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Re: Pathfinder in the Mists
Posted: Thu Mar 14, 2013 6:29 pm
by Zilfer
Huh, I always saw those as males meaning they most likely wouldn't have the evil eye right? (i'm probably brain dead right now. I'm getting the feeling now that all vistani have Evil eye but not everyone has the sight) Darklings, I keep forgetting about them. I should introduce one into my game.

Just how to do it.
Anyways don't want to clutter up your topic! Well done thus far!
Re: Pathfinder in the Mists
Posted: Thu Mar 14, 2013 6:59 pm
by Ryan Naylor
Males don't have the Sight but do have the Evil Eye. Females often have varying degrees of the Sight and also have the Evil Eye.
Also, thank you for the kind words.
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 1:35 am
by Ryan Naylor
A very quiet week it would seem.
However, today is my 30th birthday, so in celebration, I'm giving you a bumper fun extra heavy duty update!
With a Created theme, which seems appropriate for a birthday.
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 1:39 am
by Zilfer
Congradulations and happy birthday! But alas it is morning for you and night for me so good night! hope you have a wonderful birthday! *goes to sleep as it is almost midnight*
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 1:45 am
by Ryan Naylor
The Heroes of Ravenloft Part Two: Classes (cont.)
Inquisitor
Inquisitors are far more common in Ravenloft than in other worlds, due to the potential for heresy to remain hidden in church hierarchies. They are charged with maintaining the purity of dogma and rooting out undesirables in both the church and their flocks. They are frequently brought into conflict with supernatural forces as well. They are particularly common in the churches of Belenus in both Nidala (where they fight heresy) and Tepest (where they fight fey influence). The church of the Lawgiver, however, has no less than 3 orders of Inquisitors (including many with the Exarch archetype), all of whom test and oppose each other, to ensure the word of the Lawgiver is not altered in any way.
Detection – You can’t detect evil or detect good, but can detect chaos or detect law.
Torture (Inquisition) – Using these abilities is cause for a Powers check.
Sin Eater archetype – Upon eating a target’s sin, you must make a Will save (DC 10 + target’s CR) or have your alignment move one step towards either evil or the target’s ethical alignment (the GM’s choice, although it should reflect the general nature of the soul and the sins being eaten) for 1 hour.
Detect undead (Kinslayer archetype) - Undead can make Will saves to avoid detection. The aura of undeath detected by this ability is determined by how many fail their saves.
Optional rule: Hidden soul – As cleric ability, although it is much rarer for inquisitors with the “wrong” alignment to escape the notice of their peers. Rather than seeking atonement, you can take the Heretic archetype.
Magus
Magi are masters of the arts of battle magic. Although rarer than wizards or witches, several realms are famous for teaching the arts of mystic war: Falkovnia, perhaps surprisingly, has its Radiant Tower where wizards are rumoured to have begun experimenting with battle magic despite Drakov's dismissal of it, while the Red Wizard of Hazlan has recently founded several magic schools, including one for magi. Both schools are less than 20 years old; it remains to be seen how dramatic an effect their battle magic will have upon the stability of the Core.
Familiar – Your familiar is a dread companion.
Arcane Bond (Skirnir and Soulforger) – See the wizard special ability below.
Bladebound archetype – Your black blade is of evil alignment. Some are dread companions, slavishly devoted to their masters; others are simply evil, and seek unknown ends. Some believe that at least some of the blades were created by a darklord (perhaps Azalin Rex) to further some scheme of his. The Knights of the Shadows hunt others, believing that they are empowered by fragments of the Ebonbane’s prison, seeking to free the demon prince.
Infernal mortification (Fiend Flayer archetype) – Using this ability is cause for a Powers check.
Monk
Like a cleric, monks are concerned with spiritual matters, but their eyes are turned inwards, not upwards. Monks are common in Rokushima Taiyoo, Sri Raji and Paridon. In the latter domain, it has become wedded to occult lodge traditions to create the theological philosophy of the Divinity of Mankind. Lone monks may also wander other domains, teaching a single student here and there. Others may strip their talents away from its spiritual side completely, focusing on the art of boxing with such dedication they elevate it above mundane capacities.
Perfect self – If the monk is of good or evil alignment, she develops a reality wrinkle with an initial radius of 1,000 ft per level. Each failed powers check halves the wrinkle’s radius.
Hungry Ghost archetype – Monks of this archetype steal life energy to restore or empower themselves. The use of these life draining abilities is cause for a Powers check. Furthermore, if you use these abilities against an Innocent, darklord or fiend, you must make a Will save (DC 10 + target’s CR) or have your alignment change to good (for Innocents) or evil (for fiends and darklords) for 1 hour.
Oracle
Oracles are highly prized for their ability to predict the future, an ability they can perform with a much higher level of sophistication than clerics. Commoners frequently regard them with awe bordering on terror. Those affiliated with a church may be celebrated members of a community, while those who live outside the protections of a faith may be hunted down as in league with the fey or with hags. Either way, life is seldom easy for an oracle; the Land of the Mists is home to many terrors to which the oracle can’t close their eyes.
New Oracle curses:
Madness: Choose a Madness effect. You permanently suffer from this effect. However, you gain your Charisma bonus instead of your Wisdom bonus on Will saves. At 5th level, you gain the touch of madness granted power as a cleric of your level -4. At 10th level, you become immune to all madness and confusion effects. At 15th level, you gain the aura of madness ability as a cleric of your level -4.
Stigmata: Every time you cast a spell, you suffer 1 point of bleed damage every round for a number of rounds equal to the spell level +1. If casting multiple spells, the duration increases but the amount of damage does not. However, you don’t have to make concentration checks to cast a spell when taking damage (although you do if casting on the defensive or suffering other distractions). At 5th level, you are immune to other sources of bleed damage. At 10th level, you automatically stabilise at negative hit points. At 15th level, you deal 1 point of damage per round you are due to bleed to anyone of opposite alignment who touches, grapples or makes natural attacks against you.
Spirit Walk (Ancestor revelation) – See ethereal resonance below.
Wisdom of the Ancestors and Read the Tapestry (revelations) – This ability contacts your ancestors or eldritch horrors as described, not the subconscious mind of the darklord. Therefore, the spell works as described in the Pathfinder rulebook, without the changes noted below.
Planar Oracle archetype – Planar oracles are vanishingly rare in Ravenloft. Upon reaching 20th level, if the oracle is of good or evil alignment, she develops a reality wrinkle with an initial radius of 1,000 ft per level. Each failed powers check halves the wrinkle’s radius.
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 1:46 am
by Ryan Naylor
Victor Mordenheim
Timeline
649 BC Born in Prime Material Lamordia.
654 BC Victor’s mother dies of disease; Victor develops an animosity towards death.
655 BC He begins dissecting simple creatures to learn the secrets of Life.
659 BC He tries to operate on the family dog and loses an earlobe.
665 BC Victor goes to University and dissects human cadavers for the first time.
670 BC Victor finishes his degree, meets Elise, and marries her. After discovering she is barren, he begins experimenting with creating life.
673 BC Victor is fired after discovered experimenting with human corpses; they move to their current home. He begins turning his theories into actual experiments.
678 BC Eva born in Ludendorf. Victor sends Elise to relatives while he conducts his research.
683 BC Adam is “born.” Victor sends for Elise, who abhors his creation.
685 BC The Modenheims adopt Eva. Later that year, Adam mangles Elise and kills Eva. Adam becomes darklord of Lamordia. Victor dedicates himself to saving Elise, no matter what.
691 BC Victor tries transplanting Elise’s brain into a new body.
708 BC Victor tries recruiting Friedrich Kreutzer and Hilda von Karlsfield to perform a spirit transference. Adam kidnaps Hilda; Victor recruit Ivan Dragonov to hunt Adam.
712 BC Alexis Wilhaven finds Rudolph von Aubreker’s still living body after a shipwreck. Victor transplants it, but is psychically overpowered by it. After a few years, the Brain escapes to Dementlieu and he decides to research elsewhere.
736 BC Adventurers disrupt Victor’s attempts to scientifically enact soul transference. He turns his full attention to tissue regeneration.
739 BC Victor’s experiments finally pay off, but Elise is hopelessly insane. He turns his attention to solving this new problem.
760 BC Present day
Powers Checks
Caress (Violence and Betrayal: attempted vivisection of his father’s favourite dog: 32%; 659 BC): Perfect recall.
Enticement (Blasphemy and Betrayal: secret dissections at university: 16%; 673 BC): Mad science.
Invitation (Blasphemy and Betrayal: graverobbing: 8%; 678 BC): Craft monsters.
Embrace (Blasphemy: creating Adam: 32%; 683 BC): Craft construct.
Creature (Black Magic: cursed by Adam: 16%; 685 BC): Regeneration 5, empathic link, undying soul.
Base stats
S 11 D 16 C 10 I 16 W 8 Ch 11 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +3
Age: Middle (physical -1, mental +1)
Favoured class: skills
CR 10 (7 [levels] + 1 [PC-level treasure] +2 [darklord abilities])
760 BC (Current day stats)
CR 10 XP 9,600
Male middle aged Human Expert 15
LE Medium Humanoid (human)
Init: +2 (Dex) Senses: Perception +14
Defense
AC 13 Touch 13 Flat-footed 10 (+2 Dex, +1 dodge)
hp 56 (8 + 14d8 - 15)
Fort +6, Ref +7, Will +10
Regeneration 5
Offense
Spd 30 ft.
Melee +1 keen adamantine dagger +12/+7/+2 (1d4+1; crit 17+)
Unarmed strike +11/+6/+1 (1d3 nonlethal)
Ranged Masterwork pistol +14/+9/+4 (1d8; crit x4, range 40 ft, touch)
Space/Reach: 5’/5’
S 10 D 15 C 9 I 22 W 9 Ch 12
BAB +11/+6/+1 CMB +11 CMD 24 (21)
Appraise +10, Bluff +11, Craft (Alchemy) +26, Craft (clockwork) +15, Diplomacy +10, Handle Animal +12, Heal +17, Knowledge (Arcana) +30, Knowledge (Dungeoneering) +17, Knowledge (Geography) +13, Knowledge (History) +13, Knowledge (Local) +15, Knowledge (Nature) +26, Knowledge (Nobility) +11, Perception +14, Profession (physician) +17, Ride +12, Sense Motive +14, Stealth +10, Swim +6, Use Magic Device +19
Feats
Sceptic, Dodge, Great Fortitude, Iron Will, Martial Weapon Proficiency (Rapier), Master Alchemist, Skill Focus (Knowledge (arcana)), Skill Focus (Knowledge (nature))
Skills
Appraise +10 (1), Bluff +11 (10), Craft (alchemy) +26 (15), Craft (clockwork) +15 (9), Diplomacy +10 (9), Handle Animal +12 (11), Heal +17 (15), Knowledge (arcana) +36 (15), Knowledge (dungeoneering) +23 (8), Knowledge (geography) +19 (7), Knowledge (history) +19 (7), Knowledge (local) +21 (6), Knowledge (nature) +32 (11), Knowledge (nobility) +17 (5), Perception +14 (15), Profession (physician) +17 (15), Ride +12 (10), Sense Motive +14 (15), Stealth +10 (5), Swim +6 (6), Use Magic Device +19 (15)
Languages
Lamordian*, Draconic, Darkonese, Balok, Mordentish, Vaasi, Falkovnian
Treasure
(11500 gp/23500 gp)
+1 keen adamantium dagger, masterwork pistol
Plus up to 12000 gp of magical equipment
Special
Perfect recall
Mad science
Craft monsters
Craft constructs
Regeneration 5
Empathic link
Undying soul
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 1:47 am
by Ryan Naylor
The Created
When mortal man takes it upon himself to create life, he tampers with forces that would best be left undisturbed. Unfortunately, some refuse to recognise the wisdom of remaining within the natural order. Whether the creator laboured through dark obsession, misplaced piety, or simple arrogance, the result is a twisted mockery of life, and tragedy almost always ensues.
Golems
Golems are magically created automatons of great power, and probably the most commonly made forms of constructs. The animating force for normal, magically created golems is usually a spirit from the Elemental Plane of Earth—typically, but not always, a mindless spirit. However, golems created through obsession may be animated by the powers of Ravenloft itself. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator. The resentful spirit can sometimes tear itself free of that control and run berserk.
The Awakened Golem Simple Template
CR: +0
Rebuild Rules: Ability Scores Gain 3d6 to Intelligence and Charisma; Skills Gain 2 + Int modifier skills per Hit Dice, speak language of creator and selects bonus languages from those creator speaks, no class skills; Feats Gain feats as normal; Classes No favoured class; Special Qualities Lose “Mindless” quality; can be affected by mind-affecting effects.
Control (Su): The golem can be controlled by creator but can break free with a contested Charisma check. The golem’s creator, if within 60 feet, can try to regain control of the awakened golem, which requires a successful Intimidate check, but the golem gets a Will save (DC equal to creator’s Intimidate result) to resist.
Berserk (Ex): The golem’s berserk chance increases to 5%. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
The Golem of Obsession Template
Creating a Golem of Obsession
“Golem of obsession” is an inherited template that can be added to any construct. A golem of obsession retains all of the base creature’s statistics and special abilities except as noted below.
Challenge Rating: As base creature +1
Armour Class: Natural armour increases by +4.
Weaknesses: Golems of obsession are not immune to mind-affecting effects. They also suffer from zeitgebers—involuntary responses triggered by certain sights, sounds or experiences. The zeitgeber usually mocks the creator’s goals by rendering the golem unable to act as desired in certain situations. Typical responses include panic, cowering, confusion, fascination, involuntary singing and dancing, and so forth. If the golem is attacked while confronted with its zeitgeber, it can make a Will save (DC 25) to ignore the stimulus and respond, but its chance of running berserk increases by 5%.
Speed: Same as the base creature. The golem of obsession can run if the base creature could not.
Special Qualities: The golem of obsession loses the mindless special quality and gains the following special qualities.
Berserk (Ex): The golem has a cumulative 1% chance per round of combat to run berserk. It returns to normal after 1 minute, which resets the golem’s berserk chance to 0%. If the base creature already has the berserk quality, this replaces it.
Fast Healing (Su): The golem gains fast healing 1, unless the base creature already has fast healing.
Self-controlled (Ex): The golem cannot be magically controlled by its creator.
Telepathic Bond (Su): At will as a free action, the golem is able to read its creator’s mind, as though having observed them for 3 rounds with a detect thoughts spell. The creator does not receive a save to avoid the effect, and there is no range limit. The golem can communicate empathically with its creator through the bond. It always knows its creator’s location.
Ability Scores: Dex +4. The golem has an Intelligence and Charisma score of 3d6.
Skills: The golem gains 2 + Int modifier skill points per Hit Dice. Acrobatics, Climb, Perception, Stealth, Survival and Swim are class skills. The golem can speak the language of its creator and selects bonus languages from those the creator speaks.
Feats: Gains 1 feat per 2 Hit Dice.
Alignment: Usually chaotic evil.
Construction: Golems of obsession are the products of the insanity and granted life by the powers of Ravenloft, rather than the relatively mundane force of magic. Any caster level, feat or magical requirements for the construction of the base golem are waived (including the Craft Construct feat). Instead of taking one day for each 1,000 gp of market price, the golem takes one week per 1,000 gp of market price to create. Even then, whether the golem animates or not is left to the whims of the Dark Powers.
In some cases, golems created by magic may spontaneously gain this template.
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 1:48 am
by Ryan Naylor
Doll golem
CR 7 (XP 3,200)
N Tiny construct
Init +4; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 49 (9d10)
Fort +3, Ref +8, Will +3
DR 10/bludgeoning; Immune construct traits, magic
Offense
Speed 30 ft.
Melee bite +14 (1d6+6/19–20 plus grab plus laughter), 2 claws +14 (1d4+3)
Special Attacks seek target, shearing jaws
Statistics
Str 17, Dex 18, Con —, Int —, Wis 11, Cha 5
Base Atk +9; CMB +12 (+16 grapple); CMD 26
Ecology
Environment any
Organization solitary
Treasure none
Special Abilities
Immunity to Magic (Ex) A doll golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the fire descriptor, which deal half damage. In addition, certain spells and effects function differently against the creature, as noted below.
• Immersing the doll golem in water, or magical attacks that drench a doll golem, slows it (as the slow spell) for 2d6 rounds (no save). A subsequent attack that deals fire damage breaks the slow effect but otherwise affects the doll golem normally (that is, deals half damage).
Laughter (Su) Victims of the doll golem’s bite must make a Will save (DC 17) or be affected by hideous laughter. The caster level is equal to the golem’s Hit Dice (9 for most doll golems). This save is Constitution based and includes a +2 racial bonus.
Seek Target (Su) A doll golem’s creator can place a drop of blood, lock of hair, or other portion of a creature’s body in the doll golem’s maw as a standard action. From that point on, the doll golem constantly knows what direction that creature is located in, and gains a +20 insight bonus on all Perception checks made to locate the creature. A new target cannot be assigned to a doll golem in this manner until its previous target is dead.
Shearing Jaws (Ex) All doll golems are crafted with oversized jaws capable of tearing and pulling, although these are usually hidden until the golem animates. A doll golem applies twice its Strength modifier to damage with a successful bite attack and threatens a critical hit on a roll of 19–20. A doll golem is treated as Large for all checks made to move a grappled opponent.
Construction
Crafting a doll golem requires fine porcelain, silk, and rare herbs and tinctures totalling 500 gp in cost.
CL 8th; Price 20,500 gp
Requirements Craft Construct, hideous laughter, keen edge, locate creature, creator must be at least 8th level; Skill Craft (pottery) or Craft (sculpture) DC 18; Cost 10,500 gp
Gargoyle Golem
CR 10 (XP 9,600)
N Medium construct
Init +1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 23, touch 11, flat-footed 22 (+1 Dex, +12 natural)
hp 102 (15d10+20)
Fort +5, Ref +8, Will +5
DR 10/adamantine and bludgeoning; Immune construct traits, magic
Offense
Speed 30 ft, climb 10 ft.
Melee 2 slams +17 (3d6+2 plus petrification)
Special Plummet, pounce
Space 5 ft.; Reach 5 ft.
Statistics
Str 15, Dex 17, Con —, Int —, Wis 10, Cha 1
Base Atk +15; CMB +17; CMD 30
Feats Combat ReflexesB
Skills Climb +10, Stealth +11; this includes a +8 racial bonus to Stealth
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Immunity to Magic (Su) A gargoyle golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
• A transmute rock to mud spell slows a gargoyle golem (as the slow spell) for 2d6 rounds, with no saving throw.
• A stone to flesh spell negates its damage reduction and petrification ability for 1 round.
Petrification (Su) The attacks of a gargoyle golem gradually turn living flesh to stone. Each time the golem hits a target with one of its natural attacks, the target must make a DC 19 Fortitude save or take 1d6 points of Dexterity drain. A creature that is reduced to 0 Dexterity by this attack turns completely to stone, as if by a flesh to stone spell. Casting stone to flesh on the creature removes all Dexterity drain caused by this attack. The save DC is Constitution-based and includes a +2 racial bonus.
Plummet (Ex): Gargoyle golems are adept at plummeting down onto their victims from above. This functions as a ranged touch attack with a range increment of 20 ft, dealing 1d6 damage per 10 ft fallen. The golem is not damaged by this attack. For the purposes of making a pounce attack, plummeting is considered a charge.
Construction
Crafting a gargoyle golem requires a single block of hard stone of exceptional quality, costing 5,000 gp.
CL 11th; Price 51,500 gp
Requirements Craft Construct, flesh to stone, geas/quest, prayer, air walk, creator must be at least 11th level; Skill Craft (stonemasonry) or Craft (sculpture) DC 16; Cost 26,000 gp
Mud Golem
CR 8 (XP 4,800)
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 21, touch 8, flat-footed 21 (–1 Dex, +13 natural, –1 size)
hp 85 (10d10+30)
Fort +3, Ref +2, Will +3
DR 10/adamantine; Immune construct traits, magic
Offense
Speed 20 ft.
Melee 2 slams +14 (2d10+5)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, breath weapon (20-ft. cone, blindness, Reflex DC 15 negates, usable once every 1d4 rounds), engulf (3d6 bludgeoning damage, AC 16, hp 8 )
Statistics
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +10; CMB +16; CMD 25
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Berserk (Ex) When a mud golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. This chance resets to 0% after one minute of inactivity. A berserk golem attacks the nearest living creature or smashes some object smaller than itself if no creature is within reach. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Breath Weapon (Ex) Victim’s of the mud golem’s breath weapon can make a new save every round to remove the blind condition. Additionally, the area affected by the gout of mud remains slippery, as a grease spell, for 1 round/Hit Dice (13 rounds for most mud golems; Reflex save DC 15).
Engulf (Ex) To use this ability, the mud golem must begin its turn grappling a creature. This ability otherwise functions as swallow whole, save that a creature that cuts is way out of a mud golem leaves no hole in the creature’s body. The swallowed creature is automatically blinded with mud upon escape, and can make a Reflex save (DC 15) each round thereafter to remove the condition. A mud golem can engulf 1 Medium creature.
Immunity to Magic (Ex) A mud golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it (no save).
• Any magical attack against a mud golem that deals fire damage slows the golem (as the slow spell) for 1d6 rounds.
• Any magical attack against a mud golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A mud golem gets no saving throw against magical attacks that deal acid damage.
Construction
Crafting a mud golem requires a specially carved gem stone, treated with alchemical unguents, worth 1,000 gp to house the elemental spirit.
CL 9th; Price 26,000 gp
Requirements Craft Construct, grease, soften earth and stone, transmute rock to mud, creator must be at least 9th level; Skill Craft (pottery) or Craft (sculpture) DC 15; Cost 13,500 gp
Snow Golem
CR 9 (XP 6,400)
N Large construct
Init -1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 23, touch 13, flat-footed 19 (-1 Dex, +10 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +3, Will +4
DR 10/adamantine or bludgeoning; Immune construct traits, cold, magic
Offense
Speed 30 ft.
Melee 2 slams +19 (2d8+8 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks breath weapon (60-ft. cone, 9d6 cold damage, Reflex DC 16 half, usable once every 1d4 rounds), cold (1d6)
Statistics
Str 27, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +12; CMB +21; CMD 30
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Cold (Ex) An ice golem’s body generates intense cold, dealing 1d6 points of damage with its touch. Creatures attacking an ice golem with unarmed strikes or natural weapons take this same cold damage each time one of their attacks hits. Whenever a character strikes a snow golem with a weapon (magical or nonmagical), the weapon takes 3d6 points of cold damage. Apply the weapon’s hardness normally. Weapons that take any amount of damage in excess of their hardness gain the broken quality.
Immunity to Magic (Ex) A snow golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals electricity damage deals no damage to a snow golem. If it is grappling a creature, the damage is conducted through the golem’s body and affects the grappled creature instead. If not, the damage is stored and conducted into the next creature it touches.
• A magical attack that deals fire damage slows an ice golem (as the slow spell) for 2d6 rounds, with no saving throw. It also causes an explosion of steam, which deals 1d6 damage to everything within 10 ft, and has the effect of an obscuring mist spell for 1d4 rounds.
• A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. An ice golem gets no saving throw against cold effects.
Construction
Crafting a snow golem requires a massive block of compressed snow weighing at least 1,000 lb. This block of snow is then treated with magical powders and unguents worth 3,000 gp.
CL 10th; Price 33,000 gp
Requirements Craft Construct, shocking grasp, geas/quest, ice storm, chill touch, resist energy (cold), cone of cold, creator must be at least 10th level; Skill Craft (sculpture) DC 18; Cost 18,000 gp
Skeletal Golem
CR 9 (XP 6,400)
N Large construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +0
Defence
AC 21, touch 11, flat-footed 19 (+2 Dex, +10 natural, –1 size)
hp 96 (12d10+30)
Fort +4, Ref +6, Will +4
DR 5/adamantine and bludgeoning; Immune construct traits, magic
Offense
Speed 30 ft.
Melee bite +15 (1d8+4), 2 slams +15 (2d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks laugh
Statistics
Str 18, Dex 15, Con —, Int —, Wis 10, Cha 1
Base Atk +12; CMB +17 (+21 disarm or grapple); CMD 29
Feats Improved InitiativeB
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Laugh (Su): As a standard action every 1d4 rounds, the skeletal golem can let out a blood curdling laugh. All living creatures within 30 ft are affected as if by a phantasmal killer spell. This is a mind affecting fear effect.
Immunity to Magic (Ex) A skeletal golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and abilities function differently against the creature, as noted below.
• Magical effects that heal living creatures slow a skeletal golem (as the slow spell) for 1d4 rounds (no save).
• A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A skeletal golem gets no saving throw against attacks that deal negative energy damage.
• A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
Construction
The golem’s body consists of bones from at least a dozen Medium or larger skeletons that have previously been animated as undead. The bones must be treated with oils and shellac worth 1,000 gp.
CL 10th; Price 41,000 gp
Requirements Craft Construct, geas/quest, limited wish, phantasmal killer, animate dead, creator must be at least caster level 10th; Skill Craft (sculpture) or Heal DC 15; Cost 21,000 gp
Spellrune Golem (Grisgol)
CR 14 (XP 38,400)
N Large construct
Init +0; Senses darkvision 60 ft., low-light vision, see invisibility; Perception +1
Defense
AC 31, touch 9, flat-footed 31 (+22 natural, –1 size)
hp 140 (20d10+30)
Fort +6, Ref +6, Will +7
DR 15/adamantine and piercing; Immune construct traits, magic
Offense
Speed 30 ft.
Melee 2 slams +25 (2d6+6 plus 1d8+5 negative energy plus paralysis)
Space 10 ft.; Reach 10 ft.
Special Attacks choking dust, paralyzing touch, spell-like abilities
Spell-Like Abilities (CL 17th; concentration +12)
Constant—see invisibility
Statistics
Str 22, Dex 11, Con —, Int —, Wis 13, Cha 7
Base Atk +20; CMB +27; CMD 37
SQ Incite madness
Ecology
Environment any
Organization solitary or watch (2–4)
Treasure none
Special Abilities
Choking Dust (Ex) Striking the golem with any kind of implement other than a piercing weapon invites a disease causing, choking cloud of dust and mold to explode from the creature. All within a 10-foot radius must make a DC 20 Fortitude save or take 1d4 points of Constitution damage. Those who fail the first Fortitude save must make another DC 20 Fortitude save or contract the slimy doom disease. The save DC is Constitution-based.
Immunity to Magic (Ex) A spellrune golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature.
• Erase delivered as a touch attack on a grisgol deals 2d6 points of damage (no save).
• Casting secret page on a grisgol renders it invisible as the invisibility spell.
Incite Madness (Su) After a grisgol is killed, anyone examining the strips of scroll parchment or tome pages that comprise the creature’s wrappings invokes a curse that renders the reader insane (Will DC 18 negates). The victim of this insanity becomes convinced that the thousands of scraps of parchment contain great and lost arcane secrets, and that he must discover these secrets by painstakingly fitting every last piece of ripped parchment and torn page back together in the right order. He dedicates every waking hour to this massive undertaking, barely pausing to eat or rest, in order to finish this task as fast as possible. The victim always thinks, and tries to convince others, that he is on the brink of a revelation. His personal study becomes cluttered with diagrams, charts, and plans extrapolating how the pieces might fit together, constantly rearranging them to fit current theories or hunches.
The subject takes 1 point of Intelligence drain when the curse is first activated, and takes another point of Intelligence drain every week the curse continues uncured. The subject dies when she reaches 0 Intelligence.
The Intelligence drain can’t be restored while the curse is active. Only a limited wish or similarly powerful magic can relieve a victim of this curse. As a supernatural madness effect, standard methods of recovering from madness (time, hypnosis, and the like) have no effect.
Paralyzing Touch (Su) Like a lich, any living creature struck by the spellrune golem with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, DC 18). The effect cannot be dispelled. Anyone paralyzed seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive. The save DC is Charisma based.
Spell-Like Abilities (Sp) A spellrune golem is created with the ability to use ten different spells as spell-like abilities (one each of levels 0 through 9th), each one once per day. These spells can vary based on the creator’s whim, and are either cleric spells (if the animating lich was a cleric) or sorcerer/wizard spells (if the animating lich was a sorcerer or wizard). Most creators choose simple spells, reasoning that the golem’s lack of intelligence prevents it from using strategy. The save DCs are 10 + 1-1/2 the spell’s level (much like a magic item). Caster level 20th.
Construction
Crafting a spellrune golem requires the phylactery of a lich, which is used to provide the life force for the golem. The body is composed of old and broken magical items, wrapped in a skin of scrolls, costing 20,000 gp.
CL 17th; Price 180,000 gp
Requirements Craft Construct, geas/quest, limited wish, magic circle against evil, symbol of insanity, creator must be at least 17th level; Skill Craft (calligraphy) or Craft (calligraphy) DC 22; Cost 100,000 gp
Wax Golem
CR 3 (XP 800)
N Medium construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 15, touch 9, flat-footed 15 (–1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1, Ref +0, Will +1
Immune construct traits, magic
Weaknesses vulnerable to fire
Offense
Speed 30 ft.
Melee slam +6 (1d6+3)
Statistics
Str 14, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +4; CMB +6; CMD 15
SQ conditional sentience
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Attacks
Conditional Sentience (Su) A wax golem constructed to look like a humanoid (whether a particular individual or not) has a small chance of gaining sentience, genuinely believing it is actually a living creature. Each week, such a wax golem has a cumulative 1% chance of becoming sentient (so the second week the chance is 2%, the third week 3%, and so on, to a maximum of 5%). If this occurs, the golem gains an Intelligence score of 10, retroactive skill points, feats dependent on its Hit Dice, and 1 class level with the potential to gain more. It also gains a +10 racial bonus on Disguise checks made to impersonate the specific individual it was crafted to appear as. A sentient wax golem ventures into the world and tries to live a life similar to that of the person (or type of person) it resembles. However, if the sentient wax golem ever encounters the person it is modelled after, it attempts to stealthily kill that person and take his place. The only way for a sentient wax golem to lose its sentience is either to take an amount of fire damage equal to half its hit points (which melts its features away) or to be destroyed.
Immunity to Magic (Ex) A wax golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells and spell-like abilities that have the fire descriptor. In addition, certain spells and effects function differently against the creature, as noted below.
• A magical attack that deals fire damage slows a wax golem (as the slow spell) for 2d6 rounds (no save). In addition, for 3 rounds after being afflicted with fire damage, every time a wax golem uses its slam attack, it deals an additional 1d4 points of fire damage due to the molten wax.
• A magical attack that deals cold damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A wax golem gets no saving throw against cold effects.
Drain memories (Su) (CR +0) Some wax golems are deliberately crafted with the appearance of specific individuals to serve as spies and infiltrators. To better preserve this deception, they are capable of draining the memories of their targets. If that specific individual is grappled or struck by the wax golem’s slam, they must make a Will save (DC 14) or suffer a negative level. The golem gains a fraction of their victim’s memories. If the victim gains a number of negative levels equal to their Hit Dice, they are not killed but fall into a coma; the wax golem gains all of the victim’s memories, and their mental attributes change to match the victim’s. The negative levels are permanent until the wax golem is destroyed or reduced to half hit point by fire (as with conditional sentience). Draining memories links the vital essence of the golem with the life force of their victim; killing the victim also destroys the wax golem. The Will save is Wisdom based and includes a +2 racial bonus.
Wax golems with this ability cost 2,000 gp more than usual. As well as the normal requirements, their creator must also cast modify memory as part of their creation.
Construction
The construction of a wax golem requires a block of solid wax the size of whatever individual it is to be molded after, typically weighing over 1,000 pounds. The wax is treated with dyes and magical unguents worth at least 500 gp. The simplest wax golems require the creator to make a Craft (sculptures) check, with wax golems resembling specific races or individuals requiring higher DCs. While wax golems that look like living creatures possess greater versatility, they also have the potential of gaining a strange sort of sentience.
CL 9th; Price 12,500 gp
Requirements Craft Construct, animate objects, confusion, major image, creator must be caster level 9th; Skill Craft (sculptures) DC 15 (DC 20 if the creator wants the golem to look like a member of a particular race; DC 25 if the creator wants the golem to look like a specific individual); Cost 6,500 gp
Zombie Golem
CR 11 (XP 12,800)
N Large construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
Aura foul stench (DC 17, 1d4 rounds)
Defense
AC 25, touch 8, flat-footed 25; (–1 Dex, +17 natural, –1 size)
hp 112 (15d10+30)
Fort +5, Ref +4, Will +5
DR 10/adamantine; Immune construct traits, magic
Offense
Speed 30 ft.
Melee 2 slams +19 (4d6+5 plus 1d4 Strength damage)
Space 10 ft.; Reach 10 ft.
Special Attacks berserk, foul stench, strength damage (Fortitude DC 17 negates)
Statistics
Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
Base Atk +15; CMB +21; CMD 30
Languages none
SQ Subject to channelled energy
Ecology
Environment any
Organization solitary or gang (2–4)
Treasure none
Special Abilities
Berserk (Ex) When a zombie golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Foul Stench (Ex) This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.
Immunity to Magic (Ex) A zombie golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• Magical effects that heal living creatures slow a zombie golem (as the slow spell) for 1d4 rounds (no save).
• A magical attack that deals negative energy damage breaks any slow effect on the golem and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. A zombie golem gets no saving throw against attacks that deal negative energy damage.
• A raise dead, resurrection, or true resurrection spell negates its DR and immunity to magic for 1 minute.
• A create undead or create greater undead spell restores the zombie golem to full hit points immediately.
Construction
The pieces of a zombie golem must come from normal humanoid corpses that have previously been raised as zombies. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 1000 gp are also required. Note that creating a zombie golem requires casting a spell with the evil descriptor.
CL 14th; Price 101,000 gp
Requirements Craft Construct, animate dead, bull’s strength, geas/quest, cloudkill, limited wish, creator must be caster level 14th; Skill Craft (leather) or Heal DC 19; Cost 51,000 gp
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 1:52 am
by Ryan Naylor
Half-Golems
Half-golems are the results of good-intentioned actions taken too far. While the application of a poultice infused with curative herbs or the casting of a spell can save the life of an injured or diseased person, only powerful magic can replace a missing limb. Such magic is often beyond the reach of the ordinary person working in a quarry or a mill, or scything a field of grain, who suffers the loss of one or more limbs.
Arcane artisans applied their knowledge of golem construction to come up with a way to restore such a person to wholeness. While the initial results were promising, there was a limit to the effectiveness of the technique — those who underwent this process proved unable to withstand the trauma of the transformation and were driven mad by the elemental spirit now sharing their body.
A half-golem is a bizarre and horrifying melding of a golem and the character it once was. The materials of its golem limbs twine and crawl across its flesh, like ivy growing across a building or tree. In many cases, a half-golem’s flesh is horribly scarred and has the pale gray colour of death. They speak whatever languages they spoke before their transformations, but their voices are harsh and strangled.
Construction
Crafting a half-golem requires a suitably equipped alchemical lab, which costs 200 gp to set up (but can be reused), as well as raw materials for creating the golem, which cost 500 gp. They can also be created as golems of obsession, in which case most of these requirements are waived (see the template above), but the Will save DCs to avoid madness both increase by 5.
CL 9th; Price 10,500 gp
Requirements Craft Construct, animate objects or animate dead, bear’s endurance, geas/quest, limited wish; Skill As the modifying golem DC 15, plus Heal DC 20; Cost 5,500 gp
The Half-golem Template
Creating a Half-golem
“Half-golem” is an acquired template that can be added to any animal, humanoid, monstrous humanoid, or magical beast (referred to hereafter as the base creature). A half-golem retains all the base creature’s statistics and special abilities except as noted here.
CR: Same as the base creature + 2.
Type: The creature’s type changes to construct and it gains the augmented subtype for its original type. Do not recalculate BAB, saves, or skill ranks. The half-golem receives a +2 racial bonus to Fortitude saves.
Senses: A half-golem gains low light vision and darkvision 60 ft.
Armour Class: A half-golem has half the natural armour bonus of the modifying golem or retains the base creature’s natural armour bonus, whichever is better.
Hit Dice: Change all of the creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. The half-golem also gains half the bonus hit points received by a construct of the appropriate size.
Defensive Abilities: A half-golem gains the modifying golem’s immunity to magic. If its CR is less than that of the modifying golem after being adjusted for this template, it gains half the damage reduction of the modifying golem; if its CR is greater, it gains the golem’s full damage reduction.
Special Attacks: A half-golem gains one of the special attacks or special qualities of the modifying golem (at the GM’s discretion). If the berserk quality is chosen, the half-golem can instead rage as a barbarian, although the half-golem can’t end the rage willingly, and it persists until either the half-golem or its opponent is dead. This berserk rage stacks with the barbarian ability.
Special Qualities: A half-golem gains the following special qualities.
Cling to Life: Although constructs, a beating heart still sustains life in the half-golem. Half-golems heal naturally (albeit at half the normal rate), but are not immune to effects requiring a Fortitude save, and are subject to massive damage normally.
Madness: Half-golems are at constant risk of the elemental spirits animating their golem limbs overwhelming their normal selves. Upon conversion to a half-golem, the creature must make a Will save (DC 15) or become neutral evil. The half-golem retains the memories and knowledge of its former life, but its personality becomes murderous and cruel. It demonstrates the hatred of flesh creatures common to elementals, and it seeks methods appropriate to its class to slaughter as many flesh creatures as possible.
The character must make further Will saves (DC 5) every month afterwards; while some are capable of retaining their sanity for years, all half-golems go mad eventually.
Abilities: Str +8, Dex -2, Int -6, Cha -6. Being a construct, a half-golem has no Constitution score.
Alchemical Children
Alchemical children are creatures given life by the power of alchemy. These uncannily lifelike constructs begin their existence in roiling chemical vats, and return to this viscous white fluid when destroyed.
Construction
Crafting an alchemical child requires a suitably equipped alchemical lab, which costs 200 gp to set up (but can be reused), as well as raw materials for creating the construct, which cost 500 gp. The creator must also supply some blood or other body part from the creature the child will be modelled on.
CL 9th; Price 500 gp + 1,000 gp/Hit Dice of the base creature
Requirements Craft Construct, greater false life, twin form; Skill Craft (alchemy) DC 20; Cost 500 gp + 500 gp/Hit Dice of the base creature
The Alchemical Child Template
Creating an Alchemical Child
“Alchemical child” is an acquired template that can be added to any corporeal living creature except outsiders and plants (referred to hereafter as the base creature). An alchemical child retains all the base creature’s statistics and special abilities except as noted here.
CR: Same as the base creature.
Type: The creature’s type changes to construct. Do not recalculate BAB, saves, or skill ranks.
Senses: An alchemical child gains low light vision and darkvision 60 ft.
Armour Class: An alchemical child’s natural armour bonus increases by +2.
Hit Dice: Change all of the creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged. The alchemical child does not gain the bonus hit points received by a construct of the appropriate size.
Defensive Abilities: Alchemical children gain acid resistance 5 (if the base creature has 5 Hit Dice or less) or acid resistance 10 (if the base creature has more than 5 Hit Dice).
Special Qualities: An alchemical child gains the following special qualities.
Lifelike (Ex): Alchemical children mimic living biology. Although they don’t need to, the child can eat, drink, breathe and sleep. They appear to age (although they don’t suffer the negative effects of aging). An alchemical child is considered a creature of the base creature’s type with regard to the effects of alchemical formulae, elixirs and so on.
Mental Link (Su): When within 500 yards of each other, an alchemical child is constantly telepathically linked to its creator, able to receive commands and to transmit everything it sees and hears.
Abilities: Being a construct, an alchemical child has no Constitution score.
Other Constructs
Golems and animated objects are not the only forms of the Created. Spellcasters have experimented with a wide range of materials, attempting to create the perfect servants: obedient, untiring, patient and able to hide among more mundane objects. Like golems, the powers of Ravenloft can also reward obsession by breathing life into these, more unusual, constructs.
Carrionette
CR 1 (XP 400)
CE Diminutive construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +0
Defense
AC 14, touch 14, flat-footed 14 (+4 size)
hp 11 (2d10)
Fort +0, Ref +0, Will +0
Immune construct traits
Offense
Speed 15 ft.
Melee straight razor +2 (1d4-2) or silver needle +4 (paralysis; Will DC 11)
Ranged silver needle +4 (paralysis)
Special possession
Spell-like abilities (CL 2nd)
At will—ventriloquism
Space 2 1/2 ft.; Reach 0 ft.
Statistics
Str 6, Dex 11, Con —, Int 9, Wis 11, Cha 8
Base Atk +2; CMB -2; CMD 6
Feats Weapon Finesse
Skills Climb +8, Stealth +14; racial bonus +8 Climb
SQ Wooden
Ecology
Environment any
Organization solitary or pack (2–8)
Treasure incidental
Special Abilities
Paralysis (Su) A creature struck by one of a carrionette’s needles must make a Will save or the limb pierced by the needle is paralysed. On a critical hit, two limbs are paralysed. The effect of the paralysis is determined by the limb affected; normal carrionettes determine the limb randomly, ignoring any limbs that are already paralysed; Maligno can choose which limb is pierced by his needles.
1 arm - The victim can't perform tasks requiring two hands and drops anything held in that hand.
2 arms - The victim drops anything held in their hands and can't perform tasks requiring the use of their arms. They lose their Dex bonus to AC and suffer an additional -2 penalty to AC. They are sickened.
1 leg - The victim gains the entangled condition.
2 legs - The victim falls prone, gains the entangled condition and is flat footed. If both arms are still functional, they can drag themselves at half speed as a full round action; otherwise, they can only drag themselves 5 ft as a full round action.
3 limbs (of any kind) - As well as suffering the relevant conditions described above, the victim is exhausted.
4 limbs - The victim is paralysed.
A needle can be removed as a move equivalent action that does not provoke an attack of opportunity and requires one hand. The effects of the paralysis fade 1d4 rounds after the needle is removed.
The paralysis is a function of the carrionette, not the needles themselves, which are not magical. The save DC is Wisdom based.
Possession (Su) A carrionette can possess (as magic jar) a helpless humanoid or monstrous humanoid by driving a silver needle into the base of its skull. The carrionette’s essence is transferred into the creature’s body immediately, while the creature’s soul is transferred into the carrionette’s and rendered unconscious for an hour. Carrionettes are not affected by their paralysis ability and can remove the needles easily.
A carrionette’s life force remains tied to its doll body; if the puppet is destroyed, the carrionette’s possessed body dies as well. For that reason, they are careful to lock their original bodies away carefully while they enjoy the possessed body.
A creature trapped in a doll body can return to its own body by driving a silver needle anywhere into their original body. Silver needles are improvised weapons in the hands of non-carrionettes. As before, the carrionette body is rendered inert for an hour, while the living body is functional immediately.
Wooden (Ex) A warp wood spell instantly destroys a carrionette.
Construction
Crafting a carrionette requires silver, silk and rare woods totalling 50 gp in cost.
CL 7th; Price 2,050 gp
Requirements Craft Construct, animate objects, ventriloquism, magic jar; Skill Craft (carpentry) or Craft (sculptures) DC 12; Cost 1,050 gp
Doom Guard
CR 3 (XP 800)
N Medium construct
Init +0; Senses darkvision 60 ft., low-light vision; Perception +4
Defense
AC 19, touch 10, flat-footed 19 (+9 masterwork half plate)
hp 36 (3d10+20)
Fort +1, Ref +1, Will +2
Immune construct traits Resist fire 10, cold 10
Offense
Speed 20 ft.
Melee longsword +6 (1d8+3; crit 19+)
Space 5 ft.; Reach 5 ft.
Statistics
Str 17, Dex 11, Con —, Int 6, Wis 13, Cha 2
Base Atk +3; CMB +6; CMD 16
Feats Cleave, Power Attack
Skills Perception +4, Stealth +3
SQ Freeze
Ecology
Environment any
Organization solitary or prison (2–12)
Treasure incidental
Special Abilities
Freeze (Ex) A doom guard can hold itself so still it appears to be a normal suit of armour. A doom guard that uses freeze can take 20 on its Stealth check to hide in plain sight, disguised as normal armour.
Construction
Crafting a doom guard requires a masterwork suit of full plate mail, costing 1650 gp (which can be made for 330 gp), as well as quicksilver, rare oils and tinctures totalling another 1000 gp in cost.
CL 9th; Price 10,000 gp plus the cost of the armour
Requirements Craft Construct, fabricate, geas/quest, caster must be at least 9th level; Skill Craft (armour) or Craft (weapon) DC 15 (20 to make the armour); Cost 5,500 gp plus the cost of the armour
Wicker Man
CR 10 (XP 9,600)
N Huge construct
Init –1; Senses darkvision 60 ft., low-light vision; Perception +1
Defense
AC 23, touch 7, flat-footed 23 (–1 Dex, +16 natural, –2 size)
hp 117 (14d10+40)
Fort +4, Ref +3, Will +5
DR 5/adamantine; Immune fire, construct traits
Offense
Speed 30 ft.
Melee bite +25 (2d6+12 plus grab), 2 slams +20 (1d6+12)
Space 15 ft.; Reach 15 ft.
Special Attacks swallow whole (no damage [see below], AC 18, 31 hp), trample (2d6+18, DC 25), flaming body
Statistics
Str 32, Dex 8, Con —, Int —, Wis 12, Cha 1
Base Atk +14; CMB +28 (+32 grapple); CMD 37 (41 vs. trip)
Ecology
Environment any
Organization solitary or prison (2–12)
Treasure incidental
Special Abilities
Flaming Body (Ex) Anytime a wicker man is affected by an effect that deals fire damage, determine how much damage the construct would have taken if it were not immune to fire. Creatures currently swallowed whole by the construct take fire damage equal to half of this amount. Exposure to fire also causes the wicker man to catch fire for 2d6 rounds, which deals 1d6 damage to anyone within 10 ft, and 2d6 damage to anyone swallowed whole. Continued exposure to flame extends the duration of the effect, but not the damage.
Swallow Whole (Ex) Rather than being swallowed, wicker men can trap unlucky opponents in their hollow bellies. Once swallowed by a wicker man, an opponent takes no damage, but is trapped inside the creature’s interior. The construct’s maw locks down, preventing creatures from climbing back out. A creature can attempt to hack or smash its way out as normal, but a wicker man’s stomach has hit points equal to one-tenth its actual hit points plus its half its bonus hit points for being a construct (totalling 31 hit points for most wicker men). A Huge wicker man’s belly can hold 2 Medium creatures at a time.
Construction
Crafting a wicker man requires wicker, blocks of fine wood, crushed herbs, and oils worth 1,000 gp in cost.
CL 11th; Price 43,000 gp
Requirements Craft Construct, endure elements, command plants, wall of fire, creator must be at least 11th level; Skill Craft (baskets) or Craft (carpentry) DC 16; Cost 22,000 gp
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 6:52 am
by The Giamarga
Ryan Naylor wrote:A very quiet week it would seem.
However, today is my 30th birthday, so in celebration, I'm giving you a bumper fun extra heavy duty update!
With a Created theme, which seems appropriate for a birthday.
Congrats! ...Wait, that means you were only 15 when the Book of Souls got published.
At least your birthday isn't undead themed. Yet.
Also once again thank you for sharing your PF Ravenloft. I hope we see the whole conversion as a netbook someday...
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 11:47 am
by Nemesio
Happy Belated B-Day Ryan. I didn't realize you were so young. 30 is a good age!
Also kick ass stuff as usual.

Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 5:16 pm
by Ryan Naylor
The Giamarga wrote:Congrats! ...Wait, that means you were only 15 when the Book of Souls got published.
I was, yes, but I wasn't a member of the Kargatane until 2 years later.
At least your birthday isn't undead themed. Yet.
Also once again thank you for sharing your PF Ravenloft. I hope we see the whole conversion as a netbook someday...
Nemesio wrote:Happy Belated B-Day Ryan. I didn't realize you were so young. 30 is a good age!
Also kick ass stuff as usual.

Zilfer wrote:Congradulations and happy birthday!
And thank you all as well
Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 7:01 pm
by Nemesio
So Ryan... Are you gonna put all this stuff into a PDF or something at some point. You have so much material.
Well in any event, I'm sure glad you've taken it upon yourself to translate so much stuff over to Pathfinder.
Lemme know if you ever wanna collaborate on anything. As you know I have a similar hobby.

Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 7:54 pm
by Ryan Naylor
We're only about a quarter of the way through what I've got.

Obsession, obsession.
My intention was to get feedback on what I've done, make a few tweaks here and there based on the feedback, and then release them as pdfs. As we've already seen, I've tweaked the carrionette's possession power, the Order of Ravens powers, and the Mists domain through the feedback you've collectively given me.
But pdfs have always been the long term goal.
And I'm happy to collaborate. I'd particularly like to sketch out a Dying Days adventure path, but I'm open to other ideas. Anyone interested, PM me.
Otherwise, keep up the analysis and feedback.

Re: Pathfinder in the Mists
Posted: Wed Mar 20, 2013 8:18 pm
by Zilfer
What would the "Dying Days Adventure path" be? *perks up*