Imagine you were a soldier, assigned to guard or invade a particularly evil spot, a part of a unit that was attacked by an evil entity. Neither you, nor any of your brothers-in-arms survive, instead you were corrupted into something entirely different, compelled to serve the force you once stood against. You know its wrong, yet you have no control, you exist merely at the whim of this Master, and do its dire bidding. This is the sad story of every corrupt hunter.
Corrupt Hunter
Corrupt Hunter
Type Inhuman
LE Medium Outsider
Init +3; Perception +5
AC 15 touch 15, flat-footed 10 (+1 Dex, +4 Chain Mail )
Init +3; Perception +5
AC 15 touch 15, flat-footed 10 (+1 Dex, +4 Chain Mail )
HD 26 hp (4d10+4 con)
Fort +5, Ref +5, Will +0
Init +1, Senses Darkvision 60 ft; Perception +3
Speed 30
BAB +4 CMB +7 CMD 18
Melee Long Sword +7 (1d6+3)
Range Long Bow +5 (1d6)
Range Long Bow +5 (1d6)
Special
Qualities Formation Fighting, Detect as Undead
Special
Defenses Dmg Reduction 2/Silver or Magic
Str 16 Con 13 Dex 13 Int 7 Wis
7 Cha 8
Typical Skills Handle Animal, Intimidate, Perception, Survival +3
Typical Feats Power Attack, Cleave, Track
Climate: Spirelands or Old SouthOrganization: Solitary, Group (2-5), Patrol (3-12) or Unit (30-60)
Challenge Rating: 3
Treasure: Half Standard
Alignment: Usually lawful evil
Advancement Range: By Class (Fighter or Barbarian)
Detect as Undead: While they are alive they detect as undead for the purposes of spells, but they cannot be turned, though it is a common next step for clerics once they are detected as such. Creatures still get bonuses for attacking them as undead such as a ranger's favoured enemy bonus.
Formation Fighting: They gain + 2 on combat and moral checks when fighting within 10 ft of another Corrupt Hunter and fighting the same threat. This is for attacks, damage and saving throws.
No Unit is Alone: Suffer a -2 on combat and moral checks if not within 200 feet of another Corrupt Hunter or if they are out of visual sight of another of their kind.
Corrupt Hunters were human soldiers that were lost in dungeons and then corrupted
by otherworldly evil. Reappearing weeks after their disappearance, they have been changed and now keep to a strange secretive brotherhood. They exist midway between their past lives and their new evil devotion. It is not known if they actually have died but neither they nor their previous allies wish to be reminded of the past.
Their main task is warding adventurers away from their Masters lair, usually a well known evil location, often a temple, magic tower or place of teleportation streams. They patrol a primary site and keep an unfriendly eye on roadways looking for information and hunting trespassers. While disliked, they are often ignored as they throw around enough coins to be tolerated and help in shared tasks for a region such as patrolling borders or chasing criminals. Even when they help in such a shared task, they do so as a unit, never willingly interact with non-corrupt hunters. There are often rumors that they are involved in vile rituals, but rarely does any proof come to light.
Usually
dressed in light chain mail, armed with shield and sword, many still wearing decorations of rank of when they were when
alive, though everything they have is in a state of decay. Known for
their elaborate formation rituals and keeping their distance from former friends and colleagues. Corrupt hunters that escape service to their Masters, live a life on the run and none speak about the horrors they have encountered.
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