A Motley Band of Inordinantely Powerful Villains (RG)


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[SBLOCK=Varan Tor]
Varan Tor
Level 13 Warlock
Level 3 Hellfire Warlock (PrC)
Race: Zenythri
Gender: Male
Alignment: NE

Unmodified Stats: 28 pt build
Str: 10 (2 pts)
Dex: 16 (10 pts)
Con: 14 (6 pts)
Int: 12 (4 pts)
Wis: 8 (0 pts)
Cha: 14 (6 pts)

Modified Stats:
Str: 12 (+2 Racial)
Dex: 28 (+2 Racial, +4 levels, +6 Item)
Con: 20 (+6 Item)
Int: 12
Wis: 10 (+2 Racial)
Cha: 18 (-2 Racial, +6 Item)

Atributes:
BAB: +9/+4
Init: +13
Listen/Spot:
Speed: 30 Feet
HPs: 146
AC: 31
Saves: F=15, R=19, W=16

Skills:
Concentration:................14 Ranks, +5 Con, 19 Total
Intimidate:......................6 Ranks, +4 Cha, 10 Total
Knowledge (the planes):....12 Ranks, +1 Int, 13 Total
Spellcraft:......................6 Ranks, +1 Int, 7 Total
Use Magical Device:........19 Ranks, +4 Cha, 23 Total

Class Granted Abilities and Feats:
Eldritch Blast 7d6
Hellfire Blast +6d6
Detect Magic At Will
DR 3/Cold Iron
Decieve item - Take 10 on UMD checks anytime
Fiendish Resilience 2 - fast healing 2 for 2 minutes, 1/day
Energy Resistance - Fire: 15, Cold: 5
Imbue Item
Imbue Hellfire
Hellfire Shield

Character Feats:
Improved Initiative
Spell Penetration
Greater Spell Penetration
Quicken Spell-like Ability
Craft Wonderous Item
Craft Wand
Extra Invocation: Hungry Darkness
Extra Invocation: Walk Unseen

Character Flaws:
Non Combatant: -2 To Hit Melee
Vulnerable: -1 AC

Invocations:
Least:
-Eldritch Spear
-Devil's Sight
-See the Unseen
Lesser:
-Eldritch Chain
-Brimstone Blast
-Fell Flight
-Hungry Darkness
-Walk Unseen
Greater:
-Eldritch Cone
-Chilling Tentacles
-Wall of Perilous Flame
Dark:
-Word of Changing

Equipment:
Belt of Health: +6 Con...................Cost: Made: 27,000 gp, 2160 xp
Brooch of Charisma: +6 Cha............Cost: 54,000 gp
Gloves of Dexterity: +6 Dex............Cost: Made: 18,000 gp, 1280 xp
Bracers of AC 8............................Cost: Made: 32,000 gp, 2560 xp
Cloak of Resistance: +5.................Cost: Made: 12,500 gp, 1000 xp
Ring of Evasion............................Cost: 25,000 gp
Ring of Protection: +5...................Cost: 50,000 gp
Warlock's Scepter........................Cost: 8,305 gp
Greater Chasubel of Fell Power.......Cost: Made: 9,000 gp, 720 xp
Anklet of Translocation.................Cost: 1,400 gp
Wand of Lesser Restoration...........Cost: 4,500 gp
Wand of Non-Detection................Cost: 11,250 gp
Scroll of Heal x4..........................Cost: 6,600 gp

Total Cost: 259,555 gp, 7720 xp
[/SBLOCK]

[SBLOCK=Background]
Varan Tor is a member of The Fated, although he would deny it if ever asked. He has some ties to the Harmonium as well, but they are false, for he uses his knowledge and light camaraderie with the Harmonium's agents to sneak black market magical items and artifacts into the city undetected, for use by his bretheren. Especially the sort of item that prevents detection from the Harmonium's seers, allowing The Fated to act without reprisals. He also has ties to the Dustmen, for he has provided them with a steady source of corpses (Harmonium agents who got in his way) although the Dustmen know him under a different name (Torras) and know nothing of him being a Fated. His many item runs have earned him a small fortune, that he has meticulously spent on equipment. Furthering his power will only make him better at his task, therefore earning him more coin, therefore aquiring himself more gear, thus furthering his power. It's a circle he's quite happy with. Power is his God. When creating items with word activation, the word is always 'Power', although most often in an obscure language so as not to be so obvious.
[/SBLOCK]
 

[sblock=Sturrv]Male Blue Slaad Master of the Unseen Hand 5 | Fighter 1
Alignment: CN
Size: Large

Abilities:
STR - 34 (6 Points)
DEX - 22 (6 Points)
CON - 24 (2 Points)
INT - 10 (6 Points)
WIS - 8 (4 Points)
CHA - 22 (10 Points)

HP: 162
Speed: 30ft
Initiative: +6
Reach: 10ft

AC: 39 (10 + 10 Armor + 6 Dex + 5 Deflection Bonus + 9 Natural Armor – 1 Size)

Saves:
Fort: 21
Reflex: 18
Will: 14

BAB/Ranged/Grapple: +25/+19/+40

Weapons:
Claws +30/+30/+30/+30 2d6+12 x2
Bite +28 2d8+6 plus disease x2

Class Abilities:
-Improved Caster Level
-Versatile Telekinesis: can switch between three types
-Telekinetic Wielder: can wield weapons with the spell
-Sustained Concentration: move action for sustained force
-Full Attack Telekinesis: can use multiple attacks each round with combat maneuver
-Improved Violent Thrust: spell does not end with violent thrust
-Telekinetic Flight: can fly using sustained force
-Fling Skyward: can fling creature upward 130', Will Save and SR apply, ends spell

Racial Abilities:
-Darkvision 60ft
-Fast Healing 5
-Immunity to Sonic
-Resistance 5: Fire, Acid, Cold, Electricity
-Spell-like Abilities:
*At Will: Hold Person (DC 19), Telekinesis (DC 21), Passwall
*1/Day: Chaos Hammer (DC 20)

Caster Level 8

Telekinesis CL 13

-Slaad Fever: DC: 21 incubation period: 1 day, 1d3 dex & 1d3 cha
An afflicted Humanoid reduced to 0 Cha by this disease immediately transforms into a red slaad. If it is an arcane spellcaster, it transforms into a green slaad.

Skills:
Climb – 23 (11 Ranks + 12 Str)
Concentration – 17 (10 Ranks + 7 Con)
Hide – 13 (7 Ranks + 6 Dex)
Jump – 23 (11 Ranks + 12 Str)
Listen – 10 (11 Ranks – 1 Wis)
Move Silently – 17 (11 Ranks + 6 Dex)
Spot – 11 (11 Ranks – 1 Wis)

Feats:
-Improved Unarmed Strike
-Improved Grapple
-Multiattack
-Power Attack
-
-

Languages:
Common
Slaadi

Equipment:
Ring of Protection +5
Belt of Giant’s Strength +6
Amulet of Health +6
+5 Mithral Breastplate
Cloak of Charisma +6
Vest of Resistance +5
Gloves of Dexterity +4
Ring of Evasion
6.600 gold left
NEED AMULET OF MIGHTY FISTS!

Background:
Growing up in a world of chaos is not as easy as one would think. Growing up as a creature of war and martial prowess holds similar difficulties. Growing up as an above average intelligent Blue Slaad in a lower caste when at any moment you can be whisked away to fight some wizard’s fight is particularly vexing. Sturrv is all of these.

On a long enough timeline, the survival rate for every Slaad is zero. But for a Blue, shorten that timeline significantly and the same point is made. The fact that Sturrv is still alive is a testament to his ability to adapt. Friends among Slaadi is a risky thing, as one never knows when situations change, for as every Blue knows, when you need to fight, you fight, no matter who you must face.

The wicked hand Sturrv and other Slaadi are dealt has reared its head a few occasions, as he has been summoned to some powerful wizard’s bidding on some prime world. The first time this event occurred confused Sturrv to the extreme. In an instant he appeared in a world unlike anything he had ever seen, his will bent toward the summoner’s whims, being forced to fight creatures whose like he had never imagined, defending a ragtag group of humanoids. The disorientation left him hindered and he was quickly overmatched. With death immanent, Sturrv was more than surprised when instead of lack of existence or being whisked to the spiritual realm, he was right back where he had started, without a scratch.

The second time this happened, Sturrv wasn’t as discombobulated as the first, but it was still quite an uncomfortable experience, nevertheless. Each successive time did nothing to alleviate this anxiety, and Sturrv loathed it, while other Blues relished the opportunity. He soon became nervous that at any moment he could be magically transported to some unknown location and made to die again and again. In time, and with a favor from a powerful Green, in exchange for a few deaths on its behalf, Sturrv found himself in Sigil, where no spellcaster can call on his services. Where he can walk without looking over his shoulder, expecting to see a landscape full of mountains, green grass, and blue skies.[/sblock]
 
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[sblock=Lev Seren, Fallen Ghaele Cleric 3]

Alignment: CN/CE
HD 13d8+91 (159 hp)
Initiative: +3
Speed: 50ft, fly 150ft (perfect)
AC/touch/ff: 39/13/36 (+3 dex, +14 natural, +9 armour, +3 shield)

Bab/grapple/trip: 12/23/27
Attack: Xaostongue +24 melee (+26 vs LawO) (2d4+19/15-20 +2d6+2 vs LawO) or light ray +15 ranged touch (2d12)
Full Attack: Xaostongue +24/+19/+14 melee (+26/+21/+16 vs LawO) (2d4+19/15-20 +2d6+2 vs LawO) or 2 light rays +15 ranged touch (2d12)
Space/Reach: 5ft/5ft

Special Attacks: Spell-like abilities, spells, turn undead 12/day.
Special Qualities: alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft, immunity to electricity and petrification, low-light vision, protective aura, resistance to cold 10 and fire 10 spell resistance 28, tongues.
A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Saves: Fort 22 (7+3+7+5), Ref 16 (7+1+3+5), Will 24(26) (7+3+9+5)(+2 vs enchantments)

Abilities:
Str:32/+11 (14+14+4)
Dex:16/+3 (10+2+4)
Con:24/+7 (14+4+6)
Int:16/+3 (10+6)
Wis:28/+9 (16+6+6)
Cha:26/+8 (14+6+6)

Skills:11x13+5x3
Bluff +21 (+13+8)
Concentration +23 (+13+3+7)
Diplomacy +28 (+13+3+8+2+2)
Knowlege (The Planes) +19 (+13+3+3)
Knowlege (Local, Sigil) +19 (+13+3+3)
Knowlege (Arcana) +16 (+13+3)
Knowlege (Religion) +16 (+13+3)
Listen +22 (+13+9)
Sense Motive +25 (+13+3+9)
Spellcraft +18 (+13+3+2)
Spot +22 (+13+9)

Feats: 1 3 6 9 12

Power Attack
Divine Might
Combat Expertise
Improved Trip
Knock-Down

Languages (written): Celestial, Infernal, Abyssal, Draconic

Spell-Like Abilities
At will—aid, charm monster (DC 22), color spray (DC 19), comprehend languages, continual flame, cure light wounds (DC 19), dancing lights, detect evil, detect thoughts (DC 20), disguise self, dispel magic, hold monster (DC 23), greater invisibility (self only), major image (DC 22), see invisibility, greater teleport (self plus 50 pounds of objects only);
1/day—chain lightning (DC 24), prismatic spray (DC 25), wall of force. Caster level 12th. The save DCs are Charisma-based.

Spells as 15th lvl cleric with the domains Liberation and Trickery
0:6.......
1: (5+3)+1:
2: (5+2)+1:
3: (5+2)+1:
4: (4+2)+1:
5: (4+2)+1:
6: (3+1)+1:
7: (2+1)+1:
8: (1+1)+1:

Domains: by deity or:
Air, Animal, Chaos, Good, or Plant

Light Ray (Ex)
A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.

Alternate Form (Su)
A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.

A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.

Tongues (Su)
Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.


Equip: 260k
Belt +4 str, +6 Con 60000 (1lb)
Amulet +6 wis 36000
Cloak +6 cha 36000 (1lb)
Gloves +4 dex 16000
Vest of Resistance +5 (1lb)
Mithral Full Plate armour +1 of Heavy Fortification 10200+36000=46200gp (25lb) (AC+9)
Animated heavy Mithral Shield +1 10000gp (7,5lb) (AC +3)
Handy Haversack: 2000 (1lb)
Xaostongue
Silvered Falchion +1 (2d4+1 15-20x2, +2d6+2 vs lawful outsiders) (Keen, Lawful outsider Bane): 18500 gp (8lb)

10300gp

Weight: 45,5 lb
[/sblock]

[sblock=appearance, background and personality]
Levin, in his flesh-form, appears in a beautiful mithral full-plate armour covered by a cloak of purest white Arborean silk. With large and expressive eyes, luminous with light and shadow, hair as black as the darkest night and a perfect masculine face chiseled out of mortals' belief in freedom, compassion and love he looks like the ideal Ghaele champion. A Fact that he makes good use of.

He saw the multiverse, and he fell. He saw the evil inherent in good, the law inherent in chaos, and he fell. He questioned what even entities of pure freedom are not allowed to question and he fell. Disillusioned with the slavery to the ideal of freedom that chained his fellow Eladrin and the authoritarian symbol of Morwel as the "Queen of freedom" he set out to free himself. For without freedom from ideals, freedom from morality, a cutter can never be truly free.
Recklessly severing all his ties to the past he fall fast and he fell hard. Nothing was beyond him, no cruelty and no kindness, no act of stoisism or perversion. Though a part of him cried out in horror he resolved to gain freedom even from his conscience. For a time he became like a demon as he spiraled ever deeper into new and fascinating depths of cruelty until at last he was sated. Having purged himself of all his ties to Good he set out to free himself from Evil, not out of regret or revulsion but simply to once again assert his autonomy. But what is done cannot so easily be reversed and he had grown comfortable in his new mindset. Turning once again towards Good to free himself from Evil could be seen as a form of slavery to Change itself, an obsession of revolutions. Having systematically jaded himself he found that he no longer cared as much for bold and demonstrative acts of rebellion and begun to settle down into his new state of being. Though he occasionally looks back on what he was with a sense of wry amusement he is no longer nostalgic for what he has lost.

Factions, friends and enemies

Refusing to tie himself down to any single faction Levin has dabbled in many of them. The ones he are closest to philosophically and has the most allies in are the Sensates and the Fated, but has associated with the Doomguard, Athar, Bleakers, the Free League, the Revolutionary League and even briefly the Mercykillers. He has little but contempt for the Xaositects (regarding their antics as meaningless and counterproductive), the Dustmen (finding their attitude towards immortal outsiders irksome) and the Godsmen (considering them hopelessly naive) but has some sympathies for the Transcendent order and the Sign of One. He regards the Lawful factions with a somewhat detached condescending tolerance, tempered with a healthy respect for the Fraternity of Order.




[/sblock]


[sblock=Feats and spells for reference]

Trickery Domain
Granted Power
Add Bluff, Disguise, and Hide to your list of cleric class skills.

Trickery Domain Spells
Disguise Self: Disguise own appearance.
Invisibility: Subject invisible 1 min./level or until it attacks.
Nondetection M: Hides subject from divination, scrying.
Confusion: Subjects behave oddly for 1 round/level.
False Vision M: Fools scrying with an illusion.
Mislead: Turns you invisible and creates illusory double.
Screen: Illusion hides area from vision, scrying.
Polymorph Any Object: Changes any subject into anything else.
Time Stop: You act freely for 1d4+1 rounds.


Liberation Domain
Granted Power
The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

Liberation Domain Spells
Remove fear
Remove paralysis
Remove curse
Freedom of movement
Break enchantment
Greater dispel magic
Refuge
Mind blank
Freedom




Divine Might [Divine]
Prerequisites
Str 13, turn or rebuke undead ability, Power Attack.
Benefit
As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.


Improved Trip [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal
Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.


Knock-Down [General]
Prerequisites
Base attack bonus +2, Improved Trip, Str 15.
Benefit
Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target. [/sblock][/QUOTE]
 

Harin’awt, male Arcanaloth Wizard

[sblock=stats]Harin’awt, male Arcanaloth Wizard 1 (eff ECL 16)

XP: 126,500 (after xp spent on permanencies)

Alignment: Neutral Evil

Medium Outsider (Evil)
Hit Dice: 12d8+1d4+65 (131 hp)
Initiative: +5 (+5 Dex)
Speed: 30 ft., fly 45 ft. (good)
Armor Class: 32 (+5 dex, +10 natural, +6 shield, +1 deflection) (touch 16, ff 21)
AC w/greater mage armor: 38 (+5 dex, +10 natural, +6 armor, +6 shd, +1 def) (touch 16, ff 27)
Base Attack/Grapple: +12/+12
Attack: claw +12 melee (1d4+poison)
Full Attack: 2 claws +12 melee (1d4+poison), bite +7 melee (1d6)
Space/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spells, poison, summon yugoloth, spell-like abilities
Special Qualities: Literacy, SR 24, damage reduction 15/good, yugoloth qualities, immunity
Saves: Fort +18, Ref +18, Will +19

Abilities (race modified(enhanced)/+bonus (base, point cost)):
Str 10/+0 (10, 2 pt)
Dex 16(20)/+5 (12, 4 pt)
Con 16(20)/+5 (14, 6 pt)
Int 26(32)/+11 (18, 16 pt)
Wis 18/+4 (10, 2 pt)
Cha 18/+4 (10, 2 pt)

Skills (ranks/total): Spot 16/20, Listen 12/16, Sense Motive 16/20, Concentration 16/21, Disguise (cc) 8/12 (22 w/vest), Diplomacy (cc) 8/16, Gather Information (cc) 5/9, Intimidate 11/17, Bluff 16/20, Move Silently (cc) 8/13, Knowledge (planes) 12/23, Knowledge (Blood War) 16/27, Knowledge (arcana) 16/27, Appraise 4/15 (17 w/scale or magnifier), Spellcraft 15/29, Escape Artist 16/21, Use Magic Device 16/20, Open Lock (cc) 3/10, Search (cc) 1/12, Disable Device (cc) 1/8

Feats: Skill Focus (spellcraft), Spell Focus (transmutation), Spell Focus (necromancy), Spell Penetration, Greater Spell Penetration, Scribe Scroll

Carry load 33/66/100

Spells: Harin can cast spells as a 13th level wizard (+17 vs. SR).

Spells/day (DC 21 + spell level):
4 0th 4+3 1st 4+3 2nd 4+2 3rd 4+2 4th 3+2 5th 2+2 6th 1+1 7th — —
*+1 DC for necromancy, &+1 DC for transmutation

Spells known: all PHB, etc.

Spells prepared (typically):

7th: finger of death*, prismatic spray, limited wish (exp)
6th: disintegrate&, greater dispel magic, flesh to stone&, mass suggestion
5th: baleful polymorph&, dominate person, feeblemind, mage’s private sanctum, persistant image
4th: anticipate teleportation [CArc, F], assay resistance (x2)[CArc, swift action, +10 vs 1 creature SR, 1 rnd/level], charm monster, dimensional anchor, greater invisibility
3rd: haste, dispel magic, greater mage armor (CArc), protection from energy, greater magic weapon, flame arrow, stinking cloud
2nd: false life, hideous laughter, glitterdust, web, see invisibility, locate object, eagle’s splendor
1st: alarm, grease, protection from good, ray of enfeeblement, lesser orb of cold (CArc), obscuring mist, true strike
0th: ghost sound (x2), arcane mark, prestidigitation

Permanent effect:
Arcane sight (1500 xp)

Spell-Like Abilities (sp): Always active- fly;
At will- deeper darkness, heat metal, invisibility, magic missile (5 missiles), quench, shapechange (no su or ex abilities, humanoid forms only), telekinesis, warp wood;
At will- alter self, animate dead, charm person, contagion, minor image, produce flame and greater teleport.
1/day- mirage arcana and fear. These abilities are as the spells cast by a 12th level sorcerer (save DC 14 + spell level).

Poison(Ex): Claw, Fortitude save (DC 21, Con based); initial damage -1 permanent, cumulative penalty to base attack bonus, secondary damage 2d6 temporary Strength.

Summon Yugoloth(Sp): Once per day a arcanaloth can attempt to summon 1d6 mezzoloths, 1d2 dergholoths or one arcanaloth with a 40% chance of success

Immunity(Ex): Arcanaloths are immune to all enchantment spells and effects.

Literacy(Ex): Arcanaloth's can speak and write all languages.

They can only be destroyed if fought on the plane of Gehenna.
Yugoloth Immunities(Ex): Acid, fire, poison, iron weapons
Resistance(Ex): Gas 20

Weakness(Ex): Double damage from cold unless saving throw for half is allowed.

Equipment: (260 k gp)
Amulet of health +4 (16 k)
Headband of intellect +6 (36 k)
Cloak of resistance +5 (25 k)
Mithral buckler +5 (0% ASF) (26.165 k)
Gloves of dexterity +4 (16 k)
Silent metamagic rod (11 k, up to 6th level)
Rod of absorption (50 k)
Blessed book (12.5 k) (spells are in here)
Wand of cure serious wounds (11.25 k)
Wand of align weapon (4.5 k)
Handy haversack (2 k)
50 sling bullets (1 gp, 25 lb)
50 cold iron sling bullets (2 gp, 25 lb)
50 silver sling bullets (101 gp, 25 lb)
Ring of mind shielding (8 k)
Ring of protection +1 (2 k)
Pearls of power (1st, 2nd, 3rd, 4th) (30 k)
Vest of disguise (2.7 k)
MW manacles with amazing lock (0.2 k)
Spellbook (blank) (15 gp)
Mirror (10 gp)
Ink, pen & paper (10 gp)
Wine, fine bottle (10 gp)
Merchant’s scale (2 gp)
Magnifying glass (100 gp)
MW thieves’ tools (100 gp)
MW cold iron rapier (340 gp)
Scrying focus mirror (1 k)
Diamond dust (750 gp)
Ruby gold ring for Analyze Dweomer (1.5 k)
Ivory jeweled staute for Contingency (1.5 k)
Powdered jade (dust) (200 gp)
Spell component pouches (2) (10 gp)
Diamond for magic jar (100 gp)
Tiny platinum shield (25 gp) (focus for greater mage armor (CArc, 3rd lev, +6))
Platinum and crystal hourglass (500 gp) (focus for anticipate telportation (CArc, 4th lev))
37 pp, 38 gp, 10 sp
total 260,000

Notes:
Sling bullets are normally in 3 bags of 50, stored in central haversack. Bullets seem easier to dump out and gather up than arrows.
When prepared with Greater Magic Weapon, Flame Arrow, and perhaps Align Weapon (from wand), (and possibly Brilliant Blade (6th level, CArc) if he prepares that) using telekinesis SLA:
Attack 12 sling bullets +25 ranged (1d4+3 + 1d6 fire)

The rapier is mainly for show. He is not proficient with it, but his general combat skills (BAB) allow him to be reasonably accurate with it when sparring with lesser beings.
Attack rapier +9/+4 melee (1d6, crit 18/x2)

In addition to his Permanent Arcane Sight, he normally maintains Greater Mage Armor and Anticipate Teleportation active at all times by using the 3rd and 4th level pearls of power. He maintains a Contingency spell (renewed weekly) which will cast Greater Invisibility upon himself if he makes a certain gesture (which he can do as a free action). His lair is protected by Alarm and Mage’s Private Sanctum spells.[/sblock]

[sblock=description]Harin in his natural form appears as a robed man with a head like that of a fanged brown jackal. However, most of the time while in Sigil he uses his Hat of Disguise to appear humanoid. (He uses it instead of shapechange in order to retain his natural armor and other resistances.)

He often appears as a robed blond elven man, giving his name as Alven and admitting to being a wizard.

Another disguise he uses is that of Thallel, a dark-green-haired tiefling with a rougish appearance who always sports a rapier at his side.

Despite his distain for mortals, these disguises allow him to operate in Sigil while attracting a minimum amount of attention. He does not want to draw the ire of Shemeska by openly appearing as a rival, and does not want his enemies to know where he is. Together with his ring of mind shielding, the disguises also screen him from most random hostility from paladins, celestials and their ilk.

When travelling from one area of Sigil to another, if he does not teleport, he will typically make himself invisible and fly.

Harin is proud of his ability to win battles even against powerful enemies or magic immune creatures, thanks to his clever preparations and carefully gathered items. Of course, he prefers to know well in advance what he will face so he can prepare spells and plans. While he like a good fight on occasion, he knows that it is often important to prevail by less direct means. He is studying the lore of archmages and plans to become one as soon as he figures out the secrets.

Some of his main enemies are Tanarri that he double crossed at some point, but his real fear is that the pit fiend he swindled wishes from – he does not know the Baatzeu’s name - will figure it out and bother to come after him. That was over three centuries ago, but fiends have long memories, and often play subtle games of revenge that take years to play out. Frannisa, the female arcanaloth that used to be a sort of mate to him years ago, was in on the game – equally guilty, but that does not comfort him; they did not part as allies. He has no idea where she is, and divinations always failed when he tried that.

Harin’s curiousity sometimes gets the better of him, and he will sometimes allow himself to travel to strange places even at certain risks to himself. Gehenna is the one plane he would avoid at almost any cost – too many enemies wait for him there, and it is the one plane where he is truely at risk of being slain. Sigil, therefore, is not a bad place to stay while he plots his next move. Nominally, he is currently an agent of the Tower of Arcanaloths and occasionally secures material and items for the library in exchange for the privilege to access certain of the records – and for not having his own location made public.

Recently, he made a foolish investment in “soul food” – which turned out to be a fraud, a mere style of actual food on some obscure Prime plane, not made of souls as he’d been promised and ‘shown’ by the fallen deva turned grifter, now vanished – and this has caused his current cash crunch; he now has few financial assets aside from the magic items on his back. While he seeks revenge, he feels a need to swiftly rebuild his fortune, so he would be open to opportunities should they arise.[/sblock]
 
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Nalakt

[sblock=Stats]
Nalakt
Male Ulithard Telepath 2
Alignment: LE
Height: 9'11”
Weight: 201lbs
CR: 14

Str: 18 (+4) [0 points, +6 racial, +4 item]
Dex: 22 (+6) [6 points, +4 racial, +4 item]
Con: 20 (+5) [2 points, +6 racial, +4 item]
Int: 34 (+12) [16 points, +10 racial, +6 item]
Wis: 20 (+5) [2 points, +6 racial, +4 item]
Cha: 30 (+10) [6 points, +10 racial, +6 item]

Racial Abilities: PR 27, Telepathy 200', Mind Blast (DC 27), Tentacle attacks, Improved Grab, Extract Brain

Class Abilities: Bonus feat, Discipline (Telepathy), Psionic powers

Hit Dice: 12d8+2d4+70
HP: 132/132
AC: 32 (+12 Armor (inertial barrier), +6 Dex, +5 Natural, -1 size), 38 with Mental Barrier, 44 with Force Screen, 48/50 with Defensive Precognition (48 if manifested as a swift action)
Init: +6 (+6 Dex)
Speed: 30ft

Saves (+4/6 with Defensive Precognition):
Fortitude +16 [+4 base, +5 Con, +5 resistance, +2 Psicrystal]
Reflex +15 [+4 base, +6 Dex, +5 resistance]
Will +25 [+11 base, +5 Wis, +5 resistance, +4 insight]

+5 to saves vs. Energy Drain, Death Effect, Inflict Spells, reroll such a failed save once/day

BAB/Grapple: +10/+18
Melee Atk: Tentacle +13 [1d6+4 damage, x2]
Melee Full Atk: 6 tentacles +13 [1d6+4 damage, x2]

Skills :
Autohypnosis +24 [17 ranks, +5 Con, +2 synergy]
Bluff +29 [17 ranks, +10 Cha, +2 synergy]
Concentration +24 [17 ranks, +5 Con, +2 synergy]
Diplomacy +27 [17 ranks, +10 Cha]
Disguise +20 [8 ranks, +10 Cha, +2 synergy]
Gather Information +27 [17 ranks, +10 Cha]
Intimidate +29 [17 ranks, +10 Cha, +2 synergy]
Knowledge: History +29 [17 ranks, +12 Int]
Knowledge: Psionics +29 [17 ranks, +12 Int]
Listen +22 [17 ranks, +5 wis]
Psicraft +29 [17 ranks, +12 Int]
Sense Motive +22 [17 ranks, +5 Wis]
Spot +14 [9 ranks, +5 Wis]

Feats:
Psicrystal Affinity (1st)
Expanded Knowledge (3rd)
Overchannel (6th)
Talented (9th)
Psicrystal Containment (12th)
Boost Construct (Psion Bonus 1st)

Languages: Abyssal, Aquan, Auran, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Terran

Equipment:
Belt of +4 Strength (16,000)
Gloves +4 Dexterity (16,000)
Amulet of +4 Constitution (16,000)
Headband +6 Intelligence (36,000)
Boots of +2 Wisdom (6,000)
Cloak of +6 Charisma (36,000)
Vest of Resistance +5 (25,000)
Bracers of Disguise (2,700)
Ring of Evasion (25,000)
Crystal Mask of Mind Armor (10,667)
Skin of Fiendish Embrace (48,000)
Bracers of Armor +3 with Greater Lifekeeping Augment (14,000)

Money: 6,633 gp

Psionic Powers Known:
1st: Astral Construct, Defensive Precognition, Inertial Armor, Force Screen, Charm, Ecto Protection
2nd: Mental Barrier, Energy Stun, Specific Energy Adaptation
3rd: Hostile Empathic Transfer, Eradicate Invisibility, Solicit Psicrystal, Forced Share Pain, Body Adjustment, Dispel Psionics
4th: Dominate, Telekinetic Maneuver, Psionic Dimension Door
5th: Shatter Mind Blank, Telekinetic Buffer, Psychic Crush, Psionic Plane Shift
6th: Overland Flight, Inconstant Location
7th: Energy Wave, Energy Claw, Crisis of Life
8th: True Metabolism, Iron Body, Greater Teleport

Power Points/Day: 285
[/sblock]

[sblock=Background and Agenda]
That Nalakt is considered a mad prophet by his people is a sure sign that he is either more sane than the average mindflayer or else totally batsh*t crazy - in his case it's a bit of both. Nalakt holds some opinions about the future of the Illithid empire that would have surely gotten him killed or worse had he been born an Illithid. Given the reverence accorded to Ulitharids, he was instead simply regarded with a sort of wary respect - the way humans might treat a madman raving in the desert, too crazy to listen too, but too holy to ignore.

Nalakt's controversial idea is that the Illithid race should not be trying to repeat the actions that destroyed it so long ago - expanding across the stars - but should be learning more about the nature of the enemy that destroyed them - an enemy whose origin and power they could not comprehend. Nalakt believes that the key to their future success lies in understanding the planes and subverting or enslaving their more powerful denizens slowly but surely.
[/sblock]
 
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Name: Silhouette
Race: Tiefling
Class/Level: Beguiler 15 / Unseen Seer 2
Gender: Female
Exp:

Desc: Silhouette's true appearance is that of a shapely and beautiful female humanoid, with red irised eyes and skin that is truly black in color; the shade of shadows at midnight. She enjoys finery and luxury, and tends to dress in provacative clothes of high quality materials, or at least seem to. Very little in her day to day appearance is exactly as it seems however. Her skill in illusion magic makes her adept at adopting roles and altering her looks to become whoever and whatever she wishes at any given moment.

[sblock=Stats]Strength (STR) 8 (0)
Dexterity (DEX) 20 (4)
Constitution (CON) 18 (4)
Intelligence (INT) 28 (10)
Wisdom (WIS) 12 (4)
Charisma (CHA) 14 (10)

Alignment: Neutral evil
AC: 30 (10 +5 Dex +10 armor +5 deflection)
Hit Points: 135
Movement: 30' ground

Init: +5 (+10 w/Murmur)
Base Attack Bonus: +8/+3
Melee Attack: +7
Ranged Attack: +13
Fort: +14
Reflex: +15
Will: +19

Race Abilities
+2 Dex, +2 Int, -2 Cha
Darkvision 60 ft
Resistance to electricity 5, cold 5, and fire 5
Darkness SLA, 1/day
Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.

Class Abilities:
Armored Mage
Trapfinding
Cloaked Casting: +2 DC, +2 vs SR
Advanced Learning
- 3rd: Magic Aura
- 7th: Phantasmal Killer
- 11th: Greater Heroism
- 15th: Greater Shadow Evocation
Surprise Casting: Move Action
Silent Spell
Still Spell

Danage Bonus +1d6 (works with sneak damage from Mantle)
Advanced Learning (Divination): Greater Scrying

Skills: 212
Bluff +27 (20 ranks + 2 Cha + 2 race +3 item)
Concentration +20 (16 ranks + 4 Con)
Diplomacy +24 (15 ranks + 2 Cha + 4 synergy +3 item)
Disguise +30 (13 ranks + 2 Cha + 10 magic +3 item +2 synergy)
Forgery +20 (11 ranks + 9 Int)
Gather Information +20 (13 ranks + 2 Cha + 3 item + 2 synergy)
Knowledge: Arcana +15 (6 ranks + 9 Int)
Knowledge: Factions/Guilds +14 (5 ranks + 9 Int)
Knowledge: Local +15 (6 ranks + 9 Int)
Knowledge: Planes +15 (6 ranks + 9 Int)
Hide +30 (18 ranks + 5 Dex + 2 race + 5 item)
Move Silently +30 (20 ranks + 5 Dex + 5 item)
Sense Motive +21 (20 ranks + 1 Wis)
Spellcraft +12 (1 rank + 9 Int + 2 synergy)
Spot +15 (14 ranks + 1 Wis)
Listen +15 (14 ranks + 1 Wis)
Use Magic Device +19 (14 ranks + 2 Cha + 3 item)

Feats
1 Spell Focus: Divination
3 Weapon Finesse
6 Spell Focus: Illusion
9 Spell Focus: Enchantment
12 Heighten Spell
15 Leadership

Languages - Common, Infernal, Abyssal, Celestial, Draconic, Auran

Spells (Base DC: 19, 20 illusion, Divination, 22 enchantment)

0 - 6/6, 1 - 6/6, 2 - 6/6, 3 - 6/6, 4 - 6/6, 5 - 6/6, 6 - 6/6, 7 - 5/5, 8 - 3/3

0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Message, Open/Close, Read Magic
1 - Charm Person, Color Spray, Comprehend Languages, Detect Secret Doors, Disguise Self,
Expeditious Retreat, Hypnotism, Mage Armor, Obscuring Mist, Rouse, Silent Image, Sleep,
Undetectable Alignment, Whelm
2 - Blinding Color Surge, Blur, Daze Monster, Detect Thoughts, Fog Cloud, Glitterdust,
Hypnotic Pattern, Invisibility, Knock, Minor Image, Mirror Image, Misdirection, See Invisible,Silence, Spider Climb, Stay the Hand, Touch of Idiocy, Vertigo, Whelming Burst
3 - Arcane Sight, Clairvoyance/Clairaudence, Crown of Veils, Deep Slumber, Dispel Magic, Displacement, Glibness, Halt, Haste, Hesitate, Hold Person, Inevitable Defeat, Invisibility Sphere, Legion Of Sentinels, Major Image, Nondetection, Slow, Suggestion, Vertigo Field, Zone of Silence
4 - Charm Monster, Confusion, Crushing Despair, Freedom of Movement, Greater Invisibility, Greater Mirror Image, Locate Creature, Mass Whelm, Phantom Battle, Rainbow Pattern, Solid Fog
5 - Break Enchantment, Dominate Person, Feeblemind, Friend to Foe, Hold Monster, Incite Riot, Mind Fog, Telepathic Bond, Seeming, Sending, Swift Etherealness
6 - Greater Dispel, Mass Suggestion, Mislead, Overwhelm, Repulsion, Shadow Walk, True Seeing, Veil
7 - Ethereal Jaunt, Greater Arcane Sight, Mass Hold Person, Mass Invisibility, Phase Door, Power Word: Blind, Project Image, Spell Turning
8 - Demand, Discern Location, Mind Blank, Moment of Prescience, Power Word: Stun, Scintillating Pattern, Screen

Money - 10gp

Weapons -
Murmur, +1 morphing rapier of warning, +14 to hit, 1d6 dmg, 18320gp
- Augment Crystal: Lesser Return, 1000
- Augment Crystal: Lesser Fiendslaying, 3000

Armour -
Blackmail - Mithril Breastplate +5, +10, 62400, Max Dex +6, ACP 0, 15lbs
- Nimbleness +1, Maxdex +6, ACP 0
- Death Ward +1
- Blueshine, 1500
- Called, 2000
- Glamered, 2700
- Augment Crystal: Greater Adapation, 3000

Gear -
2 scroll cases, 2gp, 1lb
2 belt pouches, 2gp, 1lb
1 Smokestick

In pouch 1
Spell foci, (various, no effective cost)

In pouch 2
Money purse

Magic -
Talisman of Undying Fortitude, 8000
Tome of Worldly Knowledge, 1500
Gwaron's Boots, 6000
Belt of the Wide Earth, 8000
Veil of Allure, 14000
Ring of Universal Energy Protection 20, 120000
Ring of Protection +5, 50000
Vest of Resistance +5, 25000
Headband of Intellect +6, 36000
-- Circlet of Persuasion, 6750
Amulet of Health +6, 36000
Gloves of Dexterity +6, 36000
Mantle of the Predator, 8000

--------------[/sblock]

[sblock=Leadership stuff]Cohort: Dirge - 6th bard / 8th level human assassin

Dirge would be euphemistically called an 'asset' by modern intelligence agencies. She plays taverns and inns, gathering information and passing on what seems significant to Silhouette. On occasion Silhouette will have her follow up on a lead that she doesn't have time for, but requires skills in excess of what her other followers are capable of. Dirge is also a very capable and ruthless assassin; a calling which Silhouette asks her to fulfill infrequently...but sometimes. She represents one of the three major information "feeds" available to Silhouette, the other two being her network of eyes and ears (1st level followers) and her investigative company. Dirge also has authority over the company, though only as an extension of Sil. The network is kept completely separate, and Sil actually takes some pains to ensure that Dirge won't learn of them or how to recognize them.

Dirge is a gloriously beautiful human woman with rich blonde hair and a svelte, athletic physique. Her voice is melodious and clear, as entrancing to listen to as she is to look at. She's a well trained bard, and has earned a good reputation, if not exactly fame, as a solid performer and crowd pleaser in many of Sigil's festhalls, squares, and taverns. None who know the sweet-tempered but oddly shy seeming bard would ever equate her with Dirge...the silent assassin who is the steel underneath Silhouette's velvet. In truth she is both, and more besides. Broadly speaking, Dirge has two personalities...the good natured, if somewhat amoral bard...and the cold, relentless stalker. Both are loyal to Silhouette though, and the shadowy information broker treats Dirge very well to help ensure this.

DIRGE
Medium Humanoid (Human)
Hit Dice: 14d6+28
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 18 (10 +3 Dex, +5 armor), touch 13, flat-footed 15
Base Attack/Grapple: +10/
Attack:
Full Attack:
Space/Reach: 5'/5'
Special Attacks: Sneak Attack +4d6, Death Attack, Spells
Special Qualities: Spells, Hide in Plain Sight, Bardic Music, Imp Uncanny Dodge, Poison Use
Saves: Fort +4, Ref +11, Will +7
Abilities: Str 8, Dex 16, Con 14, Int 20, Wis 12, Cha 16
Skills:
Feats: Skill Focus: Perform, Track, Weapon Finesse, Ability Focus: Death Attack, Practiced Spellcaster: Assassin, Disguise Spell
Environment: Sigil
Organization: Solitary (or with followers)
Challenge Rating: 14
Treasure: Sword of Subtlety, +1 mithril chainshirt, Headband of Int +2, Amulet of Health +2, Gloves of Object Reading, Deathstrike Bracers, Goggles of Lifesight, Sending Stones
Alignment: Neutral Evil
45-22310-2100-8000-3000-5000-2000-1400
Dirge speaks:

Combat

Bardic Music:
- Countersong, Fascinate, Inspire Courage +1, Inspire Competence, Suggestion

Bardic Spells: (CL 6, DC cha)
Lvl Slots Spells
0 -- 3 - Dancing Lights, Detect Magic, Ghost Sound, Mage Hand Message, Prestidigitation
1 -- 4 - Silent Image, Feather fall, Detect Secret Doors, Expeditious Retreat
2 -- 3 - Silence, Spymaster's Coin, Cure Moderate Wounds

Assassin Spells: (CL 12, DC int)
Lvl Slots Spells
1 -- 4 - True Strike, Instant Locksmith, Healer's Vision, Silent Portal
2 -- 4 - Alter Self, Pass Without Trace, Spider Climb, Marked Object
3 -- 4 - Create Fetch, Nondetection, Find the Gap, Amorphous FOrm
4 -- 2 - Greater Invisibility, Sniper's Eye, Modify Memory

Dirge has +4 to save versus poisons due to assassin training.

Followers:
1st level - 50
2nd level - 5
3rd level - 3
4rth level - 2
5th level - 1

Follower breakdown:

40 of the 50 1st level followers are various NPC classes, and are in fact relatively ordinary people all around the Cage who keep their eyes and ears open for interesting tidbits of overheard conversations, drunken or afterglow confessions, who's meeting who, and so on...and report these to Silhouette via anonymous drops, or to anyone who gives them the appropriate passphrase. They are serving wenches, bartenders, whores, maids and butlers, smiths, touts, and people gathering deaders for the Dustmen.

The other 10 are functionaries for Devil's Eye Investigative, doing the bureaucratic work and such necessary to run the business. Mostly experts and some commoners for more brutish labor.

The 2nd level followers are 'junior investigators' for Devil's Eye. They do the boring stuff like canvass neighborhoods with likenesses, do screening interviews and so on. Social skill experts and rogues.

The 3rd level followers are 'senior investigators' for Devil's Eye. They do somewhat more interesting work; stakeouts, records searches, interviews with screened witnesses/sources, and other detective work. Two rogues and a wizard that helps with arcane matters.

The two 4rth level followers are "special investigators," at Devil's Eye, and are assigned tasks by Dirge or Silhouette. The lower level investigators, while they can be co-opted if needed, typically do the day to day investigative work that keep the business running. One is a warlock who goes by the moniker of Thorn, the other is a rogue named Freeling.

The 5th level follower is a beguiler named Squire Danforth, and is the public manager of Devil's Eye. He reports directly to Silhouette, though Dirge can and does give him orders as well. He generally devotes himself to running the business, though lends his aid when and where needed for a given mission. He spends a lot of time coordinating and dealing with the lower level employees. Squire serves Silhouette out of enlightened self interest. He stands to gain quite a bit of money and influence where he is if he can survive the enemies he makes, and if he can gain the protection of a powerful patron simply by doing her bidding, he's all for it. There is some tension between him and Thorn and Freeling, as they are often under orders he cannot countermand.[/sblock]
 
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