Alignment Villains

Jack Silk CR 5
Male human free spirit 4 (chaotic neutral paragon)
CN Medium humanoid
Init +8; Senses Listen +1, Spot +1
Languages Common

AC 17, touch 15, flat-footed 13
hp 24 (4 HD); hard-to-kill
Fort +3 Ref +8 Will +2 (+2 vs. mind-affecting enchantments; slippery mind)

Spd 30 ft., fly 30 ft. (perfect)
Melee +1 dagger +8 (1d4+1/19-20/x2)
Ranged mwk dagger +8 (1d4/19-20/x2)
Base Atk +3; Grp +3
Combat Gear potion of cure moderate wounds
Spell-Like Abilities (CL 4th)
At-willfly
1/day — haste

Abilities Str 10, Dex 18, Con 14, Int 8, Wis 12, Cha 13
SQ adaptability, chaotic mind, hard to kill, self-reliant, slippery mind
Feats Combat Reflexes, Improved Initiative, Weapon Finesse
Skills Bluff +8, Escape Artist +11, Hide +11, Move Silently +11, Survival +3, Tumble +5
Possessions combat gear, +1 dagger, mwk dagger, +2 gloves of dexterity, +1 ring of protection, leather armor

Adaptability (Ex): When Jack makes a skill check immediately after failing a check for that same skill, he receives a +2 bonus. Multiple failures do not grant multiple bonuses.
Chaotic Mind (Ex): Jack receives a +2 bonus on saving throws to resist mind-affecting enchantments. His mind is difficult to control.
Hard to Kill (Ex): Whenever Jack has 20% of his maximum hit points or less, he gains a +4 dodge bonus to AC against any attack. Any situation in which he would lose his Dexterity bonus causes Jack to lose this dodge bonus as well.
Self-Reliant (Ex): When making a skill check for a skill in which Jack has no ranks, he gains a +2 bonus.
Slippery Mind (Ex): Jack is able to slip free from magical effects that would otherwise compel him. If he is affected by an enchantment and fails his save, one round later he may attempt his saving throw again. If his extra save fails, the spell has its normal effects.
Touched by the Bird (Sp): Jack was imbued with the Bird’s power of freedom and speed. He can fly at will, and once per day move with such alacrity he is considered under the effect of a haste spell.

When Jack’s parent’s died the Church sold him to the local silk consortium. He was forced to weave and spool silk day and night in a stifling warehouse alongside a small army of other orphan-laborers. They were never allowed outside, never allowed to see daylight except the on the one weekly break to the building’s roof.

During one of those brief moments of respite, Jack witnessed an appearance of the Bird, one of the City’s mysterious, whimsical gods. To the people of the City, the Bird had always been a symbol of freedom, and Jack found himself wishing for his own freedom with such intensity he tapped the Bird’s power. Suddenly imbued with the Bird’s gift, Jack was in the air, flying under his own power — free.

Calling himself Jack Silk, he took up residence among a group of the City’s street urchins. The abilities granted him through the Bird are perfect for stealing what they all need to survive.

The spirit of freedom has also caused Jack to become a liberator. He employs his flight and speed to crack open the City’s forced-labor factories. In the months since his own escape, Jack has liberated hundreds of children. Most join his gang and assist him in the raids.

If that weren’t enough, Jack has also taken to employing his gifts to free prisoners from the City’s jails. He does it mainly to spring the street people caught pilfering a meat pie or a loaf of bread, but his abhorrence of captivity in general has led him to free anyone he feels is deserving, or just in the right place at the right time.

This has put Jack on a collision course with the City’s despotic nobles, who see him as a threat to order and discipline.

Jeffrey Pickman CR 5
Male human charismatic 3/dominator 2
LE Medium humanoid
Init +1; Senses Listen -1, Spot -1
Aura lawful, evil

AC 15, touch 11, flat-footed 14
(+1 Dex, +4 mithral shirt)
hp 31 (5 HD)
Fort +7, Ref +2, Will +4

Spd 30 ft.
Melee +1 scythe +5(+6 vs. good) (2d4+2, x4)
Ranged shortbow +5 (1d6, x3, 20 arrows)
Base Atk +4; Grp +4
Atk Options rebuke undead (10/day, 1d20+5)
Combat Gear potion of cure moderate wounds
Spells Known (6/5+2; DC 13 + spell level)
1st – Cause fearD (Will DC 14), //doom, inflict light woundsD (+2 touch, 1d8+3), shield of faith
0th – Detect magic, detect poison, guidance, read magic, resistance
Domains Death (Graves) - death touch (1/day) 3d6, Destruction (Murder) – smite (1/day) +4 to hit, +3 damage

Str 10, Dex 12, Con 13, Int 14, Wis 8, Cha 18
SQ Imposing presence, minions (16 goblins, 4 ghouls, 1 ghast), talent path (exorcist)
Feats Bloodline (Ghoul), Extra TurningB, Iron Will
Skills Bluff +10 (+14 vs. ghouls), Concentration +7, Craft (trapmaking) +4, Diplomacy +16 (+20 vs. ghouls), Gather Information +10 (+14 vs. ghouls), Intimidate +16 (+20 vs. ghouls), Knowledge (religion) +8, Move Silently +3, Profession (cult leader) +1, Perform (oratory) +4 (+8 vs. ghouls), Survival +5
Possessions cloak of charisma +2, missionary garb, phylactery of faithfulness, 251 gp (in coins and gems).

Jeffrey Pickman’s world was destroyed 14 years ago. He was a young priest in the hamlet of East Stonefield at the time and unprepared for the true horrors of the borderlands. The horror that destroyed his world was the fallen paladin Avastian and his undead followers. The hamlet fell within minutes most of the townsfolk had died. Jeffrey and Arisis, a local seamstress fled to a old barn on the outskirts of town. It wasn’t long before Avastian’s ghouls tracked them to the barn.

Trapped and unable to escape he prayed for help, any help. Perhaps his faith was too weak or his goddess too ambivalent but it was not his goddess that answered his pleas though but the god of murders and graves, Ronvulcar. Within Jeffrey he whispered terrible secrets of undeath, implanted foul desires for flesh and awakened dormant blood of ghouls. Seizing a scythe left in the barn, he torn Arisis apart with the foul weapon as his first act of new faith. Reborn as a charismatic of Ronvulcar, Jeffrey tore the ghouls free of Avastian’s control and destroyed him. With his newfound affinity for ghouls and twisted appetite

Now Jeffrey leads a small cult of evil humanoids and twisted undead. Goblins fixated on the potential reward of raiding and ghouls fat off the flesh of the living. They prowl the borderlands of the world looking for isolated villages to corrupt and consume. Jeffrey always approaches the town first in the guise of a missionary of Radialia, the sun goddess. He preaches dire warnings of dire troubles and forth coming strife - Goblin warriors on the march, coming to raids and destroy. He tells tales of nearby sanctuary in the nearby hills that can be used to hide from the coming humanoids. Then when the goblins attack, he leads people into the hills, spreading them out and making them more vulnerable to ghoul and ghast attacks.

With each new village, Jeffrey’s army of murderous undead grows. Ronvulcar’s reach spreads quietly across the land.


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