05 January 2016

Map: The Free Cities of Varnia

This map is free to download and use.

The ruins pictured can also function as random dungeons and are therefore not named. The biggest cities are Karn and Sigusa. Small villages are not pictured.

The hex grid should assist a GM's travel calculations: a party on foot should be able to travel 2 hexes a day, or 5 on horseback (faster if they use roads; slower if they travel through swamps, forests, or mountains).

Larger file available here.

27 March 2013

Harm the Guard [CR 12]

Fighter 12
Warforged, Medium Living Construct, LN
HD: 12d10+60 (158 hp)
Initiative: +5
Speed: 20 ft. (4 squares)
Armor Class: 24 (+8 armor, +3 natural, +2 deflection, +1 dexterity), touch 13, flatfooted 23
Base Attack/Grapple: +12 / +18
Attack: melee +2 Harmonium Halberd: +22/17/12 (1d10+15, 19-20/x3);
melee unarmed Slam: +20 (1d4+9) 
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Light Fortification (Ex), Composite Plating (Ex) + Adamantine Body (damage reduction 2/adamantine - see Notes below)
Immunities: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, energy drain
Saves: Fort +15, Ref +7, Will +9
Abilities: Str 22, Dex 13, Con 20, Int 10, Wis 12, Cha 6
Skills: Climb +10, Craft (Origami) +1, Jump +8, Ride +10, Swim +8
Feats: Adamantine body, Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Cleave, Dodge, Greater Weapon Focus: Halberd, Greater Weapon Specialization: Halberd, Improved Critical: Halberd, Improved Initiative, Iron Will, Mobility, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus: Halberd, Weapon Specialization: Halberd  
Environment: City
Organization: Harmonium
Possessions: +2 Harmonium Halberd (32,310 gp, 86,810 gp; see description below); Amulet of Natural Armor +3 (18,000 gp); Bracers of health (+4) (16,000 gp); Belt of Giant Strength +4 (16,000 gp); Helm of Glorious Recovery (see Notes below); Cloak of Resistance +2 (4,000 gp); Ring: Protection +2 (8,000 gp) 

"Get out of Harm's way," goes the local saying. Harm with a capital 'H', and quite possibly short for Harmonium, though the bodily variant may also apply. Nobody knows much about him. Well, Harm is a local guard. He keeps the streets safe, but never says much. And he never goes anywhere without that halberd of his. As far as I know, he never receives orders - nobody would dare give him any - and yet he always seems to move with a sense of... purpose. 

Harm is a warforged, a living construct created in ancient times with a single purpose - to fight and die for his master. But that was long ago. He has since become his own master and has joined the ranks of Harmonium (a faction from the Planescape setting). Regardless of the setting in your game, Harm can be stationed anywhere in place of a normal town watchman, even when that town has no (obvious) ties to planar factions or even other watchmen. He can guard a busy marketplace or a wealthy merchant, stand at the city gates or battlements, charge tolls on a town bridge. He may seem to take commands from the local ranking officers (who hesitantly tolerate his presence, but dare not turn him away), but his armour insignia and mannerisms will reveal otherwise - his true loyalty lies with the Harmonium. 

Harm may seem harmless at first, no pun intended. If he spots a light crime being committed (for example, a thief cutting purses in the market, or somebody trespassing on private property), he will give ample warning to the perpetrator and a chance to either pay a fine or return from whence they came. However, if provoked by insubordination or heavy crimes (theft of items over 10gp in value, bodily harm, murder) he will make an attempt to arrest the perpetrator and take him or her to the local barracks/prison. Should the criminal resist arrest, Harm will proceed to execute him and anyone who interferes.

Harm always carries his Harmonium Halberd (see below), and is sometimes seen quietly chatting to it. Careful listeners may even hear the halberd answering back. It is in fact a magical halberd with a mind of its own, and Harm's partner of sorts. It sometimes notices things that Harm does not, and warns him accordingly. It also helps him apprehend escaping criminals. 

At times, Harm seems to become lost in thought. Since warforged do not sleep, he is known to pass the while by folding origami animals and monsters. Of course, this could also be a ruse so that criminals would let their guard down. Unbeknownst to them, Harm's halberd also never sleeps, and carefully observes everything in sight.

Harmonium Halberd
This halberd is heavily enchanted and infused with the soul of a former Harmonium Factol. Its full ablities are only revealed to a member of the Harmonium; anyone else can use it merely as a +2 Halberd: Axiomatic. In the hands of Harm (or another faction member) its stats are as follows:  
+2 Intelligent Halberd (LN; Ego: 20; Int 18, Wis 18, Cha 10); Axiomatic (+2 vs. Chaotic enemies); Senses: Darkvision 120 ft., Blindsense, Hearing; Communication: Speech, Telepathy (with the wielder);  Skills: +14 Listen, +14 Sense Motive; Powers (Caster Level 12): Hold Person - 3/day, Slow - 3/day, Dimensional Anchor - 1/day.
All these abilities place the item's full price at 86,810 gp, but it will resist scrying attempts. Should a player cast Identify upon the item, the item will attempt to resist it. The caster can sense the resistance, and a battle of wills may begin: the caster and the item must throw Wisdom checks (the Halberd's modifier is at +4, but it will be +6 vs. chaotic casters). If the caster wins a check, the item reveals one of its powers at random, and another check may be made. If the caster fails, the item remains immune to other attempts from that same caster for the next 24 hours. However, even a fully identified item may choose not to cooperate - it may help lawful characters for a while, but it will ultimately seek to return to a member of the Harmonium.

Selling the item at full price should not be too easy: a) most merchants will see it as a mere +2 Halberd: Axiomatic, b) any who do realize that it is a Harmonium weapon will probably be reluctant to anger the faction because c) the Harmonium will want the weapon back. Should the players get their hands on the Harmonium Halberd by either stealing it or killing Harm, the Harmonium will pursue them and seek justice.

-- Notes --
1. Adamantine Body: As a warforged, Harm does not wear armor - it is already built into him. By taking the Adamantine Body feat at 1st level, a warforged is counted as wearing an Adamantium Full Plate (+8 to Armor Class, damage reduction 2/adamantine, -5 armor check penalty, +1 maximum Dexterity modifier, speed reduced to 20ft., 35% arcane spell failure). Because it is part of his body, this armor cannot be salvaged and used by anyone else, nor can Harm take it off.
2. Warforged and their characteristics were introduced in the Eberron Campaign Setting and later presented in Monster Manual III. Warforged do not need to sleep. When reduced to 0 hp, Harm can still make one move or standard action per round without risking further injury. At -1 to -10 hp, Harm becomes inert. In case of a critical hit or a sneak attack, there is a 25% chance that Harm will negate the additional damage.
3. Helm of Glorious Recovery: This item cures Harm 1/day 2d8+3 hp on command. This already takes into account that Warforged receive only half the healing effects. If Harm is reduced below 0 hp, the helm automatically heals him 1 hp per day until he retains consciousness (at 0 hp). The helm is part of Harm's body armor and cannot be removed.
4. Harmonium: As mentioned (and linked) earlier, the Harmonium are a Planescape faction that represents law and order, and seek to achieve it by any means necessary.

Character build by Domigorgon
Illustration by Clone-Artist

25 March 2013

Zak'kon, Mercykiller Justiciar [CR 16]

Fighter 4, Urban Ranger 6, Justiciar 4 
Female Githyanki, Medium Humanoid (Planar: Astral Plane), LE
HD: 4d10 + 16 (Fighter), 6d8 + 24 (Ranger), 4d10 + 16 (Justiciar); 134 hp
Initiative: +4
Speed: 20 ft.(4 squares)
Armor Class: 22 (+10 armour, +2 natural), touch 10, flatfooted 22
Base Attack/Grapple: +10 / +14
Attack: melee +2 Mercykiller Manacles +14/+9/+4; +14/+9 (1d8+6, x2)
Space/Reach: 5 ft. / 5 ft.
Psionic Abilities: 3/day - blur, daze, dimension door, mage hand, telekinesis. 1/day - planeshift. These are cast as a sorcerer of the githyanki’s character level (14).
Special Abilities: Hide in Plain Sight (Ex), Bring'em Back Alive, Crippling Strike, Non-Lethal Strike +2d6, Street-Savvy +2
Special Qualities: Darkvision 60 ft. (Ex), Spell Resistance 19
Favoured Enemies: +4 vs. Xaositects, +2 vs. Anarchists
Saves: Fort +18, Ref +9, Will +12
Abilities: Str 18, Dex 10, Con 18, Int 10, Wis 16, Cha 12
Skills: Concentration +7, Gather Information +12, Handle Animal +6, Intimidate +8, Knowledge (Local) +4, Listen +6, Search +12, Sense Motive +10, Spot +10, Survival +10.
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Endurance, Improved Critical: Manacles, Improved Grapple, Improved Initiative, Improved Two-Weapon Fighting, Investigator, Oversized Two-Weapon Fighting, Shield Proficiency, Simple Weapon Proficiency, Skill Focus: Gather Information, Tower Shield Proficiency, Track, Two-Weapon Fighting, Urban Tracking, Weapon Focus: Manacles, Weapon Specialization: Manacles.
Spells Known (UrbRgr --/2): 1st -- Alarm, Calm Animals, Comprehend Languages, Delay Poison, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Poison, Detect Secret Doors, Detect Snares and Pits, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Message, Pass without Trace, Read Magic, Resist Energy, Summon Nature`s Ally I.
Spells Prepared (UrbRgr --/2): 1st - Detect Chaos, Entangle.

Environment: any
Organization: Mercykillers
Possessions: +2 Mercykiller Manacles (8,690 gp), +2 Justiciar Plate (10,000 gp), Cloak of Resistance +2 (4,000 gp); Amulet of Natural Armor +2 (8,000 gp); Gauntlets of Ogre Power (4,000 gp); Belt of Endurance (10,000 gp); 2x Potion: Cure Critical Wounds (10) (2,000 gp); Ring: Feather Falling (2,200 gp); Dust of Illusion (1,200 gp).

A great suit of armour is walking down the street, all by itself. But no, wait, there is a man within. Wait, wait, no, not a man, not human either. She is a gith, a planewalker. Her attire bears the insignia of a planar faction that seeks to inflict Justice upon the multiverse. Who is she after? Hopefully, nobody I would know anything about.
Justice. This word might sound like a good thing. But there is justice, and then there is Mercykiller justice. Mercy might also sound like a good thing. Well, Mercykillers do not dispense mercy; quite the opposite. They kill it. They are the ultimate lawbringers. Judge, jury, and executor.

Zak'kon is a githyanki bounty-hunter of sorts. Only she is not after any bounties. All she seeks is Justice. She is assigned her targets by her faction, though on occasion she accepts freelance work if it fits the Mercykiller creed (which roughly translates to "eye for an eye" at best, "kill a thief and he will never steal again" at slightly closer to truth).

She tracks her quarry through means both mundane and magical, gathering information by questioning the more talkative, or easily intimidated, locals - and using her psionic abilities and magical items to get at the truth quickly and efficiently. She may seem slow and burdened by her heavy armour, but she is also relentless, never stopping, never giving up.  

To aid her search, she tows around a trained fire drake, Axiomaxis. Well, not quite trained yet; Axiomaxis exibits many of the chaotic tendencies of his draconic kin, but Zak'kon is determined to beat them out of him. He is easily bribed by appropriate quantities of red meat, though, and Zak'kon uses him to help her track down her targets, or even fight them into submission. Both Zak'kon and Axiomaxis speak Draconic, though the drake does not understand Common.

Zak'kon fights with her special Mercykiller Manacles (see Notes below). At such times when her missions require the capture of an escaped convict, she is trained to use non-lethal force. A lot of non-lethal force. Of course, she is just as often on a mission of mercy. 

Animal Companion: Fire Drake (Axiomaxis)
Medium Dragon (Fire); HD: 7d12+14 (60 hp); Init: +0; Speed: 20 ft., Fly (Poor) 150 ft.; AC: 16 (touch 10, flatfooted 16); Attack: primary bite +10 (1d8+3), secondary 2x claws +5 (1d6+1), 2x wings +5 (1d4+1); Breath Weapon: 30 ft. Cone of Fire (2d10); Immunity: Fire, Paralysis, Sleep Effects; Special: Keen Senses (Ex), Blindsense (Ex): 60 ft., Darkvision (Ex): 120 ft., Low-light Vision (Ex); Alignment: CE; Saves: Fort +7, Ref +5, Will +5; Abilities: STR 17, DEX 10, CON 15, INT 10, WIS 11, CHA 10; Skills: Concentration +6, Escape Artist +1, Intimidate +10, Jump +12, Listen +10, Search +10, Sense Motive +10, Spot +10; Feats: Diving Charge, Flyby Attack, Improved Speed.

-- Notes --
1. Mercykiller Manacles: These manacles are magically enchanted so that the Justiciar can fight with them without penalty as if they were a dire flail. The manacles can change their length and size on command. They can also fit any creature one size removed from Medium (therefore including Small, Medium and Large creatures). Otherwise they function as any Masterwork Manacles (to slip free, a creature must either make an Escape Artist check at DC 35, or a Strength check at DC 28).
2. Justiciar Plate: This full plate armour is inscribed with Mercykiller insignia and any non-Mercykillers wearing it will be level drained. It allows the wearer one of three spells to be cast per day: either Hold Person, Protection from Chaos, or Zone of Truth (as if cast by a 4th level Cleric).
3. Urban Ranger: Unearthed Arcana class variant. An urban ranger is more at home in cities rather than forests, and therefore gains Urban Tracking instead of the Track feat. She can also Hide in Plain Sight (Ex). For a full list of class changes, see here.
4. Justiciar: Complete Warrior prestige class. The justiciar can choose to attack with Manacles as if they were a weapon without any penalties, as well as to deal non-lethal damage in place of what would otherwise be lethal damage (again, without penalties). In certain cases, her non-lethal attacks cause additional +2d6 damage. For full details on class abilities and features, see here.
5. Mercykillers: Zak'kon is a member of a planar faction based in Sigil, introduced in the Planescape setting. This, along with her planeshift ability, allows her to track her quarry to any plane. 

Character build by Domigorgon
Illustration by Clone-Artist 

Rynn'ae [CR 6]

Ranger 6
Female Wood Elf, Medium Humanoid (Elf), CG
HD: 6d8+6 (36 hp)
Initiative: +7
Speed: 30 ft. (6 squares)
Armor Class: 18 (+3 dex, +1 natural, +4 armour), touch 13, flatfooted 15
Base Attack/Grapple: +6 / +7
Attack: ranged +1 Composite Shortbow (Str +1) +11/+6 (1d6+2, x3, 70 ft.),
melee +1 Dagger +8/+3 (1d4+2, 19-20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Immunity: Sleep Effects (Ex); Low-light Vision (Ex); +2 Saves vs. Enchantment Spells and Effects
Favoured Enemies: +4 vs. Orcs, +2 vs. Goblinoids
Saves: Fort +6, Ref +8, Will +4
Abilities: Str 12, Dex 16, Con 12, Int 11, Wis 14, Cha 11
Skills: Climb +4, Concentration +4, Handle Animal +8, Hide +10, Jump +4, Knowledge (Geography) +2, Knowledge (Nature) +4, Listen +6, Move Silently +8, Ride +6, Search +8, Spot +8, Survival +8, Swim +2, Use Rope +4
Feats: Able Sniper, Armor Proficiency: light, Endurance, Improved Initiative, Manyshot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus: Shortbow
Spells Prepared (Rgr --/2): 1st - Camouflage, Magic Fang.
Environment: Forest
Languages: Common, Elven 
Possessions: +1 Shortbow, composite (+1 Str) (2,450 gp); +1 Dagger (2,302 gp); 10 x Flight Arrows (16 gp); 20x Arrows (1 gp); Armor: +2 Leather (4,160 gp); 2 x Potion: Cure Moderate Wounds (6) (600 gp); Amulet of Natural Armor +1 (2,000 gp); Elixir of Vision (250 gp); Elixir of Sneaking (250 gp); Dust of Tracelessness (250 gp); Tanglepatch (100 gp).

The she-elf silently tracks her quarry through the woodland thickets. In one hand she holds a shortbow, in other an arrow, ready to be drawn and fired at a moment's notice. Her targets slow down, and she along with them. They are a party of orc-raiders in search of easy prey. Little do they know that they, the hunters, are being hunted. The she-elf takes careful aim...

Rynn'ae is a wood elf ranger sworn to protect her forest from bandits and goblinoids. She lives and operates alone, hiding from creatures both friendly and hostile. On rare occasion, she might impart some useful information to lost travellers and help them find their way, or assist such poor souls as are sometimes ambushed by the malevolent denizens of the forest.
Her animal companion is an eagle called Aeryk, whom she uses for recoinnasance and distracting her foes.

Animal Companion: Eagle (Aeryk)
Male Animal, Eagle : CR 1/2; Small Animal 
HD 3d8+3 (8 hp); Init + 3; Spd 10 ft., Fly (average) 80 ft.; AC 17; Atk + 1 base melee, + 4 base ranged; +4/-1 (1d4, 2 Talon; 1d4, Bite); SQ: Low-light Vision (Ex); AL N; Fort + 2, Ref + 4, Will + 3; STR 11, DEX 16, CON 12, INT 2, WIS 14, CHA 6. Skills: Hide +6, Spot +14. Feats: Weapon Finesse. 

-- Notes --
1. Able Sniper Feat: You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding (see page 76 of the Player's Handbook).
2. Camouflage Spell: You change your coloring to match the environment surrounding you.
The spell grants you a +10 competence bonus on your Hide checks.
3.  Wondrous: Tanglepatch: When thrown, this item of dwarven make creates an Entangle effect at the point of impact (see spell description), as if cast by a 1st level caster.
4. Flight Arrows: These arrows increase the range of the bow by 25 ft.

Character build and illustration by Domigorgon.

20 April 2011

R for Revenge [CR 10]

Male or Female Human(oid), Fighter 2 / Rogue 5 / Assassin 3
Medium Humanoid, CE
HD: 10 HD (60 hp)
Initiative: +8
Speed: 30 ft. (6 squares)
Armor Class: 18 (+4 dex, +2 armour, +2 magic)
Base Attack/Grapple: +7 / +8
Attack: +8/3 base melee, +11/6 base ranged;
   single melee +1 Rapier: Anarchic +13/+8 (1d6+2, 18-20/x2), or
   single melee +1 Dagger: Returning +12/+7 (1d4+2, 19-20/x2), or
   two-weapon melee Rapier +9/+4, Dagger +4
Space/Reach: 5 ft. / 5 ft.
Saves: Fort +6, Ref +11, Will +3
Abilities: Str 12, Dex 18, Con 12, Int 16, Wis 12, Cha 8
Fighter Class Features: Weapon, Armour and Shield proficiencies
Rogue Class Features: Evasion, Improved Uncanny Dodge, Sneak Attack +5d6, Trap Sense +1, Trapfinding
Assassin Class Features: +1 save vs. Poison, Death Attack, Poison Use
Skills: Balance +6, Bluff +10, Climb +12, Craft (Alchemy) +14, Craft (Poisonmaking) +6, Disable Device +10, Disguise +8, Escape Artist +10, Hide +16, Intimidate +6, Jump +12, Listen +6, Move Silently +16, Open Lock +12, Search +6, Sense Motive +4, Sleight of Hand +8, Swim +10, Tumble +12, Use Rope +6
Feats: Acrobatic, Blind-Fight, Dodge, Improved Initiative, Nimble Fingers, Weapon Finesse, Weapon Focus: Rapier
Spells Known (Asn --/3/1): 1st -- Feather Fall, Obscuring Mist, True Strike; 2nd -- Cat`s Grace, Darkness
Organization: R hatches his/her plans in secret, always working alone. He/she may employ others, or even appear to be employed by others, but it is a ruse - everything R does, does for reasons of his/her own.
Languages: Common, Abyssal, Elven, Slaad
Possessions: +1 Rapier: Anarchic (18,320 gp); +1 Dagger: Returning (8,302 gp); +2 Leather: Shadow, Silent Moves (11,660 gp); Coin: 278 gp; Alchemist`s Mineral Acid (2) (40 gp); Thieves` tools, Masterwork (100 gp); Camouflage Kit (40 gp); Alchemists`s tools, Masterwork (55 gp); Alchemical Sleep Gas (2) (60 gp); Antitoxin (vial) (2) (100 gp); Blood Elixir (Black) (700 gp); Blood Elixir (Green) (1,200 gp); Blood Elixir (Copper) (700 gp); Disappearing Ink (5 gp); Festering Bomb (2) (100 gp); Insanity Mist (1,500 gp); Asabi Mist (2) (2,000 gp); Purple Worm Poison (2) (1,400 gp); Dark Reaver Powder (4) (1,200 gp); Huge Scorpion (1,200 gp); Wondrous: Boots of Big Stepping (11,200 gp); Wondrous: Mask of Disguise (1,000 gp) 

As you walk down the street, a masked figure brushes your shoulder upon exiting the guildhall's back door. You ignore and pass the figure, never giving it a second glance. Probably some entertainer employed at the guild, judging by his mask and apparel. In retrospect, you pat your belt and are glad to find your coinpurse in its place. Suddenly, you are deafened by a large explosion and, instinctively, you drop to the ground. Before your very eyes the guildhall collapses in dust. The ringing in your ears is replaced by screams, and people are running about you either in panic or in a frantic effort to stop a fire from spreading. You stand up and brush yourself off. Only now do you notice the masked figure again, and are amazed to see it standing calmly, observing the chaos and destruction which it had avoided just as narrowly as you. And then, noticing you watching, it dodges behind a corner, gone for good. Lucky sod, you think to yourself. To think that he walked out of that building not a moment too soon. And then you begin to wonder what caused the explosion...

"R" has many names. Anarchist. Freedom Fighter. Assassin. The Masked Man. The Smiling Menace. That Guy With the Mask. The thing is, no one knows his real name, his identity, or even his face. Most suppose that he is a he, but are not even sure about that much. Sporting a heavy disguise, R is the master sneak and killer, feared by all. Everyone knows he cannot be trusted - well, most people do. Those who don't - usually find out sooner or later, as R's mask is the last thing they will ever see, in addition to a bowl or poisoned soup or a knife in their belly.

R kills indiscriminately. Some have theorized that he is after authority figures who have evaded punishment for their past or present crimes. It is just as likely that he is mad, or that he has some other convoluted scheme up his sleeve. The thing is, no one knows. And yet, a building is blown up, a city official is found stabbed in his own room behind locked doors, a common thug is found nailed to the roof of the local church. Sometimes all three in the same day. The Smiling Menace must be stopped!

Plot hooks:
- There has been a series of seemingly unrelated assassinations and/or explosions in the city. Players may be out for revenge, or on a mission for their organization.
- Naturally, the guilds and other officials would pay handsomely for the proof of R's death, but will not accept a body without the mask, since none know his appearance. The local sheriff is offering a 10,000 gp reward.
- R might be employed by some unknown party to kill the players. There is a string of assassination attempts through the use of poison, or a direct attempt should a party member become separated from the rest. The players must either catch R or find out who his employer is. R might even kill his own employer before or after the players confront them (for whatever reason, as he is reliably unpredictable).

- R prefers to avoid a fair fight. He will use poison first, in order to kill or soften up his victims. Poisons: Asabi Mist (Inhaled DC 12, 1d4 Con / 1d4 Con), Dark Reaver Powder (Ingested DC 18, 2d6 Con / 1d6 Con + 1d6 Str), Huge Scorpion (Injury DC 26, 1d8 Str / 1d8 Str), Insanity Mist (Inhaled DC15, 1d4 Wis / 2d6 Wis), Purple Worm (Injury DC 24, 1d6 Str / 1d6 Str).
- When cornered, R will cast Darkness or Obscuring Mist, attempting to hide and backstab his foes. He might even attempt bluffing his way out, or use his Boots of Big Stepping to get away.
- Failing all that, R will imbibe some draconic potions. Elixirs: Black Blood Elixir (+2 to Str and Darkvision 120 ft. for 10 minutes), Copper Blood Elixir (+2 to Cha and Spider Climb for 10 minutes), Green Blood Elixir (+2 to Str and Suggestion for 10 minutes).

-- Editor's Note --
a) Alchemical items and their descriptions are to be found here. Most are from the Arms and Equipment Guide, some are from Draconomicon or Book of Vile Darkness. You are free to enrich R's inventory with any alchemical concoctions you deem apropriate: infusions, poisons, smoke bombs, explosives, etc. The aforementioned site and sources should come in useful.
b) Wondrous items. Boots of Big Stepping grant the wearer the dimension door ability, usable 1/day as per the spell description. Mask of Disguise functions pretty much as a Hat of Disguise would, though naturally it hides the wearer's face even when inactive.
c) "R for Revenge" is a play on "V for Vendetta", and the character concept is translated into D&D terms. As the character's original author and illustrator says, "Citizens of Sigil beware! Mysterious terrorist stalks the streets of our fair city, if you know anything about this dangerous criminal known only as "R" inform your nearest Harmonium officer. Do not atempt to aprehend this person yourself, he is armed and extreamly dangerous." Therefore, R is originally an Anarchist character in the Planescape campaign setting, but as described here he can be implemented into any generic D&D setting, possibly as a side-quest or a minor villain.
d) R is not necessarily human and could be of either sex. In your campaign it might turn out that R is some NPC the players had already met previously and never suspected. Of course, it is up to you as a DM to decide what his actual agenda is (if any). In a more metaphysically oriented setting (like Planescape) it might turn out that there is nothing at all under the mask, and R is some sort of Anarchy personified, or a magically animated mannequin run amok. Going even further from there, R might not be a singular instance at all, involving clones or reviving after having been dealt with - until the players get to the real source, the Puppet Master of sorts (possibly the Big Baddie in your campaign?).

Illustration and original character by Clone-Artist
Characted redesign and build by Domigorgon

12 March 2011

NPC: Plaguepriest Carac [CR 6]

Plaguepriest Carac
Male Human, Rogue 1 / Cleric 5
Medium Humanoid, CE
HD: 1d6, 5d8 (26 hp)
Initiative: +6
Speed: 30 ft.
Armor Class: 16 (+2 dex, +4 armor), touch 12, flatfooted 14
Base Attack/Grapple: +3/+2
Attack: melee +1 Light Mace +6 (1d6-1, 20/x2);
ranged Hand Crossbow +5 (1d4, 19-20/x2)
Space/Reach: 5 ft./5ft.
Special Attacks: Sneak Attack +1d6
Special Qualities: Trapfinding, Rebuke Undead
Saves: Fort +4, Ref +4, Will +6
Abilities: Str 8, Dex 14, Con 10, Int 15, Wis 14, Cha 12
Skills: Bluff +10, Disguise +10, Forgery +6, Gather Information +5, Hide +11, Knowledge (Religion) +7 Listen +6, Move Silently +6, Open Lock +6, Spellcraft +7, Spot +6
Feats: Improved Initiative, Stealthy, Weapon Finesse, Spell Focus (Necromancy)
Cleric Domains: Pestilence, Trickery
Spells prepared (Clr 5/4+1/3+1/1+1): 0 - Detect Magic x2, Guidance, Light, Virtue; 1st - Obscuring Mist, Sanctuary, Shield of Faith, Summon Monster I, Disguise Self (d); 2nd - Undetectable Alignment, Silence, Hold Person, Invisibility (d); 3rd - Blindness/Deafness, Contagion* (d)
Organization: Cult of Iancul
Languages: Common, Elven, Gnome
Possesions: Light mace +1, Studded leather +1, Hand Crossbow, Potion of Contagion, Potion of Invisibility, Diguise Kit, Hand of the Mage, Holy Symbol, 10 Bolts 18 gp
CR: 6
* Spell Focus (Necromancy) applies to this spell, it's save DC is 16

A plain looking, rather emaciated man with shifty brown eyes and a mob of auburn hair crosses the street. The sort of man you wouldn't look at twice if you saw him in the street. He moves into a nearby alley and, within moments, disappears.

Rather frail since birth, Carac's childhood was marked by two things - bullying by those bigger than him and constant illnesses. He turned to his wits to survive, falling in with the local criminal organization as a second story man. After a particularly virulent plague sprung up in the city and he became infected, he became part of a cult worshiping the plague in and effort to avoid it's effects. Their prayers were answered by Iancul, known as the Silent Killer, a lesser deity of disease.
In time, Carac became an ordained priest of Iancul, carrying out missions for the church. He uses his skills in stealth and infiltration for missions such as assassinating healers, spreading disease, stealing and destroying Amulets of Health...

Carac prefers fleeing to and open fight. He will try to use Invisibility to run away or, failing that, uses spells to aid escape or incapacitate. If he manages to escape, he will plot the party's downfall, calling on the aid of other members of the church (other clerics or mere thugs). With his back against the wall, he will most likely shoot once, then switch to his light mace.

-- Editor's note --
An encounter with Carac isn't a typical "battle encounter". He dislikes combat, preferring striking when he is sure to kill or infect, then run away. If encountered during a campaign, he is probably on a mission for the church. He commonly has Undetectable Alignment cast on himself. Carac often sneaks into people's houses during the night, casting Contagion and sneaking away.
The deity (Iancul) is made up on the spot and can be switched with a different one that has the Pestilence and Trickery domains.
The Pestilence domain can be found in Complete Divine or here.

Character build by z3ldorn
Illustration by Domigorgon