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NPC 93

Harold Huntsman Captain of the City Guard (Pathfinder Urban Ranger CR 10)

Harold was born with a red wine birthmark covering half his face, as a child he was at first relentlessly bullied, because of this he started carrying a couple of thick sticks with him and whacking any one who laughed at him.  The instilling of justice was  becoming ingrained into his character, no matter how far a mocker ran Harold would follow and in the end give the exhausted runner the whack of justice.

In the end people stopped mocking Harold, he now uses his ingrained sense of justice into catching criminals, he knows the City like the back of his hand. If Harold is chasing you there is really no place to hide.

Harold’s favorite enemies are humans (+6), Elves (+2) and Dwarves (+2)

Name Harold Huntsman Captain of the City Guard
Human CR 10
XP 9600
Any Medium Humanoid
Ranger level 11 (skill points 88) Urban Two Weapon
(Urban Ranger )
Init +3; Senses ; Perception +15

DEFENSE

AC 24, Touch 14, flat footed 20 (+2 Chain Shirt, +0 Shield, none)
(+3 Dex, +3 Natural, +6 armour, +1 shield, +1 feats)
hp 93 (0d8+11d10+11+11+11);
Fort +8, Ref +10, Will +4

OFFENSE

Speed 30
Melee
Single Attack(+1/+1) Sword, short +16 (1d6+4/17-20)
Full Attack
(+1/+1) Sword, short +14/9/4 (1d6+4/17-20)
(+1/+1) Sword, short +14/9/4 (1d6+4/17-20)
Space 5ft.; Reach 5ft.
Special Attacks
Favored Enemy (+2 attack pathfinder only) +2 damage. Number of Favored enemies = 3
Favored Enemy -2 +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against Fav Enemy
Spells Known:
Ranger Spells
Level 1 (3) DC 12
Entangle(Transmutation)[ ] X 1
V,S,DF rng: Long 400ft + 40ft / level Dur: 1 min./level (D)
SV Reflex partial; see text Area: Plants in a 40-ft.-radius spread

Glide(Transmutation)[ ] X 1
V, S, M/DF rng: Personal Dur: until landing or 1 minute/level (D)
SV – Area: You
Description: You take no falling damage and move 60 ft./round while falling.

Longstrider(Transmutation)[ ] X 1
V,S,M rng: Personal Dur: 1 hour/level (D)
SV N/A Area: You

Level 2 (1) DC 13
Barkskin(Transmutation)[ ] X 1
V,S,DF rng: Touch Dur: 10 min./level
SV None Area: Living creature touched
Description: +2 enhancement bonus to the creature\’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level.

Level 3 (1) DC 14
Burst of Speed(Transmutation)[ ] X 1
V rng: Personal Dur: see text
SV – Area: you
Description: Swift Action. Until the end of your turn, you gain a +20-foot bonus to speed (or +10-foot bonus if you are wearing Medium or Heavy armor), your movement does not provoke attacks of opportunity, and yo

STATISTICS

Str 16, Dex 16, Con 12, Int 12, Wis 13, Chr 7
Base Attack 11 CMB 14; CMD 27
Feats
Greater Two-Weapon Fighting: Get a third attack at -10,
Improved Two-Weapon Fighting: Get a second off hand attack at -5,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Armour Prof Light,
Armour Prof Medium,
Critical Focus: +4 bonus on attacks to confirm critical hits,
Dodge: Add 1 to AC ,
Double Slice: adds Full STR bonus to off hand attack,
Evasion: No damage on reflex save,
Improved Critical: Doubles critical chance of weapon,
Martial Weap Prof,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Toughness: +3 Hit points or +1 per hit dice,
Two-Weapon Defence: +1 shield bonus to AC,
Weapon Focus: +1 to attack rolls
Skills Climb 13, Disable Device 12, Heal 13, Intimidate -2, Know Dungeon 13, Know Geography 11, Know Local 11, Perception 15, Ride 13, Stealth 16, Survival 15, Swim 1
Languages Common

ECOLOGY

Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8
Treasure Standard

SPECIAL ABILITIES

Evasion Reflex save no damage instead of 1/2
Favored Community-1 (Ex) Inside the community, gain +2 initiative and Know (local), Perception, Stealth, and Survival 2
Favored Community-2 (Ex) Traveling through favored community leaves no trail and cannot be tracked
Hunters Bond Either animal companion or bond with party that allows 1/2 favorite enemy bonus to be added to party
Push Through (Ex) Never slowed by difficult terrain in his favored communities. Can move through locals as if allies
Quarry 1/day as a standard action 1 target +2 attack, criticals confirmed and can take 10 on track
Swift Tracker Can follow tracks at normal speed no penalty
Track (Ex) Adds half level on Survival skill checks made to follow or identify tracks.
Trap Sense Reflex save and AC when dealing with traps bonus 3
Trapfinding Can find magical traps
Wild Empathy Improve attitude of an animal
Buffing spells pre-cast:
Barkskin caster level 8

MAGIC ITEMS (max value 12750)

+2 Chain Shirt (4000gp)
Wand of Cure moderate wounds – (4500gp)
+1 Sword, short (2000gp)

+1 Sword, short (2000gp)

Total Value = 12500

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