Welcome to this week’s Masters and Minions, where I strive to give you a new and interesting encounter that can (hopefully) be easily inserted into any existing adventure. This week’s encounter features several new magic items from our latest project Into the Armory.
These two brothers used to be adventurers until they caught on to the idea that it’d be easier to simply take loot from their contemporaries. They trail the PCs as they head toward a dungeon and then wait in ambush for the PCs to leave, hopefully worn out and laden with riches.
Word of warning to DMs, these NPCs have gear equivalent to that of a PC of their level.
Samson CR 7
XP 2,400
Male human fighter 7
CN Medium humanoid (human)
Init +2; Senses Perception +1
DEFENSE
AC 23, touch 12, flat-footed 21 (+2 Dex, +8 armor, +3 shield)
hp 71 (7d10+28)
Fort +7, Ref +4, Will +3; +2 bonus on Will saves against fear
Defensive Abilities Armor Training, Bravery
OFFENSE
Speed 30 ft.
Melee Whip Blade (Melee) +13/+8 (1d10+8/19-20) or Whip Blade (Reach) +14/+9 (1d10+9)
Offensive Abilities Weapon Training (flails) +1
STATISTICS
Str 20, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +12; CMD 24
Feats Cleave, Exotic Weapon Proficiency (bastard sword), Exotic Weapon Proficiency (whip), Great Cleave, Improved Initiative, Power Attack, Toughness, Weapon Focus (whip blade), Weapon Specialization (whip blade)
Skills Climb +12 (+8 after armor check), Craft (weaponsmithing) +10, Survival +11, Swim +11 (+7 after armor check)
Languages Common
Equipment +2 Whip Blade*, +1 Banded Mail, Belt of Physical Might (Str/Dex) +2, +1 Heavy Steel Shield, Backpack, Bedroll, Rations (per day) (6), Waterskins (4), Whetstone, Artisan's Tools, Tent
*Item from Into the Armory.
Gerard CR 7
XP 2,400
Male human sorcerer 7
CN Medium humanoid (human)
Init +8; Senses Perception +0
DEFENSE
AC 16, touch 16, flat-footed 11 (+4 Dex, +1 dodge, +1 deflection)
hp 41 (7d6+60)
Fort +3, Ref +6, Will +5
Defensive Abilities Resistance Electricity 10
OFFENSE
Speed 30 ft.
Melee Dagger +7 (1d4-1)
Ranged Mage’s Net +8 touch (entangle)
Bloodline Spell-Like Ability (CL 7th, +7 ranged touch)
7/day—elemental ray
Sorcerer Spells Know (CL 7, +7 melee or ranged touch)
3rd (5/day)—fireball (DC 17), protection from energy, vampiric touch
2nd (7/day)—ghoul touch, invisibility, scorching ray, touch of idiocy
1st (7/day)—burning hands (DC 15), chill touch (DC 15), mage armor, shield, shocking grasp
0—acid splash, detect magic, light, mage hand, prestidigitation, read magic, touch of fatigue
Bloodline Elemental (Air)
STATISTICS
Str 8, Dex 18, Con 12, Int 13, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 17
Feats Combat Casting, Dodge, Exotic Weapon Proficiency (net), Improved Initiative, Weapon Finesse, Weapon Focus (net)
Skills Bluff +14, Knowledge (arcana) +11, Knowledge (the planes) +11, Spellcraft +11
Languages Auran, Common
Equipment Dagger, Mage’s Net*, Belt of Incredible Dexterity +4, Feather Token (anchor), Feather Token (flock) (2)*, Feather Token (swan boat), Feather Token (tree), Feather Token (whip) (2), Ring of Protection +1
*Item from Into the Armory.