Helfen

Helfen
Race: Human Age 51
Class: Fighter 4
Challenge Rating: 3
Size: Medium
Initiative: +1

Defense
Hit Points: 38
Armor Class: 17, touch 11, flat-footed 16
Saves: Fort +7 Ref +5 Will +2
Weakness: Hurt ankle (slower movement, can not travel over long distances)

Offense
Speed: 25
Base Attack: +4
Melee: Mace +6 (1d6+2)
Ranged: —
Special Attacks:
Mana: —

Statistics
Abilities: STR 14, DEX 12, CON 15, INT 13, WIS 11, CHA 10
Skills: Acrobatics +2, Athletics +4, Awareness +4, Endurance +5, Knowledge +3, Persuasion +3, Spellcraft –, Survival +1, Thievery +2
Talents: Investigator
Special Qualities: —

Equipment:

Background
Helfen traveled as a caravan guard before he joined the Wanderers. He was not a thrill-seeker and worked mainly as a guard for Wanderer tasks. As soon as a way arose for him to get off the road, he jumped at the position. During the rebuilding of Elmhearth, he fell from the second story and severely damaged his ankle.

Characteristics:
Optimistic, Hard-working, Rigid

Hell Hound

Hellhound

Challenge Rating: 3

Size: Medium (8’)

Type: Fey (Aberration)

Initiative: +5

 

Defense

Hit Points: 25 (4d8+4)

Armor Class: 16, touch 11, flat-footed 15,  (+1 Dex, +5 natural)

Saves: Fort +5 Ref +5 Will +4

Weaknesses: Vulnerability to cold

 

Offense

Speed: 40’

Base Attack: +4

Melee: Bite +5 melee (1d8+1 plus 1d6 fire)

Ranged: —

Special Attacks: Breath weapon, fiery bite

Sanity effects: –

 

Statistics

Abilities: STR 13, DEX 13, CON 13, INT 6, WIS 10, CHA 6

Skills: Acrobatics +1, Athletics +1,  Awareness +1, Endurance +1, Knowledge –, Persuasion –, Spellcraft –, Survival +0, Thievery +3

Talents: 3 points or recommended: Improved Initiative, Run, Track

Special Qualities: Darkvision 60 ft., immunity to fire, scent,

 

Ecology

Environment: Any warm land

Organization: Solitary, pair, pack (5-12)

 

Treasure: None

 

Breath Weapon

A hell hound can breath a 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half.

 

Fiery Bite

A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent.

 

Heroes of Dwarftown

A group of unknown heroes who have stood up to the tyranny of Kowal. They saved Dwarftown from the fires that ravaged on the night of mass terrorism from the Children of the Light.

They are also credited (or accused) for saving of the “heretics” during the first attempted burning of the witches in Grey Court but the Red Guard.

Known alias:

  • Leshy
  • Roe
  • Ruhm 
  • Perrin

Associates:

  • Daz
  • Xynx

Heroic Action

Heroic Action – When a character wants to do something out of the ordinary, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. Game Master roll: each rolls a d20 and adds the appropriate ability modifier (for a roll against the environment the GM decides the Difficulty Class and the player rolls against that DC). The highest roll wins. Heroic actions can be used for any non-combat actions that would be contested by another creature.

Hezrou

Hezrou

A large creature whose heads seems to be part of its massive chest, opens a wide fang filled mouth. Massive, thick arms drape to the ground, sharp black claws grow out of all three digits on each hand.

 

It stands 9 feet tall and weighs about 800lbs.

Hezrou

Challenge Rating: 11

Size: Large

Type: Outsider

Initiative: +4

 

Defense

Hit Points: 145 (10HD)

Armor Class: 25, touch 9, flat-footed 25 (+16 natural, –1 size)

Saves: Fort +16 Ref +3 Will +9

Weaknesses: Silver

 

Offense

Speed: 30 ft., swim 30 ft.

Base Attack: +10

Melee: bite +17 (4d4+8 plus grab), 2 claws +17 (1d8+8 plus grab)

Special Attacks: nausea

 

Statistics

Abilities: STR 27, DEX 11, CON 29, INT 14, WIS 14, CHA 18

Skills: Acrobatics +0, Athletics +10,  Awareness +5, Endurance +10, Knowledge +2, Persuasion +4, Spellcraft +6, Survival +2, Thievery +0

Talents: 5 points or recommended: Blind-Fight, Great Cleave,  Improved Initiative, Power Attack

Special Qualities: Space 10 ft.; Reach 10 ft.

 

Ecology

Environment: Any

Organization: Solitary

 

Treasure: Standard

 

Nausea

The noxious vapors and foul fluids that constantly weep and seethe from a hezrou’s body are particularly heinous to those the creature grapples. Each round a creature is grappled by a hezrou, the grappled foe must make a DC 24 Fortitude save to avoid becoming nauseated. A creature nauseated in this manner remains nauseated until he succeeds on a DC 24 Fortitude save, or until a minute has passed during which he is not grappled by the hezrou, whichever condition comes first.


Great Cleave

If a hezrou deals a creature enough damage to make it Disabled (typically by dropping it to below zero hit points or killing it), it gets an immediate, extra melee attack against another creature within reach. As long as a creature is left Disabled after each attack, the Hezrou gets another melee attack to another creature.

Power Attack

The Herzou, before making attack rolls for a round,  may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed +10. The penalty on attacks and bonus on damage apply until its next turn.

 

High Administrator Toff

Aldaria Toff is the high administrator and accountant for the Merchant Guild. She has authority to interview prospective mercenaries or adventurers who respond to their offer.

Description

Toff is a middle-aged woman with brown skin, dark hair and even darker eyes. She wears a dress that looks like it is formed of one continuous colorful bolt of cloth, wound around her body. If stats are needed, use ”Townsperson – Human Commoner 2” listed in the NPC Gallery.

Background

Toff moved here from the East decades ago and has earned her respected position as high administrator and accountant for the Ferryport Merchant Guild, composed of the nine major merchant houses.

Motivations

Toff is a very lawful individual. Though she has not learned of Glycyn’s involvement in the ship disappearances, if she hears of it, she will not hesitate to report him to the guild. The well being of the guild as a whole is her main concern, and she will not turn a blind eye to unlawful activity by any guild members or houses. That being said, she will generally recommend that matters be taken care of internally, rather than involve the law. To her, guild law is a higher law than that of whatever ruler may be sitting on a throne at any given time.

Horse

Horse

Challenge Rating: 1

Size: Large

Type: Animal

Initiative: +1

 

Defense

Hit Points: 19 (3d8+6)

Armor Class: 13, touch 10, flat-footed 12 (-1 size, +1 Dex, +3 natural)

Saves: Fort +5 Ref +4 Will +2

Weaknesses:

 

Offense

Speed: 50’

Base Attack: +2

Melee: 2 hooves -1 (1d6+1)

Ranged: —

Special Attacks: —

Sanity Effects: —

 

Statistics

Abilities: STR 16, DEX 13, CON 15, INT 2, WIS 12, CHA 6

Skills: Acrobatics +1, Athletics +3,  Awareness +1, Endurance +2, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +1

Talents: Run

Special Qualities: Low light vision, scent

 

Ecology

Environment: Temperate Plains

Organization: Domesticated

 

Treasure: None