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Earl Kynis Auvraevalsa

Player: Chris Willhelm


Male elf battle herald 4/bard (arcane duelist) 4/cavalier
(daring champion) 1 - CL9 - CR 8
Lawful Good Humanoid (Elf); Deity: Calistria; Age: 253;
Height: 6' 1"; Weight: 117 lb.
Ability Score Modifier Temporary

STR 14 +2
STRENGTH

DEX 21 +5
DEXTERITY

CON 16 +3
CONSTITUTION

INT 12 +1
INTELLIGENCE

WIS 11 0
WISDOM

CHA 18 +4
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +8 = +5 +3
(CONSTITUTION)
Banner : +2 morale bonus vs. fear when beneath banner,
Elven Immunities: +2 vs. enchantments

REFLEX +10 = +5 +5
(DEXTERITY) Skill Name Total Ability Ranks Temp
Banner : +2 morale bonus vs. fear when beneath banner,
Elven Immunities: +2 vs. enchantments Acrobatics +12 DEX (5) 5
WILL Appraise +6 INT (1) 2
(WISDOM) +6 = +6
Banner : +2 morale bonus vs. fear when beneath banner, Bluff +15 CHA (4) 8
Elven Immunities: +2 vs. enchantments Voice of Authority : +2 bonus vs. creatures with whom you share a
language, Dueling Cloak Adept : +2 trait bonus to feint if wearing a
Elven Immunities Elven Immunities - Sleep cloak and using an Aldori dueling sword
Total Armor Shield Dex Size Natur Deflec Dodge Misc Climb -1 STR (2) -
AC 19 = +3 +1 +5 Diplomacy +12 CHA (4) 5
10 Disguise +2 CHA (4) -
Touch AC 15 Flat-Footed AC 14
Order of the Lion : +1 dodge bonus vs. the target of your challenge Escape Artist +2 DEX (5) -
BAB Strength Size Misc
Fly +2 DEX (5) -
CM Bonus +10 = +8 +2 - - -
See the Base Attack (below) for modifiers that may also apply to CMB Heal -2 WIS (0)
BAB Strength Dexterity Size Intimidate +16 CHA (4) 9
CM Defense 25 = 10 +8 +2 +5 - Voice of Authority : +2 bonus vs. creatures with whom you share a
See the AC section (above) for situational modifiers that may also apply to language
CMD Perception +10 WIS (0) 5
Hero Points HP 109 Perform (oratory) +12 CHA (4) 5
Base Attack +8 Damage / Current HP Profession (soldier) +13 WIS (0) 9
Banner : +1 morale bonus when charging beneath Ride +8 DEX (5) 1
banner
Sense Motive +5 WIS (0) 2
Initiative +5
Sleight of Hand +10 DEX (5) 3
Stealth +10 DEX (5) 3
Speed 30 ft
Survival -2 WIS (0) -
Masterwork aldori dueling sword Swim -1 STR (2) -
Main hand: +15/+10, 1d8+5 Crit: 19-20/×2
1-hand, P/S
Activated Abilities & Adjustments
Both hands: +15/+10, 1d8+7 Feats Allowed: +2
Banner : +1 morale bonus when charging beneath banner
Feats
Arcane Strike
Armor Proficiency (Light)
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Feats Experience & Wealth
Armor Proficiency (Medium) Experience Points: 75000/105,000
Bard Weapon Proficiencies Current Cash: 5,262 gp, 5 sp, 7 cp
Buckler Proficiency
Combat Casting Gear
Dazzling Display (Aldori dueling sword)
Elven Weapon Proficiencies Total Weight Carried: 56.5/175 lbs, Light Load
Equipment Trick (Cloak) (Light: 58 lbs, Medium: 116 lbs, Heavy: 175
Exotic Weapon Proficiency (Aldori dueling sword) lbs)
Leadership (score 13) Backpack (31 @ 57 lbs) <In: Dropped to ground (1 2 lbs
Lingering Performance @ 59oflbs)>
Bag Money 149gp, 2sp, 7cp -
Martial Weapon Proficiency - All Bedroll <In: Backpack (31 @ 57 lbs)> 5 lbs
Precise Strike Belt pouch (empty) 0.5 lbs
Shield Proficiency Buckler 5 lbs
Simple Weapon Proficiency - All Elven trail rations x10 <In: Backpack (31 @ 57 lbs)> 1 lb
Slashing Grace (Aldori dueling sword) Explorer's outfit (Free) -
Weapon Focus (Aldori dueling sword) Flint and steel <In: Backpack (31 @ 57 lbs)> -
Leaf Armor - 5% Arcane Failure 10 lbs
Traits Masterwork aldori dueling sword 3 lbs
Dueling Cloak Adept Mess kit <In: Backpack (31 @ 57 lbs)> 1 lb
Militia Veteran (any town or village, Profession [soldier]) Money <In: Home> 105.48 lbs
Rich Parents Noble's outfit 10 lbs
Pot <In: Backpack (31 @ 57 lbs)> 4 lbs
Drawbacks Rope <In: Backpack (31 @ 57 lbs)> 10 lbs
Meticulous Scroll box (empty) 1 lb
Short sword Short sword <In: Home> 2 lbs
Shortspear 3 lbs
Main hand: +13/+8, 1d6+2 Crit: 19-20/×2 Soap <In: Backpack (31 @ 57 lbs)> 0.5 lbs
Light, P Studded leather 20 lbs
Banner : +1 morale bonus when charging beneath banner The Sword of Nobility Training 3 lbs
Shortspear Thieves' tools 1 lb
Torch x10 <In: Backpack (31 @ 57 lbs)> 1 lb
Main hand: +13/+8, 1d6+2 Crit: ×2
Torch Leaves x60 -
Rng: 20'
Both hands: +13/+8, 1d6+3 Waterproof bag (empty) <In: Backpack (31 @ 57 0.5 lbs
1-hand, P
lbs)>
Waterskin x4 <In: Backpack (31 @ 57 lbs)> 4 lbs
Ranged: +13, 1d6+2
Ranged, both hands: +13, 1d6+2 Buildings and Organizations
Banner : +1 morale bonus when charging beneath banner
Buildings
The Sword of Nobility Training
Waterfront
Main hand: +16/+11, 1d8+7 Crit: 19-20/×2 Earnings: Gold +80, Goods +72, Influence +56,
1-hand, P/S
Both hands: +16/+11, 1d8+9 Labor +64
Banner : +1 morale bonus when charging beneath banner
Take 10 values (choose 1): 9 gp, 8 Goods, 6
Buckler Influence, 7 Labor
Max Dex: -, Armor Check: -1 Create: Goods 63, Influence 10, Labor 56 (2680
+1 Spell Fail: 5%, Shield gp)
Rooms: 2 Animal Pen, 4 Dock, 1 Office, 4
Storage, 1 Workstation (Craft [ships])
Leaf Armor - 5% Arcane Failure Size: 74 squares
Max Dex: +5, Armor Check: - Notes: A port for waterborne arrival and
+3 Spell Fail: 15%, Light departure, with facilities for shipping and
shipbuilding.
Studded leather
Max Dex: +5, Armor Check: -1 —————
+3 Spell Fail: 15%, Light Organizations
Special Abilities
Banner +2/+1 (60 ft.) (Ex)
Bardic Performance (standard action, 14 rounds/day)
Bardic Performance: Distraction (Su)
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Earl Kynis Auvraevalsa – Abilities & Gear

Arcane Strike Feat Lingering Performance Feat


You draw upon your arcane power to enhance your weapons with The effects of your bardic performance carry on, even after you
magical energy. have stopped performing.

Prerequisite: Ability to cast arcane spells. Prerequisite: Bardic performance class feature.

Benefit : As a swift action, you can imbue your weapons with a Benefit : The bonuses and penalties from your bardic performance
fraction of your power. For 1 round, your weapons deal +1 damage continue for 2 rounds after you cease performing. Any other
and are treated as magic for the purpose of overcoming damage requirement, such as range or specific conditions, must still be met
reduction. For every five caster levels you possess, this bonus for the effect to continue. If you begin a new bardic performance
increases by +1, to a maximum of +5 at 20th level. during this time, the effects of the previous performance
immediately cease.
Combat Casting Feat
You are adept at spellcasting when threatened or distracted. Appears In : Advanced Player's Guide

Benefit : You get a +4 bonus on concentration checks made to cast Precise Strike Feat
a spell or use a spell-like ability when casting on the defensive or You are skilled at striking where it counts, as long as an ally
while grappled. distracts your foe.

Dazzling Display (Aldori dueling sword) Feat Prerequisites: Dex 13, base attack bonus +1.
Your skill with your favored weapon can frighten enemies.
Benefit : Whenever you and an ally who also has this feat are
Prerequisite: Weapon Focus, proficiency with the selected weapon. flanking the same the creature, you deal an additional 1d6 points of
precision damage with each successful melee attack. This bonus
Benefit : While wielding the weapon in which you have Weapon damage stacks with other sources of precision damage, such as
Focus, you can perform a bewildering show of prowess as a full- sneak attack. This bonus damage is not multiplied on a critical hit.
round action. Make an Intimidate check to demoralize all foes within
30 feet who can see your display. Appears In : Advanced Player's Guide

Equipment Trick (Cloak) Feat Slashing Grace (Aldori dueling sword) Feat
Adding this feat will let you create your own feat with a name of You can stab your enemies with your sword or another slashing
your choice. weapon.

Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with


Exotic Weapon Proficiency (Aldori dueling sword) Feat chosen weapon.
Choose one type of exotic weapon, such as the spiked chain or
whip. You understand how to use that type of exotic weapon in Benefit : Choose one kind of light or one-handed slashing weapon
combat, and can utilize any special tricks or qualities that exotic (such as the longsword). When wielding your chosen weapon one-
weapon might allow. handed, you can treat it as a one-handed piercing melee weapon
for all feats and class abilities that require such a weapon (such as
Prerequisite: Base attack bonus +1. a swashbuckler's or a duelist's precise strike) and you can add your
Dexterity modifier instead of your Strength modifier to that weapon's
Benefit : You make attack rolls with the weapon normally. damage. The weapon must be one appropriate for your size. You
do not gain this benefit while fighting with two weapons or using
Normal: A character who uses a weapon with which he is not flurry of blows, or any time another hand is otherwise occupied.
proficient takes a –4 penalty on attack rolls.
Note: A FAQ from paizo in July 2015 has clarified that equipping a
Special : You can gain Exotic Weapon Proficiency multiple times. buckler for defense does not count as having the off hand
Each time you take the feat, it applies to a new type of exotic 'otherwise occupied', and thus does not remove the benefits of this
weapon. feat.

Leadership (score 13) Feat Appears In : Advanced Class Guide


You attract followers to your cause and a companion to join you on
your adventures. Weapon Focus (Aldori dueling sword) Feat
Choose one type of weapon. You can also choose unarmed strike
Prerequisite: Character level 7th. or grapple (or ray, if you are a spellcaster) as your weapon for the
purposes of this feat.
Benefit : This feat enables you to attract a loyal cohort and a
number of devoted subordinates who assist you. A cohort is Prerequisites: Proficiency with selected weapon, base attack bonus
generally an NPC with class levels, while followers are typically +1.
lower level NPCs. See Table: Leadership for what level of cohort
and how many followers you can recruit. Benefit : You gain a +1 bonus on all attack rolls you make using
the selected weapon.
Appears In : Not New Paths Option: Split Leadership Feat
Special : You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of
weapon.

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Earl Kynis Auvraevalsa – Abilities & Gear

Dueling Cloak Adept Trait Hero Points Unknown


You are trained in using your cloak to disguise your body and Hero points can be spent at any time and do not require an action
deceive your enemies. While wearing a cloak and using an Aldori to use (although the actions they modify consume part of your
dueling sword, you gain a +2 trait bonus on Bluff checks made to character’s turn as normal). You cannot spend more than 1 hero
feint. Additionally, every time you successfully feint while wearing a point during a single round of combat. Whenever a hero point is
cloak, you gain a +1 dodge bonus to your Armor Class until your spent, it can have any one of the following effects.
next turn.
Act Out of Turn : You can spend a hero point to take your turn
Appears In : Knights of the Inner Sea immediately. Treat this as a readied action, moving your initiative to
just before the currently acting creature. You may only take a move
Militia Veteran (any town or village, Profession [soldier]) Trait or a standard action on this turn.
Your first job was serving in a civilian militia in your home town.
Skills learned through daily drilling and protecting your fellow Bonus: If used before a roll is made, a hero point grants you a +8
townsfolk gave you special insight into military life. Select one of luck bonus to any one d20 roll. If used after a roll is made, this
the following skills: Profession (soldier), Ride, or Survival. You gain bonus is reduced to +4. You can use a hero point to grant this
a +1 trait bonus on that skill, and it is always a class skill for you. bonus to another character, as long as you are in the same
location and your character can reasonably affect the outcome of
Appears In : Advanced Player's Guide Traits, Taldor, Echoes of the roll (such as distracting a monster, shouting words of
Glory, Ultimate Campaign encouragement, or otherwise aiding another with the check). Hero
points spent to aid another character grant only half the listed
bonus (+4 before the roll, +2 after the roll).
Rich Parents Trait
You were born into a rich family, perhaps even the nobility, and Extra Action : You can spend a hero point on your turn to gain an
even though you turned to a life of adventure anyway, you enjoyed additional standard or move action this turn.
a one-time benefit to your initial finances.
Inspiration: If you feel stuck at one point in the adventure, you can
Benefit : Your starting cash increases to 900 gp. spend a hero point and petition the GM for a hint about what to do
next. If the GM feels that there is no information to be gained, the
Note: You may need to go to the classes tab and reset your hero point is not spent.
starting cash after taking this trait.
Recall: You can spend a hero point to recall a spell you have
Appears In : Character Traits Web Enhancement, Advanced already cast or to gain another use of a special ability that is
Player's Guide Traits otherwise limited. This should only be used on spells and abilities
possessed by your character that recharge on a daily basis.

Elven Immunities Racial Ability (Elf) Reroll: You may spend a hero point to reroll any one d20 roll you
+2 racial bonus on saving throws against enchantment spells and just made. You must take the results of the second roll, even if it is
effects. worse.

Elven Immunities - Sleep Unknown Special : You can petition the GM to allow a hero point to be used
You are immune to magic sleep effects. to attempt nearly anything that would normally be almost impossible.
Such uses are not guaranteed and should be considered carefully
by the GM. Possibilities include casting a single spell that is one
Elven Magic Racial Ability (Elf)
level higher than you could normally cast (or a 1st-level spell if you
Elves receive a +2 racial bonus on caster level checks made to are not a spellcaster), making an attack that blinds a foe or
overcome spell resistance. In addition, elves receive a +2 racial bypasses its damage reduction entirely, or attempting to use
bonus on Spellcraft checks made to identify the properties of magic Diplomacy to convince a raging dragon to give up its attack.
items. Regardless of the desired action, the attempt should be
accompanied by a difficult check or penalty on the attack roll. No
additional hero points may be spent on such an attempt, either by
the character or her allies.

Cheat Death : A character can spend 2 hero points to cheat death.


How this plays out is up to the GM, but generally the character is
left alive, with negative hit points but stable. For example, a
character is about to be slain by a critical hit from an arrow. If the
character spends 2 hero points, the GM decides that the arrow
pierced the character’s holy symbol, reducing the damage enough
to prevent him from being killed, and that he made his stabilization
roll at the end of his turn. Cheating death is the only way for a
character to spend more than 1 hero point in a turn. The character
can spend hero points in this way to prevent the death of a
familiar, animal companion, eidolon, or special mount, but not
another character or NPC.

Note: Hero points gained must be added manually.

Appears In : Advanced Player's Guide Hero Points

Low-Light Vision Racial Ability,Senses


A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these
conditions.

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Earl Kynis Auvraevalsa – Abilities & Gear

Banner +2/+1 (60 ft.) (Ex) Class Ability (Battle Herald) Bardic Performance: Distraction (Su) Class Ability (Bard)
At 5th level, a cavalier’s banner becomes a symbol of inspiration to At 1st level, a bard can use his performance to counter magic
his allies and companions. As long as the cavalier’s banner is effects that depend on sight. Each round of the distraction, he
clearly visible, all allies within 60 feet receive a +2 morale bonus on makes a Perform (act, comedy, dance, or oratory) skill check. Any
saving throws against fear and a +1 morale bonus on attack rolls creature within 30 feet of the bard (including the bard himself) that
made as part of a charge. At 10th level, and every five levels is affected by an illusion (pattern) or illusion (figment) magical attack
thereafter, these bonuses increase by +1. The banner must be at may use the bard's Perform check result in place of its saving
least Small or larger and must be carried or displayed by the throw if, after the saving throw is rolled, the Perform check result
cavalier or his mount to function. proves to be higher. If a creature within range of the distraction is
already under the effect of a non-instantaneous illusion (pattern) or
Bardic Performance (standard action, 14 rounds/day)
Class Ability (Bard) illusion (figment) magical attack, it gains another saving throw
A bard is trained to use the Perform skill to create magical effects against the effect each round it sees the distraction, but it must use
on those around him, including himself if desired. He can use this the bard's Perform check result for the save. Distraction does not
ability for a number of rounds per day equal to 4 + his Charisma work on effects that don't allow saves. Distraction relies on visual
modifier. At each level after 1st a bard can use bardic performance components.
for 2 additional rounds per day. Each round, the bard can produce
any one of the types of bardic performance that he has mastered, Bardic Performance: Fascinate (2 targets, DC Class
16) (Su) Ability (Bard)
as indicated by his level. At 1st level a bard can use his performance to cause one or more
creatures to become fascinated with him. Each creature to be
Starting a bardic performance is a standard action, but it can be fascinated must be within 90 feet, able to see and hear the bard,
maintained each round as a free action. Changing a bardic and capable of paying attention to him. The bard must also be able
performance from one effect to another requires the bard to stop to see the creatures affected. The distraction of a nearby combat or
and previous performance and start a new one as a standard other dangers prevents the ability from working. For every three
action. A bardic performance cannot be disrupted, but it ends levels a bard has attained beyond 1st, he can target one additional
immediately if the bard is killed, paralyzed, stunned, knocked creature with this ability.
unconscious, or otherwise prevented from taking a free action to
maintain it each round. A bard cannot have more than one bardic Each creature within range receives a Will save (DC 10 + 1/2
performance in effect at one time. bard's level + bard's Cha modifier) to negate the effect. If a
creature's saving throw succeeds, the bard cannot attempt to
At 7th level, a bard can start a bardic performance as a move fascinate that creature again for 24 hours. If its saving throw fails,
action instead of a standard action. At 13th level, a bard can start a the creature sits quietly and observes the performance for as long
bardic performance as a swift action. as the bard continues to maintain it. While fascinated, a target
takes a -4 penalty on skill checks made as reactions, such as
Each bardic performance has audible components, visual Perception checks. Any potential threat requires the target allows
components, or both the target to make a new saving throw against the effect. Any
obvious threat, such as someone drawing a weapon, casting a
If a bardic performance has audible components, the targets must spell, or aiming a ranged weapon at the target, automatically breaks
be able to hear the bard for the performance to have any effect, the effect.
and many such performances are language dependent (as noted in
the description). A deaf bard has a 20% change to fail when Fascinate is an enchantment (compulsion), mind-affecting ability.
attempting to use a bardic performance with an audible component. Fascinate relies on audible and visual components in order to
If he fails this check, the attempt still counts against his daily limit. function.
Deaf creatures are immune to bardic performances with audible
components. Bardic Performance: Inspire Competence +2 (Su)
Class Ability (Bard)
A bard of 3rd level or higher can use his performance to help an
If a bardic performance has a visual component, the targets must ally succeed at a task. The ally must be within 30 feet and able to
have line of sight to the bard for the performance to have any see and hear the bard. The ally gets a +2 competence bonus on
effect. A blind bard has a 50% chance to fail when attempting to skill checks with a particular skill as long as she continues to hear
use a bardic performance with a visual component. If he fails this the bard's performance. This bonus increases by +1 for every four
check, the attempt still counts against his daily limit. Blind creatures levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5
are immune to bardic performances with visual components. at 15th, and +6 at 19th).
Addition from Lingering Performance : The bonuses and penalties Certain uses of this ability are infeasible, such as Stealth, and may
from your bardic performance continue for 2 rounds after you cease be disallowed at the GM's discretion. A bard can't inspire
performing. Any other requirement, such as range or specific competence in himself. Inspire competence relies on audible
conditions, must still be met for the effect to continue. If you begin components.
a new bardic performance during this time, the effects of the
previous performance immediately cease. Bardic Performance: Inspire Courage +2 (Su) Class Ability (Bard)
A 1st level bard can use his performance to inspire courage in his
allies (including himself), bolstering them against fear and improving
their combat abilities. To be affected, an ally must be able to
perceive the bard's performance. An affected ally receives a +1
morale bonus on saving throws against charm and fear effects and
a +1 competence bonus on attack and weapon damage rolls. At 5th
level, and every six bard levels thereafter, this bonus increases by
+1, to a maximum of +4 at 17th level. Inspire courage is a mind-
affecting ability. Inspire courage can use audible or visual
components. The bard must choose which component to use when
starting his performance.

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Earl Kynis Auvraevalsa – Abilities & Gear
Bardic Performance: Rallying Cry (Su) Class Ability (Bard) Inspiring Command: Inspire Greatness (1 allies)
Class (Su)
Ability (Battle Herald)
At 1st level, an arcane duelist can use performance to rally At 4th level, a battle herald may use her inspiring command ability
dispirited allies. Each round he makes an Intimidate check. Any ally to inspire greatness (as the 9th-level bardic performance ability).
(including the bard) within 30 feet may use this check in place of This ability affects one creature at 4th level, two at 7th, and three
his own saving throw against fear and despair effects. Those at 10th.
already under a fear or despair effect can attempt a new save each
round using the bard’s Intimidate check. Rallying cry does not work Inspire Greatness : A bard of 9th level or higher can use his
on effects that don’t allow saves. This is a mind-affecting ability that performance to inspire greatness in himself or a single willing ally
uses audible components. This performance replaces countersong. within 30 feet, granting extra fighting capability. For every three
levels a bard attains beyond 9th, he can target one additional ally
Champion's Finesse Class Ability (Cavalier) while using this performance (up to a maximum of four at 18th
At 1st level, a daring champion gains the benefits of the Weapon level). To inspire greatness, all of the targets must be able to see
Finesse feat with light or one-handed piercing melee weapons, and and hear the bard. A creature inspired with greatness gains 2
he can use Charisma in place of Intelligence for the purpose of bonus Hit Dice (d10s), the commensurate number of temporary hit
combat feats prerequisites. A daring champion also counts as points (apply the target's Constitution modifier, if any, to these
having the Weapon Finesse feat for the purpose of meeting feat bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1
requirements. This ability replaces mount. competence bonus on Fortitude saves. The bonus Hit Dice count as
regular Hit Dice for determining the effect of spells that are Hit Dice
dependent. Inspire greatness is a mind-affecting ability and it relies
Easy March (2 hours/day) (Ex) Class Ability (Battle Herald) on audible and visual components.
At 2nd level, allies within 60 feet of the battle herald can hustle or
force march during overland travel without ill effects for a number of
hours per day equal to 1 hour times her inspiring command bonus. Lion's Challenge +1 (1/day) (Ex) Class Ability (Cavalier)
Once per day, a cavalier can challenge a foe to combat. As a swift
Inspiring Command +2 (move, 14 rounds/day) (Ex)
Class Ability (Battle Herald) action, the cavalier chooses one target within sight to challenge.
The cavalier’s melee attacks deal extra damage whenever the
A battle herald uses her keen tactical acumen and decisive attacks are made against the target of his challenge. This extra
judgment to lead others to victory, as well as her mastery of damage is equal to the cavalier’s level. The cavalier can use this
command to assist herself and her allies in battle. ability once per day at 1st level, plus one additional time per day
for every three levels beyond 1st, to a maximum of seven times per
All battle heralds may use inspiring command to inspire courage (as day at 19th level. Challenging a foe requires much of the cavalier’s
the bardic performance ability); bard and battle herald levels stack concentration. The cavalier takes a –2 penalty to his Armor Class,
to determine the bonuses provided by inspire courage. except against attacks made by the target of his challenge.
At 1st level, and every two levels thereafter, the battle herald The challenge remains in effect until the target is dead or
chooses one command to learn. Unless otherwise noted, these unconscious or until the combat ends. Each cavalier’s challenge
abilities provide a competence bonus equal to the battle herald’s also includes another effect which is listed in the section describing
inspiring command bonus to her and to all allies within 60 feet able the cavalier’s order.
to see or hear her. Commands marked with an asterisk have the
same range as above but only affect a certain number of allies Addition from Order of the Lion : Whenever an order of the lion
(which can include the battle herald). cavalier issues a challenge, he receives a +1 dodge bonus to his
AC against attacks made by the target of his challenge. This bonus
Issuing an inspiring command is a move action. At 5th level, this increases by +1 for every four levels the cavalier possesses.
becomes a swift action, and at 10th level, it becomes an immediate
action. Maintaining an inspiring command is a free action that
cannot be disrupted, but its effects end immediately if the battle Lion's Skills +1 (Ex) Class Ability (Cavalier)
herald is killed or otherwise prevented from taking actions (such as An order of the lion cavalier adds Knowledge (local) (Int) and
being dazed, helpless, or stunned). The battle herald cannot have Knowledge (nobility) (Int) to his list of class skills. An order of the
more than one command in effect at a time. She may use this lion cavalier can make Knowledge (nobility) skill checks untrained. If
ability for a number of rounds per day equal to 4 + her Charisma he has ranks in the skill, he receives a bonus on the check equal to
modifier, plus 2 additional rounds per level after 1st. She may use 1/2 his cavalier level (minimum +1) as long as the check involves
rounds of bardic performance to issue inspiring commands, but not his sovereign.
vice versa. Inspiring commands are language-dependent, mind-
affecting effects. The battle herald cannot maintain an inspiring None Shall Fall (2 allies) (Ex) Class Ability (Battle Herald)
command and a bardic performance at the same time (this does A number of allies equal to the battle herald’s inspiring command
not preclude abilities such as persistent command or the Lingering bonus heal 1d6 points of damage. Targeted allies who are
Performance feat, which continue an inspiring command or bardic poisoned may attempt a new poison saving throw with a bonus
performance after the battle herald stops maintaining it). equal to the battle herald’s inspiring command bonus; a failed save
has no additional effect, but a successful save counts toward curing
the poison. This healing is not positive energy and can heal undead
creatures.

Appears In : Advanced Player's Guide

Pincer Maneuver +2 (Ex) Class Ability (Battle Herald)


Allies apply the battle herald’s inspiring command bonus to attack
and damage rolls when flanking and as a dodge bonus to AC
against attacks of opportunity provoked by movement (including
standing from prone).

Appears In : Advanced Player's Guide

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Earl Kynis Auvraevalsa – Abilities & Gear
Tactician (Precise Strike, 5 rds, 2/day) (Ex) Class Ability (Cavalier) Influential Associate : The Mentor History
At 1st level, a cavalier receives a teamwork feat as a bonus feat. You had a mentor who taught you everything worth knowing about
He must meet the prerequisites for this feat. As a standard action, life. This could have been the person who taught you the heroic
the cavalier can grant this feat to all allies within 30 feet who can abilities you possess, or simply a kindred spirit who helped form
see and hear him. Allies retain the use of this bonus feat for 3 your worldview. You gain access to the Mentored social trait.
rounds plus 1 round for every two levels the cavalier possesses.
The cavalier can use this ability once per day at 1st level, plus one Appears In : Ultimate Campaign
additional time per day at 5th level and for every 5 levels
thereafter. Moral Conflict : Armed Robbery: 6 History
You robbed someone with the threat of violence.
Voice of Authority +2/+4 (Ex) Class Ability (Battle Herald)
A battle herald is skilled at shouting commands over the din of the Appears In : Ultimate Campaign
battlefield and signaling allies when speech is impossible. She
gains a +2 bonus on Diplomacy and Intimidate checks with Subject: Clergy: 0 History
creatures with which she shares a language. In addition, her allies
gain a bonus equal to the battle herald’s class level on Perception
or Sense Motive checks to hear her commands or interpret her Appears In : Ultimate Campaign
secret messages conveyed with Bluff. The battle herald’s levels
stack with cavalier levels for the purpose of the cavalier’s tactician
ability. Motivation: Amusement or Entertainment: 5 History

Appears In : Ultimate Campaign


Homeland: Forest History
You gain access to the Log Roller regional trait.
Resolution: Secret Regret: -1 History
Appears In : Ultimate Campaign You regret the conflict, but go to great lengths to keep it secret and
try desperately to forget it ever happened. Only you and maybe a
select few people know of your involvement in the conflict.
Parents: Both Alive History
Both of your parents are alive. Appears In : Ultimate Campaign
Appears In : Ultimate Campaign
Romantic Relationships : No Experience History
You have never experienced any kind of romantic connection
Siblings: None History whatsoever.
No siblings.
Appears In : Ultimate Campaign
Appears In : Ultimate Campaign
Companions: Former inmates (prison, asylum, or captivity) or former inmate and captor
History
Circumstance of Birth : Middle-Class History
You were born to the middle class, which includes merchants,
artisans, and tradespeople. You likely grew up in a good-sized Appears In : Ultimate Campaign
settlement, and one of your parents is likely associated with a guild
or other trade organization. As a free person, you don't experience
the bondage of serfdom or peasantry, but you also lack the
Drawback: The Future History
privilege of the nobility. You gain access to the Artisan social trait Your concerns lie not with the present, but with preparation for the
and the Merchant social trait. future. You may be an avid and organized planner, or perhaps you
see the signs of a coming dark age or troubled time. You behave
Appears In : Ultimate Campaign cautiously, conservatively, and methodically as you plan for events
that might one day occur. You gain access to the Meticulous
drawback.
Parent's Profession : Merchants History
You gain access to the Merchant social trait. Appears In : Ultimate Campaign
Appears In : Ultimate Campaign

Childhood: Inheritance History


A great sum of wealth or property was bequeathed to you at an
early age, providing you with extraordinary means. Daily costs of
living have ceased to concern you, and you?ve learned that there
is little that money cannot buy. You gain access to the Rich
Parents social trait.

Appears In : Ultimate Campaign

Training: Joined the Watch History


Your village, town, city, or tribe needed new recruits for the
volunteer watch patrol, and you joined up - whether for money,
duty, peace, or power. This rudimentary training gave you an
understanding of civilized justice and showed you how to wield a
weapon with skill. You gain access to the Militia Veteran regional
trait.

Appears In : Ultimate Campaign

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Special Abilities Companions
Bardic Performance: Fascinate (2 targets, DC 16) (Su) Korro Killethym CR –
Bardic Performance: Inspire Competence +2 (Su) Male half-elf battle herald 2/cavalier (ghost rider)
Bardic Performance: Inspire Courage +2 (Su) 4/medium (storyteller) 2 ( Pathfinder RPG Advanced
Bardic Performance: Rallying Cry (Su) Player's Guide 32, 260, Pathfinder RPG Occult
Champion's Finesse Adventures 30, 95, 117)
Easy March (2 hours/day) (Ex) LN Medium humanoid (elf, human)
Elven Magic Init +5; Senses low-light vision; Perception +2
Hero Points —————
Inspiring Command +2 (move, 14 rounds/day) (Ex) Defense
Inspiring Command: Inspire Greatness (1 allies) (Su) —————
Lion's Challenge +1 (1/day) (Ex) AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
Lion's Skills +1 (Ex) hp 76 (8 HD; 2d8+6d10+8)
Low-Light Vision Fort +6, Ref +7, Will +5; +2 vs. enchantments
None Shall Fall (2 allies) (Ex) Immune sleep, fear
Pincer Maneuver +2 (Ex) —————
Tactician (Precise Strike, 5 rds, 2/day) (Ex) Offense
Voice of Authority +2/+4 (Ex) —————
Speed 30 ft. (20 ft. in armor)
Tracked Resources Ranged mwk composite longbow +13/+8 (1d8+3/×3)
Bardic Performance (standard action, 14 rounds/day) Special Attacks bardic performance 9 rounds/day
(inspire courage +1), challenge 2/day (+4 damage, gain
+2 AC), marshal's order, spirit (Marshal, 1 influence)
Easy March (2 hours/day) (Ex) Medium (Storyteller) Spells Known (CL 2nd;
Elven trail rations concentration +5)
0 (at will)— dancing lights , detect magic , message
Inspiring Command +2 (move, 14 rounds/day) (Ex)
—————
Statistics
—————
Lion's Challenge +1 (1/day) (Ex) Str 16, Dex 21, Con 13, Int 12, Wis 11, Cha 17
Panache Pool (4/day) Base Atk +7; CMB +10; CMD 25
Feats Lingering Performance APG, Point-Blank Shot,
Shortspear Precise Shot, Rapid Shot, Skill Focus (Ride)
Tactician (Precise Strike, 5 rds, 2/day) (Ex) Skills Acrobatics +2 (-2 to jump), Bluff +3 (+5 vs.
creatures with whom you share a language), Diplomacy
Torch
+14 (+16 vs. people from chosen country), Intimidate +11
(+13 vs. creatures with whom you share a language, +13
Languages vs. people from chosen country), Perception +2, Perform
Common Sylvan (oratory) +11, Perform (sing) +12, Profession (soldier)
Elven +11, Ride +16; Racial Modifiers +2 Perception
Languages Common, Dwarven, Elven
Spells & Powers SQ diminished spirit, easy march, elf blood, etheric tether,
fearless, frightful gaze, inspiring command, inspiring
Bard (Arcane Duelist) spells known (CL 4th; command (inspire hardiness APG), lion's call, order of the
concentration +8) lion, spirit surge 1d6, versatile surge, voice of authority
Melee Touch +10 Ranged Touch +13 Other Gear mwk parade armor UE , mwk composite
2nd (2/day) —allegro UM , blistering invective UC (DC 16) longbow (+3 Str), backpack, bedroll, belt pouch, bit and
1st (4/day) —cure light wounds , delusional pride UM (DC bridle, feed (per day) (5), flint and steel, hemp rope (50
15), moment of greatness UC , restful sleep APG (DC 15) ft.), mess kit UE , pot, riding saddle, saddlebags, soap, torch
0th (at will) —dancing lights , light, mage hand , mending, (10), trail rations (5), waterskin
message, prestidigitation
—————
Korro - Black Summer
Killethym - People of Challenges (left for dead name)

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Companions Sourcebooks Used
Nadia CR – • Advanced Class Guide - Daring Champion (archetype);
Female human expert 1 Slashing Grace (feat)
LN Medium humanoid (human) • Advanced Player's Guide - Arcane Duelist (archetype);
Init +1; Senses Perception +4 Battle Herald (class); Cavalier (class); Lingering
————— Performance (feat); None Shall Fall (special ability);
Defense Pincer Maneuver (special ability); Precise Strike (feat);
————— Restful Sleep (spell)
AC 11, touch 11, flat-footed 10 (+1 Dex) • Advanced Player's Guide Hero Points - Hero Points
hp 8 (1d8) (equipment)
Fort +0, Ref +1, Will +2 • Advanced Player's Guide Traits / Character Traits
————— Web Enhancement - Rich Parents (trait)
Offense • Advanced Player's Guide Traits / Taldor, Echoes of
————— Glory / Ultimate Campaign - Militia Veteran (any town
Speed 30 ft. or village) (trait)
————— • Adventurer's Armory / Adventurer's Guide / Inner
Statistics Sea Primer / Inner Sea World Guide - Aldori dueling
————— sword (weapon); Aldori dueling sword (weapon)
Str 10, Dex 12, Con 11, Int 13, Wis 10, Cha 9 • Adventurer's Armory / Inner Sea World Guide - Leaf
Base Atk +0; CMB +0; CMD 11 armor (armor)
Feats Endurance, Skill Focus (Profession [dockmaster]) • Adventurer's Armory / Ultimate Equipment -
Skills Appraise +5, Bluff +3, Diplomacy +3, Knowledge Waterproof bag (equipment)
(local) +5, Knowledge (nature) +5, Linguistics +5, • Knights of the Inner Sea - Dueling Cloak Adept (trait)
Perception +4, Profession (Dockmaster) +7, Sense Motive • Ultimate Campaign - Meticulous (???)
+4 • Ultimate Combat - Blistering Invective (spell); Moment
Languages Common, Dwarven, Elven of Greatness (spell)
• Ultimate Equipment - Elven trail rations (equipment);
Mess kit (equipment); Scroll box (equipment)
Background • Ultimate Magic - Allegro (spell); Delusional Pride (spell)
Cypher 573

Real Name: Caladrel

Wife preggers with half elf

Go to Ironguard, South

Take a letter to Intro to library of The Kale, File for


kingship

Do not hunt on Barad Kale

Leadership Score: Level + Inspiring Commands Bonus +


Cha = 11

Half Elf Gestation - 5 years

Perfection Subversive Tactics

Spell Materials:
Message - a piece of copper wire
Light - Firefly
Moment of Greatness - rabbit fur
Restful Sleep - A pinch of sand

Elias Sacredhammer - Hedge knight, former apprentice

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Leaving Castle Vampire - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/11
XP Reward : 0 XP; Net Cash : 20 gp, 45 sp, 6 cp

- no notes -
Adjustments to make character match - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/18
XP Reward : 0 XP; Net Cash : -147 gp, 7 sp, 8 cp

- no notes -
Month 1 Week 2 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 2 Influence -30 gp

- no notes -
Month 1 Week 3 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 1 Influence -15 gp

- no notes -
Month 1 Week 4 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 1 Goods -10 gp

- no notes -
Month 2 Week 1 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 1 Goods -10 gp

- no notes -
Month 2 Week 2 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 1 Goods -10 gp

- no notes -
Month 2 Week 3 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 1 Goods -10 gp

- no notes -
Month 2 Week 4 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 1 Goods -10 gp

- no notes -
Sent wife to buy Goods for Pier - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 5 Goods -100 gp

- no notes -
Month 1 Week 3 (4 limit per day) - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/03/25
Net Capital : 3 Goods -30 gp

- no notes -

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Travel South to Ironguard - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/04/01
XP Reward : 0 XP; Net Cash :

- no notes -
Retraining Cost, correcting accounting error when adding Leaf Armor - Earl Kynis Auvraevalsa (Adventure
Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/09/14
XP Reward : 0 XP; Net Cash : 273 gp, 2 sp

- no notes -
Leaving Barad Kale - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2020/09/17
XP Reward : 8000 XP; Net Cash :

- no notes -
Building an Alliance - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/06
XP Reward : 12000 XP; Net Cash : -10 gp, -3 sp, -2 cp

- no notes -
Labor from Emperor Angelfuck - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/07
Net Capital : 100 Labor

- no notes -
Exchange Labor for Goods - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/07
Net Capital : -27 Labor 9 Goods

- no notes -
Silver Dragon Hoard - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/11/11
XP Reward : 0 XP; Net Cash : 4410 gp, 3 sp, 3 cp

- no notes -
Return to Waystead - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/12/23
XP Reward : 16000 XP; Net Cash :

- no notes -
Buy BP - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/01/05
XP Reward : 0 XP; Net Cash : -717 gp

- no notes -
Post Winter 2 Downtime 1 Month - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/01/05
Net Capital : 41 Goods 19 Influence

- no notes -
Post Winter 2 Downtime 1 week - Earl Kynis Auvraevalsa (Capital Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/01/05
Net Capital : 3 Influence -90 gp

- no notes -

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Dragons Attack - Earl Kynis Auvraevalsa (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/04/10
XP Reward : 24000 XP; Net Cash : 1306 gp, -3 sp, 2 cp

- no notes -

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Ghost Mount
Ghost mount - CL3 - CR 3
Lawful Neutral Animal (Phantom)
Ability Score Modifier Temporary Skill Name Total Ability Ranks Temp
Acrobatics +2 DEX (2) -
STR 16 +3 Speed greater/less than 30 ft. : +8 to jump
STRENGTH
Appraise -4 INT (-4) -
DEX 14 +2 Bluff -2 CHA (-2) -
DEXTERITY

CON Climb +3 STR (3) -


CONSTITUTION
15 +2 Diplomacy -2 CHA (-2) -
Endurance : +4 to continue running, vs. nonlethal damage
from a forced march, to avoid nonlethal damage from Disguise -2 CHA (-2) -
starvation/thirst, or to hold your breath
Escape Artist +2 DEX (2) -
INT 2 -4 Fly +0 DEX (2) -
INTELLIGENCE
Heal +1 WIS (1) -
WIS 12 +1
WISDOM Intimidate -2 CHA (-2) -
CHA Perception +1 WIS (1) -
CHARISMA
7 -2
Ride +2 DEX (2) -
Saving Throw Total Base Ability Resist Misc Temp Notes Sense Motive +1 WIS (1) -
FORTITUDE +5 = +3 +2 Stealth -2 DEX (2) -
(CONSTITUTION)
Endurance : +4 vs. hot or cold environments and to resist Survival +1 WIS (1) -
damage from suffocation
Swim +9 STR (3) 3
REFLEX +5 = +3 +2 Endurance : +4 to resist nonlethal damage from exhaustion
(DEXTERITY)

WILL +2 = +1 +1 Feats
(WISDOM)
Endurance
Damage Reduction (5/slashing)
Improved Overrun
Total Armor Shield Dex Size Natur Deflec Dodge Misc Power Attack -1/+2
AC 17 = +2 -1 +6
10 Animal Tricks
Touch AC 11 Flat-Footed AC 15
BAB Strength Size Misc Attack [Trick]
Combat Riding [Trick]
CM Bonus +6 = +2 +3 +1 - Come [Trick]
+8 Overrunning
BAB Strength Dexterity Size
Defend [Trick]
Down [Trick]
CM Defense 18 = 10 +2 +3 +2 +1 Guard [Trick]
24 vs. Overrun; 22 vs. Trip
Heel [Trick]
Base Attack +2 HP 28
Damage / Current HP
Special Abilities
Initiative +2 Darkvision (60 feet)
Ectoplasmic Phase Lurch (Su)
[N/A] Incorporeal (Su)
Speed 50 ft Low-Light Vision
Magic Attacks (Su)
Bite (Ghost Mount)
Phantom Link (Su)
Main hand: +4, 1d6+3 Crit: ×2
Light, B/P/S
Hooves x2 (Ghost Mount)
Main hand: -1/-1, 1d8+1 Crit: ×2
Light, B

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Gear Experience & Wealth
Total Weight Carried: 0/690 lbs, Light Load Current Cash: You have no money!
(Light: 228 lbs, Medium: 459 lbs, Heavy: 690 lbs)
Money -
Sourcebooks Used
(none)

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Ghost Mount – Abilities & Gear

Endurance Feat Come [Trick] Animal Trick Trick


Harsh conditions or long exertions do not easily tire you. The animal comes to you, even if it normally would not do so.

Benefit : You gain a +4 bonus on the following checks and saves: Defend [Trick] Animal Trick Trick
Swim checks made to resist nonlethal damage from exhaustion; The animal defends you (or is ready to defend you if no threat is
Constitution checks made to continue running; Constitution checks present), even without any command being given. Alternatively, you
made to avoid nonlethal damage from a forced march; Constitution can command the animal to defend a specific other character.
checks made to hold your breath; Constitution checks made to
avoid nonlethal damage from starvation or thirst; Fortitude saves
made to avoid nonlethal damage from hot or cold environments; Down [Trick] Animal Trick Trick
and Fortitude saves made to resist damage from suffocation. The animal breaks off from combat or otherwise backs down. An
animal that doesn't know this trick continues to fight until it must
You may sleep in light or medium armor without becoming fatigued. flee (due to injury, a fear effect, or the like) or its opponent is
defeated.
Normal: A character without this feat who sleeps in medium or
heavier armor is fatigued the next day. Guard [Trick] Animal Trick Trick
The animal stays in place and prevents others from approaching.
Improved Overrun Feat
You are skilled at running down your foes. Heel [Trick] Animal Trick Trick
The animal follows you closely, even to places where it normally
Prerequisite: Str 13, Power Attack, base attack bonus +1. wouldn't go.

Benefit : You do not provoke an attack of opportunity when


performing an overrun combat maneuver. In addition, you receive a Damage Reduction (5/slashing) Unknown
+2 bonus on checks made to overrrun a foe. You also receive a +2 You have Damage Reduction against all except Slashing attacks.
bonus to your Combat Maneuver Defense whenever an opponent
tries to overrun you. Targets of your overrun attempt may not Racial Ability,Senses (Phantom Benefits)
chose to avoid you. Darkvision (60 feet)
A creature with darkvision can see in total darkness, usually to a
Normal: You provoke an attack of opportunity when performing an range of 60 feet. Within this range the creature can see as clearly
overrun combat maneuver. as a sighted creature could see in an area of bright light.
Darkvision is black and white only but otherwise like normal sight.
Appears In : Not New Paths Option: Use Scaling Feats
Low-Light Vision Racial Ability,Senses
Power Attack -1/+2 Feat A creature with low-light vision can see twice as far as a human in
You can make exceptionally deadly melee attacks by sacrificing starlight, moonlight, torchlight, and similar conditions of dim light. It
accuracy for strength. retains the ability to distinguish color and detail under these
conditions.
Prerequisites: Str 13, base attack bonus +1.

Benefit : You can choose to take a –1 penalty on all melee attack Ectoplasmic Phase Lurch (Su) Class Ability (Phantom Benefits)
rolls and combat maneuver checks to gain a +2 bonus on all melee A phantom in ectoplasmic form has the ability to pass through walls
damage rolls. This bonus to damage is increased by half (+50%) if or material obstacles. In order to use this ability, it must begin and
you are making an attack with a two-handed weapon, a one end its turn outside whatever wall or obstacle it’s moving through.
handed weapon using two hands, or a primary natural weapon that An ectoplasmic phantom can’t move through corporeal creatures
adds 1-1/2 times your Strength modifier on damage rolls. This with this ability, and its movement speed is halved while moving
bonus to damage is halved (–50%) if you are making an attack with through a wall or obstacle. Any surface it moves through is coated
an off-hand weapon or secondary natural weapon. When your base with a thin, silvery mucus that lingers for 1 minute.
attack bonus reaches +4, and every 4 points thereafter, the penalty
increases by –1 and the bonus to damage increases by +2. You Incorporeal (Su) Class Ability (Phantom Benefits)
must choose to use this feat before making an attack roll, and its When the spiritualist chooses to manifest the phantom in
effects last until your next turn. The bonus damage does not apply incorporeal form, the phantom appears within 30 feet of the
to touch attacks or effects that do not deal hit point damage. spiritualist as a ghostly apparition. It gains the incorporeal subtype
(Pathfinder RPG Bestiary 301), including a deflection bonus to AC
equal to its Charisma modifier. Since it isn’t an undead creature, it
Attack [Trick] Animal Trick Trick takes no damage from holy water or positive energy. Unlike other
The animal attacks apparent enemies. You may point to a particular incorporeal creatures, an incorporeal phantom can’t attack corporeal
creature that you wish the animal to attack, and it will comply if creatures, except to deliver touch-attack spells using the deliver
able. Normally, an animal will attack only humanoids, monstrous touch spell ability. An incorporeal manifested phantom can make
humanoids, giants, or other animals. Teaching an animal to attack slam attacks against other incorporeal creatures as if it were in
all creatures (including such unnatural creatures as undead and ectoplasmic form.
aberrations) counts as two tricks.
Magic Attacks (Su) Class Ability (Phantom Benefits)
Combat Riding [Trick] Animal Trick Trick When the phantom manifests in ectoplasmic form, it treats its slam
An animal trained to bear a rider into combat knows the tricks attacks as if they were magic for the purposes of overcoming
attack, come, defend, down, guard, and heel. Training an animal for damage reduction. If the spiritualist is 10th level or higher, all of the
combat riding takes 6 weeks. You may also "upgrade" an animal phantom’s weapons are treated as the alignment of the phantom for
trained for riding to one trained for combat by spending 3 weeks the purpose of overcoming damage reduction.
and making a successful DC 20 Handle Animal check. The new
general purpose and tricks completely replace the animal's previous
purpose and any tricks it once knew. Many horses and riding dogs
are trained in this way.

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Ghost Mount – Abilities & Gear

Phantom Link (Su) Class Ability (Phantom Benefits)


A spiritualist and her phantom share a mental link that allows for
communication across distances (as long as they are on the same
plane). This communication is a free action that can be performed
even when it isn’t the spiritualist’s turn, but the spiritualist and the
phantom must both be conscious to communicate in this way. This
allows the spiritualist to give orders to her phantom at any time.
Magic items interfere with a spiritualist’s connection to her phantom;
as a result, the spiritualist and her phantom share magic item slots.
For example, if the spiritualist is wearing a magic ring, her phantom
can wear only one magic ring. In the case of a conflict, the items
worn by the spiritualist remain active, and those worn by the
phantom become dormant. The phantom must possess the
appropriate appendages to utilize a magic item.

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Title - Ghost Mount (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/06
XP Reward : 0 XP; Net Cash :

- no notes -

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Korro Killethym
Male half-elf battle herald 2/cavalier (ghost rider)
4/medium (storyteller) 2 - CL8 - CR 7
Lawful Neutral Humanoid (Elf, Human); Age: 24; Height: 5'
9"; Weight: 135 lb.
Ability Score Modifier Temporary

STR 16 +3
STRENGTH

DEX 21 +5
DEXTERITY

CON 13 +1
CONSTITUTION

INT 12 +1
INTELLIGENCE

WIS 11 0
WISDOM

CHA 17 +3
CHARISMA
Marshal Spirit Bonus : +0 bonus on ability checks

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +6 = +5 +1
(CONSTITUTION)
Elven Immunities: +2 vs. enchantments

REFLEX +7 = +2 +5
(DEXTERITY)
Elven Immunities: +2 vs. enchantments
Skill Name Total Ability Ranks Temp
WILL +5 = +5 Acrobatics +2 DEX (5) -
(WISDOM)
Elven Immunities: +2 vs. enchantments Speed greater/less than 30 ft. : -4 to jump

Elven Immunities Immunity to Fear (Ex)


Appraise +1 INT (1) -
Elven Immunities - Sleep Bluff +3 CHA (3) -
Voice of Authority : +2 bonus vs. creatures with whom you share a
Total Armor Shield Dex Size Natur Deflec Dodge Misc language
AC 16 = +3 +3 Climb +0 STR (3) -
10 Diplomacy +14 CHA (3) 8
Touch AC 13 Flat-Footed AC 13
Order of the Lion : +2 dodge bonus vs. the target of your challenge Parade armor : +2 circumstance bonus vs. people from chosen country
BAB Strength Size Misc Disguise +3 CHA (3) -
CM Bonus +10 = +7 +3 - - Escape Artist +2 DEX (5) -
BAB Strength Dexterity Size Fly +2 DEX (5) -
CM Defense 25 = 10 +7 +3 +5 - Heal +0 WIS (0) -
See the AC section (above) for situational modifiers that may also apply to Intimidate +11 CHA (3) 5
CMD
Voice of Authority : +2 bonus vs. creatures with whom you share a
Base Attack +7 HP 76 language, Parade armor : +2 circumstance bonus vs. people from
chosen country
Damage / Current HP -
Perception +2 WIS (0)
Initiative +5 5
Perform (oratory) +11 CHA (3)
Perform (sing) +12 CHA (3) 6
Speed 30 / 20 ft
Profession (soldier) +11 WIS (0) 8
Masterwork composite longbow Ride +16 DEX (5) 8
Ranged, both hands: +13/+8, 1d8+3 Crit: ×3 Sense Motive +0 WIS (0) -
Rng: 110' Stealth +2 DEX (5) -
2-hand, P -
Survival +0 WIS (0)
Swim +0 STR (3) -
Masterwork parade armor
Max Dex: +5, Armor Check: - Feats
+3 Spell Fail: 15%, Light Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
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Feats Experience & Wealth
Lingering Performance Experience Points: 51000/75,000
Martial Weapon Proficiency - All Current Cash: You have no money!
Point-Blank Shot
Precise Shot Tracked Resources
Rapid Shot
Shield Proficiency Lion's Challenge +4 (2/day) (Ex)
Simple Weapon Proficiency - All Spirit Surge 1d6 (1/round) (Su)
Skill Focus (Ride) Storyteller’s Performance (standard action, 9 rounds/day)

Gear Torch
Total Weight Carried: 149/230 lbs, Medium Load Trail rations
(Light: 76 lbs, Medium: 153 lbs, Heavy: 230 lbs)
Artisan's outfit (Free) - Languages
Backpack (empty) 2 lbs
Bedroll 5 lbs Common Elven
Belt pouch (empty) 0.5 lbs Dwarven
Bit and bridle 1 lb
Feed (per day) x5 10 lbs Spells & Powers
Flint and steel - Medium (Storyteller) spells known (CL 2nd;
Masterwork composite longbow 3 lbs concentration +5)
Masterwork parade armor 20 lbs Melee Touch +10 Ranged Touch +12
Mess kit 1 lb 0th (at will) —dancing lights , detect magic , message
Money -
Pot 4 lbs Companions
Riding saddle (empty) 25 lbs
Rope 10 lbs Ghost Mount CR –
Saddlebags (empty) 8 lbs Ghost mount ( Pathfinder RPG Occult Adventures )
Soap 0.5 lbs LN Large animal (phantom)
Torch x10 1 lb Init +2; Senses darkvision 60 ft., low-light vision;
Perception +1
Trail rations x5 1 lb
—————
Waterskin 4 lbs
Defense
Special Abilities —————
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, -1
Animal Companion Link (Ex)
size)
Diminished Spirit (Ex)
hp 28 (3d8+6)
Easy March (1 hours/day) (Ex)
Fort +5, Ref +5, Will +2
Elf Blood
DR 5/slashing
Etheric Tether (Su)
—————
Fearless (Su)
Offense
Frightful Gaze (3/day, DC 15) (Su)
—————
Inspire Hardiness (DR 1/–) (Ex)
Speed 50 ft.
Inspiring Command +1 (move, 9 rounds/day) (Ex)
Melee bite +4 (1d6+3), 2 hooves -1 (1d8+1)
Lion's Call +3/+1 (Ex)
Space 10 ft.; Reach 5 ft.
Lion's Challenge +4 (2/day) (Ex)
—————
Lion's Skills +2 (Ex)
Statistics
Low-Light Vision
—————
Marshal's Order (Su)
Str 16, Dex 14, Con 15, Int 2, Wis 12, Cha 7
Ride Mount (Ex)
Base Atk +2; CMB +6 (+8 overrun); CMD 18 (24 vs.
Spirit Surge 1d6 (1/round) (Su)
overrun, 22 vs. trip)
Storyteller’s Performance (standard action, 9 rounds/day)
Feats Endurance, Improved Overrun, Power Attack
Storyteller’s Performance: Inspire Courage +1 (Su)
Tricks Attack, Combat Riding, Come, Defend, Down,
Versatile Surge (Su)
Guard, Heel
Voice of Authority +2/+2 (Ex)
Skills Acrobatics +2 (+10 to jump), Swim +9
Tracked Resources SQ combat riding, ectoplasmic phase lurch, magic
attacks
Easy March (1 hours/day) (Ex)
Feed (per day)
Background
Frightful Gaze (3/day, DC 15) (Su) Korro - Black Summer
Inspiring Command +1 (move, 9 rounds/day) (Ex) Killethym - People of Challenges (left for dead name)

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Korro Killethym – Abilities & Gear

Lingering Performance Feat Low-Light Vision Racial Ability,Senses


The effects of your bardic performance carry on, even after you A creature with low-light vision can see twice as far as a human in
have stopped performing. starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these
Prerequisite: Bardic performance class feature. conditions.

Benefit : The bonuses and penalties from your bardic performance


continue for 2 rounds after you cease performing. Any other Animal Companion Link (Ex) Class Ability (Cavalier)
requirement, such as range or specific conditions, must still be met Masters can handle their animal companion as a free action, or
for the effect to continue. If you begin a new bardic performance push it as a move action, even if they don't have any ranks in the
during this time, the effects of the previous performance Handle Animal skill. The link grants a +4 circumstance bonus on all
immediately cease. wild empathy checks and Handle Animal checks made regarding an
animal companion.
Appears In : Advanced Player's Guide
Diminished Spirit (Ex) Class Ability (Medium)
Point-Blank Shot Feat A storyteller does not receive his spirit’s seance boon. He can’t
You are especially accurate when making ranged attacks against choose to channel a weaker spirit to reduce his influence from spirit
close targets. surge. Because of his obsession with legends, he begins with 2
points of influence after a seance rather than 1.
Benefit : You get a +1 bonus on attack and damage rolls with
ranged weapons at ranges of up to 30 feet. This ability alters spirit.

Precise Shot Feat Easy March (1 hours/day) (Ex) Class Ability (Battle Herald)
You are adept at firing ranged attacks into melee. At 2nd level, allies within 60 feet of the battle herald can hustle or
force march during overland travel without ill effects for a number of
Prerequisite: Point-Blank Shot. hours per day equal to 1 hour times her inspiring command bonus.
Benefit : You can shoot or throw ranged weapons at an opponent
engaged in melee without taking the standard –4 penalty on your Etheric Tether (Su) Class Ability (Cavalier)
attack roll. At 1st level, a spiritualist can force the phantom to manifest in an
area around her by pushing the phantom’s consciousness though
Appears In : Not New Paths Option: Use Scaling Feats the veil of ethereal essence, allowing it to fully manifest in either
ectoplasmic or incorporeal form. Whenever her manifested phantom
takes enough damage to send it back to the Ethereal Plane, as a
Rapid Shot Feat reaction to the damage, the spiritualist can sacrifice any number of
You can make an additional ranged attack. her hit points without using an action. Each hit point sacrificed in
this way prevents 1 point of damage dealt to the phantom. This can
Prerequisites: Dex 13, Point-Blank Shot. prevent the phantom from being sent back to the Ethereal Plane.
Benefit : When making a full-attack action with a ranged weapon, This tether is limited. When the phantom is fully manifested, it and
you can fire one additional time this round. All of your attack rolls the spiritualist must remain within 50 feet of one another for the
take a –2 penalty when using Rapid Shot. phantom’s manifestation to stay stable with little to no concentration
on the part of the spiritualist. The spiritualist can stretch the limited
Skill Focus (Ride) Feat tether, but only when the phantom is in ectoplasmic form. When a
Choose a skill. You are particularly adept at that skill. spiritualist starts her turn and her ectoplasmic phantom is more than
50 feet away from her (but closer than 100 feet), the spiritualist
Benefit : You get a +3 bonus on all checks involving the chosen must concentrate on the link as a full-round action that provokes
skill. If you have 10 or more ranks in that skill, this bonus increases attacks of opportunity or the ectoplasmic phantom immediately
to +6. returns to the Ethereal Plane and cannot be summoned from that
plane for 24 hours. This concentration can be interrupted as if it
Special : You can gain this feat multiple times. Its effects do not were a spell. Treat this effect’s spell level as equal to 1 + 1 per 10
stack. Each time you take the feat, it applies to a new skill. feet farther than 50 feet that the phantom is from the spiritualist
(maximum spell level 6th). If the tether is interrupted or the check
Appears In : Not Consolidated Skills fails, the phantom immediately snaps back into the consciousness
of its spiritualist master.

Elf Blood Racial Ability (Half-Elf) If the ectoplasmic phantom is ever more than 100 feet away from
Half-elves count as both elves and humans for any effect related to its spiritualist, or the incorporeal phantom is ever 50 feet away from
race. the spiritualist or outside of line of effect from the spiritualist for
more than 1 round per spiritualist level the spiritualist possesses,
the tether is automatically broken; the phantom immediately returns
Elven Immunities Racial Ability (Half-Elf)
to the Ethereal Plane and can’t be summoned from that plane for
+2 racial bonus on saving throws against enchantment spells and 24 hours.
effects.
Fearless (Su) Class Ability (Cavalier)
Elven Immunities - Sleep Unknown At 3rd level, a ghost rider becomes immune to fear. Each ally within
You are immune to magic sleep effects. 10 feet of the ghost rider gains a +4 morale bonus on saving
throws against fear effects. This ability functions only while the
Immunity to Fear (Ex) Unknown ghost rider is conscious, not if she is unconscious or dead. This
You are immune to all fear effects. ability replaces cavalier’s charge.

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Korro Killethym – Abilities & Gear

Frightful Gaze (3/day, DC 15) (Su) Class Ability (Cavalier) Lion's Challenge +4 (2/day) (Ex) Class Ability (Cavalier)
At 1st level, a ghost rider can use this ability on opponents within Once per day, a cavalier can challenge a foe to combat. As a swift
30 feet as a standard action, which acts as a gaze attack until the action, the cavalier chooses one target within sight to challenge.
ghost rider’s next turn. Creatures within range that meet the ghost The cavalier’s melee attacks deal extra damage whenever the
rider’s gaze must succeed at a Will saving throw (DC = 10 + 1/2 attacks are made against the target of his challenge. This extra
the ghost rider’s class level + the ghost rider’s Charisma modifier) damage is equal to the cavalier’s level. The cavalier can use this
or stand paralyzed in fear for 1 round. This is a mind-affecting fear ability once per day at 1st level, plus one additional time per day
effect. Creatures that successfully save against that ghost rider’s for every three levels beyond 1st, to a maximum of seven times per
frightful gaze are immune to it for 24 hours. At 9th level, this ability day at 19th level. Challenging a foe requires much of the cavalier’s
can affect creatures that are mindless or immune to mind-affecting concentration. The cavalier takes a –2 penalty to his Armor Class,
effects, though it still counts as a fear effect. The ghost rider can except against attacks made by the target of his challenge.
use this ability a number of times each day equal to her Charisma
modifier. This ability replaces tactician, greater tactician, and master The challenge remains in effect until the target is dead or
tactician. unconscious or until the combat ends. Each cavalier’s challenge
also includes another effect which is listed in the section describing
Inspire Hardiness (DR 1/–) (Ex) Class Ability (Battle Herald) the cavalier’s order.
Allies gain DR/— equal to the battle herald’s inspiring command
bonus. Addition from Order of the Lion : Whenever an order of the lion
cavalier issues a challenge, he receives a +1 dodge bonus to his
Appears In : Advanced Player's Guide AC against attacks made by the target of his challenge. This bonus
increases by +1 for every four levels the cavalier possesses.
Inspiring Command +1 (move, 9 rounds/day) (Ex)Ability (Battle Herald)
Class
A battle herald uses her keen tactical acumen and decisive Lion's Skills +2 (Ex) Class Ability (Cavalier)
judgment to lead others to victory, as well as her mastery of An order of the lion cavalier adds Knowledge (local) (Int) and
command to assist herself and her allies in battle. Knowledge (nobility) (Int) to his list of class skills. An order of the
lion cavalier can make Knowledge (nobility) skill checks untrained. If
All battle heralds may use inspiring command to inspire courage (as he has ranks in the skill, he receives a bonus on the check equal to
the bardic performance ability); bard and battle herald levels stack 1/2 his cavalier level (minimum +1) as long as the check involves
to determine the bonuses provided by inspire courage. his sovereign.

Marshal's Order (Su) Class Ability (Medium,Prowler at World's E


At 1st level, and every two levels thereafter, the battle herald
chooses one command to learn. Unless otherwise noted, these You can use your spirit surge on attack rolls, saving throws, ability
abilities provide a competence bonus equal to the battle herald’s checks, concentration checks, and skill checks rolled by you or any
inspiring command bonus to her and to all allies within 60 feet able allies who participated in your seance as long as you have line of
to see or hear her. Commands marked with an asterisk have the sight and line of effect, and are within 30 feet of the chosen ally.
same range as above but only affect a certain number of allies You can still use spirit surge only once per round.
(which can include the battle herald).
Ride Mount (Ex) Class Ability (Cavalier)
Issuing an inspiring command is a move action. At 5th level, this A cavalier does not take an armor check penalty on Ride checks
becomes a swift action, and at 10th level, it becomes an immediate while riding his mount.
action. Maintaining an inspiring command is a free action that
cannot be disrupted, but its effects end immediately if the battle
herald is killed or otherwise prevented from taking actions (such as Spirit Surge 1d6 (1/round) (Su) Class Ability (Medium)
being dazed, helpless, or stunned). The battle herald cannot have After failing a d20 roll that was modified by his spirit bonus, a
more than one command in effect at a time. She may use this medium can allow his spirit to gain 1 additional point of influence
ability for a number of rounds per day equal to 4 + her Charisma over him in order to add 1d6 to the check’s result without taking an
modifier, plus 2 additional rounds per level after 1st. She may use action. This can cause the check to succeed instead of fail. The
rounds of bardic performance to issue inspiring commands, but not medium must be conscious and aware to use this ability, and he
vice versa. Inspiring commands are language-dependent, mind- can use this ability at most once per round. At 10th level, the
affecting effects. The battle herald cannot maintain an inspiring medium’s spirit surge die increases to 1d8, and at 20th level it
command and a bardic performance at the same time (this does increases to 1d10.
not preclude abilities such as persistent command or the Lingering
Performance feat, which continue an inspiring command or bardic
performance after the battle herald stops maintaining it).

Lion's Call +3/+1 (Ex) Class Ability (Cavalier)


At 2nd level, an order of the lion cavalier gains the ability to rally
his allies. As a standard action, he can give an encouraging speech
which grants all allies within 60 feet a competence bonus on their
saving throws against fear equal to his Charisma modifier and a +1
competence bonus on attack rolls for a number of rounds equal to
his cavalier level. If an ally within range is under the effect of a
spell or ability that causes him to be frightened or panicked, he can
immediately make another saving throw to resist the effect (if
allowed).

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Korro Killethym – Abilities & Gear
Storyteller’s Performance (standard action,Class
9 rounds/day)
Ability (Medium) Voice of Authority +2/+2 (Ex) Class Ability (Battle Herald)
A bard is trained to use the Perform skill to create magical effects A battle herald is skilled at shouting commands over the din of the
on those around him, including himself if desired. He can use this battlefield and signaling allies when speech is impossible. She
ability for a number of rounds per day equal to 4 + his Charisma gains a +2 bonus on Diplomacy and Intimidate checks with
modifier. At each level after 1st a bard can use bardic performance creatures with which she shares a language. In addition, her allies
for 2 additional rounds per day. Each round, the bard can produce gain a bonus equal to the battle herald’s class level on Perception
any one of the types of bardic performance that he has mastered, or Sense Motive checks to hear her commands or interpret her
as indicated by his level. secret messages conveyed with Bluff. The battle herald’s levels
stack with cavalier levels for the purpose of the cavalier’s tactician
Starting a bardic performance is a standard action, but it can be ability.
maintained each round as a free action. Changing a bardic
performance from one effect to another requires the bard to stop
and previous performance and start a new one as a standard Homeland: City or Metropolis History
action. A bardic performance cannot be disrupted, but it ends If you're a human, you gain access to the Civilized social trait and
immediately if the bard is killed, paralyzed, stunned, knocked the Vagabond Child regional trait. If you're a half-elf, you gain
unconscious, or otherwise prevented from taking a free action to access to the Civilized social trait and the Failed Apprentice race
maintain it each round. A bard cannot have more than one bardic trait. If you're a half-orc, you gain access to the Brute race trait and
performance in effect at one time. the Vagabond Child regional trait.
At 7th level, a bard can start a bardic performance as a move Appears In : Ultimate Campaign
action instead of a standard action. At 13th level, a bard can start a
bardic performance as a swift action.
Parents: Father Alive History
Each bardic performance has audible components, visual Only your father is alive.
components, or both
Appears In : Ultimate Campaign
If a bardic performance has audible components, the targets must
be able to hear the bard for the performance to have any effect, Siblings: None History
and many such performances are language dependent (as noted in No siblings.
the description). A deaf bard has a 20% change to fail when
attempting to use a bardic performance with an audible component. Appears In : Ultimate Campaign
If he fails this check, the attempt still counts against his daily limit.
Deaf creatures are immune to bardic performances with audible Circumstance of Birth : Left to Die History
components. When you were born you were left to die, but by some twist of
circumstance you survived. You gain access to the Courageous
If a bardic performance has a visual component, the targets must combat trait, the Savage social trait, and the Arisen story feat.
have line of sight to the bard for the performance to have any
effect. A blind bard has a 50% chance to fail when attempting to Appears In : Ultimate Campaign
use a bardic performance with a visual component. If he fails this
check, the attempt still counts against his daily limit. Blind creatures
are immune to bardic performances with visual components. Parent's Profession : Clergy or Cultists History
You gain access to the Child of the Temple faith trait.
Addition from Lingering Performance : The bonuses and penalties
from your bardic performance continue for 2 rounds after you cease Appears In : Ultimate Campaign
performing. Any other requirement, such as range or specific
conditions, must still be met for the effect to continue. If you begin Childhood: Fell in with a Bad Crowd History
a new bardic performance during this time, the effects of the In your youth, you ran with a brutal, evil, or sadistic crowd. You
previous performance immediately cease. might have belonged to a gang, a thieves? guild, or some other
nefarious organization. It was easy to cave in to pressure and do
Storyteller’s Performance: Inspire CourageClass+1 (Su)
Ability (Battle Herald) whatever they told you to do, and your outlook is colored by moral
A 1st level bard can use his performance to inspire courage in his ambiguity. You gain access to the Child of the Streets social trait.
allies (including himself), bolstering them against fear and improving
their combat abilities. To be affected, an ally must be able to Appears In : Ultimate Campaign
perceive the bard's performance. An affected ally receives a +1
morale bonus on saving throws against charm and fear effects and Training: Squired History
a +1 competence bonus on attack and weapon damage rolls. At 5th You were a young squire who served a very different kind of knight.
level, and every six bard levels thereafter, this bonus increases by This knight taught you more than the art of battle: she taught you
+1, to a maximum of +4 at 17th level. Inspire courage is a mind- to live by a strict code to guide your actions and your sword. You
affecting ability. Inspire courage can use audible or visual gain access to the Influence social trait and the Oathbound faith
components. The bard must choose which component to use when trait.
starting his performance.
Appears In : Ultimate Campaign
Versatile Surge (Su) Class Ability (Medium)
A storyteller’s spirit surge can be used after the storyteller fails any Influential Associate : The Dead One History
ability check, skill check, or saving throw. One of your greatest influences was a sentient undead creature,
such as a ghost, lich, grave knight, wraith, or vampire. You
This ability alters spirit surge. encountered it on several occasions and survived mostly unscathed.
Through this strange relationship you learned of its mortal life, giving
you perspective on your own life. You gain access to the
Deathtouched bloodline race trait and the Glimpse Beyond story
feat.

Appears In : Ultimate Campaign

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Korro Killethym – Abilities & Gear

Moral Conflict : Malign Associates: 4 History


You allied with a destructive creature, organization, or individual.

Appears In : Ultimate Campaign

Subject: Adventurer: 0 History

Appears In : Ultimate Campaign

Motivation: Pressured or Manipulated: 2 History

Appears In : Ultimate Campaign

Resolution: Regret and Penance: -3 History


Not only do you regret your action, but you have publicly admitted
to it and did your best to make amends for the wrongdoing. Most
know of the conflict's details and those who don't can easily find
them out if they know where to look or whom to ask.

Appears In : Ultimate Campaign

Romantic Relationships : A Few Significant Relationships History


You've tried to make deep connections with individuals on several
occasions, but it's never worked out.

Appears In : Ultimate Campaign

Drawback: The Past History


You long for the world to return to a past age. You've adopted the
manners and style of this age, and are fascinated by its customs,
relics, and artifacts, and by the historical figures of that time.
Perhaps you live so much in this past age that your connection to
the present is tenuous. Or your pretentiousness annoys others. You
gain access to the Sentimental drawback.

Appears In : Ultimate Campaign

Theme: Stood Your Ground (Criminal) History


A community member with a sterling public reputation secretly
preyed upon you or a loved one, until one day you killed the wretch
in self defense. However, your reasoning fell on willfully ignorant
ears, and you were treated as a cold-blooded murderer. You gain
access to the Bitter drawback (see page 6).

Appears In : Antihero's Handbook

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Sourcebooks Used
• Advanced Player's Guide - Battle Herald (class);
Cavalier (class); Inspire Hardiness (special ability);
Lingering Performance (feat)
• Adventurer's Armory / Ultimate Equipment - Parade
armor (armor)
• Occult Adventures - Ghost Rider (archetype); Medium
(class); Storyteller (archetype)
• Ultimate Equipment - Mess kit (equipment)

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Lvl 2 - Korro Killethym (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/06
XP Reward : 2000 XP; Net Cash :

- no notes -
Lvl 3 - Korro Killethym (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/06
XP Reward : 3000 XP; Net Cash :

- no notes -
Lvl 4 - Korro Killethym (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/06
XP Reward : 4000 XP; Net Cash :

- no notes -
Lvl 5 - Korro Killethym (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/06
XP Reward : 6000 XP; Net Cash :

- no notes -
Lvl 6 - Korro Killethym (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/12/23
XP Reward : 8000 XP; Net Cash :

- no notes -
lvl 7 - Korro Killethym (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/01/05
XP Reward : 12000 XP; Net Cash :

- no notes -
lvl 8 - Korro Killethym (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2022/04/10
XP Reward : 16000 XP; Net Cash :

- no notes -

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Nadia
Female human expert 1 - CR 1/3
Lawful Neutral Humanoid (Human); Age: 48; Height: 5' 4";
Weight: 140 lb.
Ability Score Modifier Temporary

STR 10 0
STRENGTH

DEX 12 +1
DEXTERITY

CON 11 0
CONSTITUTION
Endurance : +4 to continue running, vs. nonlethal damage
from a forced march, to avoid nonlethal damage from
starvation/thirst, or to hold your breath

INT 13 +1
INTELLIGENCE

WIS 10 0
WISDOM

CHA 9 -1
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +0 =
(CONSTITUTION)
Endurance : +4 vs. hot or cold environments and to resist
damage from suffocation

REFLEX +1 = +1
(DEXTERITY) Skill Name Total Ability Ranks Temp

WILL Acrobatics +1 DEX (1) -


(WISDOM) +2 = +2
Appraise +5 INT (1) 1
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Bluff +3 CHA (-1) 1
AC 11 = +1
10 Climb +0 STR (0) -
Touch AC 11 Flat-Footed AC 10 Diplomacy +3 CHA (-1) 1
BAB Strength Size Misc
Disguise -1 CHA (-1) -
CM Bonus +0 = - +0 - -
Escape Artist +1 DEX (1) -
BAB Strength Dexterity Size -
Fly +1 DEX (1)
CM Defense 11 = 10 - +0 +1 - Heal +0 WIS (0) -
Intimidate -1 CHA (-1) -
Base Attack +0 HP 8
Knowledge (local) +5 INT (1) 1
Damage / Current HP
Initiative +1 Knowledge (nature) +5 INT (1) 1
Linguistics +5 INT (1) 1
Speed 30 ft Perception +4 WIS (0) 1
Profession (Dockmaster) +7 WIS (0) 1
Ride +1 DEX (1) -
Sense Motive +4 WIS (0) 1
Stealth +1 DEX (1) -
Survival +0 WIS (0) -
Swim +0 STR (0) -
Endurance : +4 to resist nonlethal damage from exhaustion

Feats
Armor Proficiency (Light)
Endurance
Simple Weapon Proficiency - All
Skill Focus (Profession [Dockmaster])

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Gear Experience & Wealth
Total Weight Carried: 0/100 lbs, Light Load Experience Points: 0/2,000
(Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs) Current Cash: You have no money!
Artisan's outfit (Free) -
Money -
Languages
Common Elven
Dwarven
Sourcebooks Used
(none)

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Nadia – Abilities & Gear

Endurance Feat
Harsh conditions or long exertions do not easily tire you.

Benefit : You gain a +4 bonus on the following checks and saves:


Swim checks made to resist nonlethal damage from exhaustion;
Constitution checks made to continue running; Constitution checks
made to avoid nonlethal damage from a forced march; Constitution
checks made to hold your breath; Constitution checks made to
avoid nonlethal damage from starvation or thirst; Fortitude saves
made to avoid nonlethal damage from hot or cold environments;
and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or


heavier armor is fatigued the next day.

Skill Focus (Profession [Dockmaster]) Feat


Choose a skill. You are particularly adept at that skill.

Benefit : You get a +3 bonus on all checks involving the chosen


skill. If you have 10 or more ranks in that skill, this bonus increases
to +6.

Special : You can gain this feat multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new skill.

Appears In : Not Consolidated Skills

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Title - Nadia (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2021/07/07
XP Reward : 0 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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