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Non Player Compendium

Volume 2

by Nick Mulherin

M
any products detailing NPCs are fairly concrete -- no matter how many times a Gamemaster goes back
to a product, the same NPCs are always there, presented in the same fashion, with the same alignment,
with the same motivations. Once an NPC appears in one campaign, a GM is hard-pressed to re-use that
NPC in a different campaign, especially if the players remain the same. This particular product aims at flexibility,
presenting one NPC (statted out at 1st level and 5th level) that has then been developed along two different paths
(with stats for 10th, 15th, and 20th level for each path). One path leads to a life of cruelty and villainy, the other
remorse and righteous rehabilitation.
A word about the organization of the document -- through the first two sections, the NPC receives a very
detailed backstory, which gives way towards more general notes on use and possible hooks into the campaign as
the NPC is presented in two different ways. This was done in order to make this product as useful as possible
while still giving enough depth to the NPC to make the choices at the crisis viable and believable. Naturally, the
details presented here as background can be omitted or changed as necessary by the GM or could occur off-stage
to account for later encounters with the character.
Note: References to deities are intentionally vague -- Gamemasters should insert a campaign-appropriate
deity of their own. Suggested domains are listed in parentheses after the reference to the god.
Caius

T
he only child of a pair of priests devoted to the elven god of music and the arts (Good, Knowledge, Sun),
Caius grew up in a monastery and temple complex at the edge of the elven lands. His parents, Ianus
and Aelia (male elf Clr7, female elf Clr8, both N), having waited until they were well into middle-age
before they even considered children, delighted in everything he did. Understandably, Caiuss precocious talent
for singing thrilled his parents, and they encouraged him, convincing their colleague, Peritrus (male half-elf
Brd4/Rog2, CN) to give him voice lessons.

Although Peritrus was a capable and enthusiastic teacher, especially when presented with a talent like Caius,
his lessons were frequently framed with rather poisonous advice, promoting a solipsistic, hedonistic lifestyle
that elevated the artists needs far, far above those of the common people or even the nobility. Excited by their
sons progress under Peritrus, however, Ianus and Aelia overlooked their young sons snobbish and self-centered
tendencies, excusing them as being part of a proper musical temperament. For his part, Caius considered his
parents lavish attentions smothering and grew to prefer spending his free time with Peritrus, taking long walks
with the older half-elf through the monasterys grounds, discussing the great elven musicians of centuries past
(for, of course, all the greatest musicians were elves or, Peritrus frequently added with a wink, had at least a touch
of the elf in their blood) and the nature of religion (a natural topic, given their home). Some days, when the
teacher was in a foul mood, hed complain miserably about being stuck in a monastery in the middle of nowhere
and tell Caius about his time in the great cities of the lands.

In the Summer of Caiuss 130th birthday, Ianus and Aelia told him that he would be expected to take his clerical
vows now that he had reached maturity. The young elf, his head filled with tales of distant cities and famous
musicians, refused to take vows and, in a fit of pique, refused to eat as well. He said nothing to them, instead
spending his days wandering about the gardens deep in conversation with Peritrus. His parents, expecting him to
relent, let him do all this, believing that he would come around and take his vows. When they went to his room the
morning of the ceremony, they found it empty, save for a small piece of parchment, which turned out to be their
sons first professional composition, a short, wordless choral piece: A Meditation in C minor, written on leaving
home and beginning life (for Peritrus).

Appearance: Caius is a short and slender elf, with a slight bearing and pale skin. He has high cheekbones and
clear green eyes, which are all the more striking when compared to his nut-brown hair.

Personality: In the end, despite the good intentions of Ianus and Aelia in having Caius study with Peritrus, they
ended up creating a spoiled, self-centered, jaded young elf by allowing the elderly bard so much influence. At
this age, Caius has no sense of decorum, betraying boredom and disgust without a second thought, yawning at the
least appropriate times and gazing off into space if the conversation turns away from him even briefly. In spite of
his annoyance with his parents, he expects strangers to lavish him with praise in the same way and often latches
onto approving elders as surrogate parents, much as he did with Peritrus. At the same time, Caius can be charming
in his enthusiasm for topics he knows a lot about, such as religion or music, and his excitement over his own,
admittedly mediocre (but promising), compositions often makes up for his fickle demeanor. If someone does him
a good turn, he repays the favor promptly and frequently in a clumsily dramatic fashion.

Goals: At this time, Caius has two goals: one, to reach the largest city in the surrounding region and, two, to
establish himself as the premier elven composer of his day. To this end, he looks to join up with a caravan or
group headed towards the city. Failing that, hell walk the distance, staying over nights in small taverns and inns,
singing to pay his bill. If an adventuring party or caravan attempts to negotiate with him, by attempting to retain
him as a guard or agreeing to escort him to the city
if he helps with a quest, the young elf will agree if
such a plan does not put him into too much danger
and pays him at least 4 sp/day. His preference,
however, is to get to the city without incurring any
debts whatsoever.

Combat: Caius might be self-centered, but hes far


from stupid and knows that he has few options in a
stand-up fight at this point. If hes alone, he runs,
regardless of an opponents strength or numbers.
If attacked while part of a larger group, he hangs
in the back, using his inspire courage ability and
firing the occasional arrow. In the event that
someone captures him, he surrenders immediately
and attempts to bargain for his life. He has no
compunctions about betraying someone if it means
he gets to live.

Caius, Male Elf Bard 1


Size M; HD 1d6-1; hp 5; Init +6 (+2 Dex, +4 Improved
Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather);
BAB +0; Grp -1; Atk melee -1 (dagger, 1d4-1/19-20/x2),
ranged +2 (shortbow, 1d6/x3/60 ft, or dagger, 1d4-1/19-20/
x2/10 ft); SA Bardic music, arcane spells; SQ Elf qualities;
AL N; SV Fort -1 (-1 Con), Ref +4 (+2 Dex, +2 Brd), Will
+4 (+2 Wis, +2 Brd); Str 8, Dex 15, Con 8, Int 13, Wis 14,
Cha 15.

Skills, Feats and Languages


Bluff +6 (4 ranks, +2 Cha), Concentration +3 (4 ranks, -1 Con), Diplomacy +6 (4 ranks, +2 Cha), Gather Information +6 (4 ranks, +2
Cha), Knowledge (Religion) +5 (4 ranks, +1 Int), Listen +8 (4 ranks, +2 Wis, +2 racial), Perform (Sing) +6 (4 ranks, +2 Cha); Improved
Initiative; Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +2 (+1 Int, +1 level), bardic music 1/day (fascinate, inspire courage +1, countersong), arcane spells; immunity to
magic sleep effects, +2 racial bonus to saves against enchantment spells or effects, low-light vision, Martial Weapon Proficiencies
(longsword, rapier, longbow, shortbow), +2 racial bonus on Listen, Search, and Spot checks.

Spells
Spells Known 4, Spells per Day 2
Save DC 12 + spell level
0-level: ghost sound, light, lullaby, summon instrument.

Equipment
Studded leather armor, travellers clothes, shortbow, 4 daggers, backpack (bedroll, 3 torches, flint & steel, 20 sheets parchment, 2 vials
of ink, 2 quills).
Crisis Point

E
ventually, after a series of mishaps and instances along the road, Caius reached the city. Once there, he
managed to convince Jeremiah Coventry (male human Exp4/Ftr1, N), the owner of The Elk & Star
Tavern, that he was more than capable of providing nightly entertainment for the customers. Wary, but
willing to give the charming young elf a chance, the owner engaged him for nightly performances at the beginning
of the week, figuring that business was sparse enough then that it wouldnt hurt too much if the bard actually drove
away business.

Initially, Caius performed poorly -- his stage manner was atrocious, and his compositions were maudlin and
derivative, a situation exacerbated by his lacking an accompanist. Recognizing the innate talent of the young
vocalist even when he saw the lackluster reception the performances received, Jeremiah decided that, with time,
practice, and an accompanist, he might have a solid draw for The Elk & Star for years to come. While Caius
continued to struggle through his nightly performances with an odd mixture of bravado and pretentiousness, the
tavern owner auditioned musicians on the sly, eventually hiring Arabelle Devere (female human Brd6, NE), a
capable local musician with an established name and the willingness to work with new talent. In the pair of them,
he saw a duo that would bring the crowds into his tavern and cause them to stay late into the night. In Caius,
Arabelle saw a nave young elf selfish enough to be flattered into working for the local thieves guild.

Both of their assumptions proved to be true. The Elk & Star became extremely popular among all peoples of the
city, with the two musicians getting along famously and performing brilliantly, and Caius worked wonders for the
thieves guild, which Arabelle presented as a local association of merchants with common interests. Caius was
exploited for what he was, a vain musician and charming conversationalist. Unwitting merchants were wheedled
into unfavorable deals during late dinners at The Elk & Star, arranged with the promise of meeting the very
talented bard. When people refused to play according to the guilds rules, Caius was used as a front man, making
them feel like the luckiest and most generous people in the world (all, of course, while keeping the conversation
turned to himself and topics he had been prepped on by Arabelle). Eventually, he could soften them up enough
with his attentions (or, if necessary, magic), dedicating songs to them or recommending their goods and wares
during performances, that theyd cow to the demands of Caiuss friends in the guild. He may or may not have
known about the legality of his associates actions, but, if he did, he certainly didnt care. Even in the most liberal
interpretation of the law, his hands were clean. Plus, Arabelle had made him famous, a favor which he was
determined to repay as best he could.

As time passed on, both The Elk & Star and the thieves guild prospered, with both businesses attracting a more
desirable and influential set of clients, even attracting minor nobles, such as Sir Horacio Jonley (male human
Pal3/Ari2, LG) and Lady Elisabeth Makepeace (female human vampire, Ari6, maximum ranks in Perform
for both stringed instruments and keyboards, Skill Focus in both). On top of that, with time and practice, Caius
improved his compositions markedly and, with Arabelles help, learned to play the lute, enabling them to play
duets, increasing the amount of money Jeremiah could charge (lute duets were particularly popular for a few
summers). A fair man, if a touch greedy, Jeremiah passed this money on to the performers, enabling Caius to buy
some better equipment, such as a Vonnerkam lute, made by the dwarves of the north out of maple and dogwood,
and some better clothing. Combined with some of the gifts he received from the thieves guild and visiting
merchants, he finally began to look the part he had always played in his mind.

It was only natural that Caius would catch the eye of Lady Elisabeth Makepeace, especially given her talents as a
musician. Flattering the young musician with her attentions and some lavish gifts, including two bottles of ancient
elven wine and some flasks of unguent of timelessness for his Vonnerkam. Her interest in Caius mainly stemmed
from the boredom of eternal life but eventually grew into a twisted sort of love, with her eventually planning
on turning the elf to her. She demanded, and received, more of his time. The bard frequently left Arabelle to
perform alone or showed up to performances so distracted that he forgot lyrics or improvised new harmonies and
structures to pieces, forcing the talented, but musically unimaginative Arabelle to scramble to cover his mistakes
and/or keep up.

One night, while Caius was visiting with Lady Elisabeth, Arabelle, performing by herself, happened to fall into a
conversation with Sir Horacio Jonley. As she expressed her frustration with Caius for not honoring his agreements
to perform (and also, obliquely, his obligations to her friends, who just happened to be in town), Arabelle
found that she had a willing listener in Jonley, who suggested that enough was enough and that she really ought
to confront her partner immediately. Convinced to tag along, Jonley joined Arabelle as she headed over to the
Makepeace estate. Upon being received, Arabelle refused accommodations in the sitting room, storming upstairs
into the Ladys drawing room, where she found Caius unaware, as the Lady Makepeace stood behind him, fangs
bared. Upset at Arabelles intrusion, Caius demanded to know her reasons for intruding. A little surprised at the
scene in front of her, Arabelle told him Lady Elisabeth was a vampire.

Appearance: Aside from some slightly nicer clothes and a barely noticeable fullness of frame that could only
come from eating extremely well, Caius looks the same as he did before.

Personality: Still slightly fickle and very self-centered, Caius has developed the arrogance of someone who can
back up his vanity. Prone to hedonistic tendencies (suggested in his early life by Peritrus and reinforced by his
lifestyle and dalliance with Lady Elisabeth), theres a slight chance that the elf is always a slight bit drunk, making
him even more garrulous than usual and prone to repaying favors in the most extravagant ways. The young elf is
very devoted to Lady Elisabeth, although he would hesitate before calling his feelings love. He like Arabelle
and Jeremiah well enough, although he generally grows to find both tiresome as his relationship with the Lady
becomes more intense. Sir Horacio Jonley doesnt register on his radar in the least.

Goals: Generally, Caius wants to continue to become a famous musician and can be coaxed into all sorts of
things if he can be convinced that the end result furthers this goal, hence his involvement with the thieves guild
(of which he is only semi-aware) and his affair with the Lady Makepeace (which he does see, in his less lucid
moments, as a feather in his cap, not more than a trifle with a very wealthy lady).

Encountering Caius: At this stage of his life, Caius is slightly harder to drop into a campaign than he is during
the earlier portion of his life or later portions -- his location is mostly static, and his actions, fairly routine, yet hes
not a truly useful ally or impressive villain. There are, however, a number of ways that a party might encounter
the elven musician. They might be hired to investigate the local thieves guild or even be looking to do business
with it. If the DM wanted to use Caius more obliquely, he could have the party seek out Caius as a source of
information.

Caius can also be introduced at the crisis point (Arabelle telling him Elisabeth is a vampire) in a number of ways.
The party could be associates of Sir Jonley and agree to help Arabelle confront her musical partner, or they could
be seeking out Lady Elisabeth for some sort of crime (most likely related to her feeding) when they happen upon
the scene of her feeding on Caius.

Combat: In the odd event that the party ends up fighting Caius, he uses his spells to quickly disable melee
fighters and then summons monsters to engage the spellcasters while he makes his escape. If surrounded and
outnumbered, he wont hesitate to bargain for his life, making outlandish promises and gestures that he may or
may not be able to keep.
Caius, Male Elf Bard 5
Size M; HD 5d6-5; hp 18; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather); BAB +3; Grp +2;
Atk melee +2 (dagger, 1d4-1/19-20/x2), ranged +5 (shortbow, 1d6/x3/60 ft, or dagger, 1d4-1/19-20/x2/10 ft); SA Bardic music, arcane
spells; SQ Elf qualities; AL N; SV Fort +0, +1 Brd), Ref +6 (+2 Dex, +4 Brd), Will +6 (+2 Wis, +4 Brd); Str 8, Dex 15, Con 8, Int 13,
Wis 14, Cha 16.

Skills, Feats and Languages


Bluff +11 (8 ranks, +3 Cha), Concentration +7 (8 ranks, -1 Con), Diplomacy +8 (4 ranks, +2 Cha, +2 synergy: Bluff), Gather Information
+11 (8 ranks, +3 Cha), Knowledge (Religion) +5 (4 ranks, +1 Int), Listen +12 (8 ranks, +2 Wis, +2 racial), Move Silently +6 (4 ranks,
+2 Dex), Perform (Sing) +11 (8 ranks, +3 Cha), Perform (Stringed Instruments) +8 (4 ranks, +3 Cha, +1 masterwork lute); Improved
Initiative, Spell Focus (Enchantment); Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +6 (+1 Int, +5 level), bardic music 5/day (fascinate, inspire courage +1, countersong, inspire competence), arcane
spells; immunity to magic sleep effects, +2 racial bonus to saves against enchantment spells or effects, low-light vision, Martial Weapon
Proficiencies (longsword, rapier, longbow, shortbow), +2 racial bonus on Listen, Search, and Spot checks.

Spells
Spells Known 6/4/3, Spells per Day 3/4/2
Save DC 13 + spell level, 14 + spell level for Enchantment
0-level: detect magic, ghost sound, light, lullaby, read magic, summon instrument.
1st-level: cause fear, charm person, hypnotism, sleep
2nd-level: blindness/deafness, hold person, summon monster II

Equipment
Studded leather armor, nobles outfit, courtiers outfit, travellers clothes, fire opal pendant on a fine gold chain (950 gp), shortbow
(20 arrows), 4 daggers, backpack (bedroll, 3 torches, flint & steel, 20 sheets parchment, 2 vials of ink, 2 quills), Vonnerkam lute
(masterwork), 2 flasks of unguent of timelessness.
Path 1: Caius and Lady Elisabeth
Caiuss Reaction: Caius, slightly drunk, laughs. By the time he turns around to look at Lady Elisabeth, shes
composed herself well enough that she looks no different than she ever does. Accusing Arabelle of jealousy, the
young elf indulges his flair for the dramatic and quits their show at The Elk & Star, claiming that the stress has
gotten to be too much.

Picking up on his lead, Lady Elisabeth suggests a tour of the provinces, something that hes never done,
pressing on him the idea of playing his music in front of the great crowds of the southern metropolises and in
the halls of the great dwarven lords. If pressed, she does admit to him that she is, in fact, a vampire, quickly
pointing out, however, that shes not harmed him yet and that all her actions have been to his benefit. His mind
clouded by visions of the fame that he could gain by taking a tour of the provinces, Caius is willing to travel
with her for a time, so long as she promises not to turn him, to which she agrees.

If things head towards combat here, the two of them disable, but dont kill, Arabelle as quickly as possible,
preferably without alerting Sir Jonley and any associates he might have with him. In order to facilitate the tour,
Lady Elisabeth resists turning Caius -- it wouldnt do if he couldnt go out in daylight.

Appearance: Same as before, although he wears more garish clothing when performing and carries himself
with the bearing of a minor noble.

Personality: If Caius was overbearing before, he has become more so now, particularly if encountered during
his tour. Tendencies towards garrulous behavior and charming conversation have given way to whimsical
demands and outlandish hedonism. He becomes famous for the fit he throws when a noble in the outlying
provinces doesnt have the right wine. His former willingness to return favors has also abated somewhat. If
saved from a potentially bad situation, such as death or imprisonment, he can be childishly grateful to his helper,
but mostly, even if he borrows money, hes more likely to go complain to Lady Elisabeth about how dreadful
someone is. More often than not, this results in him somehow conniving with her to capture that person for her
next meal.

Goals: More than anything else, even than acquiring fame and riches, Caius wants to enjoy himself, something
Elisabeth is only too happy to assist him with. His method of enjoying himself tends towards hedonism and,
more and more as time goes on, criminal behavior.

Methods and Behaviors: While on the road, Elisabeth and Caius have a standard routine: travel by day to a
new city, stop and perform, attend balls and other events, find someone for Elisabeth to feed on, steal from
them, and continue on to the next city or venue. With repetition, this ritual becomes less exciting, and the two
of them start to rob passing caravans, quickly investing the loot into a more lavish carriage, better clothes, and
exotic drugs and wines. Also, in an effort to better be able to protect himself from jealous nobles, brigands, and
righteous do-gooders, Caius spends a good portion of his days (while Elisabeth rests) taking fencing lessons,
learning forms that rely on agility instead of brute strength.

Encountering Caius and Elisabeth: An encounter with Caius and Elisabeth would most likely occur in one of
two places -- on the road or in one of the various cities they travel through. The party could meet the pair by
chance, or, if they were present that night at the Makepeace estate, they might be pursuing the bard and his lover
on behalf of Jeremiah, Arabelle (and the thieves guild), or even Sir Horacio Jonley (who despises undead and
loves a good hunt). The two of them may or may not recognize the PCs (if they have met before) and treat them
rather condescendingly, maybe even attempting to rob them, unless the PCs are obviously stronger than the pair.
If Caius finds out the PCs are pursuing him on behalf of the thieves guild, he leaves a city immediately, heading
off to another nearby city or estate post haste with Elisabeth, either to lay low there or stock up with provisions
for a longer, cross-continent carriage ride. Caius knows enough now to realize that his former associates can be
very dangerous if crossed. The presence of Jonley, on the other hand, focuses Caiuss concern on Elisabeth and
hell focus on finding a safe hideout for her, but will not leave the city.

Combat: Should Caius find himself alone and in combat, he immediately focuses on disabling any melee
combatants, casting deep slumber or hold person. He follows this with a quick retreat, far enough to buy
him enough time to cast a summon monster spell. With the spellcasters distracted, he focuses on eliminating
any melee combatants (coup de grace) and making his getaway. If Elisabeth is present, hes slightly more
aggressive, forgoing the summoning spells for spells like crushing despair or blindness/deafness and allowing
the vampire to summon a pack of wolves to keep the casters busy. Caius, as usual, will not hesitate to run if his
death appears imminent, even if it means the sacrifice of Elisabeth. That said, if a party kills Elisabeth, he will
seek revenge, extending his anger to associates (such as the thieves guild and Jonleys family) and family as
necessary. If he escapes with Elisabeth, Caius will submit himself to being turned into a vampire; hell likely
seek this change out even if the party kills Elisabeth.

Caius , Male Elf Bard 10


Size M; HD 10d6-10; hp 35; Init +6 (+2 Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, +3 studded leather); BAB +7/+2; Grp
+6; Atk melee +9 (dagger, 1d4-1/19-20/x2), melee +10 (+1 shortsword, 1d6/19-20/x2), ranged +9 (shortbow, 1d6/x3/60 ft, or dagger,
1d4-1/19-20/x2/10 ft); Full Atk +9/+4 melee (dagger), +10/+5 melee (+1 shortsword) or +9/+4 ranged (shortbow or dagger); SA Bardic
music, arcane spells; SQ Elf qualities; AL NE; SV Fort +3 (-1 Con, +3 Brd, +1 cloak), Ref +10 (+2 Dex, +7 Brd, +1 cloak), Will +10
(+2 Wis, +7 Brd, +1 cloak); Str 8, Dex 15, Con 8, Int 13, Wis 14, Cha 17.

Skills, Feats and Languages


Bluff +16 (13 ranks, +3 Cha), Concentration +12 (13 ranks, -1 Con), Diplomacy +8 (4 ranks, +2 Cha, +2 synergy: Bluff), Gather
Information +16 (13 ranks, +3 Cha), Knowledge (Religion) +5 (4 ranks, +1 Int), Listen +17 (13 ranks, +2 Wis, +2 racial), Move Silently
+11 (9 ranks, +2 Dex), Perform (Sing) +16 (13 ranks, +3 Cha), Perform (Keyboard Instruments) +5 (2 ranks, +3 Cha), Perform (Stringed
Instruments) +8 (5 ranks, +3 Cha), Use Magic Device +5 (2 ranks, +3 Cha); Improved Initiative, Spell Focus (Enchantment), Greater
Spell Focus (Enchantment), Weapon Finesse; Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +11 (+1 Int, +10 level), bardic music 10/day (fascinate, inspire courage +2, countersong, inspire competence,
suggestion, inspire greatness), arcane spells; immunity to magic sleep effects, +2 racial bonus to saves against enchantment spells or
effects, low-light vision, Martial Weapon Proficiencies (longsword, rapier, longbow, shortbow), +2 racial bonus on Listen, Search, and
Spot checks.

Spells
Spells Known 6/4/4/4, Spells per Day 3/4/4/3
Save DC 13 + spell level, 15 + spell level for Enchantment
0-level: detect magic, ghost sound, light, lullaby, read magic, summon instrument.
1st-level: cause fear, charm person, hypnotism, sleep
2nd-level: blindness/deafness, hold person, silence, summon monster II
3rd-level: charm monster, crushing despair, deep slumber, summon monster III

Equipment
Studded leather armor, nobles outfit, courtiers outfit, travellers clothes, cloak of resistance +1, fire opal pendant on a fine gold chain
(950 gp), shortbow (20 arrows, 5 sleep arrows), 4 daggers, +1 shortsword, backpack (bedroll, 3 torches, flint & steel, 20 sheets parchment,
2 vials of ink, 2 quills), Vonnerkam lute (masterwork), 2 flasks of unguent of timelessness, 2 potions of cure moderate wounds.
N
ow a vampire, Caius continues to give concerts, but his music, previously rather whimsical and thoughtful
with a bright sound, becomes dark and chaotic, emphasizing tone clusters and dissonance. He begins to
play the organ and harpsichord to better emphasize these tendencies. At the same time, in order to feed
his increasingly extravagant tendencies, he begins to dabble in criminal activities, investing in the operations of
local thieves guilds and assisting in the administrative operations of others.

Elisabeth, if alive, may or may not be with Caius still, mostly depending on how he treated her earlier (for
instance, if he abandoned her to her death, whether in a fight with the PCs or in a fight with NPCs, she leaves
him and begins to plot her own revenge). Other companions that might appear with Caius at this stage in his life
include priests of evil gods and various types of thugs and brigands. The bard rarely, if ever, appears in public
without some sort of entourage.

Appearance: Pale now, with slightly rosy cheeks, the elf is more handsome than ever. He continues to wear the
clothes of a noble, although he favors a more monochromatic wardrobe. His shortsword, since enchanted even
further, always hangs at his side.

Personality: More or less the same as before (arrogant and hedonistic), but with the added quirk that he likes to
take his time. As a vampire, he reasons, he doesnt need to hurry, as hes no longer in danger of dying. This makes
him unlikely to keep appointments or to adhere to deadlines. For instance, hell accept commissions for musical
pieces, but turn them out when hes ready to do so, perhaps waiting a year or two to even start. Ironically, Caius
has developed an extremely short temper when theres something he wants and has been known to feed on people
that lag in tending to his wishes.

Goals: Caius has two main goals at this time of his life: to have an extremely good time and to build a musical
instrument worthy of a master bard. He frequently seeks out master craftsmen in the major cities, meeting with
them at night for lessons. The vampire isnt concerned with whether or not his teachers want to teach him or not,
and one or two unwilling masters have been fed on. Caius makes a point of mentioning these incidents to potential
instructors, finding most not willing to die for their craft. And, truth be told, most masters hes encountered are
eccentric enough that their main concern is not who they teach, but the intentions of those they teach. Caius, of
course, honestly wants to learn from these people.

Methods and Behaviors: Caiuss life as a vampire lacks the routine of his earlier life with Elisabeth. He tends
towards renting out rooms in expensive inns, blocking the windows with black satin and/or nailing the shutters
closed. Although he gets no nourishment from food and has no desire to procreate, he frequently attends banquets
and has constant female companionship, as he still finds both activities quite enjoyable. When he studies, he
spends almost all his time in a workshop, working ceaselessly until he can replicate the masters finest work,
whether it takes weeks, months, or years.

Encountering Caius: A party may encounter Caius in any number of places -- at a ball, at a banquet, in concert,
or at the workshop of master instrument maker. The chance of encountering him on the road is miniscule, as he
arranges for his entourage to travel ahead of his and moves from city to city in gaseous form.

Combat: In combat, Caius immediately summons a pack of wolves, something to delay the party just long
enough so he can cast a few spells, with greater invisibility and song of discord the first cast. Hell then attempt to
dominate a melee fighter and turn him against the spellcasters. Even now, as a vampire, Caius prefers not to get
his hands dirty and will flee before engaging in melee. In the case that he has to engage in combat for an extended
period of time, he uses guerilla tactics, hitting foes from a distance with spells and summoned monsters, hoping
to wear them down until he can move in for the kill.
Note: As written, the following version of Caius has a CR of 17 (15th-level bard, +2 vampire) and is the
equivalent of a 23rd level character (15th-level bard, +8 level adjustment).
Caius , Male Vampire, 15th-level Elf Bard
Size M (undead); HD 15d12; hp 124; Init +8 (+4 Dex, +4
Improved Initiative); Spd 30 ft.; AC 23 (+4 Dex, +3 studded
leather, +6 natural armor); BAB +11/+6/+1; Grp +13; Atk
melee +13 (slam, 1d6+2), melee +15 (dagger, 1d4+2/19-
20/x2), melee +16 (+1 unholy shortsword, 1d6+3/19-20/x2),
ranged +15 (shortbow, 1d6/x3/60 ft, or dagger, 1d4+2/19-20/
x2/10 ft); Full Atk +15/+10/+5 melee (dagger), +16/+11/+6
melee (+1 shortsword), +13/+8/+3 melee (slam), or +15/+10/
+5 ranged (shortbow or dagger); SA Bardic music, arcane
spells, blood drain, children of the night, dominate, create
spawn, energy drain; SQ Elf qualities, alternate form, DR 10/
silver and magic, cold resistance 10, electrical resistance 10,
fast healing 5, darkvision 60 ft., gaseous form, spiderclimb,
turn resistance +4; AL NE; SV Fort +5 (+4 Brd, +1 cloak),
Ref +16 (+4 Dex, +9 Brd, +1 cloak, +2 feat), Will +13 (+3
Wis, +9 Brd, +1 cloak); Str 14, Dex 19, Con , Int 15, Wis
16, Cha 21.

Skills, Feats and Languages


Bluff +31 (18 ranks, +5 Cha, +8 racial), Concentration +13
(13 ranks), Craft (musical instruments) +13 (10 ranks, +3
Wis), Diplomacy +16 (9 ranks, +5 Cha, +2 synergy: Bluff),
Gather Information +23 (18 ranks, +5 Cha), Hide +12 (0
ranks, +4 Dex, +8 racial), Knowledge (Religion) +11 (9
ranks, +2 Int), Listen +26 (13 ranks, +3 Wis, +8 racial,
+2 feat), Move Silently +26 (14 ranks, +4 Dex, +8 racial),
Perform (Sing) +18 (13 ranks, +5 Cha), Perform (Keyboard
Instruments) +17 (12 ranks, +5 Cha), Perform (Stringed
Instruments) +10 (5 ranks, +5 Cha), Search +10 (0 ranks,
+2 Int, +8 racial), Sense Motive +11 (0 ranks, +3 Wisdom,
+8 racial), Spot +13 (0 ranks, +3 Wisdom, +8 racial, +2 feat), Use Magic Device +7 (2 ranks, +5 Cha); Alertness, Combat Reflexes,
Craft Wondrous Item, Dodge, Greater Spell Focus (Enchantment), Improved Initiative, Lightning Reflexes, Mobility, Spell Focus
(Enchantment), Weapon Finesse; Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +17 (+2 Int, +15 level), bardic music 15/day (fascinate, inspire courage +3, countersong, inspire competence,
suggestion, inspire greatness, song of freedom, inspire heroics), arcane spells; immunity to magic sleep effects, +2 racial bonus to saves
against enchantment spells or effects, low-light vision, Martial Weapon Proficiencies (longsword, rapier, longbow, shortbow), +2 racial
bonus on Listen, Search, and Spot checks; blood drain (Ex, 1d4 Con damage, +5 hp to Caius), children of the night (Su, 1d6+1 rat
swarms, 1d4+1 bat swarms, 3d6 wolves), dominate (range 30 ft., as 12th level caster, Will Save DC 22), create spawn (Su), energy drain
(Su, 2 negative levels, +5 hp to Caius, Fort Save DC 22), alternate form (Su, bat, dire bat, wolf, dire wolf), DR 10/silver and magic (Su),
fast healing 5 (Ex), gaseous form (Su, at will, indefinite, fly 20 ft), cold resistance 10 (Ex), electrical resistant 10 (Ex), spider climb (Ex),
turn resistance +4 (Ex), +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.

Spells
Spells Known 6/4/4/4/4/3, Spells per Day 4/6/4/4/4/3
Save DC 15 + spell level, 17 + spell level for Enchantment
0-level: detect magic, ghost sound, light, lullaby, read magic, summon instrument.
1st-level: cause fear, charm person, hypnotism, sleep
2nd-level: blindness/deafness, hold person, silence, summon monster II
3rd-level: charm monster, crushing despair, deep slumber, summon monster III
4th-level: dimension door, hallucinatory terrain, greater invisibility, shout
5th-level: dream, nightmare, song of discord

Equipment
Studded leather armor, nobles outfit, courtiers outfit, travellers clothes, cloak of resistance +1, fire opal pendant on a fine gold chain
(950 gp), shortbow (20 arrows, 5 sleep arrows), 4 daggers, +1 unholy shortsword, backpack (bedroll, 3 torches, flint & steel, 20 sheets
parchment, 2 vials of ink, 2 quills), Vonnerkam lute (masterwork), 2 flasks of unguent of timelessness, 2 potions of cure moderate
wounds.
T
hrough with travelling and performing in public, Caius has retreated to a dismal tower in the center of a
swamp, from where he oversees the operations of his many minions and guilds and puts the final touches
on his grand achievement, the Nocturnal Organ (see appendix).

Appearance: Physically, Caius looks pale and slightly dirty most of the time. If encountered in his swamp
lair, he looks wild and unkempt, the result of long hours spent working on the Nocturnal Organ and composing
symphonies. In the city, he looks much more like the Caius of his younger days, with the slightly garish clothing
given up for simple, functional clothes.

Personality: Caius remains overbearing and still lives primarily for pleasure, but hes abandoned his pursuit of
physical pleasures, tending to exult more in the fruits of his talents. He has little patience for interruptions of any
kind, whether in business (with the guilds) or in pleasure, and tends towards extreme, temperamental punishments
(one of his associates, since resurrected by one of Caiuss enemies, was boiled in a vat of oil for interrupting Caius
as he applied unguent of timelessness to the Nocturnal Organ). Most mortals would correctly consider the bard
to be insane.

Goals: The overarching goal of Caius in his later years is to cement his place in history as one of the greatest bards
of all time. He runs the thieves guilds mostly out of habit now, using them for information gathering rather than
true criminal purposes. Day to day operations of the guilds have been turned over to Kelner Wolfgang (Male
Dwarf Rog12, LE), who had served as one of Caiuss primary enforcers during his takeover of the guilds of the
southern provinces.

Methods and Behaviors: Caiuss nights generally consist of him working on his music or the Nocturnal Organ,
followed by a light dinner and a return to work. He attends meetings in various cities, moving there by night
in gaseous form. Most of these meetings take place in abandoned buildings and small strongholds built by his
various guilds in different cities. Caius only attends these meetings in order to hear of the general business of the
guild (always kept to a five-minute synopsis) and acquire any information about the music scene on the continent.
Occasionally, if his own safety can be secured, he might attend the concert of a promising young musician,
bringing a gift of a musical instrument that he has made with his own hands.

Encountering Caius: Adventurers might meet him, briefly, in a city where he has business or a concert to
attend, but would more likely encounter him in his swamp lair. Although Caius is strongly evil and very hostile
towards the living, he delights in news of the great musicians of the time and will receive visitors that bring news,
compositions, or rare musical items to him. These gifts and conversations often remind him of simpler, happier
times, and hes more than willing to aid adventurers who bring him these things with tidbits of information or
advice. Finally, Caius spends hours each day playing his Nocturnal Organ, which, through its magic, often
attracts various peoples from miles around. Thus lured, these people frequently become dinner.

Combat: If confronted in a city, Caiuss tactics remain remarkably similar to the ones presented above for 15th
level. He summons a pack of wolves as a delaying tactic to allow him to cast a few spells to take the melee
fighters out of the picture for a bit, just long enough for him to cast mislead, song of discord, and greater shout (in
that order). He uses one of his metamagic rods (either enlarge or extend) on all of these spells. If encountered
away from his tower, hell flee before he allows himself to die.

In his swamp tower, hell follow the same pattern, except hell retreat to the organ, leaving his minions (usually
rogues, a few minor priests, and undead) to deal with the party (in addition to the wolves he summons). Caius will
fight to the death if cornered in his tower, particularly if his organ and musical works are threatened.
Note: As written, this Caius has a CR of 22 and an effective level of 28.
Caius , Male Vampire, 20th-level Elf Bard
Size M (undead); HD 20d12; hp 164; Init +9 (+5 Dex, +4 Improved Initiative); Spd 30 ft.; AC 24 (+5 Dex, +3 studded leather, +6 natural
armor); BAB +15/+10/+5; Grp +17; Atk melee +17 (slam, 1d6+2), melee +20 (dagger, 1d4+2/19-20/x2), melee +21 (+1 shortsword,
1d6+3/19-20/x2), ranged +20 (shortbow, 1d6/x3/60 ft, or dagger, 1d4+2/19-20/x2/10 ft); Full Atk +20/+15/+10 melee (dagger), +21/
+16/+11 melee (+1 unholy shortsword), +17/+12/+7 melee (slam), or +20/+15/+10 ranged (shortbow or dagger); SA Bardic music,
arcane spells, blood drain, children of the night, dominate, create spawn, energy drain; SQ Elf qualities, alternate form, DR 10/silver and
magic, cold resistance 10, electrical resistance 10, fast healing 5, darkvision 60 ft., gaseous form, spiderclimb, turn resistance +4; AL
NE; SV Fort +5 (+4 Brd, +1 cloak), Ref +21 (+5 Dex, +9 Brd, +1 cloak, +2 feat), Will +13 (+3 Wis, +9 Brd, +1 cloak); Str 14, Dex 20,
Con , Int 15, Wis 16, Cha 26 (cloak of charisma +4).

Skills, Feats and Languages


Bluff +34 (18 ranks, +8 Cha, +8 racial), Concentration +13 (13 ranks), Craft (musical instruments) +23 (20 ranks, +3 Wis), Diplomacy
+19 (9 ranks, +8 Cha, +2 synergy: Bluff), Gather Information +31 (23 ranks, +8 Cha), Hide +13 (0 ranks, +5 Dex, +8 racial), Knowledge
(Religion) +15 (13 ranks, +2 Int), Listen +26 (13 ranks, +3 Wis, +8 racial, +2 feat), Move Silently +27 (14 ranks, +5 Dex, +8 racial),
Perform (Sing) +26 (18 ranks, +8 Cha), Perform (Keyboard Instruments) +28 (20 ranks, +8 Cha), Perform (Stringed Instruments) +19
(5 ranks, +8 Cha), Search +10 (0 ranks, +2 Int, +8 racial), Sense Motive +11 (0 ranks, +3 Wisdom, +8 racial), Spot +13 (0 ranks, +3
Wisdom, +8 racial, +2 feat), Use Magic Device +17 (9 ranks, +8 Cha); Alertness, Combat Reflexes, Craft Wondrous Item, Dodge,
Greater Spell Focus (Enchantment), Improved Initiative, Lightning Reflexes, Mobility, Spell Focus (Enchantment), Weapon Finesse;
Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +22 (+2 Int, +20 level), bardic music 20/day (fascinate, inspire courage +4, countersong, inspire competence,
suggestion, inspire greatness, song of freedom, inspire heroics, mass suggestion), arcane spells; immunity to magic sleep effects, +2
racial bonus to saves against enchantment spells or effects, low-light vision, Martial Weapon Proficiencies (longsword, rapier, longbow,
shortbow), +2 racial bonus on Listen, Search, and Spot checks; blood drain (Ex, 1d4 Con damage, +5 hp to Caius), children of the night
(Su, 1d6+1 rat swarms, 1d4+1 bat swarms, 3d6 wolves), dominate (range 30 ft., as 12th level caster, Will Save DC 22), create spawn
(Su), energy drain (Su, 2 negative levels, +5 hp to Caius, Fort Save DC 22), alternate form (Su, bat, dire bat, wolf, dire wolf), DR 10/
silver and magic (Su), fast healing 5 (Ex), gaseous form (Su, at will, indefinite, fly 20 ft), cold resistance 10 (Ex), electrical resistant 10
(Ex), spider climb (Ex), turn resistance +4 (Ex), +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot
checks.

Spells
Spells Known 6/5/5/5/5/5/4, Spells per Day 4/6/5/5/5/4/4
Save DC 15 + spell level, 17 + spell level for Enchantment
0-level: detect magic, ghost sound, light, lullaby, read magic, summon instrument.
1st-level: alarm, cause fear, charm person, hypnotism, sleep
2nd-level: blindness/deafness, eagles splendor, hold person, silence, summon monster II
3rd-level: charm monster, crushing despair, deep slumber, dispel magic, scrying
4th-level: dimension door, hallucinatory terrain, greater invisibility, modify memory, shout
5th-level: dream, mislead, nightmare, shadow walk, song of discord
6th-level: eyebite, geas/quest, greater shout, summon monster VI

Equipment
Studded leather armor, nobles outfit, courtiers outfit, travellers clothes, cloak of resistance +1, fire opal pendant on a fine gold chain
(950 gp), shortbow (20 arrows, 5 sleep arrows), 4 daggers, +1 unholy shortsword, backpack (bedroll, 3 torches, flint & steel, 20 sheets
parchment, 2 vials of ink, 2 quills), Vonnerkam lute (masterwork), 2 flasks of unguent of timelessness, rod of metamagic (enlarge), rod
of metamagic (extend).
Path 2: Back to the Monastery
Caiuss Reaction: Initially, Caius starts to laugh, but when he looks at Elisabeth, with her pale skin and slight
fangs, he stops. Although he has had a good time with her, spending so much time so close to something so evil
and unnatural feels uncomfortable for someone raised in a monastery dedicated to a minor sun god, and Caius has
the feeling that, for once, he might have gotten involved in something beyond his capabilities. The young bard
makes a break for it, dashing past Arabelle and out the front door of the mansion. Returning to the Elk & Star, he
grabs his lute and equipment, rushing past Jeremiah and the evenings patrons.

He wanders through the southern provinces and all the great kingdoms of the land, writing slightly mournful and
strongly spiritual ballads and odes, trying to forget Elisabeth, Arabelle, and the city. Eventually, in a city far to
the south of the monastery he grew up in, Caius meets up with Augurus (male elf Clr3/Ftr2, LG), a holy warrior
in service to an elven sun god, which turns out to be an aspect of the god worshipped at the monastery of Caiuss
youth. The elf bard, after travelling with Augurus for a few weeks, rededicates his life to the god, music, and the
eradication of undead and starts to travel throughout the lands preaching to the unconverted masses.

Note: In this scenario, either Jonley or Arabelle could be turned by Elisabeth, which would create an interesting
network of evil for the players and/or Caius to combat.

Appearance: Caius physically looks the same as he did before, although hes forsaken his old clothes for the
simpler attire of a pilgrim. Frequently, he looks a touch sad, a feeling that comes to him when he thinks of the
waste of his youth.

Personality: Melancholy and a touch dour. As he becomes more religious, Caius often preaches about the
purifying qualities of music and the idea of the arts as a means towards communing with the divine. In all this,
the elf is certain of his correctness and preaches accordingly. His youthful arrogance has slid into a concrete
righteousness, making it hard sometimes for him to overcome differences of opinion with people he meets.

Goals: Mainly, Caius wants to atone for what he sees as the sins of his past life, which he thinks he can achieve
through combating the undead and spreading his deitys word through song and poetical works. In the short term,
Caius can be convinced to assist a good-aligned party with a quest, especially if it has to do with undead. At some
time in the future, hed like to return to the city and eliminate Elisabeth, but he doesnt feel that he should forsake
his penance to achieve personal vengeance at this time.

Methods and Behaviors: Caius wanders throughout the lands, preaching. He typically spends most of the early
morning (from sun-up until breakfast time) in prayers, following breakfast by working on whatever compositions
he feels inspired to complete until it is time for lunch. At lunch, hell give an impromptu performance, mixing
instrumental pieces and devotionals, with the occasional popular song thrown in to keep the audience attentive
and happy. After dinner, hell say his evening prayers and meditate again. On a day in which he travels, Caius
skips the lunchtime concert so hell be able to walk to the next town comfortably.

Encountering Caius: The players could encounter Caius on his travels between cities (always on foot and usually
with Augurus) or might encounter him in a town or city. Hes a hard person to get an audience with during the day,
as he refuses to meet most people during his meditation or working hours. He is, however, highly approachable
at meals and is always thankful for the company.

Combat: Caius will surrender himself to a larger group of enemies without question, willing to martyr himself
to his god and ideals. If he encounters a group of undead that he feels he can handle, hell attempt a turning and
then use his scroll of disrupting weapon on his quarterstaff before wading into melee with Augurus. If travelling
with the PCs or any large group on an adventure, hell use his bardic music ability and spells to support the group,
wading into melee only to cast cure spells or as a last resort. Against undead, hell do the same, although he casts
disrupting weapon on a melee fighters weapon in the first round, even before attempting to turn undead.

Caius, Male Elf Bard 5/Cleric 5 (Elven God of Music and


the Arts)
Size M; HD 5d6-5 plus 5d8-5; hp 43; Init +7 (+3 Dex, +4
Improved Initiative); Spd 30 ft.; AC 17 (+3 Dex, +4 mithral
shirt); BAB +6/+1; Grp +5; Atk melee +5 (dagger, 1d4-1/19-
20/x2, or quarterstaff 1d6-1/x2), ranged +9 (shortbow, 1d6/
x3/60 ft, or dagger, 1d4-1/19-20/x2/10 ft); Full Atk melee +5/
+0 (dagger or quarterstaff), +9/+3 (shortbow or dagger); SA
Bardic music, arcane spells, turn undead, divine spells; SQ
Elf qualities; AL NG; SV Fort +4 (-1 Con, +1 Brd, +4 Clr),
Ref +8 (+3 Dex, +4 Brd, +1 Clr), Will +10 (+2 Wis, +4 Brd,
+4 Clr); Str 8, Dex 16, Con 8, Int 13, Wis 15, Cha 16.

Skills, Feats and Languages


Bluff +11 (8 ranks, +3 Cha), Concentration +12 (13 ranks,
-1 Con), Diplomacy +8 (4 ranks, +2 Cha, +2 synergy: Bluff),
Gather Information +11 (8 ranks, +3 Cha), Heal +7 (5 ranks,
+2 Wis), Knowledge (Religion) +10 (9 ranks, +1 Int), Listen
+12 (8 ranks, +2 Wis, +2 racial), Move Silently +7 (4 ranks,
+3 Dex), Perform (Sing) +11 (8 ranks, +3 Cha), Perform
(Stringed Instruments) +8 (4 ranks, +3 Cha, +1 masterwork
lute); Improved Initiative, Spell Focus (Enchantment),
Combat Casting, Improved Turning; Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +6 (+1 Int, +5 level), bardic music
5/day (fascinate, inspire courage +1, countersong, inspire
competence), arcane spells; turn undead (6/day, +2 synergy:
Knowledge (Religion)), divine spells, clerical domains (Good,
Sun), spontaneous casting (cure spells); immunity to magic
sleep effects, +2 racial bonus to saves against enchantment
spells or effects, low-light vision, Martial Weapon
Proficiencies (longsword, rapier, longbow, shortbow), +2
racial bonus on Listen, Search, and Spot checks.

Bard Spells
Spells Known 6/4/3, Spells per Day 3/4/2
Save DC 13 + spell level, 14 + spell level for Enchantment
0-level: detect magic, ghost sound, light, lullaby, read magic, summon instrument.
1st-level: cause fear, charm person, hypnotism, sleep
2nd-level: blindness/deafness, hold person, summon monster II

Cleric Spells Typically Prepared


Domains (d): Good (+1 caster level on [good] spells), Sun (greater turning, 1/day)
Spells per Day 5/4+1/3+1/1+1
Save DC 12 + spell level, 13 + spell level for Enchantment
0-level: detect magic, detect poison, guidance, light, purify food and drink
1st-level: bless, detect undead, magic weapon, protection from evil (d), shield of faith
2nd-level: aid (d), consecrate, lesser restoration, remove paralysis
3rd-level: magic circle against evil, searing light (d)

Equipment
Mithral shirt, monks outfit, travellers clothes, shortbow (20 arrows), 2 daggers, quarterstaff, backpack (bedroll, 3 torches, flint &
steel, 20 sheets parchment, 2 vials of ink, 2 quills), Vonnerkam lute (masterwork), 2 flasks of unguent of timelessness, 3 potions of cure
moderate wounds, 2 scrolls of death ward, 1 scroll of disrupting weapon.
A
t this stage in his life, Caius, having traveled throughout the land spreading the word of his god, feels ready
to return home to his parents (and, he has to admit, Peritrus) to ask their forgiveness for leaving. When he
arrives at the monastery, Caius sees that the main building is in good repair, but the gardens and outlying
buildings are abandoned and ruined. Near the monastery, he finds a small graveyard, with small, carefully crafted
stones marking the graves of numerous people from his youth, including Peritrus and his father Ianus.

Entering the monastery, Caius finds that his mother, Aelia, still lives. Happy to see her son alive, she forgives him
for running away and tells him that a short while ago (which he later calculates to be around the same time that
he left the city), a vampire and her retinue attacked the monastery, burning the gardens and outlying buildings.
He explains whats happened to him since leaving but doesnt reveal his suspicions about the vampire (who he,
rightly, believes is Elisabeth). He vows to stay and rebuild the monastery.

Appearance: As Caius has grown older, his hair has begun to lighten and he has some slightly wrinkles around
his eyes.

Personality: Contemplative and humble, Caius finally has transformed his youthful arrogance into a quiet
confidence. He listens when others talk and takes suggestions from even the least, although he often does what he
wanted to do anyhow (unless it is sure to put others in danger). Embarrassed by his treatment of his parents back
before he left, he often seeks his mothers opinion and has allowed her to direct the planting of the new garden.

Goals: Caius wants to rebuild the monastery and grounds in a way that improves on the original design, but also
keeps the residents safe in case of another attack (which he feels will be inevitable once Elisabeth finds out he has
returned home).

Methods and Behaviors: At the monastery, Caius maintains a strict routine that ends up being very similar
to the one he held on the road. He prays from daybreak to breakfast and finishes the morning by working on
some compositions (almost completely devotionals at this point). After lunch, he inspects the grounds and tends
towards any problems that might have cropped up in the rebuilding of the monastery. If there is something that
the monks cannot tend to, he hires day-laborers and artisans from the nearby towns to assist, without regard for
race or social class, so long as theyre willing to help. He has hired a dwarven mason, Handel Koenich (male
dwarf Exp5, LN), to work on reinforcing walls and designing the interiors.

Encountering Caius: Caius never leaves the monastery, its reconstruction being the primary focus of his day to
day life, so parties will only encounter the elf there. PCs may need to talk to Caius about his past (if, for example,
they find themselves pursuing Elisabeth and her lot), music, religion, or the lands surrounding the monastery
(Caius, remembering how the thieves guild gathered information has set up a network of informants to keep
him apprised of how things fare in the region; these people are paid with food, ale, wine, or anything else the
monastery can provide, with actual money being reserved for only the most difficult situations). Hes willing to
part with information but will ask that the PCs assist in the monasterys reconstruction by retrieving rare materials
(stone, wood, cloth) or texts from a distant part of the world or taking care of a problem in the surrounding area.

Combat: Unless the monastery is under attack, Caius rarely enters into combat these days. If he should find
himself in a battle, he ensures the safety of any noncombatants, followed by casting spells to support and heal
any allies he might have. If attacked while alone, he attempts to flee for a period of time long enough to prepare
himself for a fight.
Caius, Male Elf Bard 7/Cleric 8 (Elven God of Music and the Arts)
Size M; HD 7d6-7 plus 8d8-8; hp 64; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 17 (+3 Dex, +5 +1 mithral shirt); BAB
+11/+6/+1; Grp +10; Atk melee +10 (dagger, 1d4-1/19-20/x2), +11 melee (+1 undead bane quarterstaff 1d6/x2), ranged +14 (shortbow,
1d6/x3/60 ft, or dagger, 1d4-1/19-20/x2/10 ft); Full Atk melee +10/+5/+0 (dagger), +11/+6/+1 (+1 undead bane quarterstaff), +14/+9/
+4 (shortbow or dagger); SA Bardic music, arcane spells, turn undead, divine spells; SQ Elf qualities; AL NG; SV Fort +9 (-1 Con, +2
Brd, +6 Clr, +2 Feat), Ref +10 (+3 Dex, +5 Brd, +2 Clr), Will +14 (+3 Wis, +5 Brd, +6 Clr); Str 8, Dex 16, Con 8, Int 13, Wis 16, Cha
16.

Skills, Feats and Languages


Bluff +11 (8 ranks, +3 Cha), Concentration +15 (16 ranks, -1 Con), Diplomacy +17 (13 ranks, +2 Cha, +2 synergy: Bluff), Gather
Information +11 (8 ranks, +3 Cha), Heal +8 (5 ranks, +3 Wis), Knowledge (Religion) +13 (12 ranks, +1 Int), Listen +13 (8 ranks, +3
Wis, +2 racial), Move Silently +7 (4 ranks, +3 Dex), Perform (Sing) +13 (10 ranks, +3 Cha), Perform (Stringed Instruments) +14 (10
ranks, +3 Cha, +1 masterwork lute); Improved Initiative, Spell Focus (Enchantment), Combat Casting, Improved Turning, Divine Music
(see appendix), Great Fortitude; Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +8 (+1 Int, +7 level), bardic music 7/day (fascinate, inspire courage +1, countersong, inspire competence, suggestion,
turn undead as Clr 11), arcane spells; turn undead (6/day, +2 synergy: Knowledge (Religion)), divine spells, clerical domains (Good,
Sun), spontaneous casting (cure spells); immunity to magic sleep effects, +2 racial bonus to saves against enchantment spells or effects,
low-light vision, Martial Weapon Proficiencies (longsword, rapier, longbow, shortbow), +2 racial bonus on Listen, Search, and Spot
checks.

Bard Spells
Spells Known 6/4/4/2, Spells per Day 3/4/3/1
Save DC 13 + spell level, 14 + spell level for Enchantment
0-level: detect magic, ghost sound, light, lullaby, read magic, summon
instrument.
1st-level: cause fear, charm person, hypnotism, sleep
2nd-level: blindness/deafness, cats grace, hold person, summon monster II
3rd-level: daylight, good hope

Cleric Spells Typically Prepared


Domains (d): Good (+1 caster level on [good] spells), Sun (greater turning,
1/day)
Spells per Day 5/5+1/4+1/4+1/2+1
Save DC 12 + spell level, 13 + spell level for Enchantment
0-level: detect magic, detect poison, guidance, light, purify food and drink
1st-level: bless, detect undead (2), magic weapon, protection from evil (d),
shield of faith
2nd-level: aid (d), consecrate, lesser restoration, remove paralysis, status
3rd-level: daylight, dispel magic, magic circle against evil, magic vestment,
searing light (d)
4th-level: death ward, holy smite (d), lesser planar ally

Equipment
+1 mithral shirt, monks outfit, travellers clothes, shortbow (20 arrows),
2 daggers, +1 undead bane quarterstaff, backpack (bedroll, 3 torches, flint & steel, 20 sheets parchment, 2 vials of ink, 2 quills),
Vonnerkam lute (masterwork), 3 potions of cure moderate wounds, 2 potions of sanctuary, 2 scrolls of death ward, 1 scroll of disrupting
weapon.
B
y this time, the rebuilding of the old monastery has been successful, and Caius has turned his attention
to the world outside those walls. Kings and their emissaries stop by the monastery to seek advice when
they have particularly vexing problems, and famous scholars and minstrels visit to take advantage of
the collections in the library. In turn, the bard-priest watches over the monastery and the collected farmers and
laborers in the villages just beyond the monastery, arguing for their interests when the representatives of regional
governments come to see him.

Appearance: Caiuss appearance at this point in life will vary, depending on how old the GM wishes him to
be. He is at least on the cusp of middle age, if not older, but he tends to look even older than he is. He still
wears simple clothes, but a brilliant mithral and gold ring in the shape of a band of leaves rests on his left hand,
signifying his position as a high priest of his god.

Personality: Same as described under the Brd7/Clr8 description, except that he no longer feels the pressure of
rebuilding the monastery, which makes him a little bit more relaxed and slightly more friendly.

Goals: Caiuss only goal is to make sure that the people who depend on him are safe. He no longer wants to
proselytize or travel, as he feels his atonement is complete and that neither of the two made him a better elf. If
Elisabeth still lives at this point and Caius knows this fact, he hires adventurers to take care of the problem,
promising lavish rewards and free access to the monastery if the task is completed.

Methods and Behaviors: Caius spends most of his time in prayer now, excepting time spent visiting with various
dignitaries that pass through the monastery. He typically prefers to meet with these people after lunch and his
morning meditations, but in truly dire circumstances, he will meet with them earlier. After a long time in which
he enjoyed many sumptuous meals, Caius has simplified his eating habits and those of the monastery, and people
tend to eat only one large meal (usually lunch) with lighter meals scattered throughout the day.

Encountering Caius: Most PCs will encounter Caius as the representatives of a local ruler or to place a formal
request for use of the library. Father Caius rarely leaves the monastery now, except to visit the two villages a
short way away from the grounds (although he considers those, as they are peopled by the laborers that rebuilt
the monastery and their families, to be part of the grounds as well) to hear travelling minstrels and performers.
If a PC bard should be so fortunate as to have a memorable performance (Perform DC 25) when Caius is in the
audience, the party could find themselves invited back to the monastery for dinner and in the good graces of a
potentially valuable ally.

Combat: Father Caius will only fight powerful undead or other great evils, using his most powerful scrolls first
(to the best possible effect) and then focusing on supporting his allies with healing spells and area effect spells.
Father Caius, Male Elf Bard 10/Cleric 10 (Elven God of Music and the Arts)
Size M; HD 10d6 plus 10d8; hp 105; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; AC 21 (+3 Dex, +5 +1 mithral shirt, +4 ring
of protection); BAB +14/+9/+4; Grp +13; Atk melee +13 (dagger, 1d4-1/19-20/x2), +15 melee (+1 undead bane quarterstaff 1d6/x2),
ranged +17 (shortbow, 1d6/x3/60 ft, or dagger, 1d4-1/19-20/x2/10 ft); Full Atk melee +13/+8/+3 (dagger), +14/+9/+4 (+1 undead bane
quarterstaff), +17/+12/+7 (shortbow or dagger); SA Bardic music, arcane spells, turn undead, divine spells; SQ Elf qualities; AL NG;
SV Fort +12 (+3 Brd, +7 Clr, +2 Feat), Ref +13 (+3 Dex, +7 Brd, +3 Clr), Will +17 (+3 Wis, +7 Brd, +7 Clr); Str 8, Dex 16, Con 10,
Int 13, Wis 16, Cha 16.

Skills, Feats and Languages


Bluff +11 (8 ranks, +3 Cha), Concentration +16 (16 ranks), Diplomacy +17 (13 ranks, +2 Cha, +2 synergy: Bluff), Gather Information
+16 (13 ranks, +3 Cha), Heal +11 (8 ranks, +3 Wis), Knowledge (Religion) +16 (15 ranks, +1 Int), Knowledge (Local) +11 (10 ranks,
+1 Int), Listen +13 (8 ranks, +3 Wis, +2 racial), Move Silently +7 (4 ranks, +3 Dex), Perform (Sing) +16 (13 ranks, +3 Cha), Perform
(Stringed Instruments) +17 (13 ranks, +3 Cha, +1 masterwork lute); Improved Initiative, Spell Focus (Enchantment), Combat Casting,
Improved Turning, Divine Music (see appendix), Great Fortitude, Leadership; Common, Elf, Gnoll.

Special Abilities
Bardic knowledge +13 (+1 Int, +10 level, +2 synergy: Knowledge (local)), bardic music 10/day (fascinate, inspire courage +2,
countersong, inspire competence, suggestion, turn undead as Clr 15 2/day, inspire greatness), arcane spells; turn undead (6/day, +2
synergy: Knowledge (Religion)), divine spells, clerical domains (Good, Sun), spontaneous casting (cure spells); immunity to magic
sleep effects, +2 racial bonus to saves against enchantment spells or effects, low-light vision, Martial Weapon Proficiencies (longsword,
rapier, longbow, shortbow), +2 racial bonus on Listen, Search, and Spot checks.

Bard Spells
Spells Known 6/4/4/4, Spells per Day 3/4/4/3
Save DC 13 + spell level, 14 + spell level for Enchantment
0-level: detect magic, ghost sound, light, lullaby, read magic, summon instrument.
1st-level: cause fear, charm person, cure light wounds, sleep
2nd-level: blindness/deafness, cats grace, hold person, summon monster II
3rd-level: daylight, good hope, summon monster III

Cleric Spells Typically Prepared


Domains (d): Good (+1 caster level on [good] spells), Sun (greater turning, 1/day)
Spells per Day 5/5+1/5+1/4+1/3+1/2+1
Save DC 13 + spell level, 14 + spell level for Enchantment
0-level: detect magic, detect poison, guidance, light, purify food and drink
1st-level: bless, detect undead (2), magic weapon, protection from evil (d), shield of faith
2nd-level: aid (d), consecrate (2), lesser restoration, remove paralysis, status
3rd-level: daylight, dispel magic, magic circle against evil, magic vestment, searing light (d)
4th-level: death ward, holy smite (d), lesser planar ally, restoration
5th-level: dispel evil (d), disrupting weapon, flame strike

Equipment
+1 mithral shirt, +4 ring of protection, monks outfit, travellers clothes, shortbow (20 arrows), 2 daggers, +1
undead bane quarterstaff, backpack (bedroll, 3 torches, flint & steel, 20 sheets parchment, 2 vials of ink, 2 quills),
Vonnerkam lute (masterwork), 3 potions of cure moderate wounds, 2 potions of sanctuary, 2 scrolls of death
ward, 1 scroll of disrupting weapon, 1 scroll of miracle, 1 scroll of holy word.
Appendix: New Feat and New Artifact
Divine Music [General]
Prerequisite: Wis 13, bardic music ability, Perform 6 ranks.
Benefit: Three times per day, you may use your bardic music ability to turn or rebuke undead at 12 your bard level.
This is a Supernatural (Su) ability.
Special: If a character has or gains class levels that grant the turn/rebuke undead ability, these levels stack when
using this ability. For instance, a Brd4/Clr2 using Divine Music would be able to turn undead as if he were a
4th-level cleric three times/day.

The Nocturnal Organ


Crafted by the vampire Caius as his legacy, the Nocturnal Organ is a giant pipe organ made out of brass,
dogwood, and ivory. Attached to either side of it are two giant stone vats, filled with a mixture of blood, acid, and
negative energy, and connected to the organ by brass tubing. This mixture fuels the arcane powers of the organ.
If encountered in the possession of Caius, the floor surrounding the organ is frequently littered with bones and
corpses (so as to take advantage of the Requiem).
A bard using the organ can use it to cause any number of effects, depending on whether or not he knows the
appropriate songs (all of which, naturally, were composed by Caius and take effect as if cast by a 15th-level
caster). In order to maintain the magical effect while a starting a second song, the musician only needs to sustain
the final note (using the pedals) as he begins the next song. No matter what happens, the user cannot have more
than 3 songs in effect simultaneously, the last of which, he must play for the duration of the effect. Any stoppage
in play or release of a sustained note results in the magical effect ending. The effects may be centered anywhere
within the building housing the organ (as desired by the caster).

Song Effect
Meditation in C minor(for Peritrus) crushing despair
Duet for Lutes No. 7 (Arabelles Arpeggio) confusion
The Cavalier, an Opera, 4th Movement song of discord
Requiem (for Elisabeth) animate dead
Concertino for Organ no. 11 summon monster VI (1d3+1 shadow mastiffs)
Concertino for Organ no. 17 summon monster VI (1 chain devil)

Also, once per day, Caius can hit a tone cluster, causing the Nocturnal Organ to release a plume of foul red
mist, which acts as a stinking cloud cast at 15th level. The effect lasts as long as Caius holds the cluster.
Anyone playing the organ during combat is considered flat-footed for the duration of the performance and
receives a -4 penalty on Reflex saves.
Faint necromancy, moderate conjuration, strong enchantment [evil]; CL 20th; Weight 200 lbs. (150 lbs.
without the vats).
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