Killjoy's page

47 posts. Alias of Doomed Hero.


HP12/12, AC 21, CMD 14, Fort +3, Ref +3, Will +2

Special Abilities

Heart of the Streets

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 10
Charisma 10

About Killjoy

Link to Alter Ego stats

Lore Warden Fighter 1

Initiative: +4
Senses: Perception +3
Speed: 30 ft



The vigilante called Killjoy's most prominent feature is the white mask he wears, featureless save for a black smirking smile.

His long hooded riding coat obscures most of his features, but when he fights he is a blur of hidden spikes, oddly shaped clubs, coiling ropes and throwing irons shaped like his own signature grin.



Cillian was the son of a Hellknight captain. His mother died in childbirth and his father retreated into his work. He spent most of his time in the barracks listening to the stories of the veteran Hellknights while his father worked. The rest of his time was spent on the streets and roofs and docks, running amok and getting into trouble. Being the son of the captain was probably the only thing that kept him out of jail.

He learned that the morality of the desperate is a flexible thing, and that what the law said was not always right. Friends lost hands for stealing bread so they would not starve. Other friends were two bound by the laws to be able to stop orphanages from essentially enslaving their charges.

He learned young that the best way to survive was to know more than everyone else, and to be well known. He started trading information to both sides. The criminal element found it hilarious that the guard captain's son was willing to trade copies of the latest guard rotation for something as paltry as a stolen shipment of medicines.

He had a front row seat to the decline of Westgate. In a way, he was part of it. By the time he was 12 the Hellknight ranks were a parody of their former glory. Corruption took it's toll. Guards died, quit, or worst of all, caved and took the bribes. Even the iron reputation of the Hellknights didn't seem to be beyond tarnish. By the time he was 15, his father was one of the only honest Knights left. The criminal syndicates had become truly monstrous. No longer anything resembling the more sophisticated crime families of the past, the faction leaders were now simply the most cunning and vicious people able to carve out a kingdom inside the city walls. With the night curse, the criminals were forced into the daylight. Crime became brazen and destructive.

In spite of the spreading corruption within the city, somehow it was still a surprise when they killed his father.

The captaincy could have passed to him by right of lineage, but he refused it. Even the men of the guard who helped raise him weren't trustworthy anymore. It was impossible to tell which one had sold his father out, but he knew for certain that any one of them could have protected him and didn't. Cillian was also in too deep with the syndicates himself. They knew him. Any career with the guard would be spent wondering which friend would be the one who suffered because of his actions.

But he couldn't do nothing. They had to pay.

Slowly, a plan began to form. In idea, that could be spread. A symbol that might do more than any one man ever could. The reason the Hellknights failed was because they simply refused to adapt. They played by a set of rules no one else did. They held onto a tradition that no longer served them in today's world. Their ways had become not much more than a joke to the scum of the city. They laughed at his father's code. They laughed at his death.

The syndicates laughed at the suffering of the people, turing misery into a game. They laughed at starving children while stealing their dreams.

Cillian had even laughed with them to keep up appearances, and still sometimes did, but he was done laughing now. The joke was about to be on them.



AC: 21 (+3 dex, chain shirt, armored kilt, Buckler, threatening defender, Tonfa)
....+1 in crowd
Touch: 14
Flat-footed: 13

CMD: 13

Hit Points: 12

Fort: +3

Ref: +3
...+4 in crowd

Will: +0



+1 BaB

Last Laugh (bear trap), +10, 2d6+3, anchored by chain

Garrote +4,

Knight-stick (tonfa)
[dice=damage]1d6[/dice] x2

Armor Spikes
[dice=damage]1d6[/dice], x2 crit



Bladed Smiles (throwing axes) +4, 1d6, x3 crit

Bola, +0, 1d4 Trip, Nonlethal (and shoanti, lethal)

Lasso, +0, Entangle

Feats and Traits


Westcrown Firebrand: You gain a +1 trait bonus on Initiative checks, and if you act in a surprise round, you gain a +1 trait bonus on all attack rolls.
Shadow Child No miss chance in dim light
Vagabond Child: +1 to Disable Device. It is a class skill.
Rich Parents 900 gp starting cash
Threatening Defender Reduce Fighting Defensively/Combat Expertise penalties by 1

Combat Reflexes
Weapon Finesse
Extra Traits



Skill Points per level: 4 Class, +2 int, +1 favored class
8 total

+4 Acrobatics (1 rank, +3 dex)
+2 Climb (+2 equipment)
+8 Disable Device (1 rank, +3 dex, +3 class, +1 trait)
+6 Craft: Trap (1 rank, +2 int, +3 class)
+6 Know: Local (1 rank, +2 int, +3 class)
+1 Bluff (1 rank)
+1 Sense Motive (1 rank)
+8 Stealth (1 rank, +3 dex, +3 class, +1 trait)
+3 Intimidate (+3 equipment)

Racial Abilities


Heart of the Streets Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.




Tonfa (1 gp)
Sap (1gp)
Spider-silk garrotes (crafted)
Bola x3 (15 gp)
Lasso x2 (2 gp)

Armor: Chain shirt w/ kilt and spiked arm and leg guards (170 gp)
Shield: Buckler (5 gp)
Head: Grinning Mask (battle mask, +1 intimidate, 50 gp)
Eyes: red eye lenses (masterwork Intimidate tool, 50 gp)
Wrist: Garrotes, Spring-Loaded wrist sheathes (Potion of CLW in each)

Climbing harness (80 gp)

-Belt and Pouches-

Signal Whistle (1gp)
10 fish hooks (1 gp)
50' silk rope (10 gp)
w/ grapple (6 gp)
50' twine (1cp)
bag of caltrops and marbles x3 (1gp)
Skeleton Key (85 gp)
1lb of ground chalk (1sp)

-In rear sporan satchel-
Tear away street clothing (5.5 gp)
Bear Trap (2 gp)
Pitons x5 (part of climber's kit)
Small hammer with a padded head (5 sp)
Short Crowbar (2 gp)
Thieves tools (50 gp)
Trapmaking tools (50 gp)
10' spider-silk rope (20 gp)

Description of Special Equipment:

The Knight-Stick
His father's sword had been an artfully made Estoc-style two-hander cast from one solid piece of steel. It had a four-hand length grip and a straight crosspiece more than a foot wide. When Killarny found it, the blade had been snapped off a hand's breadth from the quillions, and half the crosspiece was missing.

Killany took that broken blade and turned it into another symbol in his arsenal. By filing the jagged blade down to a chisel-tip and gripping it by the remaining crosspiece, the main handle could be used defensively along the forearm. It could be used to punch holes or bludgeon, and it was small enough to easily conceal.

The sigil of the hellknights sitting in the center of the weapon is the only clue as to what it once was.

Last Laugh
The wicked bear-traps painted to look like grinning smiles have become a central part of Killjoy's legend. The vigilante attaches handles to the backs of the traps, so rather than just deploying them, he can also strike and trap his enemies directly.

The links of the anchoring chain have been individually wrapped in leather to quiet their noise.

A trigger-release stolen from the design of a crossbow allows the tension spring to be quickly disengaged and reset.

Bladed Smiles
Throwing irons fashioned after Killjoy's signature one-sided grin. Weighted and thrown similarly to hatchets, these are as much a calling card as a weapon.

Locking Garrotes
Made from woven giant-spider silk, killjoy's garrotes are highly durable. The unique part of the design is in the detachable garrote handle.

The handle is a variation on a tool called a "fisherman's rachet" which allows lines to be drawn in without being released by anchoring a wedge against the line as it is drawn through.

Killjoy's garrote handle is essentially a smaller version, which clamps a wedge onto the line, keeping it from getting looser. Then, Killjoy can release the garrote from the handle with the press of a button, leaving the clear cord locked around the neck of his enemies.



288 gp, 3 sp, 9cp

Total Equipment Cost
611 gp, 6 sp, 1 cp



Wish List:

Glove of Arrow Snaring