combat

Trogar the Axe

Son of Wrogar, son of Marit

Jameson (and Helena) Gord

Name: Jameson Gord
Occupation: Assassin, courier, information extraction specialist, negotiator

Race:Half-Elf
Sex: Male
Age: 42 years
Height: 5 feet, 4 inches
Weight: 145 pounds
Hair: Light Blond
Eyes: Gray

Sir Thornton Fitzwalder

Male human ftr 15: CR 15; Medium-size humanoid (human); Hit Dice 15d10+45; 130 hp; Init +0; Spd 20 ft. (4 squares) (30 ft. base); AC 30 (touch 11, flat-footed 30); BAB/Grapple +15/+19; Atk +22 melee (1d8+8/19-20 x3, +2 lance, or 1d8+8/17-20, +2 longsword); Full atk +22/+17/+12 melee (1d8+8/19-20 x3, +2 lance, or 1d8+8/17-20, +2 longsword); AL LG; SV Fort +12, Ref +5, Will +6; Str 18, Dex 10, Con 16, Int 12, Wis 12, Cha 12; Height 6 ft.

Wellsley Ormens, Owner of the Sandy Oasis Tavern

Male human ftr 5: CR 5; Medium humanoid; Hit Dice 5d10+20; 47 hp; Init +1; Spd 30 ft. (6 squares); AC 19 (13 touch, 16 flat-footed); BAB/Grapple +5/+6; Atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +10 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); Full atk +6 melee (1d6+1/19-20, short sword), or +6 melee (1d8+1/x3, lance), or +8/+8 ranged (1d8+4/x3, +1 mighty composite longbow [+1 Str]); AL CE; SV Fort +8, Ref +4, Will +1; Str 12, Dex 16, Con 18, Int 12, Wis 11, Cha 11; Weight 153 lbs., Height 5ft., 9 in.

Lord Brithwon the Grim

Lord of the Delving and commander of the garrison of Riverguard

King Gorthram VII

Dwarf male paladin 5: CR 5; Medium humanoid (dwarf); HD 5d10; 31 hp; Init -1; Spd 20 ft. (4 squares); AC 25 (11 touch, 25 flat-footed); BAB/Grapple +5/+7; Atk +10 melee (1d8+5/x3, +3 bane (giant, goblin, orc) warhammer); Full atk +10 melee (1d8+5/x3, +3 bane (giant, goblin, orc) warhammer); SA detect evil, lay on hands, smite evil 2/day, special mount, spellcasting, turn undead 7/day; SQ +1 racial bonus to attack rolls vs.

Hursk, Mayor of Keriel's turn, Owner of the Goblin's Head Tavern

Half-orc male ftr 2/war 2: CR 3; Medium humanoid (half-orc); Hit Dice 2d10 plus 2d8; 20 hp; Init +0; Spd 30 ft. (6 squares); AC 13 (10 touch, 13 flat-footed); BAB/Grapple +4/+5; Atk +7 melee (1d6+2/18-20, +1 cold iron scimitar) or +5 melee (1d6+1 nonlethal, sap); Full atk +7 melee (1d6+2/18-20, +1 cold iron scimitar), or +5 melee (1d6+1 nonlethal, sap); SQ darkvision 60ft., orc blood; AL CN; SV Fort +6, Ref +0, Will +0; Str 13, Dex 11, Con 11, Int 14, Wis 10, Cha 15; Weight 235 lbs., Height 6 ft., 3 in.

Deen Hampatin (CR 12)

Note: This NPC was originally written as part of the Carick's College of Combat location, found here.

Deen Hampatin, CCC Battalion Head (unarmored)
Male gnome rogue 4/monk 8:
CR 12; Small humanoid (gnome); Hit Dice 4d6+8d8+12; 59 hp; Init +2; Spd 40 ft. (8 squares); AC 29 (+2 Dex, +4 Wis, +4 armor, +1 shield, +3 deflection, +2 natural, +1 monk, +1 insight, +1 size), 12 touch, 20 flat-footed; BAB/Grapple +9/+6; Atk +11 melee (1d10+1, unarmed), or +12 melee (1d4+2, +1 quarterstaff); Full atk +9/+9/+4 melee (1d10+1, unarmed), or +10/+10/+5 melee (1d4+2, +1quarterstaff), or +8/+8/+3 melee (1d4+2, +1 quarterstaff) and +8 melee (1d4+1, +1 quarterstaff); SA flurry of blows, sneak attack +2d6; SQ evasion, fast movement, gnome traits, improved evasion, ki strike (magic), slow fall (40 ft.), purity of body, still mind, trapfinding, trap sense +1, uncanny dodge, wholeness of body; AL LN; SV Fort +12, Reflex +7, Will +6; Str 12, Dex 15, Con 12, Int 13, Wis 18, Cha 11.
Skills and Feats: Appraise +3, Balance +2, Bluff +4, Climb +7, Concentration +10, Craft (alchemy) +3, Diplomacy +4, Disable Device +4, Disguise +2, Escape Artist +8, Gather Information +3, Hide +11, Jump +11, Knowledge (arcane) +4, Knowledge (religion) +4, Listen +10, Move Silently +9, Open Lock +4, Search +8, Sense Motive +6, Sleight of Hand +4, Spot +10, Tumble +12; Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Unarmed Strike, Mobility, Stunning Fist, Two-Weapon Defense, Two-Weapon Fighting
Spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, speak with animals (burrowing mammals only, duration 1minute)
Skills: Deen Hampatin gains a +2 racial bonus to Craft (alchemy) and Listen checks as well as a +4 size bonus to Hide checks. This is reflected in the stat block above.
Languages: Common, Gnome, Elven
Possessions: amulet of natural armor +2, bracers of armor +4, ioun stone (dusty rose prism), monk’s belt, monk’s outfit, +1/+1 quarterstaff, ring of protection +3

Personality:
Deen Hampatin is a bit of an oddity at CCC. When he is not in class, he is almost always nowhere to be found. Generally, he spends this time in quiet contemplation and meditation near a small brook that winds through a forested area of the CCC grounds, but is far enough from the campus itself to allow him a great degree of privacy. When Deen is spotted among the students and faculty, he generally appears to be deep in thought, which gives him the appearance of being above the hustle and bustle of the bust campus lifestyle.

Teaching Style:
Deen Hampatin instructs his students with what can only be described as a “deadpan” style of instruction. He almost never gives praise, though he rarely gives exasperated criticism either. Many students have speculated that Deen simply doesn’t care whether or not they pass his class. This is actually very close to the truth.

Deen’s teaching style focuses on extreme mobility and depriving an opponent of his means to fight effectively. Disarming techniques are taught, as well as methods of parrying aside blows. Mostly, however, Deen’s instruction can be simply boiled down to “Move so you don’t get hit.” The only problem with this motto seems to be that Deen sometimes doesn’t really seem to care that many of his students can’t move and dodge half as effectively as he can.

Hera Glamnor (CR 12)

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): 1st—longstrider.
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.

Hackles
Small Animal (dog)
Hit Dice:
3d8 +6 (18 hp)
Initiative: +3
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.

Personality:
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.

Teaching Style:
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.

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