View Full Version : Styg, the Exscertiomancer

2006-10-04, 03:52 PM
Tap his staff once for a wish, tap his staff twice for a curse,
A beggar's for bread or fish, a poor man for a rich man's purse.

Kill a murderer, grant a boon,
Gouge an enemy, heal a wound,
Better now, later--doom.

Travelling the world, all paths lead to the black immortal.
Styg exsecratiotae absilioii

Among the black-haired gypsies, among the wild Satyr people, among the goblins and the imps, among those that call themselves refined, and among all the experienced travelers and wanderers of this world, lay a cautionary tale about the Lone Satyr.

Styg is a slightly short black satyr, with visible signs of charring in some areas of his body that seem to have long since scabbed over. He carries with him a gnarled, old reed made of wood that he uses as a cane, sometimes he wears a deep crimson cape, and is always alone. Styg is waiting. Always waiting. A moment in his company and few have to guess at his intentions, and fewer still manage to parlay the gauntlet of his verbal sparring unharmed.

"A deal, a deal for a soul in neeeed..." he crackles to travelers. Almost as soon as they reply, they already can feel a nonspecific aura of dread. Running away leads to the same clearing from which they just they ran; turning around after speaking to him only yields the same road. Strangers to an area attempting to escape the siren call of the satyr will only grow more confused and disoriented.

Once they've accepted their fate and begin conversing with Styg, they will find that he knows of their past, of their childhood. Their enemies and their dreams are known to him, as are their greatest fears and their most loved ones. Styg will make offers to the traveler, perhaps they have a loved one in danger? Perhaps they need a particular enemy bested? Or, perhaps, they have a deeper longing, a longing for power...

Once they agree upon his boon, they must then agree to a payment.
Styg does not grant a boon and then present a price, all deals are agreed upon before the boon is granted. That is always the order of Styg's deals--boon first, toll second. Styg always selects payments that exact a toll from the barterer. Nothing from Styg is ever, ever free. The tolls that he takes from the barterer is rarely, if ever, simply material.

There is a story of a priest that needed a very sick man healed in order to save a town, and Styg offered him his cane, to touch him and heal him. In turn, Styg required that he in turn touch two more people with his cane to give the disease. The priest, seeing no alternative, accepted. The man was cured and lived to an unnaturally long age, but the priest was rejected by his god and soon after feared as a witch by his people, and they burned him at the stake and killed the man.

If the barterer accepts the boon by striking his staff upon the ground and accepting his boon then chooses not to pay the toll, they are consumed by a spell that some say destroys their soul. Once they strike Styg's staff upon the ground and accept a boon, their bargain, and thus their lives, are bound to the staff. The spell cannot be removed via wish or by means other than completing the toll. If they wish to strike a deal to avoid the toll, they will most certainly be forced to accept a much worse toll.

Styg, Exsceratiomancer
Satyr Demon
Chaotic Evil male satyr (Medium demon-Fey)
Wizard 20th, Rogue 20th

Hit Dice: 5d6 + 5 (35HP)
Initiative: +5
Speed: 50 ft. (9 squares)
Armor Class: 28 (+9 Dex, +4 natural, +5 supernatural), touch 28, flat-footed n/a
Base Attack/Grapple: 0/-2
Attack: Headbutt (1d6), Claw (1d4)
Full Attack: Headbutt + 2 claws (1d6 + 2d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bone Pipes
Special Qualities: Damage reduction 5/cold iron, darkvision 60ft., aura of dread, immune to non-damage spells, Telepathy
Saves: Fort +2, Ref +5, Will +5
Abilities: STR 14, DEX 20, CON 12, INT 18, WIS 18, CHA 12
Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 above ground)
Feats: Alertness, Dodge, Mobility
Environment: Anywhere one could be traveling (above ground preferred)
Organization: Lone
Challenge Rating: 15
Treasure: Wood Reed Staff, Crimson Cloak, Bone Pipes
Advancement: 6-10HD (Medium)
Feats: Dodge, Lightning Reflexes, Negotiator, Persuasive, Run, Stealthy, Escape Artist, Diehard, Improved Initiative, Intimidate

Styg casts Illusions as a 20th level wizard and uses his skills to move about as an almost unstoppable thief. His cane, carved with the inscription "exsecratiotae absilioii", is the seat of his power, that was granted to him by an incredibly powerful demon eons ago. Being burned in a fire at a young age stunted his growth and made him hideous to other Satyrs, permanently changing his hair color to black.

Outcast and shunned by other satyrs, the quick-talking skills he honed growing up to avoid beatings and death for his ill-omen color, Styg made a series of deals with increasingly powerful demons in order to gain an audience with a demon that could grant him what he wished: a place in the world. He offered the demon his servitude in exchange for power in the Prime Plane. The demon, impressed by Styg's ability to fast-talk his way to Hell without being killed or mauled, accepted on the condition that Styg bargain him more power or presence on the Prime Plane--and grant him his tongue.

Styg accepted quickly after the demon presented his initial offer. And when the deal was struck, the demon realized he had been tricked by the wording of the deal: he was to gain power and presence in the prime material plane--as Styg's tongue! Now Styg wanders the Prime Material Plane keeping up his end of the bargain--increasing his spiritual presence through bartering.

He first speaks of wants of his marks and then uses limited Telepathy to read their minds wants or needs. He cannot divine sophisticated thoughts or plans, only what people feel strongly about wanting or needing.

Anyone casting Detect Magic on him will see nothing of note until someone responds to his question, at which he will explode with light. Those with the fortitude to stick with the detection will see a gaseous-appearing magic pouring from his mouth.

Pipes Master (Su): When Styg plays his Bone Pipes, all creatures within a 600ft. radius must succeed on a DC 18 Will save or be affected by fear or hold person (caster level 20th). A creature that successfully saves against any of the pipe's effects cannot be affected by the same set of pipes for 1 day. The save is Wisdom based.

Regeneration (Ex): Styg regains 3HP/s in regeneration. If a limb is cut off or removed, Styg will ignore it and regrow another in 1d4 rounds.

Improved Evasion (Ex): Styg is exceptionally difficult to hit, because of his innate unwillingness to fight.

Combat Mastery (Ex): Styg can take a -4 penalty to his attacks in exchange for a +4 bonus to his AC, and usually does. His attacks are half-hearted and usually peppered with entreaties to talk.

Spell Immunity (Su): Styg is innately unaffected by spells that deal no damage. Otherwise all spells directed at him are treated as Spell Resistance by a 20th level wizard. Note if Styg enters an area affected by suppression-magic or other means, immunity will be negated and he will save normally as an L20 wizard.

Tactics Round-by-Round

Put simply: Styg does not fight. He will use his Persuasive and Negotiation skills to the utmost to either Bluff, Intimidate, or otherwise scare off any would-be heroes. At the first sign of trouble, Styg will probably attempt to use his Bone Pipes to fear as many attackers as possible and use the ensuing chaos to flee. If that doesn't work, he will try to Run from battle and will rely on his natural Dexterity and skills to save him.

He will attempt to continue the bargain until his attacker calms. If Styg is ever caught in a situation where he is unable to flee or remove himself from combat, he will offer one "free" boon in exchange for his freedom.


My first attempt, there's probably something wrong with the numbers here and there.

2006-10-04, 04:46 PM
I. Love. It.

20th level wizard 20th level rogue and only 35hp? I like the fact that he is so powerful yet totally physically weak. But the 40 class levels irk me a bit. Perhaps you could get away with just giving him the special abilities and spells you wanted him to be able to cast from those classes. Unless you really wanted him to just be able to cast all wizard spells, in which case a 'usual spells memorized' list would be nice.

There isnt anything wrong with the concept. Definately something I would love to put to use!

2006-10-04, 07:14 PM
Yeah, that's pretty much awesome. Easy to add in, good plot hook, cool character, sweet. I am, however, bothered by 40 class levels. He needs so rogue levels for his character. He also seems more of a sorcerer than a wizard.

Just some thoughts.

2006-10-05, 10:01 AM
May I ask what you guys would suggest in terms of class levels? I could make him a 20-wiz and a 15-rogue (35 class), would that be better? He focuses a lot on defensive skills and spells, he has little in the way of any uber-power to wipe out cities.

For purposes of "where?" questions, I contend that he received 20 levels of wizard from the demon, and the other rogue levels he possesses are what he had to begin with. Up until he received the power from the demon, he was a chaotic neutral rogue and the inheritance of power switched him to evil.

Anyways, thanks for the pointers.

2006-10-11, 06:23 PM
Well, ya see, Having that many levels is a bit much. You could reach the same effect with a rogue with spell-like abilities or kick the rogue levels completely. Just because he stole things in his youth dosn't mean he has to have levels in rogue. Epic level things are usually avoided in most ccampaigns, and 35-40 levels is downright godlike. You can even give him real hitdice if you drop his level. I would personally make him an outsider with spell-like abilities.

I'm sorry if I sound a bit harsh, but I do love the concept.