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Devious and Vicious
Devious and Vicious are kukris—heavy, curved knives with the sharp edge on the inside of the curve.
Their blades are made from steel that has been polished to a reflective surface.
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Nonlegacy Game Statistics: +1 kukri; Cost 2,308 gp. Omens: The blades of both kukris are so reflective that each can be used as a small steel mirror (see page 127 of the Player’s Handbook). Devious and Vicious never require sharpening, regardless of use. HISTORY
Devious and Vicious are two kukris that were once wielded by a set of fraternal twins—one male and one female. Belgrath and Corselan, as the twins were respectively named, were the children of a solider who died in battle before they were born. Their mother perished during childbirth. Orphaned at such a formative age, the twins were steadfastly attached to each other and no one else. Together, they actively invented ways to discourage adoptive parents from separating them, mostly by getting themselves into trouble. The two were eventually hired by a wizard who put their mischievous skills to use and armed them with the kukris. (DC 15)
Both Items: As Belgrath and Corselan grew into adolescence, they became successful cat burglars, not only to feed themselves, but also to provide for the malnourished children of the orphanage to which they belonged. In doing so, the twins eventually stumbled upon the home of a wizard. They evaded his magical wards easily and looted the place’s valuables, including two magical blades. When the wizard showed up
at the orphanage, Belgrath and Corselan expected to be on the receiving end of his arcane wrath, but the old man adopted them instead. The wizard came to care a great deal for Belgrath and Corselan, both as his children and valued pawns in his stratagems. The old mage quickly realized the twins had awakened hidden abilities in the identical kukris, so he formally entrusted the blades to the siblings. Devious: Devious was given to Corselan, who became a huckster of the highest order, especially when her brother needed to be bailed out of trouble. Despite the dangers they faced, the twins enjoyed their missions. They made up the wizard’s trusted inner circle, and the trio became an influential force in the land, united by their family bond. (DC 20; Words That Dance Circles) Vicious: Vicious was given to Belgrath, who became a terrible force to be reckoned with, especially when his sister was in peril. Despite the dangers they faced, the twins enjoyed their missions. They made up the wizard’s trusted inner circle, and the trio became an influential force in the land, united by their family bond. (DC 20; Eyes That Draw Blood) DEVIOUS LEGACY RITUAL One ritual is required to unlock all the abilities of Devious. Words that Dance Circles: You must successfully deceive three different targets by using Bluff checks. Cost: 2,000 gp. Feat Granted: Least Legacy (Devious). WIELDER REQUIREMENTS Most wielders of Devious are rogues or bards. Martial characters with more access to Along with its twin, Vicious, this kukri skills, such as rangers and barbarians, assists its wielder in subterfuge might also find the blade valuable.
Table 3–13: Devious
——————— Personal Costs ——————— Wielder Attack Save Hit Point Skill Point Level Penalty Penalty Loss Loss Abilities
5th — — — — Devious synergy 6th — — — — Devious mastery 7th — — 2 — +1 keen kukri 8th –1 — — 3 Devious eavesdropper 1/day 9th — –1 — — — 10th — — — 3 Completed twin
Illus. by D. Martin
Devious Wielder Requirements
Base attack bonus +2 Persuasive
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Devious. Devious Synergy (Su): At 5th level, you gain a +5 competence bonus on Bluff checks. When Devious is within 30 feet of its twin, Vicious, this bonus increases to +7. Devious Mastery (Su): Beginning at 6th level, you can take 10 on Bluff checks, even when stress and distractions would normally prevent you from doing so, but only when attempting to verbally deceive another. Devious Eavesdropper (Sp): At 8th level and higher, once per day on command, you can use detect thoughts as the spell. The save DC is 13, or 12 + your
Charisma modifier, whichever is higher. Caster level 5th. Completed Twin (Su): Once you reach 10th level, when Devious is within 30 feet of Vicious, its effective enhancement bonus is +1 better than normal. ADVENTURE SEED (EL 7)
Lurin has long moved between outlying taverns and hamlets, entertaining as a minstrel and keeping her distance from the larger cities and their laws. When not amusing others, the bard scouts the roadways for lone travelers and easy targets—Lurin makes most of her living as a highway bandit while disguised as a man. Her favorite prey is a wealthy foreigner that she meets passing through a village. After advising such a person about the best shortcuts in the area, Lurin subdues the luckless dupe on some lonely trail, stealing whatever she can carry. It was during one such robbery that she came into possession of Devious, which has helped propagate many more deceptions ever since. If the PCs spend money openly and freely, they might well meet Lurin on the road.
Melee mwk rapier +8 (1d6/18–20) or Melee mwk rapier +6 (1d6/18–20) and
Devious +6 melee (1d4+1/18–20) with Two-Weapon
Fighting or Ranged mwk longbow +8 (1d8/×3 plus poison) Base Atk +5; Grp +5 Atk Options favored enemy humans +2, drow poison (injury, DC 13, unconsciousness 1 minute / unconsciousness 2d4 hours) Special Actions bardic music 3/day (inspire competence, inspire courage +1, fascinate 1 target, countersong) Combat Gear 2 potions of cure light wounds Bard Spells Known (CL 3rd): 1st (2/day)—cure light wounds, disguise self, sleep (DC 14) 0 (3/day)—daze (DC 13), detect magic, lullaby (DC 13), mage hand, prestidigitation, read magic Abilities Str 10, Dex 14, Con 12, Int 8, Wis 13, Cha 16 SQ bardic knowledge +2, devious mastery, devious synergy, wild empathy +6 (+2 magical beasts) Feats EnduranceB, Exotic Weapon Proficiency (kukri),
Least Legacy (Devious)B, Persuasive, TrackB, Two-
Weapon FightingB, Weapon Finesse Skills Bluff +16, Concentration +7, Diplomacy +9,
Disguise +3 (+5 acting in character), Gather
Information +11, Hide +5, Intimidate +7, Listen +6,
Move Silently +5, Perform (sing) +9, Search +1,
Sleight of Hand +4, Spot +6, Survival +4
Lurin, Highway Robber CR 7
Female half-elf bard 3/ranger 3 CN Medium humanoid (elf) Init +2; Senses low-light vision, Listen +6, Spot +6 Languages Common, Elven AC 16, touch 12, flat-footed 14 hp 32 (6 HD) Immune sleep Fort +5, Ref +8, Will +5 (+7 against enchantments) Speed 30 ft. (6 squares)
Table 3–14: Vicious
——————— Personal Costs ——————— Wielder Attack Save Hit Point Skill Point Level Penalty Penalty Loss Loss Abilities
5th — — — — Vicious synergy 6th — — 2 — Vicious mastery 7th — — — 3 +1 keen kukri 8th — — — — Vicious intimidation 9th –1 — — 3 — 10th — –1 — — Completed twin
Possessions combat gear plus mithral shirt, Devious, masterwork rapier, masterwork longbow with 20 arrows, 2 doses of drow poison Devious Synergy (Su) +5 competence bonus on Bluff checks (included). +7 within 30 feet of Vicious. Devious Mastery (Su) Can take 10 on any Bluff check to deceive a target.
Blind Corner Ambush
This map presents one possible situation for Lurin’s ambush. The robber lurks at a sharp curve in a forest shortcut, where the road becomes very narrow, forcing carriages and wagons to slow down. Barricade Lurin has created a barricade of fallen trees. It is around a sharp corner so that approaching travelers can’t see it ahead of time. Lurin The robber is hiding in the trees, longbow at the ready, to fire on vehicles and their riders who are stopped by the barricade.
LEGACY ITEM ABILITIES
All the following are legacy item abilities of Vicious.
Vicious Synergy (Su): At 5th level, you gain a +5 competence bonus on Intimidate checks. When Vicious is within 30 feet of its twin, Devious, this bonus increases to +7. Vicious Mastery (Su): Beginning at 6th level, you can take 10 on Intimidate checks, even when stress and distractions would normally prevent you from doing so, but only when attempting to demoralize an opponent. Vicious Intimidation (Su): At 8th level and higher, the fi rst time you successfully use Vicious to attack an opponent and deal damage, that opponent must save as if the target of a cause fear spell. The save DC is 11, or 11 + your Charisma modifi er, whichever is higher. Caster level 5th.
Completed Twin (Su): Once you reach 10th level, when Vicious is within 30 feet of Devious, its effective enhancement bonus is +1 better than normal.
VICIOUS LEGACY RITUAL
One ritual is required to unlock all the abilities of Vicious.
Eyes That Draw Blood: You must successfully intimidate or demoralize three different opponents, each possessing no fewer than 5 Hit Dice, by using Intimidate checks. Cost: 2,000 gp. Feat Granted: Least
Legacy (Vicious). WIELDER REQUIREMENTS
Most wielders of Vicious are bards, barbarians, fi ghters, rangers, or rogues.
Vicious Wielder Requirements
Base attack bonus +2 Intimidate 2 ranks
ADVENTURE SEED (EL 7)
Jagur is an outdoorsman who gave up the city for the forest, and now he hunts criminals for bounties. When his actual quarry escapes, Jagur has no qualms about hunting down any humanoid with passing resemblance to the missing lawbreaker, turning in that hapless person instead. (“Dead” is Jagur’s preferred part of “wanted dead or alive.”) His favorite tactic is to lay traps in a forest, attack a fugitive (or unfortunate lookalike) from range, and run away when chased, leading any pursuers into the traps. When the snares are sprung, Jagur closes to fi nishes the target off with Vicious, an acquisition Along with its twin, Devious, this kukri from a recent victim. assists its wielder in intimidation
Illus. by D. Martin
Unfortunately, one of the PCs looks a lot like one of Jagur’s recent escapees, and the half-orc just needs a head to collect the considerable bounty.
Jagur CR 7
Male half-orc barbarian 3/rogue 3 NE Medium humanoid (orc) Init +3; Senses darkvision 60 ft., Listen –1, Spot +5 Languages Common, Orc AC 16, touch 11, flat-footed 16; Dodge, uncanny dodge hp 53 (6 HD) Resist evasion Fort +8, Ref +7, Will +3 Speed 40 ft. (8 squares) Ranged mwk composite longbow +7/+7 (1d8+3/×3) with Rapid Shot or Ranged mwk composite longbow +9 (1d8+3/×3) or Melee Vicious +11 (1d4+6/18–20) or Melee mwk greataxe +11 (1d12+7/×3) Base Atk +5; Grp +10 Atk Options Point Blank Shot, rage 1/day (6 rounds),
Rapid Shot, sneak attack +2d6 Combat Gear 2 potions of cure light wounds, 2 potions of lesser restoration Abilities Str 20, Dex 16, Con 17, Int 8, Wis 8, Cha 10 SQ fast movement, trapfinding, trap sense +2 Feats Exotic Weapon Proficiency (kukri), Point Blank
Shot, Rapid Shot Skills Balance +5, Climb +8, Intimidate +12, Jump +14,
Spot +5 Possessions combat gear plus +2 studded leather,
Vicious, masterwork greataxe, masterwork composite longbow (+3 Str bonus) with 20 arrows, 10 cold iron arrows, 10 silver arrows, masterwork thieves’ tools Vicious Synergy (Su) +5 competence bonus on
Intimidate checks (included), +7 within 30 feet of
Devious. Vicious Mastery (Su) Can take 10 on any Intimidate check to demoralize an opponent. Bounty Hunter Gambit
Road Jagur attacks the PCs as they move along this road. Jagur Jagur hides 20 feet up in a tree and snipes at the target character. He tumbles down if anyone approaches, retreating along a memorized path in an attempt to lure the PCs toward his traps. The bounty hunter avoids the log trap’s tripwire, then leaps over the pit with a DC 5 Jump check.
When not raging, Jagur has the following changed statistics: AC 18, touch 13, flat-footed 18; Dodge, uncanny dodge hp decrease by 12 SV Fort +5, Will +1 Melee Vicious +9 (1d4+4/18–20) or Melee mwk greataxe +9 (1d12+4/×3) Grp +8 Abilities Str 16, Con 13 Skills Balance +5, Bluff +5, Climb +6, Craft (trapmaking) +5, Diplomacy +2, Hide +9, Intimidate +12,
Jump +12, Move Silently +9, Spot +5, Tumble +10 Falling Log Trap CR 1; mechanical; location trigger; manual reset; multiple targets (fi rst or second target in each of two adjacent 5-foot squares, second target takes half damage); falling logs (Atk +10 melee, 4d4, logs); Search DC 20; Disable Device DC 22. Spiked Pit Trap CR 2; mechanical; location trigger; manual reset; DC 20 Refl ex save avoids; 20 ft. deep (2d6, fall); multiple targets (fi rst target in each of two adjacent 5-foot squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable Device DC 15.
ALTERNATIVE ENCOUNTER
The above adventure seeds for Devious and Vicious assume that separate individuals carry the weapons.
If you would rather introduce the weapons to your group as a matched set of legacy weapons, consider the following NPC, Unthek Grey, a dark assassin who wields both blades with deadly efficiency.
Unthek Grey CR 13
Male dwarf rogue 5/fighter 2/assassin 4 LE Medium humanoid Init +2; Senses darkvision 60 ft., Listen +8, Spot +10 Languages Common, Dwarven AC 19, touch 13, flat-footed 19; +4 AC against giants, uncanny dodge hp 60 (11 HD) Resist +2 on saves against spells and spell-like effects, evasion, stability (+4 against bull rush and trip) Fort +6 (+10 against poison), Ref +10, Will +1 Speed 20 ft. (4 squares) Melee Devious +12/+7 (1d4+5/15–20) or Melee Devious +10/+5 (1d4+5/15–20) and
Vicious +10/+5 (1d4+3/15–20) or Ranged +1 composite longbow +10/+5 (1d8+4/×3) Base Atk +8; Grp +11 Atk Options sneak attack +5d6 Special Actions death attack (DC 15; death or paralysis for 1d6+4 rounds) Combat Gear 2 potions of cure moderate wounds, 2 potions of invisibility Assassin Spells Known (CL 4th): 2nd (1/day)—alter self, cat’s grace, invisibility
1st (4/day)—feather fall, jump, obscuring mist, sleep (DC 12) Abilities Str 16, Dex 17, Con 14, Int 13, Wis 10, Cha 6 SQ poison use, stonecunning, trapfinding, trap sense +2 Feats Exotic Weapon Proficiency (kukri), Improved
Two-Weapon Fighting, Persuasive, Two-Weapon
Defense, Two-Weapon Fighting, Weapon Focus (kukri) Skills Balance +12, Bluff +7, Climb +10, Disguise +6,
Escape Artist +8, Hide +14, Intimidate +7, Jump +10,
Listen +8, Move Silently +14, Spot +10, Tumble +14,
Use Rope +3 (+5 involving bindings) Possessions combat gear plus +2 chain shirt, Devious,
Vicious, +1 composite longbow (+3 Str bonus) with 20 arrows, gloves of Dexterity +2, cloak of resistance +1 Devious Synergy (Su) +7 competence bonus on Bluff checks. Devious Mastery (Su) Can take 10 on any Bluff check. Devious Eavesdropper (Sp) Once per day on command, can use detect thoughts as the spell. Will
DC 13. CL 5th. Completed Twin (Su) Devious is a +2 keen kukri when within 30 feet of Vicious. Vicious Synergy (Su) +7 competence bonus on
Intimidate checks. Vicious Mastery (Su) Can take 10 on any Intimidate check. Vicious Intimidation (Su) The first time Unthek successfully uses Vicious to attack an opponent and deals damage, that opponent must save as if the target of a cause fear spell. Will DC 11. CL 5th. Completed Twin (Su) Vicious is a +2 keen kukri when within 30 feet of Devious.