more Stat Blocks for my Pathfinder/Ravenloft campaign

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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by steveflam »

Gonzoron of the FoS wrote:
Zilfer wrote:But i'm not a necromancer! Honest!
Pshah.. right, that's what all the necromancers say...
A Necromancer like Dr Orpheus........... :azalin:
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Zilfer »

His studies are blaspemous to even necromancers!
There's always something to lose.

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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by steveflam »

Zilfer wrote:His studies are blaspemous to even necromancers!

LOL!


He'd make a great pc to play.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

So here is my version of Leo Dilisnya... I didn't focus so much on making him a skilled spellcaster, as I thought it would be more interesting if he could convince people that he had powers and magic that he clearly didn't possess. In I'Strahd, I remember him as being utterly wicked, resourceful, and a skillful liar, so that is how I made him. In death he's even more cunning and a better liar, when he's not in a blood frenzy that is. His low Strength score forces him to make liberal use of his dominate ability, as he's a vampire with most of the frailty of a man mere years away from death. His can create living minions for himself, but they probably don't last long, so he's pretty much on his own. He could potentially have a large amount of spawn running around, but he likely doesn't have the concentration or experience to command these either, most of the time anyway.

Leo is a deadly creature. Woe to Strahd if he ever regains control enough to put his keen intellect to work, devising a plot for revenge against the Count. Technically speaking, Leo is still Strahd's spawn, but I have a feeling the Dark Powers would find a way to remedy that...

LEO DILISNYA, Patriarch of the Dilisnya Family, CR 20 (XP 307,200)
Male venerable human ancient vampire spy 7/assassin 1/master spy 6/necromancer 2
CE Medium undead (augmented humanoid)
Init +9; Senses darkvision 60 ft., scent; Perception +31
DEFENSE
AC 23, touch 16, flat-footed 17 (+5 Dex, +7 natural, +1 dodge)
hp 214 (14d8+2d6+28); fast healing 6
Fort +11, Ref +17, Will +14
Defensive Abilities channel resistance +6, concealed thoughts, elude detection, evasion, slippery mind, uncanny dodge; DR 25/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses bloodlust, gluttony, vampire weaknesses
OFFENSE
Speed 50 ft.
Melee +4 stalking dagger +20/+15 (1d4+5/17-20); slam +15 (1d4+1 plus energy drain)
Special Attacks blood drain, channel negative energy 9/day (DC 18, 1d6), children of the night, create spawn, death attack (DC 23), dominate (DC 25), energy drain (2 levels, DC 25), sneak attack +7d6
Arcane School Spell-Like Abilities (CL 2nd; concentration +8)
9/day—grave touch (1 round)
Necromancer Spells Prepared (CL 2nd; concentration +8)
1st—disguise self, ray of enfeeblement (DC 17), silent image (DC 17), sleep (DC 17), ventriloquism (DC 17)
0—arcane mark, detect magic, ghost sound (DC 16), read magic
Opposition Schools conjuration, evocation
Spell-Like Abilities (CL 6th; concentration +13)
2/day—magic aura (only to make objects appear nonmagical)
STATISTICS
Str 12, Dex 20, Con —, Int 22, Wis 22, Cha 25
Base Atk +10; CMB +11; CMD 26
Feats Alertness, Betrayer, Combat Expertise, Combat Reflexes, Deceitful, Dodge, Improved Critical (dagger), Improved Feint, Improved Initiative, Lightning Reflexes, Persuasive, Quick Draw, Toughness, Weapon Finesse, Weapon Focus (dagger)
Skills Acrobatics +13 [+21 jumping], Appraise +19, Bluff +44 [+49 to deceive someone], Climb +9, Craft (alchemy) +25, Diplomacy +24, Disable Device +18, Disguise +28, Escape Artist +18, Fly +13, Handle Animal +12, Intimidate +24, Knowledge (arcana) +25, Knowledge (history) +14, Knowledge (local) +14, Knowledge (nobility) +14, Knowledge (religion) +14, Perception +31 [+35 to hear the details of a conversation, or to find concealed or secret objects], Ride +10, Sense Motive +32, Sleight of Hand +20, Spellcraft +25, Stealth +34, Survival +11, Use Magic Device +20; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth, Swim +9
Languages Balok, Darkonese, Draconic, Infernal, Luktar, Mordentish, Vaasi
SQ art of deception, change shape (dire bat or wolf, beast shape II), gaseous form, glib lie, mask alignment, master of disguise, poison use, quick change, rogue talents (canny observer, honeyed words, swift poison), shadowless, shift alignment, skilled liar +3, spider climb, superficial knowledge +3
Gear +4 stalking dagger, spell component pouch, spellbook
SPECIAL ABILITIES
Blood Drain (Su) Leo can suck blood from a grappled opponent; if he establishes or maintains a pin, he drains blood, dealing 2d4 (not 1d4 like a standard vampire) points of Constitution damage. Leo heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of 214 temporary hit points) each round he drains blood.
Bloodlust (Ex) The sight or smell of blood drives Leo into an uncontrollable frenzy. He is compelled to consume the inciting blood and may do nothing else, though he will not charge into certain death. He may risk death, however, and certainly does not hold back from combat. Leo gains no bonuses from this frenzied state. Once the inciting source of blood is consumed, Leo is temporarily sated and does not risk frenzy again until 1 hour has passed.
Children of the Night (Su) Once per day, Leo can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. These creatures arrive in 2d6 rounds and serve him for up to 1 hour.
Concealed Thoughts (Su) Leo can conceal his schemes from mind-reading magic. When a creature is using detect thoughts or similar magic to read his mind, he decides what surface thoughts his opponent detects, and his true surface thoughts remain private. This ability does not protect against mental attacks or mind-reading that delves deeper than surface thoughts.
Create Spawn (Su) Leo can create spawn out of those he slays with blood drain or energy drain, provided that the slain creature is of the humanoid type. The victim rises from death as a vampire in 1d4 days. This vampire is under the command of Leo, and remains enslaved until his destruction. Leo may have enslaved spawn totaling no more than 32 Hit Dice; any spawn he creates that would exceed this limit become free-willed undead. Leo may free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Death Attack (Ex) If Leo studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (Leo’s choice). Studying the victim is a standard action. The death attack fails if the target detects or recognizes Leo as an enemy (although the attack might still be a sneak attack if the target is denied his Dexterity bonus to his Armor Class or is flanked). If the victim of such a death attack fails a Fortitude save DC 23 against the kill effect, they die. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+7 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Leo has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes their save) or if Leo does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Dominate (Su) Leo can crush a humanoid opponent’s will as a standard action. Anyone Leo targets must succeed on a Will save DC 25 or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Elude Detection (Sp) Leo can befuddle divinations used against him as if he were under the effect of a nondetection spell (CL 16th). He can suppress or resume this protection as a standard action. If dispelled, Leo cannot resume the nondetection for 1d4 rounds.
Energy Drain (Su) A creature hit by the slam attack of Leo gains two negative levels. This ability only triggers once per round, regardless of the number of attacks Leo makes.
Gaseous Form (Su) As a standard action, Leo can assume gaseous form at will (caster level 5th), but he can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Glib Lie (Su) Leo can deceive truth-detecting magic. A creature using this sort of magic against him must succeed on a caster level check against a DC of 21 to succeed (as if Leo were under the effect of a glibness spell); failure means the magic doesn’t detect Leo’s lies or force him to speak only the truth. This ability does not give Leo the glibness spell’s bonus on Bluff checks.
Gluttony (Ex) Leo must consume twice as much blood per day (8 Constitution points instead of 4) or suffer one negative level and have his powers reduced as if he had lost an age category. If Leo is reduced to 1 level through lack of blood, he becomes a feral predator incapable of anything else but the pursuit of sustenance. Leo cannot fall below one level or below Fledgling status through lack of feeding. Negative levels persist until Leo is able to feed sufficiently. For each day he ingests the minimum requirement of blood, one level and age category are restored.
Mask Alignment (Su) Leo can alter his alignment aura to deceive spells that discern alignment (such as detect evil). He may choose to detect as any specific alignment, or to detect as no alignment at all. This ability does not protect against spells or effects that cause harm based on alignment. Masking his alignment aura is a standard action, and lasts until Leo changes it again or ends the effect.
Master of Disguise (Ex) Leo can create a disguise in half the time normally required. In addition, any penalties from assuming a disguise of a different gender, race, age, or size are reduced by 1.
Poison Use (Ex) Leo is trained in the use of poison and cannot accidentally poison himself when applying poison to a blade.
Quick Change (Ex) Leo can assume a disguise in only 2d4 rounds by taking a –10 penalty on his Disguise check.
Shadowless (Ex) Leo casts no shadows and shows no reflection in a mirror.
Shift Alignment (Su) When Leo assumes a false alignment, he can choose to have all spells and magic items affect him as though he were that alignment; this includes helpful and harmful effects. Leo can change his alignment aura from a masked alignment (where effects still function based on his actual alignment) to a shifted alignment (where effects function based on his assumed alignment) as a standard action. Shifting his alignment aura is a standard action, and lasts until he changes it again or ends the effect.
Slippery Mind (Su) Leo can wriggle free from magical effects that would otherwise control or compel him. If Leo is affected by an enchantment spell or effect and fails his saving throw, he can attempt it again 1 round later at the same DC. He gets only one chance to succeed on his saving throw.
Spider Climb (Ex) Leo can climb sheer surfaces as though under the effects of a spider climb spell.
Superficial Knowledge (Ex) Leo gives the appearance of knowing more than he actually does. He can make untrained Knowledge and Profession checks pertaining to his cover or assumed identity as if he were trained and gains a +3 bonus on these checks.
Vampire Weaknesses (Ex) Leo cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, he recoils from mirrors or strongly presented holy symbols. These things don’t harm Leo—they merely keep him at bay. While recoiling, Leo must stay at least 5 feet away from the mirror or holy symbol and cannot touch or make melee attacks against that creature. Holding Leo at bay takes a standard action. After 1 round, Leo can overcome his revulsion of the object and functions normally each round he makes a DC 25 Will save. Leo cannot enter a private home or dwelling unless invited in by someone with the authority to do so. Reducing Leo’s hit points to 0 or lower incapacitates him but doesn’t always destroy him (see fast healing). However, certain attacks can slay him. Exposing Leo to direct sunlight staggers him on the first round of exposure and destroys him utterly on the second consecutive round of exposure if he does not escape. Each round of immersion in running water inflicts damage on Leo equal to one third of his maximum hit points—if Leo is reduced to 0 hit points in this manner he is destroyed. Driving a wooden stake through Leo’s heart while he is helpless instantly slays him (this is a full-round action). However, he returns to life if the stake is removed, unless his head is also severed and anointed with holy water.
Last edited by Nemesio on Tue Sep 10, 2013 8:52 pm, edited 6 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by steveflam »

If I was Strahd, I'd start wearing Adult Depends. Leo is kickass, Nemesio.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Thanks Steve. Any suggestions of who I should work on next... I've got a bit of a block lately... Spread a little thin on here. :lol:
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Zilfer »

I think you did Alanik Ray already and his companion right? Have you done Conner? He's a werewolf hunter :D.

Just cycling through names.... have you already done the Twins and George Weathermay? Jules Weathermay? There's always the leader of the lamplighters.... and the sheriff who works with him.

I kinda like the Darkling from Karina in the adventure "The Evil Eye". Though that's because I have a black character named scar.... <.< and it just struck me as funny when I read that adventure. xD

An Interesting one might be the undead man who seeks his murderer..... Ratik? Something like that, though I'm still confused as to what specifically happened to him! xD
There's always something to lose.

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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by The Giamarga »

PF stats for the Twins and George Weathermay, along with Van Richten appear in a recent QtR article.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by steveflam »

What about the sisters in Pont A Museau?
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Has anyone ever gave stats to all the Rat Sisters?
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by steveflam »

Nemesio wrote:Has anyone ever gave stats to all the Rat Sisters?
Maybe in one of the 2nd edition boxes? I'm pretty surer they have stats maybe on the site here for
3E or 3.5.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Zilfer »

The Giamarga wrote:PF stats for the Twins and George Weathermay, along with Van Richten appear in a recent QtR article.
Gotcha. :D
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

Here is my version of Blackroot... Its always frustrated me that quickwoods were so much cooler than evil treants. They had bite and root attacks, and could still animate trees. Anyway, I think that Blackroot doesn't necessarily have to be a traditional treant, since he started off as an "ordinary" tree. Why not make him something unique, so I blended aspects of a treant and a quickwood, and even added a few abilities like grab, trip, swallow hole, and of course his druid spells. I think a tree should be able to take on multiple opponents, and a malicious animated tree would be able to knock a bunch of people on their ass. If Blackroot is ever outmatched by its foes, it can use summon nature's ally VI and animate trees to level the field.

BLACKROOT, CR 14 (XP 38,400)
Unique treant
NE Gargantuan plant
Init –1; Senses low-light vision; Perception +20
DEFENSE
AC 23, touch 5, flat-footed 23 (–1 Dex, +18 natural, –4 size)
hp 225 (18d8+126)
Fort +18, Ref +5, Will +11
Defensive Abilities plant traits; DR 10/slashing
Weaknesses vulnerability to fire
OFFENSE
Speed 30 ft.
Melee 2 slams +23 (3d6+13/19–20), bite +22 (3d8+13 plus grab), 6 roots +22 (1d8+13 plus trip)
Ranged rock +8 (3d6+13)
Space 15 ft.; Reach 15 ft. (30 ft. with roots)
Special Attacks rock throwing (180 ft.), swallow whole (5d6 acid damage, AC 28, 22 hp), trample (3d6+19, DC 32), trip
Spells Prepared (CL 12th; concentration +15)
6th—summon nature’s ally VI (2)
5th—awaken, insect plague, unhallow
4th—command plants (DC 17), freedom of movement, giant vermin
3rd—contagion (2, DC 16), protection from energy, quench (2)
2nd—animal messenger, barkskin, fog cloud, gust of wind (2, DC 15)
1st—entangle (2, DC 14), faerie fire, pass without trace, speak with animals
0—create water, detect magic, detect poison, resistance
STATISTICS
Str 37, Dex 8, Con 25, Int 12, Wis 16, Cha 13
Base Atk +13; CMB +30 [+32 to bull rush a foe; +34 to start and maintain a grapple]; CMD 39 [41 vs. bull rush attempts, cannot be tripped ]
Feats Alertness, Awesome Blow, Improved Critical (slam), Improved Bull Rush, Improved Natural Attack (bite), Improved Sunder, Iron Will, Power Attack (-3/+6), Weapon Focus (slam)
Skills Intimidate +22, Knowledge (nature) +14, Perception +20, Sense Motive +16, Stealth –3 (+13 in forests); Racial Modifiers +16 Stealth in forests
Languages Treant, Sylvan, Tepestani
SQ animate trees, double damage against objects, treespeech
SPECIAL ABILITIES
Animate Trees (Sp) Blackroot can animate any trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a tree to uproot itself, after which it moves at a speed of 10 feet and fights as a treant (although it has only one slam attack and lacks treant’s animation and rockthrowing abilities), gaining the treant’s vulnerability to fire. If Blackroot terminates the animation, moves out of range, or is incapacitated, the tree immediately takes root wherever it is and returns to its normal state.
Double Damage Against Objects (Ex) If Blackroot, or an animated tree makes a full attack against an object or structure, it deals double damage.
Spells (Sp) Blackroot can cast divine spells as a 12th-level druid. Blackroot does not gain access to any other druid abilities.
Treespeech (Ex) Blackroot has the ability to converse with plants as if subject to a continual speak with plants spell, and most plants greet Blackroot with an attitude of friendly or helpful.
Last edited by Nemesio on Mon Sep 09, 2013 12:08 am, edited 11 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Nemesio »

So here is my interpretation of the Himmelsk Naeve of the Iron Faith... His longevity and power are proof of his exalted position above all men in the eyes of the Lawgiver.

PIETER JERGAAR, Himmelsk Naeve (“Divine Fist”) of the Iron Faith, CR 15 (51,200)
Male human cleric of the Lawgiver 16
LE Medium humanoid (human)
Init +0; Senses Perception +10
DEFENSE
AC 22, touch 10, flat-footed 22 (+12 armor)
hp 88 (16d8)
Fort +11, Ref +5, Will +17
OFFENSE
Speed 20 ft. [30 ft. unarmored]
Melee +2 impact unholy heavy flail +15/+10/+5 (2d8+5/17-20)
Special Attacks channel negative energy 7/day (DC 22, 8d6), staff of order (8 rounds, 2/day), weapon master (16 rounds/day)
Domain Spell-Like Abilities (CL 16th; concentration +21)
8/day—battle rage (+8 damage), touch of law
Cleric Spells Prepared (CL 16th; concentration +21)
8th—frightful aspect, shield of lawD (DC 23)
7th—dictumD (DC 22), mass cure critical wounds, power word blindD
6th—blade barrierD (DC 21), greater dispel magic, heal, hold monsterD (DC 21)
5th—dispel chaosD (DC 20), flame strikeD (2, DC 20), greater command (2, DC 20), true seeing
4th—cure critical wounds, death ward, discern lies (DC 19), divine powerD, greater magic weapon, orders wrathD (DC 19)
3rd—bestow curse (DC 18) cure serious wounds, deadly juggernaut, magic circle against chaosD, magic vestmentD, protection from energy
2nd—align weapon (law only)D, bull’s strength, effortless armor, enthrall (DC 17), instrument of agony (DC 17), spiritual weapon D
1st—bless (2), curse water, magic weaponD (2), protection from chaosD, shield of faith
0 (at will)—detect magic, detect poison, read magic, resistance
D Domain spell; Domains Law, War
STATISTICS
Str 15, Dex 10, Con 10, Int 17, Wis 21, Cha 18
Base Atk +12; CMB +14 (+18 to bull rush a foe); CMD 24 (26 vs. bull rush attempts)
Feats Bull Rush Strike, Craft Magic Arms and Armor, Craft Wondrous Item, Improved Bull Rush, Improved Critical (heavy flail), Iron Will, Power Attack (-3/+9), Selective Channeling, Weapon Focus (heavy flail)
Skills Appraise +16, Diplomacy +17, Heal +13, Intimidate +14, Knowledge (arcana) +16, Knowledge (history) +16, Knowledge (local) +11, Knowledge (nobility) +16, Knowledge (planes) +11, Knowledge (religion) +22, Linguistics +8, Perception +10, Sense Motive +12, Spellcraft +16
Languages Vaasi, Balok, Darkonese, Grabenite, Mordentish
SQ aura, spontaneous casting (inflict)
Gear cold iron unholy symbol of the Lawgiver, headband of mental superiority +2, +2 impact unholy heavy flail, +2 light fortification full plate, unholy water
SPECIAL ABILITIES
Battle Rage (Sp) Pieter can touch a creature as a standard action to give it a +8 bonus on melee damage rolls for 1 round. He can do so 8/day.
Persistence (Su) The Dark Powers have gifted the Himmelsk Naeve, Pieter Jergaar with unnatural longevity reminiscent of that possessed by the legendary Forstregel (“First Ruler”). Though more than 70 years old, Pieter appears to be a man in his fifties, and he is vigorous as a man in the prime of his life.
Staff of Order (Su) Pieter can give a weapon touched the axiomatic special weapon quality for up to 8 rounds. He can use this ability 2/day.
Touch of Law (Sp) Pieter can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all attack rolls, skill checks, ability checks, and saving throws for 1 round as if the natural d20 roll resulted in an 11. He can use this ability a number 8/day.
Weapon Master (Su) Pieter can gain the use of one combat feat for 16 rounds per day. These rounds do not need to be consecutive and you can change the feat chosen each time Pieter uses this ability. He must meet the prerequisites to use this feat.
Last edited by Nemesio on Mon Sep 09, 2013 12:08 am, edited 7 times in total.
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Re: more Stat Blocks for my Pathfinder/Ravenloft campaign

Post by Joël of the FoS »

Himmelks is quite tough, was he Cleric 16th in canon?

---

Special demand, if you feel like it: basic stats for a generic vistani tribe (raunie/seer 7th, a younger raunie-in-training 3rd or 4th, captain 4th, the rest of adults 2nd, the young).

Then we could add what's needed to flavor the tribe depending on the taske they come from.

It is a pet project I had bet never got the time to do it...

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