Pathfinder in the Mists

Discussing all things Ravenloft
Ryan Naylor
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

It's from my Illustrated History thread: heading into the Time of Unparalleled Darkness, with everything slowly collapsing into horror and chaos and upheaval. An adventure path (or two!) that follows those events.

But as I said, I'm open to all kinds of things. CotN: Ancient Dead has been talked about for a long time, for example.
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Re: Pathfinder in the Mists

Post by Nemesio »

I would love to brain storm with you about potential plot twists.

My brain can be a very fertile place when it comes to fantasizing and storytelling. Its either that or worrying about and finances, as I'm a quirky yet ultimately boring Capricorn in real life.
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Re: Pathfinder in the Mists

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The Heroes of Ravenloft Part Two: Classes (cont.)

Paladin
Paladins are exceedingly rare, the chosen ones of divine forces, imbued with holy power to champion the meek and deliver justice to the forces of darkness. Of all the types of heroes in Ravenloft, their path is the most difficult. They appear to disrupt the tapestry of the Dark Powers’ creation, drawing the attention of evil wherever they go. They adventure because they have no choice; because it is the right thing to do; because the deck is stacked against them. Few die of old age; many become fatalistic as they age, knowing that the examples they leave behind after their deaths will be as important as the actions they took in life.

Detection – Your detect evil ability is altered. As a move action, you can concentrate on a single item or individual within 60 ft and determine if it is chaotic (as if you had studied it for 3 rounds with detect chaos), Innocent or is an outsider with the Evil descriptor. Evil outsiders may make a Will save to conceal their auras if they wish.
Disruption – Evil outsiders and darklords are able to detect paladins in their domains or reality wrinkles with a Sense Motive check (DC 30 – paladin’s level). The character detects automatically once every day as a swift action. If successful, it detects the paladin’s vague location (to within approximately a mile, for example). In the paladin’s presence, the DC falls to 20 – paladin’s level. The paladin cannot be detected while they remain on hallowed or consecrated ground.
Divine bond – The paladin's divine bond, whether it is with a mount, weapon, suit of armour or other object, is empowered by the departed spirit of a loved one who has given up whatever afterlife awaited them to aid the paladin in their struggles. If the divine bond is broken (by killing the mount or destroying the object), the spirit is unable to be raised or resurrected, and is lost to the Mists forever. Most paladins are aware of the nature of this bond and the magnitude of the sacrifice their loved one has made for them, making the death of a paladin's mount or the sundering of their sword truly heartbreaking for them.

Empyreal Knight archetype: These paladins are incredibly rare, even by paladin standards, because they only arise when an unfortunate experiences both the spiritual call to be a paladin, and has the reality-altering abilities of a summoner. All of their abilities stem from the interaction between their faith and their insanity, not from the celestial spheres. Any Celestial Allies are drawn from their own subconscious, and have the Mists descriptor. Their mount is a dread companion with an aura of menace. At 20th level, the paladin gains a reality wrinkle with an initial radius of 1,000 ft per level.
Stone servant (Stonelord archetype) – The stone servant is not a dread companion. If you die, the servant immediately becomes a CE grave elemental.

Ranger
Rangers are at home in the wilderness, but also welcome in rustic communities where the wild press uncomfortably close. They may hunt game to provide food, scout out new territory, or act as game wardens on noble estates. They are master trackers and scouts, and deadly warriors.

Favoured community (Urban ranger) – Bonding with a particular community doesn’t necessarily reduce any xenophobia the ranger might experience in that community.

Rogue
Like fighters, rogues are everyman heroes, although they tend more towards guile than confrontation to solve problems. They may be thieves, explorers, tricksters, investigators, or even just sharp-witted townsfolk.

New rogue talent – Hold it together: You can delay the effects of a failed Fear, Horror or Madness save for a number of rounds equal to your Intelligence modifier.
Black Market Connections – If you are in a town in which you provoke xenophobia, you must make a Diplomacy check to treat the settlement as one size larger. If you succeed by 10 or more, you can treat the settlement as 2 sizes larger. Both checks suffer a -2 competence penalty.
Familiar – Your familiar is a dread companion.
Divine Epiphany (Sanctified Rogue) – The augury is less likely to be correct and may give a misleading answer. See Altered Magic below.
Ninja: Ninja tricks are subject to the Semblance of Reason. Most are not considered magical, merely the product of intense training, focus and skill. Some, however, use mystical insights to draw power from the Plane of Shadows.
Ghost Step, Shadow Clone and Shadow Split – At the end of the duration of these tricks, the ninja must make a Will save or loose free willed shadows with Hit Dice equal to half the ninja’s Hit Dice into the Demiplane. See Shadow magic below.

Sorcerer
Sorcerers are born with inherent magical powers. As a rule, the people of Ravenloft revile the supernatural, viewing them as changelings or dabblers in black arts. Sorcerers are wise to be careful who they reveal their gift to, and be warned: even those that wish to keep it a secret may be betrayed by the aura of magic that surrounds them.
Sorcerers are known to be common among Vistani women. Male Vistani who exhibit sorcerous powers are killed at once, lest they grow to become Dukkars and endanger their people.

Aura of menace – Sorcerers project an aura that disturbs those around them. The starting disposition of any humans or halflings is never better than Unfriendly. Specific bloodlines might extend this distaste to other races (for example, aberrant sorcerers and gnomes). Some bloodline abilities may provoke more extreme reactions.
Bloodline abilities:
Obviously inhuman – Some bloodline abilities provide obviously inhuman changes in your appearance. In these cases, the initial disposition of any non-evil humanoid (with some exceptions at the GM’s discretion) is never better than hostile. Bloodline abilities affected include Aberrant (unusual anatomy - minor changes only; aberrant form), Undead (one of us), Aquatic (deep one), Rakshasa (outsider) and Verdant (photosynthesis – minor changes only; shepherd of the trees). These changes can be hidden with a Disguise check (as disguising yourself as another species) unless otherwise noted.
Arcane – Arcane bond – See wizard ability.
Extraplanar – Bloodlines that grant the ability to plane shift to any plane other than the Plane of Shadow or the Ethereal Plane do not function.
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Re: Pathfinder in the Mists

Post by Nemesio »

Love how the new Rogue talents are geared toward Ravenloft specific rules like OR and Fear/Horror checks. I think Rogues talents are wicked cool in Pathfinder in general.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

I'm really starting to feel like there's only 3 of us in here. Is anyone other than Nemesio and Giamarga finding this useful or am I wasting my time?

Anyway, this week: Malken and Tristen. Rotipher has a good interpretation of why the original Tristen ended up as a darklord here: http://www.fraternityofshadows.com/foru ... hp?p=64296

There's also a common theory that Malken is actually Romir's ghost welded on to Tristen, although that's getting a little way from the obvious Jekyll and Hyde thing for my tastes.

You will notice through cunning use of favoured class bonuses, their hp are the same, their weapon choices are the same, many of their skills are the same, they speak the same languages, and Malken has access to Tristen's equipment (plus a bit squirrelled away in Darkhaaven that's all his). They are, after all, the same person.

Also, given the emphasis on horse riding, it makes sense that Tristen is a cavalier, not a fighter.
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Re: Pathfinder in the Mists

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Malken (Nova Vaasa)

Timeline
664 BC Tristen Hiregaard born in Vaasa (Toril) to Sir Romir Hiregaard.
671 BC Romir murders his wife, who curses him to always harms the ones he loves. He kills himself, and the curse passes to Tristen.
676 BC Tristen falls in love with a servant girl and murders her. The murder is hushed up. Cavalier 1.
682 BC Tristen has killed 9 women. He plans suicide, but becomes lord of Nova Vaasa instead. Malken is born. Level 2.
683 BC Tristen is knighted by Kethmar Bolshnik. Malken begins building his criminal empire. Tristen is head of the Kantora City Watch.
684 BC The Black Duke is active in northern Nova Vaasa. Tristen and Malken are too busy with each other to pay attention.
688 BC The Clinic for the Mentally Distressed is built.
694 BC Tristen is Prince of Nova Vaasa. Level 3.
695 BC Tristen’s first son is born.
707 BC Tristen marries Katya Chevik in a political union. Level 4.
717 BC Malken founds the Cult of Sekhmaa and murders Ivaar Hiregaard. Level 6.
719 BC Tristen is Prince of Nova Vaasa again. Tristen’s first grandchild is born.
729 BC Othmar poisons Kethmar and becomes head of the Bolshnik family. Kethmar’s dying wish is that Tristen acts as regent instead. Level 8.
734 BC Tristen steps down as regent, but Othmar refuses to.
748 BC Katya Hiregaard dies giving birth to Tristen’s youngest son. Level 10.
760 BC Present day.

Powers Checks
Caress (Violence: enjoying the murder of the servant girl: 8%; 676 BC): Dex +2.
Enticement (Blasphemy: covering it up; breaking a vow: 32%; 676 BC): Str +2.
Invitation (Violence and Betrayal: cruelty to peasants, hypocrisy of nobility: 16%; c678 BC): Cha +2.
Embrace (Violence and Blasphemy: several more murders, all of which are covered up: 8%; c680 BC): Dex +2.
Creature (Violence and Blasphemy: last murder, covered up, considers suicide to avoid capture and solve the issue: 8%): Becomes darklord of Nova Vaasa. Fractured soul, ancestral curse.

The original Tristen Hiregaard was evil (LE); much more like Othmar Bolshnik: cruel, oppresses peasants, hypocritical, broke his oaths as cavalier and uses his position to cover it up. Although the curse made him kill women he desired, he regretted the loss of control more than he regretted the deaths. Never tried to break the curse – just covered murders up. Massive hypocrisy drew Dark Powers’ attention (especially given how young he is). Splits into the LN “Tristen” and the CE Malken.

Base stats
S 14 D 13 C 13 I 13 W 13 Ch 13 (high fantasy)
Racial: Str +2 (human)
Levelling: Cha +2
Aging: middle aged (physical -1, mental +1)
Powers Checks: Str +2, Dex +4, Cha +2
Favoured class: hp for Malken; skills for Tristen
CR 11 (9 [levels] + 1 [PC-level treasure] +1 [darklord abilities])

760 BC (Current day stats)
CR 11 XP 12,800
Male middle aged Human Rogue 10
CE Medium Humanoid (human)
Init: +11 (Dex, feat, sword) Senses: Perception +10
Defense
AC 19 Touch 13 Flat-footed 16 (+3 Dex, +6 armour)
hp 68 (8 +9d8+10 +10)
Fort +5, Ref +11, Will +6
Evasion
Improved Uncanny Dodge
Trap Sense +3
Offense
Spd 30 ft.
Melee +1 rapier of duelling +11/+6 (1d6+4; crit 18+, plus sneak attack +5d6 +5 bleed plus duelling bonuses)
Shortsword of subtlety +11/+6 (1d6+4; crit 19+, plus +4 att, dmg on sneak attack)
+1 rapier of duelling +9/+4 (1d6+4; crit 18+) plus shortsword of subtlety +9 (1d6+4; crit 19+)
Missile Composite shortbow (Str +3) +10/+5 (1d8+3)
Space/Reach: 5’/5’
S 17 D 16 C 12 I 14 W 14 Ch 18
BAB +7 CMB +10 CMD 23

Feats
Combat Reflexes, Double Slice, Improved Initiative, Quick Draw, Shadow Strike, Two-weapon Fighting
Skills
Acrobatics +15 (9), Appraise +11 (6), Bluff +20 (10), Climb +15 (9), Diplomacy +15 (5), Disable Device +18 (7), Disguise +15 (5), Escape Artist +11 (5), Intimidate +13 (3), Knowledge (history) +6 (4), Knowledge (local) +10 (5), Knowledge (nobility) +7 (5), Linguistics +10 (5), Perception +10 (5), Ride +6 (3), Sense Motive +10 (5), Sleight of Hand +14 (8), Stealth +21 (10), Use Magic Device +11 (1)
Languages
Vaasi*, Balok, Darkonese, Tepestani, Graben, Draconic, Halfling, Dwarven

Treasure
(47000 gp/62000 gp)
Sword of subtlety, rapier of duelling +1, chain shirt +2, cloak of elvenkind/cloak of resistance +1, circlet of persuasion

Special
Bleeding attack
Surprise attack
Underhanded (4/day)
Honeyed words
Unwitting ally
Trapfinding +5
Evasion
Improved Uncanny Dodge
Fractured soul
Sinkhole of evil
Mastery: animal minions +4 vs mind-affecting magic and channel resistance

Sir Tristen Hiregaard
LN Medium Humanoid (human) Cavalier (Order of the Lion) 10 (CR 10)
Init: +7 (Dex, feat) Senses: Perception +10
Defense
AC 19 Touch 19 Flat-footed 19 (+3 Dex, +6 armour)
hp 68 (8 +9d8+10 +10)
Fort +8, Ref +6, Will +5
Offense
Spd 30 ft.
Melee +1 rapier of duelling +11/+6 (1d6+10; crit 18+; includes Power Attack)
+1 rapier of duelling +9/+4 (1d6+10; crit 18+) plus light steel shield +8 (1d4+9)
Missile Composite shortbow (Str +3) +13/+8 (1d8+3)
Space/Reach: 5’/5’
S 17 D 16 C 12 I 14 W 14 Ch 18
BAB +10 CMB +13 CMD 26

Feats
Combat Reflexes, Double Slice, Mounted Combat, Power Attack, Precise Strike, Quick Draw, Ride-by Attack, Shield Wall, Two-weapon Fighting
Skills
Acrobatics +8 (5), Appraise +4 (2), Bluff +12 (5), Climb +11 (5), Diplomacy +12 (5), Handle Animal +14 (7), Intimidate +10 (3), Knowledge (engineering) +6 (4), Knowledge (history) +6 (4), Knowledge (local) +10 (5), Knowledge (nobility) +10 (5), Knowledge (religion) +6 (4), Linguistics +7 (3), Perception +10 (8), Ride +16 (10), Sense Motive +10 (5)
Languages
Vaasi*, Balok, Darkonese, Tepestani, Draconic, Halfling

Treasure
(12750 gp)
Rapier of duelling +1, chain shirt +2, lens of detection

Special
Cavalier’s Charge (+4 att, no AC penalty)
Challenge (4/day, +3 AC, +10 dmg)
For the King (+4 att, dmg to allies in 30’ for 1 rd, 1/combat)
Banner
Expert Trainer +5
Greater Tactician (3/day, 8 rds/day)
Lion’s Call
Fractured soul
Sinkhole of evil

Warhorse
Init +3; Senses lowlight vision, scent; Perception +7
AC 28, touch 12, flat-footed 25 (+3 Dex, +10 natural, -1 size, +6 armour)
Hp 76 (9d8+36)
Fort +10, Ref +9, Will +6
Speed 50’
Melee bite +11 (1d6+5) plus 2 hooves +9 (1d6+2)
Space 10 ft/5 ft
S 21 D 16 C 19 I 2 W 12 Ch 6
BAB +6 CMB +12 (+2 bull rush) CMD 25
Multiattack, Armour Proficiency (light, medium), Improved Bull Rush, Power Attack, Iron Will, Improved Natural Attack (bite); Climb +10 (2), Perception +7 (3), Survival +3 (2), Swim +10 (2); Link, evasion
Equipment: Chain barding
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Re: Pathfinder in the Mists

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Vlad Drakov (Falkovnia)

Timeline
665 BC Vlad Drakov born in Thenol in Taladas (Prime Material Krynn).
689 BC Drakov and his mercenaries drawn into Ravenloft; begin pillaging Darkon. Failed four Powers checks.
690 BC Drakov driven into the Mists; becomes darklord of Falkovnia.
709 BC Drakov invades Dementlieu.
722 BC Drakov’s fourth invasion of Darkon driven back.
751 BC Drakov invades Darkon again and driven back, despite Azalin’s absence.
760 BC Present day.

There's a bit more on Drakov's campaigns in the Illustrated History thread. His curse, incidentally, is not to be incompetent but to be unsuccessful - a subtle difference, but a very important one.

Powers Checks
Caress (Violence and Blasphemy: war crimes: 32%; 685 BC): Str +2
Enticement (Violence and Betrayal: slaughtering captives: 16%; 686 BC): Cha +2
Invitation (Violence: sadism: 16%; 688 BC): Fighter +1.
Embrace (Violence and Betrayal: senseless wholesale murder and brigandage: 32%, 689 BC): Str +2, Con +2
Creature (Violence: impaling villagers in Darkon: 16%, 690 BC): Becomes darklord of Falkovnia. SR 21, Spellbreaker.

Base stats
S 14 D 13 C 13 I 14 W 11 Ch 13 (high fantasy)
Racial: Str +2 (human)
Levelling: Str +2, Con +2
Age: Middle (physical -1, mental +1)
Powers checks: Str +4, Con +2, Cha +2
Favoured class: hp
CR 17 (15 [levels] + 1 [PC-level treasure] +1 [darklord abilities])

760 BC (Current day stats)
CR 17 XP 102,400
Male middle aged Human Fighter 16
NE Medium Humanoid (human)
Init: +1 (Dex) Senses: Perception +11
Defense
AC 27 Touch 13 Flat 26 (+12 armour, +1 Dex, +2 natural, +2 deflection; +4 deflection rod of flailing 1/day, 10 min)
Hp 156 (10+15d10+48+16)
Fort +15 Ref +8 Will +8 (+4 resistance rod of flailing 1/day, 10 min)
SR 21
Bravery +4
Moderate fortification
Offense
Spd 30’
Melee +2 vorpal shortsword +28/+23/+18/+13 (1d6+14; crit 17+ plus vorpal, Critical Focus, Staggering Crit, Sickening Crit)
+2 vorpal shortsword +28/+18/+13/+8 (1d6+24 or 1d6+14 plus 1d4 bleed; crit 17+ with Power Attack or Bloody Assault)
Heavy shield bash +21/+16/+11/+6 (1d4+5)
Gauntlet +21/+16/+11/+6 (1d3+5)
Rod of flailing +21/+16/+11/+6 (1d8+11)
Missile +2 composite longbow (Str +5) +22/+17/+12/+7 (1d8+9; crit 3x)
Missile +17
Haste
Space/Reach: 5’/5’
S 21 D 12 C 16 I 15 W 12 Ch 16
BAB +16/+11/+6/+1 CMB +21 CMD 34 (33)

Feats
Bloody Assault, Critical Focus, Disruptive, Dreadful Carnage, Furious Focus, Greater Weapon Focus (shortsword), Greater Weapon Specialization (shortsword), Improved Critical (shortsword), Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, Ride-by Attack, Sickening Critical, Staggering Critical (DC 26), Weapon Focus (longbow), Weapon Focus (shortsword), Weapon Specialization (shortsword), Spellbreaker B
Skills
Bluff +11 (8), Climb +14 (8), Handle Animal +14 (8), Heal +5 (4), Intimidate +16 (10), Knowledge (history) +10 (8), Knowledge (local) +10 (8), Perception +11 (10), Ride +10 (8), Sense Motive +9 (8)
Languages
Falkovnian*, Darkonese, Mordentish.

Treasure
(236000 gp/315000 gp)
+3 Full Plate, moderate fortification, +3 Shield, Heavy Steel, +2 vorpal Shortsword, Rod of Flailing, +2 composite longbow (Str +5), amulet of natural armour +2, ring of protection +2, cloak of resistance +2, boots of speed

Special
Armour training 4
Weapon training: light blades +3, bows +2, flails +1
SR 21
Sinkhole of evil
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Re: Pathfinder in the Mists

Post by Gonzoron of the FoS »

Ryan Naylor wrote:I'm really starting to feel like there's only 3 of us in here. Is anyone other than Nemesio and Giamarga finding this useful or am I wasting my time?
You're not wasting your time at all! I'm short on time of late, so I'm skimming rather than reading in depth. Just haven't had much to say about it. But if/when my campaign requires stats for any of these guys, I know where I'll be coming...
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Re: Pathfinder in the Mists

Post by Nemesio »

I haven't bothered creating stats of any of the darklords you've posted on here, other than the last two of course, because I'm planning on using what you wrote up. I have a word document filled with everything you've posted to date [rules, stats, monsters, you name it] so that I have easy access to it. It really is great stuff. You definitely have a gift bud. Can't beat having a dark powers check progression list for darklords, with the date of each offense included even! It is invaluable.

I do feel the same way about my own thread too sometimes. Nobody gives a crap. The topic seems to get noticed but few have anything to say about it. The more we post though, the more people notice the topic right? I'd be coming up with this stuff for myself anyway. It is a luxury to have even a chance for feedback from true fans, so I'm gonna keep it going. I sincerely hope you do too!

Back to business......I absolutely agree that Tristen should be a cavalier. Why didn't I think of that? So much more fitting for Nova Vaasa and his personality for that matter. Also LN is a much more fitting alignment for him and I like how you broke it down, saying he used to be evil until the Dark Powers split he and Malken into individual personalities. I think I'm gonna keep Malken pretty much as I have him though, because I modeled him after Mr. Hyde who beats people with what ever is at hand and is likely to strangle his victims for the sheer joy of it. I don't disagree with your version though because it is more versatile than mine. I am impressed with how similar you were able to get the two stat wise.

I like that your version of Drakov has his feats more geared toward carnage than defense. I don't know what I was thinking giving him Shield Focus and Greater Shield Focus. :oops: Also the bonus feat granted by the dark powers was a nice touch too. They had to have given him something other than prolonged life and SR right?
Last edited by Nemesio on Wed Apr 03, 2013 11:39 am, edited 1 time in total.
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Re: Pathfinder in the Mists

Post by Mortavius »

I'm still here Ryan, and I like what I see.

What do you think of a Mists bloodline for the Sorcerer? Could reflect some connection to the Mists of Ravenloft, either metaphysically or actually through biological descendance.
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Re: Pathfinder in the Mists

Post by Zilfer »

Hey dropping in to comment, I like looking them over. I'm torn a few different dirrections. Currently not DMing ravenloft.... <.< and when I get back to it, i'm running 3.x game. Still thinking long and hard whether I want to convert to Pathfinder for Ravenloft....

Anyways like what I see not sure how soon i'll be able to use it, and it feels like if I comment every single one that i'm just cluttering the topic for people that are going here just to look at the stat blocks.
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Re: Pathfinder in the Mists

Post by vipera aspis »

This is so fantastic.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

All right then. I shall continue.


Zilfer, commenting/critiquing/discussing the design notes behind the conversions is what this thread is for. If you have something to say, you are more than welcome to say it. All of the stats and stuff will be collected separately at the end for those who don't want to sift through the discussion.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Nemesio wrote: Back to business......I absolutely agree that Tristen should be a cavalier. Why didn't I think of that?
I've had the same thought looking at some conversions from other people, yours included. No one person can think of everything. :)
I think I'm gonna keep Malken pretty much as I have him though, because I modeled him after Mr. Hyde who beats people with what ever is at hand and is likely to strangle his victims for the sheer joy of it. I don't disagree with your version though because it is more versatile than mine. I am impressed with how similar you were able to get the two stat wise.
It took some juggling, I can tell you.

On the strangling thing: If you use a garrotte, you can cover most of what you're looking for through the choke descriptor. My alterations to the weapon would be that you gain a bonus to your first grapple check equal to the number of sneak attack dice you have, and that a masterwork garrotte only requires one hand to use after the initial attack, allowing you to sneak attack with your other hand to your heart's content.

With the Kantora Strangler running around, and with Malken only ever strangling defenseless women rather than properly armed warriors, I thought it best to build him this way rather than make strangling his focus.

You could replace Shadow Strike with Catch Off Guard though. That's not a bad swap.
I like that your version of Drakov has his feats more geared toward carnage than defense. I don't know what I was thinking giving him Shield Focus and Greater Shield Focus. :oops: Also the bonus feat granted by the dark powers was a nice touch too. They had to have given him something other than prolonged life and SR right?
It seemed a natural fit.

I'm itching for a sword and board fighter, but there don't seem to be any. Even Elena Faithhold (a) didn't have enough feats and (b) ended up with more of a mounted combat thing going on. Perhaps when I get around to Gondegal.

There just aren't enough knights, it would seem.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Mortavius wrote:I'm still here Ryan, and I like what I see.

What do you think of a Mists bloodline for the Sorcerer? Could reflect some connection to the Mists of Ravenloft, either metaphysically or actually through biological descendance.
Thanks!

I'm against it, although not hard against it. I don't see how you could claim biological descent from the Mists, since they're fundamentally just water droplets who have got a bit lax about time and place - there's nothing to breed from.

Mist horrors don't have enough corporeality left to breed either.

I can see a stronger argument based on influence from the Mists (in the same way that calibans and dhampirs are influenced by magic and vampirism), but you'd have to be conceived in the Mists (which seems unlikely), born in the Mists (possible), or grow up in the Mists (impossible - they spit you our after not very long) or somewhere like the Mistlands of Darkon or the Valachani coast (possible but unlikely - no one lives there for fear of what will happen to them).

But then, the Vistani have never really been noted for this sort of thing, and if anyone would, it would be them. So why not?

And from a game design point of view, it steps on the toes of the anchorites (which *are* noted for their unique connection to the Mists) and several other bloodlines which are appropriate: accursed, djinni, dreamspun, elemental, fey, shadow, starborn (haunted, if you want to use that). With appropriate spell selection, any of those could be turned into a Mists-themed sorcerer.

Basically, I don't see a need for it, and I can't see a clean fit for it within the Ravenloft canon.

But I am open to be convinced otherwise, particularly if it has a good design.
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