Hommlet NPCs
Hommlet NPCs
Elmo
Male Human Ranger 4, CR 4, Medium-sized humanoid (elite)
Hp 40; Init +3; Spd 30 ft; AC 21 (touch 12, flat-footed 19, chainmail +1 and large
wooden shield +1) SA Favored enemy (goblinoids + 1), fight with 2 weapons, AL NG
SV Fort +7 Ref +4 Will +4
Atk +10 melee (1d8+5/x3, +1 battleaxe)
Str 19 I 15 W 16 D 16 Co 17 Ch 11
Feats: Power Attack, Weapon Focus (battleaxe), Point Blank shot
(Bonus) Track, Two Weapon Fighting, Ambidexterity
Skills: Animal Empathy +5 Concentration +5 Handle Animal +5 Hide +3 Intuit Direction
+5 Knowledge (nature) +6 Listen +6 Move Silently +2 Ride (horse) +9 Search +4 Swim
+9 Use Rope +7 Wilderness Lore +7
Spells: delay poison
Possessions: Battleaxe +1, Chainmail +1, Large Wooden Shield +1
Smith
Human Male Druid 3 CR 3
AC 12 (leather armor)
Hp 19 At +5 (1d6 + 3 staff)
S 17 I 9 W 13 D 10 Co 15 Ch 15
Spells:4 3 2
0: Detect Magic, Guidance, Mending, Cure Minor Wounds
1: Detect Animal or Plants, Cure Light Wounds, Calm Animals
2: Chill Metal, Heat Metal
Rannos Davl
Male Human Rogue 10, CR 10
Hp 48, Spd 30 AC 18 At +7/+2 (1d4 +1) +13/+8(1d6 + 1, shortsword)
S 8 I 14 W 9 D 18 Co 15 C 7
Special: Sneak attack +5d6, Evasion, Uncanny dodge (dex & cannot be flanked),
crippling strike
Saves: Fort +6 Reflex +12 Will: +3
Feats: Ambidexterity, Two Weapon Fighting, Weapon Focus (shortsword), Improved
Initiative, Run, Weapon Finesse (shortsword)
Skills: Hide +14 Move Silently +14 Profession (trader) +9 Bluff +8 Sense Motive +9
Read Lips +12 Pick Pocket +14 Use Magic Device +8 Knowledge (local) +12 Open Lock
+14 Listen +9 Spot +9 Perform (act) +8 Search +12 Innuendo +5
Possessions: leather armor +1, ring of protection +1, amulet of proof against detection
and location, dagger +1, shortsword +1
Gremag
Male Human Rogue 5 Assassin 2 CR 7
Hp 39 At +5 AC 20
Special abilities: +4d6 sneak attack, death attack (dc 13), poison use, +1 save against
poison, uncanny dodge (cannot be flanked, never loses dex bonus to ac), evasion
Saves: Fort: +3 Reflex: +11 Will: -1
Spells: change self, obscuring mist
Skills: Move Silently +14 (+10) Hide +14 (+10) Disguise +8 Spot +4 Listen +4 Bluff +8
Innuendo +9 Open Lock +14 Escape Artist +9 Read Lips +6 Tumble +12 (+8)
S 15 I 12 W 7 D 18 Co 15 Ch 7
Possessions: chainmail +3 (under 3 pinches of dust of disappearance), dagger of venom
(dc 14)
Melubb
Male Human Rogue 3 CR 3
Hp 12
At +3 (long sword) (1d8 –1) or +4 (dagger) (d4-1)
Saves: Fort +0 Ref: +5 Will: +2
Skills: Appraise +10 Sense Motive +6 Knowledge (local) +8 Profession (moneychanger)
+7 Innuendo +6 Decipher Script +8 Open Lock +7 Search +8 Use Magic Device +5 Spot
+6 Listen +6 Forgery +8 Disguise +5 Gather Information +5 Disable Device +4 Craft
(Traps) +4
S 9 I 16 W 13 D 15 Co 9 Ch 10
Feats: Weapon Focus (longsword +1), Weapon Finesse (dagger), Skill Focus(appraise)
Posessions: longsword + 1
Calmert
Male Human Cleric 3 of St. Cuthbert (Law, Protection)
Hp 14 AC: 19 (chainmail + large wooden shield)
At: +3 (mace + 1) (1d8)
Feats: Weapon Focus (mace), Extra Turning, Skill Focus(heal)
S 8 I 10 W 16 D 15 Co 9 Ch 11
Spells
0: Cure Minor Wounds, Mending, Light, Virtue
1: bless, command, detect evil, sanctuary
2: chant, know alignment, calm emotions
Terjon
Male Human Cleric 6 CR 6
Hp 41
S 11 I 10 W 16 D 12 Co 16 Ch 8
Spells:
1: bless, command, cure light wounds, detect magic, sanctuary
2: hold person (2), know alignment, slow poison, calm emotions
3: cure disease, dispel magic, restoration, protection from elements
Jaroo Ashstaff
Male Human Druid 7 CR 7
HP 44 AT +6 AC 12 Init -1
S 11 I 11 W 18 D 9 Co 15 Ch 15
Saves Fort +9 Ref +3 Will +11
SA Nature sense, animal companion, Woodland stride, Trackless step, Resist nature’s
lure, Wildshape 3/day
Possessions: cloak of protection +2, ring of invisibility, staff of the serpent (python),
scimitar +1
Spells
0: Cure Minor Wounds, detect magic, detect poison, flare, mending, read magic
1: entangle, faerie fire, invisibility to animals, pass without trace, cure light wounds
2: barkskin, charm person or mammal, warp wood, speak with animals
3: remove disease, neutralize poison, summon nature’s ally iii
4: cure serious wound, dispel magic
Burne
Male human Wiz 8 CR 8
Hp 30 Init +4 Spd 30’
AC 12
Al LG
SV Fort +6 Ref +4 Will +8
S 15 D 10 Co 15 In 21 Wis 11 Ch 12
Skills: Concentration +12, Knowledge(history)+9, Knowledge (local) +8, Knowledge
(planes) +8, knowledge (religion) +11, Listen +3, Move Silently +2, Scry +12, Search +8
Sense Motive +2, Spellcraft +18, Spot +2
Feats: Combat Casting, Improved Initiative, Lighhtning Reflexes, Maximize Spell, Scribe
Scroll , Spell Mastery (bull’s strength, dispel magic, fly, lightning bolt, sleep)
Spells:
0: detect magic (2), mage hand, read magic
1: charm person, magic missle (3), shield, sleep
2: bull’s strength, cat’s grace, Melf’s acid arrow, protection from arrows
3: displacement, fireball, fly, lightning bolt
4: improved invisibility, polymorph other, polymorph self
Possesions: Ring of proetection +2, dagger +1, chime of opening (51 charges), wand of
magic missles (7th level, 49 charges)
Rufus
Male Human Fighter 6 CR 6
Hp 32 At +10/+5 (1d8 +5) AC 20
S 15 I 10 W 10 D 12 Co 12 Ch 14
Saves Fort +6 Ref +3 Will +2
Skills: Bluff +3 Climb +4 Gather Information +3 Handle Animal +8 Intimidate +4 Jump
+5 Listen +2 Ride (horse) +9 Sense Motive +2 Spot +2 Swim +9
Feats: Blind-Fight, Cleave, Dodge, Mobility, Power Attack, Spring Attack, Weapon
focus(battleaxe), Weapon Specialization (battleaxe)
Possessions: +1 chainmail, +1 large steel shield, +1 battleaxe, dust of disappearance (12
pinches), periapt of proof against poison
Agent
Male Human Fighter 2 CR 2
Hp 14 AC 11 Atk +5 (1d4 +4)
Saves Fort +6 Ref +1 Will -2
S 17 I 12 W 7 D 12 Co 16 Ch 11
Feats: Run, Improved Initiative, Dodge, Combat Reflexes
Skills: Hide +2 Handle Animal +4 Jump +7 Climb +7
Possessions: dagger + 1
Zert
Male Human Figher 2 CR 2
AL CE Hp 12 AC 18 At +5 (1d8 + 3)
S 16 I 13 W 9 D 15 Co 11 Ch 10
Weapon Focus (longsword), power attack, cleave, dodge
Spugnoir
Male Human Wiz 2 Wizard CR 2
Hp 4 AC 12
S 11 I 15 W 11 D 15 Co 14 Ch 7
Spells
0: detect magic, read magic, prestidigitation, light
1: sleep (3)
Furnok
Male Human Rogue 4
AL N AC 16
Hp 18 At +7 (1d6-1 or 1d4)
Skills: Profession (gambler) +11 Hide +11 Move Silently +11 Open Locks +11 Pick
Pockets +11 Spot +7 Listen +7 Search +9 Use Magic Item +8 Bluff +5 Climb +3
SA: Sneak Attack +2d6, Evasion, Uncanny dodge (DEX bonus to AC)
Feats: Weapon Finesse (short sword), Run, Improved Initiative
S 8 I 14 W 10 D 18 Co 15 Ch 13
Possessions: +1 dagger in boot, scroll of protection from magic, ring of invisibility,
loaded dice
Kobort
Male Human Figher 2 CR 2
Init +7 At +7 (1d8+4)
Hp 20 AL N AC 19 (banded mail & large wooden shield) 20 against dodge
Saves Fort +5 Reflex +3 Will -1
S 19 I 6 W 8 D 17 Co 16 Ch 11
Skills: Hide +2 Jump +1
Feats: Weapon Focus (long sword), Improved Initiative, Blind-fight, Dodge
Turuko
Male Human Monk 3 CR 3
Hp 11 Move 40 ft
AC 14 At +4 (1d6+2 open hand)
Saves Fort +3 Ref +5 Will +5
S 15 I 9 W 15 D 15 Co 11 Ch 5
SA: unarmed strike, stunning attack (3), evasion, deflect arrows, still mind (+2 against
charm, etc)
Feats: Skill Focus (Move Silently), Dodge
Skills: Move Silently +8 Hide +6 Spot +6 Listen +6 Tumble +4