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NPC 26

Lord William D’Loupe (Fighter/Aristocrat Pathfinder CR 14)

Lord William D’Loupe has a large estate containing 10 farms, 3 villages,  a river and a well stocked lake, as well as a large forest.

Lord William is a fair man, when it comes down to his vassals and fiefdoms he respects the word of the law and obeys it to the letter as fairly as possible. Once he has made a decision though he will stick to it through thick and thin. Given a job to do he will do want ever it takes to do it well, and efficiently.

He is a kings man and has been on many a campaign fighting along side his liege. Recently the king has given Lord William the job of logging the forest on his estate for wood to create war ships the kingdom urgently needs. At up to 4000 trees per ship and 20 ships needed the whole forest will need to be felled.

Lord William has decided to convert the land freed up by the logging to fields and extra grazing space for his cattle. There is a  problem though, it seems as if a group of Centaurs have made their home in the forest, and don’t seem willing to move out. He has sent in a group of men at arms but they were soundly beaten, and had to retreat after losing half their number. He is now on the lookout for a group of adventurers to clear the forest so his men can safely continue the logging.

Name Lord William D’Loupe
Human CR 14
XP 38400
Lawful Neutral Medium Humanoid
Fighter level 10 (skill points 40) Knight
Aristocrat level 8 (skill points 48) Aristocrat
Init +1; Senses ; Perception +8


AC 26, Touch 12, flat footed 24 (+2 Full-plate, +2 Shield, light steel)
(+1 Dex, +11 armour, +3 shield, +1 feats)
hp 129 (0d8+10d10+8d6+36+10);
Fort +11, Ref +6, Will +12


Speed 20
Single Attack(+3/+3) Sword, bastard +26 (1d10+11/19-20)
or (+1/+0) Longbow ,Composite +19 (1d8+5 X3)
Full Attack
(+3/+3) Sword, bastard +26/21/16/11 (1d10+11/19-20)
or (+1/+0) Longbow ,Composite +19/14/9/4 (1d8+5 X3) range 110
Space 5ft.; Reach 5ft.
Special Attacks
Weapon training become proficient in a weapon group 2


Str 19, Dex 13, Con 14, Int 13, Wis 12, Chr 9
Base Attack 16 CMB 20; CMD 31
Combat Expertise: Can trade attack bonus for AC (max +5),
Dodge: add 1 to AC ,
Lunge: -2 to AC for 5ft extra reach,
Power Attack: Subtract from to hit add to damage,
Weapon Focus: +1 to attack rolls,
Whirlwind Attack: One attack against each opponent within reach,
Armour prof heavy,
Armour prof light,
Armour prof medium,
Blind-fight: Re-roll miss chance for concealment,
Exotic Weapon Prof,
Improved Critical: Doubles critical chance of weapon,
Iron Will: +2 on will saves,
Martial Weap Prof,
Mobility: +4 AC to attacks of opportunity,
Mounted Archery: Ranged attacks are at -2 instead of -4,
Mounted Combat: Negate hit on mount with ride check DC opponents attack roll,
Ride-by Attack: When charging can carry on after the attack,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Spring Attack: Move before and after melee attack,
Tower Shield Proficiency: Can use the tower shield and suffer only normal shield skill penalties,
Weapon Specialization: +2 to damage rolls
Skills Appraise 1, Bluff -1, Climb 0, Diplomacy 17, Disguise -1, Handle Animal 18, Intimidate 15, Know arch & eng 1, Know dungeon 1, Know geography 1, Know nobility 16, Linguistics 1, Perception 8, Perform Oratory -1, Ride 22, Sense Motive 1, Survival 8, Swim 6
Languages Common


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


Armour training reduced armour check penalty and increases dex bonus by 2
Bravery Save vrs fear + 3

MAGIC ITEMS (max value 27000)

+2 Full-plate (4000gp)
Potion of Cure serious wounds – (750gp)
Potion of Cure serious wounds – (750gp)
+2 Shield, light steel (4000gp)
+3 Sword, bastard (18000gp)
Masterwork Longbow ,Composite (300gp)

Total Value = 27800

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