The Hayworth Family (3.5e NPC)
NOTE: The Hayworth family are NPCs in the Years of Gold setting, and the entry reflects that. They should be easy enough to adapt to games and campaigns in other settings, but remember to check them over for Pansaer-exclusive content.
Male human fighter 6 | |
LN Medium humanoid (human) | |
Init/Senses | +1/Listen +1, Spot +1 |
Languages | Maridian, Gutnisk |
AC | 18, touch 11, flat-footed 17; +1 dodge from Dodge (+1 Dex, +7 armor) |
hp | 51 (6 HD) |
Fort/Ref/Will | +8/+3/+3 |
Speed | 20 ft. in banded mail (4 squares), base speed 30 ft. |
Melee | +1 humanbane greatsword +11/+6 melee (2d6+7/19-20) |
Ranged | masterwork composite longbow (+3 Str) +9/+4 ranged (1d8+5/×3) |
Base Atk/Grp | +6/+9 |
Abilities | Str 16, Dex 13, Con 16, Int 14, Wis 13, Cha 11 |
Feats | Dodge, Mobility, Power Attack, Spring Attack, Weapon Focus (greatsword), Weapon Focus (longbow), Weapon Specialization (greatsword), Weapon Specialization (longbow) |
Skills | Climb +12, Diplomacy +4, Intimidate +9, Jump +12, Swim +12 |
Possessions | +1 humanbane greatsword, masterwork composite longbow, +1 banded mail |
Male human paladin 6 | |
LG Medium humanoid (human) | |
Init/Senses | +4/Listen +3, Spot +3 |
Languages | Maridian |
AC | 20, touch 10, flat-footed 20 (+10 armor) |
hp | 57 (6 HD) |
Fort/Ref/Will | +11/+4/+7 |
Speed | 20 ft. in full plate (4 squares), base speed 30 ft. |
Melee | +1 glaive +9/+4 melee (1d10+4/×3) |
Ranged | masterwork heavy crossbow +7 ranged (1d10/19-20) |
Base Atk/Grp | +6/+8 |
Special Actions | smite 2/day, spells |
Abilities | Str 14, Dex 10, Con 18, Int 13, Wis 16, Cha 15 |
SQ | divine grace, lay on hands (12 hp), aura of courage, divine health, remove disease 1/week |
Feats | Blind-Fight, Combat Expertise, Improved Disarm, Improved Initiative |
Skills | Concentration +13, Diplomacy +11, Heal +12, Sense Motive +12 |
Possessions | +1 glaive, +2 full plate |
Smite (Su) | Twice per day, David may attempt to smite with one normal melee attack. He adds +2 to his attack roll and deals 6 extra points of damage. |
Aura of Courage (Su) | David is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while David is conscious, but not if he is unconscious or dead |
Divine Health (Ex) | David is immune to all diseases, including supernatural and magical diseases. |
Male human fighter 4 and rogue 3 | |
CG Medium humanoid (human) | |
Init/Senses | +3/Listen +3, Spot +3 |
Languages | Maridian, Luskan, Gutnisk |
AC | 18, touch 13, flat-footed 15 (+3 Dex, +1 shield, +4 armor) |
hp | 39 (7 HD) |
Fort/Ref/Will | +6/+7/+5 |
Speed | 30 ft. (6 squares) |
Melee | +1 keen short sword +8/+3 melee (1d6+5/17-20) and +1 keen shortsword +8/+3 melee (1d6+4/17-20) |
Ranged | masterwork dart +10/+5 ranged (1d4+2) |
Base Atk/Grp | +6/+8 |
Atk Options | sneak attack +2d6 |
Abilities | Str 15, Dex 17, Con 13, Int 12, Wis 16, Cha 14 |
SQ | trapfinding, evasion, trap sense +1 |
Feats | Combat Expertise, Combat Reflexes, Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (short sword), Weapon Specialization (short sword) |
Skills | Balance +8, Bluff +8, Climb +9, Diplomacy +8, Gather Information +8, Handle Animal +9, Jump +9, Knowledge (local) +7, Swim +9 |
Possessions | 2 +1 keen short swords, 20 masterwork darts, masterwork chain shirt |
Sneak Attack (Ex) | Harry can make a sneak attack, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when Harry is flanking. |
Evasion (Ex) | With a successful Reflex save against an attack that allows a Reflex save for half damage, Harry takes no damage. |
History
Harry Hayworth began his career as a minor city guard in Fort Brunid. Stories would have it that he ascended the ranks quickly, dueled with the corrupt commander of the guard, seduced the king's wife... none of it true. Harry never became a commander, and while quite a few maids gave themselves to the smiling guard, he systematically avoided those who were married. But Harry did hate the then-prevalent corruption of Fort Brunid's city guard. When a poor maid he had unwittingly impregnated came to him with a son she could not sustain, Harry decided to move the smaller city of Redford to avoid the influence of the capital.
The son, David, grew up in Redford, which Harry bitterly learned was exactly as bad as the capital. He was a hard father, but a loving one, and David grew to be a stand-up man, a man of high moral character. Harry made his money in the Gateguard and his son followed suit when he could join at the age of fifteen. When David turned twenty, he told of his desire to better the conditions in Fort Brunid, which his father had painted as a hive of sin. Harry could not curtail his son's enthusiasm, and he set off to work for the city guard of the capital, aided by a letter of recommendation from his father, an upstanding former guard.
Amazingly, David's perseverance (some would say stubbornness) achieved what his father never could: David rose to the position of commander of the city guard, and things seemed to be changing for the better. It was at this time he got involved with a beautiful young lass serving in the king's court, and his awkward advances were met with benevolent approval. A year later, they were married. A year after that, she was pregnant.
Lucas was born in the middle of a crisis in Fort Brunid. It was at this time the king's mind deteriorated rapidly, and the court became a poisonous influence on the capital. The city guard spoke vocally against this, although David would rather have shushed it up, and the situation got dire. Unfortunately, dealing with the situation took most of David's time, and Lucas grew up almost entirely without a father. He came to resent the court, which he blamed for this, and eventually all authorities and rulers. They needed a curtailer, a watchman to watch the watchmen; a sheriff.
When he was still young, Lucas moved to Redford to look for his now-legendary grandfather, a figure of stories all over the west. His father might have objected had he been present, but Lucas's mother encouraged his son to look for more than his father's lot in life. Lucas arrived to Redford only to discover his grandfather had long gone: adventuring through the lands, bringing justice where there was none. Lucas decided against a similar fate: you couldn't change the entire world, but perhaps you could change a single city? Thus, when Harry Hayworth, now the pride owner of the moniker Ol' Grin (for his charming smile) first met his grandson when returning to Redford, Lucas had become a bitter man. Perhaps changing even a single city was too much.
Appearance and beliefs
The man himself. |
Lucas Hayworth is a tall, grim man. He was never blessed with much in the way of looks, having a heavyset jaw and a shock of unkempt blond hair, the trademark of his family and possible origin of their surname. Lucas is 6' 5'' and weighs 180 lb.; he's lost quite a bit of weight from worry. Premature traits of aging plague him for the same reason: many of his golden strands have turned gray, his face is cracked by lines of worry and his posture is falling. He is still an imposing figure, especially when wearing the signs of his office: a red banded mail and the massive sword that makes a wrongdoer think twice about challenging him.
David Hayworth is the looker of the family, and it's strange that Lucas inherited none of it. David's golden hair is kept long, flowing on his armored shoulders (he never wears a helmet - people should be able to look him in the eyes, he thinks). David is 6' 4'' and weighs 200 lb., and is a veritably muscular man. He's not as strong as his son, though: there's a softness to David that lacks from both his father and his son. He has a soft voice, almost a peep, and he keeps himself immaculately groomed and his equipment maintained. Cleanliness is to him next to godliness.
Ol' Grin was once a tall, roguishly handsome man, but the years have done a number on him. He's bent and wizened, his once-gray eyes have begun to edge towards milky white and his once-blond hair, the talk of towns all over Pansaer, is gray and cropped short. The years haven't robbed him of his personal charisma or his boyish charm, and the rumor is he still beds a blushing maiden on a weekly basis. Ol' Grin is 5' 10'' and weighs 150 lb.
While the appearances and mindsets of all three Hayworths are vastly different, they share a single passion: justice. Lucas believes in the harsh justice rising from the law: the rules have been made, and those who don't follow need to pay the price. David wishes for a world where justice is done because people genuinely wish each other the best. This seems a long, long way off. Ol' Grin has long since abandoned the trappings of the civilized world, preferring the Robin Hood brand of justice, hurting those who hurt others, helping those who are beyond help.
Followers and allies
Lucas Hayworth has little in the way of allies and much in the way of enemies in Redford. Only his Council-given position and his personal influence have kept him standing in the stagnant atmosphere of the city. The only trustworthy ally he has is Herman Marens, and even though Herman's enthusiasm is great, his ability to influence things is not. Lucas and Ol' Grin are very close, but since the old man is often away, can do little to help. Thus, Lucas often hires adventurers and outsiders (i.e. the players) to help him in his line of duty.
David Hayworth commands a high position in Fort Brunid, and commands the city guard. Thus, he has access to the entire strength the city guard can muster. However, David is torn between his loyalty to the ailing King and his duty as the commander of the city guard, since terms between the court and the guard are quite inflamed. David is forced into passivity by his dilemma, and the situation can turn dire if the kind-hearted knight isn't roused to action.
Ol' Grin goes where he pleases and does what he wants: he has little need of allies. Nonetheless many people adore the legendary figure, and would gladly help him in any activity he sets himself to. He has many friends in both the west and the east, especially in Brimhaven, Redford, Calimport and Irid and Eros, and they can provide him with a network of information that challenges those of anyone living in Pansaer. When in the Basket area, Ol' Grin makes a point of always visiting his grandson, trying his best to help him in his desperate fight against the power of the Redfordian nobility.
Recent activity and plans
Lucas Hayworth is caught in the middle of the current turmoil of Redford: not only are the nobles as much of a pain as they've always been, the rise of High Minister Torg Cudean and his Aurites has further complicated things. In the middle of this all, Lucas finds himself at the end of his rope. He'll be quick to approach anyone who he thinks can help with the desperate situation.
David Hayworth seems intent on pretending there is no crisis taking place in Fort Brunid, and an effort is needed to make him see that he can't support two sides - the rebellious city guard and the decadent court - at once. If he can be roused to action, however, he can become an incredible ally, and help overthrow either the city guard (if the party sides with the court) or the court (if the party sides with the guard). Who knows, perhaps the popular commander can even be crowned king?
Ol' Grin has never been much of a planner. He goes where he wants, and thus can be a player in any development almost anywhere on Pansaer. This makes him a valuable DM tool: a source of knowledge and support that the players can relate to, who can sensible be found anywhere the players are. Be careful not to overuse him, though.
Combat
Guess where he gets his nickname from? |
Lucas fights alone. He's never been trained in cohesive group combat and would likely be a hindrance in such an eventuality, but alone he can be a powerhouse. He always goes for humans first, due to his magic greatsword (a good tool to have in a city where most criminals are humans). He rushes by foes and strikes them once with Spring Attack, then forces them to close the distance. This is his tactic of choice, unless he's especially angry or surrounded, whereupon he starts blowing foes away with full attacks. Lucas does not run.
David is a proud warrior, and will often attempt to challenge a single foe to honorable close combat where the idea is to disarm the foe instead of killing them. If his challenge falls on deaf ears, he's not afraid of taking down foes - he gave them a chance, after all. He always fights with senior members of the city guard, making him a particularly fearsome foe. He avoids blows cleverly with Combat Expertise and tries to disarm those who wield dangerous weapons.
Ol' Grin has no need for backup, but will often receive it if fought in a crowded area: there's always someone who recognizes and wants to help the legend. He's as skilled (or even more skilled) than his offspring, but much less honorable: Ol' Grin has no fear of giving someone a hard kick on the crotch if the situation dictates it. He wields his deadly short swords with considerable skill, and of the Hayworth men is the most likely to run away - to fight another day.
Lucas and Ol' Grin might end up fighting together due to them still meeting now and then, but in general the geographic (and emotional) distance of the three means they fight their own fights.
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