Your contributions to an encounter with a vile Half-Elf hater / killer


Homebrew and House Rules


Hey everyone,

So, in my Rise of the Runelord's campaign, both mine and my gf's characters had a Half-Elf they love, murdered. So, seeing a link here, although a coincidence I decided to create a side story that goes into detail on this rather despicable man and actually have him as the one responsible for the murders.

The Deceased:

One Human and one Half-Elf: Parents of the party Half-Elf Rogue/Magus, Tristan.

Syanna Wahl: Brik Wahl's now dead Half-Elf wife who was raped, murdered and stabbed with a note attached to the knife, signed "Drellton Rovah".

Drellton Rovah:

Drellton Rovah is a wealthy man who has his own place of operations based inside a Manor House not too dissimilar from the likes you'd find in movies such as Pride and Prejudice or The Woman in Black.

is a human man who hates all Half-Elves and any Human or Elf who sympathises with or birth's/looks after anyone of the Half-Elf race. He takes pride in his job of hunting down each and every Half-Elf he can discover and really feels he's doing the world a justice by ridding this race from the face of Golarion.

He's a relatively friendly and compassionate man who takes good care of all those he knows and works with, and to him, killing this race off is a necessity and something that would benefit mankind.

He feels the Human and Elven races should never mix together as they're too different to one another and instead of seeing Half-elves as one of the best looking species in Golarion, see's them as wretched beings that try to worm their way into society.

His two right hand men are two Halfling Rogue Thugs known only as Callous Gork and Ruthless Mork. Although mostly the same in skill, they do have a few minor differences and often like to compete with one another, but always work together. These two revel in death and despair and follow Drellton's requests without question.

Tristan, the PC who's parents were killed remembers Goblins being the ones responsible for his parents deaths, but the room was dark and when he was hiding under the bed, it was hard for him to really see who the murderer's were. The twist is that it was these two Halflings who quite often don Goblin Masks before making their kills. Drellton doesn't know why they do, only hearing recently of it himself, but he doesn't question it and feels that it's probably their idea of a fun, simple game.

Drellton Manor:

The grounds of a massive Manor lay behind a huge black and golden gate. To the left and right are nothing but hedges and in between are three marble steps that lead straight along a cobbled path and up to the front doors of this largely intimidating house.

To the left and right of the path are in fact two gigantic Mazes, with tall marble statues in the center of each. Additionally, there are multiple fountains, smaller statues and marble stands holding bird baths and Vase's on either side of this 200ft long straight path.

Upon entering the building, the lower floor has a red carpet leading from huge double front doors and up towards a staircase which spirals both to the left and right (similar to the grand staircase within the Titanic movie). There are many desks on the ground floor consisting of desk worker's constantly working around the clock to find out where all Half-elves, Half-Elf sympathisers and women pregnant with Half-elves so that Drellton and/or his two Halfling Henchmen Thugs can be sent out to rid the world of such atrocities.

The layout here is that of an old fashioned american police headquarter's, with desks to the left and right of the red carpet that leads from the front door, straight up to the stairs, passing Drellton's Personal Assistant's desk on the way up.

Upstairs is the main balcony (supported by marble pillars you'd find in the Roman Empire), several rooms consisting of a janitor's closet, Drellton's work area, living area and a room mainly used for storing weapons and armour reclaimed from victims that looked of any particular worth.

In the basement are cell's, torture devices such as a rack, an electric chair and an operating table.

Now, the stats of each character are as follows:

The Drellton Rovah:

Alignment: NE
Race: Human
Hair: Black
Eyes: Brown
Level: 15
Class: Ranger

Favoured Enemy: Elf (+8 attack, damage, bluff, perception, sense motive and survival)
Favoured Enemy: Human (+2 attack, damage, bluff, perception, sense motive and survival)

Favoured Terrain: Urban (+4 initiative, perception, stealth and survival)
Favoured Terrain: Forest (+4 initiative, perception, stealth and survival)

Hunter's Bond: As a move action, grant allies 1/2 FE bonus for a number of rounds equal to your Wisdom mod.

Quarry: +2 attack bonus, auto-confirm criticals. Once per day or one hour after target is slain.

Speed: 30ft, Initiative: 4 (8 in Favoured Terrains)

HP: 120
AC: 23, Touch: 14, Flat-Footed: 19

Str: 16
Dex: 18
Con: 12
Int: 13
Wis: 13
Cha: 14

BAB: 15
CMB: 18 (+2 to trip, +4 to disarm)
CMD: 32 (+2 vs trip, +4 vs disarm)

Fort: 12
Ref: 15
Will: 8

Trait: Elf Killer (same as Gnoll Killer but reflavoured) - +2 atk and dmg vs Elves.

Combat:

Vs Elves: 30/30/25/20, 1d10+15+2d6 bane, 15-20x2

Vs Humans: 24/24/19/14, 1d10+7, 15-20x2

Non-Favoured Enemies: 20/20/15/10, 1d10+5, 15-20x2

Power Attack:

Vs Elves: 26/26/21/16, 1d10+27+2d6 bane, 15-20x2

Vs Humans: 20/20/15/10, 1d10+19, 15-20x2

Non-Favoured Enemies: 16/16/11/6, 1d10+17, 15-20x2

Spells:

Level 1 (4)

Glide
Lead Blades x2
Resist Energy (30)

Level 2 (3)

Barkskin
Bloodhound
Locate Weakness

Level 3 (2)

Cure Moderate Wounds
Instant Enemy

Level 4 (1)

Aspect of the Wolf

Skills:

Acrobatics: 19 (15 ranks, 4 dex)
Bluff: 12 - +8 vs Elves, +2 vs Humans (10 ranks, 2 cha)
Climb*: 11 (5 ranks, 3 str, 3 class)
Escape Artist: 14 (10 ranks, 4 dex)
Intimidate*: 20 (15 ranks, 2 cha, 3 class)
Knowledge Local: 16 (15 ranks, 1 int)
Perception*: 15 - +8 vs Elves, +2 vs Humans (10 ranks, 2 wis, 3 class)
Profession Half-Elf Hunter*: 10 (5 ranks, 2 wis, 3 class)
Sense Motive: 3 - +8 vs Elves, +2 vs Humans (1 rank, 2 wis)
Stealth*: 10 (5 ranks, 2 dex, 3 class)
Survival*: 15 - +8 vs Elves, +2 vs Humans (10 ranks, 2 wis, 3 class)
Swim*: 10 (4 ranks, 3 class, 3 str)

7 per level, 105 total.

Feats:

1a. Exotic Weapon Proficiency: Elven Curve Blade
1b. Weapon Focus: Elven Curve Blade
2. Power Attack
3. Combat Expertise
5. Improved Disarm
6. Cleave
7. Greater Disarm
9. Improved Critical: Elven Curve Blade
10. Great Cleave (-2 AC this turn, but can attack every opponent within reach at full BAB)
11. Improved Trip
13. Combat Reflexes
14. Dreadful Carnage

Weapon: +1 Elf Bane, Speed, Elven Curve Blade (1d10 18-20x2, 4 attacks)
Equipment: +4 Belt of Incredible Dexterity, +1 int from Tome, Cloak of Resistance +2, Ring of Protection +3, Boots of Elvenkind, Brooch of Shielding, +3 Studded Leather Armour.

Callous Gork:

Class: Rogue Thug
Level: 12
Alignment: Chaotic Evil
Sneak: 6d6
Ability: Uncanny Dodge - Cannot be Sneak Attacked

HP: 107
AC: 22, Touch: 14, Flat-Footed: 17

Speed: 20ft, Initiative: 4

Str: 12
Dex: 19
Con: 16
Wis: 11
Int: 13
Cha: 9

BAB: 9
CMB: 9 (13 to trip)
CMD: 23 (27 vs trip)

Fort: 8
Ref: 13
Will: 5 (+2 vs fear)

Combat:

11/11/6/6/1 - Primary, Off-hand, primary, off-hand, primary

Primary Weapon: 11/6/1, 1d6+2+2d6 human bane, 17-20x2
Off-Hand: 11/6, 1d6+2+1d6 Ice, 17-20x2 + 1d10 ice on a critical hit

+6d6 Sneak on each hit

Skills:

Acrobatics*: 21 (12 ranks, 4 dex, 3 class, 2 race)
Climb*: 18 (12 ranks, 1 str, 3 class, 2 race)
Disguise*: 14 (12 ranks, -1 cha, 3 class)
Escape Artist*: 19 (12 ranks, 4 dex, 3 class)
Intimidate*: 14 (12 ranks, -1 cha, 3 class)
Knowledge Nature: 13 (12 ranks, 1 int)
Perception*: 17 (12 ranks, 3 class, 2 race)
Stealth*: 23 (12 ranks, 4 dex, 3 class, 4 race)
Swim*: 16 (12 ranks, 1 str, 3 class)

9 ranks per level, 108 total

Feats:

1. Weapon Focus: Shortsword
2. Talent - Combat Expertise
3. Two-Weapon Fighting
4. Talent - Improved Trip
5. Double Slice
6. Talent - Resiliency
7. Combat Reflexes
8. Talent - Greater Trip
9. Improved Two-Weapon Fighting
10. Talent - Opportunist
11. Improved Critical: Shortsword
12. Talent - Critical Focus

Equipment: +2 Studded Leather Armour, +1 Human Bane Shortsword, +1 Icy Burst Shortsword, +2 ring of protection.

Ruthless Mork:

Class: Rogue Thug
Level: 12
Alignment: Chaotic Evil
Sneak: 6d6
Ability: Uncanny Dodge - Cannot be Sneak Attacked

HP: 97
AC: 22, Touch: 14, Flat-Footed: 17

Speed: 20ft, Initiative: 4

Str: 14
Dex: 19
Con: 14
Wis: 11
Int: 13
Cha: 9

BAB: 9
CMB: 10 (14 to trip)
CMD: 24 (28 vs trip)

Fort: 7
Ref: 13
Will: 5 (+2 vs fear)

Combat:

12/12/7/7/2 - Primary, Off-hand, primary, off-hand, primary

Primary Weapon: 12/7/2, 1d6+2+2d6 Elf bane, 17-20x2
Off-Hand: 12/7, 1d6+2+1d6 Fire, 17-20x2 + 1d10 fire on a critical hit

+6d6 Sneak on each hit

Skills:

Acrobatics*: 21 (12 ranks, 4 dex, 3 class, 2 race)
Climb*: 19 (12 ranks, 2 str, 3 class, 2 race)
Disguise*: 14 (12 ranks, -1 cha, 3 class)
Escape Artist*: 19 (12 ranks, 4 dex, 3 class)
Intimidate*: 14 (12 ranks, -1 cha, 3 class)
Knowledge Nature: 13 (12 ranks, 1 int)
Perception*: 17 (12 ranks, 3 class, 2 race)
Stealth*: 23 (12 ranks, 4 dex, 3 class, 4 race)
Swim*: 17 (12 ranks, 2 str, 3 class)

Feats:

1. Weapon Focus: Shortsword
2. Talent - Combat Expertise
3. Two-Weapon Fighting
4. Talent - Improved Trip
5. Double Slice
6. Talent - Positioning Attack
7. Combat Reflexes
8. Talent - Greater Trip
9. Improved Two-Weapon Fighting
10. Talent - Crippling Strike
11. Improved Critical: Shortsword
12. Talent - Critical Focus

Equipment: +2 Studded Leather Armour, +1 Flaming Burst Shortsword, +1 Elf Bane Shortsword, +2 ring of protection.

Thug
Some criminals steal with finesse, their victims only discovering the crime when the rogue is long gone and the coin already spent. A thug, on the other hand, cares nothing for finesse.

Through both threat and violence, the thug gets what she wants by the promise of force, and has no problem making good on that promise as needed.

Frightening (Ex): Whenever a thug successfully uses Intimidate to demoralize a creature, the duration of the shaken condition is increased by 1 round. In addition, if the target is shaken for 4 or more rounds, the thug can instead decide to make the target frightened for 1 round.
This ability replaces trapfinding.

Brutal Beating (Ex): At 3rd level, whenever a thug deals sneak attack damage, she can choose to forgo 1d6 points of sneak attack damage to make the target sickened for a number of rounds equal to 1/2 her rogue level. This ability does not stack with itself—only the most recent duration applies. This ability replaces trap sense.

The party currently consists of 4 level 10's, so facing them against two level 12's who focus on one single enemy when they fight...and Drellton, a level 15 Ranger, I feel may result in their death.

What I'd like to get from you guys is more of an idea of what else I can include to make this side quest truly memorable, and what other items you'd suggest I should include into the home and workplace of a Half-Elf hater.

In the basement, do I have an executioner/trained torturer, or should that be Drellton's job? His two Halfling men do most of the hunting usually, and Drellton doesn't dirty his hands usually. He made an exception in the case of Brik Wahl's wife because oddly, he found himself strangely attracted to the woman, and not being able to deal with sullying himself in that way, pinned her to the ground, raped her, wrote a note addressed to Brik and then attached it to Syanna's body by stabbing it into her heart before rising to his feet and standing there, watching over her until she died.

I'm wondering if most of the worker's here are just civilian's. Should they all be happy working in this way? Are some working against their will? If the PC's get here, should they find allies in the place, or are all employee's there by choice, and are any combat trained?

The party currently consists of 4 level 10 characters:

Brik Wahl: Human Cleric and GMPC. Sometimes gets drunk off his face, acts funny and over the top and summons a White Celestial Lion to ride into battle at times. He's in Full Plate Armour and supports the party with the Strength (Ferocity) and Healing Domains. Alignment: CG

Deimos: A Tiefling Rogue/Ranger switch hitting poisoner who's literally been to hell and back. He's just getting to grips with his newly found hellish powers that allow him to see through shadows (as if they were windows) and create fire pillars that deal 1d6 points of damage for every two character levels he possesses. Sometimes his powers work, and other times they don't. Alignment: NE

Jackery Dortchment: An ex-bandit (Human) who joined the party to make the world a better place at his now deceased friend's request. However, his Bandit intentions remained and he's often found murdering and maiming anyone he feels like, yet for some reason likes the party and works with them to take out their enemies.....that is when he's not leaving the party to march on while he chops off live humans feet, shoving the limbs into their owner's mouths....or chopping off regenerating monsters arms, cutting holes in their stomachs and placing their arms inside them, only for the regen to kick in, holding their once attached limbs in place as the area around them heals. Last session he placed a troll's head inside the palms of its non-attached hands and arms, calling it "Art" before Deimos charred the creature to a blackened crisp. Alignment: CN

Tristan Dolore: A young Half-elf boy. Only 15 years of age, he see's Brik as friend, father figure and brother. Having strong control over electricity, he's the Magus of the group and Drellton's primary target. With a party such as this, he's found himself wanting to join in with Jackery's actions before Brik intervene's to keep him in check. He's also the Deputy Sheriff of Sandpoint. Alignment: LN

I'm not sure what I should do with Drellton's PA. I mean maybe she's a Half-Elf hater as well. Maybe she enjoys working with him to further his dreams, but then would she know what he did to Brik Wahl's wife? I doubt it...and would she approve? Again, I doubt it.

Should she be combat trained or just work there?

Should she be Drellton's eyes and ears and be able to cast "Find Quarry" to aid the man?

What would you add into the home of a Half-Elf hater?

Would rooms be warded in such a way that Half-Elves can't enter them or would rooms have magic that drains the energy of Half-Elves only or prevents them from leaving a room once entered?

What kind of treasure or secrets should be in this place?

Do I include an Executioner who dwell's in the basement? Feel free to create your own!

I really hope you guys take a liking to these ideas and can throw back a load of your own, so I can create something that will stick with my players for a long time to come!

Thank you very much.


Shameless bump for anyone interested in providing feedback/helping out with ideas. :)


I like the ideas but Not played rotrl I wouldn't know what to suggest ... I would give the players a chance to lure mook and g@#* to a location away from the bbeg maybe they see a halfelf (PC) and go to take care of it to impress "da bawss" (dunno why I imagine them talking like that that's just henchmen talk in my head)

And doest have to be the PC can be a shrub that you disguised as a half elf and then laugh when they attack a tree (surprise attack)


What about trapping them in their house, and burning them alive... thats always fun...


Ah, believe it or not, my players haven't once thought of burning a building down to the ground....including the Tiefling with his new flame powers.

Anyway, I'm just posting to say I've updated things a little and taking into account Coltello's suggestion, rather than having all of these guys on the party at once, I've been thinking that Drellton will be in his room of study/office and when the PC's decide to go up to his office, Drellton's PA (now made as a Bard with aggrevating spells) will teleport 2 of them (with Jester's Jaunt if I swap out slow for a 2nd Jaunt) 30 feet away, back down to the ground floor....or cast smug narcissism on the heavy hitter, while the other two will be left upstairs with Drellton and his woman/PA.

This will separate the party, allowing the two Halfling Merc's to jump down from Drellton's balcony and fight the two PC's down on ground floor (ganging up on one PC at a time to take full advantage of their sneak), while the other two are stuck upstairs in Drellton's office with himself and the PA who's constantly boosting Drellton's abilities and casting spells on the defensive (she's not evil, but just loves Drellton and does everything she can to protect him).

This is undoubtedly going to be an incredibly tough fight and I do want casualties but not a complete TPK.

In the basement is the crazy Doctor, and I've homebrewed some custom items for him, using existing spells and abilities. The Spells I've chosen for both him and the PA represent their attitude, personality and role, but please have a read and tell me what you think. :)

P.S. I have no idea what CR an encounter with a level 15, two level 12's and a level 9 would be. High I'd imagine.

Evelyn Secorum - Bard and Personal Assistant:

Female
Human
Bard
Level: 9
Hair: Chestnut Brown
Eyes: Amber
Build: Slim/Dainty
Height: 5'5
Weight: 108lb's (7st, 7lb's)
Dress Sense: Go Go Dress (Floral, mostly white with some yellow and red flowers on)

HP: 77 (d8 per level + 3)
AC: 17, Touch: 9, Flat-Footed: 18 (this assumes Mage Armour and Shield active)

Speed: 30ft, Initiative: -1

Str: 7
Dex: 9
Con: 14
Int: 16
Wis: 14
Cha: 18 (+4 for determining Spell DC of +2)

BAB: 6
CMB: 4
CMD: 13

Fort: 5
Ref: 5
Will: 8

Traits:

Racial: Silver Tongued (+2 bluff and diplomacy, can shift creature's attitude by 4 steps), Focused Study.

Mediator: +1 Diplomacy. In addition, you get +1 DC of any charm/compulsion effect that does not provide ongoing control and results in peaceful acts, such as calm emotions, sleep, or a suggestion to lay down arms.

Spells:

Level 0 - Knows 6

Detect Magic
Message
Open/Close
Read Magic
Sift
Unwitting Ally

Level 1 (6) - Knows 5

Charm Person (DC 19)
Innocence (DC 19)
Liberating Command x2 (DC 19)
Lock Gaze (DC 19)

(Knows touch of Gracelessness but casts at one slot above)

Level 2 (5) - Knows 4

Calm Emotions (+1 DC) (DC 21)
Compassionate Ally (DC 20)
Detect Thoughts (DC 20)
Suggestion (+1 DC for non-harmful suggestions) (DC 20 or 21)
Touch of Gracelessness (reach - close range: 25ft +5 per 2 caster level's) (DC 19)

Level 3 (4) - Knows 4

Jester's Jaunt (DC 21)
Overwhelming Grief (DC 21)
Slow (DC 21)
Smug Narcissism (DC 21)

Skills:

Appraise*: 3, 3 int, 3 class 9
Bluff*: 9, 4 cha, 4 class, 3 class, 2 trait, 3 feat 25
Diplomacy*: 5, 4 cha, 4 class, 3 class, 2 trait, 1 trait 19
Knowledge Geography*: 5, 3 int, 4 class, 3 class 15
Knowledge History*: 3, 3 int, 4 class, 3 class 13
Knowledge Local*: 7, 3 int, 4 class, 3 class 17
Knowledge Nature*: 4, 3 int, 4 class, 3 class 14
Knowledge Nobility*: 4, 3 int, 4 class, 3 class 14
Perception*: 9, 2 wis, 4 class, 3 class, 2 feat 20
Perform Dance*: 4, 4 cha, 4 class, 3 class 15
Perform Sing*: 7, 4 cha, 4 class, 3 class 18
Profession Personal Assistant*: 9, 2 wis, 4 class, 3 class 18
Sense Motive*: 8, 2 wis, 4 class, 3 class, 3 feat, 2 feat 22
Use Magic Device*: 4, 4 cha, 4 class, 3 class 15

81 skill ranks, 9 per level.

Feats:

1a. Spell Focus Enchantments
1b. Skill Focus: Sense Motive
3. Reach Spell
5. Alertness
7. Combat Casting
8. Skill Focus: Bluff
9. Greater Spell Focus Enchantments

Class Abilities:

Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.

Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.

Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.

Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.

Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.

Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.

Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

Equipment: Opal Amulet of Mage Armour (linked with owner), Jade Bracelet of Shield and Splendor (Shield and Eagle's Splendor made permanent on item).

Doctor Iísilri Vanderheur Drothgar/The Executioner:
Nickname: Dr I.V. Drothgar/The Executioner
Class: Fighter 1/Wizard 5/ Eldritch Knight 5
School: Enchantment
Race: Elf
Hair: Silver
Eyes: Gold
Height: 6'3
Weight: 110lb's
Age: 170 (Youthful appearance: Looks 25 in human years)
Languages: Common, Elven, Draconic, Gnome, Sylvan

HP: 95 (or 126 with Greater False Life)

AC: 17, Touch: 12, Flat-Footed: 15 (20% miss chance)

Speed: 30ft, Initiative: 2

Str: 18 (+2 belt)
Dex: 14 (+2 race)
Con: 10 (-2 race, +2 belt)
Wis: 12
Int: 24 (+2 race, +2 level 4 and 8, +4 headcrown of superior knowledge)
Cha: 7

BAB: 8
CMB: 12
CMD: 24

Fort: 8
Ref: 7
Will: 9

Tactics:

Before Battle - Casts Fox's Cunning to increase his odds in controlling his enemies.
- Activates his Sihedron Medallion for Greater False Life.
- Casts suggestion, dominate and lesser geas to control enemies before a fight.

As battle begins - Puts on his mask, becomes arrogant and laughs as his physique changes to that of a large executioner (Monstrous Physique 3: Huge).

Morale - Attempts to leave if dropped below 30hp, otherwise fights to the death.

During Combat - If Spells prove ineffective, he cas

Traits:

Racial - Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities. - DC 22.

Magical Knack - +2 CL Wizard
Clever Wordplay - use int instead of cha for intimidate

Combat:

+14/+9, 3d6+8+3 arcane Strike, 19-20x2

Power Attack (Furious Focus):

+14/+6, 3d6+17+3 arcane strike, 19-20x2

Spells:

Orisons (4)

Level 1 (6)

Charm Person - DC22
Hypnotism - DC22
Lock Gaze - DC22
Memory lapse - DC22
Sleep - DC22
Youthful Appearance (Transmutation)

Level 2 (6)

Hideous Laughter - DC23
Hypnotism - Heightened - DC23
Lock Gaze - Heightened - DC23
Memory Lapse - Heightened - DC23
Oppressive Boredom - DC23
Fox's Cunning (Transmutation)

Level 3 (5)

Deep Slumber, Mythic - DC24
Enter Image (Transmutation) - DC22
Hold Person - DC24
Suggestion - DC24
Unadulterated Loathing - DC24

Level 4 (3)

Lesser Geas - DC25
Monstrous Physique 3
Phantasmal Killer (illusion) - DC23

Level 5 (2)

Dominate Person - DC26
Feeblemind - DC26

Skills:

Acrobatics: (11 ranks, 2 dex) 13
Escape Artist: (11 ranks, 2 dex) 13
Intimidate: (11 ranks, 3 class, 4 str, 7 int, 5 mask) 30
Knowledge: Anatomy (11 ranks, 3 class, 7 int) 21
Knowledge: Arcana (11 ranks, 3 class, 7 int) 21
Knowledge: History (11 ranks, 3 class, 7 int) 21
Perception: (11 ranks, 1 wis, 2 race) 14
Profession: Surgeon (11 ranks, 3 class, 1 wis) 15
Profession: Executioner (11 ranks, 3 class, 1 wis) 15

99 overall

feats:

1. Weapon Focus: Greatsword
1b. Power Attack
3. Spell Focus: Enchantments
5. Greater Spell Focus: Enchantments
6. Heighten Spell
7. Arcane Strike (+3 damage, swift action, 1 round active time)
7b. Furious Focus
9. Weapon Specialisation: Greatsword
11. Critical Focus
11b. Intimidating Prowess

Equipment: +1 Large Mithral Elven Greatsword (can be wielded as normal, due to the light weight of mithral) 3d6 damage, Sihedron Medallion, ring of permanent youthful appearance, Fearless Mask of the Executioner (+5 on intimidate checks, +2 to all saves), +4 intelligent padded armour (casts blur whenever wearer draws its weapon).

Additionally, I'm still trying to work out how to have the PC's find this place.

Kidnapping of the Half-Elf perhaps?
Kidnapping of Brik to lure the Half-Elf perhaps?
Messages in Tristan's dreams from the Doctor perhaps?

The worker's in the building will all be loyal to Drellton's cause, though how many of them will be combat trained or involve themselves within the foreseen combat is yet undetermined.

I've already started to draw the entire layout and map of Drellton Manor's interior and am highly considering designing a fully coloured version in photoshop. The place is huge.


A bit of a bump, but would anyone like to expand upon these ideas?

Thanks.

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