Barbarian

Hit Die: d12

Class Abilities: STR, CON

Some think the term barbarian is dismissive of a culture. Others embrace it. The barbarian is guided by intense emotions, and often does not think about who, or what, is getting in the way.

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Bonus Level Bonus*
1st +1 +2 +0 +0 Rage 1 time per day 1st Legacy Item, 5 skill points to start, 2 Talent Points
2nd +2 +3 +0 +0 +2 HP Bonus Hit Point, +1 Skill Point
3rd +3 +3 +1 +1 All Resistances gain +1, +1 Skill Point, 1 Talent Point
4th +4 +4 +1 +1 Rage 3 times per day +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +5 +4 +1 +1 +1 Deflection Bonus to AC, +1 Skill Point
6th +6/+1 +5 +2 +2 All Resistances gain +1, +1 Skill Point, 1 Talent Point
7th +7/+2 +5 +2 +2 +5 HP Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +8/+3 +6 +2 +2 Focused Rage once per day +1 Ability Point, +1 Skill Point

*Level dependant, not class dependant. These skills are completely independant of Class bonus.

Rage: A barbarian gains +2 to hit and damage in melee attacks and Damage Reduction of 1 for 30 minutes.

Focused Rage: A barbarian gains +4 to hit and damage, and Damage Reduction of 3 for 30 minutes.

Barbed weapon

Barbed arrows and bolts – made of iron. Do 1d6 damage, and an additional 1d4 when they are removed. A standard action of someone with the heal talent can remove with no extra damage, or a full round action for anyone else. Causes internal damage if embedded and caster uses magic.

Iron Barbed whip – Same as a standard whip, but if someone is entwined by the whip, they take internal iron damage if they try and cast.

Bard

SagaBorn 1.5 Stats

Hit Die: d6

Class Abilities: INT, CHA

For some individuals with the talent, music and song become powerful and innately magical. These spellsingers can affect minds, summon “spirits,” and in special places, even pierce the veil between Atheles and the Navirim. Their songs can put both the performer and an audience into a magical state of mind. 

Bards do not have to carry around spellbooks or memorize spells like luminar mages do. In Atheles, it is said the world was sung into existence: music is creation, and creation is music. A bard simply taps into this process of creation on a smaller scale. 

Bards are particularly potent at hypnotic sorts of magic—the sorts of things that work on the perceptions of others. Skilled bards spend a lifetime studying the audience and intuitively learning the various psychologies of people. Most bards begin as minstrels, finding it easiest to tap into their magic while playing an instrument and singing. As their power grows, some have been known to cast magic over a crowd with just a story, a whistled tune, a dance, or even by performing a role. It is said that in times of old, with years of experience and practice, some great bards could even put themselves into a magical, creative, state of mind without actually performing out loud.

Starting Spells known at level 1
Spells 2

Bard Level Mana per Day
1st 0
2nd 0
3rd 1
4th 2
5th 6
6th 9
7th 11
8th 14

 

Mana Pool Table 2: Mana Bonus (Based on INT vs. Spellcaster Level)

INT Score Level of Spellcaster  
1-2 3-4 5-6 7-8
+1 1 1 1 1
+2 1 4 4 4
+3 1 4 9 9
+4 1 4 9 16
+5 2 5 10 17
+6 2 8 13 20

For more on Mana and Magic, please see the chapter on Magic.

 

Level Base Attack Bonus (BAB) Class Bonus Spell Memory Bard Base Mana Level Bonus*
1st +1 Bardic Knowledge, Elemental Type,  Elemental Focus, Energy Burst, Perform Talent, Spell Memory, Spell Sight, Starting Spells 4 0 Starting HD (Max), 1st Legacy Item, 10 Skill Points, 2 Talent Points 
2nd +2 +1 to Touch AC vs Spells, Mage Lore 6 0 +1 HD, +1 HP, +1 Skill
3rd +3 1 Talent Point 8 1 +1 HD, +1 Skill, 1 Talent
4th +4 +1 to Touch AC vs Spells, Survival +2, Soothing Song 10 2 +1 HD, 2nd Legacy Item, +1 Ability, +1 Skill
5th +5 1 Talent Point 12 6 +1 HD, +1 Skill
6th +6 +1 to Touch AC vs Spells, Hymn of Horror 13 9 +1 HD, +1 Skill, 1 Talent Point
7th +7 1 Talent Point 16 11 +1 HD, +1 Skill, 3rd Legacy Item
8th +8 +1 to Touch AC vs Spells, Inspire Greatness 17 14 +1 HD, +1 Skill, 1 Talent Point, +1 Ability

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

 

Level 1

Bardic Knowledge: A bard adds their Bard Class Level to all Knowledge checks.

Elemental Type: A bard chooses one type of energy that they can infuse into elemental spells. They choose from: Fire, Water, Earth, Air, Ice, Electricity

Elemental Focus: Elemental focus is a magical ability that targets an object to become a bonded focus between the spellcaster and the element. It takes a free action to cast and the target must be an object touched. Element focus counts as a spell for detection, dispels, and other abilities; but does not count against a bard or wylder’s spell memory.

The spellcaster pulls energy from themselves to create a focus for elemental magic. While natural elements may be available, elemental focuses allow for a spellcaster to bond with the element and allow for it to be shaped into spells. Effects to the body due to creating the foci have no detriment to the spellcasters, instead just describing how it feels to create them. A spellcaster can only have 1 focus active per 2 spellcaster levels. 

Fire

Focus: a burnable item or a piece of metal

The spellcasters body cools as they transfer heat into the focus item, their body dropping a few degrees for 10 minutes. Flammable items burst into flame while metal becomes hot for the duration of the spell. Flammable objects burn the standard amount of time and metal stays hot for 1 hour per spellcaster level.

Water

Focus: A jar or small container

The spellcaster fills a vessel with spit, sweat, or blood to create a focus causing them to feel dehydrated for 10 minutes. The water focus lasts for 1 hour per caster level.

Water (Ice)

Focus A metal bar

The spellcaster’s body warms as they transfer heat from the focus item, their body rising a few degrees for 10 minutes. The ice focus lasts 1 hour per level.

Air

Focus: A jar or container

The spellcaster exhales air into a vessel as a focus. This causes them to be short of breath for 10 minutes. The air focus lasts for 1 hour per caster level.

Electricity

Focus: A copper wire bound upon itself creating a twisted loop

The spellcaster imbues the wire with electricity from their body causing their heart to skip beats for the next 10 minutes. The electrical focus lasts 1 hour per caster level.

Earth 

Focus: A jar or container filled with soil, or a rock, stone, or gem.

The spellcaster imbues the earth with part of themselves, which may be saliva, breath, blood, or spirit. The spellcaster feels numb for 10 minutes after imbuing the focus.The earth focus lasts 1 hour per spellcaster level.

Energy Burst: The bard fires a small orb of energy (caster’s focus) at the target. They must succeed on a magic attack to hit the target. The orb deals 1d4 +1 points of chosen energy damage (Fire, Water, Earth, Air, Ice, Electricity – requires active elemental focus). This ability gains in power and adds 1d4 +1 damage per 2 caster levels. Range 40 ft.

Perform Talent: The Bard is skilled in poetry and song, history and verse, and can play at least one musical instrument. The Bard can use the Persuasion skill to distract, encourage, or enchant others. Each round the Bard may use a Heroic Action (if resisted Persuasion vs Awareness) to grant a +2 or -2 to one d20 roll of an affected creature.

Spell Memory: Unable to record spells in a spellbook, wylders are limited to a number of spells they can know at a given time. This is based on class, level, and ability modifier. A wylder can commit a number of spells to memory equal to their Spell Memory Allotment for a given spell level plus their primary ability modifier modifier. 

Spell Memory Allotment

Bard Level Allowed Spells in Memory 
1 4
2 6
3 8
4 10
5 12
6 13
7 16
8 17

Spell Sight: A bard can use Spell Sight to memorize a spell that they hear or witness being cast. It is detailed further in the chapter on Magic.

Starting Spells: A bard gets started spells according to the Starting Spell Chart.

Level 2

Mage Lore: Roll 2d20 when making a Knowledge or Spellcraft check to know about magical history, lore, or effects.

Level 4

Soothing Song: A bard can heal all those who hear their performance, for 1d8+4 HP, by performing for one uninterrupted hour. If interrupted, the spellsong fails, but the bard can continue to attempt the spellsong until successful.

Level 6

Hymn of Horror: Bards can use their performance to foster a sense of growing dread in their enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30’ and the bard continues their performance. This performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Hymn of Horror is a mind-affecting fear effect, and it relies on audible and visual components.

Level 8

Inspire Greatness: Bard inspires greatness in a single target (self or other) within 30’. Move action to start, free action each round to maintain. Effect lasts 5 rounds after Bard stops singing. Target gains 2d20 on Attack Rolls and +1d8 Damage on a successful hit.

Sagaborn 1.0 Stats

Hit Die: d8

Class Abilities: DEX, CHA

For some individuals with the talent, music and song become powerful and innately magical. These spellsingers can affect minds, summon “spirits,” and in special places, even pierce the veil between Atheles and the Navirim. Their songs can put both the performer and an audience into a magical state of mind.

Bards do not have to carry around spellbooks or memorize spells like luminar mages do. In Atheles, it is said the world was sung into existence: music is creation, and creation is music. A bard simply taps into this process of creation on a smaller scale.

Bards are particularly potent at hypnotic sorts of magic—the sorts of things that work on the perceptions of others. Skilled bards spend a lifetime studying the audience and intuitively learning the various psychologies of people. Most bards begin as minstrels, finding it easiest to tap into their magic while playing an instrument and singing. As their power grows, some have been known to cast magic over a crowd with just a story, a whistled tune, a dance, or even by performing a role. It is said that in times of old, with years of experience and practice, some great bards could even put themselves into a magical, creative, state of mind without actually performing out loud.

 

Level Base Attack Bonus (BAB) Fort Save Ref Save Will Save Class Feature Level Bonus*
1st +0 +0 +2 +2 Bardic Knowledge, Perform Talent, Bardic Music: Countersong, Fascinate (1 person), Distract, Inspire Courage (+1) 1st Legacy Item, 10 Skill Points to start, 2 Talent Points
2nd +1 +0 +3 +3 Spell Sight +1 HP, +1 Skill Point
3rd +2 +1 +3 +3 Soothing Song once per day, Resistance +1, +1 Skill Point, 1 Talent Point
4th +3 +1 +4 +4 Fascinate (2 people) +1 Ability Point, +1 Skill Point, 2nd Legacy Item
5th +3 +1 +4 +4 Inspire Courage (+2) Natural Armor +1, +1 Skill Point
6th +4 +2 +5 +5 Suggestion Resistance +2, +1 Skill Point, 1 Talent Point
7th +5 +2 +5 +5 Fascinate (3 people) Natural Armor +1, +1 Skill Point, 3rd Legacy Item
8th +6/+1 +2 +6 +6 Hymn of Horror, Inspire Greatness +1 Ability Point, +1 Skill Point, 1 Talent Point

*Level dependent, not class dependent. These skills are completely independent of Class Feature.

 

Starting Spells known at level 1
0 Mana Spells 2

 

Spell Memory Allotment

Bard Level Allowed Spells in Memory
1 4
2 6
3 8
4 10
5 12
6 13
7 16
8 17

 

Bard Level Mana per Day
1st 0
2nd 0
3rd 1
4th 2
5th 6
6th 9
7th 11
8th 14

 

Bardic Knowledge: A bard can make a special bardic knowledge check with a bonus equal to their bard level + Intelligence modifier to see whether they know some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 3 or more ranks in Knowledge, they gain a +2 bonus on this check.)

 

A successful bardic knowledge check will not reveal the powers of a magic item but might give a hint as to its general function. A bard cannot take 10 or take 20 on this check; this sort of knowledge is essentially random.

 

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

 

Perform Talent: Bards automatically get the Perform talent.

 

Bardic Music:

 

Once per day per bard level, bards can perform songs or poetics to produce magical effects on those around them (usually including themselves, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires a minimum bard level.

 

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If they fail, the attempt still counts against their daily limit.

 

Countersong: A bard can use their music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, they make a Perform check. Any creature within 30’ of the bard (including the bard) affected by a sonic or language-dependent magical attack can use the bard’s Perform check result in place of their own saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard can keep up the countersong for 10 rounds.

 

Fascinate: Bards can use their music or poetics to cause one or more creatures to become Fascinated with them. Each target creature must be within 90’, able to see and hear the bard, and able to pay attention to them. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, they can target one additional creature with a single use of this ability.

 

To use the ability, a bard makes a Heroic Action vs. the target’s Will save. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate. If any distraction occurs—such as combat, someone yelling, or physical contact—the spell is broken. Any obvious threat—like someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target—automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

 

Distract: A bard can use their performance to counter magic effects that depend on sight. Each round of the distraction, they make a Persuasion (CHA) skill check. Any creature within 30’ of the bard (including the bard) affected by an illusion (pattern) or illusion (figment) magical attack can use the bard’s Persuasion check result in place of its own saving throw if, after the saving throw is rolled, the Persuasion skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves.

 

Inspire Courage: Bards can use song or poetics to inspire courage in their allies (including themselves), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability.

 

Spell Sight: A bard can use Spell Sight to memorize a spell that they hear or witness being cast. It is detailed further in the chapter on Magic.

 

Soothing Song: A bard can heal all those who hear their performance, for 1d8+4 HP, by performing for one uninterrupted hour. If interrupted, the spellsong fails, but the bard can continue to attempt the spellsong until successful.

 

Suggestion: A bard can make a Suggestion (as the spell) to a creature they have already Fascinated. Using this ability does not break the bard’s concentration on the Fascinate effect, nor does it allow a second saving throw against the Fascinate effect.

 

Making a Suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + ½ bard’s level + bard’s CHA modifier) negates the effect. This ability affects only a single creature (but see Mass Suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.

 

Hymn of Horror: Bards can use their performance to foster a sense of growing dread in their enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30’ and the bard continues their performance. This performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Hymn of Horror is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness: Bards can use music or poetics to inspire greatness in themselves or a single willing ally within 30’, granting them extra fighting capability. To inspire greatness, a bard must sing and an ally must hear them sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 12 bonus Hit Points, a +2 bonus on attack rolls, and a +1 bonus on Fortitude saves. Inspire Greatness is a mind-affecting ability.

Basilisk

Basilisk

Challenge Rating: 5

Size: Medium

Type: Magical Beast

Initiative: -1

 

Defense

Hit Points: 52 (7HD)

Armor Class: 17, touch 9, flat-footed 17 (-1 Dex, +8 Natural)

Saves: Fort +9 Ref +4 Will +5

Weaknesses: Mirrors

Offense

Speed: 20ft

Base Attack: +7

Melee: Bite +10 (1d8+4)

Special Attacks: Gaze

 

Statistics

Abilities: STR 16, DEX 8, CON 15, INT 2, WIS 13, CHA 11

Skills: Acrobatics -1, Athletics +3,  Awareness +5, Endurance +2, Knowledge N/A, Persuasion +0, Spellcraft +2, Survival +1, Thievery -1

Talents: Blind Fight, Great Fortitude, Unbreakable Will, Investigator

Special Qualities: Darkvision 60ft

 

Ecology

Environment: any

Organization: solitary, pair, or colony (3–6)

 

Treasure: Incidental

 

Gaze

Turn to stone permanently (as flesh to stone), range 30 feet, Fortitude DC 15 negates. A creature petrified in this matter that is then coated (not just splashed) with fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.

Beelzebuf

Beelzebuf

Challenge Rating: 3

Size: Large (8’)

Type: Animal

Initiative: +4

 

Defense

Hit Points: 34 ( 7d6 +8)

Armor Class: 16, touch 14, flat-footed 12 (+4 DEX, +2 natural)

Saves: Fort 8 Ref 8 Will 0

Weaknesses: None

 

Offense

Speed: 30’, 40’ jump, 20’ climb

Base Attack: +3

Melee: Tongue +6 (grab), bite  +6 (2d4+3 plus grab)

Ranged: Venom +7

Special Attacks: Blinding Venom, Tongue, Grab, Swallow Whole

Sanity Effects: —

 

Statistics

Abilities: STR 15, DEX 18, CON 14, INT 1, WIS 11, CHA 3

Skills:  Acrobatics +4, Athletics +2,  Awareness +2, Endurance +2, Knowledge –, Persuasion –, Spellcraft –, Survival +1, Thievery +4

Talents: 2 points or recommended: Alertness, Blindfight

Special Qualities: low light vision

 

Ecology

Environment: warm marshes, underground, aquatic

Organization: solitary, pair

 

Treasure: Incidental

 

Tongue

A beelzebuf’s tongue is a primary attack with reach equal to 40’. A beelzebuf’s tongue deals no damage on a hit, but can be used to grab.

 

Grab

When hit with an attack that also does grab, the attacker and defender must roll a heroic action. If the defender loses, they become grappled. They must succeed at a Heroic Action during their turn to free themselves.

 

Blinding Venom

A beelzebuf can spit a glob of venom over 30’. This sticky liquid covers the target and can cause blindness for 2d4 rounds. This attack is a ranged touch attack and the defender can negate the blindness with a DC 14 Fort roll.

 

Swallow Hole

If a beelzebuf has grappled an opponent with its tongue, it can then swallow the opponent as a free action (if Medium or smaller in size) at the beginning of its turn. Once swallowed the victim takes 1d6 acid damage per round. The victim can try to climb out with a Heroic Action or damage the beelzebuf from the inside. Inside the beelzebuf has the same HP, but only half its AC.

 

Beh’ul

Beh’ul

Challenge Rating: 2

Size: Medium

Type: Fey (Navirite)

Initiative: +3

 

Defense

Hit Points: 22 (2HD)

Armor Class: 16 (+3 DEX, +2 Natural, +1 Dodge)

Saves: Fort 1 Ref 6 Will 3

Weaknesses: Salt, silver, enchanted weapons

 

Offense

Speed: 30

Base Attack: +3

Melee: Short Sword +4 (1d6+1)

Ranged: Shortbow +6 (1d6)

Special Attacks: —

Sanity Effects: First encounter, witnessing the Leave Undead ability 0/1d3

 

Statistics

Abilities: STR 12, DEX 16, CON 12, INT 10, WIS 9, CHA 10

Skills: Acrobatics +1, Athletics +3,  Awareness 0, Endurance +1, Knowledge 0, Persuasion 0, Spellcraft –, Survival -1, Thievery +4

Talents: 1 point or recommended: Dodge

Special Qualities: Possess (DC13 Will), Incorporeal Form, Leave Undead

 

Ecology

Environment: Any

Organization: Singular or clutch (4-10)

 

Treasure: As per possessed Creature.

 

Possess

 

A beh’ul can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the beh’ul.

 

Incorporeal Form

 

A beh’ul can leave the host body it possesses at any time. The only way to trap a beh’ul in a body is with a circle of salt, or with a runed circle. This form looks like a green mist. A beh’ul only takes damage from silver (or enchanted weapons vs navirite fey) in incorporeal form.

 

Leave Undead

 

If a beh’ul’s vessel is killed while it is possessed, the beh’ul is expelled, but the body of the slain returns to life as a zombie with the hit points and Base Attack it had as the possessed beh’ul.

 

As a Template:

As per possessed creature plus:

 

CR +1

HP +20 (2HD)

AC +2 (Natural)

BAB +3

 

+Beh’ul special qualities.

Bergamot Komondor

Race: Faun
Class: Bard
Level: 1
Challenge Rating: 1/2
Size: Medium
Initiative:+0

Defense
Hit Points: 8
Armor Class: 16
Saves: Fort 0 Ref 2 Will 4

Offense
Speed: 30
Base Attack: +1
Melee: Battle Axe (S) 1D8
Ranged: Short Spear (P) 40? 1D6
CrossBow (P) 100? 1D8

Statistics
Abilities: STR 11, DEX 11, CON 11, INT 12, WIS 14, CHA 17
Skills: Acrobatics 1, Athletics 1, Awareness 4, Endurance 2, Knowledge 3, Persuasion 7, Spellcraft 3, Survival 4, Thievery 0
Talents: Negotiator + CHA, Pers
Skilled +2 Skill Points
Special Qualities: Bardic Knowledge
Perform Talent
Music Countersong
Fascinate (1)
Distract
Inspire Courage

Organization: The Wanderers

Equipment: Scale Maile Heavy, Wooden Shield, Komondor Horn(Legacy), Large Backpack, Silk Rope 50?, Grappling Hook, Waterskin, Flint & Steel, Rations (4)

Background: Aristocratic Faun. Privileged upbringing and grooming. Thoroughbred(?)
Characteristics: Dreaded, Storytelling, Self-Claimed Bardic Virtuoso.

Legacy Items: Komondor Horn

Bergas

Bergas Trailmaker

Bergas of the WanderersBergas is an elfling who belongs to the Wanderers. He is considered “old” for an elfling, or at least one who has not yet finished his Calling and returned to the Vale. He has lived in Ferryport for forty years, though his time has been spent on the roads with many different groups. He is short for an elfling, only hitting three heads tall. His thin frame is covered in traveling leathers, pouches, and various “knick knacks” he has collected. His face may be a little wrinkled with laugh lines, but his eyes still shine with youthful mischief.

History
Bergas was attracted to Ferryport from the moment he left on his Calling, but when he met Bishop, he found his life companion. Traveling with Bishop since he was young, Bergas got him both into trouble and out of it. While Bishop’s determination pushed his groups deeper into unknown regions, it was Bergas who pushed the limits and made sure they searched every nook and cranny of any ancient ruin or dungeon that crossed their path. He has slowed a bit in his “older age,” spending most of his time with Bishop at the Hovel.

Motivation
While most Elflings of his age return to the Vale, Bergas is content staying in Ferryport with the Wanderers. He has no use for the politics of the day, but he does take Bishop’s opinions with his full attention.

 

Bergas Trailmaker
Race: Elfling
Age: 85
Classes: Rogue4 Ranger2
Challenge Rating: 5
Size: M
Handed: Ambidextrous
Initiative: +3

Defense
Hit Points: 31
AC: 14 , touch 14 , flat-footed 11
Saves: Fort +6 Ref +12 Will +2
Sanity:
Weaknesses:
Fears:

Offense
Speed:
Base Attack: +5
Melee: (, /x)
Ranged: (, /x)
Special Attacks:
Mana:
Statistics: STR 13, DEX 17, CON 10, INT 13, WIS 9, CHA 15
Skills: Acrobatics 8, Athletics 1, Awareness 1, Endurance 1, Knowledge 1, Persuasion 5, Survival 0, Thievery 6
Talents: Dual Wield, Expanded Critical, Weapon Dexterity, Whirlwind Attack

Bezel Mumfors

The steward of the library. Short, thick glasses, and witty. He is the first person most meet when they enter the Kowal Library.

Biena

Biena

Race: Human
Class: Luminar 7
Challenge Rating: 6
Size: Medium
Initiative: +1

Defense
Hit Points: 29 (7HD)
Armor Class: AC 13, touch 12, flat-footed 12
Saves: Fort +6, Ref +5, Will +9

Offense
Speed: 30
Base Attack: +3
Melee: dagger +3 (1d4) legacy
Ranged: dagger (thrown) +5 (1d4) legacy
Special Attacks:
Mana: 49

Statistics
Abilities: STR 9, DEX 12, CON 10, INT 18, WIS 15, CHA 13
Skills: 3 Acrobatics, 0 Athletics, 4 Awareness, 0 Endurance, 5 Knowledge, 4 Persuasion, 12 Spellcraft, 4 Survival, 3 Thievery
Talents: Empower Spell, Enlarge Spell, Healing, Magical Aptitude, Spellmastery
Special Qualities:

Ecology
Environment: Kowal
Organization: Wizards of Eredar

Treasure: Traveling robe, spellbooks, backpack. Moonstone ring, stiletto,
Spells:
0 – Arcane Mark, Daze, Detect Magic, Detect Poison, Ghost Lights, Light, Magic Hand, Open/Close
1 – Alarm, Command, Disguise, Dream Call, Endure Elements, Heal, Identify, Nigel’s Energy Transfer, Snare, Xavian’s Warding Armor
3 – Aid, Darkness, Detect Thoughts, Hold Creature, Protection from the Never, Zone of Truth
5 – Gust of Wind, Plant Growth, Tongues, Wind Wall
7 – Dreamwalk, Scrying, Solid Fog

Background

A luminar from Eredar. In Kowal to help magic users.

Biena is average height, just above five and a half heads. Her countenance seems ageless, though her eyes hold wisdom, and a little mischief. Her hair is black, with small wisps of gray which weave themselves through the thick braids she wears as a hairstyle. A pale gray robe splits at the belt line, allowing her leather clad legs easy movement. Small pouches line her leather belts and sash. A long slender knife sits at her hip, the scabbard ornate but worn. A luminous white stone is affixed to a ornate silver ring adorns her right hand.

Biena is a wizard from Eredar, and she has come to Kowal to help those who practice magic in secret. She has helped set up safe houses, as well as a couple underground routes of escape. She is a Wanderer and was a companion of Martyn before they both retired from the road.

Characteristics:
Talkative, honest, knowledgeable

Legacy Items:
Aradan Steel Blade – Found in her first crawl into a old ruin, she has held onto it since her first adventuring days. Critical range 18-20, +1 to hit and damage.
Moonstone Ring – A ring bought in Tir by Grael when he swore his life to her.