Pathfinder in the Mists
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
I wasn't. I based my version on the one in Gaz IV (also by James Lowder), since I would think that takes precedence in the RL canon over a Dragon article. I did change her to witch though, because (a) I wanted some witches who weren't hags and (b) it seemed to suit her better.
She's also well ahead of the levels-per-unit-age curve, so I wouldn't worry about the 2 levels difference, either.
She's also well ahead of the levels-per-unit-age curve, so I wouldn't worry about the 2 levels difference, either.
- Joël of the FoS
- Moderator

- Posts: 7049
- Joined: Sun Nov 30, 2003 1:24 pm
- Gender: Male
- Location: St-Damien, Québec
Re: Pathfinder in the Mists
Interesting story, thanks for putting it to our attention. It is a well made one, if a bit long, that I should remember is my players goes to an arabic domain. It's full of funny small details. I see where the Rules of Hospitality comes from.
Wow, Vathek really choose his own damnation! I like the way Mohamet tried a few times to have him go the redemption way.
His mother Carathis isn't bad at doing evil either! She is quite an evil witch.
You should keep the Evil Eye (or something similar, death gaze, hag-like) for the Caress, it's something he had from the start, and that he used to persuade and put fear into his followers. I see you made him a witch from the start, and assume he lost these levels when he became a Div, but I think he should have kept this fetish power of his.
??? Angry Eye (Su): Thrice per per day, Malbus can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or die from fright within 1-4 minutes. Remove curse or dispel evil cast before the end of this delay will cancel this death effect. If the save is successful, the creature is Shaken for 1-3 rounds. Malbus can choose to get his target only Shaken (not death) (DC 18 Will). Creatures with immunity to fear effects are not affected by Malbus's angry eye.
Does Ahriman = the demon Elblis? Interesting reference.
Joël
Wow, Vathek really choose his own damnation! I like the way Mohamet tried a few times to have him go the redemption way.
His mother Carathis isn't bad at doing evil either! She is quite an evil witch.
You should keep the Evil Eye (or something similar, death gaze, hag-like) for the Caress, it's something he had from the start, and that he used to persuade and put fear into his followers. I see you made him a witch from the start, and assume he lost these levels when he became a Div, but I think he should have kept this fetish power of his.
??? Angry Eye (Su): Thrice per per day, Malbus can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or die from fright within 1-4 minutes. Remove curse or dispel evil cast before the end of this delay will cancel this death effect. If the save is successful, the creature is Shaken for 1-3 rounds. Malbus can choose to get his target only Shaken (not death) (DC 18 Will). Creatures with immunity to fear effects are not affected by Malbus's angry eye.
Does Ahriman = the demon Elblis? Interesting reference.
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
As a witch, I imagine his first hex was Evil Eye, so he gets it that way (from level 1), rather than earning it via a Powers check.
As a div, he has Terrible Gaze (a souped up Evil Eye hex). In my mind, I would reskin Scorching Ray and Disintegrate to be due to his eyes as well. I'm wary of too many save-or-die abilities for villains, because they're just not a lot of fun for either GM (if they save) or players (if they don't, and often even if they do).
Yes, Ahriman is based on/filling in for Elblis. In Pathfinder, Ahriman is lord of the divs. The name is Persian, from Zoroastrianism.
As a div, he has Terrible Gaze (a souped up Evil Eye hex). In my mind, I would reskin Scorching Ray and Disintegrate to be due to his eyes as well. I'm wary of too many save-or-die abilities for villains, because they're just not a lot of fun for either GM (if they save) or players (if they don't, and often even if they do).
Yes, Ahriman is based on/filling in for Elblis. In Pathfinder, Ahriman is lord of the divs. The name is Persian, from Zoroastrianism.
- Joël of the FoS
- Moderator

- Posts: 7049
- Joined: Sun Nov 30, 2003 1:24 pm
- Gender: Male
- Location: St-Damien, Québec
Re: Pathfinder in the Mists
Not to mention its incredibly moot mechanic. All of this for that?Ryan Naylor wrote: Tantric Ability fits here as well, but that's more bad taste than anything else.
All pleasures are evil!I'm also a bit bothered about putting a feat about tantric sex into a book called Champions of Darkness - what are we meant to infer from that?
---
Can we have the Nightlord from CoD?
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- Joël of the FoS
- Moderator

- Posts: 7049
- Joined: Sun Nov 30, 2003 1:24 pm
- Gender: Male
- Location: St-Damien, Québec
Re: Pathfinder in the Mists
I missed the Terrible Gaze, OK. Good idea that the rays spells come out of his eyes. But Cowering could be one of the effects too, if he chooses to (he likes a lot to do it in the story).Ryan Naylor wrote:As a witch, I imagine his first hex was Evil Eye, so he gets it that way (from level 1), rather than earning it via a Powers check.
As a div, he has Terrible Gaze (a souped up Evil Eye hex). In my mind, I would reskin Scorching Ray and Disintegrate to be due to his eyes as well.
Ah? OK, I thought made it easy to circumvent. It was based on a sea hag's, but easier.I'm wary of too many save-or-die abilities for villains, because they're just not a lot of fun for either GM (if they save) or players (if they don't, and often even if they do).
Yeah, as I said, cool reference!Yes, Ahriman is based on/filling in for Elblis. In Pathfinder, Ahriman is lord of the divs. The name is Persian, from Zoroastrianism.
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- Joël of the FoS
- Moderator

- Posts: 7049
- Joined: Sun Nov 30, 2003 1:24 pm
- Gender: Male
- Location: St-Damien, Québec
Re: Pathfinder in the Mists
(does it show I'm catching up?Ryan Naylor wrote:Mangrum mentioned somewhere about a change that he would make (which I might incorporate into my final document as an optional rule) that sinkholes of evil impregnated with each darklord's Powers check crimes are scattered throughout their domain.
(...)
Strahd's sinkholes of evil:
1 A field (perhaps in the Gundarak territories) that was the site of a great battle centuries ago (it doesn't have to be the original battle site, just where the sinkhole of evil is now - good for those whose domains were created whole cloth).
2 Another field somewhere else (perhaps at a bend in the Old Svalich Road looking up to Mount Baratok) where Strahd was camped, preparing for the final campaign - probably near Zeidenberg, given that's where Inajira is now.
3 The cellars of Castle Ravenloft
4 Strahd's old bedroom, where Alex was murdered.
5 Sergei's bedroom, where he was murdered.
(...)
The more I think about this, the more I like it. What a great idea!
I was thinking, If you start a thread on this, like the A-Z monster blurbs by JWM, we could help in getting these done for each darklord.
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
- Gonzoron of the FoS
- Evil Genius

- Posts: 7690
- Joined: Tue Dec 02, 2003 8:02 pm
- Gender: Male
- Location: New Jersey
- Contact:
Re: Pathfinder in the Mists
Indeed, it's a great idea, though it reminds me of the "fanes" idea from EtCR. That's not a bad thing, in fact, I thought the fanes were one of the best ideas from that book. In fact, I'd love to see the ones from that book reconciled with this list somehow, and for more darklords to have fanes of this nature.Joël of the FoS wrote:(does it show I'm catching up?Ryan Naylor wrote:Mangrum mentioned somewhere about a change that he would make (which I might incorporate into my final document as an optional rule) that sinkholes of evil impregnated with each darklord's Powers check crimes are scattered throughout their domain.)
I was thinking, If you start a thread on this, like the A-Z monster blurbs by JWM, we could help in getting these done for each darklord.
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
- Alanik Ray
- Criminal Mastermind

- Posts: 104
- Joined: Thu Jul 21, 2005 6:26 pm
- Location: Rio de Janeiro, Brasil
Re: Pathfinder in the Mists
Hey, guys, I was preparing some stuff for my next adventure and I'd like some advice. One of my player's is a vampire hunter and he would like a staking crossbow from Van Richten's Arsenal but I think that weapon could use some tweaks. It has a lousy range of 10 ft and it deals 1d12 of damage. Do you think it should stay like that? Is that balanced?
On another topic... I'm coverting Vjorn Horstman, the mad scientist from Children of the Night: Werebeasts. He has wizard levels, but I was thinking of giving him some alchemist and expert levels, what do you think?
Thanks in advance.
P.S: Great job, Ryan.
On another topic... I'm coverting Vjorn Horstman, the mad scientist from Children of the Night: Werebeasts. He has wizard levels, but I was thinking of giving him some alchemist and expert levels, what do you think?
Thanks in advance.
P.S: Great job, Ryan.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
I can reconcile any 2 of the 3 for his first two Powers checks, although the Mountain Fane on Lysagra Hill is the easiest to include as a good place to summon Inajira.Gonzoron of the FoS wrote:Indeed, it's a great idea, though it reminds me of the "fanes" idea from EtCR. That's not a bad thing, in fact, I thought the fanes were one of the best ideas from that book. In fact, I'd love to see the ones from that book reconciled with this list somehow, and for more darklords to have fanes of this nature.Joël of the FoS wrote:(does it show I'm catching up?Ryan Naylor wrote:Mangrum mentioned somewhere about a change that he would make (which I might incorporate into my final document as an optional rule) that sinkholes of evil impregnated with each darklord's Powers check crimes are scattered throughout their domain.)
I was thinking, If you start a thread on this, like the A-Z monster blurbs by JWM, we could help in getting these done for each darklord.
Really, though, they're all a bit close to Castle Ravenloft, and I'm not using the abilities they provide, so they might be something else, or we're just borrowing the idea and moving on in a slightly different direction.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Thanks.Alanik Ray wrote:Hey, guys, I was preparing some stuff for my next adventure and I'd like some advice. One of my player's is a vampire hunter and he would like a staking crossbow from Van Richten's Arsenal but I think that weapon could use some tweaks. It has a lousy range of 10 ft and it deals 1d12 of damage. Do you think it should stay like that? Is that balanced?
On another topic... I'm coverting Vjorn Horstman, the mad scientist from Children of the Night: Werebeasts. He has wizard levels, but I was thinking of giving him some alchemist and expert levels, what do you think?
Thanks in advance.
P.S: Great job, Ryan.
Alchemists is an obvious choice for Horstman; that's what I'd do. Or, if you're using the Advanced Class Guide classes, Investigator.
I'd base the staking crossbow on the launching crossbow: 30' range, full round reload, 1d12 (or maybe 2d6) damage.
Re: Pathfinder in the Mists
Given that this is a rewrite of unholy word, could you please clarify the meaning of the following: "The effects cannot be negated by remove disease or heal, but remove curse is effective"?Ryan Naylor wrote:New Magic
Word of Purity (Evocation [good]): cleric 4, druid 4, inquisitor 4, paladin 4
Casting Time: 1 standard action
Components: V, S
Range: medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: instantaneous (1d4 rounds); see text
Saving Throw: Will partial; Spell Resistance: yes
With a word, you can burn the impurities from those within hearing.
The spell deals 1d6 damage per caster level, maximum 10d6, to an evil outsider or aberration and causes it to be sickened for 1d4 rounds. With a successful Will save, the damage is reduced to half and the creature is only shaken for 1 round. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals half damage to all other creatures, and they are not sickened or shaken. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save. Innocents, and creatures with an aura of good, are unaffected.
Is this saying that the sickened/shaken effect can only be ended prematurely by recourse to remove curse?
Or is this additionally saying that the hp damage cannot be healed either naturally or magically without first having recourse to remove curse?
Curiously none of the other unholy word equivalents (chaos hammer and so forth) include the stipulation ...
Thanx,
cure
The cure for what ails you
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Damage is unaffected. The remove curse thing applies to the sickened/shaken.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Right then. First, as a lead in, a couple of monsters:
Carrion Bat
CR 1 (XP 400)
N Tiny magical beast
Init +2; Senses blindsense 60 ft, lowlight vision; Perception +6 (+10 with blindsense)
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +2
Offense
Speed 5 ft., fly 40 ft. (good)
Melee Bite +5 (1d3-1)
Space 2-1/2 ft. Reach 0 ft.
Statistics
Str 8, Dex 15, Con 12, Int 6, Wis 14, Cha 6
Base Atk +1; CMB –1; CMD 10
Feats Weapon Finesse, Flyby Attack
Skills Fly +10 (0), Perception +6 (+10 with blindsense; 1), Stealth +10 (0)
Ecology
Environment temperate forest
Organization solitary or colony (10-40)
Treasure none
Special Abilities
Screech (Su): Once per day as a standard action, a carrion bat can produce an ear-splitting screech in a 10-foot-radius burst. All creatures within the area must make a DC 11 Fortitude save or be staggered for 1d3-1 rounds (min 1). Other carrion bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Gremishka (Gremlin)
CR 2 (XP 600)
CE Tiny fey
Init +9; Senses darkvision 60 ft, low light vision; Perception +5
Defense
AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
hp 13 (3d6+3)
Fort +1, Ref +8, Will +2
DR 5/cold iron
SR 13
Uncanny dodge
Offense
Speed 30 ft, climb 10 ft
Melee 2 claws +4 (1d2+1), bite +4 (1d3+1 plus attach)
Special Attacks swarm
Space 2 1/2 ft, Reach 0 ft
Statistics
Str 12, Dex 20, Con 11, Int 12, Wis 9, Cha 14
Base Atk +1; CMB +0 (+4 sunder and steal); CMD 15 (19 vs. trip)
Feats Improved Initiative, Toughness
Skills Acrobatics +11 (3), Climb +15 (3), Craft (traps) +7 (3), Disable Device +8 (3), Escape Artist +11 (3), Perception +5 (3), Stealth +19 (3)
Ecology
Environment any
Organization solitary, pair, or swarm (3–10)
Treasure standard
Languages Gremishka, Aklo
Special Abilities
Attach (Ex): When a gremishka hits with a bite attack, it automatically grapples its foe, although the foe is not considered to be grappling the gremishka. Each round the gremishka grapples its foe, it automatically deals bite damage.
Nuisance (Ex): Gremishka gain a +4 racial bonus to sunder and steal manoeuvres.
Skitterish (Ex): Gremishka must make a Fear save (DC 15) if suddenly exposed to bright light.
Spell-like Abilities (CL 3rd; concentration +5): at will—prestidigitation; 1/hour—break, snare
Swarming (Ex): Up to two gremishka can share the same square at the same time. If two gremishka sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
King’s Raven
CR 1 (XP 400)
LN Tiny magical beast
Init +2; Senses low-light vision; Perception +6
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +2
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d3-1), bite +5 (1d3-1)
Space 2-1/2 ft. Reach 0 ft.
Statistics
Str 8, Dex 15, Con 12, Int 12, Wis 14, Cha 10
Base Atk +1; CMB –1; CMD 10
Feats Weapon Finesse, Skill Focus (Perception)
Skills Diplomacy +4 (1), Fly +10 (1), Knowledge (local) +5 (1), Perception +6 (0), Stealth +10 (0); Diplomacy and Knowledge (local) are class skills.
Languages Darkonese, Draconic
Ecology
Environment temperate forest
Organization solitary or unkindness (5-20)
Treasure standard
Midnight Cat
CR 2 (XP 600)
NE Tiny magical beast
Init +6; Senses darkvision 60 ft, low light vision; Perception +10
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 16 (3d8+3)
Fort +5, Ref +6, Will +3
DR 5/good or silver
Immune cold, electricity, curses
SR 13
Offense
Speed 30 ft
Melee 2 claws +6 (1d2-3), bite +6 (1d3-3)
Special Attacks pounce
Space 2 1/2 ft, Reach 0 ft
Statistics
Str 5, Dex 15, Con 12, Int 12, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 9 (13 vs trip)
Feats Improved Initiative, Weapon Finesse, Voice of Wrath B
Skills Acrobatics +10 (1), Climb +7 (2), Knowledge (arcana) +4 (3), Perception +7 (2), Stealth +18 (1); Racial Modifiers +4 Acrobatics, +4 Stealth
Ecology
Environment any
Organization solitary
Treasure standard
Languages Infernal, Draconic
Special Abilities
Spell-like Abilities (CL 3rd; concentration +4): constant—detect magic, speak with animals
Cat’s luck (Su): The midnight cat applies its Charisma bonus as a luck bonus to its saving throws.
Cursemonger (Su): At will, the midnight cat can remove a curse of vengeance of up to troublesome severity. It can also lay curses of vengeance at will with a +9 bonus, and frequently does. A creature that has been cursed by a midnight cat is immune to curses of vengeance from that cat for as long as they remain afflicted by the curse. Both forms of this ability require a full round action to perform.
Steal Breath (Su): A midnight cat can drain the breath from a sleeping victim it touches as a full-round action which provokes attacks of opportunity. The victim must make a Fortitude save (DC 12) or be unable to benefit from natural or magical healing for 24 hours. This save is Wisdom-based.
Zweifalk
CR 2 (XP 600)
CN Tiny animal
Init +2; Senses low-light vision; Perception +11
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2
Offense
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +5 (1d4), 2 bites +5 (1d4)
Special Attacks rend (2 claws, 1d4 plus sickened 1 round; Fort DC 11 negates sickened)
Space 2-1/2 ft. Reach 0 ft.
Statistics
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +1; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +9, Perception +11; Racial Modifiers +8 Perception
Ecology
Environment temperate forest, hills, mountains
Organization solitary or pair
Treasure none
...All of which are available as familiars with the Improved Familiar feat.
Carrion Bat
CR 1 (XP 400)
N Tiny magical beast
Init +2; Senses blindsense 60 ft, lowlight vision; Perception +6 (+10 with blindsense)
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +2
Offense
Speed 5 ft., fly 40 ft. (good)
Melee Bite +5 (1d3-1)
Space 2-1/2 ft. Reach 0 ft.
Statistics
Str 8, Dex 15, Con 12, Int 6, Wis 14, Cha 6
Base Atk +1; CMB –1; CMD 10
Feats Weapon Finesse, Flyby Attack
Skills Fly +10 (0), Perception +6 (+10 with blindsense; 1), Stealth +10 (0)
Ecology
Environment temperate forest
Organization solitary or colony (10-40)
Treasure none
Special Abilities
Screech (Su): Once per day as a standard action, a carrion bat can produce an ear-splitting screech in a 10-foot-radius burst. All creatures within the area must make a DC 11 Fortitude save or be staggered for 1d3-1 rounds (min 1). Other carrion bats are immune to this effect. This is a sonic mind-affecting effect. The save DC is Constitution-based.
Gremishka (Gremlin)
CR 2 (XP 600)
CE Tiny fey
Init +9; Senses darkvision 60 ft, low light vision; Perception +5
Defense
AC 18, touch 17, flat-footed 13 (+5 Dex, +1 natural, +2 size)
hp 13 (3d6+3)
Fort +1, Ref +8, Will +2
DR 5/cold iron
SR 13
Uncanny dodge
Offense
Speed 30 ft, climb 10 ft
Melee 2 claws +4 (1d2+1), bite +4 (1d3+1 plus attach)
Special Attacks swarm
Space 2 1/2 ft, Reach 0 ft
Statistics
Str 12, Dex 20, Con 11, Int 12, Wis 9, Cha 14
Base Atk +1; CMB +0 (+4 sunder and steal); CMD 15 (19 vs. trip)
Feats Improved Initiative, Toughness
Skills Acrobatics +11 (3), Climb +15 (3), Craft (traps) +7 (3), Disable Device +8 (3), Escape Artist +11 (3), Perception +5 (3), Stealth +19 (3)
Ecology
Environment any
Organization solitary, pair, or swarm (3–10)
Treasure standard
Languages Gremishka, Aklo
Special Abilities
Attach (Ex): When a gremishka hits with a bite attack, it automatically grapples its foe, although the foe is not considered to be grappling the gremishka. Each round the gremishka grapples its foe, it automatically deals bite damage.
Nuisance (Ex): Gremishka gain a +4 racial bonus to sunder and steal manoeuvres.
Skitterish (Ex): Gremishka must make a Fear save (DC 15) if suddenly exposed to bright light.
Spell-like Abilities (CL 3rd; concentration +5): at will—prestidigitation; 1/hour—break, snare
Swarming (Ex): Up to two gremishka can share the same square at the same time. If two gremishka sharing the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.
King’s Raven
CR 1 (XP 400)
LN Tiny magical beast
Init +2; Senses low-light vision; Perception +6
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 6 (1d10+1)
Fort +3, Ref +4, Will +2
Offense
Speed 10 ft., fly 60 ft. (average)
Melee 2 talons +5 (1d3-1), bite +5 (1d3-1)
Space 2-1/2 ft. Reach 0 ft.
Statistics
Str 8, Dex 15, Con 12, Int 12, Wis 14, Cha 10
Base Atk +1; CMB –1; CMD 10
Feats Weapon Finesse, Skill Focus (Perception)
Skills Diplomacy +4 (1), Fly +10 (1), Knowledge (local) +5 (1), Perception +6 (0), Stealth +10 (0); Diplomacy and Knowledge (local) are class skills.
Languages Darkonese, Draconic
Ecology
Environment temperate forest
Organization solitary or unkindness (5-20)
Treasure standard
Midnight Cat
CR 2 (XP 600)
NE Tiny magical beast
Init +6; Senses darkvision 60 ft, low light vision; Perception +10
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 16 (3d8+3)
Fort +5, Ref +6, Will +3
DR 5/good or silver
Immune cold, electricity, curses
SR 13
Offense
Speed 30 ft
Melee 2 claws +6 (1d2-3), bite +6 (1d3-3)
Special Attacks pounce
Space 2 1/2 ft, Reach 0 ft
Statistics
Str 5, Dex 15, Con 12, Int 12, Wis 12, Cha 13
Base Atk +2; CMB +2; CMD 9 (13 vs trip)
Feats Improved Initiative, Weapon Finesse, Voice of Wrath B
Skills Acrobatics +10 (1), Climb +7 (2), Knowledge (arcana) +4 (3), Perception +7 (2), Stealth +18 (1); Racial Modifiers +4 Acrobatics, +4 Stealth
Ecology
Environment any
Organization solitary
Treasure standard
Languages Infernal, Draconic
Special Abilities
Spell-like Abilities (CL 3rd; concentration +4): constant—detect magic, speak with animals
Cat’s luck (Su): The midnight cat applies its Charisma bonus as a luck bonus to its saving throws.
Cursemonger (Su): At will, the midnight cat can remove a curse of vengeance of up to troublesome severity. It can also lay curses of vengeance at will with a +9 bonus, and frequently does. A creature that has been cursed by a midnight cat is immune to curses of vengeance from that cat for as long as they remain afflicted by the curse. Both forms of this ability require a full round action to perform.
Steal Breath (Su): A midnight cat can drain the breath from a sleeping victim it touches as a full-round action which provokes attacks of opportunity. The victim must make a Fortitude save (DC 12) or be unable to benefit from natural or magical healing for 24 hours. This save is Wisdom-based.
Zweifalk
CR 2 (XP 600)
CN Tiny animal
Init +2; Senses low-light vision; Perception +11
Defense
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 11 (2d8+2)
Fort +4, Ref +5, Will +2
Offense
Speed 10 ft., fly 80 ft. (average)
Melee 2 talons +5 (1d4), 2 bites +5 (1d4)
Special Attacks rend (2 claws, 1d4 plus sickened 1 round; Fort DC 11 negates sickened)
Space 2-1/2 ft. Reach 0 ft.
Statistics
Str 10, Dex 15, Con 12, Int 2, Wis 15, Cha 7
Base Atk +1; CMB –1; CMD 11
Feats Weapon Finesse
Skills Fly +9, Perception +11; Racial Modifiers +8 Perception
Ecology
Environment temperate forest, hills, mountains
Organization solitary or pair
Treasure none
...All of which are available as familiars with the Improved Familiar feat.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
A template, not entirely different to the original 3e one:
Ermordenung
A seductive, twisted group from the domain of Borca, ermordenung are created by Ivana Boritsi to become her most loyal and elite operatives and assassins. Living as members of the ruling class, they appear as normal human beings of beauty, nobility and grace. Both men and women are marked by coal-black hair, dark, hypnotic eyes and an unusually pale complexion. Although immune to most forms of poison, ermordenung have no natural resistance to the toxic touch of their peers. Forever denied normal physical pleasures, inner suffering and agony leads most of them to become cruel and heartless, carrying out the orders of Ivana Boritsi without question.
The Ermordenung Template
Creating an Ermordenung
“Ermordenung” is an acquired template that can be added to any living humanoid with the Great Fortitude or Endurance feats or Con 12+, referred to hereafter as the base creature. Ivana typically only selects those with high Charisma.
CR: As base creature +2.
Alignment: Any evil, usually lawful.
Defensive Abilities: Ermordenung are immune to poison, except that of other ermordenung (including Ivana Boritsi).
Special Abilities: The ermordenung retains all the special abilities of the base creature, and gains the following special abilities:
Toxic Touch (Ex): The touch of an armordenung is extremely toxic. If the ermordenung successfully touches the skin of another creature (as a normal melee attack, but ignoring natural armour), or if a creature hits an ermordenung with a natural weapon, there are exposed to the venom. Contact; onset 1 rd; 1/rd for 2 rounds; effect 1d6 Con damage; cure 2 saves. Fort DC is 10 + ½ ermordenung’s Hit Dice +Con modifier.
Kiss of Death (Ex): If an ermordenung kisses a foe (requiring a successful grapple check), the victim is exposed to their poison. The poison’s DC increases by 4, and there is no onset time.
Abilities: Str +6, Dex +4, Con +4, Int +2, Wis +2, Cha +4.
Feats: An ermordenung gains Great Fortitude, Iron Will and Improved Unarmed Strike as bonus feats.
Ermordenung
A seductive, twisted group from the domain of Borca, ermordenung are created by Ivana Boritsi to become her most loyal and elite operatives and assassins. Living as members of the ruling class, they appear as normal human beings of beauty, nobility and grace. Both men and women are marked by coal-black hair, dark, hypnotic eyes and an unusually pale complexion. Although immune to most forms of poison, ermordenung have no natural resistance to the toxic touch of their peers. Forever denied normal physical pleasures, inner suffering and agony leads most of them to become cruel and heartless, carrying out the orders of Ivana Boritsi without question.
The Ermordenung Template
Creating an Ermordenung
“Ermordenung” is an acquired template that can be added to any living humanoid with the Great Fortitude or Endurance feats or Con 12+, referred to hereafter as the base creature. Ivana typically only selects those with high Charisma.
CR: As base creature +2.
Alignment: Any evil, usually lawful.
Defensive Abilities: Ermordenung are immune to poison, except that of other ermordenung (including Ivana Boritsi).
Special Abilities: The ermordenung retains all the special abilities of the base creature, and gains the following special abilities:
Toxic Touch (Ex): The touch of an armordenung is extremely toxic. If the ermordenung successfully touches the skin of another creature (as a normal melee attack, but ignoring natural armour), or if a creature hits an ermordenung with a natural weapon, there are exposed to the venom. Contact; onset 1 rd; 1/rd for 2 rounds; effect 1d6 Con damage; cure 2 saves. Fort DC is 10 + ½ ermordenung’s Hit Dice +Con modifier.
Kiss of Death (Ex): If an ermordenung kisses a foe (requiring a successful grapple check), the victim is exposed to their poison. The poison’s DC increases by 4, and there is no onset time.
Abilities: Str +6, Dex +4, Con +4, Int +2, Wis +2, Cha +4.
Feats: An ermordenung gains Great Fortitude, Iron Will and Improved Unarmed Strike as bonus feats.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Another template. If there's one thing I've noticed doing this, it is that there are far, far too many ghosts among the darklords, but no ghouls. In fact, the only ghoul NPCs I can think of are Salizarr (ghoul) and Jugo Hesketh (ghast). We have this template; we should use it more.
Ghoul Lord
Ghoul lords are the cursed souls of those who dared to taste the flesh of their own race. Damned to rise as the Hungry Dead for their cannibalism, they often command large hives of ghouls and ghasts.
The Ghoul lord Template
Creating a Ghoul lord
“Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid, referred to hereafter as the base creature.
CR: As base creature +1.
Alignment: Any evil, usually chaotic.
Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes and subtypes that indicate kind.
Armour Class: A ghoul 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, ghoul lords use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: Ghoul lords gain channel resistance +4.
Speed: Same as the base creature.
Attacks: A ghoul lord retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. If it doesn’t already have them, it also gains a bite attack as a creature of its size and 2 claw attacks as a creature of one size larger.
Special Abilities: The ghoul lord retains all the special abilities of the base creature. It also gains the following special abilities (DC 10 + ½ ghoul lord’s Hit Dice + Cha modifier):
Aura of evil (Su): The ghoul lord is surrounded by the stench of evil. Any good creature within 60 ft must make a Will save or suffer a -2 penalty to attack rolls, saving throws, skill checks and ability checks. This penalty increases by 2 per 5 Hit Dice of the ghoul lord (i.e. -4 at 5 Hit Dice). Victims of the aura of evil suffer an additional -2 penalty to fear effects.
Create spawn (Su): Anyone killed by the ghoul lord’s natural attacks rises as a ghast under the control of the ghoul lord in 1d4 days.
Paralysis (Su): The ghoul lord’s natural attacks cause paralysis for a number of rounds equal to 1d6 + ghoul lord’s Cha modifier (min 1). This paralysis can affect elves.
Ravenous fever (Su): The ghoul lord’s bite causes ravenous fever. Injury; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. While affected by the fever, the victim must also make a Will save each day. On one failed save, they are compelled to eat raw meat. After two failed saves, the victim gains the Psychosis madness effect. After three, they are compelled to eat the raw flesh of their own species and they will become a ghoul lord upon death unless they atone.
Abilities: Str +2, Dex +4, Int +2, Wis +2, Cha +4. As an undead, a ghoul lord has no Con score.
Feats: A ghoul lord gains Multiattack as a bonus feat.
Skills: A ghoul lord gains a +8 racial bonus on all Climb and Stealth checks.
Ghoul Lord
Ghoul lords are the cursed souls of those who dared to taste the flesh of their own race. Damned to rise as the Hungry Dead for their cannibalism, they often command large hives of ghouls and ghasts.
The Ghoul lord Template
Creating a Ghoul lord
“Ghoul lord” is an acquired template that can be added to any humanoid or monstrous humanoid, referred to hereafter as the base creature.
CR: As base creature +1.
Alignment: Any evil, usually chaotic.
Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes and subtypes that indicate kind.
Armour Class: A ghoul 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, ghoul lords use their Charisma modifiers to determine bonus hit points (instead of Constitution).
Defensive Abilities: Ghoul lords gain channel resistance +4.
Speed: Same as the base creature.
Attacks: A ghoul lord retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. If it doesn’t already have them, it also gains a bite attack as a creature of its size and 2 claw attacks as a creature of one size larger.
Special Abilities: The ghoul lord retains all the special abilities of the base creature. It also gains the following special abilities (DC 10 + ½ ghoul lord’s Hit Dice + Cha modifier):
Aura of evil (Su): The ghoul lord is surrounded by the stench of evil. Any good creature within 60 ft must make a Will save or suffer a -2 penalty to attack rolls, saving throws, skill checks and ability checks. This penalty increases by 2 per 5 Hit Dice of the ghoul lord (i.e. -4 at 5 Hit Dice). Victims of the aura of evil suffer an additional -2 penalty to fear effects.
Create spawn (Su): Anyone killed by the ghoul lord’s natural attacks rises as a ghast under the control of the ghoul lord in 1d4 days.
Paralysis (Su): The ghoul lord’s natural attacks cause paralysis for a number of rounds equal to 1d6 + ghoul lord’s Cha modifier (min 1). This paralysis can affect elves.
Ravenous fever (Su): The ghoul lord’s bite causes ravenous fever. Injury; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. While affected by the fever, the victim must also make a Will save each day. On one failed save, they are compelled to eat raw meat. After two failed saves, the victim gains the Psychosis madness effect. After three, they are compelled to eat the raw flesh of their own species and they will become a ghoul lord upon death unless they atone.
Abilities: Str +2, Dex +4, Int +2, Wis +2, Cha +4. As an undead, a ghoul lord has no Con score.
Feats: A ghoul lord gains Multiattack as a bonus feat.
Skills: A ghoul lord gains a +8 racial bonus on all Climb and Stealth checks.
