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Against the Crimson Tides
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<blockquote data-quote="Ghostknight" data-source="post: 1615513" data-attributes="member: 15338"><p>Jesper Ki’Ilik</p><p>Human Rogue 13/Shadowdancer 7/Void Incarnate 5</p><p>Alignment: Neutral</p><p>Ability Score Points spent Bonuses Overall bonus</p><p>Str 18 4 +6 enhancement + 4</p><p>Dex 30 10 +3 levels +6enhancement +5 inherent + 10</p><p>Con 16 2 +6 enhancement + 3</p><p>Int 28 8 +2 levels +6 enhancement +5 inherent + 9</p><p>Wis 16 2 +6 enhancement + 3</p><p>Cha 26 6 +1 level +6 enhancement +5 inherent + 8</p><p></p><p>Hit Dice: 10d6 + 10d8 +5d6 + 75</p><p>Hit Points: 175</p><p>AC: 44 (+5 Chainmail, +5 Enhancement bonus, +10 Dex, +5 Natural Armor +5 Ring +1 monk +3 Wis) Touch: 29</p><p>BAB: +17/+21 (Includes +3 Epic attack bonus)</p><p>Full Attack:Melee Rapier 1: +30 /+30/+25/+20 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs law). Rapier 2 +30 /+30/+25 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs chaos).</p><p>Critical Range for both is 18-20/x2</p><p>Ranged: Composite Shortbow(+2 Str) +5 +32/27/+22 dmg 1d6 +7 (+5 from longbow, +2 str, +7d6 when sneak attack)</p><p>Saves: Fort +16 Ref +31 Wil +18 (Including epic save bonus +2)</p><p></p><p>Feats: </p><p>Epic Leadership (Level 24) (Leadership score 39, 38 for cohort (different alignment) +25 level +cha, +2 base of operations, +2 great renown(within certain circles…), +1 special power).</p><p>Dextrous Fortitude (Level 21)</p><p>Landlord (level 18)</p><p>Leadership (Level 15)</p><p>Combat Reflexes (Thief special ability)</p><p>Improved Two weapon fighting (Level12)</p><p>Iron Will(Level 9)</p><p>Mobility (level 6)</p><p>Dodge (Level 3)</p><p>Two Weapon Fighting, (level 1)</p><p>Weapon Finesse (Human Bonus)</p><p></p><p>Skills: </p><p>Appraise 32 (23 ranks +9 Int), Balance 28 (16 Ranks +10 Dex +2 Tumble), Bluff 32 (24 ranks +8 Cha), Climb 29 (31 with rope)(25 Ranks +4 Str +2 with rope), Craft (Locksmith) 24 (15 ranks +9 Int), Decipher Script 24 (15 Ranks + 9 Int), Diplomacy 37 (25 ranks +8 Cha +2 Bluff +2 Sense Motive), Disable Device 36 (27 Ranks + 9 Int), Disguise 30 (20 ranks +8 Cha +2 from Bluff), Escape Artist 34 (36 from rope) (24 Ranks +10 Dex +2 from rope), Forgery 18 (9 ranks + 9 Int), Gather Information 38 (28 ranks +8 Cha +2 Knowledge (Local)), Hide 38 (28 Ranks +10Dex), Intimidate 30 (20 Ranks + 8 Cha +2 bluff), Jump 12 (5 Ranks + 5 Str +2 Tumble), Knowledge (local) 24 (15 ranks + 9 Int), Listen 13 (10 Ranks + 3 Wis), Move Silently 31 (21 Ranks +10Dex), Open Lock 28 (20 ranks +8 Cha), Perform (Dance) 13 (5 ranks +8 Cha), Search 26 (17 ranks +9 Int), Sense Motive 21 (18 Ranks +3 Wis), Sleight of Hand 30 (20 ranks +8 Cha +2 bluff), Spot 13 (10 Ranks, +3 Wis), Swim 9 (5 Ranks +4 Str), Tumble 40 (28 Ranks +10Dex +2 Jump), Use Magic Device 23 (15 Ranks, +8 Cha), Use Rope 20 (22) (10 Ranks + 10 Dex +2 when binding). </p><p></p><p>Weapon and Armor Proficiency: </p><p>All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor, but not with shields. </p><p></p><p>Special abilities</p><p>From Rogue</p><p>Trapfinding, Evasion, Sneak attack +7d6, trap sense +4, Improved uncanny dodge, Skill Mastery (Climb, Bluff, Escape artist, Hide, Move silently, Open lock, Search, Sleight of hand, Tumble, Use Magic Device, Sense Motive), </p><p></p><p>From ShadowDancer</p><p>Hide in plain sight, darkvision, Shadow illusion, summon shadow, Shadow jump 40 ft.</p><p>Defensive roll, improved uncanny dodge, summon shadow (+2HD), Slippery mind</p><p></p><p>From Void Incarnate</p><p>Blank Aura. Improved Evasion, Void Presence, Mettle of Fortitude, Blank Mind</p><p></p><p>Equipment</p><p>Mantle of epic spell resistance SR40 290,000gp</p><p>Ring of attributes +6 enhancement bonus to all attributes </p><p>Strong transmutation; CL 12th; Forge Ring, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor, Owl’s Wisdom, Cat’s Grace, Fox’s Cunning; Price 306,000gp.</p><p>Tome of Clear Thought +5 inherent bonus137,500gp (read and included above)</p><p>Manual of Quickness of Action +5 inherent bonus 137,500gp (read and included above)</p><p>Tome of Leadership and Influence +5 inherent bonus137,500gp (read and included above)</p><p></p><p>Rapiers of balance: These twin rapiers are a set, created to try and restore balance, removing law and chaos respectively. The first is a beautiful blade, its line straight and true - made of cold iron it is an axiomatic weapon. The second has wavy lines, a serated edge chaotically arranged, its silvery sheen giving away its composition of silver, it is the opposite of its mate, being an anarchic weapon. Both of the weapons are also enchanted to increase the combat effectiveness of their wielder, providing extra speed. When wielded together the weapon in the off hand counts as a light weapon, on their own each counts as an one handed weapon.</p><p>Blade 1 – Slayer of Chaos - +5 Rapier, Axiomatic, speed made of cold iron cost 203,040gp (+10 = 200,000 +2000 for cold iron +40 for rapier +1,000gp for light weapon)</p><p>Blade 2 – Slayer of Law - +5 Rapier, Anarchic, speed, made of Alchemical silver cost 201,410gp (+10 = 200,000 +320 for rapier + 90 for alchemical silver +1,000gp for light weapon)</p><p>Armor of Free movement: This armor is a +5 suit of chainmail made of mithril, Grace abilities and maneuvering, and , so finely patterned and interwoven that it can be freely worn under normal clothing undetected and counts as wearing light armor. The wearer also receives the effects of a continuous Freedom of Movement Spell It has no max dex bonus, no armor check penalty and a spell failure chance of 20% Cost 173,000gp (+7 bonus = 49,000 +4,000 for Mithral + 120,000 for Continuous Freedom of Movement)</p><p>Cubic Gate (Face 1 – Prime material Plane, Face 2 – Demi-plane of Hidden guild, Face 3 Positive Energy Plane, Face 4 – Astral Plane, Face 5 – Ethereal Plane, Face 6 – Nine Hells) 120,000gp</p><p>Note: He uses his cubic gate for traveling to the Guild HQ mostly. Face 3 is used when rapid healing is needed, Face 6 is generally used to take people there and abandon them – either as a punishment or as a combat tactic – although taking people to the positive plane and abandoning them there is preferred during combat!</p><p>Portable Hole 20,000gp (kept in an inside pocket sewn into his shirt)</p><p>Heward’s handy Haversack 2,000gp</p><p>5 Candles of truth 12,500gp</p><p>Amulet of Natural Armor +5 50,000gp</p><p>Ring of Protection +5 50,000gp</p><p>Composite Shortbow (+2 str bonus) of Distance +5 72,800gp</p><p>50 Arrows of seeking 2350gp</p><p>Bracer’s of displacement: As displacement cloak + 50% cost for non-affinity body slot Cost 75,000gp</p><p>Bracelets of resistance +5 37,500gp</p><p>Monk’s belt 13,000gp</p><p>(5000gp given to Tmion)</p><p>Gold 50000gp in gems, 1300pp 1000gp </p><p></p><p></p><p>Description: Jesper is thin, emaciated looking man. He disappears quietly into the shadows, seemingly not there. He traditionally wears black clothing, covered with a dull black mantle that seems to drink in the light. His face is usually hairless, but often changes, as he dons different guises, whatever seems best to him at the time. His hair is kept cropped short, usually black in color but subject to change in but a moment. He favors non-magical disguises, seeing magical ones as give-aways by their very nature.</p><p></p><p>Personality: Jesper tends to take life seriously. Life is a game to be won, not enjoyed. The rewards of the game come from being the best. To this end he keeps much information about himself private. Many know of his actions but few know of him and even fewer are close enough to know his thoughts.</p><p></p><p>History: Jesper has always lived on the wrong side of the law. He grew up in the slums, winding his way through the streets, petty messenger for any who threw a copper his way. And on his way he would stop to “supplement” this meager pay from whatever source he could find. Never one for the organized groups, he stayed independent and eventually attracted the attention of those who objected to this independent station. </p><p></p><p>So he left, taking with him what he owned, and never returned. Instead he found a group that had sworn to bring back untold riches from distant shores and haunted ruins. It seemed a good group, but they all fell. True, he gained much experience and gold (not to mention equipment) from his fallen comrades, but it taught him a lesson. A group is only as good as its cooperation. He blamed their demise on their inability to work together – always arguing over petty differences.</p><p></p><p>So the next time he joined in with a group he looked for people that would work well together. They did, right up until the time it turned out half were working for the vampire they were trying to destroy! Barely escaping Jesper looked for better ways of working. He found someone to learn from, the secrets of the shadows opening up to him. For a few years he worked with his new mentor, learning what he could until he had surpassed him.</p><p></p><p>His fortune long since earned he looked at how he could capitalize on it. He started building up an organization. He tried to organize a guild that could rival those that had made life difficult for him when younger. But his distant manner worked against him and the guild was destroyed by betrayal and the he was subjected to several attempts on his life. Depressed, his love of shadows deserted him and he sought other means of gaining the power he desired.</p><p></p><p>So Jesper searched and in meditation and in the power behind the shadows, in the space between where people looked, he found the void. Here he found the power to mask himself, make himself seemingly not there – far more powerful than shadows, the void promised rewards he had previously only dreamt of. Now he used his new understanding to move ahead, gain even further knowledge and still he explores the power of the void.</p><p></p><p>Using his new skillsand knowledge, Jesper now seeks to resurrect his dream of a guild to rival and eventually remove the existing ones. He has agents in many cities, but this time his senior people are much closer to him, finally he has placed his trust into someone close to him – he hopes that this way the previous issue of betrayal will not be repeated! </p><p></p><p>The Hidden Guild as it has become known, is slowly spreading its tentacles. Jesper found a mage to create for him the ultimate hideaway, his own little corner of reality. Using a magic item created for him he opened a gate and transported the people and equipment to his new headquarters. Eleven other direct access tokens have been created, and given to his most loyal followers so they can move freely and bring information while relaying orders.</p><p></p><p>Guild Hide out:</p><p></p><p>The Guild is based on a demiplane created especially for it. It has been created using five genesis spells cast by an 18th level mage (so each has a diameter of 360 feet.) The first is where the guild portal keys are keyed to, the rest being open gardens and paths leading to the entrance to the next section which is an overlap which is eighty feet wide. Here are stationed guards and archers with multiple alarms (sound based bells, pulled ones light beacons, and another pulled one drops a rock into a large pile of red sand which is very visible as it settles down!)</p><p></p><p>Behind the guard posts is the guild administrative section, buildings which house records and meeting rooms and are used for daily activities. Leading off from here are three more planes - all overlapping to give 80 foot entrances. The left most one houses sleeping quarters, the right most one has training facilities, and the central one has a library and temple. This one also has large gardens providing a clear view as anyone approaches the far end, which once again has an eighty foot entrance but leads on to the living area of Jesper and his main followers. </p><p></p><p>Those residing on the plane are primarily Jesper's followers although occasionally visitors are brought there.</p><p></p><p>(Cost of genesis spells: 140,000gp, Cost of 11 portal keys 99,000gp, the balance of the 2 million GP from the stronghold feat has been used for providing the above buildings and facilities).</p><p></p><p>Tmion, Monk of the Red Moon</p><p>Outsider (Human) Monk Level 23, LN</p><p>Str 12 (4pts)</p><p>Dex 22 (6 pts) +2 level +6 enhancement</p><p>Con 16 (8pts) +1 level</p><p>Int 12 (2 pts)</p><p>Wis 24 (10pts) +2 level +6 enhancement</p><p>Cha 10 (2 pts)</p><p></p><p>Initiative: +10 (+6 Dex, +4 Improved Initaitive)</p><p>HP: 176 (23d8 + 69)</p><p>Move: 100ft</p><p>BAB +15</p><p>Flurry of Blows +26/+26/+26/+21/+16 dmg 2d10 +4</p><p>AC 38 (+6 Dex, +7 Wis, +5 Natural, +5 Deflection, +5 Monk)</p><p></p><p>Saves:</p><p>Fort +21 (+12 +3 +1 +5)</p><p>Ref +24 (+12 +6 +1 +5)</p><p>Will +25 (+12 +7 +1 +5) </p><p></p><p>Monk Abilities</p><p>Still Mind, Ki Strike (Magic, lawful, Adamantine, Epic), Purity of body (Immune to disease except for supernatural and magical), Wholeness of body (heal 46hp/day) , Diamond Body (Immune to poison), Abundant Step (Dimension door as 11th level caster), Diamond Soul (SR33), Quivering Palm (save Fort DC27 within 23 days), Tongue of the Sun and Moon (Speak to any living creature), Timeless Body (no penalties from aging, not affected by magical aging), Empty Body (etherealness for 23 rounds/day), Perfect Self (Outsider, DR 10/Magic), Slow fall any distance, Unarmed Damage 2d10, AC Bonus +5 (With belt), Speed Bonus +70ft, </p><p></p><p>Feats</p><p>From Monk: Stunning Fist, Deflect Arrows, Improved Disarm, Improved Evasion, Improved Unarmed Strike</p><p>Level 21: Improved Ki Strike</p><p>Level 18: Spring Attack</p><p>Level 15: Weapon Finesse</p><p>Level 12: Mobility</p><p>Level 9: Dodge</p><p>Level 6: Improved initiative</p><p>Level 3: Combat reflexes</p><p>Level 1: Improved Grapple</p><p>Human Bonus: Blind Fight</p><p></p><p>Skills (130 skill points)</p><p></p><p></p><p>Magic Items</p><p>Monk’s belt 13,000gp</p><p>Periapt of Wisdom +6 36,000 gp</p><p>Boots of Dexterity +6 36,000gp</p><p>Gauntlets of striking +3 Ghost Touch 32,302gp</p><p>Amulet of natural armor +5 50,000gp</p><p>Cloak of Displacement (major) (50,000) and Resistance +5 (25,000 +50% = 37500) (87,500gp)</p><p>Ring of Protection +5 (50,000gp) </p><p></p><p>Spent 291,802 gp (5000p gift from Jesper)</p><p>Money 4,198gp</p><p></p><p>Appearance: Short, unpreposessing and mild in manner. Typically seen wearing the rough ropes of a monk and meditating in the gardens outside the Temple, long hair neatly tied back. It is easy to underestimate him, easy to glance over him, easy to miss him as he darts in and out of combat.</p><p></p><p>History: Tmion was sent as a young child to serve at the court of a nobleman, or so he and his desperate parents believed. In truth he was meant to become yet another unwilling participant in the harem of a merchant. When it became apparent what his fate was to be- leg irons being clamped onto him once out of sight of his family, he started looking to escape.</p><p></p><p>It was at an inn on the way to the merchant that he struck up a conversation with a passing beggar, who was actually a holy monk on pilgramage. Returning at night, he freed the boy from his bondage and gave him to the care of the Monks of the Red Moon.</p><p></p><p>He learnt well, almost too well, and some questioned whether he should be allowed to stay. Always was the question asked if he shared the ethics of the rest of the monks- yes he was obedient and scrupulously obeyed the rules, but he did not seem to have the inner conviction that the monks were looking for. For him the rules seemed more important, the message behind them secondary. </p><p></p><p>To escape some of the questioning of his monastic brethren, he took to adventuring- always ensuring that he sent large sums back to the monastery for charitable purposes. This was as expected and none back home questioned his motives, after all- judge others favourably is a mantra often chanted and the amounts were very generous.</p><p></p><p>Unfortunately, like many adventuring companies, they took the wrong contract. He and his friends had taken to doing work for one of the major thieves guilds- their last charge was to hunt down and destroy a man that had recently started causing problems. He was starting a guild that was begining to cause problems and make inroads, yet nobody was able to find this man and he seemed but a rumor. </p><p></p><p>Tmion and his friends found the guild, and much to their chagrin, its leader. Mainly they found him as he appeared, killed one wit blindingly fast dual sword strokes, only to step back through his gate, returning when least expected. Tmion marvelled, and when he was the last left, waited for his arrival, hands folded and head bowed. </p><p></p><p>Jesper, seeing him in a subservient position, stopped to talk, not attacking but seeking to know why the monk waited for him. The two talked, Jesper describing his grand dream of a single, unified thieves guild, bringing order and finding the best way for them ot operate under the noses of the authorities. The grandiose vision appealled to Tmion. He returned to his former masters to tell them he was not going to take any more of their contracts, and returned to help Jesper. </p><p></p><p>Shortly thereafter Jesper started his investigations into the void. Now, more than ever, he became an enigma to his enemies. Tmion had spent the years getting close to Jesper, using his orderly ways to help organise and structure the organisation, an area definitely not within Jesper's strengths. Many within the guild believe the monk to be the ruler, having heard only whispers of Jesper and the void's power masking him from most.</p><p></p><p>As for the monks of the Red Moon, those who know of Tmion's current whereabouts are appalled. Firstly, his power seems almost supernatural- far more than any man should be capable off, secondly - he is defintely not following the altruistic path that they preach. For many this confirms their old fears but the debate rages- what to do about this exceptioally powerful monk, leading a Thieve's Guild and clearly not following the prescribed path. Expulsion from the order seems obvious, but at the same time he has so much to teach that it is uestioned if not more would be lost than gained by such an action.</p></blockquote><p></p>
[QUOTE="Ghostknight, post: 1615513, member: 15338"] Jesper Ki’Ilik Human Rogue 13/Shadowdancer 7/Void Incarnate 5 Alignment: Neutral Ability Score Points spent Bonuses Overall bonus Str 18 4 +6 enhancement + 4 Dex 30 10 +3 levels +6enhancement +5 inherent + 10 Con 16 2 +6 enhancement + 3 Int 28 8 +2 levels +6 enhancement +5 inherent + 9 Wis 16 2 +6 enhancement + 3 Cha 26 6 +1 level +6 enhancement +5 inherent + 8 Hit Dice: 10d6 + 10d8 +5d6 + 75 Hit Points: 175 AC: 44 (+5 Chainmail, +5 Enhancement bonus, +10 Dex, +5 Natural Armor +5 Ring +1 monk +3 Wis) Touch: 29 BAB: +17/+21 (Includes +3 Epic attack bonus) Full Attack:Melee Rapier 1: +30 /+30/+25/+20 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs law). Rapier 2 +30 /+30/+25 (+17 -2 for two weapons +5 Weapon bonus +10 dex) (extra attack from weapon speed) dmg 1d6 + 9 (+5 weapon, +4 str, +7d6 when sneak attack, +2d6 vs chaos). Critical Range for both is 18-20/x2 Ranged: Composite Shortbow(+2 Str) +5 +32/27/+22 dmg 1d6 +7 (+5 from longbow, +2 str, +7d6 when sneak attack) Saves: Fort +16 Ref +31 Wil +18 (Including epic save bonus +2) Feats: Epic Leadership (Level 24) (Leadership score 39, 38 for cohort (different alignment) +25 level +cha, +2 base of operations, +2 great renown(within certain circles…), +1 special power). Dextrous Fortitude (Level 21) Landlord (level 18) Leadership (Level 15) Combat Reflexes (Thief special ability) Improved Two weapon fighting (Level12) Iron Will(Level 9) Mobility (level 6) Dodge (Level 3) Two Weapon Fighting, (level 1) Weapon Finesse (Human Bonus) Skills: Appraise 32 (23 ranks +9 Int), Balance 28 (16 Ranks +10 Dex +2 Tumble), Bluff 32 (24 ranks +8 Cha), Climb 29 (31 with rope)(25 Ranks +4 Str +2 with rope), Craft (Locksmith) 24 (15 ranks +9 Int), Decipher Script 24 (15 Ranks + 9 Int), Diplomacy 37 (25 ranks +8 Cha +2 Bluff +2 Sense Motive), Disable Device 36 (27 Ranks + 9 Int), Disguise 30 (20 ranks +8 Cha +2 from Bluff), Escape Artist 34 (36 from rope) (24 Ranks +10 Dex +2 from rope), Forgery 18 (9 ranks + 9 Int), Gather Information 38 (28 ranks +8 Cha +2 Knowledge (Local)), Hide 38 (28 Ranks +10Dex), Intimidate 30 (20 Ranks + 8 Cha +2 bluff), Jump 12 (5 Ranks + 5 Str +2 Tumble), Knowledge (local) 24 (15 ranks + 9 Int), Listen 13 (10 Ranks + 3 Wis), Move Silently 31 (21 Ranks +10Dex), Open Lock 28 (20 ranks +8 Cha), Perform (Dance) 13 (5 ranks +8 Cha), Search 26 (17 ranks +9 Int), Sense Motive 21 (18 Ranks +3 Wis), Sleight of Hand 30 (20 ranks +8 Cha +2 bluff), Spot 13 (10 Ranks, +3 Wis), Swim 9 (5 Ranks +4 Str), Tumble 40 (28 Ranks +10Dex +2 Jump), Use Magic Device 23 (15 Ranks, +8 Cha), Use Rope 20 (22) (10 Ranks + 10 Dex +2 when binding). Weapon and Armor Proficiency: All simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Light armor, but not with shields. Special abilities From Rogue Trapfinding, Evasion, Sneak attack +7d6, trap sense +4, Improved uncanny dodge, Skill Mastery (Climb, Bluff, Escape artist, Hide, Move silently, Open lock, Search, Sleight of hand, Tumble, Use Magic Device, Sense Motive), From ShadowDancer Hide in plain sight, darkvision, Shadow illusion, summon shadow, Shadow jump 40 ft. Defensive roll, improved uncanny dodge, summon shadow (+2HD), Slippery mind From Void Incarnate Blank Aura. Improved Evasion, Void Presence, Mettle of Fortitude, Blank Mind Equipment Mantle of epic spell resistance SR40 290,000gp Ring of attributes +6 enhancement bonus to all attributes Strong transmutation; CL 12th; Forge Ring, Bear’s Endurance, Bull’s Strength, Eagle’s Splendor, Owl’s Wisdom, Cat’s Grace, Fox’s Cunning; Price 306,000gp. Tome of Clear Thought +5 inherent bonus137,500gp (read and included above) Manual of Quickness of Action +5 inherent bonus 137,500gp (read and included above) Tome of Leadership and Influence +5 inherent bonus137,500gp (read and included above) Rapiers of balance: These twin rapiers are a set, created to try and restore balance, removing law and chaos respectively. The first is a beautiful blade, its line straight and true - made of cold iron it is an axiomatic weapon. The second has wavy lines, a serated edge chaotically arranged, its silvery sheen giving away its composition of silver, it is the opposite of its mate, being an anarchic weapon. Both of the weapons are also enchanted to increase the combat effectiveness of their wielder, providing extra speed. When wielded together the weapon in the off hand counts as a light weapon, on their own each counts as an one handed weapon. Blade 1 – Slayer of Chaos - +5 Rapier, Axiomatic, speed made of cold iron cost 203,040gp (+10 = 200,000 +2000 for cold iron +40 for rapier +1,000gp for light weapon) Blade 2 – Slayer of Law - +5 Rapier, Anarchic, speed, made of Alchemical silver cost 201,410gp (+10 = 200,000 +320 for rapier + 90 for alchemical silver +1,000gp for light weapon) Armor of Free movement: This armor is a +5 suit of chainmail made of mithril, Grace abilities and maneuvering, and , so finely patterned and interwoven that it can be freely worn under normal clothing undetected and counts as wearing light armor. The wearer also receives the effects of a continuous Freedom of Movement Spell It has no max dex bonus, no armor check penalty and a spell failure chance of 20% Cost 173,000gp (+7 bonus = 49,000 +4,000 for Mithral + 120,000 for Continuous Freedom of Movement) Cubic Gate (Face 1 – Prime material Plane, Face 2 – Demi-plane of Hidden guild, Face 3 Positive Energy Plane, Face 4 – Astral Plane, Face 5 – Ethereal Plane, Face 6 – Nine Hells) 120,000gp Note: He uses his cubic gate for traveling to the Guild HQ mostly. Face 3 is used when rapid healing is needed, Face 6 is generally used to take people there and abandon them – either as a punishment or as a combat tactic – although taking people to the positive plane and abandoning them there is preferred during combat! Portable Hole 20,000gp (kept in an inside pocket sewn into his shirt) Heward’s handy Haversack 2,000gp 5 Candles of truth 12,500gp Amulet of Natural Armor +5 50,000gp Ring of Protection +5 50,000gp Composite Shortbow (+2 str bonus) of Distance +5 72,800gp 50 Arrows of seeking 2350gp Bracer’s of displacement: As displacement cloak + 50% cost for non-affinity body slot Cost 75,000gp Bracelets of resistance +5 37,500gp Monk’s belt 13,000gp (5000gp given to Tmion) Gold 50000gp in gems, 1300pp 1000gp Description: Jesper is thin, emaciated looking man. He disappears quietly into the shadows, seemingly not there. He traditionally wears black clothing, covered with a dull black mantle that seems to drink in the light. His face is usually hairless, but often changes, as he dons different guises, whatever seems best to him at the time. His hair is kept cropped short, usually black in color but subject to change in but a moment. He favors non-magical disguises, seeing magical ones as give-aways by their very nature. Personality: Jesper tends to take life seriously. Life is a game to be won, not enjoyed. The rewards of the game come from being the best. To this end he keeps much information about himself private. Many know of his actions but few know of him and even fewer are close enough to know his thoughts. History: Jesper has always lived on the wrong side of the law. He grew up in the slums, winding his way through the streets, petty messenger for any who threw a copper his way. And on his way he would stop to “supplement” this meager pay from whatever source he could find. Never one for the organized groups, he stayed independent and eventually attracted the attention of those who objected to this independent station. So he left, taking with him what he owned, and never returned. Instead he found a group that had sworn to bring back untold riches from distant shores and haunted ruins. It seemed a good group, but they all fell. True, he gained much experience and gold (not to mention equipment) from his fallen comrades, but it taught him a lesson. A group is only as good as its cooperation. He blamed their demise on their inability to work together – always arguing over petty differences. So the next time he joined in with a group he looked for people that would work well together. They did, right up until the time it turned out half were working for the vampire they were trying to destroy! Barely escaping Jesper looked for better ways of working. He found someone to learn from, the secrets of the shadows opening up to him. For a few years he worked with his new mentor, learning what he could until he had surpassed him. His fortune long since earned he looked at how he could capitalize on it. He started building up an organization. He tried to organize a guild that could rival those that had made life difficult for him when younger. But his distant manner worked against him and the guild was destroyed by betrayal and the he was subjected to several attempts on his life. Depressed, his love of shadows deserted him and he sought other means of gaining the power he desired. So Jesper searched and in meditation and in the power behind the shadows, in the space between where people looked, he found the void. Here he found the power to mask himself, make himself seemingly not there – far more powerful than shadows, the void promised rewards he had previously only dreamt of. Now he used his new understanding to move ahead, gain even further knowledge and still he explores the power of the void. Using his new skillsand knowledge, Jesper now seeks to resurrect his dream of a guild to rival and eventually remove the existing ones. He has agents in many cities, but this time his senior people are much closer to him, finally he has placed his trust into someone close to him – he hopes that this way the previous issue of betrayal will not be repeated! The Hidden Guild as it has become known, is slowly spreading its tentacles. Jesper found a mage to create for him the ultimate hideaway, his own little corner of reality. Using a magic item created for him he opened a gate and transported the people and equipment to his new headquarters. Eleven other direct access tokens have been created, and given to his most loyal followers so they can move freely and bring information while relaying orders. Guild Hide out: The Guild is based on a demiplane created especially for it. It has been created using five genesis spells cast by an 18th level mage (so each has a diameter of 360 feet.) The first is where the guild portal keys are keyed to, the rest being open gardens and paths leading to the entrance to the next section which is an overlap which is eighty feet wide. Here are stationed guards and archers with multiple alarms (sound based bells, pulled ones light beacons, and another pulled one drops a rock into a large pile of red sand which is very visible as it settles down!) Behind the guard posts is the guild administrative section, buildings which house records and meeting rooms and are used for daily activities. Leading off from here are three more planes - all overlapping to give 80 foot entrances. The left most one houses sleeping quarters, the right most one has training facilities, and the central one has a library and temple. This one also has large gardens providing a clear view as anyone approaches the far end, which once again has an eighty foot entrance but leads on to the living area of Jesper and his main followers. Those residing on the plane are primarily Jesper's followers although occasionally visitors are brought there. (Cost of genesis spells: 140,000gp, Cost of 11 portal keys 99,000gp, the balance of the 2 million GP from the stronghold feat has been used for providing the above buildings and facilities). Tmion, Monk of the Red Moon Outsider (Human) Monk Level 23, LN Str 12 (4pts) Dex 22 (6 pts) +2 level +6 enhancement Con 16 (8pts) +1 level Int 12 (2 pts) Wis 24 (10pts) +2 level +6 enhancement Cha 10 (2 pts) Initiative: +10 (+6 Dex, +4 Improved Initaitive) HP: 176 (23d8 + 69) Move: 100ft BAB +15 Flurry of Blows +26/+26/+26/+21/+16 dmg 2d10 +4 AC 38 (+6 Dex, +7 Wis, +5 Natural, +5 Deflection, +5 Monk) Saves: Fort +21 (+12 +3 +1 +5) Ref +24 (+12 +6 +1 +5) Will +25 (+12 +7 +1 +5) Monk Abilities Still Mind, Ki Strike (Magic, lawful, Adamantine, Epic), Purity of body (Immune to disease except for supernatural and magical), Wholeness of body (heal 46hp/day) , Diamond Body (Immune to poison), Abundant Step (Dimension door as 11th level caster), Diamond Soul (SR33), Quivering Palm (save Fort DC27 within 23 days), Tongue of the Sun and Moon (Speak to any living creature), Timeless Body (no penalties from aging, not affected by magical aging), Empty Body (etherealness for 23 rounds/day), Perfect Self (Outsider, DR 10/Magic), Slow fall any distance, Unarmed Damage 2d10, AC Bonus +5 (With belt), Speed Bonus +70ft, Feats From Monk: Stunning Fist, Deflect Arrows, Improved Disarm, Improved Evasion, Improved Unarmed Strike Level 21: Improved Ki Strike Level 18: Spring Attack Level 15: Weapon Finesse Level 12: Mobility Level 9: Dodge Level 6: Improved initiative Level 3: Combat reflexes Level 1: Improved Grapple Human Bonus: Blind Fight Skills (130 skill points) Magic Items Monk’s belt 13,000gp Periapt of Wisdom +6 36,000 gp Boots of Dexterity +6 36,000gp Gauntlets of striking +3 Ghost Touch 32,302gp Amulet of natural armor +5 50,000gp Cloak of Displacement (major) (50,000) and Resistance +5 (25,000 +50% = 37500) (87,500gp) Ring of Protection +5 (50,000gp) Spent 291,802 gp (5000p gift from Jesper) Money 4,198gp Appearance: Short, unpreposessing and mild in manner. Typically seen wearing the rough ropes of a monk and meditating in the gardens outside the Temple, long hair neatly tied back. It is easy to underestimate him, easy to glance over him, easy to miss him as he darts in and out of combat. History: Tmion was sent as a young child to serve at the court of a nobleman, or so he and his desperate parents believed. In truth he was meant to become yet another unwilling participant in the harem of a merchant. When it became apparent what his fate was to be- leg irons being clamped onto him once out of sight of his family, he started looking to escape. It was at an inn on the way to the merchant that he struck up a conversation with a passing beggar, who was actually a holy monk on pilgramage. Returning at night, he freed the boy from his bondage and gave him to the care of the Monks of the Red Moon. He learnt well, almost too well, and some questioned whether he should be allowed to stay. Always was the question asked if he shared the ethics of the rest of the monks- yes he was obedient and scrupulously obeyed the rules, but he did not seem to have the inner conviction that the monks were looking for. For him the rules seemed more important, the message behind them secondary. To escape some of the questioning of his monastic brethren, he took to adventuring- always ensuring that he sent large sums back to the monastery for charitable purposes. This was as expected and none back home questioned his motives, after all- judge others favourably is a mantra often chanted and the amounts were very generous. Unfortunately, like many adventuring companies, they took the wrong contract. He and his friends had taken to doing work for one of the major thieves guilds- their last charge was to hunt down and destroy a man that had recently started causing problems. He was starting a guild that was begining to cause problems and make inroads, yet nobody was able to find this man and he seemed but a rumor. Tmion and his friends found the guild, and much to their chagrin, its leader. Mainly they found him as he appeared, killed one wit blindingly fast dual sword strokes, only to step back through his gate, returning when least expected. Tmion marvelled, and when he was the last left, waited for his arrival, hands folded and head bowed. Jesper, seeing him in a subservient position, stopped to talk, not attacking but seeking to know why the monk waited for him. The two talked, Jesper describing his grand dream of a single, unified thieves guild, bringing order and finding the best way for them ot operate under the noses of the authorities. The grandiose vision appealled to Tmion. He returned to his former masters to tell them he was not going to take any more of their contracts, and returned to help Jesper. Shortly thereafter Jesper started his investigations into the void. Now, more than ever, he became an enigma to his enemies. Tmion had spent the years getting close to Jesper, using his orderly ways to help organise and structure the organisation, an area definitely not within Jesper's strengths. Many within the guild believe the monk to be the ruler, having heard only whispers of Jesper and the void's power masking him from most. As for the monks of the Red Moon, those who know of Tmion's current whereabouts are appalled. Firstly, his power seems almost supernatural- far more than any man should be capable off, secondly - he is defintely not following the altruistic path that they preach. For many this confirms their old fears but the debate rages- what to do about this exceptioally powerful monk, leading a Thieve's Guild and clearly not following the prescribed path. Expulsion from the order seems obvious, but at the same time he has so much to teach that it is uestioned if not more would be lost than gained by such an action. [/QUOTE]
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