Show pageOld revisionsBacklinksCite current pageBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. Male human fi ghter 7/Citadel elite 5; CR 12; Medium humanoid; HD 7d10+14 plus 5d8+10; hp 89; Init +1; Spd 20 ft.; AC 25, touch 14, flat-footed 25; Base Atk +12; Grp +17; Atk +20 melee (2d6+11/19–20, +2 greatsword) or +12 ranged (1d8+5/×3, +1 composite longbow); Full Atk +20/+15/+10 melee (2d6+11/19–20, +2 greatsword) or +12/+7/+2 ranged (1d8+5/×3, +1 composite longbow); SA combat sense, focused smite; SQ Citadel training, diplomatic protection, royal contact; AP 4; AL LN; SV Fort +12, Ref +3, Will +8; Str 20, Dex 9, Con 14, Int 10, Wis 13, Cha 12. Skills and Feats: Diplomacy +13, Gather Information +15, Intimidate +11, Knowledge (local) +5, Search +7, Sense Motive +3, Spot +6; Cleave, Dodge, Great Cleave, Great Fortitude, Heroic Spirit, Improved Bull Rush, Improved Initiative, Improved Sunder, Point Blank Shot, Power Attack, Weapon Focus (greatsword), Weapon Specialization (greatsword). Languages: Common, Dwarven. Combat Sense (Ex): Banarak Tithon has a +5 insight bonus to his Armor Class (included in the statistics above). In addition, he can ignore up to 5 points of Dexterity and dodge bonuses to an opponent’s AC when attacking that creature. Focused Smite (Su): Once per day, Banarak Tithon may attempt a focused smite with one normal melee attack. He adds +1 to his attack roll and deals 12 extra points of damage. Possessions: +3 full plate, +2 greatsword, +1 composite longbow (+4 Str bonus), gauntlets of ogre power, cloak of resistance +1, potion of shield of faith +2, 2 potions of cure light wounds, feather fall talisman. The Knight-Marshal is an impressively aristocratic fi gure in decorated full plate. He does not wear a helmet, and his long blond hair falls down around his shoulders. He has a thick mustache and a neatly trimmed beard. The symbol of the Citadel hangs on a heavy gold chain around his neck, and a greatsword rests at his side. Starting Attitude: Unfriendly Modifiers: Party includes an agent of the Citadel (+4); party has helped maintain order in the city (+2); party was causing trouble in the city (–4); party brings bad news (–2). If Hostile: Orders characters imprisoned if there is reason, or orders them out of his sight if there is not. If Unfriendly: Endures a short audience but grants no favors, does not believe unlikely stories, and hurries the characters out with little ceremony. If Indifferent: Endures an audience, considers committing minor Citadel resources to a significant problem, thinks about looking in to wild stories. If Friendly: Listens carefully, considers committing signifi cant Citadel resources to a problem, orders investigation into strange circumstances. If Helpful: Actively participates in conversation, commits Citadel and even personal resources to a problem, promises speedy resolution to problems in the city. KNIGHT-MARSHAL OF THE CITADEL SIR BANARAK TITHON