Arachid The Pure
Arachid is a powerful, xenophobic cult leader with one, overarching goal in mind: the destruction of all non-human races. He is a dangerous fanatic, especially well known for his powerful use of words and intellect. He can be both subtle and direct, loud and quiet. He has led lynch mobs and in the same night talked to a single man in a bar, and inserted just the right idea at just the right time in his head. Arachid’s face cannot seem to be agreed on, mainly because of his penchant for disguises, and there are several different interpretations as to what he actually looks like. In all probability, none of these are his true face.
Arachid likes to spread a fabricated story about his youth. He claims that he was born into poverty, and when he was five he saw his parents and sister being killed by orcs. He claims that he only avoided the orcs by hiding in a secret closet that his father had built, just in case of such an attack. Arachid then claims that he left the house when he regained his senses, and was quickly picked up by an elder dwarf. The dwarf took him in with the promise of food, water and education, but this was a trap. Instead he brought Arachid to the mines, and worked him as a slave. When one day he failed to get his quota of silver, the dwarf struck him on the neck, leaving a scar that Arachid likes to display. When he was sixteen, nine years ago, he managed to flee. In these stories, Arachid always displays himself as a hard worker. He claims that he has been working as a commoner ever since leaving the mines, and has managed to build up, through decency and diligence, a small savings.
Of course, this story is completely made up. Arachid was born into wealth, by the name of Jarkhan Okaldoff. He spent the first sixteen years of his life living at home, never working and only really interested in manipulation. When he was thirteen he engineered an accident for one of his closest friends, breaking his leg, which allowed him to court the girl his friend was infatuated with. Jarkhan seemed almost driven to create drama and tension in his social group, manipulating otherwise close friends into hating each other, all without knowing that Jarkhan had ever been involved.
Jarkhan has been raised with the ideas that nonhumans were inferior species, and should only exist to serve humans. Jarkhan used this as an excuse to abuse the estate’s staff, which consisted of many elves, and he even killed one when he was fifteen, an elven girl who was terrified of him. When Jarkhan was sixteen, he learned that his father had a secret second family, one of the elven servants, and had a daughter. Jarkhan was outraged, and he killed his father with a bottle. Arachid then killed his mother, who he learned knew of the second family, and went to kill the servant as well. However, the elf had witnessed the murder and fled with her child. To cover his tracks, Jarkhan burned down the estate and fled, taking the name “Arachid” from a story his father used to tell him. In truth this is where he got the scar on his neck, as his mother hit him with a glass shard before he killed her.
In the nine years since that event, Arachid has become infamous for his spreading of fear and hatred. He has advanced from petty prejudice and racism to complete hatred of any other race, to the point where he wishes for them all to be killed. He has been described as being controlled and collected, except when he purposefully puts up the façade of being something else. In the act of killing he has been described as cold, not taking pleasure in the kill or showing remorse. For him, it is no different than taking a drink or water or sweeping up a pile of dirt.
Arachid routinely masquerades as someone of low status, a carpenter, a bartender or a beggar. While he misses his old life of wealth and luxury, he believes that his calling is far more important than his personal comfort, and even considers it noble of him to resist the temptation of fine things to further his agenda.
One of Arachid’s favorite tricks is to get close to traveling adventurers, using whatever disguise he is currently wearing to gain their trust. If he is a bartender, he will listen to their stories and give them free drinks. If he is a farmer, he will invite the adventurers for a meal at his humble farmhouse. Once he has their trust, he will manipulate them into attacking a non-human race by injuring himself, then coming to them and explaining how the brutes attacked him, unprovoked. If an adventuring party consists of mainly nonhumans, he might instead tip them off about a nearby dungeon. Naturally, the dungeon is a trap, and is either extremely dangerous or Arachid has some of his men waiting in an ambush there.
Arachid obsessively hunts down his half-sister, who he believes is now hiding as a priestess. He only saw her face once, the night he killed his family. Arachid is convinced that he could recognize her, and he tells his followers to bring half-elven women of the appropriate age to him. So far he has found none that he believes is his sister, and has killed all who have been brought before him. Arachid also intends to kill his sister when he finds her, as he believes that she is an insult to his blood and family. Some claim that Arachid’s quest has turned to lust over the years, and his hunt has made him obsessed with a woman he has only seen once.
Chaotic Evil male human (Medium humanoid)
Rogue 12th
Hit dice: 12d6+12 (57)
Initiative: +4
Speed: 30 ft
Armor Class: 32 (+9 armor, +6 shield, +4 dex, +3 natural)
Base Attack/Grapple: (+9/+4)/+11
Attack: +1 Flail +12/+7
Damage: +1 Flail 1d6+3
Space/Reach: 5ft/5ft
Saves: Fort +5, Ref +12, Will +7
Abilities: Str 14, Dex 18, Con 12, Int 17, Wis 16, Cha 18
Skills: Disguise +21, Gather Information +19, Diplomacy +21, Intimidate +21, Buff +21, Sense Motive +20, Profession (carpenter) +18, Profession (bartender) +18, Forgery +18, Knowledge (local) +18, Tumble +19
Feats: Skill Focus (disguise), Quick Draw, Negotiator, Weapon Focus (flail), Persuasive
Equipment: +5 Chain Shirt, +5 Buckler, Amulet of Natural Armor +3, +1 Flail, 4,000 GP
Special Abilities: Trap Sense +4, Sneak Attack +6d6, Improved Evasion, Improved Uncanny Dodge, Trapfinding
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