Memorable Townsfolk

David Nicholas Ross's next product for us is called Memorable Townsfolk. You may remember David from his work on Legendary V: Eastern and Exotic Weapons or on the Random Encounters Remastered series (I, II, III). David's text is in and has been through editing. Our writer has been paid and now we are just waiting for the final art to come in.

In the meantime, I thought I would post one of the NPCs along with the portrait created by Gary Dupuis for the character.


Janar the Swift by Gary Dupuis.
Available as stock art at https://gumroad.com/l/zlDX
Janar the Swift
Grudging Sheriff
“Listen, friend: there will be no trouble here unless you make it. And if you make trouble, I promise you I will end it.”

Services:Janar keeps the party safe from lawbreakers and can provide assistance if they make him aware of their intention to bring down an important villain in his jurisdiction.

Boon: If he trusts them to judge when a task is important for the greater good of the area, Janar may loan the party up to one squad of four elven militiamen (1st-level warriors) to assist them for up to 1 day in almost any endeavor they need help with.

Starting Attitude: Janar has a starting attitude of indifferent toward most people, though he considers it his duty to watch out for anyone in his jurisdiction. He is friendly towards those who demonstrate exceptional naïveté and unfriendly towards inquisitors, clerics, and those with obviously authoritarian views.
Impression: A quiet elven man with piercing eyes and night-black hair, Janar is always on the watch for danger, and occasionally lets out an exasperated sigh when he finds just how often the same small troubles keep coming back. He speaks slowly and only when he must. If he can, he gets by on simple nods, grunts, and pointing.

Personality: Although Janar is committed to keeping the peace in his new home, he is a little grudging of his own conscience’s pull at times—especially when he is beset by petty and foolish complaints from some of the more insufferable citizens under his protection. At least part of him would much rather be out hunting down demons and other dangers, but he knows that he is needed here.
Background: Janar never reveals his surname or details about his life before coming to this town. He arrived in the small elven town of Iluriel about nine months ago, and spent most of the time since then helping to keep the overly isolationist inhabitants of the town from doing anything they would regret. Crimes he has prevented include the maiming of careless human trespassers, theft from neighbors out of jealousy, and raids by neighboring bands of half-elves and goblins.
Gossip: Many locals agree that Janar does his work for the people as some kind of penance for past misdeeds. A few contend he did vicious, brutal things in a misguided attempt to expunge some possible demon-worshipers from a remote elf enclave, and he yearns for another chance to bring the treacherous demons involved to justice (Diplomacy DC 25 or friendly).

Janar (CR 6; XP 1,200)
Male elf inquisitor 7
NG Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +14
DEFENSE
AC 22, touch 14, flat-footed 18 (+5 armor, +3 Dex, +1 dodge, +3 shield)
hp 38 (7d8+7)
Immunesleep
Fort +8, Ref +5, Will +7; +2 vs. enchantment
OFFENSE
Speed30 ft.
Melee +1 longsword +9 (1d8+3/19-20)
Special Attacks elven magic, judgment (3/day; destruction, justice, smiting [good and magic])
Spell-like Abilities (CL 7th, concentration +9)
At will—detect chaos, detect evil, detect good, detect law
Spells Known (CL 7th, concentration +9)
3rd (1/day)—cure serious wounds, dispel magic
2nd (4/day)—aid, hold person (DC 14), invisibility, knock
1st (5/day)—bless, cure light wounds, expeditious retreat, protection from evil, true strike
0 (at will)—brand (DC 12), detect magic, detect poison, guidance, light, stabilize
DomainLiberation
STATISTICS
Abilities Str 14, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Base Atk +5; CMB +7; CMD 21
Feats Dodge, Great Fortitude, Mobility, Pack Attack, Precise Strike, Weapon Focus (longsword)
Skills Intimidate +10, Knowledge (arcana) +10, Knowledge (local) +6, Knowledge (religion) +10, Knowledge (planes) +10, Perception +14, Sense Motive +5, Spellcraft +10 (+12 identify magic item properties), Survival +12 (+15 following tracks); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Abyssal, Common, Elven
SQ bane, discern lies, liberation (7 rounds/day), monster lore, solo tactics, stern gaze
Combat Gear potion of cure serious wounds, vials of holy water (2); Other Gear +1 chainmail, +1 longsword, +1 steel shield, wooden holy symbol, 550 gp

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