
Brian McDaniel |

So I decided that I wanted a few more Lotus Dragon personalities to play with for interactions outside their tunnels, and I thought I'd share them with the forum.
Note these characters incorporate a house rule designed to encourage swashbuckling characters. The Dodge feat gives a constant dodge bonus to AC equal to 1.5 times the character's Dex mod. Furthermore, Swashbucklers get the Dodge feat as a bonus feat and any character can take the Dodge feat in lieu of Heavy Armor Proficiency.
Without further ado, here they are:
Lotus Dragon Thug CR 1
Human fighter 1
NE Medium humanoid
Init +1; Senses Listen +0, Spot +0
Languages Common
AC 14 (+1 Dex, +3 armor), touch 11, flat-footed 13
Hp 12 (1 HD)
Fort +2, Ref +4, Will +0
Spd 30 ft. (6 squares)
Melee greatclub +3 (1d8+5/20)
* Power Attack for 1
Base Atk +1; Grp +3
Combat Gear potion of cure light wounds, acid flask
Abilities Str 14, Dex 12, Con 14, Int 11, Wis 10, Cha 10
Feats Weapon Focus (greatclub), Power Attack, Skill Focus (intimidate)
Skills Intimidate +7
Possessions combat gear, studded leather armor, greatclub, 10 gp.
Lotus Dragon Trapsmith and Poisoncrafter CR 2
Male Human rogue 2
NE Medium humanoid
Init +2; Senses Listen +0, Spot +0
Languages Common, Oeridian, Draconic
AC 14 (+2 Dex, +2 armor), touch 12, flat-footed 12
Hp 12 (2 HD)
Fort +1, Ref +5, Will +0
Spd 30 ft. (6 squares)
Melee short sword +1 (1d6/19-20) + poison
Ranged hand crossbow +2 (1d4/19-20) + poison
Base Atk +1; Grp +1; evasion
Atk Options sneak attack +1d6
Combat Gear 2 flasks acid, 4 doses of urchin venom [Fort DC 11 nausea/1 Str], 2 doses black adder venom [Fort DC 11, 1d6/1d6 Con]
Abilities Str 10, Dex 14, Con 12, Int 16, Wis 10, Cha 8
SQ Trapfinding
Feats Nimble Fingers, Skill Focus (Disable Device)
Skills Climb +5 Craft (Poison) +9 Craft (Traps) +9 Disable Device +15* Forgery +8 Know (arch & eng) +5 Listen +5 Open Lock +11* Search +8 Sleight of Hand +7 Spot +5
* includes mwk thieves’ tools
Possessions combat gear, leather armor, short sword, mwk thieves' tools, longspoon thieves’ tools, 2 lockslip grease [+1 alchemical bonus to Open Lock checks], trap parts, 30 gp.
Poison urchin venom [Fort DC 11 nausea/1 Str]; black adder venom [Fort DC 11, 1d6/1d6 Con]
Lula Esperian, aka Dragon’s Claw CR 3
Male human rogue 1/swashbuckler 2
NE Medium humanoid
Init +2 [+4]; Senses Listen +4, Spot +4
Languages Common
AC 19 [22] (+3 [+5] Dex, +4 armor, +1 [+2] dodge, +1 two-wpn defense),
touch 15, flat-footed 14
Hp 21 (3 HD)
Fort +4, Ref +7 [+9], Will +2
Spd 30 ft. (6 squares)
Melee +6 [+8] mwk rapier 1d6+1 or +5 [+7] dagger 1d4+1 or
+4 [+6] mwk rapier 1d6+1 and +3 [+6] dagger 1d4
Base Atk +2; Grp +3
Atk Options sneak attack +1d6,
Abilities Str 12, Dex 16 [20], Con 12, Int 12, Wis 10, Cha 10
SQ Trapfinding, Sneak Attack, Grace +1
Feats Two-Weapon Fighting, Two-Weapon Defense, Iron Will, Dodge, Wpn Finesse
Skills Balance +10 [+12], Disguise +5, Hide +7 [+9], Jump +6 [+8], Listen +4, Move Silently +7 [+9], Open Lock +7, Sense Motive +6, Spot +4, Tumble +8 [+10]
Possessions mwk chain shirt, mwk rapier, dagger, potion of cat’s grace [indicated by brackets]
Cybil Ornsby, aka Lotus Lullaby CR 2
Female human beguiler 2
LE Medium humanoid
Init +1; Senses Listen +1, Spot +0
Languages Common
AC 14 (+2 Dex, +3 armor), touch 11, flat-footed 13
Hp 10 (2 HD)
Fort +0, Ref +2, Will +3
Spd 30 ft. (6 squares)
Melee mwk rapier +2 (1d6/18-20)
Ranged light crossbow +2 (1d6/19-20) plus sleep poison [(Fort DC 12, sleep)])
Base Atk +1; Grp +1
Spells Known (CL 2nd)
1st (4/day) – charm person (DC 15), color spray (DC 14), comprehend languages, detect secret doors, disguise self (DC 14), expeditious retreat, hypnotism (DC 15), mage armor, obscuring mist, rouse, silent image (DC 14), sleep (DC 15), undetectable alignment, whelm
0 (5/day) – dancing lights, daze (DC 14), detect magic, ghost sound, message, open/close, read magic.
Combat Gear potion of cure light wounds, 2 doses sleep poison, scroll color spray (CL1)
Abilities Str 10, Dex 13, Con 10, Int 16, Wis 10, Cha 12
SQ Trapfinding, Armored Mage, Cloaked Casting +1, Surprise Casting
Feats Spell Focus (Enchantment), Stealthy
Skills Bluff +6 Concentration +5 Escape Artist +6 Forgery +8 Gather Information +8 Hide +8 Know (arcana) +4 Know (local) +8 Listen +1 Move Silently +8 Sense Motive +3 Tumble +6
Possessions combat gear, mwk studded leather, dagger, 25 gp.
Cloaked Casting +1 (Ex): +1 bonus to spell DC when targeting a foe denied Dex bonus to AC.
Surprise Casting (Ex): Upon successful combat feint, target is denied Dex bonus to AC for next melee attack or spell. Must remain in melee with the target and the attack/spell must be made/cast on or before next turn.

Hierophantasm |

I'm down with this, and to tell you the truth, I made a variant of the Lotus Dragons, myself. This fellow can be inserted in place of any other Lotus Dragon rogue of equivalent level, preferably in groups of at least two other rogues.
(Quick Note: This variant employs abilities found in the Book of Nine Swords: Tome of Battle called maneuvers. Maneuvers can be used once per combat, with the exception of his stance, which, in this case, is always active when he is. Choose four maneuvers--not stance--to be readied to use before each use of this NPC. Strikes are standard actions to use, boosts are swift actions, counters are immediate actions.)
Variant Lotus Dragon Thieves:
Human swordsage 1
NE Medium humanoid
Init: +4; Senses +0
Languages common
AC 15 touch 13 flat 12
Hp 10
Fort +2, Ref +5, Will +2
Speed 30ft
Melee: 2 short swords +2 (1d6+1/19-20)
Ranged: throwing axe +3 (1d6+1/10ft)
Atk Options: maneuvers (4 readied/full round action to regain one of choice)
Combat Gear: potion of cure light, 2 doses of urchin venom
Abilities Str 12, Dex 16, Con 14, Int 12, Wis 10, Cha 8
SQ: Quick to act, Discipline focus (Shadow Hand—Weapon focus)
Feats: Weapon Finesse, Two Weapon Fighting
Skills: Hide +7, Balance+7, Sense Motive+4, Intimidate+3, Move Silently+7, Swim+5, Tumble+7
Possessions: combat gear, leather armor, 2 short swords, 3 throwing axes, 50 gp
Maneuvers Known (Initiator Level 1): 6/Stances Known: 1
Distracting Ember [Desert Wind (boost)]: create a flanking fire elemental until end of your turn
Burning Blade [Desert Wind (boost)]: for the rest of your turn, your melee atks deal an extra 1d6+1 fire
Clinging Shadow Strike [Shadow Hand (strike)]: +1d6dmg, DC 11 Fort partial, or suffer 20% miss for a round
Shadow Blade Technique [Shadow Hand (strike)]: roll 2d20 on atk; if low roll hits, you deal +1d6 cold
Counter Charge [Setting Sun (counter)]: can attempt to redirect a charge atk. Make opposed Str or Dex check (your choice), and target makes opposed check using the one you used. If you succeed, opponent does not get to atk you, and you move him up to two squares away in a direction of your choice. If you fail, the opponent gets a +2 bonus to hit.
Wolf Fang Strike [Tiger Claw (strike)]: can attack with both weapons you wield against one opponent, and you take a -2 penalty on each attack roll.
Island of Blades [Shadow Hand (stance)]: if you and an ally are adjacent to the same creature, the two of you gain the benefit for flanking that opponent. Can gain benefit against multiple opponents at the same time, as can your allies.
By the way, great NPCs. I wish I had seen them prior to running this adventure, as they would have really given the Lotus Dragons even more personality.