Jorn Greentongue

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Overview

Jorn Greentongue is the Master of Poisons within the Orcslayers Guild.

Jorn Greentongue (Hum Rgr 3/Exp 3) is the Master of Poisons within the Orcslayers Guild. He maintains an extensive alchemical and poison-crafting lab within the guild hall, which he inherited from his mentor, Darneth Freewalker, when the older man was held his position. Greentongue earned his moniker from his technique of testing poisons on the tip of his tongue. His particular area of expertise is poisons extracted from plants, molds, and fungus.

As a member of the Orcslayers he is frequently in the field, taking the fight to the humanoid masses and constantly on the look out new poisons and toxins. As a result, there is a 50% chance that he will not be in the guild hall on any given day. His own apprentice, Golmar One-Ear (Hum Rgr 2/Exp 1) is more frequently in the guild hall, but occasionally leaves on missions with Jorn (giving him a 75% chance of being in the guild hall). One-Ear has a growing aptitude with animal venoms.

Organizations

  • Orcslayers Guild: A guild dedicated to ending the humanoid menace on the Pomarj once and for all.

Stat Block

Jorn Greentongue: Male Human Rgr3/Exp3; Medium Humanoid; CR 6; HD 3d6+3d8+6; hp 34; Init +2; Spd 30 ft/x4; AC 16 (+4 armor, +2 dex), touch 12, flat-footed 14; Base Atk/Grapple +5/+6; Full Atk +7 One-handed (1d6+2;20/x3, +1 Handaxe), +8 Two-handed (1d8+1;20/x3, +1 Longbow (+1 Str)); AL CG; SV Fort +7, Ref +6, Will +5; Str 12(+1), Dex 14(+2), Con 12(+1), Int 15(+2), Wis 12(+1), Cha 12(+1); Skills: Climb +2, Concentration +3, Craft (poison-making) +17, Craft (alchemy) +11, Handle Animal +10, Heal +10, Hide +5, Jump +2, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (nature) +12, Knowledge (poison) +9, Listen +3, Move Silently +4, Ride +8, Search +3, Spot +3, Survival +7, Swim +2, Use Rope +3. Feats: Animal Affinity, Great Fortitude, Skill Focus(Craft (poison-making), Knowledge (poison)), Rapid Shot, Track, Endurance; Equipment: Studded Leather +1, Handaxe +1, Longbow +1 (mighty +1)

Class Abilities: Wild Empathy(Ex): You can make a check(1d20+6) to improve the attitude of an animal. You must be within 30 feet of the animal, and it generally takes one minute to perform the action. Favored Enemy: You have certain types of enemies that you have extensive knowledge about. Against these creatures, you gain the listed bonus to Bluff, Listen, Sense Motive, Spot, and Survival checks, as well as weapon damage rolls. Humanoid (gnoll) (+2 bonus) Track: You gain the Track feat as a bonus feat. Combat Style-Archery(Ex): You have gained Rapid Shot as a bonus feat. Endurance: You gain the Endurance feat as a bonus feat.