Tuesday, July 3, 2012

Quest of the Sorcerer King: Kanan Half-man

“Gimme yer gold!”
       -Kanan Half-man

Kanan Half-man is a degenerate. Angry and violent, Kanan spends most of his time drinking, bullying others and stealing from anyone he can. Kanan realizes he's not going to live to an advanced age, so he squeezes as much out of life as he can. Sadly for those around him, this lust for life generally involves murder and robbery.    

     Kanan wields a two-handed club studded with large spikes. His tactics have few subtleties. He simply hammers a foe until it’s dead. Kanan often gets carried away when smashing enemies. If he drops a target, Kanan must make a Will save (DC 10) to disengage. If Kanan fails, he will strike another blow at his fallen foe. For most victims, this proves fatal.    

     Kanan can be used as a thug to harry the PCs who visit the wretched village presented earlier. He can be encountered alone or as part of a gang of robbers.

Kanan Half-man, male half-orc War2; Medium humanoid (5’ 10”, 190 lbs); CR 1; HD 2d8+9; hp 17; Init +0; Spd 30 ft; AL NE; 

     Armor: AC 12 (+2 leather armor), touch 10, flat-footed 10. 

     Attacks: Base Atk +2, Grp +5; Melee: Greatclub +5 (+2 BAB, +3 str) (d10+4, x2). 

     Saves: Fort +6 , Ref +0, Will -1. 

     Abilities: Str 17 (+3), Dex 11, Con 16 (+3), Int 8 (-1), Wis 9 (-1), Cha 6 (-2). 

     Languages: Common. 

     Skills and Feats: Climb +5, Jump +5, Swim +4; Toughness. 
     
     Possessions: Greatclub, leather armor, bottle of cheap rum.

2 comments:

  1. He's got a nasty OCD going on there! Cool idea to let will saves control his action in combat.

    ReplyDelete
    Replies
    1. Thanks!I modelled his extra attack after the "Bloodlust" disadvantage in GURPS. Kanan was a real jerk-face and eventually got beaten up after he pounded on a few PCs. :)

      Delete