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[d20 / D&D 3.5] d100 NPCs Thread
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<blockquote data-quote="Elder-Basilisk" data-source="post: 2037349" data-attributes="member: 3146"><p>#84 - <span style="color: Yellow"><strong>Hobgoblin Slaver</strong></span></p><p><strong>Rogue 4/Ranger 3/Justicar 2</strong>; Source (PHB, Complete Warrior, Player's Guide to Arcanis)</p><p></p><p>The hobgoblin slaver is not merely a merchant. He is also a raider, travelling the lands in order to secure slaves to sell. Nor does the hobgoblin slaver simply prey upon the weak and defenseless. Orphans, widows, and drunk fools are, of course, his targets from time to time, but he prefers harder prey. Skilled warriors who will provide good sport in the gladiatorial pits. In the world of Arcanis, he exists at the edges of Coryani society, selling the unfortunate, unpopular, and foreign to the slave masters of Grand Coryan and Sicaris. He would not be above selling to the Canceri, had they gladiatorial pits.</p><p></p><p><u>Alignment:</u> LE</p><p></p><p><strong>Entry's name:</strong> Hobgoblin Rogue/Ranger/Justicar level 9th level</p><p><strong>Combat:</strong> AC= 23 (touch 15, flat-footed 23); Hit-points: 72; Initiative: +4; Speed: 30 ft.; BAB +8 /+3, Grap +14, melee: +13/ +8 (1d6+3, 19-20, shortsword), or +11/+6 (1d6+3, 19-20 shortsword) and +11 (1d6+1, x2 sap); ranged: +13/ +8 (1d6+2, x3, composite shortbow).</p><p><strong>Saves:</strong> Fort +9, Ref +12, Will +8.</p><p><strong>Abilities:</strong> Str 14 (+2), Dex 18 (+4), Con 16 (+3), Int 13 (+1), Wis 12 (+1), Cha 11 (+0).</p><p><strong>Racial Traits:</strong> <em>Hobgoblin</em>: Darkvision 60 ft., +2 dex, +2 con (in stats above), +4 move silently</p><p><strong>Skills:</strong> Appraise +2 1r, Bluff +7 7r, Craft: Alchemy +2 1r, Diplomacy +9 7r, Disguise +2 2r, Gather Information +8 5r, Heal +6 5r, Hide +12 9r, Intimidate +7 5r, Jump +2 1r, Knowledge: Local +3 2r, Listen +10 9r, Move Silently +16 9r, Search +5 5r, Sense Motive +2 1r, Sleight of Hand +10 7r, Spot +10 9r, Survival +10 (+12 tracking) 9r</p><p><strong>Feats and Powers:</strong> Combat Expertise, Endurance (b), Exotic Armor Proficiency: Lorica Segmentata, Track (b), Improved Grapple (b), Skill Focus: Gather Info, Two Weapon Fighting (b), Weapon Finesse; Bring 'em back alive, Crippling Strike, Favored Enemy: Human +2, nonlethal strike +1d6, Sneak Attack +2d6, Trapfinding, Trap Sense +1, Uncanny Dodge, Wild Empathy +3</p><p><strong>Equipment:</strong> +2 cloak of resistance, +2 Lorica Segmentata, +1 ring of protection, 2 greater masterwork shortswords, masterwork mighty [+2] composite shortbow, masterwork sap, potion of cure serious wounds, potion of bull's strength 2 potions of cure light wounds, healer's kit, disguise kit, 2 vials of sleep poison (ingested, fort DC 15, initial 1 min unconsciousness, secondary 1 hour unconsciousness), 4 masterwork manacles with average locks, 1 masterwork manacle with amazing lock, heavy warhorse with military saddle, 50' silk rope.</p><p></p><p>Bring 'em back alive: A justicar does not suffer the usual -4 penalty for dealing non-lethal damage with a melee weapon (other than a sap or unarmed strike).</p><p></p><p>Nonlethal Strike: A justicar gains an extra 1d6 points of damage whenever using the bring 'em back alive ability under conditions that would allow for a sneak attack.</p><p></p><p>Crippling strike: A justicar deals 1 point of strength damage each time he uses his non-lethal strike ability.</p><p></p><p><strong>Note:</strong> "Arcanis," "Coryan", etc are not open gaming content and should be edited out of the pdf version.</p><p></p><p>Equipment Rules from Player's Guide to Arcanis:</p><p>Lorica Segmentata is medium exotic armor with an armor bonus of +5, a max dex of +4, and an armor check penalty of -3, and that does not reduce movement (as is usual for medium armor). Without the exotic amor proficiency, it has an armor check penalty of -5 and allows only a 20' move.</p><p></p><p>Greater Masterwork armor gains +1 hardness, +5 hit points, and has -2 armor check penalty vis a vis a normal suit of armor</p><p></p><p>Greater Masterwork melee weapons gain a non-magical +1 enhancement bonus to hit and damage, +1 hardness, and +5 hit points.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 2037349, member: 3146"] #84 - [COLOR=Yellow][B]Hobgoblin Slaver[/B][/COLOR] [B]Rogue 4/Ranger 3/Justicar 2[/B]; Source (PHB, Complete Warrior, Player's Guide to Arcanis) The hobgoblin slaver is not merely a merchant. He is also a raider, travelling the lands in order to secure slaves to sell. Nor does the hobgoblin slaver simply prey upon the weak and defenseless. Orphans, widows, and drunk fools are, of course, his targets from time to time, but he prefers harder prey. Skilled warriors who will provide good sport in the gladiatorial pits. In the world of Arcanis, he exists at the edges of Coryani society, selling the unfortunate, unpopular, and foreign to the slave masters of Grand Coryan and Sicaris. He would not be above selling to the Canceri, had they gladiatorial pits. [U]Alignment:[/U] LE [B]Entry's name:[/B] Hobgoblin Rogue/Ranger/Justicar level 9th level [B]Combat:[/B] AC= 23 (touch 15, flat-footed 23); Hit-points: 72; Initiative: +4; Speed: 30 ft.; BAB +8 /+3, Grap +14, melee: +13/ +8 (1d6+3, 19-20, shortsword), or +11/+6 (1d6+3, 19-20 shortsword) and +11 (1d6+1, x2 sap); ranged: +13/ +8 (1d6+2, x3, composite shortbow). [B]Saves:[/B] Fort +9, Ref +12, Will +8. [B]Abilities:[/B] Str 14 (+2), Dex 18 (+4), Con 16 (+3), Int 13 (+1), Wis 12 (+1), Cha 11 (+0). [B]Racial Traits:[/B] [I]Hobgoblin[/I]: Darkvision 60 ft., +2 dex, +2 con (in stats above), +4 move silently [B]Skills:[/B] Appraise +2 1r, Bluff +7 7r, Craft: Alchemy +2 1r, Diplomacy +9 7r, Disguise +2 2r, Gather Information +8 5r, Heal +6 5r, Hide +12 9r, Intimidate +7 5r, Jump +2 1r, Knowledge: Local +3 2r, Listen +10 9r, Move Silently +16 9r, Search +5 5r, Sense Motive +2 1r, Sleight of Hand +10 7r, Spot +10 9r, Survival +10 (+12 tracking) 9r [B]Feats and Powers:[/B] Combat Expertise, Endurance (b), Exotic Armor Proficiency: Lorica Segmentata, Track (b), Improved Grapple (b), Skill Focus: Gather Info, Two Weapon Fighting (b), Weapon Finesse; Bring 'em back alive, Crippling Strike, Favored Enemy: Human +2, nonlethal strike +1d6, Sneak Attack +2d6, Trapfinding, Trap Sense +1, Uncanny Dodge, Wild Empathy +3 [B]Equipment:[/B] +2 cloak of resistance, +2 Lorica Segmentata, +1 ring of protection, 2 greater masterwork shortswords, masterwork mighty [+2] composite shortbow, masterwork sap, potion of cure serious wounds, potion of bull's strength 2 potions of cure light wounds, healer's kit, disguise kit, 2 vials of sleep poison (ingested, fort DC 15, initial 1 min unconsciousness, secondary 1 hour unconsciousness), 4 masterwork manacles with average locks, 1 masterwork manacle with amazing lock, heavy warhorse with military saddle, 50' silk rope. Bring 'em back alive: A justicar does not suffer the usual -4 penalty for dealing non-lethal damage with a melee weapon (other than a sap or unarmed strike). Nonlethal Strike: A justicar gains an extra 1d6 points of damage whenever using the bring 'em back alive ability under conditions that would allow for a sneak attack. Crippling strike: A justicar deals 1 point of strength damage each time he uses his non-lethal strike ability. [B]Note:[/B] "Arcanis," "Coryan", etc are not open gaming content and should be edited out of the pdf version. Equipment Rules from Player's Guide to Arcanis: Lorica Segmentata is medium exotic armor with an armor bonus of +5, a max dex of +4, and an armor check penalty of -3, and that does not reduce movement (as is usual for medium armor). Without the exotic amor proficiency, it has an armor check penalty of -5 and allows only a 20' move. Greater Masterwork armor gains +1 hardness, +5 hit points, and has -2 armor check penalty vis a vis a normal suit of armor Greater Masterwork melee weapons gain a non-magical +1 enhancement bonus to hit and damage, +1 hardness, and +5 hit points. [/QUOTE]
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