Brand the Forgotten

This is an NPC I made for the One-in-a-million Spheres campaign, prone to wandering off or spending a week in a dusty old library the party uncovered in some forgotten ruin.

Brand spent most of his life sequestered in the family manor either cooped up in the library, concocting potions or training with his six cousins. He had never paid attention to the human slaves who took care of the estate much less considered that they were not happy, it had always been this way, for centuries. So when the slaves set the manor on fire and he and his cousins fled to the mainland he was clueless about the world. Seeing the ruins of the world firsthand was exhilarating and he quickly adapted to the ways of the druid in this ruined world. But after the death of all but two of his cousins he could not stop wondering about death.

Brand the Forgotten

monk (zen archer)/druid (blight druid)/death delver/student of war 2/3/3/1

Lawful Neutral Half-Melnibonean

Str....18

Dex...14

Con...10

Int.....14

Wis...16

Cha...12

AC 16

HP 8d8

Base Attack Bonus +6/+1

Initiative -4

Fort +11/Ref +4/Will +13 (Racial +2 vs enchantment spells and effects)

Improved Unarmed Strike +9 to hit, 1d6+4 damage

Flurry of Blows Attack Bonus (Flurry of Bows?) +5/+5/+0

+1 Composite Strength Longbow +10/+5 to hit, 1d8+5 damage

Flurry +9/+9/+4

+1 Spiked Chain +12/+7 to hit, 2d4+7 damage

Feats: Combat Expertise, Combat Reflexes, Deadly Defense, Dodge, EWP (spiked chain), Mobility, Sense Weakness, Skill Focus (Knowledge(religion)), Weapon Focus (composite longbow and spiked chain).

Flaws: Book Wyrm

Traits: Scholar of the Great Beyond, Magical Knack (druid)

Skills (54, 50 from classes, 3 from favored class druid, 1 from the flaw)

9 ranks in Craft (alchemy) +16, Knowledge (religion) +17, Stealth +13

5 ranks in Heal  +11, Knowledge (Million Spheres) +13, Perception +11, Spellcraft +12

2 ranks in Perform (dance) +7

1 rank in Knowledge (history) +7, Knowledge (arcana, nature) +8, Knowledge (dungeoneering) +7, Survival +9

Familiar

Lumpy the Rat (+2 bonus on Fortitude saves)

Druid spells per day: 4 - 0, 3 - 1st, 2 - 2nd

Create Water, Detect Magic, Light, Stabilize

Aspect of the Falcon, Cure Light Wounds, Dream Feast

Owl's Wisdom, Cat's Grace

Death Delver spells per day: 2 - 1st, 1 - 2nd

Bless (x2)

Bull's Strength

Languages: Common, Low Melnibonean, Tengu

Zen Archer

Some monks seek to become one with another weapon entirely—the bow. The zen archer takes a weapon most other monks eschew and seeks perfection in the pull of a taut bowstring, the flex of a bow's limbs, and the flight of an arrow fired true.

Weapon and armor Proficiency

Zen archers are proficient with longbows, shortbows, composite longbows, and composite shortbows in addition to their normal weapon proficiencies.

AC Bonus (Ex)

When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD.

Flurry of Blows (Ex)

Starting at 1st level, a zen archer can make a flurry of blows as a full-attack action, but only when using a bow (even though it is a ranged weapon). He may not make a flurry of blows with his unarmed attacks or any other weapons. A zen archer does not apply his Strength bonus on damage rolls made with flurry of blows unless he is using a composite bow with a Strength rating. A zen archer's flurry of blows otherwise functions as normal for a monk of his level.

A zen archer cannot use Rapid Shot or Manyshot when making a flurry of blows with his bow.

Bonus Feat at 1st level & 2nd level

A zen archer's bonus feats must be taken from the following list:

Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot.

Perfect Strike (Ex)

At 1st level, a zen archer gains Perfect Strike as a bonus feat, even if he does not meet the prerequisites. A zen archer can use Perfect Strike with any bow.

This ability replaces stunning fist.

Way of the Bow (Ex)

At 2nd level, a zen archer gains Weapon Focus as a bonus feat with one type of bow.

Evasion (Ex)

Nature Sense (Ex)

A druid gains a +2 bonus on Knowledge (nature) and Survival checks.

Nature Bond (Ex)

A blight druid may not bond with an animal companion, but may either call a familiar as a wizard of her druid level or select from the Darkness, Death, and Destruction domains in addition to those normally available.

Vermin Empathy (Su)

A blight druid can improve the attitude of vermin as a normal druid can with animals. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the vermin empathy check result. Vermin have a starting attitude of unfriendly. The blight druid can also improve the attitude of animals and mindless undead creatures that were formerly animals, but she takes a –4 penalty on the check unless the animal or undead has a disease special attack.

This ability replaces wild empathy.

Woodland Stride (Ex)

Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briers, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briers, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Trackless Step (Ex)

Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Spellcasting

Death delvers must spend 1 hour each night in the contemplation of death to regain their daily allotments of spells. Time spent resting has no impact on whether death delvers can prepare spells.

Deathsense (Ex)

You have the infallible ability to detect the presence and condition of nearby life. This ability functions as the spell deathwatch but can be invoked at will, with no cost, as a swift action.

Rebuke Undead

Like an evil cleric, you can rebuke undead. Use your death delver level as the cleric level for determining success and damage. You can do this a number of times per day equal to 3 + your Charisma modifier and can take the Extra Turning feat to gain additional turn attempts. If you already have the ability to rebuke undead from a previous class, death delver levels stack with those class levels for the purposes of rebuking undead.

Deadened Soul (Ex)

Upon reaching 2nd level, your understanding of death has progressed to the point where you no longer fear it, nor anything else. You are immune to fear effects of any kind.

Spontaneous Casting

By 2nd level, your familiarity with the ebb and flow of death has blossomed to the point that, like a cleric, you can lose any prepared spell in order to cast any cure spell of the same level or lower. An evil death delver can only spontaneously convert prepared spells into inflict spells of equal level or lower. Neutral death delvers must choose whether they will cast spontaneous cure or inflict spells and can never change their selection once the choice has been made.

Death Ward (Su)

At 3rd level, you gain the ability to mystically protect yourself or another from the depredations of death magic and life-draining attacks. This supernatural ability functions exactly like the spell death ward, save that the duration is 1 hour per death delver level. Using this ability is a standard action.

Know Your Enemy (Ex): By taking the time to study her foes, the student of war gains insight into their weaknesses. As a move action, she may study a foe she can see and make a Knowledge check appropriate to the creature’s type (DC 10 + the target’s HD). Success grants her a +1 insight bonus against her enemy. This insight bonus may be applied to one of the following stances, chosen when the check is made:

Martial stance: Attack and damage rolls against the target. At 4th level, the student is treated as having the Critical Focus feat for the purpose of attacks against the studied foe.

Defensive stance: Armor Class and saving throws against the target’s attacks. At 6th level, the student is treated as having the Mobility feat when provoking attacks of opportunity from the studied foe.

Tactical stance: CMB and CMD when initiating or defending against bull rush, disarm, grapple, overrun, and trip combat maneuvers. At 8th level, the student no longer provokes attacks of opportunity from a studied foe when attempting to bull rush, disarm, grapple, overrun, or trip that target; this does not affect attacks of opportunity made by any creature other than the studied foe.

A student of war may change her stance as a move action. The bonus lasts for 1 minute per class level or until the character uses this ability on another target. The bonus increases to +2 at 4th level and +3 at 7th level. At 7th level, the student can use this ability as a swift action rather than a move action.

Lumpy (Rat Familiar)

N Tiny animal

Init +2; Senses low-light vision, scent; Perception +1(+3)

 DEFENSE

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)

hp (half of master) (8d8)

Fort +9, Ref +7, Will +10

 OFFENSE

Speed 15 ft., climb 15 ft., swim 15 ft.

Melee bite +9 (1d3–4)

Space 2-1/2 ft.; Reach 0 ft.

 STATISTICS

Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2

Base Atk +6/+1; CMB +0; CMD 6 (10 vs. trip)

Feats Weapon Finesse

Skills Climb +10, Stealth +18, Swim +10; Racial Modifiers +4 Stealth

Alertness, Improved Evasion, share spells, empathic link, deliver touch spells.

DEATH DELVER SPELL LIST

Death delvers choose their spells from the following list.

1st Level: bless, cause fear, detect poison, detect undead, hide from undead, lesser restoration, remove fear

2nd Level: bear's endurance, bull's strength, command undead, delay poison, remove paralysis, resist energy, rigor mortis*

3rd Level: animate dead, deep slumber, halt undead, protection from energy, remove blindness/deafness, remove disease, speak with dead

4th Level: break enchantment, death ward, enervation, fear, freedom of movement, neutralize poison, restoration

*New spell described on page 132 Heroes of Horror.

Half Melniboneans -2 Constitution, +2 Intelligence, +2 Wisdom.

+2 to Craft (alchemy), Intimidate, Knowledge (arcane), Knowledge (Million Spheres), and Spellcraft.

Deep Sight: functions as low-light vision and creatures with a wisdom score have a nimbus of light based on their wisdom (higher is brighter, in increments of 6).

+2 on saves versus enchantment spells and effects.

Deadly Defense (Feat)

You are at your most dangerous when forced to protect yourself.

Benefit: When fighting defensively, you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies (such as a rapier, spiked chain, or unarmed strike).

This feat's benefit applies only when you are unarmored or wearing light armor and not using a shield.

Special: If you have the Combat Expertise feat, you also gain the benefit of Deadly Defense when taking a penalty of at least –2 on your attack roll from that feat.

A fighter can select Deadly Defense as one of his fighter bonus feats

Skills

The monk's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Ranks per Level: 4 + Int modifier.

The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier

The death delver's class skills are Craft, Gather Information, Knowledge (arcana), Knowledge (religion), Perception, Profession, Spellcraft.

Skill Ranks Per Level: 2 + Int modifier