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 adept 18; CR 17; Medium humanoid; HD 18d4+18; hp 63; Init +0; Spd 30 ft.; AC 10, touch 10, fl at-footed 10; Base Atk +9; Grp +8; Atk +9 melee (1d4/19–20, +1 dagger); Full Atk +9/+4 melee (1d4/19–20, +1 dagger); SA spells; SQ —; AL LN; SV Fort +7, Ref +6, Will +14; Str 8, Dex 10, Con 12, Int 14, Wis 17, Cha 16. Skills and Feats: Concentration +10, Craft (alchemy) +10, Craft (weaponsmith) +8, Craft (woodworking) +8, Diplomacy +12, Gather Information +12, Heal +10, Knowledge (arcana) +8, Knowledge (history) +8, Knowledge (local) +10, Knowledge (nobility) +8, Knowledge (religion) +12, Sense Motive +8, Spellcraft +10; Brew Potion, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Ecclesiarch, Leadership, Research, Undead Empathy. Languages: Common, Draconic, Dwarven. Adept Spells Prepared (caster level 18th): 0—detect magic, mending, touch of fatigue (DC 13); 1st—cause fear (DC 14), command (DC 14), cure light wounds, obscuring mist; 2nd—aid (DC 15), cure moderate wounds, darkness, mirror image; 3rd—animate dead, bestow curse (DC 16), lightning bolt (DC 16), remove disease; 4th—cure critical wounds, polymorph; 5th—raise dead. Possessions: cloak of Charisma +2, potion of barkskin (+5 natural armor bonus), potion of shield of faith (+4 deflection bonus). This tall Karrn is lean and weathered, but he has a strong presence. His voice is deep and resonant, and it is hard not to listen to his words. Despite his short, iron-gray hair, he is still in the prime of his life; his gray eyes are sharp and clear, and his pride and confi dence are visible in his bearing. He wears a beautiful black clock trimmed with purple silk over a well-tailored outfi t of black and gray. Starting Attitude: Unfriendly to most; Indifferent to Karrns; Friendly to followers of the Blood of Vol. Modifiers: Party includes a sentient undead creature (+5); Party includes a cleric or adept of the Blood of Vol (+2), party includes a cleric or adept of any religion aside from the Blood of Vol (–4); party includes a character with ties to any branch of the Sharn Watch (–4). If Hostile: Aggressively demands that the characters leave; calls on household guards to escort them out. Does not use magic unless he is attacked fi rst. If Unfriendly: Politely but fi rmly refuses to listen to characters and requests that they leave; suggests that they return some time when he is “not so busy.” If Indifferent: Listens to what the characters have to say, then requests that they leave. May consider what has been said or ignore it. If Friendly: Listens carefully. Attempts to provide spiritual advice and guidance. May provide minor financial assistance, though he expects to be repaid. If Helpful: Listens carefully. May offer magical assistance in addition to spiritual guidance. Offers to use personal resources to help.