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Thread: POC Unstatted NPCs

  1. #11
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    Quote Originally Posted by Drakey
    Elves don't, this guy does--side effect of one of the Combat Focus feats that I thought I'd just list once rather than twice.
    Ah, okay. I'm simply unfamiliar with that feat. Carry on!
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  2. #12
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    AXEL UTH SOUTHWARD, OWNER OF THE LAST CHANCE INN CR 5
    N Medium humanoid (human)
    Male Solamnic civilized human expert 6
    Init +2; Senses Listen +3, Spot +3
    Languages Common, Solamnic, Draconic

    AC 16, touch 11, flat-footed 15; Acheron Flurry
    hp 15 (6 HD)
    Fort +1, Ref +4, Will +8

    Speed 20 ft. (4 squares)
    Ranged darkwood masterwork heavy crossbow +7 (1d8/19-20)
    Melee darkwood masterwork longspear +4 (1d8-1/x3); or
    Melee unarmed strike +3 (1d3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +4; Grp +3
    Atk Options Improved Unarmed Strike
    Special Actions Acheron Flurry

    Abilities Str 8, Dex 15, Con 8, Int 12, Wis 16, Cha 13
    Feats Acheron Flurry, Dragonsong, Improved Unarmed Strike, Leadership
    Skills Diplomacy +12, Escape Artist +4, Hide -5, Jump -8, Knowledge (arcana) +10, Knowledge (the planes) +10, Move Silently -5, Perform (song) +12, Sense Motive +12, Sleight of Hand -5, Survival +12, Swim -15, Use Rope +11
    Possessions +1 chain shirt, backpack, bedroll, belt pouch, bolts (10), darkwood masterwork heavy crossbow, darkwood masterwork longspear, dust of illusion, elixir of fire breath, explorer’s outfit, flint and steel, goggles of minute seeing, hempen rope (50 ft.), one square yard of linen, sunrods (2), trail rations (10 days), waterskin

    Acheron Flurry During his turn, Axel may designate an opponent within reach to whom he has dealt damage during this encounter using an unarmed strike. He can spend a standard action to confound and distract his chosen foe with a constant flood of distracting mock attacks. While doing this leaves him open to attacks (applying a -2 penalty to your Armor Class), his foe may take only a single standard action or move action on his foe’s next turn. If Axel moves away (or is otherwise no longer conscious and adjacent to his foe) before his chosen foe's next turn, his foe may act normally.
    Leadership Axel has a 4th-level cohort and no followers.

  3. #13
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    It does not look as fun to me to be Axel as it looks to be some of these other characters. :(

  4. #14
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    Default BARON GRIFYDD UTH JOTUN, LORD OF ERROW’S MANOR

    BARON GRIFYDD UTH JOTUN, LORD OF ERROW’S MANOR CR 7
    LG Medium humanoid (human)
    Male Solamnic civilized human noble 2/urban ranger 5
    Init +3; Senses Listen +3, Spot +13
    Languages Common, Solamnic, intuitive communication, link with companion, voice of the city

    AC 21, touch 12, flat-footed 19
    hp 27 (7 HD)
    Fort +3, Ref +10, Will +5

    Speed 20 ft. (4 squares)
    Melee +9/+4 masterwork longsword (1d8+2/19-20)
    Ranged +9/9/+4 masterwork composite longbow (1d8+2/x3) with Point Blank Shot and
    Rapid Shot; or
    Ranged +8/+8/+3 masterwork composite longbow (1d8+2/x3) with Rapid Shot; or
    Ranged +11/+6 masterwork composite longbow (1d8+2/x3) with Point Blank Shot; or
    Ranged +10/+5 masterwork composite longbow (1d8+2/x3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +6; Grp +8
    Atk Options Point Blank Shot
    Special Actions inspire confidence
    Urban Ranger Spells Prepared (CL 2nd):
    1st—message

    Abilities Str 14, Dex 16, Con 8, Int 10, Wis 12, Cha 14
    SQ bonus class skill, favor, rival organizations, share spells with companion, urban companion
    Feats Alertness, Endurance, Leadership, Point Blank Shot, Rapid Shot, Recognize Imposter, Wanderer’s Diplomacy
    Skills Balance –7, Bluff +7, Climb –8, Diplomacy +11, Disguise +2*, Escape Artist –7, Gather Information +13, Hide -6, Jump –8, Intimidate +4, Knowledge (local) +9, Listen +3, Move Silently -6, Sense Motive +12*, Spot +13*, Tumble -7
    *Baron Grifydd receives an additional +2 bonus to Disguise checks to act in character, as well as a +4 bonus on Spot checks to oppose Disguise checks and on Sense Motive checks to oppose Bluff checks, and a +3 bonus on Spot checks in bright light.
    Possessions +1 tower shield, backpack, belt pouch, bedroll, efficient quiver with 60 arrows, explorer’s outfit, flint and steel, ginger (1 lb), hat of disguise, hempen rope (50 ft.), jewelry (100 gp), masterwork chain shirt, masterwork composite longbow (+2 Strength rating), masterwork longsword, noble’s outfit, signet ring, sunrods (2), oil of greater magic weapon +3, trail rations (10 days), unguent of timelessness, waterskin

    Bonus Class Skill Baron Grifydd treats Spot as a noble class skill. This represents an area of study the Baron has pursued on his own.
    Endurance When reduced to between -1 and -9 hit points, Baron Grifydd automatically become stable. He doesn’t have to roll d% to see if he loses 1 hit point each round.
    When reduced to negative hit points, he may choose to act as if he were disabled, rather than dying. He must make this decision as soon as he is reduced to negative hit points (even if it isn’t his turn). If he does not choose to act as if he were disabled, he immediately falls unconscious.
    When using this feat, he can take either a single move or standard action each turn, but not both, and he cannot take a full round action. He can take a move action without further injuring himself, but if he performs any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) he takes 1 point of damage after completing the act. If he reaches -10 hit points, he immediately dies.
    A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.
    Favor Baron Grifydd has the ability to call in favors from those he knows. By making a favor check, Baron Grifydd can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
    To call in a favor, Baron Grifydd makes a favor check. Roll a 1d20+1. The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. Baron Grifydd can’t take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.
    Baron Grifydd can try to call in a single favor per week.
    The DM should carefully monitor Baron Grifydd’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.
    Inspire Confidence Baron Grifydd can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe Baron Grifydd for a full round for the inspiration to take hold. The effects last for 5 rounds. Baron Grifydd can inspire one ally.
    An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
    Baron Grifydd can’t inspire confidence in himself. The ability only aids his allies.
    Leadership Baron Grifydd has a 5th level cohort and no followers.
    Rival Organizations Baron Grifydd has studied the Knights of Neraka in depth. Due to his knowledge of how the organization operates, he gains a +4 bonus on Bluff, Intimidate, Gather Information, Knowledge (local), and Sense Motive checks made against, or pertaining to, members of that organization. Likewise, due to his heightened awareness around these individuals, he gains a +4 bonus to Armor Class against members of this group.
    Baron Grifydd gains a +2 bonus making any of these checks against members of the Whitescale Society.
    Urban Tracking To find an individual's trail, or to follow a trail for 1 hour, requires a Gather Information check. Baron Grifydd must make another Gather Information check every hour Baron Grifydd searches, as well as each time the trail becomes more difficult to follow, such as when it takes Baron Grifydd to a different part of town. The DC of the check, and the number of checks required to track down Baron Grifydd’s quarry depends on the community size and the prevailing conditions. If Baron Grifydd fails a check, Baron Grifydd can retry after 1 hour of questioning; the DM should roll the number of checks required secretly, so that the player doesn't know exactly how much time the task will require. Baron Grifydd can cut the time between Gather Information checks in halffrom 1 hour to 30 minutes), but Baron Grifydd take a -5 penalty on the check. Obviously, this feat will not allow Baron Grifydd to locate someone who has gone beyond the boundaries of the community, but it could inform Baron Grifydd that they've done so.
    Community Size* — DC — Checks Required
    Thorp, hamlet, or village — 5 — 1d3
    Small town or large town — 10 — 1d4+1
    Small city or large city — 15 — 1d6+1
    Metropolis — 20 — 1d8+2
    *See DMG 137
    Conditions DC Modifier
    Every three creatures in group being sought —2
    Every 24 hours group has been missing/sought +1
    Tracked group "lies low" +2
    Tracked group matches community's primary racial demographic * +2
    Tracked group does not match community's primary racial demographic* —2
    *See DMG 139
    Baron Grifydd gains a +2 bonus on the Gather Information check to use this feat.
    Characters without this feat can use Gather Information to find out about specific individuals, but each check takes ld4+1 hours and doesn't allow for effective trailing.
    Voice of the City Through a combination of body language, tone, and expression, Baron Grifydd can make himself understood by those who do not speak his language, and he can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require his to make a roll: d20 + 8 (if trying to understand someone else) or 9 (if trying to make someone else understand his). Roll each only once per conversation. If he fails, he cannot try to communicate with that specific individual via this ability until he has gained a level. (Thus, it is possible, if he succeeds in one roll but fails in the other, to hold a conversation where he can understand the other speaker but the other speaker cannot understand him, or vice-versa.)
    The DC of the roll depends on creature type and how closely the individual's language is related to any of his own. The ability works most effectively with other humanoids. In this case, if the individual's language uses the same alphabet as any language he knows, the DC is 20. If it does not, the DC is 30. (See Speak Language, PH 82, for this information.)
    The above DCs increase by 5 if the speaker is a fey, giant, or monstrous humanoid; they increase by 10 if the speaker is an elemental. If the other individual is of any other creature type, he cannot communicate via this ability.
    If the speaker is deliberately trying to make himself understood, Baron Grifydd gains a +2 circumstance bonus on this roll. If he is attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), he takes a -4 penalty on this roll.
    In addition, he gains Speak Language as a class skill.
    Wanderer’s Dipomacy Baron Grifydd excels in using his words and wit to make his way in the world. This feat grants three separate abilities.
    Canny Merchant: Baron Grifydd can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where he is currently located. The DC of this check is 10 + (the item's gp cost minus the community's gp limit, divided by 1,000). If this check succeeds, he learns of a merchant who can supply the item. He must still purchase it as normal.
    Intuitive Communication: When he is faced with a creature whose language he does not understand, he can attempt to communicate with it by making a successful Sense Motive check. This check requires that he spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check's base DC is 20. If the creature is not humanoid, the DC is 30. With a successful check, he learns the basic gist of the creature's speech. This ability gives him no special talent to speak the creature's tongue.
    Social Agility: He can temporarily alter a creature's attitude toward him. He can use Bluff against an unfriendly or less hostile creature in the same way he uses Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target's attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than where it started for 10 minutes.

    Hawk Companion
    N Tiny magical beast
    Init +3; Senses low-light vision, Listen +4, Spot +21
    Languages speak with birds

    AC 18, touch 15, flat-footed 15
    hp 20 (7 HD)
    Fort +4, Ref +10, Will +6

    Speed 10 ft. (2 squares), fly 60 ft. (average)
    Melee +9 talons (1d4-2)
    Space 2 ½ ft.; Reach 0 ft.
    Base Atk +0; Grp -10

    Abilities Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
    SQ improved evasion
    Feats Alertness, Weapon Finesse
    Skills Bluff +3, Diplomacy +7, Gather Information +9, Hide +12, Knowledge (local) +7, Move Silently +4, Listen +6, Sense Motive +12, Spot +21
    Last edited by Drakey; 03-18-2014 at 05:40 PM.

  5. #15
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    Default BARON HAVGAN GLENDOWER, LORD OF WELMET

    BARON HAVGAN GLENDOWER, LORD OF WELMET CR 7
    LG Solamnic civilized human noble 7
    Medium humanoid (human)
    Init +0; Senses Listen +1, Spot +1
    Languages Common, Solamnic, Ergot, Nerakese

    AC 22, touch 10, flat-footed 22
    hp 20 (7 HD)
    Fort +1, Ref +6, Will +5

    Speed 30 ft. (6 squares)
    Melee +1 rapier +8 (1d6+1/18-20)
    Ranged +1 composite longbow (+1 Str rating) +6 (1d8+1/x3)
    Space 5 ft.; Reach 5 ft.
    Base Atk +5; Grp +6
    Special Actions Inspire confidence

    Abilities Str 12, Dex 10, Con 8, Int 14, Wis 13, Cha 16
    SQ bonus class skill, favor +3
    Feats Able Learner, Heroic Destiny, Power Critical (rapier), Weapon Focus (rapier)
    Skills Balance -10, Bluff +16, Climb -9, Diplomacy +18, Disguise +11, Escape Artist -10, Gather Information +16, Handle Animal +16, Hide -10, Intimidate +18, Jump -9, Move Silently -10, Perform (oratory) +16, Ride +2, Swim -19, Tumble -9, Use Magic Device +11
    +2 to Disguise checks to act in character
    Possessions +1 composite longbow (+1 Str rating), +1 rapier, +2 chain shirt, +2 tower shield, circlet of persuasion, dust of illusion, standard adventurer's kit, quiver with 20 arrows. 6 platinum, 4 stel.

    Coordinate Baron Havgan Glendower, Lord of Welmet has a knack for getting people to work together. When Baron Havgan Glendower, Lord of Welmet can aid others and give directions, he provides a bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2, and it increases as Baron Havgan Glendower, Lord of Welmet gains levels. Therefore, Baron Havgan Glendower, Lord of Welmet provides a total +3 bonus.
    This ability can’t be used to assist in combat.
    Favor Baron Havgan Glendower, Lord of Welmet has the ability to call in favors from those he knows. By making a favor check, Baron Havgan Glendower, Lord of Welmet can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influen- tial acquaintances.
    To call in a favor, Baron Havgan Glendower, Lord of Welmet makes a favor check. Roll a d20+3. The DM sets the DC based on the scope of the favor being requested. The DC ranges from 10 for a simple favor to as high as 25 for highly dangerous, expensive, or illegal favors. Baron Havgan Glendower, Lord of Welmet can’t take 10 or take 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable a character to circumvent an adventure should always be unavailable to the character, regardless of the results of a favor check.
    Baron Havgan Glendower, Lord of Welmet can try to call in a favor three times in a week of game time.
    The DM should carefully monitor Baron Havgan Glendower, Lord of Welmet’s use of favors to ensure that this ability isn’t abused. The success or failure of a mission shouldn’t hinge on the use of a favor, and calling in favors shouldn’t replace good roleplaying or the use of other skills. The DM may disallow any favor deemed to be disruptive to the campaign.
    Heroic Destiny Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save.
    Inspire Confidence Baron Havgan Glendower, Lord of Welmet can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe Baron Havgan Glendower, Lord of Welmet for a full round for the inspiration to take hold. The effects last for 5 rounds. Baron Havgan Glendower, Lord of Welmet can inspire four allies.
    An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
    Baron Havgan Glendower, Lord of Welmet can’t inspire confidence in himself. The ability only aids his allies.
    Power Critical (rapier) When using a rapier, Baron Havgan Glendower, Lord of Welmet gains a +4 bonus on the roll to confirm a threat.

  6. #16
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    Default BARON PWYL CLARIOT, OWNER OF BRANDAL'S STABLES

    BARON PWYL CLARIOT, OWNER OF BRANDAL'S STABLES
    Male Solamnic civilized human noble 3/fighter 3
    LG Medium humanoid
    Init -1; Senses Listen +0, Spot +0
    Languages Abanasinian, Common, Kharolian
    AC 21 (Dex -1, armor +7, shield +5), touch 9, flat-footed 21
    hp 31 (6 HD)
    Fort +5, Ref +3, Will +4
    Speed 20 ft. (4 squares)
    Melee masterwork rapier +8 (1d6+2/18-20); or
    Melee masterwork ranseur +9 (2d4+2/x3)
    Ranged masterwork composite longbow (+2 Str bonus) +4 (1d8/x3)
    Base Atk +5; Grp +7
    Atk Options Short Haft, Weapon Focus (ranseur)
    Combat Gear Thunderstone
    Abilities Str 14, Dex 8, Con 12, Int 13, Wis 10, Cha 16
    Feats Heroic Destiny, Leadership, Protected Destiny, Short Haft, Wanderer’s Diplomacy, Weapon Focus (ranseur)
    Skills Balance -15, Bluff +9, Climb -9, Diplomacy +10, Escape Artist -15, Gather Information +9, Hide -15, Intimidate +14, Jump -11, Move Silently -15, Perform +9, Sense Motive +6, Sleight of Hand -12, Swim -26, Tumble -15
    +2 to Disguise checks to act in character
    Possessions +1 banded mail, +1 tower shield, brass mug with jade inlays, eyepatch with mock eye of sapphire and moonstone, masterwork composite longbow (+2 Str rating), masterwork ranseur, masterwork rapier, thunderstone

    Favor Baron Pwyl Clariot has the ability to call in favors from those he knows. By making a favor check, he can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
    To call in a favor, Baron Pwyl Clariot makes a favor check (1d20+2). The DM sets the DC based on the scope of the favor being requested.
    Baron Pwyl Clariot can try to call in a favor once per week.
    Heroic Destiny Once per day, before making an attack roll, skill check, saving throw, or caster level check, Baron Pwyl Clariot may roll 1d6 and add it as a bonus to the roll, check, or save.
    Inspire Confidence Baron Pwyl Clariot can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe him for a full round for the inspiration to take hold. The effects last for 5 rounds. He can inspire up to two allies.
    An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
    He can’t inspire confidence in himself. The ability only aids his allies.
    Leadership Baron Pwyl Clariot has a 7th-level cohort and 6 1st-level followers.
    Protected Destiny Once per day, if Baron Pwyl Clariot rolls a natural 1 on a saving throw, he may reroll the save.
    Short Haft As a swift action, Baron Pwyl Clariot can choose to lose the benefit of wielding any reach weapon other than a spiked chain or whip. In return, he can use that weapon to threaten and attack spaces adjacent to himself. With another swift action, he can give up this feat’s benefit in order to regain the use of his weapon’s superior reach.
    Wanderer’s Diplomacy Baron Pwyl Clariot excels in using his words and wit to make his way in the world. This feat grants him three separate abilities.
    Canny Merchant Baron Pwyl Clariot can make a Diplomacy check to track down an item that is normally too expensive to be purchased in the town or settlement where he is currently located. The DC of this check is 10 + (the item's gp cost minus the community's gp limit, divided by 1,000). If this check succeeds, he learns of a merchant who can supply the item to him. He must still purchase it as normal.
    Intuitive Communication When Baron Pwyl Clariot is faced with a creature whose language he does not understand, he can attempt to communicate with it by making a successful Sense Motive check. This check requires that he spend at least 1 minute listening to the creature and watching its gestures and demeanor. The check's base DC is 20. If the creature is not humanoid, the DC is 30. With a successful check, he learns the basic gist of the creature's speech. This ability gives him no special talent to speak the creature's tongue.
    Social Agility Baron Pwyl Clariot can temporarily alter a creature's attitude toward him. He can use Bluff against an unfriendly or less hostile creature in the same way he uses Diplomacy. Using Bluff in this manner is a standard action that takes no special penalties. The target's attitude remains changed for 1 minute. After this time, it becomes one grade more hostile than

  7. #17
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    Glendower.

    Cam put Henry IV part one in Dragonlance.

    Super cool.
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  8. #18
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    Default BARON RUPERT STAGFORD, LORD OF LINSEL

    BARON RUPERT STAGFORD, LORD OF LINSEL
    Male Solamnic civilized human noble 5/rogue 2
    LG Medium humanoid
    Init +6; Senses Listen +1, Spot +1
    Languages Abanasinian, Common, Kharolian
    AC 22 (Dex +2, armor +5, shield +5), touch 12, flat-footed 20
    hp 23 (7 HD)
    Fort +0, Ref +9, Will +5
    Resist evasion
    Speed 30 ft. (6 squares)
    Melee masterwork rapier +4 (1d6/18-20) (+1d6 with sneak attack); or
    Melee masterwork rapier +6 (1d6/18-20) (+1d6 with sneak attack) with Expert Tactician
    Ranged masterwork hand crossbow +6 (1d4/19-20)
    Base Atk +4; Grp +4
    Atk Options Combat Reflexes, Expert Tactician, sneak attack
    Special Actions Coordinate, favor, inspire confidence, trapfinding
    Combat Gear 2 oils of greater magic weapon +3
    Abilities Str 10, Dex 14, Con 8, Int 13, Wis 12, Cha 16
    Feats Combat Reflexes, Expert Tactician, Improved Initiative, Leadership
    Skills Balance -8, Climb -10, Bluff +13, Diplomacy +15, Disable Device +11, Disguise +3, Escape Artist -8, Gather Information +13, Hide -8, Intimidate +14, Jump -10, Move Silently -8, Perform +13, Search +11, Tumble -8
    +2 to Disguise checks to act in character
    Possessions combat gear plus +1 chain shirt, +1 tower shield, masterwork hand crossbow, masterwork rapier, swan boat feather token
    Combat Reflexes Baron Rupert Stagford can make up to three attacks of opportunity per round.
    He may also make attacks of opportunity while flat-footed.
    Coordinate Baron Rupert Stagford has a knack for getting people to work together. When he can aid others and give directions, he provides a +1 bonus to the task at hand by making an aid another check. This bonus is in addition to the normal aid another bonus of +2.
    This ability can’t be used to assist in combat.
    Evasion Baron Rupert Stagford can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Baron Rupert Stagford is wearing light armor or no armor. He does not gain the benefit of evasion when helpless.
    Expert Tactician If Baron Rupert Stagford hits a creature with an attack of opportunity, he and all his allies gain a +2 circumstance bonus on melee attack rolls and damage rolls against that creature for 1 round.
    Favor Baron Rupert Stagford has the ability to call in favors from those he knows. By making a favor check, the noble can call upon contacts to gain important information without going through the time and trouble of a Gather Information check. Favors can also be used to acquire the loan of equipment or documents from influential acquaintances.
    To call in a favor, Baron Rupert Stagford makes a favor check (1d20+2). The DM sets the DC based on the scope of the favor requested.
    Inspire Confidence Baron Rupert Stagford can use oratory to inspire confidence in allies, bolstering them and improving their chances of success. An ally must listen to and observe him for a full round for the inspiration to take hold. The effects last for 5 rounds. Baron Rupert Stagford can inspire three allies.
    An ally inspired with confidence gains a +2 morale bonus on saving throws and a +1 morale bonus on attack and weapon damage rolls.
    Baron Rupert Stagford can’t inspire confidence in himself. This ability only aids his allies.
    Leadership Baron Rupert Stagford has a 5th-level cohort and 8 1st-level followers.
    Sneak attack If Baron Rupert Stagford can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.
    Baron Rupert Stagford’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when Baron Rupert Stagford flanks his target. This extra damage is 1d6. Should Baron Rupert Stagford score a critical hit with a sneak attack, this extra damage is not multiplied.
    Ranged attacks can count as sneak attacks only if the target is within 30 feet.
    With a sap (blackjack) or an unarmed strike, Baron Rupert Stagford can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.
    Baron Rupert Stagford can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Baron Rupert Stagford must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Baron Rupert Stagford cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
    Trapfinding Baron Rupert Stagford can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
    Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
    Baron Rupert Stagford can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
    If Baron Rupert Stagford beats a trap’s DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

  9. #19
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    Default BROTHER BARTLEMAS, INSCRUTABLE PRIEST

    BROTHER BARTLEMAS, INSCRUTABLE PRIEST
    Male Solamnic civilized human cleric 8 of Gilean
    N Medium humanoid
    Init +6; Senses Listen +1, Spot +1
    Init +7 with Divine Fervor
    Init +8 to +15 with Insightful Divination
    Init +9 to +16 with Divine Fervor and Insightful Divination
    Senses Listen +2, Spot +2 with Divine Fervor
    Aura good
    Languages Common, Ergot, Solamnic
    AC 20 touch 9 flat-footed 20
    hp 52 (8 HD)
    hp 60 (8 HD) with Divine Fervor
    Fort +8, Ref +1, Will +9
    Fort +9 with Divine Fervor; or
    Ref +2 with Divine Fervor; or
    Will +10 with Divine Fervor
    Resist +2 vs enchantment
    Speed 20 ft. (4 squares)
    Melee +1 heavy mace +7 (1d8+1); or
    Melee +1 heavy mace +8 (1d8+2) with Divine Fervor
    Ranged +1 heavy crossbow +6 (1d10+1/19-20); or
    Ranged +1 heavy crossbow +7 (1d10+1/19-20) with Divine Fervor
    Base Atk +6; Grp +6 (+7 with Divine Fervor)
    Atk Options Turn undead 5/day (+4, 2d6+10, 8th) or turn undead 6/day (+5, 2d6+11, 8th) with Divine Fervor
    Special Actions spells
    Cleric Spells Prepared (CL 9th):
    4th—discern lies, divinationD, tongues
    3rd—blessed aim, clairaudience/clairvoyanceD, guardian spirit, lesser telepathic bond, locate object
    2nd—adept spirit, augury, detect thoughtsD, find traps, status
    1st—comprehend languages, detect chaos, detect evil, detect law, detect secret doorsD, detect undead
    0—detect magic, detect poison (x2), guidance, read magic (x2)
    D: Domain spell. Deity: Gilean. Domains: Knowledge, Liberation.
    Abilities Str 10, Dex 8, Con 14, Int 12, Wis 16, Cha 14
    Feats Divine Fervor, Divine Conduit, Insightful Divination, Spell Focus (divination)
    Skills Balance -8, Climb -7, Concentration +12, Diplomacy +12, Escape Artist -8, Heal +6, Hide -8, Jump -7, Knowledge (religion) +11, Move Silently -8, Profession +6, Sleight of Hand -8, Spellcraft +11, Swim -14, Tumble -8
    +2 to Use Magic Device checks using scrolls
    +1 to all skills related to one ability score with Divine Fervor

    Possessions +1 half-plate, +1 heavy crossbow, +1 heavy mace, +1 heavy steel shield, hat of disguise, medallion of faith, 18 stl

    Divine Conduit If Brother Bartlemas touches a divine spellcaster who worships Gilean, he can expend one or more daily uses of his turn undead ability to boost that character's spellcasting power with his own divine energy. Such a transfer requires a standard action. The touched character can apply a metamagic feat to the next spell he casts as a free action. The total level cost of the metamagic feat must be less than or equal to the number of turn undead uses Brother Bartlemas expended. Unused energy lasts 1 round before it fades. All divine energy transferred in this way is completely absorbed by the touched character and has no other effects. The caster must have access to the metamagic feat as normal. He applies it to the spell while he casts it via the energy Brother Bartlemas provided. He does not need to prepare the spell with the feat.
    Brother Bartlemas cannot use this ability to boost his own spellcasting talents. The spell his ally uses requires its normal casting time, making quickened spells useless with this ability.
    Divine Fervor Once per day Brother Bartlemas can call upon Gilean and gain a +2 bonus to any one ability score. The bonus lasts 3 rounds, or 4 if Charisma is the increased ability.
    Insightful Divination When Brother Bartlemas casts a divination spell, he gains an insight bonus equal to the spell's level + 1 on initiative checks and an equal insight bonus on the first save he makes within the next 24 hours. After he rolls this saving throw, he loses the benefit of both bonuses until he casts another divination spell.
    If Brother Bartlemas casts a second divination spell when the first benefit is still active, he chooses whether to retain his existing bonus or take the new one granted by the second spell.
    Spell Focus (divination) Add +1 to the DC for all saving throws against divination spells Brother Bartlemas casts.
    Turn Undead Brother Bartlemas has the power to affect undead creatures by channeling the power of Gilean through his medallion of faith.
    Brother Bartlemas can turn or destroy undead creatures.
    Brother Bartlemas may attempt to turn undead 5 times per day (or 6 with increased Charisma from Divine Fervor). He gets a +2 bonus on turning checks against undead.

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