Peacekeeper Agent (3.5e Creature)

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Peacekeeper Agent

Peacekeeper Agent

CR 3

Level 5
CG Medium Human
Init/Senses +5/Listen +10, Spot +10
AC 20, touch 15, flat-footed 15
hp 34 (5 HD)
Fort/Ref/Will +3/+9/+6
Speed 30
Melee 1d8/1d4 (Longsword,+Dagger)
Space/Reach 5 ft./5 ft
Base Atk/Grp +5/+0
Abilities Str 12, Dex 20, Con 14, Int 18, Wis 14, Cha 16
Feats Two Weapon Fighting, Evasion
Advancement
Possessions Peacekeepers almost always have poisons
Detect Poison 3/day, DC20 Appraise check to identify detected poison. (Must have line of sight.)
Leap Attack Leap 10 feet through the air landing near an opponent and sneak attacking them.
Sneak Attack 3d6
Finesse Add Dex mod to bluff checks when feinting, and attack immediately if successful.

Strategies and Tactics

Peacekeepers don't attack good aligned unprovoked

Agents will always attempt to sneak up on their enemies, whether that means trapping them, leading them into an ambush, or just downright cutting throats while sleeping.

Ecology

The Agents are Peacekeepers who remain relatively close to the Order to protect or hide it. If somebody has found information on the Orders whereabouts or its inner workings, they track down the culprit and assess whether they are a threat or not. Threats are eliminated by any means, and bystanders are persuaded or intimidated to drop the subject, or in rare cases indoctrinated into the Order itself as a Peacekeeper.

Environment: The Order is underground, as to where, the DM decides

Typical Physical Characteristics: Small, Light, and alarmingly fast.

Alignment: Chaotic Good

Lore

Peacekeepers are a sworn order of assassins, tasked with silencing influential characters in the world who've been deemed enemies of peace; those that would incite war for profit or gain. The Order is extremely secretive and its members select their targets on their distinction as to avoid a clouded judgement when eliminating bringers of war. They are forbade to pledge allegiance to any king, or country, and are to remain entirely politically neutral.

Sample Lair

The Order itself is a winding labyrinth of stone, tunneling off into countless directions. Its central corridors are long and elaborate with well tended furnishings, mahogany tables and bookshelves, and numerous silk banners draping walls, and doorways. Its main feature is that of an amphitheater, where Agents and Disciples of the inner circle alike meet and discuss threats to peace. Its also a staging area for assassinations and an evidence board for proving a targets misdeeds. The Order has no public living quarters as to discourage leisure, but it boasts a massive a craft room, filled with countless tools and many rare materials. Aside from the Order itself, there are many safe-houses spread across the world, filled with a similarly expensive taste for furniture, and weeks of preserved foods, as well as information on most of the Orders ongoing operations in that area.

Typical Treasure

Safe houses, will always have their usual spread of enchanted daggers and deadly poisons, but Peacekeepers don't carry much money with them, and tend to be solely self sufficient.

For Player Characters

Peacekeeper players will always know the location of active safe-houses, and will always be able to enter them freely.

i broke the breadcrumb


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