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The Ekbirrian Job/ La Mission ekbirienne - Le Monde de Greyhawk

The Ekbirrian Job/ La Mission ekbirienne - Le Monde de Greyhawk

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Spells Prepared (5/4+1/3+1/2+1); base DC = 13 +spell level): 0—create water, <strong>de</strong>tect magic, read magic,light, purify food and drink; 1st—bless, endureelements, hi<strong>de</strong> from un<strong>de</strong>ad, protection from chaos*,sanctuary; 2nd—aid*, augury, hold person, spiritualweapon; 3rd—daylight, magic circle vs chaos*,recitation**.*Domains: <strong>La</strong>w and Good** see Appendix 2: New Rules ItemsEncounter 2 – Into the UdgruJor<strong>de</strong>ll and Arsal: Male Elf (Wood) Rgr6/Rog3/Shdwdcr2/DarkStlkr2; Medium Humanoid; CR 13;HD 3d6+10d8+13; hp 78; Init +7; Spd 30 ft/x4; AC 29(+8 armor, +6 <strong>de</strong>x, +3 natural, +2 <strong>de</strong>flection), touch 18,flat-footed 29; Base Atk +11; Grp +14; Atk +21 ranged(1d8+5 plus 2d6 vs Humans/Goblins, +3 compositelongbow (+2 Str)); Full Atk +21/+16/+11 ranged(1d8+5+2d6 vs Humans/Goblins, +3 compositelongbow (+2 Str)) or +19/+19/+14/+9 ranged(1d8+5+2d6 vs Humans/Goblins, +3 compositelongbow (+2 Str)); SA Sneak (+2d6), Favored enemyhuman, Favored enemy goblin, Ancient Foe (Orc); SQElf Racial Abilities, Evasion, Uncanny dodge,Trapsense+1, Wild Empathy, Hi<strong>de</strong> in plain sight,Darkvision; AL CN; SV Fort +14, Ref +25, Will +6; Str16, Dex 25, Con 12, Int 10, Wis 8, Cha 10;Skills and Feats: Climb +9, Craft (Trap making) +6,Handle Animal +5, Hi<strong>de</strong> +17, Jump +12, Knowledge(dungeoneering) +2, Knowledge (geography) +5,Knowledge (nature) +7, Listen +11, Move Silently +17,Perform (Dance) +5, Speak <strong>La</strong>nguage +1, Spot +8,Survival +10, Tumble +16. Combat Reflexes, Dodge,Mobility, Point Blank Shot, Precise Shot, Rapid Shot,Track, Endurance, Many Shot.Possessions: Cloak of resistance +4; ring ofprotection +2; amulet of natural armor +3; gloves of<strong>de</strong>xterixty +4; +3 mighty composite longbowhumanbane; +3 mighty composite longbow goblinbaneAnimal Companion: BadgerAncient Foe (Ex): Due to his extensive study of orcsand training in the proper techniques for combatingthem, a darkwood stalker gains a +2 bonus on Bluff,Listen, Sense Motive, Spot, and Survival checks whenusing these skills against orcs. He gets the same bonuson weapon damage rolls against these creatures. Adarkwood stalker also gets the bonus on damage withranged weapons, but only against targets within 30 feet(the darkwood stalker cannot strike with <strong>de</strong>adlyaccuracy beyond that range). <strong>The</strong> bonus on damagedoes not apply against creatures that are immune tocritical hits. At 4 th , 7 th , and 10 thlevel, the darkwoodstalker’s bonus goes up by +2. This bonus stacks with afavored enemy bonus (if any) acquired through rangerlevels.Uncanny Dodge (Ex): Starting at 2 nd level, adarkwood stalker gains the ability to react to dangerbefore his sense would normally allow him to do so.He retains his Dexterity bonus to Armor Class (if any)regardless of being caught flat-footed or struck by aninvisible attacker. He still loses his Dexterity bonus toAC if immobilized.If a darkwood stalker already had the uncannydodge ability from another class, the characterautomatically gains improved uncanny dodge instead.Encounter 6 – Jar<strong>de</strong>zJar<strong>de</strong>z: Male Human Ftr1/Rgr5/OOTBI2; MediumHumanoid; CR 8; HD 7d8+1d10+16; hp 60; Init +4; Spd30 ft/x4; AC 24, touch 16, flat-footed 20; Base Atk +8;Grp +10; Atk +14 ranged (1d8+3 plus 2d6 (elfbane), +1Elfbane Composite Longbow) or +11 melee (2d4+3,masterwork falchion); Full Atk +12/+12/+7 ranged(1d8+3 plus 2d6 (elfbane), +1 Elfbane CompositeLongbow) or +11/+6 melee (2d4+3, masterworkfalchion); SA Favored enemy (elf) +4, Ranged PrecisionAttack, Close Combat Shot; SQ Wild Empathy, Spells;AL CG; SV Fort +9, Ref +12, Will +6; Str 14, Dex 18,Con 14, Int 10, Wis 12, Cha 8;Skills and Feats: Climb +7, Craft (Bowmaking) +5,Handle Animal +5, Heal +2, Hi<strong>de</strong> +15, Jump +7,Knowledge (geography) +5, Knowledge (nature) +7,Knowledge (religion) +2, Spot +9, Survival +13. PointBlank Shot, Precise Shot, Manyshot, Stealthy, WeaponFocus (Composite Longbow), Rapid Shot, TrackPossessions: +1 elfbane composite longbow, quiverof azor'alq full of arrows, masterwork falchion, cloak ofresistance +1, amulet of natural armor +2, ring ofprotection +2, chain shirt +2Animal Companion: Hawk (Jar<strong>de</strong>z’ companiondoes not fight, it merely watch and reports to theWater Watchers’ HQ if anything happens to Jar<strong>de</strong>z).Ranged Precision Attack (Ex): As a standardaction you may make a single precisely aimed attackwith a ranged weapon <strong>de</strong>aling an extra 1d8 points ofdamage. You must be within 30 ft. of your target.Ranged precision attacks only work against livingcreatures with discernible anatomies. Creatureimmune to critical hits are immune to rangedprecision attacks. Items that protect against critical hitsEKB5-06/TUS5-07 <strong>The</strong> <strong>Ekbirrian</strong> <strong>Job</strong> Page 39

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