the Jester
Legend
Lord Ruin and His Lackeys
Lord Ruin and his Men-At-Arms
Lord Ruin and his two men-at-arms may be encountered at any time, under virtually any circumstances. They kill for pleasure. Lord Ruin has learned the secrets of black magic, as a warrior of darkness, and uses drugs as well.
[color=789BBB]Lord Ruin,[/color] male human 15th-level barbarian/5th-level warrior of darkness (CR 20):
Hit Dice: 15d12 + 5d10 + 40 (hp 197)
Initiative: +1
Speed: 40’
AC: 17 (+1 natural, +1 dex, +1 deflection, +4 masterwork chain shirt), 18 w/Dodge feat; touch 12, 13 w/Dodge feat; flat-footed 17
--While raging, AC goes down 2 points.
Base Attack/Grapple: +20/+25 (+28 raging)
Attack: Masterwork razor-sharp greataxe +27 melee (1d12+7 plus poison (see Gear, below)/18-20 (x3)); or masterwork mighty [+4 str] composite longbow with masterwork arrow +23 melee (1d8+4/x3).
--While Raging, melee attack increases to +30 melee (1d12+12/18-20(x3)).
Full Attack: Masterwork razor-sharp greataxe +27/22/17/12 (+30/25/20/15 while raging) or masterwork mighty [+4 str] composite longbow +23/18/13/8
Face/Reach: 5’/5’
Special Attacks: Darkling weapon, greater rage 4/day
Special Qualities: DR 2/-, DR5/+3 (scarred flesh), fast movement, uncanny dodge (dex bonus to AC, can’t be flanked), warrior of darkness qualities (included in statistics)
Saves: Fort +15, Ref +6 (+8 vs. traps), Will +9
Abilities: Str 21 (27 raging), Dex 13, Con 14 (20 raging), Int 10, Wis 8, Cha 13
Skills: Climb +26, Craft (alchemy) +13, Intimidate +16, Knowledge (arcana) +3, Knowledge (the planes) +7, Listen +4, Ride +5, Speak Language (Abyssal), Spot +5, Survival +14
Feats: Blind-fight (bonus from black magic oil), Cleave, Dodge, Hill Fighter, Improved Bull Rush, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe)
Challenge Rating: 20
Alignment: Chaotic Evil
Description: Lord Ruin is a towering human (about 6’8”) with a shaved head. He wears a thick fur cloak- the skin of a polar bear- over his armor, and is criss-crossed with a horrible density of scars. His dark brows loom over small black eyes, and his lips have been entirely removed, leaving his speech slurred and hard to understand. He is extremely frightening to behold.
Gear: Masterwork chain shirt, masterwork razor-sharp greataxe (can be endowed with a +1 property through darkling weapon ability; usually keen), masterwork mighty [+4 str] composite longbow, 36 masterwork arrows, 12 masterwork silver arrows, 6 flasks of alchemist’s fire, 6 flasks of acid, 5 doses luhix (see BoVD pg. 42), 2 doses bebelith venom (Fort DC 20; initial 1d6 Con damage, secondary 2d6 Con damage), crude maps of the area (leading to the Caves of the Unbound), bag of 245 pp and 25 gp, four gold armbands graven with images of cruelty (50 gp each), polar bear cloak (25 gp, 15 lbs), pouch of 6 gems (various conundrums, valued at 50, 75, 75 and 150 gp, respectively).
[color=789BBB]Vassals of Lord Ruin,[/color] 10th-level barbarian/5th-level rogues (CR 15):
Hit Dice: 10d12 + 5d6 +15 (hp 119 each) (hp 149 while raging)
Initiative: +8
Speed: 40’
AC: 18 (+4 dex, +3 masterwork studded leather, +1 masterwork buckler), 18 flat-footed, 14 touch
--While raging, AC goes down 2 points.
Base Attack/Grapple: +13/+16 (+18 while raging)
Attack: Masterwork razor-sharp scimitar +17 melee (1d6 +3/17-20); or masterwork mighty composite longbow with masterwork arrow +19 ranged (1d8/x3)
--While raging, melee attack increases to +19 melee (1d6+5/17-20)
--While flanking, melee attack increases to +21 melee (1d6+3/17-20 plus 3d6 sneak attack)
--While flanking and raging, melee attack increases to +23 melee (1d6+5/17-20 plus 3d6 sneak attack)
Full Attack: Masterwork razor-sharp scimitar +17/12/7 melee (1d6 +3/17-20); or masterwork mighty composite longbow with masterwork arrow +19/14/9 ranged (1d8/x3)
--While raging, melee attack increases to +19/14/9 melee (1d6+5/17-20)
--While flanking, melee attack increases to +21/16/11, or optionally +17/17/12/7 melee (1d6+3/17-20 plus 3d6 sneak attack)
--While flanking and raging, melee attack increases to +23/18/13, or optionally +18/18/13/8 melee (1d6+5/17-20 plus 3d6 sneak attack)
Face/Reach: 5’/5’
Special Attacks: Rage 3/day, sneak attack +3d6
Special Qualities: Evasion, fast movement, uncanny dodge (dex bonus to AC, can’t be flanked, +2 vs. traps)
Saves: Fort +9, Ref +11 (+13 vs. traps) plus Evasion, Will +2
Abilities: Str 17, Dex 18, Con 12, Int 13, Wis 7, Cha 8
Skills: Balance +11, Bluff +0, Climb +16, Handle Animal +4, Hide+10, Intimidate +12, Jump +11, Listen +11, Move Silently +10, Ride +11, Search +5, Spot +12, Survival +11, Swim +11, Tumble +24
Feats: Combat Reflexes, Dual Strike, Expertise, Improved Disarm, Improved Flanking, Improved Initiative, Tandem Fighting
Challenge Rating: 15
Alignment: Neutral Evil
Gear: Masterwork studded leather, masterwork razor-sharp scimitar, masterwork buckler, masterwork mighty [+3] composite longbow, 36 masterwork arrows, purse holding 250 gp and 5d10 pp, ring depicting Lord Ruin’s hand, distinctively scarred, along the band, bottle of brandy (Thrune only), pipe and pouch of poor-grade tabac (Pordix only)
Description: These six brothers are Lord Ruin’s tall, shaven-headed bodyguards. They are powerful and dangerous barbarian/rogue pychopaths. They work together to take out powerful enemies one by one, flanking so as to sneak attack. They are smart but full of vainglory, and will fight past the point of reason if aggravated. They have been with Lord Ruin for many years and are the last two brothers of a family of ten sons, Ruin’s Fingers. They both love and fear their master, and would not easily be moved to betray him. (Lord Ruin has raised them since he spared them as boys.)
Campaign-Specific Feats these Fellas Had:
HILL FIGHTER (General, Fighter) (from Dragon magazine)
You are skilled at attacking from higher ground.
Prerequisites: Base attack +2
Benefit: When fighting from higher ground you get a +2 circumstance bonus to hit with melee attacks and a +1 with ranged attacks.
Normal: You gain only a +1 circumstance bonus to melee attacks with a melee weapon for higher ground.
IMPROVED FLANKING (General, Fighter)
You are expert at covering opponents that you flank.
Prerequisites: Dex 13+, base attack +3, Combat Reflexes, Lock-Step
Benefit: Whenever an opponent you flank takes an attack of opportunity against any target other than you, you may immediately follow up with an attack of opportunity against that enemy.
IMPROVED TANDEM FIGHTING (General, Fighter)
Your combat teamwork makes you and your allies extraordinarily deadly.
Prerequisites: Base attack +5, Bluff skill, Combat Reflexes, Dual Strike, Tandem Fighting
Benefit: If you and an ally with the Tandem Fighting feat flank an enemy, each round you may feint in combat as a standard action in order to deny your foe his dex bonus against both your next attack and your ally’s next attack.
Lord Ruin and his Men-At-Arms
Lord Ruin and his two men-at-arms may be encountered at any time, under virtually any circumstances. They kill for pleasure. Lord Ruin has learned the secrets of black magic, as a warrior of darkness, and uses drugs as well.
[color=789BBB]Lord Ruin,[/color] male human 15th-level barbarian/5th-level warrior of darkness (CR 20):
Hit Dice: 15d12 + 5d10 + 40 (hp 197)
Initiative: +1
Speed: 40’
AC: 17 (+1 natural, +1 dex, +1 deflection, +4 masterwork chain shirt), 18 w/Dodge feat; touch 12, 13 w/Dodge feat; flat-footed 17
--While raging, AC goes down 2 points.
Base Attack/Grapple: +20/+25 (+28 raging)
Attack: Masterwork razor-sharp greataxe +27 melee (1d12+7 plus poison (see Gear, below)/18-20 (x3)); or masterwork mighty [+4 str] composite longbow with masterwork arrow +23 melee (1d8+4/x3).
--While Raging, melee attack increases to +30 melee (1d12+12/18-20(x3)).
Full Attack: Masterwork razor-sharp greataxe +27/22/17/12 (+30/25/20/15 while raging) or masterwork mighty [+4 str] composite longbow +23/18/13/8
Face/Reach: 5’/5’
Special Attacks: Darkling weapon, greater rage 4/day
Special Qualities: DR 2/-, DR5/+3 (scarred flesh), fast movement, uncanny dodge (dex bonus to AC, can’t be flanked), warrior of darkness qualities (included in statistics)
Saves: Fort +15, Ref +6 (+8 vs. traps), Will +9
Abilities: Str 21 (27 raging), Dex 13, Con 14 (20 raging), Int 10, Wis 8, Cha 13
Skills: Climb +26, Craft (alchemy) +13, Intimidate +16, Knowledge (arcana) +3, Knowledge (the planes) +7, Listen +4, Ride +5, Speak Language (Abyssal), Spot +5, Survival +14
Feats: Blind-fight (bonus from black magic oil), Cleave, Dodge, Hill Fighter, Improved Bull Rush, Mobility, Power Attack, Spring Attack, Weapon Focus (greataxe)
Challenge Rating: 20
Alignment: Chaotic Evil
Description: Lord Ruin is a towering human (about 6’8”) with a shaved head. He wears a thick fur cloak- the skin of a polar bear- over his armor, and is criss-crossed with a horrible density of scars. His dark brows loom over small black eyes, and his lips have been entirely removed, leaving his speech slurred and hard to understand. He is extremely frightening to behold.
Gear: Masterwork chain shirt, masterwork razor-sharp greataxe (can be endowed with a +1 property through darkling weapon ability; usually keen), masterwork mighty [+4 str] composite longbow, 36 masterwork arrows, 12 masterwork silver arrows, 6 flasks of alchemist’s fire, 6 flasks of acid, 5 doses luhix (see BoVD pg. 42), 2 doses bebelith venom (Fort DC 20; initial 1d6 Con damage, secondary 2d6 Con damage), crude maps of the area (leading to the Caves of the Unbound), bag of 245 pp and 25 gp, four gold armbands graven with images of cruelty (50 gp each), polar bear cloak (25 gp, 15 lbs), pouch of 6 gems (various conundrums, valued at 50, 75, 75 and 150 gp, respectively).
[color=789BBB]Vassals of Lord Ruin,[/color] 10th-level barbarian/5th-level rogues (CR 15):
Hit Dice: 10d12 + 5d6 +15 (hp 119 each) (hp 149 while raging)
Initiative: +8
Speed: 40’
AC: 18 (+4 dex, +3 masterwork studded leather, +1 masterwork buckler), 18 flat-footed, 14 touch
--While raging, AC goes down 2 points.
Base Attack/Grapple: +13/+16 (+18 while raging)
Attack: Masterwork razor-sharp scimitar +17 melee (1d6 +3/17-20); or masterwork mighty composite longbow with masterwork arrow +19 ranged (1d8/x3)
--While raging, melee attack increases to +19 melee (1d6+5/17-20)
--While flanking, melee attack increases to +21 melee (1d6+3/17-20 plus 3d6 sneak attack)
--While flanking and raging, melee attack increases to +23 melee (1d6+5/17-20 plus 3d6 sneak attack)
Full Attack: Masterwork razor-sharp scimitar +17/12/7 melee (1d6 +3/17-20); or masterwork mighty composite longbow with masterwork arrow +19/14/9 ranged (1d8/x3)
--While raging, melee attack increases to +19/14/9 melee (1d6+5/17-20)
--While flanking, melee attack increases to +21/16/11, or optionally +17/17/12/7 melee (1d6+3/17-20 plus 3d6 sneak attack)
--While flanking and raging, melee attack increases to +23/18/13, or optionally +18/18/13/8 melee (1d6+5/17-20 plus 3d6 sneak attack)
Face/Reach: 5’/5’
Special Attacks: Rage 3/day, sneak attack +3d6
Special Qualities: Evasion, fast movement, uncanny dodge (dex bonus to AC, can’t be flanked, +2 vs. traps)
Saves: Fort +9, Ref +11 (+13 vs. traps) plus Evasion, Will +2
Abilities: Str 17, Dex 18, Con 12, Int 13, Wis 7, Cha 8
Skills: Balance +11, Bluff +0, Climb +16, Handle Animal +4, Hide+10, Intimidate +12, Jump +11, Listen +11, Move Silently +10, Ride +11, Search +5, Spot +12, Survival +11, Swim +11, Tumble +24
Feats: Combat Reflexes, Dual Strike, Expertise, Improved Disarm, Improved Flanking, Improved Initiative, Tandem Fighting
Challenge Rating: 15
Alignment: Neutral Evil
Gear: Masterwork studded leather, masterwork razor-sharp scimitar, masterwork buckler, masterwork mighty [+3] composite longbow, 36 masterwork arrows, purse holding 250 gp and 5d10 pp, ring depicting Lord Ruin’s hand, distinctively scarred, along the band, bottle of brandy (Thrune only), pipe and pouch of poor-grade tabac (Pordix only)
Description: These six brothers are Lord Ruin’s tall, shaven-headed bodyguards. They are powerful and dangerous barbarian/rogue pychopaths. They work together to take out powerful enemies one by one, flanking so as to sneak attack. They are smart but full of vainglory, and will fight past the point of reason if aggravated. They have been with Lord Ruin for many years and are the last two brothers of a family of ten sons, Ruin’s Fingers. They both love and fear their master, and would not easily be moved to betray him. (Lord Ruin has raised them since he spared them as boys.)
Campaign-Specific Feats these Fellas Had:
HILL FIGHTER (General, Fighter) (from Dragon magazine)
You are skilled at attacking from higher ground.
Prerequisites: Base attack +2
Benefit: When fighting from higher ground you get a +2 circumstance bonus to hit with melee attacks and a +1 with ranged attacks.
Normal: You gain only a +1 circumstance bonus to melee attacks with a melee weapon for higher ground.
IMPROVED FLANKING (General, Fighter)
You are expert at covering opponents that you flank.
Prerequisites: Dex 13+, base attack +3, Combat Reflexes, Lock-Step
Benefit: Whenever an opponent you flank takes an attack of opportunity against any target other than you, you may immediately follow up with an attack of opportunity against that enemy.
IMPROVED TANDEM FIGHTING (General, Fighter)
Your combat teamwork makes you and your allies extraordinarily deadly.
Prerequisites: Base attack +5, Bluff skill, Combat Reflexes, Dual Strike, Tandem Fighting
Benefit: If you and an ally with the Tandem Fighting feat flank an enemy, each round you may feint in combat as a standard action in order to deny your foe his dex bonus against both your next attack and your ally’s next attack.