There are many reasons to adventure. Some do it for noble causes, other for the money and fame. Still there are others who do it for the sheer love of the hunt. Today's A-Z post is dedicated to one such individual.
It doesn't matter if you try to cover your tracks, H is for Hunter...
Raid
Raid is a juxtaposition of things. Though only 16 years old, he's seen more in his life than most adults. He can fire eldritch energy from his fingertips, but takes relish in using his fists. The son of a wild archmage, he grew up swinging blades and spells. His father refused to let him be a coddled milksop, like most magic users. Instead of studying musty tomes, Raid had to dodge herds of screeching thunderbeasts and silently stalk razor birds.
Outside of the hunt, Raid is a boisterous youth. He loves to scrap and can be quite flirtatious with women, however, while on the hunt he is a silent predator.
Raid, Primal Hunter
Armor Class: 9
Hit Dice: 5
HP: 24
Move: 90' (30')
Attacks: Bladed Staff
Damage: 1d8
Save As: Fighter 4
Morale: 10
Alignment: Neutral
Raid can Usually has the following Magic-User spells memorized: Magic Missile (2X), Web (1X), Invisibility (X1), Lightning Bolt (X1)
He also knows Detect Magic, Read Languages, and Read Magic.
Raid is normally accompanied by pack of 2-12 normal wolves.
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If you haven't noticed, I break the rules with my npc's. I know in basic there is no multiclassing, but I want my NPC's to be versatile. In my mind I see Raid as a barbaric version of Tenser. He can be an unreliable ally, rival, or even enemy. I think he's best if used as all of the above.
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