touch,
  friends
  1st level (4 slots): bane, bless, cure wounds, hellish
  rebuke
  2nd level (3 slots): augury, calm emotions, cloud of
  daggers
  3rd level (3 slots): gaseous form, major image, death
  ward
  4th level (3 slots): locate creature, dimension door,
  blight
  5th level (3 slots): flame strike, mass cure wounds,
  scrying
  6th level (1 slot): heal
  7th level (1 slot): divine word
  STR 10 (+0) DEX 16 (+3) CON 12 (+1) INT 19 (+4) WIS 14 (+2) CHA 14 (+2)
  5e
  Actions
  Hex. Zorkok can use her action to perform a hex.
  Zorkok knows 3 hexes (DC 19):
  ● Discord. Zorkok can make 1 creature hostile
  to another creature if it fails a Wisdom save.
  ● Fortune. Zorkok can give 1 creature
  exceptional luck for 2 rounds. Each round
  they may reroll any roll they desire.
  ● Healing. Zorkok can heal 1 creature instantly
  for 5d8+4 hit points.
  
  68
  Mana Infused Scimitar. Melee Weapon Attack. +8 to
  hit, reach 5 ft., One target. Hit: 6 (1d6+3) slashing
  damage plus 2 points of fire damage (pear cut crystal
  of burning)
  Staff of Frost. Zorkok can use her action to cause the
  staff to cast the following spells: cone of cold, fog
  cloud, ice storm, wall of ice.
  Equipment
  Mana infused scimitar (advanced slot: pear cut crystal
  of burning), herbalism kit, vial of antitoxin, common
  clothes, healer’s kit, 2 flasks of holy water, belt pouch
  (50 gp), waterskin, crystal refining kit Magical tan
  bag of tricks, cape of levitation, gem of seeing, staff of
  frost, medium rune crystal of magic weapon, medium
  rune crystal of longstrider, medium rune crystal of
  locate animals or plants
  Personality - “I hear your honeyed words, but I judge
  you by your deeds.”
  Ideal - “I will not suffer the ranting of tyrants.”
  Bond - “I vow to protect those who cannot protect
  themselves.”
  Flaw - “I was complacent in the death of my uncle.
  But if what he did every got out, it would ruin my
  family.”
  Traits
  Zorkok is the oldest of eight children, and the
  head of a large Meek'ah family of share croppers in
  Verigal. Her family has lived in the area for a
  thousand years and has been prominent in the
  politics of the region. Zordok, or Mama Z as she likes
  to be called, has had seven children of her own, and is
  a well respected member of her community. Zorkok's
  eldest child once sat on the Council of Granda and is
  regarded as a shrewd, but trustworthy, businessman.
  Mama Z runs a small inn on her family's land,
  one that caters to local Meek'ah as well as travelers
  to Granda which lies ten miles to the east. Mama Z's
  is clean and well lit. Her staff are all blood relations
  and expertly trained. Dishes are modest, cheap, and
  healthy. Mama Z runs the kitchen staff directly and is
  well known for her vegetable stew and fresh pies.
  She is also the one to talk to for a bit of gossip
  or lore about the nearby city. If she likes you, Mama Z
  has been known to sell an odd rune crystal or two, all
  of which she crafts herself and guarantees their
  potency.
  
  69
  Class
  Totemist 14
  Background
  Criminal
  Occupation
  Mercenary
  Aranyu Threeclaws of the White Wyrm
  Medium, Female Humanoid (Rusk), CE
  Armor Class
  15
  Hit Points
   144 (14d10)
  Speed
  25 ft.
  Saving Throws Strength +10, Constitution +9
  Skills Athletics +10, Deception +6,
  Intimidation +6, Stealth +5
  Senses Darkvision 60 ft., Passive perception 11
  Tools Thieves’ tools, bone dice
  Languages Ruskivian, Juten
  Feats Great Weapon Master
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Thick Skin. Aranyu gains +1 to her AC and has
  resistance to cold damage.
  Fierce Looking. Aranyu gains advantage on Charisma
  (Intimidation) checks.
  Weapon Familiarity. Aranyu is proficient with martial
  weapons.
  Great Weapon Master. Aranyu can make one melee
  attack as a bonus action when she reduces a foe to 0
  hit points with a critical strike. She can also opt to
  take a -5 to her melee attack roll and add +10 to the
  attack damage if successful.
  Greater Animalistic Rage. Aranyu enters a rage
  whenever she takes the Attack action on her turn.
  This lasts until she takes another action other than
  attack or until she has been in a rage for a total of 8
  consecutive rounds. While in this rage, she gains
  advantage on Strength checks and saving throws, she
  adds +3 to melee weapon damage, she gains
  resistance to non-magical weapon damage. She also
  gains +2 to Strength and Constitution checks and
  saving throws.
  Totem Animal - White Wyrm: Aranyu gains +2 to her
  Strength ability score as well as +2 to Charisma
  (Intimidation) checks. Her opposition totem is: Polar
  Bear
  Favored Enemy. Aranyu gains +4 to skill checks and
  attack and damage rolls against the following
  creatures: Humanoid (Human), Humanoid (Rusk),
  Magical Beasts; she gains +2 skill checks and attack
  and damage rolls against: Outsiders (Good Aligned).
  Rage Powers. While Aranyu is in a rage, she can
  benefit from the following abilities:
  ● Animal Fury. Aranyu can make a bite attack
  (1d8+5 piercing damage).
  ● Fearless Rage. Aranyu is immune to the
  frightened condition.
  ● Rolling Dodge. Aranyu gains +1 AC against
  ranged attacks.
  ● Unexpected Strike. Aranyu can use her
  reaction to make one melee attack against a
  foe within reach that has successfully struck
  her in combat. She can do this once before a
  short rest.
  Shrug Off Discomfort. Aranyu can cast the spell
  resistance once a day. She cannot cast this spell while
  in a rage.
  Totemic Bond. Aranyu has a white Dragyl companion
  animal named White Claw. Aranyu shares a mental
  link with White Claw, and she can share any
  beneficial spells with him.
  Wild Empathy. Aranyu gains advantage on Charisma
  (Animal Handling) checks. She is always considered
  hostile to Polar Bears.
  Reaching Strike - Aranyu can increase the reach of
  her melee attacks by 5 feet until the end of her turn
  by taking a -2 penalty to her AC until her next turn.
  Companion Rage. Aranyu can induce a rage in her
  companion animal. While in the rage, White Claw
  gains all the powers Aranyu gains while in a rage.
  White Claw can enter a rage for a total of 7 rounds.
  White Claw gains all expended rounds back after a
  long rest.
  STR 20 (+5) DEX 11 (+0) CON 18 (+4) INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
  5e
  Greatsword of Nine Lives Stealing. Melee Weapon
  Attack. +12 to hit, reach 5 ft., One target. Hit: 16
  (2d6+7) slashing damage or 19 (2d6+10) while in a
  rage. If she scores a critical hit against a creature who
  has less than 100 hit points, they must succeed in a
  DC 15 Constitution save or be instantly slain. Arunyu’s
  sword has 3 charges left.
  Heavy Crossbow. Ranged Weapon Attack. +5 to hit,
  range 100/400 ft., One target. Hit: 7 (1d10) piercing
  damage.
  Actions
  
  70
  Equipment
  Crowbar, dark common clothing, belt pouch (50 gp),
  breastplate (advanced slot: pear cut crystal of
  longstrider), heavy crossbow, crossbow bolt case
  with 20 bolts, thieves’ tools, 10 feet of chain, 2 flasks
  of oil, flask of vorka, tinderbox, waterskin Magical
  greatsword of nine lives stealing (Vid’s Touch),
  periapt of proof against poison, ring of swimming,
  minor rune crystal of dexterity +4, medium rune
  crystal of fly, 2 potions of greater healing
  Traits
  Personality - “I don’t trust you. I won’t trust you. Now
  shut up.”
  Ideal - “Pay me my coin and I won’t kill you.”
  Bond - “My father died saving me from a rival tribe. I
  will never forget his sacrifice.”
  Flaw - “Don’t bother telling me your plan. I do what I
  want.”
  Aranyu grew up in the shadow of the three
  Great Wyrms that rule her tribe. Her parents were
  favored minions of the dragon siblings, and Aranyu
  would often accompany them into the presence of
  their masters.
   When she came of age, she was sent to live
  with a respected, and brutal, totemist at the edge of
  her Tribe's territory. There she learned to commune
  with the tundra, and how to live in concert with her
  totem. She would end up slaying her mentor when he
  drunkenly tried to force himself upon her.
  She took his prized possessions as her own,
  including the magical life stealing blade known as
  "Vid's Touch". Even though his death would of been
  seen as justified, she fled the tundra instead of
  returning to her family.
  After wandering south through enemy
  territory, she came upon a group of Jute poachers.
  Instead of killing them, she offered to join them. They
  fought Snowcat and Elk Tribe Rusk for a few seasons
  before she grew bored. She moved further south with
  one of the poachers, a man who she grew to respect
  and care for, in her own way.
  They entered many seasons of the Thing in
  the Clawbite, and lived well, for a time. Her friend
  was killed by a group of paladins who objected to the
  pair stealing their marks. She managed to flee and
  vowed to rip the entrails out of the ones who slew
  her friend.
  White Claw
  Small beast, NE
  Armor class: 19 (DEX, natural)
  Hit Points: 50 (5d12)
  Speed: 30 ft.
  Str 15 Dex 12 Con 14 Int 8 Wis 12 Cha 14
  Skills: Perception +2, Stealth +1
  Immunities: Cold
  Senses: Darkvision 60 ft., Passive perception 14 (+4
  on scent based checks)
  Languages: – (understands Ruskivan)
  Challenge: 2 (XP 450)
  Devotion. White Claw gains +4 against enchantment
  and compulsion magic.
  Bestial Evasion. White Claw takes no damage on a
  successful Dexterity saving throw.
  Extra Attack. White Claw can attack three times
  when he chooses the attack action.
  Actions
  Bite. Melee Attack: +6 to hit, reach 5 ft.; One target.
  Hit: 5 (1d6+2) piercing damage.
  Claw. Melee Attack: +6 to hit, reach 5 ft.; One target.
  Hit: 3 (1d4+2) slashing damage.
  Slam. Melee Attack: +6 to hit, reach 5 ft.; One target.
  Hit: 5 (1d6+2) bludgeoning damage.
  Breath Weapon. White Claw can exhale a cone of
  cold that deals 1d10 cold damage. He can do this
  twice a day.
  
  71
  Class
  Totemist 1
  Background
  Outlander
  Occupation
  Tribal Youth
  Fenec the Frightening Kit
  Medium, Male Humanoid (Rusk), CG
  Armor Class
  14
  Hit Points
   14 (1d10)
  Speed
  25 ft.
  Saving Throws Strength +5, Constitution +6
  Skills Animal Handling +2, Athletics +5,
  Intimidation +2, Survival +4
  Senses Darkvision 60 ft., Passive perception 12
  Tools Shyuv (bagpipes)
  Languages Ruskivan, Alterian
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Thick Skin. Fenec gains +1 to his AC and has
  resistance to cold damage.
  Fierce Looking. Fenec gains advantage on Charisma
  (Intimidation) checks.
  Weapon Familiarity. Fenec is proficient with martial
  weapons.
  Animalistic Rage. Fenec enters a rage whenever he
  takes the Attack action on his turn. This lasts until he
  takes another action other than attack or until he has
  been in a rage for a total of 8 consecutive rounds.
  While in this rage, he gains advantage on Strength
  checks and saving throws, he adds +2 to melee
  weapon damage, and he gains resistance to non-
  magical weapon damage.
  Totem Animal - Snowcat: Fenec gains +2 to his
  Dexterity ability score and to Dexterity (Stealth)
  checks. His opposition totem is: Arctic Rabbit.
  Greataxe. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 12 (1d12+3) slashing damage or 14
  (1d12+5) while in a rage.
  Hand Axe. Melee or Ranged Weapon Attack. +5 or +3
  to hit if thrown. Reach 5 feet or range 20/60 ft., One
  target. Hit: 6 (1d6+3) slashing damage or 8 (1d6+5)
  while in a rage.
  Javelin. Melee or Ranged Weapon Attack. +5 or +3 to
  hit if thrown. Reach 5 feet or range 30/120 ft., One
  target. Hit: 6 (1d6+3) piercing damage.
  Actions
  Equipment
  Hunting trap, arctic rabbit foot necklace, traveler’s
  clothes, belt pouch (5 gp), greataxe, 2 hand axes, 4
  javelins, hide armor, vial of antitoxin, backpack,
  bedroll, flask of vorka, 2 flasks of oil, 10 days rations,
  signal whistle, tinderbox, waterskin, 50 feet of hemp
  rope, 4 pitons
  Traits
  Personality - “I find it hard to stay in one place for
  long.”
  Ideal - “I try my best to become what my tribe needs.”
  Bond - “Poachers on my land will face a swift death.”
  Flaw - “The vorka keeps me warm, and happy. I am
  never without my flask.”
  Fenec is the fourth son of the Chief of the
  Snowcat Tribe of Rusk. Small for his age, young Fenec
  has recently decided it was best for him to leave the
  tribe for a while, and live on the tundra by himself.
  Fenec has lived alone for four moons, single
  handedly slaying two poachers and a goblin scout that
  encroached on Snowcat lands. He misses his Tribe, but
  his oath to Krum to remain apart until he is tougher,
  burns in the back of his mind.
  STR 17 (+3) DEX 13 (+1) CON 18 (+4) INT 10 (+0) WIS 14 (+2) CHA 10 (+0)
  5e
  
  72
  Class
  Barbarian 2
  Background
  Outlander
  Occupation
  Tribal Warrior
  Klotil Red In the Face
  Medium, Female Humanoid (Rusk), CN
  Armor Class
  15
  Hit Points
   27 (2d12)
  Speed
  25 ft.
  Saving Throws Strength +5, Constitution +6
  Skills Athletics +5, Nature +2, Perception +2,
  Survival +2
  Senses Darkvision 60 ft., Passive perception 12
  Tools War Drums
  Languages Ruskivian
  Feats none
  Challenge ½ (XP 100)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Thick Skin. Klotil gains +1 to her AC and has
  resistance to cold damage.
  Fierce Looking. Klotil gains advantage on Charisma
  (Intimidation) checks.
  Weapon Familiarity. Klotil is proficient with martial
  weapons.
  Rage. Klotil can enter a rage as a bonus action,
  granting her advantage on Strength checks and saves,
  and resistance to bludgeoning, piercing, and slashing
  damage. She also adds +2 to her weapon damage
  while in the rage. The rage lasts for 1 minute, and she
  can enter a rage twice before a long rest.
  Unarmored Defense. Klotil adds her Constitution
  modifier to her AC if she is not wearing any armor.
  Reckless Attack. Klotil can gain advantage on the first
  attack on her turn but if she does, creatures gain
  advantage on attacks against her until her next turn.
  Danger Sense. Klotil gains advantage on Dexterity
  saving throws against effects that she can see, like
  traps and spells. She loses this benefit if she is
  blinded, deafened, or incapacitated.
  Greataxe. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 12 (1d12+3) slashing damage or 14
  (1d12+5) while in a rage.
  Dagger. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 4 (1d4+3) piercing damage or 6
  (1d4+5) while in a rage.
  Actions
  Equipment
  Hunting trap, troll fang earring, traveler’s clothes, belt
  pouch (10 gp), greataxe, dagger, explorer’s pack
  (backpack, bedroll, mess kit, tinderbox, 10 torches, 10
  days rations, waterskin, 50 feet of hemp rope), 2 flasks
  of oil, flask of vorka, flask of Alterian fire
  Traits
  Personality - “I wish to see more of this world.”
  Ideal - “I prefer to sleep under the stars, not under a
  roof. Ever.”
  Bond - “My family means everything to me, even if I do
  find myself so far from them.”
  Flaw - “I will not suffer the presence of those who
  cannot take care of themselves.”
   
  Klotil is the daughter of a prominent warrior in
  her tribe. Her father was chosen, along with three
  others, to move their families to the edge of the
  Tribe's lands for six moons. There, they are to assess
  the threat of goblins moving into the area.
  Klotil began to accompany her father on patrols
  but grew tired of his constant nagging of her fighting
  abilities. He is overprotective and caring, but harsh in
  his criticism. Her younger brothers do not get such
  negative attention from their father like she does, and
  it began to strain their relationship.
  Klotil has recently decided to leave her tribe
  and head southeast, to the lands of the humans and
  soft furred Kalarin she hears about in stories from the
  merchants her father sometimes deals with.
  STR 16 (+3) DEX 11 (+0) CON 18 (+4) INT 11 (+0) WIS 10 (+0) CHA 14 (+2)
  5e
  
  73
  Class
  Monk 4
  Background
  Acolyte
  Occupation
  Tribal Historian
  Faiah bint Baki al-Qaraysh
  Medium, Female Humanoid (Sytash), LG
  Armor Class
  15
  Hit Points
   35 (4d8)
  Speed
  40 ft.
  Saving Throws Strength +3, Dexterity +5
  Skills Acrobatics +5, History +3, Insight +3,
  Religion +3
  Senses Darkvision 60 ft., Passive perception 12
  Tools Calligrapher’s supplies
  Languages Bej’urk, Vesh’urk, Zualo
  Feats none
  Challenge 2 (XP 250)
  Proficiencies Simple weapons, shortswords
  Poison Resistance. Faiah gains advantage on
  Constitution saving throws to resist the poison
  condition.
  Nimble Footed. Faiah gains no penalty to her
  movement while moving on difficult terrain.
  Water Retention. Faiah gains +4 to Constitution
  saving throws to resist gaining the exhausted
  condition due to extreme thirst.
  Unarmored Defense. Faiah gains her Wisdom
  modifier to her AC if she is wearing no armor.
  Martial Arts. Faiah’s unarmed strikes deal 1d4
  damage. She can make 1 unarmed attack as a bonus
  action.
  Ki. Faiah has 4 Ki points she can spend on the
  following abilities:
  ● Flurry of Blows. Faiah can spend 1 ki and
  make 2 unarmed strikes as her bonus action.
  ● Patient Defense. Faiah can spend 1 ki and
  take the Dodge action as a bonus action.
  ● Step of the Wind. Faiah can spend 1 ki and
  take the Disengage action as a bonus action,
  and her jump distance is doubled for the turn.
  Unarmed Movement. Faiah gains +10 feet to her
  movement speed if she is wearing no armor.
  Monastic Tradition - Way of Four Elements
  Elemental Attunement. Faiah can cause harmless
  effects related to the elements. She can chill or warm
  material for up to 1 hour. She can create shapes with
  various elements that last for 1 minute.
  Sweeping Cinder Strike. Faish can spend 2 ki points to
  cast burning hands.
  Deflect Missiles. Faiah reduces the damage she
  suffers from ranged weapon fire by 1d10+4. If she
  reduces the damage to 0, she can catch the missile
  and spend 1 ki to use it as a weapon.
  Slow Fall. Faiah can use her reaction to reduce the
  fall damage she suffers by 20 points.
  Equipment
  5 darts, vial of antitoxin, fine clothes (holy
  vestments), common clothes, holy symbol (Shytan),
  inkpen, 10 sheets of parchment, backpack, 2 bottles
  of ink, 2 scroll cases, blanket, healer’s kit, 2 flasks of
  holy water, 4 days rations, waterskin Magical circlet
  of protection, ring of jumping, minor rune crystal of
  Strength +2, potion of healing, medium rune crystal of
  magical weapon
  STR 12 (+1) DEX 15 (+2) CON 13 (+1) INT 13 (+1) WIS 14 (+2) CHA 12 (+1)
  5e
  Unarmed Strikes. Melee Weapon Attack. +4 to hit,
  reach 5 ft., One target. Hit: 3 (1d4+2) bludgeoning
  damage.
  Dart. Ranged Weapon Attack. +4 to hit, range 20/60
  ft., One target. Hit: 3 (1d4+2) piercing damage.
  Actions
  
  74
  Traits
  Personality - “My father is my idol. I strive to be as
  pious as him, and as well respected.”
  Ideal - “We must adhere to the traditions of lore, or
  everything we believe in crumbles.”
  Bond - “I would gladly give my life to secure a relic of
  our ancient past from those who would defile such
  things.”
  Flaw - “If you make a mistake, do not come to me for
  sympathy.”
  Faiah is the second daughter of her tribe's
  high priest. She is her father's favorite, and he often
  took her with him on his daily rounds blessing the
  tribe's warriors and counseling the chief. When she
  came of age she asked her father to join the tribe's
  monks who were in charge of keeping the lore and
  deeds of the tribe.
  Her mother was a member of the group, and
  taught her how to beautifully copy old scrolls and
  texts, to preserve the ancient knowledge for future
  generation. A little hurt she did not ask to join the
  clergy instead, he granted her request. Not one to sit
  in a tent her whole life, Faiah has volunteered
  numerous times to enter ruins to delve for lost
  knowledge.
   Her mother often denies her requests, though
  she has accompanied other monks, twice, on
  expeditions into Urk ruins. She impressed her fellow
  monks with her clever thinking and quick reflexes.
  Faiah is determined to prove herself by finding a
  relic of her tribe’s past and presenting it to her
  father.
  
  75
  5e
  Class
  Dervish 1
  Background
  Folk Hero
  Occupation
  Oasis Guard
  Hakim ibin Sadrea al-Romaih
  Medium, Male Humanoid (Sytash), CN
  Armor Class
  15
  Hit Points
   11 (1d10)
  Speed
  30 ft.
  Saving Throws Dexterity +5, Constitution +3
  Skills Acrobatics +5, Animal Handling +3,
  Perception +3, Survival +3
  Senses Darkvision 60 ft., Passive perception 13
  Tools Brewer’s supplies
  Languages Bej’urk, Vesh’urk
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  simple weapons, martial weapons
  Poison Resistance. Hakim gains advantage on
  Constitution saving throws to resist the poison
  condition.
  Nimble Footed. Hakim gains no penalty to his
  movement while moving on difficult terrain.
  Water Retention. Hakim gains +4 to Constitution
  saving throws to resist gaining the exhausted
  condition due to extreme thirst.
  Two-Weapon Fighting. Hakim can add his ability
  score modifier to the damage of his off hand weapon.
  He can draw or stow two weapons, instead of one.
  Scimitar. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  One target. Hit: 5 (1d6+2) slashing damage.
  Dagger. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  One target. Hit: 3 (1d4+2) piercing damage.
  Actions
  Equipment
  Scimitar, dagger, chain shirt, iron pot, shovel,
  brewer’s supplies, common clothes, waterskin, belt
  pouch (5 gp), flask of cactus wine Magical minor
  rune crystal of Dexterity +2
  Traits
  Personality - “I will not hesitate to act if I feel the
  situation warrants it or not.”
  Ideal - “I did not fit in with the clergy as my parents
  wanted. So be it.”
  Bond - “I miss greatly the love of my life who choose
  to stay with the tribe.”
  Flaw - “Nothing will deter me from my destiny.”
  Hakim was always a moody child. He often
  found it difficult paying attention at prayer, and his
  father would often cuff his ear when he would see
  Hakim staring off into space instead of listening to the
  sermon.
  When he came of age, his mother suggested
  instead of seminary training with his uncles, Hakim
  should see her cousin who lived at the Oasis of
  Honor. When the tribe came to rest at the Oasis of
  Honor, Hakim was given to his cousin for training.
  His cousin leads a troupe of Dervish warriors
  who defended the Oasis from Veshians and other
  enemies of the Sytash. Hakim instantly took to the
  training regimen.
  He excelled in combat, and impressed the
  other warriors with his eagerness. Hakim misses his
  family and tribe but has found a new home at the
  Oasis among his new brothers.
  STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 11 (+0) WIS 12 (+1) CHA 12 (+1)
  
  76
  Class
  Dervish 14
  Background
  Outlander
  Occupation
  Cultist
  Maalik ibin Kaffa al-Kathiri
  Medium, Male Humanoid (Sytash), CE
  Armor Class
  15
  Hit Points
   102 (14d10)
  Speed
  40 ft.
  Saving Throws Dexterity +8, Constitution +7
  Skills Athletics +7, Intimidation +5,
  Perception +6, Survival +6
  Senses Darkvision 60 ft., Passive perception 16
  Tools Hand drum
  Languages Bej’urk, Vesh’urk, Tradespeech
  Feats Alert, Defensive Duelist
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  simple weapons, martial weapons
  Poison Resistance. Maalik gains advantage on
  Constitution saving throws to resist the poison
  condition.
  Nimble Footed. Maalik gains no penalty to his
  movement while moving on difficult terrain.
  Water Retention. Maalik gains +4 to Constitution
  saving throws to resist gaining the exhausted
  condition due to extreme thirst.
  Alert. Maalik gains +5 to his initiative score and he
  can never be surprised while he is awake. Creatures
  do not gain advantage on attack rolls if they are
  hidden.
  Defensive Duelist. Maalik can use his reaction to add
  his proficiency to his AC when he is struck in melee if
  he is wielding a finesse weapon.
  Improved Two-Weapon Fighting. Maalik can add his
  ability score modifier to the damage of his off hand
  weapon. He gains +1 AC when wielding a weapon in
  both hands. He can use his reaction to defect one
  melee blow, lowering the damage by a number equal
  to his proficiency bonus + Dexterity modifier. He can
  do this once per turn.
  Rage. Maalik can enter a rage as a bonus action,
  granting him advantage on Dexterity checks and
  saves, and resistance to bludgeoning, piercing, and
  slashing damage. He also adds +3 to his weapon
  damage while in the rage. The rage lasts for 1 minute,
  and he can enter a rage five times before a long rest.
  Danger Sense. Maalik gains advantage on Dexterity
  saving throws against effects that he can see, like
  traps and spells. He loses this benefit if he is blinded,
  deafened, or incapacitated.
  Dervish Talents. Maalik has the following Dervish
  talents:
  ● Expert Leaper. Maalik gains advantage on
  Strength (Athletics) checks to jump long
  distances.
  ● Opportunist. Maalik can use his reaction to
  make one attack against a creature he can
  reach that has just been the victim of a
  successful strike from another source. He can
  do this once per encounter.
  ● Surprise Attack. Maalik gain advantage on his
  first attack against any creature whose turn is
  after his. He can do this once before a short or
  long rest.
  ● Resiliency. Maalik can use his bonus action to
  gain 14 hit points if he is ever brought to 0 hit
  points. He can do this once per day.
  Focused Mind. Maalik can use any ability, talent, or
  cast any spell he might know while in a rage.
  Extra Attack. Maalik can attack three times when he
  chooses the Attack action in combat.
  Fast Movement. Maalik gains +10 to his movement
  speed if he is not wearing heavy armor.
  Indomitable Will. Maalik gains a +4 bonus to saving
  throws against enchantment and compulsion magic.
  STR 15 (+2) DEX 16 (+3) CON 14 (+2) INT 13 (+1) WIS 13 (+1) CHA 11 (+0)
  5e
  Actions
  Silver Scimitar +1. Melee Weapon Attack. +9 to hit,
  reach 5 ft., One target. Hit: 7 (1d6+4) slashing damage
  or 14 damage to creatures vulnerable to silver.
  Dagger of Venom. Melee Weapon Attack. +9 to hit,
  reach 5 ft., One target. Hit: 5 (1d4+4) piercing
  damage. If the dagger is poisoned, a creature must
  make a DC 15 Constitution saving throw or take 17
  (2d10) poison damage and gain the poisoned
  condition for 1 minute.
  Light Crossbow. Ranged Weapon Attack. +8 to hit,
  range 80/320 ft., One target. Hit: 8 (1d8+3) piercing
  damage.
  
  77
  Equipment
  Mana infused hide armor (advanced slot: pear cut
  crystal of burning), light crossbow, crossbow bolt case
  with 20 bolts, scrap of father’s tunic, vial of acid, vial
  of antitoxin, common clothes, pouch (50 gp), mess
  kit, waterskin, 2 flash pellets, blue whisper lotus
  extract Magical silver scimitar +1, dagger of venom,
  gloves of missile snaring, potion of growth, potion of
  greater healing, ring of major mana resistance, minor
  rune crystal of Strength +2, medium rune crystal of
  invisibility
  Traits
  Personality - “Wealth and privilege will gain you
  nothing on the sands of Urk.”
  Ideal - “If you are strong, you rule.”
  Bond - “Relic hunters and explorers beware: I will slay
  any who trespass on my domain.”
  Flaw - “If I am challenged, I always answer with
  violence.”
  Maalik was the only son of a respected
  paladin. His father's words carried a lot of weight in
  the tribe. Everyone was sure Maalik would follow in
  his father's footsteps, so much so that the constant
  nagging and reminding of his duty would often push
  Maalik into dark moods.
  His father's overly critical eye did not make
  things better for him. In a fit of rage after another
  tongue lashing by his self-righteous father, Maalik
  dumped a brazier of hot coals on the rugs of his
  family's tent. The fire was put out before it raged out
  of control, but not before two of his sisters were
  badly burned.
  Maalik was exiled and wondered the desert
  for weeks before coming upon a group of foreign
  adventurers. The group took Maalik back to their
  place of origin, a small cave complex where exiles and
  undesirables congregated. Years would go by, and
  Maalik would find a place among the ruffians and
  cultists, even going as far as forming a cult dedicated
  to Yai-halu. He now defends a small shrine to The
  Betrayer in the cave complex he shares with other
  outcasts and undesirables.
  
  78
  Class
  Skirmisher 1
  Background
  Criminal
  Occupation
  Imperial Hoplite
  Apollis Prinkips
  Medium, Male Humanoid (Zevrish), NE
  Armor Class
  18
  Hit Points
   10 (1d8)
  Speed
  25 ft.
  Saving Throws Strength +5, Constitution +4
  Skills Athletics +5, Deception +2,
  Intimidation +2, Slight of Hand +4, Stealth +4
  Senses passive perception 10
  Tools Bone dice, thieves' tools
  Languages Zava, Alterian, Meech
  Feats none
  Challenge ¼ (XP 50)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Prone to Sickness. Apollis gains disadvantage on
  Constitution saving throws to resist the poisoned
  condition gained through contracting a disease.
  Poison Resistance. Apollis gains advantage on
  Constitution saving throws to resist the poisoned
  condition gained through contact with poison or
  venom.
  Combat Training. Apollis is proficient with martial
  weapons.
  Sneak Attack. If Apollis can catch his target unaware
  or unable to defend themselves, he can target and
  strike a vital spot for extra damage. If Apollis has
  advantage on the attack roll, he can add an
  additional 1d6 to the damage dealt.
  Intimidating Prowess. Apollis adds his Strength
  modifier to Charisma (Intimidation) checks.
  Combat Feat. Apollis knows 1 combat feat:
  ● Lunge. Apollis can add 5 feet to the reach of
  his melee weapon, but if he does this, he
  gains -2 to his AC until his next turn.
  Pike. Melee Weapon Attack. +5 to hit, reach 10 ft.,
  One target. Hit: 10 (1d10+3) piercing damage.
  Battleaxe. Melee Weapon Attack. +5 to hit, reach 5 ft.,
  One target. Hit: 8 (1d8+3) slashing damage or 10
  (1d10+3) if used with two hands.
  Dagger. Melee or Ranged Weapon Attack. +5 to hit,
  reach 5 feet or range 20/60 ft., One target. Hit: 4
  (1d4+3) piercing damage.
  Actions
  Equipment
  Pike, battleaxe, dagger, breastplate, shield, thieves’
  tools, crowbar, fine clothing (legion parade uniform),
  dark common clothing, loaded bone dice, pouch (20
  gp), waterskin, tinderbox, 10 torches, bedroll,
  backpack, shovel Magical potion of healing, potion of
  swimming
  Traits
  Personality - “If you don’t want me to do it, don’t tell
  me I can’t.”
  Ideal - “The more coin I gain, the more power I can
  achieve.”
  Bond - “My father owes me my inheritance, and I’ll get
  it no matter what.”
  Flaw - “I don’t care about you. I will run if we are met
  with superior forces.”
  Apollis hails from the island of Atlantis and is
  the third son of Zedi Prinkips, assistant to the Third
  Adjunct of the Order of Atomos on the island. Growing
  up in the lap of luxury, Apollis' rude and selfish nature
  went unchecked as a child and he grew into a young
  man who delighted in vice and excess.
  His gambling problem has cost his father
  thousands of gold paying off his debts. After a recent
  binge in the slave district, Apollis found himself
  enlisted in the First Legion by his father, and shipped
  off to the island of Phantasia.
  Apollis now spends his time throwing dice in
  the hoplite barracks and drilling on the parade
  grounds. He plans on coasting through his enlistment
  and returning to Atlantis to murder his father.
  STR 16 (+3) DEX 14 (+2) CON 14 (+2) INT 12 (+1) WIS 10 (+0) CHA 10 (+0)
  5e
  
  79
  Class
  Wizard 6
  Background
  Sage
  Occupation
  Imperial Tax
  Collector
  Eulogious Balsamon
  Medium, Male Humanoid (Zevrish), LN
  Armor Class
  11
  Hit Points
   26 (6d6)
  Speed
  25 ft
  Saving Throws Intelligence +7, Wisdom +4
  Skills Arcana +7, History +7, Investigation +7,
  Manasphere +7
  Senses Passive perception 11
  Tools none
  Languages Zava, Alterian, Atlantean, Sylvan
  Feats none
  Challenge 4 (XP 1,100)
  Proficiencies Dagger, dart, sling,
  quarterstaff, light crossbow
  Prone to Sickness. Eulogious gains disadvantage on
  Constitution saving throws to resist the poisoned
  condition gained through contracting a disease.
  Poison Resistance. Eulogious gains advantage on
  Constitution saving throws to resist the poisoned
  condition gained through contact with poison or
  venom.
  Combat Training. Eulogious is proficient with martial
  weapons.
  Arcane Recovery. Eulogious can regain 3 spend spell
  slots when having a short rest.
  Arcane Tradition - Transmutation
  Transmutation Savant. Eulogious can copy
  transmutation spells into his spellbook in less time
  than other spells.
  Minor Alchemy. Eulogious can temporarily change
  the properties of a non-magical object if it is made of
  wood, stone, iron, copper, or silver. He can change
  the object into a different material.
  Transmuter’s Stone. Eulogious has can create a stone
  that can grant: Darkvision 60 feet, +10 movement
  speed, proficiency in Constitution saves, or resistance
  to acid, cold, fire, lighting, or thunder damage. The
  benefits last as long as the stone is carried.
  Spellcasting. Eulogious is a 6th level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 15, +7
  to hit with spell attacks).
  Cantrips (At will): blade ward, mage hand, poison
  spray, shocking grasp
  1st level (4 slots): alarm, detect magic, illusory script,
  unseen servant
  2nd level (3 slots): blur, gust of wind, mirror image
  3rd level (3 slots): dispel magic, fly, slow
  Equipment
  Mana infused quarterstaff (simple slot: round cut
  crystal of voltage), belt pouch (20 gp), fine clothes,
  scholar’s pack (backpack, book of lore, 2 bottles of
  ink, inkpen, 10 sheets of parchment), waterskin,
  traveling spellbook Magical ring of protection, ring
  of necrotic resistance, pearl of power, potion of
  healing, wand of paralysis, minor rune crystal of
  Charisma +3, medium rune crystal of locate object,
  medium rune crystal of longstrider, anti-mana rod
  Traits
  Personality - “You are clearly intellectually deficient.
  Please don’t speak to me.”
  Ideal - “Logically speaking? Is there any other way?”
  Bond - “I have been working my whole life to piece
  together the history of our people during the Phage.”
  Flaw - “I will drop everything I am doing if you can
  get me the information I am looking for.”
   
  Eulogious was recently promoted, following
  the death of his predecessor, to assistant to the lead
  tax collector for the western precinct of the Island of
  Omorphia. He thoroughly hates his job, and wishes
  he could be back home, cooped up in his study with
  his research. Eulogious is quickly becoming the
  foremost sage on the period of time known to the
  Zevrish people as “The Cursed Times”.
   
  He is considering asking his superior for some
  time off so he can visit the Zava Hills to track down
  old tomes and scrolls relating to his passion.
  STR 14 (+2) DEX 11 (+0) CON 11 (+0) INT 18 (+4) WIS 13 (+1) CHA 11 (+0)
  5e
  Actions
  Mana Infused Quarterstaff. Melee Weapon Attack.
  +5 to hit, reach 5 ft., One target. Hit: 5 (1d6+2)
  bludgeoning damage or 9 (1d10+2) if used with two
  hands +1 point of lightning damage (round cut crystal
  of voltage)
  
  80
  Class
  Skirmisher 14
  Background
  Urchin
  Occupation
  Mercenary
  Captain
  Silva Koressus
  Medium, NB Humanoid (Zevrish), CG
  Armor Class
  17
  Hit Points
   80 (14d8)
  Speed
  25 ft.
  Saving Throws Strength +8, Constitution +8
  Skills Athletics +8, Intimidation +5,
  Perception +5, Slight of Hand +8, Stealth +8
  Senses Passive perception 15
  Tools Disguise kit, thieves’ tools
  Languages Zava, Alterian, Tradespeech
  Feats Savage Attacker
  Challenge 12 (XP 8,400)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Prone to Sickness. Silva gains disadvantage on
  Constitution saving throws to resist the poisoned
  condition gained through contracting a disease.
  Poison Resistance. Silva gains advantage on
  Constitution saving throws to resist the poisoned
  condition gained through contact with poison or
  venom.
  Combat Training. Silva is proficient with martial
  weapons.
  Savage Attacker. Silva can reroll the damage for one
  melee attack per turn. She can use either roll.
  Sneak Attack. If Silva can catch her target unaware or
  unable to defend themselves, she can target and
  strike a vital spot for extra damage. If Silva has
  advantage on the attack roll, she can add an
  additional 4d6 to the damage dealt.
  Intimidating Prowess. Silva adds her Strength
  modifier to Charisma (Intimidation) checks.
  Combat Feat. Silva knows 3 combat feats:
  ● Lunge. Silva can add 5 feet to the reach of her
  melee weapon, but if she does this, she gains
  -2 to her AC until her next turn.
  ● Bull Rush Strike. Silva can push her target
  back 5 feet with a successful melee critical
  strike if they fail a DC 16 Strength saving
  throw with a -2 penalty to the roll.
  ● Vital Strike. Silva can choose to take a -4
  penalty to her melee attack roll and if
  successful she can add 9 points of extra
  damage.
  Skirmisher Talents. Silva knows 4 skirmisher talents:
  ● Befuddling Strike. Silva can cause the victims
  of her sneak attack to take a -2 penalty to
  attack rolls for 1d4 rounds.
  ● Surprise Attack. Silva gains advantage on one
  attack roll against a creature who has not
  acted yet in the encounter. The creature must
  have a turn that follows Silva’s. She may only
  use the Attack action for this talent to work.
  ● Slow Reactions. Silva can cause the victims of
  her sneak attack to be unable to make
  reactions for 1d4 rounds.
  ● Redirect Attack. Silva can use her reaction to
  redirect a melee strike against her to an
  adjacent creature. She can do this once per
  day.
  Critical Focus. Silva gains a critical strike on a natural
  roll of 19 or 20 with any weapon she is proficient
  with.
  Power Attack. Silva can choose to make a melee
  weapon attack without her proficiency bonus. If
  successful, she adds her proficiency bonus to the
  damage roll. She can do 3 times before a short or long
  rest.
  Extra Attack. Silva can attack twice when she takes
  the Attack action.
  Harassing Strike. Silva can add +6 to the damage of
  one attack. Creatures suffering from a harassing
  strike take 6 damage the following round. Silva can do
  this once before a short or long rest.
  Death From 1000 Cuts. Silva can add +6 to one melee
  attack roll if she is using a slashing or piercing
  weapon. If successful, in addition to normal weapon
  damage, creatures suffer 3 damage per round for
  1+1d6 rounds. Silva can do this once before a short or
  long rest.
  Maneuvering Mastery. Silva can move twice in one
  turn, either all at once or after an action. She can do
  this once before a short or long rest.
  STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 13 (+1) WIS 11 (+0) CHA 11 (+0)
  5e
  
  81
  Actions
  Maul of Terror. Melee Weapon Attack. +8 to hit,
  reach 5 ft., One target. Hit: 12 (2d6+3) bludgeoning
  damage. Silva can release a wave of terror on
  creatures within 30 feet. They are allowed a DC 15
  Wisdom save or be frightened for 1 minute.
  Heavy Crossbow. Ranged Weapon Attack. +8 to hit,
  range 100/400 ft., One target. Hit: 10 (1d10+3)
  piercing damage.
  Dagger +1. Melee Weapon Attack. +9 to hit, reach 5
  ft., One target. Hit: 5 (1d4+4) piercing damage.
  Equipment
  Thieves’ tools, common clothes, heavy crossbow,
  crossbow bolt case with 20 bolts, linothorax armor,
  backpack, bedroll, mess kit, tinderbox, 4 torches, belt
  pouch (50 gp), 5 days rations, waterskin, 2 emergency
  lights, vial of adrenaline Magical dagger +1, maul of
  terror, anklets of striding and springing, silver horn of
  Valhalla, immovable rod, minor rune crystal of
  Constitution +2, potion of greater healing, medium
  rune crystal of continual flame, medium rune crystal
  of blur
  Traits
  Personality - “You need a whetstone? Here. A bit of
  cork? Yep, got that too.”
  Ideal - “Respect should be given to young and old,
  rich or poor.”
  Bond - “Nobody should have to endure what I went
  through as a child.”
  Flaw - “I am afraid of the dark.”
   
  Silva’s childhood was spent as a child of
  criminals. She was constantly on the move from city
  and town throughout the Empire. Her parents would
  use her in cons and robberies, and young Silva grew
  adept at running from the law.
   
  When she was ten, her parent were caught
  and put to death for conning an Estanyan Senator. As
  recompense, Silva was given to the Senator’s
  household as an indentured servant, until she came
  of age.
   
  Silva was routinely abused by the Senator and
  his wife. She was given a small room under a stairwell
  to sleep. Silva endured this existence for three more
  years before she got the nerve to run away. She
  slipped off in the night with the help of some of the
  other household servants. She ran west, keeping off
  the Imperial roads and thoroughfares. Eventually, she
  would end up in Cashan. She enlisted in the Legions
  under a fake name, hoping they would provide her
  with the cure doses she required.
   
  Silva spent eleven years in the Legion and
  became a well respected scout, and later, hoplite
  sergeant. She earned distinction in battle and the love
  of the soldiers under her command in the Clawbite
  Skirmishes, a series of engagements with Legion
  forces and large concentrations of Trolls boiling south
  out of the Clawbite Hills.
   
  She finished her last tour and choose not to
  reenlist, instead, she traveled north into Jutan. She
  spend a few seasons participating in the Thing,
  earning just enough coin to sleep and eat comfortably
  for a while. She met a few other Zevrish ex-pats and
  they decided to form a mercenary company since the
  Jarls are always looking for outsiders to do a bit of
  dirty work for them.
   
  The Gluttons number 28 highly trained Zevrish
  combat veterans who quickly made a name for
  themselves in the Southern Jarlands for their rowdy
  antics and no-nonsense deal making. Silva serves as
  the company’s moral compass, making sure they
  don’t get too out of control, but also making sure the
  contracts they take don’t have them acting against
  the common people.
  
  82
  Class
  Warlock 8
  Background
  Sage
  Occupation
  Cult Leader
  Firble Ironfoot
  Small, Male Humanoid (Deep Gnome), CE
  Armor Class
  16
  Hit Points
   51 (8d8)
  Speed
  25 ft.
  Saving Throws Wisdom +5, Charisma +7
  Skills Arcana +5, Deception +7, History +5,
  Manasphere +5
  Senses Darkvision 60 ft., Passive perception 12
  Tools none
  Languages Gnomish, Common, Tradespeech,
  Goblinoid, Undercommon, Veri'urk
  Feats Moderately Armored
  Challenge 6 (XP 2,300)
  Proficiencies Light armor, medium armor,
  simple weapons
  Stone Camouflage. Firble gains advantage on
  Dexterity (Stealth) checks when he is attempting to
  hide in rocky terrain.
  Gnome Cunning. Firble gains advantage on
  Intelligence, Wisdom, and Charisma saves against
  magic.
  Innate Spellcasting. Firble can innately cast a number
  of spells per day. His spellcasting ability for these
  spells is Intelligence (DC 11, +5 to hit):
  At will - nondetection (self only)
  1/day (each) - blindness/deafness, blur, disguise self
  Moderately Armored. Firble is proficient in wearing
  medium armor.
  Otherworldly Patron - Cthulhu
  Awakened Mind. Firble can communicate
  telepathically with any creature who can understand
  language within 30 feet.
  Eldritch Invocations. Firble can cast the following
  spells at will: mage armor, detect magic, bane. He can
  cast slow by using one of his spell slots.
  Book of Shadows. Firble carries with him a small book
  that contains the spells: friends, resistance,
  thaumaturgy; he can cast these spells at will.
  Entropic Ward. Firble can use his reaction to impose
  disadvantage on one attack roll against him. If it
  misses, he gains advantage on his next attack roll on
  his next turn. He can do this once before a short or
  long rest.
  Spellcasting. Firble is an 8th level spellcaster. His
  spellcasting ability is Charisma (spell save DC 15, +7 to
  spell attacks). He has 2 4th level spell slots and he
  knows 9 Warlock spells.
  Cantrips (At will) - mage hand, prestidigitation, chill
  touch
  Spells Known - charm person, hex, darkness,
  invisibility, shatter, dispel magic, fly, major image,
  dimension door
  Light Crossbow. Ranged Weapon Attack. +5 to hit,
  range 80/320 ft., One target. Hit: 7 (1d8+2) piercing
  damage.
  Quarterstaff +1. Melee Weapon Attack. +4 to hit,
  reach 5 ft., One target. Hit: 4 (1d6+1) bludgeoning
  damage or 6 (1d8+1) if used with two hands.
  STR 11 (+0) DEX 14 (+2) CON 13 (+1) INT 14 (+2) WIS 15 (+2) CHA 18 (+4)
  5e
  Actions
  Equipment
  Common clothes, belt pouch (50 gp), 2 vials of acid,
  light crossbow, crossbow bolt case with 20 bolts,
  scroll case, healer’s kit, holy symbol (Cthulhu),
  manacles, fine clothes, spyglass, waterskin Magical
  bag of holding, boots of levitation, cap of water
  breathing, mithril breastplate, pearl of power, potion
  of greater healing, potion of fire resistance, stone of
  controlling earth elementals, wand of binding,
  quarterstaff +1, ring of mind shielding
  
  83
  Traits
  Personality - “I am quite loquacious when properly
  inebriated. Let us locate the egress and procure
  ourselves a bottle of something better.”
  Ideal - “This world is full of forbidden knowledge. A
  perfect place for great Cthulhu to devour.”
  Bond - “I research the Manasphere in secret, hoping
  to unlock its secrets. Then I will call the Great One.”
  Flaw - “Civilization on this planet will cease to exist. A
  small price to pay for completing my life’s work.”
   
  Firble recently found himself on Shin’ar when
  he was unknowingly caught up in a planar rift on his
  home world. He emerged underground, in a series of
  caves that lay below the City-State of Montero.
   
  After making his presence known, he was
  taken to the Council for questioning. The Council was
  intrigued by him, having not seen a Deep Gnome in
  many generations. Firble’s questions about his new
  surroundings were soon answered, and he was asked
  to stay in the city.
   
  He managed to trade a few trinkets he had on
  his person for a large sum of gold and he bought a
  small house that had an extensive cellar.
   
  He soon began to rent his services out as a
  sage, specializing in planar travel. The majority of coin
  he earned is spent on his research into the
  Manasphere, and in funding adventuring bands to
  search for Lluruth or Drazil artifacts.
   
  He has become a fixture at parties and galas
  hosted by the Council members. His charm, however,
  is a facade. His singular goal in life is to usher in his
  patron’s emergence to the world, and its subsequent
  total destruction.
   
  To that end, he wears a smile and is quick with
  a witty quip, all to put people at ease and away from
  learning too much about his ultimate goal.
  
  84
  5e
  Class
  Cleric 4/Wizard 4
  Background
  Acolyte
  Occupation
  Guard Captain
  Lady Briza Xan’Xorlar
  Medium, Female Humanoid (Dark Elf), CE
  Armor Class
  15
  Hit Points
   47 (4d8+4d6)
  Speed
  30 ft.
  Saving Throws Wisdom +6, Charisma +5,
  Intelligence +6
  Skills History +6, Insight +6, Medicine +6,
  Religion +6
  Senses Darkvision 60 ft., Passive perception 13
  Tools none
  Languages Drow, Undercommon, Goblinoid,
  Giant, Tradespeech, Eltra’urk
  Feats Sharpshooter
  Challenge 6 (XP 2,300)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, rapier, shortsword,
  hand crossbow
  Sunlight Sensitivity. Briza has disadvantage on attack
  rolls and Wisdom (Perception) checks when in direct
  sunlight.
  Drow Weapon Training. Briza is proficient with
  rapiers, shortswords, and the hand crossbow.
  Innate Spellcasting. Briza’s spellcasting ability to cast
  the innate spells is Charisma (DC 13, +5 to hit).
  At will: dancing lights
  1/day (each) - faerie fire, darkness
  Sharpshooter. Briza’s ranged attacks from long range
  are not made at a disadvantage. She ignores ½ and ¾
  cover and she can take a -5 on a ranged attack roll. If
  successful, she can add +10 to the damage.
  Divine Domain - Trickster
  Blessing of the Trickster. Briza can grant advantage
  on Dexterity (Stealth) checks. This lasts for 1 hour, or
  until used again.
  Channel Divinity. Briza can channel divinity once
  before a long rest.
  Invoke Duplicity. Briza can channel divinity and
  create a near perfect illusionary double within 30 ft.
   
  She can use her bonus action to move the
   
  double up to 30 feet.
  Arcane Recovery. Briza can gain back 2 spell slots
  when having a short rest.
  Arcane Tradition - Evocation
  Evocation Savant. Briza is adept at copying evocation
  spells into her spellbook, it costs her ½ as much gold
  and time to do so.
  Sculpt Spells. Briza can choose 1+ spell level worth of
  creatures to automatically make their save against
  her spells.
  Spellcasting. Briza is an 8th level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 14, +6 to
  spell attacks).
  Cantrips (At will): light, mending, resistance,
  thaumaturgy, fire bolt, mage hand, ray of frost,
  shocking grasp
  1st level (4 slots): bane, cure wounds, guiding bolt,
  sanctuary, charm person, disguise self, false life,
  magic missile, mage armor, tenser’s floating disk
  2nd level (3 slots): blindness/deafness, hold person,
  silence, blur, melf’s acid arrow, scorching ray
  Dagger +1. Melee Weapon Attack. +6 to hit, range 5
  ft., One target. Hit: 4 (1d4+3) piercing damage.
  Light Crossbow of Piercing. Ranged Weapon Attack.
  +6 to hit, range 80/320 ft., One target. Hit: 8 (1d8+3)
  piercing damage plus 2 points of additional piercing
  damage.
  Vicious Mace. Melee Weapon Attack. +4 to hit, range
  5 ft., One target. Hit: (1d6+1) bludgeoning damage
  and plus 7 weapon damage on a roll of 20.
  STR 13 (+1) DEX 15 (+2) CON 12 (+1) INT 16 (+3) WIS 17 (+3) CHA 15 (+2)
  Actions
  Equipment
  Fine clothes, dark common clothes, flask of Alterian
  fire, crossbow bolt case with 20 bolts, arcane focus
  (crystal), backpack, scroll case, holy symbol (Lloth), 2
  flasks of oil, vial of poison, signal whistle, spellbook,
  tinderbox, waterskin Magical vicious mace, light
  crossbow of piercing, dagger +1, 8 bolts +3, boots of
  elvenkind, brooch of shielding, ioun stone
  (sustenance), potion of greater healing, potion of
  mind reading, ring of water walking, scroll of spider
  climb, wand of fear, mithril chain shirt, medium rune
  crystal of spirit guardians
  
  85
  Traits
  Personality - “I am accustomed to a pampered life,
  though I earned my place by blood and deed.”
  Ideal - “I will prove myself worthy of Lloth by spreading
  chaos and death to my enemies.”
  Bond - “I guard the temple with my life.”
  Flaw - “Once I have made up my mind, I do not change
  it.”
   
  Lady Briza is the great-granddaughter of the
  Matron Mother of House Xorlar, one of three noble
  houses that vie for control of shared territory
  underneath the Eltra Mountains.
   
  Briza enjoyed a relatively laid back life. She
  was her grandmother’s favorite, and was given
  special attention by the Matron Mother for many of
  her early years. When she reached the age of 40, and
  graduated the clerical school with honors, her
  grandmother put her on her personal guard.
   
  Being her grandmother’s bodyguard was a
  prestigious job, and her appointment over other
  seasoned priestesses did not go well with the rest of
  the family. Briza survived eight assassination
  attempts in the first year.
   
  Her grandmother moved her to the temple’s
  honor guard, an equally prestigious position,
  though this one earned through her skill and
  resourcefulness defending herself from attack,
  and uncovering the identity of six of her
  assailants.
   
  After two years guarding the temple, she has
  now been promoted to captain of the guard.
  
  86
  Class
  Paladin 3
  Background
  Acolyte
  Occupation
  Bodyguard
  Torinn Turnuruth
  Medium, Male Humanoid (Dragonborn), LG
  Armor Class
  17
  Hit Points
   28 (3d10)
  Speed
  30 ft.
  Saving Throws Wisdom +5, Charisma +5
  Skills Athletics +6, Insight +5, Intimidation
  +5, Religion +5
  Senses Passive perception 13
  Tools none
  Languages Draconic, Tradespeech, Veri’urk,
  Alterian, Giant
  Feats none
  Challenge 2 (xp 250)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Draconic Ancestry - Gold
  Breath Weapon. Torinn can breathe a 15 foot cone of
  fire that deals 2d6 fire damage or half as much on a
  successful Dexterity save vs DC 12.
  Damage Resistance. Torinn has resistance to fire
  damage.
  Divine Sense. Torinn can sense the location of any
  celestial, fiend, or undead creature within 60 feet. He
  can do this 4 times before a long rest.
  Lay on Hands. Torinn can heal up to 15 hit points
  before a long rest.
  Fighting Style - Defense. When Torinn is wearing
  armor, he gains a +1 to his AC.
  Divine Health. Torinn is immune to disease.
  Sacred Oath - Vengeance
  Channel Divinity. Torinn can channel divinity once
  before a short or long rest.
  Abjure Enemy. Torinn can channel divinity and as his
  action, he can choose one creature within 60 feet. On
  a failed Wisdom save, they gain the frightened
  condition for 1 minute or until it takes any damage.
  On a successful save, its movement speed is reduced
  to 0 for 1 minute or until it takes any damage.
  Vow of Enmity. Torinn can channel divinity and using
  his bonus action, he gains advantage on attack rolls
  against a creature he can see for 1 minute or until that
  creature’s hit points are reduced to 0.
  Spellcasting. Torinn is a 2nd  level spellcaster. His
  spellcasting ability is Wisdom (spell save DC 13, +5 to
  spell attacks). He can prepare 3 paladin spells.
  1st level (3 slots): bane*, command, heroism, hunter’s
  mark*, searing smite
  *Oath spells
  Equipment
  Holy symbol (Bahamut), prayer book, 5 sticks of
  incense, vestments, common clothes, belt pouch (20
  gp), ring mail, shield, handaxe, backpack, bedroll, mess
  kit, tinderbox, 10 torches, 10 days rations, waterskin,
  bag of caltrops, vial of antitoxin, mana infused heavy
  crossbow (round cut crystal of burning), crossbow bolt
  case with 10 bolts Magical longsword +1, potion of
  healing, ring of water walking, minor rune crystal of
  Wisdom +3, 4 bolts +2
  Traits
  Personality - “The Great Dragon always says, ‘Live a
  full life, and worry will roll off your scales like
  rainwater’”.
  Ideal - “The Great Dragon guides my actions.”
  Bond - “The Silver Horn of Self Reliance was stolen
  from my temple. I vow to recover it some day.”
  Flaw - “Your deeds speak volumes, and deafen my own
  accomplishments.”
   
  Torinn is employed by the Council of Medra as
  a bodyguard to visiting council-members from other
  City States. He takes his job very seriously, and is
  known for overreacting at the most inopportune time.
  He hails from a small island off the coast of Medra
  where a group of Gold Dragonborn were once
  marooned centuries ago.
  STR 19 (+4) DEX 12 (+1) CON 14 (+2) INT 14 (+2) WIS 16 (+3) CHA 17 (+3)
  Actions
  Longsword +1. Melee Weapon Attack. +7 to hit, reach
  5 ft., One target. Hit: 10 (1d8+5) slashing damage.
  Mana Infused Heavy Crossbow. Ranged Weapon
  Attack. +3 to hit, range 100/400 ft., One target. Hit: 8
  (1d10+1) piercing + 1 point of fire damage.
  Hand Axe. Melee Weapon Attack. +6 to hit, reach 5 ft.,
  One target. Hit: 7 (1d6+4) slashing damage.
  5e
  
  87
  5e
  Class
  Fighter 6
  Background
  Folk Hero
  Occupation
  Adventurer
  Duraas Rocksmasher
  Medium, Male Humanoid (Dwarf), CG
  Armor Class
  20
  Hit Points
   64 (6d10)
  Speed
  25 ft.
  Saving Throws Strength +7, Constitution +7
  Skills Animal Handling +3, Athletics +7,
  Perception +4, Survival +4
  Senses Darkvision 60 ft., Passive perception 14
  Tools Brewer’s supplies
  Languages Dwarvish, Gnomish, Tradespeech
  Feats none
  Challenge 4 (XP 1,100)
  Proficiencies Light armor, medium armor,
  heavy armor, shields, simple weapons, martial
  weapons
  Dwarven Resilience. Duraas has advantage on saves
  to resist the poisoned condition and resistance to
  poison damage.
  Dwarven Combat Training. Duraas is proficient with
  the battleaxe, handaxe, throwing hammer, and
  warhammer.
  Dwarven Armor Training. Duraas is proficient with
  heavy armor.
  Stonecunning. Duraas doubles his proficiency with
  Intelligence (History) checks when dating the origin of
  stonework.
  Fighting Style - Defense. Duraas gains +1 to his AC.
  Second Wind. Duraas can heal himself for 1d10+6 hit
  points once before a short or long rest.
  Action Surge. Duraas can act twice on his turn once
  before a short or long rest.
  Martial Archetype - Champion
  Improved Critical. Duraas scores a critical strike on a
  roll of 19-20.
  Extra Attack. Duraas can attack twice, instead of
  once, when using the Attack action on his turn.
  Throwing Hammer. Melee and Ranged Weapon
  Attack. +7 or +4 to hit if thrown, reach 5 feet or range
  20/60 ft., One target. Hit: 5 (1d4+4) bludgeoning
  damage or 2 (1d4+1) bludgeoning damage if thrown.
  War Pick of Armor Piercing. Melee Weapon Attack.+7
  to hit, reach 5 ft., One target. Hit: 9 (1d8+4) piercing
  damage that ignores resistance to piercing damage.
  Heavy Crossbow. Ranged Weapon Attack. +4 to hit,
  range 100/400 ft., One target. Hit: 8 (1d10+1) piercing
  damage.
  Actions
  Equipment
  Common clothes, splint mail, heavy crossbow,
  throwing hammer, crossbow bolt case with 20 bolts,
  belt pouch (30 gp), backpack, 10 feet of chain,
  brewer’s supplies, vial of antitoxin, 3 flasks of oil, 10
  iron spikes, waterskin, 1 dose of adrenaline, 1
  emergency light Magical 3 bolts +1, shield +1, war
  pick of armor piercing, decanter of endless water,
  elemental gem (emerald), 2 potions of greater healing,
  medium rune crystal of blink
  Traits
  Personality - “I’m as stubborn as a mule, so you best
  just get out me way.”
  Ideal - “Ye like to pick on the weak, eh? Well, I got a
  wee little hammer for yer face if ye think ye can do it
  in me presence!”
  Bond - “I miss my family dearly, though I have no way
  to get back to them.”
  Flaw - “I carry with me the scars of my captivity, and it
  shows in my behavior.”
   
  Duraas was born on a distant planet and lived
  in a small, but influential, dwarven city that
  commanded the respect of the surrounding peoples.
  His father was a member of a famous group of
  frenzied warriors who were the personal guard of the
  king. His dream was to follow in his father’s footsteps.
  On the day of his evaluation to join the prestigious
  brigade, he was captured by a Drow raiding party.
   
  Duraas lived for eighteen years in captivity,
  made to work for his captors and fight for their
  entertainment. He, along with hundreds of others,
  were swept up into a errant portal while his master’s
  compound was being assaulted. He found himself on
  another world, and in the chaos, managed to run to
  freedom. He wondered Shin’ar for a time before
  settling in the Calvoid city of Kragum.
  STR 18 (+4) DEX 13 (+1) CON 18 (+4) INT 12 (+1) WIS 12 (+1) CHA 10 (+0)
  
  88
  5e
  Class
  Barbarian
  3/Monk 2
  Background
  Outlander
  Occupation
  Bodyguard
  Karl Tosscobble
  Small, Male Humanoid (Halfling), N
  Armor Class
  14
  Hit Points
   41 (3d12+2d8)
  Speed
  35 ft.
  Saving Throws Strength +5, Constitution +5
  Skills Animal Handling +3, Athletics +4,
  Nature +3, Religion +2, Stealth +6, Survival +2
  Senses Passive perception 9
  Tools Reed pipes, leather working tools
  Languages Halfling, common, kaliv
  Feats none
  Challenge 3 (XP 700)
  Proficiencies Light armor, medium armor,
  shields, simple weapons, martial weapons
  Lucky. Karl can reroll any attack, save, or ability check
  that rolls a 1. He must use the new roll.
  Brave. Karl gains advantage against being frightened.
  Halfling Nimbleness. Karl can move through the
  space of any creature that is a size larger than him.
  Stout Resistance. Karl gains advantage against the
  poisoned condition and resistance to poison damage.
  Rage. Karl can enter a rage 3 times before a long rest.
  While in a rage he gains +3 to damage and advantage
  on strength saving throws and ability checks. He also
  gains resistance to bludgeoning, piercing, and
  slashing damage.
  Unarmed Defense. Karl’s can add his Constitution and
  Wisdom modifiers to his AC if he is wearing no armor.
  Reckless Attacks. Karl can choose to gain advantage
  on his first melee attack but attackers gain advantage
  against him until his next turn.
  Danger Sense. Karl gains advantage on saving throws
  against effects he can see.
  Primal Path - Wolf
  Spirit Seeker. Karl can cast beast sense and speak
  with animals as ritual spells.
  Totem Spirit. Karl can grant advantage on melee
  attacks to his allies while he is in a rage if they are
  within 5 feet of him.
  Martial Arts. Karl’s unarmed melee attacks deal 1d4
  bludgeoning damage. He can make one unarmed
  strike as a bonus action.
  Ki. Karl has 2 ki points (DC 10).
  ● Flurry of Blows. Karl can spend 1 ki and make
  2 unarmed strikes as his bonus action.
  ● Patient Defense. Karl can spend 1 ki and take
  the Dodge action as a bonus action.
  ● Step of the Wind. Karl can spend 1 ki and take
  the Disengage action as a bonus action, and
  his jump distance is doubled for the turn.
  Equipment
  Sickle, common clothes, holy symbol (Urman),
  hunting trap, hooded lantern, 3 flasks of oil, belt
  pouch (20 gp), signal whistle, waterskin Magical
  quarterstaff +1, headband of protection, necklace of
  adaptation, potion of growth, potion of healing,
  wand of enemy detection, medium rune crystal of
  lesser restoration
  Traits
  Personality - “I prefer to keep watch with the animals
  or alone.”
  Ideal - “I try and stay away from civilized areas
  whenever I can.”
  Bond - “I do not know where my tribe is. It is up to
  me that everyone knows who they are through my
  deeds.”
  Flaw - “You there! Yes you! You glared at me two
  weeks ago for a full thirty seconds. I demand to know
  why you hate me!”
   
  Karl came to Shin’ar over ten years ago when
  he fell through a portal on his home world. Unable to
  return the way he came, he wondered for a time, and
  was eventually captured by a Kalarin patrol near the
  Monastery of the Gem Studded Paw. The monks took
  him in and gave him a job guarding the monastery’s
  pack animals. His feral demeanor has not earned
  him many friends among his benefactors.
  STR 13 (+1) DEX 16 (+3) CON 13 (+1) INT 11 (+0) WIS 09 (-1) CHA 10 (+0)
  Actions
  Unarmed Strike. Melee Weapon Attack. +6 to hit,
  reach 5 ft., One target. Hit: 4 (1d4+3) bludgeoning
  damage.
  Quarterstaff +1. Melee Weapon Attack. +5 to hit,
  reach 5ft., One target. Hit: 5 (1d6+2) bludgeoning
  damage or 7 (1d8+2) if used with two hands.
  Sickle. Melee Weapon Attack. +4 to hit, reach 5 ft.,
  One target. Hit: 4 (1d6+1) slashing damage.
  
  89
  Class
  Rogue 12
  Background
  Charlatan
  Occupation
  Con Artist
  Tuvien Emeraldeyes
  Medium, Male Humanoid (Half Moon Elf), CN
  Armor Class
  19
  Hit Points
   75 (12d8)
  Speed
  30 ft.
  Saving Throws Dexterity +8, Intelligence +6
  Skills Acrobatics +8, Deception +7, Insight +6,
  Performance +7, Persuasion +7, Slight of Hand
  +8, Stealth +8
  Senses Darkvision 60 ft., Passive perception 12
  Tools Thieves' tools, disguise kit, forgery kit
  Languages Common, elvish, gnomish,
  tradespeech, thieve’s cant
  Feats Dual wielder, keen mind
  Challenge 10 (xp 5,900)
  Proficiencies Light armor, simple weapons,
  hand crossbow, longsword, rapier,
  shortsword
  Fey Ancestry. Tuvien gains advantage on saving
  throws to resist charm and sleep spells and effects.
  Skill Versatility. Tuvien is proficient in 2 additional
  skills.
  Duel Wielder. Tuvien gains +1 to his AC while he
  wields two one hand melee weapons. He can use
  weapons that are not light in his off hand and he can
  draw or stow two weapons at a time.
  Keen Mind. Tuvien always knows which way is North
  and the number of hours left before sunrise or
  sunset. He can accurately recall anything he has seen
  or heard within the past month.
  Expertise. Tuvien doubles his proficiency bonus when
  using Acrobatics, Persuasion, Stealth, and Thieves’
  Tools.
  Sneak Attack. If Tuvien can catch his target unaware
  or unable to defend themselves, he can target and
  strike a vital spot for extra damage. If Tuvien has
  advantage on the attack roll, he can add an
  additional 6d6 to the damage dealt.
  Cunning Action. Tuvien can take the Dash, Disengage,
   
  or Hide action as a bonus action any time.
  Roguish Archetype - Arcane Trickster
  Mage Hand Legerdemain. Tuvien is able to do the
  following when he casts mage hand:
  ● Stow one object the hand is holding
  ● Retrieve an object in a container
  ● Use thieves’ tools to pick locks and disarm traps
  at range
  Magical Ambush. If Tuvien is hidden from a creature
  when he casts a spell on it, the creature has
  disadvantage on any saving throw it makes against the
  spell.
  Uncanny Dodge. Tuvien can use his reaction to half the
  damage he receives when an attacker he can see hits
  him.
  Evasion. Tuvien takes no damage when he is successful
  with a Dexterity saving throw that would normally
  allow for ½ damage.
  Reliable Talent. Tuvien can treat a d20 roll of 9 or
  lower as a 10 when rolling ability checks he is
  proficient with.
  Spellcasting. Tuvien is a 10th level spellcaster. His
  spellcasting ability is Intelligence (spell save DC 14, +6
  to spell attacks). He knows 8 wizard spells.
  Cantrips (At will): mage hand, dancing lights, minor
  illusion, ray of frost
  1st level (4 slots): charm person, feather fall, grease,
  silent image, thunderwave
  2nd level (3 slots): blur, detect thoughts, mirror image
  STR 13 (+1) DEX 18 (+4) CON 12 (+1) INT 15 (+2) WIS 15 (+2) CHA 17 (+3)
  Actions
  Mana Infused Rapier +2. Melee Weapon Attack. +10
  to hit, reach 5 ft., One target. Hit: 9 (1d8+4) piercing
  damage +2 points of acid damage. (pear cut crystal of
  acid)
  Dagger +1. Melee Weapon Attack. +9 to hit, reach 5
  ft., One target. Hit: 6 (1d4+5) piercing damage.
  Dart +1. Ranged Weapon Attack. +9 to hit, range
  20/60 ft., One target. Hit: 6 (1d4+5) piercing damage.
  Hand Crossbow. Ranged Weapon Attack. +8 to hit,
  range 30/120 ft., One target. Hit: 7 (1d6+4) piercing
  damage.
  5e
  
  90
  Equipment
  Fine clothes, disguise kit, thieves’ tools, deck of marked
  cards, belt pouch (50 gp), hand crossbow, crossbow
  bolt case with 10 bolts, backpack, crowbar, 10 pitons,
  small hammer, 2 flasks of oil, tinderbox, 5 days rations,
  waterskin, 50 feet of hemp rope Magical mana
  infused rapier +2 (advanced slot: pear cut crystal of
  acid), 5 dart +1, dagger +1, 4 bolt +2, 2 potions of
  greater healing, medium rune crystal of blade ward, 2
  emergency lights, feather token: fan, figurine of
  wondrous power (dire wolf), ring of jumping, stone of
  good luck, cloak of protection, leather armor +2
  Traits
  Personality - “By the Goddess! You are, by far, the
  most beautiful thing I have seen in the last hour!”
  Ideal - “Cards today. Tomorrow might be dice. If I feel
  like it, I can run a money changing scam.”
  Bond - “My family on my home world was discredited
  and banished from our lands. I will get them back.”
  Flaw - “That fat merchant is begging to be robbed. Hold
  my ale!”
   
  Tuvien was born the second son of a wealthy
  and influential merchant prince. His father paid him
  little mind, though loved him dearly. When his
  father passed on, his uncles ran him and his elven
  mother off their land and took possession of it for
  themselves.
   
  His older half-brother was in on the plot, and
  took up their father’s dealings as a figurehead for
  their uncles. Years later, against his mother’s wishes,
  Tuvien snuck back onto their lands and planted
  evidence of foul play and dealings with pirates that
  were later uncovered by the authorities. His half-
  brother was imprisoned, though his uncles were not.
   
  His plot backfired, and when his uncles found
  out it was Tuvien who ruined their plans, they paid
  assassins to find him and his mother. It took almost
  a year before the assassins could reach them, and
  after a climactic battle all but one assassin lay dead.
  His mother, unfortunately, would succumb to a
  poisoned blade during the battle.
   
  Later that week, Tuvien returned to his
  family home and slew two of his uncles in their
  sleep. He set the mansion on fire and fled into the
  wilderness.
   
  While on the run, he would join and leave
  many different adventuring parties under assumed
  names. On one dangerous outing he came across an
  old ruin. In that ruin he would encounter a
  mysterious portal. Against his adventuring
  companions better judgement, Tuvien entered the
  portal.
   
  He emerged in the back ally of a sprawling
  city, one that was very unknown to him. After
  coming to terms with his inability to return to his
  home world, Tuvien managed to find a place in the
  cities' underworld as a competent thief and con
  man.
   
  He has lived on Shin’ar for over a decade
  now, and though he longs to return to his home
  world and retake his lands, he has put such thoughts
  on hold, for now.
  
  91
  Class
  Barbarian 6
  Background
  Soldier
  Occupation
  Mercenary
  Sutha Goldtusk
  Medium, Female Humanoid (Half-orc), CE
  Armor Class
  14
  Hit Points
   71 (6d12)
  Speed
  40 ft.
  Saving Throws Strength +7, Constitution +7
  Skills Athletics +7, intimidation +3,
  Perception +5, Survival +5
  Senses Darkvision 60 ft., Passive perception 12
  Tools Vehicles (land), bone dice
  Languages Orcish, tradespeech, Juten
  Feats none
  Challenge 3 (xp 700)
  Proficiencies Light armor, shields, simple
  weapons, martial weapons
  Menacing. Sutha is proficient in the Intimidation skill.
  Relentless Endurance. When Sutha is reduced to 0 hit
  points but not killed outright, she can instead drop to
  1 hit point. She can’t use this feature again until she
  finishes a long rest.
  Savage Attacks. When Sutha scores a critical strike
  with a melee weapon, she can roll one of the
  weapon’s damage dice one additional time and add it
  to the total.
  Rage. Sutha can enter a rage 4 times before a long
  rest. While in a rage, she does 2 additional damage
  on successful strikes; has resistance to bludgeoning,
  piercing, and slashing damage; and advantage on
  Strength checks and saving throws.
  Unarmored Defense. Sutha can add her Constitution
  modifier to her Armor Class if she is wearing no
  armor.
  Reckless Attack. Sutha can attack recklessly, and
  doing so gives her advantage on melee attack rolls
  that use Strength, but attacks against her also gain
  advantage until her next turn.
  Danger Sense. Sutha can sense nearby danger and
  gains advantage on Dexterity saving throws against
  effects she can see.
  Primal Path - Berserker
  Frenzy. Sutha can go into a frenzy when in a rage that
  gives her the ability to make a single melee weapon
  attack as a bonus action on her turn. When her rage
  ends, she suffers 1 point of exhaustion.
  Mindless Rage. Sutha can not be charmed or
  frightened while she is in a rage.
  Extra Attack. Sutha can attack twice, instead of once,
  when she takes the attack action.
  Fast Movement. Sutha’s movement increases by 10
  feet if she is not wearing heavy armor.
  Equipment
  Military insignia, broken tusk (dipped in gold), bone
  dice, common clothes, belt pouch (30 gp), chain shirt,
  backpack, bedroll, tinderbox, 2 flasks of oil, light
  crossbow, crossbow bolt case with 10 bolts, 3 days
  rations, waterskin Magical greatsword of nine lives
  stealing, necklace of adaptation, potion of growth,
  potion of greater healing, ring of free action, medium
  rune crystal of heroism, minor rune crystal of Strength
  +2
  Traits
  Personality - “People come and people go. I care not.”
  Ideal - “In battle, I have no time to hold your hand.”
  Bond - “If you fight beside me and show your worth, I
  will respect you.”
  Flaw - “Can you even lift that sword? HA!”
   
  Sutha hails from the Darkfrost Mountains in
  Jutan. Her mother was kidnapped by Orc raiders who
  boiled out of the mountains one year after being
  deposited via a wayward portal. The orcs were all but
  defeated, though some managed to flee with captives.
  Sutha ran away from the dark cave system where she
  was born and traveled in Jutan as a sword for hire
  before settling in Alteria. She has served in various
  mercenary companies and even served a tour-of-duty
  with the Second Auxiliary Legion.
  STR 18 (+4) DEX 13 (+1) CON 18 (+4) INT 12 (+1) WIS 15 (+2) CHA 11 (+0)
  5e
  Actions
  Greatsword of Nine Lives Stealing. Melee Weapon
  Attack. +9 to hit, reach 5 ft., One target. Hit: 15
  (2d6+6) slashing damage. On a critical strike, a Con
  save (DC15) is needed or be instantly slain. Sutha’s
  sword has 4 charges remaining.
  Light Crossbow. Ranged Weapon Attack. +4 to hit,
  range 80/320 ft., One target. Hit: 6 (1d8+1) piercing
  damage.
  
  92
  Class
  Cleric 4 of Alcor
  Background
  Outlander
  Occupation
  Spy
  Akta Highglory
  Medium, NB Humanoid (Tiefling), LE
  Armor Class
  16
  Hit Points
   27 (4d8)
  Speed
  30 ft.
  Saving Throws Wisdom +4, Charisma +5
  Skills Athletics +2, Medicine +5, Persuasion
  +5, Survival +5
  Senses Darkvision 60 ft., Passive perception 18
  Tools Hand drum
  Languages Infernal, Tradespeech, Eltra’urk
  Feats Observant
  Challenge 2 (xp 250)
  Proficiencies Light armor, medium armor,
  shields, simple weapons
  Hellish Resistance. Akta has resistance to fire
  damage.
  Infernal Legacy. Akta is able to cast the thaumaturgy
  cantrip. She can also cast hellish rebuke once before a
  long rest.
  Observant. If Akta can see a creature’s mouth while it
  is speaking, she can interpret what is saying by
  reading their lips. She gains a +5 bonus to her passive
  Wisdom (Perception) and Intelligence (Investigation)
  checks.
  Divine Domain - Trickery
  Blessings of the Trickster. Akta can grant advantage
  on Dexterity (Stealth) checks. This lasts for 1 hour, or
  until used again.
  Channel Divinity. Akta can channel divinity once
  before a long rest.
  Invoke Duplicity. Akta can channel divinity and create
  a near perfect illusionary double within 30 ft. She can
  use her bonus action to move the double up to 30
  feet.
  Turn Undead. Akta can channel divinity and attempt
  to turn undead beings. If the undead creature fails a
  Wisdom saving throw, they must move away from
  Akta for 1 minute, or until it takes damage.
  Spellcasting. Akta is a 4th level spellcaster. Her
  spellcasting ability is Wisdom (spell save DC 13, +5 to
  STR 11 (+0) DEX 14 (+2) CON 12 (+1) INT 15 (+2) WIS 16 (+3) CHA 17 (+3)
  spell attacks).
  Cantrips (at will): sacred flame, spare the dying,
  resistance, guidance
  1st level (4 slots): charm person*, disguise self*, bane,
  command, cure wounds, guided bolt
  2nd level (3 slots): mirror image*, pass without trace*,
  hold person, blindness/deafness, spiritual weapon
  *Domain spell
  Mana Infused Mace +1. Melee Weapon Attack. +3 to
  hit, reach 5 ft., One target. Hit: 4 (1d6+1) bludgeoning
  damage +1 point of acid damage. (round cut crystal of
  acid)
  Sling. Ranged Weapon Attack. +4 to hit, range 30/120
  ft., One target. Hit: 3 (1d4+2) bludgeoning damage.
  Actions
  Equipment
  Glass Eye (trophy), traveler’s clothes, belt pouch (25
  gp), leather armor, sling, pouch of 20 sling bullets,
  backpack, bedroll, 10 candles, tinderbox, 3 days
  rations, waterskin Magical mana infused mace +1
  (simple slot: round cut crystal of acid), 3 shredder
  bullets, 3 bullet +1, bag of devouring, elemental gem
  (fire), cape of the mountebank, shield +1, wand of
  magic missiles, potion of healing
  Traits
  Personality - “The teachings of Alcor have a great
  lesson on why you should never trust anyone who says
  they trust you.”
  Ideal - “Though I delight in duplicity, I try not to
  dishonor myself or my God.”
  Bond - “The Dark Sun Woods are my home.”
  Flaw - “My horns remind you of what? Draw steel sir!
  You wound me with your words!”
   
  Akta grew up in the Dark Sun Woods as a ward
  of a high ranking priest in Alcor’s church. The priest
  belonged to a group of Eltra ex-pats who chose to live
  in the forest instead of their frigid mountain cities.
  Because of her infernal heritage, she found herself
  overlooked by others as just another Tiefling among
  the thousands that seem to infest the region. She uses
  this, coupled with her natural charisma and
  intelligence, to get close to people and groups that
  would normally exclude her. While doing so, she
  observes all she can, and makes regular reports back
  to her superiors.
  5e
  
  93
  
  94
  Laleah Kazmi
  Female Aravork Aerialist 14
  CR 13
  Medium Humanoid (Aravork)
  XP 25,600
  CN
  Cold resistance, alternate movement (flight),
  weapon familiarity (shortbow)
  Init +4; Senses Perception +12
    Defense
  AC 18, touch 14, flat-footed 14 (armor, dex)
  HP 89 (14d8+14)
  Fort +5 Ref +13 Will +8; (+6 Fort vs. Cold
  damage)
    Offense
  Speed 30 ft., 60 ft. (Flying)
  Melee +2 keen shortsword +20/+15/+10 (1d6+3,
  17-20/x2)
  Ranged +3 shortbow of distance +21/+16/+11
  (1d6+3/x3)
  Special Attacks Death from above 5d6,
  divebomb 2/day
  Aerialist Spells Prepared (CL 11; Concentration
  +13)
  4th - cure serious wounds (3d8+11)
  3rd - instant enemy, venomous bolt (DC16)
  2nd - cure light wounds (1d8+5), hold animal (DC15),
  hunter’s eye, wind wall
  1st - animal messenger, delay poison, gravity bow,
  resist mana
  +10, Knowledge: Local +10, Perception +12, Sense
  Motive +12, Stealth +12, Survival +11
  Languages Avar’urk, Tradespeech, Veri’urk
  SQ Track, scan surroundings, flight endurance,
  combat style: archery, swift tracker, quarry
  Combat Gear +2 keen shortsword, +3 shortbow of
  distance, 20 arrows, 10 +1 arrows, arrow of demon
  slaying, potion of cure serious wounds (3d8+15), flask
  of Alterian fire
  Other Gear mithril shirt, ring of blinking, rod of
  negation, cloak of persuasion, elixir of hiding, feather
  token: whip, gloves of dueling, scroll case, belt pouch,
  hourglass, 2 flasks of oil, 2 days rations, signal whistle,
  2 torches, 2 sunrods, 3 tindertwigs; 14 cp, 12 sp, 22
  gp, 8 pp
  Laleh has traveled the world as part of dozens
  of Migration Guard units, and has earned the love
  and respect of many Aravork for her actions in
  keeping them safe.
  She delights in the accolades and respect she
  is given by her people, but chose to leave their
  service to dedicate her life to the eradication of
  undead beings.
  She has spent the last eight years in the
  employ of the Council of Montero as the leader of a
  small mercenary group who specializes in combating
  the undead. When she is not out patrolling with her
  men, she can be found at her modest manor house,
  which doubles as her company’s barracks as well.
  The Cleansing Blade has the distinction of
  being one of the only mercenary companies in Verigal
  to have not only faced an Eltra vampire noble, but
  slain one as well. Her fickle demeanor has earned her
  a reputation of unpredictability, but she has always
  delivered on a contract, and her mercenary company
  is a welcome sight in the City of Stone.
  pfrpg
    Tactics
  Before Combat Laleah will try and find a high
  perch before battle. She will drink her potion of
  hiding if she is preparing an ambush.
  During Combat Laleah prefers to use ranged
  weapons in combat, which allows her to direct the
  flow of battle from behind the front lines. She will
  activate her ring of blinking if she gets into melee
  combat.
    Statistics
  Str+1 Dex+4 Con+1 Int+1 Wis+3 Cha+2
  Base Atk +14; CMB +15; CMD 19
  Feats Alertness, Combat Expertise, Improved
  Disarm, Improved Feint, Critical Focus, Deadly Aim,
  Weapon Finesse, Point Blank Shot, Precise Shot,
  Rapid Shot
  Skills Acrobatics +13, Bluff +12, Diplomacy +12,
  Escape Artist +11, Fly +14, Knowledge: Geography
  
  95
  Milad Zundi
  Male Aravork Aerialist 1
  CR ½
  Medium Humanoid (Aravork)
  XP 200
  CG
  Cold resistance, alternate movement (flight),
  weapon familiarity (shortbow)
  Init +3; Senses Perception +6
    Defense
  AC 15, touch 13, flat-footed 12 (leather, dex)
  HP 8 (1d8)
  Fort +0 Ref +5 Will +2; (+6 Fort vs. Cold damage)
    Offense
  Speed 30 ft.; 60 ft. (Flying)
  Melee shortspear +1 (1d6/x2) or kurkri +1 (1d4,
  18-20/x2)
  Ranged shortbow +4 (1d6/x3)
  Special Attacks Death from above 1d6
    Tactics
  Before Combat Milad will try and find a hidden
  perch if he can.
  During Combat Milad will use his shortbow for as
  long as he can, picking off weaker targets with well
  aimed shots. He will often throw his shortspear
  before drawing his kurkri and entering melee.
    Statistics
  Str+0 Dex+3 Con+0 Int+1 Wis+2 Cha+1
  Base Atk +1; CMB +1; CMD 14
  Feats Acrobatic
  Skills Acrobatics +9, Escape Artist +7, Fly +12,
  Knowledge: Geography +5, Perception +6
  Languages Avar’urk, Calvish, Tradespeech
  SQ Track
  Combat Gear shortspear, kurkri, shortbow, 30
  arrows, potion of cure light wounds (1d8+2)
  Other Gear leather armor, backpack, flint & steel,
  common lamp, 2 flasks of oil, belt pouch, 4 days
  rations, 50 feet hemp rope, signal whistle, 4 torches,
  waterskin, 2 sunrods; 8 cp, 11 sp, 3 gp
   
  Milad is a new recruit in the famed Migration
  Guard of Antor-Aerie. The Guard protects migrating
  Aravork to and from Tor-Aerie, far to the south.
  Milad was placed in the Sniper Squad when
  his keen eye and knack for planing ambushes
  impressed his superiors. He is tasked with his squad
  mates to fly ahead of the main group and set up
  sniper positions to cover the non-combatants while
  they travel.
  Milad is most at ease when moving. He finds it
  difficult to stay in one position for long, and it takes
  all his will power to lie in wait for an ambush. His
  excitement to leave Antor-Aerie for the first time was
  tempered with the loss of his best friend to a
  dragon’s claws just four days into the migration.
  He wears a feather from his friend’s head on a
  leather throng around his neck to remind him to
  always be aware of his surroundings.
  pfrpg
  
  96
  Nadim Hazo
  Male Aravork Inquisitor 4
  CR 3
  Medium Humanoid (Aravork)
  XP 800
  NE
  Cold resistance, alternate movement (flight),
  weapon familiarity (shortbow)
  Init +5; Senses Perception +2
    Defense
  AC 17, touch 13, flat-footed 14 (mithril shirt, dex)
  HP 23 (4d8)
  Fort +4 Ref +4 Will +6; (+6 Fort vs. Cold damage)
    Offense
  Speed 30 ft., 60 ft. (Flying)
  Melee mana infused shortspear +4 (1d6+1/x2 +1
  fire damage)
  Ranged shortbow +6 (1d6/x3)
  Special Attacks Judgement
  Domain Spell-Like Abilities (CL 4)
  5/day - touch of darkness
  Inquisitor Spells Prepared (CL 4; Concentration
  +6)
  2nd - confess (DC14), see invisibility, silence
  1st - alarm, bane (DC13), cure light wounds (1d8+4),
  tireless pursuit, wrath
  0 (at will) - bleed, create water, light, resistance,
  brand, sift
  Track, Solo Tactics, Domain: Darkness
  Combat Gear mana infused shortspear (simple
  slot: octagon cut crystal of burning), shortbow, 10
  arrows, potion of cure light wounds (1d8+4), elixir of
  frost breath, 8 arrows +1, tanglefoot bag
  Other Gear mithril shirt, bag of caltrops, flint &
  steel, manacles, 2 flasks of oil, belt pouch, 2 days
  rations, signal whistle, 3 torches, waterskin, 2
  sunrods; 8 cp, 12 sp, 18 gp, 6 pp
   
  Nadim was born in Antor-Aerie to a prominent
  business man and his cleric wife. Growing up, Nadim
  hated going to temple with his mother, and snuck
  away as much as he could. The pretentiousness and
  overly pious beliefs of his mother and her fellow
  clerics grated at Nadim’s very soul.
   
  One day, while skipping a lesson at the
  temple, he encountered a small group of dark robed
  interlopers. The leader of the group, a black
  feathered Aravork woman, confessed she saw
  something special in Nadim, and begged for him to
  accompany the group as they left the Aerie.
   
  Unsure of the woman, but sure that he did not
  want to stay in the Aerie anymore, he went off with
  the group as they flew many miles to the southeast.
  There, they came upon a slim tower of obsidian
  stone.
   
  Nadim learned that they were cultists of
  Santrix, the Crow. He was intrigued by their offer to
  let him stay, and he soon made a name for himself as
  a quick study and eager learner.
   
  Six months after he left home, Nadim was
  given an assignment as a new novice Inquisitor for
  the cult. He was to travel to Jutan and spy on the
  trade roads that bisected that kingdom.
   
  Three years later, he is still spying on the
  roads of Jutan, and occasionally joining adventuring
  groups to earn extra coin. He reports to his superiors
  at the Obsidian Tower once a new moon, though he is
  beginning to hate his rather boring assignment.
  pfrpg
    Tactics
  Before Combat Nadim will cast resistance on
  himself before he enters combat. If he is preparing
  an ambush, he will also cast silence around his
  position.
  During Combat Nadim will use his shortbow from
  range as much as he can, however, he is not
  adverse to entering melee combat. If he does enter
  melee, he will attempt to cast bane and wraith, in
  that order, before drawing his shortspear.
    Statistics
  Str+1 Dex+3 Con+0 Int+0 Wis+2 Cha+1
  Base Atk +3; CMB +4; CMD 17
  Feats Point Blank Shot, Stealthy, Lookout, Blind-
  Fight
  Skills Bluff +7, Diplomacy +6, Disguise +5, Escape
  Artist +5, Fly +12 Intimidate +8, Knowledge:
  Religion +5, Sense Motive +9, Spellcraft +6, Stealth
  +11, Survival +8
  Languages Avar’urk, Calvish
  SQ Monster Lore, Stern Gaze, Cunning Initiative,
  
  97
  Arezoo Das Esfir
  Female Arryn Courtesan 1
  CR ½
  Medium Humanoid (Arryn)
  XP 200
  CE
  Darkvision, double jointed, extra arms,
  multiweapon fighting
  Init +3; Senses Darkvision 60 ft., Perception +0
    Defense
  AC 15, touch 13, flat-footed 12 (leather, dex)
  HP 9 (1d8+1)
  Fort +1 Ref +4 Will +0
    Offense
  Speed 30 ft.
  Melee rapier +0 (1d6, 18-20/x2) or punching
  dagger +0 (1d4/x3) or while duel wielding: rapier -2
  and punching dagger -4
  Ranged dart +3 (1d4/x2)
  Special Attacks Sneak attack 1d6, courtesan
  performance 8 rounds/day (distraction, fascinate)
    Tactics
  During Combat Arezoo will attempt to use her
  courtesan performance as much as she can to keep
  her out of melee combat. If she is forced to defend
  herself, she duel wields, and tries to find any
  opening where she can use her Sneak Attack.
    Statistics
  Str+0 Dex+3 Con+1 Int+1 Wis+0 Cha+4
  Base Atk +0; CMB +0; CMD 13
  Feats Lingering Performance
  Skills Appraise +5, Bluff +8, Climb +6,
  Disguise +8, Escape Artist +11,
  Perform: Lute +8
  Languages Arron, Tradespeech,
  Eltra’urk
  SQ Courtesan’s Knowledge,
  Courtesan’s Performance
  Combat Gear rapier, punching dagger, 10 darts,
  flask of acid
  Other Gear leather armor, bag of caltrops, small
  steel mirror, belt pouch, 2 days rations, waterskin,
  lute, courtier’s outfit; 3 cp, 8 sp, 22 gp
  Arezoo grew up in pampered luxury. Her
  father was the personal attaché to the heir to the
  Esfir noble family, and was entrusted with the daily
  dealings and accounts for a number of business
  owned by the noble family.
   
  Her father doted on her, and made sure she
  never wanted for anything in life. He was also a
  practical man, and he taught her the ins and outs of
  Arryn high society, especially how to successfully
  scam them out of thousands of gold pieces.
   
  Unfortunately, her father’s scams were
  uncovered, and he was imprisoned. With no evidence
  that young Arezoo was part of her father’s schemes,
  she was allowed to keep the family name.
   She now serves as the personal
  secretary to a minor Esfir cousin in the
  city of Par. In the short time she has been
  in the city, she has succeeded in establishing
  herself in its dangerous underworld as a pick
  pocket and scam artist.
  pfrpg
  
  98
  Farzin the Bold
  NB Arryn Courtesan 14
  CR 13
  Medium Humanoid (Arryn)
  XP 25,600
  CG
  Darkvision, double jointed, extra arms,
  multiweapon fighting
  Init +7; Senses Darkvision 60 ft., Perception +8
    Defense
  AC 15, touch 13, flat-footed 12 (leather, dex)
  HP 103 (14d8+28)
  Fort +6 Ref +11 Will +8; (with boots of
  resistance - F+8, R+13, W+10)
  Special Defense Evasion, uncanny dodge
    Offense
  Speed 30 ft.
  Melee +2 silver rapier +14/+9 (1d6+3, 18-20/x2)
  Special Attacks Sneak Attack 4d6, pressure point
  manipulation 2/day, courtesan’s performance 34
  rounds/day (distraction, fascinate, suggestion),
  beguiling stare 2/day, emotional barrage 2/day
  Combat Gear +2 silver rapier, potion of cure
  serious wounds (3d8+15), tanglefoot bag
  Other Gear leather armor of improved acid
  resistance, crowbar, flint & steel, belt pouch, 3 days
  rations, waterskin, tindertwig, entertainer’s outfit,
  ring of force fangs, amulet of shielding, boots of
  resistance +2, handy haversack, periapt of health,
  medium rune crystal of shrink item, potion of see
  invisibility; 22 cp, 26 sp, 35 gp, 18 pp
   
  Farzin the Bold has been working the common
  rooms of inns and taverns in the Warrens of Pursa
  since he was old enough to walk. He was orphaned
  young and was raised by a troupe of acrobats and
  musicians who were well known among the noble
  families. A bit of ill luck saw the troupe ostracized
  from Arryn high society and forced to work the
  Warrens instead of the side-cavern villas they were
  accustomed too.
   
  Farzin’s natural talent and nimble hands lent
  themselves well to the troupe’s efforts to climb their
  way back onto the nobility’s party circuit. Soon, they
  were selling out more reputable inns and taverns.
  Farzin became known for wild and dangerous shows
  involving the juggling of flaming torches and poisoned
  blades, earning him the moniker “The Bold”.
   
  The only thing greater than Farzin’s talent in
  juggling is his uncanny ability to say the wrong thing
  at the wrong time. His words, while quick and often
  humorous, have led to many beatings and thrown
  garbage.
   
  The troupe has since disbanded, and Farzin
  still entertains who he can for what coin he can. He
  has lived his whole life in Pursa and has recently been
  toying with the idea of leaving the Great City for parts
  unknown.
  pfrpg
    Tactics
  During Combat Farzin prefers to not enter melee
  combat if he can avoid it. He will use his
  courtesan’s performance as much as possible to
  keep him safe. If things look like they are not going
  his way, he will attempt to paralyze his target with
  his pressure point manipulation, then make a hasty
  escape.
    Statistics
  Str+1 Dex+3 Con+2 Int+1 Wis+0 Cha+4
  Base Atk +10; CMB +11; CMD 24
  Feats Catch Off Guard, Deft Hands, Improved
  Initiative, Iron Will, Step Up, Vital Strike, Weapon
  Focus: Rapier
  Skills Acrobatics +12, Appraise +9, Bluff +12,
  Climb +11, Diplomacy +18, Disable Device +10,
  Disguise +13, Perform: Singing +13, Sense Motive
  +9, Slight of Hand +15, Stealth +11, Use Magical
  Device +12
  Languages Arron, Tradespeech, Alterian
  SQ Courtesan’s Knowledge, Courtesan’s
  Performance, Versatile Performance (3/day), Perk
  Up 3/day, Emotional Plea, Jack of All Trades
  
  99
  Miz Tel Ahari
  Male Arryn Summoner 8
  CR 7
  Medium Humanoid (Arryn)
  XP 2,400
  CG
  Darkvision, double jointed, extra arms,
  multiweapon fighting
  Init +3; Senses Darkvision 60 ft., Perception +0
    Defense
  AC 16, touch 13, flat-footed 13 (leather, dex)
  HP 59 (8d8+16)
  Fort +4 Ref +5 Will +6; (with belt of resistance -
  F+6, R+7, W+8)
    Offense
  Speed 35 ft.
  Melee +2 spear +8/+3 (1d8+2/x3)
  Ranged +1 dart +10 (1d4/x2)
  Summoner Spells Prepared (CL 8; Concentration
  +11)
  3rd - charm monster (DC16), dispel magic, locate
  creature, tongues
  2nd - blur, create pit, haste, invisibility, daze
  monster (DC14)*
  1st - alarm, feather fall, grease, reduce person
  (DC14), unfetter
  0 (at will) - acid splash, detect magic, light, mage
  hand, mending, resistance
  *=Focused Spell
  Languages Arron, Tradespeech, Goblinoid, Giant,
  Celestial
  SQ Eidolon, Life Link, Bond Senses, Shield Ally,
  Maker’s Call, Transposition, Summon Monster IV
  6/day (CL 8; only if Eidolon is not summoned)
  Combat Gear +2 spear, 2 +1 dart, 10 darts, scroll
  of daze monster, scroll of charm monster, potion of
  mage armor, medium rune crystal of blur
  Other Gear +1 leather armor, 2 scroll cases, flint
  & steel, 2 flasks of oil, belt pouch, 5 days rations,
  waterskin, alchemist lab, climber’s kit, ring of water
  walking, wand of slow (16 charges), bag of holding
  (Type I), horn of fog, belt of resistance +2; 26 cp, 38
  sp, 42 gp, 20 pp
   
  Miz is the firstborn son to the heir to the Ahari
  Family. Unconcerned with politics, Miz left Pursa at a
  young age to study wildlife and monstrous creatures.
  He apprenticed under Livly Das Sorval, a prominent
  researcher and sage.
   
  The two would form more than a
  teacher/pupil relationship, and against the warnings
  of his family, the two were wed in Par three years
  later. His father was on the verge of disowning him
  until Miz’s mother talked him down. As a
  compromise, Miz returned to Pursa without his wife
  for a while to devote time to helping his father start a
  new business venture in selling exotic monster parts.
   
  During that time, Miz uncovered some illegal
  dealings of his father and uncles. Instead of turning
  the information over to the authorities, he instead
  used it to blackmail his father into letting him return
  to Par and his wife.
   
  The two live in a modest villa outside of Par’s
  walls where they raise axe beaks for local farmers to
  use in the defense of their herds.
  pfrpg
    Tactics
  Before Combat If Miz expects combat, he will cast
  resistance on himself and his Eidolon. If he has time
  to prepare the battlefield, he will cast grease and
  create pit in areas he thinks they will help the most.
  During Combat Miz will seek to pepper creatures
  with liberal casts of acid splash before he enters
  melee. Once in the think of things, he relies on his
  Eidolon to do most of the fighting while he softens
  up targets with his wand of slow.
    Statistics
  Str+0 Dex+3 Con+2 Int+3 Wis+0 Cha+3
  Base Atk +6; CMB +6; CMD 19
  Feats Focused Spell, Fleet, Scribe Scroll, Brew
  Potion
  Skills Climb +6, Craft: Alchemy +10, Escape Artist
  +11, Handle Animal +10, Knowledge: Arcana +10,
  Knowledge: Manasphere +10, Perform: Dance +5,
   
  Slight of Hand +9, Spellcraft +10, Ride +8,
   
  Use Magical Device +10
  Str+3 Dex+3 Con+1 Int-2 Wis+0 Cha+0
  Base Atk +6; CMB +9; CMD 22
  HP 68 (6d10+1); AC 19; Speed 40 ft.; 40 ft. (Climbing)
  Melee bite +9 (1d6+3) or breath weapon (6d6 cold) 2/day
  Evolutions bite, limbs (legs x2), immune: cold, trample,
  breath weapon (cold), climb, mount
  Feats Combat Reflexes, Dodge, Endurance
  Skills Bluff +6, Perception +6, Sense Motive +6, Stealth
  +9
  Barnabis (Quadruped Eidolon)
  
  100
  Neophyte Askur vor Olorvette of Invention
  & Experimentation
  Male Technician 1
  CR ½
  Small Humanoid (Calvoid)
  XP 200
  NG
  Darkvision, industrious, magically attuned, crystal
  quality control
  Init +1; Senses Darkvision 60 ft.; Perception +0
    Defense
  AC 15, touch 12, flat-footed 14 (size, leather, dex)
  HP 9 (1d6+3)
  Fort +4 Ref +1 Will +1 (+2 Fort and Will to resist
  magical spells and effects)
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
  Combat Gear light mace, 3 flash pellets
  Other Gear leather armor, 2 scroll cases, belt
  pouch, 5 sheets of parchment, 2 vials of ink, inkpen,
  waterskin, tindertwig, alchemist lab, spellbook, scroll
  of hold portal, scroll of alarm; 11 cp, 6 sp, 4 gp
  Askur was born the son of Master Nabitt
  Olorvette, a well-respected member of the School of
  Mercantile & Travel in the city of Sparks. He showed
  affinity for math and science early on, but instead of
  devoting his studies to the wizardly arts, he instead
  decided to pursue his passion in clockwork
  contraptions and joined the School of Invention and
  Experimentation.
  As a neophyte technician, it is his job to make
  sure the clockwork clocks in the School are running at
  peak performance. He is also tasked with making sure
  the door to his superior's lab is locked and magically
  held while she is away.
  He spends his free time researching obscure
  essays and thesis on manaphisics hoping to find
  something the ancient masters overlooked.
  pfrpg
    Offense
  Speed 20 ft.
  Melee light mace +0 (1d4/x2)
  Ranged bomb +2 (1d6+4 fire damage) 5/day
  Technician Spells Prepared (CL 1;
  Concentration +5) 15% spell failure while wearing
  armor
  1st - color spray (DC15), hold portal
  0 (at will) - detect magic, mage hand
    Tactics
  During Combat Askur will try his best to stay
  behind some form of cover, and use his bombs to
  keep enemies at bay.
    Statistics
  Str-1 Dex+1 Con+3 Int+4 Wis+0 Cha+1
  Base Atk +0; CMB -2; CMD 09
  Feats Scribe Scroll
  Skills Appraise +8 (+12 w/mana crystal), Craft:
  Alchemy +10, Disable Device +5, Knowledge:
  Engineering +8, Knowledge: Manasphere +8,
  Spellcraft +8, Stealth +5, Use Magical Device +5
  Languages Calvish, Tradespeech, Avar'urk, Juten,
  Kaliv, Sylvan
  
  101
  Master Lolla vas Klondel of Engineering &
  Architecture
  CR 13
  Small Humanoid (Calvoid)
  XP 25,600
  N
  Darkvision, industrious, magically attuned, crystal
  quality control
  Init +2; Senses Darkvision 60 ft.; Perception +13
    Defense
  AC 17, touch 14, flat-footed 14 (belt, feat, dex)
  HP 100 (14d6+42)
  Fort +8 Ref +19 Will +7; (+12 Fort vs mana
  poisoning, +2 Fort and Will to resist magical spells
  and effects)
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
    Offense
  Speed 20 ft.
  Melee masterwork silver dagger +9/+4 (1d3-1, 19-
  20/x2)
  Ranged bomb +11/+6 (3d6+4 fire damage) 18/day
  Technician Spells Prepared (CL 14;
  Concentration +22)
  5th - cloudkill (DC19), elude time, mind fog (DC19),
  telekinesis
  4th - confusion (DC18), fire trap (DC18), ice storm,
  fire shield, solid fog, wall of fire
  3rd - blink, daylight, dispel magic, haste, slow
  (DC17), tiny hut, wind wall
  2nd - acid arrow, analyze portal, blur, fog cloud,
  levitate, shatter, whispering wind
  1st - alarm, bomber’s eye, color spray (DC15),
  endure elements, hold portal, magic missile, resist
  mana
  0 (at will) - acid splash, arcane mark, daze (DC14),
  detect magic, mending, ray of frost
  Skills Appraise +12 (+16 w/mana crystal), Bluff +7,
  Craft: Masonry +14, Diplomacy +7, Disable Device
  +11, Knowledge: Arcana +15, Knowledge:
  Manasphere +15, Linguistics +15, Perception +13,
  Profession: Professor +11, Spellcraft +15, Stealth +12,
  Use Magical Device +10
  Languages Calvish, Tradespeech, Juten, Alterian,
  Veri’urk, Giant
  SQ Mana Resistance, Discovery (Acid Bomb, Smoke
  Bomb, Extend Potion), Clockwork Golem (Upgrade I -
  Wand)
  Combat Gear masterwork silver dagger, wand of
  magic missiles (CL 9, 27 charges), potion of cure
  serious wounds (3d8+11), 1 flask of acid
  Other Gear backpack, bedroll, flint & steel,
  hourglass, small steel mirror, inkpen, 2 vials of ink,
  belt pouch, 2 days rations, signal whistle, waterskin,
  spellbook, ring of air elemental command, ring of
  major acid resistance, rod of metal & mineral
  detection, staff of passage (CL 14, 14 charges), bag of
  holding (Type II), belt of armor +3, decanter of endless
  water, wand of fly (CL 11, 8 charges), wand of find
  traps (CL 11, 20 charges), robe of useful items; 18 cp,
  43 sp, 80 gp, 25 pp
  pfrpg
  Female Technician 14
    Tactics
  During Combat Lolla will do whatever she can to
  stay out of melee combat. Her favorite tactic is to
  soften up targets with her spells, most notably slow
  and confusion, while her golem protects her.
    Statistics
  Str-1 Dex+2 Con+3 Int+4 Wis+0 Cha+0
  Base Atk +9; CMB +7; CMD 19
  Feats Combat Casting, Dodge, Iron Will, Spell
  Penetration, Craft Wand, Empower Spell, Quicken
   
  Spell, Throw Anything
  Lolla was a promising student, and quickly
  rose in the ranks of her School. Despite her ample
  intelligence, she struggled to write her master's
  thesis, and eventually succumbed to temptation.
  She stole her roommate's research notes and
  framed her for the theft of School property. She
  turned in her thesis and attained the rank of Master.
  Years later, and racked with guilt, she has left Sparks
  on a sabbatical to find her old roommate and try and
  atone for what she did.
  Her only clue to her old friend’s whereabouts
  is a hastily scribbled note left all those years ago
  when she was forced to flee the city. The note went
  on to say how she suspected someone of setting her
  up, and she was going to enlist the help of her
  brother who was a Master in the School of Law
  Keeping and Protection in Jutan’s capital city of
  Orinfjord.
  Lolla caught the first airship shuttle headed
  west. Now, newly arrived in Jutan, she hopes she can
  find her old friend after all these years, tell her face to
  face what she did to her, and hope she can forgive
  her.
  
  102
  Apprentice Xora vas Triskun of
  Merchantile & Travel
  CR 3
  Small Humanoid (Calvoid)
  XP 800
  LN
  Darkvision, industrious, magically attuned, crystal
  quality control
  Init +2; Senses Darkvision 60 ft.; Perception +7
    Defense
  AC 13, touch 13, flat-footed 11 (ring, dex)
  HP 35 (4d8+12)
  Fort +7 Ref +6 Will +4; (+9 Fort vs poison)
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
    Offense
  Speed 20 ft.
  Melee +1 dagger +5 (1d4+1, 19-20/x2)
  Ranged bomb +6 (2d6+4 fire damage) 8/day or
  light crossbow +6 (1d8, 19-20/x2)
  Alchemist Extracts Prepared (CL 4)
  2nd - invisibility, restoration (lesser)
  1st - cure light wounds (1d8+4), enlarge person,
  identify, endure elements
  Combat Gear +1 dagger, light crossbow, 10 bolts,
  potion of cure light wounds (1d8+4), medium rune
  crystal of cat’s grace (CL 9)
  Other Gear bedroll, winter blanket, scroll case,
  small steel mirror, belt pouch, waterskin, alchemist
  lab, thieves’ tools, school vestments, formula book,
  ring of protection +1, dust of disappearance,
  elemental gem (earth), slippers of spider climbing; 14
  cp, 11 sp, 8 gp, 1 pp
   
  Xora recently obtained the rank of Apprentice
  in her School. She was placed with a small caravan led
  by the infamous Master Orvid vor Lobtell, and made
  his personal clerk and secretary.
   
  Master Orvid’s caravan runs from Kragum to
  Orinfjord, with stops in various Alterian cities and
  towns along the way. The caravan sells specialized
  tools and gadgets used in blacksmithing and metal
  working. The tools are highly sought after, and very
  expensive. In the six weeks she has been assigned to
  the caravan, they have been attacked no less than
  eight times by brigands and monsters alike.
   
  Xora’s duties include keeping a detailed
  record of sales for Master Orvid, as well as preparing
  his meals and making sure his personal belongings
  are securely stowed in the wagon.
   
  Xora loves her job and takes Master Orvid’s
  constant criticism and japes with an open mind. She
  knows that below his crusty exterior is a kind heart,
  and someone who can teach her a lot about life and
  proper caravan management.
  pfrpg
  Female Alchemist 4
    Tactics
  Before Combat If Xora is expecting combat, she
  will often create a drink a mutagen (augmenting
  her dexterity) and use her slippers of spider
  climbing to hang somewhere her target is not
  expecting her to be.
  During Combat Xora will throw bombs at any
  target she feels is the most threatening. She will
  drop her elemental gem (earth) and run if the odds
  get out of her favor. She will only do this if she is
  alone. She would never abandon her caravan.
    Statistics
  Str+0 Dex+2 Con+3 Int+4 Wis+1 Cha+2
  Base Atk +3; CMB +2; CMD 14
  Feats Brew Potion, Iron Will, Craft Wondrous Item,
  Throw Anything
  Skills Appraise +10 (+14 w/mana crystal), Craft:
  Alchemy +14, Disable Device +8, Heal +8,
  Knowledge: Arcana +10, Knowledge: Nature +10,
  Perception +7, Profession: Clerk +8, Slight of Hand
  +8, Spellcraft +10, Stealth +6, Survival +5, Use
  Magical Device +6
  Languages Calvish, Tradespeech, Juten, Avar’urk,
  Alterian, Zava
  SQ Alchemy, Mutagen, Discovery (Acid Bomb,
  Smoke Bomb), Poison Use, Swift Alchemy
  
  103
  Armin Yacobe
  Male Shadowgiest 1
  CR ½
  Medium Humanoid (Drampyr)
  XP 200
  N
  Darkvision, magically attuned, shadow affinity,
  sustenance hunger, sunlight sensitivity
  Init +4; Senses Darkvision 90 ft.; Perception +5
    Defense
  AC 19, touch 15, flat-footed 15 (chain shirt, feat,
  dex)
  HP 9 (1d8+1)
  Fort +1 Ref +8 Will +2; +2 vs magical spells and
  effects
  Defensive Immunities Sleep, charm
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned, -1 to all rolls in
  direct sunlight
  Combat Gear mana infused shortsword (simple
  slot: cabochon cut crystal of frost), dagger, hand
  crossbow, 10 bolts, 2 bolts of unerring weapon
  Other Gear mana infused chain shirt w/armor
  spikes (simple slot: octagon cut crystal of stabilize),
  bedroll, flint & steel, small steel mirror, belt pouch,
  waterskin, whetstone, smoke stick, tindertwig; 2 cp, 1
  sp, 1 gp
  Armin Yacobe was born in the slums of
  Elmesk. He was sold by his mother to a fighting pit
  and raised to be a gladiator. His younger years were
  spent in servitude to his owner's champion, the
  famed Shadowknight.
  Armin learned what he could from the
  champion, and models his own fighting style after his
  idol. The Shadowknight fell in contest one year ago,
  leaving a void in Armin's heart and soul.
  He has since volunteered for every fight,
  though his owner has only put him in a select few.
  Armin is keen on proving his worth and hopes to earn
  the name, Shadowknight.
  pfrpg
    Offense
  Speed 30 ft.
  Melee mana infused shortsword +3 (1d6+3, 19-
  20/x2 +1 cold damage) or dagger +3 (1d4+3, 19-
  20/x2)
  Ranged hand crossbow +4 (1d4, 19-20/x2)
  Special Attacks Sneak Attack 1d6
    Tactics
  During Combat Armin will work in concert with
  his shadow minion while in combat. He will
  attempt to use his sneak attack at every
  opportunity.
    Statistics
  Str+3 Dex+4 Con+1 Int+1 Wis+1 Cha-1
  Base Atk +0; CMB +3; CMD 17
  Feats Dodge
  Skills Acrobatics +8, Climb +7, Knowledge: Local
  +5, Perception +5, Profession: Gladiator +5, Stealth
  +8 (+10 while in shadows)
  Languages Eltra’urk, Draz, Goblinoid
  SQ Eidolon, Life Link
  Str+2 Dex+2 Con+1 Int-2 Wis+0 Cha+0
  Base Atk +1; CMB +3; CMD 15
  HP 9 (1d8+1); AC 16; Speed 30 ft.
  Fort +3 Ref +3 Will +2
  Melee 2x claw +4 (1d4+2)
  Evolutions claws, limbs (arms), limbs (legs), reach (claw)
  Feats Dodge
  Skills Acrobatics +3
  Special 20% chance to be missed with melee and ranged
  weapons, ½ damage to corporal creatures
  Armin’s Shadow
  
  104
  Ingram Wackot
  NB Shadowgiest 14
  CR 13
  Medium Humanoid (Drampyr)
  XP 25,600
  NE
  Darkvision, magically attuned, shadow affinity,
  sustenance hunger, sunlight sensitivity
  Init +4; Senses Darkvision 90 ft.; Perception +11
    Defense
  AC 21, touch 16, flat-footed 16 (chain shirt, feat,
  dex)
  HP 101 (14d8+28)
  Fort +6 Ref +13 Will +9; +2 vs magical spells and
  effects
  Defensive Immunities Sleep, charm
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned, -1 to all rolls in
  direct sunlight
  Defensive Abilities Cold/15, evasion, improved
  uncanny dodge
  Use Magical Device +10
  Languages Eltra’urk, Draz, Necril
  SQ Eidolon, Life Link, Bonded Senses, Maker’s Call,
  Shadow Walk 3/day, Shield Ally, Aspect, Shadow
  Mastery
  Combat Gear +3 vermin bane shortsword, +1 hand
  crossbow, 10 bolts, 5 +1 bolts, 3 +2 bolts, flask of
  Alterian Fire, potion of cure serious wounds (3d8+15),
  medium rune crystal of reduce person
  Other Gear +2 chain shirt, ring of x-ray vision,
  boots of speed, elemental gem (water), elixir of
  swimming, gloves of arrow snaring, periapt of health,
  backpack, bag of caltrops, small steel mirror, belt
  pouch, 50 feet silk rope, waterskin, 3 tindertwigs,
  medium rune crystal of neutralize poison; 11 cp, 17
  sp, 20 gp, 8 pp
  Ingram Wackot grew up the servant of a
  powerful Coven in Eltra. He was trained to be an
  assassin, and plied his trade for many years at the
  behest of his masters.
  One job took him to the noble villa of a
  member of a rival Coven. The job went bad and
  Ingram barely survived the night. He fled Eltra instead
  of receiving punishment from his masters, certain
  death or worse, undead servitude.
  He has spent the past decade in Verigal,
  selling his talents to various mercenary companies
  and adventuring bands that would have him. For the
  last three years he has served as a lieutenant in the
  small mercenary band known as Franco's Free-
  Swords.
  He gives orders in a barely audible whisper,
  and his men have learned to read his body language
  enough to know his current mood.
  pfrpg
    Offense
  Speed 30 ft.
  Melee +3 vermin bane shortsword +17/+12
  (1d6+7, 19-20/x2)
  Ranged +1 hand crossbow +15/+10 (1d4+1, 19-
  20/x2)
  Special Attacks Sneak Attack 4d6
  Innate Spellcasting (CL 14)
  3/day - darkness
    Tactics
  Before Combat If Ingram anticipates combat, he
  will try and sculpt the battlefield to soot him. He
  does this by casting darkness at strategic areas. He
  will often instruct his shadow to hide within one of
  the areas to spring an ambush if necessary.
  During Combat Ingram will rely heavily on his
  hand crossbow, trying to position enemies for a
  successful ambush by his shadow minion. He will
  activate his boots of speed if he enters melee
  combat.
    Statistics
  Str+4 Dex+4 Con+2 Int+1 Wis+1 Cha+0
  Base Atk +10; CMB +14; CMD 28
  Feats Alertness, Deceitful, Dodge, Mobility, Wind
  Stance, Nimble Moves, Acrobatic Steps
  Skills Acrobatics +14, Bluff +9, Climb +14, Disguise
  +9, Escape Artist +12, Handle Animal +8,
  Knowledge: Arcana +9, Knowledge: Local +11,
  Perception +11, Ride +12, Sense Motive +10, Slight
  of Hand +12, Stealth +12 (+14 in shadows),
  Str+2 Dex+2 Con+1 Int-2 Wis+0 Cha+0
  Base Atk +; CMB +3; CMD 15
  HP 74 (12d8+14); AC 18; Speed 30 ft., Climb 30 ft.
  Fort +8 Ref +4 Will +7
  Melee 2x claw +14 (1d4+3 +1d6 Acid)
  Evolutions claws, limbs (arms), limbs (legs), climb,
  energy attack (acid)
  Feats Dodge, Mobility, Power Attack, Cleave, Nimble
  Moves
  Skills Acrobatics +5, Climb +5, Perception +2, Sense
  Motive +2, Stealth +5
  Special 20% chance to be missed with melee and ranged
  weapons, ½ damage to corporal creatures
  Ingram’s Shadow
  
  105
  Leon Tseng
  Male Fighter 8/Duelist 4
  CR 11
  Medium Humanoid (Drampyr)
  XP 12,800
  N
  Darkvision, magically attuned, shadow affinity,
  sustenance hunger, sunlight sensitivity
  Init +4; Senses Darkvision 90 ft.; Perception +10
    Defense
  AC 20, touch 16, flat-footed 14 (chain shirt, feat,
  dex)
  HP 99 (8d10+8 + 4d10+4)
  Fort +8 Ref +10 Will +4, with necklace of
  resistance - F+9, R+11, W+5; +2 vs magical spells
  and effects; +2 vs Fear
  Defensive Immunities Sleep, charm
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned, -1 to all rolls in
  direct sunlight
  Defensive Abilities Bravery +2, canny defense
  +2, improved reaction +2
  Combat Gear +3 mana infused rapier (advanced
  slot: oval cut crystal of voltage), tanglefoot bag,
  thunderstone, potion of cure serious wounds
  (3d8+12), potion of blink
  Other Gear chain shirt of improved fire resistance,
  minor rune crystal of Dex +3, boots of speed, necklace
  of resistance +1, ring of sustenance, bag of caltrops,
  signet ring, small steel mirror, belt pouch, tindertwig;
  16 sp, 20 gp, 8 pp
   
  Growing up the fourth son to the heir of the
  Tseng family, Leon learned early on that he would
  have to work for everything in his life. While his older
  brothers were being groomed in statecraft and noble
  relations, young Leon spent his time in fighting pits
  and arenas.
   
  He applied his love of dancing to his
  swordplay, and began to fight in the arenas when he
  came of age, under an assumed name. After a year,
  and thirty wins with less than a scratch to show for it,
  he “unmasked” himself for all to see.
   
  His notoriety grew ten-fold that day, however,
  his family was not pleased. His father, who gave Leon
  little attention before, was very angry at his son for
  choosing the life of a performer, even one who was
  as deadly with a single blade as Leon.
   
  He forbid Leon from entering the area again,
  and in a now characteristic display of defiance, Leon
  left Elmesk and his family behind for good. He
  traveled in Eltra for a few years, trading on his family
  name when he could for food and lodging. His fame
  from the arenas would follow him as well, and he
  soon found himself inundated with offers from other
  noble houses and wealthy merchants to join their
  households as a weapon master and bodyguard.
   
  Not wanting to stay in Eltra for fear of his
  father’s growing influence, he instead left for Verigal,
  and the city-state of Seiase where Drampyr were a
  still uncommon sight, but not one in which instantly
  brought the authorities.
   
  He has enjoyed a somewhat easy life as the
  personal bodyguard to Lady Maria Alonzo de Seiase, a
  council member and wealthy merchant princess.
  pfrpg
    Offense
  Speed 30 ft.
  Melee +3 mana infused rapier +19/+13 (1d6+6, 18-
  20/x2 +2 electrical damage)
  Special Attacks Precise strike +4, weapons
  training I (blades +1)
    Tactics
  During Combat Leon will seek to pick off weaker
  targets first, and quickly. He will drink his potion of
  blink if he fears he will be surrounded.
    Statistics
  Str+2 Dex+4 Con+1 Int+1 Wis+1 Cha+1
  Base Atk +11; CMB +13; CMD 27
  Feats Acrobatic, Combat Expertise, Mobility,
  Spring Attack, Dodge, Quick Draw, Dazzling Display,
  Strike Back, Vital Strike, Weapon Finesse,
  Devastating Strike
  Skills Acrobatics +10, Climb +10, Intimidate +9,
  Perception +10, Perform: Dance +10, Profession:
  Bodyguard +9, Ride +12, Sense Motive +12, Survival
  +6, Swim +7, Stealth +6 (+8 in shadows)
  Languages Eltra’urk, Draz, Veri’urk
  SQ Armor Training 2, Enhanced Mobility, Grace
  
  106
  Corbin Caal
  Male Blade Dancer 1
  CR ½
  Medium Humanoid (Vampyr)
  XP 200
  CE
  Darkvision, magically attuned, ever alert,
  sustenance hunger
  Init +2; Senses Darkvision 90 ft.; Perception +3
    Defense
  AC 17, touch 12, flat-footed 15 (scale mail, dex)
  HP 9 (1d8+1)
  Fort +1 Ref +3 Will +1; (+2 vs magical spells and
  effects)
  Defensive Immunities Sleep, spells that destroy
  or trap the soul
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
  Combat Gear trident, dagger, hand crossbow, 15
  bolts, thunderstone
  Other Gear scale mail, backpack, winter blanket,
  flint & steel, 10 feet of chain, manacles, belt pouch,
  signet ring, whetstone; 4 cp, 8 sp, 2 sp
  Born in the slums
  of Eltra-Menco, young
  Corbin survived through
  the apparent kindness
  of a local gang leader
  named Beatrix the
  Twice Damned. Beatrix
  made sure Corbin had
  blood to survive and
  taught him how to handle
  himself in dangerous
  situations.
   
  Now a young
  man, Corbin works
  for his adopted
  mother as a debt
  collector and leg breaker. He has recently branched
  out into burglary, and now splits his time between
  the taverns and flophouses in the slums and prowling
  the roof top villas of the city’s nobility.
   
  He is toying with the idea of running away
  from Beatrix and her gang, though he has no idea
  where he would go or what he would do.
  pfrpg
    Offense
  Speed 35 ft. (25 ft. while in armor)
  Melee trident +2 (1d8+1/x3) or dagger +2 (1d4+1,
  19-20/x2) or while duel wielding: trident +0 and
  dagger +0
  Ranged hand crossbow +3 (1d4, 19-20/x2)
  Special Attacks Weapons training (piercing +1)
    Tactics
  During Combat Corbin will throw his
  thunderstone in the middle of a group of three or
  more creatures in an attempt to disorient them. He
  otherwise prefers to duel wield while fighting,
  keeping targets at bay with his trident and finishing
  up close with his dagger.
    Statistics
  Str+0 Dex+2 Con+1 Int+3 Wis+1 Cha+3
  Base Atk +1; CMB +4; CMD 13
  Feats Fleet, Two-Weapon Fighting
  Skills Acrobatics +6, Bluff +7, Diplomacy +7,
  Intimidate +7, Perception +3,Ride +6, Sense Motive
  +5, Stealth +6
  Languages Eltra’urk, Tradespeech, Veri’urk, Zualo,
  Infernal
  SQ Armor Training I
  
  107
  Selena Hywish
  Female Wizard (Enchanter) 12
  CR 11
  Medium Humanoid (Vampyr)
  XP 12,800
  CE
  Darkvision, magically attuned, ever alert,
  sustenance hunger
  Init +2; Senses Darkvision 90 ft.; Perception +10
    Defense
  AC 13, touch 13, flat-footed 10 (feat, dex)
  HP 51 (12d6+12)
  Fort +5 Ref +6 Will +12; (+2 vs magical spells
  and effects)
  Defensive Immunities Sleep, spells that destroy
  or trap the soul
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
  Feats Scribe Scroll, Dodge, Iron Will, Spell Focus
  (Enchantment), Greater Spell Focus, Spell
  Penetration, Silent Spell, Craft Wand, Brew Potion
  Skills Appraise +16, Craft: Woodworking +13,
  Diplomacy +13, Fly +11, Knowledge: Arcana +15,
  Knowledge: Manasphere +15, Knowledge: Nobility
  +12, Knowledge: The Planes +13, Perception +10,
  Sense Motive +8, Spellcraft +13, Ride +8
  Languages Eltra’urk, Veri’urk, Tradespeech,
  Goblinoid, Giant, Infernal
  SQ Enchanting Smile, Aura of Despair 12 rounds/day
  Combat Gear +2 dagger, staff of enchantment (CL
  15, 37 charges), medium rune crystal of daze monster
  (CL 11), wand of charm person (CL 8, 18 charges),
  potion of cure serious wounds (3d8+12), 2 flasks of
  acid
  Other Gear scroll case, spellbook, belt pouch,
  nobles outfit, bag of holding (Type I), ring of shielding
  (56 points), cloak of etherealness, periapt of proof
  against poison, robe of elemental body (air); 42 sp,
  180 gp, 48 pp
   
  Selena was born into the Hywish family,
  though she was not considered to be part of the
  family. Her mother was a lady-in-waiting for the aging
  head of the family, an Eltra vampire lord. She was
  seduced by her mistresses' second son, a dandy and
  fop who routinely disappointed the family.
   
  Shortly after Selena was born, her mother was
  killed and her father was sent off to the city of Eltra-
  Menco to look after Hywish family dealings there. The
  baby was raised by her grandmother, though not
  officially considered a blood relation until she came of
  age and showed promise in the wizardly arts.
   
   She was sent to apprentice with the family’s
  wizards who instructed her in the arcane arts and
  taught her the power of the Manasphere. Selena
  showed great promise in the application of
  enchantment magics to enspell minds and stoke
  emotions.
   
  Her grandmother made her the official family
  ambassador to the Eltra-Menco city council. It was a
  position that gave her authority over her own father.
  She has excelled in this role, and is instrumental in
  keeping the shaky alliance of Vergal and Eltrabi
  together in that city.
  pfrpg
    Offense
  Speed 30 ft.
  Melee +2 dagger +8/+3 (1d4+2, 19-20/x2)
  Special Attacks Dazing touch
  Enchanter Spells Prepared (CL 12;
  Concentration +16)
  6th - mass suggestion (DC22), repulsion (DC22)
  5th - dominate person (DC21), feeblemind, magic jar
  4th - confusion (DC20), crushing despair (DC20),
  locate creature, stoneskin
  3rd - arcane sight, dispel magic, hold person (DC17),
  halt undead, suggestion (DC19)
  2nd - arcane lock, locate object, deep slumber
  (DC18), daze monster (DC18), blur
  1st - alarm, detect undead, charm person (DC17),
  color spray, cause fear (DC17)
  0 (at will) - detect magic, detect poison, ghost
  sound, mending
  Opposition Schools Conjuring, Evocation
    Tactics
  During Combat Selena will enjoy the safety of
  being surrounded by her charmed slaves while in a
  combat situation. She will make use of her staff of
  enchantment and wand of charm person liberally to
  turn her attackers against their own allies.
    Statistics
  Str+0 Dex+2 Con+1 Int+4 Wis+2 Cha+3
  Base Atk +6; CMB +6; CMD 18
  
  108
  Selene Kyzer
  NB Blade Dancer 14
  CR 13
  Medium Humanoid (Vampyr)
  XP 25,600
  CN
  Darkvision, magically attuned, ever alert,
  sustenance hunger
  Init +4; Senses Darkvision 90 ft.; Perception +8
    Defense
  AC 19, touch 15, flat-footed 15 (mithril shirt, dex)
  HP 101 (14d8+28)
  Fort +6 Ref +12 Will +5; (+2 vs magical spells
  and effects, +3 vs Fear)
  Defensive Immunities Sleep, spells that destroy
  or trap the soul
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
  Defensive Abilities Evasion, bravery +3
  Ride +14, Slight of Hand +11, Stealth +11, Survival +8
  Languages Eltra’urk, Tradespeech, Veri’urk, Alterian,
  Goblinoid
  SQ Armor Training 4, Blade Dancer Talent (Assault
  Leader, Expert Leaper, Positioning Attack, Stand Up),
  Maneuvering Mastery 3/day, Two-Weapon Fighter,
  True Duel Wield
  Combat Gear +2 flaming burst longsword, +1
  dagger of venom, +2 light crossbow, 10 bolts, 8 +1
  bolts, 2 +2 bolts, flask of acid, potion of cure serious
  wounds (3d8+15)
  Other Gear mithril shirt, ring of blinking, amulet
  of proof against detection & location, cloak of the
  manta ray, crown of minor blasting, figurine of
  wondrous power (silver raven), backpack, bedroll, flint
  & steel, belt pouch, signet ring, 3 tindertwigs, disguise
  kit, minor rune crystal of Constitution +3; 12 cp, 18 sp,
  14 gp, 8 pp
   
  Selene is the sixth daughter of Lord Hibrr
  Kyzer. She was always a bookish child, and her father
  made sure she had every bit of knowledge she
  craved. Selene would lose herself in ancient Urk epics
  of great warriors and powerful spellcasters.
   
  She split her time between reading worn
  scrolls and dusty tomes and learning the deadly art of
  two weapon fighting from her House’s Weapons
  Master. A quick study, she excelled in the rigorous
  training exercises her tutors gave her, and was
  defeating much older opponents in duels both in and
  out of the fighting pits.
   
  With the blessing of her father, Selene lead an
  expedition to the Southern Continent, and the ruins
  of Urk. There, she planned on finding evidence of her
  House’s ancient pedigree, something that would help
  her father obtain a higher standing in the Eltra Royal
  Court.
   
  Three years have passed, and the only thing
  Selene has manage to do is get her guides and
  retainers killed and get herself lost in the unforgiving
  desert. Selene was rescued from the clutches of a pair
  of Vrocks by a Gnoll war band. She was taken back to
  their town and presented to their masters, a trio of
  extraplanar travelers who were stranded on Shin’ar
  decades ago.
   
  A deal was reached, and Selene now works as
  their agent in the desert, in exchange, they provide
  her with Gnolls and supplies to further her
  explorations.
  pfrpg
    Offense
  Speed 30 ft.
  Melee +2 flaming burst longsword +20/+16/+9
  (1d8+5, 17-20/x2) or +1 dagger of venom
  +20/+14/+8 (1d4+3, 19-20/x2) or while duel
  wielding: Selene suffers no penalty for duel
  wielding with regular attacks
  Ranged +2 light crossbow +20/+15/+9 (1d8+2, 19-
  20/x2)
  Special Attacks Weapon training (slashing,
  piercing)
    Tactics
  During Combat Selene will activate her ring of
  blinking and boots of teleportation to quickly move
  around the battlefield, keeping her opponents on
  edge. She will activate her cloak of the manta ray if
  she is near a body of water and wishes to escape
  quickly.
    Statistics
  Str+1 Dex+4 Con+2 Int+3 Wis+1 Cha+3
  Base Atk +14; CMB +18; CMD 29 (31 vs disarm
  and sunder attacks)
  Feats Two-Weapon Fighting, Acrobatic, Combat
  Reflexes, Deadly Aim, Lunge, Improved Critical:
  Longsword, Weapon Finesse, Weapon Focus:
  Longsword, Catch Off Guard, Agile Maneuvers
  Skills Acrobatics +16, Bluff +13, Climb +11,
  Disguise +13, Diplomacy +13, Escape Artist +14, Fly
  +10, Intimidate +13, Knowledge: Local +13,
  Linguistics +10, Perception +8, Perform: Dance +10,
  
  109
  Baylee Ackermen
  Female Paragon 14
  CR 13
  Small Humanoid (Frode)
  XP 25,600
  CG
  Augmented healing, augmented breathing, agile
  swimmer, pious life
  Init +11; Senses Perception +12
    Defense
  AC 19, touch 15, flat-footed 15 (scale mail, dex,
  size)
  HP 101 (14d8+28)
  Fort +9 Ref +11 Will +11; with torc of resistance
  - F+11, R+13, W+13; +2 vs Enchantment spells
  Defensive Immunities Poison, disease
  Combat Gear +1 heavy mace of disruption, +1 holy
  light crossbow, 8 bolts, 3 bolts +1, 2 +3 bolts, 2 flasks
  of holy water, medium rune crystal of cure serious
  wounds (3d8+12), tanglefoot bag
  Other Gear backpack, 2 candles, flint & steel,
  bullseye lantern, 3 flasks of oil, belt pouch, 4 days
  rations, 3 torches, waterskin, 2 tindertwigs, 2
  sunrods, ring of counterspells (lightning bolt), bag of
  tricks (gray), amulet of shielding (23 points), elixir of
  major fire resistance, torc of resistance +2, potion of
  bloodhound, minor rune crystal of Strength +3; 4 cp, 6
  sp, 8 gp, 1 pp
  Baylee Ackermen was born into a wealthy
  family. Her father and uncle run the Ackermen spice
  empire, one that oversees the cultivation and
  distribution of nearly half the spice crops in the
  Kingdom of the Flooded Forest. She was tapped for
  Special Services by the Fro'kellan Church early on, but
  thanks to her family connections, she was passed
  over and allowed to go home with her family from
  the spawning pools.
  Baylee grew up in luxury, but from an early
  age, she spent most of her time in the less fortunate
  sections of the capital. She befriended a group of
  youths who ran errands for an old one eyed street
  person. They were given protection and training by
  the old Frode, and the section of slums they lived in
  was clean and well kept.
  One Eye saw something in Baylee, and began
  to teach her his unorthodox ways. Soon she outpaced
  his older pupils, but it was not enough to save him
  from assassination. She caught a glimpse of her
  master's killer, an albino Meek'ah, who addressed
  One Eye as "Arthur".
  She continued to train, and took the younger
  street urchins under her protection. She moved them,
  temporarily, into her family compound, but the
  presence of the “street people” was beginning to
  bring shame to her family in the eyes of their peers.
  Baylee, unconcerned with such things but
  understanding her family’s role in society, purchased
  a modest town house near the area old One Eye lived
  and protected. There, she opened up a school for
  impoverished youths where she teaches her master's
  philosophy and training. She has never forgotten her
  master's killer and is known to pay large sums for any
  information on who "Arthur" really was, and his
  connection to his killer.
  pfrpg
    Offense
  Speed 20 ft. (15 ft. while in armor)
  Melee +1 heavy mace of disruption +11/+6
  (1d6+1/x2)
  Ranged +1 holy light crossbow +15/+10 (1d6+1,
  19-20/x2)
  Special Attacks Judgement 3/day, stunning fist
  (fatigue, sickened), positive energy blast 4d6 2/day,
  bane
    Tactics
  During Combat Baylee fights defensively, and
  generally waits for her attacker to make the first
  move. When engaged in melee, she fights with a
  flurry of attacks and she will attempt to paralyze
  weaker foes with her stunning fist rather than kill
  them.
    Statistics
  Str+0 Dex+4 Con+2 Int+1 Wis+3 Cha+2
  Base Atk +10; CMB +13; CMD 27
  Feats Combat Reflexes, Improved Grapple,
  Improved Trip, Blind-Fight, Stand Still, Critical
  Focus, Improved Initiative, Lunge, Nimble Moves,
  Vital Strike
  Skills Climb +11, Craft: Leatherworking +10,
  Escape Artist +13, Heal +12, Intimidate +18,
  Knowledge: History +11, Knowledge: Religion +11,
  Perception +12, Sense Motive +19, Stealth +17,
  Swim +11
  Languages Froak, Meech, Tradespeech
  SQ Undead Lore, Stern Gaze, Cunning Initiative,
  Maneuver Training, High Jump
  
  110
  Chelsea Cantrel
  Female Cleric 4
  CR 3
  Small Humanoid (Frode)
  XP 800
  NG
  Augmented healing, augmented breathing, agile
  swimmer, pious life
  Init +3; Senses Perception +3
    Defense
  AC 20, touch 13, flat-footed 17 (chain mail, dex,
  shield, size)
  HP 31 (4d8+8)
  Fort +7 Ref +5 Will +8
  Combat Gear light mace, light crossbow, 15 bolts,
  2 +1 bolts, 4 silver bolts, potion of cure light wounds
  (1d8+4), scroll of weapon of awe, 2 flasks of holy
  water
  Other Gear chain mail, small wooden shield,
  backpack, bedroll, scroll case, flint & steel, inkpen, 2
  vials of ink, 2 flasks of oil, belt pouch, 3 days rations, 5
  torches, sunrod, 3 tindertwigs, healer’s kit, silver holy
  symbol (Fro’kella), wand of cure light wounds (CL 9,
  18 charges), feather token: tree, horn of fog,
  elemental gem (water), scroll of bless; 14 cp, 8 sp, 4
  gp
   
  Chelsea grew up in one of the numerous
  border towns in the Flooded Forest. Her mother was
  a cleric and her father a local militia captain, they
  both taught Chelsea the importance of vigilance and
  the protection of the Frode people.
   
  Though she grew up with love and affection,
  she longed to see the world she heard so many
  stories about, and Chelsea left the Flooded Forest as
  soon as she could.
   
  She traveled with a caravan run by a family
  friend for two seasons, making trips to Siimas and
  Mumbay. She met a group of adventurers in Mumbay
  who were headed to Alteria in an attempt to form a
  Talon, an adventuring group sponsored by the great
  bronze dragon, Acri the Bronze.
   
  Chelsea and her Talon, known as the Bold
  Blades, traveled throughout the Empire, mostly
  taking contracts as caravan guards and clearing out
  pockets of Goblin rebels.
   
  The Bold Blades have since moved further
  north, into Jutan, and have participated in three
  seasons of the Thing with moderate success.
   
  Chelsea is considering staying in Jutan and
  possibly building a small shrine to Fro’kella where she
  can enjoy an easy life dedicated to her goddess and
  the betterment of the surrounding commoners.
  pfrpg
    Offense
  Speed 20 ft. (15 ft. while in armor)
  Melee light mace +4 (1d4-1/x2)
  Ranged light crossbow +7 (1d6, 19-20/x2)
  Special Attacks Channel positive energy 2d6
  6/day
  Domain Spell-like Abilities (CL 4; Concentration
  +7)
  6/day - touch of good, resistant touch
  Cleric Spells Prepared (CL 4; Concentration +7)
  2nd - delay poison, hold person, cure moderate
  wounds (2d8+4), *align weapon (good)
  1st - bless, cure light wounds (1d8+4), entropic
  shield, remove fear, *sanctuary
  0 (at will) - spark, light, stabilize, mending
  *Domain Spell
  Domains Good, Protection
    Tactics
  Before Combat If combat cannot be avoided,
  Chelsea will cast bless and entropic shield on
  herself before entering melee.
  During Combat Chelsea will try and stay out of
  the way of her larger allies. She will use her wand
  of cure light wounds, spells, and light crossbow as
  much as possible.
    Statistics
  Str-1 Dex+3 Con+2 Int+1 Wis+3 Cha+1
  Base Atk +3; CMB +1; CMD 15
  Feats Extra Channel, Scribe Scroll
  Skills Diplomacy +7, Heal +7, Knowledge: Religion
  +7, Knowledge: History +6, Sense Motive +7,
  Spellcraft +5, Stealth +7, Swim +5
  Languages Froak, Meech, Tradespeech
  SQ Aura (Good)
  
  111
  Holden Baxter
  Male Paragon 1
  CR ½
  Small Humanoid (Frode)
  XP 200
  LG
  Augmented healing, augmented breathing, agile
  swimmer, pious life
  Init +3; Senses Perception +7
    Defense
  AC 19, touch 14, flat-footed 17 (chain mail, dex,
  size)
  HP 9 (1d8+1)
  Fort +1 Ref +3 Will +5
  Combat Gear morningstar, silver sickle, shortbow,
  20 arrows, potion of cure light wounds (1d8+3), flask
  of holy water
  Other Gear chain mail, backpack, bedroll, flint &
  steel, grappling hook, 2 flasks of oil, belt pouch, 4
  days rations, 4 torches, waterskin, sunrod, tindertwig;
  2 cp, 4 sp, 2 gp
  Holden was barely out of the spawning pools
  when he was tapped for Special Services, the branch
  of the Fro'kellan Church that deals with heretics and
  apostates. He trained under the famed Ser Allen the
  Twice Shining and was instrumental in rooting out a
  small sect of Krozan worshipers in a village at the
  kingdom's edge. Holden’s intelligence and quick
  thinking saved not only his life, but the lives of
  numerous villagers.
  He is stationed near that village in an Army
  watchtower where he relishes in his sworn duty, and
  annoys the soldiers stationed there with his overly
  pious beliefs. He visits the village every day and
  assists the aged priest in his daily rituals.
  pfrpg
    Offense
  Speed 20 ft. (15 ft. while in armor)
  Melee morningstar +1 (1d6/x2) or silver sickle +1
  (1d4/x2)
  Ranged shortbow +4 (1d4/x3)
  Special Attacks Judgement 1/day
    Tactics
  During Combat Holden will attempt to protect
  any innocents first, and when none are about, he
  will stay close to any spellcasting ally. If pressed
  into melee combat, he will focus on eliminating the
  weakest target first.
    Statistics
  Str+0 Dex+3 Con+1 Int+1 Wis+3 Cha+1
  Base Atk +0; CMB -1; CMD 12
  Feats Self Sufficient
  Skills Climb +4, Heal +9, Intimidate +5,
  Knowledge: Religion +5, Perception +7, Stealth +11,
  Sense Motive +7, Swim +4, Survival +5
  Languages Froak, Meech, Veri’urk
  SQ Undead Lore
  
  112
  Lokhagos Musa Gavrilov
  Female Cavalier 2/Sorcerer 2
  CR 3
  Medium Humanoid (Human-Estanyan)
  XP 800
  CG
  Mounted lifestyle, weapon familiarity (shortbow,
  sling, bola)
  Init +1; Senses Perception +5
    Defense
  AC 17, touch 11, flat-footed 16 (linothorax, dex)
  HP 27 (2d10+2d6+4)
  Fort +4 Ref +1 Will +4; with boots of fortitude:
  F+5
    Offense
  Speed 30 ft.
  Melee masterwork mana infused sagaris +6
  (1d6+2/x2 +2 points of frost damage) or claws +5
  (1d4+2/x2)
  Ranged +2 shortbow +5 (1d6+2/x3)
  Special Attacks Challenge 1/day
  Sorcerer Spells Known (CL 2, Concentration
  +4), arcane spell failure 15% (linothorax armor)
  1st (4/day) - ventriloquism, chill touch (DC13, +1
  cold damage)
  0 (at will) - acid splash, ray of frost (+1 cold
  damage), mage hand
  Bloodline Draconic (Silver)
  Combat Gear masterwork mana infused sagaris
  (advanced slot: pear cut crystal of frost), +2 shortbow,
  10 arrows, 10 +1 arrows, 4 +2 arrows, arrow of
  human slaying, potion of cure light wounds (1d8+5),
  tanglefoot bag, 2 flasks of Alterian fire
  Other Gear +1 linothorax, backpack, bedroll, map
  case, flint & steel, hourglass, hooded lantern, small
  steel mirror, 4 flasks of oil, belt pouch, 6 days rations,
  50 feet of silk rope, signal whistle, 8 torches,
  waterskin, minor rune crystal of Dexterity +2, ring of
  minor mana resistance, boots of fortitude +1, periapt
  of health, wand of magic missiles (CL 9, 9 charges); 11
  cp, 16 sp, 22 gp, 3 pp
   
  Musa grew up in the slums of Cashan. She was
  orphaned early as a child, which forced her to run
  with a tough crowd just to survive. After six weeks of
  stealing bread and coin she was arrested and sent to
  a juvenile detention facility.
   
  While serving a light sentence for petty theft,
  she first started to notice the changes going on with
  her body. Her eyes changed from a dull brown color
  to icy blue, and her skin began to take on a silver
  sheen. When she accidentally shot a ray of frost at
  another inmate, she was taken to the warden and
  given a choice. She could serve out her sentence and
  go back to the slums or join an Alterian Legion.
   
  She choose the Legion and was quickly placed
  with a Scout unit. Her training saw her come into her
  sorcerous powers, but she also found out she had a
  special affinity for horses, and requested to train with
  the Legion’s mounted units.
   
  Three years after joining the Legion saw her
  elevated to Lokhagos (Captain) of her own scouting
  squad. Older soldiers and officers bristled under her
  young leadership, but respected her promotion for
  what it was. She has yet to completely earn their
  trust, but she is protective of her troops, and she
  does the best to see that their needs are taken care
  of.
  pfrpg
    Tactics
  During Combat Musa will try and stay mounted
  as much as possible, shooting her shortbow and
  casting spells to help the troops under her
  command.
    Statistics
  Str+2 Dex+1 Con+1 Int+1 Wis+1 Cha+2
  Base Atk +3; CMB +5; CMD 17
  Feats Point Blank Shot, Precise Shot, Lookout,
  Eschew Materials, Weapon Focus (Shortbow)
  Skills Bluff +7, Climb +7, Handle Animal +7,
  Intimidate +6, Knowledge: Arcana +6, Profession:
  Soldier +6, Ride +8, Sense Motive +6, Swim +6,
  Perception +5, Spellcraft +6
  Languages Estan, Alterian, Draconic
  SQ Mount, Order of the Dragon, Aid Allies,
  Tactician, Bloodline Arcana
  
  113
  Renata Bragin
  Female Horselord 1
  CR ½
  Medium Humanoid (Human-Estanyan)
  XP  200
  CN
  Mounted lifestyle, weapon familiarity (shortbow,
  sling, bola)
  Init +3; Senses Perception +0
    Defense
  AC 17, touch 13, flat-footed 14 (hide armor, dex)
  HP 13 (1d10+3)
  Fort +3 Ref +5 Will +0
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee kanjali +2 (1d6+1, 19-20/x2)
  Ranged masterwork shortbow +5 (1d6/x3)
    Tactics
  During Combat Renata will attempt to ride
  around her targets, keeping enough distance to
  stay out of melee range. She will use her shortbow
  with deadly efficiency.
    Statistics
  Str+1 Dex+3 Con+3 Int+1 Wis+0 Cha+2
  Base Atk +1; CMB +2; CMD 15
  Feats Endurance, Mounted Combat, Mounted
  Archery, Ride-by-Attack
  Skills Craft: Leatherworking +5, Handle Animal +6,
  Knowledge: Nature +5, Ride +9, Sense Motive +4,
  Survival +4
  Languages Estan, Alterian, Centaur
  SQ Mount
  Combat Gear kanjali, masterwork shortbow, 40
  arrows, medium rune crystal of cure light wounds
  (1d8+5)
  Other Gear hide armor, backpack, bedroll, 2 bells,
  2 candles, flint & steel, hooded lantern, 3 flasks of oil,
  iron pot, belt pouch, 10 days rations, 50 feet of hemp
  rope, sewing needle, 5 torches, waterskin,
  leatherworking tools, barding, bit & bridle, 5 days
  feed, pack saddle, saddlebag, ring of jumping; 13 cp,
  24 sp, 4 gp
  Renata was born in Cashan, but ran away from
  home as soon as she could. She joined a band of
  rebels who roam the plains defying the Alterian law
  to settle down. They barely keep ahead of the
  legions, and Renata has twice evaded capture by the
  skin of her teeth.
  She has been questioning her choice to join
  the rebels lately, and longs to leave Alteria all
  together and see the wider world. She is just waiting
  for the opportunity to leave without causing too
  much anguish to the friends she's come to know.
  This has been made all the more difficult with
  the band's leader becoming increasingly paranoid of a
  mole in their ranks.
  pfrpg
  
  114
  Rustam Tarilko
  Male Horselord 14
  CR 13
  Medium Humanoid (Human-Estanyan)
  XP 25,600
  CG
  Mounted lifestyle, weapon familiarity (shortbow,
  sling, bola)
  Init +3; Senses Perception +12
    Defense
  AC 21, touch 13, flat-footed 18 (adamantine
  breastplate, dex, buckler)
  HP 129 (14d10+28)
  Fort +9 Ref +12 Will +5
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee +3 frostbrand scimitar +19/+14/+9 (1d6+5,
  17-20/x2)
  Ranged +2 mana infused bolas +19/+14/+9
  (1d4+2, 18-20/x2 +2 points of frost damage) or +2
  shortbow +19/+14/+9 (1d6+2, 18-20/x3)
  Special Attacks Challenge 4/day, scream 2/day
    Tactics
  During Combat Rustam will attempt to use his
  ranged attacks as much as possible. When he is
  competing in “death matches”, his favorite tactic is
  using his bolas and iron bands of binding to take
  out other charioteers. He will use his belt of
  levitation to escape a potentially deadly crash.
    Statistics
  Str+2 Dex+3 Con+2 Int+1 Wis+1 Cha+3
  Base Atk +14; CMB +16; CMD 29
  Feats Mounted Combat, Mounted Archery,
  Athletics, Combat Reflexes, Deadly Aim, Ride-by-
  Attack, Trample, Point Blank Shot, Far Shot, Power
  Attack
  Skills Climb +12, Craft: Blacksmithing +9, Handle
  Animal +11, Heal +9, Intimidate +11, Knowledge:
  Geography +9, Perception +12, Ride +16, Sense
  Motive +11, Stealth +13, Survival +9, Swim +12
  Languages Estan, Alterian, Tradespeech
  SQ Mount, Track, Horselords’ Charge, Summon
  Mount, Pinpoint Accuracy, Wild Empathy, Swift
  Tracker, Mighty Charge
  Combat Gear +3 frostbrand scimitar, +2 mana
  infused bolas (advance slot: pear cut crystal of frost),
  +2 shortbow, 18 arrows, 3 +3 arrows, tanglefoot bag,
  medium rune crystal of cure serious wounds (3d8+15)
  Other Gear adamantine breastplate, +2 buckler
  shield, bag of caltrops, backpack, bedroll, crowbar,
  flint & steel, small steel mirror, belt pouch, 2 flasks of
  oil, 4 days rations, 50 feet of hemp rope, 4 torches, 2
  sunrods, 3 tindertwigs, masterwork chariot, military
  saddle, barding, saddlebag, potion of jumping, potion
  of neutralize poison, ring of major frost resistance,
  belt of levitation, gloves of storing, iron bands of
  binding, minor rune crystal of Dexterity +2; 14 cp, 18
  sp, 11 gp, 8 pp
  Rustam hails from Sprata and grew up in the
  shadow of that city's famous Hippodrome. Every
  chance he could get he would watch the races and
  soon became a regular in the stands. Before each
  race he would pray in the temple of Alo'staz that no
  racer would injure themselves too badly because he
  knew praying for no crashes was like praying for the
  sun not to rise.
  He took to rooting for the often underdog
  Yellow Team, also known as the Griffons. The Yellow
  Team manager noticed that every time Rustam was in
  the stands and cheering, his team would win. He soon
  took Rustam under his wing and trained him as a
  rider. Now Rustam is the Yellow Team captain, and
  has even won the title of Equinis on two separate
  occasions.
  His record for most consecutive races without
  an injury stands at 37 and some have come to call
  him The Blessed Thunder for the noise the crowds
  make when he enters a race.
  pfrpg
  
  115
  Harvni Tskmvar
  Female Cleric 6/Hospitaller 4
  CR 9
  Medium Humanoid (Human-Jute)
  XP 6,400
  NG
  Healthy living, skilled
  Init +5; Senses Perception +10
    Defense
  AC 25, touch 11, flat-footed 24 (banded mail,
  tower shield, dex)
  HP 61 (6d8+4d10+0)
  Fort +8 Ref +5 Will +12
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee +1 heavy mace +8 (1d8+2/x2)
  Ranged javelin +7 (1d6/x2)
  Special Attacks Drain stamina, channel positive
  energy 3d6, channel smite 3d6
  Domain Spell-like Abilities (CL 8, Concentration
  +16)
  5/day - touch of glory
  6 rounds/day - liberation
  Cleric Spells Prepared (CL 8, Concentration
  +16)
  4th - divine power, *freedom of movement, spiritual
  ally
  3rd - cure serious wounds (3d8+8), remove curse,
  sacred bond, *searing light (DC17)
  2nd - calm emotions, cure moderate wounds
  (2d8+8), lesser restoration, *remove paralysis,
  weapon of awe
  1st - bless, command (DC15), cure light wounds
  (1d8+5), obscuring mist, summon monster I, *shield
  of faith
  0 (at will) - create water, detect poison, light,
  stabilize
  *Domain Spells
  Domains Glory, Liberation
    Tactics
  Before Combat Harvni will bolster herself with
  divine power if she expects combat. She will also
  use spiritual ally and summon monster I so the
  summoned creatures can watch over her if she is
  expecting to treat a lot of wounded.
    Statistics
  Str+1 Dex+1 Con+0 Int+2 Wis+4 Cha+2
  Base Atk +6; CMB +7; CMD 19
  Feats Channel Smite, Combat Casting, Shield Focus,
  Covering Defense, Improved Initiative, Tower Shield
  Proficiency, Brew Potion
  Skills Appraise +8, Craft: Alchemy +10, Diplomacy
  +10, Heal +13, Knowledge: Religion +10, Knowledge:
  Arcana +8, Perception +10, Ride +7, Sense Motive
  +13, Spellcraft +10, Survival +10, Swim +7, Use
  Magical Device +8
  Languages Juten, Tradespeech, Meech, Calvish
  SQ Aura (Good), Soothing Word 4/day, Restore Body
  1/day, Radiant Shield 1/day
  Combat Gear +1 heavy mace, 4 javelins, 3 potions
  of cure moderate wounds (2d8+8), tanglefoot bag,
  flask of holy water
  Other Gear banded mail of luck, mana infused
  tower shield (advanced slot: round cut crystal of
  longstrider), flint & steel, 4 flasks of oil, belt pouch, 3
  days of rations, 3 torches, waterskin, 3 sunrods,
  tindertwig, healer’s kit, ring of delayed doom,
  catching cape, medium rune crystal of bear’s
  endurance (CL 8), minor etched rune crystal, potion of
  lesser restoration, potion of divine power; 10 cp, 8 sp,
  7 gp, 1 pp
   
  Harvni grew up in a small village at the foot of
  the Darkfrost Mountains. She joined the clergy of
  Marvela at an early age, and rose in the ranks of her
  local temple.
   
  The high priestess approached her to see if
  she wanted to join a contingent of the temple that
  accompanied the Jarl’s troops into battle. Harvni was
  overjoyed that she would be considered and threw
  herself into the rigorous training needed to uphold
  the position.
   
  She has so far seen many battles in the nearby
  Gorlan Hills rooting out Goblin bands and brigands
  alike. She is quiet and speaks seldom, though when
  she is angered, she screams like a banshee and woe
  to any man who peaks her ire.
  pfrpg
  
  116
  Knutt Arnison
  Male Anointed Knight 14
  CR 13
  Medium Humanoid (Human-Jute)
  XP 25,600
  LN
  Healthy living, skilled
  Init +1; Senses Perception +8
    Defense
  AC 25, touch 11, flat-footed 24 (banded mail, dex,
  shield)
  HP 127 (14d10+28)
  Fort +12 Ref +6 Will +7; +2 vs Fear
  Defensive Abilities Bravery +2
    Offense
  Speed 35 ft. (25 ft. while in armor)
  Melee +3 longsword +22/+16/+11 (1d8+7, 19-
  20/x2)
  Special Attacks Challenge 4/day, winter’s touch
  1/day
    Tactics
  Before Combat Knutt will blow his silver horn of
  Valhalla if he thinks he will be outnumbered.
  During Combat Knutt will activate his boots of
  striding & sprinting and move around the
  battlefield as much as he can. He will challenge the
  toughest creature in an attempt to keep its focus
  on him and not any weaker allies.
    Statistics
  Str+3 Dex+1 Con+2 Int+1 Wis+2 Cha+2
  Base Atk +14; CMB +17; CMD 28
  Feats Alertness, Blind-Fight, Combat Expertise,
  Improved Disarm, Improved Feint, Critical Focus,
  Enforcer, Weapon Focus: Longsword, Fleet,
  Bodyguard, Crippling Critical, Leadership
  Skills Bluff +9, Climb +10, Craft: Blacksmithing +8,
  Diplomacy +9, Knowledge: Religion +8, Handle
  Animal +9, Intimidate +9, Perception +8, Ride +8,
  Sense Motive +11, Survival +9, Stealth +5, Swim
  +10, Use Magical Device +6
  Languages Juten, Tradespeech, Ruskivan
  SQ Armor Training 2, Order of the Frozen Tear,
  Winter Conditioning, Banner, Demanding Challenge
  Combat Gear +3 longsword, tanglefoot bag,
  potion of cure serious wounds (3d8+11), elixir of fire
  breath
  Other Gear banded mail of luck, lion shield,
  backpack, bedroll, 2 candles, flint & steel, 3 flasks of
  oil, belt pouch, 4 days rations, 50 feet of silk rope, 4
  torches, waterskin, holy symbol (Welkor), 2 sunrods,
  vial of brighteye liquid, heavy armor insulation, potion
  of aid, medium rune crystal of dispel magic (CL 12),
  ring of water walking, boots of striding & springing,
  silver horn of Valhalla, pale blue ioun stone; 8 cp, 12
  sp, 17 gp, 2 pp
  Knutt grew up in a remote village nestled
  deep in the Darkfrost Mountains. When he was a boy
  the village was attacked by murderous savages, killing
  many, including his parents, before a trio of Anointed
  Knights happened upon the carnage.
  The knights drove off or killed the brutes, but
  not before losing one of their own in the melee. The
  remaining two knights took Knutt and three other
  boys with them back to Winterkeep, where the Order
  of the Frozen Tear is headquartered.
  Young Knutt showed great promise, and
  quickly rose in the ranks of the faithful. After twenty
  years of wandering the north in the service of his
  God, he has recently taken an airship flight to Sparks
  in search of a holy relic said to be somewhere on the
  Barren Islands.
  While Knutt enjoys the company of his fellow
  knights, he has gained a reputation as a loner, and
  has yet to take on a squire. He claims Welkor himself
  sent him a dream vision of his squire, and he will not
  accept someone until he finds them.
  pfrpg
  
  117
  Ulfrun Lorgren
  Female Anointed Knight 1
  CR ½
  Medium Humanoid (Human-Jute)
  XP  200
  NG
  Healthy living, skilled
  Init +1; Senses Perception +0
    Defense
  AC 17, touch 11, flat-footed 16 (scale mail, shield,
  dex)
  HP 11 (1d10+1)
  Fort +4 Ref +1 Will +5
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee longsword +4 (1d8+3, 19-20/x2) or dagger
  +4 (1d4+3, 19-20/x2)
  Ranged heavy crossbow +2 (1d10, 19-20/x2)
  Special Attacks Challenge 1/day
    Tactics
  During Combat Ulfrun will seek to protect any
  innocents or weaker allies during combat. She will
  shield spell casters and healers from harm.
    Statistics
  Str+3 Dex+1 Con+1 Int+0 Wis+2 Cha+3
  Base Atk +1; CMB +4; CMD 15
  Feats Iron Will, Improved Shield Bash
  Skills Knowledge: Religion +4, Sense Motive +6,
  Ride +5
  Languages Juten, Tradespeech
  SQ Order of the Merciful Mother
  Combat Gear longsword, dagger, heavy crossbow,
  10 bolts, potion of cure light wounds (1d8+5),
  tanglefoot bag
  Other Gear scale mail, light steel shield, flint &
  steel, belt pouch, 3 torches, 1 sunrod, waterskin; 4 cp,
  11 sp, 1gp
  Ulfrun was orphaned at a young age and spent
  the first five years of her life as a street urchin. She
  was found and taken to the Temple of the Trinity in
  Orinfjord where she was taken care of by the
  matronly priestesses of Dhalla. She showed
  exceptional martial promise early on, often scraping
  with other children who were much older than her
  and always in the defense of a younger child.
  When she came of age, she was given
  permission from the High Priestess to train with the
  Order of the Merciful Mother. She now patrols the
  temple grounds as an aspirant of the Order.
  She is still overprotective of the younger
  orphans who live at the temple and she has been
  known to box the ear of a bully or two. All the
  orphans lovingly refer to her as “big sis”.
  pfrpg
  
  118
  Diane Falvetti de Fatera
  Female Bard 4/Pathfinder Chronicler 3
  CR 6
  Medium Humanoid (Human-Vergal)
  XP  2,400
  LG
  Good eye, smooth talk
  Init +2; Senses Perception +7
    Defense
  AC 16, touch 12, flat-footed 14 (leather armor, dex)
  HP 45 (4d8+3d8+7)
  Fort +3 Ref +8 Will +7; +4 vs bardic
  performance, language-dependent, and sonic; with
  amulet of iron will: W+9
  Defensive Abilities Live to tell the tale 1/day
    Offense
  Speed 30 ft.
  Melee mana infused rapier +5 (1d6, 18-20/x2 +1
  point of electrical damage)
  Special Attacks Bardic performance 14
  rounds/day (countersong, distraction, fascinate,
  inspire competence +2, inspire courage +1)
  Bard Spells Known (CL 4, Concentration +8)
  2nd (2/day) - blur, minor image
  1st (4/day) - alarm, cure light wounds (1d8+4),
  feather fall, sleep
  0 (at will) - light, detect magic, mage hand,
  open/close, read magic, resistance
    Tactics
  Before Combat Diane will cast blur on herself
  before she enters melee combat.
  During Combat Diane will stay behind her
  bodyguards and let them do their job. She will cast
  spells and use her wands to the best of her ability.
    Statistics
  Str+0 Dex+2 Con+1 Int+3 Wis+1 Cha+4
  Base Atk +5; CMB +5; CMD 17
  Feats Arcane Strike, Deft Hands, Nimble Moves,
  Scribe Scroll
  Skills Acrobatics +10, Appraise +13, Bluff +10,
  Disable Device +7, Diplomacy +10, Disguise +10,
  Escape Artist +8, Knowledge: Manasphere +11,
  Knowledge: Arcana +9, Knowledge: History +11,
  Linguistics +9, Perform: Oratory +10, Profession:
  Scribe +9, Ride +6, Spellcraft +9, Slight of Hand +12,
  Stealth +11, Survival +5, Use Magical Device +8
  Languages Veri’urk, Tradespeech, Bej’urk,
  Veshian, Gnoll, Infernal, Alterian
  SQ Bardic Knowledge +2, Versatile Performance
  (Storytelling), Well-Versed, Deep Pockets 300 gp),
  Master Scribe (+7), Pathfinding, Improved Aid
  Combat Gear mana infused rapier (simple cut:
  square crystal of voltage), 2 thunderstones, potion of
  cure moderate wounds (2d8+10), flask of Alterian fire,
  scroll of cure light wounds (1d8+4), scroll of sleep
  Other Gear leather armor of spell resistance
  (SR13), 2 scroll cases, backpack, bag of caltrops, 2
  candles, flint & steel, bullseye lantern, 5 flasks of oil, 8
  sheets of paper, inkpen, 2 vials of ink, belt pouch, 50
  feet of silk rope, 3 torches, waterskin, sunrod,
  smokestick, vial of brighteye liquid, potion of animal
  friendship, ring of sustenance, boots of levitation,
  amulet of iron will, medium rune crystal of sanctuary
  (CL 8), scroll of alarm; 20 cp, 17 sp, 24 gp, 14 pp
   
  Diane is the eldest daughter of Lord Antonio
  Falvetti de Fatera, a three time councilmen and
  wealthy merchant prince. She spent much of her
  early life in her father’s extensive library where she
  devoured books with an astonishing speed.
   
  Her favorite books were about the ancient Urk
  Empire and its many magical and scientific
  breakthroughs. When she came of age, she begged
  her father to let her explore the Southern Continent,
  but he refused.
   
  She spent the next five years at the temple of
  Zephyr, working as a scribe and librarian, all the while
  accumulating more knowledge of the Urk Empire and
  its people. When her father passed away, she
  tentatively asked her aging mother for permission to
  lead an expedition to Urkhansa. Her mother agreed,
  but insisted she take a dozen family retainers and
  guards to keep her safe.
   
  It has now been two years since the group
  landed in Cathage. Diane has yet to reach Urkhansa,
  though not for a lack of trying. On three separate
  occasions, her caravan reached the outer limits of the
  large ruined city, and each time they were repulsed
  by demons, Veshian, or undead monsters.
   
  Undeterred from her course, Diane has
  recently brokered a deal with a Sytash tribe to shelter
  her group and lead them into the ruins. In exchange,
  Diane agreed to furnish the tribe with with any
  religious texts or idols she finds. She is allowed to
  keep anything else of value.
  pfrpg
  
  119
  Godiva Vinchi de Medra
  NB Spellknife 14
  CR 13
  Medium Humanoid (Human-Vergal)
  XP 25,600
  CE
  Good eye, smooth talk
  Init +4; Senses Perception +12
    Defense
  AC 20, touch 14, flat-footed 16 (scale mail, dex)
  HP 86 (14d6+28)
  Fort +9 Ref +13 Will +6; with cloak of resistance:
  F+12, R+16, W+9
  Defensive Abilities Improved evasion, uncanny
  dodge
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee +2 silver rapier +13/+8 (1d6+3, 18-20/x2)
  Ranged +3 mana infused light crossbow +18/+12
  (1d8+3, 19-20/x2 +3 points of electrical damage)
  Special Attacks Sneak attack 3d6, mana strike
  2/day, mana burst 2/day, mana siphon 1/day
  Spellknife Spells Known (CL 14, Concentration
  +17) arcane spell failure 5% (scale mail & feat)
  5th (3/day) - cone of cold (DC18), nightmare (DC18),
  overland flight, passwall
  4th (3/day) - confusion (DC17), fire shield, locate
  creature, stoneskin
  3rd (5/day) - dispel magic, hold person (DC16),
  major image, wind wall
  2nd (6/day) - alter self, blur, fog cloud, invisibility,
  shatter
  1st (7/day) - color spray (DC14), enlarge person,
  expeditious retreat, magic missile, shield
  0 (at will) - acid splash, arcane mark, bleed, daze
  (DC13), ghost sound, light, resistance, spark, touch
  of fatigue (DC13)
  Combat Gear +2 silver rapier, +3 mana infused
  light crossbow (exquisite slot: princess cut crystal of
  voltage), 12 bolts, 4 +1 bolts, bolt of vampire slaying,
  potion of cure serious wounds (3d8+15)
  Other Gear +2 scale mail, 3 candles, scroll case,
  small steel mirror, belt pouch, waterskin, 3 sunrods, 2
  tindertwigs, bag of holding (Type I), alchemist lab,
  disguise kit, ring of mind shielding, dust of
  appearance, necklace of fireballs (Type V), cloak of
  resistance +3, amulet of proof against detection &
  location, iron bands of binding, scroll of expeditious
  retreat, scroll of obscuring mist, vial of brighteye
  liquid; 82 cp, 146 sp, 189 gp, 45 pp
  Godiva was born in Medra to a mother who
  was given in partial payment for a debt to another
  family, and subsequently abused by their new owners
  for years. Godiva would grow up on tales of her
  family's former status in the city of Havor and the
  opulence they lived in. Her mother made sure she
  knew she was better than a slave.
  She slew her master after finding her mother's
  body in his bedroom. Her subsequent flight from
  justice saw her hop a ship to Cathage where she
  spent many years in that city's underworld.
  She has since returned to Medra and set
  herself up as a gang boss and assassin for hire. Her
  gang has secured a dozen blocks around the docks as
  their territory. She is known in the streets as Lady
  Vinchi or The Baroness, and carries herself with the
  airs of one born above her station.
  pfrpg
    Tactics
  Before Combat If Godiva expects combat, she will
  cast stoneskin and shield on herself.
  During Combat Godiva fights dirty. She will use
  every trick in her book to make sure she survives
  the battle. If cornered, she is known to cast enlarge
  person and confusion on a creature and escaping
  while the authorities deal with a “berserk giant
  wrecking things”.
    Statistics
  Str+1 Dex+4 Con+2 Int+3 Wis+2 Cha+3
  Base Atk +10; CMB +11; CMD 25
  Feats Alertness, Combat Expertise, Improved Trip,
  Combat Reflexes, Deceitful, Scribe Scroll, Empower
  Spell, Silent Spell, Eschew Materials, Arcane Armor
  Mastery
  Skills Acrobatics +12, Appraise +13, Bluff +15, Climb
  +9, Craft: Alchemy +11, Disable Device +12, Disguise
  +10, Escape Artist +12, Intimidate +12, Knowledge:
  Arcana +13, Knowledge: Local +13, Perception +12,
  Sense Motive +12, Slight of Hand +12, Spellcraft +11,
  Stealth +12, Swim +11, Use Magical Device +10
  Languages Veri’urk, Tradespeech, Alterian,
  Goblinoid, Giant
  SQ Spellknife Talent (Fast Fingers, Hard to Fool,
  Nimble Climber, Slow Reactions)
  
  120
  Rosso Montaing de Lorago
  Male Spellknife 1
  CR ½
  Medium Humanoid (Human-Vergal)
  XP  200
  CG
  Good eye, smooth talk
  Init +2; Senses Perception +0
    Defense
  AC 15, touch 12, flat-footed 13 (studded leather,
  dex)
  HP 6 (1d6)
  Fort +1 Ref +4 Will +0
    Offense
  Speed 30 ft.
  Melee shortsword +2 (1d6+2, 19-20/x2) or dagger
  +2 (1d4+2, 19-20/x2)
  Ranged sling +2 (1d4/x2)
  Spellknife Spells Known (CL 1, Concentration
  +5) arcane spell failure 15% (studded leather
  armor)
  1st (4/day) - burning hands (DC15), expeditious
  retreat
  0 (at will) - bleed, daze (DC14), ghost sound, spark
  Combat Gear shortsword, dagger, sling, 20 sling
  bullets, 2 +1 bullets, scroll of burning hands
  Other Gear studded leather armor, backpack, bag
  of caltrops, crowbar, 2 vials of ink, inkpen, 10 sheets
  of parchment, scroll case, belt pouch, 3 days rations,
  waterskin, 2 torches, 2 sunrods, scroll of expeditious
  retreat; 12 cp, 11 sp, 8 gp, 1 pp
  Rosso was born in a small village just inside
  the tree line of the Sylvar forest. His father was a
  laborer and worked the logging camps felling sick and
  diseased trees and moving them to the city of Lorago.
  When he was of age he moved to the city and
  found work waiting tables in a large tavern. At night,
  he runs shady card games in the ally behind the
  tavern. The tavern owner was a retired adventurer
  and saw potential in young Rosso. He offered to train
  the youth and allowed Rosso to move into the cellar
  of the tavern.
  Now Rosso spends his time working and
  training, eager to show off his skills in the local
  fighting pits. He has won three matches since coming
  under the tutelage of his employer, and he is quickly
  gaining a name for himself with his antics in and out
  of the fighting pit.
  pfrpg
    Tactics
  During Combat Rosso will pepper targets with his
  sling before entering melee, if able. He will use his
  burning hands spell liberally if he is outnumbered
  and cornered.
    Statistics
  Str+2 Dex+4 Con+0 Int+1 Wis+0 Cha+4
  Base Atk +0; CMB +2; CMD 14
  Feats Eschew Materials, Magical Aptitude, Scribe
  Scroll
  Skills Acrobatics +6, Appraise +3, Bluff +6, Disable
  Device +6, Escape Artist +6, Slight of Hand +6,
  Spellcraft +7, Use Magical Device +6
  Languages Veri’urk, Tradespeech, Sylvan
  
  121
  Elins Appiah
  Male Beast Tamer 1
  CR ½
  Medium Humanoid (Human-Zula)
  XP  200
  CN
  Nature born, poison resistance
  Init +4; Senses Perception +0
    Defense
  AC 15, touch 15, flat-footed 10 (dex, feat)
  HP 10 (1d8+2)
  Fort +6 Ref +4 Will +2; +1 vs poison
    Offense
  Speed 30 ft.
  Melee rungu +1 (1d6+1/x2) or masterwork
  mambele +2 (1d4+1/x2)
  Ranged rungu +4 (1d6/x2) or masterwork
  mambele +5 (1d4/x2)
    Tactics
  During Combat Elins will work in concert with his
  animal companion. If it looks like the battle will not
  go their way, he will toss a tanglefoot bag and try
  to flee.
    Statistics
  Str+1 Dex+4 Con+2 Int+0 Wis+2 Cha+1
  Base Atk +0; CMB +1; CMD 15
  Feats Great Fortitude, Dodge
  Skills Handle Animal +5, Knowledge: Nature +4,
  Stealth +8, Survival +4
  Languages Zualo, Tradespeech
  SQ Wild Empathy, Tamer’s Bond, Track
  Combat Gear rungu, masterwork mambele, 2
  tanglefoot bags, potion of cure light wounds
  (1d8+5)
  Other Gear backpack, bedroll, 2 candles, flint &
  steel, bullseye lantern, 4 flasks of oil, belt pouch, 5
  days rations, 50 feet of silk rope, signal whistle, 5
  torches, 2 sunrods, 2 tindertwigs, vial of brighteye
  liquid, potion of animal friendship; 8 cp, 12 sp, 11
  Elins grew up on the eastern coast of the
  Southern Continent, in the Ver'wija town of Bamko.
  His father traded palm oil to Vergal merchants for
  great profit and was a well-respected member of the
  Appiah Clan.
  Always a loner, Elins prefers the company of
  his only friend, a wild dog he calls Kano after his sister
  who died of plague when he was much younger. Elins
  and Kano have made a habit of running away from his
  father's estate and have even gotten as far as
  Cathage before his father's men caught them and
  brought him back.
  pfrpg
  Kano (Wild Dog)
  Statistics as a Wild Dog with the following changes:
  Init +5, HP 12 (2d8+2), F+5, R+4, W+1 Melee bite +3
  (1d4+1/x2); BAB +1, CMB +2, CMD 13 (17 vs trip);
  Feats Skill Focus (Perception), Improved Initiative;
  Skills Acrobatics +2 (+10 Jumping), Perception +8,
  Survival +2 (+6 scent tracking); SQ Link, Share Spells
  
  122
  Gugu Ibo
  Male Ranger 7/Nature Warden 4
  CR 10
  Medium Humanoid (Human-Zula)
  XP  9,600
  N
  Nature born, poison resistance
  Init +3; Senses Perception +11
    Defense
  AC 18, touch 14, flat footed 14 (leather, feat, dex)
  HP 83 (7d10+4d8+11)
  Fort +8 Ref +9 Will +6; +1 vs poison
    Offense
  Speed 30 ft.
  Melee +2 rungu +13/+5 (1d6+3/x2) or masterwork
  mambele +12/+4 (1d4+1/x2) or while dual
  wielding: +2 rungu +11 & masterwork mambele
  +10
  Ranged +2 shortbow +15/+7 (1d6/x3) or
  masterwork mambele +14 (1d4/x2)
  Special Attacks Favored enemies (vermin +2,
  humans +4)
  Nature Warden Spell-Like Abilities (CL 11)
  1/day - speak with animals
  Ranger Spells Prepared (CL 7, Concentration
  +10)
  2nd - cure light wounds (1d8+5), spike growth
  1st - charm animal, summon nature ally I
  Combat Gear +2 rungu, masterwork mambele, +2
  shortbow, 14 arrows, 6 +1 arrows, 3 +2 arrows,
  tanglefoot bag, potion of cure serious wounds
  (3d8+15)
  Other Gear +2 leather armor, backpack, bedroll,
  flint & steel, small steel mirror, 3 flasks of oil, belt
  pouch, 4 days ration, 2 torches, waterskin, potion of
  mind shielding, ring of improved jumping, bracers of
  minor fire resistance, boots of disguise, medium rune
  crystal of resistance, medium rune crystal of reduce
  animal; 6 cp, 12 sp, 20 gp, 8 pp
   
  Gugu was always fascinated by animals, even
  at a young age. He would volunteer to watch the
  herds when other boys his age were concerned with
  learning a trade. Gugu would find solace among the
  animals and consider them his true friends.
   
  When he came of age, Gugu left his village
  and traveled east to the Kalahga Preserve. He earned
  an apprenticeship with the wardens who tend the
  herds of pegasi. Years would go by, and Gugu would
  rise in the ranks among volunteers who watched over
  the majestic flying horses.
   
  Recently, he fell in love with an infrequent
  visitor to the Preserve, a mysterious woman named
  Natalia. The two would talk at lengths about the
  pegasi and Natalia would go on to donate hundreds
  of gold pieces to the volunteers for use in protecting
  the herds.
   
  Unknown to Gugu, Natalia is actually the
  leader of a vicious and powerful thieves guild in
  Cathage. Her love of the pegasi is real, however, she
  uses her trips to the Preserve to conduct business for
  her guild, mostly by paying large sums to brigands
  who prowl the eastern plains. In turn, the brigands
  waylay specific targets that her guild provides them
  with.
   
  Natalia has gifted Gugu with magical items,
  notably the boots of disguise and potion of mind
  shielding, and instructed him to use them should
  certain individuals come looking for her. Gugu was
  suspicious of the gifts, but his love of Natalia has
  blinded him to her noticeably secretive ways.
  pfrpg
    Tactics
  During Combat Gugu prefers to pepper targets
  with ranged fire, keeping himself out of melee if
  possible. When he is forced to defend himself, he
  duel wields, and casts summon nature ally I to give
  himself an advantage.
    Statistics
  Str+1 Dex+3 Con+1 Int+1 Wis+3 Cha+2
  Base Atk +10; CMB +14; CMD 24
  Feats Acrobatic, Animal Affinity, Combat Reflexes,
  Dodge, Skill Focus (Animal Handling), Two-Weapon
  Fighting, Quick Draw, Agile Maneuvers
  Skills Acrobatics +6, Climb +11, Craft:
  Woodworking +11, Handle Animal +15, Heal +11,
  Knowledge: Geography +9, Knowledge: Nature +11,
  Perception +11, Ride +15, Spellcraft +9, Stealth +11,
  Survival +13, Swim +8
  Languages Zualo, Veri’urk, Tradespeech
  SQ Track, Wild Empathy, Favored Terrain (Plains),
  Hunter’s Bond (Falcon), Woodland Stride, Natural
  Empathy, Mystic Harmony, Wild Stride, Animal
  Speech (Plains, CL 11), Silver Claw
  
  123
  Ntombi M’Balla
  Female Beast Tamer 14
  CR 13
  Medium Humanoid (Human-Zula)
  XP 25,600
  CG
  Nature born, poison resistance
  Init +8; Senses Perception +10
    Defense
  AC 19, touch 14, flat-footed 15 (natural, dex)
  HP 87 (14d8+14)
  Fort +10 Ref +13 Will +7
  Defensive Abilities Natural armor +5
  Defensive Immunities Poison
    Offense
  Speed 30 ft.
  Melee +2 shortspear of defending +14/+9
  (1d6+4/x2)
  Ranged +2 sling of seeking +16/+11 (1d4+2/x2)
  Special Attacks Quarry
  Beast Tamer Spell-Like Abilities (CL 10,
  Concentration +13)
  1/day - summon nature’s ally IV
  Beast Tamer Spells Prepared (CL 10,
  Concentration +13)
  4th - commune with nature
  3rd - cure moderate wounds (2d8+10), water walk
  2nd - cat’s grace, cure light wounds (1d8+5), snare
  1st - alarm, delay poison, jump, magic fang
  Spellcraft +8, Stealth +11, Survival +12, Swim +11
  Languages Zualo, Tradespeech, Goblinoid
  SQ Wild Empathy, Tamer’s Bond II, Trackless Step,
  Wild Shape 2/day, Woodland Stride, Swift Tracker
  Combat Gear +2 shortspear of defending, +2 sling
  of seeking, 10 bullets, 8 +1 bullets, 3 bullets of
  shredding, thunderstone, medium rune crystal of cure
  serious wounds (3d8+11)
  Other Gear bag of caltrops, flint & steel, belt
  pouch, 3 days rations, signal whistle, 2 torches,
  waterskin, circlet of shielding, elixir of hiding, goggles
  of night, horn of fog, medium rune crystal of remove
  disease (CL 9), minor rune crystal of Strength +3; 4 cp,
  8 sp, 2 gp
  Ntombi grew up deep in the Great Jungle's
  interior. Originally from the town of Laski, she was
  stranded in the interior when her father's caravan
  was attacked by Goblins. She survived by running and
  managed to evade capture thanks to the help of her
  companion, the cheetah she calls Haraka. The young
  Ntombi lived by her wits and the survival skills her
  father and uncles taught her.
  She has lived many years in isolation, except
  for her trusted companions and any animals she
  saves and fosters back to health. She has recently
  come back from a sojourn to the south. Whatever
  secrets she saw deep in Goblin territory has spurned
  her to break her isolation, and to locate able bodied
  individuals who will go with her back south and deal
  with the growing evil.
  pfrpg
    Tactics
  Before Combat Ntombi will cast cat’s grace and
  magic fang on her warthog companion before
  battle. She will use her call of the wild ability if she
  feels she will be outnumbered.
  During Combat Ntombi will fight side-by-side
  with her warthog. Her cheetah companion will
  guard them and make sure they are not cornered
  or flanked.
    Statistics
  Str+2 Dex+4 Con+1 Int+1 Wis+3 Cha+3
  Base Atk +10; CMB +12; CMD 26
  Feats Athletic, Combat Expertise, Critical Focus,
  Deadly Aim, Improved Initiative, Natural Spell,
  Point Blank Shot, Precise Shot
  Skills Climb +11, Craft: Trap Making +8, Fly +11,
  Handle Animal +10, Heal +10, Intimidate +10,
   
  Knowledge: Nature +8, Knowledge:
   
  Geography +8, Perception +10, Ride +11,
  Haraka (Cheetah)
  Statistics as Cheetah (Great Cat) with the following
  changes: AC 23, HP 103, F+13, R+15, W+6
  Melee bite +15 (1d6+5), 2 claws +15 (1d3+5)
  S+5 D+4 C+2 I-3 W+1 Ch-2
  Feat Improved Initiative, Weapon Finesse, Power
  Attack, Cleave, Combat Reflexes, Dodge, Alertness,
  Skill Focus (Stealth); BAB +11 CMB +7 CMD 21
  SQ Link, Share Spells, Devotion, Evasion, Multiattack
  Pumba (Boar)
  Statistics as Boar with the following changes: AC 19,
  HP 82, F+6, R+4, W+4; Melee gore +11 (1d8+4); S+3
  D+1 C+3 I-3 W+1 Ch-3; Feat Toughness, Power
  Attack, Cleave, Improved Bull Rush, Improved
  Overrun, Dodge; BAB +8 CMB +11 CMD 22
  SQ Link, Share Spells, Devotion, Evasion, Multiattack
  
  124
  Alum Naroth
  Male Crystalmancer 1
  CR ½
  Medium Humanoid (Illumnarus)
  XP  200
  LG
  Low-light vision, keen senses, unstable lighting,
  magically attuned, made from mana
  Init +5; Senses Low-light, Perception +7
    Defense
  AC 17, touch 11, flat-footed 16 (breastplate, dex)
  HP 8 (1d8)
  Fort +1 Ref +1 Will +2; +2 vs magical spells and
  effects
  Defensive Immunities Sleep, spells that trap or
  destroy the soul
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
  Combat Gear dire crystal flail, light crossbow, 15
  bolts, 2 +1 bolts, potion of cure light wounds (1d8+5)
  Other Gear breastplate, small steel mirror, 1 flask
  of oil, belt pouch, 2 days rations, waterskin, medium
  rune crystal of bless (CL 7); 3 cp, 4 sp, 2 gp
  Alum is one of the few young initiates of the
  Temple of Rital in Silmba who has undergone the
  Mystery of Time. While not as popular as the initiates
  of Fire or Life, Alum stays busy nevertheless with
  devising new ways to shore up the wards and
  defenses Topside.
   
  He is known to be intense and single minded
  when it comes to the defense of the temple and his
  kin. His attitude has contributed further to his
  perceived anti-social behavior.
  pfrpg
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee dire crystal flail +2 (1d8+2/1d8+2/x2)
  Ranged light crossbow +1 (1d8, 19-20/x2)
  Special Attacks Smite evil 1/day, aging touch
  1/day
  Crystalmancer Spells Prepared (CL 1,
  Concentration +4) +2 on level checks to overcome
  spell resistance if adjacent to another Illumnarus;
  +1 to CL for level-dependent spell variables
  1st - resist energy, shield other
  0 (at will) - detect magic, mending, spark
    Tactics
  Before Combat Alum will use his medium rune
  crystal of bless on himself before entering combat
  During Combat Alum will fight to disable and not
  kill as much as he can.
    Statistics
  Str+2 Dex+1 Con+0 Int+3 Wis+1 Cha+3
  Base Atk +0; CMB +2; CMD 13
  Feats Improved Initiative
  Skills Bluff +7, Diplomacy +7, Knowledge: Arcana
  +7, Knowledge: Manasphere +7, Knowledge:
  Religion +7, Perception +7, Sense Motive +3,
  Spellcraft +7
  Languages Lumnar, Draz, Juten, Tradespeech,
  Sylvan
  SQ Mystery: Time
  
  125
  Balmora Farann
  NB Rogue 5/Sorcerer 3/Asa-Aier Agent 3
  CR 10
  Medium Humanoid (Illumnarus)
  XP  9,600
  N
  Low-light vision, keen senses, unstable lighting,
  magically attuned, made from mana
  Init +3; Senses Low-light, Perception +16
    Defense
  AC 17, touch 17, flat-footed 13 (ring, dex, feat)
  HP 63 (5d8+3d6+3d8+11)
  Fort +5 Ref +14 Will +8; +2 vs magical spells and
  effects, +1 vs poison
  Defensive Abilities Evasion, situational
  awareness, trap sense +2
  Defensive Immunities Sleep, spells that trap or
  destroy the soul
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
  Base Atk +8; CMB +8; CMD 21
  Feats Alertness, Catch Off Guard, Scribe Scroll,
  Dodge, Persuasive, Craft Wondrous Item, Eschew
  Materials
  Skills Acrobatics +14, Appraise +11, Bluff +14, Climb
  +8, Craft: Metalworking +11, Diplomacy +14, Disable
  Decvice +13, Disguise +14, Escape Artist +11,
  Intimidate +12, Knowledge: Local +11, Perception
  +16, Perform: Orator +12, Sense Motive +16, Slight of
  Hand +11, Stealth +11, Swim +6, Use Magical Device
  +12
  Languages Lumnar, Draz, Tradespeech, Veri’urk,
  Arron
  SQ Trapfinding, Rogue Talents (Fast Stealth, Quick
  Disable), Arcane Bond (Rat), Metamagic Adept
  Combat Gear rapier of speed, masterwork hand
  crossbow, 10 bolts, 10 +1 bolts, 2 bolts of sleep, 2
  bolts of poison, thunderstone, scroll of summon
  monster I
  Other Gear bag of caltrops, hourglass, small steel
  mirror, scroll case, 2 flasks of oil, belt pouch,
  waterskin, thieves’ tools, artisan’s tools:
  metalworking, ring of protection +3, scroll of alarm,
  deck of illusions, boots of combat reflexes, minor rune
  crystal of Constitution +2, minor etched rune crystal,
  Lluruth cloak, ring of major mana resistance, shadow
  silk shirt, wand of lightning bolts (CL 10, 9 charges),
  wand of stinking cloud (CL 14, 11 charges); 14 cp, 22
  sp, 30 gp, 18 pp
   
  Balmora runs a general store in the
  underground Illumnarus city of Silmba. While visiting
  the Arryn city of Par, she was recruited into the secret
  espionage guild known as the Asa-Aier.
   
  She now runs a small cell of like-minded
  Illumnarus who wish to expand their influence
  beyond their magical wards. She reports the
  movements of the Elder Flames to her handler and
  makes sure Asa-Aier safe houses in Silimba are fully
  stocked and protected.
   
  She will never work against the interests of
  her people or put any Illumnarus in danger with her
  antics. She does not, however, see anything wrong
  with lying to the Elder Flames and the ruling council
  when it comes to information she gets from the
  agency. Her disinformation tactics have so far stalled
  the council’s attempt to regain lost territory on the
  surface, something she is convinced they are not
  prepared for.
  pfrpg
    Offense
  Speed 30 ft
  Melee rapier of speed +8 (1d6, 18-20/x3)
  Ranged masterwork hand crossbow +12 (1d4, 19-
  20/x3)
  Special Attacks Sneak attack 4d6
  Sorcerer Spells Known (CL 3, Concentration +7)
  +2 on level checks to overcome spell resistance if
  adjacent to another Illumnarus; +1 to CL for level-
  dependent spell variables
  1st (6/day) - alarm, summon monster I, charm
  person (DC15), identify
  0 (at will) - resistance, daze (DC14), touch of fatigue
  (DC14), mage hand
  Asa-Aier Spells Known (CL 3, Concentration +7)
  1st (6/day) - cure light wounds (1d8+3), expeditious
  retreat
  0 (at will) - dancing lights, flare (DC14), sift
  Bloodline Arcane
    Tactics
  During Combat Balmora will attempt to take out
  weaker targets first, relying on her sneak attack
  and wand of lighting bolts to help her achieve this.
  If she is cornered or outnumbered, she will attempt
  to use her wand of stinking cloud to cover her
  escape.
    Statistics
  Str+0 Dex+3 Con+1 Int+3 Wis+2 Cha+4
  
  126
  Xormin Caltris
  NB Crystalmancer 14
  CR 13
  Medium Humanoid (Illumnarus)
  XP 25,600
  LN
  Low-light vision, keen senses, unstable lighting,
  magically attuned, made from mana
  Init +2; Senses Low-light, Perception +15
    Defense
  AC 21, touch 13, flat-footed 18 (half-plate, dex,
  feat)
  HP 73 (14d8)
  Fort +7 Ref +6 Will +12; +2 vs magical spells and
  effects
  Defensive Abilities Spirit shield 14 hours/day,
  reflect energy damage 2/day, crystal copies 3/day
  Defensive Immunities Sleep, spells that trap or
  destroy the soul, disease
  Defensive Vulnerabilities Double the amount
  of mana poisoning points earned
  Combat Gear +1 sundering dire crystal flail, 2
  thunderstones, 2 medium rune crystals of cure serious
  wounds (3d8+14), flask of acid
  Other Gear +2 half-plate, scroll case, belt pouch,
  2 days rations, signet ring, waterskin, sunrod, 2
  tindertwigs, Lluruth cloak, slippers of Llur, cube of
  force, elemental gem (earth), elixir of vision, scroll of
  magic circle against chaos, medium rune crystal of
  heroism (CL 9); 2 cp, 8 sp, 14 gp
  pfrpg
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee +1 sundering dire crystal flail +12/+7
  (1d8+2/1d8+2/x2)
  Special Attacks Smite evil 4/day, channel
  positive energy 5d6 3/day, phantom touch 7/day,
  storm of souls 7d8 2/day
  Crystalmancer Mystery Spells (CL 14,
  Concentration +18)
  1/day each - unseen servant, heroism, telekinesis,
  ethereal jaunt
  Crystalmancer Spells Prepared (CL 14,
  Concentration +18) +2 on level checks to overcome
  spell resistance if adjacent to another Illumnarus;
  +1 to CL for level-dependent spell variables
  4th - cure serious wounds (3d8+14), dispel chaos,
  fire of vengeance, oath of peace, stay the hand
  3rd - cure moderate wounds (2d8+10), dispel magic,
  mass ghostbane dirge, prayer, sanctify armor
  2nd - bestow grace, bull’s strength, bright lance,
  sacred bond, wake of light
  1st - bless, challenge evil, cure light wounds (1d8+5),
  divine favor, restoration
  0 (at will) - create water, detect magic, detect
  poison, mending, resistance, spark
    Tactics
  Before Combat Xormin casts resistance, bless,
  and divine favor on himself before entering melee.
  During Combat Xormin likes to be in the thick of
  battle. He will seek to engage the strongest target at
  all times. He will enable his spirit shield ability to give
  him extra protection if needed.
    Statistics
  Str+1 Dex+2 Con+0 Int+4 Wis+3 Cha+4
  Base Atk +10; CMB +11; CMD 23
  Feats Blind-Fight, Combat Expertise, Improved
  Disarm, Dodge, Iron Will, Extend Spell, Still Spell
  Skills Appraise +17, Bluff +14, Craft: Alchemy +17,
  Craft: Mana Crystal +14, Diplomacy +14, Handle
  Animal +14, Knowledge: Arcana +17, Knowledge:
  Manasphere +17, Knowledge: The Planes +14,
  Perception +15, Sense Motive +18, Spellcraft +18, Use
  Magical Device +14
  Languages Lumnar, Draz, Tradespeech, Infernal,
  Meech, Eltra’urk
  SQ Mystery: Ancestor (Sacred Council)
  Xormin was born in the city of Ritvel and
  apprenticed early to the temple of Rital to become a
  crystalmancer. When the call went out for volunteers
  to travel to the Great Jungle, Xormin was one of the
  first in line.
  His exemplary service to the cause and his
  people quickly earned him accolades from his peers,
  and the position as Guard Captain of the new outpost
  of Navu Llur.
  He prefers to capture intruders on their lands
  alive. Unfortunately, this lead to him bringing several
  Stazi warriors back to the outpost, seemingly
  unconscious and under control. However, the Stazi
  wanted to be captured, and soon transmitted the
  location of the outpost telepathically to their waiting
  brethren.
  Xormin tried to resign his position in disgrace
  for his miscalculation of this new enemy. The Elder
  Council refused, and instead gave him further
  accolades for his defense of the outpost against the
  incest-like monsters.
  
  127
  Abhey Chawla
  Male Geomancer 1
  CR ½
  Medium Humanoid (Kalarin)
  XP  200
  NG
  Low-light, agile beings, inherent stalker
  Init +3; Senses Low-light, Perception -1
    Defense
  AC 13, touch 13, flat-footed 10
  HP 10 (1d8+2)
  Fort +2 Ref +5 Will -1
    Offense
  Speed 30 ft.
  Melee unarmed strike +1 (1d6+1/x2)
  Ranged sling +3 (1d4/x2)
  Geomancer Spells Known (CL 1, Concentration
  +4)
  1st (2/day) - shocking grasp (DC14)
  0 (at will) - ray of frost (DC13), resistance
    Tactics
  Before Combat Abhey will cast resistance on
  himself before battle.
  During Combat Abhey prefers to use his sling in
  combat, keeping his distance as much as possible. If
  pressed into melee, he will use shocking grasp as
  much as he can before striking with his fists.
    Statistics
  Str+1 Dex+3 Con+2 Int+1 Wis-1 Cha+3
  Base Atk +0; CMB +1; CMD 14
  Feats Improved Unarmed Strike, Eschew
  Materials, Prone Slinger
  Skills Acrobatics +9, Knowledge: Arcana +5,
  Stealth +9, Swim +5
  Languages Kaliv, Tradespeech
  Combat Gear sling, 30 sling bullets, 3 shredder
  bullets
  Other Gear flint & steel, belt pouch, 4 days
  rations, waterskin, medium rune crystal of hide from
  animals (CL 6); 8 cp, 11 sp, 2 gp
  Abhey Chawla is a young student at the
  Monastery of the Golden Paw. He was brought here
  by his uncle, a member of the Merchant Caste and
  someone who was in great debt to the monastery.
   Abhey's father is a traveling merchant who
  was arrested in Alteria and has since lost all contact
  with his family in Kala. His uncle, unwilling to feed
  and house the boy anymore, gave him to be raised by
  the monks and Geomancers who tend the monastery.
  He has recently attained the rank of novice,
  and can leave the monastery grounds to patrol the
  nearby hills. He takes his duty seriously, and spends
  his down time tutoring the young orphans who find
  themselves being raised by the kind monks who took
  him in.
  pfrpg
  
  128
  Mansabdar Cedi Kapoor
  Male Geomancer 14
  CR 13
  Medium Humanoid (Kalarin)
  XP 25,600
  LN
  Low-light, agile beings, inherent stalker
  Init +4; Senses Low-light, Perception +8
    Defense
  AC 17, touch 14, flat-footed 13 (amulet, dex, feat)
  HP 101 (14d8+28)
  Fort +6 Ref +13 Will +6
  Defensive Abilities Improved evasion,
  geomancer stance 3/day, reflect energy damage
  2/day
    Offense
  Speed 30 ft.
  Melee unarmed strike +11/+6 (2d6+1/x2)
  Special Attacks Flurry of blows, absorb element
  3/day
  Geomancer Spells Known (CL 14, Concentration
  +16)
  4th (1/day) - minor creation
  3rd (5/day) - fireball (DC15), wind wall
  2nd (7/day) - analyze portal, levitate, resist mana,
  see invisibility, stone call
  1st (7/day) - endure elements, feather fall, jump,
  true strike, shocking grasp (DC13)
  0 (at will) - detect magic, detect poison, light, mage
  hand, mending, message, open/close, ray of frost
  (DC12), resistance, spark
  Languages Kaliv, Tradespeech
  SQ Wholeness of Body (+14 hp)
  Combat Gear wand of magic missiles (CL 11, 18
  charges), wand of fireball (CL 14, 20 charges), wand of
  color spray (CL 5, 19 charges), potion of cure serious
  wounds (3d8+15)
  Other Gear bag of caltrops, flint & steel, inkpen, 2
  vials of ink, belt pouch, 2 days rations, waterskin,
  courtier’s outfit, scroll case, amulet of natural armor
  +3, rind of force shield, carpet of flying (5ftx5ft), robe
  of useful items, scroll of false life (CL 8), scroll of gust
  of wind (CL 8), scroll of levitate (CL 14), potion of
  barkskin; 12 cp, 14 sp, 20 gp, 8 pp
  Cedi Kapoor is the third son of Jav Kapoor,
  head of the Kapoor Noble Clan of Shima. Cedi was
  groomed early on to administer over one of the city
  districts the Kapoor Clan is responsible for. He first
  started as an assistant to the Sewers and Waterways
  Manager in the capital, his third uncle on his mother's
  side.
  After three years under his tutelage, Cedi was
  appointed 2nd Manager of Refuse and Debris of Block
  27 in the Temple's District. This is where he really
  came into his own as a nobleman and middle
  manager. Impressed with his efficiency and strict
  adherence to the Book of Coda, Cedi was promoted
  by his father to be Managing Supervisor of Kapoor
  Holdings in the Temple's District and he has held this
  office for twenty years.
  His is strict with his underlings, but generally
  well liked. When his father died, he refused a
  promotion within the family by his uncle, the new
  head of the Kapoor Noble Clan. He instead choose to
  remain in his current position where he is grooming
  his own sons to replace him when he is gone.
  pfrpg
    Tactics
  During Combat Cedi has not been in a real fight in
  almost 20 years. His favorite tactic is to cast
  multiple fireballs against large groups of targets. He
  will then use one of his many wands or spells to
  keep himself alive until help arrives.
    Statistics
  Str+1 Dex+4 Con+2 Int+1 Wis+0 Cha+2
  Base Atk +10; CMB +11; CMD 25
  Feats Arcane Strike, Blind-Fight, Dodge, Mobility,
  Wind Stance, Craft Wand, Scribe Scroll, Quicken
  Spell, Silent Spell, Widen Spell, Eschew Materials,
  Improved Unarmed Strike
  Skills Acrobatics +14, Climb +9, Escape Artist +12,
  Knowledge: History +12, Knowledge: Arcana +9,
  Perception +8, Profession: City Administrator +11,
  Sense Motive +8, Stealth +14, Spellcraft +9
  
  129
  Kaptaan Jav Mangat
  Male Fighter 4
  CR 3
  Medium Humanoid (Kalarin)
  XP  800
  LE
  Low-light, agile beings, inherent stalker
  Init +8; Senses Low-light, Perception +0
    Defense
  AC 19, touch 14, flat-footed 19 (splint mail, shield,
  dex)
  HP 39 (4d10+8)
  Fort +6 Ref +5 Will +1; +1 vs Fear; with cloak of
  resistance: F+7, R+6, W+2
  Defensive Abilities Bravery +1
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee +1 scimitar +8 (1d6+3, 18-20/x2)
  Ranged masterwork light crossbow +9 (1d8, 19-
  20/x2)
    Tactics
  During Combat Jav has orders to take prisoners
  so he fights to subdue rather than kill. However, he
  has no problem slaying a foe who will obviously
  cause trouble for him later.
    Statistics
  Str+2 Dex+4 Con+2 Int+1 Wis+0 Cha+2
  Base Atk +4; CMB +6; CMD 20
  Feats Combat Reflexes, Intimidating Prowess,
  Improved Initiative, Weapon Focus (Scimitar),
  Nimble Moves
  Skills Acrobatics +6, Climb +8, Intimidate +10,
  Profession: Soldier +6, Ride +10, Stealth +6, Swim
  +8, Survival +6
  Languages Kaliv, Tradespeech
  SQ Armor Training I
  Combat Gear +1 scimitar, masterwork light
  crossbow, 20 bolts, tanglefoot bag, potion of cure
  moderate wounds (2d8+11), 2 flash pellets
  Other Gear splint mail, +1 small steel shield, 3
  manacles, belt pouch, signal whistle, waterskin, elixir
  of truth, cloak of resistance +1, boots of levitation,
  medium rune crystal of see invisibility (CL 6), jar of
  Surguano salve; 8 cp, 13 sp, 16 gp, 2 pp
   
  Jav is a Kaptaan (Captain) in the Eastern Army,
  a post he earned through backstabbing other officers
  or extorting them. Through his family connections, he
  obtained a prestigious post along the main road from
  Shadow Pass to the city of Mathura.
   
  He takes his squad of elite killers out daily to
  harass merchant traffic and wayward adventurers.
  Those who cannot answer his questions to his
  satisfaction are placed under arrest and taken to one
  of the nearby military barracks or detention facilities.
   
  Once there, Jav and his men take any items of
  value while the prisoners are being processed. Many
  adventurers and merchants have complained about
  missing coin and gear after being arrested by Jav,
  though since he is the de-facto law within fifty miles,
  nothing ever comes of it.
   
  Jav is quick to turn over powerful magical
  items and gems to his superiors in Mathura, and in
  turn, they let him get away with his power-mad
  antics.
   
  Jav is especially rude to female members of
  other races. He boasts to anyone who will listen
  about the treatment they receive after he arrests
  them. He bears a long scar down his back from a Rusk
  woman who did not take kindly to being mistreated
  by him. He wears a braid of her fur tied to his belt as
  a trophy, taken after his men killed her.
  pfrpg
  
  130
  Thane Herrk the Silver Knight
  Male Paladin 7/Stalwart Defender 3
  CR 9
  Small Humanoid (Meek’ah)
  XP  6,400
  LG
  Low-light, augmented breathing, poison & disease
  resistance, natural swimmer
  Init +3; Senses Low-light, Perception +10
  Aura Courage (10 ft.), Good (10 ft.)
    Defense
  AC 24, touch 16, flat-footed 23 (half-plate, size,
  dex, shield, feat)
  HP 118 (7d10+3d12+30)
  Fort +12 Ref +8 Will +11; +2 vs poison and
  natural diseases
  Defensive Abilities Defensive stance 11
  rounds/day (fearless defense), uncanny dodge
  Defensive Immunities Disease, fear
  Combat Gear +1 adamantine shortsword, 2
  thunderstones, 2 flasks of holy water, potion of cure
  serious wounds (3d8+11)
  Other Gear +2 half-plate, mana infused light steel
  shield (advanced slot: pear cut crystal of acid),
  backpack, winter blanket, 3 flasks of oil, flint & steel,
  belt pouch, 4 days ration, waterskin, vial of antitoxin,
  tindertwig, silver holy symbol (Kythlu), healer’s kit,
  potion of luck, potion of climbing, medium rune
  crystal of see invisibility (CL 11), ring of telekinesis,
  helm of underwater action, stone of alarm; 8 cp, 12
   
  Herrk is a member of House Sep'sesth, a noble
  house of Jutan. He grew up on stories of his great-
  uncle, Herrk the Mighty, a Meek’ah warrior who
  knew no fear. Young Herrk vowed to model his life
  after his and joined the temple of Kythlu as a paladin
  aspirant as soon as he could.
   
  Dedication and hard work saw him rise among
  the initiates and Herrk earned the title of Paladin at a
  young age. Since then, he has dedicated his life to the
  protection of not only his House, but of all Jutan
  Meek’ah.
   
  For his bravery and valor defeating a blood
  thirsty band of brigands who made their lair in the
  Dragonblood Swamp, he was awarded the title of
  Thane of the Basket by the Jarl. He wears his medal of
  valor for all to see when he ventures outside of his
  modest tower house on the outskirts of the city of
  Bresken.
   
  Herrk is getting older and he knows it. He has
  spent his life protecting others with little thought to
  what he will do when he is no longer able to swing his
  sword. To this end, he has been seen courting many
  young Meek’ah women in the tiny villages found in
  the Dragonblood Swamp. He is respectful, but
  persistent, and unfortunately unsuccessful thus far in
  finding love.
  pfrpg
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee +1 adamantine shortsword +12/+4 (1d4+2,
  19-20/x2)
  Special Attacks Smite evil 3/day, channel
  positive energy 4d6
  Paladin Spells Prepared (CL 7, Concentration
  +9)
  2nd - bull’s strength, shield other
  1st - bless, cure light wounds (1d8+5)
    Tactics
  Before Combat Herrk will cast bless and bull’s
  strength on himself.
  During Combat Herrk will try and subdue rather
  than kill his targets. If he is faced with evil foes, he
  will use his smite evil ability.
    Statistics
  Str+1 Dex+3 Con+3 Int+1 Wis+2 Cha+2
  Base Atk +10; CMB +11; CMD 23
  Feats Dodge, Endurance, Toughness, Improved
  Shield Bash, Step Up
  Skills Craft: Weaponsmithing +8, Diplomacy +10,
  Heal +9, Intimidate +10, Knowledge: Nobility +8,
  Perception +10, Ride +9, Sense Motive +9,
  Spellcraft +7, Stealth +8, Swim +10
  Languages Meech, Juten, Tradespeech
  SQ Detect Evil, Lay on Hands (6/day), Mercy
  (Fatigued, Dazed), Divine Bond (Riding Dog)
  
  131
  Kentrok Orm’ssek
  Male Witch Doctor 1
  CR ½
  Small Humanoid (Meek’ah)
  XP  200
  NE
  Low-light, augmented breathing, poison & disease
  resistance, natural swimmer
  Init +3; Senses Low-light, Perception +7
    Defense
  AC 14, touch 14, flat-footed 11 (size, dex)
  HP 7 (1d6+1)
  Fort +2 Ref +5 Will +5; +2 vs poison and natural
  disease
    Offense
  Speed 30 ft.
  Melee kurkri (1d3-1/x3)
  Ranged blowgun +4 (1d2/x2)
  Witch Doctor Spells Prepared (CL 1,
  Concentration +1)
  1st - ray of enfeeblement (DC11)
  0 (at will) - flare (DC10), purify food & drink,
  stabilize
  Combat Gear kurkri, blowgun, 20 blowgun darts,
  tanglefoot bag
  Other Gear backpack, 3 candles, chalk, 2 flasks of
  oil, belt pouch, 8 days rations, waterskin, 2
  tindertwigs; 13 cp, 8 sp, 3 gp
  Kentrok grew up in the slums of Barrowtown.
  His parents were simple greenhouse farmers who
  grew vegetables for the Sansrokk crime family. When
  Kantrok came of age, he left his meager home and
  joined a gang of Meek'ah who ran low level
  operations for the Sansrokk.
  Much to his parents dismay, young Kentrok
  has grown to like his new life as a smuggler and thief.
  He hopes to one day move up the food chain and
  work for the Sansrokk Sisters directly, especially since
  he has developed a crush on the younger sister,
  though she doesn't know who he is.
  pfrpg
    Tactics
  During Combat Kentrok is a coward and will run if
  he is outnumbered. He will surrender if he loses
  more than ½ of his hit points.
    Statistics
  Str-1 Dex+3 Con+1 Int+0 Wis+3 Cha+0
  Base Atk +0; CMB -2; CMD 11
  Feats Spell Penetration
  Skills Climb +2, Heal +7, Knowledge: Nature +4,
  Perception +7, Stealth +7, Swim +3, Survival +7
  Languages Meech, Juten
  SQ Familiar (Tarantula)
  
  132
  Zorkok Yar’sek
  Female Witch Doctor 14
  CR 13
  Small Humanoid (Meek’ah)
  XP 25,600
  CN
  Low-light, augmented breathing, poison & disease
  resistance, natural swimmer
  Init +3; Senses Low-light, Perception +14
    Defense
  AC 19, touch 14, flat-footed 16 (size,bracers, dex,
  feat)
  HP 86 (14d6+28)
  Fort +7 Ref +7 Will +12; +2 vs poison and
  natural disease
    Offense
  Speed 30 ft.
  Melee rod of thunder & lightning +10/+5
  (1d4+1/x2)
  Ranged +1 mana infused blowgun +14/+6 (1+1/x2
  +2 acid damage)
  Special Attacks Cursed strike 4/day, hex
  Witch Doctor Spell-Like Ability (CL 14,
  Concentration +18)
  7 rounds/day - spiritual ally
  Witch Doctor Spells Prepared (CL 14,
  Concentration +18)
  7th - chain lighting (DC21), heal
  6th - mass cure light wounds, flesh to stone (DC20),
  stone to flesh
  5th - baleful polymorph (DC19), hold monster
  (DC19), wall of thorns
  4th - blight, confusion (DC18), cure serious wounds
  (3d8+14), divination, solid fog
  3rd - call lightning, dispel magic, lightning bolt
  (DC17), rage, snare
  2nd - animal magic, augury, false life, fester, cure
  moderate wounds (2d8+10)
  1st - cause fear (DC15), chill touch (DC15), cure light
  wounds (1d8+5), hypnotism, ray of enfeeblement
  (DC15)
  0 (at will) - create water, detect magic, detect
  poison, flare (DC14), mending, virtue
  pfrpg
    Tactics
  Before Combat Zorkok will summon a spiritual
  ally and cast false life on it.
  During Combat Zorkok will use spells and magical
  items, notably her staff of alteration, as much as
  possible.
    Statistics
  Str-1 Dex+3 Con+2 Int+4 Wis+3 Cha+3
  Base Atk +8; CMB +6; CMD 19
  Feats Improved Familiar, Combat Expertise, Dodge,
  Persuasive, Brew Potion, Enlarge Spell, Still Spell
  Skills Craft: Mana Crystal +15, Diplomacy +13, Fly
  +14, Handle Animal +14, Heal +14, Knowledge:
  Arcana +15, Knowledge: Local +15, Knowledge:
  Nature +17, Perception +14, Spellcraft +15, Swim +18,
  Survival +11, Use Magical Device +14
  Languages Meech, Veri’urk, Tradespeech, Alterian,
  Giant, Gnoll, Abyssal
  SQ Familiar (Smoke Mephit), Nature Sense, Hex
  (Discord, Healing, Tongues), Wild Empathy, Wild
  Shape 5/day, Woodland Stride
  Combat Gear rod of thunder & lightning, +1 mana
  infused blowgun (advanced cut: pear crystal of acid),
  tanglefoot bag, medium rune crystal of cure serious
  wounds (3d8+15), 3 potions of cure moderate wounds
  (2d8+10)
  Other Gear hourglass, belt pouch, 2 days rations,
  waterskin, sunrod, 4 tindertwigs, potion of false life,
  staff of alteration (CL 14, 17 charges), bracers of
  armor +4, deck of illusions, eversmoking bottle, ioun
  stone (pearly white spindle); 3 cp, 14 sp, 8 gp
  Zorkok is the oldest of eight children, and the
  head of a large Meek'ah family of share croppers in
  Verigal. Her family has lived in the area for a
  thousand years and has been prominent in the
  politics of the region. Zorkok, or Mama Z as she likes
  to be called, has had seven children of her own, and is
  a well respected member of her community. Zorkok's
  eldest child once sat on the Council of Granda and is
  regarded as a shrewd, but trustworthy, businessman.
  Mama Z runs a small inn on her family's land,
  one that caters to local Meek'ah as well as travelers
  to Granda which lies ten miles to the east. Mama Z's
  is clean and well lit. Her staff are all blood relations
  and expertly trained. Dishes are modest, cheap, and
  healthy. Mama Z runs the kitchen staff directly and is
  well known for her vegetable stew and fresh pies.
  She is also the one to talk to for a bit of gossip
  or lore about the nearby city. If she likes you, Mama Z
  has been known to sell an odd rune crystal or two, all
  of which she crafts herself and guarantees their
  potency.
  
  133
  Aranyu Threeclaws
  Female Totemist 14
  CR 13
  Medium Humanoid (Rusk)
  XP 25,600
  CE
  Low-light, thick skin, fierce looking, weapon
  familiarity (battleaxe, heavy pick, war hammer,
  maul)
  Init +1; Senses Low-light, Perception +13
    Defense
  AC 18, touch 11, flat-footed 17 (hide armor,
  natural, dex)
  HP 157 (14d10+56)
  Fort +13 Ref +8 Will +5; +2 vs cold damage
    Offense
  Speed 20 ft.
  Melee +3 trident +23/+18/+13 (1d8+9/x2)
  Ranged masterwork shortbow +16/+11/+6
  (1d6/x3)
  Special Attacks Animalistic rage 34 rounds/day
  Totemist Spell-Like Abilities (CL 14,
  Concentration +15)
  1/day - endure elements
  Combat Gear +3 trident, masterwork shortbow,
  10 arrows, 3 +1 arrows, arrow of human slaying,
  medium rune crystal of cure serious wounds (3d8+9)
  Other Gear +2 hide armor, backpack, 10 feet of
  chain, flint & steel, grappling hook, belt pouch, 2
  flasks of oil, 3 days rations, 50 feet of hemp rope,
  waterskin, elemental gem (fire), elixir of hiding,
  scarab of protection, potion of gaseous form, anklet
  of spider climbing; 15 cp, 19 sp, 22 gp, 8 pp
  Aranyu grew up in the shadow of the three
  Great Wyrms that rule her tribe. Her parents were
  favored minions of the dragon siblings, and Aranyu
  would often accompany them into the presence of
  their masters.
   When she came of age, she was sent to live
  with a respected, and brutal, totemist at the edge of
  her Tribe's territory. There she learned to commune
  with the tundra, and how to live in concert with her
  totem. She would end up slaying her mentor when he
  drunkenly tried to force himself upon her.
  Even though his death would of been seen as
  justified, she fled the tundra instead of returning to
  her family.
  After wandering south through enemy
  territory, she came upon a group of Jute poachers.
  Instead of killing them, she offered to join them. They
  fought Snowcat and Elk Tribe Rusk for a few seasons
  before she grew bored. She moved further south with
  one of the poachers, a man who she grew to respect
  and care for, in her own way.
  They entered many seasons of the Thing in
  the Clawbite, and lived well, for a time. Her friend
  was killed by a group of paladins who objected to the
  pair stealing their marks. She managed to flee and
  vowed to rip the entrails out of the ones who slew
  her friend.
  pfrpg
    Tactics
  During Combat Aranyu will fight in concert with
  her animal companion. She will drop her elemental
  gem (fire) if she needs to retreat, though she has to
  be convinced to do so.
    Statistics
  Str+6 Dex+1 Con+4 Int+1 Wis+3 Cha-1
  Base Atk +14; CMB +19; CMD 30
  Feats Blind-Fight, Critical Focus, Bleeding Critical,
  Intimidating Prowess, Power Attack, Cleave, Great
  Cleave, Lunge
  Skills Acrobatics +12, Climb +16, Handle Animal
  +14, Intimidate +19, Knowledge: Nature +12,
  Perception +13, Sense Motive +13, Survival +12
  Languages Ruskivan, Draconic
  SQ Rage Points, Totem: White Wyrm (opposition
  totem - Polar Bear), Favored Enemy (Zevrish +2,
  Human +4, Rusk-Polar Bear Tribe +6), Totemic Bond
  (White Dragyl), Rage Power (Fearless Rage, Mighty
  Swing, Quick Reflexes, Rolling Dodge), Wild
  Empathy, Companion Rage
  White Claw (White Dragyl)
  Statistics as Adult White Dragyl with the following
  changes: AC 22, HP 89, F+9, R+7, W+6
  Melee bite +9 (1d8+3), 2 claws +9 (1d6+3), slam +9
  (1d6+2), tail slap +9 (1d4+3)
  S+3 D+0 C+3 I-2 W+2 Ch+2
  Feat Improved Initiative, Alertness, Power Attack,
  Cleave, Combat Reflexes, Stand Still, Endurance; BAB
  +6 CMB +9 CMD 19; SQ Link, Share Spells, Devotion,
  Evasion, Multiattack
  
  134
  Fenec the Frightening Kit
  Male Totemist 1
  CR ½
  Medium Humanoid (Rusk)
  XP  200
  CG
  Low-light, thick skin, fierce looking, weapon
  familiarity (battleaxe, heavy pick, war hammer,
  maul)
  Init +1; Senses Low-light, Perception +4
    Defense
  AC 16, touch 12, flat-footed 15 (hide armor, dex,
  natural)
  HP 14 (1d10+4)
  Fort +6 Ref +1 Will +0; +2 vs cold damage
    Offense
  Speed 20 ft.
  Melee warhammer +5 (1d8+4/x3)
  Ranged javelin +2 (1d6+2/x2)
  Special Attacks Animalistic rage 8 rounds/day
    Tactics
  During Combat Fenec will begin combat by
  throwing one or more javelins. He will then enter
  melee with his warhammer.
    Statistics
  Str+4 Dex+1 Con+4 Int+1 Wis+0 Cha+0
  Base Atk +1; CMB +5; CMD 16
  Feats Intimidating Prowess
  Skills Climb +8, Handle Animal +4, Intimidate +10,
  Perception +4, Stealth +3, Survival +4
  Languages Ruskivan, Tradespeech
  SQ Totem: Snowcat (opposition totem: Arctic
  Rabbit)
  Combat Gear warhammer, 4 javelins, tanglefoot
  bag
  Other Gear hide armor, bedroll, flint & steel, 1
  flask of oil, belt pouch, 3 days rations, 4 torches,
  waterskin; 9 cp, 11 sp, 2 gp
  Fenec is the fourth son of the Chief of the
  Snowcat Tribe of Rusk. Small for his age, young Fenec
  has recently decided it was best for him to leave the
  tribe for a while, and live on the tundra by himself.
  Fenec has lived alone for four moons, single
  handedly slaying two poachers and a goblin scout
  that encroached on Snowcat lands. He misses his
  Tribe, but his oath to Krum to remain apart until he is
  tougher burns in the back of his mind.
  pfrpg
  
  135
  Vanik Frostbreath
  Male Barbarian 1/Sorcerer 3/Dragon
  Disciple 6
  CR 9
  Medium Humanoid (Rusk)
  XP  6,400
  CE
  Low-light, thick skin, fierce looking, weapon
  familiarity (battleaxe, heavy pick, war hammer,
  maul)
  Init +4; Senses Low-light, Perception +8,
  blindsense
    Defense
  AC 15, touch 15, flat-footed 15 (natural, bracers)
  HP 96 (1d12+3d6+6d12+30)
  Fort +9 Ref +3 Will +7; +2 vs cold damage
  DR 5/cold
    Offense
  Speed 30 ft.
  Melee +2 warhammer +15 (1d8+8/x3) or claws +12
  (1d4+6/x2) or bite +12 (1d6+6/x2)
  Special Attacks Breath weapon (1d6+1 cold; 30
  ft. cone, 3/day), rage 8 rounds/day
  Sorcerer Spells Known (CL 7, Concentration
  +13)
  3rd (2/day) - hold person (DC15), haste
  2nd (3/day) - resist energy, scare (DC14), levitate
  1st (6/day) - mage armor, summon monster I, chill
  touch (DC13, +1 damage), jump
  0 (at will) - resistance, detect magic, daze (DC12),
  bleed, mage hand, open/close, mending
  Bloodline Draconic (White)
  Arcana +7, Knowledge: Local +5, Perception +8,
  Spellcraft +7, Survival +8, Use Magical Device +6
  Languages Ruskivan, Draconic
  SQ Fast Movement, Bloodline Arcana
  Combat Gear +2 warhammer, potion of cure
  serious wounds (3d8+11), medium rune crystal of
  cat’s grace (CL 11), flask of Alterian fire, 2 flash pellets
  Other Gear bracers of armor +1, amulet of minor
  displacement, mask of the skull, potion of resist
  energy (fire), medium rune crystal of protection from
  law (CL 8), 2 flasks of oil, belt pouch, 3 days rations,
  50 feet hemp rope, waterskin; 12 cp, 18 sp, 14 gp, 2
  pp
   
  Vanik is an emissary of the White Wyrm tribe
  to the Alterian government. He resides in Sprata full
  time and makes himself useful to the local authorities
  as a bounty hunter when not on official business.
   
  The Senate has twice forbid him from fighting
  any visiting Rusk in the streets, though he is quick to
  ignore such decrees. He once served four months in
  an Imperial prison for murdering two Rusk caravan
  guards while in the city limits.
   
  Despite this fact, he was not banished from
  Alteria and he continues to be seen at Senator’s villas
  and offices arguing trade contracts for his tribe. The
  White Wyrm have little presence outside of their
  ancestral lands, and Vanik is often mistaken as
  belonging to a different tribe. He often acknowledges
  the mistake by swinging his warhammer at the head
  of the offending person.
  pfrpg
    Tactics
  Before Combat Vanik will cast mage armor and
  resistance on himself before battle. If he is
  expecting to fight more than two targets, he also
  casts haste.
  During Combat Vanik often begins combat by
  using his breath weapon. If his target is caught in
  the blast, he follows up with hold person. Once
  they are incapacitated, he crushes their skull with
  his warhammer.
    Statistics
  Str+6 Dex+0 Con+4 Int+1 Wis+1 Cha+2
  Base Atk +6; CMB +12; CMD 22
  Feats Combat Reflexes, Combat Casting, Extra
  Rage, Improved Initiative, Power Attack, Weapon
  Focus (Warhammer), Eschew Materials
  Skills Acrobatics +7, Bluff +6, Climb +11,
   
  Escape Artist +4, Intimidate +9, Knowledge:
  
  136
  Aamir ibin Alifa al-Kathiri
  Male Cleric 10/Holy Vindicator 10
  CR 19
  Medium Humanoid (Sytash)
  XP 204,800
  LG
  Low-light, poison resistance, nimble footed, water
  retention
  Init +2; Senses Low-light, Perception +6
    Defense
  AC 24, touch 12, flat-footed 22 (armor, dex, shield,
  ability)
  HP 176 (10d8+10d10+60)
  Fort +15 Ref +8 Will +18; +2 vs poison, +8 to
  resist thirst & dehydration
  Defensive Abilities Vindicator’s shield
  pfrpg
    Offense
  Speed 30 ft. (25 ft. while in armor)
  Melee vorpal scimitar +20/+5 (1d6+3, 18-20/x2)
  Ranged +1 shield spike +20/+5 (1d10+1, 19-20/x2)
  Special Attacks Channel positive energy 10d6
  4/day
  Domain Spell-Like Abilities (CL 17,
  Concentration +21)
  7/day - strength surge (+5), touch of law
  5 rounds/day - staff of order
  10 rounds/day - might of the gods (+10)
  Cleric Spells Prepared (CL 17, Concentration
  +21)
  9th - *summon monster IX (law), miracle
  8th - discern location, stormbolts (DC22), *clenched
  fist
  7th - mass cure serious wounds (3d8+15), dictum
  (DC21), symbol of stunning (DC21), *grasping hand
  6th - mass cure moderate wounds (2d8+10), heal,
  greater dispel magic, wind walk, *hold monster
  (DC20)
  5th - break enchantment, breath of life, insect
  plague, cleanse, *dispel chaos
  4th - cure critical wounds (4d8+17), death ward,
  divine power, order’s wrath, blessings of fervor,
  *spell immunity
  3rd - continual flame, cure serious wounds (3d8+15),
  dispel magic, remove curse, sacred bond, *magic
  circle against chaos
  2nd - aid, cure moderate wounds (2d8+10), hold
  person (DC16), blessings of courage & life, share
  language, *align weapon (law)
  1st - bless, cause fear (DC15), cure light wounds
  (1d8+5), obscuring mist, sanctuary, *enlarge person
  0 (at will) - create water, detect poison, light, virtue
  *Domain Spell
  Domains Law, Strength
    Tactics
  During Combat Aamir will cast insect plague to
  distract any spellcasters. He likes to fight on the front
  lines, healing allies and bolstering their resolve.
    Statistics
  Str+3 Dex+2 Con+3 Int+2 Wis+4 Cha+3
  Base Atk +17; CMB +20; CMD 22
  Feats Alertness, Channel Smite, Alignment Channel,
  Combat Reflexes, Stand Still, Fleet, Iron Will,
  Empower Spell, Extend Spell, Still Spell
  Skills Appraise +11, Craft: Brewing +12, Climb +9,
  Heal +13, Intimidate +11, Knowledge: Arcana +11,
  Knowledge: Religion +14, Knowledge: History +12,
  Perception +6, Profession: Tribal Chief +17, Ride +10,
  Sense Motive +15, Spellcraft +11, Swim +9
  Languages Bej’urk, Vesh’urk, Tradespeech, Zualo
  SQ Aura (Good), Stigmata, Faith Healing, Divine
  Wrath, Blood Fire, Versatile Channel, Divine
  Judgement, Bloodrain, Divine Retribution
  Combat Gear vorpal scimitar, spined shield, 10
  potion of cure serious wounds (3d8+15), ring of
  forcefangs
  Other Gear celestial armor, belt of speed, amulet
  of teleportation, figurine of wondrous power (griffon),
  horn of blasting, ioun stones (lavender, green
  ellipsoid), portable hole, stone salve, 3 sunrods, 4
  tindertwigs, holy symbol (Shytan), waterskin, healer’s
  kit, brewer’s supplies, belt pouch; 20 cp, 20 sp, 20 gp,
  20 pp
   
  Aamir is the chief of the Kathiri Tribe. He was
  instrumental in forging an alliance of convenience
  with the Gnolls of Yrrbon. Members of the Kathiri
  Tribe can seek rest and supplies in Yrrbon and tribe
  members do not attack or otherwise hinder the
  Gnolls who they encounter on the open sand.
   
  Some hardliners in the tribe do not like the
  arrangement and do not trust the Gnoll’s masters,
  however, they trust Aamir and follow his decrees.
  
  137
  Hakim ibin Sadrea al-Romaih
  Male Dervish 1
  CR ½
  Medium Humanoid (Sytash)
  XP  200
  CN
  Low-light, poison resistance, nimble footed, water
  retention
  Init +3; Senses Low-light, Perception +3
    Defense
  AC 16, touch 12, flat-footed 12 (leather armor, dex)
  HP 10 (1d8+2)
  Fort +2 Ref +5 Will +3; +2 vs poison, +8 to resist
  thirst & dehydration
    Offense
  Speed 40 ft.
  Melee hand axe +1 (1d6/x3) or starknife +1
  (1d4/x3) or while dual wielding: handaxe -1 &
  starknife -1
  Ranged starknife +4 (1d4/x3)
    Tactics
  During Combat Hakim will always choose to dual
  wield if he is able. He will throw his starknife at a
  retreating foe if they must be stopped from
  running.
    Statistics
  Str+0 Dex+3 Con+2 Int+0 Wis+3 Cha+1
  Base Atk +1; CMB +4; CMD 15
  Feats Two-Weapon Fighting, Agile Maneuvers
  Skills Acrobatics +7, Climb +4, Knowledge: Local
  +4, Sense Motive +7, Survival +7
  Languages Bej’urk, Vesh’urk
  SQ Fast Movement
  Combat Gear hand axe, starknife, potion of cure
  light wounds (1d8+4), flash pellet
  Other Gear leather armor, backpack, 2 candles,
  flint & steel, common lamp, 2 flasks of oil, belt pouch,
  4 days rations, 2 torches, waterskin; 8 cp, 11 sp, 4 gp
  Hakim was always a moody child. He often
  found it difficult paying attention at prayer, and his
  father would often cuff his ear when he would see
  Hakim staring off into space instead of listening to the
  sermon.
  When he came of age, his mother suggested
  instead of seminary training with his uncles, Hakim
  should see her cousin who lived at the Oasis of
  Honor. When the tribe came to rest at the Oasis of
  Honor, Hakim was given to his cousin for training.
  His cousin leads a troupe of Dervish warriors
  who defended the Oasis from Veshians and other
  enemies of the Sytash. Hakim instantly took to the
  training regimen.
  He excelled in combat, and impressed the
  other warriors with his eagerness. Hakim misses his
  family and tribe but has found a new home at the
  Oasis among his new brothers.
  pfrpg
  
  138
  Maalik ibin Kaffa al-Kathiri
  Male Dervish 14
  CR 13
  Medium Humanoid (Sytash)
  XP 25,600
  CE
  Low-light, poison resistance, nimble footed, water
  retention
  Init +4; Senses Low-light, Perception +12
    Defense
  AC 18, touch 14, flat-footed 14 (studded leather,
  dex)
  HP 87 (14d8+14)
  Fort +5 Ref +13 Will +5; +2 vs poison, +8 to
  resist thirst & dehydration; (W+6 vs enchantments
  while in a rage)
  Defensive Abilities Uncanny dodge, trap sense
  +4
    Offense
  Speed 45 ft.
  Melee +2 scimitar of shocking burst +17/+12/+7
  (1d6+3, 18-20/x2) or +1 ghost touch kukri
  +19/+14/+9 (1d4+2, 18-20/x2) or while duel
  wielding: +2 scimitar of shocking burst +15 & +1
  ghost touch kukri +17
  Special Attacks Rage 27 rounds/day
    Tactics
  During Combat Maalik will seek to disorient foes
  by using his boots of striding and springing and his
  armor of etherealness to move about the
  battlefield.
    Statistics
  Str+1 Dex+4 Con+1 Int+1 Wis+2 Cha+1
  Base Atk +14; CMB +15; CMD 30
  Feats Athletic, Blind-Fight, Combat Reflexes, Stand
  Still, Critical Focus, Fleet, Weapon Finesse,
  Improved Two-Weapon Fighting, Improved Steal
  Skills Acrobatics +14, Bluff +11, Climb +13, Escape
  Artist +14, Intimidate +11, Knowledge: Local +11,
  Perception +12, Sense Motive +12, Slight of Hand
  +14, Stealth +14, Survival +12, Swim +10
  Languages Bej’urk, Vesh’urk, Tradespeech
  SQ Fast Movement, Dervish Talent (Combat Swipe,
  Hard to Fool, Fast Tumble, Opportunist), Focused
  Mind 3/day, Maneuvering Mastery 3/day
  Combat Gear +2 scimitar of shocking burst, +1
  ghost touch kukri, tanglefoot bag, potion of cure
  serious wounds (3d8+11), flask of Alterian fire
  Other Gear +1 studded leather armor of
  etherealness, backpack, flint & steel, 2 flasks of oil,
  belt pouch, 2 days rations, waterskin, sunrod, potion
  of water breathing, ring of major fire resistance, boots
  of striding & springing, chime of interruption, gloves
  of arrow snaring, minor rune crystal of Charisma +2;
  12 cp, 20 sp, 14 gp, 8 pp
  Maalik was the only son of a respected
  paladin. His father's words carried a lot of weight in
  the tribe. Everyone was sure Maalik would follow in
  his father's footsteps, so much so that the constant
  nagging and reminding of his duty would often push
  Maalik into dark moods.
  His father's overly critical eye did not make
  things better for him. In a fit of rage after another
  tongue lashing by his self-righteous father, Maalik
  dumped a brazier of hot coals on the rugs of his
  family's tent. The fire was put out before it raged out
  of control, but not before two of his sisters were
  badly burned.
  Maalik was exiled and wondered the desert
  for weeks before coming upon a group of foreign
  adventurers. The group took Maalik back to their
  place of origin, a small cave complex where exiles and
  undesirables congregated. Years would go by, and
  Maalik would find a place among the ruffians and
  cultists, even going as far as forming a cult dedicated
  to Yai-halu. He now defends a small shrine to The
  Betrayer in the cave complex he shares with other
  outcasts and undesirables.
  pfrpg
  
  139
  Apollis Prinkips
  Male Skirmisher 1
  CR ½
  Medium Humanoid (Zevrish)
  XP  200
  NE
  Prone to sickness, poison resistance, combat
  training: martial weapons
  Init +2; Senses Perception +4
    Defense
  AC 18, touch 12, flat-footed 16 (linothorax armor,
  shield, dex)
  HP 10 (1d8+2)
  Fort +4 Ref +2 Will +0; -4 vs disease, +2 vs
  poison
    Offense
  Speed 20 ft.
  Melee masterwork shortsword +5 (1d6+3, 19-
  20/x2)
  Ranged masterwork light crossbow +4 (1d8, 19-
  20/x2)
  Special Attacks Sneak Attack 1d6
    Tactics
  During Combat Apollis fights well in formation,
  especially when he is protected by multiple allies.
  He will volunteer to use his light crossbow from
  behind the front lines.
    Statistics
  Str+3 Dex+2 Con+2 Int+2 Wis+0 Cha+0
  Base Atk +1; CMB +4; CMD 17
  Feats Intimidating Prowess, Power Attack,
  Improved Bull Rush
  Skills Climb +7, Intimidate +7,
  Perception +4, Ride +6, Use Magical
  Device +4
  Languages Zava, Alterian,
  Goblinoid, Giant
  Combat Gear masterwork shortsword,
  masterwork light crossbow, 20 bolts, 1 +1 bolt, potion
  of cure light wounds (1d8+5)
  Other Gear linothorax armor, mana infused light
  steel shield (simple slot: square cut crystal of
  guidance), backpack, bedroll, crowbar, flint & steel, 2
  flasks of oil, belt pouch, 2 days rations, 50 feet of
  hemp rope, signal whistle, tent, 4 torches, waterskin,
  2 sunrods, 4 tindertwigs; 6 cp, 18 sp, 14 gp, 3 pp
  Apollis hails from the island of Atlantis and is
  the third son of Zedi Prinkips, assistant to the Third
  Adjunct of the Order of Atomos on the island.
  Growing up in the lap of luxury, Apollis' rude and
  selfish nature went unchecked as a child and he grew
  into a young man who delighted in vice and excess.
  His gambling problem has cost his father
  thousands of gold paying off his debts. After a recent
  binge in the slave district, Apollis found himself
  enlisted in the First Legion by his father, and shipped
  off to the island of Phantasia.
  Apollis now spends his time throwing dice in
  the hoplite barracks and drilling on
  the parade grounds. He plans on
  coasting through his enlistment
  and returning to Atlantis to
  murder his father.
  pfrpg
  
  140
  Silva Koressus
  NB Skirmisher 14
  CR 13
  Medium Humanoid (Zevrish)
  XP 25,600
  CG
  Prone to sickness, poison resistance, combat
  training: martial weapons
  Init +0; Senses Perception +10
    Defense
  AC 20, touch 10, flat-footed 19 (chain main, shield)
  HP 101 (14d8+28)
  Fort +10 Ref +5 Will +4; -4 vs disease, +2 vs
  poison
  Defensive Abilities Evasion, uncanny dodge
    Offense
  Speed 20 ft. (15 ft. while in armor)
  Melee +2 outsider bane battleaxe +19/+14/+9
  (1d8+5/x3)
  Ranged mana infused light crossbow +14/+9/+4
  (1d8, 19-20/x2 +2 cold damage)
  Special Attacks Sneak Attack 4d6, harassing
  strike 2/day, death from 1000 cuts 1/day
    Tactics
  Before Combat Silva will make sure she is near
  one of her spellcasting companions. She will use
  her potion of blur if she expects to fight more than
  one foe at a time.
  During Combat Silva will try and stay near any
  weaker companions. She will not pursue a fleeing
  foe if she has wounded companions who need
  attention.
    Statistics
  Str+3 Dex+0 Con+2 Int+3 Wis+0 Cha+1
  Base Atk +14; CMB +17; CMD 27
  Feats Blind-Fight, Combat Expertise, Improved
  Feint, Improved Critical: Battleaxe, Improved Bull
  Rush, Improved Grapple, Improved Trip, Critical
  Focus, Tiring Critical, Strike Back, Lung, Intimidating
  Prowess, Bleeding Critical, Power Attack
  Skills Climb +13, Craft: Weaponsmithing +13,
  Diplomacy +8, Intimidate +174, Knowledge: Local
  +13, Perception +10, Profession: Mercenary +10,
  Ride +10, Sense Motive +10, Swim +13, Stealth +7,
  Use Magical Device +11
  Languages Zava, Alterian, Veri’urk, Tradespeech,
  Infernal
  SQ Skirmisher Talent (Positioning Attack, Slow
  Reactions, Crippling Strike, Redirect Attack),
  Maneuvering Mastery 3/day
  Combat Gear +2 outsider bane battleaxe, mana
  infused light crossbow (advanced slot: pear cut crystal
  of frost), 10 bolts, 3 +1 bolts, 2 +2 bolts, 1 +5 bolt,
  potion of cure serious wounds (3d8+14), flask of
  Alterian fire
  Other Gear +2 chain mail, +1 buckler of blinding,
  backpack, winter blanket, crowbar, flint & steel, small
  steel mirror, 2 flasks of oil, belt pouch, 50 feet of silk
  rope, 4 days rations, 4 torches, waterskin, 2 sunrods,
  3 tindertwigs, belt of levitation, minor crown of
  blasting, dust of dryness, elixir of vision, medium rune
  crystal of aid (CL 8), potion of blur; 12 cp, 18 sp, 12 gp,
  Silva’s childhood was spent as a child of
  criminals. She was constantly on the move from city
  and town throughout the Empire.
   
  When she was ten, her parent were caught
  and put to death for conning an Estanyan Senator. As
  recompense, Silva was given to the Senator’s
  household as an indentured servant until she came of
  age.
   
  Silva was routinely abused by the Senator and
  his wife. She was given a small room under a stairwell
  to sleep. Silva endured this existence for three more
  years before she got the nerve to run away. She
  slipped off in the night with the help of some of the
  other household servants. She ran west, keeping off
  the Imperial roads and thoroughfares. Eventually, she
  would end up in Cashan. She enlisted in the Legions
  under a fake name, hoping they would provide her
  with the cure doses she required.
   
  Silva spent eleven years in the Legion and
  became a well respected scout, and later, hoplite
  sergeant. She finished her last tour and choose not to
  reenlist, instead, she traveled north into Jutan. She
  spend a few seasons participating in the Thing,
  earning just enough coin to sleep and eat comfortably
  for a while. She met a few other Zevrish ex-pats and
  they decided to form a mercenary company since the
  Jarls are always looking for outsiders to do a bit of
  dirty work for them.
   
  The Gluttons number 28 highly trained Zevrish
  combat veterans who quickly made a name for
  themselves in the Southern Jarlands for their rowdy
  antics and no-nonsense deal making. Silva serves as
  the company’s moral compass, making sure they
  don’t get too out of control, but also making sure the
  contracts they take don’t have them acting against
  the common people.
  pfrpg
  
  141
  Syresious Skelors
  Male Alchemist 7/Master Chymist 3
  CR 9
  Medium Humanoid (Zevrish)
  XP 6,400
  CE
  Prone to sickness, poison resistance, combat
  training: martial weapons
  Init +1; Senses Perception +11
    Defense
  AC 17, touch 13, flat-footed 16 (leather armor,
  ring, dex, feat)
  HP 89 (7d8+3d10+30)
  Fort +7 Ref +7 Will +5; -4 vs disease, +6 vs
  poison
    Offense
  Speed 20 ft.
  Melee beaststrike club +10 (1d6+2/x2)
  Ranged bomb +9 (5d6+4 fire damage)
  Special Attacks Bomb 16/day, concussive bomb,
  shock bomb
  Alchemist Extracts Prepared (CL 9,
  Concentration +13)
  3rd - haste, gaseous form, water breathing
  2nd - cure moderate wounds (2d8+9), spider climb,
  vomit swarm, see invisibility
  1st - ant haul, disguise self, cure light wounds
  (1d8+5), reduce person, stone fist
    Tactics
  Before Combat Syresious will prepare himself for
  combat by drinking a haste and spider climb
  extract.
  During Combat Syresious will mutate himself only
  if he is facing more than three foes at once. He will
  open up with multiple concussive bombs if
  possible, trying to stun creatures for later capture
  and experimentation.
    Statistics
  Str+1 Dex+1 Con+3 Int+4 Wis+2 Cha+0
  Base Atk +8; CMB +9; CMD 20
  Feats Combat Expertise, Dodge, Iron Will, Extra
  Bombs, Point Blank Shot, Brew Potion, Throw
  Anything
  Skills Appraise +11, Craft: Alchemy +14, Disable
  Device +11, Escape Artist +8, Heal +9, Knowledge:
  Manasphere +13, Knowledge: History +11,
  Knowledge: Nature +11, Perception +11, Slight of
   
  Hand +8, Spellcraft +12, Stealth +8, Sense
   
  Motive +9, Use Magical Device +9
  Languages Zava, Alterian, Estan, Centaur, Sylvan,
  Goblinoid
  SQ Alchemy, Mutagen, Discovery (Feral Mutagen),
  Poison Use, Swift Alchemy, Swift Poisoning, Bomb-
  Thrower, Mutagen Form (Burnaby), Mutate 2/day,
  Advanced Mutagen (Evasion, Burly), Brutality
  Combat Gear beaststrike club, 2 flasks of Alterian
  fire, 3 tanglefoot bags, potion of cure moderate
  wounds (2d8+9)
  Other Gear +1 leather armor, ring of protection
  +2, ring of water walking, rod of negation, bag of
  holding (Type I), bracers of levitation, horn of evil,
  medium rune crystal of eagle’s splendor (CL 11), 2
  candles, flint & steel, 4 flasks of oil, hooded lantern,
  belt pouch, 17 days rations, waterskin, masterwork
  alchemist lab, formulae book, 4 sunrods, 8
  tindertwigs; 80 cp, 120 sp, 210 gp, 19 pp
   
  Syresious lives a hermit’s life in the wilds of
  Alteria. He travels every few moons to search for new
  test subjects and to keep ahead of the authorities. He
  is researching a way to Lichdom, and possibly,
  godhood if he can pierce the Manasphere as well.
   
  He is wanted in the cities of Sprata and
  Cashan for murder. Acri the Bronze has a bounty on
  his head for the murder of two of his Talon
  adventuring bands.
   
  His favorite tactic is to pose as an elderly man
  who has lost his way. After being “rescued”, he drinks
  a mutagen and attacks his rescuers.
  pfrpg
  
  142
  Talia Goldenstar
  NB Summoner 9
  CR 8
  Medium Humanoid (Aasimar)
  XP  4,800
  CG
  Celestial resistance, skilled, darkvision
  Init +3; Senses Darkvision 60 ft.; Perception +7
    Defense
  AC 18, touch 13, flat-footed 15 (chain shirt, dex)
  HP 57 (9d8+9)
  Fort +4 Ref +6 Will +9; with cloak of resistance:
  F+6, R+8, W+11
  DR 5/Acid, 5/Cold, 5/Electricity
    Offense
  Speed 30 ft.
  Melee +1 mana infused shortspear +7/+2 (1d6/x2
  +2 acid damage)
  Ranged masterwork sling +10/+5 (1d4/x2)
  Aasimar Spell-Like Abilities (CL 9,
  Concentration +12)
  1/day - daylight
  Summoner Spell-Like Abilities (CL 9,
  Concentration +12)
  6/day - summon monster V
  Summoner Spells Known (CL 9, Concentration
  +12)
  3rd (4/day) - black tentacles, fly, spiked pit
  2nd (5/day) - barkskin, haste, invisibility, slow
  1st (6/day) - alarm, feather fall, jump, unfetter,
  ventriloquism
  0 (at will) - acid splash, daze (DC13), detect magic,
  light, mage hand, open/close
    Tactics
  Before Combat Talia will cast haste on herself.
  During Combat Talia prefers to let her Eidolon
  fight for her. She will stay behind him casting spells
  as she fit.
  Languages Celestial, Tradespeech, Juten
  SQ Eidolon, Life-Link,  Bond Senses, Shield Ally,
  Maker’s Call, Transposition
  Combat Gear +1 mana infused shortspear
  (advanced slot: pear cut crystal of acid), masterwork
  sling, 20 sling bullets, 3 shredder bullets, scroll of
  black tentacles
  Other Gear +1 chain shirt, backpack, bedroll, 2
  scroll cases, flint & steel, belt pouch, 4 days rations, 3
  torches, waterskin, 2 sunrods, ring of blinking, cloak
  of resistance +2, horn of blasting, pearl of power (3rd),
  medium rune crystal of guidance (CL 5), potion of fly;
  4 cp, 12 sp, 18 gp
   
  Talia was stranded on Shin’ar ten years ago
  when she entered a malfunctioning portal on her
  home plane. Since then, she has made herself useful
  as a part time spellcaster for hire for the local
  constable of the small Jute town she resides in.
   
  She can often be seen with her 8 foot tall,
  bronze skinned Eidolon walking in the woods or
  having drinks at the local tavern.
  pfrpg
    Statistics
  Str+0 Dex+3 Con+1 Int+2 Wis+3 Cha+3
  Base Atk +6; CMB +6; CMD 19
  Feats Alertness, Augment Summoning, Combat
  Casting, Scribe Scroll, Quicken Spell
  Skills Diplomacy +5, Fly +10, Handle Animal +10,
  Knowledge: Manasphere +10, Knowledge: Arcana
  +10, Knowledge: The Planes +10, Perception +7,
  Ride +11, Sense Motive +5, Spellcraft +10, Use
  Magical Device +9
  Str+4 Dex+1 Con+1 Int-2 Wis+0 Cha+0
  Base Atk +7; CMB +11; CMD 22
  HP 56 (7d10+7); AC 17; Speed 30 ft.
  Fort +6 Ref +5 Will +5
  Melee claw +11 (1d4+4) or slam +11 (1d8+4) or
  masterwork greatsword +12 (2d6+4, 19-20/x2)
  Evolutions claws, limbs (arms), limbs (legs), scent, slam,
  constrict, grab, weapon training (greatsword), DR 5/cold,
  fast healing
  Feats Blind-Fight, Power Attack, Cleave, Lightning
  Reflexes
  Skills Bluff +9, Perception +8, Sense Motive +9, Stealth
  +10, Climb +12
  Special Link, Share Spells, Evasion, Devotion, Multiattack,
  Darkvision 60 ft.
  Talia’s Eidolon (Cnut)
  
  143
  Sabina Cull
  Female Shadowgiest 2/Sorcerer 2
  CR 3
  Medium Humanoid (Drazil)
  XP  800
  NE
  Darkvision, low-light vision, gore, Drazil
  immunities, skilled, sunlight sensitivity
  Init +2; Senses Darkvision 60 ft., Low-light,
  Perception +6
    Defense
  AC 15, touch 12, flat-footed 13 (studded leather,
  dex)
  HP 31 (2d8+2d6+12)
  Fort +3 Ref +5 Will +6
  Defensive Immunities Sleep, charm
  Defensive Vulnerabilities -2 to all rolls while in
  direct sunlight
  Defensive Abilities Evasion
    Offense
  Speed 30 ft.
  Melee masterwork rapier +6 (1d6+3, 18-20/x2) or
  horns +5 (1d6+3/x2)
  Special Attacks Sneak attack 1d6
  Drazil Spell-Like Abilities (CL 5)
  1/day - darkness
  Bloodline Powers
  4 rounds/day - claws +5 (1d4+3/x2)
  Sorcerer Spells Known (CL 2, Concentration +3)
  15% chance of spell failure while in armor
  1st (5/day) - color spray, reduce person (DC12)
  0 (at will) - acid splash, daze (DC11), ray of frost,
  bleed, mage hand
  Bloodline Abyssal
  Combat Gear masterwork rapier, potion of cure
  light wounds (1d8+4), scroll of reduce person, flask of
  acid
  Other Gear studded leather armor, backpack, bag
  of caltrops, crowbar, 2 flasks of oil, small steel mirror,
  belt pouch, 2 days rations, waterskin, tindertwig,
  antitoxin, medium rune crystal of chill touch (CL 8),
  minor rune crystal of Dexterity +2, wand of enthrall
  (CL 9, 20 charges), hat of disguise, necklace of fireballs
  (Type II), ring of sending, blue whisper lotus extract; 4
  cp, 8 sp, 18 gp, 4 pp
   
  Sabina has spent the last two years in the
  Jarland of the Clawbite Hills disguised as a Drampyr
  mercenary. She has participated in the Thing, and is
  generally tolerated in a
  few Jutan towns and
  villages that see a large
  influx of foreigners
  during the contest.
   
  In reality, she is
  a spy for the Raven
  Queen of the Drazil in
  Nariak. Her mission is to
  report on the
  movements of the
  kingdom’s southern
  armies. She reports back
  to her superiors every new
  moon.
  pfrpg
    Tactics
  During Combat Sabina will try and use her sneak
  attack whenever possible.
    Statistics
  Str+3 Dex+2 Con+3 Int+1 Wis+1 Cha+1
  Base Atk +2; CMB +5; CMD 17
  Feats Combat Reflexes, Scribe Scroll, Eschew
  Materials
  Skills Acrobatics +7, Escape Artist +6, Intimidate
  +6, Knowledge: Arcana +5, Perception +6, Slight of
  Hand +7, Stealth +11
  Languages Draz, Juten
  SQ Eidolon, Life-Link, Bonded Senses, Bloodline
   
  Arcana (summoned creatures gain DR
   
  1/good)
  Str+2 Dex+2 Con+1 Int-2 Wis+0 Cha+0
  Base Atk +2; CMB +5; CMD 18
  HP 19 (2d8+1); AC 15; Speed 30 ft.
  Fort +6 Ref +6 Will +2
  Melee 2x claw +5 (1d6+2)
  Evolutions claws, limbs (arms), limbs (legs), improved
  damage (claws)
  Feats Power Attack
  Skills Acrobatics +3
  Special 20% chance to be missed with melee and ranged
  weapons, ½ damage to corporal creatures; Darkvision,
  Link, Share Spells, Evasion
  Sabina’s Shadow
  
  144
  Kotri Stonesong
  Female Bard 3
  CR 2
  Medium Humanoid (Dwarf)
  X 600
  CG
  Darkvision, defensive training, greed, hatred,
  hardy, stability, stonecunning, weapon familiarity:
  dwarven weapons, battleaxe, heavy pick, and
  warhammer
  Init +1; Senses Darkvision 60 ft., Perception +6
    Defense
  AC 13, touch 11, flat-footed 12 (leather armor, dex)
  HP 27 (3d8+9)
  Fort +4 Ref +4 Will +5; +2 vs poison
  Defensive Abilities +4 dodge vs giants, +4 CMD
  vs trip and bull rush
    Offense
  Speed 20 ft.
  Melee masterwork shortsword +5 (1d6+2, 19-
  20/x2)
  Special Attacks +1 attack vs orcs and goblinoids,
  bardic performance 9 rounds/day (distraction,
  countersong, fascinate, inspire courage +1, inspire
  competence +2)
  Bard Spells Known (CL 3, Concentration +4)
  1st (4/day) - charm person (DC12), cure light
  wounds (1d8+3), grease, silent image
  0 (at will) - daze (DC11), ghost sound, mage hand,
  open/close, resistance, summon instrument
  Combat Gear masterwork shortsword, potion of
  cure light wounds (1d8+3), thunderstone
  Other Gear leather armor, backpack, winter
  blanket, flint & steel, 3 flask of oil, 3 sheets of
  parchment, inkpen, 2 vials of ink, belt pouch, 4 days
  rations, waterskin, scroll case, ring of animal
  friendship, elemental gem (air), dust of dryness, wand
  of color spray (CL 8, 8 charges), scroll of grease, scroll
  of disguise self; 14 cp, 22 sp, 9 gp
   
  Kotri belongs to the Stonesong Clan, a small
  group of musically talented dwarves who make their
  home in Jutan. Her father was a fixture at the court of
  the High King until his untimely death at the hands of
  would-be assassins. He gave his life to save his king by
  throwing himself in front of a poisoned crossbow
  bolt.
   
  He was buried with honors in the royal crypt
  and his family was permanently moved into the
  palace in Orinfjord. Kotri would grow up here and
  thrive among the humans. When she came of age,
  she set off in search of adventure. She has had
  moderate success fighting brigands and monsters in
  the southern Jarlands.
  pfrpg
    Tactics
  During Combat Kotri will use her wand of color
  spray to distract foes. If she is fighting beside an
  ally, she will use her bardic performance to bolster
  them in battle.
    Statistics
  Str+2 Dex+1 Con+3 Int+1 Wis+2 Cha+1
  Base Atk +2; CMB +4; CMD 15
  Feats Scribe Scroll, Lingering Performance
  Skills Appraise +7, Bluff +7, Climb +6, Diplomacy
  +7, Escape Artist +5, Knowledge: Local +6,
  Perception +6, Perform: Sing +7, Sense Motive +6.
  Slight of Hand +7, Spellcraft +5, Stealth +5, Use
  Magical Device +5
  Languages Dwarvish, Tradespeech, Juten
  SQ Bardic Knowledge, Versatile Performance (sing),
  Well-Versed
  
  145
  Lanliss the All Knowing
  NB Wizard (Diviner) 11
  CR 10
  Medium Humanoid (Elf)
  XP  9,600
  N
  Low-light, elven immunities, elven magic, keen
  senses, weapon familiarity: longbow, longsword,
  rapier, shortbow, and elven weapons
  Combat Gear masterwork mana infused dagger
  (simple slot: round cut crystal of burning), wand of
  lightning bolt (CL 11, 18 charges)
  Other Gear staff of divination (24 charges),
  bracers of armor +4, brooch of shielding, rod of
  cancellation, ring of counterspells (feeblemind), elixir
  of hiding, ioun stone (pale lavender ellipsoid), pearl of
  power (3rd), hourglass, 2 flasks of oil, belt pouch,
  small steel mirror, waterskin, spellbook, spell
  component pouch; 8 cp, 25 sp, 20 gp, 11 pp
  Lanliss is perhaps one of the few people on
  Shin’ar to actively portal to the planet in hopes of
  getting trapped there. Lanliss hails from a world ruled
  by high elven noble houses. Deep within their ancient
  lore is a tale of the first “elves” journeying to his
  world from a fabled land of magical crystals and
  powerful gods.
  They studied for a century before being sure
  that Shin’ar was the place spoken of in the legends.
  After another decade of researching a way to
  transport them to the planet, they arrived in the
  middle of the Sylvanar Forest.
  After their intentions were surmised by the
  local Illumnarus, they were allowed to stay with
  them. They have since lived among them and became
  a sage in the lore and history of the elven people,
  especially the time when all elves where one race
  known as the Lluruth.
  pfrpg
  Init +9; Senses Low-light, Perception +12
    Defense
  AC 17, touch 13, flat-footed 14 (bracers, dex)
  HP 46 (11d6)
  Fort +3 Ref +6 Will +9; +2 vs. enchantment
  spells
  Defensive Immunities Sleep
  Defensive Abilities Forewarned
    Offense
  Speed 30 ft.
  Melee masterwork mana infused dagger +6 (1d4,
  19-20/x2 +1 fire damage)
  Ranged +1 dart +9 (1d4+1/x2)
  Arcane School Spell-Like Abilities (CL 11,
  Concentration +15)
  7/day - diviner’s fortune
  Diviner Spells Prepared (CL 11, Concentration
  +15)
  +2 on caster level check to overcome spell
  resistance.
  6th - legend lore, true seeing
  5th - prying eyes, telepathic bond, telekinesis
  4th - stoneskin, arcane eye, locate creature, scrying,
  stone shape
  3rd - dispel magic, arcane sight,
  clairvoyance/clairaudiance, tongues, lightning bolt,
  blink
  2nd - obscure mist, fog cloud, detect thoughts,
  locate object, see invisible, daze monster (DC16)
  1st - alarm, hold portal, mage armor, comprehend
  languages, identify, true strike
  0 (at will) - resistance, acid splash, read magic,
  mending
  Opposition Schools Illusion, Necromancy
    Tactics
  During Combat If he is forced into a situation
  where they must defend them self, they will try
   
  and incapacitate their attackers rather than
   
  kill them.
    Statistics
  Str+0 Dex+3 Con+0 Int+4 Wis+2 Cha+3
  Base Atk +5; CMB +5; CMD 18
  Feats Spell Mastery (identify, arcane sight, tongues,
  true seeing), Brew Potion, Scribe Scroll, Craft Wand,
  Silent Spell, Maximize Spell, Craft Rod
  Skills Appraise +13, Craft: Glassblowing +13, Fly
  +10, Knowledge: History +13, Knowledge: Arcana
  +13, Knowledge: Manasphere +13, Perception +12,
  Profession: Sage (elven lore and history), Spellcraft
  +13, Slight of Hand +9, Sense Motive +10
  Languages Elvish, Tradespeech, Lumnar, Calvish,
  Veri’urk
  SQ Arcane Bond (Amulet), Scrying Adept
  
  146
  Marra Steeltoes
  Female Monk 2
  CR 1
  Small Humanoid (Halfling)
  XP  400
  LN
  Fearless, halfling luck, keen senses, sure-footed,
  weapon familiarity: sling & halfling weapons
  Init +8; Senses Perception +10
    Defense
  AC 19, touch 16, flat-footed 15 (feat, dex, size,
  wisdom)
  HP 15 (2d8+2)
  Fort +5 Ref +8 Will +7; +2 vs. fear
  Defensive Abilities Evasion
  Combat Gear masterwork sling, 20 sling bullets, 2
  tracer bullets, medium rune crystal of cure light
  wounds (1d8+5)
  Other Gear backpack, bag of caltrops, 3 flasks of
  oil, belt pouch, 5 days rations, 50 feet of hemp rope,
  3 torches, flint & steel, waterskin, tindertwig, sunrod,
  vial of brighteye liquid, potion of water breathing,
  belt of tumbling; 2 cp, 8 sp, 1 gp
   
  Marra grew up a slave on her home planet.
  One day, her master was working on building a portal
  to the Astral Plane. Unfortunately, the portal
  malfunctioned and sucked in everything in the room,
  including young Marra. When she awoke, she was
  lying near the dead body of her master in a very
  unfamiliar place.
   
  She fled the scene after stripping the wizard of
  his possessions and made her way to a nearby town.
  She could not speak the local language, though
  through the use of body language and pantomime,
  the townsfolk were able to direct her to a local
  temple for help.
   
  She lived in the temple for over a year and in
  that time she became a young acolyte and
  adherent to the faith. With no way to go back
  to her home planet, Marra has decided to
  make the best of her lot in life. She has
  recently left the temple in search of
  adventure.
  pfrpg
    Offense
  Speed 20 ft.
  Melee unarmed strike +3 (1d4/x2)
  Ranged masterwork sling +7 (1d3/x2)
  Special Attacks Flurry of blows, stunning fist
  2/day (DC13)
    Tactics
  During Combat Marra will use her flurry of blows
  as much as possible, especially against foes who
  resist her stunning fist.
    Statistics
  Str+1 Dex+4 Con+1 Int+1 Wis+3 Cha+3
  Base Atk +1; CMB +1; CMD 18
  Feats Improved Initiative, Improved Unarmed
  Strike, Deflect Arrows, Dodge
  Skills Acrobatics +12, Climb +8, Escape
  Artist +9, Perception +10, Stealth +13
  Languages Halfling, Tradespeech
  
  147
  Reda Ianidodder
  NB Witch 9
  CR 8
  Medium Humanoid (Half-Elf)
  XP  4,800
  NG
  Low-light, adaptability, elf blood, elven
  immunities, keen senses, multitalented
  Init +3; Senses Low-light, Perception +6
    Defense
  AC 13, touch 13, flat-footed 10 (dex)
  HP 47 (9d6+9)
  Fort +4 Ref +8 Will +8; +2 vs. enchantment
  spells
  Defensive Immunities Sleep
  Languages Juten, Elvish, Sylvan, Lumnar, Ruskivan
  SQ Hex (Blight, Charm, Flight, Healing, Ward),
  Familiar (Pseudodragon)
  Combat Gear +2 dagger, 11 masterwork darts,
  potion of cure moderate wounds (2d8+10), 3
  tanglefoot bags
  Other Gear backpack, scroll case, flint & steel,
  belt pouch, 3 days rations, waterskin, 4 sunrods, 2
  smokesticks, healer’s kit, ring of freedom of
  movement, wand of sleep (CL 11, 12 charges), boots
  of elvenkind, cloak of elvenkind, scarab of protection,
  elixir of hiding, potion of guidance, medium rune
  crystal of glyph of warding (CL 17); 8 cp, 12 sp, 22 gp
   
  Reda is the daughter of a reclusive Jute witch
  and her elven lover. Her father, a mysterious planar
  traveler, was stranded on Shin’ar two decades ago.
  He was welcomed in the small Jute community where
  he ended up, but choose to live just inside the tree
  line of the great Jutal Forest, where he would meet
  and fall in love with Reda’s mother.
   
  They were together for almost ten years
  before he perished against an unknown assassin. Her
  mother, stricken with grief and unable to save him,
  walked into the forest one night and never returned.
  Young Reda was given to a local farmer and his wife
  to raise. She grew up loved, but barely remembers
  her mother and father.
   
  When Reda came of age, she began to
  commune with the spirit of the great forest and
  began practicing magic like her mother. She has
  joined a few adventuring bands through the years,
  however, she has never left Jutan and her quest to
  find her father’s killer.
  pfrpg
    Offense
  Speed 30 ft.
  Melee +2 dagger +7 (1d4+3, 19-20/x2)
  Ranged masterwork dart +8 (1d4/x2)
  Witch Spells Prepared (CL 9, Concentration
  +13)
  5th - baleful polymorph (DC19)
  4th - cure serious wounds (3d8+9), solid fog,
  summon monster IV
  3rd - deep slumber (DC17), pain strike, remove
  disease, seek thoughts
  2nd - cure moderate wounds (2d8+9), daze monster
  (DC16), false life, fester, glide
  1st - burning hands, charm person (DC15),
  command, cure light wounds (1d8+5), ill omen
  0 (at will) - arcane mark, detect magic, bleed,
  dancing lights
  Patron Animals
    Tactics
  During Combat Reda will cast baleful polymorph
  on the strongest foe. She will then concentrate on
  any other adversary.
    Statistics
  Str+1 Dex+3 Con+1 Int+4 Wis+2 Cha+2
  Base Atk +4; CMB +5; CMD 18
  Feats Skill Focus (Heal), Improved Familiar,
  Lighting Reflexes, Nimble Moves, Silent Spell,
  Widen Spell
  Skills Craft: Alchemy +12, Heal +15, Knowledge:
  Arcana +13, Knowledge: Manasphere +13,
  Knowledge: Nature +13, Perception +6, Spellcraft
  +8, Stealth +7, Survival +8, Use Magical Device +9
  
  148
  Alonzo the Tusk
  Male Rogue 8/Assassin 3
  CR 10
  Medium Humanoid (Half-orc)
  XP 9,600
  NE
  Darkvision, intimidating, orc blood, orc ferocity,
  weapon familiarity: greataxe, falchion, & orc
  weapons
  Init +4; Senses Darkvision 60 ft., Perception +10
  Combat Gear +2 keen shortsword, +3 shortbow of
  distance, 11 arrows, 8 +1 arrows, 3 +3 arrows, 2 flasks
  of Alterian fire, 2 flasks of acid, 2 tanglefoot bags,
  potion of cure serious wounds (3d8+12)
  Other Gear rhino hide armor, backpack, bedroll,
  flint & steel, hooded lantern, 3 flasks of oil,
  masterwork poisoner’s kit, belt pouch, 4 days rations,
  waterskin, 8 tindertwigs, rod of negation, ring of
  freedom of movement, cloak of resistance +2, belt of
  levitation, figurine of wondrous power: ebony fly,
  horn of fog; 18 cp, 13 sp, 28 gp, 7 pp
   
  Alonzo ended up on Shin’ar by taking a wrong
  portal from the Astral City of Sigil. Unable to return
  the way he came, he instead decided to make the
  best of a bad situation, especially in a place that
  didn't know him as the greedy and selfish person he
  is.
   
  After a year of getting to know his new
  surroundings, he opened up a small apothecary shop
  in the town of Eltra-Menco. His smiling, tusk-filled,
  face greets everyone who comes in his shop, and he
  is quick to call people by their first name and treat
  them like a long lost friend.
   
  This, of course, is a ruse, and he uses his shop
  as a front for his poison making business. A business
  that sees its fair share of clients thanks to the ever
  simmering political landscape of the northern
  Vogogna Hills.
   
  He has also kept himself busy as a contract
  killer, and he is responsible for 11 murders in and
  around town.
  pfrpg
    Defense
  AC 20, touch 14, flat-footed 16 (hide armor, dex)
  HP 80 (8d8+3d8+22)
  Fort +5 Ref +12 Will +4; with cloak of resistance:
  F+7, R+14, W+6
  Defensive Abilities Evasion, trap sense +2,
  improved uncanny dodge
    Offense
  Speed 30 ft. (20 ft. while in armor)
  Melee +2 keen shortsword +13/+6 (1d6+5, 18-
  20/x2)
  Ranged +3 shortbow of distance +15/+8
  (1d6+3/x3)
  Special Attacks Sneak attack 6d6, death attack
    Tactics
  Before Combat Alonzo prefers to ambush his
  targets. He will attempt to conceal himself if
  possible before a battle. He will also poison a
  number of arrows as well.
  During Combat Alonzo fights to kill, period. He is
  not interested in taking prisoners. If he is
  outnumbered, he will use his horn of fog to create
  cover, then flee on his ebony fly.
    Statistics
  Str+3 Dex+4 Con+2 Int+2 Wis+1 Cha+0
  Base Atk +8; CMB +11; CMD 25
  Feats Alertness, Blind-Fight, Deadly Aim, Quick
  Draw, Stealthy, Vital Strike
  Skills Acrobatics +11, Appriase +12, Bluff +10,
  Climb +10, Craft: Alchemy +12, Disable Device +11,
  Disguise +7, Escape Artist +16, Intimidate +12,
  Knowledge: Local +9, Perception +10, Profession:
  Poisoner +11, Sense Motive +7, Slight of Hand +14,
  Stealth +12, Swim +10, Use Magical Device +10
  Languages Orcish, Tradespeech, Veri’urk, Eltra’urk
  SQ Trapfinding, Rogue Talents (Bleeding Attack,
  Rogue Crawl, Surprise Attack, Trap Spotter), Poison
  Use
  
  149
  Hashem Yrrsban
  Male Ranger 3/Explorer 3
  CR 5
  Medium Humanoid (Gnoll)
  XP  1,600
  N
  Darkvision, natural armor
  Init +6; Senses Darkvision 60 ft., Perception +8
    Defense
  AC 19, touch 12, flat-footed 17 (scale mail, dex,
  natural)
  HP 69 (3d10+3d10+24)
  Fort +4 Ref +7 Will +3
  Defensive Abilities Evasion
    Offense
  Speed 40 ft. (30 ft. while in armor)
  Melee +1 scimitar +9 (1d6+4, 18-20/x2)
  Ranged +1 shortbow +8 (1d6+1/x3)
  Special Attacks Favored enemy (magical beasts
  +2)
  Explorer Spell-Like Abilities (CL 3)
  4/day - eagle vision
    Tactics
  During Combat Hashem will attempt to stay
  behind his allies and shoot his bow. He will use his
  boots of spider climbing to obtain a better position
  if needed.
    Statistics
  Str+3 Dex+2 Con+4 Int+0 Wis+1 Cha+0
  Base Atk +5; CMB +8; CMD 20
  Feats Fleet, Improved Initiative, Endurance, Point
  Blank Shot, Nimble Moves, Precise Shot
  Skills Climb +9, Heal +7, Knowledge: Geography
  +7, Knowledge: Nature +7, Perception +8, Stealth
  +8, Survival +8, Swim +7
  Languages Gnoll
  SQ Track, Wild Empathy, Combat Style: Archery,
  Favored Terrain (Desert, Underground), Terran
  Adaptation
  Combat Gear +1 scimitar, +1 shortbow, 17 arrows,
  3 +1 arrows, tanglefoot bag, potion of cure light
  wounds (1d8+3)
  Other Gear mana infused scale mail (advanced
  slot: pear crystal of burning), backpack, map case,
  flint & steel, 3 flasks of oil, small steel mirror, belt
  pouch, 4 days ration, 50 feet of hemp rope, grappling
  hook, waterskin, smokestick, potion of see invisible,
  ring of chameleon power, brooch of shielding, boots
  of spider climbing, minor rune crystal of Strength +3,
  medium rune crystal of sanctuary (CL 6); 4 cp, 8 sp, 11
  gp, 1 pp
   
  Hashem belongs to the Yrrsban Clan of
  Yrrbon. His father and mother are trusted advisors to
  the ruling Kolyaruts. Hashem hires himself out as a
  guide in the desert, though he will never go near any
  Sytash controlled oasis.
   
  He likes to be alone, and when guiding
  adventurers through the sands, he stays well ahead
  of the party. He will not purposely abandon those he
  hires, though he will not risk his life to save them if
  they get themselves into a situation he warned them
  about.
  pfrpg
  
  150
  Vogun Blisterskin
  Male Sorcerer 5
  CR 4
  Small Humanoid (Goblin)
  XP  1,200
  CE
  Darkvision, skilled
  Init +4; Senses Darkvision 60 ft., Perception +2
    Defense
  AC 16, touch 15, flat-footed 12 (bracers, size, dex)
  HP 32 (5d6+10)
  Fort +3 Ref +5 Will +5
  DR 10/fire
    Offense
  Speed 60 ft.
  Melee +1 dagger +3 (1d3+1, 19-20/x2)
  Bloodline Spell-Like Ability (CL 5,
  Concentration +11)
  5/day - elemental ray (1d6+2 fire damage)
  Sorcerer Spells Known (CL 5, Concentration
  +11)
  2nd (5/day) - scorching ray, daze monster (DC14),
  continual flame
  1st (7/day) - burning hands, endure elements, magic
  missile, jump, reduce person (DC13)
  0 (at will) - resistance, detect magic, ghost sound,
  flare, bleed, arcane mark
  Bloodline Elemental (Fire)
  Combat Gear +1 dagger, staff of fire (CL 11, 32
  charges), potion of cure light wounds (1d8+5), flask of
  Alterian fire, scroll of daze monster (CL 5)
  Other Gear scroll case, flint & steel, 2 flasks of oil,
  4 sheets of parchment, inkpen, 2 vials of ink, belt
  pouch, 4 days of rations, waterskin, ring of minor cold
  resistance, bracers of armor +1, wand of burning
  hands (CL 11, 7 charges), robe of useful items, scroll of
  mage armor (CL 8); 14 cp, 11 sp, 8 gp, 2 pp
  Vogun is a veteran of the Alterian Legions. He
  earned his freedom by surviving 10 years in service of
  the Empire. He now spends his time lording over a
  small group of freed slaves in the Atlantis slave
  district where he has opened up a feast hall
  specializing in smoked fish and charred meats on a
  stick.
  He is not a nice person and saves soothing
  words and wide smiles for the Atlanteans who
  infrequently come to his establishment.
  pfrpg
    Tactics
  During Combat Vogun will try and ignite any
  flammable substance on the battlefield. He will use
  his elemental ray and scorching ray to do so.
    Statistics
  Str+0 Dex+4 Con+2 Int+1 Wis+1 Cha+2
  Base Atk +2; CMB +1; CMD 15
  Feats Combat Casting, Scribe Scroll, Quicken Spell,
  Eschew Materials
  Skills Bluff +8, Fly +8, Intimidate +7, Knowledge:
  Arcana +6, Perception +2, Ride +9, Spellcraft +7,
  Stealth +13, Use Magical Device +6
  Languages Goblinoid, Alterian, Giant
  
  151
  Gomb the Pleasant
  Male Alchemist 1
  CR 3
  Large Humanoid (Ogre)
  XP  800
  NE
  Darkvision, low-light, extra reach, natural armor
  Init +3; Senses Darkvision 60 ft., Low-light,
  Perception +5
    Defense
  AC 15, touch 9, flat-footed 14 (ring, size, natural)
  HP 37 (5d8+14)
  Fort +8 Ref +1 Will +5
    Offense
  Speed 30 ft.
  Melee masterwork club +8 (1d6+5/x2)
  Ranged bomb +1 (1d6+1 fire damage)
  Special Attacks Bomb 2/day
  Alchemist Extracts Prepared (CL 1,
  Concentration +2)
  1st - expeditious retreat
    Tactics
  During Combat Gomb is will toss his bombs
  before he enters melee. If he is ever outnumbered
  more than 2 to 1, he will attempt to flee.
    Statistics
  Str+5 Dex-1 Con+2 Int+1 Wis+0 Cha+1
  Base Atk +3; CMB +9; CMD 18
  Feats Iron Will, Toughness, Improved Initiative,
  Brew Potion, Throw Anything
  Skills Appraise +6, Climb +7, Craft: Alchemy +6,
  Perception +5
  Languages Giant, Alterian
  SQ Alchemy, Mutagen
  Combat Gear masterwork club, 2 potions of cure
  light wounds (1d8+5), 2 flasks of Alterian fire,
  thunderstone
  Other Gear crowbar, hourglass, fine clothes, 2
  flasks of oil, belt pouch, 2 days rations, waterskin, 3
  sunrods, 5 tindertwigs, alchemist’s lab, ring of
  protection +2, minor rune crystal of Charisma +4,
  potion of bless (CL 8); 18 cp, 22 sp, 23 gp, 9 pp
  Gomb is the attaché to the aging Senator Kurn
  from Oogoksten in Sprata. He has held the position
  for eight years and has murdered or discredited any
  potential rivals. He has his sights set on the Senator’s
  seat, but he is wise enough to let Kurn die of old age
  rather than attempt to kill him.
  Gomb earned his nickname from his pleasant
  demeanor and jovial manner. His hygiene is
  impeccable and he is always finely dressed. He is
  quick with a smile and kind word to everyone he
  meets. Once it is clear the person can no longer do
  anything for Gomb, he is also quick to dismiss them,
  sometimes in very loud and messy ways.
  pfrpg
  
  152
   
  The world of Shin’ar is full of colorful characters, heroic bystanders, and despicable villains. Below is a
  small sample of those types of people, presented without stats for the GM to create as they see fit. Enjoy!
  Rallo Wylmyr
  Human (Jute) male Barbarian 11; CN
   
  Rallo is the sub-chief of a clan of Jute
  who dwell high up in the Darkfrost Mountains.
  The clan raids the villages in the foothills, then
  retreats back to their mountain homes. The Jarl
  of Merdah has issued a bounty of 500 gp for his
  capture or proof of his death. Rallo has caught
  wind of this bounty and has boasted that if it
  ever reaches 1,000 gp, he would turn himself in
  to claim it!
  Appendix A
  Sophia Romero de Fatera
  Human (Vergal) NB Cleric 8; CG
   
  Sophia is a cleric of Zephyr, the God of
  Travel and Commerce. They travel from city to
  city spreading the word of their god to all who
  will listen. They cannot stay in one place more
  than a few days and when it is close to their time
  to leave, they becomes visibly agitated and
  morose. Their mood quickly brightens once they
  are on the open road once more.
  
  153
  Vargon Duur
  Dwarf male Fighter 14; LE
   
  Vargon was part of an adventuring
  band that made a fortune raiding a large and
  infamous dungeon on his native world. On
  one such expedition, he fled a group of
  undead black dragon wyrmlings and tripped
  and fell into a malfunctioning portal. He
  ended up on Shin’ar and eventually joined a
  mercenary company operating in Verigal. His
  gruff manner and no-nonsense way of
  speaking has not earned him any friends,
  but his prowess in battle has earned him
  their respect.
  Xaxar Xol’arrin
  Elf (Drow) male Sorcerer 18; CE
   
  Xaxar was born in the small Drow settlement
  below the Eltra Mountains. His mother, a high
  priestess, fell out of favor with their Matron and was
  killed. Xaxar was given over to slaves to raise and he
  spent his childhood tending the mushroom fields that
  fed the noble house. When his sorcerous powers
  emerged, he was drafted by the noble house into their
  army, however, after eleven years of such servitude,
  Xaxar slew his commander and ran away. He traveled
  extensively around Shin’ar before finally settling in the
  Great Jungle. There, he researches the exotic and
  mana-infused flora for use in his experiments.
  
  154
  Rongo
  Centaur male Fighter 7; N
  Rongo hails from the Jutal
  Forest and is considered the finest
  warrior in his small village. He
  declined the role of chief on two
  separate occasions, preferring to
  fight battles instead of lead them. He
  is generally well liked, but his temper
  and quickness to jump to
  conclusions has earned him the ire
  of the older Centaurs in his clan.
  Lady Desmonda Nystrom
  Eltrabi (Vampyr) female Wizard 4; NE
  Desmonda is the daughter of Lord Halster
  Nystrom, chief advisor to the Queen of Eltra. She
  has grown up in the lap of luxury and never
  wanted for anything in her life. Her father is
  grooming her for a position at Court, however,
  Desmonda has other plans. She has recently fell in
  love with a slave, an adventurer who was
  captured six months ago trying to break into
  House Nystrom’s winter villa. He was tortured and
  fed upon, but not killed. Desmonda used her
  influence to release him into her charge. They
  are plotting to kill her father and take over
  the family fortunes.
  
  Available Now!
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Terran Empire Publishing/Manastorm - World of Shinar NPC Codex.pdf