Tr'Bon Karlat, 6th level Commander//HealerGiamarga (Elf)Hit Dice: 6d8+30 (60 hp)
Initiative: +5
Speed: 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +4 Armour, +2 Xmas)
Base Attack/Grapple: +4/+5
Attack: +9 Rapier (1d6+3) or +9 Light Crossbow (1d8+2)
Full Attack: +9 Rapier (1d6+3) or +9 Light Crossbow (1d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Commander Aura, Warden, Aid Them All, Ability Boon, Grant Move Action, Commander's Boon, Seal the Breach, Low-light Vision
Saves: Fort +10, Ref +8, Will +9, +1 vs Spells/SLAs, +2 vs enchantment spells or effects.
Abilities: Str 13, Dex 17, Con 20 (17 + 3 Xmas), Int 16, Wis 15, Cha 25 (17 + 1 level + 2 racial, +5 Xmas)
Skills: Bluff 18 (+7 Cha, +9 Skills, +2 NK), Diplomacy 26 (+2 Mwk, +7 Cha, +9 Skills, +2 Bluff, +2 SM, +2 NK, +2 race), Intimidate 22 (+2 Mwk, +7 Cha, +9 Skills, +2 Bluff, +2 NK), Sense Motive 11 (+2 Wis, +9 Skills), K (History) 14 (+2 Mwk, +3 Int, +9 Skills), Survival 11 (+2 Wis, +9 Skills), Heal 14 (+2 Wis, +9 Skills, +3 SF), Ride 5 (+3 Dex, +2 Skills), +1 racial bonus on Listen, Search, and Spot, +2 racial bonus on Gather Information
Feats: Nymph's Kiss (bonus), Warleader (1st), Skill Focus (Heal) (class), Touch of Mercy (Xmas bonus), Coordinator Supreme (3rd), Commander's Will (6th)
Environment: Campaign
Organization: The Party
Language: Krevbornski, Eisensprech, Lilituan
Treasure: WBL 13,000gp.
Armor (321gp): 3 chain shirts (300gp), 3 heavy wooden shields (3 x 7, 21gp)
Clothing (54gp): 3 explorer’s outfits (30gp), 3 cold weather outfits (24gp).
Weapons (1492gp): 1 light crossbow (35gp), bolts x30 (3gp), 2 masterwork composite greatbows +1 Str (2 x 700, 1400gp), arrows x80 (4gp), 2 longswords (2 x 15, 30gp), 1 rapier (20gp)
Other (150gp): mwk tool of diplomacy (50gp), mwk tool of intimidate (50gp), mwk tool of k (history) (50gp).
Misc (70gp): Assorted basics (food, sleeping supplies, etc.)
Magic Items (10900gp): 2 Healing Belts (2 x 750gp, 1500gp), 3 Anklet of Translocations (3 x 1400, 4200gp), Rod of Ropes (4000gp), Talisman of the Disk (500gp), Magic Bedroll (500gp), 2x Shapesand (2 x 100gp, 200gp)
Spare: 13gp
Alignment: LN
Advancement: Commander//Healer
Wars are a thing of constancy, never really changing, never really altering – they are fought for the wrong reasons, the people who started them never end up punished, and the innocent suffer the most. These are the truths that Tr’Bon Karlat held to be self-evident. Once, he had been a young boy and played with blocks of wood and sticks, offcuts from his father’s wood-cutting business. He no longer remembered that boy.
Today, Tr’Bon is a battle-hardened veteran of war, having been tossed into one conflict and then another, starting when he could barely grasp a spear and mercenaries came to his village. Those they didn’t kill they “recruited”. Conflict begat conflict, merging together into an endless stream that is still little more than a blur of sound and anguish to Tr’Bon’s mind.
A leader of men before his fourteenth birthday, by now he has honed his talents into a brutal cutting edge, able to coordinate men and material at a level vastly more experienced soldiers could never hope to achieve. For where else could he have turned his talents when he started so young?
The only thing new about today is that he fights for himself, for his own profit instead of someone else’s. His mercenary corps is one man, but it will grow, until it is legion and Tr’Bon is never a victim again.
COORDINATOR SUPREME
You are a true expert at getting your allies in line and following orders
Prerequisites: K (History) 6
Benefit: When you succeed on a check to use Coordinate Allies from the K (History) skill, the benefits last for one minute instead of one round, and you may apply one additional teamwork benefit
WARLEADER
Leadership is a natural talent
Prerequisites: None
Benefit: K (History) is always treated as a class skill, and any allies under the effects of a benefit from your K (History) skill are immune to fear effects (including morale checks) as long as they remain under its effects. This immunity to fear does not apply to you
COMMANDER'S WILL
It shall be done
Prerequisites: Commander, Marshal, Dragon Shaman, Overlord, or similar aura ability, character level 6
Benefit: You increase your aura bonus for your auras by +1
Healing Hands: Whenever a healer casts a spell that cures hit point damage, she adds her Charisma modifier to the amount of damage healed. For instance, if a 5th-level healer with an 18 Charisma casts cure light wounds, she cures 1d8+5 points of damage normally, plus an additional 4 points of damage due to her Charisma bonus. This bonus applies only to spells of the healing subschool that she casts as a healer, not to those that she may have by virtue of levels in another class.
Cleanse Paralysis (Su): A healer deals with certain kinds of maladies so often that eventually she can cure them without resorting to a spell. At 3rd level, a healer gains the ability to cleanse paralysis once per day, as if casting a remove paralysis spell.
Cleanse Disease (Su): At 4th level, a healer gains the ability to cleanse disease once per day, as if casting a remove disease spell.
Cleanse Fear (Su): At 5th level, a healer gains the ability to cleanse fear once per day, as if casting a remove fear spell.
Cleanse Poison (Su): At 6th level, a healer gains the ability to cleanse poison once per day, as if casting a neutralize poison spell.
Aura bonus currently equals Cha +1 from Commander's Will (+8 total).
Energy Shield: Any creature striking the commander or his ally with a natural attack or a nonreach melee weapon is dealt 2 points of energy damage for each point of his aura bonus. The energy type is chosen when creating the aura from acid, cold, electricity, or fire.
Presence: Bonus on Bluff, Diplomacy, and Intimidate checks equal to his aura bonus. Also, any creature viewing someone affected by the aura must make a Will save against DC 10 + 1/2 commander level + commander's charisma modifier or be fascinated until he can no longer see anyone under the effect of this aura. (Active, not factored in above)
Urgency: Allies’ base land speed is increased 5' for every two points of his aura bonus (min 5').
Vigor: Fast healing 1 for every 2 points of his aura bonus, but only affects characters at or below one-half their full normal hit points.
Attack: Bonus on melee attack rolls.
0th: 5 spells, 4x Cure Minor, 1x Deathwatch
1st: 7 spells, 2x Sanctuary, 3x PoEvil, 2x Cure Light
2nd: 6 spells, 3x Cure Moderate, 3x Lesser Restore
3rd: 6 spells, 1x Status, 3x Cure Serious, 2x Restore
Touch of Mercy [Gift]
Prerequisite: Character Level 3
Benefit: As a standard action, you may grant one touched ally fast healing equal to their Constitution modifier for one minute. You may use this Gift once per day per class level.
+4 Cha, +2 Con, Ability Boosts: At 2nd level, and every subsequent even-numbered level, characters may increase one of their ability scores by two. This bonus may not be applied to the same ability score twice in a row. At 5th, 10th, 15th, and 20th levels, they increase all ability scores by one.
+2 Competence Bonus: Characters gain a competence bonus to attack rolls, damage rolls, armor class, saving throws, and initiative checks equal to one-third their class level, rounded down. If using a shield, double this bonus to armor class.
Cwalu/Saethwr, 4th level CommonerHumanHit Dice: 4d4+12 (22 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 Dex, +4 Armour, +1 Xmas)
Base Attack/Grapple: +2/+3
Attack: +4 Longsword (1d8+2) or +7 Masterwork Composite Greatbow +1 Str (1d10+2) [Technically, he's non-proficient in these but I'm lazy, doesn't include PBS]
Full Attack: +4 Longsword (1d8+2) or +7 Masterwork Composite Greatbow +1 Str (1d10+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 13, Dex 16, Con 17, Int 10, Wis 12, Cha 8
Skills: Listen +8, Spot +8, Ride +9
Feats: Hidden Talent (Force Screen), Point Blank Shot, Psionic Shot, Ghost Warrior
Environment: Campaign
Organization: The Party
Treasure: From Commander
Alignment: LN
Advancement: Commoner
Ghost Warrior[Gift]
Prerequisite: Character Level 3
Benefit: Any weapon you wield, including natural weapons and unarmed strikes, deals damage normally to incorporeal creatures. The bonuses from any armor or shield you wear, and any natural armor you possess, count against attacks by insubstantial creatures-- although attacks designated as touch attacks bypass these categories normally. You may also touch incorporeal creatures as though they were solid.
+2 Con, +2 Dex Ability Boosts: At 2nd level, and every subsequent even-numbered level, characters may increase one of their ability scores by two. This bonus may not be applied to the same ability score twice in a row. At 5th, 10th, 15th, and 20th levels, they increase all ability scores by one.
+1 Competence Bonus: Characters gain a competence bonus to attack rolls, damage rolls, armor class, saving throws, and initiative checks equal to one-third their class level, rounded down. If using a shield, double this bonus to armor class.
Cwalu/Saethwr, 4th level CommonerHumanHit Dice: 4d4+24 (34 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Dex (Armour Max), +4 Armour, +1 Xmas)
Base Attack/Grapple: +4/+5
Attack: +10 Longsword (1d8+2) or +15 Masterwork Composite Greatbow +1 Str (1d10+2) [Doesn't include PBS]
Full Attack: +10 Longsword (1d8+2) or +15 Masterwork Composite Greatbow +1 Str (1d10+2) [Doesn't include PBS]
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: -
Saves: Fort +3, Ref +6, Will +2
Abilities: Str 13, Dex 20, Con 17, Int 10, Wis 12, Cha 8
Skills: Listen +8, Spot +8, Ride +13
Feats: Hidden Talent (Force Screen), Point Blank Shot, Psionic Shot, Ghost Warrior
Environment: Campaign
Organization: The Party
Treasure: From Commander
Alignment: LN
Advancement: Commoner
Recovers as a Warblade, knows 2, readied 1, max level 2
+4 Attack Bonus chosen, Initiator chosen
Known: Peregrine Riposte, Starstruck
Peregrine Riposte readied
Falling Star+4 Dex (Ability Boon)
Ghost Warrior[Gift]
Prerequisite: Character Level 3
Benefit: Any weapon you wield, including natural weapons and unarmed strikes, deals damage normally to incorporeal creatures. The bonuses from any armor or shield you wear, and any natural armor you possess, count against attacks by insubstantial creatures-- although attacks designated as touch attacks bypass these categories normally. You may also touch incorporeal creatures as though they were solid.
+2 Con, +2 Dex Ability Boosts: At 2nd level, and every subsequent even-numbered level, characters may increase one of their ability scores by two. This bonus may not be applied to the same ability score twice in a row. At 5th, 10th, 15th, and 20th levels, they increase all ability scores by one.
+1 Competence Bonus: Characters gain a competence bonus to attack rolls, damage rolls, armor class, saving throws, and initiative checks equal to one-third their class level, rounded down. If using a shield, double this bonus to armor class.