1. - Top - End - #6
    Troll in the Playground
     
    BisectedBrioche's Avatar

    Join Date
    Feb 2007
    Location
    Some rainly old island
    Gender
    Female

    Default Re: GITP Monster Competition XXIII - We the People

    Mortal Devils (Mundaziers)

    For countless millenia the creatures which inhabit the lawful evil aligned planes have interacted with humans. While the individuals they get involved with rarely come off best they've stopped short of the wanton destruction of their more chaotic brethren. As lawful beings they honor and negotiate deals and stick to the word (if not the spirit) of their agreements and contracts, verbal or otherwise. Of course while some Devils have their ways of appealing to mortals every race, is still weary of dealing with them because of their intimidating appearance alone.

    As a result the desitens of the lower planes sought to recruit mortals to aid them. To this end they appeared to and negotiated with any mortal they could convince to join them, from those on the streets with no where to turn to those about to be enslaved or slaughters following battles. These individuals (mainly humans but included, dwarfs, elves and every other race imaginable) were brought to the lower planes to serve as their diplomats. As time went on the population of these diplomats bred, both with each other and natives of the plane. Thousands of years later, after many generations the devils had what they needed, a race of mortal devils;
    the Mundaziers.

    Personality: Even the harsh environment of the lower plains can not change the fact that Mundaziers are skilled diplomats. They tend to be charismatic and well spoken, rarely breaking their calm (almost stoic) demeanor.
    Physical Description: Mundaziers are roughly the same dimensions as a more well built than usual elf (albeit with slightly less pointed ears). Their skin has the same range of tones as a human but typically has a red or green tint. Similarly their hair may have a green or bluish tint while otherwise falling within the normal human ranges.
    Relations: Mundaziers are, by their very nature, supposed to get along with others. However those aware of their origins may be wary of them, and as they are devils, demons will attack them on sight without question.
    Alignment: Almost all Mundaziers are Lawful. Their moral alignments tend to neutral, however evil and good aligned Mundaziers are not unheard of (with the former being more common). Good aligned Mundaziers are usually tolerated by Devils (who see it as a necessary consequence of dealing with mortals), but never trusted.
    Lands: All Mundaziers originate from the Lawful Evil aligned planes, however they may decide to flee the lower planes and settle in the material plane. Such individuals are rare, however.
    Settlements: Mundaziers build settlements resembling those of humans on the lower planes. They tend to use bricks and metal scaffolding due to the abundance of these materials on the lower plane.
    Power Groups: All Mundaziers must answer to more important Fiends, however communities of them may have an informal hierarchy based on respect.
    Beliefs: On the lower planes, Mundaziers don't tend to be exposed to the idea of religion. Devils will usually prevent them from practising it in case they begin to obey a power other than their own.
    Languages: Infernal and Common Bonus Languages: Any (other than secret languages, such as Druidic)
    Names: Mundaziers are named at birth, typically with a descriptive name, using words from both Common and Infernal (although infernal is preferred over common to appease their masters). All Mundazier names are gender neutral, but a suffix will be added to give a name gender. The suffix used depends on the family name. Family names always have at least two syllables, the first of which is the male suffix and the second of which is the female suffix, the suffix is not used in their full name. A family name normally alludes to either a profession or natural resource (the most common component being Baztab, the infernal word for diplomacy). For example if a Mundazier had the family name Firelix and was given the name Bazu, then their full name would be either Bazufir Elix (Male) or Bazuel Firix (Female).
    Typical Names: Bazu, Sam, Alix, Ash, Tearin, Gritbarb
    Family Names: Firelix, Stoneri, Stontab, Crayft, Terrut, Baztab, Bazwood
    Adventurers: Most Mundazier will only adventure as part of another devil's gambit, as they rarely have any desire to adventure themselves. They may also be sent to carve out a life in the material plane and report back anything of interest to their masters. The later is typically the fate of good aligned Mundaziers who may cause trouble if they're left in their communities.

    Mundazier Racial Traits
    * Mundaziers gain a +2 bonus to charisma, however they take a -2 penalty to wisdom due to their isolated existence on the lower planes.
    * Mundaziers are Outsiders, granting them outsider traits
    * Mundaziers also have the Lawful and Native subtypes.
    * Size: As medium creatures Mundazier gain no special bonuses or penalties for their size.
    * Mundazier land speed is 30 feet.
    * Automatic Language: Infernal and Common Bonus Languages: Any (other than secret languages, such as Druidic)
    * Favored Class: Rogue
    * Level Adjustment: +2
    * +2 bonus to all diplomacy, bluff and perform checks made towards devils, as well as fiendish creatures
    * -2 penalty to all diplomacy, bluff and perform checks made towards demons and celestials as well as celestial creatures.
    * For up to two hours per day a Mundazier may sprout bat like wings as a swift action, granting them fly speed equal to their base land speed with average maneuverability. They may use this ability as much as they wish as long as the total time does not exceed 2 hours each day.
    * Alter Self (as per the spell) a number of days equal to their charisma modifier, Disguise Self 1/day. Both have a caster level equal to the Mundazier's character level.
    * Due to their fiery environment, Mundaziers gain Fire Resistance 5.

    Vital Statistics

    The starting age for a Mundazier is 100 plus 3d4, 5d4 and 4d6 for simple, mid point and complex classes respectively.

    Age categories for a Mundazier are: 154 (Middle Age), 246 (Old) and 300 (Venerable). The maximum age is +2d% years.

    Height and weight are as follows;

    {TABLE=head]Gender|Base Weight|Weight Modifier|Base Height|Height Modifier

    Male|100lb|x(2d4)lb|4' 5"|2d6

    Female|85lb|x(2d4)lb|4' 5"|2d6[/TABLE]

    Example NPC: Level 1 Mundazier Rogue
    Spoiler
    Show
    Samner Stoi
    Size/Type: Medium Outsider (Lawful, Native)
    Hit Dice: 1d6 (4 hp)
    Initiative: 0
    Speed: 30 ft. (8 squares); Flight 30 ft. (average)
    Armor Class: 13 (+3 Studded Leather Armour, +0 Natural, +0 Dex Bonus), touch 10, flat-footed 10
    Base Attack/Grapple: +1/+1
    Attack: Rapier 1d6+1
    Full Attack: Rapier 1d6+1
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak attack (+1d6)
    Special Qualities: Outsider Traits, Native Traits, Lawful Traits, Trapfinding, Alter Self, Disguise Self, Fire Resistance 5
    Saves: Fort +2, Ref +2, Will +1
    Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 8, Cha 12
    Skills: Diplomacy (4), Open Lock (4), Move Silently (4), Forgery (4), Gather Information (4), Sense Motive (4), Knowledge (Local) (4), Spot (4)
    Feats: Deceitful
    Challenge Rating: 2
    Equipment: Rapier, Studded Leather Armour, Caltrops (1d4 bags at any given time), Ink, Inkpen, Paper (1 sheet), Vials (3), Vials of Special Ink (2), Flask of Water (1)
    Alignment: Lawful Evil
    Level Adjustment: +2

    Samner Stoi is a Mundazier sent by a medium ranking devil to turn the populace of a large town against a local nobleman, as part of a deal with a rival. To achieve this she plans to forge incriminating letters to make him appear to be having an affair with an unknown woman. Stoi will then use her disguise self ability to "come forward" as the mystery woman. The rival's motive for this is to improve his cousin's chance of being made mayor (as the target is also running for this position). Stoi needs four vials of special ink to forge the document which is mixed only by the target to prevent such slander. Fortunately (for the target) after breaking into the house a few nights earlier she made the mistake of only taking exactly 4 vials. After using up one beginning to forge the document she dropped another, spilling it. To protect her conspiracy she must break back into the house, as the ink is deliberately mixed in batches (so that they can be distinguished via chromatography) she must take her remaining vials with her and perform a test using them to ensure that she gets the right batch.

    The victim is aware that someone broke in a few days previously, and is aware that someone has broken in and suspects it was part of a plan to sabotage his campaign as mayor. He does not, however, know that some of his ink was stolen.

    The ink is made using a DC10 craft (alchemy) check and costs 10gp a vial to produce. It can only be replicated perfectly by someone who knows the recipe (i.e. the mark and his personal secretary). It is immediately noticeable by its unique colour (a shade of magenta with a glossy finish) and can be "dated" by comparing data on the batches which were mixed (kept under a good quality lock in a cabinet in the house's basement, the secretary carries the only key) to the result of a DC 15 alchemy check (this may be made untrained). One batch of ink can be confirmed as separate from another via chromatography with a DC 10 alchemy check, the ink can be distinguished from any other check with a DC5 check. If the check is failed then the result is a false positive, the checker does not know this but the check can be made as many times as they wish. All these checks may be made untrained but you must be trained to take 10.

    The ink is worth 15gp, however a forger would pay a high price for it and the own would no doubt wish to reward anyone who recovered something which could so easily lead to their downfall.

    Combat

    If Samner is caught she will attempt to flee, dropping caltrops behind her to slow pursuers and using alter self to blend in with a crowd when she's out of sight. If forced into a dead end she will attempt to bluff her way out.
    Last edited by BisectedBrioche; 2008-07-24 at 04:05 PM.
    Hi, I'm back, I guess. ^_^
    I cosplay and stream LPs of single player games on Twitch! Mon, Wed & Fri; currently playing: Nier: Replicant (Mon/Wed) and The Legend of Zelda: Oracle of Seasons (Thurs or Fri)