Road Trip to the Dragon Isles NPCs - The Land of Khur (Part 2)
Granite was hired to lead Arthur and Agnes from Ak-Baral to Hangman's Harbor. He often speaks in Dwarven metaphors. He is the rightful clan lord of Ginfardwgak, a dwarven holding beneath the region known as the Delving. He has turned down his title several times, preferring a life on the open road.
Granite Shalecutter: male Hill Dwarf (Hylar) Fighter 4/Noble 5/Merchant Prince 3
CR: 12 Medium Humanoid (Dwarf) HD: 4d10+8 plus 5d8+10 plus 3d6+6 (81 hp)
Init: +1 Spd: 20' AC: 23 (Chain Shirt +3, Heavy Steel Shield +2, Beard Clasp of Protection +1,+1 Dex), t: 12, ff: 22
Attacks: (BAB +9; Grap +10); +12/+7 Warhammer +3: 1d8+4 (20/×3) or +10 (additional +1 hit/damage within 30') Heavy Crossbow +1: 1d10+1 (19-20/×2, 120')
SA: Arcane Spells (CL3, DC12 + spell level, 2/1)
SQ: Coordinate +1, Dwarf Traits, Inspire Confidence (2/day), Favor +2, Gond's (Reorx's) Forge, Llira's Heart, Master of Commerce, Mercantile Knowledge +5
Align: LN Saves: Fort +8, Ref +9, Will +6
Str: 12, Dex: 13, Con: 15, Int: 14, Wis: 10, Cha: 11
Skills: Read/Write and Speak Common, Dwarven, Gnome, and Terran; Appraise +13 (additional +2 w/ stone and metal items), Bluff +6, Climb +5, Concentration +7, Diplomacy +11, Gather Information +10, Handle Animal +7, Jump +4, Knowledge (Geography) +10, Knowledge (Local - Neraka) +6, Knowledge (Local - Thorbadin) +6, Profession (Merchant) +16, Ride +5, Sense Motive +7, Survival (+2 to keep from getting lost), Use Magic Device +7
Feats: Business Savvy, Favored in Guild (Profession - Merchant), Moradin's (Reorx's) Smile, Negotiator, Point Blank Shot, Skill Focus (Profession - Merchant), Weapon Focus (Warhammer) (b), Weapon Specialization (Warhammer) (b)
Gear: Merchant's Outfit (Blue Trousers, White Shirt, Fur-Trimmed Blue Jacket, Broad Leather Belt, Fur-lined Boots), Chain Shirt +3, Beard Clasp of Protection +1, Cloak of Resistance +2, Warhammer +1, Heavy Crossbow +1 and case with 10 bolts, Glove of Storing, Pouch w/ 52 gp and 5 10-gp Eye Agates
• Arcane Spells Known: 1st: Comprehend Languages, Create Water, Mage Armor, Shield; 2nd: Arcane Lock, Identify
• Coordinate: A noble has a knack for getting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2
• Inspire Confidence: Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up. An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls. The noble can’t inspire confidence in himself.
• Dwarf Traits: Can move at base speed even when carrying medium or heavy armor or when carrying a medium or heavy load; Darkvision 60', Stonecunning (+2 on Search checks to notice unusual stonework, etc); Stability (+4 to resist Bull Rush/Trip attacks); +2 save vs. Poison and spells; +1 attack vs. Orcs and Goblinoids; +4 AC vs. Giants, +2 to Appraise checks and Craft checks dealing with stone or metal
• Master of Commerce (Ex): Merchant princes have mastered the art of commerce. Granite receives a +2 insight bonus on his profit modifier (see page 183 of Dungeon Master's Guide II) per class level and a 10% reduction in his capital costs per class level.
• Mercantile Knowledge (Ex): Granite has a knack for picking up odds and ends of knowledge. This ability works like the bardic knowledge class feature. .
• Lliira's Heart (Su): +2 sacred bonus on saves against compulsion and fear effects.
• Gond's Forge (Su): +2 competence bonus on Craft checks.
• Favor: The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
CR: 12 Medium Humanoid (Dwarf) HD: 4d10+8 plus 5d8+10 plus 3d6+6 (81 hp)
Init: +1 Spd: 20' AC: 23 (Chain Shirt +3, Heavy Steel Shield +2, Beard Clasp of Protection +1,+1 Dex), t: 12, ff: 22
Attacks: (BAB +9; Grap +10); +12/+7 Warhammer +3: 1d8+4 (20/×3) or +10 (additional +1 hit/damage within 30') Heavy Crossbow +1: 1d10+1 (19-20/×2, 120')
SA: Arcane Spells (CL3, DC12 + spell level, 2/1)
SQ: Coordinate +1, Dwarf Traits, Inspire Confidence (2/day), Favor +2, Gond's (Reorx's) Forge, Llira's Heart, Master of Commerce, Mercantile Knowledge +5
Align: LN Saves: Fort +8, Ref +9, Will +6
Str: 12, Dex: 13, Con: 15, Int: 14, Wis: 10, Cha: 11
Skills: Read/Write and Speak Common, Dwarven, Gnome, and Terran; Appraise +13 (additional +2 w/ stone and metal items), Bluff +6, Climb +5, Concentration +7, Diplomacy +11, Gather Information +10, Handle Animal +7, Jump +4, Knowledge (Geography) +10, Knowledge (Local - Neraka) +6, Knowledge (Local - Thorbadin) +6, Profession (Merchant) +16, Ride +5, Sense Motive +7, Survival (+2 to keep from getting lost), Use Magic Device +7
Feats: Business Savvy, Favored in Guild (Profession - Merchant), Moradin's (Reorx's) Smile, Negotiator, Point Blank Shot, Skill Focus (Profession - Merchant), Weapon Focus (Warhammer) (b), Weapon Specialization (Warhammer) (b)
Gear: Merchant's Outfit (Blue Trousers, White Shirt, Fur-Trimmed Blue Jacket, Broad Leather Belt, Fur-lined Boots), Chain Shirt +3, Beard Clasp of Protection +1, Cloak of Resistance +2, Warhammer +1, Heavy Crossbow +1 and case with 10 bolts, Glove of Storing, Pouch w/ 52 gp and 5 10-gp Eye Agates
• Arcane Spells Known: 1st: Comprehend Languages, Create Water, Mage Armor, Shield; 2nd: Arcane Lock, Identify
• Coordinate: A noble has a knack for getting people to work together. When the noble can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2
• Inspire Confidence: Beginning at 2nd level, a noble can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe the noble for a full round for the inspiration to take hold. The effects last for 5 rounds. The noble can inspire a number of allies equal to half his noble levels, rounded up. An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls. The noble can’t inspire confidence in himself.
• Dwarf Traits: Can move at base speed even when carrying medium or heavy armor or when carrying a medium or heavy load; Darkvision 60', Stonecunning (+2 on Search checks to notice unusual stonework, etc); Stability (+4 to resist Bull Rush/Trip attacks); +2 save vs. Poison and spells; +1 attack vs. Orcs and Goblinoids; +4 AC vs. Giants, +2 to Appraise checks and Craft checks dealing with stone or metal
• Master of Commerce (Ex): Merchant princes have mastered the art of commerce. Granite receives a +2 insight bonus on his profit modifier (see page 183 of Dungeon Master's Guide II) per class level and a 10% reduction in his capital costs per class level.
• Mercantile Knowledge (Ex): Granite has a knack for picking up odds and ends of knowledge. This ability works like the bardic knowledge class feature. .
• Lliira's Heart (Su): +2 sacred bonus on saves against compulsion and fear effects.
• Gond's Forge (Su): +2 competence bonus on Craft checks.
• Favor: The noble has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
- - - - -
Garek comes from a noble family fallen on hard times. After training to become a Knight of Solamnia in his youth, he was rejected by the Knights of the Crown and left home to become a mercenary and rebuild his family fortune. He was hired by the Green Dragonarmy to help keep order in Pashin. He would abuse his position and authority to extort protection money from local businesses and line his pockets. He ran afoul of Arthur and Agnes after shaking down the owner of the Wounded Crow Inn. He was defeated and Arthur confiscated his sword, Bloodletter, which was later passed to the guide, Davaa. Garek swore revenge, pursuing them across Khur. He was killed in the desert just north of Ak-Baral.
Garek Uth Fane (a.k.a. the Green-cloaked Mercenary): N Human (Solamnic) Fighter 12/Noble 1
CR: 13 Medium Humanoid (Human) HD: 12d10+12 plus 1d8+1 (105 hp)
Init: -1 Spd: 30' AC: 23 (Full Plate +2, Heavy Steel Shield 1, Ring of Protection +1, -1 Dex), t: 10, ff: 23, -7 ACP
Attacks: (BAB +13; Grap +17); +18/+13/+8 Heavy Mace +1: 1d8+5 (20/×2) or +13/+8/+3 (or +11/+11/+6/+1 w/ Rapid Shot) Composite (+4 Str) Longbow +1: 1d8+5 (20/×2, 110')
SA: Inspire Confidence (1/day)
SQ: Bonus Class Skill (Survival), Favor +1
Align: NE Saves: Fort +11, Ref +7, Will +9
Str: 18, Dex: 8, Con: 12, Int: 10, Wis: 13, Cha: 15
Skills: Read/Write and Speak Common, Khurish, Nerakese, and Solamnic; Climb +11, Diplomacy +5, Handle Animal +4, Intimidate +9, Jump +11, Knowledge (Geography) +4, Knowledge (Religion) +4, Ride +7, Search +5, Survival +4
Feats: Cleave (b), Great Cleave (b), Honor-bound (b), Improved Initiative (b), Leadership (15), Point Blank Shot (b), Power Attack, Rapid Shot (b), Skill Focus (Survival), Track, Weapon Focus (Composite Longbow) (b), Weapon Focus (Greatsword), Weapon Specialization (Greatsword) (b)
Gear: Noble's Outfit, Full Plate +2, Heavy Steel Shield +1, Ring of Protection +1, Composite (+4 Str) Longbow +1 and quiver of 20 arrows, Heavy Mace +1, Brooch of Shielding (78 hp remaining), Cloak of Resistance +2, Potion of Bull's Strength, Assorted Traveling Gear (Backpack, Waterskin, Whetstone, Flint & Steel, Rations, Riding Saddle and Assorted Tack, Bedroll), Belt Pouch w/ 421 gp, 35 sp, and 88 cp
- - - - -
Stanach Kern is a Soul Trader of Chemosh, sent to Khur to find converts. He is patient, professional, and committed to the Chemosh's cause. Chemosh's agents in Khur are seeking out those who wish to claim immortality. In the lands of the Khur, where power is the key to survival, the agents of Chemosh are finding many unwitting volunteers that do not know the full extent of the price they must pay for this gift.
Stanach Kern: Human (Neraken) male Cleric of Chemosh 8/Fighter 4/Blackguard 4/Evangelist 2
CR: 18 Medium Humanoid (Human) HD: 8d8 plus 4d10 plus 4d10 plus 2d6 (113 hp)
Init: -1 Spd: 30' AC: 26 (Breastplate +5, Light Steel Shield +3, Ring of Protection +3, -1 Dex), t: 12, ff: 26
Attacks: (BAB +15; Grap +17); +20/+15/+10 Harvester: 1d6+4 plus 2d6 unholy damage vs. Good-aligned opponents plus 1 Con damage (20/×2)
SA: Divine Spells (CL8, DC14 + spell level, Domains: Death and Trickery, 6/5+1/5+1/4+1/3+1/1+1), Divine Spells (CL4, DC14 + spell level, 2/2), Poison Use,
Rebuke Undead (5/day, as Cleric 10), Smite Good (1/day +2 hit/+4 dmg), Sneak Attack +1d6, Spontaneous Casting (lose prepared spell for Inflict spell of same level)
SQ: Aura (Overwhelming Evil), Aura of Despair, Dark Blessing, Detect Good, Fast Talk, Great Orator (Inspire Dread)
Align: LE Saves: Fort +16, Ref +7, Will +16
Str: 14, Dex: 8, Con: 10, Int: 12, Wis: 18, Cha: 14
Skills: Read/Write and Speak Common and Nerakese; Appraise +1 (additional +2 w/ poison), Bluff +12, Craft (Poison) +7, Diplomacy +16, Disguise +2 (additional +2 to act in character), Gather Information +7, Hide +8, Intimidate +10, Knowledge (History) +6, Knowledge (Religion) +6, Perform (Oratory) +14, Sense Motive +11, Sleight of Hand +1
Feats: Cleave (b), Great Cleave, Improved Sunder (b), Leadership (20), Lightning Reflexes, Negotiator, Persuasive, Power Attack, Skill Focus (Perform - Oratory), Weapon Focus (Sickle) (b), Weapon Specialization (Sickle) (b)
Gear: Clerical Robes, Bone Holy Symbol of Chemosh, Breastplate +5, Light Steel Shield +3, Ring of Protection +3, Harvester (Unholy Wounding Sickle +2), Major Ring of Fire Resistance, Greater Strand of Prayer Beads, Scroll of Create Greater Undead (CL16), Wand of Cure Moderate Wounds (CL8, 22 chg), The Lesser Wanton Staff (CL9, 45 chg)
Prepared Spells (Blackguard): 1st: Cause Fear, Corrupt Weapon; 2nd: Bull's Strength, Darkness
Prepared Spells (Cleric): 0th: Create Water, Detect Magic, Guidance, Light, Mending, Resistance; 1st: Bless, Command, Deathwatch, Endure Elements, Shield of Faith + Cause Fear or Disguise Self, 2nd: Cure Moderate Wounds, Darkness, Death Knell, Resist Energy, Spiritual Weapon + Death Knell or Invisibility; 3rd: Blindness/Deafness, Dispel Magic, Prayer, Speak with Dead + Animate Dead or Nondetection; 4th: Cure Critical Wounds, Divine Power, Freedom of Movement + Confusion or Death Ward; 5th: Flame Strike + False Vision or Slay Living
• The Lesser Wanton Staff: 1 chg - Chaos Hammer, Unholy Blight; 2 chg - Dispel Good, Dispel Law
• Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.
• Dark Blessing (Su): add Cha bonus to saving throws
• Domain Powers: Death: Death touch once per day. melee touch attack against a living creature, roll 1d6 per cleric level. If the total at least equals the creature’s current hit points, it dies; Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills. Add Bluff, Disguise, and Hide to list of cleric class skills.
• Fast Talk (Ex): At 2nd level, the evangelist knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a —5 penalty.
• Inspire Dread (Su): An evil evangelist with 9 or more ranks in Perform (oratory) can inspire hopelessness in all enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet of the evangelist. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.
Followers from Leadership feat: Cohort (Human Bard 6/Cleric 6/Evangelist 2), 1st level (×50), 2nd level (×5), 3rd level (×3), 4th level (×2), 5th level (×1)
- - - - -
Giles was one of Stanach's first converts. He was more theatrical, coming across as a carnival barker or snake oil salesman. While he believed undeath is the key to immortality, he wanted to enjoy as many worldly pleasures as possible before taking that step. He was killed in the desert just north of Ak-Baral.
Giles "Silver-Tongued" Coopersmith: Human (Abanasinian) male Bard 6/Cleric of Chemosh 6/Evangelist 2
CR: 14 Medium Humanoid (Human) HD: 6d6+6 plus 6d8+6 plus 2d6+2 (82 hp)
Init: +1 Spd: 30' AC: 20 (Amulet of Natural Armor +3, Bracers of Armor +3, Ring of Protection +3, +1 Dex), t: 17, ff: 19
Attacks: (BAB +9; Grap +8); +12/+7 Light Crossbow +2: 1d8+2 (19-20/×2, 120') or +8/+3 Dagger: 1d4-1 (19-20/×2, 10')
SA: Arcane Spells (CL6, DC13 + spell level; 3/4/3); Bardic Music (Countersong, Fascinate, Inspire Competence, Inspire Courage +2, Inspire Greatness, Suggestion)
Divine Spells (CL6, DC13 + spell level, Domains: Death and Trickery, 5/4+1/4+1/3+1), Rebuke Undead (6/day), Spontaneous Casting (lose prepared spell for Inflict spell of same level),
SQ: Aura (Strong Evil), Fast Talk, Great Orator (Inspire Dread)
Align: NE Saves: Fort +8, Ref +8, Will +16
Str: 8, Dex: 13, Con: 12, Int: 10, Wis: 16, Cha: 16
Skills: Read/Write and Speak Abanasinian and Common; Appraise (+2 w/ poison), Bluff +18, Concentration +16, Craft (Poison) +5, Diplomacy +14, Disguise +3 (additional +2 to act in character), Gather Information +8, Intimidate +5, Knowledge (Arcana) +3, Knowledge (History) +7, Knowledge (Religion) +5, Knowledge (the Planes) +3, Perform (Oratory) +12, Sense Motive +8, Sleight of Hand +3, Spellcraft +9
Feats: Brew Potion, Far Shot (b), Negotiator, Point Blank Shot, Precise Shot, Rapid Reload
Gear: Clerical Robes, Bone Holy Symbol of Chemosh, Amulet of Natural Armor +3, Bracers of Armor +3, Ring of Protection +3, Light Crossbow +2 and bolt case w/ 20 bolts, Potion of Cure Moderate Wounds (×2), Flask of Unholy Water,
• Arcane Spells Known (Bard): 0th: Daze, Flare, Ghost Sound, Light, Mage Hand, Message; 1st: Charm Person, Grease, Identify, Tasha's Hideous Laughter; 2nd: Invisibility, Mirror Image, Sound Burst
• Prepared Spells (Cleric): 0th: Detect Magic, Guidance, Light, Mending, Resistance; 1st: Command, Deathwatch, Endure Elements, Shield of Faith + Cause Fear or Disguise Self, 2nd: Cure Moderate Wounds, Death Knell, Resist Energy, Spiritual Weapon + Death Knell or Invisibility; 3rd: Blindness/Deafness, Dispel Magic, Prayer + Animate Dead or Nondetection
• Domain Powers: Death: Death touch once per day. melee touch attack against a living creature, roll 1d6 per cleric level. If the total at least equals the creature’s current hit points, it dies; Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills. Add Bluff, Disguise, and Hide to list of cleric class skills.
• Fast Talk (Ex): At 2nd level, the evangelist knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a —5 penalty.
• Inspire Dread (Su): An evil evangelist with 9 or more ranks in Perform (oratory) can inspire hopelessness in all enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet of the evangelist. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.
Giles "Silver-Tongued" Coopersmith: Human (Abanasinian) male Bard 6/Cleric of Chemosh 6/Evangelist 2
CR: 14 Medium Humanoid (Human) HD: 6d6+6 plus 6d8+6 plus 2d6+2 (82 hp)
Init: +1 Spd: 30' AC: 20 (Amulet of Natural Armor +3, Bracers of Armor +3, Ring of Protection +3, +1 Dex), t: 17, ff: 19
Attacks: (BAB +9; Grap +8); +12/+7 Light Crossbow +2: 1d8+2 (19-20/×2, 120') or +8/+3 Dagger: 1d4-1 (19-20/×2, 10')
SA: Arcane Spells (CL6, DC13 + spell level; 3/4/3); Bardic Music (Countersong, Fascinate, Inspire Competence, Inspire Courage +2, Inspire Greatness, Suggestion)
Divine Spells (CL6, DC13 + spell level, Domains: Death and Trickery, 5/4+1/4+1/3+1), Rebuke Undead (6/day), Spontaneous Casting (lose prepared spell for Inflict spell of same level),
SQ: Aura (Strong Evil), Fast Talk, Great Orator (Inspire Dread)
Align: NE Saves: Fort +8, Ref +8, Will +16
Str: 8, Dex: 13, Con: 12, Int: 10, Wis: 16, Cha: 16
Skills: Read/Write and Speak Abanasinian and Common; Appraise (+2 w/ poison), Bluff +18, Concentration +16, Craft (Poison) +5, Diplomacy +14, Disguise +3 (additional +2 to act in character), Gather Information +8, Intimidate +5, Knowledge (Arcana) +3, Knowledge (History) +7, Knowledge (Religion) +5, Knowledge (the Planes) +3, Perform (Oratory) +12, Sense Motive +8, Sleight of Hand +3, Spellcraft +9
Feats: Brew Potion, Far Shot (b), Negotiator, Point Blank Shot, Precise Shot, Rapid Reload
Gear: Clerical Robes, Bone Holy Symbol of Chemosh, Amulet of Natural Armor +3, Bracers of Armor +3, Ring of Protection +3, Light Crossbow +2 and bolt case w/ 20 bolts, Potion of Cure Moderate Wounds (×2), Flask of Unholy Water,
• Arcane Spells Known (Bard): 0th: Daze, Flare, Ghost Sound, Light, Mage Hand, Message; 1st: Charm Person, Grease, Identify, Tasha's Hideous Laughter; 2nd: Invisibility, Mirror Image, Sound Burst
• Prepared Spells (Cleric): 0th: Detect Magic, Guidance, Light, Mending, Resistance; 1st: Command, Deathwatch, Endure Elements, Shield of Faith + Cause Fear or Disguise Self, 2nd: Cure Moderate Wounds, Death Knell, Resist Energy, Spiritual Weapon + Death Knell or Invisibility; 3rd: Blindness/Deafness, Dispel Magic, Prayer + Animate Dead or Nondetection
• Domain Powers: Death: Death touch once per day. melee touch attack against a living creature, roll 1d6 per cleric level. If the total at least equals the creature’s current hit points, it dies; Trickery: Add Bluff, Disguise, and Hide to your list of cleric class skills. Add Bluff, Disguise, and Hide to list of cleric class skills.
• Fast Talk (Ex): At 2nd level, the evangelist knows the right thing to say at the right time. He may make a rushed Diplomacy check as a full-round action at only a —5 penalty.
• Inspire Dread (Su): An evil evangelist with 9 or more ranks in Perform (oratory) can inspire hopelessness in all enemies within 30 feet. This ability imposes a -4 penalty on Will saves on all enemies within 30 feet of the evangelist. Delivering this oratory requires a full-round action to activate and requires concentration each round to continue the effect. The effect lasts as long as the evangelist speaks and for 3 rounds thereafter. Inspire dread is a mind-affecting ability.
- - - - -
Warss the Swift, Khan of the Weya-lu: male Human (Khur) Barbarian 8 (as per DL15 Mists of Krynn)
Ogderel: male Human (Nerakan) - Class and level unrevealed but it was implied that he was a Wizard 3
Nicholas: male Human (Solamnic) - Class and level unrevealed but he was a Acolyte of the 5th Order, making him a Specialty Wizard 4/Wizard of High Sorcery 4
Zalthex: middle-aged male Human (Ergothian) - Class and level unrevealed but he had to be at least a Specialty Wizard 4/Wizard of High Sorcery 9 to be the master of his tower in the Sands of Time.
Nicholas: male Human (Solamnic) - Class and level unrevealed but he was a Acolyte of the 5th Order, making him a Specialty Wizard 4/Wizard of High Sorcery 4
Zalthex: middle-aged male Human (Ergothian) - Class and level unrevealed but he had to be at least a Specialty Wizard 4/Wizard of High Sorcery 9 to be the master of his tower in the Sands of Time.
Rohzgan was a Khurish Black-Robed Wizard of High Sorcery. He conspired with the Hachakee and Tondoon Clans to kidnap one of Sallah Khan's children. His plan was disrupted by Arthur Fumeridge, Ag'nesallynn the Silver Dragon, Professor Phineas von Blorfinstein, Granite Shalecutter, and Altan and Davaa of the Mayakur Clan.
Rohzgan: male Khur Enchanter 4/Wizard of High Sorcery 4
CR: 8 Medium Humanoid (Human) HD: 4d4+4 plus 4d4+4 (26 hp)
Init: +2 Spd: 30' AC: 14 (Bracers of Armor +1, Ring of Protection +1, +2 Dex), t: 14 ff: 12
Attacks: (BAB +4; Grap +5); +6 Dagger +1: 1d4+2 (19-20/×2, 10')
SA: Arcane Spells (CL8/CL9 for Enchantment, DC13 + spell level, DC14 + spell level for Enchantment); Enhanced Specialization, Item of Power
SQ: 1st Order Secret (Magic of Darkness), Arcane Research +2, Moon Magic, Social Proficiency, Tower Resources
Align: NE Saves: Fort +4, Ref +5, Will +11
Str: 13, Dex: 15, Con: 12, Int: 17, Wis: 15, Cha: 14
Skills: Read/Write and Speak Common and Khurish; Appraise +3 (additional +2 w/ worked leather goods), Bluff +9 (additional +2 w/ Ring), Concentration +12 (+4 to cast defensively), Craft (Leatherworking) +12, Diplomacy +6, Intimidate +6, Knowledge (Arcana) +16, Knowledge (Local - Khur) +8, Sense Motive +6, Sleight of Hand (additional +2 w/ Ring), Spellcraft +16
Feats: Combat Casting, Craft Wondrous Item, Scribe Scroll (b), Spell Focus (Enchantment)
Gear: Hooded Black Robes, Spell Component Pouches, Bracers of Armor +1, Ring of Protection +1, Ring of the Veiled Hand, Cloak of Resistance +1, Dagger +1, Potion of Cure Light Wounds (×2), Spellbook
Prepared Spells: 0th: Dancing Lights, Daze, Detect, Flare, Touch of Fatigue; 1st: Charm Person (×2), Chill Touch, Hypnotism, Obscuring Mist, Sleep; 2nd: Daze Monster, Protection from Arrows, Tasha's Hideous Laughter, Scorching Ray, Web; 3rd: Dispel Magic, Hold Person, Suggestion, Vampiric Touch, Wind Wall; 4th: Confusion, Crushing Despair, Evard’s Black Tentacles
• Ring of the Veiled Hand: Charm Person (CL5, 1/day), +2 bonus on Bluff and Sleight of Hand
• Arcane Research (Ex): Gains a +2 Competence bonus on Spellcraft and Knowledge (Arcana) skill checks.
Additionally, at every even level, he can add a bonus spell to his spellbook in addition to the spell normally gained through level advancement. This must be a spell from one the schools his order specializes in.
• Enhanced Specialization (Ex): Upon passing the Test of High Sorcery, a wizard increases his devotion to his chosen school of specialization. A Wizard of High Sorcery casts all spells from that school at +1 caster level. In addition, he gains a +1 bonus on saving throws against spells from his specialist school and spell-like abilities (but not supernatural abilities) that duplicate such spells. In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the schools that the other two orders of High Sorcery specialize in. He can never again learn spells from that school.
He cannot choose a prohibited school that he already chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Wizard of High Sorcery, including using items that are activated by spell completion or spell trigger. Rohzgan's prohibited schools are Illusion and Transmutation.
• Familiar: Rohzgan has an otter familiar.
• Item of Power: Rohzgan was gifted his Ring of the Veiled Hand upon completing his Test of High Sorcery and joining an Order.
• Moon Magic (Ex): Depending on the phases of Krynn's three moons, Rohzgan's casting level and spell DCs may be enhanced or penalized.
• Order Secret - Magic of Darkness: Once per day for every two class levels she possesses, a Black Robe who knows this secret can imbue a damaging spell with negative energy. Half of the damage dealt by such a spell is negative energy damage, and is therefore not subject to being reduced by protection from energy or similar magic (although death ward is effective). The remainder of the damage dealt is as normal for the spell. Undead are healed by negative energy, so an undead creature simply takes no damage from a spell modified in this way.
• Tower Resources: A Wizard of High Sorcery gains full admission to the Tower of High Sorcery in Wayreth, with resources available for spell research and the creation of magical items.
CR: 8 Medium Humanoid (Human) HD: 4d4+4 plus 4d4+4 (26 hp)
Init: +2 Spd: 30' AC: 14 (Bracers of Armor +1, Ring of Protection +1, +2 Dex), t: 14 ff: 12
Attacks: (BAB +4; Grap +5); +6 Dagger +1: 1d4+2 (19-20/×2, 10')
SA: Arcane Spells (CL8/CL9 for Enchantment, DC13 + spell level, DC14 + spell level for Enchantment); Enhanced Specialization, Item of Power
SQ: 1st Order Secret (Magic of Darkness), Arcane Research +2, Moon Magic, Social Proficiency, Tower Resources
Align: NE Saves: Fort +4, Ref +5, Will +11
Str: 13, Dex: 15, Con: 12, Int: 17, Wis: 15, Cha: 14
Skills: Read/Write and Speak Common and Khurish; Appraise +3 (additional +2 w/ worked leather goods), Bluff +9 (additional +2 w/ Ring), Concentration +12 (+4 to cast defensively), Craft (Leatherworking) +12, Diplomacy +6, Intimidate +6, Knowledge (Arcana) +16, Knowledge (Local - Khur) +8, Sense Motive +6, Sleight of Hand (additional +2 w/ Ring), Spellcraft +16
Feats: Combat Casting, Craft Wondrous Item, Scribe Scroll (b), Spell Focus (Enchantment)
Gear: Hooded Black Robes, Spell Component Pouches, Bracers of Armor +1, Ring of Protection +1, Ring of the Veiled Hand, Cloak of Resistance +1, Dagger +1, Potion of Cure Light Wounds (×2), Spellbook
Prepared Spells: 0th: Dancing Lights, Daze, Detect, Flare, Touch of Fatigue; 1st: Charm Person (×2), Chill Touch, Hypnotism, Obscuring Mist, Sleep; 2nd: Daze Monster, Protection from Arrows, Tasha's Hideous Laughter, Scorching Ray, Web; 3rd: Dispel Magic, Hold Person, Suggestion, Vampiric Touch, Wind Wall; 4th: Confusion, Crushing Despair, Evard’s Black Tentacles
• Ring of the Veiled Hand: Charm Person (CL5, 1/day), +2 bonus on Bluff and Sleight of Hand
• Arcane Research (Ex): Gains a +2 Competence bonus on Spellcraft and Knowledge (Arcana) skill checks.
Additionally, at every even level, he can add a bonus spell to his spellbook in addition to the spell normally gained through level advancement. This must be a spell from one the schools his order specializes in.
• Enhanced Specialization (Ex): Upon passing the Test of High Sorcery, a wizard increases his devotion to his chosen school of specialization. A Wizard of High Sorcery casts all spells from that school at +1 caster level. In addition, he gains a +1 bonus on saving throws against spells from his specialist school and spell-like abilities (but not supernatural abilities) that duplicate such spells. In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the schools that the other two orders of High Sorcery specialize in. He can never again learn spells from that school.
He cannot choose a prohibited school that he already chose as a 1st-level wizard. He can still use the prohibited spells he knew prior to becoming a Wizard of High Sorcery, including using items that are activated by spell completion or spell trigger. Rohzgan's prohibited schools are Illusion and Transmutation.
• Familiar: Rohzgan has an otter familiar.
• Item of Power: Rohzgan was gifted his Ring of the Veiled Hand upon completing his Test of High Sorcery and joining an Order.
• Moon Magic (Ex): Depending on the phases of Krynn's three moons, Rohzgan's casting level and spell DCs may be enhanced or penalized.
• Order Secret - Magic of Darkness: Once per day for every two class levels she possesses, a Black Robe who knows this secret can imbue a damaging spell with negative energy. Half of the damage dealt by such a spell is negative energy damage, and is therefore not subject to being reduced by protection from energy or similar magic (although death ward is effective). The remainder of the damage dealt is as normal for the spell. Undead are healed by negative energy, so an undead creature simply takes no damage from a spell modified in this way.
• Tower Resources: A Wizard of High Sorcery gains full admission to the Tower of High Sorcery in Wayreth, with resources available for spell research and the creation of magical items.
Khaliu: male Otter familiar
CR: -- Tiny Magical Beast HD: ½d8+1 plus 8 (13 hp)
Init: +2 Spd: 20', Swim 20' AC: 18 (+2 size, +2 Dex, +4 Insight), t: 18, ff: 12
Attacks: (BAB +4; Grap -8); +8 Bite: 1d3-4
SA:
SQ: Familiar abilities (Improved Evasion, Perfect Recall, Share Spells, Sight Beyond Sight, Skill bonus, Speech), Hold Breath, Low-Light Vision
Align: NE Saves: Fort +3, Ref +6, Will +10
Str: 3, Dex: 15, Con: 12, Int: 15, Wis: 14, Cha: 7
Skills: Balance +10, Bluff +2, Climb +10, Escape Artist +4, Gather Information +2 (additional +2 in Khur), Knowledge (Arcana) +6, Knowledge (Local - Khur) +6, Knowledge (Nobility and Royalty) +6, Listen +8, Sense Motive +6, Spellcraft +6, Spot +8, Swim +10
Feats: Alertness (b), Lightning Reflexes (b), Weapon Finesse
• Hold Breath (Ex): An otter can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
• Skills: An otter has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otters have a +4 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb and Swim checks.
CR: -- Tiny Magical Beast HD: ½d8+1 plus 8 (13 hp)
Init: +2 Spd: 20', Swim 20' AC: 18 (+2 size, +2 Dex, +4 Insight), t: 18, ff: 12
Attacks: (BAB +4; Grap -8); +8 Bite: 1d3-4
SA:
SQ: Familiar abilities (Improved Evasion, Perfect Recall, Share Spells, Sight Beyond Sight, Skill bonus, Speech), Hold Breath, Low-Light Vision
Align: NE Saves: Fort +3, Ref +6, Will +10
Str: 3, Dex: 15, Con: 12, Int: 15, Wis: 14, Cha: 7
Skills: Balance +10, Bluff +2, Climb +10, Escape Artist +4, Gather Information +2 (additional +2 in Khur), Knowledge (Arcana) +6, Knowledge (Local - Khur) +6, Knowledge (Nobility and Royalty) +6, Listen +8, Sense Motive +6, Spellcraft +6, Spot +8, Swim +10
Feats: Alertness (b), Lightning Reflexes (b), Weapon Finesse
• Hold Breath (Ex): An otter can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning.
• Skills: An otter has a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Otters have a +4 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb and Swim checks.
- - - - -
Cactus-Cutter and Pot-Stirrer: male Lizardfolk - a pair of Lizardfolk brewers the party met in the Cactus Forest.
Durnic hails from Ginfardwgak, also known as the Deep Shale Hold. He patrols the trade routes leading to the outpost, watching for potential incursions from the Dragonarmies.
CR: 4 Medium Humanoid (Dwarf) HD: 4d8+12 (36 hp)Init: +2 Spd: 20' AC: 16 (Chain Shirt, +2 Dex), t: 12, ff: 14; -2 ACP
Attacks: (BAB +4; Grap +6); +8 MW Battleaxe: 1d8+2 (20/×3) or +6 Handaxe: 1d6+2 (20/×3) or +6 Light Hammer: 1d4+2 (20/×2, 20') or +6 and +4 Battleaxe: 1d8+2 (20/×2) and Handaxe: 1d6+1 (20/×3)
SA: Combat Style (Two-Weapon Fighting), Divine Spells (CL2, DC11 + spell level: 1), Favored Enemy (Aberrations) +2
SQ: Dwarf Traits, Animal Companion, Wild Empathy +1
Align: LN Saves: Fort +7, Ref +6, Will +2
Str: 14, Dex: 15, Con: 16, Int: 10, Wis: 12, Cha: 6
Skills: Read/Write and Speak Common and Dwarven; Appraise (+2 w/ stone/metal items or weapons), Craft (Weaponsmithing) +6, Handle Animal +1, Knowledge (Dungeoneering) +7, Knowledge (Nature) +3, Listen +4, Profession (Miner) +5, Search +7, Survival +8 (additional +2 underground or when following tracks)
Feats: Blind-Fight, Endurance (b), Track (b), Weapon Focus (Battleaxe)
Gear: Traveler's Outfit (Leather Trousers, Chemise, Linen Tunic, Waxed Canvas Jacket, Heavy Leather Boots, Leather Gloves, Broad Leather Belt); Chain Shirt, Masterwork Battle Axe, Hand Axe, Light Hammer (×2), Mess Kit, Waterskin, Flint & Steel, Belt Pouch
Prepared Spells: None currently available
• Dwarf Traits: Can move at base speed even when carrying medium or heavy armor or when carrying a medium or heavy load; Darkvision 60', Stonecunning (+2 on Search checks to notice unusual stonework, etc); Stability (+4 to resist Bull Rush/Trip attacks); +2 save vs. Poison and spells; +1 attack vs. Orcs and Goblinoids; +4 AC vs. Giants, +2 to Appraise checks and Craft checks dealing with stone or metal
• Favored Enemy (Ex): +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival checks and Damage Rolls against Aberrations
Burrowbane: male Badger Animal Companion
CR: - - Small Animal HD: 1d8+2 (8 hp)
Init: +3 Spd: 30', burrow 10' AC: 15 (+1 size, +3 Dex, +1 natural), t: 14, ff: 12
Attacks: (BAB +0; Grap -5); +4 2 Claws: 1d2-1 and -1 Bite: 1d3-1
SA: Rage
SQ: Low-Light Vision, Scent
Align: N Saves: Fort +4, Ref +5, Will +1
Skills: Escape Artist +7, Listen +3, Spot +3
Feats: Track (b), Weapon Finesse
• Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
• Skills: A badger has a +4 racial bonus on Escape Artist checks.
- - - - -
Harvek Ironthane: LN Hill Dwarf male Warrior 1
Harvek Ironthane was a member of the Shalecutter clan. He was killed in battle with a group of Umber Hulks.: LN Hill Dwarf Warrior 1
- - - - -
Talanaryn "Talan" Foxfoot left Foghaven Vale to "find himself" close to forty years ago. He eventually met some dwarves from Deep Shale Hold and followed them home... seventeen years ago. He keeps saying that he's going to move on "next season" but hasn't done anything to prepare for his departure. He has been accepted by the dwarves as a sort of "odd uncle". Many of the younger clan members often forget that he is even an elf.
Talan has a parakeet companion named "Pip". The dwarves often borrow the bird because reacts to dangerous conditions faster than dwarves do - bad air, gas pockets, underground predators. The dwarves notice the bird noticing and react accordingly.
Talanaryn "Talan" Foxfoot of Foghaven Vale: Kagonesti Elf Barbarian 4/Ranger 5/Stoneblessed 3
CR: 12 Medium Humanoid (Elf)
HD: 4d12+8 plus 5d8+10 plus 3d8+6 (84 hp; +24 w/ Rage)
Init: +4 Spd: 50' AC: 21 (Elven Chain, Ring of Force Shield, +4 Dex), t: 16, ff: 21, -2 ACP (Uncanny Dodge)
Attacks: (BAB +11, Grap +13); +16/+11/+6 (+14/+14/+9/+4 w/ Rapid Shot) Composite (+2 Str) Longbow +1: 1d8+3 (20/×3, 110') or +16/+11/+6 Dwarven Thrower: 1d8+5 (20/×2, 30', additional +1d8 when hurled or +2d8 damage when hurled at giants)
SA: Combat Style, Favored Enemy (Goblins +4, Giants +2), Rage (2/day)
SQ: Kagonesti traits, Animal Companion, Fast Movement (+10'), Stonebond, Uncanny Dodge, Trap Sense +1, Wild Empathy +5
Align: CG Saves: Fort +13, Ref +11, Will +4
Str: 14, Dex: 18, Con: 15, Int: 10, Wis: 10, Cha: 10
Skills: Read/Write and Speak Common, Dwarven Sylvan, and Terran; Appraise +2 (additional +2 w/ worked stone or metal), Craft (Stonemason) +5, Hide +10, Jump +6, Knowledge (Architecture and Engineering) +3, Knowledge (Dungeoneering) +8, Listen +4, Move Silently +10, Profession (Miner) +3, Search +8 (additional +2 to notice unusual stonework), Spot +4, Survival +12, Swim +6
Feats: Dodge, Endurance (b), Mobility, Point Blank Shot, Shot on the Run, Track (b), Weapon Focus (Composite Longbow)
Gear: Traveler's Outfit (Buckskin Trousers and Tunic, Cloak of Resistance +1, Boots of Striding & Springing, Broad Leather Belt stamped with the Shalecutter Clan sigil); Elven Chain; Ring of Force Shield, Composite (+2 Str) Longbow +1 and quiver w/ 20 Arrows, Dwarven Thrower, Backpack, Bedroll, Wineskin, Flint and Steel, Whetstone
• Kagonesti Traits (Ex):
Elvensight (Ex): Krynnish elves have low-light vision and can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these circumstances. Elvensight also includes darkvision up to 30 feet.
Proficient with Spear, Shortspear, Longspear, Shortsword, and Shortbow and Longbow (including Composite versions of both) regardless of Class.
Gains a +1 racial bonus on Knowledge (Nature) and Survival checks.
• Favored Enemy: Gains a bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a bonus on weapon damage rolls against such creatures - +4 vs Goblins, +2 vs Giants
• Racial Battle Technique (Ex): Gains a +4 Dodge bonus to AC vs. Giants; Gains a +1 to hit bonus vs. Goblinoids and Orcs.
• Rage (Ex): A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. Talan's rage lasts for 7 rounds.
• Stonebond (Ex): A dwarf-bonded Stoneblessed adds Appraise, Intimidate, Knowledge (Architecture and Engineering), and Knowledge (Dungeoneering) to their list of Stoneblessed Class Skills. They gain a +2 bonus on Appraise and Craft checks related to Stone or Metal)
• Stoneborn (Ex): Gains a +2 bonus to Constitution (included above) and is considered to meet all requirements for effects involving race (can use Dwarf-only Magic items and qualifies for Dwarf-only Prestige Classes, is affected by effects that specifically target Dwarves)
• Stonecunning (Ex): Stonecunning: This ability grants a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework, coming within 10 feet of unusual stonework can make a Search check as if he were actively searching, and can use the Search skill to find stonework traps as a rogue; can also intuit his approximate depth underground.
Pip: male Parakeet Animal Companion
CR: -- Diminutive Animal HD: ⅛d8 (1 hp)
Init: +5 Spd: 5', fly 30' (good) AC: 19 (+4 size, +5 Dex), t: 19, ff: 14
Attacks: (BAB +0, Grap -17); +9 Beak: on a Critical Hit, deals 1hp of nonlethal damage
SA:
SQ: Animal Companion Traits, Low-Light Vision
Align: N Saves: Fort +0, Ref +9, Will +3
Str: 1, Dex: 20, Con: 10, Int: 2, Wis: 10, Cha: 7
Skills: Climb +8, Hide +12, Jump +2, Listen +8, Spot +8, Move Silently +5
Feats: Lightning Reflexes, Weapon Finesse (b)
Known Tricks: Heel, Guard, Seek, Stay










Comments
Post a Comment