Judgmental Retinue (3.5e NPC)
Male human knight 3 | |
LN Medium humanoid (human) | |
Init/Senses | +1/Listen +2, Spot +2 |
Languages | Maridian |
AC | 21, touch 11, flat-footed 21 (+1 Dex, +8 armor, +2 shield) |
hp | 28 (3 HD) |
Fort/Ref/Will | +4/+2/+5 |
Speed | 20 ft. in full plate (4 squares), base speed 30 ft. |
Melee | masterwork longsword +7 (1d8+3/19–20) |
Base Atk/Grp | +3/+6 |
Special Actions | knight's challenge 2/day (fighting challenge +1), bulwark of defense |
Abilities | Str 16, Dex 12, Con 16, Int 12, Wis 14, Cha 13 |
SQ | knight's code, shield block +1 |
Feats | Combat Reflexes, Mounted Combat, Shield Specialization, Vexing Flanker |
Skills | Climb +9 (+1 with armor and shield), Intimidate +7, Jump +9 (+1 with armor and shield), Knowledge (nobility and royalty) +7 |
Possessions | masterwork longsword, full plate, steel heavy shield |
Patron Deity | Auri |
Knight's Challenge (Ex) | Judge may issue a knight's challenge twice per day. See Player's Handbook II for details. |
Knight's Code (Ex) | Judge is sworn to defend Torg Cudean and to protect the Temple of the Rising and the church of Auri from harm, which he unerringly does. The code he lives by is different from average knight's code, however: he may kill his opponents, and striking flat-footed foes is not forbidden to him. He nonetheless fights with more honor than his comrades. |
Shield Block +1 (Ex) | During Judge's action, he designates a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. |
Bulwark of Defense (Ex) | An opponent that begins its turn in Judge's threatened area treats all the squares he threatens as difficult terrain. |
Male celestial human knight 3 | |
LN Medium humanoid (human) | |
Init/Senses | +1/darkvision 60 ft.; Listen +2, Spot +2 |
Languages | Maridian |
AC | 21, touch 11, flat-footed 21 (+1 Dex, +8 armor, +2 shield) |
hp | 28 (3 HD) |
Fort/Ref/Will | +4/+2/+5 |
Speed | 20 ft. in full plate (4 squares), base speed 30 ft.; fly 40 ft. (8 squares, good) |
Melee | masterwork longsword +7 (1d8+3/19–20) |
Base Atk/Grp | +3/+6 |
Special Actions | knight's challenge (fighting challenge +1), bulwark of defense, smite 1/day |
Abilities | Str 16, Dex 12, Con 16, Int 12, Wis 14, Cha 13 |
SQ | knight's code, shield block +1, darkvision 60 ft, resistance to acid, cold and electricity 5, spell resistance 8 |
Feats | Combat Reflexes, Mounted Combat, Shield Specialization, Vexing Flanker |
Skills | Climb +9 (+1 with armor and shield), Intimidate +7, Jump +9 (+1 with armor and shield), Knowledge (nobility and royalty) +7 |
Possessions | masterwork longsword, full plate, steel heavy shield |
Patron Deity | Auri |
Knight's Challenge (Ex) | Judge may issue a knight's challenge twice per day. See Player's Handbook II for details. |
Knight's Code (Ex) | Judge is sworn to defend Torg Cudean and to protect the Temple of the Rising and the church of Auri from harm, which he unerringly does. The code he lives by is different from average knight's code, however: he may kill his opponents, and striking flat-footed foes is not forbidden to him. He nonetheless fights with more honor than his comrades. |
Shield Block +1 (Ex) | During Judge's action, he designates a single opponent as the target of this ability. His shield bonus to AC against that foe increases by 1, as he moves his shield to deflect an incoming blow, possibly providing just enough protection to turn a telling swing into a near miss. |
Bulwark of Defense (Ex) | An opponent that begins its turn in Judge's threatened area treats all the squares he threatens as difficult terrain. |
Smite (Ex) | Once per day, Judge can make a normal melee attack to deal 3 extra damage. |
Male human ranger 3 | |
LN Medium humanoid (human) | |
Init/Senses | +3/Listen +7, Spot +7 |
Languages | Maridian |
AC | 17, touch 13, flat-footed 14 (+3 Dex, +4 armor) |
hp | 22 (3 HD) |
Fort/Ref/Will | +6/+6/+2 |
Speed | 30 ft. (6 squares) |
Melee | scimitar +6 (1d6+3/18–20) |
Ranged | masterwork composite longbow (+3 Str) +8 (1d8+3/×3) |
Base Atk/Grp | +3/+6 |
Atk Options | +1 attack and damage with ranged at 30 ft. or closer, +2 damage against humans, rapid shot (attack bonus +6/+6) |
Abilities | Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 10 |
SQ | favored enemy (human), wild empathy, animal companion |
Feats | Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow) |
Skills | Climb +9 (+7 in armor), Handle Animal +6, Hide +9 (+7 in armor), Jump +9 (+7 in armor), Listen +7, Move Silently +9 (+7 in armor), Spot +7 |
Possessions | scimitar, masterwork composite longbow (+3 Str), chain shirt |
Patron Deity | Auri |
Favored Enemy (Ex) | Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans. |
Wild Empathy (Ex) | Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Hunter rolls 1d20+3 to determine the wild empathy check result. Hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. |
Animal Companion (Ex) | Hunter has an animal companion, Law, a rabid wolf that's ignored or mistreated by the Retinue except for Lurker, who takes care of the creature. |
Male celestial human ranger 3 | |
LN Medium humanoid (human) | |
Init/Senses | +3/darkvision 60 ft.; Listen +7, Spot +7 |
Languages | Maridian |
AC | 17, touch 13, flat-footed 14 (+3 Dex, +4 armor) |
hp | 22 (3 HD) |
Fort/Ref/Will | +6/+6/+2 |
Speed | 30 ft. (6 squares), fly 40 ft. (8 squares, good) |
Melee | scimitar +6 (1d6+3/18–20) |
Ranged | masterwork composite longbow (+3 Str) +8 (1d8+3/×3) |
Base Atk/Grp | +3/+6 |
Atk Options | +1 attack and damage with ranged at 30 ft. or closer, +2 damage against humans, rapid shot (attack bonus +6/+6) |
Special Actions | smite 1/day |
Abilities | Str 16, Dex 16, Con 16, Int 10, Wis 12, Cha 10 |
SQ | favored enemy (human), wild empathy, animal companion, darkvision 60 ft, resistance to acid, cold and electricity 5, spell resistance 8 |
Feats | Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow) |
Skills | Climb +9 (+7 in armor), Handle Animal +6, Hide +9 (+7 in armor), Jump +9 (+7 in armor), Listen +7, Move Silently +9 (+7 in armor), Spot +7 |
Possessions | scimitar, masterwork composite longbow (+3 Str), chain shirt |
Patron Deity | Auri |
Favored Enemy (Ex) | Hunter gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against humans. Likewise, he gets a +2 bonus on weapon damage rolls against humans. |
Wild Empathy (Ex) | Hunter can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. Hunter rolls 1d20+3 to determine the wild empathy check result. Hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. |
Animal Companion (Ex) | Hunter has an animal companion, Law, a rabid wolf that's ignored or mistreated by the Retinue except for Lurker, who takes care of the creature. |
Smite (Ex) | Once per day, Hunter can make a normal melee attack to deal 3 extra damage. |
Law (wolf animal companion) | |
---|---|
Size/Type: | Medium Animal |
Hit Dice: | 4d8+8 (26 hp) |
Initiative: | +3 |
Speed: | 50 ft. (10 squares) |
Armor Class: | 17 (+3 Dex, +4 natural), touch 13, flat-footed 14 |
Base Attack/Grapple: | +3/+5 |
Attack: | Bite +5 melee (1d6+2) |
Full Attack: | Bite +5 melee (1d6+2) |
Space/Reach: | 5 ft./5 ft. |
Special Attacks: | Trip |
Special Qualities: | Low-light vision, scent, link, evasion |
Saves: | Fort +6, Ref +7, Will +4 |
Abilities: | Str 14, Dex 16, Con 15, Int 2, Wis 12, Cha 6 |
Skills: | Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +1 |
Feats: | Iron Will, Track, Weapon Focus (bite) |
Environment: | Any |
Organization: | Any |
Challenge Rating: | — |
Treasure: | None |
Alignment: | Neutral |
Advancement: | — |
Level Adjustment: | — |
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Link (Ex): Hunter can handle his animal companion as a free action, or push it as a move action, even if he doesn’t have any ranks in the Handle Animal skill. Hunter gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Evasion (Ex): Hunter's animal companion can avoid even magical and unusual attacks with great agility. If it makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, it instead takes no damage. It does not gain the benefit of evasion if it's helpless.
Male human rogue 3 | |
LN Medium humanoid (human) | |
Init/Senses | +4/Listen +2, Spot +2 |
Languages | Maridian |
AC | 18, touch 14, flat-footed 14 (+4 Dex, +4 armor) |
hp | 13 (3 HD) |
Fort/Ref/Will | +2/+7/+3 |
Speed | 30 ft. (6 squares) |
Melee | masterwork rapier +7 (1d6+2/18–20) |
Ranged | light crossbow +6 (1d8/19–20) |
Base Atk/Grp | +2/+4 |
Atk Options | sneak attack +2d6 |
Abilities | Str 15, Dex 18, Con 13, Int 12, Wis 14, Cha 8 |
SQ | trapfinding, evasion, trap sense +1 |
Feats | Blind-Fight, Telling Blow, Weapon Finesse |
Skills | Balance +10 (+8 in armor), Bluff +5, Climb +8 (+6 in armor), Disguise +5, Forgery +7, Gather Information +5, Search +8, Sleight of Hand +10 (+8 in armor), Tumble +10 (+8 in armor), Use Rope +10 |
Possessions | masterwork rapier, light crossbow, chain shirt |
Patron Deity | Auri |
Sneak Attack (Ex) | Lurker can make a sneak attack, dealing an extra 2d6 points of damage, whenever a foe is denied his or her Dexterity bonus, or when he is flanking. |
Evasion (Ex) | Lurker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He does not gain the benefit of evasion if he is helpless. |
Trap Sense +1 (Ex) | Lurker gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. |
Male celestial human rogue 3 | |
LN Medium humanoid (human) | |
Init/Senses | +4/darkvision 60 ft.; Listen +2, Spot +2 |
Languages | Maridian |
AC | 18, touch 14, flat-footed 14 (+4 Dex, +4 armor) |
hp | 13 (3 HD) |
Fort/Ref/Will | +2/+7/+3 |
Speed | 30 ft. (6 squares), fly 40 ft. (8 squares, good) |
Melee | masterwork rapier +7 (1d6+2/18–20) |
Ranged | light crossbow +6 (1d8/19–20) |
Base Atk/Grp | +2/+4 |
Atk Options | sneak attack +2d6 |
Special Actions | smite 1/day |
Abilities | Str 15, Dex 18, Con 13, Int 12, Wis 14, Cha 8 |
SQ | trapfinding, evasion, trap sense +1, darkvision 60 ft, resistance to acid, cold and electricity 5, spell resistance 8 |
Feats | Blind-Fight, Telling Blow, Weapon Finesse |
Skills | Balance +10 (+8 in armor), Bluff +5, Climb +8 (+6 in armor), Disguise +5, Forgery +7, Gather Information +5, Search +8, Sleight of Hand +10 (+8 in armor), Tumble +10 (+8 in armor), Use Rope +10 |
Possessions | masterwork rapier, light crossbow, chain shirt |
Patron Deity | Auri |
Sneak Attack (Ex) | Lurker can make a sneak attack, dealing an extra 2d6 points of damage, whenever a foe is denied his or her Dexterity bonus, or when he is flanking. |
Evasion (Ex) | Lurker can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. He does not gain the benefit of evasion if he is helpless. |
Trap Sense +1 (Ex) | Lurker gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. |
Smite (Ex) | Once per day, Lurker can make a normal melee attack to deal 3 extra damage. |
Male human barbarian 4 | |
LN Medium humanoid (human) | |
Init/Senses | +1/Listen -1, Spot -1 |
AC | 13, touch 11, flat-footed 13 (Dex +1, +2 armor) |
hp | 42 (4 HD) |
Fort/Ref/Will | +8/+2/+0 |
Speed | 40 ft. (8 squares) |
Melee | keen greataxe +10 (1d12+7/19–20, ×3) |
Base Atk/Grp | +4/+9 |
Special Actions | rage 2/day |
Abilities | Str 20, Dex 12, Con 18, Int 7, Wis 8, Cha 7 |
SQ | fast movement, uncanny dodge, trap sense +1, loyalty |
Feats | Cleave, Mad Foam Rager, Power Attack |
Skills | Climb +12, Jump +12, Swim +12 |
Possessions | keen greataxe |
Patron Deity | Auri |
Rage (Ex) | Twice per day, Executioner can work himself into a battle frenzy (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 9 rounds, after which Executioner becomes exhausted for the rest of the encounter. |
Uncanny Dodge (Ex) | Executioner can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. |
Trap Sense +1 (Ex) | Executioner gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. |
Loyalty (Ex) | Executioner never attacks or harms the members of the retinue in any way, not even under the effects of spells, spell-like abilities or the like. |
Male celestial human barbarian 4 | |
LN Medium humanoid (human) | |
Init/Senses | +1/darkvision 60 ft.; Listen -1, Spot -1 |
AC | 13, touch 11, flat-footed 13 (Dex +1, +2 armor) |
hp | 42 (4 HD) |
Fort/Ref/Will | +8/+2/+0 |
Speed | 40 ft. (8 squares), fly 40 ft. (8 squares, good) |
Melee | keen greataxe +10 (1d12+7/19–20, ×3) |
Base Atk/Grp | +4/+9 |
Special Actions | rage 2/day, smite 1/day |
Abilities | Str 20, Dex 12, Con 18, Int 7, Wis 8, Cha 7 |
SQ | fast movement, uncanny dodge, trap sense +1, loyalty, darkvision 60 ft, damage resistance 5/magic, resistance to acid, cold and electricity 5, spell resistance 9 |
Feats | Cleave, Mad Foam Rager, Power Attack |
Skills | Climb +12, Jump +12, Swim +12 |
Possessions | keen greataxe |
Patron Deity | Auri |
Rage (Ex) | Twice per day, Executioner can work himself into a battle frenzy (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, -2 AC penalty). The frenzy lasts for 9 rounds, after which Executioner becomes exhausted for the rest of the encounter. |
Uncanny Dodge (Ex) | Executioner can react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. |
Trap Sense +1 (Ex) | Executioner gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. |
Loyalty (Ex) | Executioner never attacks or harms the members of the retinue in any way, not even under the effects of spells, spell-like abilities or the like. |
Smite (Ex) | Once per day, Executioner can make a normal melee attack to deal 4 extra damage. |
NOTE: The Judgmental Retinue is a group of NPCs in the Years of Gold setting, and the entry reflects that. They should be easy enough to adapt to games and campaigns in other settings, but remember to check them over for Pansaer-exclusive content.
History
The most trusted priests of Torg Cudean serve as his bodyguard. They are called the Judgmental Retinue, a choir/tribunal/enforcer team, made of four individuals. Individual might be the wrong word, however: the retinues' devotion to Auri is surpassed only by their loyalty to Torg, their adopted father-figure. They have given up their personal life and even their personality in his service. Each and every member of the retinue is an abandoned mutant, saved by Torg in their early childhood. They have no names, except the titles that show their position: Judge, the Paired Jury, and the Executioner.
The history of the Judge, as well as all the members of the Judgmental Retinue, are long-forgotten by all except Torg, who never reveals them to anyone. A persistent rumor states that Judge is actually the handsome prince of a faraway eastern kingdom, hiding from his enemies in the guise of a knight of Auri. Such rumors stem from the iron mask he wears: a helm of roughly forged steel, with two perfectly round windows of blackened glass to look out of. The real purpose of the mask is much sadder: the mutant that is Judge is dangerously vulnerable to sunlight, and must cover every inch of his body to avoid painful scarring.
The life of Hunter before his days with Torg are a mystery. His complexion resembles that of his Jury pair, and some have proposed that these two share roots somewhere far back. Nothing is certain, and Hunter is not one to speak. After his adoption, his utter loyalty to Torg and his hatred for non-Retinue humans are the things that define him and make him the loyal, mindless killing machine he is now.
Even though Lurker's full history is uncharted, some glimpses of his former life are known. Unlike the other members of Judgmental Retinue, Lurker was adopted at a considerably more mature age, at somewhere around 12 to 13 years old. He's a native Redfordian, and if the city records speak true, a bastard son of one of the nobles. Lurker's mutation is a more subtle one than his peers, and rumors hint that it wasn't contracted at birth; instead, Torg has something to do with it.
How can something like the Executioner have a background? Found as a baby on the doorsteps of the Temple of the Rising, the Executioner is little more than an extention of the High Ministers will, or more aptly his hand: ever since he grew up, he's been used as the muscle of the retinue.
Appearance and personality
Hunter's face has caused nightmares for many. |
Judge is a veritable fortress of iron: towering over most men at 6' 1'', and weighing 200 lb., he is a force to be reckoned with. He wears a specially-crafted full plate of darkened steel at all times, adorned with golden symbols of sun. The mask he wears inspires fear but also curiousness in those around him; beneath it, his face is actually that of a gorgeous, young man. However, even a minute of direct light scars him beyond recognition. Judge is a tenor.
Hunter is ludicrously tall, towering above even Judge and Executioner with his 6' 8'' frame. He is extremely thin (only 155 lb.) and walks with the grace of a cat. He is extremely athletic, and much stronger than he looks, pouncing about with ease and scaling jumps that others would consider impossible. On his head, he wears a hempen sack identical to the one worn by his Jury pair, to hide his grotesque mutation: drooping, running skin that seems to slowly flow off his head. Hunter is an eunuch soprano.
Like his retinue pair, Lurker wears a hempen sack to hide his mutated visage. The mutation isn't as considerable as that of the others in the retinue: the skin of his face is tightly-strewn across his skull, and thick, dark veins criss-cross his cheeks, nose and forehead. At 5' 8'' he's tall, but not as tall as Judge and the giant-like Hunter. He weighs 170 lb., and moves in a permanent crouch, making him look somewhat down-trodden and sad. Lurker, like his pair, is an eunuch soprano.
Easily the most massive of the Judgmental Retinue, the Executioner weighs a whooping 320 lb., and is a little shorter than Lurker at 5' 7'' foot. His massive frame is nothing but muscle, however, from the veiny legs to his barrel-like biceps. He wears a red executioner's hood to, like his fellow retinue members, hide his mutation. His is a specially revolting one: the Executioner has the head of an infant baby. He lets out soft groans and gurgling noises, and drools ceaselessly.
Followers and allies
See Torg Cudean.
Recent activity and plans
See Torg Cudean.
Combat
In battle, Judge takes a defensive role, situating himself close to Torg and the Jury, protecting them at all costs. Judge continually takes aid another actions to save Torg from harm, and hinders foes with his bulwark of defense. When the opportunity arises, Judge lashes out with his longsword, usually directing his attacks against those who try to outmaneuver the Retinue.
Hunter seeks out a good position to snipe enemies from, usually farther away from the way. His massed arrows can deal terrible damage in a fight, and he often works together with Lurker to take down foes. Hunter bears a black hatred for his own race, perhaps because of some unknown event in his life, and always attacks humans when possible. His animal companion works entirely independently, protecting its master and attacking his foes.
In battle, Lurker is at his best when supporting other devotees. He compliments the fighting styles of others, but works especially well when a Retinue member helps him flank foes. Lurker always tries to land a sneak attack on his foes, and uses his rapier to sting them to great effect. He cares deeply about the wolf-companion of Hunter, and sometimes works in unison with the beast, especially when spying.
Executioner doesn't plan his fights, so an intelligent enemy can easily outsmart him. He wears little armor, but can take huge amounts of punishment (especially as Torg concentrates on healing him) and can dish out equally dangerous blows. He mostly fights by striking as many foes as he can with his greataxe. If his greataxe is taken from him, he pummels his foes into bloody mess with his massive fists, and might grapple if provoked. He also grapples when told to by Torg.
When Torg ascends, so does the Retinue. Like him, they gain a flying speed (40 ft., maneuverability good), take on the celestial template, heal to half their maximum hit points (or stay at current if above half; dead members return to life at half of maximum hit points), recover from any and all conditions placed on them, and restore their daily allotment of spells and abilities. Note that Hunter's animal companion neither ascends nor returns to life when the Retinue ascends.
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