Showing posts with label evil. Show all posts
Showing posts with label evil. Show all posts

25 March 2013

Zak'kon, Mercykiller Justiciar [CR 16]

Zak'kon
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 

20 April 2011

R for Revenge [CR 10]

R
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).

Strategies:
- 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