Knightfall
World of Kulan DM
DRAND RHOMUS AND THE HUNTERS OF BAST
The PCs will most likely encounter Drand and his followers at the Temple of the Cat. He will be questioning Mistress Jenya as to Toryn’s location, and demanding to know if she knows an Ionesco Valdeshar. Once Toryn hears Ionesco’s name yelled out loud he’d likely figure out it was the swashbuckler who sent him the letter. Toryn can make a Wisdom check (DC 15) to know who Drand is just buy his voice alone.
Drand will not attack Toryn in the temple, but he will demand Toryn surrender to him, if the dwarven fighter is without his companions around to put in a good word for him. Regardless, he will expect Toryn to account for his past actions. A successful Diplomacy or Intimidate check (DC 20) will cause him to back off, but if Toryn or anyone else intimidates him then he will swear vengeance, and not even Jenya will be able to reason with him.
Drand Rhomus, Male Half-elf, Avn8: CR 8; Medium Humanoid (half-elf); HD 8d10+24; 70 hp; Init +2; Spd 30 ft. (6 squares); AC 22 (+2 Dex, +6 armor, +2 natural, +2 shield), touch 12, flat-footed 20; BAB +8/+3; Grp +11; Atk +12 melee (1d8+4/19-20/x2, +1 longsword) or +11 ranged (1d10/19-20/x2, heavy crossbow); Full Atk +12/+7 melee (1d8+4/19-20/x2, +1 longsword) or +11 ranged (1d10/19-20/x2, heavy crossbow); SA break enchantment 1/week, divine spells, smite evil 2/day, turn undead 6/day; SQ animal minion (hawk), associates, aura of chaos, aura of courage, code of conduct, detect evil, divine grace, half-elf traits, lay on hands, slippery mind; AL CG; SV Fort +8, Ref +7, Will +11; Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 13 (+1), Wis 15 (+2), Cha 16 (+3).
Skills and Feats: Bluff +8, Concentration +9, Diplomacy +12, Intimidate +10, Knowledge (religion) +8, Sense Motive +8; Cleave, Combat Reflexes, Power Attack.
Special Attacks: Break Enchantment (Sp): Drand can cast break enchantment as a spell-like ability. Divine Spells: See below. Smite Evil (Su): Twice per day, Drand may attempt to smite evil with one normal melee attack. He adds +3 to his attack roll and deals 8 extra points of damage. Turn Undead (Su): Drand turns undead, as a paladin of the same level.
Special Qualities: Animal Minion (Su): Drand has an animal minion (hawk) that can serve as a scout, a combatant, or a guardian; this animal minion is treated as a paladin’s special mount in all ways [+4 HD, +6 Natural AC Adj., +2 Str Adj., Int 7, plus empathic link, improved evasion, share spells, share saves, and improved speed]. Aura of Chaos (Ex): The power of Drand’s aura of chaos (see the detect chaos spell) is equal to his avenger level. Aura of Courage (Su): Drand is immune to fear (magical or otherwise), and each ally within 10 feet of him gains a +4 morale bonus on saves against fear effects. Detect Evil (Sp): At will, Drand can detect evil, as the spell. Divine Grace (Su): Drand gains a bonus equal to his Charisma bonus on all saves. Lay on Hands (Su): Each day Drand can heal 24 hit points of damage. Slippery Mind (Ex): One round after failing a save against an Enchantment spell or effect, Drand can attempt a second save to break free of the effect.
Spells Prepared (0/2/1; base DC = 12 + spell level): 1st — bless weapon, cure light wounds; 2nd — resist energy.
Possessions: +1 chainmail, +1 longsword, amulet of natural armor +2, heavy crossbow, heavy steel shield, masterwork bolts (2 sets of 10), and 3 potions of cure moderate wounds.
Drand Rhomus isn’t known for his tact. He tends to judge people harshly first, and stick his sword through evildoers second, and everything else third. His time in Duvik’s Pass has taught him that he and his fellow Bastites must always be on guard for those that would take advantage of the church’s hospitality.
Drand has spent the last few months getting touch with the leaders of the Hunters of Bast and having his new hunting party track down those responsible or the plague that devastated Duvik’s Pass. This includes not only Toryn, but also his former adventuring companions — Blacktaros, Firak, Ionesco, and Soja.
Drand tracked Toryn and his old allies as far as the battle site in southern Minar near the city of Tian, where Toryn and the others had fought against Stefan Doverspeak’s minions. It was there that Toryn’s and his former companions went their separate ways, after losing their chance to capture the evil merchant-wizard.
Blacktaros, Firak, and Soja had continued north to see if they could find where Doverspeak had disappeared too, while Ionesco decided to leave the group and travel south towards the City-state of Flamerule. And, of course, Toryn decided to head back towards Cauldron City and see if he could help solve the kidnappings.
Drand, Sirus, Kent, and the Hunters of Bast followed Ionesco to Flamerule, and then down the Mor River. They missed him just outside of the city of Mor’s End and then tracked him back into the Kul Moren Mountains. Drand is convinced that Ionesco knows that he and the Hunters are following him, but the truth is that Ionesco has no idea Drand is tracking him. If he did then he’d likely disappear south towards the Chara Coast, as quickly as possible.
Drand also wishes to bring justice to Stefan Doverspeak, but he has no idea where the merchant-wizard disappeared too. He believes that Ionesco, Toryn, and the others were secretly in league with Stefan, and he will confront Toryn, boldly, if he discovers that the dwarf is in Cauldron City. Learning that Toryn helped save the kidnapped orphans won’t put him off seeking justice for the citizens of Duvik’s Pass. His anger has blinded him, and he will mark Toryn’s new allies as corrupted fools, in need of punishment.
Sirus and Kent, Male Human, Avn5 (2): CR 7; Medium Humanoid (human); HD 5d10+10; 57, 45 hp; Init +2; Spd 30 ft. (6 squares); AC 19 (+2 Dex, +5 armor, +2 shield), touch 12, flat-footed 17; BAB +5; Grp +9; Atk +11 melee (1d8+4/19-20/x2, mw longsword) or +7 ranged (1d10/19-20/x2, heavy crossbow); Full Atk +11 melee (1d8+4/19-20/x2, mw longsword) or +7 ranged (1d10/19-20/x2, heavy crossbow); SA divine spells, smite evil 2/day, turn undead 5/day; SQ animal minion (badger & cat), associates, aura of chaos, aura of courage, code of conduct, detect evil, divine grace, lay on hands, slippery mind; AL CG; SV Fort +5, Ref +5, Will +8; Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 15 (+2).
Skills and Feats: Bluff +7, Concentration +8, Diplomacy +6, Intimidate +9, Knowledge (religion) +7, Sense Motive +8; Power Attack, Cleave, Weapon Focus (longsword).
Special Attacks: Divine Spells: See below. Smite Evil (Su): Twice per day, Sirus and Kent may attempt to smite evil with one normal melee attack. They add +2 to their attack rolls and deal 5 extra points of damage.
Special Qualities: Animal Minion (Su): Sirus and Kent both have an animal minion (a badger & a cat) that can serve as a scouts, combatants, or guardians; these animal minions are treated as a paladin’s special mount in all ways [+2 HD, +4 Natural AC Adj., +1 Str Adj., Int 6, plus empathic link, improved evasion, share spells, and share saves]. Aura of Chaos: The power of Sirus and Kent’s auras of chaos (see the detect chaos spell) are equal to their avenger level. Aura of Courage (Su): Sirus and Kent are immune to fear (magical or otherwise), and each ally within 10 feet of them gains a +4 morale bonus on saves against fear effects. Detect Evil (Sp): At will, Sirus and Kent can detect evil, as the spell. Divine Grace (Su): Sirus and Kent gain a bonus equal to their Charisma bonuses on all saves. Lay on Hands (Su): Each day Sirus and Kent can heal 10 hit points of damage each. Slippery Mind (Ex): One round after failing a save against an Enchantment spell or effect, Sirus and Kent can each attempt a second save to break free of the effect.
Spells Prepared (0/1; base DC = 12 + spell level): 1st — protection from evil.
Possessions: Chainmail, heavy crossbow, 10 bolts, heavy steel shield, mw longsword, and 2 potions of cure moderate wounds each.
Sirus and Kent aren’t as positive of Drand’s purpose and direction. He has become more and more agitated as the months since the devastation caused, by the plague, in Duvik’s Pass. They worry that he might be leading them down the wrong path, but they are too loyal to just walk away. They too wish retribution for the citizen’s of Duvik’s Pass.
As long as Drand continues to key on Ionesco, they follow him blindly. If he instead turns his attention towards Toryn and his new companions then they will begin to question Drand’s sanity. Toryn has obviously redeemed himself, unless he has made nice with Ionesco, and the avengers witness such an event. If Toryn and Ionesco are at odds then they attempt to influence Drand to go after Ionesco first, and come back for Toryn.
Sirus and Kent are not fond of the Hunters of Bast, finding them too crude and vindictive to work with long term. For while the Hunters aren’t evil, the groups purpose is obviously to serve the Tenets of the Balance, by any means, which goes against Sirus and Kent’s personal codes of conduct. They value the Hunters abilities to track and fight, however, and won’t betray them unless they feel Drand has fallen away from being a true avenger in Bast’s name.
Sylfer Zyrrlas, Leader of the Hunters of Bast, Male Elf, Clr4 (Bast)/Rgr4: CR 8; Medium Humanoid (elf); HD 4d8+7 plus 4d8+4; 44 hp; Init +7; Spd 30 ft. (6 squares); AC 21 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; BAB +7/+2; Grp +8; Atk +9 melee (1d8+1/19-20/x2, mw longsword) or +11 ranged (1d8+1/x3, +1 composite longbow); Full Atk +9 melee (1d8+1/19-20/x2, mw longsword) or +11 ranged (1d8+1/x3, +1 composite longbow); SA 1st favored enemy [humanoid (human)] +2, divine spells, turn undead 2/day; SQ animal companion, archery combat style, elf traits, endurance, track, wild empathy; AL N; SV Fort +9, Ref +8, Will +7; Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1).
Skills and Feats: Concentration +6, Handle Animal +4, Hide +7, Knowledge (arcana) +4, Knowledge (geography) +4, Listen +4, Move Silently +8, Ride +5, Search +2, Spellcraft +5, Spot +9; Combat Casting, Endurance B, Improved Initiative, Rapid Shot B, Toughness, Track B.
Spells Prepared (5/4+1/3+1, base DC = 12 + spell level): 0th — detect magic, guidance, read magic, resistance, virtue; 1st — cause fear, divine favor, entropic shield, protection from law, sanctuary *; 2nd — bear’s endurance, darkness, shatter *, sound burst.
Sylfer Zyrrlas isn’t sure why Drand is so determined to bring down these defilers that he has spoken so vehemently about, but once he learned this Ionesco was a human noble, he didn’t care anymore. Sylfer hates human for what a group of human brigands did to his family, near the city of Eversink. They slaughtered the men, raped the women, and left the children to die in the wilderness. Sylfer survived through the use of his wits, while watching his four siblings die, one by one, as well as his timely rescue by a Hunter of Bast, a half-orc cleric/ranger. The two found a kinship in their hatred for humans, and the half-orc became a surrogate father to Sylfer until the shorter lived half-orc died of old age.
Sylfer won’t enter Cauldron City unless Drand tells him that the hunt is on. Once he’s given the go ahead to kill without remorse then he’ll unleash his hunters on the citizens of Cauldron City until Ionesco is dead. He won’t care about finding Toryn as much, especially if the clergy of the Temple of the Cat protect him. Once Sylfer learns that Toryn has human friends then he’ll target them instead. Under no circumstance will he hill any of the faithful of Bast, even if they are human.
Hunters of Bast, Male Half-elf, Clr3 (Bast)/Rgr3 (6): CR 11; Medium Humanoid (half-elf); HD 3d8+6 plus 3d8+6; 34, 39, 39, 43 hp; Init +5; Spd 30 ft. (6 squares); AC 16 (+1 Dex, +4 armor, +1 shield), touch 11, flat-footed 15; BAB +5; Grp +7; Atk +6 melee (1d6+2/19-20/x2, mw short sword) and +6 melee (1d4+1/19-20/x2, mw dagger) or +6 ranged (1d6/x3, composite shortbow); Full Atk +6 melee (1d6+2/19-20/x2, mw short sword) and +6 melee (1d4+1/19-20/x2, mw dagger) or +6 ranged (1d6/x3, composite shortbow); SA 1st favored enemy [humanoid (human)] +2, divine spells, turn undead 2/day; SQ animal companion, two-weapon combat style, endurance, half-elf traits, track, wild empathy; AL CN; SV Fort +8, Ref +5, Will +5; Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 8 (-1).
Skills and Feats: Concentration +7, Diplomacy +1, Gather Information +1, Hide +8, Knowledge (arcana) +4, Knowledge (geography) +5, Listen +7, Search +1, Spot +7; Dodge, Endurance B, Improved Initiative, Mobility, Track B, Two-Weapon Fighting B.
Spells Prepared (4/3+1/1+1, base DC = 11 + spell level): 0th — detect magic, guidance, read magic, virtue; 1st — command, detect law, protection from law *, magic weapon; 2nd — hold person, invisibility *.
These six Hunters of Bast have been trained by Sylfer Zyrrlas, personally. They share his hatred of humans and will hunt and kill anyone that Sylfer tells them to, and won’t stop unless countermanded by a higher-ranking Hunter of Bast. They are more wild and reckless than Sylfer and will gladly lay down their lives for their commander and for the kill.
The PCs will most likely encounter Drand and his followers at the Temple of the Cat. He will be questioning Mistress Jenya as to Toryn’s location, and demanding to know if she knows an Ionesco Valdeshar. Once Toryn hears Ionesco’s name yelled out loud he’d likely figure out it was the swashbuckler who sent him the letter. Toryn can make a Wisdom check (DC 15) to know who Drand is just buy his voice alone.
Drand will not attack Toryn in the temple, but he will demand Toryn surrender to him, if the dwarven fighter is without his companions around to put in a good word for him. Regardless, he will expect Toryn to account for his past actions. A successful Diplomacy or Intimidate check (DC 20) will cause him to back off, but if Toryn or anyone else intimidates him then he will swear vengeance, and not even Jenya will be able to reason with him.
Drand Rhomus, Male Half-elf, Avn8: CR 8; Medium Humanoid (half-elf); HD 8d10+24; 70 hp; Init +2; Spd 30 ft. (6 squares); AC 22 (+2 Dex, +6 armor, +2 natural, +2 shield), touch 12, flat-footed 20; BAB +8/+3; Grp +11; Atk +12 melee (1d8+4/19-20/x2, +1 longsword) or +11 ranged (1d10/19-20/x2, heavy crossbow); Full Atk +12/+7 melee (1d8+4/19-20/x2, +1 longsword) or +11 ranged (1d10/19-20/x2, heavy crossbow); SA break enchantment 1/week, divine spells, smite evil 2/day, turn undead 6/day; SQ animal minion (hawk), associates, aura of chaos, aura of courage, code of conduct, detect evil, divine grace, half-elf traits, lay on hands, slippery mind; AL CG; SV Fort +8, Ref +7, Will +11; Str 16 (+3), Dex 15 (+2), Con 16 (+3), Int 13 (+1), Wis 15 (+2), Cha 16 (+3).
Skills and Feats: Bluff +8, Concentration +9, Diplomacy +12, Intimidate +10, Knowledge (religion) +8, Sense Motive +8; Cleave, Combat Reflexes, Power Attack.
Special Attacks: Break Enchantment (Sp): Drand can cast break enchantment as a spell-like ability. Divine Spells: See below. Smite Evil (Su): Twice per day, Drand may attempt to smite evil with one normal melee attack. He adds +3 to his attack roll and deals 8 extra points of damage. Turn Undead (Su): Drand turns undead, as a paladin of the same level.
Special Qualities: Animal Minion (Su): Drand has an animal minion (hawk) that can serve as a scout, a combatant, or a guardian; this animal minion is treated as a paladin’s special mount in all ways [+4 HD, +6 Natural AC Adj., +2 Str Adj., Int 7, plus empathic link, improved evasion, share spells, share saves, and improved speed]. Aura of Chaos (Ex): The power of Drand’s aura of chaos (see the detect chaos spell) is equal to his avenger level. Aura of Courage (Su): Drand is immune to fear (magical or otherwise), and each ally within 10 feet of him gains a +4 morale bonus on saves against fear effects. Detect Evil (Sp): At will, Drand can detect evil, as the spell. Divine Grace (Su): Drand gains a bonus equal to his Charisma bonus on all saves. Lay on Hands (Su): Each day Drand can heal 24 hit points of damage. Slippery Mind (Ex): One round after failing a save against an Enchantment spell or effect, Drand can attempt a second save to break free of the effect.
Spells Prepared (0/2/1; base DC = 12 + spell level): 1st — bless weapon, cure light wounds; 2nd — resist energy.
Possessions: +1 chainmail, +1 longsword, amulet of natural armor +2, heavy crossbow, heavy steel shield, masterwork bolts (2 sets of 10), and 3 potions of cure moderate wounds.
Drand Rhomus isn’t known for his tact. He tends to judge people harshly first, and stick his sword through evildoers second, and everything else third. His time in Duvik’s Pass has taught him that he and his fellow Bastites must always be on guard for those that would take advantage of the church’s hospitality.
Drand has spent the last few months getting touch with the leaders of the Hunters of Bast and having his new hunting party track down those responsible or the plague that devastated Duvik’s Pass. This includes not only Toryn, but also his former adventuring companions — Blacktaros, Firak, Ionesco, and Soja.
Drand tracked Toryn and his old allies as far as the battle site in southern Minar near the city of Tian, where Toryn and the others had fought against Stefan Doverspeak’s minions. It was there that Toryn’s and his former companions went their separate ways, after losing their chance to capture the evil merchant-wizard.
Blacktaros, Firak, and Soja had continued north to see if they could find where Doverspeak had disappeared too, while Ionesco decided to leave the group and travel south towards the City-state of Flamerule. And, of course, Toryn decided to head back towards Cauldron City and see if he could help solve the kidnappings.
Drand, Sirus, Kent, and the Hunters of Bast followed Ionesco to Flamerule, and then down the Mor River. They missed him just outside of the city of Mor’s End and then tracked him back into the Kul Moren Mountains. Drand is convinced that Ionesco knows that he and the Hunters are following him, but the truth is that Ionesco has no idea Drand is tracking him. If he did then he’d likely disappear south towards the Chara Coast, as quickly as possible.
Drand also wishes to bring justice to Stefan Doverspeak, but he has no idea where the merchant-wizard disappeared too. He believes that Ionesco, Toryn, and the others were secretly in league with Stefan, and he will confront Toryn, boldly, if he discovers that the dwarf is in Cauldron City. Learning that Toryn helped save the kidnapped orphans won’t put him off seeking justice for the citizens of Duvik’s Pass. His anger has blinded him, and he will mark Toryn’s new allies as corrupted fools, in need of punishment.
Sirus and Kent, Male Human, Avn5 (2): CR 7; Medium Humanoid (human); HD 5d10+10; 57, 45 hp; Init +2; Spd 30 ft. (6 squares); AC 19 (+2 Dex, +5 armor, +2 shield), touch 12, flat-footed 17; BAB +5; Grp +9; Atk +11 melee (1d8+4/19-20/x2, mw longsword) or +7 ranged (1d10/19-20/x2, heavy crossbow); Full Atk +11 melee (1d8+4/19-20/x2, mw longsword) or +7 ranged (1d10/19-20/x2, heavy crossbow); SA divine spells, smite evil 2/day, turn undead 5/day; SQ animal minion (badger & cat), associates, aura of chaos, aura of courage, code of conduct, detect evil, divine grace, lay on hands, slippery mind; AL CG; SV Fort +5, Ref +5, Will +8; Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 13 (+1), Wis 14 (+2), Cha 15 (+2).
Skills and Feats: Bluff +7, Concentration +8, Diplomacy +6, Intimidate +9, Knowledge (religion) +7, Sense Motive +8; Power Attack, Cleave, Weapon Focus (longsword).
Special Attacks: Divine Spells: See below. Smite Evil (Su): Twice per day, Sirus and Kent may attempt to smite evil with one normal melee attack. They add +2 to their attack rolls and deal 5 extra points of damage.
Special Qualities: Animal Minion (Su): Sirus and Kent both have an animal minion (a badger & a cat) that can serve as a scouts, combatants, or guardians; these animal minions are treated as a paladin’s special mount in all ways [+2 HD, +4 Natural AC Adj., +1 Str Adj., Int 6, plus empathic link, improved evasion, share spells, and share saves]. Aura of Chaos: The power of Sirus and Kent’s auras of chaos (see the detect chaos spell) are equal to their avenger level. Aura of Courage (Su): Sirus and Kent are immune to fear (magical or otherwise), and each ally within 10 feet of them gains a +4 morale bonus on saves against fear effects. Detect Evil (Sp): At will, Sirus and Kent can detect evil, as the spell. Divine Grace (Su): Sirus and Kent gain a bonus equal to their Charisma bonuses on all saves. Lay on Hands (Su): Each day Sirus and Kent can heal 10 hit points of damage each. Slippery Mind (Ex): One round after failing a save against an Enchantment spell or effect, Sirus and Kent can each attempt a second save to break free of the effect.
Spells Prepared (0/1; base DC = 12 + spell level): 1st — protection from evil.
Possessions: Chainmail, heavy crossbow, 10 bolts, heavy steel shield, mw longsword, and 2 potions of cure moderate wounds each.
Sirus and Kent aren’t as positive of Drand’s purpose and direction. He has become more and more agitated as the months since the devastation caused, by the plague, in Duvik’s Pass. They worry that he might be leading them down the wrong path, but they are too loyal to just walk away. They too wish retribution for the citizen’s of Duvik’s Pass.
As long as Drand continues to key on Ionesco, they follow him blindly. If he instead turns his attention towards Toryn and his new companions then they will begin to question Drand’s sanity. Toryn has obviously redeemed himself, unless he has made nice with Ionesco, and the avengers witness such an event. If Toryn and Ionesco are at odds then they attempt to influence Drand to go after Ionesco first, and come back for Toryn.
Sirus and Kent are not fond of the Hunters of Bast, finding them too crude and vindictive to work with long term. For while the Hunters aren’t evil, the groups purpose is obviously to serve the Tenets of the Balance, by any means, which goes against Sirus and Kent’s personal codes of conduct. They value the Hunters abilities to track and fight, however, and won’t betray them unless they feel Drand has fallen away from being a true avenger in Bast’s name.
Sylfer Zyrrlas, Leader of the Hunters of Bast, Male Elf, Clr4 (Bast)/Rgr4: CR 8; Medium Humanoid (elf); HD 4d8+7 plus 4d8+4; 44 hp; Init +7; Spd 30 ft. (6 squares); AC 21 (+3 Dex, +6 armor, +2 shield), touch 13, flat-footed 18; BAB +7/+2; Grp +8; Atk +9 melee (1d8+1/19-20/x2, mw longsword) or +11 ranged (1d8+1/x3, +1 composite longbow); Full Atk +9 melee (1d8+1/19-20/x2, mw longsword) or +11 ranged (1d8+1/x3, +1 composite longbow); SA 1st favored enemy [humanoid (human)] +2, divine spells, turn undead 2/day; SQ animal companion, archery combat style, elf traits, endurance, track, wild empathy; AL N; SV Fort +9, Ref +8, Will +7; Str 13 (+1), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 8 (-1).
Skills and Feats: Concentration +6, Handle Animal +4, Hide +7, Knowledge (arcana) +4, Knowledge (geography) +4, Listen +4, Move Silently +8, Ride +5, Search +2, Spellcraft +5, Spot +9; Combat Casting, Endurance B, Improved Initiative, Rapid Shot B, Toughness, Track B.
Spells Prepared (5/4+1/3+1, base DC = 12 + spell level): 0th — detect magic, guidance, read magic, resistance, virtue; 1st — cause fear, divine favor, entropic shield, protection from law, sanctuary *; 2nd — bear’s endurance, darkness, shatter *, sound burst.
*Domain Spell. Domains: Chaos (cast chaos spells at +1 caster level), Protection (protective ward 1/day).
Possessions: +2 chain shirt, +1 light steel shield, +1 composite longbow [+1 Str], 20 arrows, masterwork longsword, and belt pouch (5 pp, 120 gp, 50 sp).Sylfer Zyrrlas isn’t sure why Drand is so determined to bring down these defilers that he has spoken so vehemently about, but once he learned this Ionesco was a human noble, he didn’t care anymore. Sylfer hates human for what a group of human brigands did to his family, near the city of Eversink. They slaughtered the men, raped the women, and left the children to die in the wilderness. Sylfer survived through the use of his wits, while watching his four siblings die, one by one, as well as his timely rescue by a Hunter of Bast, a half-orc cleric/ranger. The two found a kinship in their hatred for humans, and the half-orc became a surrogate father to Sylfer until the shorter lived half-orc died of old age.
Sylfer won’t enter Cauldron City unless Drand tells him that the hunt is on. Once he’s given the go ahead to kill without remorse then he’ll unleash his hunters on the citizens of Cauldron City until Ionesco is dead. He won’t care about finding Toryn as much, especially if the clergy of the Temple of the Cat protect him. Once Sylfer learns that Toryn has human friends then he’ll target them instead. Under no circumstance will he hill any of the faithful of Bast, even if they are human.
Hunters of Bast, Male Half-elf, Clr3 (Bast)/Rgr3 (6): CR 11; Medium Humanoid (half-elf); HD 3d8+6 plus 3d8+6; 34, 39, 39, 43 hp; Init +5; Spd 30 ft. (6 squares); AC 16 (+1 Dex, +4 armor, +1 shield), touch 11, flat-footed 15; BAB +5; Grp +7; Atk +6 melee (1d6+2/19-20/x2, mw short sword) and +6 melee (1d4+1/19-20/x2, mw dagger) or +6 ranged (1d6/x3, composite shortbow); Full Atk +6 melee (1d6+2/19-20/x2, mw short sword) and +6 melee (1d4+1/19-20/x2, mw dagger) or +6 ranged (1d6/x3, composite shortbow); SA 1st favored enemy [humanoid (human)] +2, divine spells, turn undead 2/day; SQ animal companion, two-weapon combat style, endurance, half-elf traits, track, wild empathy; AL CN; SV Fort +8, Ref +5, Will +5; Str 15 (+2), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 13 (+1), Cha 8 (-1).
Skills and Feats: Concentration +7, Diplomacy +1, Gather Information +1, Hide +8, Knowledge (arcana) +4, Knowledge (geography) +5, Listen +7, Search +1, Spot +7; Dodge, Endurance B, Improved Initiative, Mobility, Track B, Two-Weapon Fighting B.
Spells Prepared (4/3+1/1+1, base DC = 11 + spell level): 0th — detect magic, guidance, read magic, virtue; 1st — command, detect law, protection from law *, magic weapon; 2nd — hold person, invisibility *.
*Domain Spell. Domains: Protection (protective ward 1/day), Trickery (Bluff, Disguise, and Hide are class skills).
Possessions: Masterwork chain shirt, masterwork light steel shield, masterwork short sword, masterwork dagger, composite shortbow, 20 arrows, and belt pouch (45 gp, 100 sp each).These six Hunters of Bast have been trained by Sylfer Zyrrlas, personally. They share his hatred of humans and will hunt and kill anyone that Sylfer tells them to, and won’t stop unless countermanded by a higher-ranking Hunter of Bast. They are more wild and reckless than Sylfer and will gladly lay down their lives for their commander and for the kill.
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