Eyes of Uzrush
Jartkiir organization in Uzrush
- Charlatan
Human
Charlatan Criminal 3Neutral Evil Medium HumanoidHuman
Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts. Perception Trained Languages Common Skills Acrobatics Trained , Deception Trained , Diplomacy Trained , Occultism Trained , Performance Expert , Society Trained , Stealth Trained Thievery Trained , Underworld Lore Expert
DEX +3 , INT +2 , WIS +1 , CHA +4
Items Items lute, disguise kit, sap, shortsword, thieves' tools AC 18 Saving Throws Fort +5, Ref +8, Will +10 HP 40 Speed 25 ft Melee - shortsword Expert +6 / +2 , agile, versatile Slashing Piercing
- Sap Expert +3 / -1 , agile, Nonlethal Blugeoning
Special Abilities - Versatile Performance The charlatan can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. They can also use an acting Performance instead of Deception to Impersonate.
- Sneak Attack The charlatan deals an extra precision damage to flat-footed creatures.
Spells - Occult Spontaneous Spells DC 20, attack Trained ; 2nd charm, illusory disguise, invisibility (2 slots 1st illusory disguise, magic aura, unseen servant, ventriloquism (3 slots Cantrips (2nd) daze, ghost sound, mage hand, message, prestidigitation
- Bard Composition Spells DC 19, 1 Focus Point; 1st counter-performance; Cantrips (1st) inspire courage
- Fence
Halfling
Avermound Fence Criminal 5Common Chaotic Neutral Medium HalflingHumanoidNPC
The longer criminals hold on to stolen loot, the greater the chance they will get caught. Fences make themselves indispensable in the underworld by paying for stolen goods in order to resell them later, whether through a seemingly legitimate business or to a closed group of elite buyers. Perception Expert Languages Common, Halfling, Elvish, Skills Accounting Lore Expert , Acrobatics Trained , Crafting Expert , Deception Expert , Diplomacy Trained , Intimidation Trained , Society Trained , Stealth Trained , Thievery Trained , Underworld Lore Master ,
STR -1 , DEX +4 , CON +0 , INT +4 , WIS +3 , CHA +4
Items Armor
- Clothing
Weapons
- shortsword
- 10 Daggers
Gear
- Bird Feather Token, Disguise Kit, Lesser Darkvision Elixir, Lesser Smokesticks two, Thieves Tools
AC 20 Saving Throws Fort +9, Ref +13, Will +16 HP 68 Speed 25 ft Melee Shortsword Expert +9 +5 , Damage Piercing Sneak Attack 2d6 Ranged Thrown Dagger Expert +9 +5 , Damage Piercing Special Abilities Quick Rummage - A Fence can draw and strike with a weapon in a single action Fence's Eye- Fences live by their ability to recognize a viable trade. They can use Underworld Lore to identify an item's value and Identify Magic on an item. They gain a +2 circumstance bonus to Underworld Lore checks when doing so, and to Underworld Lore checks to determine whether an item was stolen, whether a stolen item would be too recognizable to easily move, and who would be interested in purchasing such an item. Scoundrel's Feint- When the fence successfully Feints, their target is flat-footed against the fence's attacks until the end of the fence's next turn. On a critical success, the target is flat-footed against all attacks until the end of the fence's next turn. - Petup
Human
Petup Criminal 1Common Chaotic Neutral Medium HumanoidHuman
These Sabotures in training typically join Gangs as a chance to test their destructive experiments. Perception Trained Languages Common Skills Crafting Trained , Deception Trained , Intimidation Trained , Society Trained , Stealth Trained , Underworld Lore Trained
STR +1 , DEX +2 , CON +2 , INT +3 , WIS +2 , CHA -1
Items Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor AC 17 Saving Throws Fort +7, Ref +7, Will +5 HP 18 Speed 25 ft Melee Shovel Expert +1 -4 Agile, Trip Bludgeoning Ranged Alchemical Bombs Trained +2 -3 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius. Dwarven Novice Sapper Criminal 1Common Chaotic Neutral Medium HumanoidDwarf
These Sabotures in training typically join Gangs as a chance to test their destructive experiments. Perception Trained Languages Common, Dwarven Skills Crafting Trained , Deception Trained , Intimidation Trained , Society Trained , Stealth Trained , Underworld Lore Trained
STR +1 , DEX +2 , CON +3 , INT +3 , WIS +3 , CHA -2
Items Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor AC 17 Saving Throws Fort +8, Ref +7, Will +6 HP 21 Speed 20 ft Melee Shovel Expert +1 -4 Agile, Trip Bludgeoning Ranged Alchemical Bombs Trained +2 -3 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius. Elvish Novice Grenadier Criminal 1Common Chaotic Neutral Medium HumanoidElf
These Sabotures in training typically join Gangs as a chance to test their destructive experiments. Perception Trained Languages Common Skills Crafting Trained , Deception Trained , Intimidation Trained , Society Trained , Stealth Trained , Underworld Lore Trained
STR +1 , DEX +3 , CON +1 , INT +4 , WIS +2 , CHA -1
Items Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor AC 17 Saving Throws Fort +6, Ref +8, Will +5 HP 15 Speed 30 ft Melee Shovel Expert +1 -4 Bludgeoning Ranged Alchemical Bombs Trained +2 -3 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius. Gnomish Novice Grenadier Criminal 1Common Chaotic Neutral Small HumanoidGnome
These Sabotures in training typically join Gangs as a chance to test their destructive experiments. Perception Trained Languages Common, Gnomish Skills Crafting Trained , Deception Trained , Intimidation Trained , Society Trained , Stealth Trained , Underworld Lore Trained
DEX +2 , CON +3 , INT +3 , WIS +2 ,
Items Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor AC 17 Saving Throws Fort +8, Ref +7, Will +5 HP 19 Speed 25 ft Melee Shovel Expert +0 -5 Bludgeoning Ranged Alchemical Bombs Trained +2 -3 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius. Halfling Novice Sapper Criminal 1Common Chaotic Neutral Small HumanoidHalfling
These Sabotures in training typically join Gangs as a chance to test their destructive experiments. Perception Trained Languages Common Skills Crafting Trained , Deception Trained , Intimidation Trained , Society Trained , Stealth Trained , Underworld Lore Trained
DEX +3 , CON +2 , INT +3 , WIS +3 , CHA -1
Items Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor AC 17 Saving Throws Fort +7, Ref +8, Will +6 HP 16 Speed 25 ft Melee Shovel Expert +0 -5 Bludgeoning Ranged Alchemical Bombs Trained +3 -2 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius. - Jartkiir Poisoner
- Ruffian
Human
Ruffian Criminal 2Neutral Evil Medium HumanoidHuman
Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences. Perception Expert Languages Common Skills Athletics Trained , Intimidation Expert , Stealth Trained
STR +3 , DEX +2 , CON +3 , INT -1 , WIS +2 , CHA +0
Items club, sling (10 bullets), studded leather armor AC 18 Saving Throws Fort +9, Ref +8, Will +6 HP 32 Speed 25 ft Melee - club Expert +4 / -1 , Damage bludgeoning
Ranged - sling Expert +3 / -2 (propulsive, range increment 50 feet, reload 1), Damage bludgeoning
- Club Expert +3 / -2 (thrown 10 feet), Damage bludgeoning
Special Abilities - Attack of Opportunity-
- Brutal Beating The ruffian's brutality shakes foes' confidence. When the ruffian deals damage on a critical hit, the target is frightened 1, and the ruffian can knock the target up to 10 feet away (this is forced movement).
- Snagging Strike Single Action Trigger The ruffian has one hand free, and its target is within reach of that hand; Effect The ruffian makes a melee Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of the ruffian's next turn or until it leaves the ruffian's reach, whichever comes first.
- Sneak Attack The ruffian deals an extra 1d6 precision damage to flat-footed creatures.
Dwarven Footpad Criminal 2Neutral Evil Medium HumanoidDwarf
Using their strength to bully others into submission, Footpads often work as bodyguards and enforcers for powerful criminals like charlatans and fences. Perception Expert Languages Common Skills Athletics Trained , Intimidation Expert , Stealth Trained
STR +3 , DEX +2 , CON +4 , INT -1 , WIS +3 , CHA -1
Items Clan Dagger, sling (10 bullets), studded leather armor AC 18 Saving Throws Fort +10, Ref +8, Will +6 HP 36 Speed 20 ft Melee - Clan Dagger Expert +4 / -1 , Damage piercing
Ranged - sling Expert +3 / -2 (propulsive, range increment 50 feet, reload 1), Damage bludgeoning
- Club Expert +3 / -2 (thrown 10 feet), Damage bludgeoning
Special Abilities - Attack of Opportunity-
- Brutal Beating The Footpad's brutality shakes foes' confidence. When the Footpad deals damage on a critical hit, the target is frightened 1, and the Footpad can knock the target up to 10 feet away (this is forced movement).
- Snagging Strike Single Action Trigger The Footpad has one hand free, and its target is within reach of that hand; Effect The Footpad makes a melee Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of the Footpad's next turn or until it leaves the Footpad's reach, whichever comes first.
- Sneak Attack The Footpad deals an extra 1d6 precision damage to flat-footed creatures.
Gobbo Footpad Criminal 2Neutral Evil Small HumanoidGoblin
Using their strength to bully others into submission, Footpads often work as bodyguards and enforcers for powerful criminals like charlatans and fences. Perception Expert Darkvision Languages Common Skills Athletics Trained , Intimidation Expert , Stealth Trained
STR +3 , DEX +3 , CON +3 , INT -1 , WIS +1 , CHA +2
Items club, sling (10 bullets), studded leather armor AC 18 Saving Throws Fort +9, Ref +9, Will +5 HP 30 Speed 25 ft Melee - club Expert +4 / -1 , Damage bludgeoning
Ranged - sling Expert +4 / -1 (propulsive, range increment 50 feet, reload 1), Damage bludgeoning
- Club Expert +4 / -1 (thrown 10 feet), Damage bludgeoning
Special Abilities - Attack of Opportunity-
- Brutal Beating The Footpad's brutality shakes foes' confidence. When the Footpad deals damage on a critical hit, the target is frightened 1, and the Footpad can knock the target up to 10 feet away (this is forced movement).
- Snagging Strike Single Action Trigger The Footpad has one hand free, and its target is within reach of that hand; Effect The Footpad makes a melee Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of the ruffian's next turn or until it leaves the ruffian's reach, whichever comes first.
- Sneak Attack The Footpad deals an extra 1d6 precision damage to flat-footed creatures.
- Spy
Human
Spy (Human) Courtier 6Common Blue, Black Medium HumanoidHuman
No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder. Perception Master Languages Common, (possibly other depending on situation) Skills Deception Expert , Diplomacy Trained , Intimidation Expert , Court Lore Master , Society Trained , Stealth Expert , Thievery Trained
STR +0 , DEX +4 , CON +1 , INT +2 , WIS +4 , CHA +4
Items +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' tools AC 23 Saving Throws Fort +11, Ref +17, Will +14 HP 90 Speed 25 feet Melee Rapier: Master / +11 / +6 ( deadly , disarm, finesse, magical) | Damage: piercing
Ranged Dagger : Expert / +10 / +6 (agile, thrown 10 feet, versatile S)| Damage Piercing
Special Abilities - Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
Hidden Blade Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is flat-footed against the attack.
- Sneak Attack The spy deals an extra precision damage to flat-footed creatures.
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