Nameless Assassin

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RPG Superstar 9 Season Star Voter. 2 posts. No reviews. No lists. No wishlists.


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Congratulations to meloriel and the other runner ups! I had a blast making evil Quinn, and thanks to Liz for adding 'Eyes of the House of Thrune' to my title, which makes it sound way cooler.


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A different look at Quinn, who made some different choices in life. A lot of the art of the Gray Gardeners had what looked like metal clubs, but I couldn't find a real stat block which listed if they were something different.

Quinn, Ex-Gray Gardener:

The rule of law is only as strong as the people who uphold it, and few know this fact better than Quinn.

The child of a former noble family of Galt, Quinn was raised to despise the chaos that had robbed his parents of their proper name and station, forcing them to hide as middle-class apothecaries. Yet for Quinn himself, trained as a legal clerk and never having personally known the aristocratic comforts his parents mourned, this was no true inconvenience. What frustrated him about his nation was not that power resided with the people, but rather that it was wielded in such a capricious fashion. His fellow citizens' constant false accusations and refusal to abide by court rulings drove young Quinn to distraction.

When Quinn was 37, having recently lost both parents to an outbreak of plague, his simmering rage finally came to a head. After the ruling faction sentenced a man to death with flagrant disregard for due process, Quinn overstepped his usual role by investigating the matter himself, turning up irrefutable proof of the man's innocence. When his attempts to reopen the case were stymied, he returned the night before the scheduled execution and set the man free—only to run straight into a Gray Gardener patrol. With no other option, he turned the man over to the justice of the Final Blades. Sensing a man who could be of value, the Gardeners captured Quinn and began to teach him their goals and the values of the revolution, beginning to erode his sense of identity in the process.

Thus began a new chapter in Quinn's life. Roaming the nation of Galt, Quinn kept an ear out for enemies of the revolution. When he found one, he used his affiliation with the Gardeners to frighten his victim’s allies into standing down, allowing him to arrest the individual with the minimum amount of resistance. Over time, Quinn found a certain contentment in bringing in the ones who did resist. Broken limbs typically made it more difficult to escape Galtan justice.

Over time, though, Quinn’s resentments about the capriciousness of the system returned, until he had an epiphany. Galt would never reach a peaceful end to the revolution. The people would slaughter each other until no one remained. On that day, Quinn renounced the country and its revolution. He left, and did what he felt Galt itself should do: return to the fold of Cheliax. In this manner, Quinn has served the Thrice-Damned House of Thrune: rooting out rebels and others who would see the rule of law broken down in favor of bloody anarchy.

Stat Block:

Mirror Universe Quinn CR 4
XP 1200
Male human investigator (relentless inspector) 4
LE Medium humanoid (human)
Init +1; Perception +9

----- Defense -----
AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex)
hp 31 (4d8+8)
Fort +3, Ref +6, Will +7; +2 vs. emotion and fear effects

----- Offense -----
Speed 30 ft.
Melee mwk club +6 (1d6+2), sap +5 (1d6+2 nonlethal)
Ranged dagger +4 (1d4+2)

Extracts Prepared (CL 4)
2nd—barkskin, focused scrutiny
1st—enlarge person, expeditious retreat, shield (2)

----- Tactics -----
Before Combat Quinn drinks his extract of shield and then studies his target as a swift action.
During Combat Quinn begins combat by power attacking, attempting to intimidate his target to gain an edge.
Morale Quinn is a smart combatant, and knows when he is outmatched. If he hasn’t gained the upper hand after three rounds, or is reduced to below half health, he flees combat. He will attempt to learn more about his targets before returning with well-equipped backup.

----- Statistics -----
Str 14, Dex 12, Con 12, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +5; CMD 16
Feats Extra Investigator Talent, Hurtful, Power Attack
Skills Acrobatics +5, Appraise +8, Bluff +8, Climb +6, Craft (alchemy) +15, Diplomacy +6, Disable Device +10, Disguise +7, Escape Artist +5, Intimidate +8, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +9, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +8, Knowledge (religion) +8, Perception +9, Sense Motive +10, Sleight of Hand +5, Spellcraft +8, Stealth +6, Use Magic Device +6; Armor Check Penalty -0
Traits disillusioned, thrune informant
Languages Common, Kelish, Osiriani, Infernal, Skald
SQ alchemy, inspiration (6/day), interrogation, investigator talents (quick study, perceptive tracker), keen mind, keen recollection, poison lore, studied combat, studied strike +1d6, swift alchemy
Combat Gear acid(2), alchemist's fire(2), antiplague, antitoxin, meditation tea, smoke stick, potion of countless eyes, potion of fly, potion of heroism, soothe syrup, twitch tonic Other Gear +1 mithral chain shirt, wand of infernal healing (2 charges), alchemy crafting kit, dagger(2), mwk club, cloak of resistance +1, backpack, waterskin mwk thieves' tools, smelling salts, formula book containing (all prepared 1st-level extracts plus ant haul, comprehend languages, crafter's fortune, detect secret doors, disguise self, enlarge person, keen sense; all prepared 2nd-level extracts); 8 gp

----- Special Abilities -----
Alchemy (Su) Quinn can identify potions with a Craft (alchemy) check by examining them for 1 round. He can brew extracts each day from his book, similar to preparing spells.
Disillusioned (Ex) Quinn gains a +2 trait bonus on Will saving throws against emotion and fear effects.
Inspiration (Ex) Quinn can spend 1 use of inspiration to add 1d6 to a skill check after rolling. For Knowledge, Linguistics, Spellcraft he can add the 1d6 for free. He can also spend two uses to add to an attack roll or saving throw after rolling. For saving throws, this takes an immediate action.
Interrogation(Ex) Quinn is a master of harrying others until they cooperate with his investigations and adds +2 to Intimidate checks made to influence a creature’s attitude and to Sense Motive checks.
Keen Mind (Ex) Quinn’s strong, analytical mind resists attacks and hazards that would muddy his clear thoughts, He gains a +1 bonus on Perception checks and Will saves.
Keen Recollection (Ex)Quinn can attempt all Knowledge skill checks untrained.
Perceptive Tracking (Ex) Quinn can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.
Poison Lore(Ex) Quinn never poisons himself when putting poison on a weapon. He can identify poisons with 1 minute of study by succeeding at a Knowledge (nature) check for natural poisons or Knowledge (arcana) check for magical poisons (DC = the poison’s save DC). If he succeeds, he can spend another minute to attempt a Craft (alchemy) check at the same DC to neutralize it.
Studied Combat (Ex) Quinn can use a swift action to study his enemy’s moves and gain a +2 insight bonus to melee attack and damage rolls against that enemy for 4 rounds or until he ends it with a studied strike. The damage is precision damage, and it isn’t multiplied on critical hits. Quinn can only have one enemy studied at a time, and if he wants to study an enemy he already studied that day, he must spend 1 use of inspiration.
Studied Strike (Ex) Quinn can end his studied combat early to add 1d6 extra precision damage to a successful melee attack against his target. He must be able to see the target well, and the damage doesn’t multiply on a critical hit or affect creatures immune to sneak attacks.
Thrune Informant (Ex) As an agent of House Thrune, Quinn gains a +1 trait bonus on Diplomacy checks to gather information, disguise checks, and Knowledge (local) checks.

Sources:

Advanced Class Guide investigator, extra investigator talent
Advanced Class Origins relentless inspector
Advanced Player's Guide ant haul, crafter's fortune, keen senses
Hell's Vengeance Player's Guide thrune informant
Monster Codex Hurtful
Pathfinder Player Companion: Quests and Campaigns disillusioned
Ultimate Magic potion of countless eyes