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NPC 24

Gyros the Chosen (Centaur Ranger, Pathfinder CR 17)

Gyros  is named the Chosen by his herd as Arrisa the Nymph has given him a lock of her  hair (an Inspiration (Su) +4 will save, +4 craft and perform and constant status spell on carrier) this has gained him a lot of respect from the herd, and a bit of jealousy from some of the young bucks . He is a very handsome Centaur, with chestnut brown hair and eyes. He has a charming sense of humor and a quick wit. Gyros also has a good singling voice, and will often be heard singing while walking through the forest.

Gyros has taken responsibility to protect Arrisa and her glade  from harm, this has now put him, and his herd, in direct conflict with the local lord, who has recently been given permission to log the whole  forest by the king. The King urgently needs wood for a large ship building project.

Gyros tactics in a battle are, after buffing,  to keep at a distance and shoot from cover, using his shot on the run, speed, and the seeking ability of his bow to take shots when only the smallest glimpse of the target can be seen and he is in almost total concealment and good cover. He will cast entangle if multiple targets  present themselves. If he is seriously injured he will retreat back to Arrisa’s glade to get healed.

Name Gyros the Chosen
Centaur CR 17
XP 102400
Neutral Good Large Monstrous humanoid
Ranger level 14 (skill points 84) Archer
Init +11; Senses Darkvision 60; Perception +21

DEFENSE

AC 26, Touch 17, flat footed 18 (+0 No Armour, +0 Shield, none)
(+7 Dex, +5 Natural, -1 size, +4 armour, +1 feats)
hp 181 (4d8+14d10+72+14);
Fort +14, Ref +22, Will +13 (+17 with Nymph Inspiration from Arrisa)

OFFENSE

Speed 80
Melee
Single Attack Greatsword +21 (3d6+4/19-20)
or (+2/+2) Longbow ,Composite +28 (2d6+7 /19-20 X3)
Full Attack
Greatsword +21/16/11/6 (3d6+4/19-20)
2 Hoof +16 (1d6+4)
or (+2/+2) Longbow ,Composite +26/26/21/16/11 (2d6+7 /19-20 X3) range 165
Space 5ft.; Reach 5ft.
Special Attacks
Favored enemy Number of Favored enemies = 3
Spells Known:
Ranger Spells
Level 1 (4) DC 14
Alarm(Abjuration)[ ] X 1
V,S, F/DF rng: Close 25ft + 5ft/2 levels Dur: 2 hours/level (D)
SV None Area: 20-ft.-radius emanation centered on a point in space
Description: Wards an area for 2 hours/level.

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

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

Pass without Trace(Transmutation)[ ] X 1
V,S,DF rng: Touch Dur: 1 hour/level (D)
SV Will negates (harmless) Area: One creature/level touched

Level 2 (3) DC 15
Barkskin(Transmutation)[ ] X 1
V,S,DF rng: Touch Dur: 10 min./level
SV None Area: Living creature touched

Bears Endurance(Transmutation)[ ] X 1
V,S,DF rng: Touch Dur: 1 min./level
SV Will negates (harmless) Area: Creature touched

Cats Grace(Transmutation)[ ] X 1
V,S,M rng: Touch Dur: 1 min./level
SV Will negates (harmless) Area: Creature touched
Description: CT 1 sa, touch 1 min/level

Level 3 (2) DC 16
Command Plants(Transmutation)[ ] X 1
V rng: Close 25ft + 5ft/2 levels Dur: One day/level
SV Will negates Area: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart

Cure Moderate Wounds(Conjuration)[Healing ] X 1
V,S rng: Touch Dur: Instantaneous
SV Will half (harmless); see text Area: Creature touched
Description: Cures 2d8 damage + 1/level (max +10).

Level 4 (1) DC 17
Freedom of Movement(Abjuration)[ ] X 1
V,S,M,DF rng: Touch Dur: 10 min./level
SV Will negates (harmless) Area: You or creature touched
Description: Subject moves normally despite impediments to movement.

STATISTICS

Str 18, Dex 20 + 4 = 24, Con 14 + 4 = 18, Int 10, Wis 16, Chr 18
Base Attack 18 CMB 23; CMD 40
Feats
Double Slice: adds Full STR bonus to off hand attack,
Many Shot: -4 =2 arrows -6 = 3 arrows -8 =4 arrows,
Point Blank Shot: +1 to hit +1 damage if within 30 ft (already included in calculations),
Precise Shot: Can shoot into melee without -4 penalty,
Armour prof light,
Armour prof medium,
Dodge: add 1 to AC ,
Endurance: +4 on checks to resist non-lethal damage,
Evasion: No damage on reflex save,
Far Shot: -1 penalty per range Increment,
Improved Critical (Ranged): Doubles crit range for ranged weapons,
Improved Initiative: +4 Initiative checks,
Iron Will: +2 on will saves,
Lightning reflexes: +2 reflex saves,
Martial Weap Prof,
Run: Can run at 5 times normal speed, +4 bouns to Acrobatic jumps,
Shield Proficiency: Can use shields,
Shot on the Run: Can split move action,
Simple Weapon Proficiency,
Weapon focus(ranged): +1 attack rolls
Skills Acrobatics 8, Craft bow 16, Diplomacy 8, Handle Animal 12, Heal 12, Intimidate 6, Know dungeon 4, Know geography 7, Know nature 12, Perception 21,  Perform Song 10 ,  Stealth 24, Survival 21, Swim 7
Languages Elven, Sylvan, Common

ECOLOGY

Environment Temperate forests
Organization Solitary, Pair, Tribe 20-150, Troop 8-18
Treasure Standard

SPECIAL ABILITIES

Camouflage Can hide in any sort of terrain
Evasion Reflex save no damage instead of 1/2
Favoured terrain +2 bonus on init, know geog, Perception, Stealth, Survival in selected terrain 3 (Forest, Plains, Hills)
Hunters bond Either animal companion or bond with party that allows 1/2 fav enemy bonus to be added to party (Bond with Party)
Quarry 1/day as a standard action 1 target +2 attack, crits confirmed can take 10 on track
Swift Tracker Can follow tracks at normal speed no penalty
Trap Sense Reflex save and AC when dealing with traps bonus 4
Wild Empathy Improve attitude of an animal
Woodland Stride Can move through undergrowth at normal speed
Buffing spells pre-cast:
Barkskin caster level 10
Bears Endurance caster level 10
Cats Grace caster level 10

MAGIC ITEMS (max value 45000)

Amulet of health (+2) +2 con (4000gp)
Bracers of armour (+4) +4AC (16000gp)
Horseshoes of speed Speed +30 (animal only) (3000gp)
+2 Seeking Longbow  ,Composite (18000gp)

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