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Orion's Menagerie
By Will McDermott

Orion at 6th Level

Orion might be found in a bar or the common room of an inn. At this point in his life, he has become a full-fledged adventurer and is dressed as such, his traveling clothes covering the mithral chain shirt. Orion might ask a character if he knows an elven priest named Verek, which could be the impetus for an adventure for your own group. Orion could also be found in the local temple of Ehlonna, as he prefers to sleep under the trees instead of at the local inn.

Orion: Male human Clr5/Sor1; CR 6; Medium-size humanoid; HD 5d8 + 5 (Clr) plus 1d4+1 (Sor); hp 40; Init +2 (Dex); Spd 30 ft.; AC 18 or better (barkskin and/or shield); Atk +2 melee (1d6-1/x 2 crit, club), +6 ranged (1d8+1/19-20/x 2 crit, +1 light crossbow); SA turn/destroy undead (8/day), domain powers, sorcerer spells; AL NG; SV Fort +6, Ref +6 (+2 from familiar), Will +10; Str 8, Dex 14, Con 12, Int 12, Wis 16, Cha 13.

Skills and Feats: Concentration +6, Diplomacy +10, Handle Animal +4, Heal +8, Knowledge (nature) +10, Listen +5, Spot +5; Alertness (via familiar), Craft Wand, Extra Turning, Heighten Turning, Reach Spell.

Heighten Turning (from Defenders of the Faith): When you turn or rebuke undead, you may choose a number no higher than your cleric level. Add that number to your turning checks, while subtracting that number from your turning damage roll.

Reach Spell (from Defenders of the Faith): You may cast a spell that normally has a range of "touch" at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a slot two levels higher than the spell's actual level.

Cleric Spells Prepared (5/5/4/3; base DC 13 + spell level): 0 -- detect magic (2), guidance (2), read magic; 1st -- bless, doom, entangle*, magic weapon (2); 2nd -- bull's strength, barkskin*, knife spray (Defenders of the Faith), shield other; 3rd -- daylight, dominate animal*, sword stream (Defenders of the Faith).

*Domain spells. Domains: Animal (animal friendship once/day); Plant (rebuke/command plants 4/day).

Knife Spray (Clr 2): Cone of droplets, 1d6 and +1/level damage (max +5).

Sword Stream (Clr 3). As knife spray, but 1d8 and max +10.

Sorcerer Spells Known (5/4): 0 -- dancing lights, disrupt undead, mage hand, ray of frost; 1st -- feather fall, shield.

Possessions: Wand of cure light wounds (25 charges), wand of magic fang (25 charges), wand of shield (25 charges), everburning torch, +1 light crossbow, 20 bolts, +1 mithral chain shirt, +1 darkwood buckler, +1 cloak of resistance, platinum ring worth 50 gp (focus for shield other spell).

Tactics: In battle, Orion directs Jack to tear enemies apart while protecting himself with shield and protecting Jack with shield other (and possibly pumping up Jack with bull's strength and/or magic fang).

Alec (familiar): Male weasel; tiny animal; hp 20; Init +2 (Dex); Spd 30 ft., climb 20 ft.; AC 15 (+2 size, +2 Dex, +1 natural armor); Atk +5 melee (1d3-4 bite); SA attach; SQ scent; AL N; SV Fort +4, Ref +2, Will +6; Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5.

Skills and Feats: Balance +10, Climb +11, Hide +13, Move Silently +9, Spot +4; Improved Evasion, Weapon Finesse (bite).

Jack (animal companion): Male dire wolverine; large animal; hp 42; See dire wolverine on page 57 of the Monster Manual . Trained by Orion to defend, attack, fetch, seek, track, and heel.

Possession: Platinum ring worth 50 gp (focus for shield other spell).

 





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