NPC Closeup 05/18/2002


Gorin Thorian



Gorin Thorian Div13/Bbn3/Lor2 (CR 18)

Gorin Thorian: Male half-orc Div13/Bbn3/Lor2; CR 18; Medium-size humanoid; HD 13d4+13 plus 3d12+3 plus 2d4+2; hp 97; Init +3; Spd 30 ft.; AC 16, touch 16, flat-footed 16; Atk +13/+8 melee (1d8+4/x3, +1 orc double axe or 1d4+3/19-20, +1 dagger); or +14/+9 ranged (1d6+1, +1 sling); SQ cat familiar, darkvision 60 ft., familiar benefits, fast movement, lore +6, orc blood, rage 1/day, secret of applicable knowledge, uncanny dodge (Dex bonus to AC); AL NG; SV Fort +8, Ref +8, Will +13; Str 15, Dex 17, Con 13, Int 18, Wis 12, Cha 7.

Skills and Feats: Alchemy +20, Concentration +17, Craft (calligraphy) +8, Intuit Direction +8, Knowledge (arcana) +22, Knowledge (history) +20, Knowledge (religion) +15, Listen +3, Move Silently +7, Ride (horse) +7, Scry +16, Spot +3, Wilderness Lore +9, Alertness, Brew Potion, Craft Staff, Craft Wand, Enlarge Spell, Exotic Weapon Proficiency (orc double axe), Extend Spell, Maximize Spell, Quicken Spell, Scribe Scroll, Silent Spell, Skill Focus (Knowledge [arcana]).

Familiar Benefits:Empathic Link (Su): Gorin can communicate telepathically with Throkk at a distance of up to one mile. He has the same connection to an item or a place that the familiar does. Scry on Familiar (Sp): Gorin may scry on Throkk as if casting the spell scrying once per day. Share Spells:Gorin may have any spell he casts on himself also affect his familiar if the latter is within 5 ft. at the time. Gorin may also cast a spell with a target of "You" on his familiar. Speak with Familiar: Throkk and Goring can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. Touch: Throkk can deliver touch spells for his master.

Fast Movement: Gorin can move at 40 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load).

Lore: Gorin has a chance to know legends or information regarding various topics, just like a bard with bardic knowledge. He adds +6 to his knowledge check for this purpose.

Orc Blood: For all special abilities and effects, Gorin is considered an orc. He can use special orc weapons and magic items with racially specific powers as if he were an orc.

Rage: The following changes are in effect as long as Gorin rages: HD 13d4+39 plus 3d12+9 plus 2d4+6; hp 133; AC 14, touch 14, flat-footed 14; Atk +15/+10 melee (1d8+7/x3, +1 orc double axe or 1d4+5/19-20, +1 dagger); SV Fort +10, Will +15; Str 19, Con 17; Concentration +19. His rage lasts for 6 rounds. Gorin may voluntarily end the rage prematurely. After raging, he is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. He can fly into a rage only once per encounter and only once per day. Entering a rage takes no time by itself, but he can do it only during his action, not in response to someone else's action.

Secret of Applicable Knowledge: Gorin has learned Quicken Spell as a bonus feat.

Wizard Spells Prepared(5/6/6/6/6/5/4/3/2; base DC 14 + spell level): 0 -- detect magic (3), light, mending; 1st -- alarm, change self, comprehend languages (3), identify; 2nd -- alter self (2), detect thoughts, locate object, obscure object, see invisibility; 3rd -- clairaudience/clairvoyance (2), fireball (2), tongues (2); 4th -- detect scrying (2), polymorph self (2), remove curse, scrying; 5th -- contact other plane, dominate person (2), prying eyes, Rary's telepathic bond; 6th -- analyze dweomer, control weather, legend lore, true seeing; 7th -- greater scrying, Mordenkainen's magnificent mansion, vision; 8th -- demand (2).

Spellbook: 0 -- arcane mark, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, open/close, prestidigitation, ray of frost, read magic, resistance; 1st -- alarm, animate rope, change self, charm person, comprehend languages, hypnotism, identify, shield, true strike; 2nd -- alter self, detect thoughts, knock, locate object, obscure object, see invisibility; 3rd -- clairaudience/clairvoyance, fireball, Leomund's tiny hut, tongues; 4th -- detect scrying, locate creature, polymorph self, remove curse, scrying; 5th -- contact other plane, dominate person, passwall, prying eyes, Rary's telepathic bond; 6th -- analyze dweomer, control weather, geas/quest, legend lore, true seeing; 7th -- greater scrying, Mordenkainen's magnificent mansion, sequester, vision; 8th -- demand, discern location, symbol.

Possessions:Dagger +1, sling +1, 20 bullets, orc double axe +1, ring of protection +3, crystal ball with telepathy, potion of cure serious wounds (4), potion of truth (4), wand of fireball (10th-level caster), two matched violet garnet stones (600 gp each).

Throkk: Male cat; CR -- ; Tiny animal; HD 1/2d8 (effective 18); hp 48; Init +2; Spd 30 ft.; AC 21, touch 14, flat-footed 19; Atk +14 melee (1d2-4, 2 claws) and +9 melee (1d3-4, bite); Face/Reach 2 1/2 ft. x 2 1/2 ft./0 ft.; SQ empathic link with master, improved evasion, low-light vision, speak with cats, speak with master, SR 18; AL N; SV Fort +7, Ref +7, Will +13; Str 3, Dex 15, Con 10, Int 12, Wis 12, Cha 7.

Skills and Feats: Balance +10, Climb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (bite), Weapon Finesse (claw).

Empathic Link (Su): Throkk can communicate telepathically with Gorin at a distance of up to one mile. Gorin has the same connection to an item or a place that Throkk does.

Improved Evasion (Ex): If Throkk is subjected to an attack that normally allows a Reflex save for half damage, he takes no damage on a successful saving throw and half damage on a failed save.

Low-Light Vision: Throkk can see twice as far as a human in starlight, moonlight, torchlight, and similar low-light conditions.

Speak with Cats: Throkk can communicate with all felines. This communication is limited by the intelligence of the conversing creatures.

Speak with Master: Throkk and Gorin can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Skills: *In areas of tall grass or heavy undergrowth, Throkk's Hide bonus rises to +21.

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