npc

Rane Konda (CR 12)

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

Rane Konda, CCC Battalion Head (medium armor)
Male half-orc barbarian 6/ fighter 6:
CR 12; Medium humanoid (human, orc); Hit Dice 6d12+6d10+60; 132 hp; Init +1; Spd 30 ft. (6 squares); AC 24 (+1 Dex, +9 armor, +2 deflection, +1 natural, +1 competence), 13 touch, 22 flat-footed; BAB/Grapple +12/+15; Atk +16 melee (2d4+5/18-20, +1 falchion of speed); Full atk +16/+16/+11/+6 melee (2d4+5/18-20, +1 falchion of speed); SA rage 2/day; SQ darkvision 60 ft., fast movement, trap sense +2, improved uncanny dodge; AL CG; SV Fort +15, Reflex +7, Will +4; Str 17, Dex 13, Con 21, Int 14, Wis 10, Cha 12.
Skills and Feats: Climb +13, Handle Animal +3, Hide +6, Intimidate +11, Jump +13, Listen +8, Literacy +2, Ride +7, Speak Language (Common, Dwarven, Giant, Goblin, Orc), Spot +3, Survival +8, Swim +7, Tumble +6;.Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Whirlwind Attack
Graduate: Rane Konda is a graduate of Carick's College of Combat. He gains a +1 competence bonus to AC while wearing chainmail armor and a +1 competence bonus to attack rolls while wielding a falchion.
Possessions: amulet of natural armor +1, boots of speed, +4 chainmail, cloak of elvenkind, explorer's outfit, +1 falchion of speed, ring of protection +2.

Personality:
Rane Konda is a gruff sort. He gets along fairly well with most people, but his level stare and the fact he doesn't say much usually puts other people on edge around him. Rane has no problem speaking to people, but rarely does so, since he doesn't like to waste words when he doesn't have something important to say. When he looks around a room or at a person, he always sizes things up with a warrior's instincts, a fact which leads many people to become insulted, as they believe he's trying to stare them down. While this isn't usually the case, Rane doesn't seem to mind, since he rarely cares what others think of him.

Teaching Style:
Rane Konda directs the focus of his lessons on combining mobility with a strong hand. He tries to steer his students away from the "glorified dancing" that tends to take place during fencing matches, stating that while speed and the ability to dodge a blow is important, a real warrior depends mostly on the strength of his sword arm. At the same time, he teaches his students that while encasing one's self in a suit of heavy metal plates does provide a great deal of protection, it's more of a hindrance than a help. The middle ground, says Rane, is an armor that offers both protection and mobility.

Students in Rane's class can expect to sleep well at night, due to being completely worn out. Rane's lesson plans include mock combats, twenty mile hikes and even obstacle courses, all while wearing a full armor kit. Those that can keep up with the grueling pace are often rewarded with positions of military authority within the class. Those who cannot are usually left behind.

Reese Karington (CR 19)

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

Reese Karington, Dean of Academics
Male half-elf fighter 16/ ranger 3:
CR 19; Medium humanoid (elf, human); Hit Dice 16d10+3d8+19; 116 hp; Init +5; Spd 30 ft. (6 squares); AC 32 (+4 Dex, +8 armor, +1 shield, +4 natural, deflection +5), 19 touch, 18 flat-footed; BAB/Grapple +19/+26; Atk +30 melee (1d8+15, +3 flaming burst dire flail); Full atk +28/+23/+18/+13 melee (1d8+12, +3 flaming burst dire flail) and +28/+23 (1d8+8, +3 icy burst dire flail); SQ +2 racial bonus on saves vs. enchantment spells and magical effects, immunity to sleep spells and magical effects, low-light vision; AL NG; SV Fort +21, Reflex +16, Will +11; Str 24, Dex 21, Con 12, Int 14, Wis 11, Cha 12.
Skills and Feats: Climb +10, Craft (weaponsmithing) +4, Diplomacy +3, Gather Information +3, Handle Animal +5, Knowledge (local) +2, Intimidate +14, Jump +12, Knowledge (history) +3, Knowledge (local) +3, Listen +8, Move Silently +7, Ride +8, Search +8, Speak Language (Common, Elven, Giant, Dwarven, Gnome, Halfling), Spot +8, Swim +7; Cleave, Combat Expertise, Diehard, Dodge, Endurance, Exotic Weapon Proficiency (dire flail), Great Cleave, Great Fortitude, Improved Two-Weapon Fighting, Mobility, Power Attack, Spring Attack, Track, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (dire flail), Weapon Specialization (dire flail).
Combat Style (Ex): Reese Karington has selected two-weapon combat. He gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Reese Karington gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against giants. He gets the same bonus on weapon damage rolls against giants.
Skills: Reese Karington 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): Reese Karington 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+4, or 1d20 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Possessions: amulet of natural armor +4, belt of giant strength +6, boots of elvenkind, cloak of resistance +5, +3 flaming burst/+3 icy burst dire flail, gloves of dexterity +4, noble’s outfit, ring of protection +5, ring of sustenance, +5 studded leather of light fortification.

Personality:
Reese Karington is a hard-working man with a strong work ethic. He very much hates to be idle and must be working on something at all times or he becomes restless very quickly. His duties as Dean of Academics keep him fairly busy, but Reese is a wonderful multi-tasker and almost always has a project on the side. Since becoming Dean, he has learned three new languages, funneled school funds to build a much-needed expansion wing to the armory building and actually led the building crew himself. Most of the faculty refers to Reese as “the machine.”

Teaching Style:
Reese Karington is not an instructor. He has been known to sit in on a class here and there, though, and is rumored to have even participated in a classroom demonstration or two. On occasion, he has tutored students for short periods to help them prepare for tournaments, drill demonstrations or wrestling matches. Reese believes that his job as Dean must involve helping the students in any way that he can and he often doubles as a sort of guidance councilor, listening to the problems of students and trying to help them and even going so far as to pull strings to help worthy students get career opportunities after graduation. Dean Karington is extremely well liked by most of the faculty and students, as he will often go out of his way to accommodate their needs.

Ki Long (CR 1)

Ki Long
Male human monk 1
: CR 1; Medium humanoid (human); Hit Dice 1d8+1; 9 hp; Init +1; Spd 30 ft. (4 squares); AC 15 (+2 Dex, +3 Wis), 12 touch, 20 flat-footed; BAB/Grapple +0/+1; Atk +1 melee (1d6, unarmed strike); Full atk -1/-1 melee (1d6, unarmed strike); SA flurry of blows; AL LG; SV Fort +3, Reflex +4, Will +5; Str 11, Dex 14, Con 12, Int 13, Wis 17, Cha 16.
Skills and Feats: Balance +4, Climb +3, Concentration +4, Diplomacy +5, Escape Artist +4, Jump +3, Knowledge (religion) +4, Listen +5, Spot +5, Tumble +4; Dodge, Improved Unarmed Strike, Mobility, Stunning Fist.
Languages: Common, Giant
Possessions: Belt pouch (x3), flint and steel, monk’s outfit, trail rations (x2), waterskin, wooden holy symbol (Heironeous).

Height: 5’8
Weight: 165 lbs
Age: 15 (or so&he’s not certain when his birthday really is)
Eyes: Green
Hair: A black topknot tightly braided, which falls halfway down his back
Skin: A deeply tanned bronze color
Misc: A colorful tattoo of a dragon snakes across Ki’s upper left arm and shoulder and onto his back a bit. The dragon’s whiskers and a small part of his face are visible on Ki’s neck, but the rest is usually hidden under his clothing.

Description:
Ki is thin and extremely well muscled. His youth combined with his baby face often mark him as a child, but his outgoing nature soon proves otherwise. He is usually wearing a smile, as though he’s perpetually seeing something that makes him happy. He is quick to laugh and genuinely enjoys helping people in any way he can, be that lending them money or working in their gardens for a while. Ki favors darkly colored clothing, usually a brown or green vestment. On hot days, he will slip out of the top half of his outfit, letting it hang behind him, which shows off his well-toned body.

Personality:
Ki Long is extremely easy going. Unlike many other monks that have been sequestered behind monastery walls all their lives, Ki loves the company of other people. He is unusually witty and is able to get along easily with just about anyone. His sense of humor and his calm manner generally make everyone want to be his friend.

Though Ki has spent the majority of his life in a monastery, he is far from naïve. He could hardly be considered worldly, but he’s spent a great deal of time outside of the monastery walls and among the common people. He rarely feels like an outsider among throngs of people.

Ki has a great respect for life. He loves his own life a great deal. In fact, while he is still considered a bit reserved by most people, many of his fellow monks view him as nearly hedonistic. It is because of his respect for life that he travels, always on the lookout for anyone that can benefit from his help. While his overall goal in life is to become a paladin, his goal for the here and now is to help those than cannot help themselves in any way he can. He cannot abide the strong bullying those weaker than themselves and will intervene on behalf of the underdog in any situation.

Ki’s respect for life extends to his opponents as well as his friends. He is more likely to resolve a fight using non-lethal means than to kill his opponent. Usually, he will attempt to end the fight by knocking his opponent unconscious. For an obviously inferior opponent (such as a drunken tavern patron that picks a fight), this is usually little more than grabbing the opponent and putting a sleeper hold on them. With an opponent that proves too tough to be felled with such a simple tactic, Ki usually resorts to simply beating them unconscious. For a particularly tough opponent, Ki will attempt to stun them to gain some time to disarm or neutralize them without putting others at risk.

Despite his non-violent nature, Ki’s respect for life is tempered with a realistic outlook on life. He has never killed anyone before, but he realizes that in his pursuit for justice and protection of the common people, he may well be forced into a situation where he has to kill an opponent. He has accepted this. He believes he has made peace with this fact, though only time and the eventuality of killing an opponent will tell for certain. Given that he sees a vast difference between bullying and outright murder, it is likely that it won’t be long at all before his peace is tested.

As for himself, Ki wants more than anything to be a holy warrior, a champion of faith. Within the sermons of a traveling priest, he heard the holy voice of a god and became instantly and forever enthralled with love for his new patron. He takes heart in knowing that if he works hard enough and proves his capability, Heironeous may accept him into the ranks of his holy paladins. Material wealth and earthly goods mean little to him outside of the good they can do for those he helps and protects. Ki is much more interested in the heavenly reward of love and pride his deity will feel for him if he can earn a place among the paladins of Heironeous.

Hagred Stonebite (CR 8)

Hagred Stonebite
Male dwarf fighter 4/barbarian 4:
CR 8; Medium humanoid (dwarf); Hit Dice 4d10 + 4d12 + 16; 70 hp; Init +1; Spd 30 ft. (6 squares); AC 20 (+1 Dex, +7 armor, +1 natural, +1 deflection), 12 touch, 19 flat-footed; BAB/Grapple +8/+12; Atk +13 melee (2d6+6, +2 large flail) or +10 ranged (1d6+4, masterwork throwing axe); Full atk +13/+8 melee (2d6+6, +2 large flail) or +10/+5 ranged (1d6+4, masterwork throwing axe); SA rage 2/day; SQ darkvision 60ft, dwarf traits, fast movement, trap sense +1, uncanny dodge; AL CN; SV Fort +10, Reflex +3, Will +4; Str 18, Dex 12, Con 14, Int 11, Wis 14, Cha 10.
Skills and Feats: Climb +6, Craft (cooking) +4, Intimidate +6, Jump +5, Listen +6, Speak Language (Giant), Survival +7; Cleave, Diehard, Endurance, Power Attack, Weapon Focus (flail), Weapon Specialization (flail)
Languages: Common, dwarven, giant
Possessions: +2 breastplate, +2 large flail, amulet of natural armor +1, backpack*, bedroll, flint and steel, Murlynd’s spoon, potion of bull’s strength, potion of cure light wounds (x2), ring of protection +1, throwing axe (masterwork) (x2), waterskin.
*Almost everything the backpack contains is random food items of some type, such as bread, cheese or meats.

Physical Description:
Many dwarves are gruff and surly. Hagred Stonebite puts every one of them to shame. His hard, ruddy face never seems to show any emotion except disinterest, even when he’s interested in something. He is wide, even for a dwarf, and exceptionally muscular. His strength, he maintains, is natural and isn’t enhanced by magic at all. Hagred’s head is shaved and waxed to a shine and his long beard has lines of gray in it, hinting at an age he will never confirm to anyone.

Personality:
Hagred Stonebite was once a guard and the trail cook for a traveling caravan, and had designs on opening his own tavern one day. After that caravan and all of his friends in it was entirely wiped out by ogres (while he was away), Hagred grew even more gruff than he was before. Despite his heart being hardened by his hatred of ogres, he still likes to cook, and considers himself the resident chef for his traveling group, which includes Kurain Sandwalker and Vladimir Pedriski. So long as circumstances permit, he cooks up a lavish meal (by adventurers’ standards) for his group each night, though he accepts compliments and thanks with only a grunt.

Despite his gruff exterior, Hagred very much likes his two companions (and is even growing fond of Vladimir’s bear, Nikita). On top of their being his last link to several friends who died during the ogre raid on his caravan, he genuinely likes them. He would, and almost has, on several occasions, willingly die to save them. On one such occasion, he stood his ground against a huge ogre chieftain in order to buy his friends time to escape. Through his great combat skill and no small amount of luck, he managed to slay the giant, which is how he came into possession of the giant flail he wields today.

Combat:
Hagred Stonebite doesn’t waste any time or energy with flashy moves of seat-of-his-pants antics. Among his band, he is meant to be a hard-hitting brute, and he performs this task very well. If facing multiple opponents and he has the opportunity, Hagred will toss his throwing axes before drawing his giant flail. If only facing a single opponent, he will instead quickly close to melee distance and attempt to turn his enemy into a flattened pile of goo with his flail. When facing off against ogres, as he often does, Hagred will enter a barbarian rage and will use his Power Attack feat to do as much damage per strike as possible, trusting on his racial bonus to AC against giants to help keep him alive. Unless stopped, Hagred will coup de gras any downed ogre before moving on to the next enemy.

Vladimir Pedriski (CR 8)

Vladimir Pedriski
Male human ranger 8:
CR 8; Medium humanoid (human); Hit Dice 8d8; 40 hp; Init +4; Spd 30 ft. (6 squares); AC 20 (+4 Dex, +5 armor, +1 natural), 15 touch, 16 flat-footed; BAB/Grapple +8/+9; Atk +10 melee (1d6+1/19-20x2, masterwork short sword) or +14 ranged (1d8+2/x3, +1 composite longbow) or +10/+10 ranged (1d8+2/x3, +1 composite longbow); Full atk +10/+5 melee (1d6+1/19-20x2, masterwork short sword) or +14/+9 ranged (1d8+2/x3, +1 composite longbow) or +12/+12/+7 ranged (1d8+2/x3, +1 composite longbow); SQ swift tracker, woodland stride; AL CN; SV Fort +7, Reflex +11, Will +5; Str 12, Dex 18, Con 10, Int 12, Wis 14, Cha 10.
Skills and Feats: Climb +8 (+7 ranger, +1 Str), Concentration +3 (+3 ranger), Craft (bowyer) +11 (+10 ranger, +1 Int), Hide +15 (+11 ranger, +4 Dex), Knowledge (nature) +10 (+6 ranger, +4 Dex), Listen +10 (+8 ranger, +2 Wis), Move Silently +15 (+11 ranger, +4 Dex), Spot +13 (+11 ranger, +2 Wis), Survival +14 (+10 ranger, +2 Wis, +2 synergy); Dodge, Endurance, Far Shot, Manyshot, Point Blank Shot, Rapid Shot, Track, Weapon Focus (longbow).
Animal Companion: Vladimir Pedriski has selected a black bear as his animal companion (detailed below). He has named the bear Nikita.
Combat Style (Ex): Vladimir Pedriski has selected archery. He gains the Rapid Shot and Manyshot feats.
Favored Enemy (Ex): Vladimir Pedriski 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 giants. He gets the same bonus on weapon damage rolls against giants.
Wild Empathy (Ex): Vladimir Pedriski 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+8, or 1d20+4 if attempting to influence a magical beast with an Intelligence score of 1 or 2.
Typical Ranger Spells Prepared (Save DC 12+spell level): 1st-entangle, longstrider; 2nd-bear's endurance.
Languages: Common, giant
Possessions: +1 composite longbow (+1 Str bonus), +1 mithral shirt, amulet of natural armor +1, arrows (x39), backpack, bedroll, cloak of resistance +1, flint and steel, gloves of Dexterity +2, potion of cure light wounds (x2), short sword (masterwork).

Nikita
Medium Animal (black bear)
Hit Dice:
3d8+6 (19 hp)
Initiative: +1
Speed: 40ft. (8 squares)
Armor Class: 13 ( +1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +2/+6
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: 5ft/5ft
Special Qualities: Link, low-light vision, scent, share spells
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Climb +4, Listen +4, Spot +4, Swim +8
Feats: Endurance, Run
Skills: Nikita has a +4 racial bonus on Swim checks.
Tricks: Nikita knows the Guard, Stay and Track tricks. See page 75 of the Player’s Handbook for more details.

Physical Description:
Vladimir Pedriski is ruggedly handsome&at least, he thinks so. He’s well defined and muscular which, coupled with his angular features, does indeed make him a fairly handsome man, in the sort of “badboy” way that some young women find irresistible. He’s fairly tall, about 6’3, and has dark brown hair that compliments his tanned skin. He spends a lot of time outdoors, and looks it.

Personality:
Vladimir Pedriski is very easygoing and talkative when around others. He always has a smile and usually knows just what to say to make others smile. His hatred of ogres is in stark contrast to this. Many months ago, he was the top hunter-gatherer for a trade caravan. While away, the caravan was decimated by a group of ogres, leaving only Vladimir and two others who were away with him at the time, Hagred Stonebite and Kurain Sandwalker, as survivors. Since then, it has been like a burning crusade for him and his friends to track and kill ogres, and if they had their way, the genocide of the entire ogre race would be accomplished.

Combat:
Vladimir Pedriski is at his best with a bow in his hands. His job in the group is to act as a sort of artillery platform, launching a constant barrage of arrows into enemy ranks. When facing a single opponent, he will generally hold his ground at range and pump as many arrows into the target as he can, making good use of his Rapid Shot feat. If multiple opponents are available, he will either spread his attacks evenly among them or concentrate them on the opponent that appears the most dangerous. If the distance between Vladimir and his targets is closer than he might like, he may draw his shortsword, but is more likely to move away from his opponents while harrying them with as many arrows as he can using his Manyshot feat.

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.

Marc Grandlekeen, Trollkiller, Trapper and Researcher

Male half-elf rng 2/ tra 4: CR 6; Medium humanoid (human) (elf); Hit Dice 2d8+4 plus 4d4+8; 36 hp; Init +3; Spd 30 ft.

Gnome Bard

I decided to start with a gnome for the bard class. Gnome is the only core race with the bard class as its favored class, so I thought it would be fitting.

Winilistrae, Archdruid of the Tallwood

Elf female druid 12: CR 12; Medium humanoid (elf); HD 12d8-36; hp 15; Init -2; Spd 30 ft. (6 squares); AC 8 (8 touch, 8 flat-footed); BAB/Grapple +9/+6; Atk +7 melee (1d6-2, +1 quarterstaff) or +7 ranged (by spell); Full atk +7/+2 melee (1d6-2, +1 quarterstaff), or +7/+2 ranged (by spell); SA spellcasting, spontaneous casting, wildshape (Large, plant, Tiny) 5/day; SQ +2 racial bonus to saves vs.

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