Company of the Red Kestrel PCs and NPCs


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Brogun Rhumenheim, Cleric of Kirabá

Brogun Rhumenheim, male dwarf Clr3: CR 3; Medium-size Humanoid (dwarf); HD 3d8+6; hp 22; Init -1; Spd 15 ft; AC 16 (+5 chainmail, +2 shield, -1 Dex); Melee battleaxe +5 (1d8+2/crit x3) or light mace +4 (1d6+2); SA turn undead; SQ dwarf traits; AL LG; SV Fort +5, Ref +0, Will +1; Str 14, Dex 8, Con 14, Int 10, Wis 16, Cha 12.
Skills and Feats: Concentration +6 (4), Diplomacy +5 (4), Heal +5 (2), Sense Motive +4 (1); Combat Casting, Martial Weapon Proficiency (battleaxe), Power Attack, Weapon Focus (battleaxe).
SA–Turn Undead (Su): 4/day.
SQ–Dwarf Traits (Ex): darkvision 60', stonecunning, +2 Fort save against poison, +2 Ref save against spells.
Cleric Spells Prepared (4/3/2): 0–detect magic, light, read magic, virtue; 1–bless, sanctuary, shield of faith; 2–bull's strength, zone of truth.
Domain Spells (Kirabá/Good and War): 1–protection from evil; 2–aid.
Equipment: battleaxe, light mace, chainmail, large wooden shield, wooden holy symbol, traveler's outfit, backpack, bedroll, flint and steel, torches (3), waterskin, trail rations (3).

Description: Brogun hails from the dwarven land of Bor in Southern Magnamund. He is a devout cleric of Kirabá, God of Battle, and his goal is to become a Warpriest in Kirabá's service. Brogun has journeyed to Durenor to meet up with his old friend Quaddla, a Knight of the Moon. Height 4'5", weight 170 pounds, age 67. 28 point buy. Hit points max at first level plus half at subsequent levels.
 

Michael Dellarocca, Wiz7 and Sara Dellarocca, Clr6 (NPCs)

Michael Dellarocca, male human Wiz7: CR 7; Medium-size Humanoid (human); HD 7d4+14; hp 42; Init +2; Spd 30 ft; AC 16 (+4 bracers of armor, +2 Dex); Melee +1 shocking burst rapier +6 (1d6+3 plus 1d6 electric/crit 18-20 +1d10 electric) or masterwork dagger +6 (1d4+2); SA spells; SQ summon familiar; AL CG; SV Fort +4, Ref +4, Will +5; Str 15, Dex 15, Con 14, Int 19, Wis 11, Cha 17.
Skills and Feats: Bluff +7 (4), Concentration +12 (10), Intimidate +7 (4), Knowledge (Arcana) +14 (10), Knowledge (History) +11 (7), Knowledge (Local–Durenor) +6 (2), Knowledge (Nobility and Royalty) +6 (2), Knowledge (The Planes) +8 (4), Knowledge (Undead) +7 (3), Search +7 (3), Spellcraft +14 (10); Empower Spell, Energy Substitution, Extend Spell, Martial Weapon Proficiency (rapier), Scribe Spell, Still Spell.
Wizard Spells Prepared (4/5/4/3/2): 0–detect magic, light, mage hand, open/close, read magic; 1–burning hands, lesser electric orb (x2), shield, shocking grasp; 2–bull's strength, cat's grace, endurance, mirror image; 3–fly, haste, lightning bolt; 4–electric orb, stoneskin. (Dellarocca uses Energy Substitution–Electricity on all damaging spells that are not already electric. He sometimes prepares an Empowered shocking grasp in place of one of his 3rd-level spell slots.)
Equipment: "Fulmine", a +1 shocking burst rapier; bracers of armor +4; masterwork dagger.

Description: Michael Dellarocca is a landless nobleman of Durenor, a one-time member of the Magician's Guild of Toran, and the leader of the Company of the Red Kestrel. He is confident, direct, and incisive, as well as haughty, brash, and disdainful. Dellarocca stands 6'4" and weighs 216 pounds; he uses his imposing presence to browbeat into submission those he cannot convince by other methods. 31 years old. Blonde hair, blue eyes. Rolled stats (and a damn fine job of it, too!). Maximum hit points at all levels.

Tactics: Dellarocca relishes melee combat. On a day when he believes fighting is likely, he augments his already formidable abilities with bull's strength, cat's grace, and endurance. (Note also the enhancements placed on him by his sister, Sara.) Just prior to combat, Dellarocca protects himself with shield and stoneskin before hasting himself and wading into the fray. Hasted, Dellarocca can strike twice per round with Fulmine, or he can cast a damaging spell with his off hand (such as lesser electric orb or shocking grasp). Against tough foes, Dellarocca unleashes his most powerful spells, lightning bolt and electric orb.


Sara Dellarocca, female human Clr6: CR 6; Medium-size Humanoid (human); HD 6d8+6; hp 42; Init +0; Spd 15 ft; AC 20 (+6 banded mail, +4 shield); Melee +3 heavy mace (1d8-1); SA spells; AL NG; SV Fort +6, Ref +2, Will +9; Str 8, Dex 11, Con 12, Int 13, Wis 18, Cha 14.
Skills and Feats: Concentration +10 (9), Diplomacy +5 (3), Heal +10 (6), Knowledge (Religion) +10 (9), Listen +6 (2), Scry +6 (5); Brew Potion, Combat Casting, Reach Spell, Spell Focus (Abjuration).
Cleric Spells Prepared (5/4/4/3): 0–detect magic, detect poison, guidance, light, read magic; 1–entropic shield, protection from evil, sanctuary, shield of faith; 2–aid, hold person, silence, spiritual weapon; 3–dispel magic, magic vestment, prayer.
Domain Spells (Ishir/Healing and Protection): 1–sanctuary; 2–shield other; 3–cure serious wounds.
Equipment: heavy mace, banded mail, +2 large steel shield, silver holy symbol with word of recall, traveler's outfit, backpack, potions of cure serious wounds (3), scroll of regenerate.

Description: Age 33. Height 5'5", weight 172 pounds. Dirty-blonde hair, blue-green eyes. 30 point buy. Hit points maximum at first level and above average at subsequent levels.

Tactics: In combat, Sara devotes herself to protecting her brother, Michael, and assisting as best she can. Sara casts shield other on Michael at the beginning of the day and aid on him just prior to combat. She enhances her armor with magic vestment. Just before combat she protects herself with one or more of entropic shield, protection from evil, and shield of faith. If Sara believes she will be personally threatened, she adds sanctuary. Thus protected, she assists in the fight with application of hold person on tough enemies, silence on spellcasters, and spiritual weapon to help Michael. She will use Reach Spell to cast cure light wounds on Michael from a distance (using up a 3rd-level spell slot) or brave attacks of opportunity to touch him with cure serious wounds. If in imminent danger, Sara attempts to whisk herself and her brother away with the word of recall stored in her holy symbol.
 

Tomás, Ftr2 and Guillermo, Ftr1 (NPCs)

Tomás, male human Ftr2: CR 2; Medium-size Humanoid (human); HD 2d10+7; hp 22; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20 ft; AC 20 (+7 half-plate, +2 shield, +1 Dex); Melee bastard sword (one-handed) +5 (1d10+2/crit 19-20) or dagger +4 (1d4+2/crit 19-20); Ranged dagger (thrown) +3 (1d4+2/crit 19-20); AL LG; SV Fort +5, Ref +1, Will -1; Str 15, Dex 13, Con 14, Int 10, Wis 8, Cha 12.
Skills and Feats: Ride +6 (5), Spot +1 (2.5), Swim -8 (5); Exotic Weapon Proficiency (bastard sword), Improved Initiative, Toughness, Weapon Focus (bastard sword).
Equipment: bastard sword, half-plate, large steel shield, daggers, cold weather outfit (+2 circumstance bonus on Fort saves vs. cold), trail rations (5).

Description: Tomás is a sergeant in the service of the Baron of Lof. He is a competent soldier, loyal and stalwart. His younger brother, Guillermo, is a corporal under Tomás's command, which sometimes causes awkward situations. Height 5'10", weight 168 pounds, brown hair, green eyes. Tomás speaks with a slow drawl, which makes him seem less intelligent than he actually is. 25 point buy. Hit points max at first level plus half at subsequent levels.

Tactics: Tomás fights capably but unimaginatively. He prefers to concentrate on one foe at a time, in cooperation with another fighter or warrior if possible. Should Tomás see that Guillermo is in trouble, he will disengage from his foe and protect his brother (using Aid Another to give Guillermo +2 AC).


Guillermo, male human Ftr1: CR 1; Medium-size Humanoid (human); HD 1d10+1; hp 11; Init +3; Spd 30 ft; AC 17 (+4 chain shirt, +3 Dex); Melee short sword +2 (1d6+1/crit 19-20); Ranged light crossbow +5 (1d8/crit 19-20); AL LG; SV Fort +3, Ref +3, Will -1; Str 12, Dex 17, Con 13, Int 8, Wis 9, Cha 10.
Note: At ranges less than 30 feet, light crossbow +6 (1d8+1/crit 19-20).
Skills and Feats: Ride +7 (4), Swim -2 (4); Point Blank Shot, Precise Shot, Weapon Focus (light crossbow).
Equipment: light crossbow, short sword, chain shirt, crossbow bolts (20), cold weather outfit (+2 circumstance bonus on Fort saves vs. cold), trail rations (5).

Description: Guillermo is a corporal in the service of the Baron of Lof. He is a crack shot with his crossbow and a valued member of his unit. His older brother, Tomás, is his commanding officer, which sometimes causes awkward situations. Height 5'9", weight 149 pounds, brown hair, green eyes. Guillermo seldom speaks, as he is ashamed of his self-perceived stupidity and lack of education. 25 point buy. Hit points max at first level.

Tactics: Guillermo hangs back from the fight and fires his crossbow as often as he can. He will seek positions of cover and move if threatened, remaining within point blank range (30 feet). He will not hesitate to fire into melee, using Precise Shot to avoid the penalty for doing so. If engaged in hand-to-hand combat, he will try to move away, braving any attacks of opportunity this provokes. Only if cornered will Guillermo drop his crossbow and draw his sword.
 

Helghast

I am indebted to Shane Garvey for the original d20 conversion of this creature, which I have modified.

HELGHAST
Medium-size Undead (Darklands)
Hit dice: 6d12+3 (42 hp)
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30ft
AC: 15 (+5 natural)
Attacks: Longsword +7 melee or Claws +7 melee
Damage: Longsword 1d8+4 or Claws 1d4+4
Face/Reach: 5ft x 5ft/5ft
Special Qualities: Undead traits, damage reduction 10/+1, alter self, hideous transformation, choke.
Saves: Fort +4, Ref +3, Will +6
Abilities: Str 18, Dex 12, Con --, Int 15, Wis 12, Cha 13
Skills: Bluff +10, Diplomacy +8, Disguise +10, Forgery +11, Gather Information +10, Intimidate +8, Sense Motive +6
Feats: Alertness, Great Fortitude, Improved Initiative, Toughness
Climate/Terrain: Any.
Organization: Solitary or pair
Treasure: Standard
Alignment: Lawful evil
Challenge Rating: 5
Advancement: 7-9 HD (Medium).

Created by the Darklord Vashna in his war against the people of Sommerlund, the Helghast are powerful beings. Able to change their form to resemble humans, they are quite often used as spies and double agents by the Darklords. Many a government has had a Helghast operative amongst them, and they have been quite successful at upsetting entire kingdoms by their actions. The fact that they cannot be harmed by normal weapons aids them greatly in combat and makes them a force to be reckoned with.

Helghast are intelligent combatants. They will take full advantage of their special qualities in an attempt to slay creatures as efficiently as possible. If the battle turns against the Helghast, it will attempt to flee and disguise itself.

Alter Self (Sp): Helghast are able to use the alter self spell at will as an 18th level sorcerer. They may only change their form to that of another medium-size humanoid.

Choke (Ex): A Helghast that successfully grapples an opponent of size Large or smaller can choke that creature, dealing 1d3+4 points of damage per round until the grapple is broken. Because it seizes victims by the neck, a creature in the Helghast's grasp cannot speak or cast spells with verbal components.

Hideous Transformation (Su): Seeing an apparently normal humanoid reveal itself to be a Helghast is an unsettling experience. The flesh of the creature's face and hands appears to melt away, revealing it as an undead horror. Anyone observing this change must succeed at a Will save, DC 14, or become shaken for 6 rounds. A character who succeeds at the saving throw is immune to that Helghast's frightful presence for one day.

More Helghast Abilities: To make a Helghast even more dangerous, add levels of sorcerer. Even a single level gives access to combat-enhancing spells like mage armor or expeditious retreat. Sorcerer levels also allow the Helghast to use a wand of lightning bolt, an item highly typical of Darkland minions.

It would also fit the Magnamund theme to grant Helghast a mindblast power, similar to but weaker than that of the mind flayer.

Pictures: Brought to you by Project Aon

* a Helghast wielding a wand of lightning
* a Helghast in its true undead form
 
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Caligraf, Bbn1/Drd5

Caligraf, male human (Cener) Bbn1/Drd5: CR 6; Medium Humanoid (human); HD 1d12+2 plus 5d8+10; hp 41; Init +0; Spd 40'; AC 10, touch 10, flat 10 ; BAB +4; Grapple +5; Melee +7 (spiked greatclub, 1d10+6/crit 19-20); Ranged none; SA rage 1/day, spells; SQ animal companion, nature sense, resist nature's lure, trackless step, wildshape 1/day, woodland stride; AL NE; SV Fort +8, Ref +1, Will +7; Str 12, Dex 10, Con 14, Int 12, Wis 16, Cha 12.
Skills and Feats: Animal Empathy +9, Concentration +6, Handle Animal +9, Intimidate +7, Knowledge (Nature) +9, Wilderness Lore +11; Brew Potion, Enraged Casting [*], Diehard, Natural Spell.
Druid Spell Prepared (5/4/3/2): 0-guidance (2), light, resistance (2); 1-cure light wounds (2), faerie fire, obscuring mist; 2-barkskin, heat metal, resist elements (sonic); 3-greater magic fang (precast on Doomwolf companion), spikes [MotW] (precast on greatclub)

[*] Enraged Casting is a feat from BadAxe’s Heroes of High Favor: Half-Orcs that allows you to make a (difficult) Concentration check to cast spells while raging.

Tactics:
  1. barkskin (duration 50 minutes) on self; order Doomwolf into battle
  2. resist elements (sonic) (duration 5 minutes)
  3. heat metal on any heavily armored foe
  4. wild shape to bear (healing 6 hp)
  5. rage (gaining 12 hp)
  6. pound the crap out of people with spiked greatclub while using intimidate
    [/list=1]When it’s time to flee: obscuring mist and use trackless step to evade pursuit.

    Weaknesses - low AC, long ramp-up time.

    RAGING (lasts 7 rounds) (can use (Ex) but not (Su) abilities)
    hp 56
    AC 8
    Melee +9 (spiked greatclub, 1d10+8/crit 19-20)
    Fort +10
    Ref +1
    Will +9
    Str 16, Dex 10, Con 18, Int 12, Wis 16, Cha 12
    Concentration +8, Intimidate +9

    FATIGUED
    hp (back to 41, or –12)
    AC 9
    Melee +6 (spiked greatclub, 1d10+5/crit 19-20)
    Fort +8
    Ref +0
    Will +7
    Str 10, Dex 8, Con 14, Int 12, Wis 16, Cha 12

    WILD-SHAPED (into Black Bear) (recovers 6 hp when wild-shaping)
    hp 44 (or 56 if Raging)
    Init +1
    AC 13 (or 14 with Barkskin)
    Spd 40’ (same)
    Attacks (natural): 2 claws +6 melee, bite +1 melee
    Damage (natural): Claw 1d4+4, bite 1d6+2
    OR
    melee +10 (spiked greatclub 1d10+9/crit 19-20)
    Fort +8, Ref +2, Will +7
    Str 19, Dex 13, Con 15, Int 12, Wis 16, Cha 12

    WILD-SHAPED, THEN RAGING
    hp 56 (+12)
    Init +1
    AC 13 (or 14 with Barkskin)
    Spd 40’ (same)
    melee +12 (spiked greatclub 1d10+11/crit 19-20)
    Fort +10, Ref +2, Will +9
    Str 23 (+6), Dex 13, Con 19 (+4), Int 12, Wis 16, Cha 12
    Concentration +8, Intimidate +12
 

Kell, Herbalish Scout (PC)

Kell, male human (Herbalish) Rog3/Rgr3: CR 6; Medium Humanoid (human); HD 3d6+3 plus 3d8+3; hp 41; Init +3; Spd 30'; AC 18 (+4 armor, +1 shield, +3 Dex), touch 13, flat 14 ; BAB +5; Grapple +5; Melee +6/+6 (shortswords, 1d6/crit 19-20); Ranged +6/+6 (longbow, 1d8/crit x3); SA sneak attack +2d6, favored enemy (Cener); SQ trapfinding, Evasion, trap sense +1, wild empathy; AL NG; SV Fort +5, Ref +7, Will +3; Str 10, Dex 16, Con 12, Int 14, Wis 12, Cha 12.
Skills and Feats: Bluff +7, Climb +7, Disable Device +9, Disguise +6, Gather Information +10, Hide +10 (+20 with ring of chameleon power), Listen +8, Move Silently +12, Open Lock +10, Search +11, Sense Motive +7, Spot +10, Survival +6; Dodge, (Endurance), (Rapid Shot), (Track), Two Weapon Fighting, Two Weapon Defense, Weapon Finesse.
Languages Spoken: Common, Sylvan, Druidic.
Equipment: +1 studded leather armor, ring of chameleon power, short swords (2), longbow, 20 arrows.
 
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Otieno (NPC)

Otieno, male human (Vassa) Sor4: CR 4; Medium Humanoid (human); HD 4d4; hp 13; Init +2; Spd 20'; AC 12 (+2 Dex), touch 13, flat 10; BAB +2; Grapple +1; Melee +1 (dagger, 1d4-1); Ranged +4 (light crossbow, 1d8) or +5 (ray spells); SA spells; AL NG; SV Fort +1, Ref +3, Will +4; Str 9, Dex 14, Con 10, Int 12, Wis 10, Cha 18.
Skills and Feats: Bluff +8, Concentration +7, Escape Artist +4, Move Silently +5, Spellcraft +7; Point Blank Shot, Precise Shot, Weapon Focus (rays).
Languages Spoken: Common, Vassagonian.
Sorcerer Spell Known (6/7/4) (spell save DC 14 + spell level): 1–daze, detect magic, flare, light, mage hand, ray of frost(*); 2–expeditious retreat, magic missile, sleep; 3–scorching ray(*).

(*) Ray spell: +5 attack (ranged touch); +6 attack (and +1 damage) when within 30 ft.
 

Roark of Amory (NPC villain)

Roark of Amory is a character in the Lone Wolf book The Kingdoms of Terror. I have adapted him to use as a villain in my D&D campaign. He's presented at three different levels.

Roark of Amory, Male Human Ftr4/Wiz3: HD 4d10 + 3d4 +7; hp 41 (49 with false life); Init +1; Spd 20 ft.; AC 24 (+9 +1 full plate, +4 shield spell, +1 Dex), touch 15, flat 23; BAB +4; Grap +7; Atk +8 melee (2d6+5, +1 greatsword) or +6 melee (1d4+1, spiked gauntlet) or +6 ranged (1d6+2, composite shortbow); Full Atk +8 melee (2d6+5, +1 greatsword); SA spells; AL NE; SV Fort +6, Ref +3, Will +3; Str 14, Dex 12, Con 13, Int 16, Wis 8, Cha 10.

Skills: Bluff +3 (3 ranks), Concentration +10 (9), Intimidate +5 (5), Knowledge (arcana) +11 (8), Spellcraft +12 (9).

Feats: Greater Spell Focus (Necromancy), Leadership, Power Attack, Scribe Scroll, Silent Spell, Spell Focus (Necromancy), Weapon Focus (greatsword), Weapon Specialization (greatsword).

Spells Known: 0—all except prohibited; 1—cause fear, chill touch, magic aura, protection from good, ray of enfeeblement, shield, shocking grasp; 2—false life, resist energy.

Spells Prepared: (4+n / 3+n / 2+n; base save DC = 13 + spell level) [35% spell failure]:

0—daze (Will DC 13), detect magic, flare (Fort DC 13), read magic, touch of fatigue (Fort DC 15); 1— silent flare (Fort DC 13); chill touch, ray of enfeeblement, shocking grasp; 2—silent true strike; false life, resist energy.

Possessions: +1 greatsword, +1 full plate, masterwork composite (+2 Str) shortbow, 20 arrows, heavy warhorse with scale mail barding, tack for warhorse, potion of cure serious wounds (heals 3d8+5), 260 GP worth of other gear.



Roark of Amory, Male Human Ftr4/Wiz3/Spellsword2: HD 4d10 + 3d4 + 2d8 +9; hp 52 (61 with false life); Init +1; Spd 20 ft.; AC 25 (+9 +1 full plate, +4 shield spell, +1 Dex, +1 deflection), touch 16, flat 24; BAB +6; Grap +8; Atk +10 melee (2d6+5, +1 greatsword) or +8 melee (1d4+1, spiked gauntlet) or +8 ranged (1d6+2, composite shortbow); Full Atk +10/+5 melee (2d6+5, +1 greatsword); SA spells, Channel Spell I, ignore spell failure 10%; AL NE; SV Fort +9, Ref +3, Will +6; Str 15, Dex 12, Con 13, Int 16, Wis 8, Cha 10.

Skills: Bluff +4 (4 ranks), Concentration +12 (11), Intimidate +6 (6), Knowledge (arcana) +13 (10), Spellcraft +14 (11).

Feats: Power Attack, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Silent Spell, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword), Scribe Scroll, Still Spell.

Spells Known: 0—all except prohibited; 1—cause fear, chill touch, magic aura, protection from good, ray of enfeeblement, shield, shocking grasp, true strike; 2—false life, ghoul touch, resist energy, shatter.

Spells Prepared: (4+n / 4+n / 3+n; base save DC = 13 + spell level) [25% spell failure]:

0—daze (Will DC 13), detect magic, flare (Fort dc 13), read magic, touch of fatigue (Fort DC 15); 1— silent flare (Fort DC 13); cause fear (Will DC 16), chill touch, ray of enfeeblement, shocking grasp; 2— still ray of enfeeblement; silent true strike; false life, shatter (Will DC 15 object).

Possessions: +1 greatsword, +1 full plate, ring of protection +1, masterwork composite (+2 Str) shortbow, 20 arrows, heavy warhorse with chain mail armor, tack for warhorse, scroll of resist energy, 2 potions of cure serious wounds (heals 3d8+5), 210 GP worth of other gear.



Roark of Amory, Male Human Ftr4/Wiz3/Spellsword4: HD 4d10 + 3d4 + 4d8 +11; hp 63 (73 with false life); Init +1; Spd 20 ft.; AC 25 (+9 +1 full plate, +4 shield spell, +1 Dex, +1 deflection), touch 16, flat 24; BAB +8; Grap +10; Atk +13 melee (2d6+5, +2 greatsword) or +9 melee (1d4+1, spiked gauntlet) or +9 ranged (1d6+2, composite shortbow); Full Atk +13/+8 melee (2d6+5, +2 greatsword); SA spells, Channel Spell II, ignore spell failure 15%; AL NE; SV Fort +11, Ref +5, Will +8; Str 15, Dex 12, Con 13, Int 17, Wis 8, Cha 10.

Skills: Bluff +7 (7 ranks), Concentration +15 (14), Intimidate +10 (10), Knowledge (arcana) +13 (10), Spellcraft +17 (14).

Feats: Power Attack, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Silent Spell, Improved Sunder, Weapon Focus (greatsword), Weapon Specialization (greatsword), Scribe Scroll, Still Spell.

Spells Known: 0—all except prohibited; 1—cause fear, chill touch, magic aura, protection from good, ray of enfeeblement, shield, shocking grasp, true strike; 2—false life, ghoul touch, resist energy, shatter,3—nondetection, ray of exhaustion.

Spells Prepared: (4+n / 4+n / 3+n / 2+n; base save DC = 13 + spell level) [20% spell failure]:

0—daze (Will DC 13), detect magic, flare (Fort dc 13), read magic, touch of fatigue (Fort DC 15); 1— silent flare (Fort DC 13); cause fear (Will DC 16), chill touch, ray of enfeeblement, shocking grasp; 2— still ray of enfeeblement; silent true strike; false life, shatter (Will DC 15 object); 3—still, silent shield, stilled ghoul touch (Fort DC 17), ray of exhaustion (Fort DC 18).

Possessions: +2 greatsword, +1 glamered full plate, cloak of resistance +1, ring of protection +1, masterwork composite (+2 Str) shortbow, 20 arrows, heavy warhorse with splint mail barding, tack for warhorse, scroll of resist energy, scroll of nondetection, 2 potions of cure serious wounds (heals 3d8+5), jewelry worth 500 GP, 380 GP worth of standard gear.





Notes: Roark of Amory is a thoroughly despicable man: a bully, a liar, a cheat, and a worshipper of dark powers. He and his sister Arla – who is also his incestuous lover – live in their ancestral estate at the foot of the Cener Mountains. But Roark roams widely throughout the Stornlands, seeking personal glory. He has publicized a standing offer of 50,000 Lune (about 12,500 GP) to anyone who can best him in single combat; thus far, none has succeeded, thanks to Roark’s effective cheating. Physically, Roark is a relatively small man, some 5’9” and 170 pounds. He favors nondescript, heavy black clothing (actually his +1 glamered full plate) and a ridiculous feathered hat.



When someone challenges him to a duel, Roark prepares carefully so as to all but guarantee victory. Through braggadocio, Roark tries to goad an opponent into revealing his favored weapon and fighting style; failing that, Roark will make an intelligent guess based on the character’s equipment. Roark lays out the terms of the duel, which is to take place in several days’ time: each combatant may use any non-magical weapon, but neither may cast spells (or have them cast upon them) before or during the combat (Roark intends to violate both of these rules). Assuming his glamered armor is not exposed, Roark will claim to fight without armor and will attempt to goad his opponent into doing likewise (although he won’t press this point too much). If his opponent does not have mundane weapons or armor, Roark offers to provide it; assume his estate holds at least one of every non-exotic weapon and one suit of Medium armor of each type.



For obviously lawful opponents, especially paladins or clerics, Roark will shrewdly suggest that each party sign a contract agreeing to the duel’s stipulations. (At the DM’s option, a character violating the contract – even though Roark will also do so – could be guilty of a minor alignment infraction.)



Roark will try to get his opponent to agree to appear alone at the designated place and time, although he will grudgingly allow a second.



During the days prior to the duel, Roark continues to try to learn about his opponent, making untrained Gather Information checks. (At higher levels he might also use spells such as detect thoughts, clairaudience/clairvoyance, or scrying.) Roark will always choose as the location for the duel a flat, open area in the lands northeast of Amory. He will appear with his second, Arla, near dawn, just as the sun is rising over the hills.



Roark will have pre-buffed himself with a variety of concealing and augmenting spells. Because he will have cast both magic aura and nondetection upon his gear, it should be quite difficult for even a suspicious character to determine that Roark is violating the terms of the duel. It is this advantage – along with surreptitious spellcasting during the duel – that Roark relies upon for victory.



Tactics: Roark will have pre-cast magic aura (duration 5 days) to mask his magical items. (This does not count against his spells per day.) The morning of the duel, he will cast false life (duration 5 hours), and will use scrolls of resist energy (50 minutes) and nondetection (5 hours; DC 20). If Roark knows that an opponent favors a particular energy type, he sets resist energy against that type; otherwise, he chooses fire (75% chance) or sonic (25% chance).



After the combatants have checked each other out, Roark will cast a stilled, silent shield (duration 5 minutes) as he slowly walks into place. If there's time, as the combatants close for combat he will target his opponent with a silent flare (duration 1 minute, range 35 feet).



Thereafter Roark casts a silent true strike as he maneuvers into position and follows this in the next round with an attack using stilled ghoul touch (free action, channeled through his greatsword; remember that the Spellcraft DC to identify a stilled spell is increased by +2). This can be a devastating combo if it succeeds, paralyzing Roark’s opponent for numerous rounds. In that case, he will either unleash a full attack every round, or cast and repeatedly use chill touch, delighting in his ability to freeze his helpless foe to death. (A paralyzed character has an effective Dex of 0 (-5 AC) and is helpless (–4 AC).)



If Roark’s opponent make his save against the ghoul touch attack, Roark will fight “fairly” for a few rounds, hoping that his hidden magical augmentations will be enough to carry the day. Against lightly-armored opponents Roark will use maximum Power Attack in conjunction with the full attack action every round; otherwise he just full attacks.



If the fight starts going against him, Roark will use the withdraw action and then cast a stilled ray of enfeeblement (although its visual effect makes it pretty hard to miss) before charging into combat once again. Should this spell attack prompt the opponent to accuse Roark of using magic in violation of the terms of the duel, or should his opponent use magic, Roark will abandon all pretense. He’ll uncork a ray of exhaustion and close for the kill.



If forced to flee, Roark relies on Arla to cover his escape while he runs to his horse, mounts up, and rides away. If Roark’s opponent was mounted, he will cast cause fear on the opponent’s mount before fleeing. He might use shatter on a foe’s equipment as a parting shot.

Pictures courtsey of Project Aon:
The Stornlands - Amory is the near the center of the map
Roark of Amory
Roark, mounted
 

Arla, Roark's cohort (NPC villain)

Arla is Roark's cohort. She is also presented at three levels that correspond to Roark's levels from the previous post.

Arla, Female Human Ftr6: HD 6d10+6; hp 43; Init +3; Spd 20 ft.; AC 18 (+8 +1 half plate), touch 10, flat 18; BAB +6; Grap +8; Atk +11* ranged, +1 heavy crossbow (1d10+3*/crit 19-20 x2) or +8 melee, morningstar (1d8+2); Full Atk +8/+3 melee, morningstar (1d8+2); AL CE; SV Fort +6, Ref +5, Will +3; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8.

Skills: Handle Animal +8, Ride +14, Disguise +3 (4½ ranks).

Feats: Mounted Archery, Mounted Combat, Point Blank Shot*, Precise Shot, Rapid Reload, Trample, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow).

* Add an additional +1 attack bonus and +1 damage bonus for targets within 30 ft.

Possessions: +1 heavy crossbow, +1 half plate, 20 bolts, morningstar, heavy warhorse with scale mail barding, tack for warhorse, potion of cat’s grace (+4 Dex), potion of cure moderate wounds (heals 2d8+3), noble’s outfit, 275 GP worth of standard gear.



Arla, Female Human Ftr7: HD 7d10+7; hp 50; Init +3; Spd 20 ft.; AC 18 (+8 +1 half plate), touch 10, flat 18; BAB +7; Grap +9; Atk +12* ranged, +1 heavy crossbow (1d10+3*/crit 19-20 x2) or +9 melee, morningstar (1d8+2); Full Atk +9/+4 melee, morningstar (1d8+2); AL CE; SV Fort +6, Ref +5, Will +3; Str 14, Dex 16, Con 13, Int 10, Wis 12, Cha 8.

Skills: Handle Animal +9, Ride +15, Disguise +4 (5 ranks).

Feats: Mounted Archery, Mounted Combat, Point Blank Shot*, Precise Shot, Rapid Reload, Trample, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow).

* Add an additional +1 attack bonus and +1 damage bonus for targets within 30 ft.

Possessions: +1 heavy crossbow, +1 half plate, 20 bolts, morningstar, heavy warhorse with chain mail barding, tack for warhorse, potion of cat’s grace (+4 Dex), potion of cure moderate wounds (heals 2d8+3), noble’s outfit, 275 GP worth of standard gear, diamond necklace worth 1,200 GP.



Arla, Female Human Ftr9: HD 9d10+7; hp 63; Init +3; Spd 20 ft.; AC 18 (+8 +1 half plate), touch 10, flat 18; BAB +9; Grap +11; Atk +16* ranged, +1 frost heavy crossbow (1d10+3* plus 1d6/crit 17-20 x2) or +11 melee, morningstar (1d8+2); Full Atk +11/+6 melee, morningstar (1d8+2); AL CE; SV Fort +7, Ref +6, Will +4; Str 14, Dex 17, Con 13, Int 10, Wis 12, Cha 8.

Skills: Handle Animal +11, Ride +17, Disguise +5 (6 ranks).

Feats: Greater Weapon Focus (heavy crossbow), Improved Critical (heavy crossbow), Mounted Archery, Mounted Combat, Point Blank Shot*, Precise Shot, Rapid Reload, Trample, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow).

* Add an additional +1 attack bonus and +1 damage bonus for targets within 30 ft.

Possessions: +1 frost heavy crossbow, +1 half plate, 20 bolts, morningstar, heavy warhorse with chain mail barding, tack for warhorse, potion of cat’s grace (+4 Dex), potion of cure moderate wounds (heals 2d8+3), noble’s outfit, 275 GP worth of standard gear.



Notes: Arla is sister to Roark of Amory, as well as his incestuous lover. Unlike her glory-seeking brother, Arla spends the majority of her time out of sight at the ancestral home, tending to the family’s horses and hunting dogs. Only when Roark has set up a duel will she emerge, clad head-to-toe in her black +1 half plate and wearing an expensive ermine cape. At 5’8” and 165 pounds, Arla can easily pass for a short man, especially as her armor and helmet conceals any telltale signs of her femininity (allow her the +5 bonus to Disguise checks for changing minor details only, and unless she speaks, do not impose the –2 penalty for being disguised as a different sex).



Tactics: Arla takes the role of Roark’s second during combat, impassively observing the proceedings from astride her warhorse. She keeps her +1 [frost] heavy crossbow loaded, however, and is ready to fire at a moment’s notice. If it looks like her brother is faring poorly, Arla will inconspicuously quaff her potion of cat’s grace (increasing her Reflex save and ranged attack bonus by +2 each) and then begin firing on Roark’s opponent. She is unafraid to fire into melee, thanks to her Precise Shot feat, and will try to remain within 30 feet of her target in order to take advantage of Point Blank Shot. If Roark flees, Arla will do likewise, urging her mount to a double-move while continuing to fire upon her target (Mounted Archery reduces her ranged attack penalty to –2 while her mount double-moves, or –4 if it runs). Anyone getting in her way will be subjected to a Trample attack.



Options: To make Arla even more fearsome as an archer, swap out her Trample feat for Exotic Weapon Proficiency (repeating heavy crossbow) and give her Rapid Shot instead of Rapid Reload. This allows Arla to use the full attack action on her ranged attacks. Against mounted foes, Arla could benefit from the Ride-Bye Attack feat instead of Trample.



At higher level when she can afford more expensive gear, Arla would greatly benefit from adding the icy burst enhancement to her crossbow – because of her Improved Critical feat. Icy burst counts as a +2 bonus, or effectively another +1 bonus if upgrading from her crossbow’s existing frost enhancement, raising the weapon’s price by 10,000 GP (from a total plus equivalent of +2 to +3).

Arla
Arla, mounted
 

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