cr 3

Chain Delver (CR 3)

Chain Delver
Male dwarven fighter 3
: CR 3; Medium humanoid (dwarf); Hit Dice 3d10+6 26 hp; Init +4; Spd 20 ft. (4 squares); AC 18 (+4 Dex, +4 armor), 14 touch, 14 flat-footed; BAB/Grapple +3/+5; Atk +8 melee (2d4+3, masterwork spiked chain) or +7 ranged (1d6+2, throwing axe); Full atk +8 melee (2d4+3, masterwork spiked chain) or +7 ranged (1d6+2, throwing axe); SQ darkvision 60ft, dwarf traits; AL NG; SV Fort +6, Reflex +6, Will +2; Str 14, Dex 18, Con 14, Int 10, Wis 10, Cha 8.
Skills and Feats: Climb +4, Jump +4, Knowledge (dungeoneering) +1, Speak Language +1, Tumble +5; Combat Reflexes, Exotic Weapon Proficiency (spiked chain), Weapon Finesse.
Languages: Common, Dwarven, Undercommon
Possessions: Acid (x3)*, alchemist fire (x2)*, bedroll (x2)*, caltrops (x3)*, candle (x10)*, chalk (x10)*, cloak of resistance +1, compass*, crowbar*, explorer’s outfit, Heward’s handy haversack, portable ram*, potion of cure light wounds, rope (hemp; 100ft)*, spiked chain (masterwork), +1 studded leather, throwing axe, trail rations (x5)*, winter blanket*, 62gp*, 147sp*. (41 lbs carried)
*items located in the Heward’s handy haversack

Description:
Height: 4’3
Weight: 155 lbs
Age: 70
Eyes: Brown
Hair: Medium-long brown hair pulled back and tied into a club. Mustache and beard are braided and allowed to hang free.
Skin: Ruddy, but a bit pale for a dwarf.

Chain exudes confidence and strength. He tends towards speaking little and staring people right in the eyes, which puts many people off. Chain isn’t exactly good with people, a fact that might help explain his decision to become an underground explorer.

Personality:
Chain Delver is a quiet individual. He talks very little and never uses three words when two will do. The exception to this is when he’s with his cousin and exploring partner, Leleaux Dugget. When they are away from the crowds of the city, he’s as open and personable with her as he can be. She appears to be the rock that he clings to when things get hard and situations look hopeless.

Chain has little use for most other people. He treats fellow explorers he meets with respect, but most people in civilized society are pretty much a means to an end for him. The bartender exists only to provide him with beer, the shopkeeper exists to provide him with new gear, etc. He explores as much to be away from other people as he does for love of exploration.

Combat:

Chain has specialized in a quite un-dwarven weapon, the spiked chain. His nimble hands and quick reflexes have allowed him to master this weapon with efficiency, and to be able to use it to best advantage in the tight caverns he is often in. Against smaller opponents, chain usually find a choke point in the surrounding area and then wait for them to approach, using his Combat Reflexes feat to best effect. Against larger or tougher opponents, he will often attempt to Tumble past their defenses and occupy their attention long enough for his cousin Leleaux to sneak behind and gain a flanking position. Whatever he’s fighting, he’s ruthlessly efficient and rarely allows survivors that could come back to haunt him.

Grana Sune (CR 3)

Grana Sune
Male human barbarian 3
: CR 3; Medium humanoid (human); Hit Dice 3d12+15; 42 hp; Init +2; Spd 40ft. (30ft w/armor) (8 squares; 6 w/armor); AC 18 (+2 Dex, +5 Armor, +1 Shield), 12 touch, 16 flat-footed; BAB/Grapple +3/+5; Atk or full atk +5 melee (2d6+3/19-20x2, masterwork greatsword) or +5 melee (1d4+2/18-20x2, kukri) or +5 ranged (1d6/x3, shortbow); SA rage 1/day; SQ fast movement, trap sense +1,uncanny dodge; AL CG; SV Fort +5, Reflex +4, Will +3; Str 14, Dex 14, Con 14, Int 8, Wis 13, Cha 10.
Skills and Feats: Climb +5, Handle Animal +2, Intimidate +5, Listen +4, Move Silently +3, Ride +4, Spot +2, Survival +5; Toughness, Toughness, Toughness.
Languages: Common (illiterate)
Possessions: arrows (20), backpack, breastplate (masterwork), buckler (masterwork), flint and steel, greatsword (masterwork), kukri, potion of cure light wounds (x2), shortbow, torch (x2), trail rations (x2), traveler’s outfit, waterskin, whetstone, 21gp, 9sp, 6cp.
Total encumbrance: 64lbs +8lbs for full waterskin (medium load) +1lb for 36 coins
Armor check penalty: -3

Grana Sune (raging/ 7 rounds)
Male human barbarian 3
: CR3; Medium humanoid (human); Hit Dice 3d12+16; 43 hp; Init +2; Spd 40ft. (30ft w/armor) (8 squares; 6 w/armor); AC 16 (+2 Dex, +5 Armor, +1 Shield, -2 Rage), 12 touch, 16 flat-footed; BAB/Grapple +3/+7; Atk or full atk +7 melee (2d6+6/19-20x2, masterwork greatsword) or +7 melee (1d4+4/18-20x2, kukri) or +5 ranged (1d6/x3, shortbow); SA rage 1/day; SQ fast movement, trap sense +1,uncanny dodge; AL CG; SV Fort +7, Reflex +4, Will +5; Str 18, Dex 14, Con 18, Int 8, Wis 13, Cha 10.
Skills and Feats: Climb +5, Handle Animal +2, Intimidate +5, Listen +4, Move Silently +3, Ride +4, Spot +2, Survival +5; Toughness, Toughness, Toughness.

Height: 6’4
Weight: 230 lbs
Age: 23
Eyes: Brown and surrounded by wrinkles, suggesting lots of time squinting in the sun.
Hair: Black. Fine and smooth, rough weather conditions aside, suggesting Asian-like ancestry.
Skin: Heavily tanned with a pale yellowish tint.
Misc: A small scar mars Grana’s right eye area, though the eye itself is undamaged. Other small scars pepper his chest and upper arms and legs, though his clothing and armor usually keeps these hidden.

Description:
Anyone that knows anything about cultural evolution would probably guess that Grana hails from a desert region. This isn’t too far off, since in truth, he comes from an area of steppes known for biting winds. His skin is extremely tan and a bit ruddy from spending a long time in the open sun. Grana’s face usually remains fairly stoic, unless he’s engaged in battle, when it becomes a grinning death mask, which is usually covered in the blood of his enemies.

Personality:
Grana is a brute, pure and simple. He is not without knowledge of the world, but he’s never shown the slightest interest in learning from a book (or learning to read, for that matter). He doesn’t treat “book learners” with any less respect than anyone else, but does privately shake his head and roll his eyes when they’re not looking. After all, what problem could exist that he can’t solve with the might of his sword arm?

Grana is quick to make friends over a few stiff drinks, but his open, brutally honest manner turns many people off. He is not a strategist and is prone to slicing and dicing his enemies before the thought of questioning them comes to mind∧ it usually doesn’t even after the fact.

History:
Grana was born into a nomadic tribe on the steppes. The tribe was very obviously a horse culture, following those that could best control and utilize their horses in battle and shunning those that couldn’t ride, believing that they had lost the favor of the gods. After an accident left him with two broken legs, his tribe abandoned him to the steppes, leaving him behind while they moved on. At first, Grana resigned himself to death, but as time passed, his will to continue living grew until it became like a furnace inside of him. He crawled to a basic natural shelter and spent weeks doing little more than bringing down small game animals that ventured too close and contemplated introverted thoughts that eventually strengthened his resolve to live through any hardship.

Once his legs were strong enough to walk again, he took off in a single direction, looking to abandon the steppes. He heard distant calls for help and rescued a traveling family from an enraged bear. He was injured slightly during the battle, but drove off the bear. The Barnes family was returning to their home in Fairhill after a pilgrimage to a cathedral in Pembrose. The patriarch of the family, Curly Barnes, tried to introduce Grana to civilization. After Grana regained his strength, Curly helped him find a number of jobs in town. The boredom of civilized life didn't sit well with Grana, and he quickly grew restless. Several citizens mistrusted or feared Grana, and once again he decided to take to the road. Before he left, Curly gave him a parting gift. A fine silver key with a thin filament of bronze-like metal running along the edges.

Leleaux Dugget (CR 3)

Leleaux Dugget
Female dwarven ranger 2/rogue 1
: CR 3; Medium humanoid (dwarf); Hit Dice 2d8+1d6+6 20 hp; Init +7; Spd 20 ft. (4 squares); AC 17 (+3 Dex, +4 armor), 13 touch, 14 flat-footed; BAB/Grapple +2/+3; Atk +6 melee (1d4+1/x4, light pick) or +5 ranged (1d8/19-20x2, light crossbow); Full atk +4 melee (1d4+1/x4, light pick) and +4 melee (1d4+1/x4, light pick); SA sneak attack +1d6, SQ darkvision 60ft, dwarf traits, trapfinding; AL N; SV Fort +5, Reflex +8, Will +0; Str 13, Dex 17, Con 15, Int 11, Wis 10, Cha 10.
Skills and Feats: Balance +7, Decipher Script +4, Disable Device +4, Heal +2, Hide +2, Knowledge (dungeoneering) +3, Listen +1, Move Silently +4, Open Lock +7, Search +4, Spot +4, Tumble +7, Use Magic Device +4, Use Rope +5; Improved Initiative, Two-Weapon Fighting, Weapon Finesse.
Combat Style (Ex): Leleaux Dugget has selected two-weapon combat. She gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Leleaux Dugget gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. He gets the same bonus on weapon damage rolls against aberrations.
Languages:
Common, Dwarven
Possessions*: Backpack, belt pouch (x4), bolts (x30), explorer's outfit, light crossbow, light pick (x2), mithril shirt, sunrod, thieves tools (masterwork; x2), trail rations (x3). (33 lbs carried)
*most of Leleaux's possessions are carried by her cousin, Chain Delver.

Description:
Height: 4'2
Weight: 145 lbs
Age: 72
Eyes: Brown
Hair: Brown hair cut short to avoid getting snagged.
Skin: Pale for a dwarf, due to so much time underground.

Most dwarves would consider Leleaux to be pretty, but only in a tomboy sort of way. Her hair is kept short and she wears the clothes of a man most of the time. If not for the lack of a beard, she might be able to pass for a man.

Personality:
Leleaux Dugget is personable enough. Like many adventurers, she is more practical than anything else. When she and her cousin Chain Delver enter civilization, she takes care of selling off their findings and making certain they have a safe place to sleep and stash their gear. She doesn't have the same attitude of dismissal bordering on dislike for most people that Chain does, so by mutual agreement, she handles most in-town interaction.

Leleaux explores mostly for the sake of exploration. She enjoys the feeling of setting foot in a place that no dwarf has ever seen before. She loves knowing that she’s helped rid the world of foul aberrations and mapped another area of the world where others can come. Most of all, she wants others to know that she discovered this place and made it safe for them. When such an area is discovered, Leleaux will usually carve her name into the wall in a conspicuous place for posterity.

Combat:

Leleaux works best when she can surprise her opponent or catch him off-guard. If possible, she'll set up an ambush and jump out at an opponent as he passes by. More often, she tries to set up a flanking situation with her cousin Chain. His long reach keeps opponents occupied and gives her more opportunities to flank an opponent and make good use of her sneak attack ability.

Sheena Spire (CR 3)

Note: This NPC was originally written as part of the Repository location, found here.
Download this NPC in a ready-to-print character sheet.

Sheena Spire, Instructor
Female human expert 3/ commoner 1:
CR 3; Medium humanoid (human); Hit Dice 3d6+1d4-8; 5 hp; Init -1; Spd 30 ft. (6 squares); AC 9 (-1 Dex), 9 touch, 9 flat-footed; BAB/Grapple +2/+0; Atk +0 melee (1d3-2 non-lethal, unarmed strike); Full atk +0 melee (1d3-2 non-lethal, unarmed); AL LN; SV Fort -1, Reflex +0, Will +6; Str 6, Dex 9, Con 7, Int 15, Wis 13, Cha 12.
Skills and Feats: Appraise +4, Craft (bookbinding) +6, Decipher Script +7, Diplomacy +4, Forgery +5, Gather Information +4, Intimidate +3, Knowledge (architecture and engineering) +4, Knowledge (geography) +5, Knowledge (history) +9, Knowledge (local) +5, Knowledge (nature) +5, Knowledge (religion) +4, Listen +5, Profession (librarian) +4, Search +4, Speak Language (Common, Elven, Dwarven), Spot +5; Diligent, Iron Will, Skill Focus (Knowledge (history)).
Possessions*: scholar’s outfit, 12sp.
Sheena is very old with no family and has little use for the money she is paid for teaching. For the past decade, she has given almost all of her pay as a donation to the Repository, keeping only enough to treat herself to a nice dinner every once in a while.

Personality:
Sheena Spire is sometimes jokingly called the most ancient thing in the Repository. At 61 years old, she expects that her students and peers will defer to her experience in most things. This is not to say that she doesn’t know when to admit that she’s wrong, but she knows that she has seen and done many things and she isn’t about to let some young upstart trivialize that. Despite being as small and frail-looking as she is, Sheena can be quite intimidating. Sheena has a reputation for being slightly crotchety with adults, so she teaches children exclusively. She’s a strict disciplinarian, which causes some children to dislike her, but she cares very passionately about giving children the education she feels they deserve.


Teaching Style:
Sheena Spire is old-fashioned, and teaches children the way that she was taught. If a child misbehaves, he is punished by having to write an apology on the classroom slate stone several dozen times or by being forced to wear a ridiculous dunce hat and sit in the corner. Children that truly cross the line receive a spanking in front of the rest of the class.

Sheena always assigns some small form of homework except on sixth day of class (before the children’s day off). She believes that this helps keep the lessons fresh in the children’s minds so they retain more information. Sheena tends of focus on history, both recent and ancient, as a teaching tool, using it as a reference for teaching about geography, science and the like.

Sha-Hala Es K'ali (CR 3)

Note: This NPC was originally written as part of the Repository location, found here.
Download this NPC in a ready-to-print character sheet.

Sha-Hala Es K’ali, Instructor
Female elf expert 3/ ranger 1:
CR 3; Medium humanoid (elf); Hit Dice 3d6+1d8; 18 hp; Init +2; Spd 30 ft. (6 squares); AC 12 (+2 Dex), 12 touch, 10 flat-footed; BAB/Grapple +3/+2; Atk +3 melee (1d4-1, dagger) or +2 melee (1d3-1 non-lethal, unarmed) or +6 (1d6, shortbow); Full atk +3 melee (1d4-1, dagger) or +2 melee (1d3-1 non-lethal, unarmed) or +6 (1d6, shortbow); +2 racial bonus on saves vs. enchantment spells and magical effects, immunity to sleep spells and magical effects, low-light vision; AL CN; SV Fort +3, Reflex +5, Will +4; Str 8, Dex 14, Con 10, Int 13, Wis 13, Cha 8.
Skills and Feats: Craft (bowyer) +3, Decipher Script +3, Diplomacy +0, Forgery +2, Gather Information +3, Hide +6, Knowledge (dungeoneering) +2, Knowledge (geography) +7, Knowledge (local) +3, Knowledge (nature) +9, Listen +8, Move Silently +5, Profession (librarian) +3, Search +5, Spot +8, Survival +8; Alertness, Endurance, Track.
Favored Enemy (Ex): Sha-Hala Es K’ali gains a +2 bonus on her Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. She gets the same bonus on weapon damage rolls against animals.
Wild Empathy (Ex): Sha-Hala Es K’ali can improve the attitude of an animal in the same way a Diplomacy check can improve the attitude of a sentient being. The total roll is 1d20+1.
Languages: Common, Elven
Possessions: Arrows (x14)*, dagger (masterwork), explorer’s outfit*, leather armor, scholar’s outfit, shortbow (masterwork)*, 15gp, 12sp.
* usually kept in a locked chest in Sha-Hala’s chambers.

Personality:
Sha-Hala Es K’ali is a child of the desert. The harsh conditions of her homeland tend to breed strong, rigid people, capable of surviving anything life throws at them and despising those too weak to at least make an attempt to do the same. This outlook definitely shows through in Sha-Hala. Most people consider her to be gruff at best and outright hostile at worst. She is far removed from her people, though, and has learned to accept the limitations of those not born to her harsh homeland. It is through a desire to help make others better than they otherwise would be that lead her to teach at The Repository.

Teaching Style:
Sha-Hala Es K’ali could accurately be described as “a harsh taskmistress.” She is a competent instructor and her methods are effective, but she is the instructor that the students all hope they don’t get. Sha-Hala keeps a strict class with a strict schedule and expects that her students will keep up with her quick pacing. Whenever possible, she assigns some form of work to be done outside of class. She is wary, though, that Lelaras frowns on a high washout rate among students, so she generally knows when to ease up a bit.

Shinjo Nobunaga (CR 3)

Shinjo Nobunaga
Male human wizard 1/monk 2
: CR 3; Medium humanoid (human); Hit Dice 1d4+2d8+3 16 hp; Init +2; Spd 30 ft. (6 squares); AC 17 (+2 Dex, +3 Wis, +1 natural, +1 deflection), 16 touch, 15 flat-footed; BAB/Grapple +1/+7; Atk +4 melee (1d6+2, unarmed strike) or +3 ranged (1d2+2, shuriken); Full atk +4 melee (1d6+2, unarmed strike) or +2/+2 melee (1d6+2, unarmed strike) or +3 ranged (1d2+2, shuriken); SA flurry of blows, spells; SQ evasion; AL LN; SV Fort +4, Reflex +5, Will +8; Str 14, Dex 14, Con 12, Int 13, Wis 16, Cha 9.

Skills and Feats: Balance +4, Climb +4, Concentration +5, Jump +4, Knowledge (arcana) +5, Move Silently +4, Spot +5, Spellcraft +5, Tumble +4, Speak Language (Celestial, Infernal); Combat Expertise, Improved Grapple, Improved Trip, Improved Unarmed Strike, Scribe Scroll, Weapon Focus (unarmed).
Languages: Common, Abyssal, Celestial, Infernal.

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