Illustration by John R. Neil
Original Concept by Steven D. Russell
Game Mechanics by Mark Gedak
Venn, “the Vulture,” is the barkeep of The Rogue’s Gallery; he took the job shortly after near execution for the poisoning of a school that had the audacity to reject his application. He is a paunch, balding and spectacled figure with a hooked nose so narrow and long that it reminds me of a grinning vulture. Venn has an exceptional memory and great skill with toxins of every kind, including his trade secret that transmutes a specific toxin upon command within the body, bypassing all forms of detection. Also, I discovered that he is extremely prideful about the drinks he creates, in addition to his poisoncraft, granting both equal values. He seemingly wants nothing more than to create the perfect drink and the perfect poison. I found Venn to be extremely affable, getting every patron with a smile and a greeting, doing whatever he can to please his customers, short of displeasing his other customers.
Venn is an excellent, as well as honorable, informant on the criminal element in the city; though detailed, under no circumstances does he divulge the name of a senior patron or one’s direct activities.
Secret: How did Venn get this job?
-The mysterious owners of the bar saw to it that he was not convicted of his crimes and executed; thus, he is now one of their most devoted employees.
Venn, “the Vulture” CR 7
Male human expert 9
LE Medium humanoid
Init +0; Senses Perception +15
[Defense]
AC 11, touch 11, flat-footed 11 (+1 deflection)
hp 31 (9d8-9)
Fort +4, Ref +3, Will +7
Defenses reroll 1 failed Fort save
[Offense]
Spd 30 ft.
Melee adamantine dagger +5 (1d4-1 plus poison, 19-20/x3)
Ranged adamantine dagger +6 (1d4-1 plus poison)
Special Attacks poison (3 uses of black adder venom (DC +1))
[Statistics]
Str 8, Dex 10, Con 9, Int 14, Wis 12, Cha 14
Base Atk +6; CMB +5; CMD 15
Feats Alertness, Brew Magical Poison, Great Fortitude, Improved Great Fortitude, Master Brewer, Step Up
Skills Appraise +14, Bluff +14, Craft (alchemy) +16, Diplomacy +14, Heal +13, Knowledge (local) +14, Perception +15, Profession (bartender) +13, Sense Motive +15
Languages Common, Dwarven, Elven
Gear poisoner’s ring, ring of protection +1, 1 vial of Venn’s Voice (DC 21), 400 gp
Poisoner’s Ring
Aura faint evocation; CL 3rd
Slot ring; Price 1,100 gp; Weight –
[Description]
The onyx ring increases the save DC of any poison (mundane or magical) crafted by the wear by 1.
[Construction]
Requirements Forge ring, must be evil; Cost 550 gp
Venn’s Voice
Aura none; CL 9th
Slot none; Price 3,500 gp; Weight –
[Description]
This magical poison detects as neither magic nor poison until it is activate by a secret command word. The poison must be ingested, typically delivered through drink at the Rogue’s Gallery Tavern. The Fort DC is 20 with an onset time of 1 minute after the command word is given. The toxin can remain in the target’s system for up to one year from ingestion before the command word needs to be given. The onset time is 1/round for 6 rounds dealing 1d3 Con and 1 Str until 2 saves are made.
[Construction]
Requirements Brew Magical Poison, misdirection; Cost 1,750 gp
Master Brewer
Your superior alchemical and brewing skills allow you to create simple magic items.
Prerequisites: 5 ranks in Craft (alchemy) or Profession (bartender/brewmaster)
Benefit: Choose one of the prerequisite skills. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Brew Potion or Brew Magical Poison feats. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules for Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcraster can qualify for Craft Potions or Craft Magical Poison feats.
Brew Magical Poison
You can create magical poisons.
Prerequisites: Caster Level 3rd, must be evil
Benefit: You can create any magical poison for which you meet the prerequisites. Brewing a magical poison takes 2 hours if its base price is 250 gp or less, otherwise brewing a magical poison takes 1 day for each day of 1000 gp in its base price. When you create a magical poison, you set the caster level, which must be sufficient to cast the prerequisite spells and no higher than your own level. To brew a magical poison, you must use up raw materials costing ½ the base price. See the magic item creation rules for more information.
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