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Druid, Male Night Elf Druid 2/Night Elf 2: CR melee (2d8+4, tauren totem) or +5 melee (1d8+3, gore) or +2 ranged

4; Medium humanoid (night elf); HD 2d8 plus 2d8, hp 21; Init +3; Spd 30 (1d4+3, sling); SQ nature sense, tauren traits; AL N; SV Fort +7, Ref +2,
ft.; AC 14, touch 14, flat-footed 11; Base Atk +2; Grp +3; Atk +3 melee Will +3; Str 17, Agy 11, Sta 14, Int 10, Spt 12, Cha 8.
(1d6+1/19–20/x2, moon glaive); Full Atk +3 melee (1d6+1/19–20/x2, Languages Spoken: Common, Taur-ahe.
moon glaive) or +5 ranged (1d4+1/50 ft./x2, sling); SA spellcasting; SQ Skills: Handle Animal +6, Intimidate +4, Knowledge
low-light vision, animal companion (hawk), inspiration, strider, turn/rebuke (nature) +3, Survival +11.
plants, the voice of Cenarius, bonus weapon proficiency (moon glaive), Feats: Cleave, Iron Will, Power Attack, Track, Weapon
resistances, shadowmeld, weapon familiarity; AL CN; SV Fort +3, Ref +5, Will Focus (tauren totem).
+8; Str 12, Agy 16, Sta 10, Int 12, Spt 16, Cha 12. Possessions: Hide armor, masterwork tauren totem,
Language Spoken: Darnassian sling with 10 bullets, backpack with two days of rations,
Skills: Climb +2, Concentration +2, Handle Animal waterskin.
+4, Heal +3, Knowledge (nature) +4, Knowledge Knight, Male Human Warrior 5: CR 5; Medium
(religion) +3, Listen +2, Sense Motive +3, Spellcraft humanoid (human); HD 5d10+10, hp 42; Init +2; Spd 20 ft.; AC 21, touch
+3, Spot +3, Stealth +2, Survival +4. 11, flat-footed 20; Base Atk +5; Grp +8; Atk/Full Atk +9 melee (1d8+4/x3,
Feats: Dodge, Skilled (Heal, Knowledge [nature]). lance); AL LN; SV Fort +7, Ref +4, Will +3; Str 16, Agy 15, Sta 15, Int 10,
Druid Spells (5/3; save DC 13 + spell level): The druid’s Spt 12, Cha 11.
high Spirit score allows him to prepare 1# additional Language Spoken: Common.
spell per level; he can prepare many of the spells on the Skills: Handle Animal +10, Ride +15.
Druid spell list. Feats: Expert Rider, Mounted Combat, Ride-By Attack, Skilled
Domain Spells: 1st—roar. (Handle Animal and Ride), Spirited Charge, Trample.
Domains: Animal (speak with animals 1/day) and Wild Possessions: +1 lance, masterwork full plate, heavy
(swiftpaws [speed increases by +10 in animal form]). steel shield, cloak of protection +1, , potion of cure light
Possessions: Moon glaive, sling, spell component wounds, heavy warhorse mount.
pouch. Scarlet Knight, 3rd-Level Ex-
Description: Paladin/7th-Level Warrior/6th-Level
This night elf is dressed in simple clothes of brown and Mounted Warrior
green, designed to blend in with the foliage. His clothes have Male Human: CR 16; Medium humanoid (human); HD 16d10+48,
a leaf motif. He carries only a staff, a sling, and a short knife hp 140; Init +1; Spd 20 ft. (breastplate; base 30 ft.); AC 23, touch 11,
in his belt. fl at-footed 22; Base Atk +16; Grp +20; Atk +25 melee (1d8+9/19–20,
Druids use their knowledge of the area and of nature to long sword); Full Atk +25/+20/+15/+10 melee (1d8+9/19–20, long
their advantage. Most summon animals or awaken plants sword); SA improved mounted combat (2/round); SQ mounted command,
to protect them, and then use their animal companion mounted expertise, superior mount, human traits; AL LE; SV Fort +16, Ref
and their own wildshape to attack. +6, Will +4; Str 19, Agy 13, Sta 16, Int 10, Spt 9, Cha 14.
* The night elf druid uses the night elf druid racial Language Spoken: Common.
iconic class presented in Chapter 2. Skill: Profession (military commander) +17, Ride +13
Warrior, Male Tauren Warrior 2/Scout 1: CR Feats: Battle Shout, CleaveB, Expert RiderB, Furious
3; Medium humanoid (tauren); HD 2d10 plus 1d8+6, hp 26; Init +0; Spd ChargeB, Improved Sunder, Leadership, Mighty Lungs,
20 ft. in hide armor (base speed 30 ft.); AC 13, touch 10, flat-footed 13; Mounted Combat, Power Attack, Reckless AttackB,
Base Atk +2; Grp +5; Atk +7 melee (2d8+4, tauren totem); Full Atk +7 Ride-By AttackB, Weapon Focus (longsword), Weapon
Specialization (longsword)B. bears a lance, and pats his majestic dragonhawk mount
Possessions: +3 mighty cleaving longsword, +3 breastplate in preparation for battle.
of lesser fi re resistance, +2 heavy wooden shield of arrow Dragonhawk riders are elite aerial warriors. As magi,
defl ection. dragonhawk riders tend to stay above the battle, using
Soldier, Human Warrior 1: CR 1; Medium humanoid their spells to befuddle enemies and disable potentially
(human); HD 1d10+2, hp 7; Init +2; Spd 30 ft.; AC 14, touch 11, flatfooted dangerous foes. A favorite tactic of dragonhawk riders is
13, Base Atk +1; Grap +4; Atk/Full Atk +4 melee (1d8+3/19–20, to cast fog cloud over enemy battlements, rendering their
longsword) or +3 ranged (1d8/x3, longbow); SQ human traits; AL LE; SV Fort ranged attacks useless. Dragonhawk riders also use aerial
+4 Ref +1 Will +2; Str 16, Agy 13, Sta 14, Int 10 Spt 14, Cha 8. shackles† to disable flying opponents.
Mage, Human Mage 1 (2): CR 1; Medium humanoid * The dragon rider uses the focused mage variant
(human); HD 1d4+2; hp 5; Init +1; Spd 30 ft.; AC 11, touch 11, flat-footed class presented in Chapter 2.
10; Base Atk +0; Grap –1; Atk/Full Atk –1 melee (1d4–1/19–20, dagger) † See Chapter 4: Magic.
or +2 ranged (1d4–1, sling); SA spells; SQ familiar, human traits; AL LE; SV MAGIAS DESCRIPCION
Fort +2, Ref +1, Will +2; Str 8, Agy 13, Sta 14, Int 18, Spt 11, Cha 10. Arcane Missile
Male High Elf Mage 3/ Evocation [Force]
Warrior 2: CR 5; Medium humanoid (high elf); HD 3d6+2d10, hp 23; Init Level: Mge 1
+1; Spd 30 ft.; AC 18, touch 11, flat-footed 17; Base Atk +3; Grp +3; Atk +4 melee Components: V, S
(1d8/x3, lance); Full Atk +4 melee (1d8/x3, lance); SA spells; SQ low-light vision, Casting Time: 1 standard action
boundless mind, high elf traits; AL LG; SV Fort +4, Ref +2, Will +2; Str 10, Agy 12, Range: Medium (100 ft. + 10 ft./level)
Sta 11, Int 14, Spt 9, Cha 8. Targets: Up to fi ve creatures, no two of which can be more than 15 ft.
Language Spoken: Thalassian. apart
Skills: Concentration +6, Handle Animal +4, Duration: Instantaneous
Knowledge (arcana) +10, Knowledge (military Saving Throw: None
tactics) +4, Ride +8, Spellcraft +12. Feats: Mounted Spell Resistance: Yes
Combat, Ride-By Attack, Scribe Scroll, Spirited A missile of arcane energy darts forth from your
Charge. fi ngertip and strikes its target, dealing 1d4+1 points of
Mage Spells (5/5/4; save DC 12 + spell level): The force damage.
dragonhawk rider’s high Intellect score and his ranks The missile strikes unerringly, even if the target is
in Spellcraft allow him to prepare 6 spells per level; in melee combat or has less than total cover or total
he can prepare many of the spells on the mage spell concealment. You cannot single out specifi c parts of a
list. A dragonhawk rider favors the following spells: creature. This spell does not damage inanimate objects.
1st—arcane missile, obscuring mist†; 2nd— aerial For every two caster levels beyond 1st, you gain an
shackles‡, fog cloud. additional missile — two at 3rd level, three at 5th, four
Possessions: Masterwork lance, dragonhide at 7th, and the maximum of fi ve missiles at 9th level or
breastplate, dragonhide heavy shield, dragonhawk higher. If you shoot multiple missiles, you can have them
mount. strike a single creature or several creatures. A single missile
Description: can strike only one creature. You must designate targets
This high elf is resplendent in golden and blue armor, before you check for spell resistance or roll damage.
the helm worked in stylized wings above each ear. He Fog Cloud
Conjuration (Creation)
Level: Elements 2, Hlr 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: 20-ft.-radius spread, 20 ft. high
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
A bank of fog billows out from the point you designate.
The fog obscures all sight, including darkvision, beyond
5 feet. A creature within 5 feet has concealment (attacks
have a 20% miss chance). Creatures farther away have
total concealment (50% miss chance, and the attacker
can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds;
a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.
Worgen Tainted One
Medium Monstrous Humanoid
Hit Dice: 4d8+4 (22 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 19 (+3 Agy, +4 natural, +2 leather armor), touch 13, flat-footed 16
Base Attack/Grapple: +4/+7
Attack: Claw +8 melee (1d8+3/19–20) Claw
Full Attack: 2 claws +8 melee (1d8+3/19–20) and bite +3melee (1d6+1
Space/Reach: 5 ft./5 ft
Special Attacks: Pounce, serrated claws
Special Qualities: Darkvision 60 ft., damage reduction 5/truesilver*, scent,
uncanny dodge dodge, scent
Saves: Fort +4, Ref +7, Will +5
Abilities: Str 17, Agy 16, Sta 13, Int 7, Spt 12, Cha9
Skills: Listen +8
Feats: Combat Reflexes, EnduranceB, Great FortitudeB, Weapon Focus (claw)
(claw)
Environment: Temperate forest
Area: Ashenvale, Duskwood
Organization: Solitary or pack (4–12)

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