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Korvoen Mallyon

By : LeonDelgado
Nobody knows the origin of Korvoen, he is known as the shadow of Dramapur, a distant city in the shadow world. Recently he was witness of the actions of a group of mercenaries in the city on At-Tarah, where those manage to defeat several enemies, including a powerful black dragon.

Soon Korvoen and his followers swear loyalty to one of those mercenaries and join them, for mysterious reasons.

Korvoen CR 7
LE Medium (?), Rogue 5
Init +6; Senses  
darkvision 120 ft. and blindsense 60 ft.; Perception +14
DEFENSE
DF: 25, touch 12, flat-footed 23 (+2 Dex, +9 natural, +2 Ring of Protection, +2 Bracers of Armor)
hp: 108 (8d12+5d6+39)
Fort +13, Ref +9, Will +7
Immune: acid, paralysis, sleep

OFFENSE
Speed 60 ft., fly 150 ft. (average), swim 60 ft.
Melee bite +16 (1d8+6), Double dagger of Dramapur +15/+15 (1d6+4/19-20).
Special Attacks: Magical Horn of Acid (60-ft. line, DC 17, 6d6 acid;1d4 recharge), Sneak attack +3d6.
Special Abilities: Uncanny Dodge, Evasion, trap sense +1, trapfinding, Bleeding attack (RT) 3, Quick Disable (RT).
Spells Known/ Prepared (MP 4):
0 (at will, DC 12)- ray of frost, touch of fatigue (DC 13)

1st (1 MP, DC 13)- chill touch (DC 14), ray of enfeeblement, shield

STATISTICS
Str 19, Dex 14, Con 17, Int 12, Wis 13, Cha 14
Base Atk +11; CMB +15; CMD 27 (31 vs. trip)
Feats: Alertness, Improved Initiative, Skill Focus(Stealth), Weapon Focus (bite)
Trained Skills (+6):  Acrobatics +12,  Arcana +10, Bluff +12, Forgery +11, Intimidate +12, Perception +11, Stealth +12, Swim +18, Use Magical devise +12.
Languages Draconic, Moran, Elven, Abissal.

SPECIAL ABILITIES

Speak with Reptiles (Sp)

Korvoen has the constant spell-like ability to speak with reptiles. This functions as speak with animals, but only with reptilian animals.

Water Breathing (Ex)

Thanks to the black gem, Korvoen can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged. 

Farae Istmelion, the shadow of the moon

By : LeonDelgado


Farae is a powerful elven wizard from the Silvari city of Aldaras (in the spirit world). She grow up there under the shadow of the more powerful families, like the Shajara family. From this family she met one of their sons at an early age: Oak.
She was at first fascinated with Oak, as he was easy to learn the ways of the Druids, but she soon learned that because of her household low position she was expedted to never reach the same places than his childhood friend, and she decided to prove all that she could not bear true power but also that she will bring justice and balance to  Aldaras.
She left her town, and wondered by herself for some years until she found Almawt, the person that will become her mentor, and soon Farae become a Necromancer.
With her is always her skeletal minion, Theodred, a elf warrior that was always following her as his love was true, and when he tried to stop her in become a true necromancer Farae got bored of him and reduce him to bones.
Now, she is working with the Demon prince of Undead, and accumulating power so she can bring to Aldaras the same lesson Theodred learned, and in the process bring balance to all…

FARAE ISTMELION
CR 15
Silvari Wizard (Necromancer) 15
NG Medium Humanoid (Human)
Init: +7; Senses: Perception +5 (+8 in shadows)

DEFENSES
DEF: 17, Touch 14, Flat- footed 14 (+1 training, +3 dex, +3 natural armor)
CMD: 21
Hp: 54 (15d4+1 FC) or 69 with False life.
Fort: +12, Ref: +12, Will: +14,
Destiny Points: 3
Defensive Abilities: The spells Shield and Mage armor raise his defence up to 23, Touch 16, Flat- footed 20

OFFENSE
Speed: 30 ft.
Melee: Elvensword +7/+2 (2d4; x2)
Ranged: Elvenbow +10/+5 (1d10; x3), ranged touch attack +10.
Base Atk: +7/+2
CMB: +7
Attack Options: +1 to any ranged attack make at 30 ft or less.
Special Actions: With time cast Shield and Mage armor (in that Order) improving his DF in +8.
Combat gear (use in combat): potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges); 
Spells Known/ Prepared (Int +8; MP 166; Caster level 15/16):
8th (15 MP, DC 26)— Clone, create greater undead, horrid wilting (DC 28), mind blank
7th (13 MP, DC 25)— Control Undead (DC 27), ethereal jaunt, finger of death (DC 27), spell turning, waves of exhaustion
6th (11 MP, DC 24)—— Undeath to Death, chain lightning, create undead, disintegrate, eyebite (DC 26),
5th (9 MP, DC 23)—cloudkill, teleport, wall of force, waves of fatigue
4th (7 MP, DC 22)—animate dead, arcane eye, bestow curse (2, DC 24), dimension door, fire shield, maximized ray of enfeeblement, Greater Dark Orb (3d8+15, DC 24),
3rd (5 MP, DC 21)—blink, dispel magic, fireball, fly, vampiric touch, Dark Orb (2d8+10, DC 23),
2nd (3 MP, DC 20)—blindness/deafness (DC 22), darkvision, false life, glitterdust (DC 22), resist energy, scorching ray, see invisibility, Lesser Dark Orb (1d8+5, DC 22),
1st (1 MP, DC 19)—cause fear (DC 21), expeditious retreat, feather fall, grease, mage armor, magic missile, obscuring mist, Barrier
0th (at will, DC 18)—Touch of fatigue (DC 20), detect magic, mage hand, read magic, Magic missile (2d4+1), Ray of Frost (3d4+3),

STATISTICS
Abilities Str 10 (+0), Dex 16 (+3), Con 16/12 (+3), Int 26/20 (+8), Wis 12(+1), Cha 12 (+1)
Atk Bonus: +7
SQ: Skeletal Minion.
Racial Traits (already applied):
Feats: scribe Scroll*, Improve initiative, Point blank shot, Spell Focus (Necromancy), Quickspell (+7 MP), Empower spell (+3 MP), corpse crafter, necromantic presence (+ 4 turn resistance), necromantic might (+ 2 attacks and saves). 
Trained Skills (level Bonus +7): Acrobatics +12, Arcana +20, Concentration +14, Local (Sethra) +20, Local (Spirit world) +20, Planes +20, Perception +11, Diplomacy +11, Use Magic devise +13.

Combat Gear: potions of cure serious wounds (3), scroll of iron body, scroll of spell turning, scroll of wall of force, wand of inflict moderate wounds (20 charges); Other Gear: +2 silver Elvensword, amulet of natural armor +3, belt of mighty constitution +4, clear spindle ioun stone (no need food to live), cloak of resistance +4, dusty rose prism ioun stone (+1 DF insight), headband of vast intelligence +6, restorative ointment, ring of major (20) energy resistance (cold), ring of protection +4, onyx gems (worth 2,000 gp), spellbook, 8,973 gp
  
Theodred
Skeleton Sylvari Fighter 15
CN          Medium                 Undead (elf)
Int: +11; Senses: Perception +7, darkvision 60 ft.

Defences
DF: 33, Touch 17, Flat- footed 26 (+7 Dex, +5 armor, +9 natural, +2 heavy Mithryll shield);
DR (from Armor): 2/-
CMD: 34
Hp: 103 (15D12)
Resistances: Damage reduction 5/bludgeoning, immunity to cold, undead traits
For: +5, Ref: +5, Will: +9,

Offence
Melee: Scimitar +17 melee (1d6+6/18–20) or 2 claws +17 melee (1d4+1)
Ranged: Composite Elvenbow +18 (1d10+7 /x3)
Base Atk: +11
CMB: +17
Special Actions: -

Statistics
Str: 23 (+6), Dex: 25 (+7), Con: -, Int: - , Wis: 10 (+0), Cha: 1,
Feast: Improve initiative.
Trained Skills (LB +7): -.
Lenguages: -
Racial Traits (already applied): -.
SQ: Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits.
Gear: +2 Mithryll Breasplate, heavy Mithryll shield, Scimitar, Elvenbow with 20 arrows.

NPC Spotlight: CrawLey SilverCoin

By : LeonDelgado
CrawLey SilverCoin
Tengu Rogue 4
CN        Medium            Humanoid (Human)
Int: +4; Senses: Perception +6, Low-light vision

Defences
DF: 21, Touch 18, Flat- footed 17 (+4 Dex);
DR (from Armor): 2/-
CMD: 18
Hp: 23 (3D8+3+3)
Resistances: -
For: +2, Ref: +8, Will: +3,

Offence
Melee: Masterwork Long sword  +4 (1d8 +1/19-20), Claws +3 (1d3+1/x2)
Ranged: +1 Composite Long bow +9 (1d8 +2/x3)
Base Atk: +3
CMB: +4
Attack Options: Sneak attack +2d6
Special Actions:
Great Ally (Ex): Tengus work exceptionally well with their allies. When successfully aided on a skill check or attack roll by an ally, or when aiding another, a kenku applies or gains a +3 bonus on its check or attack roll (instead of the normal +2 bonus). Furthermore, a kenku gains a +4 bonus on attack rolls against an opponent flanked by an ally (instead of the normal +2 bonus).
Mimicry (Ex): A Tengu can perfectly mimic familiar sounds, voices, and accents. This ability does not enable the kenku to speak languages it can’t normally speak. To duplicate a specific individual’s voice, a kenku makes a Bluff check; a listener familiar with the voice being imitated must succeed on an opposed Sense Motive check to discern that the voice isn’t genuine.
Combat gear (use in combat): x1 Potion of Cure light wounds, x2 Potion of Cure moderate wounds, x1 Potion of Cats grace

Statistics
Str: 12 (+1), Dex: 18 (+4), Con: 12 (+1), Int: 11 (+0), Wis: 14 (+2), Cha: 15 (+2),
Feast: weapon Focus (Long bow), Point blank shot.
Trained Skills (LB +2): Bluff +8, Disable Devise +6, Perception +6, Search +6, Sense Motive +8, Steath +12, Intimidate +8,  Knowledge (Sethra) +6, Use Magical Devise +8.
Lenguages: 1 Local lenguage.
Racial Traits (already applied): Great Ally, Mimicry, +2 racial bonus on Stealth, Low-light vision.
SQ: Destiny points 1, Uncanny Dodge, Trap Sense +1, Sneak attack +2d6, Evasion, trap finding, black marked conections (RT), Detect magic 3/day (RT).
Gear: Masterwork chain Shirt, buckler, +1 composite longbow (+1 Str) with 20 arrows, Masterwork Long sword, sap, x1 Potion of Cure light wounds, x2 Potion of Cure moderate wounds, x1 Potion of Cats grace, thieft tools, backpack, bag of holding II, shovel, silk rope, 2x Silver Daggers.

Story
Not much is know about the past of this Tengu. The only information that CrawLey (if that is his real name) has ever reveal to his past employers is that he is from the land of Ryukan. Sometimes when he is really drunk (he loves Mastika, as he refers that remembers him the Sake), he tells crazy stories of a land ruled by dragons, and a place called Akumuren, but that is all that is know about him (yet).

He loves to get gold, and works in many occasions as mercenary for adventures that are looking for treasures. He dislike dragons and half dragons, for some reason.

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