Many of us have re-built several NPCs and villians using rules published after the AP had hit the shelves. I'd like to use this thread to share that work in one place.
Obviously, this thread will abound with spoilers, so players should stay away.
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Character: Justice Ironbriar
Ironbriar is a well-respected member of Magnimar's elite. He's also the leader of a Skinsaw Cult, and a thrall to the BBEG of The Skinsaw Murders.
Ironbriar's dual nature seems to lend itself perfectly to being a vigilante: By day he's a well-respected judge with a lawful neutral alignment. By night, he's the wanted serial killer called "The Dockside Butcher" by Magnimaran authorities, who mutilates his victims by skinning their faces and carving a strange star-shaped rune in thier bare chests. Little do the authorities know that the Dockside Butcher has intimate knowledge of the investigation...or that he's doing the twisted work of Father Skinsaw.
In my version of Runelords, Ironbriar will be a larger presence, making himself known to the PCs as a chilly ally, but who intereferes with their investigations at night.
Note: I've written a custom Divine Source for Ironbriar that better reflects his devotion to Father Skinsaw. I am hopeful that there will be a Campaign Setting follow-up to Ultimate Intrigue that will provide deity-specific zealot divine sources, akin to what I've done here.
Note: This post was written while Ultimate Intrigue is stil in playtest. This stat block uses the revised playtest version of the vigilante class.
JUSTICE IRONBRIAR/THE DOCKSIDE BUTCHER (CR 7)
Male elf vigilante (zealot or Norgorber) 8
LN/NE Medium humanoid (elf)
Init +4; Senses low-light vision, Perception +14
AC 22, touch 17, flat-footed 18
(+5 armor, +3 deflection*, +4 Dex)
hp 71 (8d8 + 32)
Fort +3, Ref +10, Will +7; +2 vs enchantment effects
Speed 40 ft*
Melee +1 shortsword +11/+5 (1d6 /19-20 plus poison)
Ranged mwk hand crossbow +11 (1d4 /19-20 plus poison)
Special Attacks channel negative energy 6/day (DC 16, 3d6), hidden strike +2d8/2d4, poison
Zealot Spells (CL 8th; concentration +11):
3rd—2/day: dispel magic, heroism, retribution (APG) (DC 16), suggestion (DC 16)
2nd—5/day: accelerate poison, cure moderate wounds, death knell (DC 15), detect thoughts (DC 15), invisibility
1st—5/day: charm person (DC 14), disguise self, divine power, doom (DC 14), expeditious retreat, shield of faith
0—(at will): acid splash, bleed (DC 13), brand (DC 13), daze DC 13), detect magic, detect poison, guidance, read magic
Divine Source Norgorber**
Str 8, Dex 18, Con 16*, Int 12, Wis 12, Cha 16
Base Atk +6; CMB +10; CMD 19
Feats Agile Maneuvers, Channel Smite, Exotic Weapon Proficiency (hand crossbow)***, Weapon Finesse, Weapon Focus (shortsword)
Skills**** Acrobatics +12 (8), Bluff +10 (4), Craft (leather) +6 (2), Diplomacy +10 (4), Disguise +10 (4), Intimidate +14 (8), Know (local) +8 (4), Know (nobility) +7 (6), Know (religion) +8 (4), Perception +14 (6), Profession (barrister) +12 (8), Sense Motive +14 (6), Stealth +20 (8)
Languages Common, Elven, Varisian
Combat Gear 5 smoke pellets, potion of cure serious wounds, potion of bear’s endurance
Other Gear +1 mithril chain shirt, +1 shortsword, Sihedron medallion, cloak of elvenkind, mwk hand crossbow, 20 bolts, 6 doses giant wasp poison (4 applied; see Tactics), 2 doses blue whinnis poison, silver unholy symbol of Norgorber, 5 pp, 20 gp
Channel Negative Energy (Su) 6/day. 30 ft. radius centered on self; 3d6 negative energy damage. Will save DC 16 half.
Divine Power I, II, III (Su) Can cast up to 3rd-level spells.
Dual Identity (Ex) Social persona: Justice Ironbriar (LN); Vigilante persona: The Dockside Butcher (NE)
Loyal Aid (Ex) Members of the Skinsaw Cult work to protect Ironbriar’s secret identity.
Poison Use (Ex) Can apply poisons to a weapon with no chance of poisoning self.
Pull Into Shadows (Ex) As a full-round action, can move up to twice speed and make a single attack against someone unaware of presence. If attack hits, can also make a free Drag maneuver with +4 bonus without provoking an AOO. If successful, the movement from the Drag does not count toward total movement that round.
Reknown (Ex) When in Magnimar or its demenses, all social interactions start at one place better in attitude.
Safe House (Ex) The Seven’s Sawmill. Objects in the safe house are warded against detection.
Startling Appearance (Ex) Opponents are considered flat-footed when attacking from unawares.
Before Combat: In his guise as the Dockside Butcher, Ironbriar casts invisibility to approach a victim unaware. He also uses his Sihedron medallion to cast false life and quaffs his potion of bear’s endurance. He will then cast shield of faith, and expeditious retreat. (These effects have been added to his stat block.) His blade and three bolts are already coated with giant wasp venom.
During Combat: While hiding, Ironbriar will first use Channel Smite, then will use his Pull Into Shadows ability; this makes his successful attack do 1d6 + 2d8 precision + 3d6 negative energy damage + poison. He continues to attack his initial victim until that victim is dead.
Morale: Ironbriar attempts to escape after killing his initial victim; if it’s impossible to escape, he will fight to the death.
*-Spell effect taken into account (See Tactics)
**-New Divine Source (See Below)
***-Bonus feat. (Note: In my campaign world, hand crossbow is a simple weapon)
****-Skill selection uses the optional Background Skill rules from Pathfinder Unchained.
Divine Source: Norgorber
The Reaper of Reputations has blessed your covert devotion to him by granting you unholy power. You are considered to have an Infernal divine power for the purposes of determing which zealot vigilante talents you qualify for.
Poison Use (Ex) You cannot accidentally poison yourself when applying poison to a blade.
Hidden Strike(Ex) Starting at 3rd level, you gain Hidden Strike as a stalker vigilante. Your Hidden Strike damage increases by 1d8 at level 6, and every three levels thereafter.
Stalker Talents Starting at 3rd level, whenver you choose a new vigilante talent, you may select from the list of stalker vigilante talents as well as zealot vigilante talents. For stalker vigilante talents with a minimum level as a prerequisite, consider your stalker vigilante level to be your zealot vigilante level –2.
Spells Add the following spells to you zealot vigilante spells known when you gain the ability to cast spells of the appropriate Divine Source: level: 1st—charm person; 2nd—accelerate poison (APG); 3rd—suggestion; 4th—poison; 5th—slay living; 6th—finger of death