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Author Topic: Rogues Gallery  (Read 6720 times)
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Doomed Hero
Avatar of the Witch Queen
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Spell Energy / Taint +11/-4
Gender: Male
Posts: 4,907



« on: February 05, 2008, 04:09:53 AM »

Kevperrine has asked, so shall you all receive.

Kev's Players and CQ players Stay Out!

There's been mention of a need for unique high-level threats. Here's a place to post 'em.

I've got a list I'm going to work on, but I encourage anyone to toss out ideas on how to improve my designs, or post their own.







Time to remind the players why they fear the Shadow.
« Last Edit: June 08, 2010, 07:45:38 PM by Doomed Hero » Logged

Jack Chick, Abdul Alhazred, and Aleister Crowley walk into a bar...
Doomed Hero
Avatar of the Witch Queen
*****

Spell Energy / Taint +11/-4
Gender: Male
Posts: 4,907



« Reply #1 on: February 05, 2008, 05:07:00 AM »

The Binder

Like all Outsiders, the Binder has been trapped since the Sundering. Unlike most, it is totally unbothered by this. Trained deep within the Arteries, the creature called the Binder is one of the Sorcerer of Shadow's most elite agents. It's standing charge is to track down and capture rogue Channelers and send them to the Arteries for study and reshaping. The Binder is a rare demon in that it is not a sadist in a physical sense, and would never risk the life or escape of a captive for the thrill of tormenting them. Psychologically, the Binder is the worst kind of monster. It enjoys nothing more than wearing the face of a target's most loved companion and rendering them immobile with it's writhing chains. The Binder drinks in it's target's betrayal and helplessness like a fine drug, and hates to transfer a target over to other forces for transportation. It will often try to find excuses to personally deliver it's captive to the Sorcerer's fortress, for no other reason than the satisfaction it feels in the presence of the starving creature it has captured. The Binder prefers to work alone, but is surprisingly accommodating when it finds itself in situations which require working with others. The Binder has a strange, almost loving relationship with the chains it wraps itself in, which can be quite disturbing to observers.

Kyton Wildlander 1/ Justicar 5
Medium Outsider (Evil, Lawful)
Hit Dice: 8d8+6d10+56. 140 HP
Initiative +3
Speed 40, climb chains 40
Armor Class 26 (8 natural, 3 dex, 5 chains
Base Attack/Grapple +14/ +21
Attack +17 2d4+4
Full Attack 3 chains. +17/+13/+8 2d4+4 each. Possibly 4 additional attacks from the Dancing Chains ability. Chains act as separate entities for the purposes of attacking and joining a Grapple.
Space/Reach 5'/5' (10 w/chains)
Special Attacks Dancing Chains, Unnerving Gaze
Special Qualities DR 5/Silver or Good, Darkvision 60', Immunity to Cold, Regeneration 2, SR 18, Lawful Evil Weapons, Quick Stride
Saves Fort +13. Ref +10, Will +12
Abilities Str 16, Dex 16, Con 18, Int 12, Wis 14, Cha 12
Skills Climb +20, Craft: Blacksmithing +16, Escape Artist +17, Intimidate +20, Listen +20, Spot +21, Gather Information +19, Survival +19, Move Silently +15*, Use Rope +12
Feats Skill Focus: Gather Info, Track, Combat Expertise, Improved Trip, Improved Disarm, Improved Grapple, Scorpion's Grasp (from Sandstorm*), Exotic Weapon Prof: Manacles
Equipment Chains wrapped and draped beneath a black robe. (Acts as a Chain Shirt.) ^ masterwork locks. 6 masterwork Manacles. A Spiked Chain. Ring of Improved Invisibility. Ring of Silence. Silencing Locks x4 (these items cast an Extended Silence spell when they are locked. The binder often uses them to Hog Tie Channelers)
CR: 14

Feat Discriptions

Skill Focus: Gather Information The Binder gains a +2 bonus to all Gather Information checks. (Already figured in)

Track The Binder may use the Survival skill to track targets. (See PHB)

Combat Expertise The Binder may take a penalty to all attacks in a round, up to -5, and add that ammount to it's Armor Class

Improved Trip The Binder does not provoke Attacks of Opportunity when attempting to Trip a target. If a Trip is successful, the Binder may make a standard attack against that target as a free action. The Binder gains a +4 bonus on all trip attempts. Chains grant an additional +2 bonus. Total Trip bonus +23

Improved Disarm The Binder does not provoke Attacks of Opportunity when attempting to Disarm a target. The Binder gains a +4 bonus on all Disarm attempts. Chains grant an additional +2 bonus. Total Disarm bonus +23

Improved Grapple The Binder does not provoke Attacks of Opportunity when attempting to Grapple a target. The Binder gains a +4 bonus on all Grapple checks. Because the Binder's chains are concidered Natural weapons, the Binder suffers no penalties while employing them in a Grapple.

Scorpion's Grasp Any time the Binder succeeds in an attack with a Natural weapon, it may attempt to start a Grapple as a free action. The Binder's chains are concidered Natural weapons. Note: Even when initiating a grapple from range (as with it's chains), the Binder must move into the target's square after a Grapple has been established. This movement does not provoke Attacks of Opportunity.


Kyton Abilities

Lawful Evil Weapons Any weapon wielded by the Binder is concidered Lawful and Evil for the purposes of getting through Damage Reduction

Dancing Chains The Binder may choose to animate up to 4 chains as a standard action, controling them as it wishes. It may cause them to lengthen up to 15 additional feet and sprout barbs and blades. These chains use the Binder's attack bonus and other combat abilities. These chains must be within 20 feet. If a chain is in the possession of another creature, that creature is allowed a DC 19 Will save to resist the animating effects. If the save is successful the binder may not animate that chain for 24 hours. Chains wielded by the Binder are concidered both Natural Weapons and Melee weapons.

Unnerving Gaze The Binder may cause itself to take on the appearance of a person of emotional significance to it's target. This is a Gaze Attack with a 30' range. DC 19 Will save negates. Failure indicates the target takes a -2 penalty on attack rolls for 1d3 rounds.


Wildlander abilities

Quick Stride +10 movement speed


Justicar Abilities

Bring 'em Back Alive The Binder can choose to deal Subdual damage without penalty.

Non-Lethal Strike Each attack deals an extra +2d6 damage and 1 point of Str damage when the target is denied Dex. Only works when dealing Subdual Damage.

Street Savvy +2 bonus on Gather Information roles when tracking a criminal.

Hog-Tie If the Binder successfully Pins an opponant, it may then attempt to Hog-Tie them. The Binder rolls a Use Rope check opposed by the target's Grapple Check. If the Binder wins, the target is rendered helpless. (See the Complete Warrior for more details)


Standard Tactics
If possible, the binder takes down it's targets without actually ever letting them know what is attacking them. It will use it's ring of improved invisibility to approach it's targets unseen, activate Silence and drop a pile of chains nearby, then while the target is briefly confused by the sudden quiet, the Binder animates the chains and uses them to subdue the target. Since the chains are effectively extensions of the Binder, but act as four separate beings, the chains are extremely efficient grapplers and are often able to render a target helpless in one single round through the use of the Binder's Hog-Tie ability and a Silencing Lock which is attached to the chains. Should the Binder be forced into combat itself, it tries to use the animated chains to flank the target and takes advantage of it's Non-Lethal Strike ability. As the Binder's master is the Sorcerer of Shadow himself, the Binder's primary targets are Channelers. A Silenced, Grappled Channeler rarely poses a threat to anyone.
« Last Edit: September 09, 2011, 02:27:19 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #2 on: February 05, 2008, 06:07:44 PM »

The Bloody Brothers Chander

Gredon and Edgar Chander were neglectfully raised in the court of their psychotic, traitorous uncle, Lord Gregor Chander. To the surprise of the court, Lord Chander took a liking to the boys at a young age after watching them get into a particularly vicious childhood brawl. From that point on, the young twins were their lords constant shadow and the unofficial court jesters. They would fight and wrestle endlessly for their lord's amusement, often smearing each other's blood from one side of the throne room to the other while Lord Gregor Chander laughed endlessly. The twins began to realize that the more vicious they became to each other, they higher their standing rose. Somehow a bond formed over this, and each began to not only enjoy the pain they inflicted, but also began to wear their injuries like badges of honor. Somehow both understood that were one to actually kill the other, they would not be as entertaining to their lord and would quickly loose favor, so they held back from blows which would cripple each other. The Mad Prince gifted them each with an enchanted shard of razor-edged steel which would actually drain a creature's life and use it to heal themselves, allowing their fights to continue much longer than they could normally. Their fights became strangely bonding and enjoyable to the twins, and increasingly more filled with maniacal cursing and laughter.
When the boys were 15, there was an attempted Coup while only the twins and their lord were in the the throne room. The boys defended their lord with a vicious efficiency which surprised and shocked even the mad Prince. Years of fighting each other had given the boys an instinctual knowledge of each other's movements, and also taught them how to put their blades where it would hurt the most. They fought like a single unit in a confusing running and rolling hail of razors and laughter.
Lord Chander was thankful to the twins and gifted them with a single powerful magical ring which sped their healing immensely (and which they fought over endlessly), but became increasingly distant and paranoid as time passed. After witnessing the Twins' true prowess, the Mad Prince became convinced that the twins would one day attempt to destroy him and seize his crown. He poisoned them, brought them to his dungeons and tortured them for nearly a year, ranting about their "plot" and the "traitors" they were in league with. The Mad Prince bound them with collars that made each feel the other's pain and forced a constant empathic link which the Traitor Prince filled with suffering. Gredon had the ring when they were captured, and in his madness Lord Gregor forgot about it.
So Gredon survived the ordeal. Edgar did not. When his brother died, Gredon went truly mad with rage and made up an elaborate plot which he told to his crazed uncle. Lord Chander flew into a rage upon hearing of this plot and slit Gredon's throat, leaving him to rot and running off to pursue the imaginary threat, but even that was not enough to kill Gredon thanks to the powerful ring. When he came to, his brother was unlocking his chains.
Unknown to Gredon, Edgar had risen as Fell just as he was about to be burned. He had eaten the Pyremaster and had spent the last few days feeding on prisoners and waiting for a chance to free his brother.
The two escaped the dungeon in a bloody conflict, and after retrieving their magical knives they made their way into the wilderness. Today they are mercenaries who call themselves The Twin Razors. This makes things easier for their employers, since the only real way of telling them apart is that Edgar always wears a neckerchief to hide the massive open cut across his throat. They have tried to join larger companies, but the unstable twins have been driven away by every group they have attempted to join. They are rarely hired for long due to their maniac personalities, uncontrollable bloodlust and Edgar's disturbing practice of casually taking large bites out of his brother (who barely notices anymore). They regularly have to fight their way out of situations as soon as someone realizes Edgar's true nature. The are regularly forced to resort to banditry and murder. The habits of their youth still carry over to their adult lives, and in the event that they get into a disagreement, or need to decide on a course of action, or sometimes just out of boredom, the two will often erupt into brutal combat with each other. Generally this continues until some unspoken signal when they simultaneously simply stop attacking each other and continue on as if nothing had happened. The victor of any particular fight makes the primary decisions until the next battle.
They have been most recently hired by an individual claiming to be a representative of the Legendary Sorcerer of Shadow himself. Their task is to join a strange assortment of vicious characters and track down and destroy a powerful band of rebels. They believe this to the their big break and are determined to prove themselves to their new master.

Appearance:
A pair of wirey young men with nearly identical short, spiky blond hair and dark eyes. They wear dark brown leather pants and studded vests. Underneath, they wear faded red shirts covered with dull stains and poorly sewn slashes and tears. Around their necks is a narrow metal band with no apparent clasp. They are only able to be told apart due to the black neckerchief worn by one of the pair, and the thick ropy scars which criss-cross their visible skin. Each carries a strange dull blade in a metal sheath strapped to their wrist. The blades have no handle, but have a slot through the blade where the fingers can fit through. It is obvious that using such blades could slice a person's own hand to ribbons. There is a manic glee in the eyes of the pair, and their smiles are the grins of a madmen.


Gredon Chander
Erenlander Rogue 10/ Fighter 2
Hit Dice: 10d6+ 2d10+ 36. 101 HP
Initiative +4
Speed 30
Armor Class 17 (4 dex, 3 armor) (increased by Dodge, Mobility and Einhander)
Base Attack/Grapple +9/ +11
Attack Razor +13 1d4+3 damage
Full Attack Razor +13/+8 1d4+3 damage
Space/Reach 5'/5'
Special Attacks Sneak Attack +5d6, Opportunist
Special Qualities Trapfinding, Trap Sense, Improved Uncanny Dodge, Evasion,
Saves Fort +6, Ref +11 (+14 vs. Traps), Will +5
Abilities Str 14, Dex 18, Con 16, Int 12, Wis 14, Cha 8
Skills Hide +19, Move Silently +19, Tumble +19, Sense Motive +17, Knowledge: Local +15, Jump +17, Climb +17, Escape Artist +19, Spot +17, Open Lock +19, Search +17
Feats Dodge, Mobility, Spring Attack, Einhander, Improved Flanking, Weapon Finesse, Flanker, Bounding Assault, Shadow Striker
Equipment: Ring of Regeneration, Collar of Tethering (Acts as a continual Shield Other, and allows the brothers to use pain to determine each other's direction should they get separated and allows them to communicate basic intentions.), Razor of Vampiric Regeneration (+1 Keen Dagger. Every attack with this weapon deals 2 points of damage to the user. The wielder heals 1/2 of the damage inflicted with this weapon.) Studded Leather Armor, Drop Sheath



Edgar Chander
Ungral Erenlander Rogue 10/ Fighter 2
Hit Dice: 12d12. 91 HP
Initiative +4
Speed 30
Armor Class 21 (4 Dex, 3 Armor, 4 natural)
Base Attack/Grapple +9/ +11
Attack Razor +13 1d4+3 damage
Full Attack Razor +13/+8 1d4+3 damage or Bite +12 1d6+2
Space/Reach 5'/5'
Special Attacks Sneak Attack +5d6, Opportunist
Special Qualities Ungral Qualities, Trapfinding, Trap Sense, Improved Uncanny Dodge, Evasion
Saves Fort +6, Ref +11 (+14 vs. Traps), Will +5
Abilities Str 14, Dex 18, Con 0, Int 12, Wis 14, Cha 8
Skills Hide +19, Move Silently +19, Tumble +19, Sense Motive +17, Knowledge: Local +15, Jump +17, Climb +17, Escape Artist +19, Listen +17, Disable Device +19, Search +17
Feats Dodge, Mobility, Spring Attack, Improved Flanking, Weapon Finesse, Flanker, Bounding Assault, Shadow Striker, Hamstring
Equipment: Collar of Tethering (Acts as a continual Shield Other, and allows the brothers to use pain to determine each other's direction should they get separated and allows them to communicate basic intentions.), Razor of Vampiric Regeneration (+1 Keen Dagger. Every attack with this weapon deals 2 points of damage to the user. The wielder heals 1/2 of the damage inflicted with this weapon.) Studded Leather Armor, Drop Sheath, Neckerchief

Ungral Abilities

Undead traits: Immune to all Mind Effecting compulsions, Poison, Sleep effects, Paralysis, Stunning, Disease, Death effects, Necromantic effects, and any ability that requires a Fort save (unless it works on Objects)

Degenerative Hunger: If Edgar does not consume his own weight in flesh each week he looses 1 point of Int, Wis and Cha. This is a permanent loss. If his attributes ever drop below 7 he will become a Faengral. So far, since he primarily feeds on his regenerating brother, this has not happened.

Regenerative Hunger: For every 10 points of damage (or 10 pounds of fresh flesh) Edgar consumes, he regains 1 HP.



Rogue Abilities (Both possess the following)

Trapfinding and Trapsense: The Brothers are able to locate traps using the Search skill. They also gain a +3 bonus to Reflex Saves against traps. Due to his undead nature, Edgar has chosen to specialize in disarming traps, while his brother is adept at opening locks.

Evasion A successful Reflex save negates any damage from abilitys which would normally cause half damage.

Improved Uncanny Dodge The brothers retain their Dex bonus to AC even when it would normally be denied. Also, they are unable to be flanked normally. Even beyond this ability, the brothers are exceptionally difficult to Flank. Due to the empathic link the brother's possess, when they are in combat together, if both are not flanked, neither is considered to be.

Opportunist Once per round, after a foe has been hit in Melee by an ally, the brothers may make an attack of opportunity against the target. Since they generally attack in concert, from flanking, this ability allows them each to gain an additional attack if the other hits.

Feat Discriptions (Both brothers have these feats.)

Dodge Each round, each brother may designate a target and gain a +1 bonus to their AC against them.

Mobility While moving, the brothers gain a +4 bonus to their AC

Spring Attack See Bounding Assault

Weapon Finesse The brothers use their Dex bonus instead of their Str bonus when attacking with certain weapons.

Improved Flanking When flanking a target, the brothers gain a +4 bonus to hit, instead of the normal +2

Flanker As a Swift action the brothers may designate any adjacent square to be the square they Flank from.

Bounding Assault The brothers may begin their movement, and make two attacks anywhere along it's length, and then continue moving up to their normal maximum. The second attack is at the standard -5 suffered by a second attack.

Shadow Striker If either of the brothers threaten an enemy who is also threatened by another ally (such as the other brother), they may attempt to Avoid Notice. By taking no hostile action during their turn, they brothers are able to make a Hide check (opposed by the opponent's Spot) If the check succeeds, the enemy may not attack them as long as the enemy still threatens another opponent.
Also, if one of the brothers moves away from an opponent after attacking them, they may make a hide check as part of their movement. If their attack was successful, they gain a +5 bonus to that hide check. The brothers often use this ability in conjunction with Spring Attack.
Finally, the brothers are able to catch thier opponants off guard using a manouvor called Ghost Strike, using an allies noise to mask thier motions. If an enemy is threatened by another ally (such as the other brother), they may may make a Move Silently check (opposed by the threatened character's Listen) as a Standard action. If this check succeeds the target loses it's Dex bonus to AC against the brother's next attack as long as the ally still threatens them.

Einhander (Gredon only) Gredon gains an additional +2 dodge bonus when fighting defensively (which he usually does), for a total of +4. In addition, After successfully striking an opponent Gredon receives a +2 bonus to Tumble checks for the remainder of the round. Finally, Gredon may attempt to swap his weapon to his off hand to catch his foes off guard. After making a Full Attack against an enemy in one round, Gredon may make a Slight of Hand check (resisted by the opponent's sense motive check). If Gredon is successful, the opponent is considered Flat Footed against Gredon's next attack. This ability may only be used once per opponent, per combat.

Hamstring (Edgar only) Edgar may choose to forgo 2d6 damage off of any successful sneak attack to reduce the target's movement by 1/2 for 24 hours (or a successful DC 15 heal check)


Standard Tactics
The Brothers are vicious combatants. They hold their actions in order to act simultaneously, pick a target and run in to flank with Bounding Assault, often tumbling as they go. They then each attack twice against the Flanked enemy (hopefully gaining Sneak Attack damage), and then use their Opportunist ability to attack once more (though this attack is not subject to Sneak Attack). Edgar will generally Hamstring his target as he passes. If all their attacks are successful, they are able to deal 4d4+18d6+12 damage and reduce their foe's movement by half. This is generally enough to take an enemy out of commission, but just in case they then continue the rest of their movement, and make Hide checks (using the Fade Away ability granted by their Shadow Striker feat.) With that they briefly wait in their hiding place and then silently communicate the impulse which brings them tearing out of the darkness once again.

If they are in tight quarters they attempt to gain high ground and fight back to back. They still move in concert and generally attack the same targets. Gredon will fight defensively (with his Einhander style) and they will use their Flanker ability to catch enemies from odd angles and take advantage of abilities such as Ghost Strike and Avoid Notice. They also have a tendency to use their acrobatic skills to try to put themselves in difficult to reach places, rearrange the battlefield by overturning tables for cover and doing their best to isolate enemies and keep them running. Even in close quarters they use Bounding Assault liberally.
« Last Edit: December 14, 2008, 05:55:28 PM by Doomed Hero » Logged
Doomed Hero
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« Reply #3 on: February 05, 2008, 06:22:01 PM »

Maleficarum, The Witch Hammer

Maleficarum is a name only spoken in hushed legends, passed from fearful teachers of magic to disbelieving students. The legend is that he was born during a heavenly alignment when magical forces were at their strongest. He was blessed by powerful seers and diviners who all saw a future in which he would become the most powerful spellcaster seen since the Sundering. He grew up among magic, witnessed the Dornish rights of Ancestry, walked the roads of the Queen's Academy, studied at 5 towers, and was going to be apprenticed to the great Druids of the Keep of the Cataracts. The story loses coherency at this point, every teller having a different story of the destined hero's fall. Some say he had an argument with one of his teachers about the nature of magic, and in a youthful rage, he left. Others say his potential was revealed to the Priest of Shadow who spirited the young boy away. Others believe The Shadow's Sorcerer infected the child's dreams and drove him away from his home. Whatever the truth is, he disappeared. With him went much hope.
It is said that he was twisted and trained at a remote temple far in the north where Izrador's voice is strongest. He was tested and strained well past the point of breaking, and in the end, the magic was peeled from him like the rind of a mellon. In the emptiness which was left, he found a strength. He could break magic, steal and erase it. He was a blank hole in the flow of magical energy. He had become his own antithesis. It was then that he found that Izrador's power was not as the natural magics he had learned in his youth. It was different, and not subject to the natural laws. He had been cut off from the world's magic, but the power of the Shadow could fill that void. He grew to hate magic, seeing it as a weak and paltry replacement for the power of his God.
His final test was to delve deep into the caverns beneath the temple, and survive a night within the darkness there and return with one of the Astirax spirits bound to his service. He returned a week later. He was somehow larger, and seething with sinister power. He would not speak of what had happened, but his eyes burned from deep inside with fiery red energy, swirling about him were three astirax, and crawling upon his skin was a darkness that paled his master's faces.
One of the spirits he bound into a curved spear, which has become his symbol. The second he gifted with the body of a powerful dornish warhorse. The malevolent spirit warped the poor creature to the point that is has become something more dark and dangerous than any living horse. The third is more traditional. It is his spy, primarily possessing birds of prey.
To the land of Erdane, he seemed to come out of nowhere, taking children and destroying renegade mystics with ruthless precision. He works primarily alone, but in a few instances he has been known to lead groups of elite hunters and trackers. No known means of tracking or Divination has been able to ever find him, which terrifies renegade channelers and vexes his superiors who resent his apparent favor and his autonomy.
Today he has traveled to nearly every town and settlement in the occupied lands. He is familiar with every inch of it, and his black silhouette is a terrible bedtime story throughout the land.

Apperance
A large, thick man with a shaved head and face. He wears a long black coat and a wide hat. He wears no shirt beneath the coat, and his bare chest is covered with a slowly shifting pattern of black script. To those that can read, it spells out dark secrets and whispers of their doom. He carries a runed spear and rides a massive black charger with fiery red eyes. A heavy chain around his neck which bears the Horned Skull of Izrador is his only adornment.


Male Dorn Null Wildlander 1/Legate 8/ Occult Slayer 5

Medium Humanoid
Hit Dice: 14d10+42. 138 HP
Initiative +4
Speed 40
Armor Class 21 (+4 profane, +4 Natural, +3 deflection)
Base Attack/Grapple +11/+15
Attack +21 Glaive (+1 racial, +1 feat, +1 equipment, +3 Morale)
Full Attack +21/+16/+11
Space/Reach 5'/5' (10' w/ glaive)
Special Attacks Arterial Strike, Dark Devouring, Touch of Izrador
Special Qualities Spell Resistance 20, Regeneration, Dorn Traits, Rebuke Undead, Temple Dependancy, Magic Domain, Seeker Domain, Beast of Izrador traits, Dark Vision 60', Low Light vision,  Eyes of Izrador, Immunity to Cold, Fear and Poison, Fearful Writings, Occult Slayer abilities.
Saves Fort +19, Ref +6, Will +17 (+6 vs. spells)
Abilities Str 18, Dex 10, Con 16, Wis 22, Int 16, Cha 14
Skills Concentration +13, Gather Information +13, Spellcraft +18, Knowledge: Arcana +13, Sense Motive +21, Bluff +17, Intimidate +17, Ride +15, Hide +15, Move Silently +12, Survival +21, Listen +14, Spot +14
Feats Mage Slayer, Pierce Magical Protection, Weapon Focus: Glaive, Improved Initiative, Mounted Combat, Track,
Equipment The Black Spear, The Skin of Maleficarum, Black coat and hat.

The Black Spear: This unique weapon counts as a Masterwork, Ghost Touch, Black Iron Glaive with twice the normal hardness and HP. It allows Maleficarum to cast Detect Magic at will, and every successful attack drains Spell Energy as an Astirax's attack. Up to 14 points of Spell Energy can be stored in the spear (further points are lost.) using the stored energy, Maleficarum can cast the following spells as a free action: Blade Barrier, Divine Power, Greater Magic Weapon, Keen Edge (4th level Legate spell) and Magic Weapon. Energy cost equals the spells level.

The Skin of Maleficarum: In actuality this strange being was once an Astirax. With adaptation and sheer will it possessed one of the strange arcane oozes which manifests deep underground near the scar. When the man who would become known as Maleficarum made his way down into the caverns where it dwelt with it's Ur-Astirax creator, the creature was instinctually drawn to the young man's power. They struck an empathic bargain, and the creature slithered onto the young man's skin and bonded itself to his soul.

The Skin of Maleficarum grants it's possessor the Beast of Izrador template (but does not grant the Bite attack or the Magical Beast creature type). In addition, the Skin rants the Fearful Writings ability which causes any literate creature which sees the ever changing patters created by the Skin to make a Will save (DC 10 +1/2 the owner's character level+ their Charisma modifier) or be Shaken. Finally, the Skin is treated in all ways like a Psychoactive Skin (from the Psionics Handbook) and acts as a Skin of the Hero granting a +3 bonus to AC, Saves and Attack Rolls.

Beast Of Izrador abilities
Arterial Strike: For every 10 points of damage dealt by Malefecarum in a single attack, the target is subject to one point of blood loss every round. This damage persists until a DC 15 heal check, or any magical healing is received.

Dark Devouring: Any creature slain by Maleficarum must make a DC 19 Will save (Save is Charisma based) or have it's soul drained, just as a Black Mirror does. This is considered a Death Effect. This effect allows for no form of resurrection or rising as Undead, short of the direct intervention of Izrador Himself. When this ability activates (because of a failed save) Maleficarum gains 1d8 temporary HP and a +2 Str bonus which lasts as long as the HP.

Touch of Izrador: Once per day Maleficarum may use a Smite attack which does Strength damage equal to Maleficarum's Charisma bonus.

Regeneration: Fire, Acid and Silver do normal damage to Maleficarum. Everything else deals Non-leathal damage. Maleficarum heals Non-leathal damage at a rate of 5 points per round. Lost limbs regrow in 3d6 minutes. Limbs can be reattached instantly by holding the severed part to the stump.

Eyes of Izrador: Maleficarum can see perfectly in any darkness, even if it is magically created.


Domain Abilities:

Seeker: Track Magic. Maleficarum may track those with Spell Energy by use of the Track feat. He gains a +2 circumstance bonus per point to spell energy posessed by the target at the time they the tracks were made. See Midnight Core book, pg 288.

Magic: Maleficarum may use Spell-Trigger magic items (such as wands or scrolls) as a Channeler of 1/2 his Legate level.


Occult Slayer Abilities

Magical Defense: Maleficarum gains a +3 bonus to any save against a Spell or Spell-like Ability.

Weapon Bond (Black Spear): Maleficarum deals an extra 1d6 damage whenever striking a creature capable of casting spells, or posessing spell-like abilities. (Innate Magic does not trigger this ability.)

Vicious Strike: When Maleficarum readies an attack action to disrupt a caster, he deals double damage if it hits.

Mind Over Magic:Twice per day as a free action, Maleficarum may cause any spell targeted at him to rebound back to it's caster, as if Maleficarum was under the effects of a Spell Turning spell.

Aura Vision: This ability acts as a continuous Detect Magic spell, but only allows Maleficarum to determine if Auras are present, and how many. To know further details, he must activate his Black Spear ability.

Nondetection Cloak: Maleficarum acts as if he were under the effects of a continuous Nondetection spell. This ability only works for Maleficarum and his possessions.

Blank Thoughts: Maleficarum is immune to Mind Effects, Charms, Compulsions, patterns, phantasms and morale effects, and other similar abilities. Maleficarum can suppress this ability as a free action, if he wishes.


Null Abilities

Null: Maleficarum cannot take levels in any Channeling class, take the Magecraft feat or learn the Use Magic Device skill.

Sense Magic: Maleficarum gains a +3 bonus to spellcraft checks made to determine the source and type of magical Auras wwhen using Detect Magic. Maleficarum may cast Detect Magic as a Spell Like ability 9 times per day.

Magic Resistance: Maleficarum gains a +3 bonus to saves against magic or spell-like abilities.

Null Field: Maleficarrum may conceal up to 14 magical auras on his person as a free action. As he casts boosting spells on himself he uses this ability to make them undetectable. Maleficarum appears completely mundane to any sort of magical detection.

Spell-Like abilities: Maleficarum may cast Dispel Magic 3x per day and Greater Dispelling once per day. Maleficarum gains a +2 bonus on all Dispel checks.


Wildlander Abilities

Track: As the Feat.

Quick Stride: +10 move speed.


Feat Descriptions:

Mage Slayer: +1 bonus on will saves (figured in to totals). Casters Maleficarum threatens cannot Cast Defensively. Maleficarum's effective Caster Level is reduced by 4 by this feat.

Pierce Magical Protection: As a Standard action Maleficarum may make an attack which ignores any AC bonuses granted by magical effects. If this attack deals damage, all AC boosting effects on the target are Dispelled. Maleficarum's effective Caster Level is reduced by 4 by this feat.

Mounted Combat: Once per round, when mounted, Maleficarum may substitute a Ride check for his Mount's AC.

Companions
Ferazax, Warhorse Beast of Izrador
Massive, armored, pitch black warhorse.

Xalotrax, Astirax Companion
Usually in the form of a bird of prey.


Favored Spells
Due to Maleficarum's lowered caster level, he tends to cast spells which are not Caster Level dependent, such as Bull Strength or Divination.
« Last Edit: April 13, 2008, 09:48:07 PM by Doomed Hero » Logged
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« Reply #4 on: February 14, 2008, 06:57:51 PM »

Whew. Finally updated. More to come.
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« Reply #5 on: February 15, 2008, 12:56:33 AM »

This is an impressive thread man.

Nice work.
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« Reply #6 on: February 15, 2008, 03:02:42 AM »

Thanks. Sorry it's so slow going.

Coming soon:

The Packmaster- Erenlander Lycanthrope Wildlander/Bloodhound and his pack of Wargs.

The Collecter- Gnomish Charismatic Channeler/Corith Adept and Horse, his Dominated Giant-Man War Hulk steed.

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vrellum
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« Reply #7 on: February 15, 2008, 08:33:39 AM »

Looks good at first glance, but I noticed the Binder doesn't have any ranks in use rope.

Modified a few other (minor) things.
I am a little courious about the challenge rating. Did you estimate it? Normally a Kyton wildlander 1, Justicar 5 would be a challenge rating 12, but you have him down for a 14. I assume that's because you boosted his stats by a considerable amount and becuase you reworked his feat.

The Binder also needs 5 ranks in search to qualify for the Justicar PRC

I think his AC should be 24 (10 (base) + 3 (dex) + 4 (chain shirt)

The binders HD should be 8d8 + 6d10 + 56 (this is how you calculated HP, I believe but you've listed 10d6)

What do you think the challenge rating is for Maleficarum? If I remember correctly you don't typically use the system, but its handy to have it as a judge the power of a creature. Typically he would be 14 (human with 14 levels) however, he has a heroic path, a template and an exceptionally powerful weapon, skin and an additional "animal companion", the warhorse, though I don't know anything about it, it is described as pretty tough. However, the warhorse may actually have its own CR.

Does the beast of Izarador increase the HD of the creature? Otherwise he should 14d8, not 14d10.

His wisdom is 22, I don't see anything that boosts it and typically the max would be 21 (18 + 3 for levels).

Weapons of wounding do con damage in 3.5

I think he should have another feat.

Must he scontinually uppress his blank thoughts ability in order to benefit from the morale bonus granted by his skin?

Good writeups, they're definately tough customers.
« Last Edit: February 15, 2008, 12:09:40 PM by vrellum » Logged
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« Reply #8 on: February 15, 2008, 02:56:06 PM »

Thanks for the check-ups, V. I had forgotten about the Wounding thing, and totally missed the typo on the Binder's HD  oops. I'll do some editing in a bit.

As for the Warhorse, it's got the Beast of Izrador template from ToSII, which is what happens when an Astirax permanantly bonds with a creature.

Here's some of my reasoning about Maleficarum's CR, which i'm uncertain about, but am inclined to say shouldn't be signifigantly increased-

Strangely, followers of any kind are never treated as challenges separate from their masters, as long as the masters are in the same encounter.

Example:

Evil Cleric has a gang of skeletons. If PC's fight the skeletons when Evil Cleric isn't around, they have a CR. (we'll say it's a CR 3 here) If Evil Cleric is there, the skeletons become part of his CR, because they are under his control. (Probably a CR 5ish, minimum for Animate Dead)

Thus, an Astirax is always part of their Legate's CR, unless the Astirax is alone. In the case of Maleficarum, it's a little trickier. He has 3 of the little buggers. His spear is from the Sword-Bonded Astirax (which is a modification of a Blood-Brother PrC ability) in ToSII.

The Spear and the Skin are essentially Magic Items, which many high level enemies have, so I'm not sure they would significantly raise his CR. Even the fact that he has multiple Astirax can be easily done by any Legate with access to the Lesser Planar Ally spell. (They might even be more cooperative due to the nature of the spell)

The Path grants a +1 ECL, which translates weirdly with CR.

I'd say Mal has a CR of 14, primarily because a party with 15th level characters wouldn't have much trouble taking him down. Spell Resistance doesn't help much against some impressive of 8th level spells (Summon Monster VIII=Fiendish Tyrannosaurus. Ouch.) Ant a properly spec'd 15th level rogue/fighter duo is going to turn him to paste in one round.

IMO 15th level is the true beginning of High-Level. It's a whole different game at the point. (Kinda like the difference between 2nd level characters and 3rd.)
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« Reply #9 on: February 15, 2008, 03:18:31 PM »

More specific stuff:

Normally a Kyton wildlander 1, Justicar 5 would be a challenge rating 12, but you have him down for a 14. I assume that's because you boosted his stats by a considerable amount and becuase you reworked his feat.

I increased it because the Kyton's dancing chains ability stacks in a truly disgusting way with Hog-Tie. The way I figure it, if the Binder himself is involved in the fight (not just invisible), he has a good chance of rendering 3 characters a round Helpless and Silenced. That is not a CR 12 ability.

The Binder also needs 5 ranks in search to qualify for the Justicar PRC
oops

I think his AC should be 24 (10 (base) + 3 (dex) + 4 (chain shirt)
The chains grant natural armor (+8). He's not wearing a chain shirt.

Does the beast of Izarador increase the HD of the creature? Otherwise he should 14d8, not 14d10.
Sure does. to d10.

His wisdom is 22, I don't see anything that boosts it and typically the max would be 21 (18 + 3 for levels).
Yeah, the +1 bonus is totally arbitrary. Think of it like a mechanical representation of his whole "destined for greatness, legendary potential" thing.

I think he should have another feat.
You are absolutely right. Any idea what he should get? My first thought is a Mounted Combat feat, but it seems a tad boring to me.

Must he scontinually uppress his blank thoughts ability in order to benefit from the morale bonus granted by his skin?
I don't think that Mind Blank spell would make a character immune to their own Morale effects. (which a magic item counts as) Just other peoples. That's just my interpretation.

Good writeups, they're definately tough customers.
Thanks, I'm pretty happy with how they're turning out. Kev's planning on using them in his game, so I'm waiting for the messages from his players thanking me for their misery.
« Last Edit: February 15, 2008, 03:27:12 PM by Doomed Hero » Logged
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« Reply #10 on: February 16, 2008, 01:06:05 AM »

Raz'Kalvosh, the Hungry Flame

Before the sundering there were those creatures so vile, wicked and dangerous that the old gods felt the need to destroy or imprison them for fear they might destroy the entire world. The Demon called Raz'Kalvosh was once such a creature. He remembers a time when he was worshiped as an earthbound god by the primitive creatures which would later become Dwarves and Orcs. He was a paragon of destruction, madness and rage, and his hunger knew no bounds. Wherever he went, he drank in the life around him and left the landscape charred in his wake. When there was nothing left, he moved on.
In a titanic battle with many agents of the Old Gods he was eventually defeated, but he was unable to be destroyed. His spirit was too strong. Instead he was striped of his physical form and caged within a single thumbnail sized diamond.
Time uncounted passed, and suddenly the magics which held him failed. He knew not why, but suddenly he was free. He was weak, bodiless and seething with hate and rage. He drifted in fits which caused his consciousness to fade for a time until he was strong enough to move again. Eventually he came across a creature which he had never seen before. It was slender and pale and graceful and it's soul shone bright to his spirit-sight. In a frenzy he surged forth, pushing himself into the creature. He fed for the first time in ages. The creature's skin bubbled and smouldered, it's eyes burst and when it screamed smoke billowed from it's lungs.
Empowered, the spirit sought out more food, and found an abundance. In quick succession, it destroyed an entire elven community. Before any could discover what had happened, the area was in quickly spreading flames and unlucky creatures were seemingly spontaneously combusting. Eventually Raz'Kalvosh was halted by a powerful elven magic user who attempted to bind the demon once again. With a surge of strength, he escaped and fled.
He learned much about his limitations that day. The source of his power, and the only way he could still feed was through the fire which had before been the source of his power, but never one of it's limitations. He could feel through the flame, taste where it touched. He could move as fast as the fire, and if it ever burned out, he was slow and crippled until he could find a new living creature to posses and consume. His flame burned out much too quickly, and his hunger was never satisfied.
He rampaged across Erdane. The only thing which stopped him was the power of a great Erunsil wizard, Cylanis Winter-Heart, founder of the order of Snow Witches. The great channeler called into being a cold and a wind so powerful that Raz'Kalvosh was unable to create even the slightest smolder. The cold seeped into the ground and anchored itself to the trees, locking the demon into place. And so was the Vale of Dead Ice born. Cylanis knew he could not truly trap the demon, but he had rendered him dormant and assumed that eventually the creature would simply starve to death without a flame to embody.
He was wrong. The Erunsil still uphold the tradition of never bringing flame into the Vale, though the majority do it only as tradition without knowing why. The Orcs which invade the Northern Wood have no such tradition. The ancient, weakened, starved demon rode the first fire right out of it's frozen prison. It promptly killed an entire camp of Orcs, and spread to the orcish suply lines. Thinking this to be some powerful trick of the Witch Queen's the Sorcerer of Shadow himself arrived and put a stop to Raz'Kalvosh's latest rampage.
The canny Night King quickly realized that destroying this creature may be within his power, but that doing so would be wasting a potentially valuable asset. He cut the Demon a deal. Were it to serve him and the goals of the Shadow, he would be sure he was never without fire. He would grant him the service of a servant who would bear him to the places he was needed and be his mouthpiece to the world. In return for his service, the demon would be allowed to petition the great Izrador for a physical body upon His return to power.
The Demon accepted.
The Shadow's Sorcerer brought the flame containing the demon's essence to his laboratory. There he took a captive, broken elf and remade it into a vessel for the demon. He created from the elf a creature which would be consumed at a much slower rate, and would always eventually reform even if destroyed. Though Raz'Kalvosh is still quite capable of possessing other creatures, the shell of the elf has become it's favorite.
The essense of the powerful demon can still be seen as a vague outline, reminicent of the distortion of vision caused around something which is extreemely hot, but the creature which most concider to be Raz'Kalvosh is the figure of the burned elf. Wrapped from head to toe in browned bandages, the elf wears a simple tunic over his mummified wrappings, and a burned black cloak, the creature smells of sizling meat. In it's hand it caries an iron-wrought torch, a seed-fire for the demon. It's eye sockets are hollow and crisp, and actually smoulder and smoke from within. THe flame-creackle voice of the demon emerges from the vessel's mouth, and whisps of black smoke seep from beneath the bandages.

More to come.
« Last Edit: March 13, 2008, 02:22:07 PM by Doomed Hero » Logged
vrellum
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« Reply #11 on: February 16, 2008, 08:21:57 AM »

Thanks for the check-ups, V. I had forgotten about the Wounding thing, and totally missed the typo on the Binder's HD  oops. I'll do some editing in a bit.

As for the Warhorse, it's got the Beast of Izrador template from ToSII, which is what happens when an Astirax permanantly bonds with a creature.

Here's some of my reasoning about Maleficarum's CR, which i'm uncertain about, but am inclined to say shouldn't be signifigantly increased-

Strangely, followers of any kind are never treated as challenges separate from their masters, as long as the masters are in the same encounter.

Example:

Evil Cleric has a gang of skeletons. If PC's fight the skeletons when Evil Cleric isn't around, they have a CR. (we'll say it's a CR 3 here) If Evil Cleric is there, the skeletons become part of his CR, because they are under his control. (Probably a CR 5ish, minimum for Animate Dead)

Thus, an Astirax is always part of their Legate's CR, unless the Astirax is alone. In the case of Maleficarum, it's a little trickier. He has 3 of the little buggers. His spear is from the Sword-Bonded Astirax (which is a modification of a Blood-Brother PrC ability) in ToSII.

The Spear and the Skin are essentially Magic Items, which many high level enemies have, so I'm not sure they would significantly raise his CR. Even the fact that he has multiple Astirax can be easily done by any Legate with access to the Lesser Planar Ally spell. (They might even be more cooperative due to the nature of the spell)

The Path grants a +1 ECL, which translates weirdly with CR.

I'd say Mal has a CR of 14, primarily because a party with 15th level characters wouldn't have much trouble taking him down. Spell Resistance doesn't help much against some impressive of 8th level spells (Summon Monster VIII=Fiendish Tyrannosaurus. Ouch.) Ant a properly spec'd 15th level rogue/fighter duo is going to turn him to paste in one round.

IMO 15th level is the true beginning of High-Level. It's a whole different game at the point. (Kinda like the difference between 2nd level characters and 3rd.)
After looking up the glaive in ToS II, its not as powerful as I thought it was. The description limits him to casting one spell per round and I may be wrong, but a legate's caster level is determined by his legate level, not his character level, right? So spells cast from the glaive would be at 8th level and Mal would not be able to cast blade barrier.

14th might be ok, especially if the characters are expected to have some decent items at that level. His AC is pretty low, so he'd be easy to hit and he doesn't do a lot of damage to anyone who doesn't have spell energy. However, one trick that I think he would use is to carry around a couple of items with deeper darkness cast on them. He could see as normal, but the spell would grant him 20 % concealment and thus make him immune to sneak attack. Each casting would last for 8 days. He could wrap the item in something until he needed it.

As far as another feat is concerned, how about pierce magical concealment. It would finish the mageslayer line and seems fitting.
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« Reply #12 on: February 16, 2008, 01:26:23 PM »

Pretty much my thoughts exactly. it's important to remember is that his caster level sucks.

As for the feat, I looked at Pierce Magical Concealment, but honestly it's just not as good as the other two. I decided against it.
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« Reply #13 on: March 05, 2008, 08:59:02 PM »

This is another idea sparked by Kevperrine.

Kaz'Datch the Heartless

Feared throughout the north, this powerful Oruk is the pinnacle of the Mother of Bone's necromantic arts. He is zealously loyal to his tribe and takes orders from the Mother of Bone's greatest Mother Wife herself. She has recently thrown her lot in with the Cabal, which has made enemies of a number of other tribes. Kaz'Datch is the main reason none of them have moved against the smaller tribe yet.

Kaz'Datch

Spell-Stitched Swarm-Shifter Oruk Defender Death Knight

Large Undead (Shapechanger)
Defender 6
Hit Dice:3d12
Initiative
Speed 30
Armor Class 9+5
Base Attack/Grapple +3
Attack
Full Attack
Space/Reach 10'/10'
Special Attacks
Special Qualities Undead Traits; DR 15/Magic; Immune to Cold, Electricity and Polymorph in addition to the standard Undead immunities; SR 20; Turn Immunity; Swarm Shifter Traits (see below), Spell Stitched Traits (see below);
Saves Fort +, Ref +, Will +,
Abilities Str 25, Dex 11, Con 0, Int 10, Wis 12, Chr 6
Skills
Feats
Equipment


Defender Abilities


Death Knight Abilities

Touch Attack

Abyssal Blast


Swarm Shifter Abilities

Swarm of Undead Ravens:

Shapechanger Subtype:

Changing shape takes a standard action. When in the form of a Swarm of ravens, Kaz'Datch gains the following abilities:

Hive Mind:

Swarm Form:

Wounding:

Blindsense:

Immune to Weapon Damage:


Spell-Stitched Abilities:

Kaz'Datch can cast the following spells the listed number of times per day as a Legate equal to his character level:

1st:

2nd:

3rd:

4th:


Weaknesses

Holy Word

(I drew heavily on ideas from the character of Soulblighter from Myth: the Fallen Lords for this character.)

Full stats to come soon.
« Last Edit: March 06, 2008, 02:56:50 PM by Doomed Hero » Logged
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