Desert StalkerDesert Stalker CR 13Source NPC Codex pg. 137 XP 25,600 Half-orc ranger 14 LE Medium humanoid (human, orc) Init +5; Senses darkvision 60 ft.; Perception +19DefenseAC 27, touch 14, flat-footed 25 (+6 armor, +2 deflection, +1 Dex, +1 dodge, +4 natural, +3 shield) hp 130 (14d10+49) Fort +14, Ref +12, Will +8 Defensive Abilities evasion, orc ferocity; Immune fire (120 points); Resist electricity 30OffenseSpeed 40 ft. Melee +1 scimitar +18/+13/+8 (1d6+6/15–20), +2 light shield +21/+16 (1d3+7 plus bull rush) Ranged mwk composite longbow +16/+11/+6 (1d8+5/×3) Special Attacks favored enemy (animals +2, humans +4, magical beasts +4) Ranger Spells Prepared (CL 11th; concentration +13) 4th—freedom of movement 3rd—neutralize poison 2nd—barkskin, protection from energy, wind wall 1st—endure elements, longstrider, pass without trace, resist energyTacticsBefore Combat The ranger casts barkskin, endure elements, freedom of movement, longstrider, pass without trace, protection from energy (fire), and resist energy (electricity). During Combat The ranger casts wind wall to separate foes, then uses Improved Shield Bash to manipulate positioning. Base Statistics Without barkskin, longstrider, protection from energy, and resist energy, the ranger’s statistics are AC 23, touch 14, flat-footed 21; Immune none; Resist none; Speed 30 ft.; Skills Acrobatics +11.StatisticsStr 20, Dex 13, Con 16, Int 10, Wis 14, Cha 8 Base Atk +14; CMB +19; CMD 33 Feats Blind-Fight, Dodge, Double Slice, Endurance, Improved Critical (scimitar), Improved Initiative, Improved Shield Bash, Improved Two-Weapon Fighting, Power Attack, Shield Master, Shield Slam, Two-Weapon Fighting Skills Acrobatics +11 (+15 when jumping), Climb +13, Diplomacy +4, Handle Animal +7, Heal +10, Intimidate +1, Knowledge (geography) +8, Knowledge (nature) +13, Perception +19, Ride +9, Sense Motive +5, Stealth +18, Survival +15 Languages Common, Orc SQ camouflage, favored terrain (desert +6, mountain +2, urban +2), hunter’s bond (companions), orc blood, quarry, swift tracker, track +7, weapon familiarity, wild empathy +13, woodland stride Combat Gear potions of cure serious wounds (2), potion of fly, potion of haste, scrolls of neutralize poison (2), wand of cure moderate wounds (20 charges); Other Gear +2 chain shirt, +2 light wooden shield, +1 scimitar, masterwork composite longbow (+5 Str) with 20 arrows, belt of giant strength +2, cloak of resistance +2, ring of protection +2, 981 gp
The desert stalker snares his prey and bleeds it dry.ArkeshArkesh loves the desert, its people, and their traditions, and hates those who would change or exploit any of these. He might let a water caravan run by foreigners pass, but would kill a similar group bringing exotic goods to tempt desert people into strange new ways.
Combat Encounters: Arkesh attacks the PCs for a perceived affront to his territory or traditions.
Roleplaying Suggestions: If PCs respect the desert, Arkesh might rescue them during a sandstorm, guide them past a dangerous monster, or explain in detail the hazards of the wilds.
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