BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

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
 
  • 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
    HP40
    Speed 25 ft
    Melee
    • shortsword Expert +6 / +2 , agile, versatile Slashing Piercing
    • Sap Expert +3 / -1 , agile, Nonlethal Blugeoning
    Special Abilities
    • Versatile Performance The charlatan can use Performance instead of Diplomacy to Make an Impression and instead of Intimidation to Demoralize. They can also use an acting Performance instead of Deception to Impersonate.
    • Sneak Attack The charlatan deals an extra precision damage to flat-footed creatures.
       
    Spells
    • Occult Spontaneous Spells DC 20, attack Trained ; 2nd charm, illusory disguise, invisibility (2 slots 1st illusory disguise, magic aura, unseen servant, ventriloquism (3 slots Cantrips (2nd) daze, ghost sound, mage hand, message, prestidigitation
    • Bard Composition Spells DC 19, 1 Focus Point; 1st counter-performance; Cantrips (1st) inspire courage
    Grave Robber
    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
    HP21
    Speed 20 ft
    Melee Shovel Expert +1 -4 Agile, Trip Bludgeoning
    Ranged Alchemical Bombs Trained +2 -3 Thrown, 20 feet, Splash lesser bottled lightning electricity 1 electricity splash damage, the target becomes flat-footed until the start of your next turn. a lesser frost vial cold ,1 cold splash damage and the target takes a –5-foot penalty, and a lesser thunderstone sonic ,1 sonic splash damage and a DC 17 Deafened effect in a 10 ft Radius.
    Ruin Robber
    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
    HP18
    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
    HP32
    Speed 25 ft
    Melee
    • club Expert +4 / -1 , Damage bludgeoning
    Ranged
    • sling Expert +3 / -2 (propulsive, range increment 50 feet, reload 1), Damage bludgeoning
    • Club Expert +3 / -2 (thrown 10 feet), Damage bludgeoning
    Special Abilities
    • Attack of Opportunity-
    • Brutal Beating The ruffian's brutality shakes foes' confidence. When the ruffian deals damage on a critical hit, the target is frightened 1, and the ruffian can knock the target up to 10 feet away (this is forced movement).
    • Snagging Strike Single Action Trigger The ruffian has one hand free, and its target is within reach of that hand; Effect The ruffian makes a melee Strike while keeping one hand free. If this Strike hits, the target is flat-footed until the start of the ruffian's next turn or until it leaves the ruffian's reach, whichever comes first.
    • Sneak Attack The ruffian deals an extra 1d6 precision damage to flat-footed creatures.
       

    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
    HP90
    Speed 25 feet
    Melee Rapier: Master / +11 / +6 ( deadly , disarm, finesse, magical) | Damage: piercing    
    Ranged Dagger : Expert / +10 / +6 (agile, thrown 10 feet, versatile S)| Damage Piercing
     
    Special Abilities
    • Noble's Ally The spy has positioned themself to seem a trusted ally, gaining a +2 circumstance bonus to Gather Information or to Make an Impression among the nobles of that court.
    • Hidden Blade Frequency once per round; Effect The spy draws a weapon and then Strikes with it. The target of the Strike is flat-footed against the attack.
    • Sneak Attack The spy deals an extra precision damage to flat-footed creatures.

    Type
    Guild, Assassins
    Leader Title
    Parent Organization
    Subsidiary Organizations
    Related Ranks & Titles
    Related Professions
    Notable Members
    Related Plots

    Remove these ads. Join the Worldbuilders Guild

    Guild Feature

    Display your locations, species, organizations and so much more in a tree structure to bring your world to life!

    Comments

    Please Login in order to comment!