npc

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.

Elman Forestwalker (CR 13)

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

Elman Forestwalker, CCC Battalion Head (fencing)
Male elf ranger 7/fighter 6:
CR 13; Medium humanoid (elf); Hit Dice 7d8+6d10+13; 75 hp; Init +5; Spd 30 ft. (6 squares); AC 23 (+6 Dex, +4 armor, +1 shield, +3 deflection, +1 competence), 18 touch, 15 flat-footed; BAB/Grapple +13/+14; Atk +22 melee (1d8+3/15-20, +2 rapier); Full atk +20/+15/+10 melee (1d8+3/15-20, +2 rapier) and +20/+15 (1d4+2/17-20, +2 dagger); SQ +2 racial bonus on saves vs. enchantment spells and magical effects, immunity to sleep spells and magical effects, low-light vision, woodland stride; AL NG; SV Fort +11, Reflex +12, Will +5; Str 13, Dex 22, Con 12, Int 14, Wis 12, Cha 14.
Skills and Feats: Climb +1, Handle Animal +10, Heal +7, Hide +16, Jump +11, Intimidate +5, Knowledge (geography) +5, Knowledge (nature) +9, Listen +9, Move Silently +15, Perform (dance) +5, Ride +5, Search +9, Speak Language (Common, Elven, Halfling, Gnoll, Gnome, Goblin), Spot +13, Survival +9, Swim +3; Combat Expertise, Dodge, Endurance, Improved Critical (dagger), Improved Critical (rapier), Improved Feint, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Track, Weapon Finesse, Weapon Focus (dagger), Weapon Focus (rapier).
Animal Companion: Elman Forestwalker has selected an owl as his animal companion (detailed below). He has named the owl Blink.
Combat Style (Ex): Elman Forestwalker has selected two-weapon combat. He gains the Two-Weapon Fighting and Improved Two-Weapon Fighting feats.
Favored Enemy (Ex): Elman Forestwalker gains a +4 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against animals. He gets the same bonus on weapon damage rolls against animals. Additionally, he gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against magical beasts. He gets the same bonus on weapon damage rolls against magical beasts.
Graduate: Elman Forestwalker is a graduate of Carick’s College of Combat. He gains a +1 competence bonus to AC while wearing no armor and a +1 competence bonus to attack rolls while wielding a rapier and dagger.
Skills: Elman Forestwalker gains a +2 racial bonus on Listen, Search and Spot checks. This is reflected in the stat block above.
Wild Empathy (Ex): Elman Forestwalker 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+9, or 1d20+5 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, speak with animals.
Languages: Common, Elven, Gnoll, Halfling, Goblin, Gnome
Possessions: bracers of armor +4, +2 dagger, entertainer’s outfit, gloves of dexterity +2, +2 rapier, ring of protection +3.

Blink
Tiny Animal (owl)
Hit Dice:
3d8 (12 hp)
Initiative: +3
Speed: 10ft. (2 squares), fly 40ft. (average)
Armor Class: 20 (+2 size, +4 Dex, +4 natural), touch 15, flat-footed 16
Base Attack/Grapple: +0/-11
Attack: Talons +6 melee (1d4-3)
Full Attack: Talons +6 melee (1d4-3)
Special Qualities: Evasion, link, low-light vision, share spells
Saves: Fort +2, Ref +6, Will +2
Abilities: Str 4, Dex 18, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +18, Spot +6*
Feats: Weapon Finesse
Skills: Blink has a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. This is reflected in the stat block above. *Blink has a +8 racial bonus on Spot checks in areas of shadowy illumination.
Tricks: Blink knows the Fetch and Perform tricks. See page 75 of the Player’s Handbook for more details.

Personality:
Elman Forestwalker is a very charismatic individual. He loves to be the center of attention, which is evidenced by his flashy clothing and his willingness to show off his various skills in performances. Elman is quick to crack a joke, and his perpetual smile never seems to leave his face. While his razor sharp wit has occasionally offended a few individuals, most of his students adore him and he is well-liked among most of the faculty as well.

Teaching Style:
Elman Forestwalker loves to have fun and he loves for his students to have fun under his tutelage. He believes that drilling is boring and doesn’t prepare a student for the realities of combat, so he generally separates his students into groups of four and has them work with each other during the semester. Instead of grading the students individually, he looks at the group, which encourages each member of the group to help his fellow members where they need it.

Elman’s class is unique in that he encourages his students to settle their disputes through dueling, albeit with wooden weapons. Elman believes that this not only helps the students gain an idea of what a real duel is like, but shows the loser how petty such a dispute really is when the outcome of the fight reveals that he would have died over the dispute. This has the secondary effect of allowing troubled students an outlet for their anger, which is evidenced by the fact that Elman’s class has a reputation for being among the most cool-headed students at CCC.

Dugan Hatchetpitcher (CR 10)

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

Dugan Hatchetpitcher, CCC Battalion Head (thrown weapons)
Female dwarf fighter 10:
CR 10; Medium humanoid (dwarf); Hit Dice 10d10+10; 65 hp; Init +7; Spd 20 ft. (4 squares); AC 24 (+2 Dex, +8 armor, +4 shield), 13 touch, 17 flat-footed; BAB/Grapple +10/+13; Atk +15 melee (1d6+4, +1 mithral throwing axe), or +16 ranged (1d6+4, +1 mithral throwing axe); Full atk +15/+10 melee (1d6+4, +1 mithral throwing axe), or +14/+14/+9 ranged (1d6+4, +1 mithral throwing axe); SQ darkvision 60ft, dwarf traits; AL LN; SV Fort +8, Reflex +7, Will +3; Str 17, Dex 16, Con 13, Int 13, Wis 10, Cha 9.
Skills and Feats: Climb +7, Jump +7, Knowledge (history) +3, Intimidate +11, Profession (teacher) +5, Ride +9, Speak Language (Common, Dwarven, Gnome); Dodge, Improved Initiative, Improved Shield Bash, Mobility, Point Blank Shot, Quick Draw, Rapid Shot, Shot On the Run, Weapon Focus (throwing axe), Weapon Specialization (throwing axe).
Graduate: Dugan Hatchetpitcher is a graduate of Caricks College of Combat. She gains a +1 competence bonus to AC while wearing a breastplate and a +1 competence bonus to attack rolls while wielding a throwing axe.
Possessions: caltrops, +3 breastplate, gauntlets of ogre power, +3 small wooden shield, +1 mithral throwing axe (x4), travelers outfit.

Personality:
Most of her students find Dugan Hatchetpitcher to be dour and overly serious, even for a dwarf. In truth, Dugan simply doesnt respond with anything better than indifference unless one manages to impress her, usually by proving that one has learned what she has been trying to teach. To those who do not take her lessons as seriously as she believes they should, she can seem downright cruel and insulting, not unlike a drill sergeant.

Teaching Style:
Dugan Hatchetpitcher teaches combat with thrown weapons and slings. She is not only exceptionally skilled with thrown weapons; she is also an accomplished instructor, dedicated to spreading the use of oft-overlooked weapons such as the sling and javelin. She can seem hard to approach at times, but she will always make time for any student she feels is seriously trying to learn.

Her teaching style is twofold. First, it focuses on protection, which she demonstrates by spreading caltrops between her and an example student (usually a class clown or someone mouthy or lazy) and instructing him to attack her. While he is trying to make his way through the caltrops, she bashes him with her shield. The second area of focus is quickness of action, which she usually demonstrates with the aid of her set of four matching mithral throwing axes, flinging three of them into a bulls eye and being ready with the fourth before most of her students can even draw so much as one weapon. Students enrolled in Dugans class can expect a great deal of target practice&so much so, in fact, that the doctors in the infirmary have taken to calling their sore muscle salve Hatchetpitcher cream.

Gra'chak (CR 15)

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

Gra’chak, CCC Battalion Head (polearms)
Male hobgoblin barbarian 14:
CR 15; Medium humanoid (goblinoid); Hit Dice 14d12+42; 132 hp; Init +3; Spd 30 ft. (6 squares); AC 25 (+3 Dex, +6 armor, +3 deflection, +2 natural, +1 competence), 13 touch, 14 flat-footed; BAB/Grapple +14/+17; Atk +22 melee (1d10+7/19-20 x3, +3 keen thundering halberd); Full atk +22/+17/+12 melee (1d10+7/19-20 x3, +3 keen thundering halberd); SA greater rage 4/day; SQ damage reduction 3/-, darkvision 60ft, fast movement, improved uncanny dodge, indomitable will, trap sense +4, uncanny dodge; AL LE; SV Fort +11, Reflex +7, Will +5; Str 17, Dex 16, Con 16, Int 13, Wis 12, Cha 10.
Skills and Feats: Balance +7, Climb +13, Handle Animal +5, Intimidate +15, Jump +11, Knowledge (history) +3, Listen +12, Literacy +2, Move Silently +14, Ride +11, Speak Language (Common, Goblin, Orc, Dwarven, Giant), Survival +5; Cleave, Combat Reflexes, Great Cleave, Power Attack, Weapon Focus (halberd).
Graduate: Gra’chak is a graduate of Carick’s College of Combat. He gains a +1 competence bonus to AC while wearing scale mail armor and a +1 competence bonus to attack rolls while wielding a halberd.
Skills: Gra’chak gains a +4 racial bonus on Move Silently checks. This is reflected in the stat block above.
Possessions: amulet of natural armor +2, boots of elvenkind, +3 keen thundering halberd, ring of protection +3, +2 scale mail of moderate fortification, thunderstone, traveler’s outfit.

Personality:
Gra’chak is sometimes considered a loose cannon by his fellow instructors. Perhaps that’s true to an extent, but the reality is that he simply doesn’t believe that a classroom can teach someone how to be a better warrior, which is why he utilizes more drilling and sparring than any other instructor at CCC. Gra’chak respects strength and despises weakness. In his class, those who show weakness of any kind will be looked down upon and often used as little more than training dummies for the rest of the class.

Teaching Style:
Gra’chak is an outland barbarian through and through. His teaching style mainly focuses on hitting as many people as one can as hard as one can with very little consideration given to who is friend and who is foe. Members of his class can expect a high degree of hands-on instruction. He has a higher respect for any student with the rage ability and he is not above singling such a student out for preferential treatment. Although his teaching style borders on a barbarian rage of its own, Gra’chak knows how to keep his battle frenzy in check and he has never lost control and caused the death or maiming of a student. He does have a single black mark on his otherwise spotless safety record, though, as he accidentally used his own halberd during a teaching exercise, which resulted in the deafening of a student. No charges were pressed, as Gra’chak paid for the student’s clerical healing from his own purse.

Gindle Proudfoot (CR 14)

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

Gindle Proudfoot, CCC Battalion Head (archery)
Male halfling fighter 7/ rogue 7:
CR 14; Small humanoid (halfling); Hit Dice 7d10+7d6+28; 89 hp; Init +7; Spd 20 ft. (4 squares); AC 25 (+7 Dex, +4 armor, +2 deflection, +1 size, +1 competence), 20 touch, 14 flat-footed; BAB/Grapple +12/+8; Atk +24 ranged (1d6+3/x3, +2 Small longbow of distance) or Atk +18/+18/+18 ranged (1d6+3/x3, +2 Small longbow of distance); Full atk +24/+19/+14 ranged (1d6+3/x3, +2 Small longbow of distance), or +22/+22/+17/+12 ranged (1d6+3/x3, +2 Small longbow of distance); SA sneak attack (+4d6); SQ +1 racial bonus on saves, +2 morale bonus on saves vs fear, evasion, trap sense (+2), trapfinding, uncanny dodge; AL NG; SV Fort +10, Reflex +15, Will +5; Str 11, Dex 24, Con 14, Int 14, Wis 11, Cha 15.
Skills and Feats: Balance +14, Bluff +5, Climb +10, Craft (bowyer) +5, Escape Artist +15, Gather Information +5, Hide +15, Intimidate +12, Jump +5, Listen +7, Move Silently +20, Ride +10, Search +5, Sense Motive +3, Sleight of Hand +8, Speak Language (Common, Halfling, Gnome, Goblin), Spot +15, Tumble +13, Use Rope +12; Far Shot, Improved Precise Shot, Manyshot, Point Blank Shot, Precise Shot, Quickdraw, Rapid Shot, Weapon Focus (longbow), Weapon Specialization (longbow).
Graduate: Gindle Proudfoot is a graduate of Carick’s College of Combat. He gains a +1 competence bonus to AC while wearing padded armor and a +1 competence bonus to attack rolls while wielding a longbow.
Skills: Gindle Proudfoot gains a +2 racial bonus to Listen checks and a +4 size bonus to Hide checks. This is reflected in the stat block above.
Possessions: 40 arrows, boots of elvenkind, bracers of archery (greater), +2 Small longbow of distance, +3 Small padded armor, ring of protection +2, traveler’s outfit.

Personality:
Gindle Proudfoot is a typical halfling bordering on middle age. He is extremely well traveled, and he’s always willing to talk about the places that he has been and the things he has seen. He especially enjoys telling stories that involve him fighting his way past great odds or overcoming a challenge through the skillful use of a difficult trick shot with his bow. He always pauses after such stories, as though waiting for someone to speak up and it’s a well-known fact around CCC that Gindle loves for someone to doubt his stories so he can make a big show of demonstrating the difficult shot that saved his life.

Teaching Style:
Gindle Proudfoot loves teaching. He loves to be looked at as “the guy who knows.” He especially loves demonstrating the lessons for his students, and he’s always extremely happy when a student picks up on a lesson. Gindle teaches two main lessons&precision and range, in that order. Once a student can hit a hidden or moving target, its time for him to learn how to hit targets at a distance. By the end of the semester, a good student should be able to hit a target so far away he can barely see it.

Gindle doesn’t single bad students out. If anything, he spends more time instructing the students that have less natural talent than others. Occasionally, a particularly rotten apple will show up in his class, such as a spoiled noble’s son that doesn’t want to work for his grade. For these students, Gindle usually tries to scare them into line. Despite his small size, Gindle can be quite intimidating, especially while pulling off an impossible shot with what looks to be little effort. More than once, Gindle has had to cow students into submission by announcing “By all means, please continue goofing off. Just remember that your classmates, your potential rivals, are learning how to kill you before you even see them.” Of course, Gindle always says this while wearing his charming smile.

Karr Tindelman (CR 15)

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

Karr Tindelman, CCC Battalion Head (heavy weapons)
Male half-orc barbarian 8/ fighter 7:
CR 15; Medium humanoid (human, orc); Hit Dice 8d12+7d10+75; 152 hp; Init +1; Spd 30 ft. (6 squares); AC 22 (+9 armor, +3 deflection, +1 competence), 10 touch, 17 flat-footed; BAB/Grapple +15/+21; Atk +26 melee (2d6+13/18-20, +2 keen greatsword of mighty cleaving); Full atk +26/+21/+16 melee (2d6+13/18-20, +2 keen greatsword of mighty cleaving); SA rage 3/day; SQ damage reduction 1/-, darkvision 60ft., fast movement, improved uncanny dodge, trap sense +2, uncanny dodge; AL CN; SV Fort +19, Reflex +8, Will +7; Str 26, Dex 12, Con 20, Int 13, Wis 11, Cha 9.
Skills and Feats: Climb +19, Handle Animal +4, Intimidate +14, Jump +18, Listen +4, Literacy +2, Ride +8, Speak Language (Common, Orc), Survival +5, Swim +11; Cleave, Dodge, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword).
Graduate: Karr Tindelman is a graduate of Carick’s College of Combat. He gains a +1 competence bonus to AC while wearing half-plate armor and a +1 competence bonus to attack rolls while wielding a greatsword.
Possessions: belt of giant strength +4, cloak of resistance +3, +2 keen greatsword of mighty cleaving, +2 half-plate of heavy fortification, ring of protection +3, traveler’s outfit.

Personality:
Karr Tindelman is a grizzled old soldier. Being a veteran of literally hundreds of wartime campaigns, he knows the seriousness of battle. He also knows just how quickly a person’s life can be snuffed out, which results in Karr having a keen love of life. When he is not teaching, he is off enjoying a ride in the countryside or having a drink with his friends at a tavern. Karr respects strength and a warrior’s instinct, but he has an even greater respect for someone that also knows how to live.

Teaching Style:
Karr Tindelman is not a people person. Working closely in a one-on-one teaching session usually results in Karr getting annoyed or the student getting flustered or both. Because of this, Karr teaches by example. He tells the class what to do, shows them how to do it, and then sits back to watch them do it. He doesn’t expect that every student will pick every lesson up on the first try, but he’s quick to single out any student that simply isn’t making a good attempt. Any such student usually becomes the object of scorn, as Karr uses them as a marker of poor performance, such as by saying “Why can’t you get this lesson down? You’re starting to look a lot like Pichael over there!”

Karr’s lessons are usually very straightforward. Run in, bash through your opponent’s defenses, knock him over and kill him while he’s down. Defense is usually the last thing on Karr’s mind when he’s teaching a lesson, and his motto, which the class hears over and over, is “a good offense kicks a good defense’s butt any day of the week.”

Karr always makes an attempt to find out which students are learning the arts of war because they want to and which are there for other reasons. He tries to instill a healthy respect for one’s own life in each of his students, telling them old war stories in an effort to show them that a soldier’s life is short and fleeting and one should enjoy life to its fullest before the end comes. Many of Karr’s students think of him as an out of place philosopher as much as a soldier.

Slith aka "One-hand Slith" (CR 7)

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

Slith, aka “One-hand Slith”, Master of Horses
Male goblin fighter 4/ranger 3:
CR 7; Small humanoid (goblin); Hit Dice 4d10+3d8+12; 49 hp; Init +2; Spd 30 ft. (6 squares); AC 16 (+2 Dex, +3 armor, +1 size), 12 touch, 13 flat-footed; BAB/Grapple +7/+4; Atk +10 melee (1d2+3 non-lethal, Small +2 whip), or +10 melee (1d3+3/19-20 x3, Small +2 keen punch dagger); Full atk +8/+3 melee (1d3+3/19-20 x3, Small +2 keen punch dagger), or +8 melee (1d2+3 non-lethal, Small +2 whip) and +3 melee (1d3+2/19-20 x3, Small +2 keen punch dagger); SQ darkvision 60ft; AL LE; SV Fort +10, Reflex +7, Will +4; Str 12, Dex 15, Con 14, Int 12, Wis 13, Cha 7.
Skills and Feats: Climb +7, Handle Animal +13, Hide +6, Jump +7, Listen +5, Move Silently +10, Ride +17, Sleight of Hand +4, Use Rope +4; Animal Affinity, Deft Hands, Endurance, Exotic Weapon Proficiency (whip), Mounted Combat, Track, Two-Weapon Fighting, Weapon Focus (punch dagger), Weapon Focus (whip).
Combat Style (Ex): Slith has selected two-weapon combat. He gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Slith gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against vermin. He gets the same bonus on weapon damage rolls against vermin.
Skills: Slith gains a +4 racial bonus on Hide, Move Silently and Ride checks. This is reflected in the stat block above.
Wild Empathy (Ex): Slith 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+1, or 1d20-3 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Languages: Common, Goblin, Gnoll
Possessions: bracers of armor +3, cloak of resistance +1, horseshoes of speed, peasant’s outfit, stump knife ( Small +2 keen punch dagger), Small +2 whip

Personality:
Slith (often called “One-hand Slith” by the student body, due to the fact that his left hand is missing, replaced by a stump knife) is not like most goblins. His dedication to his job as stablemaster of CCC and his love of animals is quite atypical for his race. His extensive training in the arts of war has also drilled any hint of cowardice out of him. He is no less petty and cruel for his training, though, and he seems to take a sort of sadistic enjoyment both from scaring the students and watching them get hurt in the field due to their own ignorance.

Slith is often spoken about in hushed tones among the students. Stories abound about Slith sneaking into a barracks at night and slitting the throats of students he doesn’t like. One popular rumor that has circulated for years is that the bodies of several students that earned his ire are buried in the large manure pile behind the main stable building. Contrary to popular belief, Slith has never killed any of the students, as he values his position too much to risk being fired. He has, however, orchestrated the expulsion of more than one student that crossed him.

Teaching Style:
Slith is not an instructor. More often than not, when students are anywhere near him, it is because an instructor has brought his class for a lesson in mounted combat (or they are on punishment duty, being forced to brush the animals down or muck out stalls). Still, he does occasionally like to visit the field to watch classes, always hoping to witness an injury or two. Woe to any student that takes out his ire for being thrown on an animal, though. Slith is extremely protective of his animals and has a reputation on the campus for having nearly whipped to death a young girl that tried using a willow reed to punish a horse that had thrown her.

Ki Shia Li (CR 12)

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

Ki Shia Li, CCC Battalion Head (unarmed)
Female human monk 12:
CR 12; Medium humanoid (human); Hit Dice 12d8+14; 66 hp; Init +2; Spd 70 ft. (14 squares); AC 18 (+2 Dex, +4 Wis, +2 monk), 18 touch, 16 flat-footed; BAB/Grapple +10/+14; Atk +12 melee (2d6+2, unarmed strike); Full atk +12/+12 /+12/+7 melee (2d6+2, unarmed strike); SA greater flurry of blows; SQ abundant step, diamond body, diamond soul, fast movement, ki strike (magic and lawful), improved evasion, purity of body, slow fall (70 ft.), still mind, wholeness of body; AL LG; SV Fort +10, Reflex +13, Will +13; Str 14, Dex 15, Con 13, Int 13, Wis 18, Cha 14.
Skills and Feats: Climb +6, Concentration +5, Escape Artist +7, Hide +4, Jump +12, Listen +8, Move Silently +9, Perform (dance) +2, Sense Motive +14, Speak Language (Common, Giant), Spot +10, Tumble +19; Blind-Fight, Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Trip, Improved Unarmed Strike, Lightning Reflexes, Stunning Fist.
Ki Strike (Su): Ki Shia Li’s unarmed attacks count as both magic and lawful weapons for the purposes of overcoming damage resistance.
Possessions: monk’s outfit

Personality:
Ki Shia Li is a woman with simple tastes. She is well-liked by almost everyone, but most people don’t understand some of her ways, such as her firm practice of abstaining from the use of magic items of any kind. While the payment she receives from CCC is enough to make her a wealthy woman, she gives all of it away to noble causes, worthy students having financial troubles or to the monastery where she was trained. She believes that simplicity begets harmony and strives to maintain as simple a life as possible.

Teaching Style:
Ki Shia Li is a patient and understanding instructor. She tries to present her teachings to her classes in an indirect way to allow the students to figure out her wisdom on their own (in fact, she prefers to refer to herself as a guide rather than a teacher). Meditation and slow kata dancing are part of every class she teaches. It is her firm belief that weapons are more of a hindrance than a benefit, as they make one dependent on something other than himself. This belief shows through in her instruction, as an early part of her curriculum includes simple techniques to disarm opponents of their weapons, thus using their dependency against them. A large part of Ki Shia Li’s teaching focuses on fighting multiple opponents and she emphasizes techniques such as stunning joint locks and sweeping trips to help even the odds. Despite the damage such attacks can potentially do, Ki Shia Li is exceptionally gentle with her students and almost every student that attends her class loves her for it.

Rac Stonebreaker (CR 12)

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

Rac Stonebreaker, CCC Battalion Head (heavy armor)
Male dwarf fighter 7/cleric 5:
CR 12; Medium humanoid (dwarf); Hit Dice 7d10+5d8+60; 123 hp; Init +0; Spd 20 ft. (4 squares); AC 27 (+11 armor, +5 shield, +1 deflection), 10 touch, 20 flat-footed; BAB/Grapple +10/+13; Atk +15 melee (1d8+7/x3, +2 warhammer); Full atk +15/+10 melee (1d8+7/x3, +2 warhammer); SA spellcasting, turn undead, SQ darkvision 60ft, dwarf traits; AL CN; SV Fort +16, Reflex +3, Will +7; Str 17, Dex 10, Con 20, Int 13, Wis 13, Cha 11.
Skills and Feats: Climb +7, Concentration +10, Craft (armorsmithing) +5, Intimidate +10, Jump +8, Knowledge (religon) +6, Ride +3, Speak Language (Celestial, Common, Dwarven, Giant), Spellcraft +6, Swim +5; Cleave, Combat Expertise, Great Cleave, Great Fortitude, Improved Turning, Power Attack, Toughness, Weapon Focus (warhammer), Weapon Specialization (warhammer)
Luck Domain: Once per day, Rac Stonebreaker can reroll one roll before the DM declares whether it is a success or failure. Rac Stonebreaker must accept the result of the reroll, even if it is worse than the original roll.
Strength Domain: Once per day as a supernatural ability, Rac Stonebreaker can perform a feat of amazing strength. He gains an enhancement bonus to Strength equal to his cleric level (5), which lasts for a single round. Activating this power is a free action.
Typical Cleric Spells Prepared (Save DC 11+spell level): 0th-cure minor wounds (x3), mending (x2); 1st-command (x2), cure light wounds (x2), enlarge person*; 2nd-bull’s strength*, calm emotions, zone of truth; 3rd-daylight, magic vestment*.
*domain spell
Graduate: Rac Stonebreaker is a graduate of Carick’s College of Combat. He gains a +1 competence bonus to AC while wearing full plate armor and a +1 competence bonus to attack rolls while wielding a warhammer.
Possessions: flask of strong alcohol, +3 full plate, +3 heavy steel shield, ring of protection +1, traveler’s outfit, +2 warhammer.

Personality:
Rac Stonebreaker is a man that most people don’t much like. Some write that off because of his race, but even other dwarves usually don’t like him. Rac is crabby, cantankerous and foul-tempered. Usually, this is due to a hangover he has from imbibing more alcohol than any dwarf has a right to the night (or morning) before. In short, Rac Stonebreaker is an alcoholic. Fortunately for him, his sense of duty has kept him from letting his drinking problem get in the way of his work.

Teaching Style:
Rac Stonebreaker runs his classroom with an iron fist. He is more of a drill instructor than a teacher, but his methods are very effective. As much as he does it, it would seem that Rac actually enjoys yelling at his students&rather, it would seem so if he ever so much as cracked a smile in class. Rac’s instruction teaches that there is no better protection than a solid sheet of metal between a person and a sword blow and that anyone who thinks otherwise is a fool bound for death on the battlefield. His students endure a great deal of drilling, but the majority of lessons involves the students getting hit with blunted weapons to teach them that such things rarely hurt, as good, solid armor absorbs the blow. Needless to say, minor injuries are more common in Rac Stonebreaker’s class than most others, but his healing abilities help to offset this statistic.

Melora Malvus (CR 12)

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

Melora Malvus, CCC Battalion Head (shields)
Female human fighter 12:
CR 12; Medium humanoid (human); Hit Dice 12d10+24; 79 hp; Init +1; Spd 20 ft. (4 squares); AC 29 (+1 Dex, +11 armor, +5 shield, +1 deflection, +1 competence), 12 touch, 20 flat-footed; BAB/Grapple +12/+15; Atk +18 melee (1d6+7, +3 spiked heavy shield of light fortification), or +16 melee (1d8+2/x3, +1 battleaxe); Full atk +18/+13/+8 melee (1d6+7, +3 spiked heavy shield of light fortification), or +16/+11/+6 melee (1d6+7, +3 spiked heavy shield of light fortification) and +14 melee (1d8+4/x3, +1 battleaxe); AL CG; SV Fort +12, Reflex +7, Will +6; Str 17, Dex 13, Con 14, Int 13, Wis 11, Cha 10.
Skills and Feats: Climb +3, Intimidate +12, Jump +8, Listen +2, Ride +6, Spot +2, Survival +3, Swim +4; Dodge, Endurance, Greater Weapon Focus (heavy shield), Greater Weapon Specialization (heavy shield), Improved Bull Rush, Improved Overrun, Improved Shield Bash, Mobility, Power Attack, Spring Attack, Two-Weapon Fighting, Weapon Focus (heavy shield), Weapon Specialization (heavy shield).
Graduate: Melora Malvus is a graduate of Carick’s College of Combat. She gains a +1 competence bonus to AC while using a shield and a +1 competence bonus to attack rolls while wielding a heavy shield.
Languages: Common, Giant, Goblin
Possessions: +1 battleaxe, cloak of resistance +2, +3 full plate, ring of protection +1, +3 spiked heavy steel shield of light fortification*, traveler’s outfit
*The enhancement bonus to this shield applies only to armor class, not to attacks made with it.

Personality:
The phrase “tough old buzzard” would describe Melora Malvus very well. Melora is not especially pretty, a fact that doesn’t seem to bother her, since she has always found battle and war to be much closer to her heart than thoughts of courtship or a family. The thrill of a good battle gets her so worked up that many who see her fighting will swear she comes from an uncivilized barbarian tribe. She prefers to use her shield as a weapon and only seems to draw a real weapon as an afterthought.

She can be a hard teacher, but she’s quick to praise good work with a grin and a hearty slap on the back. Most of Melora’s students like her very much, as she’s one of the few instructors at CCC that fraternizes with the students. The fact she’s also the first to buy everyone a round of drinks certainly doesn’t hurt either.

Teaching Style:
Melora Malvus’s theory on war is that those who stay in the rear miss the best part of the battle. This philosophy certainly influences her teaching, as she often speaks in terms of being surrounded by the chaos of battle. She teaches first by example and then by hands-on sparring. Using a training dummy, she violently demonstrates a maneuver and then has the class pair up to practice it. After they seem to have it down, she repeats the process again and again with other maneuvers. Near the end of the day, she splits the class into two groups and a mock battle breaks out. Melora expects to see the lessons of the day used liberally during this battle and if they are not, the lessons will be repeated the next day.

Melora expects a full commitment from her students and won’t tolerate any slackers. She’s quick to weed out those that won’t make it through the rigors of her class and have them transferred to another instructor. The constant drilling and sparring that takes place under her instruction wears all but the most stalwart of students completely out, but it certainly helps prepare them for hardships of real battle they will eventually have to endure on a real war campaign. As to Melora herself, she never seems to tire and she rips through training dummies at such a rate that it’s rumored there is a tailor’s shop dedicated to nothing but repairing the wounds she inflicts on them.

Pages

Subscribe to RSS - npc