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About Andras TeossAndras Teoss:
Andras is an ex-guardsman who has rebuilt his house in the Midlands district after a fire and opened up a construction materials shop there. He is a burly but lighthearted enough fellow, who likes to chat gossip with the shop patrons and makes sure to always pay his tithes to Cerulean Society on time. After his shop closes up, he bids farewell to the last customer, then goes upstairs to have a dinner and a quick bath before going to sleep early. In the mornings, he merrily whistles a tune as he rearranges his stock, and makes wide eyes when the neighbours pop in to tell him a wild tale about another of the district’s lowlifes found with his pants soiled from fear, pinned to a house wall with a long soot-covered nail.
The Final Nail:
Andras’ father was a Hellknight of the Order of the Nail, relocated to Korvosa from Cheliax. When Andras was still a toddler, his father was found murdered in Citadel Vraid under mysterious circumstances. The culprit has never been identified, and he was remembered as one of the victims of the rumored Thassilonian curse in the citadel. Andras has inherited his Chelaxian father’s physical stature and a passion for order and justice, but his temper also had a spark from his local Varisian mother. Not having enough discipline and fanatical devotion to pursue a path of a Hellknight, he has enrolled to serve in Korvosan Guard instead. The first years of service passed quickly, and Andras started to gain some renown among his colleagues for his bravery and diligence. However, he was not universally loved - the more success he had in his career, the more outspoken his enemies within the Guard became, spreading nasty rumors behind his back and openly accusing him of ‘sucking it up to the officers’ at every occasion. At first, Andras took these outbursts for a simple rivalry or envy, but the more closely he eyed his naysayers, the more suspicious he got. There was something else, something beyond their supposed hurt feelings. He was too preoccupied to think it over in detail though, as he was fully involved in solving his latest case, which started from a simple jewelry theft and was gradually leading him onto exposing a whole underground crime network of theft, murder and human trafficking, with someone named Gaedren Lamm mentioned on the pages of many seemingly unrelated cases. Finally, Andras and his team managed to locate and raid a criminal hideout, and while Lamm himself was not there, they have discovered a warded and encrypted ledger, detailing many of the transactions giving sufficient hard evidence to accuse Gaedren of enough wrongdoings to warrant him a decade-long sentence if only he could be captured - but also exposing several Guard members as secretly being on his payroll. The next day, Andras was told that the ledger has disappeared from the Guard evidence lockers, and that he himself was being taken off the case. Andras tried to protest, furious, and in his rage went as far as implying that his commanding officer was in Lamm’s pocket too - even though the ledger did not mention this in any way. The row ended with Andras summarily dismissed from the Guard, but his troubles were not over. As he returned home to share his disgrace with his mother, he saw thick smoke billowing up in the sky from the district. By the time he has reached the house, it was up in flames. His elderly mother was found dead inside - she passed out from the toxic fumes before she could reach the exit. Heartbroken, Andras combed the remains of his house for anything that could be still rebuilt and restored. Among the ruins he has discovered a charred but mostly intact suit of his father’s Hellknight armor. He has never seen it before - mother kept it away from him in superstition, to keep him from suffering from the same curse as his father. But he would not repeat his fate. He would not seclude himself behind the citadel’s walls, only to let any traitor use a convenient rumor as a cover-up. He would become the final nail in the coffin of the Korvosan crime.
Stat Block:
Andras Teoss Male human vigilante (faceless enforcer) 7 (Pathfinder Campaign Setting: Path of the Hellknight 50, Pathfinder RPG Ultimate Intrigue 9) LN Medium humanoid (human) Init +1; Senses Perception +11 -------------------- Defense -------------------- AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, +1 natural) hp 66 (7d8+28) Fort +6, Ref +7, Will +7 Defensive Abilities unshakable (+7) -------------------- Offense -------------------- Speed 30 ft. (20 ft. in armor) Melee +1 halberd +15/+10 (1d10+10/Ч3) Ranged mwk composite longbow +9/+4 (1d8+6/Ч3) Special Attacks startling appearance -------------------- Statistics -------------------- Str 22, Dex 12, Con 14, Int 8, Wis 12, Cha 14 Base Atk +7; CMB +13 (+15 bull rush, +15 drag, +15 overrun, +15 sunder); CMD 25 (27 vs. bull rush, 27 vs. drag, 27 vs. overrun, 27 vs. sunder) Feats Combat Expertise, Dazzling Display, Deadly Aim, Intimidating Prowess, Motivating Display, Power Attack, Powerful Maneuvers, Toughness, Weapon Focus Traits dockside avenger, steel skin Skills Acrobatics +1 (-3 to jump), Disguise +12 (+22 to maintain identity as member of infiltrated group, +32 to appear as part of polite society while in your social identity), Intimidate +19 (+23 to vs. enemies when there are no other opponents within 30 ft. of you or target, +25 in your area of renown while in your vigilante identity), Knowledge (engineering) +9, Knowledge (local) +9, Knowledge (nobility) +9, Perception +11, Sense Motive +11, Stealth +11 Languages Common SQ armored juggernaut, dual identity, enforcer's wrath, faceless infiltrator, social talents (great renown[UI], renown[UI], safe house[UI]), vigilante specialization (avenger[UI]), vigilante talent (signature weapon[UI]) Combat Gear potion of darkvision (4), tanglefoot bag (2); Other Gear +1 Hellknight plate[ISWG], +1 halberd, arrows (20), mwk composite longbow (+6 Str), - custom magic item -, amulet of natural armor +1, bag of concealment i, belt of giant strength +2, litchina (head), pauldrons of unflinching fortitude +1/+2[MA], ring of protection +1, stubborn nail[UE] (10), backpack, belt pouch, blanket[APG], torch (10), trail rations (5), waterskin, 178 pp, 701 gp -------------------- Special Abilities -------------------- Agile Maneuvers Use DEX instead of STR for CMB Armored Juggernaut (don 4 min., 2 min. hastily) (Ex) You can don half-plate or full-plate armor by yourself. Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack. Dazzling Display (Halberd) Intimidate check to demoralize can affect those within 30' who see you. Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage. Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted. Enforcer's Wrath (Ex) +4 to indimidate enemies when there are no other foes within 30 ft. of you or target. Faceless Infiltrator (????, Lawful Evil, 1/month) (Ex) Create a third identity to infiltrate a specific faction. Bonus to appear as member of that faction. Motivating Display Your demoralizing display grants alies +1 attack & skill checks. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Power Attack -2/+4 You can subtract from your attack roll to add to your damage. Powerful Maneuvers You don't provoke attacks of opportunity when bull rushing. Renown +6 (area of renown) (Ex) Renowned in one community of up to 5,000 people, or two of up to 2,000 each. Safe House (343,000 cu. ft.) (Ex) Gain safe area protected from divinations. If have renown, can move it around area of renown. Signature Weapon (Halberd) (Ex) The vigilante must select one type of weapon (such as longsword or crossbow) when he gains this talent. He gains Weapon Focus as a bonus feat for his selected weapon type. If he already has the Weapon Focus feat with the selected weapon, he can immed Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd. Unshakable +7 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you. Weapon Focus (Pole Arms) |