Thilon, Male Mul, Gla9: CR 9; Medium Humanoid; HD 9d12+27; hp 104; Init +4; Spd 20ft; AC 17 (dex +4, +3 mekillot hide), touch 14, flat-footed 13; Base Atk/Grapple +9/+15; Atk metal long sword +16 melee (1d8+6/17-20); Full Atk metal long sword +16/+11 melee (1d8+6/17-20); SA Arena guile +4, armor optimization [hide armor], improved uncanny dodge, insightful feint +2, mercy, no mercy, unarmed strike, uncanny dodge; SQ Darkvision 30ft., dwarven blood, extended activity, nonlethal DR 1/-, tireless; SV Fort +9; Ref +7; Will +4; AL LE; Str 22; Dex 18; Con 17; Int 14; Wis 12; Cha 16. Skills: Balance +10, Bluff +14, Hide +7, Intimidate +8, Jump +12, Move Silently +7, Sense motive +13, Spot +4, Tumble +16; Language:Common, Gith, Tyrian; Feats: Exotic Weapon Proficiency [Chatkcha], Exotic Weapon Proficiency [Lotulis], Exotic Weapon Proficiency [Singing stick], Hidden Talent, Improved Critical [Long sword], Improved Feint, Power Critical [Long sword], Weapon Focus [Long sword]. Powers known (PP: 2) : 1st-precognition, offensive.
Muduk, Male Gith Clr7: CR 7; Medium Humanoid; HD 7d8; hp 42; Init +4; Spd 30ft (6 squares); AC 14, (+2 dex, +2 nat) touch 12, flat-footed 12; Base Atk/Grp +5/+6; Atk claw +9 melee (1d4+1); Full Atk 2 claws +9 melee (1d4+1); SA Rebuke/command undead, spontaneous casting; SQ Low-light; SV Fort +5; Ref +4; Will +9; AL LE; Str 13; Dex 14; Con 11; Int 12; Wis 18; Cha 16. Skills: Diplomacy +6, Concentration +10, Heal +10, Hide +7, Jump +11, Knowledge (religion) +11, Move Silently +7, Spellcraft +6, Spot +8. Languages: Common, Gith. Feat: Combat casting, Hidden Talent (free), Weapon focus (Touch), Weapon finesse. Spells prepared (6/5/4/3/2; save DC 14 + spell level): 0-detect magic, create element, cure minor wound, purify food and drink, resistance; 1st- burning hands*, cooling canopy, command, endure element, heat lash, shield of faith ; 2nd-clues of ash*, cure moderate wounds (X2), death knell, hold person, lesser restoration ; 3rd- flaming sphere*, eye of the storm, prayer, summon monster III; 4th-blind scorch*, cure critical wounds, elemental weapon . *Domain spell. Fire Eyes (cannot be dazzled or blinded, in the sun, gain a competence bonus to Spot checks equal to level) and Smoldering Spirit (energy ray, turn attempt to rebuke, command or bolster a fire creature). Powers known (PP: 2) 1st-energy ray (fire only).
Hrit, Female Jozhal, Clr 4: CR 3; Small Humanoid (Psionic, Reptilian); HD 4d8+4; hp 24; Init +2; Spd 50ft (10 squares); AC 14 (+1 size, +2 dex, +1 nat), touch 13, flat-footed 12; Base Atk/Grp +3/+2; Atk bone dagger +5 melee (1d4-2) or bite +5 melee (1d4-1); Full Atk bone dagger +3 melee (1d4-2) and bite +5 melee (1d4-1); SA Psi-like abilities, turn undead, spontaneous casting; SQ Spell resistance 9; SV Fort +5; Ref +3; Will +7; AL CN; Str 8; Dex 14; Con 12; Int 14; Wis 16; Cha 13. Skills: Diplomacy +6, Hide +10, Knowledge (religion) +5, Spellcraft +11, Survival +11, Use Magic device +10. Languages: Common, Elven, Jozhal, Thri-Kreen. Feat: Magical Aptitude, Weapon Finesse. Spells prepared (5/4/3; save DC 13 + spell level): 0-detect magic (X3), cure minor wound, read magic; 1st- endure element, entropic shield, magic stone*, sanctuary, shield of faith ; 2nd- silence, surface walk, summon swarm* ; *Domain spell. Earthen Embrace (assess depth underground Survival DC 15 and turn attempt to rebuke, command or bolster earth creatures as evil cleric does undead) and Meek of the Land (turn attempt to rebuke, command or bolster vermin as evil cleric does undead). Psi-like abilities 3/day-burst, empty mind (+6 bonus*); 1/day-dimension swap. Manifester level 9. The save DCs are Charisma-based. *Includes augmentation for Hrit’s manifester level. Possessions: Luck stone and Keoghtom's (who? :P ) ointment.
Is a Jozhal speed 30 or 50? ToA says both. Full attack entry is the same as Standard attack. Where does the Use Magic Device +8 bonus come from (+4 racial + what?)? Do manifester levels go up with character levels?
Crodlu rider raiders, Male/Female Human Ftr4 (20): CR 4; Medium Humanoid; HD 4d10+4; hp 30; Init +0; Spd 30ft (6 squares); AC 13 (+3 hide), touch 10, flat-footed 13; Base Atk/Grp +4/+6; Atk lance +6 melee (1d8+2) or bone long sword +5 melee (1d8+1); SV Fort +5; Ref +1; Will +0; AL LE; Str 14; Dex 10; Con 12; Int 10; Wis 9; Cha 11. Skills: Handle Animal +7, Intimidate +3, Jump +6, Ride +7. Languages: Common. Feat: Mounted Combat, Ride-By Attack, Spirited Charge, Trample.
Foot raiders, Male/Female Human Ftr4 (20): CR 4; Medium Humanoid; HD 4d10+4; hp 30; Init +0; Spd 30ft (6 squares); AC 14 (+1 dex, +3 hide), touch 11, flat-footed 13; Base Atk/Grp +4/+6; Atk bone long sword +5 melee (1d8+1) or short bow +5 ranged (1d6); SV Fort +5; Ref +1; Will +0; AL LE; Str 13; Dex 12; Con 12; Int 10; Wis 9; Cha 11. Skills: Climb +9, Hide +3, Intimidate +3, Jump +6, Ride +3. Languages: Common. Feat: Far Shot, Point Blank Shot, Power Attack, Weapon Focus (long sword).
I am puting the final touches on Nalod's Springs tonight and should have them up tomorrow. As for Arla if some one would like to take it up, I am cool with that. I have a new job now and so it is difficult to get the time to work on it, if I continue at this pace it may take 3-4 weeks to finish up Arla.