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The Demented One
2006-10-08, 04:19 PM
The Epicurean's Club is a loose confederation of seven disparate forces united by a common goal. First founded by a triad of vampires, the seven monstrous members of the Club have the common quest of attempting to seek out and eat at least one of every creature alive. They have feasted on phoenix eggs, drunk the distilled blood of angels, and had a supper of what was said to be a piece of the corpse of the dead god Aoskar. The club's members meet once every seven years, to discuss what they have tasted over the period and plan any group exploits. The club's protocol limits the number of members at seven, and only three new members have been brought in as replacements throughout the club's centuries-long existence. A hero might find a dark and powerful foe in the Epicurean's Club, or, if he is willing to commit some deeds best left unspoken of, a potent ally.

The Demented One
2006-10-08, 04:19 PM
Sir Randolph Carter
Human Vampire Beguiler 14
Size/Type: Medium Undead (Augmented Humanoid)
Hit Dice: 14d12 (91 hp)
Initiative: +7
Speed: 30 ft.
Armor Class: 26 (+3 Dex, +7 armor, +6 natural), touch 13, flatfooted 23
Base Attack/Grapple: +7/+10
Attack: +1 Keen Rapier +11 melee (1d6+4/15-20/x2) or Slam +7 melee (1d6+3 plus energy drain)
Full Attack: +1 Keen Rapier +11/+6 melee (1d6+4/15-20/x2) and Slam +2 melee (1d6+1 plus energy drain)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blood drain, children of the night, cloaked casting, create spawn, dominate, energy drain, surprise casting
Special Qualities: Alternate form, armored mage, damage reduction 10/silver and magic, darkvision 60 ft., fast healing 5, gaseous form, resistance to cold 10 and electricity 10, spider climb, trapfinding turn resistance +4, undead traits, vampire weaknesses
Saves: Fort +4, Ref +9, Will +11
Abilities: Str 16, Dex 17, Con –, Int 24 (Base 20), Wis 14, Cha 18
Skills: Bluff +29, Concentration +21, Diplomacy +21, Disguise +21, Hide +28, Jump +20, Knowledge (Arcana) +14, Listen +29, Move Silently +28, Search +27, Sense Motive +22, Spellcraft +22, Spot +29, Tumble +18
Feats: Spell Focus (Enchantment), Greater Spell Focus (Enchantment)B, AlertnessB, Combat ReflexesB, DodgeB, Improved InitiativeB, Lightning ReflexesB, Combat Expertise, Still SpellB, Improved Feint, Extend Spell, Silent SpellB, Quicken Spell
Challenge Rating: 16
Possessions: +1 keen rapier, +3 mithral chain shirt, goggles of dayLM, headband of intellect +4, veil of allureSaSt, 24,500 gp
Alignment: Neutral Evil
Spells per Day: 6/8/8/8/7/7/6/4
Spell DC: 17 plus spell level, 21 plus spell level if enchantment
Spells Prepared/Known: 0th–dancing lights, daze, detect magic, ghost sound, open/close, read magic; 1st–charm person, color spray, comprehend languages, detect secret doors, disguise self, expeditious retreat, hypnotism, mage armor, magic auraA obscuring mist, rouse, silent image, sleep, undetectable alignment, whelm; 2nd–blinding color surge, blur, daze monster, detect thoughts, fog cloud, glitterdust, hypnotic pattern, invisibility, knock, minor image, mirror image, misdirection, see invisibility, silence, spider climb, stay the hand, touch of idiocy, vertigo, whelming burst; 3rd–arcane sight; clairaudience/clairavoyance, crown of veils, deep slumber, dispel magic, displacement, glibness, halt, haste, heroismA, hesistate, hold person, inevitable defeat, invisibility sphere, legion of sentinels, major image, nondetection, slow, suggestion, vertigo field, zone of silence; 4th–charm monster, confusion, crushing despair, freedom of movement, greater invisibility, greater mirror image, locate creature, mass whelm, phantom battle, rainbow pattern, solid fog; 5th–break enchantment, dominate person, feeblemind, friend to foe, hold monster, incite riot, mind fog, telepathic bond, seeming, sending, shadow evocationA, swift etherealness; 6th–greater dispel magic, mass suggestion, mislead, overwhelm, repulsion, true seeing, shadow walk, veil; 7th–ethereal jaunt, greater arcane sight, mass hold person, mass invisibility, phase door, power word blind, project image, spell turning

Sir Randolph Carter is the undisputed head of the Epicurean’s Club, a timelessly old nightwalker–or so he would have you believe. Little truth is known about him, as he loves planting false and contradictory rumors of his past. Some believe him to be the first vampire, while others believe him to be a cunning rake who seduced a vampiress, and tricked her into inducting him into undeath. He is a talented mage, capable of spinning perfect illusions and mind-shattering enchantments, and it is said he has charmed and dominated so many nobles and kings that anyone who sought to fight him would have to wage war with half the world. Sir Randolph disdains combat, seeking to instead use his legion of spawn and dominated minions to harass any who seek him. If forced into combat, he will attempt to waylay his foes with his dominate ability or spells like mass hold person and overwhelm, using shadow walk to retreat if necessary. Sir Randolph typically wears lavish black clothing and robery over a gleaming chain shirt, with his head concealed by a night-black veil, through which only the lenses of his infamous goggles protrude. Unlike most of the Epicurean’s, Sir Randolph will eat all parts of his victims, brains, blood, entrails, and more.

Blood Drain (Ex)
Sir Randolph can suck blood from a living victim with his fangs by making a successful grapple check. If he pins the foe, he drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, he gains 5 temporary hit points.

Children of the Night (Su)
Sir Randolph can once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour.

Cloaked Casting (Ex)
When Sir Randolph targets a flatfooted or flanked foe with one of his spells, the DC of that spell increases by 2, and he gains a +2 bonus on rolls made to overcome the target’s spell resistance.

Create Spawn (Su)
A humanoid or monstrous humanoid slain by Sir Randolph’s energy drain rises as a vampire spawn 1d4 days after burial. If he instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of Sir Randolph and remains enslaved until his destruction. At any given time Sir Randolph may have enslaved spawn totaling no more 28 Hit Dice; any spawn he creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so Sir Randolph can control a number of lesser vampires in this fashion. Sir Randolph may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.

Dominate (Su)
Sir Randolph Carter can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that he must use a standard action, and those merely looking at him are not affected. Anyone he targets must succeed on a DC 23 Will save or fall instantly under his influence as though by a dominate person spell, caster level 12th. The ability has a range of 30 feet.

Energy Drain (Su)
Living creatures hit by Sir Randolph’s slam attack gain two negative levels. For each negative level bestowed, Sir Randolph gains 5 temporary hit points. Sir Randolph can use his energy drain ability once per round.

Surprise Casting (Ex)
When Sir Randolph successfully uses the Bluff skill to feint in combat, his target is denied its Dexterity bonus to AC for the next attack he makes against it or spell he targets it with. He must remain in melee combat with it, and the spell or attack must be cast or made before his next turn. Sir Randolph may feint in combat as a swift action.

Alternate Form (Su)
Sir Randolph can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, he loses his natural slam attack and dominate ability, but he gains the natural weapons and extraordinary special attacks of its new form. He can remain in that form until he assumes another or until the next sunrise.

Armored Mage (Ex)
Sir Randolph ignores arcane spell failure chances from light armor when casting Beguiler spells.

Gaseous Form (Su)
As a standard action, Sir Randolph can assume gaseous form at will as the spell, caster level 5th, but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.

Spider Climb (Ex)
Sir Randolph can climb sheer surfaces as though with a spider climb spell.

Trapfinding (Ex)
Sir Randolph can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. He can use the Disable Device skill to disarm magic traps. If he beats a trap’s DC by 10 or more with a Disable Device check, he can study the trap, figure out how it works, and bypass it without disarming it.

Vampire Weaknesses (Ex)
Sir Randolph cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, he recoils from a mirror or a strongly presented holy symbol. These things don’t harm him–they merely keep him at bay. When recoiling, he must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action. Sir Randolph is also unable to cross running water, although he can be carried over it while resting in his coffin or aboard a ship. He is utterly unable to enter a home or other building unless invited in by someone with the authority to do so.

Reducing Sir Randolph’s hit points to 0 or lower incapacitates it but doesn’t always destroy him. However, certain attacks can slay him. Exposing him to direct sunlight disorients it: He can take only a single move action or attack action and is destroyed utterly in the next round if he cannot escape. When wearing his goggles of day, he may instead take a full-round action. Similarly, immersing him in running water robs him of one-third of its hit points each round until he is destroyed at the end of the third round of immersion. Driving a wooden stake through his heart instantly slays him. However, he returns to life if the stake is removed, unless the body is destroyed.

The Demented One
2006-10-08, 04:19 PM
Scarlet Delilah
Elf Vampire Fighter 8/Warblade 4

The Demented One
2006-10-08, 04:19 PM
Father Absalom
Human Vampire Cleric 6/Master of Shrouds 6

The Demented One
2006-10-08, 04:19 PM
Gehirnalia
Illithid Lurk 6

The Demented One
2006-10-08, 04:20 PM
Iskarra Demidrake
Kobold Dragonfire Adept 17
Size/Type: Small Humanoid (Reptilian)
Hit Dice: 17d8+103 (183 hp)
Initiative: +6
Speed: 30 ft. (6 squares)
Armor Class: 24 (+1 size, +2 Dex, +5 armor, +4 natural, +2 deflection), touch 15, flatfooted 22
Base Attack/Grapple: +8/+2
Attack: +1 Light Crossbow +12 ranged (1d6+1/19-20/x2)
Full Attack: +1 Light Crossbow +12 ranged (1d6+1/19-20/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breath weapon
Special Qualities: Damage reduction 5/magic, darkvision 60 ft., dragonkin, light sensitivity
Saves: Fort +15, Ref +9, Will +11
Abilities: Str 6, Dex 15, Con 20 (Base 16), Int 8, Wis 12, Cha 17 (Base 15)
Skills: Concentration +20, Craft (Trapmaking) +1, Intimidate +18, Listen +17, Profession (Miner) +3, Search +2, Spot +17
Feats: Ability Focus (Breath Weapon), DragontouchedB, Improved Initiative, Improved Toughness, Lightning Reflexes, Maximize Breath, Quicken Breath
Challenge Rating: 14
Possessions: +1 light crossbow, +1 twilight mithral chain shirt, belt of constitution +4, cloak of charisma +2, draught of enervating breath, ring of protection +2, 4,000 gp
Alignment: Lawful Evil
Invocations Known: least–magic insight, see the unseen; lesser–draconic flight, voracious dispelling; greater–chilling fog, terrifying roar; dark–instill vulnerability

Iskarra the Demidrake, though seemingly pathetic, earned his way into the Epicurean’s Club by slaying one of its members, an old and grizzled minotaur. As the minotaur was not terribly well-liked by its comrades, Iskarra was inducted into the Club. He is a small, scaly humanoid, clad in a suit of mithral armor made to resemble dragon scales. He is belligerent and easily provoked, and will let loose with his breath weapon without caution when he enters combat. Iskarra spends most of his time within what was once a dragon’s lair, now empty after the action of a group of so-called heroes. Within the lair is a huge archive of draconic lore, which Iskarra has used to teach himself draconic invocations. Iskarra particularly enjoys eating heroes, especially those seared to perfection by his flaming breath.

Breath Weapon (Su)
At will as a standard action, Iskarra can breath out either a 60 ft. line or 30 ft. cone of fire. The breath weapon deals 8d6 points of fire damage, Reflex DC 25 half. In addition, Iskarra has access to the following breath effects: enduring breath, fivefold breath of Tiamat, sickening breath, slow breath, thunder breath

Dragonkin (Ex)
Iskarra gets a +4 competence bonus on Diplomacy checks to influence dragons or creatures with the dragonblood subtype. In addition, he is treated as a dragon for determining whether he can be affected by frightful presence.

Light Sensitivity (Ex)
Iskarra is dazzled in bright sunlight or within the radius of a daylight spell.

The Demented One
2006-10-08, 04:20 PM
Dusty Jake
Doppelganger Rogue 3/Assasin 8

The Demented One
2006-10-08, 04:21 PM
Pedos
Troll Dire Werebear Barbarian 4

The Demented One
2006-10-08, 04:21 PM
Innana
Lunar Progeny Nymph Spirit Shaman 6