NPCs from the most recent session, as detailed here:
http://www.enworld.org/forums/showthread.php?t=100715
Dryden is the Chief Inquisitor of the Witch Hunters, an organisation devoted to tracking down and slaying the bloodmages, followers of Mondain. He’s a ruthless and unyielding man, who gives the impression that he’ll let nothing stand between him and his objectives. Word is that he lost his family to the bloodmages, which ex-plains his hatred for them.
Dryden is actually a double agent, in league with his organisation’s enemies. His family is still alive, and under the thumb of the bloodmages; their lives are forfeit if he moves against the bloodmages’ inner circle. His motivations are more complex than simply wanting to protect his loved ones, however.
Dryden was the one who first contacted the bloodmages, and his true loyalties lie with them. He is motivated by ambition (the bloodmages have destroyed many of his rivals for his position) and security (without their enemies, the witch hunters would fade into irrelevance). His family’s position is a guarantee to the bloodmages that he won’t double-cross them.
Dryden: male human drd7/druidic inquisitor 10; CR 13; Medium Humanoid (human); HD 17d6+85 (153 hp); Init +5; Spd 30 ft; AC 27 (touch 17, flat-footed 22); BAB +12; Grap +15; Atk +23/+18/+13 melee (1d8+11/17–20 plus 2d6 vs humans,
+5 keen, humanbane longsword); SA Spells, turn undead; SQ Spirit sight, spirits’ favour,
detect evil, immunities, pierce illusion, pierce disguise, force shapechange,
discern lies, learn the truth; AL LE; SV Fort +19, Ref +17, Will +27; Str 16, Dex 20, Con 20, Int 15, Wis 26, Cha 16.
Skills and Feats: Concentration +25, Knowledge (nature) +20, Knowledge (planes and spirits) +20, Knowledge (religion and philosophy) +20, Spellcraft +17, Divine Might, Dodge, Great Fortitude, Empower Spell, Extra Turning, Fortune’s Favour, Mobility, Quicken Spell, Spring Attack, Weapon Focus (longsword).
SQ — Immunities (Ex): Immune to charms, compulsions and possession.
Equipment: +5 keen, humanbane longsword;
+5 Britannian steel chain shirt;
vest of resistance +4;
amulet of natural armour +1;
circlet of mind shielding;
ring of protection +2;
ring of freedom of movement;
boots of speed.
Spells Prepared (6/6+2/6+2/6+2/6+2/5+1/5+1/4+1/2+1/1+1, save DC = 18 + spell level): 0 —
detect magic (x2),
purify food and drink, read magic (x2),
touch of fatigue; 1st —
bless, camouflage (x2),
divine favor* (x2),
protection from evil, shield of faith (x2); 2nd —
ancestral vengeance, blindsight (x2),
inflict moderate wounds, rebuke (x2),
zone of truth* (x2); 3rd —
bestow curse, castigate (x2),
detect thoughts*, heroism*, locate object, remove blindness/deafness, substitution; 4th —
air walk (x2), quickened
divine favor*, divine power*, holy smite, spell immunity, unholy blight (x2); 5th —
dispel good, greater heroism*, quickened
cure moderate wounds, empowered
cure serious wounds, slay living (x2); 6th —
etherealness, harm (x2),
heal, stoneskin*, wind walk; 7th —
blasphemy, quickened divine power*, greater restoration, greater teleport, quickened
cure critical wounds; 8th —
dimensional lock, greater spell immunity, power word stun*; 9th — quickened
blade barrier*, empowered
mass inflict serious wounds.
* Denotes domain spell. Domains: Hero, War, Inquisition.
Powerup Results (
substitution, stoneskin, shield of faith, divine power, greater heroism, quickened
divine favor,
boots of speed): 187 hp; Spd 60 ft; AC 32 (touch 18, flat-footed 26); BAB +17; Grap +30; Atk +38/+38/+33/+28/+23 melee (1d6+17/17–20 plus 2d6 vs humans,
+5 keen, humanbane longsword); SQ DR 10/blacksteel, half damage from all attacks, fear immunity; SV Fort +23, Ref +22, Will +31; Str 20.
Dormand is a senior figure in the bloodmages’ inner circle. He is responsible for coordinating the activities of the various bloodmage cells around the empire, and as such knows more about their activities than almost anyone else. He has been a thorn in the party’s side for many months now, although he’s more inclined to see things the other way round.
Dormand: male human mag6/bloodmage 9; CR 12; Medium Humanoid (human); HD 6d4+9d8+43 (140 hp); Init +5; Spd 30 ft; AC 22 (touch 18, flat-footed 17); BAB +7; Grap +7; Atk +8/+3 melee (1d6+1,
+1 quarterstaff); SA Spells; SQ Accursed, blood magic, bloodpool; AL NE; SV Fort +18, Ref +17, Will +17; Str 10, Dex 21, Con 20, Int 15, Wis 14, Cha 24.
Skills and Feats: Concentration +21, Spellcraft +18, Empower Spell, Fortune’s Favour, Iron Will, Lightning Reflexes, Quicken Spell, Scribe Scroll, Still Spell.
SQ — Bloodpool (Su): Dormand’s bloodpool can hold up to 150 hit points and 15 Constitution points.
Equipment: +1 quarterstaff;
bracers of armour +4;
ring of resistance +5;
ring of protection +3; arcane
scroll of destruction; arcane
scroll of greater teleport; 2 arcane
scrolls of lion’s charge.
Spells Per Day (6/8/8/8/7/7/5/5, save DC = 17 + spell level): 0 —
dancing lights, daze, detect magic, detect poison, flare, ghost sound, open/close, prestidigitation, read magic; 1st —
magic missile, fiery eyes, ray of enfeeblement, scales of the serpent, shield, true strike; 2nd —
alter self, blindsight, resist energy, scorching ray, see invisibility, spectral hand; 3rd —
animate dead, displacement, fireball, earthbolt, vampiric touch; 4th —
air walk, dimension door, enervation, polymorph, stoneskin; 5th —
cone of cold, fire breath, hold monster, slay living, wall of force; 6th —
greater dispel magic, harm, wind walk; 7th —
limited wish, greater teleport.
Powerup Results (quickened
shield, stoneskin, quickened
scales of the serpent, displacement, quickened
spectral hand): AC 31 (touch 18, flat-footed 26); Ranged atk +12; SQ DR 10/blacksteel, 50% miss chance.
Notes:
- We upped Quicken Spell to +3 spell levels from +2, after it was felt that it was becoming too powerful.
- Druidic inquisitor is the church inquisitor PrC from Complete Divine, reduced to d6 HD.