Pathfinder in the Mists

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Nemesio
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Re: Pathfinder in the Mists

Post by Nemesio »

You've been pretty thorough so far...

How about revisiting those Walking Dead rules of yours. :)

...Or some iconic Ravenloft monsters like the broken ones, emordenung, dread elementals, greater wolfweres, or shadow fey...

Ooh! How about The Living Brain!

...Or a Ravenloft hero or two...
Last edited by Nemesio on Mon Dec 09, 2013 1:29 pm, edited 1 time in total.
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Joël of the FoS
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Re: Pathfinder in the Mists

Post by Joël of the FoS »

Nemesio wrote:...Or a Ravenloft hero or too...
Indeed ;)
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Re: Pathfinder in the Mists

Post by Mortavius »

I'd like to see your takes on the lords of Scaena and Nosos, personally.
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Re: Pathfinder in the Mists

Post by Baron Zamedi »

Hey, don't think I have posted in the thread before, but I've been following, and loving it.
I use pathfinder in my campaign so this is pure gold. Thanks for doing this Ryan.

Anyways, if you're taking requests I would love to see Dr Rudolph Van Richten or Sodo.
"Man is born free, but everywhere he is in chains."
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Baron Zamedi wrote:Hey, don't think I have posted in the thread before, but I've been following, and loving it.
I use pathfinder in my campaign so this is pure gold. Thanks for doing this Ryan.

Anyways, if you're taking requests I would love to see Dr Rudolph Van Richten or Sodo.
Thanks! Glad you're enjoying it. I'm nearly done, so netbook time awaits if no one has anything to add for my creations.

And since you ask:


Sodo (Paridon)
(Zherisia)

Timeline
? BC Born in Prime Material Zherisia to the Mular tribe.
551 BC Becomes darklord of Zherisia
586 BC Sodo gains the Fang of the Nosferatu and completes the first Blood Rite
599 BC The next Blood Rite.
612 BC The third Blood Rite; the pattern is noticed and Bloody Jack gets his name.
625 BC The fourth Blood Rite.
638 BC The fifth Blood Rite
651 BC The sixth Blood Rite.
664 BC The seventh Blood Rite.
677 BC The eighth Blood Rite
690 BC The ninth Blood Rite.
703 BC The tenth Blood Rite; Bloody Jack severs the limbs of his victims. Evidence stolen from the police headquarters.
716 BC The eleventh Blood Rite; murders shop clerks.
729 BC The twelfth Blood Rite; all exsanguinated with 2 puncture wounds.
740 BC The Grand Conjunction strips Zherisia of its farmland; Paridon is beset by famine.
742 BC Roja attempts to wrest control of the Fang; the dopplegangers are exposed and paranoia cripples the city. Two Bloody Jack cycles (prostitutes and the elderly).
744 BC Timor and Paridon form the Zherisia cluster. Sodo is driven out of the sewers.
755 BC Emil Bollenbach builds a golem Bloody Jack. Sodo loses the Fang of the Nosferatu.
760 BC Present day.

Powers Checks
Caress (Betrayal and Violence: betrays one of the elders of his tribe: 32%; c542 BC): Contempt, Int +2
Enticement (Betrayal and Violence: more betrayal: 16%; c544 BC): Dex +4
Invitation (Betrayal and Violence: murderous betrayal: 16%; c546 BC): Con +4
Embrace (Betrayal and Violence: sadistic betrayal: 16%; c548 BC): Int +2, Wis +2
Creature (Betrayal and Violence: destroys all the elders in his tribe and assumes the form of the clan leader: 16%; 551 BC): Becomes darklord of Zherisia. Horrifying appearance, soothing touch, altered change self, immune to mind affecting effects, addicted to pain.

Base stats
S 18 D 13 C 12 I 113 W 14 Ch 13 (base doppleganger)
Levelling: Dex +1, Int +1
Powers Checks: Dex +4, Con +4, Int +4, Wis +2
Favoured class: skills
CR 11 (3 [base] + 6 [template] + 1 [darklord abilities] + 1 [PC level treasure])

760 BC (Current day stats)
CR 11 XP 12,800
Male Dread Doppleganger Rogue (Charlatan) 3 Master Spy 5
CE Medium Monstrous Humanoid (shapechanger)
Init: +4 (Dex) Senses: Darkvision 60 ft; Perception +15
Defense
AC 21 Touch 17 Flat-footed 16 (+4 Dex, +4 natural, +2 deflection, +1 dodge)
hp 99 (10 +3d10 +8d8 +36)
Fort +11, Ref +16, Will +15
Evasion
Immune to mind affecting effects
Offense
Spd 30 ft
Melee +13 2 claws (1d8+4 plus 4d6 sneak attack)
+13/+8 dagger (1d4+4)
Ranged +13/+8
Space/Reach: 5’/5’
S 18 D 18 C 16 I 18 W 16 Ch 13
BAB +9 CMB +13 (+15 grappling; chokehold, strangler) CMD 30 (32 vs grapple) (26)

Chokehold, Deceitful, Dodge, Great Fortitude, Improved Grapple, Improved Unarmed Strike, Iron Will, Rogue Weapon Proficiencies, Strangler
Feats
Chokehold B, Deceitful B, Dodge, Great Fortitude, Improved Grapple, Improved Unarmed Strike, Iron Will, Strangler
Skills
Acrobatics +9 (0), Appraise +12 (5), Bluff +22 (7), Climb +13 (6), Diplomacy +12 (8), Disable Device +14 (3), Disguise +32 (7), Escape Artist +21 (8), Intimidate +11 (7), Knowledge (arcana) +15 (8), Knowledge (dungeoneering) +12 (5), Knowledge (history) +10 (3), Knowledge (local) +14 (7), Knowledge (nobility) +14 (7), Knowledge (religion) +10 (3), Linguistics +13 (6), Perception +15 (9), Sense Motive +17 (6), Sleight of Hand +12 (5), Stealth +20 (8), Use Magic Device +7 (3)
+20 Disguise while using change shape ability; +4 Bluff while using change shape ability
Languages
Zherisian*, Draconic, Aklo, Balok, Darkonese, Elven, Infernal, Vaasi, Abyssal, Rajian, Akiri

Treasure
(45,500 gp/62,000 gp)
Boots of elvenkind, cloak of elvenkind/resistance +2, hat of disguise, ring of invisibility, ring of protection +2, vest of escape

Special
Detect thoughts (at will)
Change self (alter self, monstrous physique I)
Mimicry
Perfect copy
Glamour
Underhanded (1/day)
Rumourmonger
Natural born liar (+2 bonus to Bluff after 1st successful Bluff for 24 hours)
Evasion
Sneak attack +4d6
Glib lie
Mask alignment
Elude detection (constant)
Nonmagical aura (2/day)
Superficial knowledge
Concealed thoughts
Quick change
Slippery mind
Immune to mind affecting effects
Horrifying appearance
Soothing touch
Addicted to pain
Sinkhole of evil

With the Fang of the Nosferatu:
DR 15/adamantine
SR 20
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

I also don't think we've done...



Tiyet (Sebua)
(The Amber Wastes)

Timeline
544 BC Born in the Black Land on the Prime Material Plane.
551 BC Pharaoh Ankhtepot is murdered in his sleep by his priests.
563 BC Marries Pharaoh Khamose. Frames Nufreri for adultery, who is executed. Becomes Grand Wife. Begins affair with Zordenahkt.
564 BC Khamose discovers affair. Tiyet becomes ancient. Zordenahkt poisons himself. Kills Khamose and becomes darklord of Sebua.
635 BC A few settlers begin building new buildings in Anhalla before Tiyet drives them off.
746 BC The Amber Wastes form.
760 BC Present day.

Powers Checks
Caress (Betrayal and Violence: murders Grand Wife: 16%; 563 BC): Becomes Grand Wife.
Enticement (Blasphemy and Betrayal: begins affair: 4%; 563 BC): Summon swarm
Invitation (Blasphemy: worship of Apophis: 16%; c563 BC): Control weather
Embrace (Black Magic, Blasphemy and Betrayal: uses black magic to escape justice for adultery: 100%; 564 BC): Becomes ancient dead.
Creature (Violence: kills Pharaoh: 32%; 564 BC): Becomes darklord of Sebua.

Base stats
S 8 D 13 C 12 I 14 W 12 Ch 16 (high fantasy)
Racial: Cha +2 (human)
Levelling: Cha +3
Template: Str +10, Dex +6, Int +2, Wis +8, Cha +4
Favoured class: skills
CR 17 (12 [levels] + 4 [template] + 1 [PC-level treasure])

760 BC (Current day stats)
CR 17 XP 102,400
Female Rank 4 Ancient Dead Rogue (Deadly Courtesan) 6 Courtier 7
NE Medium Undead (augmented humanoid)
Init: +8 (Dex, feat) Senses: Darkvision 60 ft; Perception +25
Defense
AC 34 Touch 18 Flat-footed 29 (+4 Dex, +8 natural, +8 armour, +3 deflection, +1 dodge)
hp 166 (8 +12d8 +91 +13)
Fort +4, Ref +13, Will +13
Evasion
Uncanny dodge
Immune fire
DR 5/-
Resist blows
Rejuvenation
Channel resistance +5
Offense
Spd 30 ft
Melee +13 touch (1d4+4)
+10 touch (1d4+10 with Power Attack)
+13/+8 dagger (1d4+4, plus sneak attack)
Space/Reach: 5’/5’
S 18 D 19 C - I 16 W 20 Ch 25
BAB +9 CMB +13 CMD 31 (26)

Feats
Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Bluff), Toughness, Iron Will
Skills
Acrobatics +15 (8), Appraise +9 (3), Bluff +33 (10), Climb +15 (8), Craft (calligraphy) +8 (2), Diplomacy +27 (10), Disguise +13 (3), Escape Artist +13 (6), Fly +8 (4), Handle Animal +12 (2), Intimidate +15 (5), Knowledge (arcana) +9 (3), Knowledge (geography) +10 (4), Knowledge (history) +11 (5), Knowledge (local) +12 (6), Knowledge (nature) +8 (2), Knowledge (nobility) +11 (5), Knowledge (religion) +11 (5), Perception +25 (13), Perform (dance) +14 (4), Perform (sing) +14 (4), Sense Motive +30 (11), Sleight of Hand +13 (6), Stealth +18 (11), Survival +11 (3), Use Magic Device +15 (5)
Languages
Akiri*, Draconic, Abyssal, Pharazian

Treasure
(100,000 gp/140,000 gp)
Amulet of natural armour +3, Bracers of armour +8, Ring of protection +3

Special
Sneak attack +4d6
Convincing lie (10 days)
Honeyed words
Evasion
Uncanny dodge
Bardic performance (13 rds)
Fascinate (DC 20)
Inspire competence +2
Detect poison
Rumourmonger
Bonus feat (Iron Will)
Elaborate defence +2
Flee
Glib lie
Contacts
Rejuvenation
Resist blows
Immune fire
Pristine appearance
Gaze of despair (DC 23)
Terrifying (2)
Kiss of death (1d4 Con, DC 23; permanent in Sebua)
Rending gaze (DC 23; save each round: sickened; staggered; nauseated; paralysed)
Summon swarm
Control weather
Change shape (owl, monkey)
Create spawn
Delay damage from touch
Demand submission (ancient dead)
Spell resistance 20
Dependence (hearts)
Mastery +7
Sinkhole of evil
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

And because it would be rude not to:
Nemesio wrote:You've been pretty thorough so far...

How about revisiting those Walking Dead rules of yours. :)

...Or some iconic Ravenloft monsters like the broken ones,
Broken One
As mongrelman (B2). Replace sound mimicry with accelerated natural healing.
Accelerated natural healing (Ex): The broken one is immune to bleed damage. If it rests for 1 hour, it undergoes natural healing as though it had had a full night’s rest.
Broken ones can be further individualised by using the ogrekin deformities (B2).


Markovian Broken One
“Markovian broken one” is an acquired template that can be added to any animal of Small, Medium or Large size (hereafter referred to as the base creature). The Markovian broken one retains all the base creature’s statistics and special abilities except as noted below.

CR: Same as the base creature.
Alignment: Usually evil.
Type: Changes to monstrous humanoid.

Hit Dice: The base creature gains 2 racial Hit Dice (d10s).
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/2 HD + 2, and Will +1/2 HD + 2.
Speed: The base creature loses all types of movement other than its land speed. It’s land speed becomes 20 ft if Small and 30 ft if Medium or Large.

Attacks: If the base creature has bite or claw attacks, the damage dealt is equivalent to a creature one size smaller than the broken one. Slam attacks are unchanged. All other natural attacks are lost. The broken one also loses any special attacks that rely on its natural attacks.

Special Qualities: The broken one is able to manipulate objects and weapons as effectively as humans do with one pair of limbs. Limbless animals like snakes gain arms and legs. It is able to learn and speak languages, although most only speak Balok. Broken ones are proficient with simple weapons. The broken one gains darkvision 60 ft and accelerated natural healing.
Accelerated natural healing (Ex): The broken one is immune to bleed damage. If it rests for 1 hour, it undergoes natural healing as though it had had a full night’s rest.

Ability Scores: Int +3d6, Cha +1d3
dread elementals,


Dread Elementals
CR +1. This simple template can be applied to any creature with the elemental subtype. The elemental gains the Mists subtype and the hateful quality. Its alignment is NE.

Hateful (Ex): The elemental gains SR equal to 11 + elemental’s CR to ignore protection from evil, magic circle against evil and similar spells. Dread elementals accidentally summoned by summon monster or summon nature’s ally spells are uncontrolled by their casters.

The elemental gains a further ability depending on its associated element. Elementals that are composed of a mixture of elements have one ability at the GM’s discretion.

Blood (Water): The elemental gains blood drain (1d2 Con). The elemental heals 5 hit points per point of Constitution drained. It loses the vortex ability and gains the engulf ability instead at the same DC.

Grave (Earth): Sink (Su): The elemental can make one opponent within 30 ft who is standing on earth or stone sink into the ground as a standard action. The elemental makes a CMB check. If this succeeds, the target is grappled and takes damage equal to the elementals slam attack. Grappled creatures can’t move without first breaking the grapple. On subsequent rounds, the elemental can maintain the grapple as a swift action, doing further slam damage to their opponent. The grappled creature can be pinned with a further standard action, but not moved. Only one creature can be affected by this ability at a time, and only once per 24 hours.

Mist (Air): Infuse evil (Su): The elemental can make a touch attack against a living corporeal opponent. If the opponent fails a Fortitude save (DC 10 + 1/2 Hit Dice + Str bonus), they are charmed (as charm person) and their alignment becomes evil. This effect lasts for a number of minutes equal to the elemental’s CR; at that time, the victim must make another Fortitude save or the effect becomes permanent until removed with remove curse or similar spells.

Pyre (Fire): The elemental gains the burn ability. If it already has this ability, the DC increases by 2 and the damage increases as a weapon of increased size.
or shadow fey...
Arak (Shadow Fey)

The Arak are an ancient and immortal race of fey, created millennia ago by the Sorcerer-Fiend on the Plane of Shadow. They now inhabit the Shadow Rift, although they can find their way through Fractures into many of the Lands of the Mists. Many are members of the Seelie or Unseelie Courts, but all are fickle, alien creatures, fascinated with the lives of mortals.

The Shadow Fey Simple Template
This template can be applied to any fey creature. All fey born in the Shadow Rift gain this template. Gwydion can also bestow this template on fey creatures who visit the Obsidian Gate. This template has already been applied to the Arak below.
CR: +0
Rebuild Rules: Senses gains darkvision 120 ft; Defensive Abilities gains a +3 luck bonus to AC; Special Qualities Gains Sunlight vulnerability (Ex): In direct sunlight, Seelie Breeds take damage equal to their CR each round. They do not take damage when shaded. Unseelie Breeds take damage equal to half their CR each round in direct sunlight, and 1 point of damage per round when shaded.

Muryan
CR 4 (XP 1,200)
CN Medium fey
Init +3; Senses darkvision 120 ft, low light vision; Perception +9
Aura slow, 30 ft, Will DC 13 negates
Defense
AC 18, touch 18, flat-footed 15 (+3 Dex, +2 deflection, +3 luck)
hp 27 (5d6+10)
Fort +3, Ref +7, Will +5
Defensive Abilities DR 5/mithral, Immune wooden weapons, electricity, SR 15
Weaknesses sunlight vulnerability 2/1
Offense
Speed 40 ft
Melee Scimitar +4 (1d6+2, crit 18+, plus sickened 1d6 rounds, Fort DC 15)
Missile Composite longbow +5 (1d8+2, crit x3)
Statistics
Str 15, Dex 17, Con 14, Int 12, Wis 12, Cha 12
Base Atk +2; CMB +4; CMD 17
Feats Power Attack, Step Up, Combat Reflexes
Skills Acrobatics +11 (5), Climb +10 (5), Escape Artist +13 (5), Knowledge (nature) +9 (5), Perception +9 (5), Perform (dance) +11 (5), Survival +9 (5)
Languages Sylvan, Aklo
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 5th); DC 11 + spell level
0th – bleed, touch of fatigue, flare, ray of frost
1st – magic missile, shocking grasp, magic weapon
2nd – scorching ray, spontaneous immolation
Change shape (Su) weasel, dire weasel; beast shape II; up to 3 hours duration
Blinding strike (Ex) On a critical hit with its scimitar, the muryan’s victim must make a Reflex save (DC 15) or be blinded for 1 hour. The save is Dexterity based.

Powrie
CR 4 (XP 1,200)
CE Tiny fey
Init +9; Senses darkvision 120 ft, low light vision; Perception +9
Defense
AC 20, touch 20, flat-footed 15 (+5 Dex, +2 size, +3 luck)
hp 17 (5d6)
Fort +1, Ref +9, Will +5
Defensive Abilities DR 10/platinum, Immune slashing weapons, electricity, SR 15
Weaknesses sunlight vulnerability 2/1
Offense
Speed 20 ft, fly 60 ft (good)
Melee Bite +7 (1d3 plus blindness; DC 13, permanent, plus 3d6 sneak)
Missile Dagger +7 (1d2, crit 19+, plus 3d6 sneak)
Statistics
Str 11, Dex 20, Con 10, Int 13, Wis 12, Cha 13
Base Atk +2; CMB +0; CMD 15
Feats Weapon Finesse, Improved Initiative, Stealthy
Skills Acrobatics +13 (5), Disable Device +13 (5), Escape Artist +13 (5), Perception +9 (5), Stealth +23 (5), Survival +9 (5), Use Magic Device +9 (5)
Languages Sylvan, Aklo
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 5th); DC 11 + spell level
0th – daze, ghost sound, dancing lights, bleed
1st – silent image, vanish, ventriloquism
2nd – blur, haunting mists
Change shape (Su) wasps; vermin shape II; up to 3 hours duration
Leer (Su) As a standard action, the powrie can frighten creatures within 30 ft who fail a Will save (DC 13; 1d6 rounds). This is a mind-affecting fear effect and a gaze attack. The save is Charisma based.
Shriek (Su) As a standard action, the powrie can deafen all creatures within 30 ft who fail a Fortitude save (DC 13; 1 hour). The save is Charisma based.

Shee
CR 5 (XP 1,600)
TN Medium fey
Init +6; Senses darkvision 120 ft, low light vision; Perception +12
Defense
AC 16, touch 16, flat-footed 13 (+3 Dex, +3 luck)
hp 24 (7d6)
Fort +2, Ref +8, Will +7
Defensive Abilities DR 10/lead, Immune stone weapons, fire, heat, SR 16
Weaknesses sunlight vulnerability 7/0
Offense
Speed 40 ft.
Melee Rapier +6 (1d6, critical 18-20)
Missile Shortbow +6 (1d6 plus cursed arrows, crit x3)
Statistics
Str 11, Dex 15, Con 10, Int 14, Wis 14, Cha 17
Base Atk +3; CMB +3; CMD 15
Feats Spell Focus (enchantment), Weapon Finesse, Improved Initiative, Skill Focus (Knowledge [history])
Skills Acrobatics +12 (7), Diplomacy +13 (7), Perception +12 (7), Knowledge (history) +13 (7), Knowledge (local) +7 (2), Knowledge (nature) +8 (3), Knowledge (planes) +7 (2), Perform (sing) +13 (7), Sense Motive +12 (7), Use Magic Device +13 (7)
Languages Sylvan, any 2 mortal languages
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 7th); DC 15 + spell level
0th – daze, dancing lights, resistance, prestidigitation
1st – charm person, memory lapse, sleep
2nd – touch of idiocy, unnatural lust, blur
3rd – deep slumber, suggestion
Change shape (Su) birds; beast shape III; up to 8 hours duration
Cursed arrows (Su) Anyone struck by an arrow from a shee’s bow must make a Will save (DC 16) or be affected by doom (CL 7th). This is a mind-affecting effect. The save is Charisma based.
Perilous beauty (Su) Any living creature that attempts to attack the shee must make a Will save (DC 16). If the save fails, the creature must roll twice for all attacks against the shee and take the worst roll. A target who saves against this effect is immune to the perilous beauty of that shee for 24 hours. Outsiders with the Evil descriptor are also immune. This is a mind-affecting effect. The save is Charisma based.
Charming kiss (Su) Any willing or helpless creature kissed by a shee must make a Will save (DC 16) or be permanently charmed, as charm monster (CL 7th).
Lore master (Ex) As the bard ability of the same name.

Sith
CR 5 (XP 1,600)
LE Medium fey
Init +3; Senses darkvision 120 ft, low light vision; Perception +11
Aura frightful presence (30 ft, DC 14, shaken 2d6 rounds, can suppress aura as a free action)
Defense
AC 21, touch 17, flat-footed 17 (+3 Dex, +1 dodge, +3 luck, +4 mage armour)
hp 24 (7d6)
Fort +2, Ref +9, Will +6
Defensive Abilities DR 10/silver, Immune wooden weapons, fire, heat, SR 16
Weaknesses sunlight vulnerability 3/1
Offense
Speed 40 ft.
Melee Rapier +7/+7 (1d6, critical 18-20)
Missile Ray +6
Statistics
Str 11, Dex 17, Con 10, Int 17, Wis 13, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Spell Focus (necromancy), Weapon Finesse, Silent Spell, Still Spell
Skills Acrobatics +13 (7), Perception +11 (7), Knowledge (arcana) +10 (7), Spellcraft +10 (7), Knowledge (religion) +10 (7), Stealth +13 (7), Intimidate +8 (7), Sense Motive +11 (7), Use Magic Device +11 (7)
Languages Sylvan, Draconic, Aklo, Infernal
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 7th); DC 15 + spell level
0th – bleed, disrupt undead, touch of fatigue, mage hand
1st – ray of sickening, interrogation, chill touch
2nd – blindness/deafness, spectral hand, command undead
3rd – ray of exhaustion, vampiric touch
Unnerving gaze (Su) As a standard action, the sith can panic creatures within 30 ft who fail a Will save (DC 14, 2d6 rounds). This is a mind-affecting fear effect and a gaze attack. The save is Charisma based.
Blinding speed (Ex) The sith is permanently affected by haste.
Shadow form (Su) As a standard action, the sith can assume the form of a shadow. This has the effect of gaseous form, but has unlimited duration.
Mage armour (Su) The sith can cast mage armour (CL 7th) as a swift action.

Teg
CR 3 (XP 800)
NE Small fey
Init +6; Senses darkvision 120 ft, low light vision; Perception +8
Defense
AC 16, touch 16, flat-footed 14 (+2 Dex, +1 size, +3 luck)
hp 16 (3d6+6)
Fort +2, Ref +6, Will +5
Defensive Abilities DR 5/gold, Immune wooden weapons, electricity, SR 14
Weaknesses sunlight vulnerability 2/1
Offense
Speed 20 ft, burrow 20 ft
Melee Bite +5 (1d4+2) plus 2 claws +5 (1d3+2 plus grab)
Statistics
Str 15, Dex 16, Con 14, Int 12, Wis 14, Cha 11
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative, Self-sufficient
Skills Climb +8 (3), Heal +8 (3), Knowledge (nature) +7 (3), Perception +8 (3), Stealth +13 (3), Survival +10 (3), Swim +8 (3)
Languages Sylvan, Aklo
Ecology
Environment any
Organization solitary, pair, gang (3–6), or pack (7–12)
Treasure standard
Special Abilities
Spells Prepared (CL 3rd); DC 12 + spell level
0th – create water, flare, resistance, spark
1st – deadeye’s lore, entangle
2nd – barkskin
Change shape (Su) fox; beast shape II; up to 6 hours duration
Howl of confusion (Su) All those within 60 ft who hear the teg’s howl must make a Will save (DC 13) or be confused for 1d6 rounds. Those who save cannot be affected by the howl of that teg for 24 hours. This is a mind affecting effect. The save is Wisdom based.

Kin (Changeling)
Arakkin or changelings are the facsimiles the Arak leave in the place of mortals they spirit away to the Shadow Rift. They are passive and unresponsive, like Lost Ones, except when performing the task that first attracted their maker to that mortal—tasks which range from healing to hunting to entertaining to murder.

Creating an Arakkin
“Kin” is an acquired template that can be applied to any living corporeal humanoid.
CR: 1 + 1/2 Hit Dice
Alignment: As the Arak that created it.
Type: Changes to construct. It retains any subtype except alignment subtypes. The kin retains all of the special abilities of the base humanoid except as noted below.
Armour Class: Gains a +2 natural armour bonus, unless the base creature has better.
Hit Dice: Drop any Hit Dice gained from class levels and change any racial Hit Dice to d10s. Creatures without racial HD are treated as thought they have 1 HD. They gain bonus hit points as a construct of the relevant size.
Saves: All base save bonuses are +1/3 HD.
Abilities: As a construct, the kin has no Constitution score.
BAB: A kin’s base attack bonus is equal to its Hit Dice.
Skills and Feats: The kin retains the skills and feats of the base humanoid. They are able to use these feats even when they no longer have the prerequisites.

Walking Dead aren't going to happen; the creature lab in VRGttWD is still pretty robust, and there are just too many of them for it to be fun for me to do. However, I will give you:

Corpse Lord

Also known as “zombie lords,” corpse lords are typically formed when evil creatures are slain by the undead, and then subject to resurrection magic that goes awry. They are the archetypal example of “coming back wrong,” and their familiarity with undeath allows them power over the lesser forms of the Walking Dead.

The Corpse Lord Template
Creating a Corpse Lord
“Corpse lord” is an acquired template that can be added to any living corporeal creature, referred to hereafter as the base creature.
CR: As base creature +2.
Alignment: Any evil.

Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes and subtypes that indicate kind.

Armour Class: A corpse lord’s natural armour bonus increases by +4.

Hit Dice: Change all the creature’s racial Hit Dice to d8s. All Hit Dice derived from class levels remain unchanged. As undead, corpse lords use their Charisma modifiers to determine bonus hit points (instead of Constitution).

Defensive Abilities: Corpse lords gain channel resistance +4, DR 5/magic and slashing (or DR 10/magic and slashing if it has 11 HD or more), and fire resistance 10. They are immune to cold, electricity, and magic missile.

Speed: A winged corpse lord’s manoeuvrability drops to clumsy. If the base creature flew magically, its fly speed is unchanged. Retain all other movement types.

Attacks: A corpse lord retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. It also gains a slam attack that deals damage as a creature one size category larger than its actual size.

Special Abilities: The corpse lord retains all the special abilities of the base creature, and gains the following special abilities:

Miasma (Su): All living creatures within 90 feet must succeed on a Fortitude save (DC 10 + 1/2 the corpse lord’s HD + corpse lord’s Cha modifier) or be sickened for 1d4 rounds. Those who fail by more than 5 are nauseated instead. Those within 30 feet must succeed on a second Fortitude save or be infected by slimy doom. Creatures that roll a 1 on their saves are killed instantly and reanimate as a zombie under the corpse lord’s control. Creatures that successful save against the miasma (at each intensity) cannot be affected again by the same creature’s miasma for 24 hours.

Zombie Master (Su): The corpse lord can enslave and mentally command all zombies within sight as a free action. If the zombie is intelligent, it must make a contested Charisma check with a +4 racial bonus to gain control. The zombie’s enslavement lasts a number of days equal to the corpse lord’s Charisma bonus. The corpse lord can use the senses of any zombie it has enslaved with a range of 1 mile as a move equivalent action that provokes attacks of opportunity. The corpse lord is unable to use its own senses during that time, but is instantly aware if it is attacked. The corpse lord can also speak with dead as a standard action that provokes attacks of opportunity; this ability can be used at will by touching a corpse.

Zombify (Su): This ability can only be used once per day. The corpse lord can animate dead, with a caster level equal to its Hit Dice (minimum 12th). It can only create zombies with the spell. Alternately, as a touch attack, the corpse lord can slay a living creature with fewer Hit Dice than the corpse lord. The creature rises 1d4 rounds later as a zombie under the corpse lord’s control.

Abilities: Str +4, Dex +2. A corpse lord has no Con score; as an undead, it uses its Charisma in place of Constitution when calculating hit points, Fortitude saves, or any special ability that relies on Constitution.
Feats: A corpse lord gains Improved Initiative and Toughness as bonus feats.
Skills: A corpse lord gains a +8 racial bonus on all Climb checks.


Greater wolfweres are already out there under the trickster beast template.


And if that doesn't keep you all going for a while, you will never be satisfied. Still more to come though!
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Re: Pathfinder in the Mists

Post by Nemesio »

Nice dude.
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Re: Pathfinder in the Mists

Post by jules »

have you done any homemade darklords yet?
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Who did you have in mind?



I'm more or less sticking to the canon ones. I have, however, done Hernando Mouriros, Jack Karn (who are mine), Mayonaka, Jack Bequick (who aren't canon darklords), Ilsabet Obour (novel), Serenissa d'Aubliet (whose domain I love). I would do Malbus, but I have no ideas about him, except that he is (a) ram headed, (b) an abomination and (c) perhaps a genie or a div.
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Re: Pathfinder in the Mists

Post by jules »

I was thinking of other peoples darklords than mine as I have none of my own, sorry.
how about (from the guidebook of the same name) the carnival?
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Re: Pathfinder in the Mists

Post by Mortavius »

jules wrote:I was thinking of other peoples darklords than mine as I have none of my own, sorry.
how about (from the guidebook of the same name) the carnival?
Shameless plug: I've got a thread on these forums called Carnival in Pathfinder (http://www.fraternityofshadows.com/foru ... f=1&t=8585) where I've done conversions of the first 3rd of the book into Pathfinder stats and classes. I've been meaning to return to it for some time, and start work on the Skurra.

I started it after getting inspiration from Ryan's work in this thread.

Sorry Ryan, don't mean to hijack your thread or anything. I hope you don't mind.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Not at all. I was about to do the same thing.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Now, without further ado, two of the most widely hated, least useful darklords in Ravenloft history.

It's interesting, actually, that most of the questionable darklords come from Islands of Terror: all the boring, odd ones who are overpowered, or silly, or useless, or who break the rules of darklordship. IoT is perhaps the unwanted cousin of the Ravenloft line.

I, however, inveterate lover of all things Ravenloft, have always had a soft spot for the ones no one else loves (which is why I put my hand up for the Valachan gazetteer), and I've always particularly liked Nosos. I'm not sure why.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Malus Sceleris (Nosos)

Timeline
712 BC Born to two druids in Prime Material Nosos. Mother dies in childbirth.
732 BC Murders his father and ravages the forests his father was sworn to protect. Nosos forms.
760 BC Present day.

Powers Checks
Caress (Betrayal and Blasphemy: breaks vow by hiring lumberjacks to destroy forests: 4%; c732 BC): Xenophobia.
Enticement (Betrayal: sends lumberjacks to their deaths at the hands of his father: 8%; 732 BC): Dominate person
Invitation (Violence and Betrayal: planning the premeditated murder of his father: 8%; 732 BC): Int +2, Cha +2
Embrace (Betrayal and Violence: watching his father die: 16%; 732 BC): Str +4, Con +4
Creature (Betrayal and Blasphemy: ravages the earth out of spite: 16%; 732 BC): Becomes darklord of Nosos. Dex +2, Cha +2, improved discoveries

Base stats
S 10 D 14 C 10 I 14 W 14 Ch 14 (high fantasy)
Racial: Int +2 (human)
Levelling: Cha +1
Age: Middle aged
Favoured class: skills
CR 8 (6 [levels] + 1 [darklord abilities] + 1 [PC-level treasure])

760 BC (Current day stats)
CR 8 XP 4,800
Male Human Alchemist (Plague Bringer) 7
NE Medium Humanoid (human)
Init: +2 (Dex) Senses: Perception +10
Defense
AC 19 Touch 13 Flat-footed 16 (+2 Dex, +6 armour, +1 dodge)
hp 42 (8 + 6d8 + 7)
Fort +8, Ref +9, Will +6
Disease resistance +4
Offense
Spd 30 ft
Melee +7 walking stick (club) +1 (1d6+2)
+6
Ranged +8 bomb (4d6+4 fire, 5’ splash 8 dmg, Ref DC 17; plus fog cloud 7 rds, 10’ splash, plus nausea or contagion – 2 saves)
Space/Reach: 5’/5’
S 13 D 15 C 13 I 19 W 15 Ch 20
BAB +5 CMB +6 CMD 19 (16)

Feats
Brew Potion, Dodge, Extra Discovery, Extra Discovery, Persuasive, Rhetorical Flourish, Throw Anything
Skills
Appraise +8 (1), Bluff +13 (5), Diplomacy +17 (7), Disguise +8 (0), Heal +9 (4), Intimidate +10 (0), Knowledge (engineering) +7 (3), Knowledge (geography) +9 (5), Knowledge (local) +11 (7), Knowledge (nature) + 10 (3), Knowledge (nobility) +11 (7), Perception +10 (5), Profession (speculator) +12 (7), Sense Motive +9 (7), Sleight of Hand +6 (2), Stealth +8 (7)

Skills Acrobatics +1, Appraise +8, Bluff +13, Climb +0, Craft (alchemy) +11 (0), Diplomacy +17, Disguise +8, Escape Artist +1, Fly +1, Heal +9, Intimidate +10, Knowledge (Engineering) +7, Knowledge (Geography) +9, Knowledge (Local) +11, Knowledge (Nature) +10, Knowledge (Nobility) +11, Perception +10, Profession (Merchant) +12, Ride +1, Sense Motive +9, Sleight of Hand +6, Stealth +8, Swim +0 Modifiers Alchemy +7
Languages
Nosan*, Darkonese, Mordentish, Vaasi, Draconic

Treasure
(17,600 gp/23,500 gp)
Club +1, glamered chain shirt +2, circlet of persuasion, cloak of ressitance +2, knight’s pennon of parley

Special
Alchemy +7
Swift alchemy
Bomb (11/day)
Smoke bomb
Stink bomb
Plague bomb
Lingering plague
Delayed bomb
Plague vial
Fast poisoning
Poison use
Dominate person (as vampire ability, except duration 1d4 days; Malus sickened for 1 hour per level of victim afterwards)
Slightly altered spell list
Mastery +5
Sinkhole of evil

Formulae
(5/4/2): Save DC = 14 + spell level.

1 – diagnose disease, comprehend languages, cure light wounds, disguise self, polypurpose panacea, shield, true strike, identify, expeditious retreat
2 – vomit swarm, transmute potion to poison, perceive cues, eagle’s splendour, touch injection, aid, detect thoughts
3 – contagion, fungal infestation, remove disease, absorb toxicity, seek thoughts, tongues



Notes:

1: The name.

Malus Sceleris. Anyone who knows anything about Latin or any of the Romance languages will be able to tell you his name means something like "Evil wicked." Why would anyone name their son that? You might as well paint a big flag saying "Darklord here."

I however have always liked the silly names in Ravenloft, so I don't mind as much. Rather than just whinging about it, thinking about it might be more productive. (Incidentally, based on the above comment, I have in fact given Malus a big flag - the knight's pennon. I imagine he displays it in his office and takes it down to arrogantly show off to business interests. It's a joke only I will ever care about though.)

First, Sceleris doesn't just mean wicked. It also means "villain, impious, under a ban". And polluted, actually. So, assuming his father had the same surname, you might start to see a bit more background: Malus, son of XX the outcast/the outlaw. That may just be because the druids lived *outside the law* in the forest - read Pillars of the Earth for a good description of the sort of horror that holds for city folk, although the druids themselves might feel perfectly justified in doing so.

Malus also has two alternate meanings, and both speak to the state of mind of his father after Malus' mother died in childbirth. On one hand, it may mean "unlucky" or "hurtful" - in which case, the father was so upset that he named his son in recognition that he had killed his mother, which is a bit of nasty piece of work from the father, I must say, and certainly is consistent with the contempt with which his father shows for him for the rest of his life.

On the other hand, Malus also means "apple", so perhaps despite everything, his father gave him a name as a promise for the future. Really, it all depends on how you want to spin his history.

2: The Captain Planet villain with daddy issues.

This is his shtick. There's really no way around this. I don't think it's too bothersome though.

Interestingly, as I put this together, I noticed two things I hadn't really noticed before. Actually, a couple, but two that are relevant here. The first is that he doesn't have a clear curse. The second is that Nosos the city doesn't seem to have been drawn from the Material Nosos - it seems to have been created for him by the Dark Powers. (Another thing is that he can cause disease, but isn't immune to it - which is why I gave him a remove disease spell. You can't be too careful, after all).

This suggests to me that Nosos is his curse. If you take the idea that being a darklord gives you exactly what you want but makes you despise that and regret the choices that led you there, then it's easy to see that Nosos is this for Malus: he started off deforesting his home just to get back at something his father loved, and then got lumbered with a city that took that process to its natural conclusion. Perhaps he has come to regret that now? He was only 20 when he became a darklord, and is now nearly 50 - that's more than enough time to grow up enough to regret his past decision, but feel so trapped by the system that he created that he can't get off. He feels like he has hold of the tiger's tail and can't let go.

In part, he and Nosos represent the horrors of unfettered greed, industrialisation, capitalism, etc. It's more than fitting that he has come to regard the system as poisonous, but has too much invested in it to be able to get out. If he tries, he'll be crushed, and he's seen what happens to the poor in Nosos (and he's still evil - he has no desire to give up his comforts just to make a moral stand). The only thing he can do is keep going, no matter how much he regrets his choices: he has to keep running just to stay in the same spot. He's created a city where people exactly like him surround him.

Alternately, you can go the Drakov route and say he's just a monster. He might have been sympathetic once, but those days were long behind him, and there's nothing left but a greedy, soulless plutocrat with a senseless hatred of the natural world. Either is a perfectly valid gothic villain - "there but for the grace of God" doesn't demand that they are sympathetic now, after all.

I should say that Quoth the Raven 2 has a bit on Malus that gives him another curse. You are free to choose what you like.

3: The domain.

I love it. It's a floating pocket from before they were cool. It appears in conjunctions, and the people of Nosos swarm out to trade, log forests, dam rivers, mine for gold, desperate to get as rich as they can as quickly as they can before the Mists sweep back in and take it all away again. It's a city in a constant state of gold rush, with unparalleled social mobility if you're cunning enough and ruthless enough to climb the heap. A bit Deadwood-gone-wrong, a bit Thief, a bit steampunk with the emphasis on punk.

I've always pictured Paridon as on the very edge of the age of steam. Victorian, but the lighter side thereof, as a contrast to the Bloody Jack murders and the doppleganger threat. The other Renaissance domains are probably a bit earlier - Stuart and Georgian, more or less, although again, the tech level is 100 years earlier than that.

In contrast, Nosos is late Victorian, in the full age of steam, with all the attendant horrors of the Industrial Revolution. The prim and proper character of Paridon is stripped away to pure dog eat dog capitalism, where children work in factories, people die in the mines, women work until their fingers literally fall off, for the benefit of a tiny number of plutocrats. Go nuts with the technology: iron clads, seeping oil across rivers; dark satanic mills; trains belching black smoke; smog so thick that people asphyxiate in it; rookeries where the poor drink gin and eat rats because there's nothing else to eat.



Thoughts?
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