Road Trip to the Dragon Isles NPCs - The Land of Khur
Batu assigned Altan and Davaa to serve as Arthur and Agnes' guides across Khur and to send information about them back to him whenever they got the chance. After Davaa was nearly killed and Agnes used healing magic to save his life, Altan had a crisis of faith and began looking for signs of the the gods' return. Davaa, while grateful, remained loyal to his Khan and kept informing on the two adventurers.
Note: Altan and Davaa were 3rd level when they departed Ak-Krin in Arthur's employ.
Davaa and Altan of the Mayakur: Human (Khur) Fighter 5
CR: 5 Medium Humanoid (Human) HD: 5d10+4 (36 hp)Init: +3 Spd: 30' AC: 16 (Studded Leather Armor, +3 Dex), t: 13, ff: 13
Attacks: (BAB +5, Grap +7); +9 Composite (+2 Str) Shortbow: 1d6+4 (20/×3, 70') or +7 Saber: 1d6+2 (19-20/×2) or +7 Dagger: 1d4+2 (19-20/×2, 10') or +10 Bloodletter (Davaa only) 2d6+6 (19-20/×2, two-handed only)
SA:
SQ:
Align: N Saves: Fort +5, Ref +4, Will +2
Str: 14, Dex: 16, Con: 13, Int: 10, Wis: 12, Cha: 8
Skills (Altan): Read/Write and Speak Common and Khurish, Appraise (+2 w/ prepared foods), Climb +6, Craft (Cooking) +6, Handle Animal +5, Jump +4, Ride +12, Swim +3
Skills (Davaa): Read/Write and Speak Common and Khurish, Climb +4, Handle Animal +4, Jump +4, Knowledge (Geography) +4, Ride +12, Swim +4 Feats: Mounted Archery (b), Mounted Combat (b), Point Blank Shot (b), Ride-by Attack, Weapon Focus (Composite Shortbow), Weapon Specialization (Composite Shortbow) (b)
Gear: Woolen Burgundy Deel (Robe/Overcoat) with wooden toggles, Riding Boots, Studded Leather Armor, Composite (+2 Str) Shortbow and Quiver of 30 arrows, Saber, Dagger, Assorted Traveling Gear (Backpack, Waterskin, Whetstone, Flint & Steel, Rations, Riding Saddle and Assorted Tack, Bedroll, and Cooking Gear)
Shared Gear: Large Tent
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"Professor" Phineas von Blorfinstein: male Tinker Gnome Expert 3/Scientist 7
CR: 9 Small Humanoid (Gnome) HD: 3d6+3 plus 7d6+7 (52 hp)
Init: +3 Spd: 20' AC: 24 (+1 size, +3 Dex, +4 Smart Defense, Gnomish Workman's Leather +2, Ring of Protection +1), t; 19, ff: 17; -0 ACP
Attacks: (BAB +5; Grap -1); +4 Light Mace +1: 1d4-1 (20/×2)
SA: Discoveries (8/5/3/2/1)
SQ: Scientific Improvisation, Smart Defense, Gnome Traits
Align: CG Saves: Fort +6, Ref +6, Will +8
Str: 6, Dex: 16, Con: 12, Int: 19, Wis: 11, Cha: 10
Skills: Read/Write and Speak Common, Dwarven, Ergot, Gnome and Solamnic; Appraise +4 (additional +2 w/ alchemical substances and electronic devices), Climb -2 (additional +2 w/ rope), Craft (Alchemy) +12, Craft (Electronics) +13, Craft (Woodworking) +9, Decipher Script +14, Disable Device +19, Escape Artist +3 (additional +2 from bindings), Handle Animal +6, Hide +12, Knowledge (Physical Sciences) +17, Knowledge (Technology) +7, Move Silently +7, Open Lock +11, Research +17, Ride +5, Search +17, Survival (+2 to follow tracks), Use Rope +9, Use Magical Device (+2 w/ scrolls)
Feats: Combat Expertise, Dodge, Miniature Invention (b), Nimble Fingers, Piercing Sight
Gear: Workman's Outfit (Brown Trousers, Black Tunic, White Overcoat, Leather Belt, Brown Workman's Boots); Gnomish Workman's Leather Armor +2; Ring of Protection +1, Light Mace +1, Bag of Holding (Type II),
Discoveries: 0th: Acid Splash, Daze, Detect Magic, Detect Poison, Ghost Sound, Light, Message,; 1st: Expeditious Retreat, Jump, Magic Missile; 2nd: Knock, Melf's Acid Arrow, Scorching Ray; 3rd: Lightning Bolt, Phantom Steed; 4th: Evard's Black Tentacles
Current Inventions:
Arcano-scope: as Detect Magic (CL4, 41 chg)
Don't-Stub-My-Toe-in-the-Dark-astor: as Light (CL3, 15 chg)
Get-Me-Up-There-atron: as Jump (CL5, 41 chg)
Gat-inizer: as Magic Missile (CL7, 32 chg)
Open-the-Way-izor: as Knock (CL3, 12 chg)
Shock 'n' Awe-ator: as Lightning Bolt (CL7, 42 chg)
Across-the-Plains-inator: as Phantom Steed (CL5, 5 chg)
Grab-Crush-Squeeze-atron: as Evard's Black Tentacles (CL7, 48 chg)
Shared Gear: Large Tent
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Chimeg is a Khurish acolyte of Elir-Sana (a regional name for Mishakal). The head priestess of her order has fallen into a deep revere from which she cannot be woke. The dragonarmies couldn't care less about the incident, but she sought out a group of adventurers that could be trusted to find a cure. An ancient prophecy found in the temple’s library tells of a White Lady that is imprisoned in the Mountains of the Khalkists and must be set free in order to free the priestess of her trance. According to the scriptures, the White Lady is a powerful servant of Elir-Sana.
Chimeg, Acolyte of Elir-Sana: Human (Khur) Monk 6
Chimeg, Acolyte of Elir-Sana: Human (Khur) Monk 6
CR: 6 Medium Humanoid (Human) HD: 6d8+6 (44 hp)
Init: +6 Spd: 30' AC: 17 (Ring of Protection +1, +2 Dex, +3 Wis, +1 Monk AC bonus), t: 17, ff: 15
Attacks: (BAB +4; Grap +5), +6 (+5/+5 w/ flurry of blows) Unarmed Strike: 1d8+1 (20/×2) or +6 or (+4 and +4 as double-weapon) Kusari-Gama +1/+1: 1d6+2 or 1d4+2 or Disarm or Trip (20/×2, double-weapon or 10' reach) or +6 (+5/+5 w/ flurry of blows) 1d2 (20/×2, 10', may throw 3/attack, no Str bonus to damage)
SA: Flurry of Blows, Ki Strike (Magic), Unarmed Strike (1d8),
SQ: AC Bonus (+1), Evasion, Fast Movement (+20'), Purity of Body, Slow Fall (30'), Stll Mind
Align: NG Saves: Fort +6, Ref +7, Will +7
Str: 13, Dex: 15, Con: 12, Int: 10, Wis: 15, Cha: 8
Skills: Read/Write and Speak Common and Khurish; Balance +13, Climb +5, Jump +12, Knowledge (Religion) +4, Listen +4, Profession (Scribe) +7, Spot +5, Tumble +13
Feats: Combat Reflexes (b), Exotic Weapon Proficiency (Kusari-Gama), Improved Initiative (b), Improved Trip (b), Stunning Fist (b), Two-Weapon Fighting, Weapon Finesse
Gear: Monastic Robes (Sky Blue Woolen Robe w/ Silver Trim), Soft Fur-lined Leather Boots, Bracers of Armor +1, Kusari-Gama +1/+1, Shuriken (×12), Bedroll, Waterskin, Hooded Lantern (w/ flasks of lamp oil), Healer's Kit, Large Sack, Scrollcase w/ 10 sheets or parchment, Vial of Black Ink and Pen, 2 flasks of Liquid Smoke (creates 10' smoke cloud for 1 round), Belt Pouch w/ 5 gp, 5 sp, and 20 cp
Init: +6 Spd: 30' AC: 17 (Ring of Protection +1, +2 Dex, +3 Wis, +1 Monk AC bonus), t: 17, ff: 15
Attacks: (BAB +4; Grap +5), +6 (+5/+5 w/ flurry of blows) Unarmed Strike: 1d8+1 (20/×2) or +6 or (+4 and +4 as double-weapon) Kusari-Gama +1/+1: 1d6+2 or 1d4+2 or Disarm or Trip (20/×2, double-weapon or 10' reach) or +6 (+5/+5 w/ flurry of blows) 1d2 (20/×2, 10', may throw 3/attack, no Str bonus to damage)
SA: Flurry of Blows, Ki Strike (Magic), Unarmed Strike (1d8),
SQ: AC Bonus (+1), Evasion, Fast Movement (+20'), Purity of Body, Slow Fall (30'), Stll Mind
Align: NG Saves: Fort +6, Ref +7, Will +7
Str: 13, Dex: 15, Con: 12, Int: 10, Wis: 15, Cha: 8
Skills: Read/Write and Speak Common and Khurish; Balance +13, Climb +5, Jump +12, Knowledge (Religion) +4, Listen +4, Profession (Scribe) +7, Spot +5, Tumble +13
Feats: Combat Reflexes (b), Exotic Weapon Proficiency (Kusari-Gama), Improved Initiative (b), Improved Trip (b), Stunning Fist (b), Two-Weapon Fighting, Weapon Finesse
Gear: Monastic Robes (Sky Blue Woolen Robe w/ Silver Trim), Soft Fur-lined Leather Boots, Bracers of Armor +1, Kusari-Gama +1/+1, Shuriken (×12), Bedroll, Waterskin, Hooded Lantern (w/ flasks of lamp oil), Healer's Kit, Large Sack, Scrollcase w/ 10 sheets or parchment, Vial of Black Ink and Pen, 2 flasks of Liquid Smoke (creates 10' smoke cloud for 1 round), Belt Pouch w/ 5 gp, 5 sp, and 20 cp
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I have had the idea of Phineas kicking around in one form or another since McDonald's introduced their special Shamrock Shake Straw back in 2017. I absolutely knew that only a Tinker Gnome could introduce such a ridiculous concept to my campaign. The idea of him being su-u-u-per excited about a Straw and casually unimpressed by inventing stainless steel was just hilarious to me. He uses the Scientist Prestige Class from the d20 Modern supplement, d20 Past.
Phineas hails from Mt. Nevermind. A few years ago, he decided that he needed to get out into the world to "field test" some of his ideas.
"Professor" Phineas von Blorfinstein: male Tinker Gnome Expert 3/Scientist 7
CR: 9 Small Humanoid (Gnome) HD: 3d6+3 plus 7d6+7 (52 hp)
Init: +3 Spd: 20' AC: 24 (+1 size, +3 Dex, +4 Smart Defense, Gnomish Workman's Leather +2, Ring of Protection +1), t; 19, ff: 17; -0 ACP
Attacks: (BAB +5; Grap -1); +4 Light Mace +1: 1d4-1 (20/×2)
SA: Discoveries (8/5/3/2/1)
SQ: Scientific Improvisation, Smart Defense, Gnome Traits
Align: CG Saves: Fort +6, Ref +6, Will +8
Str: 6, Dex: 16, Con: 12, Int: 19, Wis: 11, Cha: 10
Skills: Read/Write and Speak Common, Dwarven, Ergot, Gnome and Solamnic; Appraise +4 (additional +2 w/ alchemical substances and electronic devices), Climb -2 (additional +2 w/ rope), Craft (Alchemy) +12, Craft (Electronics) +13, Craft (Woodworking) +9, Decipher Script +14, Disable Device +19, Escape Artist +3 (additional +2 from bindings), Handle Animal +6, Hide +12, Knowledge (Physical Sciences) +17, Knowledge (Technology) +7, Move Silently +7, Open Lock +11, Research +17, Ride +5, Search +17, Survival (+2 to follow tracks), Use Rope +9, Use Magical Device (+2 w/ scrolls)
Feats: Combat Expertise, Dodge, Miniature Invention (b), Nimble Fingers, Piercing Sight
Gear: Workman's Outfit (Brown Trousers, Black Tunic, White Overcoat, Leather Belt, Brown Workman's Boots); Gnomish Workman's Leather Armor +2; Ring of Protection +1, Light Mace +1, Bag of Holding (Type II),
Discoveries: 0th: Acid Splash, Daze, Detect Magic, Detect Poison, Ghost Sound, Light, Message,; 1st: Expeditious Retreat, Jump, Magic Missile; 2nd: Knock, Melf's Acid Arrow, Scorching Ray; 3rd: Lightning Bolt, Phantom Steed; 4th: Evard's Black Tentacles
Current Inventions:
Arcano-scope: as Detect Magic (CL4, 41 chg)
Don't-Stub-My-Toe-in-the-Dark-astor: as Light (CL3, 15 chg)
Get-Me-Up-There-atron: as Jump (CL5, 41 chg)
Gat-inizer: as Magic Missile (CL7, 32 chg)
Open-the-Way-izor: as Knock (CL3, 12 chg)
Shock 'n' Awe-ator: as Lightning Bolt (CL7, 42 chg)
Across-the-Plains-inator: as Phantom Steed (CL5, 5 chg)
Grab-Crush-Squeeze-atron: as Evard's Black Tentacles (CL7, 48 chg)
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Batu is a khan of the Mayakur clan. He presents himself as friendly but he is always looking for ways to enhance his fortune and social standing. (He is based on Hondo Ohnaka from the "Clone Wars" series - duplicitous and self-serving).
Batu Khan of Mayakur: Human (Khur) male Ranger 5/Horselord 8
CR: 13 Medium Humanoid (Human) HD: 5d8+5 plus 8d10+8 (89 hp)
Init: +3 Spd: 30' AC: 20 (Chain Shirt +2, Ring of Protection +1, +3 Dex), t: 14, ff: 17
Attacks: (BAB +13; Grap +15); +16/+11/+6 Scimitar +1: 1d6+3 (18-20/×2) or +19/+14/+9 (or +17/+17/+13/+7 w/ Rapid Shot) Composite (+2 Str) Shortbow: 1d6+4 (20/×3, 105') or +16/+11/+6 Dagger +1: 1d4+3 (19-20/×2, 10')
SA: Combat Style, Divine Spells (currently unavailable), Favored Enemy (Humanoids - Humans +4, Animals +2)
SQ: Animal Bond (Equines), Animal Growth, Animal Telepathy (any horse within 100'), Detect Animals (Equines only), First Totem, Low-Light Vision, Second Totem, Speak with Animals, Summon Animal, Wild Aspect (2/day), Wild Empathy +15 (additional +4 w/ Equines)
Align: LN Saves: Fort +11, Ref +13, Will +4
Str: 14, Dex: 17, Con: 13, Int: 10, Wis: 12, Cha: 8
Skills: Read/Write and Speak Common and Khurish, Appraise (+2 w/ bows/arrows), Craft (Bowyer) +8, Handle Animal +4 (additional +4 w/ Equines), Jump +22, Knowledge (Nature) +7, Listen +9, Ride +20, Search +15, Spot +9, Survival +17 (additional +2 in aboveground natural environments or tracking), Tumble +5
Feats: Endurance (b), Far Shot, Mounted Archery, Mounted Combat, Point Blank Shot, Run, Track (b), Trample (b), Weapon Focus (Composite Shortbow)
Gear: Masterwork Woolen Burgundy Deel (Robe/Overcoat) with Silver Clasps (75-gp value), Black Silk Sash with golden threads, Leather Riding Boots, Fur Hat with earflaps and an upturned brim), Chain Shirt +2, Ring of Protection +1, Scimitar +1, Composite (+2 Str) Shortbow +2 and Quiver of Elhonna w/ 10 Silver Arrows +1 and 50 Arrows,
• Animal Companion (Ex): as Druid 10 (see below)
• Animal Growth (Sp): 1/day on a single horse (CL8)
• Summon Animal (Sp): 1/day as Summon Nature's Ally V, but always 1d4+1 horses for 8 minutes
• Wild Aspect (Su): 2/day for 1 hour/level, gain +20' speed for self or mount
Noyon: male Light Warhorse Animal Companion
CR: -- Large Animal HD: 9d8+18 (58 hp)
Init: +1 Spd: 60' AC: 24 (-1 size, +3 Dex, +10 Natural, Leather Barding), t: 12, ff: 21, -0 ACP
Attacks: (BAB +6; Grap +14); +9 2 Hooves: 1d4+4 and +7 Bite: 1d3+2
SA:
SQ: Animal Companion Traits, Low-Light Vision, Scent
Align: N Saves: Fort +9, Ref +11, Will +6
Str: 19, Dex: 16, Con: 17, Int: 2, Wis: 13, Cha: 6
Skills: Listen +7, Spot +7
Feats: Endurance, Iron Will, Lightning Reflexes, Multiattack, Run
Gear: Leather Barding, Military Saddle,
• Animal Companion Traits: Devotion, Evasion, Link, Multiattack, Share Spells, 4 bonus tricks
• Carrying Capacity: 348/699/1,050, drag 5,250
• Tricks: Combat Riding (Attack, Come, Defend, Down, Guard, and Heel), Fetch, Perform, Seek, Stay, Track, Work




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