Mirror Universe Harsk CR 4
XP 1,200
Male dwarf ranger (divine tracker) 4
LE Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +9
----- Defense -----
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 38 (4d10+12)
Fort +8, Ref +8, Will +4 (+2 trait bonus vs. mind-affecting effects from outsiders with the good subtype); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
----- Offense -----
Speed 20 ft.
Melee light mace +6 (1d6+2)
Ranged +1 heavy crossbow +8 (1d10+1/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks combat style (crossbow), favored enemy (good outsiders +2), hatred
Ranger (Divine Tracker) Spells Prepared (CL 1st; concentration +3)
1st—gravity bow
----- Tactics -----
Before Combat Harsk uses his Double blessing to create mirror images of himself. If he is attempting to infiltrate a group of enemies that may have a spellcaster, he drinks a potion of misdirection.
During Combat Harsk prefers fighting with his crossbow, but he will strike weaker or defenseless enemies with his mace. He prefers to target spellcasters and good outsiders with his Unholy Strike blessing.
Morale Harsk is zealous when combating enemies of his faith and will fight to the death if battling in service to Asmodeus or against good outsiders. If he is less invested in the outcome of the battle, Harsk will flee if reduced to 10 hp.
----- Statistics -----
Str 14, Dex 16, Con 16, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6 CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Endurance, Point-Blank Shot, Precise Shot, Rapid Reload
Skills Acrobatics +3 (-1 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Handle Animal +6, Knowledge (geography) +7, Knowledge (nature) +7, Knowledge (planes) +8, Perception +9 (+11 to notice unusual stonework), Stealth +10, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Traits nonchalant thuggery, scion of the nine circles
Languages Common, Dwarven, Infernal
SQ blessings (evil: unholy strike, trickery: double), favored terrain (urban +2), track +2
Combat Gear potion of cure moderate wounds (2), potion of misdirection (2), antitoxin, smokestick; Other Gear +1 studded leather, +1 heavy crossbow, crossbow bolts (30), light mace, cloak of resistance +1, backpack, iron unholy symbol of Asmodeus, signal whistle, teapot, trail rations (4), 187 gp
----- Special Abilities -----
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Good Outsiders +2) (Ex) +2 to rolls vs. Favored Enemy (Good Outsiders) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +2 Add the listed bonus to survival checks made to track.
Backstory (modified from the NPC Codex entry):
Harsk is an uncommon dwarf. He enjoys the wide skies of the open plains more than claustrophobic tunnels, prefers the taste of tea to alcohol, and handles his battles at range rather than in melee. As a young dwarf, he eschewed the company of his fellows, finding that few things made him happier than crouching in a tree stand with his bow, listening to the wind through the forest leaves and waiting for prey to wander by.
That all changed twenty years ago when his elder brother, a captain named Sigur, led a dwarven war band from Janderhoff against a small party of raiding giants. Out of affection, Sigur offered his less-experienced sibling the chance to come and prove himself as chief scout and second-in-command. Feeling the weight of obligation to his community, Harsk accepted, but the experience only set him further apart from his peers. Night after night, Harsk seethed as his fellow dwarves drunk themselves into oblivion, treating the hunt as more of a festival than a sacred duty. When the dwarves were discovered by the giants' scouts, Harsk felt no remorse as he slipped away into the night, leaving them to the fate their disorder had earned.
Harsk's wandering eventually led him to Cheliax, where he found the order he craved in the laws of Hell. He realized that where free will is unchecked, there will always be those -- like his brother -- who fall short in their duties. To bring about his perfect society, he would hunt the enemies of Hell itself.
Sourcebooks Used:
- Advanced Class Guide - Divine Tracker (archetype)
- Advanced Player's Guide - Combat Style (Crossbow)
(special ability); Gravity Bow (spell)
- Cheliax, Empire of Devils - Nonchalant Thuggery (trait)
- Hell's Vengeance - Scion of the Nine Circles (trait)
- Ultimate Equipment - Teapot (equipment); Unholy
symbol, iron (equipment)