Throwback NPC: Mary Sawyer (Who Had a Little Lamb)
The party first met Mary Sawyer and her ram companion, Aries while traveling through the Checkerboard Kingdoms with Jill, wife of King Jack. The group was on its way to the pasture of the Cow That Jumped Over the Moon so they could ask the Man (although they would later learn that it was Men) in the Moon if he had seen what had happened to Jack after he fell from the Hill.
Mary was investigating several missing people and suspected Bo Peep and Little Boy Blue of engaging in human trafficking to replace sheep they had irresponsibly lost/killed/allowed to die. A brief battle ensued that resulted in the two erstwhile slavers being brought to justice and Cedron acquiring the Witching Cloak.
Mary Sawyer: female Grimmlands Human Ranger 4
CR: 4 Medium Humanoid (Human)
HD: 4d8+4 (24 hp)
Init: +3 Spd: 30' AC: 17 (Masterwork Studded Leather Armor, Masterwork Light Wooden Shield, +3 Dex); t: 13, ff: 14
Attacks: (BAB +4/Grap +5); +5 Shepherd's Crook: 1d6+1 or Trip (20/×2) or +8 or +10/+10* Composite (+1 Str) Longbow: 1d8+1 (20/×3, 110'l
* additional +1 hit/dmg vs targets within 30'
SA: Combat Style (Archery), Favored Enemy (+2 vs Goblinoids)
SQ: Animal Companion, Grimmlands Denizen, Empathy (+6)
Align: NG Saves: Fort +5, Ref +7, Will +1
Str: 13, Dex, 16, Con: 12, Int: 11, Wis: 11. Cha: 14
Skills: Read/Write and Speak Common; Handle Animal +7, Hide +9, Knowledge (Local - Checkerboard Kingdoms) +3; Knowledge (Nature) +6, Move Silently +9, Search +7, Survival +7
Feats: Endurance (b), Point Blank Shot, Precise Shot, Track (b), Weapon Focus (Composite Longbow)
Gear: Masterwork Studded Leather, Masterwork Light Wooden Shield, Shepherd's Crook (as staff plus can trip), Composite Longbow (+1 Str) and 30-arrow Quiver, Traveler's Outfit, Boots of the Winterlands, Backpack, Bedroll, Mess Kit, Waterskin, Whetstone, Flint & Steel, 2 Belt Pouches
CR: 4 Medium Humanoid (Human)
HD: 4d8+4 (24 hp)
Init: +3 Spd: 30' AC: 17 (Masterwork Studded Leather Armor, Masterwork Light Wooden Shield, +3 Dex); t: 13, ff: 14
Attacks: (BAB +4/Grap +5); +5 Shepherd's Crook: 1d6+1 or Trip (20/×2) or +8 or +10/+10* Composite (+1 Str) Longbow: 1d8+1 (20/×3, 110'l
* additional +1 hit/dmg vs targets within 30'
SA: Combat Style (Archery), Favored Enemy (+2 vs Goblinoids)
SQ: Animal Companion, Grimmlands Denizen, Empathy (+6)
Align: NG Saves: Fort +5, Ref +7, Will +1
Str: 13, Dex, 16, Con: 12, Int: 11, Wis: 11. Cha: 14
Skills: Read/Write and Speak Common; Handle Animal +7, Hide +9, Knowledge (Local - Checkerboard Kingdoms) +3; Knowledge (Nature) +6, Move Silently +9, Search +7, Survival +7
Feats: Endurance (b), Point Blank Shot, Precise Shot, Track (b), Weapon Focus (Composite Longbow)
Gear: Masterwork Studded Leather, Masterwork Light Wooden Shield, Shepherd's Crook (as staff plus can trip), Composite Longbow (+1 Str) and 30-arrow Quiver, Traveler's Outfit, Boots of the Winterlands, Backpack, Bedroll, Mess Kit, Waterskin, Whetstone, Flint & Steel, 2 Belt Pouches
• Grimmlands Denizen (Su): Denizens of the Grimmlands have the ability to live indefinitely without suffering the rigors of age.
Aries: male Bighorn Sheep Animal Companion
CR: ½ Medium Animal HD: 2d8+2 Hp: 14
Init: +2 Spd: 30 ft AC: 14 (+2 Dex, +2 natural), t: 12, ff: 12
Attacks: (BAB +0/Grap +1); +3 Butt: 1d6+1
SA: Improved charge
SQ: Scent
Align: N Saves: Fort +4, Ref +5, Will +0
Str 13, Dex 14, Con 13, Int 1, Wis 11, Cha 4
Skills: Listen +9, Spot +9
Feats: Weapon Focus (horns)
• Animal Companion Abilities: Bonus Tricks: 1, Link, Share Spells
• Improved Charge (Ex): When a big horn charges an opponent, it deals double its normal Strength bonus to the damage roll if it successfully hits.
• Skills: Big horns receive a +4 racial bonus to Listen and Spot checks.
Aries: male Bighorn Sheep Animal Companion
CR: ½ Medium Animal HD: 2d8+2 Hp: 14
Init: +2 Spd: 30 ft AC: 14 (+2 Dex, +2 natural), t: 12, ff: 12
Attacks: (BAB +0/Grap +1); +3 Butt: 1d6+1
SA: Improved charge
SQ: Scent
Align: N Saves: Fort +4, Ref +5, Will +0
Str 13, Dex 14, Con 13, Int 1, Wis 11, Cha 4
Skills: Listen +9, Spot +9
Feats: Weapon Focus (horns)
• Animal Companion Abilities: Bonus Tricks: 1, Link, Share Spells
• Improved Charge (Ex): When a big horn charges an opponent, it deals double its normal Strength bonus to the damage roll if it successfully hits.
• Skills: Big horns receive a +4 racial bonus to Listen and Spot checks.
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