Mr Burke and Mr Hare
William Burke and William Hare Grave Robbers and Murders
Want to build a flesh golem or raise an army of the dead. Laws specify that the only bodies that can be used in necromancy or medical experimentation are those of recently executed criminals, as religious thought and superstition deems it unthinkable to disturb a person’s remains.
The problem is the number of executions is, “…wholly inadequate to meet the growing needs…and the surgeons’ and barbers’ apprentices had been in use diligently to till the soil and reap the harvest of what has been finely called ‘Death’s mailing.'”
This practice of grave robbing has become the occupation of some underworld characters. Grave robbers can open a grave, remove a body and restore the soil between patrols of the night watch. Relatives of the subject can mourn by the grave the following day, unaware that their loved one was gracing some anatomy slab.
William Burke |
Human CR 9 XP 6400Any Medium HumanoidBrawler level 6 (skill points 36) Brawler Rogue level 2 (skill points 20) Rogue (Rogue) Assasin level 2 (skill points 12) Assasin Init +2; Senses ; Perception +11 |
DEFENSE |
AC 17, Touch 14, flat footed 13 (masterwork Studded Leather, Shield, none) (+2 Dexterity, +3 armour, +1 feats, +1 dodge) hp 81 (0d8+6d10+2d8+2d8+20+6); Fort +7, Ref +10, Will +2 |
OFFENSE |
Speed 30 Melee Single Attack Unarmed strike +13 (1d8+6) Full AttackUnarmed strike +11/6 (1d8+6) (+1/+0) Club +11 (1d6+2) Space 5ft.; Reach 5 |
Special Attacks |
Brawlers Strike (Ex) -1 At 5th level, a brawlers unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction.
Close Weapon Mastery (Ex) At 5th level, a brawlers damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapons normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the Death Attack DC 10 + assassin level + Intelligence mod Knockout (Ex) A brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler Maneuver Training (Ex) -1 A brawler can select combat maneuvers to receive additional training in. She gains a bonus on combat maneuver checks when performing that combat Martial Flexibility (Ex) -1 A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feats prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1). The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feats daily limit. Martial Flexibility (Ex) -2 At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling anothers prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability. Martial Training (Ex) Brawler At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monks robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist. Sneak Attack Sneak attack at an extra (D6) 2 |
STATISTICS |
Strength 17 + 2 = 19, Dexterity 14, Constitution 13 + 2 = 15, Intelligence 13, Wisdom 11, Charisma 8 Base Attack 8 CMB 12 ;(grapple 14) ;CMD 28 Feats: Weapon Specialization, Quick Disable, Armour Prof Light, Combat Reflexes, Dodge, Evasion, Improved Grapple, Improved Unarmed Strike, Low Profile, Simple Weapon Proficiency, Skill Focus (Stealth), Two-Weapon Fighting, Weapon Focus; Skills Acrobatics 13, Appraise 5, Bluff 8, Climb 15, Craft 1, Diplomacy -1, Disable Device 2, Disguise 7, Escape Artist 8, Handle Animal -1, Intimidate 9, Know Dungeon 1, Know Local 5, Linguistics 5, Perception 11, Profession 0, Ride 7, Sense Motive 10, Sleight of Hand 6, Stealth 15, Swim 9, Use Magic Device 3 Languages Common |
SPECIAL ABILITIES |
AC Bonus (Ex) Brawler when a brawler wears light or no armor, she gains a dodge bonus to AC and CMD. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, using a shield, or carrying a medium or heavy load. Bonus = 1 Brawlers Cunning (Ex) If the brawlers Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats. Brawlers Flurry (Ex) -1 Starting at 2nd level, a brawler can make a brawlers flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the monk special feature. She does not need to use two different weapons to use this ability.A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawlers flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawlers flurry. A brawler with natural weapons can not use such weapons as part of brawlers flurry, nor can she make natural weapon attacks in addition to her brawlers flurry attacks. Evasion Reflex save no damage instead of 1/2 Poison Use Never accidentally poison self Save Against Poison bonus = 1 Trapfinding Can find magical traps Trapfinding-2 A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). Uncanny Dodge Retains Dexterity bonus if flat footed |
ECOLOGY |
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard |
ITEMS (max value 7800) Total Value = |
Amulet of health (+2) +2 Constitution (4000gp)
Masterwork Studded Leather (150gp) Belt of giant strength (+2) +2 Strength (4000gp) Bracers of armour (+1) +1AC (1000gp) Potion of Darkness – (300gp) Masterwork Club (300gp) Total Value = 9750 |
0 |
William Hare |
Human CR 7
XP 3200 Any Medium humanoid Sorcerer level 7 (skill points 42) Pestilence (undead ), Rogue level 2 (skill points 24) Bluffer (Cutpurse) Init 0; Senses ; Perception +8 |
DEFENSE |
AC 12, Touch 11, flat footed 11 (masterwork Padded, Shield, none) ( +1 armour, +1 feats)
hp 52 (0d8+7d6+2d8+9+7); |
OFFENSE |
Speed 30 Melee Single Attack Dagger +4 (1d4-1/19-20) or (+1/+0) Crossbow, hand +5 (1d4 /19-20 X2) Full AttackDagger +4 (1d4-1/19-20)or (+1/+0) Crossbow, hand +5 (1d4 /19-20 X2) range 30 Space 5ft.; Reach 5 |
Special Attacks |
Bloodline Undead Corporeal undead that were humanoids are treated as humanoids for spell effectsGrave Touch (Sp) As touch attack shakens creature for round = 1/2 level. per day = 3 + Charisma bonus Sneak Attack Sneak attack at an extra (D6) 1 |
Spells Known: |
Sorcerer Spells: CL 7 Concentration 10
Level 0 (4) DC 13: Bleed, Disrupt Undead, Ghost Sound, Open/Close, Read Magic, Resistance, Touch of Fatigue, ; Level 1 (7) DC 14: Cause Fear, Charm Person, Chill Touch, Detect Secret Doors, Detect Undead, Sleep, ; Level 2 (7) DC 15: Alter Self, Darkness, False Life, ; Level 3 (5) DC 16: Animate Dead, Lesser, Halt Undead, Vampiric Touch, ; |
STATISTICS |
Strength 8, Dexterity 11, Constitution 13, Intelligence 16 + 2 = 18, Wisdom 11, Charisma 17 Base Attack 4 CMB 3 ; CMD 14 Feats: Combat Casting, Fast Stealth, Armour Prof Light, Combat Expertise, Dodge, Empower Spell, Eschew Materials, Evasion, Simple Weapon Proficiency, Skill Focus (Bluff), Weapon Finesse; Skills Acrobatics 8, Appraise 9, Bluff 18, Climb -1, Diplomacy 3, Disable Device 0, Disguise 3, Escape Artist 0, Fly 7, Heal 12, Intimidate 13, Know Arcana 11, Know Dungeon 4, Know Local 9, Linguistics 12, Perception 8, Search 9, Sense Motive 0, Sleight of Hand 0, Spellcraft 16, Stealth 7, Swim -1, Use Magic Device 7 Languages Common |
SPECIAL ABILITIES |
Deaths Gift (Su) Resist Cold, DR 5/- against non lethal, At 9th cold 10, DR10/- non lethal Eschew Materials Gives feat Evasion Reflex save no damage instead of 1/2 Measure the Mark-1 (Ex) A Sleight of Hand to take something, rogue knows the Perception check result. before attempt made Measure the Mark-2 (Ex) Can make a Bluff opposed by Sense Motive, to prevent target from noticing attempt |
ECOLOGY |
Environment Any
Organization Company 10-20, Band 30-100, Squad 4-8 Treasure Standard |
ITEMS (max value 6000) Total Value = Total Value = 6050 |
Masterwork Padded (150gp)
Goggles of minute seeing (+5) +5 Search (1250gp) Headband of intellect (+2) +2 Intelligence (4000gp) Potion of Cure light wounds – (50gp) Potion of Darkness – (300gp) Masterwork Crossbow, hand (300gp) |