Colorful Characters 8: Orom Huntsorc

The childhood of Orom Huntsorc is not so different from that of any half-orc. He believes he probably had a human mother, though he does not know. He never knew his mother, and his first memories are of the streets of the small city of Ilton. He merely assumes that she was human, because everyone else in Ilton is. The opportunities available to Orom in his formative years were few. The only education he received was that which could be learned stealing food, and fighting other children so he could keep it.

It was during his childhood that Orom gained an affinity for dogs. There was a number of strays in the city, and they tended to congregate wherever the castoff children did. The children spared what food they could, and the dogs provided some protection from adult criminals, or worse, the city guard. The dogs had no prejudice towards Orom’s heritage. The simple creatures were loving, loyal, and helpful.

By the time Orom was fifteen, he was so much larger and stronger than the other children that he could easily have started or joined a gang, as most of the other children his age were beginning to do. But to Orom, joining a gang meant tying yourself to Ilton. He didn’t want that, he hated Ilton. All his life he’d known nothing but hardship and suffering, and he knew there had to be some place where he could live the way he saw everyone else live. With a home to return to, plenty of food to eat, and a reasonable expectation that you’d never get stabbed for that food.

Eager for an alternative, Orom found a posting for a bounty nailed to the board outside of a guard station. A petty thug who had fled the city with 300 gold pieces stolen from a local merchant. He was believed to be hiding in the woods surrounding Ilton. Orom gathered eight of the strongest dogs, and ventured outside of Ilton for the first time. His hunting was clumsy at best. He was a city slicker, and nearly died in the wilderness due to a complete lack of survival skills. But through determination and luck, Orom not only survived, but found the thief he had been chasing. He dragged the man back to town, and was rewarded with 15 gold pieces. A pittance compared to the amount which was taken, but more money than Orom had ever been able to earn doing any other kind of work.

The young half orc continued hunting bounties, and became a great deal better at it. Within a few months he had enough to begin renting a small apartment of his own. But he rarely stayed there. Each time he returned to town with a bounty, he eagerly began searching for a new one to go after. The more time he spent in the forest, the more the city felt alien to him.

When Orom was twenty five, he was drinking quietly in a tavern when a fight broke out. Orom was, by then, a cool and collected warrior. He didn’t feel the need to join into the brawl. But then a small, wiry man fell back onto Orom’s table. The man was clearly drunk, and when he pulled himself up, he saw Orom, shouted that the thrice-damned orc had shoved him, then pulled a dagger. Orom quickly drew his own dagger, and buried it in the man’s chest. The fight–a good clean affair, with nothing more deadly than fists up until then–stopped. Everyone turned to look at Orom, and he suddenly realized he needed to make his way out of the tavern as quickly as possible.

Now with a bounty on his own head, Orom fled Ilton, and traveled deep into the forest, further than he had ever gone before. After two weeks of travel, he found a dirt road passing through the woodlands. Drag marks on the road indicated that it was used for hauling logs south, likely from the ironwood groves to the city of Asterem, which exported the rare wood. Orom considered following them, but stopped himself. He had never been happy with city living, and another city would be no better, he decided. So he set up camp a few yards off the road in order to have some time to think.

He was still thinking a few days later when a group of men using horses to drag logs along the road passed by. That’s when the idea struck Orom, and he began following the loggers stealthily. When they camped for the night, so did he. And when they left in the morning, he remained. He remained in that area for three weeks, watching as the loggers came by. They consistently reached this part of the road by late evening, and set up camp not long after.

So Orom began clearing trees in a large area by the side of the road. It was slow work, but he was in no rush. Methodically he dug a foundation, and began constructing an Inn for the loggers to stay at along the road. It took him months of work, and the loggers took note and began to joke with him as they passed, or sing songs about the ‘crazy woodland orc.’ After six months, the Inn was finished. It wasn’t pretty, but it was functional. He christened it “The Tree Grown Orc” after his favorite of the jovial songs sung by the loggers during the construction. Orom became well beloved by the loggers for his warm accommodations, and his strong ale. Though his cooking was bad enough that, after a few months, the loggers begged him to hire someone to prepare the food. He told them that if they brought him someone, he would hire them for 50 silver a week. The next group to come back from Asterem had an old woman named Ysilla with them, and she’s worked for Orom ever since.

For fifteen years, Orom has successfully owned and operated The Tree Grown Orc, happy to live a life of playing with his dogs, brewing ale, hunting game, and listening to loggers sing drinking songs.

Personality

Orom is stoic, and quiet. He doesn’t talk much to anyone, and he doesn’t talk at all to those whom he finds unpleasant. If he needs to communicate with them, he’s most likely to simple gestures, grunts, or in extreme cases, blows.

Orom does get along well with his regulars, though. They all like him for making their hard journey much more pleasant, and Orom has found that he likes being liked.

Tactics

Orom is a powerful foe with either his trademarked falchion, or his composite shortbow, and his four dogs can prove very useful in combat.

Orom likes to remain at range and hidden if possible. If he can get away with it, he will move to different positions around his foes, so they’ll never be able to predict where his arrows will come from. If he is able to fire from concealment within 30 feet of his prey, Orom will send in his dogs. His increased accuracy at that range makes Orom more confident that he won’t harm one of his friends.

If he runs out of arrows, his foes begin advancing on his location, or one of his dogs is harmed, Orom will switch to his falchion and charge. He likes to use the heavy weight of the massive blade to sunder weapons and armor. Not only does it often cripple opponents more quickly than attacking them directly, but it also keeps them alive to be turned in for the bounty.

Thoughts on Use

Inns are a staple of tabletop gaming, so GMs are always in need of good colorful Innkeepers for them. Orom can be a fun one. And if the GM is in the mood for a filler adventure, bounty hunters from Ilton could always come looking for him.

Orom could also be used to hunt down players who cause trouble in or near his Inn, such as skipping out on payment. He might even be used by the city of Ilton to hunt players down in exchange for a pardon.

The Tree Grown Orc

The Tree Grown Orc is a very simple building. A single story, the building consists of a main hall with a hearth and general sleeping area. Four private rooms with very basic amenities are spaced around the east and west sides of the Inn. A simple kitchen can be accessed through a door across from the entrance to the main hall. And, through the kitchen, are doors to both Orom’s private room, and Ysilla’s private room. A third door from the kitchen opens into the outdoors, and forty yards away from the door is Orom’s distillery.

Orom Huntsorc (CR 3)

XP: 800
Male Orc Ranger 4
CN humanoid
Init +3 (+5 in forests); Senses Perception +9 (+11 v. dwarves, or in forests), Darkvision 60ft


Defenses


AC 16, Flat Footed 13, Touch 13 [10 + Armor(3) + Dex (3)]
hp 47 (4d10 + 12)
Fort +6 Ref +7 Will + 3


Offense


Speed 30ft
Melee Falchion + 8 (2d4 + 4/18-20 x2) (+2 to attack & damage rolls against dwarves)
Ranged Composite Shortbow + 7 (1d6 + 3/x3) (+2 to attack & damage rolls against dwarves)(+1 to attack & damage rolls within 30ft)
Prepared Ranger Spells (CL 1st, Concentration +3)
–Level 1 (1/day): Calm Animals (Pg. 252 of the Pathfinder Core Rulebook)


Stats


Str 17 (+3) Dex 17 (+3) Con 15 (+2) Int 9 (-1) Wis 14 (+2) Cha 8 (-1)
Base Atk +4; CMB +7 (+9 when sundering. No AOO.); CMD 20 (+2 v. sunder.)
Feats Point Blank Shot, Endurance, Power Attack, Improved Sunder
Skills Craft(Brewer) +6, Handle Animal +6, Intimidate +4, Perception +9, Stealth +10, Survival +9 (+11 when tracking); [+2 to Bluff, Knowledge, Perception, Sense Motive, and Survival checks concerning dwarves.] [+2 to Knowledge(Geography), Perception, Stealth, and Survival in forests.]
Languages Common, Orcish
SQ
Favored Enemy – Humanoid(Dwarves)
Wild Empathy – (Pg. 64 of the Pathfinder Core Rulebook)
Combat Style – Archery
Favored Terrain – Forest
Power attack – May choose to take a -2 penalty on attack rolls in exchange for a +4 on damage rolls.
Endurance – (Pg. 122 of the PF CRB)
Gear +1 Falchion, Composite Shortbow, 24 arrows, large quiver, Studded Leather armor dyed dappled shades of green and brown, one dagger in his belt, one dagger in his boot, steel toed boots, 20lb of caltrops, 3 sets of manacles, flint and tinder, 58 gold pieces


Greadhut


Orom’s Animal Companion, Greadhut is as the dog listed on page 87 of the Pathfinder Beastiary, except as noted below.
hp 16
bab +1
Fort +3; Ref +3; Will +0
Skills Acrobatics +3 (+11 jumping)
Feats Improved Bull Rush
SQ Link, Share Spells
Tricks Attack, Come, Defend, Fetch, Guard, Heel, Seek


Moot, Hornt, & Forvet


In addition to his animal companion Greadhut, Orom has trained three other dogs which he cares for. Each is as the dog listed on page 87 of the Pathfinder Beastiary. Each knows the following tricks: Attack, Come, Defend, Fetch, Guard, Heel

Colorful Characters 7: Hiles Gorefeet AKA "Speak No Evil"

Though Hiles does not know it, he is the last in a proud line of halfling leaders. Hiles grandfather led a large band of nomadic halflings for many years. The band flourished under his leadership, and he was well loved. As was his daughter, Iyllia, whom he was grooming to replace him. Iyllia was with child when the band arrived at the tower of Gasner The Blue, a wizard with whom they had often traded in the past. Hiles grandfather entered the tower to greet the wizard, but within he found only carnage, and demons.

Gasner, no great practitioner, had intentionally summoned these demons. And while Gasner successfully brought these creatures onto the material plane, his skills were insufficient to hold them captive. His entrails decorated the tower’s interior like streamers. The halfling leader fled the scene, and ordered his band beat a hasty retreat, but the demons were too quick. The fiends had the halflings surrounded before the last cart had fully rounded about.

The demons took pleasure in torturing some of the halflings, releasing or killing them only after the poor fool had offered his soul in exchange. Those who would not relent were tortured for days before finally succumbing to death. Those halflings who avoided torture, though, suffered the most dire fate. The demons took them back to the Abyss, and sold them as slaves in the Abyssal city of Dis. Among these was Iyllia, sold to a mighty Balor called Tarro’Ghk’Zheir. Two months later, Iyllia died as she was tortured during childbirth. She survived only long enough to name the child Hiles, and apologize to him for the life she was bringing him into.

The other mortal slaves of the demon kept the child alive, though none were willing to take on the responsibility of “raising” him. That level of caring is too dangerous in the Abyss. They were able to tell the child his name, but none knew his family name, and so for many years Hiles did not have one. It wasn’t until Hiles was five, when he was stamping the corpses of the damned to mush in an abyssal winepress, that Tarro’Ghk’Zheir mockingly gave him the name “Gorefeet.”

Tarro’Ghk’Zheir grew somewhat fond of Hiles, insomuch as demons can be fond. He found the little halfling’s cowardly nature amusing, and often passed time by finding creative ways to terrify Hiles. And despite his cowardly nature, Hiles did prove himself useful as a servant. Which is why, when Tarro’Ghk’Zheir traveled to the material realm to wreak havoc there, he brought Hiles with him. For his own part, Hiles never really knew much about his master’s schemes, concerning himself only with avoiding the demon’s wrath. He didn’t know what the strange underground complex was, or what the cultists in red robes were for. Then the adventurers came. They scattered the cultists, raided the underground complex, and killed Tarro’Ghk’Zheir.

All without noticing little Hiles.

Never having been free, Hiles didn’t know what to do. And he was far too scared to experiment, at least at first. He carried on with his assigned duties, believing that this was merely another game being played by his master. One which would end as soon as he strayed from his duties, and the mighty demon could threaten to flay his skin from his bones. As his supplies dwindled, and the corpse of the mighty demon began to decompose, Hiles began to wonder if it was a game after all. Perhaps, for whatever reason, the cruel demon was gone…a concept which terrified Hiles nearly as much as invoking the demon’s wrath. Hiles had never known life without Tarro’Ghk’Zheir, and couldn’t imagine how to function without him.

Fortunately, the comforting voice of Tarro’Ghk’Zheir came to him. It berated him for being a fool and believing for even an instant that any harm could befall the great Tarro’Ghk’Zheir. The voice then demanded that Hiles bring it a meal of freshly dead humanoid. Hiles ventured out of the dungeon for the first time, found a nearby village, and knocked out a young human man in the dead of night, bound him, and dragged him back to the dungeon in a bag of holding. He set the young man loose there, to be hunted down. Tarro’Ghk’Zheir likes his meat to experience terror before death.

Tarro’Ghk’Zheir’s voice has continued to speak to Hiles, and for twenty years the halfling has fed his master from dozens of villages and cities both near and far. More recently, the urban legends which tell of the halfling murderer call him “Speak No Evil,” because of the phrase which Hiles now repeats over and over again.

Personality

Hiles is cowardly and uncertain of himself. He will often apologize to his victims even as he murders them. Extended conversations with him are next to impossible. If he’s not murdering you, he’s fleeing from you. And if PCs manage to force him to do neither, anything he says will be incoherent. If captured outside of his dungeon, GMs may choose to insert clues to the location of his dungeon into his ramblings. No matter what, though, the phrase “Speak No Evil” should pass his lips frequently. It is his mantra.

Tactics

Hiles is motivated in everything he does by terror. It is likely that he would flee if forced into a direct confrontation with anyone who seemed confident enough to stand up to him. He prefers to prey on those who are just as scared of him as he is of himself. If forced to deal with a capable foe, Hiles will attempt to separate that foe from any allies, and will always prefer to strike from the shadows.

If reduced to 50% health, Hiles will beg not to be hurt anymore.

Thoughts on Use

Hiles is designed as an encounter for characters levels 6-8. He’s a much more grim encounter than often comes up in D&D games, and should be used only with a group which is comfortable with high levels of violence and other disturbing content.

The encounter might come about when the players are hired to look into “Speak No Evil” by a city Hiles was recently hunting in. A more interesting plot hook might be Hiles capturing an NPC the players know personally. The player characters would then need to hunt Hiles down, hoping to save said NPC. If your group is amenable to being split, you might even have one of the PCs be captured by Hiles.

Interesting Facts

-Immediately after being killed, Tarro’Ghk’Zheir reformed in the Abyss. He raged at having been defeated, then returned to his citadel to carry on his affairs. He has completely forgotten about Hiles, and has never contacted him or even bothered to wonder what happened to him.

-Hiles once heard the phrase “Hear no evil, see no evil, speak no evil.” Being as uneducated as he is, the halfling believes this to be a prescription for creating wards against evil. For reasons unknown, he latched on to the last part, and believes that tongues can be used to protect against evil. Once Tarro’Ghk’Zheir’s corpse is completely surrounded by tongues, he thinks, then the demon will never be able to hurt him again.

Dungeon

Every room of this twisted maze is essentially identical. Old and broken items lie in piles scattered randomly through each room and corridor. From simple items like benches, barrels, and shelving; to more distinguishing items such as torture equipment, sacrificial altars, and demonic statues. It is possible that some forgotten treasure is buried under a few of these piles. The blood and scraps from hundreds of humanoid creatures are scattered randomly throughout the dungeon as well, though no tongues will ever be found.

If the players enter the room marked with the pentagram, they find the rotting, still-flaming corpse of a Balor Demon, (Tarro’Ghk’Zheir). On the walls of this chamber are tongues. Dozens upon dozens of tongues, each one nailed to the wall, forming something which resembles a grotesque set of scales. If the characters take the time to count thoroughly, they will find three hundred and twenty eight tongues on the wall. Some of them appear to be as much as fifteen years old.

Note: I notice now, too late, that there’s a small portion of the map which I forgot to fill in. I apologize for that.

Hiles Gorefeet, AKA “Speak No Evil” (CR 7)

XP: 3,200
Male Halfling Rogue 8
CE Small humanoid
Init +8; Senses Perception +12 (+16 v. Traps)


Defenses


AC 21, Flat Footed 16, Touch 16 [10 + Armor(5) + Dex(4) + Size(1) + Dodge(1)] (+2 v. Traps) (Can’t be Flat Footed)
hp 73 (8d8 + 24)
Fort +6 Ref +11 (1/2 damage on save)(+2 v. Traps)Will + 2 (+1 vs. fear)


Offense


Speed 25ft
Melee Wounding Dagger + 11/+6 (1d3 + 4/19-20 x2)(+1 bleeding damage, -1 HP each round, cumulative)
Ranged Dagger + 11/+6 (1d3 + 1 /19-20 x2)(10ft Increment)
Sneak Attack 4d6
Vital Strike When using attack action, may make one attack at highest BAB. Damage dice are rolled twice for this attack.


Stats


Str 16 (+3) Dex 19 (+4) Con 16 (+3) Int 8 (-1) Wis 8 (-1) Cha 10 (+0)
Base Atk +6/+1; CMB +8; CMD 16
Feats Improved Initiative, Dodge, Weapon Finesse, Fleet, Weapon Focus (Dagger), Quick Draw, Vital Strike
Skills Acrobatics +17, Climb +8, Escape Artist +15, Perception +12 (+16 v. Traps), Sense Motive +12, Sleight of Hand +15, Stealth +19,
Languages Halfling, Common, Abyssal
SQ May move at full speed while using stealth, can draw weapons as a free action
Gear +2 Studded Leather Armor, 10x +1 daggers for throwing, +1 Wounding Dagger, 10ft of chains, 2 meat hooks, 20ft of demonshair rope (+5 to escape artist DCs), 5lb of caltrops, bodybag of holding, 80 gold pieces

Colorful Characters 6: The Owlbear

When The Owlbear was born, she was called Ebrya Wucen. Her parents were nobles in good standing with both the nobility, and the common people. Her father had devoted himself to the clerical magics, and never required any payment for his healing services. Her mother was an engineer, who helped design the city’s aqueduct system. Ebrya’s childhood was happy.

When Ebrya was eight years old, her family visited the court of a fellow noble family of somewhat higher rank. There, they were entertained by a jester of great skill. Up until the moment she went to bed, the young girl jabbered on about how funny he had been. Three hours later she was awakened by that same jester, who bound her tightly and propped her up against the wall. From that position, she could see that her parents had been bound as well. The Jester drew a meat cleaver from within his cloak, and began to attack Lord and Lady Wucen. Ebrya closed her eyes, but she could still hear the wet chopping sounds, and her parents muffled screams, which seemed to continue for hours.

The scene wasn’t discovered until the morning. There were no pieces of Ebrya’s parents large enough to identify. Those in the castle tried to shield Ebrya from the slaughter, but it was far too late for that. The young girl had been forever changed. The jester was caught a mere fortnight later. As it turned out, he had merely been an assassin posing as a jester. Who sent him was never discovered, and he was executed soon after his capture. Meanwhile, Ebrya left to be raised by her parent’s devoted servants, all of whom loved her dearly, and did their best to raise her as her parents would have wished.

Ebrya started sneaking out at night, just to get away from the home where she had lived with her parents. After realizing her fine clothes made her stand out too much, Ebrya took to wearing the dirtiest rags she could find. It wasn’t long before she simply blended in with all of the other children living on the streets. She befriended some of them, though never really grew close to anyone. They taught her how to survive on the streets; how to hide, steal, and fight to get whatever you needed.

One evening when Ebrya was 13, she witnessed a beating. She often saw fights. Fights were commonplace, it was how many disputes were settled away from the gilded halls of the nobility. This was not a fight. A scrawny man–she recognized him as a local sneakthief–was brutally kicking a 10 year old pickpocket in the stomach repeatedly. For a moment Ebrya was at a loss for how to help. Instinctually she ran up to the man and kicked him in the back of the knee. She was as shocked as he was when he fell flat on his back. She barely kept enough presence of mind to give him two hard kicks in the head before helping the younger child up and running off.

For Ebrya, the what she felt after that was life changing. She felt really powerful for the first time since her parents’ murder. Not only had she physically dominated a man who, while scrawny, was still much larger than her; but more importantly she had stopped further harm from coming to an innocent. She wanted to feel more of that, and so she convinced her caretakers to hire a hand-to-hand combat instructor for her.

Two years later, Ebrya left her home in the company of her parent’s most trusted servant: Refald. The old man accompanied her as she made a long pilgrimage to the Monastery Of The Moon’s Back, an ancient structure far to the north, nestled in the snow capped mountains which marked the edge of the kingdom. There lived an even more ancient order of monastic warriors. When she arrived, she begged them to accept her as one of them. They told her to wait while the deliberated, and left her outside of the monastery. She knew how much monks respect discipline, so she remained standing at attention outside the door. She remained there for seven days, save for when she slept or ate. Refald insisted that they return home, but Ebrya would not be swayed. At dawn on the eight day, the monks opened the door, and accepted Ebrya as one of them. She turned to Refald, entrusted him with the affairs of her parent’s house, and disappeared inside.

No one would see the girl again for 12 years. In that time she trained constantly, mastering every aspect of the martial skills. And when she returned home a grown woman, she found things much the same as she had left them. Refald was still maintaining her parent’s affairs, with a dozen other servants besides. More importantly, the city streets were still filled with crime and brutality. Ebrya began preparations as soon as she returned, dipping into her parent’s impressive holdings (which had continued to grow under Refald’s management) and purchasing the equipment she would need through far-off vendors, under fake names.

She constructed for herself a disguise which would strike terror into the hearts of those who would harm the weak. She kept the simple uniform of the monastery, dyed black, and added to it a great brown hooded cloak which she adorned with owl bear feathers around its edges. To cover her face, she acquired a large pair of goggles, and the beak of a real owlbear, enchanted to alter her voice. Her house staff was somewhat unsettled by this, but they had known and loved her all of her life, and supported their mistress in this endeavor.

And so did Lady Ebrya Wucen put away her name in favor of one which would give pause to those who would harm others: The Owlbear.

Personality

Ebrya is not a jovial person. You could count the number of times she’s smiled since her parent’s murder on your fingers. She feels a great deal of empathy for those in need, however, and will rush to their aid in whatever way is most appropriate at the time. As The Owlbear, she may save people from a burning building or beat an evildoer into submission. As Lady Ebrya, she spends much of her family’s wealth establishing orphanages and hospitals which she personally visits frequently.

As the Owlbear, she speaks only when necessary. She much prefers not to be seen as well, so if possible she keeps her distance from anyone she’s not fighting. As Lady Wucen, she has become a social recluse. She pours all her time into her charitable projects, and otherwise doesn’t seem to leave her manor.

Tactics

The Owlbear is a ferocious fighter, and could easily stand toe-to-toe with any combat veteran. However, she much prefers to strike from hiding. During an extended combat, even against inferior foes, The Owlbear will take what opportunities present themselves to hide herself. Once concealed, she will again spring out at her opponent, taking them by surprise.

The Owlbear prefers not to draw blood, avoiding strikes to areas which bleed freely such as the forehead. Though the sight of blood does not sicken her, it does bring back painful memories of the murder Ebrya witnessed as a child. She also prefers not to kill, though neither preference is set in stone for The Owlbear. If blood or death is required, then blood and death are acceptable.

Thoughts On use

The Owlbear is a vigilantee in a large city. There are a number of ways in which the players could encounter her.

  1. The players, in performing some crime, are attacked by The Owlbear.
  2. The players, in investigating some crime, find that The Owlbear has already trashed the villains the PCs were hoping to interrogate.
  3. The players are contracted by a noble who wants The Owlbear dealt with. (Evil PCs could be given the truth, while good PCs might be told that The Owlbear is a deadly criminal.)
  4. In a political game, the PCs hear about “Strange Lady Wucen, never the same since her parents died. Now she stays holed up in her house…poor lady.”

Once in play, though, The Owlbear’s use is very simple: a distrusting friend to good players, and a relentless foe to evil players.

Interesting Facts

-Ebrya is completely asexual. She is not interested in sexuality, no matter what. Note that she is not disgusted by it. If anything, she is completely apathetic about sex.

-Many of the nobles in the city are finding their less-than-legal methods of income are being hindered by The Owlbear’s activities. There are a number of contracts out for her head.

-Ebrya has never been comfortable with jesters or other mirthmakers since her parent’s murder. It’s a large part of why she never laughs, the sound itself brings back the guilt she still feels over having enjoyed the antics of the man who would, hours later, kill her parents.

Statblock Notes

This character was built using the Gestalt alternate rules established in the brilliant D&D 3.5 supplement “Unearthed Arcana.” Since the Gestalt system was published under the Open Games License, you can view a detailed account of it at HypertextD20 SRD. However, the simple version of the Gestalt system is that the character takes two classes simultaneously, gaining the best parts of each one as they level.

I would not recommend using gestalt in most situations. In an ideal party of at least 3 PCs, gestalt builds would unnecessarily unbalance the party. Additionally, gestalt further complicates the already complicated D&D 3.X / Pathfinder character creation system, so it is inadvisable for new players. When it comes in handy is A: when there are only one or two players, and the characters need to be more powerful in order for the party to be well rounded, or B: when the GM wants to create a truly memorable opponent for the PCs. Of course, some may just enjoy playing characters who are insanely overpowered, and that’s cool too.

Ebrya “The Owlbear” Wucen (CR 17)

XP: 76,800
Female Human 16 (Gestalt Rogue 16/Monk 16)
LG humanoid
Init +8; Senses Perception +20 (+28 to find traps), Darkvision 60ft


Defenses


AC 23, Flat Footed 13, Touch 23 [10 + Monk(4) + Wis(1) + Dex (4) + Ring(3) + Dodge(1)] (Cannot be caught flat footed or flanked)
Spell Resist 26
hp 116 (16d10 + 32)
Fort +11 Ref +14 (+5 vs. Traps)(1/2 dmg on success, no damage on failure) Will + 11 (+2 vs enchantments)


Offense


Speed 85ft
Melee Unarmed +17/+12/+7(3d8 + 3/x2)
Flurry of Blows +14/+14/+9/+9/+4/+4/-1
Ranged Dagger + +16/+11/+6(1d3/x2)
Sneak Attack 8d6
Ki Pool 9


Stats


Str 16 (+3) Dex 18 (+4) Con 13 (+1) Int 18 (+4) Wis 13 (+1) Cha 12 (+1)
Base Atk +12/+7/+2; CMB +19 (No AOO & +2 for Grapple, disarm, trip); CMD 29 (+2 vs. grapple, disarm, trip)
Feats Improved Initiative, Fleet, Dodge, Combat Reflexes, Power Attack, Cleave, Great Cleave, Grappling Hook Mastery, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Deflect Arrows, Improved Disarm, Improved Trip
Rogue Talents Fast Stealth, Weapon Training (Unarmed), Finesse Rogue, Improved Evasion, Feat (Quick Draw), Feat (Toughness), Feat (Skill Focus: Acrobatics)
Skills Acrobatics (+29)(+37 for jumping, +57 for jumping if 1 point of ki is spent), Climb (+22), Disable Device (+31), Escape Artist (+23), Intimidate (+20), Knowledge(Local) (+23), Knowledge(Nobility) (+12), Linguistics (+23), Perception (+20)(+28 to find traps), Ride (+18), Sense Motive (+20), Slight of Hand (+23), Stealth (+23), Survival (+9), Swim (+11), Use magic Device (+20)
Languages Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon
Special Qualities
–Power attack
: May choose to take a -4 penalty on attack rolls in exchange for a +8 on damage rolls.
Great Cleave: If you hit, you may attack an adjacent foe within reach at your full BAB, and may continue doing so until you miss. You may not strike the same foe twice while using this ability, and you take a -2 to your AC until the next turn.
Combat Reflexes: You may make attacks of opportunity each round equal to your Dex bonus (4), and may make attacks of opportunity even while flat footed.
Grappling Hook Mastery: When using the grappling hook to latch on to a stationary object, you gain a +4 on the attack roll. The Range Increment of the Grappling hook is also 20ft.
Slow Fall: When a wall is within arm’s reach, the character takes damage as though the fall were 80ft shorter than it is.
Stunning Fist: In addition to damage, foes hit by unarmed attack must make DC: 19 fort save or be affected by one of the following conditions for one round as chosen by attacker: Stunned, Fatigued, Sickened, Staggered for 1d6 + 1 rounds, or permanently Blind / Deaf
Deflect Arrows: Once per round, when you would normally be hit by a ranged attack, you may deflect the projectile, taking no damage from it.
Purity of Body:Character is immune to all disease.
Wholeness of Body: May use 2 points of Ki to heal 16 damage.
Diamond Body: Immunity to poison of all kinds.
Abundant Step: 2 points of ki allow a single use of Dimensional Door as the spell. May not take other creatures along.
Quivering palm: 1/day, Quicering Palm attack can be declared. Roll attack normally, if damage is dealt, then within 16 days the monk may attempt to kill the target as a free action. Fortitude DC 19 negates.
Gear Goggles of Darkvision, Owlbear’s Screech, Ring of Protection +3, Amulet of Protection from Scrying, 3x grappling hooks, 3x 100ft coils of silk rope, 30x throwing knives, spyglass, crowbar, 10 pair of masterwork manacles, 5 vials of acid, 5 vials of alchemists fire, 5 tunderstones, 5 smokesticks, magnifying glass, journal, ink, quill, masterwork lockpicking tools, Wand of Scrying 27 charges, Wand of Deep Slumber 10 charges, Wand of Illusory Wall 44 charges, simple black hooded cloak & monk’s fighting clothes, 1000gp, belt containing 2 dozen small bags of holding


New Feat: Grappling Hook Mastery


You are extremely deft with the use of a grappling hook.
Benefit: When using a grappling hook to latch on to a stationary object, the thrower gains a +4 on the ranged touch attack required. The range increment of the grappling hook is improved to 20ft.
Normal: You must succeed on a ranged attack roll to latch on to an object. The range increment of the grappling hook is treated as 10ft.


New Item: Owlbear’s Roar


Aura Faint Illusion; CL 3rd
Slot
Covers Mouth and cheeks; Price 7,500 gp;Weight 1 lb.


Description


This real owlbear’s beak has been enchanted to alter the voice of the speaker. The tone which comes forth from the beak is deep and raspy, making it impossible to distinguish who the speaker is. This item is primarily used to provide the user with an intimidating edge, granting a +2 to all intimidate checks.


Construction


Requirements Craft Wonderous Item, an Owlbear’s Beak, Magic Mouth; Cost 3,750 gp

Yes, this is supposed to be Batman. I wrote it because Arkham City came out for PC today, and my life is officially going to be consumed by it.

Colorful Characters 5: Delana The Gravedigger

Delana was born in the town of Obleton to a local widow. The widow, a seamstress by trade, had a brief tryst with an elven ranger who was passing through Obleton with his adventuring party. Though Delana’s mother never saw her elven lover again, she always spoke fondly of him to her half-elven daughter.

Like most half elves, Delana had a difficult childhood. As a member of a much longer lived species, she matured much slower than the other children in the village. A decade passed for her the way a pair of years passed for her fellows. Childhood friends matured quickly enough to have children of their own for Delana to engage with as peers.

One day, as a child of twenty, Delana was out with a hunting party. She was learning to track and to use a bow in an attempt to be closer to the father she had never met by emulating his craft. During the hunt, she came into a clearing where she found herself separated from her companions. In the clearing stood a shambling undead, which began inching towards her with hunger in its eyes. The young half elf fled and rejoined her companions, warning them of the nearby danger.

The group decided to find and kill the beast, but by the time they returned to the clearing, it was gone. Given Delana’s mental age, they assumed the child simply had an overactive imagination. Delana’s pleas for them to trust her fell on deaf ears. Later that night, Delana awoke to a wet smacking sound. The undead had returned, and was eating her companions. She screamed, and the creature turned to attack her. It bit her on the forearm, tearing away a large chunk of meat. The girl flailed, and somehow managed to escape, fleeing into the woods.

Delana was lost in the wood for four days, and lost a great deal of blood before she stumbled back into Obleton. Her mother and the townsfolk tended to her wounds and her exhaustion as best they could, but she was never quite the same. It was a full decade before she spoke a single word to anyone again, and when she did speak what she said was often cryptic. More disturbing still was that what she said could often be interpreted later as descriptions of events which had not yet occurred when she spoke.

Fifty years later, Delana’s mother passed away. Now a fully grown and developed half elf, Delana dug her mother’s grave, buried her, and set the tombstone in place with her own two hands. Every day for weeks Delana returned to the graveyard, visiting not only her mother’s grave, but each of the graves in turn. Shortly thereafter, she requested that the townspeople help her build a small home for herself near the graveyard, so as to free her mother’s larger home up for the next young couple to start a family in the village.

Delana has continued to live in the village of Obleton through the many decades and centuries of her life. The town has always been kind to her, and in her peculiar way Delana has worked to protect the town and its inhabitants. She very rarely speaks to anyone, but she is always kind when she does. Those who now live in Obleton (now a much larger town) are generations removed from anyone who knew Delana as a young woman. People often wonder why she came to their small town, never realizing that she has lived there her entire life.

The old woman still helps with the hunting occasionally, but it is a skill she never quite took to. Her livelihood is supported by the village. The only real work she does is in the graveyard. It is well known locally that when old woman Delana begins to dig, someone will be dead by the time she reaches six feet deep.

Personality

Delana is not crazy. She is, in fact, quite sharp for a half elf of such advanced age. Many of her mannerisms are eccentric, though. She does not speak much, preferring to listen. When she does speak, she is often cryptic. If pressed for a more firm answer, she merely chuckles as though her oblique answers are a joke which only she understands.

Delana does have two very strong convictions. First, if she believes that the village or anyone in it is in danger, she will bring all of her abilities to bear on the problem. She will offer help as clearly as she can, though, even when trying to be clear, her responses are often difficult to understand. Second, Delana has a great fear of, and hatred for, the undead. A lifetime of outliving friends has made Delana very comfortable with death, and the perversion of it which is represented by undeath enrages her.

She knows that the sorcerous powers which have slowly manifested since that first encounter with an undead creature include abilities which she views as abhorrent, and she has done her best to turn her focus away from them.

If faced with a choice between raising the dead and allowing Obleton to be destroyed, it is unclear which conviction would prove stronger in Delana’s mind. It is certain, though, that failure to uphold either would break the poor old woman’s mind.

Tactics

Delana is not a fighter, but if attacked she is more likely to fight with her shovel than with her few offensive spells. If Delana is reduced to below 50% health, she will begin casting Cone of Cold and other frost based damaging spells, as well as any non-evil necromancy spells.

Delana will never cast evil necromancy spells, such as Animate Dead, except under extreme duress. The guilt of doing so would likely either drive her completely mad, or cause her to commit suicide.

Thoughts on Use

Delana is intended to be a seer in the traditional fantasy sense. Goodly characters can seek her foresight and wisdom to aid them on whatever quest they are on. Delana’s cryptic nature allows the GM some room to toy with players by forcing them to puzzle out the meaning of Delana’s answer before proceeding further.

Interesting Facts

-Delana refers to graves as “beds,” and to death as a type of sleep. Something which she might say is “I make the beds for the long sleep we all must take.”

-As a joke, Delana refers to her trusty shovel by the name “Samuel.” She often acts as thought she believes the shovel is her husband.

-Delana can often be found walking amongst the graves mumbling to herself. Unbeknownst to the townsfolk, she is reciting the life story of those who are buried there. She has committed each to memory. For most of the graves, she knows the story because she was part of the life of that person. For others, she has used her divination spells to learn of their life, and taken care to memorize it accurately.

Delana, The Gravedigger (CR 12)

XP: 19,200
Female Half Elf Sorcerer 14
NG humanoid
224 years old (Venerable)
Init +0; Senses Perception +31


Defenses


AC 10, Flat Footed 10, Touch 10 [10 + Armor(0)]
hp 84 (14d6 + 28)
dr 10/- (Nonlethal damage only)
Resistance 10/Cold
Fort +5 Ref +4 Will + 16 (May Reroll Will 1/Day)


Offense


Speed 30ft
Melee Samuel The Shovel + 9/+4 (1d8 + 2/20 x2)
Sorcerer Spells (CL 14th; Concentration +18; +2 save DC for Divination spells)
7th (3/day)– Greater Scrying, Finger of Death
6th (5/day)– Legend Lore, True Seeing, Undeath to Death
5th (6/day)– Wave of Fatigue, Cone of Cold, Telepathic Bond, Contact Other Plane
4th (7/day)– Detect Scrying, Locate Creature, Scrying, Bestow Curse, Animate Dead
3rd (7/day)– Arcane Sight, Clairaudience/Clairvoyance, Tongues, Gentle Repose, Vampiric Touch
2nd (7/day)– Detect Thoughts, Locate Object, See Invisibility, Blindness/Deafness, Scare, False Life
1st (7/day)– Comprehend Languages, Detect Undead, Identify, Cause Fear, Ray of Enfeeblement, Chill Touch
0 (at will)– Detect Magic, Detect Poison, Read Magic, Bleed, Disrupt Undead, Touch of Fatigue, Light, Ghost Sound, Ray of Frost
Bloodline Undead
Bloodline Powers
Grave Touch (7/Day) — touch attack causes living creature to become shaken for 7 rounds.
Death’s Gift — Cold Resist 10, DR10/- v. Nonlethal Damage
Grasp of the Dead (1/Day) — Skeletal arms attack foes. (See Pathfinder Core Rulebook page 77)


Stats


Str 15 (+2) Dex 10 (+0) Con 13 (+1) Int 13 (+1) Wis 21 (+5) Cha 18 (+4)
Base Atk +7/+2; CMB +9/4; CMD 19
Feats Eschew Materials, Skill Focus(Perception), Toughness, Iron Will, Still Spell, Silent Spell, Quicken Spell, Alertness, Improved Iron Will, Spell Focus (Divination), Greater Spell Focus (Divination)
Skills Perception (+31), Profession(Gravedigger) (+19), Spellcraft(+15), Sense Motive (+7)
Languages Common, Elven
Gear Rags for clothing, Samuel the Shovel, 17 copper

Colorful Characters 4: Baron Ika of the Treebreaker Tribe

Ika of the Treebreaker tribe was born twenty six years ago. Like all goblin children, Ika was raised in an environment where her ability to bite and claw the other children was the only thing which ensured her next meal. Early childhood served to hone a goblin’s devious instincts, and had the added benefit of making Ika tough-as-nails. By the time she was a year old, she already had a reputation among the other children for being absolutely fearless.

When Ika was four, she and some other children were hunting snails in a small copse of trees not far from the village. Quickly bored by their task, the other children decided to test Ika’s fearlessness. They set fire to a bush, and told Ika that if she ran, she was a coward. They then scuttled off to wait just outside the treeline, and come up with jeers and taunts to throw at Ika when she eventually came out.

The fire spread from tree to tree, and the goblin children continued to wait. The fire eventually drew other goblins as well, and the children told them about Ika’s test. Not being a particularly nurturing race, most of the adults started trying to come up with jeers of their own. But Ika never emerged. As the fire smoldered, the goblins returned to their village, believing the young fool to have died.

Ika had, in fact, remained in the flaming death trap much longer than she should have been able to survive. But, as the fire became omnipresent around her, Ika’s need for self preservation overrode her need to prove she was tougher than any of the other goblin. Badly burned, and coughing violently from smoke inhalation, she stumbled out of the cluster of trees on the opposite side from the one the other goblins were waiting at. And it was there that the hunting party of Baron Greegorg found her.

Greegorg of Stok was a human lord who could best be described as arrogant, amoral, and cheap. So when he found a coughing young goblin child separated from the rest of her tribe, he saw it as a golden opportunity to improve his small castle’s plumbing. So Ika, biting and scratching the whole time, was thrown in chains and taken to Castle Stok where she was forced to clean the stables, chamberpots, and even the dreaded brown chute, for six years. In that time she had ample opportunity to observe the baron, and the goings on of human lords.

In the seventh year of Ika’s slavery, a human she had not seen before approached her while she was dumping shit from her small cart just outside the castle walls. He asked her if she would like to be free, which she said she would. He then asked her if she was willing to kill, and she answered that she was eager to. The man went on to explain that he was an assassin, and that he had been hired by a rival to kill baron Greegorg. But the deed had to be done that very night, and he had no means of entering the castle.

Ika smiled a devilish smile, and told the assassin about the brown chute. A long shaft, angled at 45 degrees, which ended five feet off the ground on the castle wall, and began in the Baron’s own bedchamber. An easy entrance for an assassin with the fortitude to brave the slime and the stench. The man grimaced and told her he would come for her if he was successful. Seven hours later, the assassin returned, smelling horribly, and freed her.

Able to determine her own destiny for the first time in over half her lifetime, Ika didn’t quite know what to do or where to go. The assassin, whose name she learned was Blavid, offered to allow her to travel with him. And so, for some years, Ika aided him in his work as he traveled about the kingdom. She was not quite as subtle or skilled as the assassin, but her strength in combat proved to be a significant asset to the human.

During the fifth year of her travels with Blavid, he and Ika were helping a merchant dispose of some competition when she recognized the village they were in. It was one which her clan had raided shortly before she had been enslaved. After the mark had been slain, Ika bid farewell to Blavid so she could return to goblin kind. He, having grown fond of the little green woman, told her to look him up if she ever needed anyone killed.

It took nearly a fortnight of traveling and searching, but Ika found the village she had been taken from as a gobling. Reintegrating with her tribe was not easy, though. Her fellow Treebreakers were suspicious of her. So many goblin children die as a matter of course that few even remembered her. Those who did remember her story were unsure if the goblin standing before them was indeed Ika of the Treebreaker, or just a tribeless goblin looking to infiltrate their village.

Shunned by her people, Ika determined to prove herself the only way a goblin can: through violence. She recalled a tale from her childhood of a blade of legendary strength, used by Treebreaker chieftains in generations past. According to the tale, it rested in a dangerous crypt deep in the forest of Umulgar which bordered the Treebreaker village.

Ika offered a gold to one of the village elders to tell her where the crypt could be found. With that information in hand, she set off to find the sword. She braved the many wolves and the giant spiders of the forest to reach the entrance to the crypt. Within she faced further danger from deadly traps, and undead goblins. Through all these, Ika survived. And when she pulled the sword called Gorgok’s Tongue from the pedestal on which it rested, she felt its power sear her skin and rattle her bones. When she returned to the surface, she found that she was a changed goblin. Her contact with the sword had awakened a latent sorcererous power within her.

Armed with her newfound talent and her mighty blade, Ika returned to the Treebreaker village. She arrived just in time for a post-raid feast. The goblins were dancing and eating and drinking; all of which Ika interrupted by cutting off the chief’s head. And, as the head rolled across the ground with half a chicken head still hanging from its jaws, Ika shouted, “Ika is leader now! Ika is baron of Treabreakers!”

The tribe did not attempt to block her ascent, and have prospered in the many years which she has led them.

Personality

Baron Ika is more worldly than most goblins, and has a great deal more pride. Her self-bestowed title of Baron is a good indication of how she sees herself, and how she thinks others should see her. She is a goblin to be feared, and she knows it.

Tactics

Baron Ika always tries to cast Mage Armor on herself before combat, raising her AC to 24 for an hour. If she’s unable to do so before combat, she will use her first action during combat to do so.

Ika keeps her spells in reserve, and attempts to attack the weakest character whenever possible. Her preference is to quickly kill this character, then use her sword’s ability to raise them as a skeleton to assist her. If she is accompanied by other goblins, which she most often should be, she directs them to attack more powerful party members to keep them distracted.

If Ika is reduced below 75% health, she will begin to cast Magic Missile when it is convenient. She will use one of her potions at 50% health, but save the rest in case she needs to flee. If reduced below 25% health, she will use a withdraw action to attempt to escape and hide from her attackers. If they are too persistent in attempting to find her, she will prepare an ambush.

Thoughts On Use

Baron Ika works well as a boss in a first or second level adventure. If you were so inclined, however, she could be the sidekick or lieutenant of a boss in a level 3-5 adventure.

Baron Ika of the Treebreaker Tribe (CR 3)

XP: 800
Female Goblin 3 (Fighter 2/Sorcerer 1)
NE Small humanoid
Init +7; Senses Perception +1, Darkvision 60ft


Defenses


AC 20, Flat Footed 16, Touch 15 [10 + Armor(4) + Dex (3) + Amulet(1) + Size(1) + Dodge(1)]
hp 29 (2d10 + 1d6 + 6)
Fort +5 Ref +3 Will + 1 (+1 vs. fear)


Offense


Speed 30ft
Melee Gorgok’s Tongue + 7 (1d10 + 5/19-20 x2)
Ranged Dagger + 5 (1d3/x2)
Sorcerer Spells (CL 1st; Concentration +3 (+7 when casting defensively); Spell Failure 20%)
1st (4/day)–Mage Armor, Magic Missile (two missiles)
0 (at will)– Bleed, Mage Hand, Message, Detect Magic
Bloodline Elemental (Fire)
Bloodline Powers
Elemental Ray (5/day)–Ranged touch attack, 30ft, 1d6 fire damage.


Stats


Str 15 (+2) Dex 17 (+3) Con 15 (+2) Int 12 (+1) Wis 9 (-1) Cha 14 (+2)
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative, Dodge, Weapon Focus (Greatsword), Combat Casting
Skills Intimidate(+7), Perception (+1), Ride (+10), Spellcraft(+5), Stealth (+9), Survival (+4)
Languages Goblin, Common
Gear Gorgok’s Tongue, Chain Shirt, Amulet of Natural Armor +1, 10 daggers, 3 potions of cure light wounds, 12 gold pieces.


Weapon: Gorgok’s Tongue


Aura Faint Necromancy[Evil]; CL 4th
The hilt of this goblin-sized greatsword is engraved to look like a goblin’s head, with the ears forming the cross guard, and the hair wrapped around the grip. The goblin’s mouth is open, and the waving blade extends from it like a tongue. This is a +2 Greatsword. Once per day, a creature killed by Gorgok’s Tongue will rise as a skeleton under the wielder’s command as the Animate Deadspell.

It is very unusual for a blade of this quality to bear the markings of goblinkind. And, in fact, it was not crafted by goblins. A century ago, an evil halfling wizard conquered several tribes of goblins and forced them to raid nearby towns. He had this blade crafted as a gift for his most effective goblin chief, Gorgok of the Treebreaker tribe.

Colorful Characters 3: Cohen Strauss, The Town Blacksmith

Cohen Strauss was born far away from where he lives now, in a small farming community. When he was seven summers old, a party of adventurers came through his town. He was fascinated by the fineness of their arms and armor. Having lived all his life amongst poverty, he was amazed to learn that items of such beauty could exist. When none of the adults were looking, he bravely strode up to the dwarf and asked where he got such wonderful armor. In typical dwarvish fashion, the adventurer responded that only the greatest dwarven smiths could craft such armor and weapons.

Cohen never learned where they were going or why they stopped in a community so far off the main roads, but he never forgot his fascination with the fine armors of the adventurers. As soon as he was of age, he apprenticed to the village blacksmith, where he learned the basic skills and tools of the craft. But sodding horses and constructing crude farming implements did not satisfy Cohen. Whenever a traveling merchant came through town, or some farmer went to market, he put up all of his meager earnings to buy books on the crafting of arms and armor, and on the dwarves who were known as the finest of all craftsmen. He taught himself to read using these books, and by the age of twenty he had surpassed his master in skill.

Realizing there were no opportunities for further advancement in such an out-of-the way town, Cohen resolved to seek out the dwarves. He bid goodbye to his family and his friends, and began the long trip to Gorren’Vor Mountain, stronghold of Moltenforge clan. There were other dwarven clans nearer his home, even clans who were renowned as craftsmen amongst dwarves. But the Moltenforge clan had a reputation for being welcoming to outsiders who wanted to commission their craft. Cohen hoped they would be as welcoming of a student eager to learn from them.

It took the eager young smith over a year to cross the distance to Gorren’Vor, stopping occasionally along the way to earn pay as a blacksmith as needed, and to pick up new knowledge and skills. He never lingered too long though, eager to reach his destination. When he finally arrived, feeling as though his entire life had been one long journey to the mountain which stood before him, Cohen eagerly requested to be granted an audience with a dwarven smith.

His audience was granted. And, after hearing the young man out, the smith he was taken to refused to accept him as a student. The one which Cohen saw the next day refused him as well, as did the one he saw the day after that. Day by day, Cohen saw his dream crumble as he was rejected by one potential teacher after another. Most had been kind to him, but none were interested in passing on their skills to a human.

“Why trust me legacy and me teachings to a boy who’ll be dead before me beard’s gray?” one dwarf had said. After a few months the guards simply stopped allowing Cohen to enter the dwarven city. Crushed, the young man found a bar in the human settlement of Taire at the base of the mountain. He sat down, ordered a drink, and didn’t stop ordering drinks until he had to find a job.

It wasn’t hard for a skilled blacksmith to find work in town. And with the constant flow of adventurers stopping on their way to Gorren’Vor, Cohen had many more opportunities to exercise his craft than he would have ever had in his home village. So for fifteen years he has made his life in Taire. He has become well respected in the town as a reliable smith, though most agree that he drinks too much. It never seems to affect his work.

When not working or drinking, Cohen makes arms, armor, and jewelry of remarkable quality. It easily matches the dwarves’ work in quality, which is why most assume he purchased it from them. After awhile, Cohen just stopped correcting them.

Personality

Cohen Strauss is dour, and not terribly friendly. When dealing with dwarves he can be particularly spiteful, often openly ignoring them, or using racial slurs. In truth, Cohen suffers from a severe inferiority complex. Despite the high quality of his work, he feels completely inadequate after his rejection by the Moltenforge clan. Years of demeaning labor as a common blacksmith, as well as the lack of recognition he’s received for his more finely crafted items, have not helped matters in the slightest.

Thoughts on Use

Cohen Strauss could be used as a simple smithy if that’s all the game requires. The players could also be told that he’s a good person to commission work from by a local who knows of Cohen’s largely hidden talent. If the GM was so inclined, the lack of recognition for Cohen’s work could make it difficult to learn that he’s a skilled craftsman, and as a reward, Cohen’s lack of self-worth might cause him to sell his items below their market value.

Particularly altruistic characters could be enticed into a political/role playing adventure wherein they try to get the dwarves of Gorren’Vor to accept the talented Cohen as a student.

Smithing

Cohen keeps a number of scrolls available, and has a good working relationship with the same wizard who provides magical assistance to the Moltenforge clan smiths. He has studied enough of magic and scroll use to be able to use the scrolls to imbue his creations with powerful dweomers.

Much of his work is improvisational in nature. Rather than engraving a scene from mythology on a shield, for instance, he largely plans what engraving he makes as he goes along. Oftentimes the patterns and designs on his work seem random, or have no definite shape.

Interesting Facts

*Despite being relatively well settled, Cohen’s demeanor does not endear him with women. Most of the women in the local bawdy houses know him as a somewhat unpleasant customer who pays well.

*Years of heavy drinking, as well as other vices, have caused Cohen’s voice to develop a rasp.

*Cohen is completely clean shaven, never allowing the hint of a beard to remain on his face.

Cohen Strauss (CR 9)

XP: 6,400
Human Expert 12
LN Humanoid
Init +0; Senses Perception +0


Defenses


AC 10, Flat Footed 10, Touch 10 [10 + Armor(0) + Dex (0)]
hp 70 (12d8 + 12)
Fort +9 Ref +4 Will +4


Offense


Speed 30ft
Melee Masterwork Blacksmith’s Hammer +12/+7 (1d8 + 3/x3)


Stats


Str 15 (+2) Dex 11 (+0) Con 13 (+1) Int 16 (+3) Wis 11 (+0) Cha 6 (-2)
Base Atk +9/+4; CMB +11; CMD 21
Feats Craft Magic Arms & Armor*, Craft Wondrous Item*, Master Craftsman(Craft Weapons), Skill Focus (Craft Weapons), Skill Focus (Craft Armor), Master Craftsman(Craft Armor), Master Craftsman(Craft Jewelry)
Skills Appraise +18, Craft(Weapons) +26, Craft(Armor) +26, Craft(Locks) +18, Craft(Jewelry) +20, Intimidate +13, Knowledge(History of Dwarves, Arms, and Armor) +18, Profession (Blacksmith) +15, Spellcraft +18, Use Magic Device +13
Languages Common, Dwarven
Gear Heavy Leather Apron, Masterwork Blacksmith’s Hammer, Masterwork metal crafting tools, 500gp

*Technically, according to the rules in Pathfinder, one must be a caster of level X to take these feats. However, I not only find that silly, but downright offensive to the proud history of the Fantasy genre. If this rule were to be enforced, then every master smith in fantasy literature would need at least a few levels of wizard. How many dwarven smiths seem like wizard types to you?

Edit: -C of Hack & Slash pointed out in the comments that I overlooked the Master Craftsman feat, which allows non-casters to qualify for Craft Magic Arms and Armor, and Craft Wondrous Item. I also notice that I forgot to increase the benefit from skills focus from +3 to +6 after 10 ranks. Both issues have been corrected. Sorry about the mistake everybody! -LS

Colorful Characters 2: Spyri the Trinketeer

(NOTE: The Witch class is from the Pathfinder Advanced Player’s Guide. If you don’t have that available, the stat block below will not be of much use.)

Spyri comes from a gnomish merchant family of modest means. Truth be told, her youth was positively normal. She learned her parents’ trade well, and helped acquire and sell goods. She had a knack for the work, and in particular for finding more unusual items. She often came to her parents with some arcane bauble or other, which rarely seemed like something they would be able to find a buyer for. Luckily, Spyri had as much of a gift for selling oddities as she had for finding them.

One evening, when Spyri was perhaps 37, she was contacted by someone who had been a reliable source of goods to her in the past. He wanted to meet after dark in the stables of a nearby inn. Not unaccustomed to unusual behavior in her associates, Spyri agreed. The two met, and after some negotiation, Spyri made a good deal for a tiny sundial which functioned even without light. Just as the gold changed hands, however, torches of the town guard appeared around a nearby bend in the streets. Apparently Spyri’s associate had some reason to fear the law, because he quickly leaped onto one of the horses in the stable and sped away from the place as quickly as he could–trampling Spyri in the process.

The gnome woman faded in and out of consciousness throughout the night. Even now, a lifetime later, Spyri seems to become tongue tied when attempting to describe the experience. She claims to remember nothing at all, and yet to remember a detailed conversation with an unknown entity she refers to only as “Whispers from Lightless Corners.” This conversation which she seemingly does not recall changed her life. She awoke in the wee hours of the morning with a pony nudging her with his snout. And, without entirely knowing why, she led the pony away from the stable and went out into the wilderness for a year.

When she returned, her parents were jubilant. They had thought their daughter dead. Their joy was short lived. Spyri told her parents that she was leaving, did not know where she was going, but that she might return someday. She then left, again leading the pony (which she named “Shade Tender”), and taking nothing else with her.

Spyri was changed by her encounter with the unknown force she named Whispers from Lightless Corners. Not only did she act more erratically, and seem somehow detached from the world around her, but through her connection with that force she began to learn witchcraft. By communing with Shade Tender–witness to that first fateful meeting with Whispers from Lightless Corners–Spyri could reconnect with that power. Could draw knowledge from it, and learn powerful spells.

In her travels, Spyri met a group of adventurers traipsing through the woods. They asked her:

“Who are you, and where are you headed?” Spyri looked at them a long moment before responding by repeating their question. Somewhat confused, but willing cooperate, the adventurers introduced themselves, and added that they were trying to find the Crypt of Anakhot, which was rumored to be nearby.

“Now,” said a well dressed halfling bearing an instrument, “What about you?”

Without pause, Spyri responded “I am Spyri, and I seek the Crypt of Anakhot, which is rumored to be nearby.”

Confused though they were by her oddity, the party allowed Spyri to tag along on their adventure, and many others which followed it. The gnome was capable in a tight spot, and as she socialized more with the group, she seemed to become more lucid. Though she still had some difficulty dealing with strangers or acting whilst alone, Spyri found she was able to be much like her old self whilst around her new friends.

One day, while raiding the treasure horde of a goblin who had fancied himself a king, the party found an unusual deck of cards. One of the party members excitedly identified it as a Deck of Many Things. An item of rare power which they were fortunate to have found. Without a thought to the danger, each party member in turn drew a card. Defying the odds, each received some boon from the act.

When it came time for Spyri to draw, she did not think twice. She pulled her card from the top of the deck. It was The Demon’s Laugh, a card unique to this deck. As soon as it was drawn, all those whom Spyri most loved–the entire party–blinked out of existence, leaving her alone. The etchings on the card promised that her friends would return again once the card was drawn a second time. Unfortunately, a Deck of Many Things never lets the same person draw twice.

Grief stricken, Spyri now travels the world with Shade Tender. She’s taken up her family trade as a merchant, buying and selling oddities along the roads. She asks every customer if they would like to draw a card from her deck, hoping to someday be reunited with her friends. Even after 100 years of traveling, Spyri is still hopeful that she will see them again.

Personality

Spyri is an oddball. While not mad, she is certainly eccentric in the extreme. She will often Hex those who are kind to her with Fortune and those who are unkind to her with misfortune. If ever asked about her past, she will make up a lie, which will probably not match up with earlier lies she has told.

She can be pushy as a merchant, attempting to convince characters that they cannot go on without whatever bauble she’s decided she wants to sell them. And, after every transaction, she always offers to allow a customer to draw from her Deck of Many Things.

Tactics

Spyri does not like to fight. If forced, she will attempt to use spells like Cause Fear or Fog Cloud to escape as soon as possible.

Interesting Facts

*Spyri has a facial tick. Her left eye and check twitch and quiver while she talks.

*Spyri talks in her sleep, often directly to Whispers from Lightless Corners

*Spyri’s hair has gone prematurely stark white.

*Spyri will often show unusual kindness to adventurers, as they remind her of happier times. If, however, adventurers ever treat her poorly, she becomes vindictive.

Thoughts on Use

Spyri is a great character for players to meet out in the wilderness, or while traveling along the road to a destination. She will try to sell them a number of very odd things, and the party might even buy one or two of them. If they do, she will offer to allow them to draw from her Deck of Many Things. If they do, roll a d% before each card drawn. If 100 is rolled, then the card drawn is The Demon’s Laugh, and Spyri’s friends suddenly appear, having aged not at all since their disappearance. Otherwise, treat as a normal Deck of Many Things. Spyri, like the deck itself, is intended to add spice & an unusual twist to a gaming session, rather than define it.

Cart

Spyri travels on her merchant cart, drawn by Shade Tender. Among many other oddities, it contains the following items which she will attempt to sell to the PCs.

-50ft of rope which unknots when the slightest pressure is put on it; 1gp
-A brown bag. 2lb of sand can be poured out of it every day; 2gp
-Gloves which make whatever they touch slightly colder; 5gp
-A working divining rod; 10gp
-A ball of yarn which will attract the nearest cat, up to 5 miles away; 1gp
-A stick enchanted to cut & stab like a normal shortsword. AC: 5, Hardness: 1, HP: 4; 2gp
-Ring which causes anyone who wears it to speak only the truth; 1,000gp
-Leggings which allow someone to be comfortable no matter where they sit; 10gp
-A torch which never goes out–no matter what you do; 10gp

Spyri, the Trinketeer (CR 3)

XP: 800
Gnome Witch 4
CN Small humanoid
Init +1; Senses Perception +6


Defenses


AC 14, Flat Footed 13, Touch 14 [10 + Armor(0) + Dex (1) + Ring(2) + Size(1)]
hp 32 (4d6 + 8)
Fort +3 Ref +2 Will +8


Offense


Speed 20ft
Melee Masterwork Dagger +2 (1d3/19-20 x2)
Ranged Masterwork Dagger +4 (1d3/x2)
Witch Spells Prepared (CL 4th; Concentration +7)
2nd–Detect Thoughts, Fog Cloud
1st–Identify(2), Cause Fear
0(at will)–Touch of Fatigue, Dancing Lights, Daze, Light
Patron Shadow


Stats


Str 9 (-1) Dex 12 (+1) Con 14 (+2) Int 17 (+3) Wis 15 (+2) Cha 11 (+0)
Base Atk +2; CMB +0; CMD 11
Feats Iron Will, Brew Potions
Skills Heal (+9), Perception (+6), Profession(Traveling Merchant)(+9), Spellcraft (+10), Use Magic Device (+7)
Languages Common, Gnome, Draconic, Celestial, Abyssal
SQ Hexes (Save DC: 15) Fortune, Misfortune
Gear Simple grey robes made for traveling, Masterwork Dagger, 3 potions of Cure Moderate Wounds, a Ring of Protection +2, Two silver rings worth 5gp each, 6gp, a Deck of Many Things.


Familiar; “Shade Tender”


See “Horse, Pony” on page 177 of the Pathfinder Beastiary for stats.
Familiar Bonuses +2 Natural Armor, Intelligence raised to 7, Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells & Hexes
Stored Spells
Level 0 – All Cantrips are stored.
Level 1 – Identify, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Hypnotism, Mage Armor
Level 2 – Detect Thoughts, Fog Cloud, Spectral Hand, Silent Image

Colorful Characters 1: The Governor

Many blogs some manner of weekly features. This seems like a fun idea to me, because there are a number of posts I’ve thought would be cool, but only really work if they’re part of a longer series of similar posts. Ergo, I would like to introduce you, my dice rolling readers, to Colorful Characters. Every week on Friday I’ll post detailed information on an interesting NPC. GMs are free to steal the characters for their games, and players are free to steal them for use as PCs. Though I think this week’s PC is best suited to being a quest giver for low level PCs.

Jordan “The Governor” Ephler

Jordan Ephler was fifteen when he left his family’s small merchant business to seek the path of a paladin, and for over a decade he lived up to that noble description. His signature axe and shield became well known in the region. For many small towns he was a more reliable source of justice than the distant courts & lawkeepers. Jordan had such a gift for diplomacy that many towns never even saw his axe, Razortail, leave its sheath. He even once negotiated a treaty between the humans and dwarves of Rockpoint, and the Orc tribe which had raided against them them for decades. Four years later he had to return to fight off a marauding force of orcs, but he viewed four years of peace and safety as a significant victory.

That isn’t to say he never failed. While trying to negotiate a territory agreement between the village of Opeth with the nearby tribe of gnolls, Jordan was captured and tortured for three days. He lost the four fingers of his left hand in the process. After escaping from his captors, Jordan played a game of cat and mouse with them for days as he tried to find his way back to Opeth. A week after his escape, he returned to the Gnoll village with the two dozen men and women of Opeth’s militia. Not a single one of the evil gnolls survived that day. Thereafter, Jordan was a little more grim, and a little less willing to trust in negotiation to solve problems.

When he was 28, Jordan was investigating a series of missing children in the small fur-trading post called Midroad Rest. The town believed a tribe of goblins had set up camp nearby and was stealing and eating their children. However, as the investigation continued, Jordan found more and more reason to believe the kidnapper was one of the townspeople. Sure enough, while surveying the town one night, Jordan saw someone carrying a bundle slip off into the woods. He followed the figure to a nearby cave. There he found Midroad Rest’s mayor, holding the body of a young child. Toys and clothes which had gone missing with the other children adorned the cave.

The mayor fell to his knees and begged for his life, but Jordan could summon no pity, and struck out with Razortail, killing the monstrous man. And, in killing one who had surrendered, Jordan strayed too far from the paladin’s code. The powers and clarity granted to paladins left him then. Saddened though he was, Jordan could not accept that his actions had been wrong, and vowed not to seek atonement.

With his life of adventure thusly at an end, Jordan asked the townsfolk if they would allow him to build a home in their community, thinking to become a trapper. So grateful were the townsfolk for his service, though, that they offered him the Mayor’s home and position. Jordan accepted, and has served the town faithfully in that capacity for 24 years now.

In that time as leader of the community, he has led the town through a number of hard times gracefully. So enamored are the townsfolk of their mayor that at some point they all decided to informally promote him to governor. When the townsfolk talk about him, they most commonly refer to him simply as “The Governor.”

Personality Though less idealistic, and a great deal more grim, than he was as a young man, The Governor is still a diplomat first. He is far more likely to attempt a negotiation than to engage in combat. Even if combat seems inevitable, he may attempt a diplomatic solution in the hopes of sparing any of his townsfolk from harm.

He’s also a wily old coot. Bandits and other criminal elements have often tried to outsmart him, but he’s always managed to root them out and keep the roads safe for travelers, and for his citizens.

He is likely to test any PCs before doing them any favors or asking their help. Or, often times, he’ll let the bandits perform the test for him, knowing that they like to “covertly” use the town’s tavern to recruit travelers into their gangs.

Tactics The Governor is unlikely to try and fight the PCs unless they are harming one of his citizens. He still carries Razortail with him at all times, though, so if he is attacked or otherwise forced to fight, he is prepared.

Against a single opponent, The Governor is confident and attempts to fight even footing. If grappled, he will try to use his clawed hand to attack an opponent. If The Governor is reduced below half health, he will attempt to use a nearby object such as a chair as an improvised shield. If attacked in his office, The Governor’s shield is readily available and he equips it at the beginning of combat.

Against groups, or characters who obviously overpower him, The Governor attempts to escape so as to don his armor & shield prior to combat. If one of his villagers is in imminent danger, however, The Governor will forgo his own safety to protect his people.

Interesting Facts

*The four fingers of The Governor’s left hand have been chopped off just below the knuckle. In their place are four hooks of equal length, roughly approximating the length of his fingers. These grant him a 1d4 claw attack, but he takes a -4 penalty on any dexterity checks which rely on that hand. This does not affect his ability to use a shield.

*Though there are none among the citizens of Midroad Rest with whom The Governor is intimate, he is gay.

*When using Combat Expertise (-2 AC, +2 attack roll) The Governor sometimes shouts “Smite evil!” or some variant.

Thoughts on Use I used The Governor in the first session of a new campaign a few years ago. At the opening of the adventure, bandits approached the PCs and asked for their help attacking caravans. Had the PCs accepted, The Governor would have been a boss they had to face at level 2. These players did not accept the offer, and so The Governor became a quest giver for the group.

If there is a paladin among the PCs, it may be fun to play The Governor as being made uncomfortable by a paladin’s presence. This may cause the players to think he’s hiding something, when in fact it is simply due to the painful loss of his own paladinhood.

Jordan “The Governor” Ephler (CR 3)

XP: 800
Human Paladin 6 (Fallen)
NG Medium humanoid
Init +3; Senses Perception 6


Defenses


AC 20, Flat Footed 21, Touch 9 [10 + Armor(9) + Shield (2) + Dex(-1)]
hp 46 (6d10 + 0)
Fort +5 Ref +1 Will +8


Offense


Speed 30ft
Melee +3 Battleaxe +11/+6 (1d8 + 5/x3)
Claw +8/+3 (1d4 + 2/x2)


Stats


Str 14 (+2) Dex 9 (-1) Con 11 (+0) Int 13 (+1) Wis 17 (+3) Cha 13 (+1)
Base Atk +6/+1; CMB +8 (+2 on Disarm, no A.A.O.); CMD 17
Feats Improved Initiative, Toughness, Combat Expertise, Improved Disarm
Skills (Armor Check Penalty: -6) Diplomacy +10, Heal +7, Perception +9, Sense Motive +12, Survival +6
Languages Common, Goblin
SQ Combat Expertise (Can take -2 to attack rolls for +2 to AC for a round.)
Gear Battered Masterwork Full Plate Armor (gilded with gold which has chipped away in pieces), Masterwork Heavy Steel Shield (emblazoned with a roaring lion in green). Razortail a +3 Handaxe, small collection of maps detailing local areas, Amulet of Detect Evil 3/day, 50gp