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Mr Burke and Mr Hare

The vision of sin: an art study, written and illustrated by Edmund Joseph Sullivan London, 1922. Mr Burke and Mr Hare
The vision of sin: an art study, written and illustrated by Edmund Joseph Sullivan London, 1922.

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
weapons base damage instead of her adjusted unarmed strike damage-this must be declared before the attack roll is made.

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
hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawlers level + the higher of the brawlers Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. 1

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
maneuver and a bonus to her CMD when defending against that maneuver. Number of Maneuvers and CMD = 1

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

"Assassinat de M. Barrême, préfet de l'Eure. - Ce fonctionnaire, porteur d'une somme considérable provenant des fonds secrets, est assassiné en wagon par un autre haut fonctionnaire, appartenant à la franc-maçonnerie ; ce crime demeure impuni". Date 1890
“Assassinat de M. Barrême, préfet de l’Eure. – Ce fonctionnaire, porteur d’une somme considérable provenant des fonds secrets, est assassiné en wagon par un autre haut fonctionnaire, appartenant à la franc-maçonnerie ; ce crime demeure impuni”. Date 1890
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);
Fort +3, Ref +5, Will +5

OFFENSE
Speed 30
Melee
Single Attack Dagger +4 (1d4-1/19-20) or (+1/+0) Crossbow, hand +5 (1d4 /19-20 X2)
Full Attack
Dagger +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
effects
Grave 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)

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