Forge RiderForge Rider CR 11Source NPC Codex pg. 119 XP 12,800 Dwarf paladin of Torag 12 LG Medium humanoid (dwarf) Init +0; Senses Perception +7 Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)DefenseAC 22, touch 11, flat-footed 22 (+11 armor, +1 deflection) hp 142 (12d10+72) Fort +13, Ref +5, Will +11; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants); Immune charm, disease, fearOffenseSpeed 20 ft. Melee +1/+1 dwarven urgrosh +18/+13/+8 (1d8+7/1d6+7/×3) Ranged mwk light crossbow +13 (1d8/19–20) Special Attacks +1 on attack rolls against goblinoid and orc humanoids, channel positive energy (DC 16, 6d6), smite evil 4/day (+0 attack and AC, +12 damage) Spell-Like Abilities (CL 12th; concentration +12) At will—detect evilTacticsDuring Combat The paladin charges into battle, using Power Attack and Improved Vital Strike. He prefers fighting on horseback, but if dismounted, he finishes the battle on foot. Base Statistics Without resist energy, the paladin’s statistics are Resist none.StatisticsStr 18, Dex 10, Con 18, Int 8, Wis 15, Cha 10 Base Atk +12; CMB +16; CMD 27 (31 vs. bull rush or trip) Feats Improved Vital Strike, Mounted Combat, Power Attack, Toughness, Vital Strike, Weapon Focus (dwarven urgrosh) Skills Intimidate +2, Perception +7 (+9 to notice unusual stonework), Ride +3 Languages Common, Dwarven SQ aura, code of conduct, divine bond (mount), lay on hands (6d6, 6/day), mercies (dazed, fatigued, poisoned, stunned) Combat Gear potion of displacement, potions of haste (2); Other Gear +2 full plate, +1/+1 dwarven urgrosh, masterwork light crossbow with 10 bolts, belt of giant strength +2, cloak of resistance +1, ring of protection +1, silver holy symbol, chainmail barding, military saddle, 379 gp
The forge rider defends dwarven communities and meets foes head on.Kelgul KlaganThose who think that a dwarf cannot become an exquisite equestrian should not speak that opinion within earshot of Kelgul Klagan. He is called "the Klager" by his companions and subordinates, a mix of his family name and the sound of his mount’s clattering hooves. He commands his soldiers from horseback, and those who know of him joke that he leaves his horse only to drink, sleep, and relieve himself—and maybe not always then. When they talk about his combat prowess, or when the dwarf himself is near, the joking ends, for he is a juggernaut of metal and divine fury, stern-faced and unforgiving in the face of evil and injustice. Kelgul uses few words, even for a dwarf. When in combat, though, he barks orders and expects them to be followed, even by those not under his direct command.
Combat Encounters: Kelgul is typically encountered with a group of his soldiers. If he has reason to believe the PCs are up to no good, he orders his troops to attack and take the PCs prisoner. If his soldiers are outmatched, he charges forward to rally them and to smite the most powerful enemy.
Roleplaying Suggestions: Kelgul is quiet, and content to stay out of diplomatic endeavors. When he is inclined to speak, he is surprisingly soft-spoken and courteous, though it is hard to tell whether his politeness is sincere or merely what he considers formally appropriate. Those who mistake this for weakness, however, soon learn the folly of their assumptions.
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