Jartkiir
Order of operatives and assassins in Khababar they supply the confederacy with intelligence and conducts freelance operations across Memory.
Structure
Assets
Uncommon Jarkiir Equipment
Equipment | Traits | Level | Cost |
---|---|---|---|
Cobra Basket |
- Cobra Swarm
Jarkiir Uncommon Spells
Spell | School | Traits | Level |
---|---|---|---|
Death Watch | |||
Veil Alignment |
Hirelings
Patrons of Jartkiir operatives may request hired hands from guilds. Guildmasters will commission hirelings to individuals with an ignored reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.Level 1st Wage 36 GP Charlatan
Charlatan - Criminal 3
NEUTRAL EVILMEDIUMHUMANOIDHUMAN
Charlatans use pretense and misdirection to swindle money and other valuables from the credulous and confused. Selling snake oil (literally or figuratively), distracting marks to pick their pockets, or faking mediumship are classic grifts. | |
Perception | Trained |
Languages | Common |
Skills | Acrobatics Trained , Deception Trained , Diplomacy Trained , Occultism Trained , Performance Expert , Society Trained , Stealth Trained Thievery Trained , Underworld Lore Expert |
DEX +3 , INT +2 , WIS +1 , CHA +4 | |
Items | Items lute, disguise kit, sap, shortsword, thieves' tools |
AC | 18 |
Saving Throws | Fort +5, Ref +8, Will +10 |
HP | 40 |
Speed | 25 ft |
Melee |
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Special Abilities |
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Spells |
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Grave Robber - Criminal 1
COMMONCHAOTIC NEUTRALMEDIUMHUMANOID
Many cultures have a tradition of burying their dead with a selection of the deceased's most precious possessions, and some include gifts that are thought to provide a boon in the afterlife. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore: DC 13 Specific Lore: DC 10 | |
Perception | +6 |
Languages | Common |
Skills | Crafting +6 , Deception +1 , Intimidation +1 , Society +6 , Stealth +5 , Underworld Lore +6 |
STR +1 , DEX +2 , CON +3 , INT +3 , WIS +3 , CHA -2 | |
Items | Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor |
AC | 17 |
Saving Throws | Fort +8, Ref +7, Will +6 |
HP | 21 |
Speed | 20 ft |
Melee | Shovel Expert +1 -4 Agile, Trip Bludgeoning |
Ranged | Alchemical Bombs Trained +2 -3 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius. |
Ruin Robber - Criminal 1
BLUE, BLACKMEDIUMHUMANOID
Many cultures have been lost to time; only leaving behind the ruins of their settlements. Sometimes their treasuries and artifacts are also left behind intact. Such valuables can be easy pickings for those with no respect for—or fear of—the dead. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore: DC 13 Specific Lore: DC 10 | |
Perception | +5 |
Languages | Common |
Skills | Acrobatics +5 , Crafting +6 , Deception +2 , History Lore +6 , Thievery +5 , Underworld Lore +6 |
STR +1 , DEX +2 , CON +2 , INT +3 , WIS +2 , CHA -1 | |
Items | Infused Items A grave robber carries the following infused items: 2 lesser bottled lightnings, a lesser frost vial, and a lesser thunderstone. These items last for 24 hours, or until the next time the grave robber makes their daily preparations formula book, shovel, alchemist's tools, dagger, holy water, studded leather armor |
AC | 17 |
Saving Throws | Fort +7, Ref +7, Will +5 |
HP | 18 |
Speed | 25 ft |
Melee | Shovel +6 +1 -4 Agile, Trip Bludgeoning |
Ranged | Alchemical Bombs +7 +2 -3 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius. |
Special Abilities | Cat Fall |
Level 2nd Wage 63 GP Ruffian
Ruffian - Criminal 2
NEUTRAL EVILMEDIUMHUMANOIDHUMAN
Using their strength to bully others into submission, ruffians often work as bodyguards and enforcers for powerful criminals like charlatans and fences. | |
Perception | Expert |
Languages | Common |
Skills | Athletics Trained , Intimidation Expert , Stealth Trained |
STR +3 , DEX +2 , CON +3 , INT -1 , WIS +2 , CHA +0 | |
Items | club, sling (10 bullets), studded leather armor |
AC | 18 |
Saving Throws | Fort +9, Ref +8, Will +6 |
HP | 32 |
Speed | 25 ft |
Melee |
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Ranged |
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Special Abilities |
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Experts
Allies of the Jartkiir may request Experts from guilds. Guildmasters will commission experts to individuals with a Liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.Poisoner
Poisoner
Level 5th Wage 288 Fence
Fence
Level 6th Wage 450 Spy
Spy (Human) - Courtier 6
COMMONBLUE, BLACKMEDIUMHUMANOIDHUMAN
No empire would be complete without its spies. The spy is a master of infiltrating the court and blending in: they might be one of a number of nobles, a beloved confidante of the queen, or even the court jester. Spies use their skills to subtly manipulate courtiers, turn enemies against one another, and collect valuable information either for blackmail or to auction to the highest bidder. | |
Perception | Master |
Languages | Common, (possibly other depending on situation) |
Skills | Deception Expert , Diplomacy Trained , Intimidation Expert , Court Lore Master , Society Trained , Stealth Expert , Thievery Trained |
STR +0 , DEX +4 , CON +1 , INT +2 , WIS +4 , CHA +4 | |
Items | +1 rapier, dagger (4), disguise kit, fine clothes, leather armor, thieves' tools |
AC | 23 |
Saving Throws | Fort +11, Ref +17, Will +14 |
HP | 90 |
Speed | 25 feet |
Melee | Rapier: Master / +11 / +6 ( deadly , disarm, finesse, magical) | Damage: piercing |
Ranged | Dagger : Expert / +10 / +6 (agile, thrown 10 feet, versatile S)| Damage Piercing |
Special Abilities |
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Type
Guild, Assassins
Leader Title
Parent Organization
Subsidiary Organizations
Related Professions
Notable Members
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