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GHARTONE, TECHNIC LEAGUE CAPTAIN

This guy along with two battleguard bodyguards turned up in the throne room after my characters used a heal spell on Kevoth-Kul and a brawl broke out with Tek-Makul and Technic League rebels vs Black Sovereign Loyalists.  He was brought low by the party as he was attempting to flee to Ozymn Zaidow.  One issue with this design is he doesn’t have strong melee skills.  Fortunately he managed to stay at range most of the time but not entirely.  The French jokes also came out during this battle.  

GHARTONE
Medium humanoid (human), chaotic evilUntitled

Armour Class 18 (MK II dermal plating)
Hit Points 236 (13 HD; 8d6+5d8+65)
Speed 30 ft.

STR  9 (-1)         DEX 14 (+2)       CON 18 (+4)
INT 18 (+4)         WIS 13 (+1)        CHA    7 (-2)

Saving Throws Int +8, Con +8
Skills Cybertheurgy +13, Arcana +13, History +13
Senses passive Perception 11
Languages Gothic, Common, Giant, Hallit, Orc, Osiriani
Challenge 12 (8,400 XP)

Boomcaster. Ghartone can channel magic into his grenades or any grenade shot from his launcher adding an extra 13 (3d8) explosive damage (force/fire). In addition he can sculpt the blast radius of the grenade to exclude up to 4 creatures of his choice.

Hemochem Junky. Ghartone uses hemochem extensively in the vain hope it will heal his face and make him immortal. He regenerates 5 hit points at the beginning of his turn.

ACTIONS          
Multiattack. Ghartone makes three attacks with his grenade launcher or grenades.

Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4 + 2) piercing damage.

Timeworn Grenade Launcher.  Ghartone targets a point within 100 ft. and fires a grenade which explodes in a 20 ft sphere doing 28 (5d6) grenade dependent damage plus 13 (3d8) explosive and a failed DC 15 Dexterity saving throw.  Taking half damage on a successes.   The target also catches fire and takes 7 (1d6+4) fire damage at the start of their turn.  A full round action extinguishes the fire.

REACTIONS      
Mirror Image. Ghartone adds 4 to his AC against one attack that would hit him.  Instead the attacker inadvertently strikes a magical duplicate with the real Ghartone appearing nearby.

TACTICS      
Before Combat Before combat, Ghartone drinks an extract of shield and casts mage armor on himself.

During Combat Ghartone casts mirror image on the first round of combat, then uses his grenade launcher to fire grenades into the midst of his foes. Once his minions engage the PCs, Ghartone switches to his alchemical bombs so he can exclude allies from the blast. He’s fond of using pyrotechnics on those who catch fire from one of his explosive bombs.

Morale If reduced to 35 or fewer hit points, Ghartone attempts to flee to Ozmyn Zaidow’s side—confronted with him, he fights to the death. If he’s prevented from fleeing, Ghartone surrenders, but takes every chance he can to escape. He remains close-mouthed about the Technic League during interrogations—at your discretion, Ozmyn Zaidow could trigger his cranial bomb in the middle of an interrogation!

GEAR       
Combat Gear wand of irradiate (12 charges), wand of lightning bolt (20 charges), wand of technomancy (24 charges), concussion grenade, cureall, fragmentation grenade (2), grade V hemochem (1), hype (4), sonic grenade, zero grenades (2), zortaphen (2);

Other Gear dagger, timeworn grenade launcher, ring of protection +1, blue access card, cranial bomb, mark II dermal plating

DESCRIPTION                    
Ghartone manages the technic league’s increasingly complex web of mercenary explorers, field agents, and spies… but is himself firmly under ozmyn zaidow’s thumb.

Posted in Dungeons & Dragons