Characters for Gothic Earth Eternal

Discussing Masque of the Red Death
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Ronin Lore
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Characters for Gothic Earth Eternal

Post by Ronin Lore »

For a while now, I’ve been interested in the contemporary horror genre. Having been burned out on the Roaring Twenties and the Great Depression era of “The Call of Cthulhu,” I am hoping that Gothic Earth Eternal fits the bill. Here are some hero characters for the game. Yes, I know that some of them are, to use the Jewish phrase, “of blessed memory,” but if Caligula is alive, so is Mother Teresa.

Hugh Clowers Thompson, Jr.
He was a United States Army helicopter pilot during the Vietnam War. He is best known for his role in stopping the My Lai Massacre. Hugh has a strong moral compass and can fly almost any helicopter made.


H. P. Lovercraft
In Gothic Earth history, at about the year 1930, H. P. Lovecraft purchased a house in Providence, RI. This house came with it a huge collection of books, (cross a great second hand book store with the Library of Congress.) As soon as he moved in, the house became unstuck in time and space. Due to this, the players will never find the house in the same place twice. Lovecraft is completely unaware of this. Having surrendered to his Agoraphobia, he sees no point in going outside. As far as he is concerned, the year is 1930, and he is living in Providence.
Due to his enormous collection of books, Lovecraft can find the answer to any question the players have. It may take him awhile, having to move dozens of other books out of the way to find the needed reference, but he can find any answer. The information available the Lovecraft is contemporary to the time the player characters are in. If the players, in a Gothic Earth Eternal campaign, were to ask him for a list of space shuttle launches, Lovecraft would find a book with the needed information, and see nothing wrong with having it. The information available through Lovecraft’s library does not include references to events in the characters’ future.
One odd affect is that if a character sends a letter to Lovecraft, he will get a response in 2D6 weeks, and receive it where ever they are. For example, it the characters are miles from civilization, they may stumble across an old abandoned mailbag that has Lovecraft’s response in it. There are two conditions that must be met in order to use this affect. First, the character must have encountered H.P. Lovecraft in his home, and second, the letter must be sent through an active mail service.
Within the game, H.P. Lovecraft functions as a sage or information source. This should not be confused with advice. Lovecraft has little practical experience, so can’t give much advice. Question should be limited to “what does it say in..” and not “What do I do now?’ type questions.

Mother Teresa
Mother Teresa is arguably the most powerful individual on Gothic Earth. She is able to enter and exit the domains of Darklords at will. She can also remove people from those domains that could not otherwise do so. Needless to say, this angers the Darklords, and a few have tried to prevent her from doing this. Those who have survived this mistake are few and far between.
Because of the trust she has earned, people tell Teresa, (normally addressed and referred to as “Mother,”) things that they would not tell their closest friend. As a result of this, she has access to information unavailable from other sources. Though normally encountered with a small group of her Sisters of Charity, Teresa can be encountered alone.
Because of her strength, she could wipe out all the Darklords in Gothic Earth, but once she was finished, there would be a fresh crop waiting for her attention. Mother Teresa knows that The Jade Horror and the Red Death draw their power from the fear and hatred that is in all of humanity. If the darkness is to be defeated, then it must first be defeated in the human heart. To this end, Teresa works to empower others, while blunting evil’s effect. Her abilities tend toward the supportive. She can heal, comfort, protect, and enable. She will only raid domains to recover an innocent who has been made to suffer.
The players will primarily encounter Mother Teresa as an adventure hook.
“There is a situation at such-n-such a place, I am headed toward completely different place, so could you look into it, and report back to me?”
She could also be used as emergence extraction for a gamemaster that sent a team against a Darklord that totally out classed them.


James Franklin "Jamie" Hyneman
Adam Whitney Savage
Kari Elizabeth Byron
Salvatore Paul "Tory" Belleci
Grant Masaru Imahara
Buster
Originally conceived as a visual special shop for TV and movies, MI-5 has become much more. The basis for this is the partnership of Jamie Hyneman, and Adam Savage. Their leadership drew in experts from almost every field. These experts and their families formed a community that has become an oasis of light in a dark world.
If threatened, MI-5 can marshal impressive military ability. Most members of the group are trained marksmen. In addition to that, Grant is well on his way toward building an army of robots to take over the world, (on an odd note, he refuses to explain why his lead wedge shaped assault robot has hearts drawn all over it.) Even with this capability, MI-5 is not a military unit.
For purposes of the game, MI-5 are problem solvers who specializes in scientific or engineering problems. If the team has a contact within the group, then MI-5 can find a solution in 2D6 weeks.


Stan Lee
In the world of Gothic Earth, there are those who wish to oppose the darkness around them, but are still held by the rule unspoken. Some of these people don masks and become real life supper heroes. Many have no true powers. There are those who use their considerable, though mundane, skills behind the mask to good effect. There are a small minority of “Real Life Supper Heroes” that have true super powers, and most of these are associated with Stan Lee.
(Stan Lee is world famous for his passion for creating comic book super heroes. In the dark world of Gothic Earth, that passion could be turned to creating “Real” heroes. The heroes he has created for Marvel have the distinction of having real world problems. For example, Peter Parker “Can Do Anything a Spider Can,” but in the end, he has the same teen age problems any other teenager has.)


Oberon Zell-Ravenheart
A wizard of renown, Oberon leads a coven in an area of north California he has named Annwfn. Also one of the founding members of the Grey Council, he has much knowledge and experience in the area of the paranormal. He can be used as a source of knowledge, or provider of training. The information he has can be accessed through emails, (even in the real world, he is pretty reliable in answering questions.) Any training (for game purposes,) would require the characters to travel to Annwfn. The one side note on Annwfn is that it is infested with unicorns.
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Re: Characters for Gothic Earth Eternal

Post by Gonzoron of the FoS »

some great ideas here. nice to see people embracing this setting before it's even released. :)

The Lovecraft one is probably my favorite, what a neat idea!
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Re: Characters for Gothic Earth Eternal

Post by William Blackmoor »

The Beekeeper
At the start of the 20th century Sherlock Holmes retired to a small farm on the Sussex Downs, becoming a beekeeper. What even his faithful friend and chronicler didn’t knew was, that Holmes was conducting chemical experiments on honey, especially the gelee royale of the beequeens, researching their qualities in medicine. What he ‘stumbled’ upon was immortality.
After the Great War Holmes tried to create a ‘rejuvenation-bath’ that would take the pain from his failing body. After a month he emerged from the vat of chemical honey in the prime of his youth...and as a female. Holmes conclueded that this ‘minor side-effect’ was probably due to the fact that bees were mostly female and gelee royale was reserved for the queens.
‘She’ faked Holmes death and left England.
As ‘Sheryl Watson’ she traveld the world learning about the supernatural forces that remained after the Red Deaths banishment, solving supernatural cases and becoming an expert not only on crime, but the supernatural crime as well. Only slowly she discovered, that her experiment hadn’t only rejuvenated her but also seemed to have stopped her aging altogether.
In WWII she tried to stop the occult movements of the Nazis, but in the end failed to stop them bringing the Red Death back into the world.
Since then she honed her skills as a supernatural investigator.
Today she calls herself Shelly ‘Bombshell’ Mycroft and heads a small modeling agency in London called ‘What’s on’. Her models travel the globe, collecting informations they bring back to their ‘queenbee’, not unlike Holmes ‘Bakerstreet Irregulars’ of old, only on a global scale. Famous for her own beauty, ‘Miss Mycroft’ is also said by the yellow press to have a romantic relationship with Inspector Elizabeth ‘Beth’ Lestrade of Scotland Yard, but others asume that she is only morbidly interested in murder cases. She secretly owns the ‘Sherlock Holmes Museum’ in Bakerstreet 221b and has a secret vault below the building where she keeps the files and artifacts from her supernatural investigations, among them Watson’s notes of unpublished supernatural cases the two pursed together. Holmes knows about the Red Death and recently discovered the existenz of the Jade Horror, hoping to find a way to duplicate the ritual that already banished the Red Death once. During her supernatural cases she also discovered that her arch-nemesis Moriarty is still around as well. Moriarty on the other side has discovered that someone has been hindering his operations on a scale worthy of Sherlock Holmes, but it couldn’t be him as he, a mere mortal, has long turned to dust.

The Hellspawn
During their first experiment to breach the dimensional walls to summon the Red Death, the Nazis were sabotaged by american soldiers, but not before they had opened the door to another dimension from which they had pulled a creature. The creature turned out to be a little tiefling boy, who was named ‘Mike’ and who grew up in a military base with other supernatural talents. Today Mike, codename: ‘Hellboy’, is one of earth’s greates hunters of the supernatural.

The Graverobber
Diana Jones is the daughter of the late Henry Jones III. and granddaughter of Dr. Henry Jones Jr. The beautiful redhead is notorious among archeologists as being a ‘tomb raider’. Actually she grew up with stories about supernatural artifacts that should not fall into wrong hands and armed with bullwhip and fedora hat makes her way to remote locations to save said artifacts from the wrong hands, even if it means destroying them.

Warehouse 13
A super-secret agency entrusted with collecting and savekeeping artifacts tainted by the Red Death and the Jade Horror.

The X-Files
The transfer to the x-files department is considered a demotion by most FBI agents, but not by the current holder of the office, Fox Mulder and his partner Dana Scully. Mulder suspects that their is a alien threat and believes that there might be more to the supposedly fictional acount of the martian invasion told in ‘The War of the Worlds’. Indeed he believes that the same aliens plan to attack once more and are abducting people, his sister among them, to conduct experiments. He also believs that all this was foreseen by the Maya and that 2012 might be a crucial year in the fight against a future under the whip of alien masters.

The Legacy
The Legacy is a secret cabal sworn to protect mankind from the horrors of darkness. Formed from several older cabals after the first banishment of the Red Death. Several chapter houses are spread over the world, San Fransisco, London, Berlin, Kairo and Paris among them. The ‘Legacy’ they keep save is the knowledge about and the fight against the Red Death and it’s minions. Recently the kairo house came under attack and was destroyed.
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Re: Characters for Gothic Earth Eternal

Post by Nemesio »

I concur. The Lovecraft concept is awesome!
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Re: Characters for Gothic Earth Eternal

Post by Gonzoron of the FoS »

I've recently taken a friend's advice and started reading The Dresden Files, by Jim Butcher. Harry Dresden, the hard-boiled wizard P.I. living in modern day Chicago should fit right into Gothic Earth Eternal. (also, they are great reads. highly recommended)
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Re: Characters for Gothic Earth Eternal

Post by High Priest Mikhal »

Just a quick correction the Mythbusters (I love that show!). It's "M5," not "MI-5." The latter is Britain's internal intelligence agency. And as cool as it would be for them to have access to spy tech, those screwballs shouldn't be allowed near a matchbook.

EDIT: Don't study British intelligence history and expect to remember which is which. There used to be MI-1 to MI-18, with only 13 (spies can be very superstitious) and 17 (officially never existed, conspiracy theorists say it was to spy on allies) being skipped. They were rolled into MI-5 and MI-6 after the war.
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Re: Characters for Gothic Earth Eternal

Post by Nemesio »

I've started a campaign with some friends. It's set mainly in New Hampshire, and involves a "support group" for people suffering supernatural traumas who need to vent despite "The Rule Unspoken". They chat online, have meetings, and occasionally help hunt each others' bogeymen.

Here are a few sets of monster stats from my campaign. They were made with regular Pathfinder products (Core Rulebook, Advanced Player's Guide, Bestiary, and Bestiary 3).

The curse of Squandro is kind of self explanatory. Until it is reversed he must remain an undead monstrosity. He basically sits at the bottom of the Saco River and makes sure it takes its toll (three drownings) each year. The link below should help fill in this tragic Sachem's background. Its where I got the idea for this darklord anyway. I haven't settled on a "Closing the Borders" ability.

http://en.wikipedia.org/wiki/Squandro
VIEW CONTENT:
Squandro, Darklord of the Saco River, CR 14
Male zuvembie sorcerer 12
NE Medium undead
Init +8; Senses darkvision 60 ft.; Perception +24
DEFENSE
Def 21, touch 21, flat-footed 12 (+4 Dex, +2 natural, +4 class, +1 dodge)
hp 212 (5d8+12d6+136)
Fort +12, Ref +9, Will +17
DR 5/piercing; Immune cold, undead traits
Defensive Abilities channel resistance +4
OFFENSE
Speed 30 ft., swim 60 ft.
Melee knife +12/+7 (1d4+3/19-20), claw +7 (1d4+1), or 2 claws +12/+12 (1d4+3)
Special Attacks corpse call (DC 21)
Spell-Like Abilities (CL 4th; concentration +11 [ +15 when on the defensive or while grappled])
At will—darkness
3/day—ghoul touch (DC 19), scare (DC 19)
1/day—animate dead, ray of exhaustion, summon (level 3, 1d3 bat or bird swarms [use the same stats], 1d2 constrictor snakes, 1d3 venomous snakes, or 1d4 wolves)
Bloodline Spell-Like Abilities
10/day—elemental ray (1d6+6 cold)
1/day—elemental blast (DC 23, 12d6 cold)
Spells Known (CL 12th; concentration +19 [+23 when on the defensive or while grappled])
6th (4/day)—beast shape IV
5th (6/day)—dream, elemental body II (water), hold monster (DC 22)
4th (7/day)—bestow curse (DC 21), elemental body (water), ride the waves, solid fog
3rd (8/day)—deep slumber (DC 20), gaseous form, protection from cold, suggestion (DC 20), tongues
2nd (8/day)—blindness/deafness (DC 19), freezing ray, ghoul touch (DC 19), make whole, minor image (DC 19), whispering wind
1st (8/day)—chill touch (DC 18), comprehend languages, endure elements, expeditious retreat, freezing hands (DC 18), obscuring mist
0 (at will)—daze (DC 17), detect magic, ghost sound (DC 17), mage hand, mending, message, open/close, ray of frost, read magic
Bloodline elemental (water)
STATISTICS
Str 17, Dex 18, Con —, Int 14, Wis 20, Cha 24
Base Atk +9; CMB +12; CMD 25
Feats Ability Focus (corpse call), Alertness, Combat Casting, Dodge, Eschew Materials, Improved Initiative, Magical Aptitude, Rime Spell, Silent Spell, Sorcerous Strike, Toughness
Skills Acrobatics +6, Bluff +7, Climb +6, Craft (canoes) +6, Craft (weapons) +6, Diplomacy +7, Disguise +7, Escape Artist +4, Handle Animal +8, Intimidate +15, Knowledge (forbidden lore) +6, Knowledge (naturalist) +7, Knowledge (occult) +19, Linguistics +5, Medicine +5, Perception +24, Ride +4, Sense Motive +7, Spellcraft +19, Stealth +16, Survival +10, Swim +13, Use Magic Device +13; Racial Modifiers +4 Stealth
Languages Abenaki, English, French, Mi’kmaq, Passamaquoddy, Wampanoag (can’t speak)
SQ bloodline arcana
Gear knife
Corpse Call (Su): Squandro cannot speak, but his strange calls and whistles captivate the minds of those who hear them. Once per day, Squandro may call out, and all living creatures with an Intelligence score of 3 or higher within a 100-foot spread must succeed at a DC 21 Will save or move toward Squandro using the most direct means possible. If this path leads them into a dangerous area such as through fire or off a cliff, the creatures receive a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of Squandro simply stands and offers no resistance to his attacks. This effect continues for as long as Squandro continues his call as a standard action each round. This is a sonic mind-affecting charm effect, and has no effect on deaf creatures. The save DC is Charisma-based.
Bloodline Arcana (Sp): Whenever Squandro casts a spell that deals energy damage, he can change the type of damage to cold damage. This also changes the spell’s type to cold.
Elemental Ray (Sp): Squandro can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6+6 points of cold damage. Squandro can use this ability 10/day.
Elemental Blast (Sp): Squandro can unleash a blast of elemental power once per day. This 20-foot-radius burst does 12d6 points of cold damage. Those caught in the area of his blast receive a Reflex save DC 23 for half damage. Creatures that fail their saves gain vulnerability to cold until the end of Squandro’s next turn.
In my campaign Goody Cole's ghost has all the powers that were attributed to her (and then some), but she never had while she was alive. She is angry for being mistreated in life, and so she wanders around Hampton seeking warmth and kindness from its residents. Unfortunately her other-worldliness, and her foul mouth (almost undecipherable early modern English peppered with curses) always prevent her from achieving this.
Her familiar, Mr. Scratch is a sort of harbinger of Goody Cole's wrath. He is also the source of her power, and the "little devil" on her shoulder that whispers darkly to her. Again the link below should provide some background on Goodwife Cole and I haven't settled on a "Closing the Borders" ability.

http://en.wikipedia.org/wiki/Eunice_Cole
VIEW CONTENT:
Eunice “Goody” Cole, Darklord of Hampton, CR 12
Female human ghost witch 10
NE Medium undead (augmented humanoid, incorporeal)
Init +6; Senses darkvision 60 ft.; Perception +14
DEFENSE
Def 17, touch 17, flat-footed 11 (+2 Dex, +1 deflection, +3 class, +1 dodge)
hp 56 (HD 10d8+10)
Fort +4, Ref +5, Will +8
Defensive Abilities channel resistance +4, incorporeal, rejuvenation; Immune undead traits
OFFENSE
Speed fly 30 ft. (perfect)
Melee corrupting touch +7 (12d6, Fort DC 16 half)
Special Attacks malevolence (CL 10th, Will DC 16)
Witch Spells Prepared (CL 10th; concentration +13)
5th—baleful polymorph (DC 18), reincarnate
4th—confusion (DC 17), fear (DC 17), hallucinatory terrain (DC 17)
3rd—bestow curse (DC 16), blindness/deafness (DC 16), major image (DC 16), share senses
2nd—invisibility, pox pustules (DC 15), scare (DC 15), summon monster II, vomit swarm
1st—beguiling gift (DC 14), cause fear (DC 14), comprehend languages, ill omen, summon monster I
0 (at will)—dancing lights, detect magic, message, read magic
STATISTICS
Str —, Dex 15, Con —, Int 17, Wis 13, Cha 13
Base Atk +5; CMB —; CMD —
Feats Alertness [within 1 mile of Mr. Scratch], Dodge, Flyby Attack, Hover, Improved Initiative, Lunge, Mobility
Skills Acrobatics +2, Appraise +3, Bluff +5, Climb +2, Diplomacy +1, Disguise +5, Escape Artist +2, Fly +10, Intimidate +10, Knowledge (forbidden lore) +9, Knowledge (naturalist) +7, Knowledge (occult) +13, Knowledge (history) +11, Knowledge (religion) +7, Medicine +7, Perception +14 [+16 within 1 mile of Mr. Scratch], Ride +2, Sense Motive +12, Spellcraft +10, Stealth +22, Survival +2, Swim +2, Use Magic Device +5
Languages English, Goblin, Infernal, Sylvan
SQ hexes (cackle, charm, evil eye, misfortune, slumber, ward), major hex (weather control), patron (trickery)
SPECIAL ABILITIES
Corrupting Touch (Su): Goody has an incorporeal touch attack. By passing part of her incorporeal body through a foe’s body as a standard action, she inflicts 12d6 damage. This damage is not negative energy—it manifests in the form of physical wounds and aches from supernatural aging. Creatures immune to magical aging are immune to this damage, but otherwise the damage bypasses all forms of damage reduction. A Fortitude save DC 16 halves the damage inflicted.
Hexes (Su): Goody knows a number of magic tricks called hexes that grant her powers and weaken foes. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist Goody’s hex is 18.
Cackle (Su): Goody can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of a charm hex, evil eye hex, or misfortune hex caused by Goody has the duration of that hex extended by 1 round.
Charm (Su): Goody can charm an animal or humanoid creature within 30 feet by beckoning and speaking soothing words. This improves the attitude of an animal or humanoid creature by 2 steps, as if the witch had successfully used the Diplomacy skill. The effect lasts for 3 rounds. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. This is a mind-affecting charm effect.
Evil Eye (Su): Goody can cause doubt to creep into the mind of a foe within 30 feet that she can see. The target takes a –4 penalty on one of the following (Goody’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 6 rounds. A Will save reduces this to just 1 round. This is a mind-affecting effect.
Misfortune (Su): Goody can cause a creature within 30 feet to suffer grave misfortune for 2 rounds. Any time the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Slumber (Su): Goody can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for 10 rounds. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Ward (Su): Goody can use this hex to place a protective ward over one creature. The warded creature receives a +3 deflection bonus to Def and a +3 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. Goody knows when a warded creature is no longer protected. Goody can have only one ward active at a time. If she uses this ability again, the previous ward immediately ends. Goody cannot use this ability on herself.
Weather Control (Su): Goody can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with Mr. Scratch.
Malevolence (Su): Once per round, Goody can merge her body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th), except that it does not require a receptacle. To use this ability, Goody must be adjacent to the target. The target can resist the attack with a successful Will save DC 16. A creature that successfully saves is immune to that same Goody’s malevolence for 24 hours.
Rejuvenation (Su): It’s difficult to destroy Goody through simple combat: the “destroyed” spirit restores herself in 2d4 days. Even the most powerful spells are usually only temporary solutions. The only way to permanently destroy Goody is to determine the reason for her existence and set right whatever prevents her from resting in peace.

Mr. Scratch
Male cat familiar
NE Tiny magical beast
Init +2; Senses low-light vision, scent; Perception +14
DEFENSE
Def 19, touch 12, flat-footed 17 (+2 size, +2 Dex, +5 natural)
hp 28 (HD 10; 1d8-1)
Fort +2, Ref +5, Will +8
Defensive Abilities improved evasion
OFFENSE
Speed 30 ft.
Melee 2 claws +9/+9 (1d2-4), bite +9 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells
STATISTICS
Str 3, Dex 15, Con 8, Int 10, Wis 12, Cha 7
Base Atk +5; CMB +5; CMD 11 (15 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +6, Climb +10, Perception +14, Stealth +22; Racial Modifiers +4 Climb, +4 Stealth
SQ Alertness, empathic link, share spells, speak with felines, speak with master, store spells
Last edited by Nemesio on Wed Jan 02, 2013 12:55 pm, edited 1 time in total.
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Re: Characters for Gothic Earth Eternal

Post by Leliel »

Samuel Parris, Darklord of Salem.

Father of one of the "victims" in the Salem Witch Trials, Samuel Parris is remembered today as either a madman, a zealot, or by certain violators of the Unspoken Rule, an unfortunate monster hunter. All these people are wrong-Parris never actually believed in witchcraft as the Puritans thought of it until certain events showed him otherwise, after the Witch Trials. In reality, he prodded his daughter and her cousin into helping him induce the hysteria in order to drive a congregation into his failing church out of fear. It should really come as no suprised that, after he died, the Red Death decided that the kind of manipulation and callousness he possessed is something fairly unique, and transfigured his soul into a sort of magic elemental. Now a force that inspires actual witchcraft, good and bad through his sheer presence, Parris is looking into creating a new Puritan faith that regards magic as a holy sacrament...so he may remake the world in its image.

The irony, of course, is that for all of his many, many faults, Parris is honestly devout and understands the Red Death is, quite simply, Satan. He's just so deluded he believes his own witchcraft can further the cause of God.
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Re: Characters for Gothic Earth Eternal

Post by Nemesio »

Seeing how my number of posts has reached the 1890s... I thought I should post something related to Gothic Earth. So here are a few more of the "Horrors That Be", or rather the creatures (some along with the Wiki links I used for inspiration) I created for my modern day Gothic Earth campaign, which is on hiatus until the release of the anxiously awaited GEE PDFs...

http://en.wikipedia.org/wiki/Ankou
VIEW CONTENT:
Ankou, CR 17 (XP 102,400)
N Medium outsider (extraplanar, psychopomp)
Init +10; Senses darkvision 60 ft., low-light vision, spirit sense, deathwatch, true seeing; Perception +29
Aura despair (30 ft., paralyzed for 1d4 rounds, Will DC 26 negates)
DEFENSE
Def 30, touch 21, flat-footed 19 (+10 Dex, +9 natural, +1 dodge)
hp 210 (20d6+140); regeneration 5 (cold iron, fire)
Fort +13, Ref +23, Will +18
Defensive Abilities revolving head, shadow blend; DR 10/cold iron; Immune cold, death effects, disease, electricity, poison; SR 28
OFFENSE
Speed 40 ft.
Melee 2 claws +26 (1d4+6)
Melee +3 frost scythe +30/+25/+20/+15 (2d4+12 plus 1d6 cold/19-20/x4)
Special Attacks channel negative energy 9/day (DC 26, 10d6)
Spell-like Abilities (CL 20th, concentration +26)
Constant—deathwatch, speak with dead, tongues, true seeing
At will—arcane mark, bleed, detect magic, discern location, knock, modify memory (DC 20), ray of enfeeblement, read magic, status, veil (DC 22), wind walk
3/day—finger of death (DC 23), greater dispel magic, greater teleport, undeath to death (DC 22), waves of exhaustion
1/day—animate dead, etherealness, wail of the banshee (DC 25)
1/century—miracle
STATISTICS
Abilities Str 22, Dex 31, Con 24, Int 21, Wis 22, Cha 23
Base Atk +20; CMB +26 (+28 to trip a foe); CMD 53 (55 vs. trip attempts)
Feats Cleave, Combat Expertise, Command Undead, Dodge, Great Cleave, Improved Critical (scythe), Improved Trip, Power Attack, Vital Strike, Weapon Focus (scythe)
Skills Acrobatics +33, Appraise +25, Bluff +29, Climb +6, Craft (carpentry) +25, Diplomacy +29, Disguise +29, Escape Artist +10, Intimidate +29, Knowledge (current events) +10, Knowledge (forbidden lore) +10, Knowledge (naturalist) +18, Knowledge (occult) +28, Perception +37, Perform (percussion instruments) +29, Perform (wind instruments) +29, Ride +10, Sense Motive +29, Spellcraft +28, Stealth +33, Survival +26, Swim +14
Languages Abyssal, Breton, Celestial, Cornish, English, French, Infernal, Irish Gaelic; speak with dead, tongues
SQ spirit touch
Gear +3 frost scythe, death cart, robes, wide brimmed hat
SPECIAL ABILITIES
Despair (Su) All creatures within a 30-foot radius that see Ankou must make a DC 26 Will save or be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by Ankou’s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect. The save DC is Charisma-based.
Regeneration (Ex) Ankou heals damage at a rate of 5 hit points per round. He cannot die as long as his regeneration is still functioning (although he still falls unconscious when his hit points are below 0). Cold iron weapons and fire, cause Ankou’s regeneration to stop functioning on the round following the attack. During this round, Ankou does not heal any damage and can die normally. Attack forms that don’t deal hit point damage are not healed by regeneration. Ankou can regrow lost portions of his body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
Revolving Head (Ex) Ankou can spin his head a full 360-degrees around, allowing him to see in all directions. He cannot be flanked.
Shadow Blend (Su) In any condition of illumination other than bright light, Ankou blends into shadows, giving him concealment (20% miss chance). Ankou can suspend or resume this ability as a free action.
Spirit Touch (Ex) Ankou’s claws, as well as any weapon he wields, are treated as though they had the ghost touch weapon special quality.
Spiritsense (Su) Ankou notices, locates, and can distinguish between living and undead creatures within 60 feet, just as if he had the blindsight ability.
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http://en.wikipedia.org/wiki/Coco_%28folklore%29
VIEW CONTENT:
El Coco, CR 12 (XP 19,200)
Unique bogeyman
NE Medium fey
Init +10; Senses low-light vision; Perception +24
Aura deepest fear (30 ft., DC 28)
DEFENSE
Def 26, touch 26, flat-footed 20 (+6 Dex, +10 deflection)
hp 124 (17d6+51); terrible rejuvenation 5
Fort +8, Ref +16, Will +14
DR 15/cold iron; SR 21
OFFENSE
Speed 30 ft.
Melee bite +14 (2d6+4/19-20), 2 claws +14 (1d8+4 plus grab)
Special Attacks sneak attack +6d6, striking fear, swallow whole (2d6 acid damage, AC 10, 12 hp)
Spell-Like Abilities (CL 10th; concentration +20)
Constant—detect thoughts, tongues
At will—darkness, gaseous form, ghost sound (DC 20), invisibility, suggestion (DC 23)
3/day—crushing despair (DC 24), hold person (DC 23), quickened phantasmal killer (DC 24)
1/day—nightmare (DC 25)
STATISTICS
Str 19, Dex 23, Con 16, Int 19, Wis 19, Cha 30
Base Atk +8; CMB +12 (+18 to grapple a foe); CMD 28 (30 vs. grapple attempts)
Feats Crippling Critical, Critical Focus, Improved Critical (bite), Improved Grapple, Improved Initiative, Improved Natural Attack (bite), Power Attack, Quicken Spell-Like Ability (phantasmal killer), Weapon Finesse
Skills Acrobatics +19, Bluff +23, Climb +17, Diplomacy +23, Disable Device +22, Escape Artist +24, Intimidate +34, Knowledge (geography) +12, Knowledge (local) +17, Perception +24, Sense Motive +24, Sleight of Hand +16, Spellcraft +17, Stealth +30; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Portuguese, Spanish; tongues
SQ change shape (monstrous physique I, plant shape I)
SPECIAL ABILITIES
Deepest Fear (Su) El Coco is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 28 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.
Striking Fear (Su) Whenever El Coco confirms a critical hit or a sneak attack with one of his claws on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 28 Will save negates this increase. In addition, a critical hit from El Coco’s claw forces any target that has successfully saved against his fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.
Swallow Whole (Ex) If El Coco begins his turn with an opponent grappled in his mouth, he can attempt a new combat maneuver check (as though attempting to pin the opponent). If he succeeds, he swallows his prey, and the opponent takes bite damage. The opponent must be one size category smaller than El Coco or smaller. Being swallowed causes a creature to take 2d6 acid damage each round. A swallowed creature keeps the grappled condition, while El Coco does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is 12 hit points), or it can just try to escape the grapple. The Armor Class of the interior of El Coco is 10. If a swallowed creature cuts its way out, El Coco creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in El Coco’s mouth, where it may be bitten or swallowed again.
Terrible Rejuvenation (Su) El Coco gains fast healing 5 while any creature within his deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.
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http://en.wikipedia.org/wiki/Bloody_Bones
VIEW CONTENT:
Rawhead & Bloody Bones, CR 11 (XP 12,800)
Unique bogeyman
NE Medium fey
Init +7; Senses low-light vision; Perception +23
Aura deepest fear (30 ft., DC 25)
DEFENSE
Def 20, touch 20, flat-footed 17 (+3 Dex, +7 deflection)
hp 93 (17d6+34); terrible rejuvenation 5
Fort +9, Ref +13, Will +13
Defensive Abilities ferocity; DR 15/cold iron; SR 21
OFFENSE
Speed 30 ft.
Melee bite +12 (1d8+4/19-20), 2 claws +12 (1d4+4)
Special Attacks bleed (1d6), sneak attack +6d6, striking fear
Spell-Like Abilities (CL 10th; concentration +17)
Constant—detect thoughts, tongues
At will—darkness, ghost sound (DC 17), meld into stone
3/day—crushing despair (DC 21), polymorph any object (DC 25)
1/day—nightmare (DC 22)
STATISTICS
Str 19, Dex 16, Con 15, Int 12, Wis 16, Cha 25
Base Atk +8; CMB +12 (+14 to bull rush a foe, +16 to drag a foe); CMD 25 (27 vs. attempts to bull rush or drag him)
Feats Cleave, Great Fortitude, Greater Drag, Improved Bull Rush, Improved Critical (bite), Improved Drag, Improved Initiative, Lunge, Power Attack
Skills Acrobatics +12, Climb +13, Bluff +20, Disable Device +16, Escape Artist +24, Intimidate +31, Knowledge (geography) +14, Knowledge (local) +14, Perception +23, Sense Motive +16, Stealth +27, Swim +13; Racial Modifiers +8 Escape Artist, +4 Intimidate, +4 Stealth
Languages English, Irish Gaelic; tongues
SQ change shape (monstrous physique I, undead anatomy I), compression
SPECIAL ABILITIES
Bleed (Ex) The bite of Rawhide & Bloody Bones causes wounds that continue to bleed, inflicting 1d6 additional damage each round at the start of the affected creature’s turn. This bleeding can be stopped by a successful DC 15 Heal skill check or through the application of any magical healing.
Compression (Ex) Rawhead & Bloody Bones can squeeze through any gap of at least 1 foot diameter as a free action whilst moving. He can squeeze through a 7-11 inch diameter gap as a move-equivalent action. He can pass through a 3-6 inch diameter gap as a full-round action. Rawhead & Bloody Bones cannot squeeze through gaps smaller than 3 inches across.
Deepest Fear (Su) Rawhead & Bloody Bones is cloaked in a 30-foot aura of fear. This aura manifests as a shifting haze of images that reflect the viewer’s deepest fears. The first time it ends its turn within the aura, a creature must make a DC 25 Will save or become shaken for as long as it stays within the aura. If the creature succeeds at the saving throw, it cannot be affected again by the aura for another 24 hours. This is a fear effect. The DC is Charisma-based.
Ferocity (Ex) Rawhead & Bloody Bones remains conscious and can continue fighting even if his hit point total is below 0. He is still staggered and looses 1 hit point each round. Rawhide & Bloody Bones dies when his hit point total reaches -15.
Striking Fear (Su) If Rawhead & Bloody Bones confirms a critical hit or a sneak attack with his bite on a target currently suffering a fear effect, that effect automatically becomes one step more severe (shaken creatures become frightened, frightened creatures become panicked, and panicked creatures cower in fear). A DC 25 Will save negates this increase. In addition, a critical hit from the bite of Rawhead & Bloody Bones forces any target that has successfully saved against his fear aura to make another Will save against its effects, even if 24 hours have not yet passed. This is a fear effect. The DC is Charisma-based.
Terrible Rejuvenation (Su) Rawhead & Bloody Bones gains fast healing 5 while any creature within its deepest fear aura is suffering from a fear effect, including any fear effect created by the aura itself.
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And finally, an attorney from Hampton New Hampshire who had the misfortune of crossing the ghost of Goody Cole. Inspired by the movie, "Mimic", and the Steven King story, "Thinner", his curse transformed him into a giant cockroach who had to remain cooped up in his house in order to survive... In play this guy was both frightening and an excellent source of comic relief...
VIEW CONTENT:
Alex Rocheman, CR 9 (XP 6,400)
Male advanced giant cockroach verminoid
N Large monstrous humanoid (augmented humanoid)
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +15
DEFENSE
Def 19, touch 13, flat-footed 16 (+2 Dex, +6 natural, +1 dodge)
hp 182 (12d8+108)
Fort +17 [+21 vs. poisons], Ref +10, Will +7 [+11 vs. mind-affecting effects]
Defensive Abilities defensive secretions, impenetrable mind, resistance to poison
Weaknesses light sensitivity
OFFENSE
Speed 30 ft., climb 30 ft., fly 40 ft. (poor)
Melee bite +19 (1d8+12)
Special Attacks create cockroach swarm
STATISTICS
Str 27, Dex 14, Con 29, Int 12, Wis 16, Cha 12
Base Atk +12; CMB +21 (+25 to grapple a foe); CMD 35 (22 defensive secretions)
Feats Deceitful, Diehard, Dodge, Endurance*, Mobility, Persuasive, Power Attack, Spring Attack
Skills Acrobatics +2, Bluff +11, Climb +19, Computers +1, Diplomacy +6, Disguise +3, Escape Artist +2, Finance +7, Fly +6, Intimidate +11, Knowledge (current events) +6, Knowledge (law) +11, Perception +15, Sense Motive +7, Stealth +7, Survival +2, Swim +8; Racial Modifiers +4 Perception, +4 Stealth
Languages French, English
SQ hold breath
SPECIAL ABILITIES
Create Cockroach Swarm (Su) As a standard action, Alex can impel nearby cockroaches to emerge and form themselves into a swarm within 30 feet of him. Cockroach swarms created by Alex are immobile once created. The cockroach swarms attack any creatures in their area, and after 10 minutes they disperse.
Defensive Secretions (Ex) Alex uses defensive secretions that are extremely sticky. Alex’s secretions gives him a +4 racial bonus on grapple checks. He can attempt to grapple a foe as a free action whenever a creature successfully hits him with a natural attack or an unarmed strike. Alex does not gain the grappled condition when he grapples a foe, nor does he provoke attacks of opportunity when he attempts to do so. Alex can release creatures stuck to him as a free action but they retain the grappled condition until they make a successful CMB or Escape Artist check against a CMD of 22. Fire can temporarily burn away Alex’s defensive secretions—whenever Alex takes at least 10 points of fire damage, he loses his defensive secretions special quality for 1d4 rounds.
Impenetrable Mind (Ex) Alex’s insect-like brain grants him a +4 racial bonus on saves against mind-affecting effects.
Resistance to Poison (Ex) Inside Alex’s outer skeleton, he has a white substance called fat body. It is similar to human fat. It stores energy. But, it also helps with digestion in a way that makes poisons, such as insecticides, less harmful. As a result, Alex receives a +4 bonus on saves against poisons.

Alex’s Cockroaches, CR 2 (XP 600)
Cockroach swarm
N Diminutive vermin (swarm)
Init +2; Senses darkvision 60 ft., tremorsense 30 ft.; Perception +4
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 26 (4d8+8)
Fort +6, Ref +3, Will +1
Defensive Abilities swarm traits, Immune weapon damage
Weaknesses light sensitivity, swarm traits
OFFENSE
Speed 20 ft., climb 20 ft., fly 30 ft. (poor)
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14)
STATISTICS
Str 1, Dex 15, Con 14, Int —, Wis 10, Cha 2
Base Atk +3; CMB —; CMD —
Skills Climb +10, Fly +4, Perception +4, Stealth +14; Racial Modifiers +4 Perception
SQ hold breath
Last edited by Nemesio on Tue Feb 18, 2014 8:47 am, edited 1 time in total.
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Re: Characters for Gothic Earth Eternal

Post by Nemesio »

I know its a little late for Christmas themed characters but I spent a lot of time on these guys and would love some feedback... Some of you may notice that Santa was drawn almost directly from the article by Sean K Reynolds...

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The Companions Of Saint Nicholas
VIEW CONTENT:
Belsnickel, CR 14 (XP 38,400)
Male human rogue 10/fighter 5/adept 1
CN Medium humanoid (human)
Init +9; Senses Perception +15
DEFENSE
Def 25, touch 21, flat-footed 25 (+5 Dex, +5 class, +1 dodge, +4 armor)
hp 124 (10d8+5d10+1d6+26)
Fort +8, Ref +15, Will +8; +1 vs. fear, +3 vs. traps
Defensive Abilities bravery +1, evasion, improved uncanny dodge, trap sense +3
OFFENSE
Speed 30 ft.
Melee +2 wounding switch +21/+16/+11 (1d3+7), or unarmed strike +18/+13/+8 (1d3+3)
Special Attacks sneak attack +5d6, weapon training 1 (close +1)
Adept Spells Prepared (CL 1st; concentration +3)
1st—cause fear (DC 13), detect evil
0—mending, detect magic, read magic
STATISTICS
Str 14, Dex 20, Con 13, Int 14, Wis 15, Cha 8
Base Atk +12; CMB +14; CMD 29
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Lightning Stance, Mobility, Power Attack, Weapon Finesse, Weapon Focus (ruten), Weapon Specialization (ruten), Wind Stance
Skills Acrobatics +18, Climb +10, Disable Device +20, Escape Artist +18, Handle Animal +10, Intimidate +15, Knowledge (current events) +8, Knowledge (forbidden lore) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (naturalist) +12, Knowledge (psychology) +10, Medicine +8, Perception +15 [+20 to locate traps], Research +8, Ride +10, Sense Motive +15, Sleight of Hand +18, Spellcraft +8, Stealth +18, Survival +10, Swim +10
Languages English, Dutch, German
SQ advanced talents (fast tumble), armor training 1, rogue talents (expert leaper, fast stealth, finesse rogue, stand up), trapfinding +5
Gear animal furs (covering him head to toe), +2 leather armor, sack of holding (as bag type 2, filled with treats for good children and lumps of coal for bad children), +2 wounding switch
SPECIAL ABILITIES
Evasion (Ex) If Belsnickel makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only while Belsnickel is wearing light armor or no armor. Belsnickel does not gain the benefit of evasion while helpless.
Expert Leaper (Ex) When making jump checks, Belsnickel is always considered to have a running start. Also when Belsnickel deliberately falls, a DC 15 Acrobatics check allows him to ignore the first 20 feet fallen, instead of the first 10 feet.
Fast Stealth (Ex) Belsnickel can move at full speed using the Stealth skill without penalty.
Fast Tumble (Ex) When Belsnickel uses Acrobatics to move at full speed through a threatened square without provoking an attack of opportunity, the DC of the Acrobatics check does not increase by 10.
Improved Uncanny Dodge (Ex) Belsnickel cannot be caught flat-footed, even if the attacker is invisible. He still loses his Dexterity bonus to Defense if immobilized. Belsnickel can still lose his Dexterity bonus to Defense if an opponent successfully uses the feint action against him. Belsnickel can no longer be flanked. This defense denies another rogue equivalent the ability to sneak attack Belsnickel by flanking him, unless the attacker has at least four more rogue equivalent levels than he does.
Stand Up (Ex) Belsnickel can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Trap Sense (Ex) Belsnickel has an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to Defense against attacks made by traps.
Weapon Training (Ex) Whenever Belsnickel attacks with a weapon from the close weapon group, he gains a +1 bonus on attack and damage rolls. Belsnickel also adds this bonus to any combat maneuver checks made with weapons from the close weapon group. This bonus also applies to Belsnickel’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. The close weapon group is defined as follows:
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.

Knecht Ruprecht, CR 10 (XP 9,600)
Male human commoner 6/inquisitor 6
NG Medium humanoid (human)
Init +4; Senses Perception +22
DEFENSE
Def 13, touch 13, flat-footed 10 (+1 Dex, +2 class)
hp 110 (6d6+6d8+54)
Fort +10, Ref +5, Will +10
OFFENSE
Speed 30 ft.
Melee +1 holy quarterstaff +10/+5 (1d6+2 plus 2d6 vs. evil)
Special Attacks bane (6 rounds/day)
Inquisitor Spell-Like Abilities (CL 6th; concentration +9)
6/day—artificer’s touch
At will—detect alignment
6 rounds/day—discern lies (DC 17)
Inquisitor Spells Known (CL 6th; concentration +9)
2nd (4/day—confess (3d6, DC 15), detect thoughts (DC 15), invisibility, tongues
1st (5/day)—alarm, sanctuary (DC 14), true strike, wrath
0 (at will)—brand (DC 13), detect magic, guidance, read magic, sift, stabilize
Domain Artifice
STATISTICS
Str 12, Dex 13, Con 16, Int 10, Wis 16, Cha 14
Base Atk +7; CMB +8; CMD 19
Feats Alertness, Diehard, Endurance, Precise Strike, Shake It Off, Toughness, Weapon Focus (quarterstaff)
Skills Climb +4, Craft (carpentry) +10, Handle Animal +8, Intimidate +13, Knowledge (forbidden lore) +8, Knowledge (naturalist) +4, Knowledge (occult) +4, Knowledge (religion) +8, Medicine +5, Perception +22, Profession (farmer) +10, Research +4, Ride +5, Sense Motive +24, Spellcraft +4, Stealth +5, Survival +11 [+14 on checks to follow or identify tracks], Swim +4
Languages Dutch, German
SQ cunning initiative +3, judgment (2/day), monster lore +3, stern gaze +3, track +3
Gear robe of useful items (embroidered with little bells), sack of holding (as bag type 2, filled with treats for good children and lumps of coal for bad children), +1 holy quarterstaff
SPECIAL ABILITIES
Artificer’s Touch (Sp) Knecht Ruprecht can cast mending at will, using his inquisitor level as the caster level to repair damaged objects. In addition, he can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6+3 points of damage. This attack bypasses an amount of damage reduction and hardness equal to his inquisitor level. Knecht Ruprecht can use this ability a number of 6/day.
Bane (Su) Knecht Ruprecht can imbue one of his weapons with the bane weapon special ability as a swift action. He must select one creature type when he uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while Knecht Ruprecht wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to him before the duration expires. This ability lasts for 6 rounds/day. These rounds do not need to be consecutive.
Detect Alignment (Sp) At will, Knecht Ruprecht can use detect chaos, detect evil, detect good, or detect law. He can only use one of these at any given time.
Discern Lies (Sp) Knecht Ruprecht can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.
Judgment (Su) Knecht Ruprecht can pronounce judgment upon his foes as a swift action. Starting when the judgment is made, Knecht Ruprecht receives a bonus or special ability based on the type of judgment made. Knecht Ruprecht can use this ability 2/day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Knecht Ruprecht must participate in the combat to gain these bonuses. If he is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until he can participate in the combat again. When Knecht Ruprecht uses this ability, he must select one type of judgment to make. As a swift action, he can change this judgment to another type.
Destruction: Knecht Ruprecht is filled with divine wrath, gaining a +2 sacred bonus on all weapon damage rolls.
Healing: Knecht Ruprecht is surrounded by a healing light, gaining fast healing 2. This causes Knecht Ruprecht to heal 1 point of damage each round as long as he is alive and the judgment
lasts.
Justice: This judgment spurs Knecht Ruprecht to seek justice, granting a +2 sacred bonus on all attack rolls.
Piercing: This judgment gives Knecht Ruprecht great focus and makes his spells more potent. This benefit grants a +2 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance.
Protection: Knecht Ruprecht is surrounded by a protective aura, granting a +2 sacred bonus to Defense.
Purity: Knecht Ruprecht is protected from the vile taint of her foes, gaining a +2 sacred bonus on all saving throws.
Resiliency: This judgment makes Knecht Ruprecht resistant to harm, granting DR 2/magic.
Resistance: The inquisitor is shielded by a flickering aura, gaining 4 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared.
Smiting: This judgment bathes Knecht Ruprecht’s weapons in a divine light. Knecht Ruprecht’s weapons count as magic and good for the purposes of bypassing damage reduction.
Monster Lore (Ex) Knecht Ruprecht adds his Wisdom modifier on Knowledge skill checks in addition to his Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Solo Tactics (Ex): All of Knecht Ruprecht’s allies are treated as if they possessed the same teamwork feats as him for the purpose of determining whether he receives a bonus from his teamwork feats. His allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Krampus, CR 17 (XP 102,400)
Male pitborn sorcerer 18
CN Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +15
DEFENSE
Def 18, touch 18, flat-footed 10 (+2 Dex, +6 class)
hp 136 (18d6+54)
Fort +8, Ref +8, Will +13; +4 vs. poison
Defensive Abilities demon resistances; Resist cold 5, electricity 10, fire 5
OFFENSE
Speed 30 ft.
Melee chains +15/+10 (1d6+6), switch +15/+10 (1d3+6), or 2 claws +15 (1d6+6 plus 1d6 fire)
Ranged arcane blast +11 touch (2d6+1d6 per level of spell slot expended; maximum 11d6)
Special Attacks added summoning, claws (8 rounds/day), strength of the abyss +6
Spells Known (CL 18th; concentration +23)
9th (3/day)—ride the lightning (DC 24), summon monster IX
8th (5/day)—discern location, frightful aspect, unholy aura
7th (6/day)—banishment (DC 22), greater teleport, spell turning, vision
6th (6/day)—hellfire ray (+11 touch, 15d6), greater dispel magic, transformation, true seeing
5th (7/day)—dismissal (DC 20), hold monster (DC 20), major creation, nightmare (DC 20), seeming
4th (7/day)—greater invisibility, scrying, shadow projection, stoneskin, true form (DC 19)
3rd (7/day)—diamond spray (10d6, DC 18), fly, pain strike (DC 18), rage, tongues
2nd (7/day)—bull’s strength, create pit (DC 17), detect thoughts (DC 17), dust of twilight (DC 17), spider climb, summon swarm
1st (8/day)—cause fear (DC 16), ray of sickening (+11 touch, DC 16), piecebond (DC 16), shocking grasp (+15 touch, 5d6, DC 16), true strike, ventriloquism
0 (at will)—arcane mark, detect magic, detect poison, light, message, mage hand, read magic, prestidigitation, spark
Bloodline Abyssal
Spell-Like Abilities (CL 18th; concentration +23)
1/day—shatter (DC 17)
STATISTICS
Str 23, Dex 15, Con 15, Int 13, Wis 14, Cha 21
Base Atk +9; CMB +15; CMD 27
Feats Arcane Blast, Augment Summoning, Blind-Fight, Catch Off-Guard, Eschew Materials, Intimidating Prowess, Persuasive, Point Blank Shot, Power Attack, Precise Shot, Quicken Spell, Weapon Focus (ray)
Skills Bluff +10, Diplomacy +7, Disable Device +12, Fly +10, Intimidate +28, Knowledge (current events) +6, Knowledge (forbidden lore) +10, Knowledge (occult) +15, Perception +15, Sense Motive +7, Spellcraft +15; Racial Modifiers +2 Disable Device, +2 Perception
Languages Abyssal, German
SQ bloodline arcana (when casting spells of the summoning subschool, creatures summoned gain DR 9/good; does not stack with any DR the creature might have), added summoning, demon resistances, strength of the abyss +6
Gear chains accompanied by bells of various sizes, sack of holding (as bag type 2, filled with lumps of coal and valuable gems), switch
SPECIAL ABILITIES
Added Summonings (Su) Whenever Krampus summons a creature with the demon subtype or the fiendish template using a summon monster spell, he summons one additional creature of the same kind.
Claws (Ex) Krampus can grow claws as a free action. These claws are treated as natural weapons, allowing Krampus to make two claw attacks as a full attack action using his full base attack bonus. These attacks deal 1d6+6 points of damage. They are considered magic weapons for the purpose of overcoming DR, and they can become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability. Krampus can use his claws for 8 rounds per day.

Santa Claus, CR 19 (XP 204,800)
Male human druid (arctic) 13/cleric 5/rogue 2
NG Medium humanoid (human)
Init +4 (+10 in cold terrain); Senses Perception +31
DEFENSE
Def 27, touch 14, flat-footed 23 (+5 natural, +4 class, +8 armor)
hp 199 (20d8+93)
Fort +21, Ref +12, Will +26
Defensive Abilities arctic endurance, evasion; Immune aging; Resist cold 5, fire 5
OFFENSE
Speed 30 ft.
Melee Santa’s Staff of Animals +15/+10/+5 (1d6+2)
Special Attacks channel positive energy 7/day (DC 16, 3d6), sneak attack +1d6, wild shape 4/day (beast shape III, elemental body III, plant shape II)
Spell-Like Abilities (CL 5th, concentration +13)
At will—clairaudience/clairvoyance
16 rounds/day—speak with animals
11/day—lore keeper +23, touch of good +2
Cleric Spells Prepared (CL 5th, concentration +13)
3rd—magic circle against evilD, magic vestment, remove curse, water walk
2nd—calm emotions (DC 20), detect thoughtsD, make whole, resist energy, shield other
1st—command (DC 19), detect evil, protection from evilD, remove fear, sanctuary (DC 19), shield of faith
0 (at will)—create water, detect magic, guidance, resistance
Domains Good, Knowledge
Druid Spells Prepared (CL 13th, concentration +21, +15 melee touch)
7th—animal shapesD, heal (DC 25), true seeing
6th—antilife shellD, find the path, mass cure light wounds (DC 24), transport via plants
5th—awaken, beast shape III (animals only)D, control winds (DC 23), death ward, tree stride
4th—cure serious wounds (DC 22), dispel magic, flame strike (DC 22), freedom of movement, ice storm (DC 22), summon nature’s ally IVD
3rd—cure moderate wounds (DC 21), dominate animalD (DC 21), neutralize poison (DC 21), protection from elements, remove disease, sleet storm, summon nature’s ally III
2nd—animal messenger, barkskin, heat metal (DC 20), hold animalD (DC 20), lesser restoration, reduce animal, wood shape
1st—calm animalsD (DC 19), charm animal (DC 19), detect animals or plants, faerie fire, hide from animals, obscuring mist, pass without trace
0 (at will)—detect poison, know direction, mending, purify food and drink
Domain Animal
STATISTICS
Str 14, Dex 10, Con 16, Int 13, Wis 26, Cha 18
Base Atk +13; CMB +15 (+17 to disarm a foe); CMD 25 (27 vs. disarm attempts)
Feats Combat Casting, Combat Expertise, Craft Staff, Craft Wondrous Item, Great Fortitude, Improved Disarm, Improved Initiative, Iron Will, Leadership, Natural Spell, Toughness
Skills Craft (toys) +13, Diplomacy +15, Disable Device +12, Handle Animal +15, Knowledge (current events) +8, Knowledge (forbidden lore) +13, Knowledge (geography) +19 [+25 in cold terrain], Knowledge (naturalist) +14, Knowledge (occult) +10, Knowledge (religion) +10, Linguistics +8, Perception +31 [+37 in cold terrain], Profession (teamster) +15, Stealth +18 [+24 in cold terrain, +31 in flurry form], Survival +21 [+27 in cold terrain]
Gear bag of tricks (tan), belt of control weather (3/day, CL 20th), boots of spider climbing (as the slippers), bracers of armor +8, cloak of resistance +4, flying sleigh (as 6 ft. by 9 ft. carpet of flying, needs reindeer for steering), hat of inspired wisdom +6 (as the headband), amulet of natural armor +5, sack of holding (as bag type 4, filled wit toys and minor protective, healing, or nonviolent magic items), restorative ointment (3), Santa’s Staff of Animals, vest of weather resistance (provides cold and fire resistance 5)
Languages Danish, Dutch, Druidic, English, German, Gnome, Norwegian; truespeech
SQ arctic native, flurry form, holiday spirit, icewalking, nature bond (Animal domain), nature sense, rogue talent (ledge walker), snowcaster, spontaneous casting (cure, summon nature’s ally), trapfinding +1, wild empathy +17
SPECIAL ABILITIES
Arctic Endurance (Ex) Santa Claus ignores the effects of a cold climate as if using endure elements. He is also immune to being dazzled.
Arctic Native (Ex) Santa Claus gains a +6 bonus on Initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks in cold or icy terrain, and he cannot be tracked in cold or icy terrain.
Flurry Form (Ex) Santa Claus can assume the form of a swirling column of snow equivalent to gaseous form at will. While in this form, he gains a +13 circumstance bonus on Stealth checks made in cold terrain.
Holiday Spirit (Su/Sp) Santa Claus is filled with holy power, granting him the truespeech ability (as tongues), immunity to aging, a +2 bonus to all his ability scores, and the ability to use clairaudience/clairvoyance at will as a spell-like ability.
Icewalking (Ex) Santa Claus suffers no penalty to speed or on Acrobatics, Climb, or Stealth checks in snowy or icy terrain or weather conditions and can walk across snow crusts or thin ice without breaking through.
Lore Keeper (Sp) Santa Claus can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, he gains information as if he made the appropriate Knowledge skill check with a result equal to 23. Santa Claus can use this ability 11/day.
Snowcaster (Su) Santa Claus can see normally in ice storm, sleet storm, or similar natural snowstorms. In addition, he can prepare any druid spell with the fire subtype as a cold spell, with an identical effect but inflicting cold damage instead of fire damage.
Touch of Good (Sp) Santa Claus can touch a creature as a standard action, granting a +2 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. Santa Claus can use this ability 11/day.

Santa’s Staff of Animals
This finely crafted wooden staff is adorned with gold, detailed emerald enamelwork, and bells; it’s crowned with a carving of a reindeer. It allows the use of the following spells (CL 6th):
• animal trance (1 charge)
• calm animals (1 charge)
• charm animal (1 charge)
• dominate animal (1 charge)
• hide from animals (1 charge)
• speak with animals (1 charge)

Santa’s Companions
Santa Claus has a base Leadership score of 28 (30 for the purpose of attracting followers). His cohort is his wife, Mrs. Claus (NG female human adept 18). He has 135 1st-level followers, 13 2nd-level followers, 7 3rd-level, 4 4th-level, 2 5th-level, and 2 6th-level; nearly all of his followers are gnome commoners or experts who work as toymakers.
Santa’s sleigh is pulled by a team of eight awakened reindeer: Dasher, Dancer, Prancer, Vixen, Comet, Cupid, Donder, and Blitzen. Some say he has a ninth reindeer whose muzzle glows as brightly as a daylight spell; these claims are unconfirmed.
In addition, Santa has several companions, including the Krampus (CN male pitborn sorcerer 18), Belsnickel (CN male human rogue 10/fighter 5/adept 1), Zwarte Piet (NG male human street performer 14), and Knecht Ruprecht (NG male human commoner 6/iquisitor 6). His cohort, followers, reindeer, and companions all share his immunity to aging.

Zwarte Piet, CR 13 (XP 25,600)
Male human street performer 14
NG Medium humanoid (human)
Init +8; Senses Perception +15
DEFENSE
Def 20, touch 20, flat-footed 10 (+4 Dex, +5 class, +1 dodge)
hp 119 (14d8+42)
Fort +6, Ref +13, Will +11; +4 vs. bardic performance, language-dependent, and sonic
OFFENSE
Speed 30 ft.
Melee +1 dancing cudgel +15/+10 (1d6+2), unarmed strike +14/+9 (1d3+1)
Special Attacks bardic performance 35 rounds/day (swift action; dirge of doom, disappearing act, distraction, fascinate, frightening tune, harmless performer, madcap prank, soothing performance, suggestion)
Bard Spells Known (CL 14th; concentration +19)
5th (3/day)—bard’s escape, greater heroism, shadowbard
4th (5/day)—break enchantment, cure critical wounds, dimension door, freedom of movement
3rd (5/day)—confusion (DC 18), cure serious wounds, dispel magic, displacement, jester’s jaunt (DC 18)
2nd (6/day)—allegro, cure moderate wounds, detect thoughts (DC 17), gallant inspiration, invisibility, tongues
1st (7/day)—beguiling gift (DC 16), charm person (DC 16), comprehend languages, cure light wounds, disguise self, expeditious retreat
0 (at will)—dancing lights, detect magic, ghost sound (DC 15), haunted fey aspect, prestidigitation, read magic
STATISTICS
Str 13, Dex 18, Con 14, Int 15, Wis 14, Cha 20
Base Atk +10; CMB +14; CMD 25
Feats Agile Maneuvers, Combat Expertise, Dodge, Improved Initiative, Improved Unarmed Strike, Mobility, Skill Focus (Perform [comedy]), Weapon Finesse
Skills Climb +5, Disable Device +8, Escape Artist +17, Handle Animal +5, Knowledge (current events) +10, Knowledge (forbidden lore) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (law) +6, Knowledge (naturalist) +6, Knowledge (occult) +10, Knowledge (psychology) +6, Knowledge (religion) +6, Knowledge (science) +6, Linguistics +2, Medicine +2, Perception +15, Perform (act) +18, Perform (comedy) +28, Perform (dance) +20, Perform (oratory) +18, Research +10, Ride +4, Sleight of Hand +17, Spellcraft +10, Stealth +17, Survival +6, Swim +5, Use Magic Device +10
Languages Dutch, English, German
SQ jack-of-all-trades (use any skill untrained), streetwise +7, quick change 2/day, versatile performance (act [Bluff, Disguise], comedy [Bluff, Intimidate], dance [Acrobatics, Fly], oratory [Diplomacy, Sense Motive])
Gear court jester’s outfit, +1 dancing cudgel, sack of holding (filled with treats for good children and lumps of coal for bad children)
SPECIAL ABILITIES
Bardic Performance (Su/Sp) Zwarte Piet is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for 35 rounds per day. Each round, Zwarte Piet can produce any one of the types of bardic performance that he has mastered. Starting a bardic performance is a swift action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires Zwarte Piet to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if Zwarte Piet is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. Zwarte Piet cannot have more than one bardic performance in effect at one time. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear Zwarte Piet for the performance to have any effect, and such performances are language dependent. If deafened, Zwarte Piet has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. If blinded, Zwarte Piet has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Dirge of Doom (Su): Zwarte Piet can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear Zwarte Piet’s performance. The effect persists for as long as the enemy is within 30 feet and Zwarte Piet continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Disappearing Act (Su): Zwarte Piet can use performance to divert attention from up to 3 allies. All creatures within 30 feet that fail a Will save (DC 22) treat the creatures chosen by Zwarte Piet as if they were invisible. If the targets take any action that would cause them to become visible, they become visible to everyone. Zwarte Piet cannot use this ability on himself. This ability is a mind-affecting effect that requires visual components.
Distraction (Su): Zwarte Piet can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of Zwarte Piet (including himself ) that is affected by an illusion (pattern) or illusion (figment) magical attack may use his Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use Zwarte Piet’s Perform skill check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): Zwarte Piet can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear him, and capable of paying attention to him. Zwarte Piet must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Zwarte Piet can target up to 4 creatures with this ability. Each creature within range receives a Will save (DC 22) to negate the effect. If a creature’s saving throw succeeds, Zwarte Piet cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as Zwarte Piet continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Frightening Tune (Sp): Zwarte Piet can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear Zwarte Piet perform and be within 30 feet. Each enemy within range receives a Will save (DC 22) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear Zwarte Piet’s performance. Frightening tune relies on audible components.
Harmless Performer (Su): Zwarte Piet can use performance to appear meek and unworthy of being attacked. While using this performance, whenever an enemy targets Zwarte Piet, the enemy must succeed at a Will save (DC 22) or be unable to attack him for one round, as per sanctuary. The enemy loses the attack that targeted Zwarte Piet, but may spend additional attacks targeting other creatures. If the opponent was targeting Zwarte Piet with a spell, it must succeed at a concentration check at the same DC or lose the spell. If this check succeeds, it may target another creature with the spell instead. This mind-affecting ability requires audible or visual components.
Madcap Prank (Su): Zwarte Piet can use performance to discomfit a target within 30 feet, causing its clothing to become tangled, its headgear to fall down over its eyes, or even causing it to slip and fall or otherwise be made to appear a fool. The target must make a Reflex save (DC 22) each round that it hears or sees the performance, or it takes one of the following random effects each round: 1—blinded, 2—dazzled, 3—deafened, 4—entangled, 5—fall prone, 6—nauseated. Each effect lasts 1 round.
Soothing Performance (Su): Zwarte Piet can use his performance to create an effect equivalent to a mass cure serious wounds (CL 14th). In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear Zwarte Piet throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Suggestion (Sp): Zwarte Piet can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). Zwarte Piet can use this ability more than once against an individual creature during an individual performance. Making a suggestion does not count against Zwarte Piet’s daily use of bardic performance. A Will saving throw (DC 22) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Gladhanding (Ex) Zwarte Piet earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature’s attitude for one minute, after which its attitude becomes one step worse than originally.
Quick Change (Ex) Zwarte Piet can don a disguise as a standard action by taking a –5 penalty on his check. He can take 10 on Bluff and Disguise checks and use Bluff to create a diversion to hide as a swift action. He can take 20 on a Bluff or Disguise check 2/day.
Streetwise (Ex) Zwarte Piet gains a +7 bonus on Bluff, Disguise, Knowledge (current events), and Sleight of Hand checks, Diplomacy or Intimidate checks made to influence crowds, and Diplomacy checks to gather information.
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Re: Characters for Gothic Earth Eternal

Post by KingCorn »

A few more possibilities from the 20th century:
JFK - A literal glowing spirit driving around Dallas, a victim of the Red Death wishing to crush an avatar of hope in America. Filled with despair and regret over his demise, he shows just how far the Red Death can reach

Charles Manson - This new age cult leader was a favored child of the Red Death and thus granted his boon. Given supernatual charisma, he convinced one of his followers to impersonate him and take the fall. Living on the road, he forms new 'familys' all across America, having dozens of dangerous cults. The fanatism of his followers has even begun to grant him pseudo-divine powers (may in fact be reincarnation of another favored child of the Red Death: Rasputin)

Archduke Ferdinand - The first victim of the seminal tragedy, the long dead archduke of Austria-no -longer-Hungary is cursed to flee for his afterlife in the battlefields of WW1, chased by the millions of restless dead who blame him for their meaningless deaths. Having been on the run for nearly a century, the ghostly duke is quite insane. Harmless on his own, his presence attracts ghosts in the hundreds, if not thousands and can spell doom for an entire city
Last edited by KingCorn on Sat Oct 16, 2021 7:20 am, edited 1 time in total.
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Rock of the Fraternity
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Re: Characters for Gothic Earth Eternal

Post by Rock of the Fraternity »

Did you mean Charlos Manson?
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Re: Characters for Gothic Earth Eternal

Post by KingCorn »

Rock wrote:Did you mean Charlos Manson?
Ah, just noticed. Yeah, meant Manson
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Re: Characters for Gothic Earth Eternal

Post by KingCorn »

Got a few other ideas as well
One good one for the Red Death: Manfred von Richthofern, aka the Red Baron. Many could even be calling his ghostly red plane the Red Death, much to the amusement of the Entity itself
A great one for the Jade Horror would be Hong Xiuquan, the self proclaimed brother of Jesus Christ and leader of the Taiping Rebellion which killed between 20-100 million chinese. If getting at least 20 million people killed doesn't make you a darklord, nothing does.
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Re: Characters for Gothic Earth Eternal

Post by KingCorn »

Just some general ideas for servents of the Jade Horror:
  • Hong Xiuquan: Leader of the Taiping Rebellion, he was convinced he was the brother of Jesus Christ and that the Macnhu and the Qing Dynasty where a demon race that had to be exterminated , and started one of the bloodiest civil wars in Chinese history, with well over 20-million deaths. Clearly, the Jade Horror could do something with him.
  • Unit 731: The Japanese biological weapons and medical study unit of the Imperial Japanese army during WW2. There crimes were numerous and said to be more monsterous and barbaric then the experiments done by Joseph Mengnala, including spreading biological agents througout China and Korea, and horrible experiments such as live vivisections. However, few if any members of the unit where charged with war crimes, and many went on to become pharmaceutical executives (though the ones captured by the Soviets did face trials). Perhaps some still work in secret as mad scientists, or maybe their victims (all 300,000 of them) have been made into a Caller in the Darkness.
  • Dr. Moriarty: Unfair to reuse and old one like this, I know, but considering the Red Death Moriarty was originally a Rakshasa from India, perhaps he has returned to his roots and now runs a criminal empire in his old soil. And with nuclear tensions with Pakistan, the potential for death he could unleash is horrifying.
  • Crown Prince Sado (The Insane): A prince of the Joseon, the last dynasty of Korea, he had alot of issues. Reading a taoist text had him seeing a vision of the Chinese Thunder God Leigong, and convinced he was now cursed to die from lightning would avoid any writting that had the character for lightning on it. After the death of his wife and mother, he went murderously insane, beheading eunechs and forcing his wife to view it, raping and murdering servants, and even begining to fear clothing and just going around naked. Because of court laws about royal blood, they couldn't execute him conventionally, so they locked him in a rice chest where he starved. A naked madman in a wooden box? Clearly darklord material!
  • Battleship Yamato: Lead ship of the Imperial Japanese Navy during WW2, she was the largest battleship ever built. Commanded by its namesake, Admiral Yamato, it sadly did not serve as more than a symbol during the war, and slowly gained a series of humilitating defeats such as at the battle of midway or turning around at the Battle off Samar, convinced a small escourt convoy was really a powerful carrier fleet. Finally, it was sunk on the way to Okinawa in '45. A national symbol turned into a national embarrasement, this has potential has a cursed ghostship.
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