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Characters and NPCs in my siblings game (EoM[R])

John Q. Mayhem

Explorer
I'm using Monte Cook's alignment system from the BoHM, DanMcS' weapons system, EoM[R] and Lyceian Arcana, and a few house rules (note Orrin's Perform skill). Ability increases every even level, feats every odd level. If you have 1/2 Str bonus for some reason (like off-hand wielding) the minimum decrease in damage is -1; likewise, two-handed wielding gives you a minimum of +1 damage. I use a class bonus to defense based on d20 Modern. gp are as valuable as pp usually are; sp are the "base" coinage, equivalent to normal D&D gp. Most expensive purchases are conducted in gp. I use AUs Ambidexterity/TWF rules.


Orrin Karlsson, Exalten 4 (my DMPC)
Hit Dice:4d6+8 (25)
Initiative: +4
Speed: 30 ft.
Armor Class: 18 (+4 Dex, +3 Magnificent Defense, +1 class)
Base Attack/Grapple: +3/+3
Attack: MW sword-rapier +8 melee (1d6, 19-20/x2); or MW dagger +8 thrown (1d4+1, x2)
Full Attack: MW sword-rapier +8 melee (1d8) and MW short sword +4 melee (1d6-1); or MW dagger +8 thrown (1d4)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells (CL 3)
Special Qualities: Feat of Heroism, Inspire, Magnificent Defense, human qualities
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 10, Dex 18, Con 14, Int 13, Wis 9, Cha 16
Skills: Perform (harp, singing, epics) 7+1, Bluff 7+3, Diplomacy 7+3, Sleight of Hand 7+4, Knowledge (nobility and royalty) 5+1, Perceive 7-1, Spellcraft 7+1, Sense Motive 7-1, Divination 2-1
Feats: Mighty Hurl, Two-Weapon Fighting, Quick Draw, Weapon Finesse
Environment: Any land
Organization: Any
Challenge Rating: 4
Treasure: MW sword-rapier, MW short sword, MW dagger, harp +3, sack of extradimensionality, bracers of saving throws +1, 100 gp, 300 sp
Alignment: Chaotic 4/Good 1
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Meditation of the Adaptive Mind, Reveal the Lost

Played by me, the DM.

Orrin Karlsson is an itinerant storyteller and singer. He learned magic at the feet of the Druids of Caledon Wood. Orrin now wanders, searching for new experiences and interesting tales.

Feat of Heroism (Ex): Once per day, the Exalten can add a bonus equal to her class level to a single skill check, ability check, or saving throw.
Inspire (Ex): With a few encouraging words and a bit of glorious charisma, the Exalten can inspire another person. As a standard action, the Exalten can exalt any one person other than herself that can see and understand her. The inspired ally gains a +2 morale bonus to saving throws, attack rolls, and damage rolls for a number of rounds equal to the Exalten’s Charisma modifier (minimum 1). Alternately, the Exalten can inspire everyone within earshot who is friendly or helpful, granting them only the +2 morale bonus to saving throws. The Exalten can use this ability once per day per class level.
Magnificent Defence (Su): An Exalten is highly confident in her own dramatic fighting style, and is bolstered by her own prowess. This confidence allows her to calmly face combat and defend herself with elegance and panache. After reaching 3rd level, while wearing no armor, the Exalten applies her Charisma modifier, if positive, to her armor class.

CL: 3
MP: 17

Spell Lists Known (11): Charm Humanoid, Charm Animal, Create Light, Create Sound, Illusion Crystal, Illusion Life, Illusion Ice, Illusion Light, Illusion Sound, Illusion Shadow, Infuse Force

Signature Spells (4):
invisibility (Illusion Shadow 3/Gen 0, 1 minute)
Orrin’s singing blade (Create Sound 1/Infuse Force 1/Gen 1, weapon is +1/+1, +1d6 sound damage for 10 minutes)
Orrin’s caress of stillness (Charm Humanoid 3, target is dazed for 10 rounds, Will DC 14 negates)
flee my wrath! (Charm Humanoid 2/Gen 1, humanoid within 30 ft. is frightened for 10 rounds, Will DC 14 negates each round)


Clenn T'Sara, barbarian of the Peregrine Tribe
Half-elf Fighter 2/Scout 1/Berserker PrC 1
Hit Dice: 2d10+1d8+1d12+12+4 (48)
Initiative: +0
Speed: 40 ft.
Armor Class: 16 (+2 armor, +1 natural, +3 class)
Base Attack/Grapple:
Attack: Ishtak +7* melee (2d6+9, 19-20/x2)
Full Attack: Ishtak +7* melee (2d6+9)
Space/Reach: 5 ft/5 ft
Special Attacks: Rage 1/day, skirmish +1d6
Special Qualities: Fast Movement, trapfinding, half-elf qualities (includes human extra skill points IMC)
Saves: Fort +6, Ref +4, Will +0
Abilities: Str 16, Dex 11, Con 16, Int 9, Wis 10, Cha 14
Skills: Bluff 6+2, Diplomacy 7+2+2+2, Intimidate 6+2, Knowledge (ceremonies) 2-1
Feats: Bonded Item (Ishtak), Power Attack, Iron Hide, Improved Toughness, Weapon Focus (greatsword)
Environment: Any land
Organization: Any
Challenge Rating: 4
Treasure: Ishtak (+1 greatsword)**; MW leather armor; amulet of clear thoughts, 90 sp
Alignment: Chaotic 2/Good 1
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Ritual of Item Bonding

*Power Attacking for -2/+4
**Ishtak is bonded to Clenn using the Ritual of Item Bonding. It has a +1 enhancement bonus for her only, has 20 HP and 12 hardness. A foe must make a DC 16 Will save to attempt to destroy it.

No real back-story as yet. Played by my 11 or 12 year old sister.

Bard the Bear-man
Human Mageknight 3/Anima 1
Hit Dice: 3d8+1d4+8+7 (34)
Initiative: +1
Speed: 25 ft. (30 base, beastscale armor)
Armor Class: 18 (+5 amor, +1 Dex, +2 class)
Base Attack/Grapple: +2/+5
Attack: +1 claw +7 (1d10+4)
Full Attack: +1 claw +7 (1d10+4), claw +6 (1d10+1)
Space/Reach:5 ft/5 ft.
Special Attacks: Spells (CL 2)
Special Qualities: Anima powers
Saves: Fort +4, Ref +2, Will +2
Abilities: Str 16, Dex 13, Con 14, Int 14, Wis 10, Cha 6
Skills: Perceive 6, Search 6+2, Survival 6, Knowledge (ceremonies) 2+2, Knowledge (nature) 4+2, Knowledge (arcane) 4+2, Concentration 6+2
Feats: Hands as Weapons, Ambidexterity, Two-Weapon Fighting, Speed Burst (2/day), Armored Casting, Weapon Focus (claw), Craft Charged Item, Quicken Spell
Environment: Any land
Organization: Any
Challenge Rating: 4
Treasure: +1 claw, +1 beastscale armor, 210 sp
Alignment: Chaotic 2/Good 2
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Meditation of the Adaptive Mind, Ritual of the Shared Repast, Rumors of the Wind and Rain

Played by my 13 year old brother. IRL he's 6'2'' and weighs 280 lb. At 13!!! It's utterly ridiculous. Probably all the coffee we drink.

Bard is the son of a shaman of the Fur-Like-Dusk tribe. He was born with physical symbols of his strong connexion to the great Bear: his mighty claws. Bard was sent from his tribe after undergoing training as a warrior-shaman, to seek his way in the world and find the destiny Fur-Like-Dusk had given him.

Anima powers: Infuse Earth 1/Gen 0 (+2 Str); Infuse Nature 1/Gen 0 (+7 HP); Transform Animal 2/Gen 0 (claws dealing damage as a one-handed weapon)

CL 2

Spell Lists Known (9): Evoke Lightning, Infuse Earth, Transform Animal, Heal Life, Infuse Nature, Abjure Evil, Move Fire, Infuse Force, Create Lightning

Signature Spells (4):
Smite with lightning (Evoke Lightning 0/Gen 1, +1d6 lightning damage, free action)
healing dose (Heal Life 1/Gen 0, heal 2d6)
serpents’ swiftness (Move Fire 1, +20 ft. movement, 10 rounds)
Bard’s lightning blast (Infuse Lightning 1/Gen 1, 2d6 lightning damage as a ranged touch attack within 30 ft.)
 
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John Q. Mayhem

Explorer
Eyeless Hunters

Medium Undead [Death]
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 17 (+2 Dex, +2 natural, +3 dodge), touch 15, flat-footed 12
BAB/Grapple: +1/+3
Attack: Claw +4 melee (1d4+2/19-20)
Full Attack: 2 claws +4 melee (1d4+2/19-20) and bite +2 melee (1d6+1/x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Darkvision 60 ft., undead traits, DR 5/slashing, leaping motion, scent, treewalker
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 14, Dex 15, Con —, Int 10, Wis 14, Cha 10
Skills: Balance +5, Climb +11, Jump +12, Perceive +4, Survival +4
Feats: Weapon Focus (claw), Multiattack (B), Track (B)
Environment: Cold forest
Organization: Solitary, gang (2–4), or pack (7–12)
Challenge Rating:1
Treasure: None
Alignment:Usually neutral evil
Advancement:By character class
Level Adjustment:—

This humanoid figure is shrouded in thick robes, and moves with unnatural agility. When its heavy hood drops for an instant, you can see that it has no eyes, with smooth, yellowish skin covering the face.

Combat: Eyeless hunters tend to travel in packs. While they do have some sense of self-preservation, they tend to fight to the death. Despite their visual handicap, they can sense their surroundings as well as if they had sight. Eyeless hunters receive a dodge bonus to AC as if all their hit dice were Fast Hero levels.

Leaping Motion (Ex): Eyeless hunters have incredibly strong legs and are phenomenal climbers. They receive a +8 racial bonus to Jump checks, and may take 10 on them. They can automatically take 10-foot standing long jumps.

Treewalker: Eyeless hunters can move at their full climbing speed leaping from tree to tree, as long as no two trees are more than 10 feet apart. This mode of movement also applies to rough stone pillars, statues, and similar things.
 
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John Q. Mayhem

Explorer
Eyeless Ranger (Fighter 1/Rogue 3)
Medium Undead [Death]
Hit Dice: 6d12+6 (45 hp)
Initiative: +7
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 20 (+2 Dex, +2 natural, +6 dodge), touch 18, flat-footed 12
BAB/Grapple: +4/+6
Attack: Cursed knife +8 melee (1d6+2 Death/x3)
Full Attack: Cursed knife +8 (1d6+2 Death/x3), claw +5 melee (1d6+1/19-20) and bite +5 melee (1d6+1/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack +2d6
Special Qualities: Darkvision 60 ft., undead traits, DR 5/slashing, evasion, leaping motion, scent, trap sense +1, treewalker
Saves: Fort +4, Ref +7, Will +6
Abilities: Str 15, Dex 17, Con —, Int 10, Wis 14, Cha 10
Skills: Balance +9, Climb +15, Jump +14, Perceive +10, Sneak +8, Survival +10
Feats: Weapon Focus (claw), Improved Toughness, Improved Initiative, Weapon Focus (dagger), Multiattack (B), Track (B)
Environment: Cold forest
Organization: Solitary, gang (2–4), or pack (7–12)
Challenge Rating: 5
Treasure: Cursed knife
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment:—

Cursed knife: Eyeless hunters occasionally carry weapons simply called cursed knives. These jagged, black blades are identical to masterwork daggers created with Create Death 3/Gen 1 and the Craft Permanent Spell feat, and deal elemental Death damage. They deal 1 point of Death damage per round to living creatures that touch them. These knives disappear 1d4 minutes after the eyeless hunter is slain, unless they deal 1 point of damage to a living creature at least once an hour. They are worth about 8,000 sp on the black market; no reliable merchant would carry one, due both to their questionable nature and to the difficulty in storing them.
 
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John Q. Mayhem

Explorer
Eyeless Witch (Mage 5)
Medium Undead [Death]
Hit Dice: 2d12+5d6 (30 hp)
Initiative: +2
Speed: 50 ft. (10 squares), climb 30 ft.
Armor Class: 20 (+2 Dex, +2 natural, +6 dodge), touch 18, flat-footed 12
BAB/Grapple: +3/+4
Attack: Claw +5 melee (1d6+1/19-20); or darksoul sword +6 (1d8+1d6+1/19-20)
Full Attack: 2 claws +5 melee (1d6+1/19-20) and bite +2 melee (1d6/x4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., undead traits, DR 5/slashing, leaping motion, scent, treewalker
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 12, Dex 15, Con —, Int 12, Wis 12, Cha 15
Skills: Balance +5, Dispel Magic +11, Climb +11, Jump +11, Knowledge (arcane) +6, Perceive +3, Scry +6, Spellcraft +11, Survival +3
Feats: Weapon Focus (claw), Combat Proficiency, Spell List Focus (Evoke Death), Spell List Focus (Charm Humanoid), Multiattack (B), Track (B)
Environment: Cold forest
Organization: Solitary, gang (1 plus 2–4 eyeless hunters), or pack (1-2 plus 2-4 eyeless rangers and 7–12 eyeless hunters)
Challenge Rating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment:—

Caster Level 5
Spell Lists Known (15): Charm Humanoid, Charm Undead, Compel Humanoid, Compel Undead, Create Death, Evoke Death, Illusion Death, Illusion Shadow, Illusion Void, Infuse Earth, Infuse Force, Move Death, Move Life, Summon Undead, Transform Undead
MP 35
Free cantrips/day: 7
Signature Spells (6):

Crushing despair (Charm Humanoid 4/Gen 1) A single humanoid within 30 ft. of you must make a DC 16 Will save or be affected with a strong Emotion effect. The creature has a 50% chance of dropping what it holds and flees in whatever manner it can. It also has a –2 penalty to attacks, damage, and saves.
Dread word (Evoke Death 2/Gen 2) Every living creature within 20 feet of you when you speak the word takes 3d6 points of Death damage. Fort half, DC 16.
Shadow nets (Illusion Shadow 3/Gen 1) Creature you touch is invisible for 10 minutes.
Slow (Move Death 2/Gen 1) Creature within 30 ft. must make a DC 13 Will save or be slowed by 30 feet (minimum 10 ft) for 10 rounds.
Darksoul sword (Create Death 3/Gen 1) You create a masterwork black sword that deals Death damage, +1d6, and lasts for 10 minutes.
Word of dispelling (Dispel Magic 4/Gen 1) Dispel check +11, DC 11+CL, +5 if not all lists known, +10 if none known or ID check fails.
 
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John Q. Mayhem

Explorer
Clenn T'Sara, barbarian of the Peregrine Tribe
Half-elf Fighter 2/Scout 1/Berserker PrC 3
Hit Dice: 2d10+1d6+3d12+18+6 (69)
Initiative: +1
Speed: 40 ft.
Armor Class: 19 (+1 Dex, +4 armor, +1 natural, +3 class) touch 14, flat-footed 16
Base Attack/Grapple: +5/+8
Attack: Ishtak +9* melee (2d6+11, 19-20)
Full Attack: Ishtak +9* melee (2d6+11)
Space/Reach: 5 ft/5 ft
Special Attacks: Rage 1/day, skirmish +1d6
Special Qualities: Fast Movement, trapfinding, uncanny dodge, half-elf qualities (includes human extra skill points IMC)
Saves: Fort +7, Ref +4, Will +2
Abilities: Str 16, Dex 12, Con 16, Int 9, Wis 10, Cha 14
Skills: Bluff 8+2, Diplomacy 8+2+2+2, Intimidate 9+2, Knowledge (ceremonies) 5-1
Feats: Bonded Item (Ishtak), Power Attack, Iron Hide, Improved Toughness, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Environment: Any land
Organization: Any
Challenge Rating: 4
Treasure: Ishtak (+1 greatsword)**; MW armored leather coat; amulet of clear thoughts, ring of protection from Elves,vial of holy water, 2 potions of mighty thews, 1072 sp, 950 sp in trade goods.
Alignment: Chaotic 2/Good 1
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Ritual of Item Bonding, Awaken the Slumbering Spirit

*Power Attacking for -2/+4
**Ishtak is bonded to Clenn using the Ritual of Item Bonding. It has a +1 enhancement bonus for her only, has 20 HP and 12 hardness. A foe must make a DC 18 Will save to attempt to destroy it.

Clenn is a warrior from the Peregrine Tribe. She's wandering and fighting because she's bored. (as an aside, don't you hate it when players say that? The player's only 12, though, so what else can ya expect...)
 
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John Q. Mayhem

Explorer
Bard the Bear-man
Human Mageknight 4/Anima 2
Hit Dice: 4d8+2d4+12+7 (49)
Initiative: +2
Speed: 25 ft. (30 base, beastscale armor)
Armor Class: 22 (+5 amor, +2 Dex, +2 natural, +3 class) touch 15, flat-footed 17
Base Attack/Grapple: +4/+7
Attack: +3 claw +11 (1d10+6)
Full Attack: +3 claw +11 (1d10+6), +3 claw +11 (1d10+4)
Space/Reach:5 ft/5 ft.
Special Attacks: Spells (CL 3)
Special Qualities: Anima powers
Saves: Fort +5, Ref +4, Will +3
Abilities: Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 6
Skills: Athletics 2+3-2, Concentration 7+2, Knowledge (ceremonies) 2+2, Knowledge (nature) 4+2, Knowledge (arcane) 5+2, Perceive 7, Search 7+2, Spellcraft 3+2, Survival 7
Feats: Hands as Weapons, Ambidexterity, Two-Weapon Fighting, Speed Burst (3/day), Armored Casting, Weapon Focus (claw), Craft Charged Item, Quicken Spell, Power Attack
Environment: Any land
Organization: Any
Challenge Rating: 6
Treasure: +1 claw, +1 beastscale armor, mighty composite (+2) shortbow, 11 arrows, 2 Ghurtha knives (MW kukris), 995 sp, 995 sp (in trade goods)
Alignment: Chaotic 2/Good 2
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Meditation of the Adaptive Mind, Ritual of the Shared Repast, Rumors of the Wind and Rain

Played by my 13 year old brother. IRL he's 6'2'' and weighs 280 lb. At 13!!! It's utterly ridiculous. Probably all the coffee we drink.

Bard is the son of a shaman of the Fur-Like-Dusk tribe. He was born with physical symbols of his strong connexion to the great Bear: his mighty claws. Bard was sent from his tribe after undergoing training as a warrior-shaman, to seek his way in the world and find the destiny Fur-Like-Dusk had given him.

Anima powers: Infuse Earth 1/Gen 0 (+2 Str); Infuse Nature 1/Gen 0 (+7 HP); Transform Animal 2/Gen 0 (claws dealing damage as a one-handed weapon); Hide of the Bear (Abjure Nature 1/Gen 0, +2 enhancement bonus to natural armor); Ensorcelled Claws (Infuse Force 3/ Gen 0, +3 enhancement bonus to natural attacks)

CL 3
MP: 17
Max MP: 6

Spell Lists Known (11): Abjure Evil, Create Lightning, Evoke Life, Evoke Lightning, Heal Life, Illusion Void, Infuse Earth, Infuse Force, Infuse Nature, Move Fire, Transform Animal

Healing dose (3 MP, heal 4d6)
Serpents’ swiftness (3 MP, +40 ft. movement, 10 rounds)
Bard’s lightning blast (3 MP, 3d6 lightning damage within 30 ft.)
Wrath of the bear (4 MP, become black bear for 10 rounds. Claws +13, +2 damage)
Devastate the Undead (Evoke Life 4/Gen 2; 5d6 Life damage as a touch attack to one within 150 ft.)
 

John Q. Mayhem

Explorer
Orrin Karlsson, Exalten 5/mageknight 1 (my DMPC)
Hit Dice:5d6+1d8+12 (35)
Initiative: +4
Speed: 30 ft.
Armor Class: 23 (+4 Dex, +3 class, +4 armor, +2 shield) touch 17, flat-footed 16
Base Attack/Grapple: +4/+4
Attack: MW sword-rapier +10 melee (1d6/18-20); or MW dagger +10 thrown (1d4+1)
Full Attack: MW sword-rapier +10 melee (1d6/18-20) and MW short sword +5 melee (1d6-1/19-20); or MW dagger +10 thrown (1d4+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Spells (CL 4 1/2)
Special Qualities: Feat of Heroism, Inspire, Magnificent Defense, human qualities
Saves: Fort +5, Ref +8, Will +4
Abilities: Str 11, Dex 18, Con 14, Int 13, Wis 9, Cha 16
Skills: Perform (harp, singing, epics) 7+1, Bluff 7+3, Diplomacy 4+3+2+2+2, Sleight of Hand 7+4, Knowledge (nobility and royalty) 5+1, Perceive 7-1, Spellcraft 7+1, Sense Motive 7-1, Divination 2-1
Feats: Mighty Hurl, Two-Weapon Fighting, Quick Draw, Weapon Finesse, Combat Expertise, Weapon Focus (dagger), Armored Casting, Weapon Focus (rapier)
Environment: Any land
Organization: Any
Challenge Rating: 6
Treasure: MW sword-rapier, MW short sword, MW dagger (in sleeve, perceive DC 26), 2 mundane daggers, shortbow (no arrows), harp +3, sack of extradimensionality, bracers of saving throws +1, 4 potions of healing dose 70 gp, 1200 sp
Alignment: Chaotic 4/Good 1
Advancement: By character class
Level Adjustment: +0
Power Rituals Known: Meditation of the Adaptive Mind, Reveal the Lost


Feat of Heroism (Ex): Once per day, the Exalten can add a bonus equal to her class level to a single skill check, ability check, or saving throw.
Inspire (Ex): With a few encouraging words and a bit of glorious charisma, the Exalten can inspire another person. As a standard action, the Exalten can exalt any one person other than herself that can see and understand her. The inspired ally gains a +2 morale bonus to saving throws, attack rolls, and damage rolls for a number of rounds equal to the Exalten’s Charisma modifier (minimum 1). Alternately, the Exalten can inspire everyone within earshot who is friendly or helpful, granting them only the +2 morale bonus to saving throws. The Exalten can use this ability once per day per class level.
Magnificent Defence (Su): An Exalten is highly confident in her own dramatic fighting style, and is bolstered by her own prowess. This confidence allows her to calmly face combat and defend herself with elegance and panache. After reaching 3rd level, while wearing no armor, the Exalten applies her Charisma modifier, if positive, to her armor class.

CL: 4 1/2
MP: 30

Spell Lists Known (14): Charm Animal, Charm Humanoid, Charm Undead, Create Light, Create Sound, Heal Life, Illusion Crystal, Illusion Ice, Illusion Life, Illusion Light, Illusion Shadow, Illusion Sound, Infuse Force, Infuse Fire.

Signature Spells (5):
Invisibility (3 MP, 1 minute)
Orrin’s singing blade (6 MP, weapon is +2/+2, +2d6 sound damage for 10 minutes)
Orrin’s caress of stillness (3 MP, target is dazed for 10 rounds, Will DC 14 negates)
Orrin’s healing chord (3 MP, cure 3d6 within 30 ft.)
Orrin's lesser singing blade (3 MP, weapon is +1/+1, +1d6 sound damage for 10 minutes)
 
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John Q. Mayhem

Explorer
Hoshar Duelist
Human Fighter 4/Rogue 1
Hit Dice: 4d10+1d6+5 (35)
Initiative: +7
Speed: 30 ft.
Armor Class: 20 (+3 Dex, +3 class, +4 +1 studded leather) touch 16, flat-footed 14, +1 vs. swords of all kinds.
BAB/Grapple: +4/+5
Attack: Hoshar sword +8 (1d8+2/19-20); or dagger +7 (1d4+1/19-20)
Full Attack: Hoshar sword +8 (1d8+2/19-20), dagger +4 (1d6/19-20); or dagger +7 (1d4+1/19-20), dagger +3 (1d4/19-20)
Space/Reach: 5 ft/5 ft
Special Attacks: First Strike +2d6, Sneak Attack +1d6
Special Qualities: Human traits, trapfinding
Saves: Fort +5, Ref +6, Will +1
Abilities: Str 12, Dex 17, Con 12, Int 13, Wis 10, Cha 10
Skills: Athletics +9, Bluff +5, Knowledge (nobility and royalty) +6, Perceive +8, Perform (weapons drill) +8, Sleight of Hand +11
Feats: Natural Swordsman, Improved Initiative, Quick Draw, Weapon Finesse, First Strike, First Strike, Two-Weapon Fighting, Flick of the Wrist
Environment: Any land
Organization: Any
Challenge Rating: 5
Treasure: Masterwork Hoshar sword, 3 masterwork daggers, 7 mundane daggers, silk robes, +1 studded leather armor, ring of resistance to humanoids (+2 vs. humanoid SLAs), 5 potions of healing dose, whetstone of keen edges (5 charges, +1d6 slashing damage for 10 minutes), 2 potions of swift action (+2 Dex, 10 minutes), 2 potions of mighty thews (+2 Str, 10 minutes), 55 sp.
Alignment: LN
Advancement: By character class
Level Adjustment: +0

Tactics
First round: Win initiative. Move to opponent and First Strike with sword (+8, 1d8+3d6+1).
Second round: Attack with sword, Quick Draw dagger in off-hand, use Flick of the Wrist (+4, 4d6).
Afterwards: Finish them!


The Hoshar school is a first-strike dueling school specialized in one-on-one combat. The core feats are Improved Initiative, Quick Draw, and First Strike (from AU, +1d6 damage to flat-footed opponents, can be taken up to 3 times). Gravy is Combat Expertise, Improved Feint, the Bluff skill, Two-Weapon Fighting, and Flick of the Wrist. This duelist is Unbound, not having a truename. More rogue levels would probably be required at higher levels to keep the Hoshar school strong; using a straight unfettered would probably be more elegant, but it wouldn't let me pack in all the feats I wanted for this CR.
 
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John Q. Mayhem

Explorer
Dorian Emissary
Hobgoblin Aristocrat 4
Hit Dice: 4d8+4 (22)
Initiative: +1
Speed: 30 ft.
Armor Class: 14 (+1 Dex, +3 class)
BAB/Grapple: +3/+5
Attack: MW mace +6 (1d8+2); or dagger 20 ft. +4 (1d6)
Full Attack: MW mace +6 (1d8+2); or dagger 20 ft. +4 (1d6)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Hobgoblin traits, influence +2
Saves: Fort +5, Ref +5, Will +5
Abilities: Str 15, Dex 12, Con 12, Int 13, Wis 12, Cha 14
Skills: Bluff +11, Diplomacy +17, Intimidate +9, Knowledge (nobility and royalty) +8, Sense Motive +11
Feats: Wealth B, Skill Application (Diplomacy and Bluff), Skill Focus (Sense Motive), Skill Focus (Diplomacy)
Environment: Any land
Organization: Any
Challenge Rating: 4
Treasure: MW mace, 1d4 daggers, 500 sp
Alignment: LN
Advancement: By character class
Level Adjustment: +1

This humanoid is dressed in fine yellow robes. He looks up at you with a calculating gaze as he sips an aromatic black liquid from a tiny cup.

An ambassador from Dore, a powerful hobgoblin kingdom that hires out mercenaries. Dore is far to the southwest, and hobgoblin emissaries are only rarely found outside of Karth or Vargo's Fortress, where the Dorian preferred beverage, a bitter brew of burnt seeds called khef, has taken hold and begun to overtake tea and gingerwater as the favored non-alchoholic drink.

Dorian Bodyguard
Hobgoblin Ftr 4
Hit Dice: 4d10+16 (38)
Initiative: +7
Speed: 40 ft.
Armor Class: 20 (+3 Dex, +3 class, +4 armor)
BAB/Grapple: +4/+7
Attack: MW mace +9 (2d4+5/x3); or javelin 20 ft. +7 (1d6+3/x3)
Full Attack: MW mace +9 (2d4+5/x3); or javelin 20 ft. +7 (1d6+3/x3)
Space/Reach: 5 ft/5 ft
Special Attacks: -
Special Qualities: Hobgoblin traits
Saves: Fort +5, Ref +4, Will +1
Abilities: Str 16, Dex 16, Con 16, Int 10, Wis 10, Cha 10
Skills: Perceive +7, Sense Motive +7, Sneak +2 (+4 to move silently)
Feats: Improved Toughness, Fleet of Foot, First Strike, Weapon Focus (mace), Improved Initiative, Weapon Specialization (mace)
Environment: Any land
Organization: Any
Challenge Rating: 4
Treasure: MW mace, 2d4 javelins, MW chain shirt, 25 sp, 70 cp
Alignment: LN
Advancement: By character class
Level Adjustment: +1

This tough, capable-looking warrior wears chainmail under his yellow robes. He carries a mace carved with goblin-runes and has an aura of competance and readiness.

Each Dorian emissary travels with a few personal servants and 5 to 10 bodyguards like this one.
 
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John Q. Mayhem

Explorer
Stark’s Bodyguard
Arachnoid Human Fighter 7 (Medium aberration [augmented humanoid, human]
Hit Dice: 7d10+21 (64)
Initiative: +6
Speed: 40 ft, climb 20 ft
Armor Class: 24 (+6 Dex, +4 class, +1 natural, +3 armor)
BAB/Grapple: +7/+8
Attack: +1 shortsword +15 melee (1d6+3/19-20); or bite +13 melee (1d6+1+poison)
Full Attack: +1 shortsword +15/+10 melee (1d6+3/19-20), MW shortsword +15/+10 melee (1d6+2/19-20), 4 MW shortswords +11 melee (1d6+2/19-20), bite +8 melee (1d6+poison)
Space/Reach: 5 ft/5 ft
Special Attacks: Poison
Special Qualities: Human traits, arachnoid traits
Saves: Fort 5, Ref 2, Will 2
Abilities: Str 13, Dex 22, Con 14, Int 8, Wis 10, Cha 8
Skills: Athletics +11, Sneak +16
Feats: Ambidexterity, Multiweapon Fighting, Fleet of Foot, Weapon Focus (shortsword), Improved Toughness, Rapid Strike (shortsword), Weapon Specialization (shortsword), Sturdy, Weapon Finesse, Improved Two-Weapon Fighting
Environment: Underground
Organization: Unique
Challenge Rating: 8
Treasure: +1 shortsword, 5 MW shortswords, +1 leather armor, amulet of heal 5d6 (5 charges), 237 sp, 60 gp
Alignment: NE
Advancement: By character class
Level Adjustment: -

This monstrosity is the result of an experiment in which I attempted to get a ridiculous number of attacks. If I was a rat-bastich, I'd have use a chitine, for an extra 2 swords. However, I am not. I used this creature for the bodyguard of an evil wizard the party had tracked into a nasty swamp in the corner of Faerie. The berserker did a charge attack (with skirmish damage) and was chewed up and spit out. The player is only 11 or 12, so I gave her advice; told her to make a single attack and then move away. It worked out.

Seven times per day, Stark’s bodyguard can use a Rapid Strike as part of a full-attack action. His attack routine is then +1 shortsword +15/+12/+10 melee (1d8+3), MW shortsword +15/+10 melee (1d8+2), 4 MW shortswords +11 melee (1d8+2), bite +8 melee (1d6+poison)

Poison: 1d4 Str, Fort DC 15.
 

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