Jartkiir

Order of operatives and assassins in Khababar they supply the confederacy with intelligence and conducts freelance operations across Gradus

Structure

Type
Guild, Assassins
Leader Title
Parent Organization
Subsidiary Organizations
Location
Related Ranks & Titles
Related Professions
Notable Members
  • Charlatan Human
    Charlatan Criminal 3
    Neutral 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
    HP40
    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 5
    Common 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
    HP68
    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 1
    Common 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
    HP18
    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.
    Dwarf
    Dwarven Novice Sapper Criminal 1
    Common 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
    HP21
    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.
    Elf
    Elvish Novice Grenadier Criminal 1
    Common 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
    HP15
    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.
    Gnome
    Gnomish Novice Grenadier Criminal 1
    Common 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
    HP19
    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
    Halfling Novice Sapper Criminal 1
    Common 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
    HP16
    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 2
    Neutral 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
    HP32
    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
    Dwarven Footpad Criminal 2
    Neutral 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
    HP36
    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.
       
    Goblin
    Gobbo Footpad Criminal 2
    Neutral 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
    HP30
    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 6
    Common 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
    HP90
    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.

Comments

Please Login in order to comment!