Ketonian Navy Soldiers

Soldier 1
Standard sword and board Navy soldier.

"Human CR 9 XP 6400 Any Medium Humanoid Fighter level 10 (skill points 40) Heavy Foot (Fighter ) Init +1; Senses ; Perception +5 DEFENSE AC 24, Touch 12, flat footed 22 (+2 Banded mail, +1 Shield, heavy steel) (+1 Dex, +9 armour, +3 shield, +1 feats) hp 85 (0d8+10d10+20+10); Fort +9, Ref +4, Will +3 OFFENSE Speed 20 Melee Single Attack(+1/+1) Longsword +19 (1d8+9/19-20) Full Attack (+1/+1) Longsword +19/14 (1d8+9/19-20) 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 10 CMB 14; CMD 25 Feats Dodge: Add 1 to AC, 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, Step Up: Take a 5ft step as an Immediate action when foe steps back, Vital Strike: 1 attack roll damage dice twice, 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, Dazzling Display: As a full round action intimidate all within 30ft, 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 , Improved Bull rush: +2 to Bull rush CM and CMD ; no attack of opportunity, Martial Weap Prof, Shatter Defences: Any shaken, panicked or frightened hit are flatfooted until end of your next turn , 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 12, Handle Animal -1, Intimidate 12, Know Arch & Eng 6, Know Dungeon 6, Perception 5, Ride 9, Survival 7, Swim -1 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) +2 Banded mail (4000gp) +1 Shield, heavy steel (1000gp) +1 Longsword (2000gp)"

Soldier 2
Miniboss guards

"Human CR 13 XP 25600 Any Medium Humanoid Fighter level 14 (skill points 56) Heavy Foot (Fighter ) Init +3; Senses ; Perception +3 DEFENSE AC 25, Touch 14, flat footed 21 (+2 Full-plate, +0 Shield, none) (+3 Dex, +11 armour, +1 feats) hp 175 (0d8+14d10+84+14); Fort +15, Ref +7, Will +4 OFFENSE Speed 20 Melee Single Attack(+2/+2) Sword, two bladed +25 (1d8+15/17-20) Full Attack (+2/+2) Sword, two bladed +23/18/13 (1d8+15/17-20) Space 5ft.; Reach 5ft. Special Attacks Weapon Training become proficient in a weapon group 3 STATISTICS Str 18, Dex 17, Con 18 + 4 = 22, Int 13, Wis 11, Chr 8 Base Attack 14 CMB 18; CMD 31 Feats Dodge: Add 1 to AC, Greater Weapon Focus: +1 to attack rolls, Greater Weapon Specialization: +2 damage, Penetrating Stike: Ignores 5 points of damage reduction, 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, Vital Strike: 1 attack roll damage dice twice, 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, 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 , Improved Critical: Doubles critical chance of weapon, Improved Two-Weapon Fighting: Get a second off hand attack at -5, Improved Vital Strike: 1 attack 3 times damage die, Martial Weap Prof, Shield Proficiency: Can use shields, Simple Weapon Proficiency, Strike Back: Attack foes that strike you whilst using reach, Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties, Two-Weapon Fighting: Get extra attack at -2 to all attacks, Weapon Focus: +1 to attack rolls Skills Climb 19, Handle Animal -1, Intimidate 16, Know Arch & Eng 7, Know Dungeon 7, Perception 3, Ride 20, Survival 6, Swim 5 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 + 4 MAGIC ITEMS (max value 27000) Amulet of health (+4) +4 con (16000gp) +2 Full-plate (4000gp) +2 Sword, two bladed (8000gp)"

Wizard 1
Battlemage

"Human CR 9 XP 6400 Any Medium Humanoid Wizard level 10 (skill points 70) Wizard (School Evocation Prohibited Necromancy, Abjuration) Init +7; Senses ; Perception +10 DEFENSE AC 18, Touch 14, flat footed 15 (+1 No Armour, +0 Shield, none) (+3 Dex, +1 Natural, +4 armour) hp 75 (0d8+10d6+30+10); Fort +6, Ref +6, Will +7 OFFENSE Speed 30 Melee Single Attack Dagger +4 (1d4-1/19-20) Full Attack Dagger +4 (1d4-1/19-20) Space 5ft.; Reach 5ft. Special Attacks Elemental Wall (Sp) Energy wall like wall of fire, rounds per day = wizard level Force Missile (Sp) Standard action magic missile 1d4 + 1/2 level damage. 3+INT mod/day Intense Spells (Su) When cast evocation spells that damage add 1/2 wizard level to damage Spells Known: Wizard Spells Level 0 (4) DC 14 Acid Splash(Conjuration)[Creation Acid ] X 1 V,S rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV None Area: One missile of acid Description: Orb deals 1d3 acid damage. Dancing Lights(Evocation)[Light ] X 1 V,S rng: Medium 100ft + 10ft / level Dur: 1 minute (D) SV None Area: Up to four lights, all within a 10-ft.-radius area Flare(Evocation)[Light ] X 1 V rng: Close 25ft + 5ft/2 levels Dur: Instantaneous SV Fortitude negates Area: Burst of light Ghost Sound(Illusion)[Figment ] X 1 V,S,M rng: Close 25ft + 5ft/2 levels Dur: 1 round/level (D) SV Will disbelief (if interacted with) Area: N/A Mage Hand(Transmutation)[ ] X 1 V,S rng: Close 25ft + 5ft/2 levels Dur: Concentration SV None Area: One nonmagical, unattended object weighing up to 5 lb. Description: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the dis Level 1 (6) DC 15 Anticipate Peril(Divination)[ ] X 1 V, S rng: Touch Dur: 1 minute/level or until activated SV Will negates Area: creature touched Description: dds an insight bonus on that initiative check equal to the spell's caster level (maximum +5). Once this bonus applies, the effects of the spell end. Color Spray(Illusion)[Pattern Mind-Affecting ] X 1 V,S,M rng: 15ft Dur: Instantaneous; see text SV Will negates Area: Cone-shaped burst Magic Missile(Evocation)[Force ] X 4 V,S,M,D/F rng: Medium 100ft + 10ft / level Dur: Instantaneous SV None Area: Up to five creatures, no two of which can be more than 15 ft. apart Level 2 (6) DC 16 Alter Self(Transmutation)[ ] X 1 V,S rng: Personal Dur: 10 min./level (D) SV N/A Area: You Description: Assume form of a Small or Medium humanoid. Blur(Illusion)[Glamer ] X 1 V rng: Touch Dur: 1 min./level (D) SV Will negates (harmless) Area: Creature touched Description: The subject's outline appears blurred, shifting, and wavering. This distortion grants the subject concealment (20% miss chance). Continual Flame(Evocation)[Light ] X 1 V,S,M rng: Touch Dur: Permanent SV None Area: Object touched Description: Makes a permanent, heatless light. Detect Thoughts(Divination)[Mind-Affecting ] X 1 V,S,F/DF rng: 60ft Dur: Concentration, up to 1 min./level (D) SV Will negates, see text Area: Cone-shaped emanation Description: Allows “listening” to surface thoughts. Fire Breath(Evocation)[Fire ] X 1 V, S, M (a chili pepper) rng: 15ft Dur: 1 round/level or until discharged; see text SV Reflex half; see text; Area: cone-shaped burst Description: cone of fire as a standard action. The first cone deals 4d6 points of fire damage to every creature in the area. The second cone of flame deals 2d6 points of fire damage to every creature in the area. Flaming Sphere(Evocation)[Fire ] X 1 V,S,M/DF rng: Medium 100ft + 10ft / level Dur: 1 round/level SV Reflex negates Area: 5-ft.-diameter sphere Level 3 (5) DC 17 Blink(Transmutation)[ ] X 1 V,S rng: Personal Dur: 1 round/level (D) SV N/A Area: You Daylight(Evocation)[Light ] X 1 V,S rng: Touch Dur: 10 min./level (D) SV None Area: Object touched Description: 60-ft. radius of bright light. 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. Haste(Transmutation)[ ] X 1 V,S,M rng: Close 25ft + 5ft/2 levels Dur: 1 round/level SV Fortitude negates (harmless) Area: One creature/level, no two of which can be more than 30 ft. apart Description: Gain extra attack, +1 bonus on attack rolls, +1 dodge bonus to AC and Reflex saves. +30ft move Hold Person(Enchantment)[Compulsion Mind-Affecting ] X 1 V,S,F/DF rng: Medium 100ft + 10ft / level Dur: 1 round/level (D); see text SV Will negates; see text Area: One humanoide creature Description: Paralyzes one humanoid for 1 round/level. Level 4 (5) DC 18 Confusion(Enchantment)[Compulsion Mind-Affecting ] X 1 V,S,M/DF rng: Medium 100ft + 10ft / level Dur: 1 round/level SV Will negates Area: All creatures in a 15-ft. radius burst Description: Subjects behave oddly for 1 round/level. Detonate(Evocation)[ ] X 1 V, S, M (two vials; one contai rng: 30ft Dur: 1 round, then instantaneous SV Reflex half Area: 30-ft.-radius spread centered on you Description: The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You ta Fire Shield(Evocation)[Fire Cold ] X 1 V,S, M/DF rng: Personal Dur: 1 round/level (D) SV N/A Area: You Description: Any creature striking you with its body or a hand-held weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage + 1 point per caster level (maximum +15). Shout(Evocation)[Sonic ] X 1 V rng: 30ft Dur: Instantaneous SV Fortitude partial or Reflex negates (object); see text Area: Cone-shaped burst Solid Fog(Conjuration)[Creation ] X 1 V,S,M rng: Medium 100ft + 10ft / level Dur: 1 min./level SV None Area: Fog spreads in a 20-ft. radius, 20 ft. high Description: Blocks vision and slows movement. Level 5 (3) DC 19 Cone of Cold(Evocation)[Cold ] X 2 V,S,M/DF rng: 60ft Dur: Instantaneous SV Reflex half Area: Cone-shaped burst Description: 1d6/level cold damage. Heightened Detonate(Evocation)[ ] X 1 V, S, M (two vials; one contai rng: 30ft Dur: 1 round, then instantaneous SV Reflex half Area: 30-ft.-radius spread centered on you Description: The explosion inflicts 1d8 points of damage of that energy type per caster level (maximum 10d8) to all creatures within 15 feet, and half that amount to targets past 15 feet but within 30 feet. You ta STATISTICS Str 8, Dex 16, Con 16, Int 19, Wis 11, Chr 11 Base Attack 5 CMB 4; CMD 17 Feats Brew Potion, Heighten Spell: You can cast spells as if they were a higher level., Combat Casting: +4 Concentration checks for Defensive casting, Improved Initiative: +4 Initiative checks, Maximize Spell, Quicken Spell, Simple Weapon Proficiency, Spell Focus: +1 to DC for save against 1 school of magic, Spell Penetration: +2 caster level checks to defeat spell resistance Skills Appraise 9, Fly 16, Know Arcana 17, Know Arch & Eng 14, Know Dungeon 4, Know Geography 4, Know History 14, Know Local 4, Know Nature 4, Know Nobility 13, Know Religion 9, Know the Planes 13, Perception 10, Spellcraft 17 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard MAGIC ITEMS (max value 10050) Amulet of natural armour (+1) +1 Nat armour (2000gp) Bracers of armour (+3) +3AC (9000gp) Ring of Protection (+1) +1AC (2000gp)"

Archer 1
Human CR 11 XP 12800 Any Medium Humanoid Ranger level 12 (skill points 96) Urban Archer (Ranger ) Init +4; Senses ; Perception +17 DEFENSE AC 19, Touch 14, flat footed 15 (+1 Chain Shirt, +0 Shield, none) (+4 Dex, +5 armour) hp 102 (0d8+12d10+24+12); Fort +10, Ref +12, Will +6 OFFENSE Speed 40 Melee Single Attack(+1/+1) Sword, short +17 (1d6+7/19-20) or Longbow ,Composite +18 (1d8+5 X3) Full Attack (+1/+1) Sword, short +17/12/7 (1d6+7/19-20) or Longbow ,Composite +16/16/11/6 (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 1 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.

Entangle(Transmutation)[ ] X 1 V,S,DF rng: Long 400ft + 40ft / level Dur: 1 min./level (D) SV Reflex partial; see text Area: Plants in a 40-ft.-radius spread

Glide(Transmutation)[ ] X 1 V, S, M/DF rng: Personal Dur: until landing or 1 minute/level (D) SV - Area: You Description: You take no falling damage and move 60 ft./round while falling.

Level 2 (3) DC 14 Acute Senses(Transmutation)[ ] X 1 V, S, M (a glass lens) rng: Touch Dur: 10 minutes/level SV Will negates (harmless) Area: creature touched Description: The target gains a +10 enhancement bonus on Perception checks. The bonus increases to +20 at caster level 8th, and +30 (the maximum) at caster level 16th.

Cure Light Wounds(Conjuration)[Healing ] X 1 V,S rng: Touch Dur: Instantaneous SV Will half (harmless); see text Area: Creature touched Description: Cures 1d8 damage + 1/level (max +5).

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 3 (1) DC 15 Water Walk(Transmutation)[Water ] X 1 V,S,DF rng: Touch Dur: 10 min./level (D) SV Will negates (harmless) Area: One touched creature/level Description: Subject treads on water as if solid.

STATISTICS Str 18, Dex 18, Con 14, Int 13, Wis 14, Chr 8 Base Attack 12 CMB 16; CMD 30 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, Fleet 2: 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 17, Craft Bowyer 12, Disable Device 14, Heal 11, Intimidate -1, Know Dungeon 10, Know Geography 1, Know Local 14, Perception 17, Ride 17, Stealth 18, Survival 17, Swim 2 Languages Common ECOLOGY Environment Any Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard SPECIAL ABILITIES Camouflage Can hide in any sort of terrain 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 Quarry 1/day as a standard action 1 target +2 attack, criticals confirmed and can take 10 on track 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 4 Wild Empathy Improve attitude of an animal Woodland Stride Can move through undergrowth at normal speed MAGIC ITEMS (max value 16350) +1 Chain Shirt (1000gp) +1 Sword, short (2000gp)