Shiz rewrite and The Jackal


Legacy of Fire


My players just killed the Carrion King, found the Scroll of Kakishon, and now are in the middle of escaping the House of the Beast. One of my players joking said something like "Legacy of Gnolls" or something of the sort. I was in the middle of something so not exactly sure but it was something to the effect of a lot of gnolls. I think they may have gnoll fatigue. At this point, they have fought gnolls throughout Howl of the Carrion King, Broken Chains, and now House of the Beast. Because they are a little ahead in levels, they are fighting many more gnolls than written. I'm prepping The Jackal's Price and realized that they are fighting more gnolls in the ambush fight and Father Jackal is a jacklewere which they had already fought one as well. I decided to make some changes.

I got lucky in some off-game adventure journals. My group likes to write up side stories on Obsidian Portal and we use them to help flavor the game. One of my players decided to write up a little story about how his character, Mustafa, was having an affair with a powerful merchant's wife. Well guess what. That powerful merchant wants Mustafa dead. I decided to replace the "Sons of Carrion" with a group of assassins still led by Shiz. I decided to write up Shiz as an android sorcerer/assassin instead because, well. Why the hell not? Here she is.

Shiz:
Shiz
Female android sorcerer 7 assassin 3
LN Medium humanoid (android)
Init + 11, Senses low-light vision, darkvision 60 ft.; Perception + 20

DEFENSE
AC 24, touch 15, flat-footed 19 (+ 4 armor, + 1 deflection, + 1 natural, + 4 Dex, + 4 shield)
hp 72
Fort + 8, Ref + 8, Will + 10 (+ 4 vs mind-affecting effects, paralysis, and stun, + 6 poison)
Defensive Abilities uncanny dodge; constructed; Immune disease, emotion-based effects, exhaustion, fatigue, fear, sleep

OFFENSE
Speed 30 ft.
Melee mwk short sword + 11 (1d8/19-20)
Ranged mwk light crossbow + 11 (1d8/19-20)
Special Attacks sneak attacks + 2d6, death attack DC 17, nanite surge + 13
arcane bolt + 10 (1d4+ 3) 7/day
Sorcerer Spells Known (CL 6th, concentration +18), ranged touch + 10
3rd (5/day)—dispel magic©, fly, mad monkeys
2nd (7/day)—invisibility©, blur, scorching ray, touch of idiocy
1st (7/day)— identify©, mage armor, ray of sickening, shield, true strike, vanish
0 (At will)—acid splash, mage hand, ghost sound (DC 14), message, prestidigitation, detect magic, open/close
Bloodline arcane (sage)

Tactics Shiz casts shield on herself before stepping onto the field of battle. Shiz lets her allies engage foes in melee while she provides support with scorching rays and magic missiles. In melee, she relies her short sword and sneak attack unless she has a chance to try a death attack. Shiz fights until she thinks she can only take two more hits, then she casts invisibily and fly and tries to escape.

STATISTICS
Str 10, Dex 18, Con 14, Int 18, Wis 12, Cha 6
Base Atk + 6, CMB + 6, CMD 24
Feats Combat Casting©, Improved Initiative, Eschew Materials©, Iron Will, Skill Focus (perception), Defensive Combat Teaining, great fortitude
Skills Intimidate 9/+ 10, Acrobatics 10/+ 17, Disguise 10/+ 11 Escape Artist 10/+ 17, Perception 10/ + 19, Sense Motive + 10, Stealth 10/+ 17, Spellcraft 9/+ 18
Languages Kelish, Taldane, Gnoll, Ignan, Auran
SQ metamagic adept

12,750 gp
Combat Gear headband of vast intelligence + 2(sense motive), masterwork light crossbow, cloak of resistance +1, ring of protection + 1, amulet of natural armor + 1;
Other Gear 45 gp, scroll of teleport, Sleeves of Many Garments, Eyes of the Eagle, potions: CMW x2, CLW x2, lesser restoration x2

Her gear isn't completely balanced but we are using an alternate treasure system which eliminates the Xmas tree effect. She is also a higher level because the party can handle it and I would like her to be reoccurring.

Additionally, Obsidian Portal has a feature where you can keep track of PCs and NPCs with write ups. Because I am doing quite a bit of conversion I like to use it to keep my NPCs updated. I wanted to get Father Jackal up there, but didn't want to give away what he was. Then I was thinking maybe change what his race was. Maybe genie themed. Maybe even make him Pazhvann. I have not decided for sure yet, but I do know that I think Denzel Washington's Alonzo Harris character from Training Day is how I want to portray Father Jackal.


So with the death of Mustafa, there is no reason to hire an assassin to kill him. Instead, for this encounter I am using it as a revenge for a certain villain they left alive when we played through Broken Chains.

I did, however, decide to rewrite Father Jackal as actually being Pazhvann, the Templar of the East Wind. I also made him a Time Thief from Super Genius Games. I am probably going to have him team up with Zayifed because he is on the loose as well.

Here is the rewrite.

The Jackal:
CR 10
Male janni lvl 9 time thief
NE Medium outsider (native)
Init + 8; Senses darkvision 60 ft.; Perception +

DEFENSE
AC 26, touch 18, flat-footed 18 (+ 7 armor, + 4 dexterity, + 4 deflection, + 1 natural)
hp 135
Fort + 11, Ref + 17, Will + 12
Defensive Abilities Resist fire 10

OFFENSE
Speed 30 ft., fly 20 ft. (perfect)
Melee fiery burst heavy flail + 19/+ 14/+ 9 (1d10+ 9+ 1d6 fire)
power attack + 15/+ 9/+ 4 (1d10+ 21)
Ranged
Special Attacks change size (DC 15); + 2d10 fire damage on a confirmed crit
Spell-Like Abilities (CL 12th; concentration + 15)
3/day—invisibility (self only), plane shift (willing targets to elemental planes, astral plane, or material planes only), speak with animals
1/day—create food and water, ethereal jaunt (1 hour)
Mote in time 12/day; + 2d4
Tactics
Before Combat Father Jackal drinks a potion of shield of faith + 4 (included in stats).
STATISTICS
Str 22, Dex 18, Con 16, Int 14, Wis 14, Cha 15
Base Atk + 12; CMB* + 18; CMD 22
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Combat Expertise, Imp. Disarm, Gtr Disarm, Power Attack, feat
Skills Acrobatics 14/+ 18, Bluff 14/+ 19, Climb 2/+ 10, Disguise 11/+ 16, Intimidate 14/+ 19, Knowledge (local) 14/+ 19, Linguistics 8/ + 14, Profession (merchant, smuggler) 1/+ 6, 13/+ 18, Sense Motive 10/+ 15, Survival 5/+ 10, Stealth 10/+ 17, Swim 2/+ 10
Languages Abyssal, Kelish, Gnoll, Ignan, Infernal, Terran, Taldane, Ancient Osiriani, Aquan, Osiriani, Sahuagin
SQ temporal talents: Improved Uncanny Dodge, Old Wounds, Steal Fate, Uncanny Dodge; 1 aevum 2/day Time Cross, Bolt Time
Gear + 1 breastplate, belt of giant strength + 2,

SPECIAL ABILITIES
Change Size (Sp)

Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 15 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.

Elemental Endurance (Ex)

Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Pazhvann (The Jackal’s Price): Pazhvann is Nefeshti’s advisor and spiritual guide. He represents the east wind, upon which the whispers of the gods and the advice of elders is carried.
His weapon is a tremendous burning flail.

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