PCs and NPCs for Endur's RTTOE

Endur

First Post
Craven Proudheart (temporary update)

(This is a temporary placeholder of Craven's stats until Isida has the time to permanently update Craven's stats ... Isida can make her own choices of how to level Craven when she has the time)

Craven Proudheart
Male Human Paladin 9/Knight of the Chalice 1
Alignment: Lawful Good
Deity: St. Cuthbert
Height: 5' 11''
Weight: 185lbs
Hair: Dark Blonde
Eyes: Hazel
Age: 17

Str: 14 (+2) [6 points]
Dex: 10 (+0) [2 points]
Con: 14 (+2) [6 points]
Int: 10 (+0) [2 points]
Wis: 14 (+2) [5 points, +1 level]
Cha: 13 (+1) [4 points, +1 level]

Class and Racial Abilities: Extra feat at first level, 4 extra skill points at level 1, one additional skill point for each level thereafter. Aura of good, detect evil, smite evil 2/day, divine grace, lay on hands (9hp), aura of courage, divine health, turn undead 4/day, special mount. Proficient with all simple and martial weapons, all types of armor, and with shields (except tower shields). Fiendslaying +1/+1d6, +1 to Intimidate, Listen, Sense Motive and Spot against Fiends, +1 will save vs. evil outsiders, and +1 on opposed ability checks against evil outsiders.

Hit Dice: 10d10+20
HP: 75
AC: 22 (+0 Dex, +9 armor, +3 shield) [Touch 10, Flat-footed 22]
ACP: –7 (-6 armor, -1 shield)
Init: +0 (+0 Dex)
Speed: 20ft

Saves:
Fortitude +10 [+6 base, +2 Con, +1 divine grace, +1 cloak]
Reflex +5 [+3 base, +0 Dex, +1 divine grace, +1 cloak]
Will +7 [+3 base, +2 Wis, +1 divine grace, +1 cloak]

BAB: +10
Melee Atk: +14/+9 (1d8+3/x3/B, +1 warhammer)
Melee Atk: +12/+7 (1d4+2/x2/B, light hammer)
Ranged Atk: +10 (1d8/x3/100 ft./P, longbow)
Ranged Atk: +10 (1d4+2/x2/20 ft./B, light hammer)

Skills:
Craft (weaponsmithing) +1 (1 ranks, +0 Int)
Craft (armorsmithing) +1 (1 rank, +0 Int)
Diplomacy +11 (8 ranks, +1 Cha, +2 synergy)
Handle Animal +2 (1 rank, +1 Cha)
Knowledge (the planes) +5 (5 ranks, +0 Int)
Knowledge (religion) +10 (10 ranks, +0 Int)
Listen +4 (0 ranks, +2 Wis, +2 Alertness)
Sense Motive +7 (5 ranks, +2 Wis)
Spot +4 (0 ranks, +2 Wis, +2 Alertness)
Ride +3 (3 ranks, +0 Dex)

Feats:
Alertness (human bonus 1st level)
Endurance (1st level)
Weapon Focus (warhammer) (3rd level)
Power Attack (6th level)
Improved Critical (warhammer) (9th level)

Languages: Common

Spells
DC +2
1st – bless weapon, cure light wounds, protection from evil
2nd - resist energy
Special mount - Courage, heavy warhorse
Large magical beast; HD 8d8+24; hp 60;Init +1; Spd 60 ft.; AC 20, touch 10, flat-footed 19; Base Atk +6; Grp +15; Atk +10 melee (1d6+5, hoof); Full Atk +10/+10 melee (1d6+5, 2 hooves) and +5 melee (1d4+2, bite); Space/Reach 10 ft./5 ft.; SQ low-light vision, scent, empathic link, improved evasion, share spells, share saving throws; SV Fort +9, Ref +7, Will +3; Str 20, Dex 13, Con 17, Int 4, Wis 13, Cha 6.
Skills and Feats:[/b] Jump +12, Listen +7, Spot +6; Endurance, Run.

Equipment:
+1 Full plate - 2650 (50 lbs)
+1 Heavy steel shield – 1157gp (15 lbs)
+1 Warhammer – 2312gp (5 lbs)
+1 Cloak of Resistance
Masterwork Mighty (+2) Composite Longbow
2 light hammers – 2gp (4 lbs)
2 shortspears – 2gp (6 lbs)
Dagger – 2gp (1 lb)
Backpack - 2gp (2 lbs)
Bedroll 5sp (5 lbs)
Waterskin 1gp (4 lbs)
50 ft. hemp rope 1gp (10 lbs)
Trail rations (10 days worth) 5gp (10 lbs)
Belt pouch 1gp (1/2 lb)
Traveler’s outfit (Free)
Weaponsmithing tools – 5gp (5 lbs)
Armorsmithing tools – 5gp (5 lbs)
Whetstone – 2cp (4 lbs)

Relic from Canoness dy'Dey (saint's fingerbone)
- Amulet of Natural Armor +1, from Spugnoir. Not identified. (temporary) 2000 gp. Returned to Spugnoir's family.
- 15 Arrows, from Chat. 7 sp, 5 cp.

Total weight – 126.5 lbs, heavy load.

Money
24.48gp
~~~~~

Appearance: Craven is tall and well-muscled, his face chiseled, with a firm, cleft chin and a proud beaky nose. He wears a neat goatee and moustache, and keeps his blonde hair cut short. His face is often neutral of expression, showing neither happiness nor fear, almost to the point of being habitually mask-like. When expecting trouble, he wears a suit of scale mail, otherwise he wears clean traveling clothes of buff and tan. He keeps a dagger in his belt at all times, and carries his favorite warhammer when permissible.

Personality: Craven often tries to master his expression and voice to avoid betraying his true feelings. Those who have just met him might get the impression that he is rather stoic and stiff. With close friends or family he will show a smile, but with anyone else he tends to be reserved, unwilling to let too many get under his skin, for fear of what they might find there.

Background: Craven’s life started out rather inauspiciously, actually starting with his great grandfather Orwal. Orwal was a priest of St. Cuthbert who led a group of adventurers to destroy a small orc tribe that had been plaguing Hommlet. However, the battle was close, and Orwal was captured by the tribe’s shaman. Knowing that he could not expect to survive, the shaman chose to curse Orwal’s line rather than just kill him.

In a frantic ceremony, the shaman cursed Orwal’s third generation. “Your firstborn son will share your god’s worst vice, cowardice. The stain upon your family name will never be erased.” In a final gesture of defiance, the shaman immolated himself along with all of his articles of power, leaving Orwal alive. Orwal tried to dismiss the curse from his mind, but it lingered, through his marriage, the marriage of his daughter, and the birth of their firstborn son. He had told his family of the curse, and in defiance of the curse, Lilinda named her son Craven.

However, the curse was not dismissed from Craven’s mind, even if outwardly he wore the cowardly name as a badge of courage. Often he heard the tales of glorious battle from the elders of the community, and outwardly he praised them, but inwardly he was relieved that he hadn’t had to do them, for her was certain that he would have run away or surrendered. Most of his dreams were filled with thoughts of cowardice, of men that ran instead of fought, who escaped instead of dying.

In as much defiance as his parents, Craven began training as a warrior, and found a calling in the Church of St. Cuthbert, a god of stoicism and protection. Certainly within such a church his mental cowardice could be trained away. He learned the art of weaponsmithing and armor-making, as well as the use of both of the things he made. Preferring the solidity of a warhammer to the mace, he chose to use one in the service of his god, becoming ordained as a paladin and knight.

Proudheart is a family name, bestowed seven generations before by a grateful noble. Craven's many-times-great-grandfather was a squire in his service, and had just achieved his knighthood when the noble's cousin was kidnapped. Many experienced knights went to rescue her, and were unsuccessful. The young knight was eager to prove his worth, and proud of his abilities, and promised to deliver the noble's cousin to him. Despite his youth, the noble agreed, for all others had failed, so what harm could come of the boy's attempt?

It took no less than three years for the young knight to track down the cousin's kidnapper. Each time he thought about abandoning his quest, his pride would not let him, and his great love for his lord could not let him rest. Eventually he did find the kidnapper, and dealt justice to him swiftly. He took the lord's cousin home, and the lord bestowed upon him a family name to commemorate his deed. Proudheart, Proud for the pride that refused to let him fail, and heart for the compassion and love that drove him ever onward.

Hommlet, however, is a small town. Great crusades are hard to come by, and even the noblest warrior must make a living. Putting his skills to work in helping supply the temple with weapons, Craven put his skills to work to earn his bread. He moonlights in the Welcome Wench as a peacekeeper, and the temple has him protect travelers on the road to nearby towns, for a suitable donation.

Though Craven has crossed blades with the occasional bandit and been able to do his duty, he has fought down intense surges of fear so great they come close to paralyzing him. Though he has managed to face down human foes and the occasional goblin or orc, he fears his fear will cause him to freeze before the face of any greater evil. His fear feeds upon itself, and he dares not even mention it to his superiors. He cannot even bring himself to pray for courage, believing that any change must come from within.

Family Tree: (P = paternal side, M = maternal side, D = deceased)

Mother – Lilinda (potter)
Father – Trevor (leatherworker for the temple)
(P) Uncle Evan (single)
(P) Uncle Lars (Married Aunt Elanor, had cousins Fredrick and Ingrid)
(M) Uncle Wiran (Married Aunt Saran, had cousin Jame)
(M) Uncle Iben (D) (died at 15 in goblin raid)
(M) Aunt Sibby (Sibria) (Married Uncle Pol, had triplet cousins Jan, Elorn, and Nol; work in neighboring town)
Sister Jona (younger, 16, married to Rolf, had niece Yeldara; employed as bakers)
Sister Marly (next oldest, 14)
Brother Frex (baby, died year after Jona was born, of fever)

Craven has a good relationship with his family, though he has kept a bit of distance with his parents since he joined the temple. He hopes to keep them from knowing his inner heart by pledging his duty to keep him from home. However, he does try to take care of his sister Marly from time to time. Of all those in his family, only she has some knowledge of how he feels, and she would not reveal his secret for the world. He knows soon she will marry, and is carefully screening all potential suitors. If anyone dares break her heart, they will face the full force of Craven’s anger.

(GM – Grand Maternal line, or grandmother’s siblings, visa versa with GP)

Lilinda’s Line

(M) Grandmother Thessela (Age 85)
(M) Grandfather Thoran (D, natural causes, five years ago)
(GM) Great-Aunt Isily (D, red ache fever, age 43)
(GM) Great Uncle Boar (Age 90, elder priest in Pelor’s temple)
(GP) Great Aunt Deba (D, age 30 flood, spinster)
(GP) Great Uncle Kuvan (D, age 50, heart attack, married Great Aunt Tamara, age 40)
(GP) Great Uncle Lagress (D, age 13, fall down a well)

(MG) Great Grandmother Frissaly (D, age 47, bandit raid)
(MG) Great Grandfather Wander (Age 94, priest of Fharlaghn, still travels)
(GGM) Great-Great Uncle Budorn
(GGM) Great-Great Uncle Jarek
(GGM) Great-Great Aunt Yilinda
(GGP) Great-Great Aunt Gillian

(PG) Great Grandmother Kara (D, age 50, natural causes)
(PG) Great Grandfather Jorlin (D, age 46, natural causes)
(GGM) Great-Aunt Pressa
(GGM) Great-Aunt Sharla
(GGM) Great-Uncle Oak
(GGP) Great-Uncle Albon
(GGP) Great-Uncle Horace

Trevor’s line

(P) Grandmother Ginara (D, 78, natural causes)
(P) Grandfather Salarn (D, 68, heart attack)
(GM) Great Uncle Yarb (married Great Aunt Merilla)
(GM) Great Uncle Prudarin (married Great Aunt Georgina)
(GP) Great Uncle Eiclax (died as a child, 3 years old, stampede)
(MG) Great Grandmother Quina (D, age 30, childbirth)
(MG) Great Grandfather Wander (D, age 75, natural causes)
(GGM) Great-Great Uncle William
(GGM) Great-Great Uncle Saru
(GGP) Great-Great Uncle Olva
(GGP) Great-Great Uncle Yargu

(PG) Great Grandmother Irene (D, age 67, orc raid)
(PG) Great Grandfather Orwal (D, age 65, heart attack)
(GGM) Great-Aunt Shira
(GGP) Great-Uncle Damar
(GGP) Great-Uncle Alder
(GGP) Great-Uncle Gathur
(GGP) Great-Uncle Urich
 
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Endur

First Post
Rerrid Hammersong

Male Hill Dwarf
Stubborn and Old, with a bit of optimism of late
Level 5 Cleric/ Level 4 Fighter (dwarven substitution levels 1+2)
HP: 84
Init: -1
Spd: 20 ft.
AC 9 (touch 9, flat-footed 9)
BAB: +7/+2
Atk: +9/+4 warhammer (dmg 1-8 +2) or +10/+5 waraxe (dmg 1-10 +2)
Fort +12, Ref +1, Will +7 (+2 vs. poison or spells)
Str 14, Dex 8, Con 18, Int 10, Wis 14, Cha 10
Feats: Axe Focus, Racial Enemies, Power Attack, Cleave, Great Cleave, Craft Magic Arms and Armor, Craft Wands
Skills
Climb +4
Craft Armorsmith +4
Craft Blacksmith +4
Craft Weaponsmith +4
Diplomacy +1
Heal +3
Knowledge History +2
Knowledge Religion +5
Spellcraft +1

Domains: Good, Protection
Spells: varies
Turn Undead: 3/day (+2 for Knowledge Religion)
 

Endur

First Post
Toriah: Temporary Update until Seonaid returns

Class & Level: Rogue 7/ShadowDancer 2
Race: Dwarf (formerly Goblin, Originally Half-elf)
Alignment: CN
Deity: Olidammara
Size: M
Age: 23
Gender: M
Height: 4" (formerly 5'3")
Weight: 145# (formerly around 135#)
Eyes: Green
Hair: Dark
Skin: Tanner than usual

Str: 12 (+1) (4 pts.)
Dex: 14 (+2) (6 pts.)
Con: 16 (+3) (6 pts., +2 racial)
Int: 10 (+0) (1 pt., 4th level increase)
Wis: 11 (+0) (3 pts.)
Cha: 13 (+2) (5 pts.)

HP: 59 (HD: 7d6+21 +2d8+6)
Speed: 20'
AC: 10 base + 2 Dex +4 (studded leather +1)= 16 (Touch: 12; Flat: 14) +1 for dodge vs. one foe
BAB: +5
Grapple: 5 BAB +1 str = +5
Initiative: +2
Fort: 2 base + 3 Con +1 cloak = +6
Ref: 5 base + 3 base + 2 Dex +1 cloak= +11
Will: 2 base + 0 Wis +1 cloak= +3
+2 vs. poison and spells

Hide in Plain Sight ability

Melee: +1 Rapier +6 BAB +1 str =+8 to hit, 1d6+2 damage, 18-20/x2, piercing
Ranged: +1 Shortbow +6 BAB +2 Dex =+9 to hit 1d6+1 damage, x3, piercing, 60' range increment

Feats: Dodge, Mobility, Combat Reflexes, Spring Attack

Abilities: Immune to sleep, +2 saving v. enchantments, dark vision 60', sneak attack +4d6, trapfinding, evasion, trap sense +2, uncanny dodge, dwarf abilitieis

Languages: Common, Elven
Light load: up to 43#
Medium: 44 through 86
Heavy: 87 through 130

Skills
Disable Device: 4 ranks +0 ability= +4
Gather Information: 6 ranks + 2 racial + 1 ability = +9
Hide: 12 ranks + 2 ability = +14
Knowledge (local): 1 rank + 0 ability = +1
Knowledge (religion)(cc): 1 rank + 0 ability =+1
Listen: 6 ranks + 0 ability = +6
Move Silently: 12 ranks + 2 ability +4 racial +5 boots = +23
Open Lock: 4 ranks + 2 ability = +6
Perform (dance): 12 ranks + 2 ability = +14
Profession (stablehand): 1 rank + 0 ability = +1
Search: 8 ranks + 1 racial + 0 ability = +9
Sleight of Hand: 1 rank + 2 ability = +3
Spot: 6 rank + 0 ability = +6
Tumble: 11 ranks + 2 ability = +13
Ride: 0 ranks +4 racial +3 ability = +7

Equipment
Traveler's outfit....................0gp...0#
Entertainer's outfit................3gp...4#
Leather armor.....................10gp...15#
+1 Rapier.........................2320gp...2#
+1 Shortbow.....................2030gp...2#
Backpack.............................2gp...2#
Bedroll.................................1sp...5#
Blanket, winter......................5sp...3#
Flint & steel..........................1gp...0#
Mirror, small steel.................10gp...0.5#
Rope, silk (50').....................10gp...5#
Waterskin.............................1gp...4#
Medallion, EE............................?...0#
Disguise kit.............................gp...#
Holy symbol of Olidammara........gp...0#
Coins...................................6gp, 4sp
TOTALS............................100gp...42.5# (light load)

Additional Items
MW Rapier (small size)
Mithril Shirt (small size)
elven boots
cloak of resistance +1
studded leather armor +1 (medium size)

Background
Toriah had lived in Verbobonc until a few years ago. His mother was a Rhenne and his father was a half-elven man she met in the town. The two settled in long enough for Toriah to grow up a bit, but in his thirteenth year they left, following the call of the river and further adventure. He never saw them again, though he listened to every bit of gossip that came in. Some days he wished they were dead, upset for leaving him, and some days he hoped they were out there still, amassing their fortunes. He has pretty much given up hope that they are going to return to him, but that possibility has crossed his mind once or twice.

When they left him, he had a decent education and the attractiveness of a half-elf in a mostly human town. However, restless and angry after his parents' departure, he dropped their surname and took to petty thievery. His parents had left him a small inheritance with a neighbor, who was to hold it until he came of age. He spent several weeks with the neighbor, until the disillusionment of being abandoned by his parents drove him into the streets, where he commenced his petty larceny. A minor figure in the local Thieves' Guild took Toriah in and taught him a few basic skills. After some time scraping by and paying dues to the Guild, Toriah struck out on his own, leaving the Guild with no hard feelings between them.

He spent a few years on his own, cheating and swindling the upright citizens of Verbobonc until he received an unsigned message from a friend in the Guild. Leave town, it read. You've well and truly done it now, and you've seriously annoyed Someone Important. I don't know who or how. Insider in the constabulary told me you should have a week, but I wouldn't outstay my welcome if I were you. Toriah was not alarmed, having been in tight places with the law before, but he was smart enough to heed the anonymous message. He returned to the neighbor, who was shocked to see him, having resigned himself to watching the boy--now a man--remain a criminal for the rest of his days. Toriah thanked him for his care and his concern, received what was left of the inheritance (some of it having been used already, for Toriah's care while living with the neighbor, who had been scrupulously good about keeping it), gathered up what belongings he had, buying what he thought he might need, and after three days of preparation, set off from Verbobonc.

He arrived in the small town of Hommlet, secure in the knowledge that he would not be pursued. He thought he knew which "Someone" was chasing him, and if his thoughts proved correct, that "Someone" wouldn't venture outside of his comfortable town to find a minor thief. Upon arriving in Hommlet, Toriah realized that he did not have the skill or means to support himself through the less-than-legal means he was used to, particularly since the town was so much smaller than Verbobonc. He hired on with The Welcome Wench and Terrigan's and finally settled on Telna's Kitchen, working as a general laborer. A few months after he started, he approached the owner with a proposition: he would take one night off a week from laboring to dance inside for the customers. The owner looked Toriah up and down, laughed to himself, and agreed. Since then, Toriah has spent a night or two every week entertaining--fairly successfully--at Telna's. He retained the grace of his mother's Rhenne heritage and in some ways, this dancing connects him with her.

Toriah has been inducted into the Temple Raiders of Olidammara.

Toriah was slain by a group of skeletal dire bears under the command of the evil cultist Choranth of the Air Temple. Toriah was reincarnated and came back as a goblin.

Toriah's Family Tree

Toriah doesn't know much about his family. The information below is based on what he knew when his parents left him (10 years ago). It's possible they have all passed on, or have all had multiple children and marriages. As far as he knows, he has no siblings.

Mother: Lanya (Rhenne)
Mother's parents: Allena & Derrick (Rhenne)
Mother's siblings: 2 brothers, 1 sister (Rhenne)

Father: Ivellian (half-elven, ancestry uncertain)
Father's parents: 1 full-blood elf, 1 human of uncertain ancestry
Father's siblings: Rhiannon (older sister) (half-elven, ancestry uncertain)
 
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Endur

First Post
Skassik, Bethe, Final, and Guoquog

Skassik: Male salamander Blk4; CR 10; Medium-size outsider (Extraplanar, Fire); HD 9d8 +27 plus 4d10 +12; hp 99; Init +1; Spd 15 ft.; AC 27, touch 11, flat-footed 26; Base Atk +13; Grp +15; Atk +19 melee (2d6+7/17-20 plus 1d6 fire, barbed +1 greatsword) or +17 melee (2d6+4 plus 1d6 fire, tail slap); Full Atk +19/+14/+9 melee (2d6+6/17-20 plus 1d6 fire, barbed masterwork greatsword) and +12 melee (2d6+2 plus 1d6 fire, tail slap); Reach 5 ft. (10 ft. with tail); SA Command undead 7/day, constrict 2d6+2 and 1d6 fire, improved grab, poison, smite good (1/day, +4 attack, +4 damage); SQ Blackguard abilities, damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL CE; SV Fort +15, Ref +10, Will +12; Str 18, Dex 12, Con 16, Int 12, Wis 17, Cha 18.
Skills and Feats:Bluff +16, Craft (blacksmithing) +17, Hide +13(-armor mod), Intimidate +18, Knowledge (religion) +17, Listen +15, Move Silently +13(-armor mod), Search +13, Spot +15; Cleave, Improved Sunder, Power Attack, Weapon Focus Great Sword, Improved Critical Great Sword
Blackguard Abilities: Detect good at will, Smite Good +2/+4, Sneak Attack 1d6, aura of despair (enemies within 10 ft. suffer -2 penalty on all saves.
Constrict (Ex): Skassik deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to Large size.
Improved Grab (Ex): Skassik must hit a creature of up to Large size with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If he wins the grapple check, he establishes a hold and can constrict.
Poison: Giant wasp poison. Fort save DC 18; 1d6 Dex/ 1d6 Dex.
Rebuke Undead: Skassik gains a +2 synergy bonus on Rebuke Undead checks because he has 5 ranks in Knowledge (religion).
Vulnerability to cold: Skassik takes half again as much (+50%) damage as normal from cold effects.
Spells Prepared (2/1; save DC 12 +spell level): 1st- corrupt weapon, cure light wounds 2nd- bull’s strength, death knell.
Possessions: +1 Bright red full plate armor, +1 barbed greatsword, ring of feather falling, giant wasp poison (2 doses).

Bethe: Human Monk5/Asn4;
Medium humanoid (human); HD 5d8+5 plus 4d6+4; hp 45; Init +7; Spd 40 ft.; AC 16, touch 16, flat-footed 10; Base Atk +6; Grp +11; Atk +9 melee (1d8+1, unarmed strike); Full Atk +8/+8/+3 melee (1d8+1/20 x2); SA sneak attack +2d6, death attack; SQ evasion, poison use, uncanny dodge, +2 bonus on saves against poison and enchantment spells, Stunning Fist 6/day (DC 16); AL CE; SV Fort +6, Ref +11, Will +7;

Str 12, Dex 17, Con 12, Int 12, Wis 14, Cha 9.

Skills and Feats: Balance +8, Bluff +4, Climb +6, Concentration +1, Disguise +4, Escape Artist +8, Hide +16, Jump +6, Listen +7, Move Silently +11, Spot +7, Swim +6, Tumble +10; Blindfight, Deflect Arrow, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Stunning Fist, Weapon Finesse Unarmed Strike, Snatch Arrow.

Assassin Spells Known (4/1; save DC 12 + spell level): 1st—disguise self, detect poison, feather fall, true strike; 2nd—alter self, spider climb, undetectable alignment

Death Attack (Ex): If the assassin studies a target for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack can also paralyze (for 1d6+4 rounds) or kill the victim. Fort save DC 15 to resist.


The Final Guardian of the Eye of Tulian
Mimic (hp 60), speaks Dwarven and Common, alignment lawful good, otherwise per the Monster Manual

Guoquog: Female sea hag Ftr4; CR 8; Medium monstrous humanoid (aquatic); HD 3d8+4d10+10; hp 37; Init +1; Spd 30 ft., swim 40 ft.; AC 14, touch 11, flat-footed 13; Base Atk +7; Grp +13; Atk +14 melee (1d4+8, claw) or +8 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Full Atk +14/+14 melee (1d4+8, claw) or +8/+3 ranged (1d8+2/x3, masterwork composite longbow [+2 Str]); Space/Reach: 5 ft./5 ft.; SA Horrific appearance, evil eye; SQ amphibious, spell resistance 14; AL CE; SV Fort +6, Ref +5, Will +5; Str 22, Dex 12, Con 12, Int 10, Wis 13, Cha 10.
Skills and Feats: Climb +7, Hide +7, Jump +7, Knowledge (Outer Fane) +3, Listen +6, Spot +6, Swim +14; Alertness, Cleave, Power Attack, Toughness, Weapon Focus (claws), Weapon Specialization (claws)
Evil Eye (Su): 3/day direct gaze at target within 30'. Will save (DC 11), or be dazed for 3 days and must make a Fortitude save (DC 11) or die from fright.
Horrific Appearance (Su): Any creature that looks at Guoquog must make a Fort save once per day (DC 11) or take 2d6 points of temporary Str damage. Creatures who save or who are affected by this power cannot be affected by Guoquog’s horrific appearance for one day.
 

Endur

First Post
Naquent priestess of Tharzidun, cultist of evil

Naquent: Female half-elven Clr10; CR 10; Medium humanoid (half-elf); HD 10d8+10; hp 54; Init +0; Spd 20 ft.; AC 21, touch 10, flat-footed 21; Base Atk +7; Grp +7; Atk +8 melee (1d8, masterwork morningstar) or +7 ranged (1d8/19-20, light crossbow); Full Atk +8/+3 melee (1d8, masterwork morningstar) or +7 ranged (1d8/19-20, light crossbow); SA Rebuke undead 5/day; SQ insanity; AL CE; SV Fort +11, Ref +6, Will +9; Str 10, Dex 11, Con 12, Int 16, Wis 18 (13*), Cha 14.
* Adjusted to take Insanity into account.
Skills and Feats: Concentration +14, Diplomacy +9, Heal +7, Knowledge (Arcana) +16, Knowledge (Religion) +16, Spellcraft +18; Craft Wand, Great Fortitude, Lightning Reflexes, Scribe Scroll.
Insanity (Ex): Insanity score 5. Wis 23 for bonus spells and DCs; Wis 13 for all other Wis-based checks.
Turn undead: Naquent receives a +2 to turning rolls because she has 5 ranks of Knowledge (religion).
Spells Prepared (6/7/7/5/4/4; base DC 16 +spell level): 0- cure minor wounds, detect magic, guidance (2), read magic, resistance 1st- command, divine favor, doom, protection from good*, sanctuary, shield of faith, summon monster I; 2nd – death knell, bear’s endurance, hold person, silence, spiritual weapon (2), Tharizdun’s touch*; 3rd – cure serious wounds, magic circle against good*, magic vestment, protection from energy, summon monster III; 4th – cure critical wounds, poison, spell immunity, summon monster IV, unholy blight*; 5th – dispel good*, greater command, spell resistance, slay living
*Domain spell. Deity: Tharizdun. Domains: Evil (cast Evil spells at 11th level); Madness (1/day add insanity score to Wis-based roll).
Possessions: magical plate, heavy steel shield, masterwork morningstar, light crossbow, 10 bolts, ochre robes, magical boots, cloak of resistance +1, magical wand, potion of gaseous form, divine scroll of true seeing, summon monster V and invisibility purge, holy symbol (obex).
 

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