Tuesday, March 4, 2014

Wrath of the Righteous NPCs Part 3: The Noble

Horgus Gwerm is a funny character. He is a typical snooty noble who is too good for the situation he finds himself in. However, he is also a fun character to watch grow. With the help of the PCs, he can leave his selfish mindset and actually prove to be a valuable ally, more for his coin than his combat prowess. The PCs can choose to bring along Gwem in their adventures and for that, I present the updated Horgus Gwerm after the jump.


First, let's look at Horgus at the beginning of the AP.

HORGUS GWERM CR 2
XP 600
Male human aristocrat 4
LN Medium humanoid (human)
Init –1; Senses Perception +2
DEFENSE
AC 9, touch 9, flat-footed 9 (–1 Dex)
hp 18 (4d8)
Fort +2, Ref +1, Will +5
OFFENSE
Speed 30 ft.
Melee unarmed strike +4 (1d3+1)
TACTICS
During Combat Horgus prefers to avoid combat. If possible, he finds a good place to hide to wait out a fight. Despite his cowardice, Horgus enjoys shouting advice to his companions from the safety of a defensible location. If forced into combat, Horgus demands a rapier—the weapon with which he’s trained the most (although more as a way to show off than to actually fight). Without a rapier, he’s forced to use his fists or whatever weapon he can scavenge.
Morale Horgus flees or surrenders if reduced to fewer than 12 hit points.
STATISTICS
Str 12, Dex 9, Con 10, Int 16, Wis 11, Cha 8
Base Atk +3; CMB +4; CMD 13
Feats Alertness, Persuasive, Weapon Focus (rapier)
Skills Appraise +10, Bluff +6, Diplomacy +8, Intimidate +8, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nobility) +10, Knowledge (religion) +10, Perception +2, Sense Motive +9
Languages Azlanti, Celestial, Common, Hallit
Gear cloak of resistance +1, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 17 pp

With only levels in aristocrat, Horgus is most likely going to be staying out of combat. In fact, he doesn't even have a weapon! At this point, he's more of a liability than an ally and he sure plays the part well. However, if you can manage to get him to safety, Horgus begins down the road of a hardy rogue, gaining two levels along the way.

HORGUS GWERM CR 4
XP 1,200
Male human aristocrat 4/rogue 2
LN Medium humanoid (human)
Init –1; Senses Perception +11
DEFENSE
AC 14, touch 9, flat-footed 14 (+5 armor, –1 Dex)
hp 33 (6d8)
Fort +2, Ref +4, Will +5
Defensive Abilities evasion
OFFENSE
Speed 30 ft.
Melee mwk rapier +7 (1d6+1/18–20)
Special Attacks sneak attack +1d6
STATISTICS
Str 12, Dex 9, Con 10, Int 16, Wis 11, Cha 8
Base Atk +4; CMB +5 (+7 disarm); CMD 14 (16 vs. disarm)
Feats Alertness, Combat Expertise, Improved Disarm, Persuasive, Weapon Focus (rapier)
Skills Appraise +12, Bluff +8, Diplomacy +10, Intimidate +10, Knowledge (geography) +12, Knowledge (local) +12, Knowledge (nobility) +12, Knowledge (religion) +12, Perception +11, Sense Motive +11
Languages Azlanti, Celestial, Common, Hallit
SQ rogue talents (combat trick), trapfinding +1
Combat Gear potion of cure light wounds  (2); Other Gear +1 chain shirt, masterwork rapier, cloak of resistance +1, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 30 pp

In Book two, most other NPCs have been receiving just one level, but I figured that Horgus could use the extra boost on account of his NPC levels. He begins to fight with a rapier and is even able to disarm opponents. By the settlement stat block in Book three, Horgus will be an aristocrat 4/rogue 2, so this will work for two books. In Book four, in order to keep up with the rest, Horgus gains a staggering six levels of rogue!

HORGUS GWERM CR 10
XP 9,600
Male human aristocrat 4/rogue 8
LN Medium humanoid (human)
Init –1; Senses Perception +18
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 66 (12d8+12)
Fort +3, Ref +8, Will +7
Defensive Abilities evasion, improved uncanny dodge, trap sense +2
OFFENSE
Speed 30 ft.
Melee +1 rapier +14 (1d6+3/15–20)
Special Attacks sneak attack +4d6
STATISTICS
Str 14, Dex 10, Con 10, Int 16, Wis 12, Cha 8
Base Atk +9; CMB +11 (+15 disarm); CMD 21 (23 vs. disarm)
Feats Alertness, Combat Expertise, Greater Disarm, Improved Critical (rapier), Improved Disarm, Persuasive, Toughness, Weapon Focus (rapier)
Skills Appraise +18, Bluff +14, Diplomacy +16, Intimidate +16, Knowledge (geography) +18, Knowledge (local) +18, Knowledge (nobility) +18, Knowledge (religion) +18, Perception +18, Sense Motive +18
Languages Azlanti, Celestial, Common, Hallit
SQ rogue talents (combat trick, resiliency, slow reactions, stand up), trapfinding +4
Combat Gear potion of bear’s endurance (2), potion of bull’s strength (2), potion of cure light wounds  (2); Other Gear +2 chain shirt, +1 rapier, cloak of resistance +1, belt of giant strength +2, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 40 pp

Not one to be left behind, Horgus has taken a significant increase in his abilities. Not only is he a great at disarming opponents, he is all around hardier than his other rogue counterpart, Anevia. He has to be as he is a completely melee focused combatant. Toughness and the resiliency rogue talent help keep him in the fight as long as possible. In Book five, we will see Horgus gain three more levels in rogue.

HORGUS GWERM CR 13
XP 25,600
Male human aristocrat 4/rogue 11
LN Medium humanoid (human)
Init –1; Senses Perception +20
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 82 (15d8+15)
Fort +3, Ref +9, Will +7
Defensive Abilities evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 rapier +16 (1d6+5/15–20)
Special Attacks sneak attack +6d6
STATISTICS
Str 16, Dex 10, Con 10, Int 16, Wis 12, Cha 8
Base Atk +11; CMB +14 (+18 disarm); CMD 24 (26 vs. disarm)
Feats Alertness, Combat Expertise, Greater Disarm, Greater Feint, Improved Critical (rapier), Improved Disarm, Improved Feint, Persuasive, Toughness, Weapon Focus (rapier)
Skills Appraise +21, Bluff +17, Diplomacy +19, Intimidate +19, Knowledge (geography) +20, Knowledge (local) +20, Knowledge (nobility) +20, Knowledge (religion) +20, Perception +20, Sense Motive +20
Languages Azlanti, Celestial, Common, Hallit
SQ rogue talents (combat trick, defensive roll, resiliency, slow reactions, stand up), trapfinding +5
Combat Gear potion of bear’s endurance (2), potion of bull’s strength (2), potion of cure light wounds  (2); Other Gear +2 chain shirt, +2 rapier, cloak of resistance +1, belt of giant strength +4, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 85 pp

Horgus is now a great feinter along with all his other martial prowess. In a non-mythic campaign, he might even make a tough fight. Against demons and the like though, he may not do so well. The defensive roll rogue talent keeps him going just a bit longer, but his focus on becoming better at fighting and not necessarily hardier may spell his doom. His money has been invested in strength belts and his rapier which are great for combat, but sacrifice his defensive stats. If he survives to Book six, Horgus gains another three levels of rogue.

HORGUS GWERM CR 16
XP 76,800
Male human aristocrat 4/rogue 14
LN Medium humanoid (human)
Init –1; Senses Perception +28
DEFENSE
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 99 (18d8+18)
Fort +6, Ref +13, Will +10
Defensive Abilities improved evasion, improved uncanny dodge, trap sense +4
OFFENSE
Speed 30 ft.
Melee +3 rapier +18 (1d6+7/15–20)
Special Attacks sneak attack +7d6
STATISTICS
Str 18, Dex 10, Con 10, Int 16, Wis 12, Cha 9
Base Atk +13; CMB +17 (+19 disarm); CMD 27 (29 vs. disarm)
Feats Alertness, Combat Expertise, Combat Reflexes, Greater Disarm, Greater Feint, Improved Critical (rapier), Improved Disarm, Improved Feint, Persuasive, Toughness, Weapon Focus (rapier)
Skills Appraise +24, Bluff +20, Diplomacy +22, Intimidate +22, Knowledge (geography) +23, Knowledge (local) +23, Knowledge (nobility) +23, Knowledge (religion) +23, Perception +28, Sense Motive +23
Languages Azlanti, Celestial, Common, Hallit
SQ rogue talents (combat trick, defensive roll, improved evasion, opportunist, resiliency, slow reactions, stand up), trapfinding +7
Combat Gear potion of bear’s endurance (2), potion of bull’s strength (2), potion of cure light wounds  (2); Other Gear +2 chain shirt, +3 rapier, cloak of resistance +3, belt of giant strength +6, eyes of the eagle, belt pouch, signet ring, noble’s outfit, waterskin (full of fine wine), jade brooch (120 gp), two pearls (100 gp each), silk handkerchief (10 gp), silver amulet (75 gp), 55 pp

At level 18, Horgus is one of the highest level NPCs available to aid the PCs. All his money has been sunk into his strength, rapier, and the remainder to his saves. As I feel would be his nature, Horgus has held on to quite a bit of extra gold which could be used to purchase a potion or two to help in combat.

Overall, Horgus is a strange NPC to deal with. He's not the kind to actually enter combat on his own. Coercion from the PCs will get him to join the fight, but he's more suited for a supporting role, giving the PCs additional funds when appropriate. Like his fellow NPCs, Horgus is formidable, but will have a tough time with the mythic enemies found in the later books. If possible, I would try to push the other NPCs to the forefront as better candidates for actual combat. If need be though, Horgus here will do his best in the fights ahead, assuming the PCs are on his good side.

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