Kol (male middle-aged human warrior 1/cleric (of Abadar) 3): CR 3; Medium humanoid (human); HD 1d10 + 1 + 3d8 + 2(no half); hp 27; Init -1; Spd 35 ft.; AC 14 (+ 3 armour, -1 Dex, + 2 shield), touch 9, flat-footed 14; Base Atk + 3; CMB + 5; CMD 14; Atk longsword +5 melee (1d8 + 3, 19-20/x2) or shortbow +2 ranged (1d6, 20/x3) or Adamantine Gladius +6 melee (1d6 +3 , 19-20/x2)[3315gp, 3lbs]; Full Atk (same); SA channel energy 2d6, 2x per day, spells; SQ aura; AL LN; SV Fort +5, Ref +1, Will +4; Str 14, Dex 9, Con 12, Int 10, Wis 12, Cha 9.
Domains: Protection, Travel
Favoured Class: Warrior (extra hit point)
Languages: Polyglot, Taldane
Skills and Feats: Heal +2, Intimidate +3, Knowledge (religion) +5, Linguistics +4, Perception +3, Profession (guard) +5, Spellcraft +4; Endurance, Eschew Materials, Fleet.
Equipment: Longsword, shortbow, knife, studded leather armour, large wooden shield, belt pouch, 7 gp
Spells Prepared: orisons (DC 11)(4perDay): create water, detect magic, detect poison; 1st-level (DC 12)(4perDay): bless, divine favour, longstrider (d), magic weapon; 2nd level (DC 13)(2 per day): shield (d), aid
Agile Feet (Su): As a free action, Kol can gain increased mobility for 1 round. For the next round, he ignores all difficult terrain and does not take any penalties for moving through it. He can use this ability four times per day.
Resistant Touch (Sp): As a standard action, Kol can touch an ally to grant her his resistance bonus for 1 minute. When he uses this ability, he loses his resistance bonus granted by the Protection domain for 1 minute. He can use this ability four times per day.
Kol is an ex-cop. He started slowing down and gaining weight after he reached middle age, and he decided he didn’t need the stress any more. As an independent his first mission ended in disaster, and now he has turned to religion. He keenly feels the lack of a copy of his god’s holy symbol, and is earnestly seeking an opportunity to acquire one.
He feels that he is the only person who is capable of rational thought and taking things seriously. He’s the self-appointed leader of the group of guards, and he is determined that this time they won’t screw up their assignment and let the people paying them die.
Nibodo-Lumbe is a little too full of himself for the group’s good, but Kol has been working at helping him to have a more realistic assessment of his skills.
Kari-krex has been a thorn in his side for years, but he is determined not to let her teasing ruin the team’s esprit-de-corps. If he can just convince her to let bygones be bygones and take things seriously she has the potential to actually be competent.
Suwuna has been taking the brunt of the blame for the recent loss of the caravan, but just because she lied about being able to kill things with magic doesn’t mean that she’s the only one at fault. As leader, Kol knows he should have been more on top of his game.
Combat Quick Reference
Kol is a master at planning and tactics. With that in mind, though he fulfills the standard commander’s role of being at the rear, he always likes to send his troops in adequately prepared for battle. He will sometimes cast helpful magics beforehand such as aid (grants the target +1 to attack rolls & saves against fear effects, as well as 1d8 + 3 temporary hit points), or bless (the same, but to all allies within 50 feet).
Additionally, Kol prides himself on his skill at tending the wounded. He may channel positive energy in a 30 foot radius to heal everyone for 2d6 and may do this twice per day. He may also “use up” a stored spell to cast a targeted cure of an equivalent level.
Though Kol is not typically found in the midst of battle, he has been known to use his shortbow to attack enemies to devastating effect (+2 to ranged attack, 1d6).
Kol’s command presence and fighting prowess have been recently recognized by his employers, and he has been gifted with a fine officer’s gladius (+6 to attack, 1d6 + 3)
August 26: Megan
September 10: Tim
September 24: Paul
October 7: Corey
November 25: Patricia
December 9: Paul
December 23: Patricia