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