Hjort Fastaxe Tier 4-5 1 51 51 0 0 true e202d4f5-3650-46c6-97ec-aee5fd39e019 false false false 0 109787744 false 0 0 0 0 false false false false false Hjort Fastaxe Tier 4-5 3 800 human barbarian 4 CN Medium humanoid (human) 2 Perception +7 14, touch 10, flat-footed 12 (+3 armor, +2 Dex, -2 rage, +1 shield) 51 (4d12+20) Fort +8, Ref +3, Will +3 8 3 3 45 ft. mwk handaxe +8 (1d6+5/x3), dagger +7 (1d4+5/19-20) 5 ft. 5 ft. rage (12 rounds/day), rage powers (guarded stance [+1 dodge vs. melee], swift foot +5 feet) Str 20, Dex 15, Con 18, Int 12, Wis 10, Cha 8 4 +9 19 Double Slice, Two-Weapon Defense, Two-Weapon Fighting Acrobatics +8, Climb +11, Handle Animal +6, Intimidate +6, Knowledge (nature) +8, Perception +7 Common, Skald fast movement PFS S2-15 0 Male Hjort slings insults at the PCs, challenging them to face him and pay with their blood for their crimes in his village. Should the PCs deny any involvement in the attack, he spits in rage that they're liars and then charges, initiating combat. Hjort rages immediately and attacks the nearest PC. Once that PC is down, he moves to the next and so on. Hjort fights to the death. potion of cure light wounds studded leather, masterwork handaxe, dagger, 2,500 gp 0 0 0 0 0 0 1 When not raging, the barbarian's statistics are AC 16, touch 12, flat-footed 14; hp 43; mwk handaxe +6 (1d6+3/x3), dagger +5 (1d4+3/19–20); Speed 40 ft.; Str 16, Con 14; CMB 7, CMD 19; Climb +9 uncanny dodge, trap sense +1 Adult false 0 0 true 20 15 18 12 10 8 true true Acrobatics 8 Climb 11 Handle Animal 6 Intimidate 6 Knowledge nature 8 Perception 7 true Double Slice Two-Weapon Defense Two-Weapon Fighting true 14 10 12 0 0 1 3 0 9 19 false false Rage 12 rounds/day 0 12 12 Runa White Tier 4-5 1 29 29 0 0 true 1ed971bb-07cf-4af1-b378-e41557510f96 false false false 0 142337359 false 0 0 -1 2147483647 false false false false false Runa White Tier 4-5 3 800 human cleric of Asmodeus 4 LE Medium humanoid (human) -1 Perception +6 13, touch 9, flat-footed 13 (+3 armor, -1 Dex, +1 shield) 29 (4d8+8) Fort +5, Ref +0, Will +7 5 0 7 30 ft. mwk light mace +4 (1d6) javelin +2 (1d6) 5 ft. 5 ft. channel negative energy 10/day (DC 19, 2d6) Domain Spell-Like Abilities (CL 4th; concentration +7) 6/day-touch of evil (2 rounds) 6/day-touch of law Str 10, Dex 8, Con 12, Int 13, Wis 16, Cha 20 3 +3 12 Extra Channel, Improved Channel, Selective Channeling Appraise +8, Bluff +9, Knowledge (religion) +5, Perception +6, Sense Motive +10 Common, Skald aura PFS S2-15 0 Female Runa quickly drinks her potion of eagle's splendor once Hjort starts slinging insults. Runa starts combat by casting silence, trying to catch as many PC spellcasters in the area of spell's effect as possible. After that, she stays away from melee if possible, and instead channels negative energy into the PCs as often as she can, using Selective Channeling to exclude her compatriots. She casts hold person on the first PC to close with her in melee and then casts cause fear on the next. Runa fights to the death. potion of cure moderate wounds, potion of eagle's splendor, potion of endure elements masterwork studded leather, masterwork light wooden shield, javelins (2), masterwork light mace 0 0 0 0 0 0 1 When not under the effect of eagle's splendor, Runa has the following base statistics: channel negative energy 8/day (DC 17); Cha 16; Bluff +7. Cleric Spells Prepared (CL 4th; concentration +7) 2nd-align weapon (evil only)D, hold person (DC 15), silence, sound burst (DC 15) 1st-bane, cause fear (DC 14), command (DC 14), cure light wounds, protection from goodD 0 (at will)-bleed (DC 13), guidance, light Evil, Law Adult false 0 0 true 10 8 12 13 16 20 true true Appraise 8 Bluff 9 Knowledge religion 5 Perception 6 Sense Motive 10 true Extra Channel Improved Channel Selective Channeling true 13 9 13 0 0 1 3 0 3 12 false false Lazar Tier 4-5 1 35 35 0 0 true b83871a1-0352-47de-bd01-c39f5e903dfd false false false 0 1145536922 false 0 0 -1 2147483646 false false false false false Lazar Tier 4-5 3 800 human evoker 4 LN Medium humanoid (human) 5 Perception +7 19, touch 11, flat-footed 18 (+4 armor, +1 Dex, +4 shield) 35 (4d6+19) Fort +3, Ref +2, Will +5 3 2 5 30 ft. quarterstaff +1 (1d6-1) light crossbow +3 (1d8/19-20) 5 ft. 5 ft. intense spells +2 damage Arcane School Spell-Like Abilities (CL 4th; concentration +8) 7/day-force missile (1d4+2) Str 8, Dex 13, Con 14, Int 18, Wis 12, Cha 10 2 +1 12 Alertness, Greater Spell Focus (evocation), Improved Initiative, Spell Focus (evocation), Toughness Appraise +11, Bluff +4, Fly +8, Knowledge (arcana) +11, Perception +7, Sense Motive +7, Spellcraft +11 Common, Elven, Goblin, Orc, Skald arcane bond (toad) PFS S2-15 0 Male Conjuration, Enchantment Lazar cast mage armor from a scroll before he and Hjort's other companions raided the armory. As soon as Hjort begins slinging insults at the PCs, Lazar casts shield. Lazar stays in the back, hitting the toughest PCs with scorching ray, magic missile, and flaming sphere to capitalize on the +2 damage from intense spells. He then switches to his wand of magic missile. He casts burning hands and invisibility should any PCs close on him, and moves back out of range and resorts to force missiles if out of other options. Lazar fights until reduced to below 7 hit points, at which point he flees. scroll of grease, scroll of mage armor, scrolls of sleep (2), wand of magic missile (15 charges) light crossbow with 10 bolts, quarterstaff, spellbook (contains all 0-level spells, alarm, color spray, feather fall, floating disk, identify, shield, spider climb, and all prepared spells) 0 0 0 0 0 0 1 When not under the effects of mage armor or shield, Lazar's base statistics are AC 11, touch 11, flatfooted 10; lose immunity to magic missile. Evoker Spells Prepared (CL 4th; concentration +8) 2nd-flaming sphere (DC 18), invisibility, scorching ray (2) 1st-burning hands (DC 17), color spray (DC 15), magic missile (2), shield 0 (at will)-mage hand, prestidigitation, ray of frost, touch of fatigue magic missile Adult false 0 0 true 8 13 14 18 12 10 true true Appraise 11 Bluff 4 Fly 8 Knowledge arcana 11 Perception 7 Sense Motive 7 Spellcraft 11 true Alertness Greater Spell Focus (evocation) Improved Initiative Spell Focus (evocation) Toughness true 19 11 18 0 0 4 4 0 1 12 false false Gyuri Tier 4-5 1 29 29 0 0 true e74bb80e-0caf-4b75-ae4f-f14a1c72431a false false false 0 1329178605 false 0 0 -1 2147483645 false false false false false Gyuri Tier 4-5 3 800 half-elf monk 4 LE Medium humanoid (elf, human) 6 low-light vision; Perception +4 16, touch 16, flat-footed 13 (+2 Dex, +1 dodge, +1 monk, +2 Wis) 29 (4d8+8) Fort +4, Ref +6, Will +6; +4 vs. enchantments 4 6 6 +4 vs. enchantments 40 ft. unarmed strike +6 (1d8+3) or flurry of blows +5/+5 (1d8+3) shuriken +5 (1d2+3) 5 ft. 5 ft. flurry of blows, stunning fist (4/day, DC 14) Str 16, Dex 14, Con 10, Int 12, Wis 15, Cha 8 3 +7 22 Deflect Arrows, Dodge, Improved Initiative, Improved Unarmed Strike, Skill Focus (Acrobatics), Stunning Fist, Toughness Acrobatics +12, Climb +10, Escape Artist +9, Knowledge (religion) +8, Perception +4, Sense Motive +9, Stealth +9 +2 Perception Common, Elven, Varisian elf blood, fast movement, ki pool (4 points, magic), maneuver training, slow fall 20 ft., still mind PFS S2-15 0 Male Quiet and loyal, Gyuri waits to be told to attack. Gyuri follows Hjort, attacking whomever the big Ulfen does. He prefers to use flurry when he can, but throws shuriken if no closer targets present themselves. He saves stunning fist for any spellcasters he is able to get close to. If it starts to look as though the tide is turning against him and his companions, Gyuri draws and drinks his potion of owl's wisdom to boost his AC, then flings himself back into melee. Gyuri fights to the death. potion of owl's wisdom shuriken (20) 0 0 0 0 0 0 1 evasion Adult false 0 0 true 16 14 10 12 15 8 true true Acrobatics 12 Climb 10 Escape Artist 9 Knowledge religion 8 Perception 4 Sense Motive 9 Stealth 9 true Deflect Arrows Dodge Improved Initiative Improved Unarmed Strike Skill Focus (Acrobatics) Stunning Fist Toughness true 16 16 13 0 0 0 0 1 7 22 false false Ki pool 0 4 4