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NPC

 
With the hustle and bustle of working on the Kickstarter and churning out our most recent Patreon post, I haven’t been able plug our favorite podcast: Hero Club!
 
Hands down, this is one of the slickest podcasts out there. Ever since I did a one-shot session of Dark Matter a few weeks ago, I’ve gathered a new appreciation of the craftsmanship and effort it takes to make something sound as good as Hero Club does. 
 
Their current season, Adversary sees their four characters,  in an adventure through the old West to kill the devil himself. How do they plan to do this, you might ask? They’re taking a page out of our book (literally) and using the Reaper Bullet magic item from our Weird West Update. To round out the party, we’ve got Ember, Jeremiah’s sister and a badass demon huntress. (Also, it occured to me that Ember carries a lot of weapons. Too many weapons. Who needs that many weapons?)
 
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Mary Elizabeth “Ember” Craig

Few people would bat an eye at Mary Elizabeth — who prefers to go by Ember — if they passed her at a saloon or on the road to town. Her unassuming façade, however, conceals her identity as a fearsome demon hunter, one of the most dangerous people in the West.
     Ember has slain creatures fouler than most people can imagine, and has acquired an armory and selection of tools to match her quarry: a pair of straight swords, with which she practices a unique dancing style of combat, a revolver, a derringer pistol holstered at her ankle, a shotgun, and a number of silver crucifixes, sharpened to a razor’s edge and weighted for throwing. 
 

Ember

Medium humanoid (human), chaotic good
 
Armor Class 17 (chain mail)
Hit Points 115 (21d8 + 21)
Speed 30 ft.
 
STR 16 (+3) DEX 16 (+3) CON 13 (+1)
INT 12 (+1) WIS 12 (+1) CHA 12 (+1)
 
Saving Throws Str +6, Int +4
Skills Acrobatics +6, Deception +4, Perception +4 
Languages Common, Infernal 
Challenge 6 (2,300 XP)
 
Action Surge (Recovers after a Short or Long Rest). Ember takes an additional action on her turn.

 

Second Wind (Recovers after a Short or Long Rest). Ember regains 13 (1d10 + 8) hit points.

 
Unremarkable. Ember has transformed her unassuming  appearance into a deadly guise. Ember has advantage on any ability check she makes to blend into crowds, conceal weapons, or to pass for an ordinary bystander. 
 
ACTIONS
 
Multiattack. Ember makes three weapon attacks. 
 
Paired Swords. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. This weapon counts as silvered for the purposes of overcoming damage resistances and immunities.
 
Parlor Gun. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 5 (2d4) piercing damage.
 
Revolver. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 7 (2d6) piercing damage.
 
Shotgun. Ranged Weapon Attack: +6 to hit, range 40/120 ft., one target. Hit: 7 (2d6) piercing damage or 9 (2d8) piercing damage of the target is within 20 feet.
 
Throwing Crosses. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage. This weapon counts as silvered for the purposes of overcoming damage resistances and immunities.
 


Changelog: 9/11/18: Ember reworked into a fighter, instead of a rogue

 

 

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