Dicefreaks

Where Flavor Meets Mechanics
It is currently Sun May 28, 2017 2:25 pm

All times are UTC - 5 hours [ DST ]



Welcome
Welcome to dicefreaks

You are currently viewing our boards as a guest, which gives you limited access to view most discussions and access our other features. By joining our free community, you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content, and access many other special features. In addition, registered members also see less advertisements. Registration is fast, simple, and absolutely free, so please, join our community today!


Post new topic Reply to topic  [ 22 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 Post subject: Re: Wicked NPCs
PostPosted: Mon Aug 31, 2015 10:00 pm 
Offline
User avatar

Joined: Wed Oct 02, 2013 3:03 pm
Posts: 1594
“Not all of you may be aware of what Ms. Anirul went through before she came to live with the sisterhood. Her home life was quite irregular. Her parents were abusive in almost every way – physically, emotionally, and even sexually. I will spare you the intimate details, but to hear the tale is to wonder if it was the hand of Mitra himself that reached down and lifted her from that place to bring her to us. I tell you this not so you may have undue pity for her, but so that you may understand her more eccentric behaviors better. There is a reason she acts as she does. She is broken, and it is only with the grace and love of Mitra channeled through us can she be fixed. She is a broken-winged dove, not a raven. Work with me, strive, to mend that wing so she may fly again.”
  • Sister Annalies Marren

“Sister Marren’s death was very quick. She may have had only seconds before she lost consciousness. Her throat was slit with short, thin, and razor sharp blade from right to left. Directionality of the cut indicates the killer was likely right handed and approximately two to three inches taller than the victim. There is no evidence of bruising, leading me to believe the cut was made quickly but not forcefully – likely by someone without great physical strength. The attacker struck from surprise, but not from behind, suggesting the victim recognized them and was not threatened by their presence. The precision of the wound suggests a familiarity with human anatomy on the part of the killer, confirmed in part by the postmortem injuries to the Sister’s body.

Her forearms, from wrist to elbow, were sliced open and the skin flayed back to reveal muscle tissue beneath. On the right arm this was done for the top of the arm, while on the left arm the underside. The same process was repeated on the victim’s inner and outer thighs respectively and upon the victim’s knees and ankles in a similar way. In all cases the skin was carefully removed to expose tissue beneath. The victim’s eyes were removed and subjected to similar dissection, and the left ear was by all appearances subjected to the same treatment while still attached – much of the cartilage has been sliced away and there is evidence if significant exploratory surgery on the ear cannel. Finally flesh from the victim’s chest was peeled back, her ribs cut away, and her internal organs removed for dissection on a nearby table.

All and all the scene is consistent with those of other victims of the Red Butcher, whose activity was limited until now to the vagrants of the city and surrounding area. This is the Butcher’s fourth victim overall.”

  • Investigator Rochiel’s Notes


Irulen the Red
Female Human
Necromancer6 (Undead) / Alchemist2 (Mind Chemist, Vivisectionist)

LE Medium Humanoid (Human)
Init
+1 (+1 Dex); Perception +10
Languages Abyssal, Celestial, Common, Dwarven, Infernal, Sylvan
Aura evil (faint)
_____________________________________________________________

AC 15, touch 11, flat-footed 14, combat 14
(+1 Dex, +4 mage armor)
hp 77 (2d8+6d6+24)
Resist +2 vs. poison
Special Defenses 1/day reroll failed save
Fort +9, Ref +8, Will +6
_____________________________________________________________

Speed 30ft.
Melee +11 masterwork razor (1d4+2)
+9 masterwork razor piranha strike (1d4+6)
+9 adamantine daggger piranha strike (1d4+7)
Ranged +5 touch (by spell)
Base Atk +4; Combat +4
Attack Options Piranha Strike (-2/+4), sneak attack +2d6
Special Actions bolster (touch, +2, 3 rounds), channel energy 5d6 (9/day, DC 16)
Combat Gear scroll of black tentacles, scroll of enervation, scroll of wall of fire
  • Alchemical Items alchemist's kindness x10, antiplague x4, antitoxin x4, bladeguard x3, meditation tea x4, smelling salts, sooth syrup x2, twitch tonic x2
  • Alchemical Weapons acid x4, alchemists fire x4, bottled lightning x4, liquid ice x2, tangleburn bag x2, tanglefoot bag x2, thunderstone x3
_____________________________________________________________

Alchemist Infusions Prepared (Caster level 8th)
2nd (7/day) – barkskin, bear’s endurance, false life, fox’s cunning x2, invisibility x2
1st (5/day) – detect secret doors, disguise self, enlarge person, shield x2

Necromancer Spells Prepared (Caster level 8th, Concentration +14) Focused Arcane School Undead
4th (4+1/day) – dimension door x2, enervation x2 (+6), one open slot
3rd (3+1/day) – haste, slow (DC 19), vampiric touch, one open slot
2nd (5+1/day) – blindness / deafness (DC 19), command undead (DC 19), glitterdust (DC 18), mirror image x2, one open slot
1st (6+1/day) – blood money, charm person (DC 17), enlarge person, mage armor, ray of enfeeblement (DC 18), true strike one open slot.
0th (unlimited) – detect magic, detect poison, light, mending
Banned Abjuration & Evocation

Spell-like Abilities (Caster level 4th)
1/day – augury
_____________________________________________________________

SQ cruel anatomist, discoveries (infusion, intuitive understanding), perfect recall
Abilities Str 11, Dex 12, Con 15, Int 22, Wis 9, Cha 16
Feats Brew Potion, Command Undead, Craft Magic Item, Mad Mage, Piranha Strike, Reasoned Strike, Scribe Scroll, Skill Focus (Knowledge [nature]), Spell Focus (necromancy), Throw Anything
Traits Attempted Murder, Second Chance
Skills Bluff +6, Craft (alchemy) +20, Diplomacy +6, Intimidate +9, Knowledge (arcana) +23 , Knowledge (dungeoneering) +18, Knowledge (engineering) +20, Knowledge (geography) +18, Knowledge (history) +17, Knowledge (local) +20, Knowledge (nature) +31, Knowledge (nobility) +17, Knowledge (planes) +18, Knowledge (religion) +18, Perception +10, Sense Motive +2, Spellcraft +15, Stealth +8, Use Magic Device +8
Possessions adamantine dagger, bracers of resistance +3, blessed book, mossy disk ioun stone (nature), phylactery of positive channeling, alchemist's lab, Anatomy and Physiology (masterwork nature tool), antidote kit, explorer's outfit x4, formula book, healer's kit, leeching kit, ink, midwife's kit, notebooks x10, pen, spellbook, surgeon's tools, surgeon's outfit, symptom kit, veterinarian's kit, spell component pouch, bandier, 900gp worth of onyx
Spellbook 0th – all; 1st – alarm, blood money, charm person, chill touch, color spray, crafter’s fortune, discern next of kin, enlarge person, expeditious retreat, floating disc, grease, identify, mage armor, magic missile, ray of enfeeblement, reduce person, repair undead, shield, shocking grasph, silent image, summon monster I, true strike, unseen servant; 2nd – alter self, arcane lock, blindness / deafness, blood transcription, blur, bear’s endurance, bull’s strength, cat’s grace, command undead, darkvision, detect thoughts, false life, fox’s cunning, glitterdust, hideous laugher, invisibility, mirror image, resist energy, scorching ray, see invisibility, shatter, stricken heart; 3rd – animate dead lesser, arcane sight, clairaudience / clairvoyance, deep slumber, fly, haste, greater magic weapon, howling agony, lighting bolt, major image, phantom steed, slow, suggestion, vampiric touch; 4th – animate dead, black tentacles, detect scrying, dimension door, enervation
Formula Book 1st – blend, bomber’s eye, comprehend languages, crafter’s fortune, cure light wounds, deathwatch, detect secret doors, disguise self, enlarge person, expeditious retreat, heightened awareness, identify, polypurpose panacea, shield; 2nd – adhesive blood, alter self, barkskin, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, eagle’s splendor, false life, fox’s cunning, invisibility, lesser restoration, resist energy

Bolster (Sp) As a standard action Irulen may touch an undead creature and grant it a +2 profane bonus on attack rolls and saving throws, as well as 1 temporary hit point her hit die and a +2 bonus to turnr esitance. These bonuses last for 3 rounds.

Channel Energy (Su) Irulen may channel energy as a 5th level cleric up to 9 times per day. She may channel both positive and negative energy.

Cognatogen (Su) Irulen can create a potion that heightens her mental abilities at the expense of her physical abilities. It provides a +4 bonus on one mental score, a -2 penalty to the corresponding physical score, and a +2 bonus to her natural armor. When it wears off it inflicts 2 points of ability damage to the penalized score. Irulen’s Cognatogen lasts for 40 minutes. It requires 1 hour to brew a dose, and she may only have one dose prepared at any one time.

Cruel Anatomist Irulen may use Knowledge (nature) in place of Heal for all purposes.

Intuitive Understanding While under the effect of a divination extract and her cognatogen, Irulen’s caster level is increased by two. In addition, once per day, she may use augury as a spell-like ability (caster level 4th).

Perfect Recall Irulen adds her intelligence bonus twice on all knowledge checks.

Throw Anything (Ex) Irulen adds her intelligence modifier to the damage of splash weapons, including the splash damage (if any).

Swift Alchemy (Ex) Irulen creates alchemical items in half the time, and may apply poison to a weapon as a move action.


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Wed Sep 02, 2015 10:43 pm 
Online
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1370
Old One-Eye (Dire Tiger)
N Large animal
Init
+6; Senses low-light vision, scent; Perception +12
Languages Feline, understands Iraen
__________________________________________________________________
AC 17, touch 11, flt-footed 15 (+2 Dex, +6 natural, –1 size)
hp 105 (14d8+42)
Fort +12, Ref +11, Will +5
__________________________________________________________________
Speed 40 ft.
Melee 2 claws +18 (2d4+8 plus grab), bite +18 (2d6+8/19–20 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +18, 2d4+8)
__________________________________________________________________
TACTICS
During Combat One-Eye is a brutal ambush predator. He prefers to sneak up, pounce and rip his prey to shreds before dragging the carcass back to his lair.
Morale If reduced to 26 hit points or lower, One-Eye flees. This tiger holds a grudge. If captured, he will try to escape. If he escapes, he will be back.
__________________________________________________________________
Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10
Base Atk +10; CMB +19 (+23 grapple); CMD 31 (35 vs. trip)
Feats Improved Critical (bite), Improved Initiative, Run, Skill Focus (Perception), Skill Focus (Stealth), Weapon Focus (bite, claw)
Skills Acrobatics +6, Perception +12, Stealth +15 (+23 in tall grass), Swim +13; Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in tall grass)


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Fri Oct 02, 2015 12:20 am 
Online
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1370
Arissa Turncloak (CR 7)

Image

Female orc (reincarnated human) Cleric (Pantheist) 7
CE Medium humanoid (orc)
Init
+1; Senses darkvision, Perception +11
Languages Abyssal, Ignan, Giant, Talirean
_____________________________________________________________

AC 14, touch 14, flat-footed 13, combat 15 (+3 deflection +1 Dex)
hp 64 (7d8+21)
Fort +9, Ref +3, Will +9
_____________________________________________________________

Speed 30 ft.
Melee touch spell +8
Space 5 ft.; Reach 5 ft.
Base Atk +5; Combat +7
Special Actions channel negative energy 6/day (DC 18, 4d6, exclude 3), domain powers
Combat Gear
_____________________________________________________________
TACTICS
During Combat: Arissa prefers to avoid battle, preferring to beguile and confuse her enemies with her wits. If forced into combat, she will take a supporting role, using her spells to debilitate enemies and heal critically wounded allies.
Morale: A fanatic of her newfound faith, Arissa still realizes that she must live in order to fulfill her mission. She will flee if reduced to 15 hit points or fewer, or if it looks as if her allies are about to be overcome.
_____________________________________________________________
Cleric Spells Prepared (CL 7th; concentration +10)
4th—cure critical wounds, death ward, poison (DC 17), unholy blight (DC 17)
3rd—animate dead x2, bestow curse (DC 16), contagion (DC 16), dispel magic
2nd—blindness/deafness (DC 15), darkness, death knell, dread bolt, eagle's splendor, owl's wisdom
1st—cause fear, cure light wounds x2, deathwatch, shield of faith, unliving rage
0 (at will)—bleed (DC 14), detect magic, purify food and drink, resistance

Domain Powers
(variable) Death - bleeding touch, 6/day, 3 rounds
_____________________________________________________________
Abilities Str 14, Dex 13, Con 15, Int 13, Wis 17, Cha 16
Feats Ability Focus (Channel), Command Undead, Intuitive Strike, Selective Channel, Skill Focus (Bluff)
Skills Bluff +13, Diplomacy +13, Knowledge (religion) +6, Linguistics +3, Perception +7, Sense Motive +9, Spellcraft +9
SQ smeller
Possessions stone holy symbol

Domain Flexibility: as a priestess of the Four Horsemen of the Apocalypse, Arissa can choose one of the following domains each night when she prepares spells: Air, Darkness, Death, Destruction, Earth, Evil, Fire, Knowledge, Madness, Strength, War, Water, and Weather. Her most common selection, reflected in the statistics above, is Death.


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Sun Oct 04, 2015 3:06 pm 
Offline

Joined: Tue Oct 08, 2013 9:28 pm
Posts: 1181
A gang of armed soldiers of the Horn, equipped with a motley array of blades, bows, saps, and mancatchers, stand alert on watch

Slaver Troop (CR 7)
LE Medium humanoid (human, troop)
Init +3; Senses Perception +22

DEFENSE
AC 20, touch 13, flat-footed 17 (+3 Dex, +7 natural)
hp 90 (12d8+36)
Fort +9, Ref +11, Will +7; Fort, Will reroll
Defensive Abilities troop traits

OFFENSE
Speed 30 ft.
Melee troop 3d6+6 plus grab, or
Melee troop 3d6+6 plus grab nonlethal
Space 20 ft.*; Reach 5 ft.
Attack Options Enforcer (on nonlethal).
Special Attacks loose volley, grab

TACTICS
During Combat The slaver troop will attempt to weaken strong enemies with a few volleys of arrows, if possible.
Morale The members of the Slaver Troop are dispersed or slain when reduced to 0 hit points or fewer. They will attempt to retreat when reduced to 20 hit points unless swayed by a successful Diplomacy or Intimidate check.

STATISTICS
Str 22, Dex 16, Con 16, Int 11, Wis 12, Cha 11
Base Atk +9; CMB +15 (+19 grapple); CMD 28
Feats Combat Reflexes, Great Fortitude, Iron Will, Skill Focus: Perception, Skill Focus: Intimidate, Enforcer, Improved Unarmed Strike
Skills Athletics +8, Intimidate +17, Linguistics +1, Perception +22, Stealth +10, Survival +10
Languages Common, Infernal
Treasure Standard

SPECIAL ABILITIES

Loose Volley (Ex)
As a standard action, the troop fires a hail of arrows and bolts. The troop selects a 20ft radius area within 150 ft., and fires a volley. All creatures in that area take 6d6 points of damage (Reflex DC 19 half; the DC is Dex-based).

Slave-Catchers (Ex)
The soldiers of the Slaver Troop are skilled slave-catchers. The troop possesses the grab special attack and can freely choose to inflict either nonlethal or lethal damage with its troop attack. Note that as a troop, the Slaver Troop does not gain the grappled condition itself when it is grappling another creature.


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Sun Oct 11, 2015 12:41 am 
Offline

Joined: Tue Oct 08, 2013 9:28 pm
Posts: 1181
Assorted NPCs (WIP)

Kaitlyn Mott (CR 5)

(*famous)

Female human Bard (Demagogue) 6
Medium humanoid (human)
Init
+2; Senses Perception -2
Languages Talirean
_____________________________________________________________

AC 12, touch 12, flat-footed 10, combat 15 (+2 Dex)
hp 42 (6d8+12)
Fort +3, Ref +7, Will +3; +4 well-versed
_____________________________________________________________

Speed 30 ft.
Melee dagger +3 (1d4-1/19-20x2)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Combat +3
Special Actions bardic performance 25/day, DC 18 (countersong, courage (+2), distraction, fascinate (3), competence (+2), gather crowd*
*fill in once can access)
Combat Gear
_____________________________________________________________
TACTICS
During Combat: Kaitlyn may be finding her feet and exploring means to manipulate the people against the hated Mitran Inquisition, but she is no fighter. She does not willingly enter combat and retreats as soon as possible, using enchantment magic to clear her way if she must.
Morale: Kaitlyn will attempt to retreat as soon as possible from most fights, but she remembers what it was like to be helpless in Mitran hands, and she will not surrender.
_____________________________________________________________
Bard Spells Known (CL 6th; concentration +11)

2nd (7/day)—anonymous interaction, blistering invective, enthrall, suggestion
1st (6/day)—beguiling gift (DC 16), charm person (16), innocence, vanish
0 (at will)—daze (DC 15), detect magic, ghost sound, message, prestidigitation, unwitting ally (DC 15)
_____________________________________________________________
Abilities Str 9, Dex 15, Con 13, Int 10, Wis 7, Cha 20
SQ Versatile Performance (Bluff, Diplomacy/Oratory; Acrobatics, Fly/Dance), bardic knowledge (+3),
Feats Spellsong, Skill Focus Oratory, Extra Performance, one
Skills Acrobatics **, Bluff *, Diplomacy *, Disguise +14 (6), Fly **, Intimidate +14 (6), Knowledge (local) +12 (6), Knowledge (nob) +12 (6), Stealth +11 (6), Oratory +17* (6), Dance +14**, (6), Use Magic Device +14 (6)
Possessions

advancement track notes:
dance of kindled desires 5th
vengeful soliloquy 10th
battle song of the people's revolt - way down the road.


Thea (CR 3)

class

Female human Oracle 4
LE Medium humanoid (human)
Init
+2; Senses Perception +3; gaze of flame
Languages Abyssal, Celestial, Common (Talirean), Draconic, Elven, Ignan, Infernal.
_____________________________________________________________

AC 14, touch 14, flat-footed 12, combat 17 (+2 Dex, +2 deflection)
hp 33 (4d8+12)
Fort +2, Ref +3, Will +3
_____________________________________________________________

Speed 30 ft.
Melee brand touch +3 (1d6+2 fire; 5/day)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Combat +3
Special Actions
Combat Gear
_____________________________________________________________
TACTICS
During Combat: Thea hasn't seen a lot of combat yet, and is still experimenting with her powers. She at least tries to cast shield of faith beforehand (included in her stats).
Morale: Thea is not exactly a hardened warrior, but the choice between risking death in battle and courting the wrath of the Nessian Knot is an easy one.
_____________________________________________________________
Oracle Spells Known (CL 4th; concentration +8)

2nd (7/day)—dust of twilight (DC 16), inflict moderate wounds (2d8+4, DC 16), one, mystery spell.
1st (7/day)—bless, bane (DC 15), shield of faith (+2), burning hands (4d4, DC 15), inflict light wounds (1d8+4, DC 15), one.
0 (at will)—bleed (DC 14), detect magic, guidance, read magic, spark, stabilize
_____________________________________________________________
Abilities Str 10 Dex 14 Con 12 Int 14 Wis 8 Cha 18
SQ mystery (flames) revelation (gaze of flames), oracle's curse (brand)
Feats Lingering Spell, Piercing Spell, Toughness
Skills six full ranked Bluff +8 (4r), Knowledge (religion) +9 (4r), Knowledge (planes) +9 (4r), Linguistics +6 (4r), Perception +3 (4r), Spellcraft +9 (4r)
Possessions

Brand (Su): Thea bears the brand of Fierana on her forehead. This brand cannot be altered or disguised, even with magic, although it can still be covered or concealed. Any opponent who takes damage from her brand touch bears the same brand until they receive a like amount of healing, and takes a -2 to saving throws against Thea's spells while they do so.

Gaze of Flames (Su): Thea can see through fire, fog, and smoke without penalty as long as the light is sufficient to allow her to see normally. This will improve at 7th level.

advancement track notes:




The Pious One (CR 3)

Male Human Warrior 1/Monk 3 (tetori)
LE Medium humanoid (human)
Init
+0; Senses Perception +
Languages Talirean
_____________________________________________________________

AC 14, touch 14, flat-footed 12, combat 21 (+2 Wis, +2 shield)
hp 31 (1d10+1+3d8+6)
Fort +6, Ref +3, Will +5
_____________________________________________________________

Speed 30 ft.
Melee unarmed strike +8 (1d8+4)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Combat +8 (+10 grapple)
Attack Options Enforcer (nonlethal/+8)
Combat Gear
_____________________________________________________________
TACTICS
During Combat: The Pious One tries to disable soft targets like spellcasters while soldiers tie up enemy warriors.
Morale: If his orders allow it, the Pious One retreats from any fight that seems unwinnable. But if commanded, he fights to the death.
_____________________________________________________________
Abilities Str 19, Dex 10, Con 12, Int 8, Wis 15, Cha 13
SQ
Feats Snapping Turtle Style, Snapping Turtle Clutch, Enforcer
Monk Bonus Feats Improved Grapple, Stunning Pin
Skills five full ranked; Intimidate +8
Possessions


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Sat Dec 05, 2015 10:12 pm 
Offline
User avatar

Joined: Wed Oct 02, 2013 3:03 pm
Posts: 1594
Image

Gerrard was brought into the Bound at just the right age – just after reaching maturity, but before bad habits could set in or he could develop an attachment to Farholde. An orphan raised by the orphanage, Gerrad was groomed as a future soldier for the Baron, but the Knot recruited him first, promising belonging and something to believe in. The young man bought in fully. He has served as an aid to Melrov over the last month, becoming a shadow of his commander.

Like all young men Gerrard has a weakness for women, and there is one slave he is particularly fond of. He hopes that if he can prove himself he can earn exclusive privileges with her, or perhaps even more. The desire makes the young man bold – perhaps even reckless – but all the more committed to the Knot. Melrov can only shake his head. Gerrard is enthusiastic, a true believer. He models himself somewhere between his mentor Melrov and his master Gaerlan.


Gerrard
Male Human
Warrior1/Ranger2 (Skirmisher)

LE Medium Humanoid (Human)
Init
+7 (+3 Dex, +4 Improved Initiative); Perception +6
Languages Common, Infernal
_____________________________________________________________

AC 17, touch 13, flat-footed 14, Combat 18
(+4 armor, +3 Dex)
hp 22 (3d10+6)
Fort +6, Ref +6, Will -1
_____________________________________________________________

Speed 30ft.
Melee masterwork ******* sword +5 (1d10+3) or
Masterwork ******* sword +7 (1d10+5) vs. humans
Dagger +5 (1d4+2)
Ranged +1 Composite Longbow (+2) +7 (1d8+3) or
+1 Composite Longbow (+2) (+2) +10 (1d8+6) vs. humans within 30ft.
+1 Composite Longbow (+2) +5/+5 (1d8+3) or
+1 Composite Longbow (+2) +8/+8 (1d8+6) vs. humans within 30ft.
Acid flask +6 touch (1d6)
Base Atk +3; Combat +4
Attack Options Favored Enemy (Humans +2)
Combat Gear acid x4, torch x3
_____________________________________________________________

SQ Combat Style (Archery), Track, Wild Empathy (+3)
Abilities Str 14, Dex 17, Con 13, Int 12, Wis 8, Cha 12
Feats Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot
Skills Athletics +7, Diplomacy +3, Intimidate +6, Knowledge (geography) +6, Knowledge (nature) +7, Perception +6, Ride +8, Stealth +9, Survival +5 (+6 with tracks)
Possessions +1 composite longbow (+2), chain shirt, dagger, explorer’s outfit, masterwork ******* sword, 20gp.


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Sat Jan 09, 2016 5:57 pm 
Offline

Joined: Tue Oct 08, 2013 9:28 pm
Posts: 1181
WIP

Thaelekar
Male Elf Ranger 4

?? Medium Humanoid (Elf)
Init
+4 (+4 Dex); Senses low-light vision; Perception +8
Languages Common, Elven
_____________________________________________________________

AC 18, touch 14, flat-footed 14, Combat 20
(+4 armor, +4 Dex)
hp 30 (4d10+8)
Fort +5, Ref +8, Will +0
_____________________________________________________________

Speed 30ft.
Masterwork ******* sword +6 (1d8+3)
Ranged +1 animal bane composite longbow (+2) +10 (1d8+3) or
Ranged +1 animal bane composite longbow (+2) +8/8 (1d8+3)
Base Atk +4; Combat +6
Attack Options Favored Enemy (Animals +2)
Combat Gear stuff
_____________________________________________________________

SQ Combat Style (Archery), Track, Wild Empathy (+5)
Abilities Str 14, Dex 18, Con 12, Int 12, Wis 8, Cha 12
Feats Weapon Focus longbow, Precise Shot
Ranger Bonus Feats Rapid Shot, Endurance
Skills Seven full ranked; Perception +8
Possessions


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Mon Jan 18, 2016 12:30 pm 
Offline

Joined: Tue Oct 08, 2013 9:28 pm
Posts: 1181
Argossarian

Image

Silver dragon fast zombie
NE Huge undead (cold)
Init
+1; Senses Perception +0; darkvision 60 ft
_____________________________________________________________

AC 22, touch 9, flat-footed 21, combat 38 (+13 natural, -2 size, +1 Dex)
hp 199 (19d8+114)
Fort +6, Ref +7, Will +11
Immune cold, undead
_____________________________________________________________

Speed 50 ft., fly 200 ft. (clumsy)
Melee bite +23 (2d8+16), 2 claws +23 (2d6+11), 2 slams +23 (2d6+11), tail +18 (2d6+16), and 2 wings +18 (1d8+5)
Space 15 ft.; Reach 10 ft. (15 with bite)
Base Atk +14; Combat +26
Special breath weapon (50 ft cone, DC 19, 5d8 cold), quick strikes

_____________________________________________________________
Str 32, Dex 12, Con -, Int -, Wis 10, Cha 11
Feats Toughness
Skills -
Possessions -

*notes: Augmented natural armor and half-strength breath weapon vs normal Pathfinder zombie, with reference to Draconomicon.


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Sat Oct 15, 2016 11:41 pm 
Online
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1370
Izevel the Accursed
Image
https://www.youtube.com/watch?v=c4WCK8P-LHg

Female advanced half-fiend medusa
LE Large Outsider (native)
Init
+10; Senses Perception +21
Languages Celestial, Infernal, Old Talirean (dead language), Talirean
_____________________________________________________________

AC 21, touch 15, flat-footed 15, combat 31 (+6 Dex, +6 natural, -1 size)
hp 135 (10d10d+80)
Fort +11, Ref + 13, Will +13
Immune poison; Resist acid, cold, electricity and fie 10; DR 5/good; SR 22

____________________________________________________________

Speed 40 ft., fly 80 ft. (good)
Melee snakebite +15 (1d6+4 and poison), or
dagger +15/+10 (1d6+4/19-20/x2) and snakebite +10 (1d6+2)
Ranged masterwork longbow +17/+12 (2d6+4/x3)
Space 10 ft.; Reach 10 ft.
Base Atk +10; Combat +15
Special Actions petrifying gaze, smite good, spell-like abilities
Combat Gear 20 arrows
_____________________________________________________________
TACTICS
During Combat: Izevel prefers to rely upon her gaze and her spell-like abilities. She flies not with wings but by magic and uses this power to steer well away from melee combat. If she exhausts her
spell-like abilities and faces a foe who is immune to her gaze, she relies upon her longbow, preferring ranged combat (with smite good, if applicable). Melee is only a matter of last resort.

Morale: Izevel is neither a coward nor a fanatic, and has no desire to give up her new lease on life, and her debt to the Ninth Knot does not extend to dying for them. If she is reduced to one-third of her hit points (45), she will try to flee. If that is impossible, she will surrender, using Bluff or Diplomacy as necessary.
_____________________________________________________________
Spell-like Abilities (CL 10th; concentration +)
1/day – contagion, desecrate, unholy blight
3/day – darkness, poison

All-Around Vision (Ex) A medusa’s snake-hair allows her to see in all directions. Medusas gain a +4 racial bonus to Perception checks and cannot be flanked.

Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 20 negates. The save DC is Charisma-based.

Poison (Ex) Bite—injury; save Fort DC 21; frequency 1/round for 6 rounds; effct 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based.

Smite Good (Sue): Izevel can smite good once per day, as an antipaladin of her hit dice.

_____________________________________________________________
Str 18, Dex 23, Con 26, Int 18, Wis 19, Cha 23
Feats Improved Initiative, Iron Will, Point-Blank Shot, Precise Shot, Weapon Focus (longbow)
Skills Bluff +19, Diplomacy +16, Disguise +16, Fly +14, Intimidate +19, Knowledge (history) +17, Knowledge (religion) +17, Perception +21, Sense Motive +19, Stealth +15, Use Magic Device +8
SQ immortal, needless
Possessions golden mask worth 450 gp, gold jewelry worth 1,200 gp


Report this post
Top
 Profile  
 
 Post subject: Re: Wicked NPCs
PostPosted: Sat Nov 12, 2016 12:50 am 
Online
User avatar

Joined: Sat Oct 05, 2013 1:14 am
Posts: 1370
Vampire Spawn of Prince Gaius
Rogue 2
LE Medium undead
Init
+1; Senses darkvision 60 ft.; Perception +13
______________________________________________________________
AC 16, touch 12, flat-footed 15, combat 16 (+1 Dex, +1 dodge, +4 natural)
hp 38 (6d8+12); fast healing 2
Fort +4, Ref +4, Will +5
Defensive Abilities channel resistance +2, evasion; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses resurrection vulnerability, vampire weaknesses
______________________________________________________________
Speed 30 ft.
Melee slam +5 (1d4+1 plus energy drain)
Space 5 ft.; Reach 5 ft.
Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14), sneak attack 1d6
________________________________________________________________
TACTICS
During Combat
Furious and always ravenous for blood, these undead attack in mass, trying to dominate or grapple their foes. Once grappled, they are quick to drain their blood. If they cannot use this advantage then they use their slam attack hoping to weaken their foe enough to allow feeding.
Morale Deep within the thrall of their master, Prince Gaius, these spawn will fight to the death at his command. Otherwise, they flee if reduced to 10 hit points or less.
________________________________________________________________
Abilities Str 12, Dex 12, Con -, Int 11, Wis 13, Cha 15
Base Atk +4; CMB +5
Feats Blind-Fight, Dodge, Skill Focus (Perception)
Skills Acrobatics +6, Bluff +7, Disguise +7, Intimidate +7, Knowledge (religion) +9, Perception +13, Sense Motive +7, Stealth +18; Racial Modifier +8 Stealth
Languages Talirean
SQ gaseous form, shadowless, spider climb, surprise attack, trapfinding,


Blood Drain (Su) A vampire spawn can suck blood from a grappled opponent; if the vampire spawn establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire spawn heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.

Dominate (Su) A vampire spawn can crush a humanoid opponent’s will as a standard action. Anyone the vampire spawn targets must succeed on a Will save (DC 14) or fall instantly under the vampire spawn’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Energy Drain (Su) A creature hit by a vampire spawn’s slam gains one negative level. This ability only triggers once per round, regardless of the number of attacks a vampire spawn makes.

Fast Healing (Su) A vampire spawn also gains fast healing 2. If reduced to 0 hit points in combat, a vampire spawn assumes gaseous form (see below) and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can normally travel up to 9 miles in 2 hours.) Additional damage dealt to a vampire spawn forced into gaseous form has no effect. Once at rest, the vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.

Gaseous Form (Su) As a standard action, a vampire spawn can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Resurrection Vulnerability (Su) A raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.

Shadowless (Ex) A vampire spawn casts no shadows and shows no reflection in a mirror.

Spider Climb (Ex) A vampire spawn can climb sheer surfaces as though under the effects of a spider climb spell.

Surprise Attack (Ex): During the surprise round, a rogue with this ability always considers opponents flat-footed, even if they have already acted. A rogue with this ability adds 1/2 her rogue level to her sneak attack damage rolls made during the surprise round.

Weaknesses Vampire spawns cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from mirrors or strongly presented holy symbols of good-aligned faiths. These things don’t harm the vampire spawn—they merely keep it at bay. A recoiling vampire spawn must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding a vampire spawn at bay takes a standard action. After 1 round, a vampire spawn can overcome its revulsion of the object and function normally each round it makes a DC 25 Will save.

Vampire spawns cannot enter a private home or dwelling unless invited in by someone with the authority to do so.

Reducing a vampire spawn’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see fast healing). However, certain attacks can slay vampire spawns. Exposing any vampire spawn to direct sunlight staggers it on the first round of exposure and destroys it utterly on the second consecutive round of exposure if it does not escape. Each round of immersion in running water inflicts damage on a vampire spawn equal to one-third of its maximum hit points—a vampire spawn reduced to 0 hit points in this manner is destroyed. Driving a wooden stake through a helpless vampire spawn’s heart instantly slays it (this is a full-round action). However, it returns to life if the stake is removed, unless the head is also severed and anointed with holy water.


Report this post
Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 22 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC - 5 hours [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  

suspicion-preferred