101 NPCs (repost)

S'mon

Mongoose
Repost of the old 101 NPCs, now with handy Quick NPC form! :)

101 NPCs for the Conan RPG

NPC Form
Name:
Allegiance:
Class: Level: BAB:
Details:
Decent skills (rank=level):
Good skills (lvl+3):
Good attributes (+2):
Major Feats:
Hit Points (levelx1/2hd+CON):
If NPC is for combat:
Parry: Dodge: DR:
speed:
Melee and Ranged attack:
damage:
Special Equipment:

01 - Magno - 2nd level Pict Pirate (Use Hyborian but add all Pictish modifiers plus 14 Int)
Background: Exiled from his tribe for killing the chief's youngest son in a hunting accident, Magno was captured while wandering on the coast by a Zingaran pirate/trading galley. The Zingaran captain intended to use him as a slave, but was impressed by the youth's intelligence and willingness to learn. Magno is now a full-fledged member of the crew, possessing the skills of a sailor, the ruthless savagery of a Pict, and the keen curiosity that distinguishes him from others of his kind.

02 - Shukeli - 6th level Kushite Soldier (Use Hyborian but add all Kushite modifiers and replace Greatsword with Warspear)
Background: As a youth, Shukeli was taken by Stygian slavers and put on the blocks in Luxur. A Shemite merchant took notice of the powerful-looking savage and bought him, intending to use him as a porter. Shukeli had other plans, however, and escaped from the Shemite caravan, having first broken the neck of his new master. Fleeing across the desert, he happened upon a unit of the Free Companies marching to Koth. The skirmishers tried to capture him, but he made such a good accounting of himself in the fight that followed that the mercenary captain offered him a place in the Company. Now a grim and experienced sergeant, Shukeli has found fulfillment in his new life, though he has not forgotten the ways of his savage homeland and follows Dekerta.

03 - Soraya - 8th level Wazuli Thief (Use Hyborian but add Wazuli modifiers and replace Point Blank Shot and Combat Expertise with 2 Weapon Combat and Improved 2 Weapon Combat. Replace arming sword with 2 Ghanata knives.)
Background: Soraya is a proud and indomitable woman, as beautiful as she is deadly. At the age of fifteen, she was forced to marry a man more than three times her age. On her wedding night, the marriage was consummated forcibly by her grizzled Wazuli husband, but he failed to break her will, or her lust for vengeance. She slit his throat in his sleep with his own knife and fled west on his finest steed. Having vanished amongst one of the fleshpots of Hyboria, she discovered that the gifts of stealth given to her by her Wazuli forefathers had made her well suited for the thieving profession. An experienced and vicious woman who creeps like a cat and fights like a demon, many have underestimated her to their peril

04 - Balech the Bloodletter - 9th level Shemite Thief (Use Hyborian but add Shemite modifiers and replace Combat Expertise with Striking Cobra and Sling with Shemite Bow. - Movement reduced to 15 ft.)
Background: Balech spent the first forty years of his life slaying and thieving. A cold, merciless killer with inhumanly sharp reflexes, Balech was at the top of his game when he suffered a crippling injury while leaping out of window in the temple of Zath. He has since retired and established a tavern called the Fang in Arenjun. Though his mood has grown more jovial and he walks with a limp, he is still a very dangerous man and few cause trouble in his establishment.

05 - Capt. Temuchin - 5th level Turanian Soldier (Use Pelishtim but add Hyrkanian modifiers and replace Improved Init and Improved Overrun with Point Blank Shot and Rapid Shot - Shemite Bow is replaced by Hyrkanian Bow)
Background: Temuchin commands a troop of Pelishtim soldiers in the army of Zamboula. A grim disciplinarian, he is revolted by the lawlessness in the city and the unbridled cannibalism amongst the Darfar slaves. A good ally for law-abiding characters...a ruthless enemy to outlaws.

06 - Dionna - 7th level Bossonian Soldier (Str 14 Dex 20)
Background: The last of five daughters born to a Bossonian archery champion, Dionna begged her father to teach her the ways of the longbow. Having no sons, the old warrior finally relented and discovered that his daughter possessed a talent with the bow that rivaled his own. She won several archery competitions and finally managed to earn herself a place as a scout in the Aquilonian army. Her uncanny marksmanship gradually allowed her to earn the respect of her peers, but a tragedy cut short her career as a soldier. A massive Pict incursion slaughtered most of her unit and before the savages were turned back, they razed her village and butchered her family. Haunted by visions of her father's head rotting on a spear point, she went East and found a place with the free companies. Her youthful optimism drowned in a sea of blood, she is a grim and humorless sort now, laughing rarely and drinking often.

07 - Li-Rung - 4th level Khitai Noble (Use Vendyan Noble but add Khitai modifiers and replace Great Fortitude and Social Ability - Ally with Persuasive and Comeliness, plus add Dabbler - Cursing)
Background: Li-Rung is the spoiled young daughter of a Khitai ambassador. Sensual, mischievous and manipulative, she often slips out of her father's home (or seduces the guards) and finds herself carousing in some of the most unlikely places. She often gets into trouble, but has, so far, managed to charm her way out of jeopardy. A lusty lass, she shamelessly pursues any man who strikes her fancy, but is also jealous and vindictive, using her rudimentary powers to curse any man who shuns her.

08 - Khalid the Falcon - 10th level Shemite Barbarian (Use Himelian Barbarian but add Shemite modifiers and replace Parry and Quick Draw with Cleave and Leadership)
Background: Khalid is a notorious bandit leader. Unlike many Shemite warriors, he prefers to approach his targets on foot while they are encamped and steal their horses and women once he's robbed them. A ferocious and cunning warrior, Khalid also possesses an engaging personality, jovial sense of humor and a barbarian's code of honor. He will not abuse female captives, though many have voluntarily shared his tent. His men are a diverse and motley bunch, but they follow him loyally and do not question his orders.

09 - Ken-Amun - 9th level Chaga Soldier (Use Vendhyan Soldier but add Chaga modifiers and replace Weapon Focus - Light Lance with War Club, plus add Exotic Weapon Proficiency - Stygian Bow. Increase Str to 20 and Dex to 16)
Background: Ken-Amun is a huge, muscular chariot officer in the Stygian army. Resentful of the primitive barbarism of his Kushite homeland, he traveled to Stygia and offered his services as a warrior of Set. Though advancement has been difficult for him, his immense strength and martial talents have distinguished him in battle. He remains eager to prove himself and hopes to command his own army one day.


10) Ottokar the Gunderman-aka Eats Ravens(Lvl6 Hyborian Borderer)
Ottokar was never popular in his home village. The fact is that he was ugly,plain and simple. The village girls laughed at him and the young men made sport of his imperfections.
Thus it was that whilst his peers trained in the traditional styles of pike warfare Ottokar spent his time alone in the forested hills and valleys honing his skills as a woodsman.
By the time of the campaign to seize Conajohara from the Picts,Ottokar had already crossed the Thunder river many times to trap for pelts on the Black river.
It was on one such occasion that he fell foul of a raiding party of Raven clan picts. They fell upon him with wild whoops expecting to collect an easy head for their lodgepoles.
Years of pent up anger exploded and in a short bloody melee he dispatched them all ,finally biting out the throat of their leader after lodging his axe in anothers skull.
Athawaya,war chief of the South Hawks was mightily impressed as he watched the borderer slip into unconsciousness.
Ottokar woke to find himself being tended in the South Hawk village. The Hawks had been tracking the Raven raiders for days and they had named him "Eats Ravens" in honour of the feat they had just witnessed.
In a savage ritual Ottokar became blood brother to Athawaya and friend to the Onyaga(South Hawks).Afterwards Athawaya joked in broken Aquilonian that Ottokar's head was much to ugly to hang on a Hawk lodge pole in any case. For the first time since his childhood Ottokar laughed.
Living amongst the Onyaga he found that they respected his skill and prowess.Despite his appearance he found a little Pictish wife,no beauty to be sure,but an angel to a man who had never known the touch of a woman.
Returning to the frontier town of Velitrium he opened a trading post and tavern with the coin he made from the rich pelts he brought back from the Black river country.
Yet despite his return to civilization his sympathies would continue to lie with his adopted kin in the forests beyond the Black river.

In my own planned Westermark campaign Ottokar will appear a number of times.
First as a trapper and guide prepared to venture into Conajohara in the days prior to its conquest.
Second as an Innkeeper who offers silver for the heads of picts(but only Raven clan ones) during the days of BTBR,MOB,WBTB.
Finally as Conan strives for kingship Ottokar has become one of the breed known as Schohiran Renegades due to the murder of his little wife in the aftermath of Fort Tuscelan.
PK

11 - Odin Firebeard - 5th level Vanir Pirate (Use Hyborian Pirate but add 16 Str, 16 Con and 14 Dex - Increase HP to 40)
Background: Odin is the son of a Vanir mercenary who served in the army of Turan. Though he has never seen his bleak, snow-covered homeland, he follows the gods of Nordheim and never liked the rigid, inflexible laws of Yezdigerd. He joined a pirate crew on the Vilayet, and now serves as the quartermaster of a galley called the Black Joke. A jovial carouser, he is popular with the crew and is eager to command a vessel of his own.


12 - Media - 2nd level Kothian Noble (Use Hyborian Noble but replace Great Fortitude with Stealthy and add Hide - 7 and Move Silently - 7. Also, reduce Str to 9 and increase Dex to 14)
Background: A stunning beauty of seventeen, sporting shimmering blonde hair (a rarity in Koth), Media is the daughter of a powerful baron. She was given in marriage to the baron's senior knight in return for his decades of loyal service. Though her husband was a kind man, she couldn't bear lying with a man old enough to be her grandfather. She stole away in the night, took a horse, rode south into Shem, and was promptly captured by slavers. A priest noticed her on the auction block and bought her, intending to sacrifice her at the next Blood Moon. Subjected to twisted cruelty and desperate to escape, she is the stereotypical damsel in distress that needs rescuing. She wants to return home, but might be inclined to travel with her rescuer, should he be a handsome fellow.

13 - Aldur - 2nd level Hyperborean Thief (Use Hyborian Thief but replace Improved Init with Brawl, increase Con and Str to 16, reduce Dex to 12 and increase Intimidate to 7)
Background: Aldur is a young thug in service to a local crime boss. Tall and imposing like many of his race, he can usually cow people into submission without a fight, but his vicious bloodlust often leads him to abuse those who appear weaker than him. His duties usually involve the collection of protection money. He's gruff, arrogant, generally surly and has been lucky enough to avoid a fight with a formidable warrior, though this might change when he crosses the PCs.

14 - Deirdre the Raven - 4th level Cimmerian Soldier (Use Gunderman Soldier but increase Str to 16, Dex to 14, Int to 12 and add Climb 6 and Negotiate 5)
Background: A strong young lass who lived near the Aquilonian border, Deirdre possessed an insatiable curiosity regarding the Gunderman stockade which lay on a nearby hilltop. She crept up to the fort and was discovered by a Gunderman sergeant named Athgar. Instead of attacking him, she implored him for more information about the shining kingdoms to the south. Impressed and intrigued, he allowed her to visit on regular occasions and the two spent long nights talking, and, in time, loving. Deirdre's family discovered her indiscretions and the clan attacked the Gunderman outpost. Athgar and his men fought well, though, and the Cimmerians were repulsed. Incensed at her people, Deidre turned her back on them and married Athgar. The two later left the army and became traveling arms merchants. Still young, Deidre has benefited from her husband's training and is becoming a talented warrior. Her black eyes and tresses have earned her the nickname of "Raven".

15 - Athgar - 7th level Gunderman Soldier (Increase Int to 12 and add Negotiate
Background: For the first ten years of his life after reaching manhood, Athgar was content to serve in the armies of Aquilonia as a simple Pikeman. All of this changed when an inquisitive young Cimmerian named Deirdre came to his camp. Strong, exotic, wild and beautiful, she captured the Gunderman's heart from the moment he laid eyes on her. After driving off her clan in a fierce battle, Athgar resolved never to spill the blood of Deidre's family again. He married his Cimmerian lass and became a wandering arms merchant. Nine years older than Deirdre, he is far more formidable than she, but he recognizes a warrior's talent in her wiry limbs and has trained her in the arts of war. Sociable and fun-loving, he has an engaging personality and his burning love for Deidre is apparent to all who meet him.


16 - Asoka - 6th level Vendhyan Borderer (Use Hyborian but replace Exotic WP with Weapon Focus - Tulwar. Also, uses Hyrkanian Bow and Light Lance)
Background: Asoka was a scout and tracker in service to a Venhyan merchant house. Unfortunately, he unwittingly led an entire caravan into an ambush in Ghulistan. Most of the caravan were slaughtered, but Asoka's fighting skills and horsemanship helped him to save Geeta, his employer's youngest daughter who was being transported to a strategic marriage in Turan. He returned the noble beauty to her father after a three week journey, having fallen in love with her along the way. Asoka's lord was grateful for the safe return of his daughter, but could not forgive Asoka's incompetence. Having endured fifty lashes upon his bare back, Asoka was banished from Vendhya. Asoka now works as a scout in Shahpur. Geeta is in the harem of a Turanian noble, and Asoka, a hopeless romantic, is struggling with an ill-advised urge to carry her off.

17 - Maishach of the House of Bailaam - 9th level Aphaki Shemite Noble
Background: Maishach runs the Zamboula guildhouse of the Bailaam family - a powerful merchant house. A nephew of the current guild patriarch, he once plotted to seize control of the guild but was foiled by a spy in his harem. Though his uncle did not want the bad publicity of killing his own nephew, he did exile him to far off Zamboula with strict orders to keep the caravans running smoothly. Maishach hates this city of stinging sand and half-breed mongrels and his plotting continues unabated. He is secreting away guild funds to hire a mercenary army and also paying local bandits to prey on rival trade houses. A ruthless man with a violent temper, he would make a good recurring villain.

18- Sha'Kosi - 6th level Black Kingdom Thief (Use Hyborian Thief but increase Str to 18 and add Profession (sailor) 7 plus increase Dodge to 18. Uses Warspear instead of Arming Sword and wears no armor.)
Background: Sha'Kosi was a young pirate who made a truly awful decision...he stole his fellow pirates' swag...more than once. Finally, his shipmates caught him red-handed, bound him with stout cord and cast him below decks while they debated on the most horrific way to kill him. But the powerful tribesman managed to break his bonds with a Herculean effort, rushed out of the hold and dove into the sea before his startled shipmates could stop him. Fortunately for him, the ship was just off the coast of Shem and he managed to swim ashore. Sha'Kosi has since wandered from town to town, making a passable living off of stolen goods, trying to come to terms with his new life amidst civilized peoples. In spite of his impressive strength and fighting skills, he is cautious and cagy, staying in the shadows as much as possible.

19 - Mabaku - 3rd level Darfari Thief (Use Hyborian Thief but increase Str to 16 and uses Warclub at a +1 modifier. Wears no armor, so increase Hide and Move Silent to 8.)
Background: Mabuku is a twisted individual, even by Darfari standards. A stealthy and skilled manhunter, he has sapped and devoured at least two dozen victims in Zamboula. His success has earned him a high position among the followers of Yog, and he now leads a hunting pack of a score of bloodthirsty cannibals. Even more disturbing is the fact that some local crime bosses have started contracting his band for high-profile hits. Mabuku takes pleasure in the terror he creates, and sometimes keeps his victims alive for a few hours (especially women) before he eats them. This is the kind of low-level villain that PCs love to kill. Enjoy him while he lasts!

20 - Roxanna - 5th level Zamorian Noble (Use Hyborian Noble but increase Dex to 18, Melee Weapon to +8, use Weapon Focus Poinard instead of Broadsword, Combat Expertise instead of Great Fortitude and Steely Gaze rather than Mounted Combat. Also, wears no Armor and has Gather Info at 10)
Background: Roxanna is the bored wife of a Zamorian merchant in Arenjun (or Shadizar, if you prefer). Lusty, graceful and utterly gorgeous, she often roams the streets, playing the role of a high-priced whore. After being harshly abused by a client, she resolved to become trained in the arts of combat. Hiring the best knife fighter in Arenjun, she displayed a remarkable talent for the art and now commands a decent amount of respect, even in the Maul. Her various clients include some of the most feared cutthroats in Arenjun (she has a weakness for bad men) and she can be an excellent source of information, provided you please her enough to gain her favor. Harming or threatening her is a bad idea. Not only is she a respectable fighter, she also has allies amongst the Arenjun underworld.

21 - Bjorn the Goldsmith - 5th level Aesir Barbarian (Use Nordheimer Barbarian but add 16 Int and add Craft (Metalsmith) 14. Replace Improved Init with Skill Focus Craft)
Background: Bjorn was trained in his craft at a young age in Asgard but his father decided to ply his trade further south. Opening a shop in a sprawling city, the Aesir family had a difficult time adjusting to civilized life, but their skill earned them a respectable living. Unfortunately, while Bjorn was out carousing with his two younger brothers, thieves ransacked his shop and killed his parents. Bjorn and his brothers, knowing no other form of justice than a blood feud, tracked down the thieves and butchered them. Bjorn is a more serious and somber man now, concentrating on his craft and seldom leaving his shop. He produces some of the finest gold jewelry in town.

22 - Ranoldo - 5th level Zingaran Borderer (Use Tauran Borderer but reduce Con to 11 and increase Cha to 14. Reduced Con lowers HP to 30)
Background: Ranoldo serves as a guide for Zingaran expeditions into the Pictish wilderness. Few Zingarans are bold enough to travel beyond the savage coast of the Picts, but Ranoldo possesses a keen knowledge of the bloodthirsty locals and their territory. He respects the savages, perhaps sympathizing a bit with them as they struggle to resist the incursions of civilized folk. If you're planning on plunging into the Pictish wilderness, at least from the coastal side, Ranoldo is a good man to have leading the way.

23 - Ranshepsut - 5th level Stygian Thief (Use Zamorian Thief but uses Stygian Bow instead of Sling and Stiletto instead of Arming Sword. Increase Cha to 16, Int to 13 and replace Point Blank Shot with Dabbler-Hypnotism)
Background: Posing as a courtesan, Ranshepsut is a spy in service to the Stygian priesthood. Lovely and curvaceous, she learns many secrets from her lovers in the aristocracy and uses her rudimentary hypnotic powers to further loosen their tongues. Occasionally, her Stygian masters call upon her to assassinate certain troublemakers, and she has a small supply of purple lotus to aid her in these tasks. She thrives on the manipulation and deception that defines her life and indulges herself all the erotic pleasures that her position offers.


24 - Karela the Red Hawk - 6th level Nordheimer Barbarian (New Stats: Str: 14 Dex: 20 Con: 16 Int: 13 Wis: 8 Cha: 16 Parry: 14 Dodge: 20 Replace Improved Init with Two Weapon Combat and Parry with Improved Two Weapon Combat, plus replace Quick Draw with Dodge. Meele Weapon drops to +8/+3 and Ranged increases to +11/+6. Uses Scimitar and Short Sword)
Background: Karela is the firebrand teenage daughter of a Vanir mercenary captain. Trained in the unconventional combat style of a barbarian, Karela has never seen her snow-covered homeland and has no desire to. Though she lives in Zamora, she regards herself as a woman without a country and possesses an unbridled wanderlust, matched only by her sensuality and her greed. She has gotten herself into trouble on innumerable occasions, much to her father's chagrin, but her ferocious skill with blades has kept her alive and relatively unsullied thus far. She harbors a youthful infatuation with Khalid the Falcon, desiring to run away with him and harboring a secret ambition to take over his band. Note: This is my version of Karela, before she becomes a bandit leader.

25 - Isparana - 8th level Shemite Thief (Use Zamorian Thief except increase Cha to 18, replace Improved Init and Mobility with Precise Shot and Rapid Shot plus add Far Shot. Uses thrown Daggers and Poinards.)
Background: The only child of Balech the Bloodletter and a Zamboulan dancer, Isparanna has taken to her father's profession with a skill and zeal that even surprises him. An expert with thrown daggers and deadly from the shadows, the young thief caught the eye of Akter Khan and presently serves as his agent. Her voluptuous curves and dark, seductive eyes are perhaps the most dangerous weapons in her arsenal, and she seldom shrinks from using them to get what she wants. Passionate and bad-tempered, she can sometimes get into trouble, and her taste for younger men (especially dangerous ones) hasn't helped matters. But she serves her Khan well, and he has showered her with ample reward, thus far.

26 - Zaros - 5th level Argossean Pirate (Replace Improved Init with Dodge - Dodge increases to 19. Increase Strength to 18 and Melee to +7)
Background: Zaros is the nineteen-year old son of an Argossean nobleman who despised his title and the expectations that went with it and ran away to sea at the age of 12. The merchant galley he was serving on was boarded by Zingaran pirates. Only a youth, Zaros nonetheless managed to hamstring one of the pirates and put up a terrific struggle before he was finally overpowered. The Zingaran captain was suitably impressed and managed to convince the lad to join his crew. Seven years later, Zaros is now the sailing master of the Blue Serpent. A tall, extremely muscular man with a handsome visage, he is the epitome of a dashing pirate. Having escaped the gilded cage of his childhood, Zaros is a happy and fun-loving sort with at least three girls in every port.

27 - Dirk Sparrow - 1st level Gunderman Borderer (Use Hyborian Borderer but increase Dex to 18, Wis to 16 and reduce Int to 10. Survival increases to +7 Ranged goes up to +6 and Dodge increases to 14)
Background: Dirk is an enthusiastic 15-year old boy with a love of the wilderness and an unhealthy lust for adventure. Extremely skilled for his age, he has been known to venture across the border on hunting forays into Cimmeria. He's been lucky so far, but his parents are threatening to chain him to the horse pens if he doesn't stop taking idiotic risks. Enthusiastic and fearless, Dirk could find himself tagging along with a group of PCs, eager to share their adventures. When one considers his tracking skills and general pig-headedness, he might be a difficult tail to shake.

28 - Captain Anwar - 8th level Pelishtim Soldier (Crom! No modifications!)
Background: Anwar is the second-in-command of the Thorns - an elite guard in service to Akter Khan of Zamboula. He has an intense personal rivalry with Captain Hamer, Captain of the Thorns. Anwar feels that he is a superior fighter and leader of men than his commander, but since Hamer is Turanian and he is Pelishtim, the Khan has passed him over. Anwar is a grim, brooding fellow who takes his responsibilities very seriously and is a ruthless adversary when provoked. His resentment of Hamer and his Khan is growing, however, and he might be inclined to plot against them both should a plan present itself.


29 - Haolam the Manhunter - 9th level Meadow Shemite Borderer (Use Hyborian Borderer except increase Dex to 20 and Ranged Weapon to 14/9. Also, replace Exotic WP with Improved Critical. He uses a Hyrkanian instead of a Bossonian bow. Dodge increases to 21.)
Background: Haolam spent his youth and early adulthood learning the art of the hunt. He's tracked and brought down game and beasts of all description, but he became bored with animals after a time and took to hunting human beings. A well-known bounty hunter, Haolam is a very skilled tracker and superlative archer. A grim man with a stony countenance, his only pleasure lies in the thrill of the hunt. He tends to shun close combat, preferring to feather his quarry with arrows while fighting in the open. If the PCs have irritated a powerful noble or priest, they may find Haolam stalking their trail.

30 - Tiberia Shadow-Shrieker - 6th level Hyborian Barbarian (Replace Improved Init with Stealthy and increase Move Silent and Hide to 12. Uses War Club.)
Background: Tiberia was a strong young woman living in the Westermarck when the Picts came. They massacred her village, butchered her family, and took her into captivity. Tiberia made a horrible slave, however. She was rebellious, defiant, and no number of beatings could break her spirit. Finally, after the tether had been around her neck for two years, she managed to wriggle free of her bonds and fled into the night, having first crushed the skull of her owner with his own war club. Having been trained with marital weapons as a girl (her father was a practical sort) and possessing an uncanny ability to stalk through the shadows, she evaded the hunting parties sent to recapture her, killing a half dozen Picts in the process. Four years later, Tiberia hardly resembles the woman she once was. Clad in scant leathers and often covered with war paint, she is a wild hellion whose disturbing war-cries can be heard for miles around. The Picts now fear this animal-woman and have dubbed her the Shadow Shrieker. The dark-skinned savages are wise to dread her...she lives to kill Picts.

31 - Kalunde - 9th level Ghanata Nomad (Increase Cha to 16 and Increase Bluff to 11. Also, add Negotiate 15)
Background: Kalunde was the third eldest son of a Ghanata chief. Seeing few avenues for advancement in his tribe, he traveled south and came upon the fabled city of Xuthal. Surviving the horrors within, he found a stock of the Golden Wine of Xuthal. The cagey Ghanata immediately saw the enormous value in his find and took it north to Stygia. The profit he made off of that one haul immediately transformed him into a wealthy merchant. Eight years older, Kalunde has not lost his lust for adventure and makes annual treks to Xuthal, now traveling in the company of some of his childhood friends and a troop of trusted mercenaries. They have raided the city a half dozen times (avoiding the wrath of the demon that stalks the halls) and now sell their wares further afield, traveling as far as Zamboula. Kalunde is a cheerful fellow with a love of the finer things that his new-found wealth has given him. But he also drives a shrewd bargain.

32 - Shazal the Bloodhunter - 8th level Himelian Barbarian (Replace Quick Draw with Leadership)
Background: Shazal is the chieftain of the Khafirs - a particularly savage tribe who haunt the mountain passes of Afghulistan. He is especially feared due to his fanatical patronage of Hanuman. He rewards his bloodthirsty tribesmen, not for taking booty, but for taking captives. Anyone unfortunate enough to fall into their hands will be given to the priests of Hanuman. Lovely female captives are especially prized. Twisted, insane and particularly debased, Shazal makes a good, frightening villain.


33 - Loki Fairhair - 8th level Aesir Pirate (Use Hyborian Pirate but increase Con to 18, decrease Dex to 15 and increase HP to 63)
Background: Loki is a retired Pirate who runs an Inn called the Drunken Dolphin. His once-blonde hair is now streaked with silver and his brawny limbs bear the scars of many adventures. He was once the sailing master aboard the Black Joke until her captain was replaced by the grim, foul-tempered Furio the Red. Using what remained of his considerable swag, Loki bought his tavern and married a young Turanian cutpurse named Loqina. Loki is a good-natured sort, quick with a laugh and slow to anger...though he's a cagey and dangerous fighter when necessary. He's happy in his new life, but his heart belongs to the sea and he yearns for one last adventure.

34 - Loqina - 6th level Turanian Thief (Use Hyborian Thief but increase Dex to 18, decrease Str to 12 and add Rapid Shot. Uses War Sword (2-h finesse) and Hyrkanian Bow. Meele: 8 Ranged: 9
Background: Loqina was a skilled and lovely cutpurse in Aghrapur who tried to rob the wrong nobleman. Arrested and placed on the slave blocks, she was purchased by a Turanian merchant captain who was looking for a mistress. Chained to the captain's bed in his cabin for two months, she endured all manner of shameful debaucheries until a pirate vessel called the Black Joke boarded the merchant. Intending to make his last stand in his cabin, the captain made the mistake of turning his back on Loqina. The chains had enough slack to let the vengeful thief slip her master's dagger out of his boot and she slew him before he could cross swords with a single pirate. Realizing that she would probably end up in a buccaneer's bed next, she turned the blade on herself. Fortunately, Loki Fairhair came upon the gory scene and managed to staunch Loqina's bleeding. Nursing her back to health, the old Aesir became fond of her and kept any of his leering shipmates from harassing her. Loqina's gratitude soon turned to love and she married Loki when he left the Black Joke. She now helps Loki with his tavern, deliriously happy and hopelessly in love. Her harsh background has given her a dark edge, however, and she is prepared to die before letting any man take her into captivity again.

35 - Suetonas - 6th level Brythunian Pirate (Use Hyborian Pirate but increase Dex to 20 . Ignore feats and use Point Blank Shot, Rapid Shot, Sneak Subdual, Improved Init and Dodge. Dodge: 20 Ranged: 9 Uses Sling instead of Crossbow)
Background: Suetonas is a rat-faced Brythunian who grew up a shepherd's son. His career herding sheep was cut short when an errant sling stone killed the son of a local Baron. Fleeing east, he was pressed into service by the Turanian navy and was subsequently captured by pirates. Possessing the uncanny ability to hurl two sling stones with a single cast, he so impressed the pirate captain that he added him to the crew roster. A cold and merciless individual, Suetonas is a man of few words. He prefers to skirt the flanks of opponents, bringing his sling to bear with deadly accuracy.

36 - Furio the Red - 9th level Argossean Pirate (No modifications!)
Background: Furio was once the quartermaster of a pirate chieftain named Chagatai the Braided. Chagatai, a handsome Turanian of unusual height and stature led a flotilla of pirate corsairs on the Vilayet and terrorized the shipping lanes for eight bloody years. Furio, a man as vicious as he was flamboyant, chafed under Chagatai's leadership and yearned to command his fleet. Unable to defeat his master in a duel, Furio poisoned him instead. Furio's ambitions were cut short, however, by Chagatai's mistress, the beautiful and deadly Lucretia. The lovely Zingaran challenged his leadership and defeated him in a duel, cutting a neat gash across his throat. Furio was initially thought to be dead, but a Brtythunian shipmate named Suetonas took him below and staunched his bleeding. The crew rejected Lucretia because she was a woman and she left in disgust. The flotilla has disbanded, though Furio has seized command of the flagship, harboring a deep hatred for Lucretia. He wears a red scarf to conceal his scar.

37 - Sut-mekh - 10th level Stygian Thief (Use Zamorian Thief except add Knowledge Arcana - 14, Dabbler - Curses and replace Imp. Disarm with Rapid Shot. Increase Cha to 18 and add Magic Attack Roll of +6. Uses Stygian Bow.)
Background: Sut-mekh is the chief enforcer for a criminal chieftain. He is also a hired assassin when not performing duties for his master. A tall Stygian with angular features and eyes that can bore through steel, few men can meet his gaze without squirming. He is strangely soft-spoken and charming, giving him a reputation as a gentleman assassin. But beneath the cultured surface lies a black heart that takes great pleasure in killing. His Stygian connections give him access to a variety of nasty poisons, and his rudimentary spellcraft makes him that much more deadly. He avoids direct confrontation, preferring to slay with his powerful bow from the shadows. Even experienced warriors are loathe to have this man stalking their trail.

38 - Ranyo - 10th level Zamorian Soldier (Use Pelishtim Soldier except replace Point Blank Shot with Leadership. Also, increase Int to 16 and add Gather Information - 12)
Background: Ranyo is the captain of the guard in Arenjun (or Shadizar, if you prefer). He is an excellent warrior and effective leader. He is also notoriously corrupt. Most of the famous thieves in the Maul pay tribute to him, and he collects protection money from most of the prominent merchants as well. He has established a profitable business in stolen goods as well, "finding" stolen items and returning them to their owners, for a price. He enjoys the finer things in life, possessing a fine house, a superlative wine collection and a harem of gorgeous slave girls. All this opulence has made him a pleasant sort to deal with, so long as you respect his position and grease his palm. Those who cross him will find life difficult in Zamora, for they will find enemies amongst the thieves as well as the guards.

39 - Lareesa - 2nd level Khorajan Noble (Use Hyborian but replace Great Fortitude with Persuasive)
Background: Lareesa is the youngest of five daughters born to an impoverished Khorajan noble. Having squandered his fortune on gambling and ill-fated business ventures, her father decided to avoid dowry payments on his three youngest daughters and sold them all into slavery. A raven-haired beauty of sixteen, Lareesa quickly found herself in the harem of a rich Shemite merchant. Her master is a harsh disciplinarian, and she is not as enthusiastic of a lover as he might like, so she has suffered terribly under his cruel dominion. She is as persuasive as she is beautiful, however, and might be able to entice a daring man to rescue her. Another damsel in distress, I know, but Conan stories are full of ladies like this.
 
Here are a few of the NPCs from my campaign, hope ya like 'em.


Xuthis (Stygian Scholar 5)

STR 10
DEX 16
CON 11
INT 17
WIS 17
CHA 15

HP 22
Init +8
Att +3/+6 (Dagger 1d4, Staff 2d4)
Parry 11
Dodge 14
DR 0
Saves 1/4/9 (7 Will vs. Corruption)
MAB +4 (+6 w/ Curses)
BPP 8 (16 max)
Corrupt 2

Class: Scholar Background (acolyte), Knowledge is Power, Iron Will

Feats: Improved Init, Eyes of the Cat, Ritual Sacrifice, Hexer,

Skills: (actual ranks) Bluff 6, Concentration 8, Craft (alch) 6, Craft (herb) 4, Decipher 4, Gather Info 3, Handle Animal 2, Heal 2, Hide 2, Intimidate 6, Knowledge (arcana) 8, Knowledge (geography) 4, Knowledge (nobility) 4, Knowledge (religion) 8, Listen 4, Move Silent 2, Perform (ritual) 5, Search 2, Sense Motive 4, Sleight of Hand 6, Spot 4

Spells: (Prestidigitation, Curses, Counterspells) Conjuring, Lesser Ill-Fortune, Telekinesis, Burst Barrier, Warding, Greater Telekinesis, Ill-Fortune

Equipment: Robes, Belt, Belt Pouch, Spell Component Pouch, Shoes, Cloak, Kitbag, Waterskin, Spellbook (p331), Ink (1 oz), Quill, Parchment (10), Case (parchment), Staff, Stiletto

Blue-Devil’s Flame (3 doses, SS 60), Stygian Tomb Dust (1 dose), Flame Powder (3 doses)

Xuthis is an acolyte of the sorcerers of the Black Ring. He has been tasked by his master to search for certain items of power. He usually will hire mercenaries to do his dirty work.


Vargo (Zamorian Thief 3)

STR 10
DEX 18
CON 11
INT 16
WIS 10
CHA 16

HP 16
Init +11
Att +2/+6 (Shortsword 1d8, Stiletto 1d4)
Parry 11
Dodge 15
DR 4
Saves 1/7/1

Class: Sneak Attack (stiletto), Sneak Attack 2d6/2d8, Trap Disarming, Eyes of the Cat, Trap Sense +1

Feats: Improved Init, Quick Draw, Concealed Weapon (SD)

Skills: (actual ranks) Balance 2, Bluff 6, Climb 3, Diplomacy 2, Disable D 4, Disguise 2, Escape Artist 2, Gather Info 4, Hide 6, Intimidate 4, Knowledge (local/Shadizar) 1, Listen 4, Move Silent 6, Open Lock 5, Search 5, Sense Motive 2, Sleight of Hand 4, Spot 4, Tumble 6

Equipment: Leather Jerkin (Superior), Shortsword, Stiletto (x2, 1 concealed), Shirt, Silk Breeks, Riding Boots, Belt, Belt Pouch, Cloak, Masterwork Thieves tools,

Vargo has been hired by Xuthis to be his bodyguard and assistant. He uses his skills to get information and items for his employer.


Haephus (Nemedian Scholar 4)

STR 10
DEX 14
CON 11
INT 16
WIS 16
CHA 12

HP 15
Init +3
Att +3/+5 (Dagger 1d4, Staff 2d4)
Parry 11
Dodge 13
DR 0
Saves 1/3/7
MAB +3
BPP 8 (16 max)
Corrupt 0

Class: Scholar Background (acolyte), Knowledge is Power,

Feats: Alertness (+2 Listen/Spot), Precise Recollection, Confident (+4 vs. Intimidation/Steely Gaze/Menacing Aura)

Skills: (actual ranks) Appraise 2, Bluff 1, Concentration 7, Craft (alch) 5, Craft (herb) 5, Decipher 5, Gather Info 3, Heal 3, Intimidate 1, Knowledge (arcana) 7, Knowledge (geography) 1, Knowledge (law) 3, Knowledge (nobility) 3, Knowledge (religion) 7, Listen 4, Perform (ritual) 2, Search 2, Sense Motive 4, Sleight of Hand 6, Spot 4

Spells: (Prestidigitation, Counterspells, Divination) Conjuring, Warding, Telekinesis, Incantation of Fog and Shadow (FC), Astrological Prediction

Equipment: Robes, Belt, Belt Pouch, Spell Component Pouch, Shoes, Cloak, Kitbag, Waterskin, Spellbook (p331), Ink (1 oz), Quill, Parchment (10), Case (parchment), Staff, Dagger

Blue-Devil’s Flame (3 doses, SS 60),

Haephus is an acolyte from Numalia. He travels around collecting herbs and searching for items of knowledge and power for the sorcerous society he belongs to. He is an honorable man and does not dabble in dark sorceries.


Diego Forel (Zingaran Thief 4)

STR 12
DEX 16
CON 11
INT 14
WIS 14
CHA 16

HP 20
Init +7
Att +4/+6 (Arming Sword 1d10, Dagger 1d4)
Parry 13
Dodge 16
DR 0
Saves 1/7/3

Class: Sneak Attack (Arming Sword, Dagger ), Sneak Attack 3d6/3d8, Trap Disarming, Eyes of the Cat, Trap Sense +1, Light-Footed,

Feats: Persuasive, Dodge

Skills: (actual ranks) Balance 4, Bluff 9, Climb 2, Diplomacy 3, Gather Info 4, Hide 4, Intimidate 6, Knowledge (history) 5, Knowledge (nobility) 5, Listen 4, Move Silent 4, Perform (String) 7, Profession (sailor) 2, Search 2, Sense Motive 5, Sleight of Hand 4, Spot 4, Tumble 7, Use Rope 2

Equipment: Arming Sword, Dagger, Shirt, Silk Breeks, Riding Boots, Belt, Belt Pouch, Cloak, Masterwork Lute

Diego is a swarthy bard who travels the countryside telling tales to earn his living. He is a boastful braggard who can be dangerous with a blade. He tends to side with the common people, but is not above taking coin from a foppish noble.


Atharic Sansovino (Zamorian Thief4)

STR 14
DEX 16
CON 12
INT 11
WIS 13
CHA 10

HP 24
Init +11
Att +5/+6 (Shortsword 1d8+2, Dagger 1d4+2, Unarmed 1d6+2)
Parry 14
Dodge 15/16
DR 0
Save 1/6/2

Class: Sneak Att (Shortsword, Unarmed) +2d6/+2d8, Trap Disarming, Eyes of the Cat, Trap Sense +1, Light Footed
Feats: Improved Unarmed Strike, Brawl, Improved Initiative
Skills: Bluff 3, Diplomacy 5, Forgery 3, Gather Info 5, Hide 3, Intimidate 5, Knowledge (local) 5, Listen 5, Move Silent 3, Open Lock 5, Sense Motive 5, Sleight of Hand 5, Spot 5, Tumble 3

Atharic is a lieutenant of a prominent gang. He spends most of his time giving orders, but can still hold his own in a fight.


Gisalic Vasari (Zamorian Thief3)

STR 12
DEX 16
CON 10
INT 11
WIS 13
CHA 13

HP 18
Init +10
Att +3/+5 (Shortsword 1d8+1 Damage, Dagger 1d4+1 Damage)
Parry 12
Dodge 15
DR 0
Save 1/6/2

Class: Sneak Att (Shortsword) +2d6/+2d8, Trap Disarming, Eyes of the Cat, Trap Sense +1
Feats: Improved Init, Stealthy, Dodge,
Skills: Balance 4, Disable Device 6, Gather Info 2, Hide 11, Knowledge (local) 4, Listen 6, Move Silent 11, Open Lock 9, Sense Motive 2, Sleight of Hand 11, Spot 6, Tumble 9

Gisalic is a second-story man; he specializes in burglarizing homes/inns via rooftop.


Zargeb (Shemite Thief4)

STR 18
DEX 15
CON 14
INT 10
WIS 11
CHA 14

HP 28
Init +6
Att +7/+5 (Unarmed 1d6+4, Dagger 1d4+4)
Parry 16
Dodge 14
DR 0
Save 3/6/1

Class: Sneak Att (Unarmed, Dagger) +2d6/+2d8, Trap Disarming, Eyes of the Cat, Trap Sense +1, Light Footed
Feats: Improved Unarmed Strike, Brawl
Skills: Bluff 6, Climb 2, Escape Artist 1, Hide 2, Intimidate 4, Listen 1, Move Silent 2, Sense Motive 6, Ride 2, Sleight of Hand 1, Spot 4, Survival 2, Tumble 6

Zargeb is a large Shemite who is hired for his muscles. He is a consumate bully and usually fights unarmed, occasionally grappling an opponent.


Gesimund Vatinius (Hyborian Thief2)

STR 12
DEX 16
CON 10
INT 11
WIS 13
CHA 13

HP 12
Init +6
Att +2/+4 (Shortsword 1d8+1 Damage, Dagger 1d4+1 Damage)
Parry 12
Dodge 14
DR 0
Save 0/6/1

Class: Sneak Att (Shortsword) +d6/+d8, Trap Disarming, Eyes of the Cat,
Feats: Negotiator, Persuasive
Skills: Bluff 10, Diplomacy 4, Gather Info 2, Hide 8, Intimidate 4, Knowledge (local) 2, Listen 5, Move Silent 8, Open Lock 6, Sense Motive 6, Sleight of Hand 7, Spot 4, Tumble 8

Gesimund is a con-artist who specializes in leading the unwary into ambushes. He will typically look for a mark (someone of some means) and promise them lodgings/entertainment/etc. then lead them into an ambush of several footpads.


Footpads (Hyborian Thief2)

STR 12
DEX 16
CON 10
INT 11
WIS 13
CHA 13

HP 12
Init +10
Att +2/+4 (Shortsword 1d8+1, Dagger 1d4+1, Unarmed 1d3+1)
Parry 12
Dodge 14
DR 0
Save 0/6/1

Class: Sneak Att (Shortsword) +d6/+d8, Trap Disarming, Eyes of the Cat,
Feats: Improved Unarmed Strike, Improved Init
Skills: Bluff 4, Diplomacy 2, Hide 8, Intimidate 6, Knowledge (local) 2, Listen 5, Move Silent 8, Open Lock 4, Sense Motive 6, Sleight of Hand 5, Spot 4, Tumble 8


Theodoric Huyder (Brythunian Thief4)

STR 14
DEX 16
CON 12
INT 11
WIS 13
CHA 10

HP 24
Init +11
Att +5/+6 (Shortsword 1d8+2, Dagger 1d4+2, Unarmed 1d3+2)
Parry 14
Dodge 16/17
DR 0
Save 1/6/2

Class: Sneak Att (Shortsword, Unarmed) +2d6/+2d8, Trap Disarming, Eyes of the Cat, Trap Sense +1, Light Footed
Feats: Improved Unarmed Strike, Improved Init, Dodge
Skills: Bluff 5, Diplomacy 5, Forgery 3, Gather Info 5, Hide 3, Intimidate 5, Knowledge (local) 5, Listen 5, Move Silent 3, Open Lock 3, Sense Motive 7, Sleight of Hand 3, Spot 5, Tumble 3

Theodoric is the leader of a small gang of smugglers in Brythunia.

Huyder Gang Members (Brythunian Thief2)

STR 12
DEX 16
CON 10
INT 11
WIS 13
CHA 13

HP 12
Init +10
Att +2/+4 (Shortsword 1d8+1, Dagger 1d4+1, Unarmed 1d3+1)
Parry 12
Dodge 14
DR 0
Save 0/6/1

Class: Sneak Att (Shortsword) +d6/+d8, Trap Disarming, Eyes of the Cat,
Feats: Improved Unarmed Strike, Improved Init
Skills: Bluff 6, Diplomacy 2, Hide 8, Intimidate 4, Knowledge (local) 2, Listen 5, Move Silent 8, Open Lock 4, Sense Motive 6, Sleight of Hand 5, Spot 4, Tumble 8


Cultists of Thuxra


Jonas Vultus (Brythunian Scholar 6)

STR 10
DEX 14
CON 10
INT 12
WIS 16
CHA 13

HP 18
Init +4
Att +4/+6 (Dagger 1d4)
Parry 12
Dodge 14
DR 0
Save 2/4/11
MAB +4 (+5, Summonings)
BPP 9 (MPP x3); 4 PP after summoning attempt
Corrupt 4

Class: Styles (Prestidigitation, Summonings, Curses), Scholar Background, Knowledge is Power, Iron Will
Feats: Ritual Sacrifice, Summoner, Improved Sorcerous Sight, Tortured Sacrifice
Skills: Bluff 6, Concentration 9, Craft (Alch) 8, Craft (herb) 8, Decipher 7, Gather Info 2, Heal 5, Intimidate 5, Know (Religion) 10, Know (Arcana) 10, Know (local) 10, Listen 5, Perform (ritual) 8, Sense Motive 5, Sleight of Hand 7
Spells: Conjuring, Demonic Pact, Burst Barrier, Telekinesis, Lesser Ill-Fortune, Ill-Fortune, Foxing, Summon Demon*

Ritual Sacrifice: Coupe de Grace, -2 Fort save for victim, gain 3 PP
Tortured Sacrifice: Torture gang member (12 hp) for 15 min and gain 4 PP

Jonas is a sorcerer who worships Thuxra, a death god. He is searching for the Eye of Kuthu, a relic that belongs to his religion.


Thralls (Brythunian Scholar1) x3

STR 11
DEX 13
CON 13
INT 11
WIS 14
CHA 10

HP 7
Init +1
Att +0/+1 (Dagger 1d4)
Parry 10
Dodge 11
DR 0
Save 1/1/4

Class: Styles (Prestidigitation), Scholar Background, Knowledge is Power
Feats: Ritual Sacrifice
Skills: Perform (ritual) 5
MAB +0
BPP 6 (MPP x2); currently 4 PP
Corrupt 1
Spells: Conjuring

The thralls assist Jonas in various rituals.

Cultists (Brythunian Commoner1) x 12

STR 12
DEX 16
CON 13
INT 11
WIS 13
CHA 10

HP 5
Init +3
Att +1/+3 (Dagger 1d4+1/ Club 1d8+1)
Parry 11
Dodge 13
DR 0
Save 1/3/1

Class: Illiteracy
Feats: -
Skills: Listen 5, Spot 5


Other Notables

Murcilio (Nemedian Noble3)

STR 12
DEX 14
CON 12
INT 13
WIS 15
CHA 16

HP 13
Init +3
Att +3/+4 (Shortsword 1d8+1, Dagger 1d4)
Parry 12
Dodge 13
DR 0
Saves 2/3/5

Class: Title, Rank hath its Privileges, Wealth, Spec Regional Feature +1 (Hyborian),

Feats: Negotiator, Combat Expertise

Skills: (actual ranks) Appraise 2, Bluff 3, Diplomacy 6, Gather Info 3, Handle Animal 1, Intimidate 2, Knowledge (history) 2, Knowledge (local) 1, Knowledge (nobility) 2, Knowledge (religion) 1, Ride 4, Sense Motive 5, Spot 1, Survival 1
Equipment: (noble’s clothing) Doublet & hose, Shortsword, Dagger, Shirt, Silk Breeks, Riding Boots, Belt (knights), Belt Pouch, Cloak

Murcilio is a noble from Nemedia; the 3rd son of a modestly wealthy noble. He loves a good time and is not too foppish. He spends a bit of time carousing and mingling in various social circles, extending his network of friends and acquaintances. Murcilio understands, because of his birth rank, that it is important to have friends and not enemies.

Altaro (Nemedian Soldier2)

STR 18
DEX 14
CON 14
INT 13
WIS 11
CHA 12

HP 19
Init +2
Att +6/+4 (Shortsword 1d8+4, Dagger 1d4+4)
Parry 15
Dodge 13
DR 4
Saves 5/2/0

Class:

Feats: Power Attack, Brawl, Cleave, Combat Expertise

Skills: (actual ranks) Climb 1, Intimidate 3, Jump 1, Knowledge (geo) 1, Profession (bodyguard) 2, Ride 1, Search 1, Sense Motive 2, Spot 2, Swim 1
Equipment: Leather Jerkin, Shortsword, Dagger, Shirt, Silk Breeks, Riding Boots, Belt, Belt Pouch, Cloak

Altaro is Murcilio’s bodyguard. He makes sure that the young lord doesn’t get too drunk, as that may jeopardize his career. Altaro is blunt and to the point, usually speaking his mind if he thinks his employer won’t get upset.
 
Interesting post. Very helpful. I'm almost tempted to create an NPC thread so that we might post our favourite NPC's from our own campaigns.
 
Good idea. This thread seems to work rather well for posting NPCs; I guess the other idea is to put them in your group's blog or campaign journal.

As I am going through the forum looking for NPCs made up for this game, as opposed to say Raven's writeup of the Dark Horse Conan saga, I'll include some early ones (by Red Tulwar) here. Note that these were written prior to the release of the Atlantean Edition core rules.

NPC - Hakuna (taken from early thread of same name).
Red Tulwar said:
Inspired by the new rules, I've created the following NPC adversary. He'd be especially interesting to use if you have any Noble characters in your group. Feel free to use him in your own games. Once I get my website up and running, I plan to add a Villain of the Month for anyone to use. Comments welcome. Enjoy!

Hakuna
Medium-Size Humanoid (Darfari barbarian 3/ soldier 1/ thief 1)
Hit Dice: 4d10+1d8+10 (46 hp)
Initiative: +15 (+3 Dex, +8 Reflex save, +4 Improved Initiative feat)
Speed: 30 ft.
DV (Dodge): 5 (+2 level, +3 Dex)
DV (Parry): 3 (+1 level, +2 Str)
DR: +1 (+1 steel cap)
Attack: War club +7 melee, Ghanata knife +7 melee; or Ghanata Knife +7 ranged
Full Attack: War club +7 melee, Ghanata knife +7 melee; or Ghanata Knife +7 ranged
Damage: War club 2d6+2, or Ghanata knife 1d8+2
Grapple: +10
Special Attacks:+1 racial bonus to attack rolls with bludgeoning weapons, Bite attack (when grappling and performing the Damage Your Opponent action, gains a +1 damage bonus and deals lethal piercing damage), Versatility (proficient with all weaponry, double threat range), Crimson Mist, Sneak Attack +1d6/+1d8, Sneak Attack Style (unarmed), Improved Unarmed Strike, Improved Grapple
Special Qualities: Fearless, Bite Sword, Trap Sense +1, Trapfinding, Allegiance (cannibal cult)
Space/Reach: 5 ft. /5 ft.
Saves: Fort +7, Ref +8, Will +1 (+3 vs. fear or terror)
Abilities: Str 15, Dex 17, Con 14, Int 9, Wis 14, Cha 13
Skills: Climb +7, Gather Information +3, Hide +7, Intimidate +3, Jump +3, Move silently +7, Perform (drums) +2, Ride +4, Knowledge (nobility) +2, Survival +8, Listen +2, Spot +2
Feats: Track, Endurance, Improved Initiative, Improved Unarmed Strike, Improved Grapple
Languages: Darfari, Stygian, Shemitish, Turanian, Zamorian.
Possessions: Steel cap, War club, Ghanata knife, Sandals, Leopard skin kilt, Belt, Necklace of human teeth and desiccated ears, 3 vials of Stygian tomb-dust.

Hakuna is tall (6 ft.), dark of skin, with a thin muscular frame, and short kinky black hair. His face is broad and sports a high forehead. His sunken eyes are dull black orbs, and seem almost lifeless and mirror-like. He sports powerful white teeth, filed to sharp points. He wears a leopard pelt kilt (with a bare chest), and a Turanian style steel cap adorned with white feathers covers his head. His most interesting possession is a necklace made of human sinew that holds a collection of human teeth and desiccated ears from past victims.

Born on the arid northern plains of Darfar, Hakuna’s village was raided by Stygian slavers shortly before he reached adulthood. He spent a decade serving as a slave in the house of a Stygian silk merchant of noble birth, where he was beaten and mistreated on a regular basis. Over the course of several years, his noble owner had him trained as a fighting man and caravan escort. Soon Hakuna found himself accompanying his master on mercantile expeditions throughout Stygia, into Shem, and even as far as Aghrapur.

Biding his time, Hakuna served his cruel master with silent endurance. He learned new languages, experienced new cultures, and matured into a shrewd and cunning combatant. Then, finally, after a decade of enslavement, Hakuna saw his chance for freedom. While visiting Zamboula, a gang of local cannibal cultists stole into his master’s villa and slaughtered the Stygian and his small retinue. The cultists recognized Hakuna’s Darfari heritage and offered to spare his life if he agreed to join their cult. Hakuna readily agreed, and shared in the grisly feast that very evening. With each mouthful of his former master’s flesh, Hakuna tasted sweet freedom.

Hakuna spent several years with the cultists, stalking the streets of Zamboula for fresh victims and plunder. He gained experience as a thief, and found that he was a capable wrestler and pugilist. He also continued to eat the flesh of men, and found that he was especially fond of devouring victims of noble birth.

In time, he became bored with the desert city. Smitten by wanderlust, Hakuna bid his fellow cultists farewell and left Zamboula. He now stalks the caravan routes from Zingara to Turan, immersing himself in new cultures and adventures. His eyes are always open, however, for the opportunity to ensnare a victim of noble blood to add to his cooking pot.

Hakuna prefers to stalk lone victims and attack them by grappling and biting them to death with his powerful teeth. If facing multiple foes, he'll wield his dented and blood-smeared war club. If facing armored foes Hakuna will fight with his Ghanata knife, attacking with Finesse in order to bypass the armor's damage reduction.
and another thread he posted after:
NPC - Thotra-ak-mekri
Red Tulwar said:
OK, one more NPC to share. Hope you like him. Comments welcome.

Thotra-ak-mekri
Medium-Size Humanoid (Stygian thief 5)
Hit Dice: 5d8+10 (36 hp)
Initiative: +15 (+3 Dex, +8 Reflex save, +4 Improved Initiative feat)
Speed: 30 ft.
DV (Dodge): 5 (+2 level, +3 Dex)
DV (Parry): 6 (+2 level, +4 Str)
DR: +0
Attack: Zhaibar knife +7 melee; Stygian bow (+4) +7 ranged
Full Attack: Zhaibar knife +7 melee; Stygian bow (+4) +7 ranged
Damage: Zhaibar knife 1d12+4; Stygian bow (+4) 1d12+4
Grapple: +7
Special Attacks: +1 racial bonus to hit with Stygian bow, Sneak attack style (Stygian bow), Sneak attack +3d6/+3d8 (+4d6/+4d8 when wearing no armor and carrying less than 20 lbs.)
Special Qualities: Trapfinding, Trap sense +1, Eyes of the Cat, Light-footed, Curse of the Black Hand (see below)
Space/Reach: 5 ft. /5 ft.
Saves: Fort +3, Ref +7, Will +4 (+2 vs. Corruption)
Abilities: Str 18, Dex 16, Con 14, Int 14, Wis 11, Cha 10
Skills: Appraise +6, Balance +7, Bluff +8, Climb +10, Gather Information +4, Hide +8, Intimidate +4, Jump +6, Knowledge (arcane) +6, Listen +4, Move silently +8, Search +6, Sense motive +8, Spot +4, Use rope +2, Perform (ritual) +4, Handle animal +2, Craft (herbalist) +4, Tumble +7, Open lock +5, Disable device +6, Sleight of hand +5
Feats: No honor, Quick draw
Languages: Stygian, Shemitish, Kushite, Darfari, Keshani, Puntan, Zembabwean, Kothic, Turanian, Zamorian
Possessions: Stygian bow (+4), quiver w/ 20 arrows, Zhaibar knife, Silk breeks, Cloak, Sandals, Belt, Black leather gloves.

Thotra-ak-mekri is tall (6 ft., 3 in.), powerfully built, with dusky skin, and his Cimmerian father’s volcanic blue eyes. His features are handsome yet bull-like. He sports a thick, muscular neck, arms, and shoulders, and a long mane of knife-cut black hair, usually tied with a gold clip in the shape of a grinning skull. Though young (he is eighteen years old), his weathered features make him look several years older than he is.

Born in Khemi, the son of a galley whore and a wandering Cimmerian adventurer, Thotra was raised in extreme poverty. Before he reached his seventh year, his mother sold him to a local crime boss to pay off a debt. The man, an experienced thief, took the boy into his household and raised him as his own son.

Under the thief’s guidance, Thotra learned the art of thievery and how to use the Stygian bow. Dealing with thieves, murderers, and scoundrels on a daily basis, he developed an amoral outlook on life as well. The boy proved a quick study, and repaid his guardian on his 13th birthday by strangling the man in his bed.

Thotra, fearful of retaliation from the thief’s allies, fled Stygia with a chest of silver and a handful of meager possessions. He spent the next few years wandering between the lands of Kush and Shem, hiring himself out as an assassin and stealing to make ends meet.

Recently, while visiting the Shemite city of Shushan, Thotra made the mistake of ambushing a Stygian sorcerer. Though he killed the man, the sorcerer uttered a powerful dying curse on the young thief. As the sorcerer died with Thotra’s Zhaibar knife embedded in his heart, the palms of Thotra’s hands turned a hideously deep shade of black. Since he experienced no pain, the young thief thought nothing of it. This changed, however, later that evening when he laid his hands upon the naked body of his lady-love, a young Shemitish dancing girl with whom he’d been carrying on a lusty affair. In his hands, the girl’s flesh withered and blackened and rotted away. She died in the lad’s arms, wailing and writhing in mindless torment.

Now, unable to touch another living being, and haunted by the death of his girl, Thotra seeks to rid himself of the dire curse at any cost. In order to keep himself from harming others, he wears a pair of black leather gloves. He will, however, remove the gloves and lay his hands upon his foes if he believes himself to be outmatched or outnumbered.

The Curse of the Black Hand: This curse causes anyone that comes in contact with Thotra-ak-mekri’s bare hands to suffer a terrible and unnatural rotting disease. If touched, a victim must pass a successful Fortitude save (DC 20) or suffer 4d6 Constitution damage. This damage can only be healed naturally at a rate of 1 point per week. If Thotra attempts to use this attack in combat, it counts as a touch attack that provokes an attack of opportunity.
 
And this one comes from this post: NPC - Szevana
Szevana Medium-Size Humanoid (Zamorian thief 8)
Hit Dice: 6d8+24 (59 hp)
Initiative: 20 (+5 Dex, +4 improved initiative feat, +11 reflex save)
Speed: 30 ft.
DV (Dodge): +10 (+4 level, +5 Dex, +1 dodge feat)
DV (Parry): +9 (+4 level, +5 Dex)
DR: 0
Attack: Arming sword +11 melee, Stiletto +11 melee; Hunting bow +11 ranged
Full Attack: Arming sword +11/+6 melee, Stiletto +11/+6 melee; Hunting bow +11/+6 ranged
Damage: Arming sword 1d10, Stiletto 1d4; Hunting bow 1d8
Grapple: +6
Special Attacks: Sneak attack styles (Arming sword, Stiletto, Hunting bow), Sneak attack +4d6/+4d8 (becomes +5d6/+5d8 when Szevana is unarmored and carrying 20 lbs or less)
Special Qualities: Faith (Cult of Zath, the Spider-God), Trapfinding, Trap sense +2, Eyes of the cat, Light-footed, Evasion, Poison use
Face/Reach: 5 ft. /5 ft.
Saves: Fort +6, Ref +11, Will +4
Abilities: Str 10, Dex 19, Con 18, Int 12, Wis 10, Cha 12
Skills: Appraise +8, Balance +8, Bluff +7, Climb +10*, Craft (herbalism) +11, Craft (alchemy) +9, Diplomacy +5, Disguise +6, Escape artist +9, Gather information +8, Hide +10*, Intimidate +4, Listen +7*, Move silently +10*, Perform (dance) +10, Perform (ritual) +4, Ride +5, Search +3, Sense motive +4, Spot +3*, Swim +5, Use rope +5, Open lock +10, Disable device +7, Sleight of hand +10
*These skills gain an additional +1 bonus when Szevana is in an urban or underground environment.
Feats: Improved initiative, Dodge, Persuasive, Carouser, Quick draw
Languages: Zamorian, Hyrkanian, Kothic, Brythunian, Corinthian, Hyperborean, Shemite, Stygian
Corruption: 0
Reputation: 8
Possessions: Dancer's outfit, Arming sword, Hunting bow, Quiver w/ 20 arrows, Stiletto (concealed in outfit), Sandals, a variety of deadly and debilitating poisons.

Szevana is tall and lean, with a muscular dancer's physique. She has dark brown eyes, the dark complexion of her race, and very long raven-black hair. She dresses scantily, and usually takes on the appearance of an exotic dancing girl (though the arming sword strapped to her back serves as a hint to her martial prowess). Her daringly cut outfit reveals a series of intricate tatoo designs covering many areas of her body.

Szevana grew up on the rough streets of Arenjun, where she survived by stealing and fencing goods and prostitution. By age 14 she had gained the reputation as a skilled cat burglar and a magnificent dancer, and soon gained the attention of the priesthood of Zath. The priests showered her with praise and coin, and told her she was the incarnation of Zath's inhuman beauty on Earth. She was easily persuaded to leave Arenjun with the priests to join their cult in the city of Yezud.

Szevana spent the next decade in Yezud, where she learned of the mysteries of Cult of the Spider-God and was indoctrinated as one of the cult's sacred dancing girls. She proved to be a skilled and faithful cultist. Her ambitious nature, however, would not be exstinguished by were faith.

She soon acheived a prized position among the sacred dancers and became a favorite of many of the high-ranking priests. Her skills as a thief were of special value, and she soon found herself undertaking dangerous missions (both diplomatic and clandestine) for the cult. She was also instructed in the use and creation of a bewildering variety of poisons. She became particularly adept at brewing and distilling the exceptionally lethal venom of the Black Skull Tarantula, a creature specially bred by the cult and unknown outside of Yezud.

Szevana, now a high ranking member of the cult in her own right, spends much of her time travelling between Shadizar, Arenjun, and Yezud, performing various missions for the cult (as well as increasing her own personal wealth). She is at once an assassin, a dealer in exotic poisons, a cat burglar, and a retriever of information. Though a bit of a rogue within the cult, she is still ruthless and fanatical in her devotion to the hideous Spider-God.
 
Another Red Tulwar creation, these 1st edition rules come from the thread 2 NPCs - Ischadra & Valacus
Ischadra Medium-Size Humanoid (Corinthian scholar 5/ thief 2)
Hit Dice: 5d6+2d8+7 (39 hp)
Initiative: +10 (+3 Dex, +7 Reflex save)
Speed: 40 ft.
DV (Dodge): 6 (+2 level, +3 Dex, +1 Dodge feat)
DV (Parry): 2 (+2 level)
DR: 0
Attack: Stiletto +7 melee; Hunting bow (+0) +7 ranged
Full Attack: Stiletto +7 melee; Hunting bow (+0) +7 ranged
Damage: Stiletto 1d4; Hunting bow (+0) 1d6
Special Attacks: Sneak attack style (Stiletto), Sneak attack +1d6/+1d8
Special Qualities: Sorcery, Background (demonic pact), Knowledge is power, Iron will, Trapfinding, Eyes of the Cat
Space/Reach: 5 ft. /5 ft.
Saves: Fort +2, Ref +7, Will +10
Abilities: Str 10, Dex 16, Con 12, Int 16, Wis 18, Cha 19
Skills: Appraise +8, Bluff +12, Climb +4, Concentration +9, Gather information +12, Heal +8, Hide +10, Jump +3, Knowledge (arcane) +14, Knowledge (nature) +8, Knowledge (history) +12, Knowledge (the planes) +10, Profession (herbalist) +5, Perform (ritual) +8, Listen +6, Move silently +8, Search +5, Sense motive +10, Spot +6, Open lock +7, Craft (alchemy) +7, Decipher script +7, Disable device +7, Sleight of hand +6, Swim +5
Feats: Dodge, Ritual sacrifice, Fleet-footed, Tortured sacrifice, Opportunistic sacrifice
Languages: Corinthian, Aquilonian, Kothic, Zamorian, Shemite, Stygian, Acheronian, Demonic, Hyrkanian, Khitan, Brythunian, Ophirean
Magical Attack Bonus: +6 (+2 level, +4 Wis)
Base Power Points: 9
Sorcery Styles and Spells:
  • Summoning (Demonic Pact)
  • Hypnotism (Entrance, Hypnotic Suggestion, Domination, Dread Serpent)
  • Necromancy (Raise Dead)
Corruption: 5
Reputation: 8
Possessions: Dress, Robes, Sandals, Stiletto, Hunting bow, Quiver w/ 20 arrows

Ischadra is a Hyborian of lithe build and average height. She has a lightly olive-tanned complexion and keeps her staight tawny-colored hair long and flowing. Her oversized eyes are a brilliant shade of emerald green, and glitter menacingly when she is angered or lustful.

The bastard daughter of a Corinthian noble, Ischadra was raised by her mother, a well-trained and well-paid courtesan. She grew up wealthy, with easy access to libraries, museums, and personal tutors. Though she disdained the teachings of her courtesan mother, she still found herself immersed in the politics and intrigue of the Corinthian court. Instead of embracing nobility, the charming and beautiful girl became an avid collector of secrets and a virtuoso of falsehood and thievery.

During her studies she was introduced to Baron Malchus, a wealthy Corinthian landowner who secretly dabbled in black magic. Fascinated with sorcery, young Ischadra soon married the Baron and began her instruction into the dark arts. The marriage lasted barely a year, and ended with the violent death of the Baron, who fell to his doom down a flight of stairs. Ischadra inherited all of the Baron's wealth and lands, as well as the services of the Kothic mercenary, Valacus, her husband's former bodyguard.

After her husband's death, Ischadra was free to delve even deeper into the dark arts. Using her husband's wealth and sorcerous contacts, she gained access to mystical grimiores and magical tomes of forbidden lore. She also sponsored tomb-robbing expeditions into Stygia and the Black Kingdoms, and became an avid collector of artifacts and ancient relics.

Recently, she abandoned all reason and made a pact with a demon to further enhance her power. Now, with her dead husband's wealth and contacts, Ischadra continues her quest for socerous knowledge and power.

Valacus Medium-Size Humanoid (Kothic soldier 5)
Hit Dice: 5d10+20 (59 hp)
Initiative: +7 (+1 Dex, +4 Improved initiative feat, +2 Reflex save)
Speed: 30 ft. (25 ft. in armor)
DV (Dodge): +3 (+2 level, +1 Dex)
DV (Parry): +5 (+3 level, +2 Str)
DR: 11 (+9 mail hauberk and breastplate, +2 great helm)
Attack: Bardiche +8 melee, Broadsword +7 melee, Poniard +7 melee, Unarmed +7 melee; or Crossbow +6 ranged
Full Attack: Bardiche +8 melee, Broadsword +7 melee, Poniard +7 melee, Unarmed +7 melee; or Crossbow +6 ranged
Damage: Bardiche 2d10+2, Broadsword 1d10+2, Poniard 1d6+2, Unarmed 1d6+2; or Crossbow 2d6
Special Attacks: Combat Formation (Heavy infantry)
Special Qualities: Allegiance (Ischadra)
Space/Reach: 5 ft. /5 ft.
Saves: Fort +8, Ref +2, Will +2
Abilities: Str 14, Dex 12, Con 18, Int 10, Wis 12, Cha 15
Skills: Climb +9*, Intimidate +5, Heal +2, Knowledge (geography) +2, Ride +10*, Craft (weaponsmithing) +5, Survival +4, Listen +1, Spot +1
* These skills will have a -8 armor check penalty when Valacus dons his armor and helm.
Feats: Improved initiative, Power attack, Cleave, Brawl, Great cleave, Improved bull rush, Weapon focus: bardiche
Languages: Kothic, Corinthian, Aquilonian, Nemedian, Shemitish, Ophirean, Zamorian
Corruption: 0
Reputation: 5
Possessions: Mail hauberk and breastplate, Great helm, Bardiche. Broadsword, Poniard, Crossbow, Case w/ 20 crossbow bolts, Masterwork crafter's tools (weaponsmithing), Boots

Valacus was born a commoner in western Koth. After the death of his mother, the teen-aged Valacus and his father both joined the ranks of the Kothic military, serving first as irregular infantry and then moving up to heavy infantry. They served admirably for a decade before his father was slain in battle during a campaign against Ophir. Valacus was demoralized by the loss of his father, and soon deserted the Kothic army for a life of adventure.

He wandered the Hyborian kingdoms for the next few years, taking service as a caravan guard, a mercenary, and even, on a few occasions, an assassin. While visiting Corinthia, he met and befriended Baron Malchus, an old Corinthian noble with a sprawling estate in the mountains bordering Brythunia. The Baron, attracted to Valacus's dour-but-honest demeanor and martial prowess, soon hired him as his personal bodyguard and enforcer. Thankful for his new position and good pay, Valacus served the Baron with enthusiasm and loyalty.

This changed when the Baron married the young Corinthian sorceress, Ischadra. A haunting and ambitious beauty, Valacus immediately fell victim to her charms and the two began a sordid affair. It was not long before Ischadra convinced Valacus to murder her husband. On a stormy evening, Valacus confronted his former friend and master at his mountain estate. After a brief struggle, he cast the Baron to his death down a steep fight of stairs. The death was ruled a tragic accident by the local Corinthian magistrate.

Valacus now serves Ischadra with absolute fanaticism, as her bodyguard, enforcer, assassin, and lover

Please note, I am gathering these from other threads on the boards (and/or urls listed in those threads) and if the writer does not want them included here, let me know and I'll delete the post. Hope this helps. :)
 
Here's a character from this (pre-Atlantean Edition) thread: NPC - Grimharl
Grimharl Medium-Size Humanoid (Nordheimer barbarian 3/borderer 2)
Hit Dice: 5d10+15 (51 hp)
Initiative: +8 (+1 Dex, +7 reflex save)
Speed: 30 ft.
DV (Dodge): +4 (+3 level, +1 Dex)
DV (Parry): +5 (+2 level, +3 Str)
DR: 3 (+3 quilted jerkin)
Attack: Battle axe +8 melee, Axe +8 melee, Poniard +8 melee; Axe +6 ranged, Poniard +6 ranged
Full Attack: Battle axe and Axe +8/+8 melee, Battle axe and Poniard +8/+8 melee; Axe +6 ranged, Poniard +6 ranged
Damage: Battle axe 1d10+3, Axe 1d8+3, Poniard 1d6+3
Special Attacks: Versatility, Crimson mist, Combat style: two-weapon combat
Special Qualities: Track, Fearless, Bite sword, Trap sense +1, Endurance, Favored terrain: mountains
Space/Reach: 5 ft./ 5 ft.
Saves: Fort +9, Ref +7, Will +3
Abilities: Str 17, Dex 13, Con 16, Int 11, Wis 14, Cha 10
Skills: Climb +9, Craft (weaponsmith) +2, Hide +5#*, Intimidate +6, Listen +2#*, Move Silently +5#*, Search +1*, Spot +2#*, Swim +7, Survival +12#*, Profession (sailor) +4
# These skills gain a +1 bonus when Grimharl is in a cold environment.
* These skills gain a +1 bonus when Grimharl is in mountainous terrrain.

Feats: Power attack, Two weapon combat, Fighting-madness
Languages: Nordheimir, Cimmerian, Aquilonian, Pictish, Hyperborean, Nemedian
Corruption: 0
Reputation: 30
Possessions: Battle axe, Axe, Poniard, Quilted jerkin

Grimharl stands an imposing 6' 4" and sports a muscular warrior's physique. His pale, weathered complexion and piercing blue eyes have seen many harsh winters in the northern wastes. His thick red mane is kept at shoulder length, and is usually braided with copper beads and ivory rings.

Raised in a small fishing village on the southwest coast of Vanaheim, Grimharl spent his youth fishing and hunting along the shores of the icy Western Ocean. When he came of age, he joined his clansmen in raids into the Pictish lands, Asgard, Cimmeria, and even, on a few occassions, into Aquilonia.

At 22, Grimharl married a girl from his village and expected to settle down and raise a family. Several years later, while Grimharl was away raiding a Pictish village, a band of Aquilonian adventurers sacked his home, and slew every last man, woman, and child. Grimharl and his clansmen returned home to find their village in ashes and their kin-folk violated and butchered. Swearing revenge, Grimharl and his followers tracked the adventurers to their camp and slaughtered them to the last man. Homeless, Grimharl and his comrades have embraced the life of wandering raiders.

Even after a decade Grimharl's hatred of Aquilonia has not diminished. His greatest desire is to see the entire nation in ashes, and wiped off the face of the Earth in a bloody tide of axes and sword-blades. Among the folk of Gunderland, he is known as the Red Reaver, and is responsible for at least three dozen murderous raids in that region alone. He and his bloodthirsty band of wild Nordheimir are feared for their lightning-fast attacks and the fact that they do not spare the lives of women and children.

Grimharl's Raiders

Grimharl leads a band of 30-40 renegade Nordheimer barbarians (levels 1-3). They make daring raids into Cimmeria, Asgard, Aquilonia, Nemedia, and the Pictish lands 3-4 times per year, usually just before and after the winter months. When not raiding, Grimharl and his followers lair in a series of natural caves deep in the Eiglophian Mountains close to the border of Vanaheim, Cimmeria, and the Pictish Wilderness.
 
The NPCs I posted yesterday were from early threads in this forum submitted by Red Tulwar. I think I may have some adventures on my home computer that I'd gotten from his website, but there hasn't been power at my apartment in a while and his website has changed, so I just accessed the NPCs from the threads in the posts above and copied them into this thread. From what I've seen I thought that they're original creations. Because I haven't seen any posts by Red Tulwar since early 2005, I took it upon myself to incorporate them into this thread. If an author wants them removed, I'll do so as these ones aren't my own creations, I'm just trying to create a collection of the NPCs here. :wink:

I took S'mon's lead in posting NPCs in what I hope could be a comprehensive thread.

Now then, as I'd hinted before, Raven has done fantastic work in chronicling the characters in Dark Horse's Conan comic series. I'll post a link here to her thread: The Dark Horse Conan Sourcebook
 
Red Tulwar said:
Gaspar is one my Player's characters - a quick-witted Zingaran pirate with a desire to redeem his vicious past and corrupt family. The Player did such a good job on his character bio, I thought I'd post it and make Gaspar available as an NPC for someone else's game. Enjoy!

Gaspar d'Anconia, Zingaran Freebooter

If you need even more NPCs, check out my site in the coming days for my other Players' character bios. :wink:
So here he is (another pre-Atlantean Edition NPC):
Gaspar d'Anconia Medium-Size Humanoid (Zingaran Pirate 5 / Soldier 1)
Hit Dice: 5d8+1d10 (45 hp)
Initiative: +12 (+4 Dex, +4 Base reflex save, +4 Improved initiative)
Speed: 30 ft.
DV (Dodge): 17 (+3 Level, +4 Dex)
DV (Parry): 15 (+2 Level, +3 Str)
DR: 6 (Mail shirt, Steel cap)
Attack: Broadsword +8 melee, Poniard +8 melee (finesse), Crossbow +8 ranged, Unarmed +8 melee (finesse)
Damage: Broadsword (1d10+3), Poniard (1d6+3), Crossbow (2d6), Unarmed (1d3+3)
Grapple: +6
Special Attacks: Ferocious attack, To sail a road of blood and slaughter, Sneak attack +2d6 (Zingaran +1d6 + Pirate +1d6), +1 to hit w/ broadswords and arming swords, Sneak subdual
Special Qualities: Seamanship +1, Pirate code (Zingaran trumpets), Uncanny dodge, Mobility
Face/Reach: 5 ft. /5 ft.
Saves: Fort +6, Ref +8, Will +2
Abilities: Str 17, Dex 18, Con 10, Int 18, Wis 13, Cha 15
Skills: Balance +7, Bluff +6, Climb +5, Diplomacy +3, Disguise +4, Gather information +8, Hide +6, Intimidate +12, Knowledge (arcana) +6, Knowledge (geography) +7, Listen +10, Perform (poetry) +5, Profession (sailor) +4, Sense motive +3, Spot +11, Swim +7, Tumble +5, Use rope +7
Feats: Eyes of the cat, Improved unarmed strike, Power attack, Cleave, Improved initiative, Steely gaze
Languages: Zingaran, Argossean, Pictish, Aquilonian, Shemitish, Ophiran, Zamorian, Stygian, Hyrkanian, Kothian, Kushite, Corinthian
Corruption: 0
Reputation: 17
Possessions: Broadsword, Poniard, Crossbow w/ 10 bolts, Boots, Mail shirt, Steel cap, Leather breeches, Silk tunic

That Gaspar d'Anconia hails from the dreaded Zingaran pirate family cannot be denied, though Gaspar himself tries often enough to do it. Noted for their depraved cruelty to their victims and their motto "A face for an eye and a mouth for a tooth," the d'Anconia family has invited the wrath and vengeance of a thousand families, all seeking some small measure of justice in an indifferent world.

Gaspar himself gleefully learned his family's art, hoisting the sails and swinging the sword for his family aboard their flagship, the Malevolence. Under the watchful eye of his father, he learned to maintain steady discipline among unprincipled sea dogs and eke out every coin from a victim's purse. Gaspar learned his lessons well, and--for a time--was considered the heir apparent to the vast d'Anconia fleet and prowling lanes.

But fate intervened. During shore leave, Gaspar and his brother found themselves fighting for their lives in an all-too-frequent bar brawl, and Gaspar succombed to the sweaty fists of vengeful thugs. When he awoke disoriented, he found himself under the care of a comely young woman named Thera who, seeing in his eyes the barest potential for kindness, blotted his wounds and tended his injuries. That a woman of such kindness could care for a man with a heart as cold and black as his struck Gaspar to his core: with a strange twist of the pirate's code, he found himself swearing to earn her love henceforward, joining his skills with her generosity.

He gathered his strength and courage to ask for her hand too slowly and too late, however; she married her betrothed before he completed his convalescence, and Gaspar has spent his intervening years hoping to prove that he alone deserves her love.

Of course, Gaspar's skills and proclivities still lean toward the cruel and profane, and the struggle toward good is a daily one he does not always win. Worse, the death of his father has left a wound in the family fortunes, and Gaspar's mother and siblings hope against hope that he will return to take command of the dust-speckled decks of their dying fleet.

Gaspar's family plots his destiny, and their enemies plot his tortured death: between, Gaspar sails his own course. If you ply him with enough flagons of wine, he will confess that he does not quest for wealth or honor but merely for Thera's circlets of flaxen gold and her alabaster skin, for the heart of a woman who may never be his.
 
From the thread The Lost Garriosn: Stats
DrSkull said:
Turanian Soldier level 1
Medium humanoid; HD 1d10+1; hp 6;
Init +5 ; Speed 25’
Parry 14, Dodge 12, DR 7
Saves: Fort +3; Ref+2, Will -1;
Str 13, Dex 15, Con 12, Int 10, Wis 8, Cha 9.
Skills: Craft (bowyer) +2, Survival +3, Ride +6, Climb +3, Search +2
Feats: Mounted Combat, Far Shot
Race Abilities: -2 save vs. Hypnotism, +1 to hit bow at 6-9 ranges, +2 beyond 9
Equipment: mail hauberk, steel cap, targe, light lance, scimitar, dagger, bow +arrows
Weapon Attack Damage Crit Range AP
Light Lance +2 1d10+1 X3 -- 2
Scimitar +2 1d8+1 18x2 -- 2
Dagger +3 1d4+1 19x2 10’ 1
Hykranian Bow +3 1d10+1 19x2 100’ 3


Turanian Soldier level 2
Medium humanoid; HD 2d10+2; hp 12;
Init +5 ; Speed 25’
Parry 15, Dodge 13, DR 7
Saves: Fort +4; Ref+2, Will -1;
Str 13, Dex 15, Con 12, Int 10, Wis 8, Cha 9.
Skills: Craft (bowyer) +2, Survival +4, Ride +7, Climb +3, Search +2
Feats: Mounted Combat, Far Shot, Spirited Charge
Race Abilities: -2 save vs. Hypnotism, +1 to hit bow at 6-9 ranges, +2 beyond 9
Equipment: mail hauberk, steel cap, targe, light lance, scimitar, dagger, bow +arrows
Weapon Attack Damage Crit Range AP
Light Lance +3 1d10+1 X3 -- 2
Scimitar +3 1d8+1 18x2 -- 2
Dagger +4 1d4+1 19x2 10’ 1
Hykranian Bow +4 1d10+1 19x2 100’ 3


Karuna Khan, Turanian Noble level 1
Medium humanoid; HD 1d8; hp 8;
Init +2 ; Speed 25’
Parry 14, Dodge 12, DR 7
Saves: Fort +0; Ref+2, Will +1;
Str 13, Dex 15, Con 10, Int 10, Wis 8, Cha 12.
Skills: Ride +6, Knowledge (Nobility) +4, Sense Motive +3, Spot +3
Feats: Mounted Combat, Power Attack
Race Abilities: -2 save vs. Hypnotism, +1 to hit bow at 6-9 ranges, +2 beyond 9
Equipment: mail hauberk, steel cap, targe, light lance, scimitar, dagger, bow +arrows
Weapon Attack Damage Crit Range AP
Light Lance +1 1d10+1 X3 -- 2
Scimitar +1 1d8+1 18x2 -- 2
Dagger +2 1d4+1 19x2 10’ 1
Hykranian Bow +2 1d10+1 19x2 100’ 3


Muchira Khan, Turanian Noble level 2
Medium humanoid; HD 2d8; hp 12;
Init +3 ; Speed 25’
Parry 14, Dodge 12, DR 7
Saves: Fort +0; Ref+3, Will +3;
Str 13, Dex 15, Con 10, Int 10, Wis 12, Cha 14.
Skills: Ride +8, Knowledge (Nobility) +5, Sense Motive +6, Spot +6
Feats: Mounted Combat, Power Attack
Race Abilities: -2 save vs. Hypnotism, +1 to hit bow at 6-9 ranges, +2 beyond 9
Equipment: mail hauberk, steel cap, targe, light lance, scimitar, dagger, bow +arrows
Weapon Attack Damage Crit Range AP
Light Lance +2 1d10+1 X3 -- 2
Scimitar +3 1d8+1 18x2 -- 2
Dagger +3 1d4+1 19x2 10’ 1
Hykranian Bow +4 1d10+1 19x2 100’ 3


Zamoran Smuggler, Thief level 1
Medium humanoid; HD 1d8+1; hp 5;
Init +9 ; Speed 30’
Parry 11, Dodge 14, DR 3
Saves: Fort +1; Ref+5, Will -1;
Str 12, Dex 17, Con 13, Int 12, Wis 8, Cha 9.
Skills: Appraise +5, Bluff +3, Climb +5, Escape Artist +7, Knowledge (local )+5, Open Lock +7, Move Silently +7, Hide +7
Feats: Improved Initiative, Dodge
Class Abilities: Sneak Attack Style (poniard), Trap Finding
Equipment: Quilted Jerkin, poniard, club, sling + bullets, lock picks
Weapon Attack Damage Crit Range AP
Poniard +3 1d6+1 19x2 5’ 1
Club +1 1d8+1 X2 10’ 1
Sling +3 1d8 X3 40’ 1


Berenike, Zamoran Thief level 2
Medium humanoid; HD 2d8+2; hp 14;
Init +10 ; Speed 30’
Parry 12, Dodge 15, DR 3
Saves: Fort +1; Ref+6, Will +0;
Str 12, Dex 17, Con 13, Int 12, Wis 10, Cha 14.
Skills: Appraise +6, Bluff +7, Climb +6, Escape Artist +8, Knowledge (local )+6, Sleight of Hand +8, Move Silently +8, Hide +8
Feats: Improved Initiative, Dodge, Eyes of the Cat
Class Abilities: Sneak Attack Style (poniard), Trap Finding
Equipment: Quilted Jerkin, poniard, sling + bullets
Weapon Attack Damage Crit Range AP
Poniard +4 1d6+1 19x2 5’ 1
Sling +4 1d8 X3 40’ 1


Ashanti, Shemite Nomad level 2
Medium humanoid; HD 2d10+4; hp 19;
Init +4; Speed 30’
Parry 12, Dodge 13, DR 3
Saves: Fort +4; Ref+ 4, Will -1;
Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 8.
Skills: Bluff+4, Climb +2, Handle Animal +4, Ride +3, Move Silently +4, Search +3, Spot +5, Survival +6,
Feats: Mounted Combat, Point Blank Shot, Weapon Focus: Scimitar
Class Abilities: Track, Born to the Saddle, Favored Terrain (desert) +1
Race Ability: +1 bow damage within 1 range increment, +1 damage coup de grace
Equipment: Scimitar, Shemite Bow, 20 arrows, quilted jerkin
Weapon Attack Damage Crit Range AP
Scimitar +4 1d8+1 18x2 -- 2
Shemite Bow +5 1d10+1 X3 100’ 4


Man Ape
Large Monstrous Humanoid; HD 6d8+12; hp 39;
Init +7; Speed 30’, Climb 30’
Defense: 15 (+2 Dex, -1 size, +4 Natural), DR 5
Saves: Fort +7 ; Ref+ 7, Will +3 ;
Str 22, Dex 15, Con 14, Int 5, Wis 12, Cha 7.
Skills: Climb +12, Listen +5, Spot +5, Perform (mimic) +7, Search +2
Feats: Alertness, Multiattack
Attacks: +11 Slam 1d8+6 (2 attacks), Bite +9 (1d10+3)
Special Attack: Improved Grab, Crush (if enemy grabbed, ape can crush for 3d8+9 instead of 2 slams for automatic hit, gains +4 to hit when attempts bite on crushed enemy)
Special Ability: Normal Terror of the Unknown Check, DC 16

Toad God of Stencovar
Gargantuan Outsider; HD 7d12+28; hp 85;
Init +6; Speed 60’
Defense: 12 (-4 size, +6 natural), DR 0
Saves: Fort +6; Ref+ 6, Will +6;
Str 30, Dex 10, Con 18, Int 5, Wis 18, Cha 22.
Skills: Jump +20
Feats: multiattack
Attacks: +12 Slam 2d8+10 (2 attacks)
Special Attack: Hop of Doom, can make a huge leap coming down, making a simultaneous slam attack against all in a 20 x20 area
Special Ability: Normal Terror of the Unknown Check, DC 17

Smiling Jack (Jacomo of Shadizar) Commoner, level 2
Medium humanoid; HD 2d4+2; hp 9;
Init + 1; Speed 30’
Parry 12, Dodge 13, DR 0
Saves: Fort +1; Ref+1, Will +1;
Str 12, Dex 13, Con 13, Int 13, Wis 12, Cha 10.
Skills: Ride +7, Profession (innkeeper) +6, Climb +5, Read/Write, Handle Animal +4, Heal +2
Feats: Dodge
Equipment: Club
Weapon Attack Damage Crit Range AP
Club +2 1d8+1 X2 10’ 1


Stencovar Goat-Herder Commoner, level 1
Medium humanoid; HD 1d4+1; hp 5;
Init + 0; Speed 30’
Parry 11, Dodge 10, DR 0
Saves: Fort +1; Ref+0, Will +0;
Str 12, Dex 10, Con 13, Int 10, Wis 11, Cha 8.
Skills: Profession (goatherd) + 4, Climb +5, Handle Animal +4, Perform (ritual) +3
Feats: Skill Focus: Perform (ritual)
Special Ability: Fanatic Morale as long as Hunda lives
Equipment: clothes: either hunting bow, yuetshi knife, hatchet, dagger, spear or club
Weapon Attack Damage Crit Range AP
Bow +0 1d8 X2 50’ 1
Yuetshi knife +1 1d6+1 X2 0 1
Spear +1 1d8+1 X2 10’ 1
Club +1 1d8+1 X2 10’ 1
Hatchet +1 1d6+1 X3 10’ 1
Dagger +1 1d4+1 19x2 10’ 1


Hunda’s Acolytes Commoner/Scholar, level 1/1
Medium humanoid; HD 1d4+1d6+2; hp 9; Corruption: 4
Init + 0; Speed 30’
Parry 11, Dodge 10, DR 3
Saves: Fort +1; Ref+0, Will +4;
Str 12, Dex 10, Con 13, Int 12, Wis 14, Cha 8.
Skills: Profession (goatherd) + 4, Climb +5, Handle Animal +4, Perform (ritual) +3, Knowledge (arcane) +5, Knowledge (religion) +5
Feats: Skill Focus: Perform (ritual)
Power Points: 6; Spell Known: Lesser Ill-Fortune, Magic Attack: -1
Special Ability: Fanatic Morale as long as Hunda lives
Equipment: quilted jerkin, spear, club and dagger
Weapon Attack Damage Crit Range AP
Spear +1 1d8+1 X2 10’ 1
Club +1 1d8+1 X2 10’ 1
Dagger +1 1d4+1 19x2 10’ 1


Julia the Temple Dancer, Zamoran Scholar level 1
Medium humanoid; HD 1d6+1; hp 7;
Init + 3; Speed 30’
Parry 10, Dodge 13, DR 0
Saves: Fort +1; Ref+3, Will +4;
Str 10, Dex 17, Con 12, Int 12, Wis 14, Cha 15.
Skills: Knowledge (religion) +5, Knowledge (arcane) +5, Knowledge (local: Zamoran mountains) +5, Perform (dance) +8, Perform (song) +6, Move Silently +7, Sense Motive +6, Concentration +5, Heal +6
Feats: Skill Focus: Perform (Dance)
Power Points: 6; Spell Known: Warding, Magic Attack: +2
Equipment: silk skirt, stiletto
Weapon Attack Damage Crit Range AP
Stiletto +3 1d4 X4 -- 1


Hunda the Drudge, Scholar level 4
Medium humanoid; HD 4d6+8; hp 25;
Init + 3; Speed 30’
Parry 11, Dodge 14, DR 0
Saves: Fort +3; Ref+3, Will +7;
Str 10, Dex 14, Con 14, Int 12, Wis 16, Cha 15.
Skills: Knowledge (religion) +8, Knowledge (arcane) +8, Knowledge (local: Zamoran mountains) +8, Profession (drudge) +10, Craft (herbalism) +8, Move Silently +7, Sense Motive +10, Concentration +9, Sleight of Hand +9
Feats: Dodge, Hexer
Power Points: 8; Magic Attack: +4, Corruption 10
Spells Known: Lesser Ill-Fortune, Demonic Pact, Ill Fortune, Conjuring, Burst barrier, Telekinesis
Equipment: ragged shift, dagger, amulet of the toad god
Weapon Attack Damage Crit Range AP
Dagger +5 1d4 19x2 10’ 1
The amulet of the toad god is needed to summon the Toad God of Stencovar, with which Hunda has a Pact.

Drellic the Priest of the Spider God, Scholar level 2
Medium humanoid; HD 2d6+2; hp 12;
Init + 1; Speed 30’
Parry 11, Dodge 11, DR 0
Saves: Fort +1; Ref+1, Will +3;
Str 12, Dex 12, Con 12, Int 14, Wis 10, Cha 10.
Skills: Knowledge (religion) +7, Knowledge (arcane) +7, Knowledge (local: Zamoran mountains) +7, Profession (priest) +5, Craft (herbalism) +7, Perform (oration) +5, Sense Motive +5, Concentration +6, Craft (alchemy) +7, Ride +3
Feats:
Power Points: 5; Magic Attack: +1, Corruption 0
Spells Known: Warding, Entrance
Equipment: robes, staff
Weapon Attack Damage Crit Range AP
Staff +2 2d4+1 X2 - 1
The adventure text can be found in the accompanying thread: The Lost Garrison: Text
 
Found these in the thread Mini-campaign: The Dreamer of Lies

Mutated Mongoose said:
NPC Gallery

Patrus, crazy prophet
Patrus is to all appearances nothing but a ragged beggar, half starved and crazy. His constant ramblings about mystic visions are seldom worth listening to and he is known as a harmless and witless soul. Patrus is, however, a medium of great power. His lack of focus has led to a cacophony of visions and images appearing before him and he has much problem in separating possible happenings and occurrences from those that are likely to happen to people that he meets with. The chaotic and destructive images that he has seen as of late fills him with great fear and has led him to search for the saviour of his hometown, a person that he has a vivid image of and is now trying to find. The first encounter of the PC’s with Patrus is to look like a chance meeting of limited importance but slowly the truth of his mumblings will be evident and as he later on in the adventure adds useful information the PC’s are likely to listen closely to his words of doom.
Appearance: -
Personality: Raving mad but with moments of lucid clarity


Masino da Palsa, mercenary captain of the Amertos Hounds
Masino was born of house da Palsa, an aristocratic family of good standing in the city state of Amerto in northern Corinthia.
Appearance: -
Personality: -


Mitrakos the Mirthful, leader of the Blue Hand mercenaries
Mitrakos is the son a fruit farmer in the village of Lasimosi, a small hamlet that was raided and burned to the ground when Mitrakos was only five. Witnessing the slaughter of family and friends, Mitrakos swore never to be among the weak of the earth and has striven since then to be master of both men and beasts. Not caring for much but himself, life in his view offers nothing but pleasures, which he pursues with great vigour. Mitrakos uses the black lotus regularly and is said to know every brothel and fighting pit around Corinthia.
The mercenary leader of the Blue Hand is a jovial bear of a man. However, openly friendly and glad he is, behind the smiling façade Mitrakos is a ruthless warrior without sympathy for weaker souls. He will try and take advantage of any situation that he is in and exploit any opportunities for personal gains. Mitrakos will try and make as good an impression on the PC’s as possible but no matter how close they might get, he will not hesitate to plunge a dagger into their back if it suits his purposes.
Appearance: Mitrakos has a torso as muscular as it is rotund. On top of the wide shoulders rest a face that seems content with all everything. The eyelids droop somewhat, giving him an almost placid appearance. Mitrakos paints his forehead bright orange with a combination of fat from the Hashimi goat and crushed seeds from the lotus flower, giving him a musky odour that women find attractive.
Personality: Easygoing and friendly but easily turns into a sadistic brute


Dandalos Tamyri
-
Appearance: A typical Corinthian with scented curls and oiled moustache.
Personality: Ruthless and sadistic – the true villain


Lisissa
A strange beastlike creature – half human, half wolf, that is being held captive by Dandalos. Lisissa is the result of a since long dead sorcerers nefarious experiments that the gods took pity on and gave strange powers of divination. Dandalos is using her powers to find out what his opponents are doing and to best take advantage of opportunities that arise. Once he has the power over Pergemon he has sworn his demon god that he is to offer the heart of Lisissa to the demon for its services.
Appearance: Lisissa has the face of a beautiful woman, but her eyes have the yellow colour and shape of a wolf’s and the body is covered in dense grey fur, growing longer and almost hair like over hear head.
Personality: Mysterious and dreamlike
 
Mijoro, a friend and massive collector of rpgs and Conan afficionado I game with, posted these stats a while ago in the thread Starting Ancient Mes. Campaign. By the way, Hyboria.Xoth.Net has this page for converting the Messopotamia book used in several sessions above, including the NPCs noted below. It can be found at: http://hyboria.xoth.net/adventures/mesopotamia_conversion_notes.htm.
Mijoro said:
SHAZAM! Chapters 5-10.

CHAPTER 5: THE RED WASTE

Typical Son of Saram: Male Shemite (Zuagir) Nomad 2; Medium humanoid; HD 2d10+4; hp 16; Init +5; Spd 30 ft.; Base Defense 10; Dodge Defense 13 (+2 Dex, +1 class); Parry Defense 13 (+2 Str, +1 class); DR –; Base Atk +2; Grp +4; Atk/Full Atk +4 melee (1d8+2/18-20/AP 4, scimitar), or +5 ranged (1d10/x3/AP 4, shemite bow); SQ Shemite traits, favored terrain (desert) +1, born to the saddle; AL none; SV Fort +4, Ref +6, Will -1; FP –; Rep +2; Str 14, Dex 15, Con 14, Int 11, Wis 11, Cha 10
Skills: Climb +7, Handle Animal +4, Intimidate +1, Ride +7, Spot +5, Survival +5
Feats: Lightning Reflexes, Mounted Combat, Point Blank Shot, Track
Languages Spoken: Hyrkanian, Iranistani, Kothic, Shemitish, Stygian
Possessions: No armor, scimitar, shemite bow (+0)

Sub-Chieftans (12): Male Shemite (Zuagir) Nomad 5; Medium humanoid; HD 5d10+10; hp 37; Init +6; Spd 30 ft.; Base Defense 10; Dodge Defense 14 (+2 Dex, +2 class); Parry Defense 14 (+2 Str, +2 class); DR 4; Base Atk +5; Grp +8; Atk/Full Atk +9 melee (1d8+2/18-20/AP 5, scimitar), or +8 ranged (1d10+2/x3/AP 6, shemite bow); SQ Shemite traits, favored terrain (desert) +2, born to the saddle, nomad charge, mobility; AL none; SV Fort +5, Ref +5, Will +3; FP –; Rep +6; Str 16, Dex 15, Con 15, Int 12, Wis 13, Cha 13
Skills: Climb +8, Craft (herbalism) +5, Handle Animal +8, Intimidate +4, Listen +6, Move Silently +4, Ride +8, Spot +7, Survival +8
Feats: Endurance, Iron Will, Mounted Combat, Point Blank Shot, Power Attack, Track, Weapon Focus (scimitar)
Languages Spoken: Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Puntian, Shemitish, Stygian, Zamorian
Possessions: Leather jerkin, scimitar, shemite bow (+2)

Shaykh Yadhu-Lim: Male Shemite (Zuagir) Nomad 1/Barbarian 8; Medium humanoid; HD 9d10+27; hp 76; Init +13; Spd 30 ft.; Base Defense 16; Dodge Defense 18 (+2 Dex, +6 class); Parry Defense 18 (+5 Str, +3 class); DR 5; Base Atk +9; Grp +14; Atk +15 melee (2d8+7 plus poison/18-20/AP 12, tulwar), or +12 ranged (1d10+5/x3/AP 9, shemite bow); Full Atk +15/+10 melee (2d8+7 plus poison/18-20/AP 12, tulwar), or +12/+6 ranged (1d10+5/x3/AP 9, shemite bow); SQ Shemite traits, fearless, favored terrain (desert) +1, born to the saddle, versatility, bite sword, crimson mist, trap sense +2, endurance, improved uncanny dodge, mobility; AL Barbarian code; SV Fort +10, Ref +9, Will +5; FP –; Rep +13; Str 20, Dex 14, Con 16, Int 14, Wis 14, Cha 14
Skills: Bluff +10, Climb +17, Craft (weaponsmith) +6, Handle Animal +8, Intimidate +14, Jump +10, Listen +14, Move Silently +10, Ride +14, Search +4, Spot +8, Survival +14, Swim +8
Feats: Diehard, Endurance, Exotic Weapon Proficiency (tulwar), Improved Initiative, Iron Will, Mounted Combat, Power Attack, Track
Languages Spoken: Afghuli, Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Kosalan, Ophirean, Puntian, Shemitish, Stygian, Zamorian
Possessions: Mail shirt, Akbitanan steel tulwar, shemite bow (+5), 3 doses black Stygian scorpion venom

Urim the Vulture-Masked Shaman: Male Shemite (Pelishtim) Scholar 7; Medium humanoid; HD 7d6+14; hp 38; Init +4; Spd 30 ft; Base Defense 10; Dodge Defense 15 (+2 Dex, +2 class, +1 dodge); Parry Defense 13 (+1 Str, +2 class); DR –; Base Atk +5; Magic Atk +6; Grp +6; Atk/Full Atk +7 melee finesse (1d4+1/19-20/AP 1, dagger); SQ Scholar, background (lay priest), knowledge is power; AL none; SV Fort +5, Ref +5, Will +10; FP –; BPP 10; Rep +10; Str 12, Dex 14, Con 14, Int 16, Wis 18, Cha 16
Skills: Bluff +13, Craft (alchemy) +13, Craft (herbalism) +16, Gather Information +12, Handle Animal +5, Heal +12, Intimidate +13, Knowledge (arcana) +15, Knowledge (history) +13, Knowledge (religion) +18, Perform (ritual) +16, Search +11, Sense Motive +13
Feats: Dodge, Great Fortitude, Iron Will, Lightning Reflexes, Priest, Ritual Sacrifice, Skill Focus (Craft [herbalism]), Skill Focus (Knowledge [religion]), Skill Focus (Perform [ritual])
Languages Spoken: Argossean, Kothic, Ophirean, Hyrkanian, Iranistani, Keshani, Puntian, Shemitish, Stygian, Zamorian
Possessions: Dagger, tattered black robes, vulture mask, flame powder


The Brotherhood of Kalab


Khasim: Male Stygian Scholar 11; Medium humanoid; HD 10d6+21; hp 56; Init +9; Spd 30 ft; Base Defense 10; Dodge Defense 17 (+2 Dex, +4 class, +1 dodge); Parry Defense 16 (+2 Str, +4 class); DR –; Base Atk +8; Magic Atk +8; Grp +10; Atk +10 melee finesse (2d4+3/AP 1, staff); Full Atk +10/+5 melee finesse (2d4+3/AP 1, staff); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +5, Ref +5, Will +13; FP –; BPP 11; Rep +14; Str 14, Dex 15, Con 14, Int 13, Wis 19, Cha 16
Skills: Concentration +16, Craft (alchemy) +12, Craft (herbalism) +10, Decipher Script +4, Handle Animal +7, Intimidate +10, Heal +6, Knowledge (arcana) +18, Knowledge (history) +11, Knowledge (geography) +3, Knowledge (religion) +13, Listen +14, Move Silently +7, Perform (ritual) +20, Sense Motive +16, Survival +10
Feats: Alertness, Dodge, Exotic Weapon Proficiency (Stygian bow), Hexer, Improved Initiative, Iron Will, Ritual Sacrifice, Skill Focus (Knowledge [arcana]), Skill Focus (Perform [ritual])B, Tortured Sacrifice
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill fortune, curse of Yizil), Necromancy (raise corpse, death touch)
Languages Spoken: Darfari, Demonic, Hyrkanian, Keshani, Kushite, Old Stygian, Puntan, Shemitish, Stygian
Possessions: White robes, staff, Stygian tomb-dust, owl “familiar”

Yarima the Red Witch: Female Stygian Scholar 10; Medium humanoid; HD 10d6+10; hp 45; Init +10; Spd 30 ft; Base Defense 10; Dodge Defense 16 (+3 Dex, +3 class); Parry Defense 17 (+4 Str, +3 class); DR –; Base Atk +7; Magic Atk +9; Grp +11; Atk +11 melee finesse (1d4+4/19-20/AP 1, dagger); Full Atk +11/+6 melee finesse (1d4+4/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +4, Ref +8, Will +12; FP –; BPP 10; Rep +14; Str 18, Dex 17, Con 13, Int 14, Wis 17, Cha 18
Skills: Concentration +12, Craft (alchemy) +11, Craft (herbalism) +18, Handle Animal +8, Intimidate +11, Knowledge (arcana) +18, Knowledge (nobility) +6, Knowledge (history) +8, Knowledge (religion) +12, Listen +9, Perform (ritual) +17, Profession (herbalist) +16, Sense Motive +8, Survival +7
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Iron Will, Lightning Reflexes, Opportunistic Sacrifice, Ritual Sacrifice, Skill Focus (Craft [herbalism]), Skill Focus (Knowledge [arcana]), Tortured Sacrifice
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune), Divination (astrological prediction, psychometry), Hypnotism (entrance, hypnotic suggestion, domination)
Languages Spoken: Darfari, Keshani, Kothic, Kushite, Hyrkanian, Iranistani, Old Stygian, Puntan, Shemitish, Stygian
Possessions: Red robes, veil, dagger, golden coiled serpent anklets (200 sp each).

Khoraj: Male Stygian Scholar 9; Medium humanoid; HD 9d6+36; hp 67; Init +9; Spd 30 ft; Base Defense 10; Dodge Defense 15 (+2 Dex, +3 class); Parry Defense 13 (+0 Str, +3 class); DR –; Base Atk +6; Magic Atk +7; Grp +6; Atk +6 melee (1d8/AP 1, club); Full Atk +6/+1 melee (1d8/AP 1, club); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +8, Ref +5, Will +8; FP –; BPP 10; Rep +12; Str 10, Dex 14, Con 16, Int 9, Wis 18, Cha 16
Skills: Concentration +15, Craft (alchemy) +7, Craft (herbalism) +5, Gather Information +9, Handle Animal +5, Intimidate +10, Knowledge (arcana) +14, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (religion) +11, Listen +8, Perform (ritual) +6, Survival +5
Feats: Exotic Weapon Proficiency (Stygian bow), Great Fortitude, Improved Initiative, Iron Will, Ritual Sacrifice, Skill Focus (Knowledge [arcana]), Summoner, Toughness
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill-fortune, greater ill fortune), Hypnotism (entrance, hypnotic suggestion, domination, dread serpent), Summonings (demonic pact, summon demon)
Languages Spoken: Demonic, Darfari, Keshani, Kushite, Hyrkanian, Shemitish, Stygian, Zamorian
Possessions: White robes, sandals, club, large sapphire (5,000 sp)

Lesser Wizards of Kalab: Male or Female Stygian Scholar 1; Medium humanoid; HD 1d6+3; hp 9; Init +6; Spd 30 ft; Base Defense 10; Dodge Defense 12 (+2 Dex, +0 class); Parry Defense 11 (+1 Str, +0 class); DR –; Base Atk +0; Magic Atk +2; Grp +1; Atk /Full Atk +2 melee finesse (1d4+1/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +3, Ref +2, Will +5; FP –; BPP 7; Rep +3; Str 12, Dex 14, Con 16, Int 12, Wis 16, Cha 14
Skills: Concentration +7, Craft (alchemy) +5, Craft (herbalism) +5, Gather Information +4, Handle Animal +4, Intimidate +6, Knowledge (arcana) +8, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (religion) +5, Listen +7, Move Silently +4, Perform (ritual) +6, Survival +5
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Skill Focus (Knowledge [arcana])
Sorcery Styles/Spells: Hypnotism (entrance)
Languages Spoken: Darfari, Iranistani, Keshani, Kushite, Puntan, Shemitish, Stygian
Possessions: White robes, sandals, dagger

Lesser Wizards of Kalab: Male or Female Stygian Scholar 2; Medium humanoid; HD 2d6+6; hp 15; Init +6; Spd 30 ft; Base Defense 10; Dodge Defense 12 (+2 Dex, +0 class); Parry Defense 11 (+1 Str, +0 class); DR –; Base Atk +1; Magic Atk +3; Grp +2; Atk /Full Atk +3 melee finesse (1d4+1/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (acolyte), knowledge is power; AL none; SV Fort +3, Ref +2, Will +6; FP –; BPP 8; Rep +4; Str 12, Dex 14, Con 16, Int 12, Wis 16, Cha 14
Skills: Concentration +7, Craft (alchemy) +6, Craft (herbalism) +6, Gather Information +4, Handle Animal +4, Intimidate +7, Knowledge (arcana) +9, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (religion) +6, Listen +7, Move Silently +4, Perform (ritual) +7, Sense Motive +5, Survival +5
Feats: Exotic Weapon Proficiency (Stygian bow), Improved Initiative, Skill Focus (Knowledge [arcana])
Sorcery Styles/Spells: Curses (lesser ill-fortune), Hypnotism (entrance)
Languages Spoken: Darfari, Iranistani, Keshani, Kushite, Puntan, Shemitish, Stygian
Possessions: White robes, sandals, dagger

Warrior-Mercenary of Kalab: Male Shemite Nomad 1/Soldier 3; Medium humanoid; HD 4d10+12; hp 34; Init +5; Spd 25 ft. (armor); Base Defense 10; Dodge Defense 14 (+2 Dex, +1 class, +1 dodge); Parry Defense 15 (+3 Str, +2 class); DR 5; Base Atk +4; Grp +7; Atk /Full Atk +8 melee (1d10+3/x3/AP 7, battleaxe), +7 ranged (1d10/x3/AP 4, shemite bow); SQ Track, favoured terrain (desert) +1, born to the saddle, formation combat (skirmisher); AL none; SV Fort +7, Ref +4, Will +1; FP –; Rep +5; Str 17, Dex 14, Con 17, Int 13, Wis 12, Cha 13
Skills: Climb +6, Handle Animal +3, Hide +2, Intimidate +4, Jump +4, Knowledge (Kharamun local) +3, Listen +5, Move Silently +2, Ride +7, Spot +7, Survival +5
Feats: Combat Reflexes, Dodge, Mobility, Power Attack, Track, Weapon Focus (battleaxe)
Languages Spoken: Hyrkanian, Iranistani, Kothic, Ophirean, Puntan, Shemitish, Stygian
Possessions: Scale corselet, battleaxe, Shemite bow (+0)



YHAKKOR

Medium Monstrous Humanoid
Hit Dice: 3d8+12 (25 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
DV: 14 (+1 Dex, +3 natural)
DR: 2
Base Attack/Grapple: +3/+7
Attack: Claw +8 melee (1d6+4)
Full Attack: 2 claws +8 melee (1d6+4)
Space/Reach: 5 ft. (1)/5 ft. (1)
Special Attacks: Disease, stench
Special Qualities: Darkvision 60 ft., scent, terror of the unknown (DC 11)
Saves: Fort +7, Ref +4, Will +1
Abilities: Str 19, Dex 13, Con 18, Int 6, Wis 10, Cha 9
Skills: Hide +5, Listen +6*, Move Silently +5, Spot +2
Feats: Stealthy, Weapon Focus (claw)
Climate/Terrain: Any land or underground
Organization: Gang (2-5) or pack (5-20)
Advancement: 4 HD (Large); 5-9 HD (Huge)


CHAPTER 6: THE SEA OF BONES


Ishtim: Male Shemite (Zuagir) Nomad 1/Barbarian 3/Thief 3; Medium humanoid; HD 4d10+12 plus 3d8+9; hp 56; Init +11; Spd 30 ft.; Base Defense 10; Dodge Defense 16 (+3 Dex, +3 class); Parry Defense 15 (+3 Str, +2 class); DR –; Base Atk +6; Grp +9; Atk +9 melee (1d10+3/x3/AP 7, battleaxe); Full Atk +9 melee (1d10+3/x3/AP 7, battleaxe) and +9 melee (1d8+1 plus poison/19-20/AP 2, short sword); SA Sneak attack +2d6/+2d8; SQ Shemite traits, favored terrain (desert) +1, born to the saddle, fearless, versatility (-2), bite sword, crimson mist, trap sense (+2), sneak attack style (short sword), sneak attack +2d6/+2d8, trapfinding, two-weapon combat; AL none; SV Fort +8, Ref +10, Will +1; FP –; Rep +8; Str 16, Dex 17, Con 16, Int 13, Wis 11, Cha 12
Skills: Appraise +10, Climb + 10, Escape Artist +12, Handle Animal +5, Hide +10, Knowledge (local) +4, Intimidate +5, Listen +3, Move Silently +13, Ride +6, Search +7, Spot +7, Survival +4, Tumble +7
Feats: Alertness, Blind-Fight, Combat Reflexes, Diehard, Endurance, Eyes of the Cat, Track
Languages Spoken: Hyrkanian, Iranistani, Kothic, Ophirean, Puntan, Shemitish, Stygian, Zamorian
Possessions: No armor, short sword, battleaxe, 2 doses of great serpent venom


CHAPTER 7: DRAGONCLAW ROCK


GIANT HAWK (ADVANCED)

Large Animal
Hit Dice: 9d8+36 (76 hp)
Initiative: +12
Speed: 10 ft. (2 squares), fly 80 ft. (average)
DV: 19 (-1 size, +5 Dex, +5 natural)
DR: 2
Base Attack/Grapple: +6/+15
Attack: Claw +10 melee (1d8+5)
Full Attack: 2 claws +10 melee (1d8+5), bite +5 melee (1d10+2)
Space/Reach: 10 ft. (2)/5 ft. (1)
Special Attacks:
Special Qualities: Low-light vision
Saves: Fort +11, Ref +12, Will +9
Abilities: Str 20, Dex 20, Con 19, Int 2, Wis 15, Cha 11
Skills: Listen +9, Move Silently +10, Spot +10*
Feats: Alertness
Climate/Terrain: Any forest, hill, plains, and mountain
Organization: Solitary or pair
Advancement: 10-12 HD (Large)

Skills: *A giant hawk receives a +8 racial bonus on Spot checks in daylight.


Zadhi the Druidess: Female Shemite (Zuagir) Nomad 4/Scholar 6; Medium humanoid; HD 4d10+8 plus 6d6+12; hp 63; Init +13; Spd 30 ft.; Base Defense 10; Dodge Defense 18 (+3 Dex, +5 class); Parry Defense 18 (+3 Str, +5 class); DR –; Base Atk +7; Magic Atk +3; Grp +10; Atk +11 melee (1d8+3 plus poison/18-20/AP 5, scimitar); Full Atk +11/+6 melee (1d8+3 plus poison/18-20/AP 5, scimitar) or +11 (1d8+3/18-20/AP 5, scimitar) and +10 melee (1d4+1/19-20/AP 2, dagger); SQ Shemite traits, favored terrain (desert) +2, born to the saddle, nomad charge, scholar background (independent), knowledge is power; AL none; SV Fort +7, Ref +10, Will +9; FP –; BPP 8; Rep +10; Str 16, Dex 16, Con 14, Int 14, Wis 15, Cha 11
Skills: Climb +10, Concentration +10, Craft (herbalism) +12, Heal +12, Hide +10, Intimidate +8, Jump +8, Knowledge (arcana) +12, Knowledge (local) +7, Knowledge (nature) +12, Listen +12, Move Silently +13, Ride +5, Search +5, Sense Motive +8, Spot +8, Survival +8, Swim +7
Feats: Combat Reflexes, EnduranceB, Eyes of the Cat, Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (scimitar), Track
Sorcery Styles/Spells: Counterspells (warding, incantation of Amalric’s witchman), Hypnotism (entrance, hypnotic suggestion), Nature Magic (summon beast, animal ally, greater summon beast, children of the night)
Languages Spoken: Afghuli, Argossean, Hyrkanian, Kothic, Kosalan, Iranistani, Ophirean, Puntian, Shemitish, Stygian
Possessions: Light clothing, scimitar, dagger, gold jewelry (70 sp total), 2 doses black Stygian scorpion venom

GIANT ANT

Giant Ant, Worker, Medium Vermin
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 50 ft. (10 squares), climb 20 ft.
DV: 17 (+7 natural)
DR: 3
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d8)
Full Attack: Bite +1 melee (1d8)
Space/Reach: 5 ft. (1)/5 ft. (1)
Special Attacks: Improved grab
Special Qualities: Scent, vermin traits
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 10, Dex 10, Con 10, Int –, Wis 11, Cha 9
Skills: Climb +8
Feats: Track
Climate/Terrain: Temperate plains
Organization: Gang (2-6) or crew (6-11 plus 1 giant ant soldier)
Advancement: 3-4 HD (Medium); 5-6 HD (Large)

Giant Ant, Soldier, Medium Vermin
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 50 ft. (10 squares), climb 20 ft.
DV: 17 (+7 natural)
DR: 4
Base Attack/Grapple: +1/+3
Attack: Bite +3 melee (2d6+3)
Full Attack: Bite +3 melee (2d6+3)
Space/Reach: 5 ft. (1)/5 ft. (1)
Special Attacks: Improved grab, acid sting
Special Qualities: Scent, vermin traits
Saves: Fort +4, Ref +0, Will +1
Abilities: Str 14, Dex 10, Con 13, Int –, Wis 13, Cha 11
Skills: Climb +8
Feats: Track
Climate/Terrain: Temperate plains
Organization: Gang (2-6) or crew (6-11 plus 1 giant ant soldier)
Advancement: 3-4 HD (Medium); 5-6 HD (Large)

Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d6+1 points of piercing damage and 1d4 points of acid damage.
Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.

Giant Ant, Queen, Large Vermin
Hit Dice: 2d8 (9 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
DV: 17 (-1 size, -1 Dex, +9 natural)
DR: 4
Base Attack/Grapple: +3/+10
Attack: Bite +5 melee (2d8+4)
Full Attack: Bite +5 melee (2d8+4)
Space/Reach: 10 ft. (2)/5 ft. (1)
Special Attacks: Improved grab
Special Qualities: Scent, vermin traits
Saves: Fort +5, Ref +0, Will +2
Abilities: Str 16, Dex 9, Con 13, Int –, Wis 13, Cha 11
Skills: -
Feats: Track
Climate/Terrain: Temperate plains
Organization: Hive (1 plus 10-100 workers and 5-20 soldiers)
Advancement: 5-6 HD (Large); 7-8 HD (Huge)


CHAPTER 8: THE OASIS OF PURPLE DREAMS


YOTHGA: From Scrolls of Skelos


CHAPTER 9: THE PIT OF YHATH


Rogue-Cultist of the Pit Worm (3): Male or female Stygian Thief 2; Medium humanoid; HD 2d8+2; hp 14; Init +9; Spd 30 ft.; Base Defense 10; Dodge Defense 13 (+2 Dex, +1 class); Parry Defense 11 (+0 Str, +1 class); DR –; Base Atk +1; Grp +1; Atk/Full Atk +3 melee finesse (1d8/18-20/AP 1, ghanata knife); SA Sneak attack +1d6/+1d8; SQ Stygian traits, sneak attack style (ghanata knife), trapfinding; AL none; SV Fort +1, Ref +5, Will +0; FP –; Rep +1; Str 11, Dex 14, Con 13, Int 10, Wis 10, Cha 8
Skills: Bluff +2, Hide +7, Intimidate +4, Handle Animal +1, Knowledge (arcana) +4, Knowledge (local) +2, Listen +5, Move Silently +7, Perform (ritual) +3, Sense Motive +5, Spot +5, Tumble +7
Feats: Exotic Weapon Proficiency (Stygian bow), Eyes of the Cat, Improved Initiative
Languages Spoken: Afghuli, Hyrkanian, Puntian, Shemitish, Stygian
Possessions: No armor, ghanata knife

Warrior-Cultist of the Pit Worm (2): Male or female Shemite Barbarian 2; Medium humanoid; HD 2d10+4; hp 17; Init +4; Spd 30 ft.; Base Defense 10; Dodge Defense 12 (+1 Dex, +1 class); Parry Defense 12 (+2 Str, +0 class); DR –; Base Atk +2; Grp +4; Atk/Full Atk +5 melee (1d12+3/19-20/AP 6, warsword); SQ Shemite traits, fearless, versatility (-2), bite sword, crimson mist; AL none; SV Fort +3, Ref +3, Will -1; FP –; Rep +1; Str 14, Dex 12, Con 13, Int 9, Wis 11, Cha 8
Skills: Climb +7, Listen +5, Ride +3, Spot +6, Survival +5
Feats: Track, Weapon Focus (warsword)
Languages Spoken: Afghuli, Hyrkanian, Shemitish, Stygian
Possessions: No armor, warsword

Numdiat: Male Himelian Tribesman Barbarian 6; Medium humanoid; HD 6d10+18; hp 53; Init +6; Spd 30 ft.; Base Defense 14; Dodge Defense 15 (+1 Dex, +4 class); Parry Defense 16 (+4 Str, +2 class); DR 7; Base Atk +6; Grp +10; Atk +11 melee (2d8+6/18-20/AP 9, tulwar); Full Atk +11/+6 melee (2d8+6/18-20/AP 9, tulwar) or +7 ranged (1d8+4/AP 5, hunting bow); SQ Himelian traits, fearless, versatility (-2), bite sword, crimson mist, trap sense +2, uncanny dodge, mobility; AL none; SV Fort +10, Ref +6, Will +4; FP –; Rep +5; Str 18, Dex 13, Con 16, Int 11, Wis 12, Cha 9
Skills: Climb +8, Hide +6, Intimidate +1, Jump +8, Listen +5, Move Silently +6
Feats: Blind Fight, Diehard, Endurance, Exotic Weapon Proficiency (tulwar), Great Fortitude, Iron Will, Weapon Focus (tulwar)
Languages Spoken: Afghuli, Hyrkanian, Iranistani, Shemitish, Stygian, Vendhyan, Yeutshi
Possessions: Brigandine coat, steel cap, tulwar, hunting bow (+4), 20 arrows

Nim-Artatu: Male Shemite (Pelishtim) Scholar 8; Medium humanoid; HD 8d6+24; hp 52; Init +8; Spd 30 ft; Base Defense 10; Dodge Defense 15 (+2 Dex, +3 class); Parry Defense 13 (+0 Str, +3 class); DR –; Base Atk +6; Magic Atk +9; Grp +6; Atk +8 melee finesse (1d4/19-20/AP 1, dagger); Full Atk +8/+3 melee finesse (1d4/19-20/AP 1, dagger); SA Spells; SQ Scholar, background (independent), knowledge is power; AL none; SV Fort +6, Ref +3, Will +10; FP –; BPP 9; Rep +13; Str 11, Dex 14, Con 16, Int 11, Wis 16, Cha 20
Skills: Bluff +12, Concentration +14, Craft (alchemy) +7, Handle Animal +7, Knowledge (arcana) +14, Knowledge (local) +4, Knowledge (history) +11, Knowledge (religion) +10, Listen +9, Move Silently +9, Perform (ritual) +12, Search +4, Sense Motive +10
Feats: Great Fortitude, Hexer, Improved Initiative, Iron Will, Opportunistic Sacrifice, Ritual Sacrifice, Skill Focus (Knowledge [arcana])
Sorcery Styles/Spells: Counterspells (warding, greater warding), Curses (lesser ill-fortune, ill-fortune, greater ill-fortune), Hypnotism (entrance, hypnotic suggestion, domination, torment*)
*Spell from The Scrolls of Skelos
Languages Spoken: Afghuli, Hyrkanian, Keshani, Kothic, Puntian, Shemitish, Stygian
Possessions: Robes, sandals, dagger

Sidmu: Female Shemite (Pelishtim) Scholar 4; Medium humanoid; HD 4d6+8; hp 22; Init +6; Spd 30 ft; Base Defense 10; Dodge Defense 12 (+1 Dex, +1 class); Parry Defense 11 (+0 Str, +1 class); DR –; Base Atk +3; Magic Atk +5; Grp +3; Atk/Full Atk +3 melee (1d8/AP 1, hunting spear); SA Spells; SQ Scholar, background (independent), knowledge is power; AL none; SV Fort +3, Ref +2, Will +6; FP –; BPP 7; Rep +7; Str 10, Dex 13, Con 14, Int 11, Wis 11, Cha 16
Skills: Concentration +9, Craft (alchemy) +7, Craft (herbalism) +3, Handle Animal +6, Knowledge (arcana) +9, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (religion) +4, Move Silently +4, Perform (ritual) +10, Sense Motive +7
Feats: Improved Initiative, Iron Will, Ritual Sacrifice
Sorcery Styles/Spells: Counterspells (warding), Hypnotism (entrance, hypnotic suggestion, torment) Necromancy (raise corpse)
Languages Spoken: Argossean, Ophirean, Hyrkanian, Kothic, Shemitish, Stygian
Possessions: Robe, hunting spear

Captives in the Pit: Male and female Commoner 2; Medium humanoid; HD 2d4+2; hp 7; Init +0; Spd 30 ft; Base Defense 10; Dodge Defense 11 (+0 Dex, +1 class); Parry Defense 12 (+1 Str, +1 class); DR –; Base Atk +1; Grp +2; Atk/Full Atk +2 melee (1d3+1 non-lethal/AP 1, unarmed strike); SQ Illiteracy; AL none; SV Fort +1, Ref +0, Will -1; FP –; Rep +1; Str 13, Dex 10, Con 12, Int 11, Wis 9, Cha 8
Skills: Craft (any mundane) +3, Handle Animal +2, Listen +1, Profession (any) +7, Spot +1
Feats: Skill Focus (Profession)
Languages Spoken: Hyrkanian, Shemitish, Stygian, Zamorian
Possessions: None


THE PIT-WORM OF YHATH (SON OF SET): From the core rules.


CHAPTER 10: THE ZIGGURAT OF THE GHOUL-QUEEN


GHOUL: From the core rules.

WRAITH: Removed from the adventure.

HARPIES: Substitute with giant hawks (q.v.) or giant eagles.

Nikhartha: Female Shemite (Pelishtim) vampire Scholar 8; Medium undead (augmented humanoid); HD 8d12+8; hp 60; Init +9; Spd 30 ft; Base Defense 10; Dodge Defense 17 (+3 Dex, +3 class, +1 dodge); Parry Defense 18 (+5 Str, +3 class); DR 6; Base Atk +6; Magic Atk +9; Grp +11; Atk +11 melee (1d8+5, slam); Full Atk +11 melee (1d8+5, 2 slams); SA Spells, blood drain, children of the night, domination; SQ Scholar, background (lay priest), knowledge is power, fast healing 5, cold immunity; AL none; SV Fort +1, Ref +6, Will +12; FP –; BPP 11; Rep +13; Str 20, Dex 16, Con –, Int 15, Wis 20, Cha 21
Skills: Appraise +9, Bluff +12, Concentration +11, Craft (alchemy) +12, Craft (herbalism) +8, Decipher Script +7, Handle Animal +7, Hide +9, Intimidate +10, Knowledge (arcana) +10, Knowledge (history) +12, Knowledge (nobility) +13, Knowledge (religion) +16, Listen +13, Move Silently +10, Perform (ritual) +17, Search +7, Sense Motive +13, Spot +13
Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Knowledge [religion]), Skill Focus (Perform [ritual]), Steely Gaze, Toughness
Sorcery Styles/Spells: Counterspells (warding)
Languages Spoken: Argossean, Hyrkanian, Iranistani, Keshani, Kothic, Ophirean, Shemitish, Stygian, Zamorian
Possessions: Stygian tomb-dust, black lotus powder, grey lotus blossom
 
Believe it or not, there are 33 MS Word pages of NPCs in this thread--stat blocks that will save you time as a GM. Some come with detailed notes or backgrounds.

Bumpety, baby.
 
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