Showing posts with label humanoid. Show all posts
Showing posts with label humanoid. 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

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...

Tactics:
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

28 January 2011

Guards! Guards!



Pre-made City Guards! Show your Players who's the Law!

Six guard/bodyguard/mercenary/bouncer/fighter/whatever builds, ranging from CR 1 to CR 16!

Guards! Guards! @ Google Docs -> Fully printable, two-page PDF!

Inspired by similar builds available in the Cityscape rulebook.
All builds are new and original, however, and fall under the Open Gaming Licence.

  • You can print them out! (preferrably on two sides of a paper - save the forests!)
  • You may refer to the SRD if anything is unclear! (for example, the weapon enhancements!)
  • You are welcome to leave comments here for any feedback or suggestions!
--
Builds and illustrations by Domigorgon

30 August 2010

NPC: Zirik Hairsplitter [CR 10]

Zirik Hairsplitter the Third
Male Whisper Gnome, Rogue 8 / Master Inquisitive 2 (CR 10)
Small Humanoid, CN
HD: 8d6+24, 2d8+6 (74 hp)
Initiative: +4
Speed: 30 ft. (6 squares)
Armor Class: 20 (+4 dex, +1 size, +4 armour, +1 natural), touch 15, flatfooted 20
Base Attack/Grapple: +7 / +2
Attack: melee Slasher +13/+8 (1d3, 15-20/x2);
melee Hacker and Slasher +11/+6, +11 (1d3, 15-20/x2)
Space/Reach: 5 ft. / 5 ft.
Special Attacks: Spell-like Abilities: Silence (1) x1, Ghost Sound (1) x 1, Mage Hand (1) x 1, Message (1) x1
Special Qualities: Low-light vision (Ex), Darkvision (Ex): 60 ft., Weapon familiarity (Ex), +1 Attack vs. Orcs and Goblinoids, +4 dodge bonus to AC vs. Giants
Saves: Fort +7, Ref +15, Will +5
Abilities: Str 8, Dex 18, Con 16, Int 16, Wis 12, Cha 8
Skills: Appraise +10, Balance +10, Bluff +10, Decipher Script +10, Diplomacy +10, Escape Artist +10, Forgery +10, Gather Information +10, Hide +20, Intimidate +10, Jump +2, Knowledge (Local) +6, Listen +10, Move Silently +25, Open Lock +14, Search +10, Sense Motive +8, Spot +10, Tumble +10, Use Rope +10
Flaws: Coward (automatically fails saves vs. fear)
Feats: Investigate, Least Dragonmark (House Sivis: Mark of Scribing), Martial Weapon Proficiency: Kukri, Two-Weapon Fighting, Urban Tracking, Weapon Finesse
Languages: Common, Gnome, Dwarven, Elven, Halfling
Rogue Class Features: Evasion, Improved Uncanny Dodge, Sneak Attack +4d6, Trap Sense +2, Trapfinding
Master Inquisitive Class Features: Contact, Zone of Truth (Sp) 
Dragonmark (Least): House Sivis (Mark of Scribing): Whispering winds or Comprehend languages 1/day, +2 bonus on Decipher Script checks
Organization: Korranberg Chronicle (officially), House Sivis (actually)
Possessions: Hacker and Slasher: two identical +1 Kukris: Keen (8,308 gp each); +1 Studded leather: Silent Moves (4,925 gp); 
Wondrous: Amulet of Natural Armor +1 (2,000 gp); Wondrous: Cloak of Resistance +2 (4,000 gp);
Inquisitive`s kit (600 gp); Thieves` tools, Masterwork (100 gp); Identification papers, with portrait (5 gp); Rope, silk (50 ft.) (10 gp); Crowbar (2 gp); Grappling hook (1 gp)

There is more to this gnome than meets the eye; he is of the whisper-kind, and his face bears the Dragonmark of House Sivis, no less. But his eyes betray shifty cunning, even though his manner is immediately arrogant. He is dressed in dark blues and grays, and evidently a leather fan. Oh, and he's carrying 50 feet of rope and a grappling hook.

Zirik isn't much to look at, which is how he likes it. Officially, he operates as a journalist-investigator for the Korranberg Chronicle, though his dragonmark clearly defines him a member of the House Sivis. Zirik, however, would not discuss the details of this arrangement. In fact, he isn't likely to discuss anything - he keeps his thoughts and opinions to himself until he has something important to say. It is rumoured that he is not a spy for his House. He is probably that good.
Zirik has gained something of a reputation in Sharn as a stickler for detail, a great investigator, and a less than mediocre writer. His newspaper articles are long, detailed, and lack any excitement whatsoever - which is why none are published in their full form. His editor takes care of that. However, Zirik keeps volumes of all sorts of information - his Chronicle office is littered with books, scrolls, papers, and magical recording devices.

If need be, Zirik does not shy away from killing. However, he dreads meeting his opponents face to face, and takes care to sneak and backstab. He takes extra care not to leave behind any witnesses, and sometimes even goes so far as to plant evidence - evidence which he might later be the discoverer of.
Contact: As a Master Inquisitive, Zirik has woven a web of contacts and informants. The most useful and trustworthy of them, however, is Grady Grubbin (Male Gnome, 3rd level Magewright; can be contacted 1/week, will try and provide help or service for a fee of 10 gp).

-- Editor's Note --
a) Whisper Gnomes can be found in the Races of Stone supplement, or here.
b) Master Inquisitive prestige class, Least Dragonmark, and Urban Tracking, can all be found in the Eberron Campaign Setting. The Dragonmark of House Sivis is described here. A variant of Urban Tracking is also described in the SRD.
c) Technically, gnome sub-races (i.e. any other than the default gnome) cannot bear a dragonmark by RAW. If you are worried about this, feel free to remove any dragonmark references. Proceed to replace Least Dragonmark with a different feat - or delete it, along with the Coward flaw.
d) Flaws like 'Coward' grant bonus feats, and can be found in Unearthed Arcana or here (a more comprehensive listing, adding flaws from the Dragon magazine to those in UA). 
 --
Character build and illustration by Domigorgon.