Pathfinder in the Mists

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

Post by Ryan Naylor »

The Ebonbane (Shadowborn Manor)
(The Shadowlands)

Timeline
606 BC Lussimar (the Ebonbane) possesses the Grand Caliph of the Southern Empire. The Ahltrian sack the Great Kingdom in the Heretical Wars. The Knights of the Circle, led by Kateri Shadowborn and Elena Faithhold, lead the defense.
608 BC Alexi Shadowborn born after Lysander/the Ebonbane rapes Kateri.
610 BC The Ebonbane is driven from the world. Kateri retires.
611 BC The remaining three Alhtrian summon the Ebonbane again and bind it into a sword. It kills and reanimates them, desecrates the temple of Brigit and kills Lysander and kills Kateri Shadowborn. The Shadowborn Manor domain forms.
612 BC Ferran Shadowborn born. Elena Faithhold unleashes the War of Evil.
626 BC Alexi fails the Ascension, meets Lysander, enters Ravenloft and traps the Ebonbane within his body. The Circle is founded.
747 BC The Shadowlands form.
751 BC Gondegal becomes head of the Circle.
760 BC Present day.

Powers Checks
Probably none. Its vendetta against the Shadowborns makes it unique enough to attract the Dark Power’s interest, and being bound into the sword lets them capture it.

Base stats
Unique

760 BC (Current day stats)
CR 17 XP 102,400
Unknown Unique Demon
CE Large Outsider (chaos, evil, extraplanar, incorporeal, loumara)
Init: +15 (Dex, feat) Senses: Blindsight 60 ft, Perception +22

Defense
AC 27 Touch 27 Flat 16 (+7 deflection, +11 Dex, -1 size)
Hp 207 (10 +14d10 + 120)
Fort +13 Ref +20 Will +15
Incorporeal
SR 26
DR 10/good
Immune acid, electricity, fire, mind-affecting magic
Resist cold 10
Offense
Spd Fly 60’ (perfect)
Melee Pain touch +25 incorporeal touch (7d6 plus energy drain, DC 24)
Space/Reach: 10’/10’
S — D 32 C 27 I 15 W 18 Ch 24
BAB +15 CMB +27 CMD 44

Feats
Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Lunge, Step Up
Skills
Bluff +22 (12), Diplomacy +15 (8), Intimidate +23 (13), Fly +21 (1), Knowledge (arcana) +12 (10), Knowledge (history) +12 (10), Knowledge (nobility) +15 (10), Knowledge (planes) +15 (10), Perception +22 (15), Sense Motive +17 (10), Spellcraft +15 (10), Stealth +21 (11)
Languages
Abyssal, Draconic, Nidalan; telepathy 100’

Treasure
None

Special
Blade dominion
Create spawn
Malevolence
Possess object
Pain touch
Reality dominion
Spell-like abilities
Sinkhole of evil
Bound

Spell-like Abilities
Save DC = 17 + spell level. CL 11
At will – burning hands, chill touch, shocking grasp, symbol of slowing, symbol of pain, symbol of sleep, symbol of striking, symbol of fear, symbol of persuasion, symbol of death, symbol of stunning, symbol of weakness, symbol of insanity
3/day – blindness/deafness, darkness, spectral hand, shatter.
1/day – deeper darkness, enervation, flame strike, slow, solid fog, vampiric touch
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The God Brain (Bluetspur)

Timeline
581 BC Illithids spawn Bluetspur from the land once known as Thaan. Refugees flee from the rural areas into Barovia; the people in the cities are never heard from again.
739 BC Vampiric illithids created by the High Master Illithid and Lyssa von Zarovich.
740 BC The Grand Conjunction rips Bluetspur out of the Core.
760 BC Present day.

Powers Checks
Unknown.

Possibly created deliberately by the illithids, as either an experiment or to trap the God Brain.

Possibly created as a normal (perhaps the first, or the last) elder brain, or when Seldrid (a human) formed an obscene alliance with the illithids to preserve their dying elder brain.

Base stats
Unique

760 BC (Current day stats)
CR 20 XP 307,200
Neuter Illithid Elder Brain
LE Gargantuan Aberration
Init: +9 (Int) Senses: Blindsight 100 ft; Perception +32
Defense
AC 29 Touch 12 Flat-footed 29 (-2 Dex, +17 natural, +8 deflection, -4 size)
hp 373 (8 + 19d8 +280), regeneration 5
Fort +20, Ref +4, Will +21
DR 10/-
Immune cold, mind-affecting effects, paralysis, poison, sleep, stun, critical hits, sneak attacks
Resist fire 10, electricity 10
SR 30
Offense
Spd Swim 15 ft
Melee +16 8 tentacles (1d6+1 plus grab +2d6 sneak)
Ranged +13
Space/Reach: 20’/10’
S 12 D 7 C 38 I 28 W 29 Ch 26
BAB +15 CMB +20 CMD 36

Feats
Spell Penetration, Spell Focus (enchantment), Greater Spell Focus (enchantment), Quicken Spell-like Ability (mass suggestion), Quicken Spell-like Ability (dominate person), Great Fortitude, Lightning Reflexes, Iron Will, Improved Iron Will, Ability Focus (nightmare)
Skills
Bluff +28 (20), Intimidate +31 (20), Knowledge (arcana) +32 (20), Knowledge (dungeoneering) +29 (20), Knowledge (local) +19 (10), Knowledge (nature) +19 (10), Knowledge (planes) +29 (20), Knowledge (religion) +29 (20), Perception +32 (20), Sense Motive +32 (20), Spellcraft +32 (20), Stealth +6 (20), Swim +29 (20), Use Magic Device +28 (20)
Languages
Telepathy 100 ft

Treasure
None

Special
Extended compulsions (all compulsions +50% duration)
Evisceration (as mi-go)
Mind blast (at will, stunned 3d4 rds, DC 28, 60 ft cone)
Mind thrust (20d10 damage, DC 28, as neothelid)
Psychic crush (DC 28, as neothelid)
Telepathic awareness (constant detect thoughts, 1 mile spread, DC 28)
Psychic drone (on surface: Will save or shaken, DC 18; underground/on Mt Makab: Will save or sickened, DC 23; beneath Mt Makab: Will save or as sickened with -4 penalty, DC 28; in presence: Will save or staggered, DC 28)
Agile mind (use Int for initiative)
Seeds of madness (any mental contact requires two Madness saves, DC 28; DC 23 in other domains)
Far reaching (can use mind-affecting SLAs anywhere in Bluetspur as though it originated from that position, but loses that power for 24 hours; can use them in other domains, but lose them for 1 week)
Mastery +8
Sinkhole of evil

Spell-like abilities
DC 18 + spell level; DC 20 + spell level for Enchantment (and nightmare); CL 22 for spell resistance

Constant – detect magic, resistance, arcane sight

At will:
2 – hypnotic pattern, touch of idiocy, mad hallucination
3 – clairaudience/clairvoyance, seek thoughts, major image, suggestion, unadulterated loathing
4 – fear, phantasmal killer, charm monster, overwhelming grief, moonstruck, confusion, crushing despair, malicious spite, terrible remorse
5 – dream, wall of force, telekinesis, nightmare, mass pain strike, sending, sending, feeblemind, dominate person

3/day:
6 – greater dispel magic, repulsion, enemy hammer, mass suggestion
7 – greater scrying, waves of exhaustion, mass hold person, insanity
8 – demand, mass charm monster
9 – gate (within Ravenloft only), weird, dominate monster, mass hold monster
Quickened mass suggestion, quickened dominate person
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Re: Pathfinder in the Mists

Post by Mortavius »

Looking great Ryan. I like how you gave the God-Brain some abilities from other monsters. What's this bit about Seldrid from? I don't recall that and I'd like to read it.

Also I like how you gave the God-Brain the ability to use it's powers in other domains. I would assume it can't use them if the borders are closed, but as that seems a rare occurrence in most lands, it's probably not an issue.

Also, Diamabel as an Inquisitor seems like a good fit to me. I would think he was one before he became a Darklord too.

Since you're nearing the end of Darklords, do you have another project lined up?
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Re: Pathfinder in the Mists

Post by jules »

how about the darklord that dislikes plants a lot if you havn't done it already?
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Mortavius wrote:Looking great Ryan. I like how you gave the God-Brain some abilities from other monsters. What's this bit about Seldrid from? I don't recall that and I'd like to read it.
Matthew L Martin's God Brain article in the Book of Sacrifices.
Also I like how you gave the God-Brain the ability to use it's powers in other domains. I would assume it can't use them if the borders are closed, but as that seems a rare occurrence in most lands, it's probably not an issue.
Border closure should stop it, yes.

It's to represent it's ability to reach into other domains when psykers draw it's attention (in a desperate attempt to feel things again). Same with gate - for actually drawing them in.
Since you're nearing the end of Darklords, do you have another project lined up?
Well, it'll take me a while to finalise everything based on the feedback I've got from this thread (turning Adam from a fighter to a barbarian, for example), and then releasing my three mega-netbooks.

And then I'll see how things take me.

I might go back to my ToUD mega-adventure(s). Or I might do something else. Or nothing.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

jules wrote:how about the darklord that dislikes plants a lot if you havn't done it already?
If you mean Malus Sceleris, he's coming up.
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Re: Pathfinder in the Mists

Post by Zilfer »

The last line warrants a power's check in itself!
There's always something to lose.

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Re: Pathfinder in the Mists

Post by The Lesser Evil »

What class did you make Malus? An alchemist?
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Re: Pathfinder in the Mists

Post by Nemesio »

Nosos! A great domain, possibly at least partially inspire by Dr. Suess's, "The Lorax". No? ;)
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Zilfer wrote:The last line warrants a power's check in itself!
I think Nosos has a lot of potential. So there!
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Re: Pathfinder in the Mists

Post by jules »

how about the mad darklord?
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Re: Pathfinder in the Mists

Post by Gonzoron of the FoS »

jules wrote:how about the mad darklord?
Can you be more specific? ;)
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Re: Pathfinder in the Mists

Post by Nemesio »

Gonzoron of the FoS wrote:
jules wrote:how about the mad darklord?
Can you be more specific? ;)
I think Ryan already did Eason the Mad... Or am I mad? ;)
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Easan the Mad is earlier on.
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Re: Pathfinder in the Mists

Post by Ivoshandor »

I might go back to my ToUD mega-adventure(s). Or I might do something else. Or nothing.
You are doing an awesome job with the Patherfinder rules. I am going to be taking my pc through ToUD. Based on what is in the vault though. I think the endings need a little work and IMC it will be nastier. I would love to see what you do with it. I was going to run it 12 -20 lvl. I figure if you are going to stop the Demi-Plane from going up in smoke it should be at the higher end of the game.
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