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Thursday, May 2, 2013
Fantasy Core Ireland--Adventure NPC & Monsters 4
FANTASY CORE RPG
(c) Jerry Harris, 2012
Published here as Open Game Content.
Adventure Index
NPC & Monster Index
Sean Robins
Rougishly good-looking young man in his 30’s.
Sean seems friendly and pleasant enough. He is the preeminent dispenser gossip and information in the area, usually to his advantage. Few willfully irritate him. Even the Sisters in the Glade are forced to deal with him on a somewhat respectful basis. Sean is normally working some scam to make himself look good and to embarrass his enemies.
5th level Bard, Hp 20, AC 13 (leather)
Fort +1 Ref +3 Will +5
Melee: +1 Magic Rapier (Zing) +5 to hit 1d6+1 (This was a gift from one of the Fey Sisters in the Enchanted Glade, Nim.)
Ranged: Pistol Crossbow +4 to hit 1d4 + poison DC 12 Fort sv or uncon. 1 turn
Fast Talk, Haggle, Intimidate (Psychologically) +7, Charm +7
Musical Charm and Rally skills +7.
A bard's musical ability may also counteract song attacks and might even pacify creatures under certain circumstances (the Ref is given complete discretion on this). DC is 10 + HD.
Knowledge skill: +5, DC 12 minor factoid, DC 18 very specific. This skill is good for general area rumors, trivia, personalities, and gossip, not anything scholarly.
Norse Raider (Berserker)
A typical small band looking for some easy looting, probably drunk as well. War leaders would be full Barbarians of 3rd level and up.
HD 1+1 (2+1), Hp 7 (Hp 13 Jarls), AC 12 (leather and shield)
Fort +2, Ref +0, Will +0, (Fort +3, Ref +0, Will +0)
Melee: Battleaxe +2 to hit (+3) 1d8+1
Prince Alex
Of the Fey Royal Court
Though he appears to be a courteous, willowy, foppish dandy, Alex is the most dangerous potential foe on this list. Thankfully, most of his attention and schemes are focused on building up his influence in the Fey Court in the Otherworld. If he is in the mortal realm, it is usually to clean up or deal with somebody else’s mess. This is part of his royal duties, though he is not adverse to subcontracting out lesser tasks to, say adventurous mortals. Elise was Alex’s sister, and he has nearly despaired of discovering her fate after all these years. If he does, his vengeance against the O’Gradys and Kavanaghs will be terrible.
8th level Arcane Ranger, Hp 48, AC 17 (+2 magic Elvish chain mail)
Fort +2, Ref +7, Will +6
Melee: +2 Magic Rapier (Slasher) +10 to hit 1d6+4
Ranged: +3 Magic Longbow (Striker) +13 to hit 1d8+7
Spells: Alex has a full complement of spells up to 4th level (a full elf can access higher spell levels than a half-elf), though he shies away from offensive spells. These would be the most typical used in combat.
Charm Person: 4 turns (To cast +7 DC 13, Will Sv 16)
Charm Monster: Encounter (To cast +7 DC 16, Will Sv 16)
Shield: +4 to AC, blocks all missiles and magic missiles, Encounter (To cast +7 DC 13)
Greater Invisibility: May attack while invisible (0 BAB for any attacker to hit) (To cast +7 DC 16)
Fly: 8 turns (To cast +7 DC 15)
Displacement: 50% of hits, miss, Encounter (To cast +7 DC 16)
Fireball: 4d8 fire damage, 20-ft. radius. (To cast +7 DC 15, Ref Sv 16 for ½ damage)
+6 Stealth skill, +5 Tracking skill, First Aid skill
Elvish Warrior
These would be typical bodyguards in Alex’s entourage. Minor lords and advisors would be higher level Arcane Rangers or Wizards.
1st level Arcane Ranger, Hp 4, AC 15 (non-magical Elvish chain mail)
Fort +0, Ref +2, Will +2
Melee: Rapier +2 to hit 1d6+1
Ranged: +1 Magic Longbow +3 to hit 1d8+1
Spells: An Elf warrior will know several spells. These would be the most typical used in combat.
Burning Hands: 1d6 (To cast +2 DC 13, Ref Sv 13)
Sleep: (up to 4 HD 1 turn) (To cast +2 DC 13, Fort Sv 13)
+2 Stealth skill, +2 Tracking skill, First Aid skill
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