Yes, but as I wrote, Grom the ranger is not only Narrin's friend, but he reveres one Forrester.
You might not know Forrester: he is the arch anti-elf.
Grom just can't abide elves, not even in the cooking pot (they taste horrible.) Their heads on his trophy posts will do nicely, though.
Repost (for ease of reference) -
Claire
5th level character, 5th level wizard, CR 5, high elven, neutral good, reveres Sehanine Moonbow
Medium humanoid (Elf), 130 years old, female, 4 feet 6 inches, 80#, blue eyes, long silken black hair (let down); milky skin
Str 10 (+0), Int 18 (+4), Wis 11 (+0), Dex 17 (+3), Con 15 (+2), Cha 13 (+1)
Hit points 24, HD 5d4+10, current hit points 24, non-lethal damage accumulated 0
Move 30 ft, Face/Reach 5 ft/5 ft
AC 14 (+0 armor, +0 shield, +3 Dex, +0 size, +1 natural, +0 deflection, +0 other), touch AC 11, flat footed AC 11
Initiative +7 (+3 Dex, +4 improved initiative)
Saving throws: Fort +6 (base +1, Con +2, magical/misc +3), Ref + 5 (base +1, Dex +3, magical/misc +1), Will +5 (base +4, Wis +0, magical/misc +1), all saves +2 vs enchantment (racial +2)
BAB +2, Grapple +2 (BAB +2, Str +0, size +0, misc +0)
SR none
Rapier +2 melee (1d6 18-20x2, piercing), dagger +2 melee (1d4 19-20/x2), longbow +5 ranged (1d8, 20x3, piercing, 100 ft x 10), dagger + 3 ranged (1d4, 19-20x2, piercing, 10 ft x 5)
Special qualities: low-light vision, immune to sleep spells and effects, elf blood, familiar (rat)
Feats: alertness (when familiar is within 5 feet), craft wondrous item, improved initiative, scribe scroll, skill focus - concentration
Skills: Concentration +13, knowledge - arcana +11, listen +2 (+4 from alertness), search +8, spellcraft +13, spot +5 (+7 from alertness)
Languages: common, elven, draconian, sylvan, orcish
Equipment: rapier, longbow, dagger, quiver and 20 arrows, +1 amulet of natural armor, +1 cloak of resistance, +2 headband of intellect, scroll (mage armor), 2 scrolls (detect magic), scroll (obscuring mist), scroll (comprehend languages), scroll (expeditious retreat), scroll (reduce person)
Spell Save DC 14 + spell level
0 level: Acid splash, disrupt undead, light, ray of frost.
1st level: Mage armor, magic missile x2, shocking grasp.
2nd level: Melf's acid arrow, protection from arrows, scorching ray.
3rd level: Hold person, fireball.
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Claire's Rat Familiar
CR -, Tiny Magical Beast, Familiar
Str 2 (-4), Int 8 (-1), Wis 12 (+1), Dex 15 (+2), Con 10 (+0), Cha 2 (-4)
Hit points 12, HD 1/2 (5d4+10), current hit points 12, non-lethal damage accumulated 0
Move 15 ft, climb 15 ft, swim 15 ft, Face/Reach 2.5 ft/0 ft
AC 17 (+0 armor, +0 shield, +2 Dex, +2 size, +3 natural, +0 deflection, +0 other), touch AC 14, flat footed AC 15
Initiative +2
Saving throws: Fort +2, Ref + 4, Will +5
BAB +2, Grapple -10
SR none
Bite +6 melee (1d3-4 20/x2, bludgeoning, slashing, and piercing)
Special qualities: low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Feats: stealthy, weapon finesse
Skills: balance +10, climb +12, hide +16, move silently +10, swim +10
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Narrin
5th level character, 5th level fighter, CR 5, human, neutral, reveres Tempus and ancient Damaran dieties
Medium humanoid (Faerunian human), 18 years old, male, 6 feet 5 inches, 250#, grey eyes, shoulder length black hair (let down); skin heavily tanned, some scars
Str 18 (+4), Int 11 (+0), Wis 13 (+1), Dex 15 (+2), Con 15 (+2), Cha 10 (+0)
Hit points 42, HD 5d10+10, current hit points 42, non-lethal damage accumulated 0
Move 30 ft, Face/Reach 5 ft/5 ft
AC 20 (+5 armor, +0 shield, +2 Dex, +0 size, +0 natural, +3 deflection, +0 other), touch AC 15, flat footed AC 18
Initiative +2 (+2 Dex, +0 magical/misc)
Saving throws: Fort +7 (base +4, Con +2, magical/misc +1), Ref + 4 (base +1, Dex +2, magical/misc +1), Will +5 (base +1, Wis +1, magical/misc +3)
BAB +5, Grapple +9 (BAB +2, Str +4, size +0, magical/misc +3)
SR none
Great sword +11 melee (2d6+8 19-20/x2, slashing), warhammer +9 melee (1d8+6 20/x3, bludgeoning), dagger +9 melee (1d4+4 19-20/x2, slashing or piercing), spiked gauntlet +9 melee (1d4+4 20x2, piercing), composite longbow +8 ranged or +6/+6 ranged (1d8+4 20/x3, 110 ft x 10), dagger +7 ranged (1d4+4 19-20/x2, piercing, 10 ft x 5)
Special Qualities: none
Feats: iron will, point blank shot, power attack, rapid shot, weapon focus (greatsword), weapon specialization (greatsword)
Skills: handle animal +5, jump +4, ride +12, swim +6, spot +9
Equipment: +3 celestial armor (flight ability for the day expended), +1 greatsword, +1 cloak of resistance, mighty (+4) masterwork composite longbow, warhammer, dagger, spiked gauntlet, quiver and 20 arrows, 2 potions (cure light wounds), potion (enlarge person), potion (bull's strength), warhorse, tack and harness
Lidda CR 12
Female halfling rogue 12
CG Small humanoid
Init +11; Listen +17, Spot +15
Languages Common, halfling, elven, orc
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AC 29, touch 20, flat-footed 29, Dodge feat +1 to AC vs. 1 opponent
HP 57 (12 HD)
Fort +6, Ref +16, Will +5; Trap sense +4
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Spd 20 ft.
Melee +2 short sword +13/+8 (1d4+3/19-20)
Ranged +1 composite (Str +1) shortbow +18/+13 (1d4+3/x3)
Base Atk +9; Grp +6
Atk Options point blank shot, precise shot
Special Actions Sneak attack +6d6, improved evasion, improved uncanny dodge
Combat Gear 2 potions of cure serious wounds, 2 potions of invisibility
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Abilities Str 12, Dex 24, Con 13, Int 14, Wis 10, Cha 8
SQ Halfling traits, trapfinding
Feats Dodge, Improved Critical (shortbows), Improved Initiative, Point Blank Shot, Precise Shot
Skills Balance +10, Climb +18, Disable Device +19, Escape Artist +15, Gather Information +6, Hide +32, Jump +20, Listen +17, Move Silently +32, Open Lock +25, Search +17, Spot +15, Tumble +23, Use Magic Device +5
Possessions Combat gear, +2 studded leather armor, +2 darkwood buckler, amulet of natural armor +1, ring of protection +2, short sword +2, composite (Str +1) shortbow +1, boots of elvenkind, greater bracers of archery, eyes of the eagle, gloves of dexterity +4, Heward?s handy haversack, ioun stone (pale blue), vest of escape, adventuring gear, masterwork thieves? tools
Hennet CR 12
Male human sorcerer 12
CG Medium humanoid
Init +3; Listen +1, Spot +1
Languages Common
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AC 17, touch 15, flat-footed 14
HP 59 (12 HD)
Fort +6, Ref +7, Will +9
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Spd 30 ft.
Melee shortspear +5/+0 (1d6-1)
Ranged +1 light crossbow +10 (1d8+1/19-20)
Base Atk +6; Grp +5
Atk Options point blank shot
Special Actions spells
Combat Gear 2 potions of cure serious wounds
Spells 6/8/8/7/7/6/4 (CL 12th, +4 touch, +8 ranged touch)
6 ? monster summoning VI
5 ? cone of cold (DC 21), hold monster (DC 20)
4 ? dimension door, polymorph, stoneskin
3 ? dispel magic, displacement, lightning bolt (DC 19), protection from energy
2 ? bear?s endurance, invisibility, see invisibility, scorching ray, web (DC 17)
1 ? mage armor, magic missile, protection from evil, shield, true strike
0 ? arcane mark, dancing lights, detect magic, detect poison, ghost sound, light,
mage hand, open/close, read magic
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Abilities Str 8, Dex 16, Con 15, Int 10, Wis 12, Cha 22
SQ Familiar benefits
Feats Combat Casting, Maximize Spell, Point Blank Shot, Skill Focus (concentration), Spell Focus (evocation), Toughness
Skills Concentration +20 (+24 casting defensively), Knowledge (arcana) +15, Spellcraft +15
Possessions combat gear, amulet of natural armor +2, ring of protection +2, shortspear, +1 light crossbow, bag of holding I, bracers of health +2, cloak of charisma +4, gloves of dexterity +2, wand of haste, spell component pouch, adventuring gear
Bat Familiar (hp 29, AC 22, Int 11, SR 17)
Grom CR 5
Male half-orc ranger 5
NE Medium humanoid
Init +2; Senses Darkvision 60 ft.; Listen +1, Spot +9
Languages Common, orc
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AC 18, touch 12, flat-footed 16
HP 36 (5 HD)
Fort +6, Ref +6, Will +2; Endurance feat
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Spd 30 ft.
Melee +1 battle axe +9 (1d8+4/x3) or +1 battle axe +7 (1d8+4/x3) and throwing axe +6 (1d6+1)
Ranged composite (Str +3) longbow +7 (1d8+3/x3) or throwing axe +7 (1d6+3)
Base Atk +5; Grp +8
Atk Options power attack, two weapon fighting
Special Actions Favored enemy (elf +4, animal +2)
Combat Gear 2 potions of cure moderate wounds
Spells Prepared (CL 2nd)
1 ? resist energy
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Abilities Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 6
SQ Orc blood, wild empathy, animal companion (wolf)
Feats Endurance, Power Attack, Quickdraw, Track, Two Weapon Fighting
Skills Hide +10, Knowledge (nature) +9, Move Silently +10, Spot +9, Survival +9 (+11 in above ground natural environments)
Possessions combat gear, chain shirt +2, battle axe +1, 2 throwing axes, composite (Str +3) longbow
Dire Bear CR 7
N Large animal
Init +1; Senses Low-light vision, scent; Listen +10, Spot +10
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AC 17, touch 10, flat-footed 16
HP 105 (12 HD)
Fort +12, Ref +9, Will +9; Endurance feat
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Spd 40 ft. (200 ft. running)
Melee 2 claws +19 (2d4+10) and bite +13 (2d8+5)
Space 10 ft. Reach 5 ft.
Base Atk +9; Grp +23
Special Actions Improved Grab
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Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Skills Listen +10, Spot +10, Swim +13
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.