Pathfinder in the Mists
- Zilfer
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Re: Pathfinder in the Mists
Probably helps to play with someone who helped add to the line. 
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
The Heroes of Ravenloft Part Two: Classes (cont.)
Summoner
Summoners are very rare in Ravenloft, but provoke fear wherever they go. Their abilities come from a combination of an unsound mind and a bizarre ability to alter reality with mental powers. The creatures they summon are products of their own imaginations; summoned demons are literally the summoner’s own demons made flesh, if only temporarily. As their mental state inevitable degrades under the pressure of their “gift,” the creatures summoned become more and more horrific, more and more insane. Unable to separate reality and fantasy, summoners are prone to delusions, hallucinations, and solipsism.
Creatures of the Id – You get this feat for free at first level.
Eidolon – Your eidolon is a dread companion. As a standard action, it can assume a less monstrous form (of an ordinary household animal, snake or monkey, for example) to allow you to move among ordinary people. In this form, it has an aura of menace (see sorcerer ability). It can assume its normal form as a free action.
Synthesist archetype – These summoners typically believe themselves to be visited by some otherworldly creature, such as a loah, a celestial or a fiend. Depending on how they imagine their “visitor” to be, they may suffer wild alterations in alignment or personality while “mounted” or “possessed”.
Blood disciple archetype – Using the blood feast and bloody gift abilities is cause for a Powers check.
Witch
After bards, witches vie with wizards for the title of the most common type of arcane spellcaster in Ravenloft (although in fairness, neither is truly common). There are many forces willing to trade magical power for service, and the road is seemingly easier than the in-depth study required to master wizardry. However, witches have an even darker reputation than wizards; even those that don’t serve evil patrons are regarded with suspicion. Being suspected of being in league with hags or causing the birth of a caliban is enough to inspire lynching in almost any domain in Ravenloft.
Witches are found in the service of the church of Hala across the Core. Many are male, with female worshippers of Hala becoming clerics. Many worshippers of Hala also multiclass between the two - particularly those who lead the Hospices - and become mystic theurges. The 13 mortals Hala originally taught witchcraft to have been elevated to saints in the church of Hala and, according to doctrine, act as patrons for her witches. These patrons are Ancestors, Animals, Death, Deception, Elements, Healing, Portents, Spirits, Transformation, Trickery, Water, Winter and Wisdom.
Witches are also relatively common among dwarves and wherever hags or fiends can be found.
Familiar – Your familiar is a dread companion.
Scar hex – The scar is unable to be concealed by magical methods. It can be temporarily concealed with the Disguise skill, but the character must reroll the check every minute, and the DC increases by 1 each time as the disguise wears off.
New Major Hex – Black Blood Frenzy: One creature with the goblinoid subtype becomes immune to fear and gains the benefits of divine power of caster level equal to your witch level, except that it lasts for 1 hour per level. The goblinoid must drink heart’s blood from a freshly killed non-goblinoid humanoid before the hex fades, or the goblin’s corrupted blood consumes it from within, doing 1 point of Constitution drain per round until it dies gruesomely.
Bonded Witch – Your bonded object becomes a reservoir for all your negative emotions. See the wizard’s arcane bond ability.
Dream Possession (Dreamweaver archetype) – Using this ability is cause for a Powers Check. Dreamweavers are also familiar with lucid dreaming.
Scarred Witch Doctor - The initial disposition of any non-evil humanoid (with some exceptions at the GM’s discretion) is never better than hostile. The fetish mask has ethereal resonance of rank 2, which rises to rank 3 at level 5, rank 4 at level 10 and rank 5 at level 15. At level 20, the mask may become the focus of a phantasmagorum.
Wizard
Wizards earn their supernatural abilities through years of study and toil. They command mighty forces without even the veneer of spiritual guidance that divine spellcasters receive. They are often obsessive and controlling, sometimes veering towards outright monomania and corruption. They are often forced to conceal their abilities in superstitious lands, and live in isolation. Some join secret arcane societies attached to the universities of Dementlieu or Darkon. The only overt schools of wizardry in the Core are located in the domain of Hazlan.
Arcane bond – If you choose a familiar, it is a dread companion. If you choose a bonded object, it becomes a focus for all your negative thoughts and becomes an intelligent magical item. Its ethical alignment matches yours but its moral alignment is evil; its mental ability scores are equal to yours -2, increasing if yours increase but not decreasing if yours decrease (so a wizard with Int 16, Wis 14 and Cha 10 has a bonded object with Int 14, Wis 12 and Cha 8 ). It is capable of telepathic communication with you. It's Ego is equal to 5, plus its ability modifiers (minimum +0), plus the highest spell level you can cast, plus any further modifiers due to increasing the gp value by further enchantments (so at level 1, the above bonded object has an Ego of 5 + 1 (1st level spells) + 2 + 1 + 0 (ability modifiers) = 9).
The bonded object does not impose negative levels on users of other alignments. The bonded object must be wielded for you to cast spells (as with normal bonded objects), but because it is intelligent, the object is also able to cast spells by itself: if a wizard attempts to cast a spell without his bonded object to hand and fails, the object can reroll the check to cast it itself (although depending on the character of the item, it may cast a different spell or refuse to cooperate, in which case an Ego check may force it to obey). This uses the bonded object’s extra spell ability for that day, or causes the wizard to lose the spell from those he has prepared if the ability has already been used.
Bonded objects lose their abilities when abandoned (left for more than 24 hours) or their wizard dies, although only until another wizard finds the object, in which case they regain their powers, alignment, Ego and personality. A wizard can only have a single bonded object at a time.
Necromancy specialisation – Using the Grave Touch ability doesn’t provoke a Powers check.
New wizard speciality – Arcanist: Arcanists are specialists in both Necromancy and Divination. They must choose 3 opposition schools instead of the normal 2. You can Turn Undead (see Necromancer ability) and have Prescience (see Diviner/Foresight ability). At 8th level, you can choose any of the Necromancy or Divination special abilities normally available at that level. Once the choice is made, it cannot be changed. Your extra spell can come from either Necromancy or Divination.
Blood Infusion, Blood Ability (Cruromancer archetype) – Using this ability is cause for a Powers check.
Fear Mage (Archetype): A Fear Mage is a master of fear—both of her own, and of others.
Reduced Spells per Day: The Fear Mage can cast 1 spell fewer of the highest level of spells she can cast, and every 3rd spell level, to a minimum of 0 (although bonus spells due to a high Intelligence are available normally. This reduction does not stack with itself.
Master Fear: Whenever a Fear Mage is the target of an effect with the fear descriptor, she can use her fear to empower her magic. If a failed save would cause her to be shaken or frightened, the caster level of the next spell she casts increases by 1. If a failed save would cause her to be panicked, the caster level increases by 2. She must cast the spell within 1 hour or lose the bonus. Failed Fear and Horror checks do not provide this benefit.
Frightening Magic: A Fear Mage can add the fear descriptor to any spell she casts that has a visual effect. She can do this a number of times equal to 3 + her Intelligence modifier. The target(s) of the spell must make a Will save or be shaken for 1d4 rounds. This ability cannot be used for spells that target the Fear Mage.
Stage Magician (Archetype): Popular in Dementlieu, and therefore prized across the Western Core, Stage Magicians focus on using their arcane arts for entertainment.
Reduced Spells per Day: The Stage Magician can cast 1 spell fewer of the highest level of spells she can cast, to a minimum of 0 (although bonus spells due to a high Intelligence are available normally.
Props: The Stage Magician can build large, bulky props to assist with his spellcasting. He can have a number of props equal to his Intelligence bonus at any point; each acts as a focus for a particular spell he can cast and a particular metamagic effect. The prop costs 100 gp times the spell’s original level to build and typically weigh 10 lb per spell level. The prop can add one of the following metamagic effects to the spell at no increase in its spell level: Bouncing, Disruptive, Ectoplasmic, Elemental, Enlarge, Extend, Flaring, Focused, Lingering, Piercing, Reach, Rime, Selective, Toppling. A Stage Magician’s props don’t work for anyone else, and require 2 hands to use.
Dread Companions
Several classes form bonds with dread companions. These supernatural animals have the same ethical alignment as their master, but are evil. They are not mindlessly malicious or dedicated to their master’s destruction. Instead, they are utterly loyal to them—to a fault.
Through their empathic link, dread companions are privy to all their master’s innermost thoughts and desires, but lack the conscience to understand that some desires are best left unspoken. They cannot grasp why their master’s desires should be repressed, and, out of love and devotion, do what they can to achieve it, regardless of how dark and selfish. The dread companion of a scrupulous master may learn that its master doesn’t want to acknowledge his unspoken desires, and may act in secret. A dread companion is the master’s id made flesh and blood.
The GM and player should work together to ensure that a dread companion or bonded object has a consistent, discernable character, and that it acts according to that personality; the player shouldn't feel that they are just another tool for the GM to punish them whenever they feel like it.
Animal Companions
Animal companions that fall under the influence of darklords will not attack their original masters. If commanded to, they resolve their confusion by fleeing.
Summoner
Summoners are very rare in Ravenloft, but provoke fear wherever they go. Their abilities come from a combination of an unsound mind and a bizarre ability to alter reality with mental powers. The creatures they summon are products of their own imaginations; summoned demons are literally the summoner’s own demons made flesh, if only temporarily. As their mental state inevitable degrades under the pressure of their “gift,” the creatures summoned become more and more horrific, more and more insane. Unable to separate reality and fantasy, summoners are prone to delusions, hallucinations, and solipsism.
Creatures of the Id – You get this feat for free at first level.
Eidolon – Your eidolon is a dread companion. As a standard action, it can assume a less monstrous form (of an ordinary household animal, snake or monkey, for example) to allow you to move among ordinary people. In this form, it has an aura of menace (see sorcerer ability). It can assume its normal form as a free action.
Synthesist archetype – These summoners typically believe themselves to be visited by some otherworldly creature, such as a loah, a celestial or a fiend. Depending on how they imagine their “visitor” to be, they may suffer wild alterations in alignment or personality while “mounted” or “possessed”.
Blood disciple archetype – Using the blood feast and bloody gift abilities is cause for a Powers check.
Witch
After bards, witches vie with wizards for the title of the most common type of arcane spellcaster in Ravenloft (although in fairness, neither is truly common). There are many forces willing to trade magical power for service, and the road is seemingly easier than the in-depth study required to master wizardry. However, witches have an even darker reputation than wizards; even those that don’t serve evil patrons are regarded with suspicion. Being suspected of being in league with hags or causing the birth of a caliban is enough to inspire lynching in almost any domain in Ravenloft.
Witches are found in the service of the church of Hala across the Core. Many are male, with female worshippers of Hala becoming clerics. Many worshippers of Hala also multiclass between the two - particularly those who lead the Hospices - and become mystic theurges. The 13 mortals Hala originally taught witchcraft to have been elevated to saints in the church of Hala and, according to doctrine, act as patrons for her witches. These patrons are Ancestors, Animals, Death, Deception, Elements, Healing, Portents, Spirits, Transformation, Trickery, Water, Winter and Wisdom.
Witches are also relatively common among dwarves and wherever hags or fiends can be found.
Familiar – Your familiar is a dread companion.
Scar hex – The scar is unable to be concealed by magical methods. It can be temporarily concealed with the Disguise skill, but the character must reroll the check every minute, and the DC increases by 1 each time as the disguise wears off.
New Major Hex – Black Blood Frenzy: One creature with the goblinoid subtype becomes immune to fear and gains the benefits of divine power of caster level equal to your witch level, except that it lasts for 1 hour per level. The goblinoid must drink heart’s blood from a freshly killed non-goblinoid humanoid before the hex fades, or the goblin’s corrupted blood consumes it from within, doing 1 point of Constitution drain per round until it dies gruesomely.
Bonded Witch – Your bonded object becomes a reservoir for all your negative emotions. See the wizard’s arcane bond ability.
Dream Possession (Dreamweaver archetype) – Using this ability is cause for a Powers Check. Dreamweavers are also familiar with lucid dreaming.
Scarred Witch Doctor - The initial disposition of any non-evil humanoid (with some exceptions at the GM’s discretion) is never better than hostile. The fetish mask has ethereal resonance of rank 2, which rises to rank 3 at level 5, rank 4 at level 10 and rank 5 at level 15. At level 20, the mask may become the focus of a phantasmagorum.
Wizard
Wizards earn their supernatural abilities through years of study and toil. They command mighty forces without even the veneer of spiritual guidance that divine spellcasters receive. They are often obsessive and controlling, sometimes veering towards outright monomania and corruption. They are often forced to conceal their abilities in superstitious lands, and live in isolation. Some join secret arcane societies attached to the universities of Dementlieu or Darkon. The only overt schools of wizardry in the Core are located in the domain of Hazlan.
Arcane bond – If you choose a familiar, it is a dread companion. If you choose a bonded object, it becomes a focus for all your negative thoughts and becomes an intelligent magical item. Its ethical alignment matches yours but its moral alignment is evil; its mental ability scores are equal to yours -2, increasing if yours increase but not decreasing if yours decrease (so a wizard with Int 16, Wis 14 and Cha 10 has a bonded object with Int 14, Wis 12 and Cha 8 ). It is capable of telepathic communication with you. It's Ego is equal to 5, plus its ability modifiers (minimum +0), plus the highest spell level you can cast, plus any further modifiers due to increasing the gp value by further enchantments (so at level 1, the above bonded object has an Ego of 5 + 1 (1st level spells) + 2 + 1 + 0 (ability modifiers) = 9).
The bonded object does not impose negative levels on users of other alignments. The bonded object must be wielded for you to cast spells (as with normal bonded objects), but because it is intelligent, the object is also able to cast spells by itself: if a wizard attempts to cast a spell without his bonded object to hand and fails, the object can reroll the check to cast it itself (although depending on the character of the item, it may cast a different spell or refuse to cooperate, in which case an Ego check may force it to obey). This uses the bonded object’s extra spell ability for that day, or causes the wizard to lose the spell from those he has prepared if the ability has already been used.
Bonded objects lose their abilities when abandoned (left for more than 24 hours) or their wizard dies, although only until another wizard finds the object, in which case they regain their powers, alignment, Ego and personality. A wizard can only have a single bonded object at a time.
Necromancy specialisation – Using the Grave Touch ability doesn’t provoke a Powers check.
New wizard speciality – Arcanist: Arcanists are specialists in both Necromancy and Divination. They must choose 3 opposition schools instead of the normal 2. You can Turn Undead (see Necromancer ability) and have Prescience (see Diviner/Foresight ability). At 8th level, you can choose any of the Necromancy or Divination special abilities normally available at that level. Once the choice is made, it cannot be changed. Your extra spell can come from either Necromancy or Divination.
Blood Infusion, Blood Ability (Cruromancer archetype) – Using this ability is cause for a Powers check.
Fear Mage (Archetype): A Fear Mage is a master of fear—both of her own, and of others.
Reduced Spells per Day: The Fear Mage can cast 1 spell fewer of the highest level of spells she can cast, and every 3rd spell level, to a minimum of 0 (although bonus spells due to a high Intelligence are available normally. This reduction does not stack with itself.
Master Fear: Whenever a Fear Mage is the target of an effect with the fear descriptor, she can use her fear to empower her magic. If a failed save would cause her to be shaken or frightened, the caster level of the next spell she casts increases by 1. If a failed save would cause her to be panicked, the caster level increases by 2. She must cast the spell within 1 hour or lose the bonus. Failed Fear and Horror checks do not provide this benefit.
Frightening Magic: A Fear Mage can add the fear descriptor to any spell she casts that has a visual effect. She can do this a number of times equal to 3 + her Intelligence modifier. The target(s) of the spell must make a Will save or be shaken for 1d4 rounds. This ability cannot be used for spells that target the Fear Mage.
Stage Magician (Archetype): Popular in Dementlieu, and therefore prized across the Western Core, Stage Magicians focus on using their arcane arts for entertainment.
Reduced Spells per Day: The Stage Magician can cast 1 spell fewer of the highest level of spells she can cast, to a minimum of 0 (although bonus spells due to a high Intelligence are available normally.
Props: The Stage Magician can build large, bulky props to assist with his spellcasting. He can have a number of props equal to his Intelligence bonus at any point; each acts as a focus for a particular spell he can cast and a particular metamagic effect. The prop costs 100 gp times the spell’s original level to build and typically weigh 10 lb per spell level. The prop can add one of the following metamagic effects to the spell at no increase in its spell level: Bouncing, Disruptive, Ectoplasmic, Elemental, Enlarge, Extend, Flaring, Focused, Lingering, Piercing, Reach, Rime, Selective, Toppling. A Stage Magician’s props don’t work for anyone else, and require 2 hands to use.
Dread Companions
Several classes form bonds with dread companions. These supernatural animals have the same ethical alignment as their master, but are evil. They are not mindlessly malicious or dedicated to their master’s destruction. Instead, they are utterly loyal to them—to a fault.
Through their empathic link, dread companions are privy to all their master’s innermost thoughts and desires, but lack the conscience to understand that some desires are best left unspoken. They cannot grasp why their master’s desires should be repressed, and, out of love and devotion, do what they can to achieve it, regardless of how dark and selfish. The dread companion of a scrupulous master may learn that its master doesn’t want to acknowledge his unspoken desires, and may act in secret. A dread companion is the master’s id made flesh and blood.
The GM and player should work together to ensure that a dread companion or bonded object has a consistent, discernable character, and that it acts according to that personality; the player shouldn't feel that they are just another tool for the GM to punish them whenever they feel like it.
Animal Companions
Animal companions that fall under the influence of darklords will not attack their original masters. If commanded to, they resolve their confusion by fleeing.
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
The last few classes.
I'd be particularly interested in hearing thoughts about the bonded object ability. Is it clear to people who can't see inside my brain? Does it seem balanced compared to a dread companion or the standard bonded object?
How do the archetypes look?
What do people think of the innocuous-but-still-somehow-disturbing form for the eidolons? Or the Halan witch patron selection?
I'd be particularly interested in hearing thoughts about the bonded object ability. Is it clear to people who can't see inside my brain? Does it seem balanced compared to a dread companion or the standard bonded object?
How do the archetypes look?
What do people think of the innocuous-but-still-somehow-disturbing form for the eidolons? Or the Halan witch patron selection?
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
And one more darklord, so we've got all the ghosts together: Haki Shinpi.
He's clearly based on Ran, which is based on King Lear. The Scattered Lotus cluster was an idea of Chris Nichols'.
A lot of Shinpi is guesswork, since he has absolutely no stats in his one appearance (in the Red Boxed Set). He's not even given an Int score.
However, we know he's a geist. He causes panic when he appears (frightening presence), although since he can control how he appears, he doesn't necessarily do that. He can in fact appear to aid mortals with his banner and flagbearer abilities. He was also completely immune to magic, for which his samurai abilities (rerolling saves), channel resistance and SR serve as an approximation. Given he potentially gets the best of 3 saves several times a day, and is incorporeal, and needn't actually be where his illusory self is standing, he should be able to pass most saves.
And I gave him death's calling because it doesn't violate the geist prohibition on physical damage, but gives him an interesting ability. To fit with his curse of not being able to intervene to protect his sons from each other, his death's curse can't affect his sons or their agents.
So how can you use Shinpi?
Phantasmagoria can make illusory terrain (typically of how things used to look, or of how they appear on the Ethereal), which could conceal dangers like traps, potholes, collapsed bridges or monsters.
Frightening presence could make people flee him into danger.
He can appear to his sons (or anyone else) to make life difficult for his enemies through relaying information or advice ("The PCs are 2 days ride west of here"; "No, you should use the pincer attack we performed in '03").
He can lead his allies into battle, inspiring them with his banner, even if he can't do any damage while there.
He can curse people.
He can spy on people.
And he retains all his samurai abilities if he happens to meet someone on the Ethereal Plane...
He's clearly based on Ran, which is based on King Lear. The Scattered Lotus cluster was an idea of Chris Nichols'.
A lot of Shinpi is guesswork, since he has absolutely no stats in his one appearance (in the Red Boxed Set). He's not even given an Int score.
However, we know he's a geist. He causes panic when he appears (frightening presence), although since he can control how he appears, he doesn't necessarily do that. He can in fact appear to aid mortals with his banner and flagbearer abilities. He was also completely immune to magic, for which his samurai abilities (rerolling saves), channel resistance and SR serve as an approximation. Given he potentially gets the best of 3 saves several times a day, and is incorporeal, and needn't actually be where his illusory self is standing, he should be able to pass most saves.
And I gave him death's calling because it doesn't violate the geist prohibition on physical damage, but gives him an interesting ability. To fit with his curse of not being able to intervene to protect his sons from each other, his death's curse can't affect his sons or their agents.
So how can you use Shinpi?
Phantasmagoria can make illusory terrain (typically of how things used to look, or of how they appear on the Ethereal), which could conceal dangers like traps, potholes, collapsed bridges or monsters.
Frightening presence could make people flee him into danger.
He can appear to his sons (or anyone else) to make life difficult for his enemies through relaying information or advice ("The PCs are 2 days ride west of here"; "No, you should use the pincer attack we performed in '03").
He can lead his allies into battle, inspiring them with his banner, even if he can't do any damage while there.
He can curse people.
He can spy on people.
And he retains all his samurai abilities if he happens to meet someone on the Ethereal Plane...
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Haki Shinpi (Rokushima Taiyoo)
(The Scattered Lotus Archipelago)
Timeline
c675 BC Born in Prime Material Rokuma.
c705 BC The first of his 6 sons are born.
740 BC Divides his empire among his sons and dies (perhaps by hara-kiri for an honourable death). Becomes a geist and darklord of Rokushima Taiyoo. Within 6 weeks, 2 of his sons are murdered.
c763 BC The Scattered Lotus Archipelago forms
760 BC Present day.
Powers Checks
Caress (Violence: during his conquest: 2%; c700 BC): Reputation as great and noble leader, but unites enemies against him.
Enticement (Blasphemy: twisting the bushido: 4%; c710 BC): Loses samurai abilities. Clan members increase in loyalty.
Invitation (Betrayal and Violence: dishonourably turning his enemies against each other: 16%; c720 BC): Regains samurai abilities.
Embrace (Blasphemy, Betrayal and Violence: dishonouring his enemies to crush them with despair: 16%; c730 BC): Frightening presence?
Creature (Betrayal: divides his kingdom amongst all his sons instead of naming one successor: 4%; 740 BC): Becomes a geist upon death and darklord of Rokushima Taiyoo.
Base stats
S 15 D 14 C 14 I 10 W 12 Ch 11 (high fantasy)
Racial: Cha +2 (human)
Levelling: Str +1, Dex +1, Cha +1
Template: Cha +2
Aging: Old
Favoured class: skills
CR 11 (11 [levels] + 2 [template] - 2 [lack of resources])
760 BC (Current day stats)
CR 11 XP 12,800
Male Old Human Samurai 12 First Magnitude Geist
LE Medium Undead (Augmented humanoid, human, incorporeal)
Init: +1 (Dex) Senses: Darkvision 60 ft; Perception +25
Aura: frightful presence (10 ft, DC 20)
Defense
AC 15 Touch 15 Flat-footed 14 (+1 Dex, +4 deflection)
hp 118 (10 +11d10 +48)
Fort +12, Ref +5, Will +8
Immune Undead traits, precision damage
Incorporeal
SR 22
Channel resistance +2
Greater resolve (6/day)
Rejuvenation
Offense
Spd Fly 20 ft. (perfect)
Melee [ethereal only] +16/+11/+6 katana +2 (1d8+3, crit 18+; +12 damage, -2 target AC with challenge; +6 to confirm critical hits with katana)
+13/+8/+3
Ranged +13/+8/+3
Space/Reach: 5’/5’
S - (13) D 12 C - I 12 W 14 Ch 18
BAB +12 CMB +13 CMD 28 (27)
Feats
Critical Focus, Deceitful, Flagbearer, Iron Will, Mounted Combat, Persuasive, Ride-by Attack, Spirited Charge, Weapon Focus (katana)
Skills
Bluff +17 (8), Diplomacy +16 (7), Fly +11 (0), Handle Animal +11 (4), Intimidate +17 (8), Knowledge (geography) +8 (7), Knowledge (history) +9 (5), Knowledge (local) +9 (8), Knowledge (nobility) +15 (5), Perception +25 (12), Ride +7 (9), Sense Motive +16 (11)
Languages
Rokuma*, Draconic
Treasure
(14,200 gp/21,000 gp)
Katana +2, o-yoroi +2
Special
No mount (invalidates Mounted Archer, and several feats)
Banner (allies gain +3 save vs fear, +2 to hit on charge, +1 to attack and damage otherwise)
Greater resolve (6/day; reroll Fort and Will saves)
Honour in all things (3/day; +4 to saves)
Honourable stand (1/day)
Warrior’s demanding challenge (4/day; +12 attack, -2 AC vs others, DR 4/- against target)
Way of the samurai (reroll 3 times)
Rejuvenation
Geist
Spell resistance 22
Phantasmagoria (2/day); if he appears in illusions, can appear with frightful presence
Death’s calling (can’t affect sons or those directly acting on their orders)
Reduced channel resistance
Sinkhole of evil
(The Scattered Lotus Archipelago)
Timeline
c675 BC Born in Prime Material Rokuma.
c705 BC The first of his 6 sons are born.
740 BC Divides his empire among his sons and dies (perhaps by hara-kiri for an honourable death). Becomes a geist and darklord of Rokushima Taiyoo. Within 6 weeks, 2 of his sons are murdered.
c763 BC The Scattered Lotus Archipelago forms
760 BC Present day.
Powers Checks
Caress (Violence: during his conquest: 2%; c700 BC): Reputation as great and noble leader, but unites enemies against him.
Enticement (Blasphemy: twisting the bushido: 4%; c710 BC): Loses samurai abilities. Clan members increase in loyalty.
Invitation (Betrayal and Violence: dishonourably turning his enemies against each other: 16%; c720 BC): Regains samurai abilities.
Embrace (Blasphemy, Betrayal and Violence: dishonouring his enemies to crush them with despair: 16%; c730 BC): Frightening presence?
Creature (Betrayal: divides his kingdom amongst all his sons instead of naming one successor: 4%; 740 BC): Becomes a geist upon death and darklord of Rokushima Taiyoo.
Base stats
S 15 D 14 C 14 I 10 W 12 Ch 11 (high fantasy)
Racial: Cha +2 (human)
Levelling: Str +1, Dex +1, Cha +1
Template: Cha +2
Aging: Old
Favoured class: skills
CR 11 (11 [levels] + 2 [template] - 2 [lack of resources])
760 BC (Current day stats)
CR 11 XP 12,800
Male Old Human Samurai 12 First Magnitude Geist
LE Medium Undead (Augmented humanoid, human, incorporeal)
Init: +1 (Dex) Senses: Darkvision 60 ft; Perception +25
Aura: frightful presence (10 ft, DC 20)
Defense
AC 15 Touch 15 Flat-footed 14 (+1 Dex, +4 deflection)
hp 118 (10 +11d10 +48)
Fort +12, Ref +5, Will +8
Immune Undead traits, precision damage
Incorporeal
SR 22
Channel resistance +2
Greater resolve (6/day)
Rejuvenation
Offense
Spd Fly 20 ft. (perfect)
Melee [ethereal only] +16/+11/+6 katana +2 (1d8+3, crit 18+; +12 damage, -2 target AC with challenge; +6 to confirm critical hits with katana)
+13/+8/+3
Ranged +13/+8/+3
Space/Reach: 5’/5’
S - (13) D 12 C - I 12 W 14 Ch 18
BAB +12 CMB +13 CMD 28 (27)
Feats
Critical Focus, Deceitful, Flagbearer, Iron Will, Mounted Combat, Persuasive, Ride-by Attack, Spirited Charge, Weapon Focus (katana)
Skills
Bluff +17 (8), Diplomacy +16 (7), Fly +11 (0), Handle Animal +11 (4), Intimidate +17 (8), Knowledge (geography) +8 (7), Knowledge (history) +9 (5), Knowledge (local) +9 (8), Knowledge (nobility) +15 (5), Perception +25 (12), Ride +7 (9), Sense Motive +16 (11)
Languages
Rokuma*, Draconic
Treasure
(14,200 gp/21,000 gp)
Katana +2, o-yoroi +2
Special
No mount (invalidates Mounted Archer, and several feats)
Banner (allies gain +3 save vs fear, +2 to hit on charge, +1 to attack and damage otherwise)
Greater resolve (6/day; reroll Fort and Will saves)
Honour in all things (3/day; +4 to saves)
Honourable stand (1/day)
Warrior’s demanding challenge (4/day; +12 attack, -2 AC vs others, DR 4/- against target)
Way of the samurai (reroll 3 times)
Rejuvenation
Geist
Spell resistance 22
Phantasmagoria (2/day); if he appears in illusions, can appear with frightful presence
Death’s calling (can’t affect sons or those directly acting on their orders)
Reduced channel resistance
Sinkhole of evil
- Nemesio
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Re: Pathfinder in the Mists
No complaints from me Ryan. Tis all good stuff.
You ever given any thought to the four remaining sons of Shinpi Haki?
You ever given any thought to the four remaining sons of Shinpi Haki?
- The Giamarga
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Re: Pathfinder in the Mists
Is this right or should it read c753 BC ?c763 BC The Scattered Lotus Archipelago forms
There's an additional +13/+8/+3 in the attack stats.
What do the split treasure/gp values mean?
- The Giamarga
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Re: Pathfinder in the Mists
I love the idea of the bonded objects as intelligent evil items. Not sure if the ego score or mental stats at -2 are perhaps to high though... Have you play-tested this?Ryan Naylor wrote:The last few classes.
I'd be particularly interested in hearing thoughts about the bonded object ability. Is it clear to people who can't see inside my brain? Does it seem balanced compared to a dread companion or the standard bonded object?
How do the archetypes look?
What do people think of the innocuous-but-still-somehow-disturbing form for the eidolons? Or the Halan witch patron selection?
The items int is a lot higher than that of the familiar for example. I feel that the item as you have it is mentally much more powerful than a dread familiar. But then again it lacks any form of movement and physical abilities. Not sure how this balances out. Maybe run an example wizard with familiar stats and item bond to compare their respective abilities. The ego check is neat and I think maybe the dread familiar should get a similar mechanic.
I like the description of the dread bond as the id. It's very useful and clear to me. And immediately makes me think about how Silessa's (of the Carnival) personality should be.
This also makes me immediately think about which of the canon wizards could have an arcane bond instead of a familiar and how well this can be retconned ? Strahd perhaps? Or even Azalin? Gennifer Weathermays Foxgrove?
Love the Stage Magician, not sure I get the Fear Mage. The reduced spell casting abilities differ among them. Is this intended? Is there a precedent for this reduced spellcasting?
The eidolon's alternate shape should be made more clear mechanically. Can it assume the form of a dog and get scent? How about attacks or other abilities?
I'm not very familiar with Summoners. Why do they need this new ability again? Can't they simply unsummon their Eidolon most of the time?
Otherwise it kind of reminds me of the spell that transforms a regular familiar into an NPC.
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Ryan Naylor
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Re: Pathfinder in the Mists
ThanksNemesio wrote:No complaints from me Ryan. Tis all good stuff.![]()
You ever given any thought to the four remaining sons of Shinpi Haki?
No. I've never run a game in Rokushima Taiyoo, so I've never had cause to. I've seen your versions though, and they look fine to me.
They are by all accounts extremely unpleasant people though.
Someone who knows more about Japanese culture might be able to provide more feedback/some better ideas than I can though.
One of the reasons I like the Scattered Lotus Archipelago cluster is (a) you get some more interesting interactions between characters like Shinpi's sons and Tsien Chang and (b) you get a clearer stratification of the types of stories you can tell in each domain.
Rokushima Taiyoo, for example, should be about an empire tearing itself apart. It's a very human evil (apart from Shinpi himself, obviously). There may be pockets of supernatural horror here and there, but that's not what the domain is about.
I'Cath is much more overtly supernatural, and (if you follow Chris' original notes), there's another domain that's even more supernatural. That's where those sorts of stories go.
I also like a Fu Manchu/psuedo-Yellow Peril (White Peril?) colonial domain based on Hong Kong or Singapore, with a triads and opium war kind of theme going on. Perhaps because I'm Australian and our colonial history hangs very heavily upon us, I've always been very interested in the sorts of stories you can tell about colonial settings (as you can see in Mictlan and Valachan, for example).
Adding in other Eastern style domains makes it seem a little less tokenistic I think.
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Ryan Naylor
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Re: Pathfinder in the Mists
No, I intended to write 763 BC. We know Rokushima Taiyoo is an Island when it forms in 740, and is still an Island in 755 (when RL3e is set). In the outline for the Gazetteers, when Our Hero passed through Rokushima, it would still have been an Island, so the earliest date the Scattered Lotus cluster could have formed is just after that, around 763 BC.The Giamarga wrote:Is this right or should it read c753 BC ?c763 BC The Scattered Lotus Archipelago forms
There's an additional +13/+8/+3 in the attack stats.
What do the split treasure/gp values mean?
The +13/+8/+3 is also meant to be there - that's for melee attacks without his katana. Should you be on the Ethereal and he tries to punch you, for example.
All the darklords who have PC-level treasure have the split treasure thing. I thought I explained it earlier, but perhaps I forgot. I've given them 75% of the starting treasure a PC would get (cash spent/expected cash), so you can give them additional equipment if you want to to dress them up for particular encounters, or leave them a little under-resourced for CR reasons. Or whatever.
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Ryan Naylor
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Re: Pathfinder in the Mists
Yes, it's Int is higher, but as you say, it's much more limited in what it can do.The Giamarga wrote:I love the idea of the bonded objects as intelligent evil items. Not sure if the ego score or mental stats at -2 are perhaps to high though... Have you play-tested this?
The items int is a lot higher than that of the familiar for example. I feel that the item as you have it is mentally much more powerful than a dread familiar. But then again it lacks any form of movement and physical abilities. Not sure how this balances out. Maybe run an example wizard with familiar stats and item bond to compare their respective abilities. The ego check is neat and I think maybe the dread familiar should get a similar mechanic.
Compared to a standard bonded object: The object is intelligent, and evil. To make up for it being evil, you get 2 chances if separated from it to cast the spells you want (as oposed to just having the spell fail under the standard rules). On the down side, you may not get the spell you want. The object might also try casting the bonus spell by itself at times inconvenient to you, but it can also cast spells on its own at times extremely convenient to you.
By my estimation (and in playtesting), the Ego is low enough that you've got about a 60% chance of succeeding if it comes down to a raw check. But the item is intelligent, and has a personality and goals, so it can be reasoned with and convinced that the spell you want is the spell it wants to supply. It doesn't need to come down to an Ego check every time.
The playtest character, for example (Albert Renier), accidentally caused the death of his sister years ago, and all of the self loathing and guilt and misery has been copied into his amulet. However, the amulet-Albert wants the physical-Albert to suffer and suffer for letting his sister die, so the last thing it wants is for him to die. So it comes to his rescue when he needs it to save his life, but will also try to saboutage his happiness (he doesn't deserve it!) and make life difficult for him by casting spells when it would be annoying but not lethal (like casting rage on the captain of the city guard who is interrogating him about some murders in town).
My estimates are that it works out around the levels of the black blade magus' Ego progression, depending on how heavily you enchant it.
Compared to a dread companion: A dread companion can do a lot of things - it is a separate, mobile entity who can steal things, bite people, throw things etc, but not cast spells. The only thing a bonded object can do is cast spells. The object is smarter, but less independent.
They also have different goals. The dread companion is id made flesh without conscience - it's all about the secret desires of your subconscious, so it's out there biting the PCs you don't actually like very much, stealing things you thought looked pretty and so on. It's you, shorn of your sense of restraint, and in an animal body. The object, on the other hand, is a reservoir for your negative thoughts and emotions. It's not you, it's a dark reflection of you - a foil - so it's not as slavishly devoted to your desires, but has a broader capacity to act. The devotion of the dread companion is an important balance for it, because if it was genuinely malevolent (instead of just unrestrained), it could really cause problems.
So, to go back to our example wizard:
He is Int 16, Wis 14, Cha 10, Will save +2.
His dread familiar (version A) gives him a skill bonus, has half his hit points, can move around by itself, has skill ranks, Int 6, Wis 12ish, Cha 6ish and can spy for him (although how effective a spy it is is limited by its low Int). It is evil, but devoted to him.
His bonded object (version B) gives him an extra spell of any level he can cast per day, but he needs to keep it to hand to cast spells. If it's taken off him, the item can cast spells on its own. It can also potentially cast spells on its own anyway (which means the wizard can take a different standard action while the item casts the spell, but the item has free reign to cast whatever it likes; an Ego check costs the standard action it would have been to cast the spell). It is Int 14, Wis 12, Cha 8, Ego 9. To bend it to his will, the wizard has to take a standard action and roll a 7+ on a d20. It is potentially actively malevolent, but has its own goals and can be reasoned with.
Azalin canonically has an imp familiar, and I'm happy with that. Strahd however doesn't like other people in his personal space, and never goes anywhere without that red pendant he wears, so when I converted him, I made that his bonded object. I haven't really thought about Gennifer. Other darklords vary in whether they've kept their familiars (Hazlik has, for example, because create henchman was too good to pass up) or gained bonded objects (Easan the Mad).This also makes me immediately think about which of the canon wizards could have an arcane bond instead of a familiar and how well this can be retconned ? Strahd perhaps? Or even Azalin? Gennifer Weathermays Foxgrove?
Thanks (for the Stage Magician at least)! The difference is to balance the power of the other archetype abilities: the fear mage gets a bigger boost than the stage magician, so they lose more spells. Yes, that's the way the other wizard archetypes work.Love the Stage Magician, not sure I get the Fear Mage. The reduced spell casting abilities differ among them. Is this intended? Is there a precedent for this reduced spellcasting?
No, it just looks like a dog.The eidolon's alternate shape should be made more clear mechanically. Can it assume the form of a dog and get scent? How about attacks or other abilities?
I'm not very familiar with Summoners. Why do they need this new ability again? Can't they simply unsummon their Eidolon most of the time?
Otherwise it kind of reminds me of the spell that transforms a regular familiar into an NPC.
It's fundamentally so your summoner doesn't get lynched upon rolling up in town with a horrific bestial pick-n-mix made flesh on their arm.
It take 1 min (clearly not useful in combat) to summon an eidolon, so it's a way to keep the eidolon around (without being lynched) and having it to hand if you need it (i.e. if you're ambushed). So many of the summoner's abilities revolve around the eidolon it seemed unfair to force them to give it up while any NPC is around.
Re: Pathfinder in the Mists
I like your twist on the Summoner Ryan. Makes it work in the setting, and I enjoy how you change the creatures as coming from the character's mind. Where is Creatures of the Id from? Couldn't remember or locate it...
Also enjoy your idea of the evil bonded item.
Do Dread Companions have the drain HP ability they had in 2E? I always thought that was a cool idea; taking HP from friends for the master.
Also enjoy your idea of the evil bonded item.
Do Dread Companions have the drain HP ability they had in 2E? I always thought that was a cool idea; taking HP from friends for the master.
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Re: Pathfinder in the Mists
Ravenloft Dungeon Master's Guide, I think...Mortavius wrote:I like your twist on the Summoner Ryan. Makes it work in the setting, and I enjoy how you change the creatures as coming from the character's mind. Where is Creatures of the Id from? Couldn't remember or locate it...
"We're realistic heroes. We're not here to save the world, just nudge the world into a better place."
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Re: Pathfinder in the Mists
Thanks for explaining.Ryan Naylor wrote:No, I intended to write 763 BC. We know Rokushima Taiyoo is an Island when it forms in 740, and is still an Island in 755 (when RL3e is set). In the outline for the Gazetteers, when Our Hero passed through Rokushima, it would still have been an Island, so the earliest date the Scattered Lotus cluster could have formed is just after that, around 763 BC.The Giamarga wrote:Is this right or should it read c753 BC ?c763 BC The Scattered Lotus Archipelago forms
There's an additional +13/+8/+3 in the attack stats.
What do the split treasure/gp values mean?
The +13/+8/+3 is also meant to be there - that's for melee attacks without his katana. Should you be on the Ethereal and he tries to punch you, for example.
All the darklords who have PC-level treasure have the split treasure thing. I thought I explained it earlier, but perhaps I forgot. I've given them 75% of the starting treasure a PC would get (cash spent/expected cash), so you can give them additional equipment if you want to to dress them up for particular encounters, or leave them a little under-resourced for CR reasons. Or whatever.
You should probably put the c763 after the 760 line then though.
And add a weapon/damage to the +13/+8/+3 attack, either unarmed or explicitly say other weapons. (Or is there a precedent for this format? It did make me stumble when reading the statblock....)
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Re: Pathfinder in the Mists
Ryan, thanks for the answers on arcane classes. I see you have tested these well. The dread bonded item being different from the dread companion familiar was not that clear to me on the first reading. Maybe you could include an extra paragraph for the arcane bond explaining it's use like for the dread companion (...and it also needs a catchy name too).
For the Eidolon I would include a line explaining that the change of shape is only visual. It would be best if it were working like a defined (spell) effect. Can the disguise be dispelled? What about True Seeing? Detect Magic?
For the Eidolon I would include a line explaining that the change of shape is only visual. It would be best if it were working like a defined (spell) effect. Can the disguise be dispelled? What about True Seeing? Detect Magic?
