Note: This NPC was originally written as part of the Carick's College of Combat location, found here.
Hera Glamnor, CCC Battalion Head (light armor)
Male half-elf ranger 6/rogue 6: CR 12; Medium humanoid (human, elf); Hit Dice 6d8+6d6+24; 70 hp; Init +7; Spd 30 ft. (6 squares); AC 22 (+6 Dex, +4 armor, +2 natural), 16 touch, 16 flat-footed; BAB/Grapple +10/+12; Atk +18 melee (1d4+3/18-20, +1 kukri); Full atk +16/+16 melee (1d4+3/18-20, +1 kukri) and +11 (1d4+2/18-20, +1 kukri); SA sneak attack (+4d6); SQ +2 racial bonus on saves vs. enchantment spells and magical effects, evasion, immunity to sleep spells and magical effects, low-light vision, trap sense (+2), trapfinding, uncanny dodge; AL CG; SV Fort +10, Reflex +16, Will +6; Str 14, Dex 24, Con 14, Int 13, Wis 13, Cha 10.
Skills and Feats: Climb +8, Decipher Script +5, Diplomacy +7, Disguise +8, Escape Artist +12, Forgery +6, Gather Information +9, Handle Animal +5, Heal +6, Hide +19, Jump +5, Knowledge (dungeoneering) +3, Knowledge (nature) +3, Intimidate +5, Listen +8, Move Silently +13, Profession (bounty hunter) +7, Ride +11, Search +4, Sense Motive +7, Sleight of Hand +12, Spot +10, Survival +5, Use Rope +15; Dodge, Endurance, Improved Two-Weapon Fighting, Investigator, Mobility, Track, Two-Weapon Fighting, Weapon Finesse.
Animal Companion: Hera Glamnor has selected a dog as his animal companion (detailed below). He has named the dog Hackles.
Combat Style (Ex): Hera Glamnor has selected two-weapon combat. He gains the Two-Weapon Fighting and Improved Two-Weapon Fighting feats.
Favored Enemy (Ex): Hera Glamnor gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. He gets the same bonus on weapon damage rolls against humans. Additionally, he gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against elves. He gets the same bonus on weapon damage rolls against elves.
Skills: Hera Glamnor gains a +1 racial bonus on Listen, Search and Spot checks as well as a +2 racial bonus on Diplomacy and Gather Information checks. This is reflected in the stat block above.
Wild Empathy (Ex): Hera Glamnor can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. He rolls 1d20+6, or 1d20+2 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Typical Ranger Spells Prepared (Save DC 11+spell level): 1stlongstrider.
Languages: Common, Elven, Dwarven
Possessions: amulet of natural armor +2, cloak of resistance +1, explorer’s outfit, gloves of dexterity +4, +1 kukri (x2), +2 shadow leather armor.
Small Animal (dog)
Hit Dice: 3d8 +6 (18 hp)
Speed: 40ft (8 squares)
Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +1/-2
Attack: Bite +3 melee (1d4+2)
Full Attack: Bite +3 melee (1d4+2)
Special Qualities: Evasion, link, low-light vision, scent, share spells
Saves: Fort +4, Ref +5, Will +1
Abilities: Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +8, Listen +5, Spot +5, Survival +1*
Feats: Alertness, Track
Skills: Hackles has a +4 racial bonus on Jump checks. This is reflected in the stat block above. *Hackles has a +4 racial bonus on Survival checks when tracking by scent.
Tricks: Hackles knows the Seek and Track tricks. See page 75 of the Player’s Handbook for more details.
Hera Glamnor is a quiet man for the most part, never using three words when two will do. He’s not quick to praise, though he rarely criticizes unless something is obviously wrong. Many of his new students think Hera hates people, seeing that he spends more time talking to his dog than he does to his students. On the contrary, Hera doesn’t dislike people at all, it’s just that his years as a bounty hunter taught him that it is almost always better to stay quiet and listen to what’s going on around you than it is to impose your words on others.
Hera Glamnor teaches his students the benefits of light armor. He makes the comparison that while heavier armor offers better protection, it slows one down and often gets in the way. He teaches his students to wear the lightest armor they can to better utilize their natural quickness. Hera focuses on mobility, teaching that if one can keep moving while his opponent in heavier armor begins to tire, one can easily end a fight with a single well-placed blow.
Hera often drives the point of his thoughts on mobility home early in the semester by forcing half of his students to wear plate armor while squaring off against the other half of the class. After a good rest, he has the students switch armor so that each student can see how much easier it is to fight in lighter armor. Usually, Hera simply watches, occasionally speaking up if a student makes an obvious error. On rare occasions, however, he displays the finer points of mobility by dancing in between his students, making great use of his wonderful dexterity as he taps each one on the chin in turn before they have a chance to react to them.