npc

Venus Hallek (CR 4)

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

Venus Hallek, Head Librarian

Jarell Khairn (CR 10)

Note: This NPC was originally written as part of the Roadside Ambush encounter, found here.

Jarell Khairn
Male human monk 8/ ranger 2:
CR 10; Medium humanoid (human); Hit Dice 10d8+10; 50 hp; Init +6; Spd 50 ft. (10 squares); AC 18 (+2 Dex, +2 Wis, +2 armor, +2 monk), 16 touch, 16 flat-footed; BAB/Grapple +8/+13; Atk +11 melee (2d6+1, unarmed strike); Full atk +11 melee (2d6+1, unarmed strike) and +6 melee (2d6+1, unarmed strike) or +9 melee (2d6+1, unarmed strike) and +9 melee (2d6+1, unarmed strike) and +4 melee (2d6+1, unarmed strike) or +7 melee (2d6+1, unarmed strike) and +7 melee (2d6+1, unarmed strike) and +7 melee (2d6, unarmed strike) and +2 melee (2d6+1, unarmed strike); SA flurry of blows, stunning fist (9/day); SQ evasion, fast movement, ki strike (magic), purity of body, slow fall (40 ft.), still mind, wholeness of body; AL LE; SV Fort +10, Reflex +11, Will +8; Str 12, Dex 14, Con 12, Int 13, Wis 15, Cha 8.
Skills and Feats: Balance +6 (4 monk, +2 Dex), Climb +5 (4 monk, +1 Str), Concentration +5 (4 monk, +1), Escape Artist +6 (4 monk, +2 Dex), Hide +9 (7 monk, +2 Dex), Jump +5 (4 monk, +1 Str), Knowledge (dungeoneering) +3 (2 ranger, +1 Int), Knowledge (nature) +3 (2 ranger, +1 Int), Listen +10 (8 monk, +2 Wis), Move Silently +9 (7 monk, +2 Dex), Search +6 (5 ranger, +1 Int), Sense Motive +7 (5 monk, +2 Wis), Spot +10 (8 monk, +2 Wis), Survival +7 (5 ranger, +2 Wis), Tumble +13 (11 monk, +2 Dex); Combat Reflexes, Improved Grapple, Improved Initiative, Improved Trip, Improved Unarmed Strike, Stunning Fist, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (unarmed).
Combat Style (Ex): Jarell Khairn has selected two-weapon combat. He gains the Two-Weapon Fighting feat.
Favored Enemy (Ex): Jarell Khairn gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against orcs. He gets the same bonus on weapon damage rolls against orcs.
Ki Strike (Su): Jarell Khairn’s unarmed attacks count as magic weapons for the purposes of overcoming damage resistance.
Wild Empathy (Ex): Jarell Khairn 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, Orc
Possessions: Bracers of armor +2, monk’s belt, monk’s outfit.

Description:
Height: 5’11
Weight: 187 lbs
Age: 29
Eyes: A fierce dark brown.
Hair: Shaved, though it can sometimes be a week or two before he shaves again.
Skin: Dark mahogany brown stretched tight over hard muscles.

Personality:
Jarell Khairn is a quiet, brooding man. He seems to exude an aura that warns others not to bother him, and looks perpetually irritated. This didn’t stop many of the orcs in Houge Krahl’s band from trying when he first showed up, but though they may have initially laughed at his lack of weapons, every one of them maintains a respectful distance from him whenever possible. When he initially stumbled on the orc warband, Jarell was forced to fight for their amusement. After killing several strong warriors with his bare hands, the warchief, Houge Krahl set him free, proclaiming him a great warrior. Jarell chose to stay and since then, has been like Houge Krahl’s shadow, watching his back and helping prevent his assassination.

Combat:
Jarell Khairn has neither the need or want of weapons. If possible, he will attempt to ambush an opponent from hiding, using his Stunning Fist feat to set the opponent up for Houge Krahl to skewer. If ambushing a target is not possible, he will instead become a whirling dervish of limbs, throwing fists and feet, knees and elbows, shoulders and even the occasional headbutt in a frenzy, trying to beat his way through his opponents before they have a chance to react. Often, the first attack he makes in a full attack action will be a Stunning Fist attempt to make it easier for the rest of his blows to land.

Against more than one opponent, Jarell may use his flurry of blows to cause damage, but if he and Houge Krahl are outnumbered, he’s likely to attempt a series of trip attempts instead, using his Improved Trip feat to put his enemies on the ground where he and his companion can more easy deal with them as they lie prone and as they try to stand. If an opponent wanders too close and provokes an attack of opportunity, Jarell almost always makes a trip attempt, trying not only to hurt them, but to halt their movement as well.

Houge Krahl (CR 12)

Note: This NPC was originally written as part of the Roadside Ambush encounter, found here.

Houge Krahl
Male half-orc cleric 8/barbarian 4:
CR 12; Medium humanoid (human, orc); Hit Dice 8d8+4d12+36; 103 hp; Init +1; Spd 30 ft. (6 squares); AC 21 (+1 Dex, +6 armor, +3 shield, +1 deflection), 12 touch, 17 flat-footed; BAB/Grapple +10/+13; Atk +15 melee (1d8+3/19-20x3, +1 keen spear) or +12 ranged (1d8+3/19-20x3, +1 keen spear); Full atk +15 melee (1d8+3/19-20x3, +1 keen spear) and +10 melee (1d8+3/19-20x3, +1 keen spear) or +12 ranged (1d8+3/19-20x3, +1 keen spear); SA rage (2/day), rebuke undead, spells; SQ darkvision 60ft, fast movement, uncanny dodge, orc heritage, trap sense +1; AL CE; SV Fort +14, Reflex +5, Will +10; Str 17, Dex 13, Con 16, Int 8, Wis 15, Cha 6.
Skills and Feats (armor check –4): Climb +4 (1 barbarian, +3 Str), Concentration +7 (4 cleric, +3 Con), Hide +6 (+1 Dex, +5 item), Intimidate +5 (7 barbarian, -2 Cha), Jump +4 (1 barbarian, +3 Str), Knowledge (religion) +3 (4 cleric, -1 Int), Listen +7 (5 barbarian, +2 Wis), Move Silently +6 (+1 Dex, +5 item), Spot +7 (+2 Wis, +5 item), Survival +9 (7 barbarian, +2 Wis); Greater Overrun, Improved Overrun, Power Attack, Scorpion’s Strike, Superior Overrun, Weapon Focus (spear).
Strength Domain:
Once per day as a supernatural ability, Houge Krahl can perform a feat of amazing strength. He gains an enhancement bonus to Strength equal to his cleric level (8), which lasts for a single round. Activating this power is a free action.
War Domain: Houge Krahl gains the Weapon Focus (spear) feat.
Typical Cleric Spells Prepared
(6/6/5/4/3; Save DC 12+spell level): 0th—cure minor wounds, guidance (x2), resistance, virtue (x2); 1st—bane, cause fear, command, deathwatch, doom, enlarge person*; 2nd—bull’s strength*, cure moderate wounds, darkness, death knell, hold person; 3rd—bestow curse, cure serious wounds, magic vestment*; 4th—divine power*, poison, spell immunity.
*domain spell
Languages: Common, Orc
Possessions: Amulet of health +2, +1 breastplate of shadow, boots of elvenkind, cloak of resistance +1, eyes of the eagle, +1 heavy wooden shield, holy symbol (wooden), +1 keen spear, potion of cure moderate wounds, ring of protection +1, scroll of cure serious wounds, traveler’s outfit.

Description:
Height: 6’4
Weight: 240 lbs
Age: 32
Eyes: Small and angry, with pupils that look solid black.
Hair: Black. Short and messy, with the appearance of having been cut with a dull knife.
Skin: Light gray, the color of limestone. Ruddy and scarred.

Personality:
Houge Krahl lives to fight. Every aspect of his daily life is geared towards fighting. He dominates those around him, cowing them into admitting that his is stronger than they are. Those he can’t intimidate thusly, he goads into challenging him, where he makes an example of them for others to see.

Houge Krahl has become the warchief of a band of vicious orc warriors through little more than his own strength and brutality, which is legendary, even among orcs. Despite the stigma of being a half-orc among orcs, his ruthlessness and fearlessness in combat put him in a position to challenge the last warchief. Once he prevailed, there was no shortage of those wishing to challenge him, seeing a half-orc as an easy target. Thus far, Houge Krahl has brutally slaughtered more than a dozen such challengers. Many assassination attempts have also been made but between the strength of Houge and the diligence of his good friend Jarell, each has been thwarted.

Combat:
Unlike some other orcish chieftains, Houge Krahl does not like to showboat his fights, dragging them out for the entertainment of whoever might be watching. Instead, he is brutally efficient, seeking to end the fight as quickly as possible. Usually, he will open a fight by overrunning his opponent(s), stabbing them with his spear as he barrels over them. If he’s facing a single opponent, he will position himself within reach so he may attempt to stab them as they stand up. Against an opponent larger than himself or against multiple opponents, he will often use his rage ability to increase his Strength and make it more likely he will prevail with an overrun attack.

Houge Krahl prepares spells that either aid him or hinder his opponents, and does not concern himself with buffing his allies. If he knows a fight is coming, he will prepare himself using bull’s strength and enlarge person. If he’s facing more than one opponent, he will also use bane. Houge Krahl has triumphed against more than one strong opponent by using hold person to paralyze them and then making a coup de gras attack with the bonus damage from his strength domain ability.

Guy Montague (CR 8)

Guy Montague
Male half-elf psion (telepath) 4/ psychic warrior 2/ fighter 2
: CR 8; Medium humanoid (elf, human); Hit Dice 2d10+2d8+4d4+18; 52 hp; Init -1; Spd 30 ft. (6 squares); AC 18 (-1 Dex, +6 Armor, +3 Shield), 9 touch, 18 flat-footed; BAB/Grapple +5/+7; Atk +8 melee (1d6+2/x4, masterwork heavy pick) or +7 melee (1d4+2/19-20x2, dagger) or +4 ranged (1d4+2/19-20x2, dagger); Full atk +8 melee (1d6+2/x4, heavy pick) or +7 melee (1d4+2/19-20x2, dagger) or +4 ranged (1d4+2/19-20x2, dagger); SA psionics; SQ +2 racial bonus on saves vs. enchantment spells and magical effects, immunity to sleep spells and magical effects, low-light vision; AL LE; SV Fort +8, Reflex +0, Will +6; Str 15, Dex 8, Con 12, Int 15, Wis 14, Cha 10.
Skills and Feats: Autohypnosis +3, Bluff +5, Climb +6, Concentration +11, Diplomacy +2, Gather Information +4, Handle Animal +4, Intimidate +6, Jump +6, Knowledge (psionics) +6, Listen +3, Search +3, Sense Motive +4, Speak Language +1, Spot +3; Combat Expertise, Improved Feint, Improved Trip, Narrow Mind, Psionic Body, Psionic Meditation, Psionic Weapon, Speed of Thought.
Languages: Common, Dwarf, Elf, Gnome, Halfling

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.

Quelramas Berelmin, Chairman of the Righteous and Benevolent Society of the Argent Fountain

Male elf sorcerer 8: CR 8; Hit Dice 8d4+8; 30 hp; Init +2; Spd 30 ft. (6 squares); AC 12, touch 12, flat-footed 10; BAB/Grapple +4/+3; Atk; Full atk; SA spells; SQ +2 racial bonus to saves vs. enchantment spells and effects, +2 racial bonus to Listen, Search, and Spot checks, find secret doors, immunity to magical sleep effects, low-light vision, summon familiar, weapon proficiencies; AL NE; SV Fort +3, Reflex +4, Will +6; Abilities Str 8, Dex 14, Con 12, Int 14, Wis 10, Cha 16.

Kamin Moriah, Arch-chancellor of the Imperial University

Human male exp 16: CR 15; Hit Dice 16d6; 56 hp; Init -2; Spd 30 ft. (6 squares); AC 10, touch 8, flat-footed 10; BAB/Grapple +12/+11; Atk +13 melee (1d6+1, +2 defending light mace); Full atk +13/+8/+3 melee (1d6+1, +2 defending light mace); SA –; SQ –; AL LG; SV Fort +5, Reflex +3, Will +14; Abilities Str 9, Dex 7, Con 11, Int 20, Wis 14, Cha 15.

Grand Magus Vim of the Worshipful Order of the Squared Circle

Half-elf male sorcerer 13: CR 13; Medium humanoid (elf); Hit Dice 13d4-13; 21 hp; Initiative +1; Spd 30 ft.

Emperor Aurelon IV

Anointed Champion of Agon, Commander of the Legions of Auresh, Glorious Spokesman of the Gods and Ancestors

Male human ari 8: CR 7; Hit Dice 8d8; 36 hp; Spd 30 ft. (6 squares); Init +1; AC 35, 16 touch, 34 flat-footed; BAB/Grapple +6/+6; Atk +10 melee (1d8+4/17-20, Divine Will of Agon) or +6 melee (1d4, unarmed strike); Full atk +10/+10/+5 melee (1d8+4/17-20, Divine Will of Agon) or +6/+1 melee (1d4, unarmed strike); AL LN; SV Fort +7, Ref +8, Will +12; Abilities Str 10, Dex 13, Con 10, Int 15, Wis 13, Cha 18.

Damer Bors, General of the Seventh Legion of Auresh

Male dwarf paladin 9 of Derena: CR 9; Medium humanoid (dwarf); Hit Dice 9d10+18; 72 hp; Init -1; Spd 20 ft.

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