-Sister Aven Mallory
Disgusted by the failure of her subordinates, Sister Aven is determined to advance the goals of Hextor's church. Aven realizes that her superiors will not tolerate any more bad news, so she is determined to succeed at any cost. To this end Aven has recruited four competent men at arms and an ogre name Grash.
Grash will lead the way in combat, acting like a blocker to soak up any AOOs as he plows into the enemy line. Behind Grash are the four men at arms - two to his left and two to his right. Between the two lines and directly behind Grash is Aven. Grash will melee with the largest enemy fighter, while the men at arms fight in pairs. Aven will seek out and engage enemy spellcasters.
Before combat, Aven will cast Bull's Strength on Grash and Protection from Good upon herself. When possible she will try to Shatter the weapon of an enemy warrior, in addition to casting Cure Light Wounds when necessary. Aven also likes to cast Hold Person on a foe so that she can bash his brains in with her flail.
The stat blocks for Sister Aven and the men at arms can be found below. In my own campaign, Aven and her group are trying to avenge the death of Initiate Justin Cowell.
|Sister Aven Mallory, female human Clr3; Medium humanoid (5’ 7”, 140 lbs); CR 3; HD 3d8+3; hp 15; Init +6; Spd 20 ft; AL LE; |
Armor: AC 18 (+6 chainmail +1, +2 dex), touch 12, flat-footed 16.
Attacks: Base Atk +2, Grp +2; Melee: Flail +3 (+2 BAB, +1 weapon focus) (d8+2, /x2).
Saves: Fort +4, Ref +5, Will +7.
Abilities: Str 11, Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha 16 (+3).
Languages: Common, Dwarven, Goblin.
Special Abilities: Smite 1/day (+4 to hit, +3 to damage), Turn or rebuke undead.
Skills and Feats: Concentrate +6, Diplomacy +8, Intimidate +5, Knowledge (religion) +8, Listen +4, Perform (oratory) +4; Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (flail), Weapon Focus (flail).
Cleric Domains: Destruction and War.
Spells (4/3+1/2+1; save DC 12 + spell level; domain spell marked with *): 0-Detect Poison, Light, Purify Food & Drink, Read Magic; 1-Cure Light Wounds, Inflict Light Wounds*, Protection from Good, Summon Monster 1; 2-Hold Person, Bull’s Strength, Shatter*.
Possessions: Chainmail +1, flail, prayer book, holy symbol, 20 gp.
|Man-at-Arms, male human War2; Medium humanoid (5’ 10”, 170 lbs); CR 1; HD 2d8+2; hp 11; Init +4; Spd 20 ft; AL N; |
Armor: AC 17 (+5 chainmail, +2 heavy steel shield), touch 10, flat-footed 17.
Attacks: Base Atk +2, Grp +3;
Melee: Longsword +5 (+2 BAB, +2 str, +1 weapon focus) (d8+2, 19-20/x2); Ranged: Light crossbow +2 (+2 BAB) (d8, 19-20/x2).
Saves: Fort +5, Ref +0, Will +0.
Abilities: Str 14 (+2), Dex 11, Con 14 (+2), Int 10, Wis 10, Cha 10.
Skills and Feats: Intimidate +2, Listen +2, Spot +2; Improved Initiative, Weapon Focus (longsword).
Possessions: Chainmail, heavy steel shield, light crossbow, 12 bolts, longsword, waterskin, 5 gp.