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Re: Pathfinder in the Mists
Posted: Wed Dec 18, 2013 2:23 am
by Ryan Naylor
Tsien Chang (I’Cath)
Timeline
c650 BC Born in Kara-Tur (probably in T’u Lung).
c670 BC Murders her father and reduces her mother and brothers to imbeciles. Becomes provincial governor.
686 BC The last of her four daughters are born.
694 BC Creates the magical bells. Stops aging.
728 BC Builds the Palace of Bones.
732 BC Beats Nightingale to death and slays the emperor when he tries to intervene. I’Cath forms.
760 BC Present day.
Powers Checks
Caress (Violence, Black Magic and Betrayal: poisons father and destroys her mother and brothers: 100%; c670 BC): Xenophobia, flexible enhancement becomes a profane bonus.
Enticement (Black Magic and Betrayal: ties her souls (and those of her daughters) to magical bells: 32%; 694 BC): Unaging. Phylactery.
Invitation (Violence: mass murder of suitors to create the Palace of Bones: 8%; 728 BC): Wizard +1
Embrace (Betrayal, Blasphemy and Violence: beats Nightingale to death to thwart the gods: 8%; 732 BC): Wizard +1
Creature (Betrayal, Blasphemy and Violence: breaks her oath of loyalty and murders the emperor: 16%; 732 BC): Becomes darklord of I’Cath. Change shape.
Base stats
S 10 D 14 C 12 I 15 W 13 Ch 13 (high fantasy)
Racial: Str +2 (human)
Levelling: Int +3, Wis +1, Cha +1
Age: Middle aged
Favoured class: skills
CR 21 (19 [levels] + 1 [darklord abilities] + 1 [PC-level treasure])
760 BC (Current day stats)
CR 21 XP 409,600
Female Human Wood Wizard 20
NE Medium Humanoid (human)
Init: +6 (Dex) Senses: Darkvision 120 ft, see invisible and ethereal 120 ft; Perception +30
Defense
AC 29 Touch 20 Flat-footed 29 (+6 Dex, +4 natural, +4 deflection, +5 armour)
hp 172 (6 + 19d6 + 100)
Fort +15, Ref +16, Will +20
SR 18
Immune magic missiles, detect thoughts, discern lies
Displacement (20% concealment)
Offense
Spd 30 ft
Melee +12/+7 dancing mithral dagger +2 (1d4+2; crit 19+)
+10/+5
Ranged +16/+11
Ray +17/+12
Space/Reach: 5’/5’
S 11 D 13 (22) C 11 (20) I 19 (23) W 15 (19) Ch 15
BAB +10 CMB +10 CMD 40 (34)
Feats
Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Defensive Combat Training, Dimensional Agility, Elemental Spell, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Penetration, Improved Counterspell, Quicken Spell, Scribe Scroll, Spell Penetration, Weapon Focus: Ray, Wizard Weapon Proficiencies
Skills
Bluff +12 (10), Craft (alchemy) +11 (2), Craft (calligraphy) +10 (1), Craft (traps) +10 (1), Fly +15 (6), Intimidate +20 (18), Knowledge (arcana) +29 (12; 20 with headband), Knowledge (dungeoneering) +13 (4), Knowledge (engineering) +13 (4), Knowledge (geography) +13 (4), Knowledge (history) +18 (9), Knowledge (local) +18 (9), Knowledge (nature) +29 (12; 20 with headband), Knowledge (nobility) +13 (4), Knowledge (planes) +20 (11), Knowledge (religion) +20 (11), Linguistics +10 (1), Perception +30 (16), Sense Motive +14 (10), Spellcraft +24 (15)
Languages
Shou*, Draconic, Abyssal, Infernal, Celestial, Rokuma
Treasure
(665,000 gp/880,000 gp)
Dancing mithral dagger +2, amulet of natural armour +4/brooch of shielding/hand of glory, bag of holding II, belt of physical might (Dex and Con) +4, boots of teleportation, cauldron of seeing with true seeing/cauldron of the dead, minor cloak of displacement, major crown of blasting, efficient quiver, headband of mental prowess (Int and Wis) +4, metamagic rods (bouncing, dazing, disruptive, focused, intensified, persistent, selective, sickening), greater metamagic rod of maximise, ring of animal friendship/ring of spell storing, ring of counterspells/ring of mind shielding, ring of protection +4, robe of eyes/black robe of the archmagi, staves (abjuration, cackling wrath, conjuration, many rays, transmutation, weather)
Special
Arcane bond (ring)
Opposition school (metal)
Flexible enhancement +5, 2 abilities (Str, Dex, Con, Wis; profane bonus)
Splintered spear (9/day, +19 attack, 1d6+9 +3 bleed, 100 ft)
Cooperative defense (4/day)
Phylactery (reforms on 4th round unless all 4 bells destroyed)
Change shape (at will; treant, plant shape III)
Mastery +2
Sinkhole of evil
Treant form
Size Huge; Str +8, Dex -2, Con +4, nat AC +6, low light vision, DR 10/slashing, vulnerable to fire, 2 slams (2d6+4), trample (2d6+6), rock throwing (180 ft), double damage against objects
Spells
(4/7/7/6/6/6/6/5/5/5): Opposition schools: Metal.
Save DC = 16 + spell level; CL +24 for overcoming SR.
0 – acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue (all)
1 – alter winds, animate rope, charm person, magic missile, ray of enfeeblement, grease, expeditious retreat, protection from good, mage armour, liberating command, snapdragon fireworks
2 – entangle, protection from arrows, web, mirror image, resist energy, alter self, scorching ray, invisibility, blindness/deafness, touch of idiocy
3 – cloak of winds, tongues, tree shape, wind wall, dispel magic, lightning bolt, fly, haste, hold person, deep slumber, fireball
4 – charm monster, hallucinatory terrain, minor creation, plant growth, sirocco, enervation, bestow curse, fear, stone shape, resilient sphere, dimension door
5 – command plants, fabricate, mirage arcana, telepathic bond, hold monster, teleport, feeblemind, cone of cold, break enchantment, permanency
6 – tree stride, flesh to stone, disintegrate, contingency, unwilling shield
7 – control weather, liveoak, scouring winds, spell turning, reverse gravity, greater teleport
8 – transmute metal to wood, mass charm monster, protection from spells, wall of lava, irresistible dance, stormbolts
9 – control plants, refuge, winds of vengerance, time stop, prismatic sphere, energy drain, imprisonment
Notes:
1. The name of the domain.
It has been pointed out that I'Cath isn't even pronounceable in any of the major Chinese languages. I am not bothered by this, primarily because she doesn't speak any of them. She speaks Shou and is from Kara-Tur, which is a mix of Chinese and Japanese culture anyway. My guess would be that they came up with the name by taking I'Ching and Cathay and mashing them together. People complain when the name is meaningful; people complain when it's not. People complain when cultures are copied very closely (Vistani/Rom); people complain when it's not (Chinese samurai). I think it is more respectful (or at least safer) not to heave too closely to any particular culture when creating a fantasy domain, particularly one where you're making statements about the nature of evil. No one seriously believes that Lamordia is an accurate depiction of Renaissance Switzerland for example; it's a pastiche, and it would be ridiculous to suggest otherwise. Valachan is a mixture of Peru, Australia, the native Americans of the Pacific North West and generic fantasy. I don't think it's racist to have a similarly cavalier attitude to Asian cultures, or that not copying them exactly is racist. I am perfectly aware that Asia has innumerable cultures, a very rich and complex history that encompasses a lot more than Han Chinese and Japan, and so on.
However, I do agree that either Tsien Chang is a really ridiculously awful mother (well, even more than we know she is), or her children's names are nicknames, and they were originally something else.
2: The domain.
...Is too small. It's unfortunate that I'Cath and Rokushima Taiyoo are the only Asian-inspired domains in Ravenloft; more than the cultural adherence discussed above, that smacks of tokenism, and fans have done good work since then to remedy this.
I don't think every domain needs to have high replay value. I am perfectly happy with Monette being a one-shot character per campaign. I'Cath is clearly one of those.
Given her hatred of men, and to get a bit more utility out of the character, I'd shove I'Cath into the Scattered Lotus Cluster with the chauvinist males of Rokushima and see how they go. Remember that Tsien Chang is still eager to conquer her surrounding lands and has enormous magical power, so there's plenty of conflict possible. She could be a patron, a slave driver, or an antagonist.
3. The speciality.
In IoT, she was a generalist wizard. In DoD, she was a necromancer. I originally built her as a necromancer, and then rebuilt her following discussion with Mortavius as a wood elementalist. What do you think? At the very least, she's unique now, and it does give her some interesting abilities and spells.
4. The number 4.
A number of the IoT domains have a fairy tale character to them (the Wildlands, notably). I'Cath is another of those, with Tsien Chang's obsession with the number 4. I have incorporated that into this build; see how many you can spot.
There have been other accusations that this is lazy, racist stereotyping. I don't see it myself. It does tie into the tokenism problem - if there has been other Chinese domains (possibly with more people in them), it wouldn't be as noticeable/objectionable. That is a problem, but a meta-problem. I don't think it in itself makes her a racist stereotype, as has been said in the past.
Thoughts?
Re: Pathfinder in the Mists
Posted: Wed Dec 18, 2013 7:17 am
by Mortavius
Ryan Naylor wrote:Malus Sceleris (Nosos)
Thoughts?
I like it Ryan. I've always had a soft spot for Nosos myself, for the disease aspect of the domain. I was surprised at your choice of Alchemist, but it fits well. I like the flag reference, though I confess I would not have spotted it had you not pointed it out.
I also agree and enjoy your notes about the domain. The idea of it being probably the most advanced in Ravenloft gives it some more distinction and character, separating it a bit more from a pre-cluster Paridon.
Ryan Naylor wrote:Tsien Chang (I’Cath)
Thoughts?
Another solid Darklord. I like her as a wood elementalist. It conjures to mind images of the Evil Dead movies with those trees that molest people. Or, at least, the more horrifying aspects of those creatures, with the twisting branches and creaking sounds. I also like how you gave her some Necromancer spells too.
I don't think you're being racist at all with your portrayal of the character. Racism to me implies an insult, and I can see none of that in your work. I like the idea of her being in the Shattered Lotus cluster and interacting with Rokushima Taiyoo.
Re: Pathfinder in the Mists
Posted: Wed Dec 18, 2013 7:59 am
by Nemesio
Wood Wizard! I love it! Now that is a simple + apt solution to Tsien Chang!
Re: Pathfinder in the Mists
Posted: Wed Dec 18, 2013 8:09 am
by Nemesio
Ryan Naylor wrote: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?
Wow! What a labor of love...Couldn't have said it better myself. Literally! Let me know when your starting your Nosos forum campaign. I'll be the first to sign up.

Re: Pathfinder in the Mists
Posted: Wed Dec 18, 2013 8:23 am
by Gonzoron of the FoS
Ryan Naylor wrote: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.
True, but it's got Nidala and Scaena and those two alone make up for the rest, IMHO.
IoT is perhaps the unwanted cousin of the Ravenloft line.
Without naming names, there's a lot of competition for that seat...
Re: Pathfinder in the Mists
Posted: Wed Dec 18, 2013 3:32 pm
by Mangrum
Mortavius wrote:Another solid Darklord. I like her as a wood elementalist. It conjures to mind images of the Evil Dead movies with those trees that molest people. Or, at least, the more horrifying aspects of those creatures, with the twisting branches and creaking sounds.
That's not coincidental. As published, Tsien Chang is a fairly direct lift from
A Chinese Ghost Story (1987), which makes for a solid double feature with
Evil Dead 2 and drew some inspiration from Raimi's kinetic camerawork. Seriously, everyone who hates this domain should check out the flick and watch in awe as the domain's intentions suddenly become crystal clear.
Re: Pathfinder in the Mists
Posted: Wed Dec 18, 2013 9:19 pm
by Nemesio
I always loved I'Cath.
The cursed groves are classic! So are the protagonist innocent and her wicked mother and sisters...
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:04 am
by Ryan Naylor
Happy Christmas everyone!
Of course, I'm not going to let anything so mundane as a near-global holiday interfere with my deadlines, so have some darklords as a Christmas present.
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:09 am
by Ryan Naylor
A few of these required a bit of judgement.
Anton Misroi, for example, was pure glass cannon in 3e, with the Hit Dice of a 6th level character, but the spellcasting of a 20th level. I have instead upped him to 20th level, to make him less glassy.
Oracle seemed the best choice out of the options to capture his loah abilities, although you may notice his lower level spells have a bardic twang, to represent what he was before he became a loah.
When the Advanced Class Guide comes out, incidentally, the shaman is likely to be an excellent choice for loah-followers - even more so than oracle promised to be.
Anton Misroi (Souragne)
Timeline
c602 BC Born in Prime Material Souragne.
635 BC Kills wife and her “lover,” who kill him in turn. Souragne forms.
c650 BC Meets the Maiden of the Swamp and becomes a loah.
714 BC Chicken Bone appears in Souragne.
760 BC Present day.
Powers Checks
Caress (Violence: violence and greed as plantation master: 4%; c622 BC): Xenophobia
Enticement (Betrayal and Violence: murder of enemies and insubordinate servants: 16%; c630 BC): Gains bard level.
Invitation (Betrayal and Violence: murder of wife’s lover: 8%; 635 BC): Str +2
Embrace (Betrayal and Violence: murder of wife: 8%; 635 BC): Dex +2
Creature (Black Magic: dark pact to survive: 16%; 670 BC): Becomes darklord of Souragne. Corpse lord (subsumes previous ability bonuses).
Base stats
S 12 D 14 C 11 I 15 W 8 Ch 15 (high fantasy)
Racial: Dex +2 (human)
Levelling: Int +1, Cha +3
Template: Str +4, Dex +2 from corpse lord/Powers checks
Favoured class: skills
CR 20 (17 [levels] + 2 [template] + 1 [PC-level treasure])
760 BC (Current day stats)
CR 20 XP 307,200
Male Human Corpse Lord Oracle 18
LE Medium Undead (augmented humanoid)
Init: +8 (Dex, feat) Senses: Darkvision 60 ft; Perception +15
Defense
AC 35 Touch 18 Flat-footed 31 (+4 Dex, +7 natural, +4 deflection, +10 armour of bones)
hp 210 (8 + 17d8 +108 +18)
Fort +13, Ref +16, Will +14
Channel Resistance +11
DR 5/magic or slashing
Dr 10/bludgeoning with armour of bones
Immune cold, electricity, magic missile
Resist fire 10, acid 10
Offense
Spd 30 ft
Melee +20/+15/+10 unholy wounding rapier +3 (1d6+6+1 Con; crit 18+, +2d6 against good) plus slam +15 (1d6+4)
+20 slam (1d6+7)
Ranged +17/+12/+7
Space/Reach: 5’/5’
S 16 D 18 C - I 16 W 8 Ch 18 (22)
BAB +13 CMB +16 CMD 34 (30)
Feats
Brew Potion, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (necromancy), Improved Initiative, Lightning Reflexes, Oracular Intuition, Spell Focus (necromancy), Spell Penetration, Toughness, Undead Master, Weapon Finesse
Skills
Acrobatics +9 (0), Appraise +8 (5), Bluff +16 (7), Climb +16 (0), Diplomacy +16 (7), Heal +7 (5), Intimidate +19 (10), Knowledge (geography) +10 (7), Knowledge (history) +10 (4), Knowledge (local) +10 (7), Knowledge (nature) +12 (9), Knowledge (planes) +24 (18), Knowledge (religion) +12 (6), Perception +15 (16), Perform (dance) +12 (6), Ride +12 (8), Sense Motive +19 (13), Spellcraft +20 (10), Stealth +9 (0), Survival +13 (14), Swim +8 (0), Use Magic Device +16 (10)
Languages
Souragnien*, Darkonese, Druidic, Vaasi
Treasure
(400,000 gp/530,000 gp)
Unholy wounding rapier +3, headband of Charisma +4, amulet of mighty fists +3/amulet of natural armour +4, boots of elvenkind, cloak of elvenkind/cloak of resistance +4, gloves of swimming and climbing, lantern of revealing, ring of protection +4/ring of minor acid resistance, ring of greater revelation (armour of bones), staff of necromancy
Special
Legalistic
Spirit sense
Swamp strider
Swampwalk
Resist life
Voice of the grave (-6 save penalty)
Armour of bones
Miasma (DC 25)
Zombie master
Zombify
Illusion of humanity
Undying soul
Mastery +6
Sinkhole of evil
Spells
DC 16 + spell level, 18 + spell level for Necromancy; CL +20 vs SR
At will – dancing lights, prestidigitation, ghost sound, mage hand, detect magic, read magic, spark, detect poison, create water
8/day – inflict light wounds, cause fear, charm person, comprehend languages, hideous laughter, murderous command, ray of sickening
8/day – inflict moderate wounds, false life, instrument of agony, augury, hold person, desecrate, death knell
7/day – inflict serious wounds, animate dead, bestow curse, sands of time, water walk, wind wall
7/day – inflict critical wounds, fear, divine power, divination, imbue with spell ability, fleshworm infestation
7/day – mass inflict light wounds, slay living, scrying, unhallow, raise dead, righteous might
7/day – mass inflict moderate wounds, circle of death, plague storm, harm, antilife shell
6/day – mass inflict serious wounds, control undead, blasphemy, ethereal jaunt, control weather
5/day – mass inflict critical wounds, horrid wilting, unholy aura, oath of blood
3/day – wail of the banshee, cursed earth
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:10 am
by Nemesio
Merry Christmas to you as well!
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:10 am
by Ryan Naylor
And for those wondering what a corpse lord is:
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.
Zombie lord was already taken, as the zombie equivalent of a skeleton warrior.
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:18 am
by Ryan Naylor
Another one where I used my discretionary powers: Thakok-An.
Inquisitor is a surprisingly good match for the Dark Sun Templar, both in abilities an in-game role. So that is what I did with her.
However, I feel a CR 23 Thakok-An is absurd. 2e Dark Sun was all about the larger than life (or at least, larger than other game worlds) characters. They dropped that in 3e and 4e, and so I've brought her back to what I consider a more reasonable level. I find it difficult to stomach a Thakok-An who is on a tee with Azalin and Strahd for power; it's a personal thing, but she's too peripheral to everything to fit into that space in my brain comfortably.
So, I've dropped her psionicist levels, to make her CR 14.
If you object to this, by all means add in 10-12 levels of psion. Dreamscarred Press have released psionics rules for Pathfinder; I suggest you go there.
I don't really care for psionics though, so this is how I've left her. Until now, I've tried to stick very close to canon; this is my one big divergence. I have, however, made sure her Inquisitor spells reproduce her psionics powers to absorb some of the blow.
Thoughts?
Thakok-An (Kalidnay)
Timeline
-1733 BC Kalid-Ma is made the fifteenth Champion of Rajaat and charged with exterminating the tari (ratmen), which he does not complete.
-148 BC Kalid-Ma and the other sorcerer-kings unite to trap Rajaat before he can destroy them.
440 BC Ahmose Tanit becomes an ancient dead.
c510 BC Thakok-An born in Kalidnay on Athas.
570 BC Kalidnay forms. In Athas, the mindless body of Kalid-Ma destroys the city before being killed by Borys of Ebe, Kalak of Tyr and Hamanu of Urik; his mind is trapped inside the Orbs of Kalid-Ma. -1228
c725 BC Van Richten visits Kalidnay, defeats Ahmose Tanit and befriends Arametrius.
760 BC Present day.
Powers Checks
Caress (Violence: viciousness as templar: 4%; c560 BC): Unrequited love for Kalid-Ma
Enticement (Violence: more brutality: 4%; c565 BC): Half a level.
Invitation (Betrayal: risking Kalid-Ma’s life to earn his devotion when she foiled a plot against him: 2%; 570 BC): Inquisitor +1
Embrace (Black Magic: researching how to turn Kalid-Ma into a dragon faster: 32%; 570 BC): Half a level
Creature (Betrayal, Black Magic and Violence: murders family to power spell: 32%; 570 BC): Becomes darklord of Kalidnay. Inquisitor +1
Base stats
S 10 D 13 C 12 I 14 W 15 Ch 13 (high fantasy)
Racial: Wis +2 (half-elf)
Levelling: Wis +3
Favoured class: skills
CR 14 (13 [levels] + 1 [PC-level treasure])
760 BC (Current day stats)
CR 14 XP 38,400
Female Half-elf Inquisitor (Witch Hunter) 14
LE Medium Humanoid (Elf, Human)
Init: +8 (Dex, abl) Senses: low light vision; Perception +22
Defense
AC 19 Touch 13 Flat-footed 18 (+1 Dex, +5 armour, +1 natural, +2 deflection)
hp 94 (8 + 13d8 + 28)
Fort +13, Ref +7, Will +18 (+2 vs Enchantments)
Judgements
Stalwart
Immune sleep
Offense
Spd 30 ft
Melee +2 jurist bone club +12/+7 (1d6)
Cestus +10/+5 (1d4; crit 19+)
Bone daggers (1d4-2; crit 19+ plus break to auto confirm crit or give 1d4 bleed)
Ranged +1 corrosive sling +12/+7 (1d4+1+1d6 acid)
Space/Reach: 5’/5’
S 10 D 13 C 12 (14) I 14 W 20 (24) Ch 13
BAB +10 CMB +10 CMD 23 (22)
Feats
Allied Spellcaster (can be swapped as standard action), Combat Casting, Disposable Weapon, Favored Judgment (human), Intimidating Gaze, Judgment Surge, Lookout, Outflank, Shielded Caster, Skill Focus (Sense Motive), Spell Focus (Enchantment), Splintering Weapon
Skills
Acrobatics +8 (7), Bluff +17 (7), Climb +8 (5), Diplomacy +17 (7), Disguise +12 (8), Escape Artist +12 (11), Heal +15 (5), Intimidate +27 (10), Knowledge (arcana) +10 (5), Knowledge (history) +5 (3), Knowledge (local) +5 (3), Knowledge (nature) +7 (2), Knowledge (nobility) +5 (3), Knowledge (religion) +7 (2), Perception +22 (10), Ride +7 (3), Sense Motive +33 (10), Spellcraft +13 (+20 to identify spells/items) (8), Stealth +11 (7), Survival +20 (10)
Languages
Tyrian*, Elven*, Draconic, Auran
Treasure
(139,00 gp/185,000 gp)
Corrosive sling +1, hide armour +1, jurist bone club +2, cestus, amulet of natural armour +1, belt of Constitution +2, boots of teleportation, cloak of resistance +2, headband of Wisdom +4, metamagic rod (Extend), ring of mind shielding, ring of protection +2/ring of the ram
Special
Elf blood
Elven immunities
Conversion inquisition
Swaying word (1/day, DC 24, dominate person 1 min)
Greater bane (+2, +4d6, 14 rds/day)
Intimidating gaze
Knowledgeable defense (+4 saves, AC to spells identified with Spellcraft)
Solo tactics
Swap teamwork feat (7/day)
Stalwart
Spell scent (1/day)
Judgments (2; 5/day; +1 bonuses vs humans; judgement surge 1/day)
Destruction (+5 damage)
Fast healing 5
Justice (attack +3/+6)
Piercing (+5 concentration and SR)
Purity (+3/+6 saves)
Resiliency (DR 3/chaos)
Energy resistance 10
Smiting (magic, law, adamantium)
Witch’s bane (-2 AC, save to those who case spells in 30 ft)
Mastery +1
Sinkhole of evil
Spells
DC = 17 + spell level; 18 + spell level for Enchantment
At will – detect poison, read magic, light, detect magic, guidance, sift
7/day – shield of faith, divine favour, command, expeditious retreat, litany of sloth, wrath
7/day – cure moderate wounds, detect thoughts, hold person, blistering invective, brow gasher, confess
6/day – heroism, arcane sight, dispel magic, retribution, witness
5/day – fear, greater invisibility, hold monster, forced repentence
3/day – geas/quest, mass castigate, greater forbid action
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:19 am
by Ryan Naylor
And now, a couple of my own:
Hernando Mouriros (Mictlan)
Timeline
703 BC Born in Turon in the Holy Empire.
713 BC His mother dies. He swears to make something of his life and joins the guards.
719 BC Joins the Imperial Army.
730 BC The Imperial Crusade begins.
740 BC Has his father murdered and cuts off communication with his family.
746 BC Mictlan forms.
760 BC Present day.
Powers Checks
Caress (Betrayal: uses blackmail, adultery and bribery to rise through the ranks: 4%; 722 BC): Reputation for cruelty.
Enticement (Violence: brutality to people under his command: 4%; 725 BC): Cha +2
Invitation (Violence: cruelty during the Crusade: 8%; 735 BC): Inflict pain
Embrace (Betrayal and Violence: has his father murdered: 8%; 740 BC): Cause disease
Creature (Violence: butchers a city in Mictlan: 32%; 746 BC): Becomes darklord of Mictlan. Men are cursed. Burn. SR.
Base stats
S 12 D 15 C 13 I 15 W 8 Ch 13 (high fantasy)
Racial: Dex +2 (human)
Levelling: Int +1, Cha +1
Aging: middle aged
Powers checks: Cha +2
Favoured class: skills
CR 12 (10 [levels] + 1 [PC-level treasure] + 1 [darklord abilities])
760 BC (Current day stats)
CR 12 XP 19,200
Male Human Cavalier (Strategist) 11
LE Medium Humanoid (Human)
Init: +3 (Dex) Senses: Perception +10
Defense
AC 25 Touch 15 Flat-footed 22 (+3 Dex, +7 armour, +2 shield, +1 natural, +2 deflection) [+3 to target/-2 to others with challenge]
hp 76 (10 + 10d10 + 11)
Fort +9, Ref +7, Will +3
25% fortification
SR 23
Offense
Spd 30 ft
Melee +2 rapier +17/+12/+7 (1d6+2; crit 15+)
+2 rapier +21 (1d6+2; crit 15+ plus manoeuvre) on charge
+2 rapier +17/+12/+7 (1d6+13; crit 15+) with challenge
+14/+9/+4
Ranged +2 distance pistol +16/+11/+6 (1d8+2; crit x4, range 40 ft, ignore armour, misfire 1; 2 with paper cartridges; plus Point Blank Shot)
+2 distance pistol +13/+8/+3 (1d8+8; crit x4 with Deadly Aim; plus Point Blank Shot)
Space/Reach: 5’/5’
S 11 D 16 C 12 I 17 W 9 Ch 17
BAB +11 CMB +11 CMD 26 (23)
Feats
Deadly Aim, Improved Critical (rapier), Mounted Combat, Point Blank Shot, Precise Shot, Rapid Reload (pistol), Shield Wall, Target of Opportunity, Weapon Finesse, Weapon Focus (rapier)
Skills
Appraise +7 (4), Bluff +17 (11), Climb +8 (5), Diplomacy +17 (11), Handle Animal +10 (4), Intimidate +17 (11), Knowledge (engineering) +5 (2), Knowledge (history) +5 (2), Knowledge (local) +7 (1), Knowledge (nature) +4 (1), Knowledge (nobility) +7 (1), Knowledge (religion) +5 (2), Perception +10 (11), Ride +17 (11), Sense Motive +13 (11), Survival +5 (6), Swim +8 (5)
Languages
Turonese*, Mictlani, Draconic, Elven
Treasure
Buckler +1, light fortification mithral breastplate +1, distance pistol +2, rapier +2, amulet of natural armour +1/periapt of health, cloak of resistance +1, knight’s pennon of battle, ring of protection +2
Special
Animal companion link
Banner (+3/+2)
Drill instructor (15 min)
Greater tactician (Shield Wall or Target of Opportunity, 8 rds, 3/day)
Lion’s call (+3/+1)
For the King (+3 attack and damage, 1 rd)
Challenge (+11 damage, +3 dodge to AC)
Cavalier’s charge
Mighty charge
Inflict pain (nauseated 1 rd, touch, Will DC 18)
Cause disease (touch, at will, Fort DC 18)
Burn (on death; as ring of retribution)
Mastery +3
Sinkhole of evil
Warhorse
Init +3; Senses lowlight vision, scent; Perception +9
AC 26, touch 12, flat-footed 23 (+3 Dex, +10 natural, -1 size, +4 armour)
Hp 76 (9d8+36)
Fort +10, Ref +9, Will +4; devotion +4
Speed 50’
Melee bite +11 (1d4+6) plus 2 hooves +11 (1d6+1)
Space 10 ft/5 ft
S 22 D 16 C 18 I 2 W 12 Ch 6
BAB +6 CMB +13 (+4 overrun) CMD 26 (28 vs overrun, 30 vs trip) (23)
Multiattack, Endurance, Improved Overrun, Greater Overrun, Power Attack, Run; Acrobatics +7 (3), Perception +9 (5), Swim +8 (1); Link, evasion; Attack, Combat Riding, Come, Defend, Down, Fetch, Guard, Heel, Perform, Stay, Work
Equipment: Chain barding
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:19 am
by Ryan Naylor
Jack Karn (Farelle)
Timeline
c690 BC Born in the Wildlands.
696 BC Driven out of the Wildlands after nearly causing the extinction of jackals.
697 BC Attacks the tinker and cursed. Farelle forms
760 BC Present day.
Powers Checks
Caress (Violence: vicious predation against the creatures of the Wildlands: 4%; c695 BC): Driven away from pack; pack nearly destroyed.
Enticement (Betrayal and Violence: leading Crocodile to his pack: 8%; c696 BC): DR. Retains intelligence.
Invitation (Violence and Betrayal: attacking townsfolk: 8%; c697 BC): Dominate canines.
Embrace (Violence: attacking the Vistani: 8%; 697 BC): Immunities.
Creature (Betrayal and Violence: savaging the tinker: 16%; 697 BC): Becomes a jackalwere and darklord of Farelle. , undying soul.
Base stats
S 19 D 19 C 19 I 10 W 12 Ch 14 (base jackalwere with class levels)
Levelling: Str +1, Con +1
Favoured class: skills
CR 10 (2 [base] + 7 [levels] +1 [darklord abilities] + 1 [PC treasure])
760 BC (Current day stats)
CR 10 XP 9,600
Male Jackalwere Barbarian (Savage Barbarian) 8
CE Medium Magical Beast (shapechanger) [human and hybrid form]
Init: +4 (Dex) Senses: Darkvision 60’, low light vision, scent; Perception +11
Defense
AC 24 Touch 18 Flat 17 (+4 Dex, +4 natural, +3 dodge, +2 armour, +1 deflection) [-2 in rage]
Hp 138 (10 + 3d10 + 8d12 + 60 +

[+36 in rage]
Fort +16 Ref +11 Will +6 (+2 vs fear) [+4 superstition, +2 Will in rage]
DR 5/cold iron
Improved uncanny dodge
Immune nausea, sickening, mind affecting effects, evil eye, savage weapons
Offense
Spd 40’
Melee Unarmed strike +14/+9 (1d3+6)
Bite +14 (1d6+9) [hybrid only]
Bite +16 (1d6+11 plus grappling bonuses) [raging]
Bite +13 (1d6+17 plus grappling bonuses with Power Attack) [raging]
Space/Reach: 5’/5’
S 20 [24] D 19 C 20 [26] I 10 W 12 Ch 14
BAB +8 CMB +13 [+15] CMD 31 (24)
CE Small Magical Beast (shapechanger) [jackal form]
Init: +4 (Dex) Senses: Darkvision 60’, low light vision, scent; Perception +11
Defense
AC 25 Touch 19 Flat 18 (+4 Dex, +4 natural, +3 dodge, +2 armour, +1 deflection, +1 size) [-2 in rage]
Hp 138 (10 + 3d10 + 8d12 + 60 +

[+36 in rage]
Fort +16 Ref +11 Will +6 (+2 vs fear) [+4 superstition, +2 Will in rage]
DR 5/cold iron
Improved uncanny dodge
Immune nausea, sickening
Offense
Spd 50’
Melee Bite +15 (1d6+9)
Bite +17 (1d6+11 plus grappling bonuses) [raging]
Bite +14 (1d6+17 plus grappling bonuses with Power Attack) [raging]
Space/Reach: 5’/5’
S 20 [24] D 19 C 20 [26] I 10 W 12 Ch 14
BAB +8 CMB +12 [+14] CMD 30 (23)
Feats
Alertness, Cleave, Cleaving Finish, Dodge, Power Attack, Raging Vitality
Skills
Acrobatics +11 (4), Bluff +9 (5), Climb +13 (5), Craft (blacksmith) +4 (1), Handle Animal +8 (3), Intimidate +13 (8), Knowledge (nature) +9 (6), Perception +11 (5), Sense Motive +3 (0), Stealth +11 (4), Survival +12 (6), Swim +10 (2)
[+2 Str based skills in rage]
Jackal form: +4 Stealth
Languages
Farellean*
Treasure
(25000 gp/33000 gp)
Amulet of mighty fists +1, amulet of natural armour +2, bracers of armour +2, cloak of resistance +2, ring of protection +1
Special
DR 5/cold iron
Sleep gaze (DC 13)
Weapon intuition
Change shape (jackal form: 12 min/day, then make Will save (DC 1/min cumulative) or forced into human form; hybrid: ten times that.)
Rage (23 rounds/day)
Fast movement
Animal fury
Internal fortitude
Intimidating glare
No escape
Superstition
Improved uncanny dodge
Naked courage
Dominate canines
Immune to weapons from savage cultures
Cannot strike first blow (nauseated)
Undying soul
Mastery: +2
Sinkhole of evil
Re: Pathfinder in the Mists
Posted: Wed Dec 25, 2013 7:21 am
by Ryan Naylor
And two more, to round out a Christmas trinity of pairs:
One who was very difficult to get right, I think:
Lemot Sediam Juste (Scaena)
Timeline
c685 BC? Born in Prime Material Scaena. Becomes known as a dramatist and comedic actor.
c726 BC? Murders his acting troupe and burns the theatre down with the audience inside. Scaena forms.
760 BC Present day.
Powers Checks
Caress (Betrayal: ruining his rivals: 4%; c732 BC): Unable to perform tragedy.
Enticement (Betrayal: ruining his rivals: 2%; 732 BC): Unable to write tragedy. Cha +2
Invitation (Violence and Betrayal: planning the premeditated murder of his actors: 8%; 732 BC): Prodigy (bonus feat)
Embrace (Betrayal and Violence: sadistic murder of all of his actors: 16%; 732 BC): Int +2
Creature (Violence: burning his audience to death: 16%; 732 BC): Becomes a sorcerer and darklord of Scaena. Master of the stage, burn, dimensional steps, drain personality, undying soul.
Base stats
S 8 D 15 C 10 I 14 W 14 Ch 14 (high fantasy)
Racial: Int +2 (human)
Levelling: Dex +1, Int +1
Powers checks: Int +2, Cha +2
Age: Middle aged
Favoured class: skills
CR 8 (7 [levels] + 1 [darklord abilities])
760 BC (Current day stats)
CR 8 XP 4,800
Male Human Sorcerer 8
CE Medium Humanoid (human)
Init: +2 (Dex) Senses: Perception +10
Defense
AC 13 Touch 13 Flat-footed 10 (+2 Dex, +1 dodge)
hp 22 (6 + 7d6 -

Fort +2, Ref +5, Will +9
Offense
Spd 30 ft
Melee +3 dagger +1 (1d4-1; crit 19+)
+2
Ranged +7 dagger +1 (1d4-1; crit 19+)
+6
Space/Reach: 5’/5’
S 7 D 15 C 9 I 20 W 15 Ch 17 (19)
BAB +4 CMB +2 CMD 15 (13)
Feats
Dodge, Eschew Materials, Greater Spell Focus (Illusion), Prodigy (Perform (act), Profession (playwright)), Quicken Spell-Like Ability (major image), Spell Focus (Illusion), Spell Specialisation (major image)
Skills
Bluff +15 (8), Knowledge (arcana) +9 (1), Knowledge (history) +10 (5), Knowledge (local) +8 (3), Knowledge (religion) +6 (1), Linguistics +8 (3), Perception +10 (8), Perform (act) +14 (8), Profession (playwright) +15 (8), Sense Motive +10 (8), Sleight of Hand +5 (3), Spellcraft +12 (4), Stealth +10 (8), Use Magic Device +11 (4)
Languages
Scaenan*, Zherisian, Mordentish, Darkonese, Rokuma, Vaasi, Balok, Draconic
Treasure
(7,300 gp/7,800 gp)
Dagger +1, headband of Charisma +2, cloak of resistance +1
Special
Superior concentration (can concentrate on 5 things at once; typically 3 scenes and 2 characters)
Master of the stage (illusions can only affect the stage area, can control sensation of time in illusions, DC +1)
Drain personality (victims suffer 1 Int drain/day on stage; no save)
Burn (full round action; as forest fire; theatre doors arcane locked)
Dimensional steps (as conjurer ability; step through the wood of the theatre)
Undying soul
Mastery +4
Sinkhole of evil
Spell-like Abilities
Save DC = 17 + spell level.
At will – ghost sound, disguise self, mirror image, major image (CL 10), hallucinatory terrain
3/day – quickened major image