Colorful Characters 26: Ronder Thelleper, The Drunk Warlock

 Ronder Thelleper, or as he loudly proclaims himself to anyone who will listen, “The Greatest Warlock in Existence,” is the strangest caster you’ll ever meet. He doesn’t know how to read, and he worships no gods. All he wants is a cold brew, and someone else to buy them for him. For enough coin, he’ll hire on with any band, and face any danger, for the promise of a steady stream of booze.

Armor 12, 3 Hit Dice, Movement 120′, 1 dagger attack, Morale 8 (Lamentations of the Flame Princess rules)

Magical abilities function only while Ronder is completely drunk. If he’s only tipsy, or starting to sober up, spells might function at 1/2 effectiveness, as ruled by the GM. Using any of his magical abilities requires a full round, as it does for other casters. There is no limit to the amount of times these abilities may be used in a given day.

Firebelly – Flame arcs from Ronder’s mouth, unerringly immolating his target for 2d6 damage. save v. breath for half damage.

Bubbly – Tiny bubbles pour out of Ronder’s clothes, and begin to grow larger. They float towards a targeted group. 2d6 human sized creatures must succeed on a save v. palatalization or become trapped in a bubble for 1d4 rounds. The bubble cannot be popped from the inside, but can be popped normally from the outside.

Blackout – A single target must succeed on a save v. magic, or become stupefyingly drunk. They will stumble around, tell people they love them, and probably fall asleep at the soonest opportunity. Fades as normal drunkenness would.

Reverse Goggles –The target of this spell must succeed on a save v. magic. Upon failure, they will find Ronder irresistibly attractive for 1d4 + 2 hours. During this period they’ll do whatever they need to do to get his attention and make him happy. 

Anytime anyone asks Ronder to perform a task, roll 1d6 to determine what Ronder does.

1-2: Ronder performs the task as requested.
3-5: Ronder performs some task which he thinks will be even more beneficial to his employer. These are almost always terrible ideas.
6: Ronder gets confused. His turn is wasted. Make a morale roll to determine if he has become confused enough to change sides.

Colorful Characters 25: Sestronatara

NOTE: If you participate in my monthly ToKiMo Pathfinder campaign, I advise you against reading this post. It will be much more fun for you to encounter this information through play, than it will be fore you to read it here.

Six hundred years ago, she lived a peasant’s life, and knew herself by a peasant’s name. A name which does not matter, and which she has long since forgotten. Sestronatara was born from that peasant she once was, when her mistress drained her of human weakness and gifted to her a new existence as a fledgeling vampire. In that existence she has served her mistress, as fledgelings do. As she aged she grew in power, and independence. When she had been in her mistress service for roughly a century, she was given a task:

Travel to the Castle Nalew, ancient sanctum of the mad god who one walked the earth. There, locate the Blade of Boleshi, which the mad god crafted from the carapace of the mother of spiders. Retrieve it, and return.

Dutifully, Sestronatara crossed the oceans and deserts of the world, and entered the dread god’s labyrinth to begin her search. She wandered the dungeon’s halls, slaying or enslaving all she met there. Shortly after she arrived, she encountered a paladin; a dwarf named Elzhemer. He also sought the Blade of Boleshi, determined to destroy such an evil artifact. The two fought to a stalemate before retreating to continue their search with a renewed sense of urgency.

For thirty years the two searched, and fought, neither gaining the upper hand. Sestronatara became impatient, and plotted to end her game with the infuriating Elzhemer. In their next encounter, she ‘lost’ her journal while fleeing from her foe. Within, he found every note she’d made for 30 years, and combining her knowledge with his, he knew precisely where to find the long-sought blade.

But unbeknownst to the righteous Elzhemer, his nemesis had disguised herself as a spider on the ceiling. She followed his every step, through hundreds of rooms and countless deadly traps, until the two reached their prize. Before Elzhemer could move to claim the cursed blade, Sestronatara let fall her disguise and made to kill the dwarf. For a day, sparks from clashing weapons were the chamber’s only light, and howls of rage and pain were its only sound. When all seemed lost for him, Elzhemer smashed a glass vial of holy water against the vampire’s head, burning away her skin and hair, leaving her head forever bald. But Sestronatara recovered, and proved victorious. With the Blade of Boleshi, she cut her foe’s hands away, then chained him so she could drag the meat to her mistress.

But when Sestronatara reached the entrance of the dungeon, she found she could not leave. In the 30 years the two had been here, a group of powerful wizards and clerics had banded together and sealed Castle Nalew against any entrance or exit. The vampiress raged and beat against the barrier, but could not escape. And in her 30 years of exploration, she had never discovered another pathway out. The pair were trapped.

Five hundred years have passed since then. Sestronatara has claimed a small wing of Nalew for herself, and filled it with her own fledgelings and slaves. To occupy herself, she collects what objects of beauty can be found in the dungeon, and will offer a good price for any art piece. She has grown powerful, and independent. No longer does she wish to serve the mistress who created her–though she still keeps the Blade of Boleshi hidden away. She cannot disobey her mistress’ final command.

In her chambers, beard grey with age, the handless Elzhemer remains chained. A pedestal has been placed just out of his arm’s reach, and upon it is a hammer and wooden stake he could never hope to use without hands. The paladin’s anguish soothes her.

Sestonatara (CR 8)

XP: 4,800
Female Human Vampire, Sorceress 6
NE Undaed
Init +9; Senses Perception +14, Darkvision (60ft)


Defenses


AC 23, Flat Footed 17, Touch 17 [10 + Dex(6) + Natural(6) + Dodge(1)]
hp 67 (6d8 + 36)
Fast Healing 5
Fort +3 (Immune unless effect can target objects, or is harmless) Ref +8 Will +6
DR 15/Magic & Silver
Resist Fire 20, Channel 4, Cold 15, Electricity 10
Immunities Mind affecting effects, Bleed, Death effects, Disease, Paralysis, Poison, Sleep effects, Stunning, Nonlethal Damage, Ability Drain, Energy Drain, Physical Ability Score Damage, Exhaustion, Fatigue effects, Death from massive damage, effects which require a fortitude save


Offense


Speed 30ft
Melee Staff + 8 (1d4 + 5, 20/x2)(Reflex save DC: 11 v. being knocked flat)
Melee Slam +6 (1d4 + 3, 20/x2)(Magic Weapon)(Energy Drain)
Sorcerer Spells (CL 6th; Concentration +11; +2 save DC for Evocation spells)
3rd (4/day) — Lightning Bolt
2nd (7/day) — False Life, Scorching Ray, Shatter
1st (6/day) — Chill Touch, Burning Hands, Magic Missile, Mage Armor, True Strike
0 (at will) — Dancing Lights, Flare, Light, Ray of Frost, Blood, Message, Daze
Bloodline Undead
Bloodline Arcana Corporeal undead are susceptible to your mind-affecting spells.
Bloodline Powers
Grave Touch — Able to summon a familiar.
Death’s Gift — Resist cold 5, and DR 5/Magic & Silver


Stats


Str 16 (+3) Dex 20 (+5) Con — (–) Int 13 (+1) Wis 6 (-2) Cha 21 (+5)
Base Atk +3; CMB +6; CMD 21
Feats Iron Will, Spell Focus/Greater Spell Focus (Evocation), Dominate Focus (+1 Dominate DC), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Eschew Materials,
Skills Perception(+12), Spellcraft (+10), Use Magic Device (+14),
Languages Common, The Gravespeech, Draconic, Goblin
SQ
–Blood Drain: If an opponent is pinned, may deal 1d4 Con damage per round. Gains +5 HP (or +5 temporary HP) for each round blood is drained.
Children of the Night: 1/day, summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. Creatures arrive in 2d6 rounds, and remain for 1 hour.
–Create Spawn: Creatures slain by blood drain or energy drain rise as subservient vampires within 1d4 days.
–Dominate: Target must succeed on a will save (DC 19) or fall under the effects of a Dominate spell.
–Energy Drain: Creatures hit by slam attacks gain two negative levels.
–Change Shape: May assume the form of a dire bat or wolf, as Beast Shape II
–Gaseous Form:
As a standard action, or upon reaching 0 HP, the vampire can assume Gaseous Form indefinitely. Has a fly speed of 20ft with perfect maneuverability.
–Shadowless: Casts no shadows, nor is he reflected in a mirror
–Spider Climb: May climb surfaces as though under the effects of the Spider Climb spell.
–Combat Reflexes: May make up to 5 attacks of opportunity per round. Even while flat footed.

Weaknesses
–Aversion: Cannot tolerate the strong odor of garlic, mirrors, nor strongly presented holy symbols. Must succeed on a DC 25 will save each round, or stay at least 5ft away from these objects.
Entrance: Cannot enter any private home or dwelling unless invited by someone with the authority to do so.
–Sunlight: Exposure to direct sunlight causes the staggered condition in the first round, and utter destruction in the second round.
–Running Water: Being submerged in running water deals damage equal to 1/3rd of max hit points per round. Upon reaching 0HP, the character cannot escape using gaseous form as normal.
–Wooden Stake: If a wooden stake is driven through the heart while Sestronatara is helpless, she is instantly slain. However, if the stake is ever removed, she returns to life unless her head is also severed and burned.

Gear Staff of Impact (+2, Knockdown), Key Ring (Opens her secret treasure room), Wand of Fireball (8 charges), Close-Call-Cloak (+1 to all saves)

Colorful Characters 24: Kringular Clawfist

(Fun story: I made this stat block for Christmas 2011, but I didn’t get around to writing the backstory until after Christmas, so I decided to put it off for a year.)

Kringular Clawfist is one of the last truly immortal elves. Most others have long since left the mortal realm to explore other planes, or died through conflict. But Kringular has always been different. His great passion, which he never tired of in countless millenia, was family. The elf fathered many children, and loved them dearly throughout their whole lives. But long lived as elves are, none of Kringular’s children could truly be immortal as he was. Over tens of thousands of years, Kringular watched each of his children die in turn. At first he sought to find solace in his younger offspring, but they to would eventually grow old and die. To a true immortal like himself, even a hundred thousand years seemed a pitifully short time to live.

Driven mad with grief, Kringular came to believe that life was meaningless. If it has an end, what point can there be? Existence was a cruel joke played by cruel gods who wished to give the short lived a glimpse of something beautiful so just so they could take it away. And Kringular was their audience. Forced to watch the same joke repeat over and over again.

He could not bear it. He would not allow the gods their cruelty. Kringular swore an oath to end every life in defiance of the gods. For tens of thousands of years he has worked to keep that oath, walking at random, killing every living creature he encounters, and thinking it a kindness. He has become completely irrational in his quest, unable to comprehend that others may value their short lives. In his view, they have been fooled.

In quiet moments, Kringular makes toys as he once did for his children. It’s doubtful that his conscious mind is even aware of the act. He merely fiddles with the construction in his hands while he walks, or sits staring blankly ahead. He never looks at his work, and the moment a toy is completed he immediately drops it to the ground and begins another.

Kringular Clawfist (CR 6)
XP: 3,200
Male Elven Barbarian 7
CE medium humanoid
Init +2; Senses Perception +14, Low Light Vision


Defenses


AC 19, Flat Footed 14, Touch 15 [10 + Armor(5) + Dex(3) + Dodge(1)] (add +2 against traps) (Cannot be caught flat footed or flanked.)
hp 71 (7d12 + 21)
dr 1/-
Immunities Sleep effects
Fort +8 Ref +4 (+6 against traps) Will +4 (+6 v. Enchantments)


Offense


Speed 45ft
Melee Heavy Warhammer +13/8 (2d6 +6/x3)


Stats


Str 17 (+3) Dex 14 (+2) Con 17 (+3) Int 14 (+2) Wis 14 (+2) Cha 15 (+2)
Base Atk +7/2; CMB +10; CMD 22
Feats Extra Rage, Dodge, Fleet, Skill Focus (Stealth)
Skills Climb (+13), Handle Animal (+12), Craft(Toys) (+12), Perception (+14), Ride (+12), Stealth (+12), Survival (+12)
Languages Common, Elven
SQ
–Rage (25 Rounds/Day):
+4 to Str and Con, +2 to Will Saves, -2 AC
Rage Power(No Escape): Can move double-speed as an immediate action if opponent attempts withdraw action. Must end move adjacent to the enemy which withdrew.
Rage Power(Night Vision): Has Darkvision up to 60ft while raging.
Rage Power(Knockback): 1/round, may make a bull rush attempt in place of a melee attack. If successful, the target takes damage equal to Kringular’s Strength modifier, and is moved back as normal. Kringular does not need to move with the target, nor does this provoke an attack of opportunity.
Gear +3 Heavy Warhammer, +2 Studded Leather Armor, Belt of Displacement, Boots of Easy Passage, Gloves of Flight, Great Bag of Holding, 1,500 gold pieces, innumerable toys.


Item Descriptions


Belt of Displacement Allows Kringular to pass through solid objects such as walls or floors at will. Activating this ability is a standard action.
Boots of Easy Passage Allows Kringular to cast gaseous form as the spell at will.
Gloves of Flight Allow Kringular to cast Flight as the spell at will.
Great Bag of Holding is a bag of holding which holds a potentially limitless amount of items. Only Kringular can use this item without being encumbered. Even a horse, or cart, or giant would find itself struggling to hold the heavy object.

Colorful Characters 23: Higgins Dreadgrin


Skeleton Wizard by DuleMorison

When it all started, Higgins was just a lowly magician’s apprentice tagging along on his master’s adventures. He learned spells as best he could from the elder mage, but his primary job was to carry scrolls and lanterns, and occasionally fire a crossbow. That was fine until stray skeleton’s claw tore the face from Higgins’ mentor. Just like that, the apprentice was the only wizard in the room, and his companions needed a wizard. Higgins stepped up and did his best to fill his master’s role in the party, and succeed beyond his wildest imaginings.

Master Waggletongue had always seemed so accomplished to Higgins. He had hung on the elder caster’s every word, but it wasn’t long before he reached parity with, and then exceeded, his mentor’s abilities. The rush of power Higgins felt as his mastery over the arcane grew was addicting. He lusted for greater power more than he had ever lusted for anything in his life. Through his adventures, he continued to gain more and more of it. He uncovered ancient rituals scribed in tomes beneath the earth, and rediscovered spells which had been forgotten centuries ago.

As he grew more powerful, Higgins also grew more ambitious. Why should he limit his quest for power to the arcane arts which common folk considered ‘socially acceptable.’ Who were they to place limits upon a wizard? For that matter, why should he limit his pursuit of power to the arcane arts at all. Who better to lead those pitiful common folk than he? In darkness, Higgins began to study forbidden magical arts. And in silence, he began to plot the overthrow of Zorfath’s ruling council. Once he ruled this pitiful town he might even extend his reach further. Perhaps one day, he could even match the great Necromancer King who wages his bloody wars in the south!

Higgins became so caught up in his grand plans that he began to view them as inevitable. Nothing would stop him, because nothing could stop him. Without realizing it, Higgins began to doubt his own mortality. He tried never to act foolishly, but all it took was one slip. One arrogant step forward when his companions were staying back. Higgins Dreadgrin had his mortality reaffirmed by a quartet of skeletal demon rats which tore the flesh from his bones. His companions fled, turning to Higgins’ apprentice for assistance, as they had once turned to him so long ago.

Unlike most men, though, the tale of Higgins Dreadgrin does not end with his death. For the place in which he died was cursed. A powerful aura of evil permeated the place, and mere hours after breathing his last breath, Higgins’ bones clambered out of their skin, and stood on their own. Higgins had been raised as a skeleton, like the ones which had killed his master. Like the ones which had recently killed him. And yet, for some strange reason which is still not entirely clear to the wizard, Higgins did not become mindless. Perhaps it is because of the power of his intellect, or because of his budding knowledge of necromancy. Perhaps destiny itself would not allow his existence to end on the stone floor of a forgotten dungeon.Whatever the reason, Higgins retained all of his mind, even when the only thing he retained from his body was his bones.

With nowhere else to go, Higgins traveled South, to the lands of the Necromancer King. He traveled only at night so his monstrous form would not be noticed. But once he crossed into the Necromancer King’s lands, it was remarkably easy to fit in. He made his way, in the open, to the palace of the Necromancer King himself. He easily made his way inside with the other workers, and once there, found that he essentially had the run of the castle. Occasionally he had to perform some task or another so he could maintain the illusion that he was only a mindless undead, but Higgins actually had most of his time to himself. Every living creature who might have found his presence suspicious simply ignored him. All of the skeletons looked alike, and since none of them had a mind of their own, everyone assumed that whatever a skeleton was doing was a task given to them by someone else.

For decades, Higgins hid himself amongst the Necromancer King’s servants. He observed rituals, analyzed incantations, and read every scroll and codex in the castle a dozen times over. He turned the greatest necromantic resource in the world inside out. And when he was done, he walked up behind the Necromancer King, and cut out his heart before he could cry out. Higgins considered tearing out the king’s skeleton, and wearing his meat like a suit. He could make it look convincing if he was careful, and as he started to decompose he could claim he was becoming a Lich. After a year, he could shed the skin altogether, and none would be the wiser.

But after decades, Higgins was done hiding. Instead, he paraded the corpse of the mighty Necromancer in front of his greatest servants, and demanded that they submit to him as their master’s successor. A few dissented, but the majority bent their knee to Higgins Dreadgrin when the dissenters were immolated. It was a rush of power like none Higgins had ever felt before. It was intoxicating beyond imagining. And more than anything, he found he wanted to go back to where it all began, so he could easily accomplish the ‘lofty’ goals which had been denied to him in life.

That night, the armies of Lord Dreadgrin marched North, to Zorfath.

Higgins Dreadgrin (CR 16)
XP: 76,800
Male Human Skeleton Wizard 17
LE medium undead
Init +8; Senses Perception +0


Defenses


AC 20, Flat Footed 16, Touch 16 [10 + Dex(4) + Natural Armor(2) + Robes of Natural Armor (2) + Ring of Protection (2)]
hp 116 (17d8 +34)
Fort +5 Ref +9 Will + 12
DR 5/Bludgeoning
Defensive Abilities Channel Resistance +4, Immune to Cold, Undead Traits


Offense


Speed 30ft
Melee Claw Attack (x2) +7/2 (1d4 – 1)
Ranged Heavy Crossbow + 14/9 (1d10 + 1)(19-20/x2)(120ft) (Speed: During full attack, may make 2 attacks at max BAB)

Prepared Wizard Spells (CL 17th; Concentration +21; +2 save DC for Necromancy and Evocation spells)
9th — Meteor Swarm +Energy Drain
8th — Polar Ray x2 +Horrid Wilting
7th — Delayed Blast Fireball, Forcecage, Mage’s Sword +Finger of Death
6th —  Chain Lightning, Contingency x2, Eyebite +Undeath to Death
5th — Cloudkill x2, Cone of Cold, Symbol of Pain +Waves of Fatigue
4th — Black Tentacles, Dimension Door, Ice Storm, Wall of Fire x2 +Contagion
3rd — Protection from Energy, Phantom Steed, Fireball x2, Wind Wall, Flame Arrow, Gaseous Form, Haste, Greater Magic Weapon+Vampiric Touch
2nd —Fog Cloud, Detect Thoughts, Shatter, Darkness, Ghoul Touch +False Life
1st — Burning Hands x2, Magic Missile x3+Cause Fear
0 (at will)– Bleed, Open/Close, Ray of Frost x2

Bonded Object The right index finger of Higgins’ teacher, on a chain around Higgins’ neck.
Arcane School
Necromancy
Opposed Schools Enchantment, Illusion
School Powers
Power Over Undead (Su): 9/day, may channel energy to Command Undead as the feat.(PFSRD Pg. 120)  DC: 19
Grave Touch (Su): 7/day, may make a melee touch attack causes living creature to become shaken for 8 rounds. (already shaken creatures become frightened for 1 round if they have fewer than 17HD).
Life Sight (Su): For 17 rounds per day, can detect living and undead creatures up to a range of 30ft, as a form of Blindsight


Stats


Str 9 (-1) Dex 18 (+4) Con — (–) Int 19 (+4) Wis 11 (+0) Cha 12 (+1)
Base Atk +8/3; CMB +7; CMD 20
Feats  Scribe Scroll, Craft Magical Arms and Armor, Weapon Focus (Crossbow), Extra Channeling, Iron Will, Spell Focus (Necromancy), Greater Spell Focus (Necromancy), Spell Focus (Evocation), Greater Spell Focus (Evocation), Channel Resistance +4; Metamagic: Extend Spell, Empower Spell, Widen Spell, Quicken Spell, Improved Initiative
Skills Bluff (+18), Craft(Tailoring)(+24), Knowledge(Arcana)(+24), Knowledge(Dungeoneering)(+24), Knowledge(Undead)(+24), Spellcraft (+24)
Languages Common, Ancient Common, Gestural Common, The Gravespeech, Draconic
Gear Three Spellbooks, each bearing a powerful curse if stolen: Arcanum Necronomica, The Book of Pain, and Utilis Magicam; An iron, 3 horned helm of sentimental value; Wand of  Lightning Bolt with 16 charges, Ring of Protection +2, Ring of Wizardry III, Robes of Natural Armor +2, +1 Heavy Speed Crossbow, Staff of Swarming Insects (PFSRD Pg 495), 180gp

Colorful Characters 22: Erol Gwindlin, and The Red Seamster

Not far from the human lands is a small elven village near the forest’s edge. It is a simple community of a few thousand elves. They are known for their fine bowers, and their mithril jewelry. They are also much more amicable and welcoming than elves are commonly known to be, and this has helped them to foster strong alliances with the nearby human folk. This elven village is a peaceful and happy place, where each year, one of those elves is killed. Murdered. It is a gruesome mystery which has renewed itself each fall for over a hundred years.

The bodies are left in a horrifying state. They are battered and smashed, always with skulls which have been caved-in by some monstrously heavy blow. It is a small mercy that the dead appear to have been killed quickly by this skull crushing blow. The mangling of their bodies happens after, and only those who see it must suffer. Limbs, digits, and facial features are removed at random. Skin is torn, and often completely stripped from the bodies. The remains are disassembled.

Then, sloppily, they are sewn back together again. Every body part haphazardly returned to its proper place, and fixed there with a needly and thread. The community has come to call the killer ‘The Red Seamster,’ for lack of a better name.

Investigators and adventurers have tried to discover the identity of this killer for a century. Countless monsters have been slain or driven away from the elven lands on suspicion of being responsible. Yet every year a new body is found, and the hunt for the killer begins again. Many have simply given up hope that the killer will ever be found. Others have become convinced that the killer cannot be found. That the dead are taken by a supernatural force which can never be stopped. It doesn’t matter. When summer ends and the air begins to chill, fear is universal within the village. Fear, and prayer.

None fears The Red Seamster more than a local tailor named Erol Gwindlin. He believes he’s had numerous close encounters with the killer. Each year he barely escapes becoming the Red Seamster’s victim, but he knows his luck cannot last. He knows what no one else will believe, even though he’s told them: The Red Seamster lives in Erol’s garden. In a hole in the ground. Each year he digs himself out, and buries himself again. Erol avoids his garden in the fall, for fear that The Red Seamster will emerge while he’s there.

What neither Erol Gwindlin, nor The Red Seamster knows is that the two of them share the same mind. Each year the changing of the leaves awakens the Red Seamster. He is unaware that time has passed since he was last awake. He skulks to Erol’s garden and digs up the heavy flail he keeps there. He shakes the dirt from it, and goes on the prowl. Looking for someone, anyone, to cut open. Looking for someone whose blood can warm his cold hands. Someone he can practice his needlework with.

The Red Seamster is a strange animal who lives in a strange world. He is only ever aware in the darkness of night, with the crimson leaves and the chill air. He doesn’t know anyone, but every day the world around him has changed. When he awakens he is driven by the desire to see what is inside those around them. To pull them apart and put them back together again.

The Red Seamster (CR 9)

XP: 6,400
Male Elven Barbarian 5 / Rogue 5 (Character 10)
CE humanoid
Init +5; Senses Perception +11(+2 for traps), Low Light Vision (When Raging: Darkvision 60ft., Scent)


Defenses


AC 19, Flat Footed 16, Touch 15 [10 + Dex(5) + Armor(3) + Dodge(1)] (Cannot be caught flat footed) (+2 vs. Traps) (Cannot be Flanked)
hp 87 (5d12 + 5d8 + 30)
Fort +7 Ref +10 (+2 v. Traps) Will -3
(Reflex Save: If successfully saved for 1/2 damage, take no damage)


Offense


Speed 45ft
Melee +2 Heavy Flail + 13/8 (1d10 + 5 , 19-20/x2)
Sneak Attack +3d6
Vital Strike As an attack action, roll one additional weapon damage die at the highest BAB.


Stats


Str 16 (+3) Dex 21 (+5) Con 15 (+2) Int 11 (+0) Wis 3 (-4) Cha 10 (+0)
Base Atk +8/3; CMB +11; CMD 26
Feats Dodge, Extra Rage, Fleet, Vital Strike, Toughness
Skills Acrobatics (+17), Craft (Tailoring)(+13), Knowledge (Anatomy)(+10), Perception (+11)(+2 for traps), Sleight of Hand (+17), Stealth (+17)(Can stealth at full speed with no penalty)
Languages Elven, Common
SQ
Rage: 20 rounds/day; +4 STR, +4 CON, +2 Will Saves, -2 AC, +20 HP
–Rage Powers: Night Vision, Scent
–Rogue Talents: Fast Stealth, Stand up (As a free action)
Gear Studded Leather Armor, +2 Heavy Flail, skinning knife, hacksaw, small hatchet, pliers, scalpel, 8 thick needles, four spools of coarse thread

Colorful Characters 21: Margo Waggletongue

Note: Margo is my dead PC from Brendan’s Vaults of Pahvelorn game. Since I’m taking some significant liberties with the setting, I avoided any direct references to locations or characters. But I still wanted to give credit where it is due.

Margo was born in a land where learning was scarce, and magic was feared. Books were more rare than gold, and far less valued. Margo didn’t have much of either growing up. All Margo had was something so common as to be nearly worthless: ambition. He knew from his teen years, without any doubt, that he was destined to become the greatest wizard the land had seen in centuries.

That ambition manged to catch the attention of a middle aged magician who was willing to teach Margo the basics of the magical arts. But the sum knowledge of his mentor’s entire life was not enough to slake Margo’s thirst for magical powers. By the time he was in his early twenties, he had determined that the only way he would ever achieve his goals would be to recover lost magical knowledge himself. He would delve beneath the earth, into forgotten dungeons left behind from greater civilizations long past. He would find the journals and tomes of the greatest wizards who had ever walked under the sun, and he would learn their secrets. He would surpass them, and he would be remembered for all time.He would have a tower filled with ancient tomes, and young wizards eons from now would learn spells such as “Margo’s Floating Tentacle,” or “Margo’s Black Disk,” or his favorite idea, “Margo’s flinging roof tile.”

Margo found a party to adventure with. Ruffians searching for something as paltry as gold. Margo had use for treasure, but only as financing to further his quest for power. But that suited Margo just fine. The last thing he needed was someone else vying for the tomes he sought. And his companions were no less ambitious than he was; they had no time for smaller expeditions, and the promise of only small rewards. The group traveled immediately to the dreaded pit, where countless adventurers had been lost before them. They boldly descended to one of the numerous entrances to that labyrinth beneath the earth. At first, everything seemed to go well for the group. They cleverly avoided deadly traps, defeated terrifying monsters, and aside from a scratch, a bruise, and a gutted hireling, no one was any worse for wear. They grew more confident, daring to delve ever deeper into the vaults, without losing the caution which had kept them alive this long. Everything went well.

Until they encountered the Necromancer.

The party was actually successful in that battle. They slew the necromancer before he could cast any of his more powerful spells, and were able to flee the scene before the numerous undead were able to devour them. But unfortunate Margo took a blow to the head from a skeleton’s fist, and fell to the ground unconscious. By the time they realized he was missing, his companions assumed their magic user was long dead.

In fact, Margo was taken by the undead, and dragged before a necromancer named Turlok The Unrestful. He offered Margo the chance to join him. He could study the powers of necromancy as Turlok’s pupil, to replace the one Margo and his companions had killed. Turlok even told the young magic user of the great army of undead monsters which had been sealed beneath the ground. Monsters he intended to unearth, and control. All the young mage needed to do was join him, and he too could command legions of the fearsome monsters, as Turlok’s vassal. Margo was tempted, the opportunity to study under a true master of the magical arts was all he had thought he wanted. But he was not so narrow minded as to be devoid of morals. Margo refused the necromancer, and in turn was sent to join the throng of slaves in digging tunnels.

Margo lost track of the time he spent in the dark tunnels, slaving alongside other captured adventurers. It would have been easier and cheaper to just kill them and raise them as skeletal diggers, but they surmised that Turlok enjoyed watching them slowly die from exhaustion and malnutrition, only to then raise them to serve as overseers to their former fellows. Escapes were attempted from time to time, but the labyrinthine, pitch black tunnels offered little hope for those who escaped. The only way out anyone could be sure of was back towards Turlok’s citadel, but that was even more suicidal than the tunnels were. After a few months, Margo didn’t even bother his mental exercises any longer. Magic had failed him, and he could die without its help.

It took years, but the diggers did finally reach the magical barrier holding the army of undead at bay. Dutifully, they cleared around it, opening enough space for Turlok the Unrestful to begin the dispelling rituals needed to unleash his hordes. As they cleared, they saw the monsters on the other sides clawing at them, waiting for a chance to tear them piece by piece.

Turlok arrived alone, looking about as gleeful as a Necromancer ever can. He began to scrawl a meticulous circle in the dirt. With the digging complete, Margo watched him quietly, waiting for his doom. The mad wizard’s bent form was detailing each rune with ominous precision. Margo looked down at his hands. They had been capable of such delicate work once. Now all they were good for was swinging the pickaxe he held.

Margo blinked. He looked around, confused. Then he stepped forward, and buried the pickaxe into Turlok’s brain. It was simple. Stupidly simple.

Without direction, the skeletal overseers began to attack their wards. But their attacks were random, and disorganized. The skeletons standing far enough away didn’t even seem to notice, merely wandering off aimlessly into the blackness. A few prisoners were killed, but the rest fled back towards Turlok’s citadel. From there it took them several weeks and a few more lost companions to find a route to the surface, but that was it. They were free.

His taste for magic lost, Margo staked a claim on a few acres of land to farm not far from the town he and his companions had supplied in years before. He even learned that they had become successful adventurers, and upstanding members of the community. But he did not go to see them. He didn’t need to. He was content just being under the sun again.

Margo Waggletongue (CR 4)
XP: 1,200
Male Human Wizard 1/Commoner 8
N humanoid
Init +2; Senses Perception +5
Note: Margo’s history has led to him losing many of the abilities which would normally be entitled to.


Defenses


AC 8, Flat Footed 10, Touch 8 [10 + Dex(-2) ]
hp 37 (9d6 + 0)
Fort +2 Ref +0 Will +1


Offense


Speed 30ft
Melee Quarterstaff +5 (1d4 + 1)
Wizard Spells Prepared (CL 1st; Concentration +3)
1st– Shocking Grasp
0 (at will)– Flare, Ray of Frost, Mending
School Evocation
Opposition Schools Necromancy, Divination


Stats


Str 13 (+1) Dex 07 (-2) Con 11 (+0) Int 14 (+2) Wis 09 (-1) Cha 08 (-1)
Base Atk +4; CMB +5; CMD 13
Feats Scribe Scroll, Improved Initiative, Combat Reflexes
Skills Knowledge(Arcana)(+3), Spellcraft(+3), Perception (+5)
Languages Common, Ancient Common, Draconic
Gear Simple leather clothes, 120gp, quarterstaff

Colorful Characters 20: Melina Ayvon, The Apothocary

Melina Ayvon’s goal in life was to coast by as easily as she could. That’s why she applied to the wizard’s academy in the first place. She thought  if she could control the fabric of the universe, everything else would be child’s play. She never anticipated quite how many long hours and sleepless nights were required to master even the most basic cantrips. To Melina’s credit, she wasn’t stupid. She managed to avoid much of the work expected of her for a time, skirting along at the bottom of her class. That couldn’t last forever, though, and before she’d finished her second year at the academy, she was expelled. She cursed the wizard’s college for spurning her, accusing the ruling council of elitism and bias against their slower-learning students.

One of the wizards of the college, an archmage named Edilon, felt sympathy for her. He’d seen her potential, and had felt for some time that the academy’s headmasters were becoming too elitist–though he could not know then that her claim was a selfish one born of humiliation, rather than a reasoned critique. Edilon took his leave of the academy, and went to the young wizard. He offered to tutor her in the mystic arts, and without any better options before her, Melina readily agreed. Over the years they spent together, Edilon showed remarkable patience, and for her part Melina put forth a greater effort than she had in the past. Though she never accepted any responsibility for her expulsion from the wizard’s college, she none the less realized that Edilon was her last chance to learn the mystic arts.

But Melina never tried to change her own nature. She was an immature girl who could not recognize her own flaws, and found no great joy in the study of magic. Though she applied herself, her resolve in this matter was finite. Over time, Edilon came to understand that his pupil’s talent would never be able to compensate for her lack of drive. Still, he pushed her, hoping he could draw a passion for study out of her. His patience only came to an end when he discovered Melina attempting to deceive him. For months the two had worked, trying to teach her a somewhat complicated spellcasting technique. She became frustrated with the time spent on the subject, and attempted to fool her teacher by hiding a wand up her sleeve so she could cast the spell more easily. Furious, and disappointed, Edilon rescinded his offer of tutelage, and cast her out of his tower. As she indignantly stormed away, Melina convinced herself that the old man had wanted her to fail, and so put a problem before her which was too difficult for her to solve.

With nowhere to go, she traveled south from the city to settle in one of the smaller villagers. There the moderate magic she possessed would be prized and feared.

Melina tried to settle in several communities, and they were always happy to have her for a short while. As she had predicted, the villagers were eager to make use of even her limited magical abilities. But it never took long before she found herself unwelcome. Her brash demeanor and privileged attitudes did not engender friendship among the townspeople, and her increasingly exorbitant demands eventually always led to the town asking her to leave. And in the next town, she’d tell stories of the how the last village she’d visited did not appreciate her, and how it was filled with rubes too frightened of a little magic to realize what a benefit she could have been.

It only took a few years for Melina to run out of towns to live in. On the furthest reaches of civilization, she was surrounded by woodspeople and hunters. Gruff folk uninterested in her petty conceits about her own importance, but willing to let her live among them so long as she didn’t bother anyone. The once proud mage set herself up as an apothecary, dispensing herbs and elixirs to the townsfolk, and adventurers who passed through the area.

More than once, Melina tried to join those adventuring parties. Each time she’d board up her shop and brag about the riches she would find, but she’d always be back soon enough. She’d say the party had tried to rob her, or that they’d been incompetent, or didn’t know how to stand away from the spell she was casting. Occasionally she wouldn’t say anything about why she’d left, which was fine, because nobody really cared anyway. She soon gave up on adventuring as well, resigning herself to a life peddling cures for rashes and bald spots. It’s not the easy life she wanted, but it’s the one she got. Sometimes she waxes poetical about how the world has wronged her and how her potential isn’t being realized, but the words are beginning to sound hollow even to her.

Melina Ayvon (CR 1)
XP: 400
Female Human Wizard 2
CN humanoid
Init +2; Senses Perception -1


Defenses


AC 13, Flat Footed 10, Touch 13 [10 + Dex(2) ]
hp 10 (2d6 +4)
Fort +2 Ref +2 Will +2


Offense


Speed 30ft
Wizard Spells Prepared (CL 2nd; Concentration + 5)(+1 Conjuration DCs)
1st– Mount, Summon Monster I, Unseen Servant
0 (at will)– Light, Touch of Fatigue, Mage Hand, Mending
Wizard Spellbook Melina’s spellbook doesn’t contain anything more than what is shown here. Learning more spells than she could prepare would be a waste of her time.
School Conjuration
Opposition Schools Enchantment, Abjuration
Conjurer Abilities
Summoner’s Charm (Su)— Whenever you cast a summoning spell, increase the duration by a number of rounds equal to half of your wizard class level.
Acid Dart(Sp):— 6/day, As a standard action you can unleash an acid dart targeting any foe within 30ft as a ranged touch attack. The dart deals 1d6 + 1 damage. Ignores Spell Resistance.
Arcane Bond: A pair of wings crafted from gold with a sapphire between them, mounted on a golden chain and worn about the neck.


Stats


Str 12 (+1) Dex 14 (+2) Con 15 (+2) Int 16 (+3) Wis 08 (-1) Cha 07 (-2)
Base Atk +1; CMB +2; CMD 14
Feats Scribe Scroll, Heighten Spell, Spell Focus(Conjuration)
Skills Bluff (+0), Craft(Alchecmy)(+8), Knowledge(Nobility)(+8), Knowledge(Nature)(+8), Spellcraft (+8)
Languages Common
Gear Fancy Red Robes, 4 ornate golden rings, 230 gold.

Colorful Characters 19: Henrietta Thaeblum, the Ghost of the Uprising

No matter who you are, life in the Land of Admon is harsh. The God-King tortures the royal family, encouraging them to betray and murder one another to prove their worth to him. The royal family uses the nobility as pawns in these games, manipulating them, and commandeering their property or lands whenever it is convenient. The nobility oppresses their serfs, forcing them to work themselves to death and selling their children to other nobles if they need to raise some money. But as bad as everyone has it, no one suffers more than the women of Admon. They are insignificant baubles, regardless of their station. The God-King’s own daughters would be no better off than peasant women if they weren’t useful to their father. And when the God-King dies and one of his sons ascends to the throne, the best the new God-King’s sisters can hope for is that they’ll be sent to live out the rest of their lives amongst the peasants.

Forty years ago, the women of Admon had enough of their slavery. There was an uprising. Wives slit their husband’s throats while they slept, harems smothered their noble lords, and slave owners were strangled by the very chains they had used to assert their control. It is still unknown how the attacks were conceived of or coordinated, but the death toll was massive. Tens of thousands of men were killed, and the unbroken line of God-Kings seemed poised to give way to the reign of a God-Queen. But the God-King was ruthless, and summoned his armies to him. The vile orders which he gave to them that day have echoed throughout history.

“There seems now to be a great excess of women in my kingdom. Bring me the head of every woman of childbearing age. Fill the courtyard with their skulls, and let the imbalance be corrected.”

The slaughter which followed is unspeakable. There were enough remains that every building was required by law to display a decapitated head above its door for a decade after the uprising ended. With all the women gone, it was years before any new children were born.  And after the brutality of the God-King’s counterattack, no one dared whisper a single word of dissent.

Save one.

No one knows her name, who she is, or where she came from. No one who has ever gotten a clear look at her has survived the encounter. Her crusade began shortly after the uprising was put down. The heads of women displayed throughout the town would be taken in the dead of night. In their place would be the head of a man noted for his brutality. On most mornings, a would-be assailant’s body is found, skull crushed by a brutally heavy object. For lack of a better name, the people took to calling her the Ghost of the Uprising.

Numerous attempts to ensnare or kill the Ghost of the Uprising have been made over the years, but to no avail. For decades she has eluded the authorities, waging a private war against oppression. Giving the men of Admon reason to fear. But in recent years her attacks have slowed. No one can fight forever. She has grown old, tired, and bitter. For all her work, the system she fights remains in place. If she’s ever going to bring the God King to his knees, she needs to find help…

Henrietta Thaeblum, the “Ghost of the Uprising” (CR 14)

XP: 38,400
Female Human 15 (Fighter 10 / Rogue 5)
CN humanoid
Init +10; Senses Perception +18 (+2 v. traps)


Defenses


AC 26, Flat Footed 19, Touch 120 [10 + Dex(6) + Dodge(1) + Armor(6) + Ring(3)](+1 v. traps)(Cannot be flat footed)(+4 v. attacks of opportunity)
hp 107 (10d10 + 5d8 + 25)
Fort +9 Ref +13 (+1 v. traps)(If 1/2 damage, No damage) Will + 4 (+3 v. fear)


Offense


Speed 30ft
Melee Flail/Flail + 20,15,10/20,15,10 (1d8 + 11 + 1d6 Fire, 20/x2 + 1d10 Fire)
Melee Greataxe +20/15/10 (1d12 + 9, 19-20/x3)
Sneak Attack +3d6


Stats


Str 18 (+4) Dex 22 (+6) Con 12 (+1) Int 16 (+3) Wis 11 (+0) Cha 08 (-1)
Base Atk +13/8/3; CMB +17; CMD 33
Feats Improved Initiative, Weapon Focus (Flail), Weapon Specialization (Flail), Greater Weapon Focus (Flail), Quick Draw, Two-Weapon Fighting, Double Slice, Weapon Focus (Greataxe), Weapon Specialization (Greataxe), Dodge, Improved Two Weapon Fighting, Greater Two Weapon Fighting, Combat Reflexes, Mobility
Skills Acrobatics (+24), Craft (Arms & Armor)(+13), Disable Device (+19), Knowledge(Local)(+21), Perception (+18)(+2 v. traps), Sleight of Hand (+14), Stealth (+24)
Languages Common, Admonan, Thieve’s Cant, Tongue of the God King,
SQ
–Stand Up: May stand up from a prone position as a free action.
–Fast Stealth: May move at full speed while moving stealthily without penalty.
–Armor Training 2: Armor check penalty decreased by 2. Maximum dex increased by 2. May move at normal speed in heavy armor.
–Weapon Training 2: +2 attack and damage with Flails, +1 attack and damage with Axes.
–Combat Reflexes: May make 6 attacks of opportunity per round.

Gear Masterwork Hide Armor, Ring of Protection +3, Two +3 Flaming Burst Flails, +2 Keen Greataxe

Colorful Characters 18: Laura Kraul

Laril Kraul spent his early years in a small village on the Venusian coast. For generations his family–along with most other families in the village–had been fishermen. Laril was taught to use a net and spear from a young age, and proved adept in their use. During his teen years, he even created and popularized a form of gladiatorial jousting within his village which used the tools (the spears were blunted, of course). As he grew older, however, he became increasingly aware of the fact that he was different from the others in the village. The responsibilities he was expected to shoulder were awkward for him, and he often fantasized about what it would be like to be other people within his village. To experience their lives, and everything that went with that.

When Laril reached manhood, he took his leave of the village. He had always been strong, and the call of adventure gave him ample opportunity to explore his feelings of discontentment. Mastery of his unusual weapons proved beneficial to adventuring life. After a handful of minor successes on his own, Laril was approached by a small band of dungeon delvers who were impressed with his deeds. They asked if he would like to join them as they hunted for treasures hidden in crypts beneath the earth, and Laril was happy to accept. Adventuring life was dangerous, and he’d been hoping to find some companions to mitigate some of that danger.

The group traveled together for several months, and their excursions were largely profitable. Laril took pleasure in the excitement of the hunt. The fact that he’d recovered more gold to than anyone in his village had ever seen before didn’t hurt either. Yet his discontentment remained. Even in the life he’d made for himself, he felt out of place.

About a year after joining the group, Laril and his companions were exploring a particularly dank cavern. They’d slain the troll who lived there, and were beginning to worry that the treasure the beast had supposedly hoarded was fake. It took them nearly an hour to find the chest, modestly sized, hidden under a pile of rocks. Its contents were hardly worth their trouble. A measly few bags of silver coins, a pair of jewels, and a jade-studded leather belt with a silver buckle. Everyone agreed the belt must be the greatest prize, and they rolled bones to see who would get it.

Laril won, and immediately began putting the belt on while his companions set about dividing the rest of the loot between themselves. He was surprised by how comfortable it felt. In fact it affected his comfort much more than he would have imagined a belt could. He began to comment to his companions that the belt seemed to be magical, only to have his thoughts interrupted by the sudden and hysterical laughter of his friends. He asked what was funny, and noticed that his voice sounded strange in his ears. Worried, he went to his pack and began to fumble around for the steel mirror he kept there. As he rummaged through his bag, he noticed something else:

He had breasts.

“It’s a belt of gender changing!” the group’s wizard called to him, having finally regained his breath. “A cursed item. You won’t be able to take it off without a spell ofRemove Curse.” Laril was silent for a long moment as he pondered this development. Despite a change which should have upset him, he still felt strangely…comfortable. More comfortable than she’d ever felt in her life. The nagging discontentment which had pestered her in otherwise quiet moments was nowhere to be found. She felt whole.

Laril remained silent for the moment, unsure of how to broach this issue with her fellows. But when the morning came and the wizard had prepared his spell, she knew she couldn’t go back. She refused to allow the Remove Curse spell to be cast upon her, stating that she was happier this way. The party was confused, and concluded that the belt must have additional magical properties they were unaware of–some manner of mind control. They took hold of her and held her in place while the wizard performed his spell. Laril protested, but the others were certain they were doing her a favor, and held fast.

The spell was completed, and the belt destroyed. Laril again found herself in a male body, once again disconcerted, once again less than whole. She was so overwhelmed by rage and loss that all she could do was sit and weep over the ruined remains of the belt that had changed her life. Her companions were concerned for her, and opted to remain another night without traveling, to allow her some time to work out whatever was wrong. The following morning, she informed them that she had come to two decisions.

The first was that she would no longer remain with them. Now that she’d found what she’d been looking for, she intended to waste no time in figuring out how to get it back.

“And the second thing?” they asked.

“My name is Laura.” she answered. Then left.

Laura Kraul (CR 5)

XP: 1,600
Female Human Fighter 6
LG humanoid
Init +8; Senses Perception -1


Defenses


AC 20, Flat Footed 14, Touch 16 [10 + Dex(4) + Armor(5) + Dodge(1)]
hp 53 (6d10 + 24)
Fort +7 Ref +6 Will + 1


Offense


Speed 30ft
Melee Shocking Burst Longspear + 9 (1d8 + 3 + 1d6 Electricity/x3 + 2d10 Electricity)
Melee Net +10 (Causes the Entangled condition)(Ranged Touch Attack)(10ft)


Stats


Str 16 (+3) Dex 19 (+4) Con 14 (+2) Int 11 (+1) Wis 9 (-1) Cha 13 (+1)
Base Atk +6/1; CMB +9; CMD 23
Feats Improved Initiative, Weapon Focus (Spear), Weapon Specialization (Spear), Dodge, Weapon Focus(Net), Quick Draw, Lunge, Toughness
Skills Craft (Boatswain)(+11), Knowledge (Engineering)(+11), Ride (+10), Survival (+5)
Languages Common, Dwarven
SQ
–Lunge: Can increase the reach of your melee attacks by 5ft in exchange for a -2 AC penalty.
Gear Slick Lightly Fortified Hide Armor; Mithril Shocking Burst Longspear; 3 Silk Nets; Backpack; 842 GP, Dagger, Bedroll, 10′ pole, steel mirror, 3 weeks rations, 1 lantern, 3 flasks of lantern oil, small jar of salt, fishing line, 3 hooks.

Colorful Characters 17: Limenent Geary, Duchess of Greyholm

Limenent Geary was the same as lot of kids who grew up on the streets of Darton; she had a tough exterior, no idea where she came from, and no respect for a legal system which would rather see her die of starvation than live through theft. She was just a lot better at that last part than the other kids were. By the time she was in her teens, Limenent had been accepted into the Darton Thieves’ Guild. Before she was twenty she had made a reputation for herself as a thief with a knack for daring heists, and never getting caught. Her specialty was the manor houses of the rich, and she made a comfortable living for herself.

During one such heist, Limenent broke in at ground level and made her way cautiously into the basement. In her experience, many of her ‘patrons’ (as she sometimes called them) kept pieces of artwork and other valuables in storage. By fencing these, rather than the more visible wealth in the living areas, the theft might not be discovered for weeks, or even months. But this house was strange. The building’s sublevels were as finely furnished as the living areas normally were, with carpets covering the stone floors, and pieces of artwork hanging on the walls or resting on tables, rather than stored in crates or covered by tarps. She didn’t understand what was going on, and she didn’t like not knowing what was going on. Thinking she could just hit up a different house the next evening, she turned to leave–and slammed face first into what felt like a stone wall.

What it turned out to be was a man’s chest. A man of no great height or girth, but a man as cold, hard, and sturdy as stone. Limenent was no fool. The man was clearly more than he appeared to be, most likely a a spellcaster of some sort. She immediately tried to dart past him, hoping she moved quick enough to prevent him from getting a good look at her. Her face was covered, but there was no point in taking undue risks. It didn’t matter, though, because the man was twice as fast. His hand darted out like lightning, taking hold of Limenent’s neck and lifting her effortlessly to slam against the wall. In desperation, a dagger appeared in Limenent’s hand, and she stabbed into the man’s arm, but it only tore his clothes and glanced harmlessly aside.

The two stared at each other for a long moment. Limenent struggled to breathe, but she refused to betray any weakness in her gaze. Blackness started to appear at the edges of her vision, and she felt herself about to lose consciousness. Then the grip on her neck weakened, and she felt her back sliding down the wall until her feet were safely on the ground. She looked up, unaware of when she had broken her captor’s gaze. He bared his teeth at her, and for the first time she saw that they were unnaturally sharp. She had only begun to wonder why that was when he forced her head back, and drove his razor teeth into her jugular vein.

Limenent Geary died.

When she awoke some time later, lying in a bed in a dark room, she knew exactly what had happened. Something about her transformation had granted her understanding–not that it was difficult to figure out. The man had been a vampire, and now she was one too. A fledgling undead bound to serve the one who created her until he was destroyed. She immediately set about planning that destruction,  but each time she tried her mind would wander elsewhere. She would later learn that the same magics which compelled her to obey her new master also prevented her from plotting against him.

As it turned out, Baron Telmalane–that’s what he called himself–had been impressed by Limenent’s resourcefulness. While she had been easy prey for him, he recognized that she had not been prepared to encounter a vampire. He even complimented her by noting that if she had been, she might have stood a chance against him. With the vampiric might he had bestowed upon her, she would make an impressive agent of his will. And though she was unable to disobey him, he promised that the rewards for her service could be great.

For decades the younger vampire did as she was told. She dutifully carried out her master’s will, be it delivering a message to a fellow, or assassinating a rival. And, as he had promised, she was well rewarded for her work. She had personal wealth, status among her master’s servants, and freedom to feed upon whomever she pleased. But she chaffed beneath the yolk of servitude. She strained against the mental bonds which diverted her each time she tried to plot against her master, but even a century after her enslavement she found her focus constantly diverted.

Circumstance intervened on her behalf one night when Baron Telmalane was again staying in his Darton manor. While gazing out the top story windows, Limanent saw a party of heavily armed men and women approach the house. There were ten of them, and based on their equipment there was only one thing they could be: hunters. They had discovered that the lord of the manor was a vampire masquerading as a reclusive noble, and come to destroy him. Seeing a ray of hope for herself, Limanent recalled that her master had expressed a desire for more exercise a few months back. Surely he would enjoy fighting these weaklings himself. She found a candle, and climbed out the window onto the rooftop so she could have a better view of the stars. Once she was there, she poured the candle’s wax into her ears, because the warm sensation might feel nice on her cold skin.

She gazed up at the moon, and sought to hold on to the fragile illusion she had created for herself. She did not know her master was in danger, could not hear his cries for her aide. She sat in still silence for a quarter hour, then a wave of pain slammed into her. Her temples throbbed, and her back arched as a scream escaped her lungs. And as soon as it began it was over. She lay panting on the roof, weak from pain. But she knew, instinctively, that she was no longer controlled by anyone. She picked the wax from her ears and listened as the hunters searched the house for any more creatures. They never thought to search the roof, which was good because Limanent could not have stood against them. She waited until they left, then cautiously climbed back into the manor just in time to avoid the morning sun.

Once she recovered, Limanent immediately set to work. While she’d never been able to plot against Baron Telmalane, she’d spent decades planning what she would do if she were ever free of him. She knew his manor was no longer safe, so she immediately took flight to find a safe haven where she would–at least temporarily–be safe from vampire hunters. Through the following months she returned to her her roots as a thief. In life, it had afforded her a comfortable living, but in death she was capable of so much more. By transforming herself into a cloud of mist, she could enter a building through a crack in the wall, rather than fumbling at a locked door. With her great strength, she could heavy sacks of riches effortlessly. And a century of vampirism had left her with little regard for human life, allowing her to easily dispose of anyone who discovered her pilfering. When she ran out of public buildings to rob, she began using her vampiric charms to coax an invitation from unwitting residence.

Within a year, Limanent was fabulously wealthy by mortal standards, but the people of Darton were well aware that they had a master thief among them. So she hired a battalion of porters, and moved away. She boarded a ship, and crossed the southern sea. When she reached the continent of Edargeln, she purchased a manor house of her own in the capitol city of Abingarde. She filled it with riches, and introduced herself to high society as the Duchess of Greyholm. A place which did not actually exist, but was very far away so it was understandable no one has heard of it.

Limenent continues to live there, though by now she is known as Duchess Geary the Third.

Limenent Geary, Duchess of Greyholm (CR 11)

XP: 12,800
Female Human Vampire, Rogue 10
NE Undaed
Init +10; Senses Perception +23 (+28 to locate traps), Darkvision (60ft)


Defenses


AC 26, Flat Footed 19, Touch 17 [10 + Dex(6) + Armor(3) + Natural(6) + Dodge(1)] (AC 29 v. traps) (Cannot be caught flat footed, nor flanked, nor sneak attacked by a rogue of less than 14th level)
hp 78 (10d8 + 20)
Fast Healing 5
Fort +3 (Immune unless effect can target objects, or is harmless) Ref +15 (+16 v. Traps)(On 1/2 damage, takes no damage) Will +5
DR 10/Magic & Silver
Resist Fire 20, Channel 4, Cold 10, Electricity 10
Immunities Mind affecting effects, Bleed, Death effects, Disease, Paralysis, Poison, Sleep effects, Stunning, Nonlethal Damage, Ability Drain, Energy Drain, Physical Ability Score Damage, Exhaustion, Fatigue effects, Death from massive damage, effects which require a fortitude save


Offense


Speed 40ft
Melee Shortsword of Subtlety +15/10 (1d6 +6/19-20 x2)[Sneak Attack +17/12 (1d6 +9/19-20 x2)]
Melee Slam +12/7 (1d4 + 5/20 x2)(Magic Weapon)(Energy Drain)
Ranged Shortbow +16/11 (1d6 + 2/20 x3) [Range Increment: 70ft]
Sneak Attack 5d6 against flat footed or flanked opponents.


Stats


Str 20 (+5) Dex 22 (+6) Con — (–) Int 17 (+3) Wis 10 (+0) Cha 20 (+5)
Base Atk +7/2; CMB +12; CMD 28
Feats  Quick Draw, Point Blank Shot, Far Shot, Iron Will, Run, Weapon Focus(Shortbow), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness
Rogue Talents Fast Stealth, Stand Up, Surprise Attack, Weapon training(Shortsword), Opportunist
Skills Acrobatics (+19), Bluff(+26), Craft(Trapmaking)(+16), Diplomacy(+20), Disable Device(+24), Knowledge(Dungeoneering)(+16), Knowledge(Undead)(+13), Perception(+23)(+28 to locate traps), Sleight of Hand(+19), Stealth(+33), Use Magic Device(+18)
Languages Common, Thieve’s Cant, The Gravespeech
SQ
–Quick Draw:
May draw weapons as a free action.
–Point Blank Shot: Ranged weapons gain +1 to attack and damage within 30ft.
–Far Shot: Each range increment imposes only a -1 penalty, rather than a -2.
–Run: May move 5 times normal movement rate when running, and maintains full Dex bonus to AC while doing so.
–Fast Stealth: May move at full speed while moving stealthily at no penalty.
–Stand Up: May stand up from the prone position as a free action. Still provokes attacks of opportunity.
–Surprise Attack: During a surprise round, foes are always considered flat footed. Even if they have already taken an action.
–Opportunist: 1/round, may make an attack of opportunity against a foe who has been struck for damage in melee by another character.
–Blood Drain: If an opponent is pinned, may deal 1d4 Con damage per round. Gains +5 HP (or +5 temporary HP) for each round blood is drained.
Children of the Night: 1/day, summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. Creatures arrive in 2d6 rounds, and remain for 1 hour.
–Create Spawn: Creatures slain by blood drain or energy drain rise as subservient vampires within 1d4 days.
–Dominate: Target must succeed on a will save (DC 20) or fall under the effects of a Dominate spell.
–Energy Drain: Creatures hit by slam attacks gain two negative levels.
–Change Shape: May assume the form of a dire bat or wolf, as Beast Shape II
–Gaseous Form:
As a standard action, or upon reaching 0 HP, the vampire can assume Gaseous Form indefinitely. Has a fly speed of 20ft with perfect maneuverability.
–Shadowless: Casts no shadows, nor is he reflected in a mirror
–Spider Climb: May climb surfaces as though under the effects of the Spider Climb spell.
–Combat Reflexes: May make up to 5 attacks of opportunity per round. Even while flat footed.

Weaknesses
–Aversion: Cannot tolerate the strong odor of garlic, mirrors, nor strongly presented holy symbols. Must succeed on a DC 25 will save each round, or stay at least 5ft away from these objects.
Entrance: Cannot enter any private home or dwelling unless invited by someone with the authority to do so.
–Sunlight: Exposure to direct sunlight causes the staggered condition in the first round, and utter destruction in the second round.
–Running Water: Being submerged in running water deals damage equal to 1/3rd of max hit points per round. Upon reaching 0HP, the character could not escape using gaseous form as normal.
–Wooden Stake: If a wooden stake is driven through the heart while Limenent is helpless, she is instantly slain. However, if the stake is ever removed, she returns to life unless her head is also severed and burned.

Gear +2/+4 Shortsword of Subtlety, +2 Shortbow, 24 Arrows, 6 Sleep Arrows, 8 Arrows of Ice (+2d8 cold damage), Masterwork Studded Leather Improved Fire Resistance Armor, Ring of Water Walking, Ring of Speed +10, Softfoot Boots (stealth +6), 350 gp