Harlan (3.5e NPC)

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Harlan

CR 6

Male human cleric 2/fighter 2/rogue 2
LN Medium humanoid (human)
Init/Senses +6/Listen +4, Spot +4
Languages Common, Elven
AC 18, touch 13, flat-footed 16; Dodge, Two-Weapon Defense
(+2 Dex, +4 armor, +1 shield, +1 deflection)
hp 33 (6 HD)
Fort/Ref/Will +7/+5/+5
Speed 20 ft. (4 squares) in scale mail, base 30 ft.
Melee +2 longsword +5 (1d8+3/19–20) and short sword +3 (1d6/19–20) or
Melee +2 longsword +7 (1d8+3/19–20)
Ranged light crossbow +6 (1d8/19–20)
Base Atk/Grp +4/+5
Atk Options Power Attack, sneak attack +1d6, smite 1/day (+4 attack, +2 damage)
Special Actions turn undead 3/day (+2, 2d6+2, 2nd), protective ward, spontaneous cure spells
Combat Gear oil of keen edge
Spells Prepared (CL 2nd):
D: Domain spell. Domains: Protection, Destruction.
Abilities Str 13, Dex 15, Con 13, Int 13, Wis 14, Cha 11
SQ aura of law
Feats DodgeB, Improved Initiative, Leadership, Power Attack, Two-Weapon FightingB, Two-Weapon DefenseB
Skills Appraise +3, Bluff +2, Climb +2, Diplomacy +2, Disable Device +3, Gather Information +2, Intimidate +5, Jump +3, Knowledge (local) +3, Knowledge (religion) +6, Listen +4, Move Silently +4, Search +4, Sense Motive +4, Sleight of Hand +4, Spellcraft +6 (+8 with scrolls), Spot +4, Use Magic Device +6 (+8 with scrolls), Use Rope +4
Possessions combat gear plus +2 longsword, short sword, light crossbow with 20 bolts, masterwork scale mail, ring of protection +1, holy symbol, silk rope, everburning torch, magnifying glass, guildhouse
Patron Deity St. Cuthbert
Protective Ward (Su) Once per day, as a standard action, Harlan may grant someone he touches a +2 resistance bonus on his or her next saving throw. The protective ward is an abjuration effect with a duration of 1 hour.

Harlan heads the adventurers' guild in Creekhaven, a medium sized town in Alaria's west. He inherited the guildhouse from his father, and now spends his days connecting young adventurers with contacts seeking their services. Though he does not venture into the field as often as he once did, he has not lost his edge and is quick to put younger adventurers in their place if their egos get too big.



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