Showing posts with label Rising Empires. Show all posts
Showing posts with label Rising Empires. Show all posts

Wednesday, October 28, 2015

"Flicker", the Ghost, OR The Vanishing Twin Blades Strike Swiftly

"Flicker" is another of the Bloody Blade assassins, and the second most powerful active member (Ox being the most powerful).
She was created when someone needed to break the line of devils that was holding Ox and the other assassins at bay; she materialized, as if from nowhere, to gut a devil, her invisibility only temporarily dispelled.
She is a mysterious woman, though less so than Ox. Which is ironic, considering the fact that she can turn invisible at will, an aftereffect of being killed by a ghost, and improperly raised.
Flicker was adopted by the previous head of the Bloody Blades. He trained her from a young age into a weapon, his left hand, while her brother (two years old) was his right. All the other trainees had failed, and died, or so Flicker and her brother were told.
Flicker suffered a brutal childhood. She didn't have any chance to play, to enjoy, being constantly sent to kill others.
And then, one day, she died.
A mission went sour, and she was killed by the target's bodyguard, the ghost of the former general.
And then, she woke up. Her body was tingling, and sightly wrong. Her flesh felt cold, and numb, and damp. And, when she looked at her hands, she was translucent.
Next she looked up, into her brother's rage filled face. With a solemn nod, he replaced his mask, and turned back to the matter at hand.
It was only later that she would learn of how her father had forbid any attempts to rescue her, how her brother had rebelled, how the two had fought and her brother had won, and how her brother had, in his rage, leveled the castle that she had fallen in, but for the one staircase to the room they had interred her in.
Now, Flicker serves her brother, no less demanding a master, but a kinder one (though her brother's time on The Throne has begun warping him into a reflection of their erstwhile father.
Flicker works side-by-side with Ox on most missions, helping to end threats to the Bloody Blades before they begin, and taking on only the most difficult of contracts.
The numbness, cold, and dampness, the trademark signs of invisibility (in my game settings), have never really left her alone, leading her to take more and more risks, all in search of that high, that thrill, that sensation of being alive.
As such, she ends up dead more often than not, and each time her brother's non-standard, cheating resurrection spells bring her back, more and more of her slips away into the void. (This also accounts for why she is so low-level comparatively, when she has been training since she was three)

“Flicker” Human Rogue 10 CR 11

Init +5    Senses S/L +14/+14 Darkvision   Languages: Common, Dwarven, Goblin
Defenses AC 18 (+3 dex, +5 armour) Will +6   Ref +12   Fort +7
HP 57 (10d6+20)  
Speed 30 ft
Melee:
Cold Iron Longsword +14 (1d8+6+1d4 Vile/19-20)
Silvered Longsword +14 (1d8+5+1d4 Vile/19-20)
Charge: Cold Iron Longsword +14 (1d8+8+1d4 Vile/19-20) and Silvered Longsword (1d8+7+1d4 Vile/19-20)
Cold Iron Longsword +12 (1d8+6+1d4 Vile/19-20) and Silvered Longsword +12 (1d8+5+1d4 Vile/19-20) and Cold Iron Longsword +7 (1d8+6+1d4 Vile/19-20) Silvered Longsword +7 (1d8+5+1d4 Vile/19-20)

Ranged:
Hand Crossbow +12 (1d4/19-20+poison)

Base attack +7     grp +12
Special actions: Sneak Attack +5d6, Dual Strike, Two Weapon Fighting, invisibility
Special abilities: Improved Evasion, Evasion, Improved Uncanny Dodge, trapfinding, trap sense +3
Abilities   STR 20  DEX 20  CON 15  INT 15  WIS 13  CHA 10
Feats(5): Two Weapon Fighting, Oversized Two-Weapon Fighting, Improved Two-Weapon Fighting, Dual Strike, Weapon Focus (longsword)
Skills: Bluff +13, Hide +18, Move Silently +18, Climb +18, Search +15, Disable Device +15, Open Lock +18, Spot +14, Listen +14, Tumble +18, Balance +18
Equipment: “Tooth” +1 blackflame cold iron Longsword, “Claw” “+1 blackflame silvered longsword, +2 studded leather, +2 cloak of resistance, boots of springing and striding

SLA:
  • At will - detect magic, detect scrying, detect secret doors, invisibility

Design Notes:
Flicker has invisibility and the detect spells at will because of her (repeated) brush(es) with death. Her brother's resurrection spells are not quite standard, which leave her closer and closer to fading into the stream of magic that governs the world. Her invisiblity has always been an issue, ever since that first raising, when she partly fused with the essence of the ghost that had killed her. The numbness, the cold, the dampness, the signs of an invisibility spell, have never truly left her alone.

Friday, October 23, 2015

Silessa Brownbark

Silessa was designed to be a good pal to the party; built as a buffer, she was designed to fill some of the holes that the party was currently discovering in its composition and tactics.
Instead, she got melted in the first combat she participated in; apparently a relatively low reflex score was not enough when hit by 10d6 acid damage. Sometimes I really wonder how they can ever pretend that the CR system makes any sense.
So, poor Silessa (Who had some great banter going with the half-drow bard in the party) became a pile of lovely loot for our intrepid adventurers.
Also known as, how I accidentally further broke the wealth by level guidelines wide-open.

Silessa Brownbark Elf Wizard 5/War Weaver 1 CR 6


Init +13 [+11]    Senses S/L +2/+2 Low Light Vision   Languages: Common, Elven, Draconic, Goblin, Orc, Sylvan
Defenses AC 19 (+5[3] dex, +2 armour, +2 deflection) Will +6   Ref +4   Fort +1
HP 16 (6d4)  
Speed 60 [30] ft
Ranged:
Longbow +8 [+6] (1d8+2/*3)


Base attack +2     grp +1
Special abilities: Natural Link, Eldritch Tapestry
Abilities   STR 9  DEX 20 [16]  CON 10  INT 18  WIS 11  CHA 13
Feats: Enlarge Spell, Extend Spell, Easy Metamagic (Extend Spell), Eschew Materials, Scribe Scroll
Skills: Knowledge (Nature), Knowledge (The Planes), Craft (weaving), Knowledge (Arcana), Concentration, Spellcraft
Equipment: Rod of lesser metamagic (persist spell), +2 bracers of armour, ring of protection +2, +1 longbow, Hummingbird familiar


Spells (all extended):
0 - touch of fatigue, resistance, detect magic, prestidigitation
1 - protection from evil, shield, expeditious retreat*, magic missile
2 - cat’s grace*, flaming orb, web
3 - fly, slow

* = cast

Wednesday, October 21, 2015

"Ox", the Axeman OR "Doorman", Brutal Assassin

"Ox" was born when one of my players needed an enemy to fight.
The story (a solo-adventure) was going rather slowly; in order for the plot to progress what really needed to happen was a good fight.
And so, ASSASSINS!
While it may seem random, it had been in the works for a while. But, the specifics had been up in the air until the moment Ox arrived, stepping through a dimension door to cleave a poor terrified clerical assistant in half.
Ox is one of the Bloody Blades, an assassin of awesome skill, and ill repute, The man is a genius, as strong as a giant, and tough enough to take a hit or two. Better yet, he is a mage, a wizard of no small skill, and a master of abjurations of all kinds.
"Ox" goes by a different nickname among the other assassins.
They call him "Doorman", for he bears an axe with a powerful enchantment. It can not only cut those around him, but also space itself. His axe allows him to slice dimension doors open, at will. Effectively, it gives him use of dimension door as an SLA. This allows him to step through, kill, and step away again, before anyone can even respond.
"Doorman" often works with "Flicker", another assassin, and an equally, if differently, dangerous character.
Nobody knows Ox/Doorman's history, identity, or goals. All they know is that for now he works with the Bloody Blades, and that he is a threat to be reckoned with.

“Ox”/“Doorman” NE Human Rogue 2/Fighter 2/Wizard 4/Assassin 1/Abjurant Champion 3 CR 12


Init +3    Senses S/L +15/+15   Languages: Common, Elven, Undercommon, Ignan, Dwarven, Orc
Defenses AC 25 (+1 dex, +7 arm, +7 shld) Will +9   Ref +10   Fort +10
HP 86 (5d10+3d6+4d4+36)  
Speed 30 ft
Melee:
Greataxe +15/+10 (3d6+12+1d4 Vile/X3)


Base attack +8     grp +15
Special actions: dimension door, Sneak Attack +2d6, Death Attack (DC 16),
Special abilities: Trapfinding, evasion, poison use, abjurant armour, extended abjuration, swift abjuration
Abilities   STR 24 [20]  DEX 12  CON 16  INT 20  WIS 11  CHA 11
Feats: Able Learner, Power Attack, Cleave, Monkey Grip, Combat Casting, Dimensional Agility, Dimensional Assault, Spell Style (Flesh and Bone)
Skills: Hide +16, Move Silently +16, Knowledge (Arcana) +20, Spot +15, Listen +15, Spellcraft +20, Disguise +15, Concentration +18
Equipment: “Skeleton Key” +2 space-splitting blackfire greataxe, Belt of Giant’s Strength +4, Vest of Resistance +2, Belt of Healing


Spells (Wizard 7, Assassin 1):
Assassin DC 15+lvl
  • 1 - disguise self, true strike
Wizard DC 15+lvl

  • 0 - detect magic (2), prestidigitation (2)
  • 1 - enlarge person, mage armour (2*), reduce person, shield (2*)
  • 2 - bear’s endurance, cat’s grace, invisibility, web
  • 3 - dispel magic, fly, haste
  • 4 - black tentacles, lesser globe of invulnerability

Thursday, October 15, 2015

Sedra Avinder

Sedra Avinder is one of my favourite NPCs ever. She is likely to show up in every single one of my games, because her stats are so versatile.
Sedra was created as a part of my Eighth World campaign, when the players needed a guide through the Deathways (more on this another day). She was one of several options, and one that I severely hoped that they would hire.
In the end, they did. And, when one of the characters went missing partway through, a player actually ended up running Sedra for half the adventure.
Sedra has the unfortunate conditions of having dozens of souls shackled to her own. Originally, this came about through a desperate ritual to save her dying friends. Instead of saving them from dying, she prevented them from passing on. Now, they live through her, protecting their vessel, for they fear what might happen if she were to die.
Then, in the next campaign, Sedra became a cruel warrior who gambled with the souls of her opponents; if she wins, she gets to shackle their souls to her ever-growing collection; if they win, they get to set some souls free (and if they set enough free, they might get her soul as well).
In both cases, Sedra is protected by the souls, one through the choice of the souls, and one through foul necromantic magic.
These protections take the forms of bonuses to AC and saving throws, as well as several other unique abilities detailed below.
Whether or not Sedra's abilities are indeed worth an extra 2 CR or not is unknown; I haven't playtested the abilities much, and in fact have not even used all of them in the game at any given time.
Feel free to make up your own story about Sedra. Is she a noble knight who guards the souls of the fallen from the perils of the afterlife, or a vengeful hunter of criminals, one who binds their souls to her after their death so that they may help to atone for their misdeeds?
Whoever she is, Sedra Avinder is a force to be reckoned with.

Sedra, Deathways Guide

Sedra Avinder Human Marshal 2/Dragon Shaman 2/Fighter 1 CR 7

Init +8    Senses S/L +4/+4 Darkvision   Languages: Common
Defenses AC 28 (+3 dex, +6 arm, +5 def, +3 shld, +1 aura) Will +11   Ref +8   Fort +15
HP 40 (3d10+2d8+10)  Resist Cold 5
Speed 30 ft
Melee:
Longsword +5 (1d8+2/19-20)
Morningstar +5 (1d8+2)

Ranged:
Longbow +6 (1d8/*3)

Base attack +3     grp +5
Special actions: Auras, Spirit Lash
Special abilities: Spirit Shield, Warding Souls, Take Over, Spirit Lash
Abilities   STR 14  DEX 16  CON 14  INT 10  WIS 10  CHA 20 [16]
Feats: Combat Reflexes, Weapon Draconic Aura, Shield Specialization (Heavy), Skill focus (bluff), Skill focus (diplomacy)
Skills: Diplomacy +16, Bluff +16, Sense Motive +8, Spot +4, Listen +4
Equipment: +1 Mithral Breastplate, cloak of charisma +4, heavy steel shield, longsword, morningstar, longbow, 20 blunt arrows, 20 bladed arrows

SLA:
Spirit Shield: All living creatures Sedra assigns a spirit to appear as an undead to undead.
Warding Souls: Sedra’s spirits provide her with three benefits: They grant her a deflection bonus to AC equal to her charisma modifier, they grant her a bonus on saving throws equal to her charisma modifier, and they protect her mind from being read (as mind shield)
Take Over: If Sedra goes unconscious a spirit can take over her body, preserving it at -9 HP. Any hit she takes will kill her, but she can still take actions without penalty, and is stable. The spirit talks and acts for her. Additionally, if she is reduced from positive HP to death in a single attack, this abilitiy also kicks in, with Sedra stable at -9 HP. Any further attacks that deal damage will kill her.
Spirit Lash: Sedra can forgo the bonuses the spirits grant her and her allies for one round in order to make a special attack as a standard action. All enemies within 30 feet must make a DC 17 will save or become shaken for one minute. While they are shaken, if affected by this power again, they take 1d4 ability damage to each ability score.

Auras
Draconic +1 (Totem Dragon: Blue)
  • Resistance (Active)

Marshal
Minor (+5)
  • Motivate Dexterity (Active)
Major (+1)
  • Motivate Care (Active)

Dragon shaman +1
  • Presence
  • Senses (Active)
  • Vigor


Sedra, Soul- Slaving Knight

Sedra Avinder Human Marshal 2/Dragon Shaman 2/Fighter 2/Crusader 2 CR 10

Init +9    Senses S/L +9/+8 Darkvision   Languages: Common
Defenses AC 33 (+2 dex, +9 arm, +5 def, +6 shld, +1 aura) Will +16   Ref +8   Fort +19
HP 62 (6d10+2d8+16)  Resist Electricity 5
Speed 20 ft
Melee:
Longsword +8 (1d8+3/19-20)
Morningstar +6 (1d8+2)

Ranged:
Light Crossbow +7 (1d8/19-20)

Base attack +6     grp +7
Special actions: Auras, Spirit Lash
Special abilities: Spirit Shield, Warding Souls, Take Over, Spirit Lash
Abilities   STR 15  DEX 16  CON 14  INT 10  WIS 10  CHA 21 [16]
Feats: Combat Reflexes, Draconic Aura, Shield Specialization (Tower), Skill focus (bluff), Skill focus (diplomacy), Weapon Focus (Longsword), Vital Recovery
Skills: Diplomacy +18, Bluff +18, Sense Motive +10, Spot +8, Listen +7
Equipment: +1 Mithral Full Plate, cloak of charisma +4, +1 tower shield, +1 longsword, longbow, 20 blunt arrows, 20 bladed arrows

SLA:
Spirit Shield: All living creatures Sedra assigns a spirit to appear as an undead to undead.
Warding Souls: Sedra’s spirits provide her with three benefits: They grant her a deflection bonus to AC equal to her charisma modifier, they grant her a bonus on saving throws equal to her charisma modifier, and they protect her mind from being read (as mind shield)
Take Over: If Sedra goes unconscious a spirit can take over her body, preserving it at -9 HP. Any hit she takes will kill her, but she can still take actions without penalty, and is stable. The spirit talks and acts for her. Additionally, if she is reduced from positive HP to death in a single attack, this abilitiy also kicks in, with Sedra stable at -9 HP. Any further attacks that deal damage will kill her.
Spirit Lash: Sedra can forgo the bonuses the spirits grant her and her allies for one round in order to make a special attack as a standard action. All enemies within 30 feet must make a DC 17 will save or become shaken for one minute. While they are shaken, if affected by this power again, they take 1d4 ability damage to each ability score.

Stances Known:
Martial Spirit (Each strike allows to heal 2 HP)
Thicket of Blades (5ft steps provoke AoO) Active

Maneuvers Known (2 granted):
  1. Douse the Flames (target hit cannot make AoOs for 1 round)
    1. Stone Bones (Successful strike yields DR 5/adamantine)
    2. Crusader’s Strike (successful attack allows to heal 1d6+5)
    3. Foehammer (attack overcomes DR, deals +2d6 dmg)
  2. Mountain Hammer (attack overcomes DR, Hardness, deals +2d6 dmg)

Auras
Draconic +1 (Totem Dragon: Blue)
  • Resistance (Active)

Marshal
Minor (+5)
  • Motivate Dexterity (Active)
Major (+1)
  • Motivate Care (Active)

Dragon shaman +1
  • Presence
  • Senses (Active)
  • Vigor