NPC 47
Haruck, “Hook”, “The Vengeance Squad” (Hobgoglin Ranger/Assassin D&D 3.5 CR 12 )
Haruck can’t remember much of his early years. left alone in a big city he had to try and survive, what he does remember though is pinching an apple from a cart and being caught by the guards, took straight away to a magistrate who pronounced “Show these monsters a lesson, they can’t steal in our city. Chop off his hand!”. Thus a 5 year old Haruck became “Hook”.
“Hook” soon found out that even a 5 year old boy can get respect when he has a lethal weapon permanently fixed to his arm.
When he became teenager, hook was continuously harried by the city guards, it was then he decided city life was not for him, and left to make a life in the wilderness.
Hook spent 2 years hunting and robbing for a living, he became adept at tracking and moving silently in the shadows up on his prey catching them completely unawares.
Hook has a particular hatred for humans (who cut off his hand) and Elves (who always seem to look on him with disdain). He does enjoy tracking them all down and making them pay, quite often with there lives.
A year ago Hook joined in with the “Vengeance Squad” and is now their scout and Tracker.
Recently Hook has gained a knowledge of poisons and knowing of a colony of large scorpions he can replenish his stock when needed. He will always poison his weapons and ammo before a fight.
In combat “Hook” prefers to fight on foot using his repeating crossbow on any magic users he sees and then closing in for melee. He cannot reload the crossbow in combat so only has 6 shots.
NameHaruck “Hook”
Hobgoblin CR 12
XP 19200
Lawful Evil Medium Humanoid
Ranger level 9 (skill points 96) Scout
Assassin level 3 (skill points 18) Assasin
Init +10; Senses Darkvision 60; Listen +17; Spot +17
AC 27, Touch 19, flat footed 21 (+3 No Armour, +0 Shield, none)
(+6 Dex, +4 Natural, +7 armor)
hp 75 (0d8+9d8+3d6+24);
Fort +11, Ref +16, Will +8
Speed 60
Melee
Single Attack(+1/+1) Rapier +20 (1d6+5/18-20)
or (+1/+1) Crossbow, repeating light +20 (1d8+1 /19-20 X2)
Full Attack
(+1/+1) Rapier +18/18/12/7 (1d6+5/18-20) + poison
Hook +16/11 (1d4+2/19-20) + poison
or (+1/+1) Crossbow, repeating light +20/20/14/9 (1d8+1 /19-20 X2) range 80 + poison
Space 5ft.; Reach 5ft.
Special Attacks
Death Attack DC 10 + assassin level + Int mod
Favored Enemy Number of Favored enemies = 2
Sneak Attack Sneak attack at an extra (D6) 2
Poison DC 20, 1d6 strength Primary, 1d6 strength secondary
Spells Known:
Ranger Spells
Level 1 (2) DC 13
Entangle(Transmutation)[ ] X 1
V,S,DF rng: Long 400ft + 40ft / level Dur: 1 min./level (D)
SV Reflex partial; see text Area: Plants in a 40-ft.-radius spread
Glide(Transmutation)[ ] X 1
V, S, M/DF rng: Personal Dur: until landing or 1 minute/level (D)
SV – Area: You
Description: You take no falling damage and move 60 ft./round while falling.
Level 2 (1) DC 14
Barkskin(Transmutation)[ ] X 1
V,S,DF rng: Touch Dur: 10 min./level
SV None Area: Living creature touched
Assassin Spells
Level 1 () DC 13
Disguise Self(Illusion)[Glamer ] X 1
V,S rng: Personal Dur: 10 min./level (D)
SV N/A Area: You
Description: get a +10 bonus on the Disguise check.
Obscuring Mist(Conjuration)[Creation ] X 1
V,S rng: 20ft Dur: 1 min/level
SV None Area: Cloud spreads in 20-ft.-radius from you, 20 ft. high
Description: Fog surrounds you.
True Strike(Divination)[ ] X 1
V,F rng: Personal Dur: See text
SV N/A Area: You
Description: +20 on your next attack roll.
Level 2 () DC 14
Invisibility(Illusion)[Glamer ] X 1
V,S,M/DF rng: Touch Dur: 1 min./level (D)
SV Will negates (harmless) or Will negates (harmless, object) Area: You or a creature or object weighing no more than 100 lb./level
Description: Subject is invisible for 1 min./level or until it attacks.
Str 14 + 4 = 18, Dex 20 + 2 = 22, Con 10 + 4 = 14, Int 14, Wis 14, Chr 10
Base Attack 11 Grapple 15
Feats
Improved Two-Weapon Fighting: Get a second off hand attack at -5,
Two-Weapon Fighting: Get extra attack at -2 to all attacks,
Armour Prof Light,
Endurance: +4 on checks to resist non-lethal damage,
Exotic Weapon Prof,
Improved Initiative: +4 Initiative checks,
Martial Weap Prof,
Shield Proficiency: Can use shields,
Simple Weapon Proficiency,
Track: Track with survival check,
Weapon Finesse: Use Dex instead of Str for melee attack to hit,
Weapon Focus: +1 to attack rolls,
Weapon Focus(Ranged): +1 attack rolls
Skills Bluff 5, Climb 9, Concentration 2, Diplomacy 7, Disguise 4, Gather Information 1, Handle Animal 4, Heal 6, Hide 21, Jump 13, Know Dungeon 5, Know Geography 6, Listen 17, Move Silently 10, Open Lock 6, Ride 9, Search 5, Sense Motive 2, Spot 17, Survival 17, Swim 7, Tumble 10, Use Magic Device 1, Use Rope 9
Languages Common, Goblin
Environment Warm hills
Organization Band 10-100, Tribe 30-300, Gang 4-9
Treasure Standard
Animal Companion
Evasion Reflex save no damage instead of 1/2
Poison Use Never accidentally poison self
Save against Poison bonus = 1
Swift Tracker Can follow tracks at normal speed no penalty
Uncanny Dodge Retains Dex bonus if flat footed 1
Wild Empathy Improve attitude of an animal
Woodland Stride Can move through undergrowth at normal speed
Buffing spells pre-cast:
Barkskin caster level 9
Haste caster level 9
Bulls Strength caster level 9
Mage Armor caster level 9
Bears Endurance caster level 9
Boots of striding and springing +5 jump +10 move (5500gp)
Cloak of resistance (+2) +2 saves (4000gp)
Gloves of dexterity (+2) +2 dex (4000gp)
Potion of Displacement – (750gp)
Potion of Cure serious wounds – (750gp)
Potion of Cure serious wounds – (750gp)
Potion of Fly – (750gp)
Ring of Protection (+2) +2 AC (8000gp)
+1 Rapier (2000gp)
+1 Crossbow, repeating light (2000gp)
Total Value = 28500