Pathfinder in the Mists

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Ryan Naylor
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Note that Althea's background is entirely my invention, and based on the Greek myths of Medea (particularly) and Medusa.



Althea (Demise)

Timeline
c644 BC Born on the Prime Material Plane.
c660 BC Sells false medicines to plague sufferers. Rogue 1.
c662 BC Marries rich old man, planning to inherit his wealth. Her family come to sponge off her.
c665 BC Meets Creon and falls wildly in love with him. They take as much treasure as they can carry and elope. Her family pursues, so she kills her brother and leaves pieces of him behind the ship to slow down her father.
c667 BC Creon abandons her for a wealthier model, leaving her penniless. She murders their children (disinherited by remarriage) rather than allow them to be sold into slavery. She poisons Creon’s new wife (causing her to miscarry), and seduces and profanes the priest of his faith. The gods strike her down for blasphemy. She becomes a medusa and darklord of Demise (at this point an Island).
686 BC The Isle of Demise joins the Core.
760 BC Present day.

Powers Checks
Caress (Betrayal: peddling false medicines: 8%; c660 BC):
Enticement (Betrayal and Violence: murders brother so she and Creon can escape: 16%; c.665 BC):
Invitation (Betrayal and Violence: murders children: 32%; c667 BC):
Embrace (Betrayal and Violence: causes Creon’s new wife to miscarry and die of blood loss: 16%; c667 BC):
Creature (Blasphemy: seduces priest on the altar to profane it: 16%; c667 BC): Becomes a medusa and darklord of Demise.

Base stats
S 10 D 15 C 18 I 12 W 13 Ch 15 (base medusa)
CR 8 (7 [base] + 1 [darklord abilities])

760 BC (Current day stats)
CR 8 XP 4,800
Female Medusa
LE Medium Monstrous Humanoid
Init: +6 (Dex, feat) Senses: All-around vision, darkvision 60 ft; Perception +16
Defense
AC 17 Touch 12 Flat-footed 15 (+2 Dex, +4 natural, +1 armour)
hp 80 (10 +7d10 +32)
Fort +7, Ref +9, Will +8
Offense
Spd 30 ft.
Melee Masterwork short sword +11/+6 (1d6; crit 19+) and snake bite +5 (1d4 plus poison)
Ranged Masterwork short bow +11/+6 (1d8; crit 3x, range 60 ft)
Spit poison +11 touch (blindness, range 10 ft)
Special Attacks Petrifying gaze
Spell-like Abilities (CL 8th) 3/day—suggestion (DC 15)
Space/Reach: 5’/5’
S 10 D 15 C 18 I 12 W 13 Ch 15
BAB +8 CMB +8 CMD 20 (18)

Feats
Improved Initiative, Weapon Finesse, Ability focus (petrifying gaze), Skill focus (Bluff)
Skills
Bluff +13 (8), Disguise +10 (8), Intimidate +13 (8), Perception +16 (8), Stealth +13 (8); +4 racial bonus to Perception.
Languages
Helladic*, Lamordian

Treasure
(2400 gp/2400 gp)
Masterwork short sword, masterwork shortbow, bracers of armour +1, cloak of resistance +1

Special
All-around vision
Petrifying gaze (DC 18)
Spit poison (DC 18)
Poison (Bite—injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d4 Con; cure 2 consecutive saves. The save DC is Constitution-based.)
Suggestion
Sinkhole of evil
Last edited by Ryan Naylor on Wed Oct 23, 2013 10:35 pm, edited 1 time in total.
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Re: Pathfinder in the Mists

Post by Nemesio »

The other Tristan! One of my faves!
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Re: Pathfinder in the Mists

Post by Gonzoron of the FoS »

Nice to see Althea get some love. Quite different than mine in history, though the stats are similar, since we both used mostly a stock Medusa. You mentioned Rogue 1 in her backstory though. Were you going to add class levels and then changed your mind?

(Anyone waiting to see my version of Althea is going to have to wait a wee bit. There's another SoS Gaz preview in this year's QtR, but it's not Demise... )
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

No. When she was human, she was a rogue. When she became a medusa, the rogue levels became medusa Hit Dice.
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Re: Pathfinder in the Mists

Post by Gonzoron of the FoS »

Ryan Naylor wrote:No. When she was human, she was a rogue. When she became a medusa, the rogue levels became medusa Hit Dice.
Ah, got it. that makes sense.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Well, we've more or less come to the end of the substantive part of the revisions. And it only took 9 months to get here.

Just a few darklords to go...


I am otherwise open to questions, requests and other discussion about anything that has or has not been covered.
Last edited by Ryan Naylor on Wed Oct 30, 2013 6:19 am, edited 1 time in total.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Ankhtepot (Har’Akir)
(The Amber Wastes)

Timeline
c495 BC Born in the Black Land.
551 BC Murdered in his sleep by his priests; remains aware as he is mummified. Becomes darklord of Har’Akir. The first awakening. Likely awakens every 30 years or so. His fourth son is Khamose, who becomes Pharaoh and marries Tiyet.
738 BC Senmet’s coup fails; Ankhtepot awakens for the seventh time.
746 BC The Amber Wastes form.
760 BC Present day.

Powers Checks
Caress (Blasphemy and Violence: evil experiments on slaves: 8%; c540 BC): The Black Land is cursed. Loses ability to transform into an eagle.
Enticement (Blasphemy: razes the temples of Ra: 100%; c550 BC): Improved natural armour. Loses other cleric powers?
Invitation (Blasphemy: curses Ra to his face: 64%; c550 BC): Cursed by Ra. Disease touch.
Embrace (Black Magic and Blasphemy: learns necromancy: 16%; 550 BC): Despair.
Creature (Blasphemy: breaks from the church of Ra: 8%; 551 BC): Becomes an ancient dead and darklord of Har’Akir. Regains cleric powers. Become human.

Base stats
S 12 D 12 C 10 I 11 W 16 Ch 14 (high fantasy)
Racial: Wis +2 (human)
Levelling: Wis +3
Aging: Old
Favoured class: hp
CR 20 (14 [levels] + 5 [template] + 1 [darklord abilities])

760 BC (Current day stats)
CR 20 XP 307,200
Male Old Human Cleric of Ra 15 Rank Five Ancient Dead
CE Medium Undead (augmented humanoid, human)
Init: +7 (Dex, feat) Senses: Darkvision 60 ft; Perception +27
Aura: despair (60 ft, DC 33), faithless (30 ft, +4 channel resistance), chaos, evil
Defense
AC 39 Touch 16 Flat-footed 36 (+3 Dex, +20 natural, +3 deflection)
hp 176 (8 +14d8 +15 +90), fast healing 5
Fort +11, Ref +10, Will +22
Resist electricity 20, fire 20, acid 10
Immune cold
DR 5/-
Resist blows
Rejuvenation
SR 22
Channel resistance +21
Offense
Spd 30 ft.
Melee +20 slam (2d6+20 plus disease)
Ranged +14
Space/Reach: 5’/5’
S 21 D 17 C - I 17 W 33 Ch 22
BAB +11 CMB +16 CMD 32 (29)

Feats
Combat Casting, Combat Reflexes, Command Undead (DC 23), Destructive Dispel, Divine Interference, Improved Initiative, Piercing Spell, Quicken Spell, Scribe Scroll

Skills
Bluff +9 (0), Diplomacy +13 (1), Fly +8 (2), Intimidate +24 (12), Knowledge (arcana) +16 (10), Knowledge (history) +16 (10), Knowledge (nature) +10 (7), Knowledge (nobility) +10 (4), Knowledge (planes) +15 (9), Knowledge (religion) +15 (9), Linguistics +12 (6), Perception +27 (5), Sense Motive +16 (2), Spellcraft +18 (12), Stealth +15 (1)
Languages
Akiri*, Abyssal, Auran, Celestial, Draconic, Ignan, Infernal, Terran

Treasure
(159,000 gp)
Amulet of mighty fists +4/natural armour +3, circlet of persuasion/major crown of blasting/medallion of thoughts, ring of protection +3, cloak of resistance +2

Special
Channel negative energy (9/day, 8d6, DC 23)
Fire bolt/lightning arc (14/day each, 1d6+7 damage, 30 ft ranged touch attack)
Spontaneous casting
Resist blows
Rejuvenation
Despair (60 ft, paralysed 1d4 rds)
Disease (DC 33; 1d6 Cha drain, 1d3 Str drain, 1d3 Con drain, plus nauseated if stressed; DC 20 caster level check to heal afflicted, no natural healing, requires remove curse plus 1 remove disease per day of infection, all cast in one day to remove)
Spell resistance 22
Create spawn (mummify alive those afflicted with disease)
Curse of vengeance (+9 to curses)
Fast healing 5
Faithless (+4)
Divine wrath
Vengeance
Terrifying (2)
Onslaught (2)
Deathbringer (3)
Improved natural armour (4)
Overwhelming despair
Become human
Mastery +6
Sinkhole of evil

Spell-like Abilities
DC 21 + spell level; CL 15
1/day – daylight, flame strike, sunbeam

Typical Spells
Domains: Air, Fire
DC 21 + spell level
0 – resistance, read magic, light, detect magic
1 – shield of faith, divine favour, bane, cause fear, command, doom, sanctuary, obscuring mist
2 – resist energy, wind wall, desecrate, aid, darkness, shard of chaos, spiritual weapon (2)
3 – searing light, gaseous form, magic circle against good, animate dead, contagion, dispel magic, blindness/deafness, deadly juggernaut
4 – poison, divine power, wall of fire, air walk, debilitating portent, summon monster IV (2)
5 – righteous might, flame strike, greater command, mass inflict light wounds, insect plague, control winds, reprobation
6 – greater dispel magic, harm, blade barrier, chain lightning, dust form, epidemic
7 – elemental body IV, control weather, blasphemy, summon monster VII (2)
8 – earthquake, fire storm, whirlwind

Ankhtepot (human form)
CR 1/2
Male Human Aristocrat 1
CE Medium Humanoid (human)
Init +5; Senses: Perception +8
AC 14, touch 14, flat-footed 13 (+1 Dex, +3 deflection)
hp 8 (1d8)
Fort +0, Ref +1, Will +6
Spd 30 ft.
Melee Unarmed Strike +1 (1d3+1/20/x2)
Str 12, Dex 12, Con 10, Int 11, Wis 18, Cha 14
Base Atk +0; CMB +1; CMD 15
Improved Initiative, Combat Reflexes; Diplomacy +6 (1), Intimidate +6 (1), Knowledge (arcana) +4 (1), Knowledge (history) +13 (1 plus bonus), Knowledge (nature) +10 (1 plus bonus), Knowledge (nobility) +7 (1 plus bonus), Knowledge (planes) +4 (1), Knowledge (religion) +12 (1 plus bonus), Linguistics +9 (1 plus bonus), Perception +8 (1), Sense Motive +8 (1), Stealth +2 (1); Akiri*, Abyssal, Celestial, Common, Draconic, Ignan, Infernal, Terran
Ring of Protection +3
Bonus skill points from age and curse
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Re: Pathfinder in the Mists

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Arijani (Sri’Raji)
(The Verdurous Lands)

Timeline
c600 BC Born in Prime Material Sri’Raji to Ravana and a human priestess of Kali. Given to the rakshasa of Bahru.
c640 BC Begins to plot against the other rakshasa, leading to their discovery and destruction.
670 BC Bahru is destroyed in the conflict between humans and rakshasa. Ravana is captured by Arijani and killed. Sri’Raji forms.
727 BC Jahed enters Sri’Raji and begins working against Arijani as Ravana’s servant.
744 BC Sri’Raji joins the Verdurous Lands cluster.
760 BC Present day.

Powers Checks
Caress (Betrayal: begins working against the rakshasa: 4%; c640 BC): Altered change self.
Enticement (Betrayal and Violence: destruction of the rakshasa: 8%; c660 BC): Half a cleric level.
Invitation (Betrayal and Violence: causing the destruction of Bahru: 8%; 670 BC): Cleric +1
Embrace (Blasphemy: captured Ravana: 8%; 670 BC): Immune to damage from rakshasa and Rajians.
Creature (Betrayal, Blasphemy and Violence: breaks his word and kills Ravana: 16%; 670 BC): Becomes darklord of Sri’Raji. Illusion of horror, crossbow vulnerability.

Base stats
S 15 D 20 C 18 I 119 W 18 Ch 18 (base hero rakshasa)
Levelling: Int +2, Wis +1
Favoured class: hp
CR 20 (10 [base] + 9 [levels] + 1 [darklord abilities])

760 BC (Current day stats)
CR 20 XP 307,200
Male Rakshasa Cleric 8/Sorcerer 5
CE Medium Outsider (natiuve, shapechanger)
Init: +9 (Dex, feat) Senses: Darkvision 60 ft; Perception +30
Aura: Overwhelming evil, chaos
Defense
AC 30 Touch 18 Flat-footed 24 (+5 Dex, +9 natural, +3 armour, +2 deflection, +1 dodge)
hp 213 (10 +9d10 +8d8 +5d6 +92 +8)
Fort +14, Ref +15, Will +21
DR 15/good and piercing
SR 25
50% miss chance
Offense
Spd 40 ft
Melee +26/+21/+16/+11 mithral kukri +3 (1d4+5; crit 15+) plus +18 bite (1d6+1) plus +18 claw (1d4+1)
+23 bite (1d6+2) and +23 claw (1d4+2)
Ranged +23/+18/+13/+8
Space/Reach: 5’/5’
S 15 D 20 C 18 I 21 W 19 Ch 18
BAB +18 CMB +20 CMD 38 (32)

Feats
Combat Casting, Combat Expertise, Dodge, Eschew Materials, Greater Spell Focus (illusion), Improved Critical (kukri), Improved Initiative, Silent Spell, Spell Focus (enchantment, illusion), Spell Penetration, Still Spell, Weapon Finesse
Skills
Bluff +31 (20), Diplomacy +25 (18), Disguise +25 (10), Intimidate +20 (13), Knowledge (arcana) +13 (5), Knowledge (geography) +11 (6), Knowledge (history) +13 (5), Knowledge (local) +11 (6), Knowledge (nature) +11 (6), Knowledge (planes) +13 (5), Knowledge (religion) +18 (10), Perception +30 (23), Perform (stringed instruments) +17 (10), Sense Motive +30 (23), Spellcraft +18 (10), Stealth +31 (23), Use Magic Device +15 (8)
Languages
Rajian*, Infernal, Abyssal, Darkonese, Vaasi, Draconic, Aklo

Treasure
(159,000 gp)
Mithral kukri +3, amulet of proof against detection and location, boots of levitation, bracers of armour +3, major cloak of displacement, drums of panic, ring of protection +2

Special
Detect thoughts
Change shape (any humanoid, alter self, provoke xenophobia in any form)
Aura
Channel negative energy (4d6, 7/day, DC 18)
Deadly weather (40 ft, 8 rds/day)
Destructive smite (+4 dmg, 7/day)
Master’s illusion (8 rds/day, DC 18)
Sudden shift (7/day)
Spontaneous casting
Silver tongue (7/day)
Disguise spell identity (+5 to Spellcraft DC to identify spells)
Crossbow vulnerability
Immune to damage from Rajians and rakshasa
Illusion of horror
Sinkhole of evil

Typical Spells
Domains: Catastrophe (Destruction), Deception (Trickery)
DC 14 + spell level, 15 + spell level for Enchantment, 16 + spell level for Illusion; CL 8
0 – bleed, guidance, spark, virtue
1 – divine favour, true strike, comprehend languages, command, doom, cure light wounds
2 – death knell, enthral, aid, mirror image, hold person
3 – prayer, nondetection, deeper darkness, deadly juggernaut, vision of hell
4 – confusion, spiritual ally, unholy blight, air walk

Spells
DC 14 + spell level, 15 + spell level for Enchantment, 16 + spell level for Illusion; CL 12
At will – resistance, mage hand, read magic, light, prestidigitation, dancing lights, ghost sound, detect magic, arcane mark
7/day – hypnotism, silent image, cause fear, ventriloquism, charm person, colour spray
7/day – hideous laughter, blindness/deafness, blur, darkness, invisibility, fog cloud
7/day – suggestion, haste, major image, clairaudience/clairvoyance
7/day – fear, scrying, rainbow pattern
5/day – dream, shadow evocation
3/day – permanent image
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Re: Pathfinder in the Mists

Post by Nemesio »

Ryan Naylor wrote:Well, we've more or less come to the end of the substantive part of the revisions. And it only took 9 months to get here.

Just a few darklords to go...


I am otherwise open to questions, requests and other discussion about anything that has or has not been covered.
Well done Ryan. Still following along... Arijani is another of my faves! As is the Verduous Lands cluster... Not sure if you took care of King Crocodile already, and how about Draga Saltbiter?
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Re: Pathfinder in the Mists

Post by Mortavius »

Zilfer wrote:Pathfinder DR....
Meaning if I have a +1 Weapon it over comes Magic DR and Magic damage over comes ALL DR save for 5/- untyped DR?
I think magic even overcomes DR 5/--. I could be wrong, but I believe I remember reading that elemental damage (so a fireball, etc.) is not affected by DR. However, a spell that conjured a physical weapon to attack an enemy with DR would be affected.

That's why monsters have variable elemental resistances like Fire 10, etc.
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Re: Pathfinder in the Mists

Post by Zilfer »

Mortavius wrote:
Zilfer wrote:Pathfinder DR....
Meaning if I have a +1 Weapon it over comes Magic DR and Magic damage over comes ALL DR save for 5/- untyped DR?
I think magic even overcomes DR 5/--. I could be wrong, but I believe I remember reading that elemental damage (so a fireball, etc.) is not affected by DR. However, a spell that conjured a physical weapon to attack an enemy with DR would be affected.

That's why monsters have variable elemental resistances like Fire 10, etc.

From what I've read online that doesn't seem the case.... DR 5/- seems to superceed all damage types. Again could be wrong too! But reading around it seems that's the case otherwise the barbarians DR x/- ability is useless at higher levels because everything is magical. (Not in ravenloft but generic fantasy settings) which would make the ability close to null seems to be the consenus I was obtaining. :D

All other DR's are bypassed by magic unless it's a DR 5/slashing and the magic does 'blugeoning' damage like falling rocks. Only time magic doesn't though there are arguments both ways on that one.
There's always something to lose.

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Re: Pathfinder in the Mists

Post by DannWyrm »

DR/- is flat physical damage resistance, otherwise it would be DR/(Insert damage type that overcomes the DR here). Unless a hyphen is the counter to DR/-.
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Re: Pathfinder in the Mists

Post by Jester of the FoS »

Zilfer wrote:All other DR's are bypassed by magic unless it's a DR 5/slashing and the magic does 'blugeoning' damage like falling rocks. Only time magic doesn't though there are arguments both ways on that one.
Kinda.

A +3 weapon bypasses DR based on silver and cold iron. A +4 counts as adamantine. And a +5 negates aligned DR.
So if you attack a demon with a +4 steel longsword it's DR 5/cold iron does nothing.

As for DR/-, it would still only apply to physical attacks. If you have DR 10/- and are hit by an +6 magic weapon you resist 10 points of damage. And if hit by an ice storm the DR would apply to the bludgeoning portion of the damage but not the cold portion, which would bypass the DR as energy damage.
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Re: Pathfinder in the Mists

Post by Zilfer »

Gotcha, yeah I thought it was one of the only ones that stopped magic. Guess there isn't one, xD at least their squishy!
There's always something to lose.

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Re: Pathfinder in the Mists

Post by Mortavius »

That's exactly what I said...but I guess Ryan explained it clearer. :)

Zilfer, as I mentioned, there is a form of DR for energy attacks, it's resistance. So Fire Resistance 10 means that when you are subjected to any fire damage, you subtract 10 off the top. It's exactly like DR.

It might be helpful to think of DR as another form of resistance, but it only applies to one type, physical. Whereas Fire Resistance only applies to fire, etc.

EDIT: You're correct; it's Damage Reduction, not Resistance.
Last edited by Mortavius on Mon Nov 04, 2013 5:32 pm, edited 1 time in total.
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