Asanian 4th Platoon

The 4th Platoon hold the Great Keep at Enbrook. It's fearsome soldiers are split into a number of smaller squad.

1st Squad: The Beast
2 short sword rangers and 1 bow rangers with animal companions

2nd Squad: The Sword
3 fighters with greatswords

3rd Squad: The Axe
4 barbarians with greataxes

4th Squad: The Bow
3 ranged fighters and 1 melee fighter

5th Squad: The Knights
1 cavalier and 2 melee fighters, mounted

6th Squad: The Mage
2 sorcerers, and 1 melee fighter

7th Squad: The Command
1 mage, 1 melee cavalier, 1 ranged fighter

The Beast
Worg

"Worg CR 3 XP 800 Neutral evil Medium Magical beast Init +2; Senses Darkvision 60, Low-light Vision, Scent +4 to survival if tracking by scent; Perception +12 DEFENSE AC 15, Touch 12, flat footed 13 (+ No Armour, + Shield, none) (+2 Dex, +3 Natural) hp 39 (6d10+6); Fort +6, Ref +7, Will +4 OFFENSE Speed 50 Melee Single Attack Bite +11 (1d8+7) Full Attack Bite +11 (1d8+7) Space 10ft 2x2ft.; Reach 5ftft. Special Attacks Trip STATISTICS Str 20, Dex 15, Con 13, Int 6, Wis 14, Chr 10 Base Attack 6 CMB 11; CMD 23 Feats Improved Natural Armour: +1 Natural Armour, Improved Natural Attack: Attack damage goes up 1 size, Multiattack: Secondary Attacks are at -2 instead of -5, Run: Can run at 5 times normal speed, +4 bonus to Acrobatic jumps, Skill focus (Perception): +3 perception Skills Perception 12, Stealth 9, Survival 6 Languages Common, Goblin" Ranger, two weapon

"Human CR 9 XP 6400 Any Medium Humanoid Ranger level 10 (skill points 80) Two Weapon (Ranger ) Init +3; Senses ; Perception +14 DEFENSE AC 19, Touch 14, flat footed 15 (+0 Hide, +0 Shield, none) (+3 Dex, +4 armour, +1 shield, +1 feats) hp 75 (0d8+10d10+10+10); Fort +7, Ref +10, Will +4 OFFENSE Speed 20 Melee Single Attack(+1/+1) Sword, short +14 (1d6+3/19-20) Full Attack (+1/+1) Sword, short +12/7 (1d6+3/19-20) Sword, short +11/6/1 (1d6+1/19-20) Space 5ft.; Reach 5ft. Special Attacks Favored Enemy +2 attack and +2 damage. Number of Favored enemies = 3 Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy Spells Known: Ranger Spells Level 1 (3) DC 12 Alarm(Abjuration)[ ] X 3 V,S, F/DF rng: Close 25ft + 5ft/2 levels Dur: 2 hours/level (D) SV None Area: 20-ft.-radius emanation centered on a point in space Description: Wards an area for 2 hours/level. Level 2 (1) DC 13 Accelerate Poison(Transmutation)[ ] X 1 V,S,M rng: Touch Dur: instantaneous SV Fortitude negates Area: creature touched Description: You hasten the onset of poison in the target. STATISTICS Str 14, Dex 17, Con 11, Int 13, Wis 13, Chr 8 Base Attack 10 CMB 12; CMD 25 Feats Greater Two-Weapon Fighting: Get a third attack at -10, Improved Two-Weapon Fighting: Get a second off hand attack at -5, Two-Weapon Fighting: Get extra attack at -2 to all attacks, Armour Prof Light, Armour Prof Medium, Bleeding Critical: Target takes 2d6 bleed every round on its turn. DC15 heal or magical healing to stop, Critical Focus: +4 bonus on attacks to confirm critical hits, Dodge: Add 1 to AC, Endurance: +4 on checks to resist non-lethal damage, Evasion: No damage on reflex save, Martial Weap Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Toughness: +3 Hit points or +1 per hit dice, Two-Weapon Defence: +1 shield bonus to AC, Weapon Focus: +1 to attack rolls Skills Climb 9, Handle Animal 9, Heal 12, Intimidate -1, Know Dungeon 12, Know Geography 11, Know Nature 11, Perception 14, Ride 12, Stealth 13, Survival 14, Swim -4 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Evasion Reflex save no damage instead of 1/2 Favoured Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 2 Hunters Bond Either animal companion or bond with party that allows 1/2 favorite enemy bonus to be added to party Swift Tracker Can follow tracks at normal speed no penalty Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks. Trap Sense Reflex save and AC when dealing with traps bonus 3 Wild Empathy Improve attitude of an animal Woodland Stride Can move through undergrowth at normal speed" Ranger, bow

"Human CR 9 XP 6400 Any Medium Humanoid Ranger level 10 (skill points 80) Archer (Ranger ) Init +3; Senses ; Perception +15 DEFENSE AC 18, Touch 13, flat footed 15 (+1 Hide, +0 Shield, none) (+3 Dex, +5 armour) hp 65 (0d8+10d10+10); Fort +7, Ref +10, Will +5 OFFENSE Speed 25 Melee Single Attack Mace,Heavy +13 (1d8+4) or (+1/+1) Longbow ,Composite +16 (1d8+5 X3) Full Attack Mace,Heavy +13/8 (1d8+4) or (+1/+1) Longbow ,Composite +14/14/9 (1d8+5 X3) range 110 Space 5ft.; Reach 5ft. Special Attacks Favored Enemy +2 attack and +2 damage. Number of Favored enemies = 3 Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy Spells Known: Ranger Spells Level 1 (3) DC 13 Alarm(Abjuration)[ ] X 3 V,S, F/DF rng: Close 25ft + 5ft/2 levels Dur: 2 hours/level (D) SV None Area: 20-ft.-radius emanation centered on a point in space Description: Wards an area for 2 hours/level. Level 2 (2) DC 14 Accelerate Poison(Transmutation)[ ] X 2 V,S,M rng: Touch Dur: instantaneous SV Fortitude negates Area: creature touched Description: You hasten the onset of poison in the target. STATISTICS Str 16, Dex 17, Con 11, Int 13, Wis 14, Chr 8 Base Attack 10 CMB 13; CMD 26 Feats Improved Precise shot: Targets do not gain AC from cover, Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations), Shot on the Run: Can split move action, Armour Prof Light, Armour Prof Medium, Deadly Aim: -1 to hit with ranged attacks +2 damage per evey +4 base attack, Endurance: +4 on checks to resist non-lethal damage, Evasion: No damage on reflex save, Fleet: Base speed + 5 feet, Martial Weap Prof, Pinpoint Targeting: As a standard action make a single attack, target loses armor, shield and natural bonus. Can not move if you use this feat, Precise Shot: Can shoot into melee without -4 penalty, Rapid Shot: Gain extra ranged attack all attacks at -2, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Weapon Focus(Ranged): +1 attack rolls Skills Climb 11, Craft Bowyer 10, Handle Animal 9, Heal 10, Intimidate -1, Know Dungeon 9, Know Geography 11, Know Nature 11, Perception 15, Ride 12, Stealth 14, Survival 15, Swim -1 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Evasion Reflex save no damage instead of 1/2 Favoured Terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 2 Hunters Bond Either animal companion or bond with party that allows 1/2 favorite enemy bonus to be added to party Swift Tracker Can follow tracks at normal speed no penalty Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks. Trap Sense Reflex save and AC when dealing with traps bonus 3 Wild Empathy Improve attitude of an animal Woodland Stride Can move through undergrowth at normal speed MAGIC ITEMS (max value 10050) +1 Hide (1000gp) +1 Longbow ,Composite (2000gp)"

The Sword
Fighter

"Human CR 10 XP 9600 Any Medium Humanoid Fighter level 11 (skill points 44) Fighter (Fighter ) Init +1; Senses ; Perception +4 DEFENSE AC 23, Touch 12, flat footed 21 (+1 Full-plate, +0 Shield, none) (+1 Dex, +10 armour, +1 shield, +1 feats) hp 93 (0d8+11d10+22+11); Fort +9, Ref +4, Will +3 OFFENSE Speed 20 Melee Single Attack(+1/+1) Greatsword +17 (2d6+7/19-20) Full Attack (+1/+1) Greatsword +17/12/7 (2d6+7/19-20) Space 5ft.; Reach 5ft. Special Attacks Weapon Training become proficient in a weapon group 2 STATISTICS Str 18, Dex 13, Con 14, Int 13, Wis 11, Chr 8 Base Attack 11 CMB 15; CMD 26 Feats Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1, Exotic Weapon Prof, Lunge: -2 to AC for 5ft extra reach, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Step Up: Take a 5ft step as an Immediate action when foe steps back, Weapon Specialization: +2 to damage rolls, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn, Combat Reflexes: DEX mod additional attacks of opportunity, Dodge: Add 1 to AC , Great Cleave: Can make extra attacks to adjacent foes if you hit opponents can continue until you miss or no more within reach, -2 AC until you next turn , Martial Weap Prof, Shield Focus: +1 AC when using a shield, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Weapon Focus: +1 to attack rolls Skills Climb 16, Handle Animal -1, Intimidate 13, Know Arch & Eng 1, Know Dungeon 1, Perception 4, Ride 15, Survival 7, Swim 6 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Armour Training Reduced armour check penalty and increases dex bonus by 3 Bravery Save vs fear + 3 MAGIC ITEMS (max value 12750) +1 Full-plate (1000gp) +1 Greatsword (2000gp)"

The Axe
Barbarian

"Human CR 8 XP 4800 Any Medium Humanoid Barbarian level 9 (skill points 54) Barbarian (Barbarian ) Init 0; Senses ; Perception +15 DEFENSE AC 18, Touch 11, flat footed 17 (+1 Breastplate, +0 Shield, none) ( +7 armour, +1 feats) hp 85 (0d8+9d12+18+9); Fort +8, Ref +3, Will +4 OFFENSE Speed 30 Melee Single Attack(+1/+1) Greataxe +16 (1d12+8 X3) Full Attack (+1/+1) Greataxe +16/11 (1d12+8 X3) Space 5ft.; Reach 5ft. Special Attacks Rage +4 Con +4 Str +2 Will save -2 AC. Per day = 18 Rage Power Number = 4 STATISTICS Str 20, Dex 11, Con 14, Int 13, Wis 13, Chr 8 Base Attack 9 CMB 14; CMD 24 Feats Knockback: Can make a bull rush attempt if successful target takes STR mod damage and knocked back (No Att of Opp), Moment of Clarity: 1 round of non rage in a rage, Night Vision: Gain 60ft darkvision (must have low-light vision), Powerful Blow: Gain +1 and +1 per 4 levels on damage 1/rage, Acrobatic: +2 bonus on Acrobatics and Fly skill checks, Alertness: +2 Perception +2 Sense motive, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn, Dodge: Add 1 to AC, Martial Weap Prof, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Weapon Focus: +1 to attack rolls Skills Acrobatics 11, Climb 11, Fly -1, Handle Animal 10, Intimidate 11, Know Nature 12, Perception 15, Ride 0, Sense Motive 3, Survival 9, Swim -1 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Damage Reduction Reduced damage from weapons 1 Fast Movement Land Movement raised by 10 Improved Uncanny Dodge Can no longer be flanked 1 Trap Sense Reflex save and AC when dealing with traps bonus 3 Uncanny Dodge Retains Dex bonus if flat footed 1 MAGIC ITEMS (max value 7800) +1 Breastplate (1000gp) +1 Greataxe (2000gp)"

The Bow
Ranged fighter

"Human CR 9 XP 6400 Any Medium Humanoid Fighter level 10 (skill points 40) Fighter (Archer ) Init +1; Senses ; Perception +7 DEFENSE AC 19, Touch 12, flat footed 17 (+1 Scale mail, +0 Shield, none) (+1 Dex, +6 armour, +1 shield, +1 feats) hp 85 (0d8+10d10+20+10); Fort +9, Ref +4, Will +3 OFFENSE Speed 20 Melee Single Attack Mace,Heavy +15 (1d8+5) or (+1/+1) Longbow ,Composite +16 (1d8+11 /19-20 X3) Full Attack Mace,Heavy +15/10 (1d8+5) or (+1/+1) Longbow ,Composite +16/11 (1d8+11 /19-20 X3) range 110 Space 5ft.; Reach 5ft. Special Attacks Expert Archer (Ex) Gains a bonus on attack and damage rolls with bows = 2 Hawkeye -1(Ex) Gain a bonus on Perception checks = + 3 Hawkeye -2(Ex) The range increment for any bow used increases by + ft = 15 Trick Shot -1 (Ex) Choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a -4 penalty to his CMB. No of Ticks = 2 STATISTICS Str 20, Dex 13, Con 14, Int 13, Wis 11, Chr 8 Base Attack 10 CMB 15; CMD 26 Feats Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1, Exotic Weapon Prof, Improved Critical (Ranged): Doubles crit range for ranged weapons, Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations), Precise Shot: Can shoot into melee without -4 penalty, Weapon Specialization (Ranged): +2 damage, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn, Combat Reflexes: DEX mod additional attacks of opportunity, Dodge: Add 1 to AC , Great Cleave: Can make extra attacks to adjacent foes if you hit opponents can continue until you miss or no more within reach, -2 AC until you next turn , Martial Weap Prof, Shield Focus: +1 AC when using a shield, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Weapon Focus(Ranged): +1 attack rolls Skills Climb 15, Handle Animal -1, Intimidate 12, Know Arch & Eng 1, Know Dungeon 1, Perception 7, Ride 14, Survival 6, Swim 5 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Safe Shot (Ex) Does not provoke attacks of opportunity when making ranged attacks with a bow. MAGIC ITEMS (max value 10050) +1 Scale mail (1000gp) +1 Longbow ,Composite (2000gp)"

Melee fighter

"Human CR 10 XP 9600 Any Medium Humanoid Fighter level 11 (skill points 44) -Fighter (Fighter ) Init +1; Senses ; Perception +4 DEFENSE AC 23, Touch 12, flat footed 21 (+1 Full-plate, +0 Shield, none) (+1 Dex, +10 armour, +1 shield, +1 feats) hp 104 (0d8+11d10+22+11+11); Fort +9, Ref +4, Will +3 OFFENSE Speed 20 Melee Single Attack(+1/+1) Spear +17 (1d8+7 X3) Full Attack (+1/+1) Spear +17/12/7 (1d8+7 X3) Space 5ft.; Reach 5ft. Special Attacks Weapon Training become proficient in a weapon group 2 STATISTICS Str 18, Dex 13, Con 14, Int 13, Wis 11, Chr 8 Base Attack 11 CMB 15; CMD 26 Feats Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1, Exotic Weapon Prof, Lunge: -2 to AC for 5ft extra reach, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Step Up: Take a 5ft step as an Immediate action when foe steps back, Weapon Specialization: +2 to damage rolls, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn, Combat Reflexes: DEX mod additional attacks of opportunity, Dodge: Add 1 to AC , Great Cleave: Can make extra attacks to adjacent foes if you hit opponents can continue until you miss or no more within reach, -2 AC until you next turn , Martial Weap Prof, Shield Focus: +1 AC when using a shield, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Toughness: +3 Hit points or +1 per hit dice, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Weapon Focus: +1 to attack rolls Skills Climb 16, Handle Animal -1, Intimidate 13, Know Arch & Eng 1, Know Dungeon 1, Perception 4, Ride 15, Survival 7, Swim 6 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Armour Training Reduced armour check penalty and increases dex bonus by 3 Bravery Save vs fear + 3 MAGIC ITEMS (max value 12750) +1 Full-plate (1000gp) +1 Spear (2000gp)"

The Knights
Cavalier

"Human CR 11 XP 12800 Any Medium Humanoid Cavalier level 12 (skill points 84) Lion (Order of the Lion ) Init 0; Senses ; Perception +8 DEFENSE AC 20, Touch 10, flat footed 20 (+1 Full-plate, +0 Shield, none) ( +10 armour) hp 114 (0d8+12d10+36+12); Fort +11, Ref +4, Will +3 OFFENSE Speed 20 Melee Single Attack(+1/+1) Guisarme +18 (2d4+9 X3) Full Attack (+1/+1) Guisarme +18/13/8 (2d4+9 X3) Space 5ft.; Reach 5ft. Special Attacks Banner (Ex) Allies within 60 ft +2 morale on fear saves and +1 morale on attack rolls in a charge. Additional bonus= 1 Cavaliers Charge (Ex) +4 bonus on melee attack rolls on a charge while mounted and no penalty to AC Challenge (Ex) +1 damage per level against one foe (-2 AC against other foes). Per day = 4 Demanding Challenge (Ex) Target takes a -2 penalty to its AC from attacks made by anyone other than the cavalier. For the King (Ex) Standard Action comp bonus equal to CHA mod on all attack and dam rolls to all allies within 30 feet for 1 round Lion Challenge Receives a dodge bonus to his AC against attacks made by the challenged. Bonus = 4 Lions Call (Ex) As Standard Action allies in 60ft a comp bonus on fear saves equal to his CHA mod and a +1 bonus to attack Mighty Charge (Ex) Can make a free bull rush, disarm, sunder, or trip combat maneuver if charge attack is successful Tactician (Ex) Standard action, grants teamwork feat within 30 feet last 3 rnds +1per 2 levels. Per day 3 STATISTICS Str 18, Dex 11, Con 16, Int 15, Wis 8, Chr 14 Base Attack 12 CMB 16; CMD 26 Feats Spirited Charge: Deal double damage on a charge, Weapon Specialization: +2 to damage rolls, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn, Critical Focus: +4 bonus on attacks to confirm critical hits, Martial Weap Prof, Mounted Combat: Negate hit on mount with ride check DC opponents attack roll, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Ride-by Attack: When charging can carry on after the attack, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Trample: When overrunning opponent cannot avoid you, Weapon Focus: +1 to attack rolls Skills Bluff 17, Climb -1, Diplomacy 12, Handle Animal 17, Intimidate 11, Know Local 17, Know Nobility 11, Perception 8, Ride 15, Sense Motive 10, Swim -6 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Expert Trainer (Ex) Bonus equal to 1/2 his level whenever uses Handle Animal on a mount. Greater Tactician (Ex) Receives an additional teamwork feat as a bonus feat. Mount (Ex) Gains a loyal steed, functions as a druid animal companion. Order (Ex) At 1st level, a cavalier must pledge himself to a specific order. MAGIC ITEMS (max value 16350) +1 Full-plate (1000gp) +1 Guisarme (2000gp)"

Mounted fighters

"Human CR 9 XP 6400 Any Medium Humanoid Fighter level 10 (skill points 40) Knight (Fighter ) Init +1; Senses ; Perception +3 DEFENSE AC 21, Touch 11, flat footed 20 (+1 Full-plate, +0 Shield, none) (+1 Dex, +10 armour) hp 85 (0d8+10d10+20+10); Fort +9, Ref +4, Will +3 OFFENSE Speed 20 Melee Single Attack(+1/+1) Guisarme +18 (2d4+9 X3) Full Attack (+1/+1) Guisarme +18/13 (2d4+9 X3) Space 5ft.; Reach 5ft. Special Attacks Weapon Training become proficient in a weapon group 2 STATISTICS Str 17, Dex 13, Con 14, Int 13, Wis 11, Chr 8 Base Attack 10 CMB 13; CMD 24 Feats Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1, Greater Weapon Focus: +1 to attack rolls, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Spirited Charge: Deal double damage on a charge, Weapon Focus: +1 to attack rolls, Weapon Specialization: +2 to damage rolls, Animal Affinity: +2 Handle Animal +2 Ride, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Improved Disarm: +2 to Disarm attempts CM and CMD no attacks of opportunity, Martial Weap Prof, Mounted Archery: Ranged attacks are at -2 instead of -4, Mounted Combat: Negate hit on mount with ride check DC opponents attack roll, Ride-by Attack: When charging can carry on after the attack, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Trample: When overrunning opponent cannot avoid you Skills Climb 4, Handle Animal 14, Intimidate 5, Know Arch & Eng 5, Know Dungeon 1, Perception 3, Ride 16, Survival 5, Swim 10 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Armour Training Reduced armour check penalty and increases dex bonus by 2 Bravery Save vs fear + 3 MAGIC ITEMS (max value 10050) +1 Full-plate (1000gp) +1 Guisarme (2000gp)"

Horse

"Draft (Heavy) Horse CR 2 XP 600 N Large animal Init +4; Senses low-light vision, scent; Perception +8 DEFENSE AC 15, touch 13, flat-footed 11 (+4 Dex, –1 size, +2 natural) hp 19 (2d8+10) Fort +8, Ref +7, Will +3 OFFENSE Speed 50 ft. Melee bite +5 (1d4+5), 2 hooves +0 (1d6+2) Space 10 ft.; Reach 5 ft. STATISTICS Str 20, Dex 18, Con 21, Int 2, Wis 17, Cha 11 Base Atk +1; CMB +7; CMD 21 (25 vs. trip) Feats Endurance, RunB Skills Perception +8 SQ docile"

The Mage
Sorcerers

"Human CR 9 XP 6400 Any Medium Humanoid Sorcerer level 10 (skill points 60) Sorcerer (Elemental ) Init 0; Senses DEFENSE AC 15, Touch 12, flat footed 14 (+1 No Armour, +0 Shield, none) ( +4 armour, +1 feats) hp 85 (0d8+10d6+40+10); Fort +7, Ref +3, Will +7 OFFENSE Speed 30 Melee Single Attack Mace,Heavy +4 (1d8-1) Full Attack Mace,Heavy +4 (1d8-1) Space 5ft.; Reach 5ft. Special Attacks Bloodline Elemental Whenever cast spells that use energy can change the type to your bloodline type Elemental Blast (Sp) 20ft burst 1d6/level DC 10 + 1/2 level + CHA bonus . per day = 1 Elemental Ray (Sp) 30ft 1d6 + 1/2 level ranged touch. 3 + CHA bonus/ day Spells Known: Sorcerer Spells Level 0 (6) DC 16 Acid Splash(Conjuration)[Creation Acid ] X 9 V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: One missile of acid Description: Orb deals 1d3 acid damage. Level 1 (8) DC 17 Adjuring Step(Abjuration)[Force ] X 5 V, S, M (a rabbit’s foot) rng: Personal Dur: 1 round/level or until discharged SV - Area: you Description: While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discha Burning Hands(Evocation)[Fire ] X 1 V,S rng: 15ft Dur: Instantaneous SV Reflex half Area: Cone-shaped burst Description: Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a Level 2 (8) DC 18 Accelerate Poison(Transmutation)[ ] X 4 V,S,M rng: Touch Dur: instantaneous SV Fortitude negates Area: creature touched Description: You hasten the onset of poison in the target. Scorching Ray(Evocation)[Fire ] X 1 V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: One or more rays Description: You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a range Level 3 (7) DC 19 Deep Slumber(Enchantment)[Compulsion Mind-Affecting ] X 1 V,S,M rng: Close 25ft + 5ft/2 levels Dur: 1 min./level SV Will negates Area: Ten or more HD living creatures within a 10-ft radius burst Description: Puts 10 HD of creatures to sleep. Fireball(Evocation)[Fire ] X 1 V,S,M rng: Long 400ft + 40ft / level Dur: Instantaneous SV Reflex half Area: 20-ft.-radius spread Description: 1d6 damage per level, 20-ft. radius. Max 10d6 Lightning Bolt(Evocation)[Electricity ] X 1 V,S,M rng: 10ft Dur: Instantaneous SV Reflex half Area: 120-ft. line Description: Electricity deals 1d6/level damage. Protection from Energy(Abjuration)[ ] X 1 V,S,DF rng: Touch Dur: 10 min./level or until discharged SV Fortitude negates (harmless) Area: Creature touched Description: Absorb 12 points/level of damage from one kind of energy. Level 4 (6) DC 20 Acid Pit(Conjuration)[Creation Acid ] X 1 V,S,M rng: Medium 100ft + 10ft / level Dur: 1 round + 1 round/level SV Reflex negates; see text Area: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Description: Creates pit with acid at bottom Ball Lightning(Evocation)[Air Electricity ] X 1 V, S, M/DF (a small iron ring) rng: Medium 100ft + 10ft / level Dur: 1 round/level SV Reflex negates Area: two or more 5-ft.-diameter spheres Description: Flying balls of lightning deal 3d6 electricity damage each. 2 + 1 per 4 levels above 7th Elemental Body I(Transmutation)[ ] X 1 V, S, M (the element you plan rng: Personal Dur: 1 min/level SV none Area: You Description: Turns you into a Small elemental. Level 5 (4) DC 21 Cone of Cold(Evocation)[Cold ] X 1 V,S,M/DF rng: 60ft Dur: Instantaneous SV Reflex half Area: Cone-shaped burst Description: 1d6/level cold damage. STATISTICS Str 8, Dex 11, Con 18, Int 16, Wis 11, Chr 22 Base Attack 5 CMB 4; CMD 14 Feats Dodge: Add 1 to AC, Combat Casting: +4 Concentration checks for Defensive casting, Empower Spell: Numeric effects are increased by one-half, Eschew Materials: Cast spells without material components, Maximize Spell, Persuasive: +2 Diplomacy +2 Intimidate, Silent Spell: Cast spell without verbal components, Simple Weapon Proficiency Skills Appraise 3, Bluff 19, Diplomacy 8, Fly 13, Intimidate 21, Know Arcana 16, Spellcraft 16, Use Magic Device 19 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Elemental Resistance (Sp) Gain Resistance to your energy type of 20 Eschew Materials Gives feat 1 MAGIC ITEMS (max value 10050) Bracers of armour (+3) +3AC (9000gp) Ring of Protection (+1) +1AC (2000gp)" See fighter from the Bow.

The Command
Cavalier Human CR 11 XP 12800 Any Medium Humanoid Cavalier level 12 (skill points 84) Lion (Order of the Lion ) Init 0; Senses ; Perception +8 DEFENSE AC 21, Touch 10, flat footed 21 (+2 Full-plate, +0 Shield, none) ( +11 armour) hp 114 (0d8+12d10+36+12); Fort +11, Ref +4, Will +3 OFFENSE Speed 20 Melee Single Attack(+2/+2) Greatsword +20 (2d6+11/19-20) Full Attack (+2/+2) Greatsword +20/15/10 (2d6+11/19-20) Space 5ft.; Reach 5ft. Special Attacks Banner (Ex) Allies within 60 ft +2 morale on fear saves and +1 morale on attack rolls in a charge. Additional bonus= 1 Cavaliers Charge (Ex) +4 bonus on melee attack rolls on a charge while mounted and no penalty to AC Challenge (Ex) +1 damage per level against one foe (-2 AC against other foes). Per day = 4 Demanding Challenge (Ex) Target takes a -2 penalty to its AC from attacks made by anyone other than the cavalier. For the King (Ex) Standard Action comp bonus equal to CHA mod on all attack and dam rolls to all allies within 30 feet for 1 round Lion Challenge Receives a dodge bonus to his AC against attacks made by the challenged. Bonus = 4 Lions Call (Ex) As Standard Action allies in 60ft a comp bonus on fear saves equal to his CHA mod and a +1 bonus to attack Mighty Charge (Ex) Can make a free bull rush, disarm, sunder, or trip combat maneuver if charge attack is successful Tactician (Ex) Standard action, grants teamwork feat within 30 feet last 3 rnds +1per 2 levels. Per day 3 STATISTICS Str 20, Dex 11, Con 16, Int 15, Wis 8, Chr 14 Base Attack 12 CMB 17; CMD 27 Feats Spirited Charge: Deal double damage on a charge, Weapon Specialization: +2 to damage rolls, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn , Critical Focus: +4 bonus on attacks to confirm critical hits, Martial Weap Prof, Mounted Combat: Negate hit on mount with ride check DC opponents attack roll, Power Attack: You can choose to take a -1 penalty on all melee attacks and combat maneuver checks to gain a +2 bonus on all melee damage rolls. Every +4 base atack penalty increases by -1 and damage by +2, Ride-by Attack: When charging can carry on after the attack, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Trample: When overrunning opponent cannot avoid you , Weapon Focus: +1 to attack rolls Skills Bluff 17, Climb 0, Diplomacy 12, Handle Animal 17, Intimidate 11, Know Local 17, Know Nobility 11, Perception 8, Ride 15, Sense Motive 10, Swim -5 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Expert Trainer (Ex) Bonus equal to 1/2 his level whenever uses Handle Animal on a mount. Greater Tactician (Ex) Receives an additional teamwork feat as a bonus feat. Mount (Ex) Gains a loyal steed, functions as a druid animal companion. Order (Ex) At 1st level, a cavalier must pledge himself to a specific order. MAGIC ITEMS (max value 16350) +2 Full-plate (4000gp) +2 Greatsword (8000gp)

The Mage Human CR 11 XP 12800 Any Medium Humanoid Sorcerer level 12 (skill points 72) Sorcerer (Elemental ) Init 0; Senses DEFENSE AC 16, Touch 13, flat footed 15 (+2 No Armour, +0 Shield, none) ( +5 armour, +1 feats) hp 90 (0d8+12d6+36+12); Fort +7, Ref +4, Will +8 OFFENSE Speed 30 Melee Single Attack Mace,Heavy +5 (1d8-1) Full Attack Space 5ft.; Reach 5ft. Special Attacks Bloodline Elemental Whenever cast spells that use energy can change the type to your bloodline type Elemental Blast (Sp) 20ft burst 1d6/level DC 10 + 1/2 level + CHA bonus. per day = 1 Elemental Ray (Sp) 30ft 1d6 + 1/2 level ranged touch. 3 + CHA bonus/ day Spells Known: Sorcerer Spells Level 0 (6) DC 16 Acid Splash(Conjuration)[Creation Acid ] X 9 V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: One missile of acid Description: Orb deals 1d3 acid damage.

Level 1 (8) DC 17 Adjuring Step(Abjuration)[Force ] X 5 V, S, M (a rabbit’s foot) rng: Personal Dur: 1 round/level or until discharged SV - Area: you Description: While you are subject to this spell, you can take two 5-foot steps each round and still cast spells and use spell-like abilities without provoke attacks of opportunity. This spell automatically discha

Burning Hands(Evocation)[Fire ] X 1 V,S rng: 15ft Dur: Instantaneous SV Reflex half Area: Cone-shaped burst Description: Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a

Level 2 (8) DC 18 Accelerate Poison(Transmutation)[ ] X 5 V,S,M rng: Touch Dur: instantaneous SV Fortitude negates Area: creature touched Description: You hasten the onset of poison in the target.

Scorching Ray(Evocation)[Fire ] X 1 V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: One or more rays Description: You blast your enemies with a searing beam of fire. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a range

Level 3 (7) DC 19 Ablative Barrier(Conjuration)[Creation Force ] X 4 V, S, M (a piece of metal cut rng: Touch Dur: 1 hour/level or until discharged SV Will negates (harmless) Area: creature touched Description: Invisible layers of solid force surround and protect the target, granting that target a +2 armor bonus to AC. Additionally, the first 5 points of lethal damage the target takes from each attack are co

Protection from Energy(Abjuration)[ ] X 1 V,S,DF rng: Touch Dur: 10 min./level or until discharged SV Fortitude negates (harmless) Area: Creature touched Description: Absorb 12 points/level of damage from one kind of energy.

Level 4 (7) DC 20 Acid Pit(Conjuration)[Creation Acid ] X 1 V,S,M rng: Medium 100ft + 10ft / level Dur: 1 round + 1 round/level SV Reflex negates; see text Area: 10-ft.-by-10-ft. hole, 10 ft. deep/2 levels Description: Creates pit with acid at bottom

Ball Lightning(Evocation)[Air Electricity ] X 1 V, S, M/DF (a small iron ring) rng: Medium 100ft + 10ft / level Dur: 1 round/level SV Reflex negates Area: two or more 5-ft.-diameter spheres Description: Flying balls of lightning deal 3d6 electricity damage each. 2 + 1 per 4 levels above 7th

Elemental Body I(Transmutation)[ ] X 1 V, S, M (the element you plan rng: Personal Dur: 1 min/level SV none Area: You Description: Turns you into a Small elemental.

Ice Storm(Evocation)[Cold ] X 1 V,S,M/DF rng: Long 400ft + 40ft / level Dur: 1 round SV None Area: Cylinder )20-ft. radius, 40 ft. high) Description: Hail deals 5d6 damage in cylinder 40 ft. across.

Level 5 (6) DC 21 Acidic Spray(Conjuration)[Creation ] X 1 V, S, M (a vial of acid worth rng: 60ft Dur: instantaneous SV Reflex partial (see text) Area: 60-ft. line Description: A spray of acid erupts from your outstretched hand, dealing 1d6 points of acid damage per caster level (maximum 15d6). continues to burn for 1 round, dealing 1d6 points of acid damage per two caster l

Cone of Cold(Evocation)[Cold ] X 1 V,S,M/DF rng: 60ft Dur: Instantaneous SV Reflex half Area: Cone-shaped burst Description: 1d6/level cold damage.

Elemental Body II(Transmutation)[ ] X 1 V,S,M rng: Personal Dur: 1 min/level SV none Area: You Description: Turns you into a Medium elemental.

Level 6 (4) DC 22 Acid Fog(Conjuration)[Creation Acid ] X 1 V,S,M/DF rng: Medium 100ft + 10ft / level Dur: 1 round/level SV None Area: Fog spreads in 20-ft. radius, 20 ft.high Description: Acid fog creates a billowing mass of misty vapors like the solid fog spell. In addition to slowing down creatures and obscuring sight, this spell's vapors are highly acidic. Each round on your turn, s

STATISTICS Str 8, Dex 11, Con 16, Int 16, Wis 11, Chr 22 Base Attack 6 CMB 5; CMD 15 Feats Dodge: Add 1 to AC , Combat Casting: +4 Concentration checks for Defensive casting, Empower Spell: Numeric effects are increased by one-half, Eschew Materials: Cast spells without material components, Maximize Spell, Persuasive: +2 Diplomacy +2 Intimidate, Silent Spell: Cast spell without verbal components, Simple Weapon Proficiency, Spell Focus: +1 to DC for save against 1 school of magic Skills Appraise 3, Bluff 21, Diplomacy 8, Fly 15, Intimidate 23, Know Arcana 18, Spellcraft 18, Use Magic Device 21 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Elemental Resistance (Sp) Gain Resistance to your energy type of 20 Eschew Materials Gives feat 1 MAGIC ITEMS (max value 16350) Bracers of armour (+3) +3AC (9000gp) Ring of Protection (+2) +2 AC (8000gp)

Ranged fighter Human CR 11 XP 12800 Any Medium Humanoid Fighter level 12 (skill points 48) -Fighter (Archer ) Init +1; Senses ; Perception +7 DEFENSE AC 17, Touch 12, flat footed 15 (+2 Leather, +0 Shield, none) (+1 Dex, +4 armour, +1 shield, +1 feats) hp 126 (0d8+12d10+36+12+12); Fort +11, Ref +5, Will +4 OFFENSE Speed 30 Melee Single Attack(+2/+2) Mace,Heavy +20 (1d8+7/19-20) or Longbow ,Composite +17 (1d8+10 X3) Full Attack (+2/+2) Mace,Heavy +20/15/10 (1d8+7/19-20) or Longbow ,Composite +17/12/7 (1d8+10 X3) range 110 Space 5ft.; Reach 5ft. Special Attacks Expert Archer (Ex) Gains a bonus on attack and damage rolls with bows = 2 Hawkeye -1(Ex) Gain a bonus on Perception checks = + 3 Hawkeye -2(Ex) The range increment for any bow used increases by + ft = 15 Trick Shot -1 (Ex) Choose one of the following combat maneuvers or actions: disarm, feint, or sunder. He can perform this action with a bow against any target within 30 feet, with a -4 penalty to his CMB. No of Ticks = 3 Trick Shot -2 (Ex) At 11th level, he may also choose from the following combat maneuvers: bull rush, grapple, trip. A target grappled by an arrow can break free by destroying the archers arrow (hardness 5, hit points 1, break DC 13) or with an Escape Artist or CMB check (against the archers CMD -4). STATISTICS Str 20, Dex 13, Con 16, Int 13, Wis 11, Chr 8 Base Attack 12 CMB 17; CMD 28 Feats Combat Expertise: You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your AC. Every +4 base attack penalty increase by -1 and dodge by +1 , Exotic Weapon Prof, Greater Weapon Focus: +1 to attack rolls, Improved Critical: Doubles critical chance of weapon, Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations), Precise Shot: Can shoot into melee without -4 penalty, Weapon Specialization (Ranged): +2 damage, Armour Prof Heavy, Armour Prof Light, Armour Prof Medium, Cleave: Get extra attack if hit monster to adjacent foe, -2 AC until your next turn , Combat Reflexes: DEX mod additional attacks of opportunity, Dodge: Add 1 to AC , Great Cleave: Can make extra attacks to adjacent foes if you hit opponents can continue until you miss or no more within reach, -2 AC until you next turn , Martial Weap Prof, Shield Focus: +1 AC when using a shield, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Toughness: +3 Hit points or +1 per hit dice, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Weapon Focus(Ranged): +1 attack rolls Skills Climb 20, Handle Animal -1, Intimidate 14, Know Arch & Eng 1, Know Dungeon 1, Perception 7, Ride 16, Survival 7, Swim 12 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Safe Shot (Ex) Does not provoke attacks of opportunity when making ranged attacks with a bow. MAGIC ITEMS (max value 16350) +2 Leather (4000gp) +2 Mace,Heavy (8000gp)