NPC Closeup 01/24/2004


Namiid Softstrider,
Child of Two Cultures



Aidian Namiid, Warden of the Frontier

Aidian Namiid: Male human barbarian 3/rogue 1/cleric 3/ranger 2; CR 9; Medium humanoid; HD 3d12+6 plus 1d6+2 plus 3d8+6 plus 2d8+4; hp 62; Init +3; Spd 30 ft.; AC 19, touch 13, flat-footed 19; Base Atk +7; Grp +9; Atk +10 melee (1d10+3/19-20, masterwork bastard sword) or +9 melee (1d4+2/19-20, dagger) or +11 ranged (1d8+2/x3, composite longbow [+2 Str bonus] with masterwork arrows); Full Atk +10/+5 melee (1d10+3/19-20, masterwork bastard sword) or +9/+4 melee (1d4+2/19-20, dagger) or +11/+6 ranged (1d8+2/x3, composite longbow [+2 Str bonus] with masterwork arrows); SA sneak attack +1d6, turn undead 2/day; SQ combat style (archery), fast movement, favored enemy (orcs +2), rage 1/day, trap sense +1, trapfinding, uncanny dodge, wild empathy +2; AL CG; SV Fort +12, Ref +11, Will +7; Str 15, Dex 16, Con 14, Int 12, Wis 14, Cha 9.

Skills and Feats: Concentration +9, Diplomacy +6, Hide +13, Jump +5, Listen +10, Move Silently +13, Ride +7, Spot +8, Survival +11, Swim +4, Tumble +3; Dodge, Exotic Weapon Proficiency (bastard sword), Mobility, Power Attack, Rapid Shot, Stealthy, Track.

Combat Style: Aidian has selected archery as his combat style. He gains the benefits of the Rapid Shot feat as long as he wears light or no armor.

Favored Enemy: Aidian gains a +2 bonus on his Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against orcs. He gets the same bonus on weapon damage rolls against creatures of this kind.

Rage (Ex): The following changes are in effect as long as Aidian rages: HD 3d12+12 plus 1d6+4 plus 3d8+12 plus 2d8+8; hp 80; AC 17, touch 11, flat-footed 17; Grp +11; Atk +12 melee (1d10+6/19-20, masterwork bastard sword) or +11 melee (1d4+4/19-20, dagger) or +11 ranged (1d8+2/x3, composite longbow [+2 Str bonus] with masterwork arrows); Full Atk +12/+7 melee (1d10+6/19-20, masterwork bastard sword) or +11/+6 melee (1d4+4/19-20, dagger) or +11/+6 ranged (1d8+2/x3, composite longbow {+2 Str bonus] with masterwork arrows); SV Fort +14, Will +9; Str 19, Con 18; Concentration +11, Jump +7, Swim +6. His fit of rage lasts for 7 rounds, though he may voluntarily end the rage prematurely. After raging, Aidian 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 a day. Entering a rage takes no time by itself, but Aidian can do it only during his action, not in response to someone else's action.

Trap Sense (Ex): Namiid has a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Trapfinding: Aidian can use the Search skill to find traps with Search DCs higher than 20.

Uncanny Dodge (Ex): Namiid can react to danger before his senses would normally allow him to even be aware of it. He retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by an invisible attacker. He still loses any Dexterity bonus to AC if immobilized.

Wild Empathy (Ex): Aidian can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. He rolls 1d20 and adds +2 to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, Aidian and the animal must be within 30 feet of each other and able to study one another. Aidian can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Cleric Spells Prepared (4/4/3; save DC 12 + spell level): 0 -- detect magic, light, resistance, virtue; 1st -- command, endure elements*, magic weapon, shield of faith; 2nd -- bull's strength, heat metal*, zone of truth.

*Domain spell. Deity: Ehlonna. Domains: Plant (rebuke plants 2/day), Sun (greater turning 1/day).

Possessions:+1 chain shirt, masterwork bastard sword, composite longbow [+2 Str bonus], 20 masterwork arrows, dagger, amulet of natural armor +1, cloak of resistance +1, gloves of Dexterity +2, periapt of Wisdom +2, backpack, bedroll, belt pouch, flint and steel, 50 ft. of hemp rope, 6 pitons, 6 torches, trail rations for one week, traveler's outfit, waterskin, potions of cure light wounds (2),scroll of greater magic weapon.

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