First Level Characters

Dilitri
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Male daemon-spawn tiefling investigator 1 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Class Guide 30, Pathfinder RPG Bestiary 264)
NE Medium outsider (native)
Init 6; Senses darkvision 60 ft.; Perception +4


Defense

AC 17, touch 14, flat-footed 13 (2 armor, 4 Dex, +1 natural)
hp 9 (1d8
1)
Fort 1, Ref 6, Will 2
Resist cold 5, electricity 5, fire 5

Offense

Speed 30 ft.
Melee dagger +4 (1d4/19-20) or
   rapier +4 (1d6/18-20) or
   sword cane +4 (1d6)
Investigator Extracts Prepared (CL 1st; concentration +4)

Statistics

Str 11, Dex 18, Con 12, Int 16, Wis 10, Cha 10
Base Atk
0; CMB 0; CMD 14
Feats Deft Hands, Weapon Finesse
Traits chance savior, dangerously curious
Skills Acrobatics +8, Climb +4, Craft (alchemy) +7 (
8 to create alchemical items), Disable Device 13, Escape Artist +8, Knowledge (local) +7, Perception +4, Sleight of Hand +12, Stealth +8, Use Magic Device +5; Racial Modifiers 2 Disable Device, 2 Sleight of Hand
Languages Abyssal, Azlanti, Common, Thassilonian, Varisian
SQ alchemy (alchemy crafting +1), inspiration (3/day), trapfinding +1
Other Gear leather armor, dagger, rapier, sword caneAPG, mule, portable alchemist’s lab, saddlebags, 81 gp

Special Abilities

Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Inspiration (
1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

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Lorena the Silent
Human (Chelaxian) cleric of Pharasma 1
N Medium humanoid (human)
Init -1; Senses Perception 4

Defense

AC 15, touch 9, flat-footed 15 (
4 armor, -1 Dex, 2 shield)
hp 11 (1d8
3)
Fort 4, Ref -1, Will 6

Offense

Speed 30 ft. (20 ft. in armor)
Melee dagger 1 (1d41/19-20) or
   heavy mace 1 (1d81) or
   quarterstaff 1 (1d61) or
   wooden stake 1 (1d41)
Special Attacks channel positive energy 4/day (DC 11, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration 5)
   7/day—gentle rest, rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +5)
   1st—cure light woundsD, detect undead, sanctuary (DC 15)
   0 (at will)—detect magic, light, stabilize
   D Domain spell; Domains Repose (Ancestors subdomain), Healing

Statistics

Str 12, Dex 9, Con 14, Int 12, Wis 18, Cha 12
Base Atk
0; CMB +1; CMD 10
Feats Combat Casting, Turn Undead
Traits inspired by greatness, undead slayer
Skills Acrobatics -6 (-10 to jump), Climb -3, Heal +8, Knowledge (dungeoneering) +2, Knowledge (religion) +5
Languages Common, Varisian
SQ variant channeling (sun variant channelingUM)
Other Gear hide armor, heavy steel shield, dagger, heavy mace, quarterstaff, wooden stakeAPG, 101 gp

Special Abilities

Cleric Channel Positive Energy 1d6 (4/day, DC 11) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Ancestors)
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Gentle Rest (7/day) (Sp) As a standard action, melee touch staggers living 1 rd (sleep if already staggered), longer duration vs. undead.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4 dam to negative HP target.
Sun Variant Channeling (±1 Sacred) Bonus vs. blindnes & light effects/Dazzled
Turn Undead (DC 11) Your Channel Energy can make undead in 30 ft flee for 1 min.


Miss Adella Elcotte
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Female human bloodrager 1 (Pathfinder RPG Advanced Class Guide 15)
NG Medium humanoid (human)
Init 1; Senses Perception +0

Defense

AC 13, touch 11, flat-footed 12 (
2 armor, 1 Dex)
hp 12 (1d10
2)
Fort 3, Ref 1, Will 0

Offense

Speed 40 ft.
Melee heavy mace +6 (1d8
4) or
   unarmed strike 5 (1d34 nonlethal)
Special Attacks bloodrage (5 rounds/day)

Statistics

Str 18, Dex 12, Con 13, Int 10, Wis 10, Cha 14
Base Atk 1; CMB 5; CMD 16
Feats Noble Scion Of LoreISWG, Weapon Focus (heavy mace)
Traits on the payroll, scholar of ruins
Skills Acrobatics 1 (5 to jump), Climb +8, Diplomacy +3, Knowledge (geography) +6, Knowledge (nobility) +7, Survival +4
Languages Common
SQ fast movement, frightful charger
Other Gear mwk leather armor, heavy mace, backpack, belt pouch, flint and steel, lamp, waterproofUE, riding saddle, saddlebags, soap, torch (10), trail rations (5), waterskin, light horse, 19 gp, 22 sp

Tracked Resources

Action Points – 0/5
Bloodrage (5 rounds/day) (Su) – 0/5
Torch – 0/10
Trail rations – 0/5

Special Abilities

Bloodrage (5 rounds/day) (Su) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Frightful Charger (1 round) (Sp) While raging, foe hit by charge attack is shaken for 1 rds.


Serafina Gurkovsky
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Female No Race witch 1 (Pathfinder RPG Advanced Player’s Guide 65)
NG Medium
Init -1; Senses Perception 2

Defense

Defense 9, flat-footed 10   (-1 Dex)
Armor DR: 0
Critical Defense: -1   (-1 Dex)
hp 8 (1d6
2)
Fort 2, Ref -1, Will 3

Offense

Speed 30 ft.
Melee quarterstaff 0 (1d6) or
   wooden stake +0 (1d4) or
   hair +3 (1d3
4)
Ranged light crossbow -1 (1d8/19-20)
Special Attacks hexes (flightAPG, prehensile hairUM)
Witch Spell-Like Abilities (CL 1st; concentration 4)
   At will—feather fall (self only)
Witch Spells Prepared (CL 1st; concentration +4)
   1st—burning hands (DC 14), ear-piercing screamUM (DC 14)
   0 (at will)—detect magic, read magic
   Patron Death

Statistics

Str 10, Dex 8, Con 14, Int 16, Wis 12, Cha 14
Base Atk
0; CMB +0; CMD 9
Feats Amateur InvestigatorACG, Extra HexAPG
Traits subject of study, undead slayer
Skills Handle Animal +3, Heal +5, Knowledge (arcana) +7, Knowledge (nature) +7, Knowledge (Undead) +4, Perception +2, Swim +4
Languages Ancient Osiriani, Common, Daemonic, Terran
SQ witch’s familiar (raven named Arcane Familiar)
Other Gear crossbow bolts (10), light crossbow, quarterstaff, wooden stakeAPG, belt pouch, flint and steel, spell component pouch, sunglasses (worth 20 gp), waterskin, wooden holy symbol of Pharasma, pony (combat trained), backpack, bedroll, bit and bridle, blanket, feed (per day), hemp rope (50 ft.), pot, riding saddle, saddlebags, torch, trail rations, 18 gp

Special Abilities

Amateur Investigator (3/day) Your knowledge is more than plain smarts – it’s inspired.

Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Like an investigator, you have the abil
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to Appraise checks You gain the Alertness feat while your familiar is within arm’s reach.
Prehensile Hair (1/day) (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Share Spells with Familiar Can cast spells with a target of “You” on the familiar with a range of touch.
Witch’s Familiar (Ex) Gain the services of a special familiar that stores spells.

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First Level Characters

Shadows over Ustalav Skade