NPC Closeup
Dolores the Tinker
By Gwendolyn F.M. Kestrel

Dolores grew up as part of a family of itinerant merchants and learned a great deal about people in her travels. No matter how unique each new place seemed, the folk who lived there differed in only small ways. The major concerns of family, love, money, health, and success drove individuals to act in both good and evil ways.

When she was 16, Dolores met and fell in love with a bard, Marle. They married and continued their wayward travels. While Marle earned a living entertaining, Dolores sought to make herself useful and started fixing odds and ends in the towns they visited.

Traveling can be dangerous, especially when you're in the wilderness between settlements. During a particularly nasty winter when game was scarce, a wolf pack attacked Dolores and Marle's campsite, killing Marle. She married twice more, but the perils of the road and wilderness claimed her spouses.

Eventually, she traveled alone with just her wagon and her two mules: Rosencrantz and Guildernstern. A cheerful rattle of pots and pans hanging about her wagon announced her arrival in each town. Villagers welcomed her skill as a tinker but delighted even more in her stories, news, and gossip.

And so she lived for many years.

When she turned 40 years old, she felt driven to do more than she had before. Fharlanghn called her to serve him as a cleric.

Dolores the Tinker, Exp1/Clr2 CR3

Dolores the Tinker: Female human Exp1/Clr2; CR 3; Medium-size humanoid; HD 1d6+0, 2d8+0; hp 12; Init +1; Spd 30 ft., AC 16 (touch 11, flat-footed 15); Atk +2 melee (1d8+1, heavy mace); or +2 ranged (1d8/19-20/x2, light crossbow); SA Rebuke undead 5/day; AL N; SV Fort +3, Ref +1, Will +8; Str 12, Dex 12, Con 10, Int 13, Wis 16, Cha 15.

Skills and Feats: Appraise +3, Craft (metalworking) +5, Diplomacy +7, Handle Animal +5, Knowledge (religion) +6, Listen +6, Perform (ballad, comedy, limericks, storytelling) +6, Profession (tinker) +7, Sense Motive +6, Spot +6, Wilderness Lore +7; Scribe Scroll, Spell Penetration, Track.

Rebuke Undead (Su): Dolores can make undead cower by channeling negative energy.

Cleric Spells Prepared (4/4; base DC = 13 + spell level): 0 -- cure minor wounds, detect magic, mending (2); 1st -- command, cure light wounds, expeditious retreat*, summon monster I. *Domain spell. Deity: Fharlanghn. Domains: Luck (good fortune 1/day), Travel (freedom of movement).

Possessions: Heavy mace, light crossbow, 50 bolts, +1 chain shirt, metalworking tools, wagon, mules (Rosencrantz and Guildernstern), potion of cure light wounds, potion of cure moderate wounds, scroll of bless (2), scroll of magic weapon (3).

Cleric Knows Best

Shortly after becoming a cleric, Dolores encountered a party of adventurers bound for the Sunless Citadel, and joined them. Dolores both delighted and frustrated her fellow adventures. She put her spells to good use, and her ability to rebuke and command undead saved the party more than once. Her companions valued her healing spells, but would rather not have had to endure lectures about not getting wounded in order to receive cures.

Dolores viewed her fellow adventurers with affection and skepticism. She liked the spirit of adventure and enthusiasm evinced by her companions, but at the same time, they seemed awfully young and naive, even after they delved deep into the Sunless Citadel and lived to see daylight again.

"I've buried three spouses, two children, and more mules than I can count," she'd tell them, over and over. "I've seen a thing or two in my time, and you'd best heed my advice."

Annoyingly enough, she was often right. On one venture, deep in a dungeon, the party found a secret door that led to a stronghold of an imposing ogre and his two wolf pets. Several of Dolores's friends and companions died.

Dolores the Cleric, Exp1/Clr5 CR6

Dolores the Cleric: Female human Exp1/Clr5; CR 6; Medium-size humanoid; HD 1d6+0, 5d8+0; hp 25; Init +1; Spd 30 ft., AC 16 (touch 11, flat-footed 15); Atk +5 melee (1d8+2, +1 heavy mace); or +5 ranged (1d8/19-20/x2, masterwork light crossbow); SA Rebuke undead 5/day; AL N; SV Fort +4, Ref +2, Will +11; Str 12, Dex 12, Con 10, Int 13, Wis 17, Cha 15.

Skills and Feats: Appraise +3, Craft (metalworking) +5, Diplomacy +11, Handle Animal +5, Knowledge (arcana) +3, Knowledge (religion) +7, Listen +6, Perform (ballad, comedy, limericks, storytelling) +6, Profession (tinker) +7, Sense Motive +6, Spellcraft +6, Spot +6, Wilderness Lore +7, Iron Will, Scribe Scroll, Spell Penetration, Track.

Rebuke Undead (Su): Dolores can make undead cower by channeling negative energy.

Cleric Spells Prepared: (5/5/4/3; base DC = 13 + spell level): 0 -- cure minor wounds (2), detect magic, mending (2); 1st -- bless, command, cure light wounds, expeditious retreat*, summon monster I; 2nd -- aid*, cure moderate wounds, hold person, silence; 3rd -- cure serious wounds, fly*, searing light. *Domain spell. Deity: Fharlanghn. Domains: Luck (good fortune 1/day), Travel (freedom of movement).

Possessions:+1 heavy mace, masterwork light crossbow, 50 bolts, +1 chain shirt, masterwork metalworking tools, wagon, mules (Jeeves and Wooster), candle of truth, necklace of prayer beads (blessing), potion of cure light wounds, ring of counterspells, scroll of restoration.

Additional Adventures

Dolores and her friends did have many more harrowing and sad experiences. But they also went on to have many good times and fun adventures. On one occasion, they got out of a bad situation by convincing a hungry rakshasa on a diet that summoned monsters made the most satisfying, least caloric dining experiences.

Dolores's last adventure did not end in such a satisfying manner. A purple worm made a snack of her by swallowing her whole. After sustaining impressive damage from the rest of the party, the purple worm burrowed away. By the time the party hunted it down and killed it, Dolores was dead.

Dolores the Cleric, Exp1/Clr9 CR10

Dolores the Cleric: Female Exp1/Clr9; CR 10; Medium-size humanoid; HD 1d6+0, 9d8+0; hp 43; Init +1; Spd 20 ft., AC 20 (touch 11, flat-footed 19); Atk +9/ +4 melee (1d8+3 +2 heavy mace); or +8 ranged (1d8+1/19-20/x2, +1 shock light crossbow); SA Rebuke undead 7/day; AL N; SV Fort +6, Ref +4, Will +14; Str 12, Dex 12, Con 10, Int 13, Wis 18, Cha 15.

Skills and Feats: Appraise +3, Craft (metalworking) +5, Diplomacy +12, Handle Animal +5, Knowledge (arcana) +3, Knowledge (religion) +10, Listen +7, Perform (ballad, comedy, limericks, storytelling) +6, Profession (tinker) +8, Sense Motive +7, Spellcraft +10, Spot +7, Wilderness Lore +16, Craft Wondrous Item, Iron Will, Scribe Scroll, Spell Penetration, Track.

Rebuke Undead (Su): The cleric can make undead cower by channeling negative energy.

Cleric Spells Prepared: (6/6/6/5/4/2; base DC = 14 + spell level): 0 -- cure minor wounds (2), detect magic, light, mending (2); 1st -- bless, command, cure light wounds (2), expeditious retreat*, summon monster I; 2nd -- aid*, cure moderate wounds, endurance, hold person, make whole, silence; 3rd -- animate dead, cure serious wounds, dispel magic, fly*, searing light; 4th -- cure critical wounds, dimension door*, restoration, tongues; 5th -- teleport*, true seeing. *Domain spell. Deity: Fharlanghn. Domains: Luck (good fortune 1/day), Travel (freedom of movement).

Possessions:+2 heavy mace, +1 shock light crossbow, 50 bolts, banded mail of luck, masterwork metalworking tools, wagon, mules (Sense and Sensibility), candle of truth, necklace of prayer beads (blessing), potion of cure light wounds, ring of counterspells, rod of wonder, scroll of greater restoration, raise dead.

Gone, but Unable to be Forgotten

Dolores was dead, but that did little to inconvenience her. Her party still needed her advice and abilities. She returned to haunt them as a ghost.

Dolores the Ghost, Exp1/Clr9 CR 12

Dolores the Ghost: Female ghost Exp1/Clr9; CR 12; Medium-size undead (incorporeal); HD 10d12; hp 66; Init +1; Spd 30 ft., fly 30 ft. (perfect); AC 24 (touch 15, flat-footed 23); Atk +7 melee touch (1d4 [1d4+1 vs. ethereal] incorporeal touch); or +9/+4 melee (1d8+3, +2 heavy mace); or +8 ranged (1d8+1/19-20, +1 shock light crossbow); SA Corrupting touch, rebuke undead 5/day; SQ Incorporeal subtype, manifestation, rejuvenation, turn resistance 4, undead traits; AL N; SV Fort +6, Ref +4, Will +14; Str 12, Dex 12, Con 10, Int 13, Wis 18, Cha 19.

Skills and Feats: Appraise +3, Craft (metalworking) +5, Diplomacy +14, Handle Animal +7, Hide +5, Knowledge (arcana) +3, Knowledge (religion) +10, Listen +15, Perform (ballad, comedy, limericks, storytelling) +8, Profession (tinker) +8, Search +9, Sense Motive +7, Spellcraft +10, Spot +15, Wilderness Lore +16, Craft Wondrous Item, Iron Will, Scribe Scroll, Spell Penetration, Track.

Corrupting Touch (Su): A ghost that hits a living target with its incorporeal attack deals 1d4 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to attack rolls only.

Rebuke Undead (Su): The cleric can make undead cower by channeling negative energy.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, or supernatural abilities; immune to all nonmagical attack forms; 50% chance to ignore any damage from a corporeal source (except for force effects, such as magic missiles, and attacks made with ghost touch weapons); can pass through solid objects (but not force effects) at will; attacks ignore natural armor, armor, and shields (though deflection bonuses and force effects work normally); moves silently (cannot be heard with Listen checks unless desired).

Manifestation (Su): All ghosts have this ability. As ethereal creatures, they cannot affect for be affected by anything in the material world. When they manifest, ghosts become visible but remain incorporeal. However, a manifested ghost remains on the Ethereal Plane but can be attacked by opponents on both the Material and Ethereal Planes. When a spellcasting ghost is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost's touch spells don't work on material targets.

Rejuvenation (Su): In most cases, it's difficult to destroy a ghost through simple combat: The "destroyed spirit will often restore itself in 2d4 days. Even the most powerful spells are often only temporary solutions. If Dolores would otherwise be destroyed, she returns to her old haunts with a successful level check (1d20 + 10) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. Dolores still feels that her party needs her and her advice.

Turn Resistance (Ex): The creature is less easily affected by clerics or paladins. When resolving a turn, rebuke, command, or bolster attempt, the creature receives a bonus of +4.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-influencing effects, and any effect requiring a Fortitude save unless it also works on objects; not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain; cannot heal damage if there is no Intelligence score, (though fast healing and regeneration work normally); negative energy heals; not at risk of death from massive damage, but destroyed at 0 hit points or less; darkvision 60 ft.; cannot be raised; resurrection works only if creature is willing.

Cleric Spells Prepared: (6/6/6/5/4/2; base DC = 14 + spell level): 0 -- cure minor wounds (2), detect magic, light, mending (2); 1st -- bless, command, cure light wounds (2), expeditious retreat*, summon monster I; 2nd -- aid*, cure moderate wounds, endurance, hold person, make whole, silence; 3rd -- animate dead, cure serious wounds, dispel magic, fly*, searing light; 4th -- cure critical wounds, dimension door*, restoration, tongues; 5th -- teleport*, true seeing. *Domain spell. Deity: Fharlanghn. Domains: Luck (good fortune 1/day), Travel (freedom of movement).

Possessions:+2 heavy mace, +1 shock light crossbow, 50 bolts, banded mail of luck, candle of truth, necklace of prayer beads (blessing), ring of counterspells, rod of wonder.

About the Author

Gwendolyn F.M. Kestrelis an editor for Wizards of the Coast's Roleplaying Games R&D department. Recent credits include editing Oriental Adventures, Magic of Faerün, and Defenders of the Faith. She also provides continuity for Harry Potter products. Her spare time activities include gaming, painting miniatures and studying for an M.B.A..


©1995-2008 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc. All Rights Reserved.