Characters

Tpannon

CR: 4 XP: 1,200


N Medium humanoid (human)


Init: +4 Senses: Perception +9


Defense

AC: 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)


HP: 37 (5d10+10)


Fort: +6 Ref: +8 Will: +2


Resist: fire 5 (see below)


Offense

Speed: 30 ft.


Melee: longsword +6 (1d8+1/19–20)


Ranged: mwk longbow +11 (1d8/×3)


Special Attacks: favored enemy (humans +4,, animals +2)


Spells Prepared: (CL 2nd, concentration +3) 1st—entangle (DC 12), summon nature’s ally I


Statistics

Str: 13 Dex: 18 Con: 14 Int: 10 Wis: 12 Cha: 8


Base Atk: +5 CMB: +6 CMD: 20


Feats: Desert Dweller (see below), Endurance, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)


Skills: Bluff +2, Climb +5, Diplomacy +1, Disguise +3, Handle Animal +6, Knowledge (geography) +5, Knowledge (history) +2, Knowledge (local) +2, Linguistics +2, Perception +9, Ride +10, Stealth +12, Survival +9


SQ: favored terrain (desert +2), hunter’s bond (companions), track +2, wild empathy +4


Languages: Common, Osiriani, Polyglot


Gear: +1 studded leather, masterwork longbow with 20 arrows, longsword, hat of disguise, unguent of timelessness (2), 125 gp


Description

Male human ranger 5

Before Combat: Tpannon affects a jovial demeanor and keeps targets distracted while his troops deploy. He may summon an ally to help distract or flank opponents.

During Combat: Tpannon prefers to stay out of melee, not wanting to reveal that he’s not as skilled a swordsman as the tales about him suggest. In keeping with his reputation as an excellent strategist, he normally uses his hunter’s bond ability to advise his allies when battling humans or dangerous animals.

Morale: Tpannon flees if in serious danger, knowing he can always get more followers by relying on his extensive reputation.

Feats Tpannon has the Desert Dweller feat, which grants him fire resistance 5 against effects that deal 5 or fewer points of fire damage (attacks that deal 6 or more points of fire damage affect him normally). He has a +4 bonus on checks made to avoid starvation or thirst and on Fortitude saves to avoid nonlethal damage from hot environments (this is in addition to the benefits of the Endurance feat). See page 139 of the Pathfinder Chronicles Campaign Setting.

Over the last 200 years, Tpannon has achieved near-legendary status as one of the greatest of Thuvia’s Water Lords. The source of a hundred different tales and a dozen proverbs, Tpannon has an authority and status that makes him the unofficial leader of the Water Lords. His word is law and few dare to challenge him when he settles a dispute or demands a gift as tribute for the peace he maintains. Many consider his unprecedented longevity to be proof that he has struck some sort of deal with Artokus himself entitling him to regular doses of sun orchid elixir, despite the ban on its use by citizens. Others suspect a yet more sinister explanation. But few ever realize Tpannon’s identity is an elaborate con—whenever the current “Tpannon” grows weary or old, he passes on a hat of disguise to a designated successor and goes into a lucrative retirement.

The current Tpannon only earned the hat about a year ago and he still has much to learn. He does his best not to buckle under the pressure, but living up to the image created by the role is proving far more difficult than he expected. All too often he finds himself relying on Tpannon’s reputation as a peerless swordsman, brilliant strategist, and master of stealth; he dreads the day when someone finally calls his bluff. He tends to compensate by making hearty boasts and asking rhetorical, deep-voiced questions of his “lads” (a group of 10–20 thugs) as a way of demonstrating the loyalty of his followers.

Boon: Tpannon knows the locations of every major oasis in Thuvia, as well as a few minor ones the previous Tpannon told him about. If he believes the PCs can help bolster his reputation or reinforce his identity as the legendary water lord, he may be willing to escort them (with the help of his troops) to any of these watering holes or negotiate on their behalf with any of the other Water Lords. He is still trying to build his own fortune and cannot pay full price for a sun orchid; however, he will trade some of his unguent of timelessness (which he claims is a lessened form of sun orchid elixir that preserves nonliving things) or lend the service of some of his “lads” in exchange for such a treasure.

Source: NPC Guide, p. 32