NPC Codex | Rules | Core Class NPCs | Cleric | Clerics | Noble Crusader

Noble Crusader

Super Race: human cleric 5. Cr: 4. Xp: 1,200. Alignment: LN. Size: Medium. Creature Type: Humanoid. Creature Subtype: human.
Init: –1. Senses: Perception +6. Ac: 18, touch 9, flat-footed 18 (+7 armor, –1 Dex, +2 shield).
Hp: 41 (5d8+15).
Fortitude: +7. Reflex: +1. Will: +7.
Speed: 20 ft.. Melee: mwk longsword +8 (1d8+3/19–20). Special Attacks: channel positive energy 6/day (DC 13, 3d6). Strength: 17. Dexterity: 8. Constitution: 14. Intelligence: 10. Wisdom: 14. Charisma: 12.
Base Attack: +3. Cmb: +6. Cmd: 15.
Feats: Combat Casting, Heavy Armor Proficiency, Improved Shield Bash, Weapon Focus (longsword).
Skills: Diplomacy +9, Heal +6, Knowledge (nobility) +6, Knowledge (religion) +5, Perception +6.
Languages: Common. Special Qualities: aura. Combat Gear: potion of bull's strength, thunderstone. Other Gear: masterwork splint mail, +1 light steel shield, masterwork longsword, cloak of resistance +1, silver holy symbol, 271 gp.
domain spell-like abilities: (CL 5th; concentration +7)

5/day-touch of law

5/day-battle rage (+2 damage)

cleric spells prepared: (CL 5th; concentration +7)

3rd-dispel magic, magic vestmen tD, searing light

2nd-align weapon (law only)D, enthrall (DC 14), resist energy (DC 14), sound burst (DC 14)

1st-command (DC 13), divine favor, magic weaponD, shield of faith, summon monster I

0 (at will)-guidance, light, purify food and drink, resistance

D Domain spell; Domains Law, War


Tactics

Before Combat The cleric casts magic vestment.

During Combat The cleric attacks with her longsword, and casts magic weapon or align weapon as needed. When fighting undead, she channels positive energy. Otherwise, she uses ranged magical attacks only as a last resort.

Base Statistics Without magic vestment, the cleric's statistics are

AC 18, touch 9, flat-footed 18.

The noble crusader battles the forces of chaos, usually at the behest of a local monarch.

Oriedesme Eisbrin

Oriedesme is a crusader for law against the forces of chaos. As a minor noble, she frequently allies with other members of the nobility, who call her "Esme the Peacemaker." She considers it her duty to eliminate dangerous monsters and even peasant uprisings that threaten to turn bloody. She serves a good and just goddess and refuses to participate in evil acts such as terrorizing villagers, but frowns on acts of anarchy that risk plunging an area into war. She believes nobles are chosen by the gods to rule over others for the benefit of all, even if this means fewer freedoms for commoners. She is painfully honest, and reluctant to work with any noble who shirks responsibilities or abuses power.

Combat Encounters

Esme works well alone or in a leadership role. She might be an ally of a powerful character, using her neutrality to get things done for a good employer or moderating a nearly evil one.

Roleplaying Suggestions

Esme might ask for assistance in dealing with an undead or fiendish threat beyond her capabilities. She could serve as an important intermediary with the local nobility, especially if the PCs have preexisting conflicts with the nobles. Esme could also be cynically close to losing her faith, giving the PCs the opportunity to save her before she falls from grace.