- Tevel will approach to try for diplomatic solution
- All
- a lot of spiritual weapons against phantoms (force vs ghosts etc)
- burst of radiance against other rafts to blind
- Elios
- Will keep at medium range and blast from spellstaffs and ciro spells
- curses weapons so they strike wielders
- Lotan
- Will lead his mob while boarding, because he believes that Lady Luck is with him
- buffs himself with divine favor and lucky number
- true strike for harpoon throw
- Sarel
- sends his warriors to attack from below
- summons a lot of water elementals and establishes water superiority (pressure sphere and SM III spells from wand)
- casts burning disarm when possible
- sun domain equals to divine sight through water so he will see quite far and control that part of battlefield
- see invisibility
- Tevel
- will cast mass buffs and commands to drop weapons / kneel or hold person
- warriors will sprint over water to subdue enemies, deal nonlethal and try to persuade to surrender, will stabilize all unconscious enemies
- Pasterz Elios
- Init -2; Senses Perception +4
- AC 15, touch 9, flat-footed 15 (+7 armor, -2 Dex)
- hp 36 (6d8+6)
- Fort +6, Ref +0, Will +9
- Speed 30 ft.
- Melee masterwork harpoon +5 (1d8)
- Special Attacks artificer touch (7/day), channel positive energy (5/day, 3d6, Will DC 15),
- Cleric Spells Prepared (CL 6th; concentration +10)
- 3rd — searing light D, solar burst of light DC 16, dispel magic, blindness/deafness DC 17
- 2nd — spiritual weapon +10 d8+3 (x2), burst of light, wood shape D, zone of truth (DC 16)
- 1st — bless, burning disarm DC 15, command DC 15 (2), animate rope D
- 0 — create water, detect magic, light, stabilize
- D domain spell Domains Artifice, Sun
- Str 11, Dex 7, Con 13, Int 11, Wis 19, Cha 14
- Base Atk +4; CMB +4; CMD 13
- Feats skill focus (sense motive), Sense Loyalties, craft wondorous, solar spell | craft rod
- Skills Knowledge (nature) +6, Knowledge (religion) +9, Sense Motive +16, Survival +10
- Languages Common, Celestial
- NPC Gear Inheritor’s Breastplate – d20PFSRD , mwk quarterstaff, Backbiter’s Focus – Rods
- Syn Słońca, Pierwszy Wojownik Ciro
- Legendary Solar Sorcerer 6
- Str 12 | Dex 14 | Con 14 | Int 12 | Wis 8 | Cha 20
- Hp 50 | Ac 17/17/15 | Fort +4 | Ref +4 | Will +10
- ray +6
- Bloodline: +1 per die of fire/light spells, +1 dc for fire/light
- Gift:
- illuminate: 30ft aura, free action to activate, -20 to stealth & bluff, dispel 3rd level darkness, mitigate darkness, blur, displacement, invisibility
- sun worship: fast healing 1 in sunlight, one hour of rest in sunlight to remove exhaustion
- Feats: elemental focus (fire), burning amplification, fire god blessing, false focus, eschew materials
- 0: detect magic | mending | dancing lights | detect poison | arcane mark | prestidigitation | breeze | sunray (d3+3)
- 8/1: ST 16/18 snapdragon fireworks (d4+1) | burning hands (5d4+5) | color spray | protection from evil | liberating command | sun metal (6 minutes)
- 6/2: ST 17/19 burst of radiance (5d4+5) | mortal terror | continual flame | light prison (d6+1) | blindness/deafness
- 4/3: ST 18/20 – resist energy communal | haste | arcane sight | (heart) searing light (3d8+3) | daylight
- +1/2 cha to cantrip dmg | Real magic aura | Cha to AC
- Wojownicy
- Tillian, https://setting.consultin-test.pl/wiki/tilian/
- Odet
- spellstaff disciple fighter 3
- Init +2; Senses Perception -1
- AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
- hp 24 (3d10+3)
- Fort +4, Ref +3, Will +1; +1 vs. fear
- Defensive Abilities armor training I
- Speed 30 ft.
- mwk solar staff +7 (1d8+3/19-20)
- ranged solar staff +8 (1d8+2/19-20)
- Str 15, Dex 14, Con 12, Int 11, Wis 8, Cha 13
- Base Atk +3; CMB +5; CMD 17
- Feats utility spellstaff (not fragile), Point-Blank Shot, Precise ShotB, Weapon Focus (solar staff)
- Pasterz Tevel
- Init +1; Senses Perception +6
- AC 15, touch 15, flat-footed 14 (+4 wis, +1 Dex)
- hp 42 (5d8+7)
- Fort +7, Ref +4, Will +10
- Speed 30 ft.
- Melee unarmed strike +9/+9 (2d6+1 nonlethal)
- channel positive energy 5/day (DC 15, 3d6, +5 vs undead)
- +2 to first attack and damage when attacked unprovoked
- 6/day— heal d6+5 nonlethal and fatigued, shaken or sickened
- Cleric Spells Prepared (CL 5th; concentration +8)
- 3rd — Charitable Impulse DC 19, Mind Maze DC 19, prayerD
- 2nd — calm emotions DC 18, Mortal Terror DC 18, Hold person DC 18, shield otherD
- 1st — bless D, command DC 17 (2), murderous command DC 17, forbid action DC 17
- 0th — create water, purify food and drink, read magic, stabilize
- D Domain spell; Domains Sun / Community
- Str 10, Dex 13, Con 12, Int 10, Wis 18, Cha 16
- Base Atk +4; CMB +4; CMD 19
- Feats Persuasive, spell focus enchantment, brew potion, greater spell focus enchantment, guided hand
- Skills Diplomacy +14, Knowledge (religion) +8, Sense Motive +9, Spellcraft +6, Swim +1
- Languages Common
- Amulet of Mighty Fists [+1 merciful]
- potions of cure light wounds [5], potions of shield of faith [5], potions of protection from evil [5], potions of water walk [2]
- Pierwszy Wojownik Yigal
- karmic monk 6
- Init+2; Senses Perception +11
- AC 18, touch 16, flat-footed 15 (+2 armor, +2 Dex, +1 dodge, +1 monk, +2 Wis)
- hp 48 (6d8+18)
- Fort +8, Ref +7, Will +4; +2 vs. chaos, evil, good, or law effects
- Defensive Abilities evasion; Immune disease
- Speed 50 ft.
- Melee unarmed strike +8/+3 (1d8+3) or flurry of blows +8/+8/+3 (1d8+3)
- Special Attacks flurry of blows
- Str 16, Dex 14, Con 13, Int 8, Wis 14, Cha 10
- Base Atk +6; CMB +9 (+11 grapple); CMD 23
- Feats Dodge, Improved Grapple, Skill focus (diplomacy), Improved Unarmed Strike, Power Attack, Change of Heart, Toughness, Weapon Focus (unarmed strike), Aquatic combatant
- Skills Acrobatics +11 (+25 when jumping), Diplomacy +12, Linguistics +0, Perception +11, Stealth +10
- Languages Common, Aquatic
- SQ fast movement, ki pool (5 points, magic, extra attack, gaseous form, +8 on mental check), maneuver training, purity of body.
- +2 to first attack and damage when attacked unprovoked
- Combat Gear potion of barkskin, potion of cure light wounds, potion of silence; Other Gear bracers of armor +2
- 2x Wojownicy-negocjatorzy
- LN Human Monk 3
- Init +5; Senses Perception +8
- AC 15, touch 14, flat-footed 13 (+4 armor, +1 Dex, +1 dodge, +4 Wis)
- hp 20 (3d8+3)
- Fort +4, Ref +4, Will +5; +2 vs. enchantments
- Defensive Abilities evasion
- Speed 40 ft.
- Melee unarmed strike +5 (1d6+2) or unarmed strike flurry of blows +5/+5 (1d6+2)
- Special Attacks flurry of blows, stunning fist (3/day, DC 13)
- Str 14, Dex 13, Con 12, Int 10, Wis 15, Cha 8
- Base Atk +3; CMB +5; CMD 18
- Feats Skill focus (diplomacy), Dodge, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Focus (unarmed strike), Aquatic combatant
- Skills Acrobatics +7 (+11 when jumping), Climb +6, Diplomacy +8, Perception +8, Sense Motive +8, Stealth +7, Survival +5, Swim +6
- SQ fast movement, ki pool (3 points, magic)
- Pasterz Sarel
- Init +1; Senses Perception +12
- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
- hp 40 (6d8+8)
- Fort +6, Ref +3, Will +8
- Speed 30 ft.
- Melee mwk harpoon +5 (1d8)
- Special Attacks channel positive energy 5/day (DC 15, 3d6), sift (1/day, get an item)
- Domain Spell-Like Abilities (CL 5th; concentration +8)
- 6/day—icicle (1d6+3 cold damage)
- Cleric Spells Prepared (CL 5th; concentration +8)
- 3rd — prayer, SM III (2), water breathing D
- 2nd — pressure sphere, spiritual weapon +9 d8+3 (2), grace, see invisilityD
- 1st — command DC 14, shield of faith, deathwatch, obscuring mistD, remove fear
- 0th — create water, purify food and drink, read magic, stabilize, detect magic
- D Domain spell; Domains Sun (revelation) / Water (flotsam)
- Str 10, Dex 13, Con 12, Int 10, Wis 16, Cha 14
- Base Atk +4; CMB +4; CMD 16
- Feats craft wand, skill focus (UMD), skill focus (perception), Two-Wand Technique
- Skills Diplomacy +10, Knowledge (religion) +8, Sense Motive +9, Spellcraft +6, Swim +1, UMD +10
- Languages Common
- Treasure Gale Armor – d20PFSRD
- wand of cure light wounds [9 charges]
- wand of burst of radiance [8 charges]
- wand of summon monster III [2 charges]
- wand of resist energy [8 charges]
- 5x Warriors: aquanaut fighter 3
- hp 28
- AC 15/13/12
- mwk harpoon +6 (1d8+6)
- CMB +5 / CMD 18
- power attack, dodge, weapon focus, Conduit feat for freedom of movement, dirty fighting
- Pasterz Lotan
- Sun / Luck
- Init –1; Senses Perception +6
- AC 18, touch 9, flat-footed 18 (+9 armor, –1 Dex)
- hp 41 (5d8+15)
- Fort +7, Ref +1, Will +7
- Speed 20 ft.
- Melee mwk harpoon +8 (1d8+6/19–20)
- Special Attacks channel positive energy 6/day (DC 13, 3d6, +5 vs undead)
- Domain Spell-Like Abilities (CL 5th; concentration +7)
- 5/day—bit of luck
- Cleric Spells Prepared (CL 5th; concentration +7)
- 3rd — dispel magic, Titanic Anchoring, searing light D
- 2nd — aid D, spiritual weapon +7 d8+2, water walk communal, burst of radiance (DC 14)
- 1st — command (DC 13), divine favor, true strike D, shield of faith, lucky number
- 0 — guidance, light, purify food and drink, stabilize
- D Domain spell; Domains Sun / Luck
- feats: defiant luck (3 uses, reroll nat 1 on save or force reroll critical), inexplicable luck (1/day, add +8 befor roll or +4 after), Surge of Success (gain +2 to roll after nat 20 in next round), Lucky
- Misfortune (Ex): as an immediate action can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from misfortune, it cannot be the target of this ability again for 1 day.
- fate favored trait
- Str 19, Dex 8, Con 14, Int 10, Wis 14, Cha 12
- Base Atk +3; CMB +7; CMD 16
- Skills Diplomacy +9, Heal +6, Linguistics +6, Knowledge (religion) +5, Perception +6
- Languages Common, Celesial, Auran, Aquan
- Other Gear https://www.d20pfsrd.com/magic-items/magic-armor/specific-magic-armor/warden-of-the-woods/, masterwork harpoon, belt of giant strength +2, cloak of resistance +1, blackwood holy symbol
- 4x Warriors
- LG Human barbarian 2/rogue 1
- Init +1; Senses Perception +5
- AC 11, touch 9, flat-footed 10 (+2 armor, +1 Dex, –2 rage)
- hp 32
- Fort +7, Ref +3, Will +2
- Defensive Abilities uncanny dodge
- Speed 40 ft.
- Melee heavy flail +7 (1d10+7/×3)
- spirit +3 touch 1d4+1
- Special Attacks rage (8 rounds/day), rage powers (lesser spirit totem), sneak attack +1d6
- Str 21, Dex 12, Con 18, Int 8, Wis 10, Cha 13
- Base Atk +2; CMB +7; CMD 18
- Feats Toughness, Hurtful, Power Attack