Sir Ian Korren
(Half-elf Form)
Male wererat half-elf mnk 10:
CR 12; Medium humanoid (elf, human, shapechanger); Hit Dice 11d8+22; 75 hp; Init +2; Spd 60 ft. (12 squares); AC 22 (+2 Dex, +3 Wis, +2 monk, +2 natural, +3 armor), 17 touch, 20 flat-footed; BAB/Grapple +7/+10; Atk +10 melee (1d10+3, unarmed strike), or +10 ranged (1d2+3, alchemical silver +1 returning shuriken); Full atk +10/+10/+5 melee (1d10+3, unarmed strike), or +10/+10/+5 ranged (1d2+3, alchemical silver +1 returning shuriken); SA flurry of blows, ki strike (magic and law); SQ +2 racial bonus on saves vs. enchantment spells and magical effects, alternate form, evasion, fast movement, immunity to sleep spells and magical effects, improved evasion, low-light vision, purity of body, rat empathy, scent, slow fall 50 ft., still mind, wholeness of body; AL LE; SV Fort +10, Reflex +11, Will +14; Str 16, Dex 14, Con 12, Int 10, Wis 16, Cha 8.
Skills and Feats: Balance +4, Climb +9, Concentration +1, Control Shape +8, Diplomacy +8, Escape Artist +2, Hide +8, Gather Information +1, Jump +13, Listen +4, Move Silently +7, Search +1, Sense Motive +10, Speak Language (Common, Elven), Spot +11, Swim +11, Tumble +9; Acrobatic, Blind-Fight, Combat Reflexes, Dodge, Improved Disarm, Iron Will, Mobility, Stunning Fist, Weapon Finesse.

(Hybrid Form)
Male wererat half-elf mnk 10: CR 12; Medium humanoid (elf, human, shapechanger); Hit Dice 11d8+22; 75 hp; Init +2; Spd 60 ft. (12 squares); AC 25 (+5 Dex, +3 Wis, +2 monk, +2 natural, +3 armor), 17 touch, 20 flat-footed; BAB/Grapple +7/+10; Atk +12 melee (1d8+3, unarmed strike), or +12 melee (1d6+3 plus disease, bite), or +13 ranged (1d2+3, alchemical silver +1 returning shuriken); Full atk +12/+12/+7 melee (1d10+3, unarmed strike) and +7 melee (1d6+1 plus disease, bite), or +13/+13/+8 ranged (1d2+3, alchemical silver +1 returning shuriken); SA disease, flurry of blows, ki strike (magic and law); SQ +2 racial bonus on saves vs. enchantment spells and magical effects, alternate form, damage reduction 5/silver, evasion, fast movement, immunity to sleep spells and magical effects, improved evasion, low-light vision, purity of body, rat empathy, scent, slow fall 50 ft., still mind, wholeness of body; AL LE; SV Fort +11, Reflex +14, Will +14; Str 16, Dex 20, Con 14, Int 10, Wis 16, Cha 8.
Skills and Feats: Balance +7, Climb +19, Concentration +2, Control Shape +8, Diplomacy +8, Escape Artist +5, Hide +11, Gather Information +1, Jump +13, Listen +4, Move Silently +10, Search +1, Sense Motive +10, Speak Language (Common, Elven), Spot +11, Swim +13, Tumble +12; Acrobatic, Blind-Fight, Combat Reflexes, Dodge, Improved Disarm, Iron Will, Mobility, Stunning Fist, Weapon Finesse.

(Dire Rat Form)
Male wererat half-elf mnk 10: CR 12; Small humanoid (elf, human, shapechanger); Hit Dice 11d8+22; 75 hp; Init +2; Spd 70 ft. (12 squares), climb 50 ft.; AC 25 (+5 Dex, +3 Wis, +2 monk, +2 natural, +3 armor), 17 touch, 20 flat-footed; BAB/Grapple +7/+10; Atk +13 melee (1d4+3 plus disease, bite); SA disease, flurry of blows, ki strike (magic and law); SQ +2 racial bonus on saves vs. enchantment spells and magical effects, alternate form, damage reduction 5/silver, evasion, fast movement, immunity to sleep spells and magical effects, improved evasion, low-light vision, purity of body, rat empathy, scent, slow fall 50 ft., still mind, wholeness of body; AL LE; SV Fort +11, Reflex +14, Will +14; Str 16, Dex 20, Con 14, Int 10, Wis 16, Cha 8.
Skills and Feats: Balance +7, Climb +19, Concentration +2, Control Shape +8, Diplomacy +8, Escape Artist +5, Hide +15, Gather Information +1, Jump +13, Listen +4, Move Silently +10, Search +1, Sense Motive +10, Speak Language (Common, Elven), Spot +11, Swim +13, Tumble +12; Acrobatic, Blind-Fight, Combat Reflexes, Dodge, Improved Disarm, Iron Will, Mobility, Stunning Fist, Weapon Finesse.

Possessions: 1 potion of resist energy (fire) 10, 1 potion of resist energy (cold) 10, 2 potions of shield of faith, 2 potions of undetectable alignment, 4 potions of cure moderate wounds, 50 alchemical silver +1 returning shuriken, bracers of armor +3, cloak of resistance +2, horn of fog, pipes of the sewers. Being the leader of a small town, Sir Ian has access to a great deal of non-magical equipment. He can acquire almost any minor magical equipment (costing less than 1000 gp) within a few days. His personal equipment includes but is not limited to a monk’s outfit and a silk rope (50 ft.).

Personality:
Sir Ian Korren is a cold and logical man. His prime goal is to lead and protect the small town of Soyhune as efficiently as he can. When someone addresses him, he initially reacts in a cold, almost brutal way. But when he is asked for precise information, he answers politely and very diligently. During a full moon period he is especially unpleasant and secretive.

History:
The small town of Soyhune is in a remote valley, with barely 4 other towns as neighbors. He was a close friend of the mayor of one of the neighboring town, and it is at the request of this one that, 10 years ago, he became the leader of Soyhune, when the previous leader dyed without heir. At this time, Ian Korren was kind and benevolent (i.e., Lawful Good). The community quickly learned to like him; if he was not the most charismatic man, he was always respected for his good advice.

Almost 2 years ago, the area was plagued with mysterious attacks by wild animals: there were dire rats in the towns, wolves in the woods and even one or two tigers roaming the county. Some rangers were sent to make investigations on the matter. They quickly learned it was a lycanthrope invasion (in a campaign set in the Forgotten Realms, it could be that the lycanthropes were part a cell from the People of the Black Blood). Citizens in the country forged silvered weapons, and everyone able to fight took one and began to patrol the area. With the help of this militia and some adventurers, the invasion was quickly wiped out. Sir Ian Korren was known to have played a great role in this war.

A few months later, the leader of Soyhune became to show strange signs. He was tired and unpleasant during the full moon. Wise enough, Sir Ian Korren quickly realized that he was afflicted by lycanthropy, but instead of seeking healing he received it as a welcomed increase of his personal power (i.e. he failed his initial Will save and became Lawful Evil). He is wise enough to “take a walk in the forest” on nights of a full moon.

Today, visitors may be really disturbed to hear that Sir Ian Korren is a benevolent leader, only to find that he collects high taxes to from merchants, and has hired some hobgoblin mercenaries to keep order in the town.

Game Play:
Sir Ian Korren is fully aware that he radiates an evil aura. When planning to meet some old friend, a paladin, or a cleric, he drinks one of his potions of undetectable alignment. He is also aware of his reputation as one lacking charisma, and generally attributes his brutal ways to it as a cover for his evil tendencies.

He also knows that he cannot yet control his shape changing ability as well as he would like. When he feels that he will change his shape, he blows his horn of fog. When he uses his pipes of the sewers, it is evident that he can’t control the summoned rat swarms with this device; he uses his rat empathy ability to control them.



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