Female human sorcerer 5/wild mage 6
LG Medium humanoid (human)
Init +8 (+3 Dex, +6 Ref); Senses Detect +6
Languages Common
AC 19, touch 18, flat-footed 16
(Dex +3, armor +0, deflection +5, natural +1)
hp 48
Immune insanity, confusion, magical detection
Resist random deflector 2/day
Fort +3, Ref +6, Will +6
Speed 30 feet
Melee masterwork longspear +6 (1d8+0/x3)
Ranged Touch +8
Base Atk +5; Grp +5
Atk Options Split Ray* (+2), Quicken Spell (+4), rod of wonder
Spells Known (CL 8th+1d6)[DC: 16+spell lvl]
5th (5) - lesser spell matrix, greater fireburst
4th (7) - evard's black tentacles, ruin delver's fortune, defenestrating sphere
3rd (7) - displacement, fly, regal procession, clairaudience/clairvoyance
2nd (8) - slapping hand, invisibility, levitate, scorching ray*, mirror image
1st (7) - mage armor, true strike, magic missile, ray of enfeeblement*, benign transposition
0th (6) - mage hand, ray of frost*, daze, message, acid splash*
Abilities Str 10, Dex 16, Con 14, Int 11, Wis 8, Cha 22
SQ wild magic, random deflector, student of chaos
Feats Sudden Maximize, Magical Aptitude, Quicken Spell, Split Ray, Empower Spell
Skills Bluff +20, Detect +6
Possessions amulet of natural armor +1, bracers of armor +1, cloak of charisma +2, rod of wonder, scroll of polymorph, gray bag of tricks, wand of backbiter (28 charges), masterwork longspear, 12 gp
Wild Magic: Revena's caster level is three lower than her level indicates. However, each time she casts a spell, she rolls 1d6 and adds the result to her modified caster level to determine her adjusted caster level for that spell.
Random Deflector (Su): Immediate action, any ranged atk, ranged touch atk, spells that target only her, randomly redistribute between all targets within 20 feet, including Revena. Lasts until beginning of Revena's next turn. 2/day.
Student of Chaos (Ex): Whenever Revena uses a magic item offering a randomly determined effect (such as a bag of tricks or rod of wonder), she can roll twice and choose between the two results.
Preparation: (Revena already has mage armor cast when encountered) (3 rounds) lesser spell matrix, regal procession (12 horses), gray bag of tricks (bat, cat, badger)
Tactics: Revena tries to sap the strength of her foes with empowered or split rays of enfeeblement, and then get them trapped in evard's black tentacles. She also tries to lure enemy melee combatants near her so she can "explode" with a sudden maximized greater fireburst. If engaged by a single melee foe she relies on mirror image or uses her wand of backbiter to neutralize him while waiting for others to come near, but if there are too many melee threats she casts fly and takes to the air. She initially ignores enemy ranged foes and spellcasters, relying on her Random Deflector ability and ruin delver's fortune for protection, but if they start to be a problem she drops an evard's black tentacles on them. Once her foes are trapped or she is safe in the air, she uses defenestrating sphere and her rod of wonder.
Revena has a 25% chance each turn of abandoning what she was going to do and using her rod of wonder instead.
If she has had time to summon an animal from her gray bag of tricks, she'll try to move it close to 2 or more enemies with a low reflex save (acting insane so the act seems harmless), at which point she casts a quickened benign transposition and switches places with the animal, then casts greater fireburst (sudden maximized if she still has it available.)
If an enemy rogue is giving her a lot of trouble...what?
If Revena has to retreat, she uses her scroll of polymorph at the same time as she releases her spell matrix regal procession, summoning 12 horses and relying on the subsequent confusion to find a chance to dismiss the spell and escape.
Description/Appearance
x
Background
born
Traits or Mannerisms
• Reckless: Revena is willing to put herself at great personal risk for the chance to utterly annihilate her foes, and uses her rod of wonder whenever possible, even if she knows a spell that might be better suited for the moment.
• Deranged: Revena is utterly mad and shouts out the names of her spells as she casts them (though there is a 10% chance she is completely wrong). She is also prone to violent mood swings, and random bouts of crazed laughter.
• Devout Insanity: Revena belives in and worships ALL the gods. During battle she shouts prayers to random gods, and wears miscellaneous trinkets and symbols of her various deities. When she uses regal procession, each of the mounts summoned bears a banner with a different deity's symbol and colors.
Fighter using a dead hollowed-out goblin as a bag to hold his magic biscuits?
Wizard hurling bottles of poop and eggs instead of fireballs?
Frenzied berzerker being slowly and agonizingly drowned by a giant clam?
Time for a Madness Check.
Showing posts with label NPCs. Show all posts
Showing posts with label NPCs. Show all posts
Spinner Kendall, Con Artist
Male human rogue 10
N Medium humanoid (human)
Init +12 (+5 Dex, +7 Ref); Senses Detect +10
Languages Common
AC 21, touch 17, flat-footed 16
(Dex +5, armor +4, deflection +2)
hp 74
Resist Evasion, Improved Uncanny Dodge, +4 on saves vs fear, +4 to avoid being intimidated
Fort +8, Ref +14, Will +7
Speed 30 ft
Melee +1 saber +13 (1d6+6/18–20) or mst dagger +13 (1d4+5/19-20)
Full Melee +1 saber +11/+6 (1d6+6/18–20), mst dagger +11/+6 (1d4+2/19-20)
Ranged mst dagger +13 (1d4+1/19–20)
Full Ranged mst dagger +13 (1d4+1/19–20), mst dagger +8 (1d4+1/19-20)
Base Atk +7/+2; Grp +8
Special Attacks Sneak Attack +5d6
Atk Options Skill Mastery (take 10 on Bluff and Tumble checks)
Combat Gear 1 potion of alter self, 1 potion of cure critical wounds (+7), 1 potion of gaseous form
Abilities Str 12, Dex 20, Con 16, Int 8, Wis 14, Cha 16
Feats Weapon Finesse, Two Weapon Fighting, Quickdraw, Improved Two Weapon Fighting, Lucky
Skills Bluff +16, Climb +11, Detect +10, Diplomacy +16, Disguise +13, Escape Artist +15, Jump +7, Open Lock +6, Sense Motive +15, Sneak +15, Tumble +15
Possessions +1 saber, cloak of resistance +1, +2 mithril chain shirt, chime of opening, passwall chalk (x2), badge of valor, 6 masterwork daggers, earring of dimension door (1 charge), 12 gp, 3 pp
Treasure brass statue (20 gp, 100 lbs), 5 bottles of elven firebrandy (10 gp each), 1 elixir of love, 3 gold bracelets (20 gp each), 1 crystal chalice (25 gp), 1 nobles outfit (10 gp)
Earring of Dimension Door - one use item, wearer removes the earring (standard, doesn't provoke) to trigger the effect. 600 foot range.
Description
• tall
Background
born
Traits or Mannerisms
• Magnetic Personality: Spinner is smooth talking, convincing and charming, and is quite adept at talking his way into or out of almost any situation. And if that fails, his charming personality and dashing looks will usually suffice. Spinner would be the perfect covert agent except for his woeful lack of knowledge concerning politics, local history, court etiquette, etc. Fortunately, his charming nature is enough to make people overlook his social gaffes...most of the time.
• Cautious: Spinner is accustomed to taking large risks, and readily does so. But despite his risk-taking nature, he is extremely aware of his own capabilities, and always has some sort of emergency escape planned. This might be in the case of a contingency invisibility spell, a potion of flight, or his special earring of dimension door, which he keeps absolutely secret (even from his allies) and will not use except to escape certain death.
• Skirt Chaser: Spinner is easily distracted by a pretty face, and gets himself into all sorts of trouble because of it.
N Medium humanoid (human)
Init +12 (+5 Dex, +7 Ref); Senses Detect +10
Languages Common
AC 21, touch 17, flat-footed 16
(Dex +5, armor +4, deflection +2)
hp 74
Resist Evasion, Improved Uncanny Dodge, +4 on saves vs fear, +4 to avoid being intimidated
Fort +8, Ref +14, Will +7
Speed 30 ft
Melee +1 saber +13 (1d6+6/18–20) or mst dagger +13 (1d4+5/19-20)
Full Melee +1 saber +11/+6 (1d6+6/18–20), mst dagger +11/+6 (1d4+2/19-20)
Ranged mst dagger +13 (1d4+1/19–20)
Full Ranged mst dagger +13 (1d4+1/19–20), mst dagger +8 (1d4+1/19-20)
Base Atk +7/+2; Grp +8
Special Attacks Sneak Attack +5d6
Atk Options Skill Mastery (take 10 on Bluff and Tumble checks)
Combat Gear 1 potion of alter self, 1 potion of cure critical wounds (+7), 1 potion of gaseous form
Abilities Str 12, Dex 20, Con 16, Int 8, Wis 14, Cha 16
Feats Weapon Finesse, Two Weapon Fighting, Quickdraw, Improved Two Weapon Fighting, Lucky
Skills Bluff +16, Climb +11, Detect +10, Diplomacy +16, Disguise +13, Escape Artist +15, Jump +7, Open Lock +6, Sense Motive +15, Sneak +15, Tumble +15
Possessions +1 saber, cloak of resistance +1, +2 mithril chain shirt, chime of opening, passwall chalk (x2), badge of valor, 6 masterwork daggers, earring of dimension door (1 charge), 12 gp, 3 pp
Treasure brass statue (20 gp, 100 lbs), 5 bottles of elven firebrandy (10 gp each), 1 elixir of love, 3 gold bracelets (20 gp each), 1 crystal chalice (25 gp), 1 nobles outfit (10 gp)
Earring of Dimension Door - one use item, wearer removes the earring (standard, doesn't provoke) to trigger the effect. 600 foot range.
Description
• tall
Background
born
Traits or Mannerisms
• Magnetic Personality: Spinner is smooth talking, convincing and charming, and is quite adept at talking his way into or out of almost any situation. And if that fails, his charming personality and dashing looks will usually suffice. Spinner would be the perfect covert agent except for his woeful lack of knowledge concerning politics, local history, court etiquette, etc. Fortunately, his charming nature is enough to make people overlook his social gaffes...most of the time.
• Cautious: Spinner is accustomed to taking large risks, and readily does so. But despite his risk-taking nature, he is extremely aware of his own capabilities, and always has some sort of emergency escape planned. This might be in the case of a contingency invisibility spell, a potion of flight, or his special earring of dimension door, which he keeps absolutely secret (even from his allies) and will not use except to escape certain death.
• Skirt Chaser: Spinner is easily distracted by a pretty face, and gets himself into all sorts of trouble because of it.
Fang, Sheriff of Paradise
Male half-orc fighter 4
LG Medium humanoid (half-orc)
Init +4 (+2 Dex, +2 Reflex); Senses Detect +2
Languages Common, Orc
AC 16 (standard), touch 13, flat-footed 14
(Dex +2, armor +3, deflection +1)
AC 26 (armoured), touch 14, flat-footed 25
(Dex +1, armor +8, shield +4 deflection +3)
hp 44
Resist none
Fort +7, Ref +3, Will +0
Speed 30 ft
Melee Hooktooth +9 (1d10+8/19–20)
Ranged shortbow +6 (1d6/x3)
Base Atk +4; Grp +7
Atk Options Improved Disarm (+13 disarm check)
Combat Gear 1 tanglefoot bag, 2 potions of cure light wounds (+2)
Abilities Str 16, Dex 14, Con 16, Int 13, Wis 8, Cha 10
Feats Exotic Weapon (Bastard Sword), Weapon Focus (Bastard Sword), Expertise, Improved Disarm, Weapon Specialization (Bastard Sword)
Skills Detect +2, Handle Animal +4, Intimidate +4, Jump +6 (+0 when armored), Ride +6
Possessions Hooktooth (+1 bastard sword), masterwork studded leather, shortbow, bracers of armor +1, 5 gp
Treasure +1 heavy steel shield, +1 fullplate, 50 gp
Notes
Hooktooth - this +1 bastard sword has a bladed hook at the tip of the blade that allows the wielder to effectively disarm foes. Fang get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Description
• Personality: ??
• Black hair with streaks of grey, 6'4", 280 lbs., wears bland colors (browns and greys)
• 45 years old but still very muscular and in shape.
• Not very comfortable talking to people without military training.
• Has numerous scars, limps slightly, slight military style of speaking
Background
Fang was born in an orc clan, the child of a human slave the clan had captured. His mother died shortly after he was born. He was bullied and abused as a child, but he accepted his fate until he had the chance to kill his father while he slept and escape. He found acceptance in a mercenary army, where he sharpened his fighting skills. He became part of a special strike force used to quickly dispatch an enemy general or captain. He was forced to retire after being seriously wounded in the leg by an archer, and still limps slightly.
He moved to Paradise and quickly became known as someone not to mess with, which caught the eye of the sheriff, a female half-orc named _____. They had a son, Hofar. The mother died after ________ and Fang decided to become the sheriff in her memory. While maintaining order in Paradise Fang typically wears carries Hooktooth, a shortbow and his studded leather armor, but he keeps his heavy armor well-maintained at home in case of emergency.
Traits
• Unprejudiced: Fang is open-minded and treats everyone extremely fairly, regardless of race. Has a soft spot for orphans, outcasts and those who are exploited/picked on by others, and has no patience for those who victimize these people.
• Military Man: Genuinely likes Paradise and its people, but misses the excitement and strict rules of the military. As a result, sometimes gets annoyed with silly (in his mind) disputes and squabbles. Still uses military slang. Sees warriors and Hoof-Bite's friends as his new "peers."
• Proud Father: Unashamed of Hoof-Bite, despite his son's mental state, but is frustrated that he is unable to help him overcome his disability. Has taught Hoof-Bite how to fight well so that others will not pick on him (not really realizing that few would pick on him anyways, since Hoof-Bite is enormous) Appreciates his son's friends, as they are able to defend Hoof-Bite when Fang would feel bad doing so (against youths, for example).
LG Medium humanoid (half-orc)
Init +4 (+2 Dex, +2 Reflex); Senses Detect +2
Languages Common, Orc
AC 16 (standard), touch 13, flat-footed 14
(Dex +2, armor +3, deflection +1)
AC 26 (armoured), touch 14, flat-footed 25
(Dex +1, armor +8, shield +4 deflection +3)
hp 44
Resist none
Fort +7, Ref +3, Will +0
Speed 30 ft
Melee Hooktooth +9 (1d10+8/19–20)
Ranged shortbow +6 (1d6/x3)
Base Atk +4; Grp +7
Atk Options Improved Disarm (+13 disarm check)
Combat Gear 1 tanglefoot bag, 2 potions of cure light wounds (+2)
Abilities Str 16, Dex 14, Con 16, Int 13, Wis 8, Cha 10
Feats Exotic Weapon (Bastard Sword), Weapon Focus (Bastard Sword), Expertise, Improved Disarm, Weapon Specialization (Bastard Sword)
Skills Detect +2, Handle Animal +4, Intimidate +4, Jump +6 (+0 when armored), Ride +6
Possessions Hooktooth (+1 bastard sword), masterwork studded leather, shortbow, bracers of armor +1, 5 gp
Treasure +1 heavy steel shield, +1 fullplate, 50 gp
Notes
Hooktooth - this +1 bastard sword has a bladed hook at the tip of the blade that allows the wielder to effectively disarm foes. Fang get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Description
• Personality: ??
• Black hair with streaks of grey, 6'4", 280 lbs., wears bland colors (browns and greys)
• 45 years old but still very muscular and in shape.
• Not very comfortable talking to people without military training.
• Has numerous scars, limps slightly, slight military style of speaking
Background
Fang was born in an orc clan, the child of a human slave the clan had captured. His mother died shortly after he was born. He was bullied and abused as a child, but he accepted his fate until he had the chance to kill his father while he slept and escape. He found acceptance in a mercenary army, where he sharpened his fighting skills. He became part of a special strike force used to quickly dispatch an enemy general or captain. He was forced to retire after being seriously wounded in the leg by an archer, and still limps slightly.
He moved to Paradise and quickly became known as someone not to mess with, which caught the eye of the sheriff, a female half-orc named _____. They had a son, Hofar. The mother died after ________ and Fang decided to become the sheriff in her memory. While maintaining order in Paradise Fang typically wears carries Hooktooth, a shortbow and his studded leather armor, but he keeps his heavy armor well-maintained at home in case of emergency.
Traits
• Unprejudiced: Fang is open-minded and treats everyone extremely fairly, regardless of race. Has a soft spot for orphans, outcasts and those who are exploited/picked on by others, and has no patience for those who victimize these people.
• Military Man: Genuinely likes Paradise and its people, but misses the excitement and strict rules of the military. As a result, sometimes gets annoyed with silly (in his mind) disputes and squabbles. Still uses military slang. Sees warriors and Hoof-Bite's friends as his new "peers."
• Proud Father: Unashamed of Hoof-Bite, despite his son's mental state, but is frustrated that he is unable to help him overcome his disability. Has taught Hoof-Bite how to fight well so that others will not pick on him (not really realizing that few would pick on him anyways, since Hoof-Bite is enormous) Appreciates his son's friends, as they are able to defend Hoof-Bite when Fang would feel bad doing so (against youths, for example).
Halfing Guardian (High AC)
Strongheart Halfing Bard 2/Fighter 2/Cleric 1/Dragon Disciple 1
Hit Points:
Init:
Speed: 30 ft. (6 squares)
Armor Class: (+ size, + Dex, + natural), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +9, Ref +8, Will +10
Feats (6): Dodge, Mobility, Weapon Finesse, Combat Expertise, Improved Natural Armor x2
Abilities: Str 10, Dex 22, Con 14, Int 10, Wis 16, Cha 14
Skills: Knowledge Arcana 8, Tumble 5
Treasure: +3 Mithril Breastplate, +3 Mithril Heavy Shield, +2 Ring of Protection, +2 Amulet of Natural Armor, +2 Gloves of Dexterity, Ioun Stone (+1 AC)
AC Calculations:
+1 (Size)
+8 (+3 Mithril Breastplate)
+5 (+3 Mithril Heavy Shield)
+5 (Dex)
+2 (Ring of Protection)
+2 (+2 Amulet of Natural Armor)
+1 (Natural Armor, Dragon Disciple)
+2 (Improved Natural Armor feats)
+1 (Dodge)
+1 (Ioun Stone)
38 AC
Optional:
+3 Combat Expertise (BAB is +3)
+3 Fighting Defensively
+6 Total Defense
Bard 2: 2d6, +3 Ref, +3 Will, +1 BAB, 30 skill pts
Fighter 2: 2d10, +3 Fort, +2 BAB, 4 skill pts
Cleric 1: d8, +2 Fort, +2 Will, 2 skill pts
Dragon Disciple: d12, +2 fort, +2 will, 2 skill pts, 1 bonus spell
Hit Points:
Init:
Speed: 30 ft. (6 squares)
Armor Class: (+ size, + Dex, + natural), touch , flat-footed
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +9, Ref +8, Will +10
Feats (6): Dodge, Mobility, Weapon Finesse, Combat Expertise, Improved Natural Armor x2
Abilities: Str 10, Dex 22, Con 14, Int 10, Wis 16, Cha 14
Skills: Knowledge Arcana 8, Tumble 5
Treasure: +3 Mithril Breastplate, +3 Mithril Heavy Shield, +2 Ring of Protection, +2 Amulet of Natural Armor, +2 Gloves of Dexterity, Ioun Stone (+1 AC)
AC Calculations:
+1 (Size)
+8 (+3 Mithril Breastplate)
+5 (+3 Mithril Heavy Shield)
+5 (Dex)
+2 (Ring of Protection)
+2 (+2 Amulet of Natural Armor)
+1 (Natural Armor, Dragon Disciple)
+2 (Improved Natural Armor feats)
+1 (Dodge)
+1 (Ioun Stone)
38 AC
Optional:
+3 Combat Expertise (BAB is +3)
+3 Fighting Defensively
+6 Total Defense
Bard 2: 2d6, +3 Ref, +3 Will, +1 BAB, 30 skill pts
Fighter 2: 2d10, +3 Fort, +2 BAB, 4 skill pts
Cleric 1: d8, +2 Fort, +2 Will, 2 skill pts
Dragon Disciple: d12, +2 fort, +2 will, 2 skill pts, 1 bonus spell
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