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Travels through the Wild West: Dramatis Personae
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<blockquote data-quote="Lazybones" data-source="post: 7006" data-attributes="member: 143"><p>Here's an early enemy and some NPCs.</p><p></p><p></p><p>Ghoul (ogre) </p><p>Large-Size Undead </p><p>Hit Dice: 4d12 (26 hp)</p><p>Initiative: +1 (Dex) </p><p>Speed: 30 ft. </p><p>AC: 15 (-1 size, +1 Dex, +5 natural) </p><p>Attacks: Bite +7 melee; 2 claws +2 melee </p><p>Damage: Bite 1d8+5 and paralysis; claw 1d4+2 and paralysis</p><p>Face/Reach: 5 ft. by 5 ft./10 ft. </p><p>Special Attacks: Paralysis, create spawn </p><p>Special Qualities: Undead, +2 turn resistance</p><p>Saves: Fort +1, Ref +2, Will +6</p><p>Abilities: Str 21, Dex 13, Con -, Int 13, Wis 14, Cha 16</p><p>Skills: Climb +6, Escape Artist +7, Hide +5, Intuit Direction +3, Jump +6, Listen +8, </p><p> Move Silently +7, Search +6, Spot +8 </p><p>Feats: Multiattack, Weapon Finesse (bite)</p><p>Climate/Terrain: Any land, aquatic, and underground</p><p>Organization: Solitary, gang (2-4), or pack (7-12)</p><p>Challenge Rating: 3</p><p>Treasure: None </p><p>Alignment: Always chaotic evil </p><p>Advancement: 5-6 HD (Large-size)</p><p></p><p>Ghouls speak the languages they spoke in life (in this case, Giant).</p><p></p><p>Paralysis (Ex): Those hit by an ogre ghoul’s bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.</p><p></p><p>Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. </p><p></p><p>Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.</p><p></p><p>* * * * * </p><p></p><p>Kevrik Telwarden, Human Fighter 3</p><p>S15, D9, C14, I10, W12, Ch13</p><p>Fort +4, Ref +0, Will +3</p><p>Atk +7 melee (1d8+2, longsword), +2 ranged (1d6+2, shortbow)</p><p>AC 15 (chainmail, small shield, -dex), hp30</p><p>Home Region: Western Heartlands</p><p>Skills and Feats: Bullheaded, Saddleback, Mounted Combat, Toughness, Weapon Focus (longsword), Handle Animal +4, Intimidate +3, Jump +0, Ride +5, Swim -9</p><p>Equipment: masterwork longsword, masterwork chainmail, small steel shield, dagger, mighty composite short bow, 20 arrows, standard pack</p><p></p><p>Cullan, Human Warrior 1/Expert 1</p><p>S11, D12, C13, I10, W10, Ch10</p><p>Fort +3, Ref +1, Will +3 </p><p>Atk +1 melee (1d6 shortsword), +3 ranged (1d6 composite short bow)</p><p>AC 14 (studded leather, dex), hp12</p><p>Home Region: Western Heartlands</p><p>Skills and Feats: Survivor, Weapon Focus (shortbow), Hide +15 , Knowledge (nature) +4, Listen +4, Move Silently +5, Ride +3, Spot +4, Wilderness Lore +6</p><p>Equipment: shortsword, composite short bow, 20 arrows, cloak of elvenkind, studded leather armor, standard pack</p></blockquote><p></p>
[QUOTE="Lazybones, post: 7006, member: 143"] Here's an early enemy and some NPCs. Ghoul (ogre) Large-Size Undead Hit Dice: 4d12 (26 hp) Initiative: +1 (Dex) Speed: 30 ft. AC: 15 (-1 size, +1 Dex, +5 natural) Attacks: Bite +7 melee; 2 claws +2 melee Damage: Bite 1d8+5 and paralysis; claw 1d4+2 and paralysis Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Paralysis, create spawn Special Qualities: Undead, +2 turn resistance Saves: Fort +1, Ref +2, Will +6 Abilities: Str 21, Dex 13, Con -, Int 13, Wis 14, Cha 16 Skills: Climb +6, Escape Artist +7, Hide +5, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8 Feats: Multiattack, Weapon Finesse (bite) Climate/Terrain: Any land, aquatic, and underground Organization: Solitary, gang (2-4), or pack (7-12) Challenge Rating: 3 Treasure: None Alignment: Always chaotic evil Advancement: 5-6 HD (Large-size) Ghouls speak the languages they spoke in life (in this case, Giant). Paralysis (Ex): Those hit by an ogre ghoul’s bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis. Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. * * * * * Kevrik Telwarden, Human Fighter 3 S15, D9, C14, I10, W12, Ch13 Fort +4, Ref +0, Will +3 Atk +7 melee (1d8+2, longsword), +2 ranged (1d6+2, shortbow) AC 15 (chainmail, small shield, -dex), hp30 Home Region: Western Heartlands Skills and Feats: Bullheaded, Saddleback, Mounted Combat, Toughness, Weapon Focus (longsword), Handle Animal +4, Intimidate +3, Jump +0, Ride +5, Swim -9 Equipment: masterwork longsword, masterwork chainmail, small steel shield, dagger, mighty composite short bow, 20 arrows, standard pack Cullan, Human Warrior 1/Expert 1 S11, D12, C13, I10, W10, Ch10 Fort +3, Ref +1, Will +3 Atk +1 melee (1d6 shortsword), +3 ranged (1d6 composite short bow) AC 14 (studded leather, dex), hp12 Home Region: Western Heartlands Skills and Feats: Survivor, Weapon Focus (shortbow), Hide +15 , Knowledge (nature) +4, Listen +4, Move Silently +5, Ride +3, Spot +4, Wilderness Lore +6 Equipment: shortsword, composite short bow, 20 arrows, cloak of elvenkind, studded leather armor, standard pack [/QUOTE]
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