In the Living Dungeon, not all those trapped are evil. Though the dungeon seems to have some sort of alignment detection and pits foes of opposing alignments against each other in various ways, it does see fit to allow potential allies to show up on occasion as well.
Barak happens to be one of those “foes”. Long ago, he and his wolf companion entered the dungeon in an out-of-the-way entrance in order to rest for the night, and became trapped. Having never found their way back to the entrance, they wander in search of an entrance….any entrance.
BARAK CR 3
Male Dwarf Cavalier 4
CG Medium Humanoid (Dwarf)
Init +0; Senses Darkvision (60 feet); Perception +10
DEFENSE
AC 10, touch 10, flat-footed 10
hp 44 (4d10+12)
Fort +7,
Ref +1,
Will +4
Defensive Abilities Defensive Training
OFFENSE
Spd 20 ft.
Melee Goblinbiter (MW Greataxe) +7 (1d12+3/20/x3)
Special Attacks Cavalier’s Charge, Dragon’s Challenge +4/+2 (2/day)
STATISTICS
Str 14,
Dex 10,
Con 16,
Int 12,
Wis 17,
Cha 6
Base Atk +4;
CMB +6;
CMD 16
Feats Outflank, Power Attack -2/+4, Steel Soul
Skills Acrobatics -3, Climb -1, Escape Artist -3, Fly -3, Handle Animal +5, Intimidate +5, Perception +10, Ride +4, Stealth -3, Survival +10, Swim -1
Languages Common, Dwarven, Orc
SQ Aid Allies +3 (Ex), Animal Companion Link (Ex), Expert Trainer +2 (Ex), Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning +4, Tactician (Outflank) 5r (1/day) (Ex)
Combat Gear Goblinbiter, Half Plate; Other Gear
Amulet of Natural Armor +1,
Potion of Cure Moderate Wounds
SPECIAL ABILITIES
Aid Allies +3 (Ex) Aid Another grants +3
Cavalier’s Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Dragon’s Challenge +4/+2 (2/day) (Ex) +4 to damage target, -2 AC vs. others when used, allies gain +2 to hit the target of your challenge.
Dragon’s Skills +2 (Ex) +2 to Survival checks for allies.
Expert Trainer +2 (Ex) +2 to train mounts, reduced training time option.
Tactician (Outflank) 5r (1/day) (Ex) Grant the use of your Tactical feats to your allies within 30′.
CRIMSON
Male Wolf
TN Medium Animal
Init +3; Senses Low-Light Vision, Scent; Perception +10
DEFENSE
AC 18, touch 14, flat-footed 14 (+3 Dex, +4 natural, +1 dodge)
hp 32 (+12)
Fort +7,
Ref +7,
Will +2
OFFENSE
Spd 50 ft.
Melee Bite (Wolf) +5 (1d6+3/20/x2)
Special Attacks Trip
STATISTICS
Str 14,
Dex 16,
Con 16,
Int 2,
Wis 12,
Cha 6
Base Atk +3;
CMB +5;
CMD 19 (23 vs. Trip)
Feats Alertness, Dodge
Tricks Attack Any Target, Combat Riding, Come, Defend, Down, Guard, Heel, Track
Skills Perception +10, Sense Motive +3
Modifiers +4 to Survival when tracking by Scent
SQ Evasion (Ex)
SPECIAL ABILITIES
Trip (Ex) You can make a trip attempt on a successful attack.