Infiltrator's Onyx

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RPG Superstar 2008 Top 16. Organized Play Member. 16 posts. No reviews. No lists. No wishlists.



Liberty's Edge RPG Superstar 2008 Top 16 aka Cruiser1

Every day you notice more victims, people with their hands cut off. Today even the mayor, who hired you to investigate, woke up to two bloody stumps. Who or what is doing this and why?

Description: Elsie is a typical "little old lady". She has fiendish characteristics, but keeps them well hidden. She enjoys gossip, knitting, caring for stray cats, and secretly severing the hands of people.

Collecting: Elsie typically begins by using social skills and divination to determine her next victim. She approaches under disguise and/or invisibility, followed by enchantment spells to get her target alone. Then she turns them to stone, breaks their hands off, and finally restores them and escapes. If she's feeling particularly vicious, she may use hold person and a dagger instead.

History: Elsie grew up a street orphan, mistrusted by all due to her heritage. One day she was falsely accused of stealing, the punishment of which was having her hand removed. What little sanity she had to begin with snapped like a twig, and she embarked upon a campaign of revenge against society, resolving to cause as much pain and fear as possible. She's long since got her hand regenerated, however the motivation to ruin the lives of others has remained just as strong over the years.

Lair: Elsie's "lair" is a well-kept manor in a respected neighborhood. Hidden in her basement are all the hands she's collected, nailed to a wall and in varied states of decay. She uses the severed hands as a bonus to scry against victims, taunting them from afar with message and sending spells. She's driven more than one person mad this way, much to her satisfaction.

Strengths

  • Stealth: With both Still Spell and Silent Spell, Elsie can cause mayhem without anyone even knowing she's a caster. She uses nondetection to hide her alignment, and magic aura to make it seem like none of her gear is magical. Her "knitting needles" are actually wands.
  • Information: Elsie makes heavy use of divination. By the time she's confronted, she's most certainly knows they're coming, combined with an intimate knowledge of their strengths and weakness. She sets mental alarm spells throughout her property, so it's hard to ever surprise her.
  • Influence: Elsie is a respected member of the community. If attacked, she'll feign innocence and scream for help. Her "minions" consist of several dominated servants and unknowing neighbors who will attack on her behalf, posing a moral dilemma to good characters.
Weaknesses
  • Targeting: Elsie only attacks the rich or powerful. This isn't done out of any compassion for the weak, but rather because they're no challenge. As characters gain levels, they become more tempting targets for her.
  • Tactics: Elsie seeks to subdue, not kill, so she can collect more trophies. Her hesitation to kill gives enemies opportunity.
  • Arrogance: Elsie tries to befriend characters, so she can betray them when the time is right. She's also likely to taunt investigators from afar, potentially giving them leads.

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ELSIE, THE HAND COLLECTOR CR 15 [+14 level +1 LA]

Female Planetouched (Tiefling) Sorcerer 14
CE Medium Outsider (Native)
Init +2 [Dex]; Senses Darkvision 60 ft., Listen +3, Spot +3 [+1 Wis +2 Alertness]

DEFENSE

AC 22 [10 base +4 mage armor +2 ring +2 Dex +4 shield], touch 14, flat-footed 20 (armor +4, deflection +2, Dex +2, shield +4)
hp 64 (14d4+28) [14 level x 2 Con]
Fort +7 [+4 base +2 Con +1 resistance], Ref +7 [+4 base +2 Dex +1 resistance], Will +11 [+9 base +1 Wis +1 resistance]
Defensive Abilities Resistance to cold 5, electricity 5, and fire 5 [tiefling traits]

OFFENSE

Spd 30 ft.
Melee +2 Dagger +7/+2 (1d4/19-20x2) [-2 Str +2 enchantment]
Ranged Light Crossbow +9 [+7 BAB +2 Dex] (1d8/19-20x2)
Space 5 ft.; Reach 5 ft.
Special Attacks darkness (Sp)
Spell-Like Abilities (CL 14th):
1/day: darkness (DC 17)
Spells Known (CL 14th):
0th (6/day): daze (DC 15), detect magic (DC 15), ghost sound (DC 15), mage hand (DC 15), mending (DC 15), message (DC 15), prestidigitation (DC 15), read magic (DC 15), resistance (DC 15)
1st (8/day): alarm (DC 16), burning hands (DC 16), mage armor (DC 16), magic aura (DC 16), shield (DC 16)
2nd (7/day): alter self (DC 17), detect thoughts (DC 17), minor image (DC 17), see invisibility (DC 17), spectral hand (DC 17)
3rd (7/day): clairaudience/clairvoyance (DC 18), fly (DC 18), suggestion (DC 18), summon monster iii (DC 18)
4th (7/day): dimension door (DC 19), greater invisibility (DC 19), locate creature (DC 19), scrying (DC 19)
5th (7/day): break enchantment (DC 20), dominate person (DC 20), sending (DC 20)
6th (5/day): contingency (DC 21), flesh to stone (DC 21)
7th (3/day): grasping hand (DC 22)

TACTICS

Before Combat With her divinations, Elsie is almost certain to be able to buff ahead of time with the following spells (Extended if appropriate): greater invisibility, mage armor, mirror image, resistance, see invisibility, and shield. She may also use alter self to appear as someone else, and set up a minor image to try to get casters to waste spells against it.
During Combat Elsie casts against the opponent deemed most dangerous. Low Will save people get targeted with dominate person or related enchantments, low Fort save opponents get targeted with flesh to stone, and everybody else gets targeted with grasping hand.
Morale If Elsie falls below half health, she will escape using her boots of teleportation. She also has a contingent dimension door set up to move her to a nearby safe location as a free action should she need it.
Base Statistics Str 7 [8 roll -1 age], Dex 12 [10 roll +2 tiefling -1 age +1 leveling], Con 10 [11 roll -1 age], Int 12 [9 roll +2 tiefling +1 age], Wis 13 [12 roll +1 age], Cha 14 [13 roll -2 tiefling +1 age +2 leveling]

STATISTICS

Str 7 [base], Dex 14 [12 base +2 gloves], Con 14 [10 base +4 amulet], Int 12 [base], Wis 13 [base], Cha 20 [14 base +6 cloak]
Base Atk +7/+2; Grp +5/+0 [+7 BAB -2 Str]
Feats Deceitful [level 1], Negotiator [level 3], Extend Spell [level 6], Silent Spell [level 9], Still Spell [level 12], Alertness [Familiar], Simple Weapon Proficiency [Sorcerer]
Skills Bluff +23 [13 rank +5 Cha +2 tiefling +3 Circlet], Concentration +19 [17 rank +2 Con], Diplomacy +12 [+5 Cha +2 synergy +2 Negotiator +3 Circlet], Disguise +10 [+5 Cha +2 Deceitful +3 Circlet] (+12 when acting in character) [+2 synergy], Forgery +3 [+1 Int +2 Deceitful], Gather Information +8 [+5 Cha +3 Circlet], Hide +4 [+2 Dex +2 tiefling], Intimidate +10 [+5 Cha +2 synergy +3 Circlet], Knowledge (Arcana) +6 [5 rank +1 Int], Knowledge (Local) +2 [1 rank +1 Int], Knowledge (Nobility and Royalty) +2 [1 rank +1 Int], Listen +3 [+1 Wis +2 Alertness], Move Silently +5 [+2 Dex +3 cat familiar], Sense Motive +3 [+1 Wis +2 Negotiator], Spellcraft +13 [10 ranks +1 Int +2 synergy], Spot +3 [+1 Wis +2 Alertness], Use Rope +3 [1 rank +2 Dex]
Languages Common, Infernal
SQ Familiar, darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5 [tiefling traits]
Combat Gear Wand of charm person, Wand of hold person, Wand of invisibility, Wand of mirror image, Boots of Teleportation, Dagger +2, Light Crossbow; Other Gear Amulet of Health +4, Circlet of Persuasion, Cloak of Charisma +6, Gloves of Dexterity +2, Ring of Mind Shielding, Ring of Protection +2

SPECIAL ABILITIES

Summon Familiar (Ex) Orange tabby cat named Peaches
Tiefling Traits (Ex) Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5

Liberty's Edge RPG Superstar 2008 Top 16 aka Cruiser1

Olanra
"Undersea enchantment"

Description: Air breathing races are often unaware of the rich societies contained in the ocean depths. The nation of Olanra lies at the bottom of the Cobalt Sea. It's populated by Merfolk (80%), Locathah (10%), and Aquatic Elves (10%). Olanra is bordered on the east by a human continent, the south by a line of semi-active volcanoes, the west by the Lawless Islands, and the north by bands of barbaric Sahuagin, Scrag, and other underwater monsters.

Capital: Maridel (pop. 100,000). Also called the Crystal City, Maridel lies in the middle of the country, and is built over the ruins of a much older civilization. Next to the city are the Crystal Caves, a maze-like set of rock crystal tunnels, some of which are mines for more valuable gems. Much of the city is constructed of crystal, where the support of the surrounding water allows delicate and beautiful construction that wouldn't be possible on land. Swimming allows for unique geometry throughout the city, such as entrances in floors and ceilings. Maridel is famous for its clear water, which allows seeing four times as far as normal. The capital also has a focus on magic, and contains several mage schools. The royal palace consists of a building exactly as buoyant as water, tethered so it doesn't drift in the currents, hovering over the rest of the city. That makes it very hard to infiltrate, since guards can keep watch in all directions. The capital city's crest, and by extension that of the whole country, is a shell containing a glowing pearl.

Notable Settlements:

  • Necrith (pop. 50,000): This well-guarded outpost is a wall against the enemies to the north. Olanra was originally founded when Sahuagin raiding parties forced the various towns and cultures to band together in defense. Olanran fighting techniques involve schools of warriors attacking with lances, longspears, and tridents from multiple random directions at once (including from above and below). Necrith's local crest is a set of silver scales.
  • Efalfa (pop. 20,000): Centered among seaweed forests and giant coral reefs, this farming community produces most of the food for the nation. It also grows rare herbs and plants only available underwater. A major air breather shipping route passes directly overhead, where experienced sailors know that to dump garbage overboard can be a death sentence, and may result in an irate Olanran summoning a Water Elemental against them. Efalfa's crest is a wavy green spiral.
  • Wasmark (pop. 20,000): This trading town exists on the slopes of one of the Lawless Islands, close to the surface. Olanrans distrust air breathers, but get along better with the pirates, tribes, and free peoples that live among the islands. Most anything can be purchased in Wasmark if one is willing to pay the right price. This is wild town, where one should keep an eye on their coinpurse and not swim down any dark alleys. Wasmark's crest is two grinning fish heads.
  • Scythis (pop. 50,000): This city at the southern limits was originally established as a watchpost against volcanic eruptions, and was built on the slopes of an underwater mountain to avoid lava flows. Later it grew into a manufacturing town due to the large amount of metallic ore produced by volcanic activity. Silt from steam vents and industry fills the water here, making it count as murky with respect to sight distance. Unstable and dangerous lava tube caves lead deep underground. The crest of Scythis is a flaming harpoon.

Alignment: Chaotic Neutral. Olanran society is loosely held together, and has a carefree nature that reflects the sea's continuously changing currents.

Religion: Olanrans aren't very religious, where they tend to believe in Neutral nature deities if they believe at all. Casters focus more on arcane magic.

Ruler: Queen Kalia (Merfolk Bard 15, Neutral Good). She's unmarried, although frequently wooed due to her position and charisma. Her elite guard is the Order of the Narwhal, consisting of various classes, who keep tabs on the other cities and potential enemies, and occasionally even conduct missions on land. There are no official rules for how the King or Queen is chosen, where so far disagreements during times of leadership change haven't led to conflict. Queen Kalia has been working to better organize the government and establish formal and positive relations with air breathers.

Government: Presided over by the Queen is the High Council, containing a few dozen house nobles, city governors, or anybody who can bribe, manipulate, or intimidate their way into it. Izok (Merfolk Sorcerer 13, Neutral Evil), the local governor of Scythis, is generally considered the second most powerful in the kingdom after the Queen. What laws there are provide protection against the worst crimes, although they're enforced erratically, where a person with money or connections can often get special treatment. Olanra has been prosperous because there's enough resources and jobs to keep everyone busy.

DM Secrets:

  • Maridel: The capital was built over the ruins of a human city that fell beneath the sea in an ancient calamity. Some of the Crystal Caves are closed off because they contain undead or other horrors from past eras. Certain tunnels, if followed far enough, connect with the southern volcanoes.
  • Necrith: Adventurers can easily be hired to help defend the city, or conduct raiding parties against monsters. The Sahuagin have been raising a small army of Kraken they intend to use to invade Necrith.
  • Efalfa: The growth of the nation, combined with the lack of Druids or high level divine casters, has resulted in unsustainable farming practices. Olanra's prosperity and stability is at risk if this continues for much longer.
  • Scythis: Deep within the lava tube labyrinth lies a portal to infernal realms, being used by a group of devils trying to establish a foothold on the material plane. Governor Izok is in league with these fiends and is plotting to have Queen Kalia assassinated, so he can seize power and lead the country in a much different direction.

Liberty's Edge RPG Superstar 2008 Top 16 aka Cruiser1

Blindspot Orb
This fist sized hollow crystal sphere contains a second small sphere inside of it, which rattles around when shaken. You can activate a blindspot orb up to three times per day as an immediate action to prevent an area affect spell or spell-like ability from affecting the squares you're in. That spell's area is considered to not include your squares in the first place. You can use this ability on spells you cast as well as those cast by others. Activation only affects the initial casting area of the spell, where you can still be affected by that spell if you move into it before its duration expires, or if the spell's area later moves so that active parts of it touch you. A blindspot orb has no effect against targeted spells, rays, touch attacks, or supernatural abilities such as breath weapons.

Lore: An elven wizard named Cypus Poundrum, after finishing second place in an arcane duel competition due to an area effect spell cast by his opponent, crafted the first blindspot orb, which enabled him to win the next year.

Moderate abjuration; CL 7th; Craft Wondrous Item, lesser globe of invulnerability; Price 60,000 gp; Weight 2 lb.