NeoExodus Enemies of NeoExodus - Folding Circle Brothers-in-Arms.pdf

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Enemies of NeoExodus: Folding Circle Brothers-in-Arms
enemies of NeoExodus:
LPJXX13
Folding Circle
brothers-in-arms
Written By Neal Bailey
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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enemies of NeoExodus: folding circle brother-in-arms
The following two NPCs are designed to act in close
accord with the Folding Circle, but in a junior member
capacity. Both have CRs tied to their character
level, but really can be placed up to 2 CRs higher
than that depending on the capabilities of the party
they’re facing. This is thanks to their wide variety of
powerful abilities. Like all members of the Folding
Circle, these two have full character wealth, extensive
resources, and should be used as planned encounters.
Their particular weaknesses are intended to provide
them with a supervillain vibe, whereby they are very
powerful until a party understands how to exploit
them.
The two groups, fire and ice, each have a single
Seeker who is imbued with powerful shamanic magics
and tasked to hunt those who have fled from their fate.
A single individual is chosen to perform each role for
all Dalrean patches – this is really the only form of
cohesive organization that the Dalreans enforce across
more than one patch. Both Seekers must be firm
believers in justice and the rule of tradition. Seeker-
in-Flame more than exemplifies these qualities.
Seeker-in-Flame became known to Makesh through
tribal channels and old legends that were circulating
around Sametia. Makesh believed Seeker to be a
kindred spirit as well as a potential ally, and sought
to find him via the Star Fountain for many years
with little initial success. Makesh struck on the idea
of capturing several rogue Dalreans in an attempt to
lure Seeker to him - sure enough, it worked. Makesh
offered the Dalreans as a gift and explained his posi-
tion and his goals.
Seeker-in-Flame
The torch you’re holding sputters suddenly, releasing
a great belch of smoke and sparks. With a flash, a
humanoid figure ripples from the blazing cloud, trailing
streamers of flame. The being lands sprawled on the
ground then rises into a predatory crouch as it surveys
you. It has skin as black as charred wood, riddled with
rents and cracks. It’s slender and inhuman. And the
face, the face. The thing has no face, merely a smooth
black plane with a jagged circle carved into it, glowing
like molten embers. This is the Seeker-in-Flame, and
he has found you.
Seeker in Flame was at first hesitant about joining
Makesh on his crusade – Dalreans tend not to become
involved in the affairs of outsiders, after all. But
Makesh was very persuasive, and offered joint coop-
eration, which would be a boon for Seeker given the
enormity of his task. Seeker soon came to see the
virtues of a universally imposed justice, and agreed to
assist the Folding Circle when he was needed, while
not joining the organization as a full member.
History
Although it’s well-known that the Dalreans have two
primary ‘ethnic groups’ within their race – those who
resist fire versus those who resist ice - the exact rela-
tions and purposes of these groups are a mystery to
outsiders. In truth, each group reveres a different
extreme of the forces of nature (the power of the
wildfires of summer, versus the power of the long
and chilling winter), and has appropriate funerary and
ceremonial rites. The two subspecies hold primacy of
the ‘patch’ during their appropriate season and act as a
form of government during that time.
Personality -
Lawful Neutral
Seeker is quite different from most other NPCs. Like
all Dalreans, his motives are strange – he wants no
wealth, no resources, no pleasure. Instead, Seeker
desires only to do his duty to the Dalrean people and
pursues goals in line with his concept of justice; it just
so happens that those goals intersect with Makesh’s.
When acting in the service of the Folding circle, he
carves the group’s symbol across his face as a sign of
fealty.
There are points during each summer and winter
when the older Dalreans are expected to sacrifice
themselves so that they may become loam for the new
generation. This is considered a great honor amongst
their people, but there are always those individuals
who turn against this tradition out of a desire to live a
longer life. The Dalreans, ever pragmatic, think this
a selfish and even sacrilegious act, and invest great
power and energy in hunting the mavericks down to
return them to the patch for absorption - here is where
Seeker-in-Flame and his counterpart enter the picture.
Seeker cannot speak and prefers not to interact with
other people directly. He has a strong empathic
bond with Triboras, who will generally do most of
the talking while Seeker watches mutely. If forced
to communicate via his empathic abilities, he only
provides the absolute minimum of interaction neces-
sary to get his point across, never clarifies, and only
goes over a point once. He often gives no sign that he
has even heard people that are talking to him.
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enemies of NeoExodus: folding circle brother-in-arms
Likes
• Getting straight to the point ( +2 diplomacy )
Racial Abilities
Plant Qualities: Dalreans have some of the qualities
of a plant creature. They are not subject to attacks or
effects that can only target humanoids. Additionally,
they are immune to poison, sleep, paralysis, stunning,
critical hits, and precision-based damage.
Dislikes
• Talkative people ( -4 diplomacy )
• People who repeat themselves ( -2 diplomacy per
instance )
Cold Weakness: Seeker-in-Flame takes double
damage from cold-based energy attacks.
Seeker-in-Flame
Ranger 11
Size/Type: Medium plant ( Dalrean )
Hit Dice ( max ): 11D8+66 ( 154 )
Initiative: +9
Speed: 50 ft. ( 10 squares )
Armor Class: 26 ( +11 natural, +5 Dex ), 15 touch, 21
flat-footed
Base Attack/Grapple: +11/+11
Attack: Bow +18 ranged ( 2d6+6 fire ), or Bow +14
ranged ( 2d6+6 fire, 2d6+6 fire ), or Bow +12 ranged
( 2d6+6 fire, 2d6+6 fire, 2d6+6 fire )
Full Attack: Bow +18/+13/+8 ranged ( 2d6+6 fire )
Space/Reach: 5 ft / 5 ft
Special Attacks: Firewalk, Seeking Flame
Special Qualities: Animal Companion, Combat Style,
Evasion, Eye of Fire, Favored Enemies, Flame absorp-
tion, Flamanifest, Plant Qualities, Smoketracking,
Swift Tracker, Woodland Stride, Wild Empathy
Saves: Fort +13, Ref +12, Will +7
Abilities ( 52 point buy ): Str 10 ( -4 racial ), Dex 20 ( -2
racial, +2 level, +4 item ), Con 22 ( +4 item ), Int 12,
Wis 18, Cha 8
Skills ( 98 ): Climb +2, Concentration +14, Handle
Animal +4, Hide +19, Jump +2, Knowledge ( geog-
raphy ) +9, Listen +13, Move Silently +19, Search
+15, Spot +12, Survival +18 ( +20 following tracks,
+20 navigation ), Swim +0
Feats: Blindfighting, Climate Adaptation ( Fire )
( Dalrean feat, superceded by Flame Absorption ),
Endurance, Improved Initiative, Improved Precise
Shot, Manyshot, Rapid shot, Track, Weapon Focus
( longbow )
Environment: NA
Organization: Tracker in the Folding Circle
Challenge Rating: 11
Equipment ( 66,000 gp ): Burning Arc ( Unique
Flaming Longbow +1, 30,375 ), Amulet of health +4
( 16,000 ), Gloves of Dexterity +4 ( 16,000 ), Potion of
Barkskin +5 ( 1,200 ), Potion of Cure Serious Wounds
(750), Potion of Haste ( 750 ), Potion of Fly ( 750 )
Mouthless: Dalreans do not have a mouth, and cannot
speak. Instead, they communicate through a type of
empathy derived from released spore-pheromones.
Spells cast that require verbal components are consid-
ered silent spells. Those that have a verbal component
as part of their effect cannot be cast. Dalrean commu-
nication functions as telepathy with a 60 foot range.
Spells ( 2/2/1 ): 3rd – Plant Growth; 2nd – Owl’s
Wisdom, Spike Growth; 1st – Entangle, Pass without
trace
Special Attacks
Burning Arc: This is Seeker-in-Flame’s unique
weapon. It has no physical form. Seeker merely
sweeps his hand through the air, trailing an arc of
flame, which he grabs and wields like a bow. The
Burning Arc fires bolts of flame which deal 2d6+6
fire damage; this becomes 6d6+18 on a critical. The
weapon cannot be sundered and doesn’t use ammu-
nition. A character coming into contact with the
Burning Arc takes 1d6 fire damage, but Seeker’s fire
absorption ability causes the Arc to heal him while
he touches it. The Burning Arc itself sheds light as a
hooded lantern.
Firewalk ( Su ): As a move action, the Seeker-in-
Flame may choose to teleport to any open flame, of
any size, within 500 feet of his position. He appears
at a location of his choice within 10 feet of the fire.
The Seeker may opt to burst out of the flame itself,
causing a small fireball that deals 6D6 damage to
anyone within a 10 foot burst of the source of fire.
There is a reflex save ( DC 19 ) for half damage.
The save DC is wisdom-based. Firewalk is consid-
ered an extradimensional effect and is affected by
Dimensional lock.
Seeking Flame ( Su ): Once per round as a swift
action, the Seeker may unleash a Seeking Flame. This
automatically strikes a single target within 120 feet,
and deals 4d4+5 Fire-based damage. Additionally,
a character struck by the Seeking flame is ‘marked’,
and more easily attacked with the Burning Arc – all
attacks on a marked character made with the Arc gain
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enemies of NeoExodus: folding circle brother-in-arms
a +2 insight bonus to attack rolls, and func-
tion as if the target was a favored enemy.
This stacks with any regular favored
enemy bonuses against the target.
Special Qualities
Combat Style ( Ex ): Treated as having rapid
shot, many shot, and improved precise shot.
Evasion ( Ex ): Takes no damage on a successful
reflex save for half damage.
Eye of Fire (Ex): This is the Seeker-
in-Flame’s special vision ability.
Seeker is actually blind, but he has
a strange power that allows him to
perceive any area touched by the
light of a fire. In any area that
is subject to fire-based illumina-
tion ( whether bright or shadowy ),
the Seeker-in-Flame is treated as
having Blindsight. This ability func-
tions on any fire out to 1,000 feet,
and Seeker doesn’t need to be within
the light himself to sense objects within
it. For example, if the Seeker hides in
the shadows 500 feet away from a
group at a campground, he would be
perfectly aware of everything that is
illuminated by that campfire, even
though he’s nowhere near it. When
using the Eye of Fire ability, the Seeker gains a +8
circumstance bonus to all search and ‘spot’ checks
made on illuminated areas he is observing, and suffers
no penalties for lighting conditions. In open daylight,
Eye of fire functions only to a 60 foot radius around a
fire of any size.
Flame Absorption
( Ex ): The Seeker-in-Flame is more than just resistant
or immune to fire-based energy damage, he is actu-
ally healed by it. Contact with flames of any sort
causes the Seeker to be healed as much as he would
be damaged under normal conditions. He may volun-
tarily waive any reflex saves versus fire-based effects.
Note 1: The seeker is simultaneously aware of all illu-
minated areas within the 1,000 foot radius of the Eye
of Fire range.
Note 2: the Seeker’s arrows, being flaming projectiles
themselves, can be used as kind of ‘vision darts’.
Favored Enemy ( Ex ): +4 bluff, listen, sense motive,
spot, survival and weapon damage against humans,
monstrous humanoids; +2 against reptilian humanoids.
Sightless ( Ex ): He has no eyes to speak of, and he
sacrificed his regular vision for the Eye of Fire. As
such, the Seeker-in-Flame is blind under normal
conditions, and is not affected by vision-based effects,
illusions, and patterns.
Flamanifest ( Su ): Flamanifest functions exactly like
Firewalk but with a few important differences. First,
it may only be used on any fire within 100 feet of a
target who is subject to Smoketracking. Second, the
Seeker may peer ( as per Eye of Fire ) from any such
fire for as long as Smoketracking is in operation. Use
of Flamanifest is a swift action.
Smoketracking ( Su ): The Seeker-in-Flame may use
Smoketracking in one of two ways. The first, and
more potent method requires an object that was either
owned or touched ( for a minimum of 10 minutes
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enemies of NeoExodus: folding circle brother-in-arms
continual contact ) by the intended tracking target.
This object may be of any size, but must be in a
largely complete condition ( i.e. Seeker may not cut up
a shirt to be used for Smoketracking multiple times,
but minor damage is okay ). The Seeker immolates
the object in his hand, which creates a coil of magical
smoke that leads to the quarry. The effective range
of this ability is 1,100 miles. The smoke, visible only
to the Seeker, traces an unerring path to the target
and remains for 1 day. During this time the Seeker
can follow the smoke to close on his quarry, gaining
a +16 insight bonus on all track checks to do so. The
second use of Smoketracking simply requires a piece
of parchment with the target’s name written on it.
The parchment is immolated and the coil of smoke
appears, but only lasts for 1 hour and has a range of
only 11 miles. Since Seeker is effectively blind, he
usually has Triboras write the name out. Each form of
Smoketracking may be used once per day.
Hit Dice (max): 3D8+1d6+8 ( 38 )
Initiative: +2
Speed: 30 ft. ( 6 squares ), Fly 50 feet ( 10 squares,
average )
Armor Class: 19 ( +1 size, +2 dex, +5 natural, +1
deflection ), 14 touch, 17 flat-footed
Base Attack/Grapple: +3/-1
Attack: Claw +4 melee ( 1d3+1d4 fire )
Full Attack: 2 claws +4 melee ( 1d3+1d4 fire )
Space/Reach: 5 ft / 5 ft
Special Attacks: Breath weapon, Sneak attack +1d6,
spell-like abilities
Special Qualities: Damage reduction 5/magic,
Darkvision 60 feet, Immunity to fire, fast healing 2,
Trapfinding, vulnerable to cold
Saves: Fort +5, Ref +7, Will +4
Abilities ( base racial +12 points ): Str 10, Dex 14,
Con 14, Int 12, Wis 12, Cha 16 ( +1 for hit dice )
Skills ( 63 ): Bluff +10, Diplomacy +16, Disguise
+10 ( +12 in character, +20 with hat ), Escape Artist
+9, Gather Information +14, Knowledge ( local ) +8,
Search +10, Sense Motive +10, Sleight of Hand +11
Feats: Investigator, Negotiator
Environment: NA
Organization: Seeker-in-Flame’s follower
Challenge Rating: 4
Equipment ( 5,400 gp ): Hat of Disguise ( 1,800 gp ),
Ring of protection +1 ( 2,000 gp ), Elixir of truth ( 500
gp ), Potion of Cure Serious wounds ( 750 gp ), Potion
of eagle’s splendor ( 300 gp )
Note: Smoketracking is considered a 9th level divina-
tion spell as cast by a 20th level caster.
Swift Tracker ( Ex ): Move at normal speed when
tracking with no penalty. Takes a -10 penalty for
moving at double speed.
Wild Empathy ( Ex ): May use diplomacy checks to
influence animals. Magical beasts are at a -4 penalty.
Add charisma modifier and ranger level to attempt
( +12 total due to synergies ).
Woodland Stride ( Ex ): Move through undergrowth
and bramble at full movement speed.
In Combat
The Seeker-in-Flame is a hit and run combatant. His
sensory abilities combined with his powerful ranged
attacks and teleportation make him very difficult to
deal with. If he really wants his quarry dead, he isn’t
above razing an entire area and burning them to death.
When dealing with his scrying and teleportation
ability, consider that enemy tracking and divination
often boils down to fiat; the mechanisms presented
here are designed to provide flavor as well as credible
methods by which the party can thwart the tracking.
Special Attacks
Breath Weapon ( Su ): 15 foot cone, 1d8 fire, reflex
half DC 15. The save DC is constitution based and
includes a +1 racial adjustment.
Spell-like abilities ( Sp ): 1/hour: Scorching Ray,
ranged touch 4d6 fire. 1/day heat metal as a 7th level
caster, DC 15.
Special Qualities
Fast Healing ( Ex ): The fast healing only functions if
Triboras is in contact with an open flame.
Animal Companion
The Seeker-in-Flame’s companion is not an animal, in
the strictest sense. In fact, it’s actually a fire mephit
who Seeker uses as a go-between when he needs to
gather information.
Modus Operandi
Triboras is Seeker-in-Flame’s face – he travels into
cities to snoop around for information. He is likable
and pleasant enough, with a crafty streak that makes
him an excellent liar. Since Seeker is more or less
useless in social situations, Triboras is forced to speak
for him when the need arises.
triboras
Size/Type: Small Outsider ( Fire Mephit ) Rogue 1
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