Pathfinder in the Mists

Discussing all things Ravenloft
Ryan Naylor
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Dreams and Nightmares

Within the misted lands of Ravenloft lurks another, even stranger, land, a microcosm to the Land of the Mists in the same way that Ravenloft is a microcosm of other worlds. This land of madness and fear is known as the Nightmare Lands. As dusk falls over the other domains, the Nightmare Lands begin stretching their own dark tendrils into the sleeping minds of others, feeding on their fears and nurturing the seeds of madness.

For whatever reason, some brave or unlucky souls are drawn into the Nightmare Lands again and again until they can defeat the vile forces that attack them night after night. The first step in this process is to master the art of lucid dreaming.

Lucid dreaming, via making successful Wisdom checks, allows a mortal to gain some control over the dreamscape. The first check must always be to realise the character is dreaming. In most cases, a dreamer must be taught by someone who has already mastered the skill before they can begin lucid dreaming. This requires intimate tutelage over the course of a week to a month.

Task DC
Realise you’re dreaming 15 (-1 per success on previous nights, to a minimum of 5)
Wake up 10
Change one aspect of your dreamscape 15
Change one aspect of another’s dreamscape 20
Change your personal appearance 20
Leave a dreamscape for another 15
Leave a dreamscape for the Terrain Between 25
Wake up outside a dreamscape 20

These DCs are for normal dreams and nightmares. In dreamscapes that are the favourites of the Nightmare Court, and are overseen by ennui dream spawn or Court members themselves, the DCs increase by half the hit dice of the dreamscape’s overseer + the overseer’s Wisdom bonus.

Entering another’s dream requires the character to physically travel to the Nightmare Lands through the Mists, or enter a dream magically using a dream walk spell cast over a sleeping person. Characters who take damage while lucid dreaming must make a Fortitude save (DC 10 + ½ overseer’s hit dice + overseer’s Wisdom modifier) or suffer 1 point of Wisdom damage per hit dice of damage suffered (i.e a wizard suffers 1 point per 6 points of damage, while a fighter suffers 1 per 10). Those killed while lucid dreaming must also make a Madness save (with the penalties caused by the damage that killed them). If the character’s body is killed while dream travelling, their spirit remains trapped in the Nightmare Lands.

If a character is suffering nightmares due to the influence of the Nightmare Court, it is up to the dream’s overseer to determine when to punish them and when to let them rest. Most wish to feed off a dreamscape for as long as possible, so they tend not to drive their victims to death.



Fundamentally, a dreamwalker can either cast dream walk to enter someone else's dream, or can start to dream as part of their meditations, realise they're dreaming, and then shift to another dreamscape (the one they want to get into) within a few rounds.
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Re: Pathfinder in the Mists

Post by DeepShadow of FoS »

This is a good start, but there's still a lot to hammer out if you want it like the original dreamwalking power. For one thing, what determines which dreamscape you enter when you leave one for another? The original rules allowed for people to enter the dreams of people over long distances--how long is the range on this power? Should such travel still be allowed?

For me, I'd propose a feat (Dreamwalking) that lets you deliberately enter a trance. In that trance, you have a substantial bonus to Lucid Dreaming checks. In addition, having the feat allows you to use the skill in a couple of new ways. One of those ways works like this: a dreamwalker can enter the dreams of distant people using the same basic rules as scrying--the target gets a Will save opposed by the LD check, as modified based on relationship and connection. In addition, the attempt is wasted if the other person isn't asleep (duh).

This would allow powerful lucid dreamers like Illhousen to perform the feats that he did in the boxed set (including track the PC's down in their dreams) without making Dreamwalking too powerful, IMHO.
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Re: Pathfinder in the Mists

Post by DeepShadow of FoS »

Okay, here's my attempt at the feat:

Dreamwalker (General)
You have learned to enter the dream world through a powerful trance, rather than through sleep.
Prerequisites: Lucid Dreaming 1+ ranks

Benefits: Once per day, you can enter the dreams of others after ten uninterrupted minutes of deep relaxation. Entering the dream world this way gives you a +5 to Lucid Dreaming checks, and allows you to visit dreamers based on your familiarity with them. Finding a specific dreamscape requires a Lucid Dreaming check opposed by the target's Will save. The target gets modifiers to the save as if you were scrying, with an additional -5 if they are within fifty feet, and +5 if they have been taken to the Nightmare Lands. If the check fails, you may select another target, but you cannot dreamwalk for longer than (level x 10 min).

There, that looks close to the power as it's written up in TNL2 p. 41. What do you all think?
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Dreamcaster feat:

I'm not sure I'd do it as a feat (I'd just leave it as a rules sub-system that it takes time to learn, but anyone can do), but I do see the merit in your scrying modifiers.


Tepestani Inquisitor:

The wording is the standard wording for this sort of thing, so it's implicit in the requirements. If you want to make it even clearer, add "the divine spellcasting class you used to belong to" instead of "the spellcasting class" in the first section.

Illusions are typically based on Will saves. At 4th level Tepestani inquisitor, you have a total level of at least 9, all of which have a high Will save, and quite possibly in a high Wis class. So you have a minimum +6 Will save bonus, and most clerics will be at +12 or higher by then with Wis and magic item bonuses; inquisitors and oracles are only slightly behind. For a CR 9 encounter, the primary save DC is 18; secondary save DC is 13, so our Tepestani inquisitor already has a minimum 70% chance of passing the save. If you add a bonus to disbelieve illusions, you're into automatically succeed territory anyway.

Also note that it doesn't affect anything if they're not illusions, so change shape, concealment, etc aren't affected.

However, downgrading it to figments and phantasms only might be in order.


Moonchild:

The only benefit becoming a natural lycanthrope gives you is increased DR and scent and lycanthropic empathy in human form. Mechanically, it's not a big power grab.

Moonchild particularly is a class where taking the full course is not necessarily the ideal way to do things - a one-level dip may be completely adequate to suit your needs. Particularly given the alignment shifting.


Mesmerist:

Doesn't prepare spells. Have another look at the second line.

The DC increase should probably be labelled "spells from the mesmerist class, or language-based effects from other classes."

Whether it's used to heal or harm, shatter psyche obviously works by shattering your psyche and then putting the pieces back together well or badly. :) It's just a name; change it if you like. Yes, it only applies to Madness saves, so it is useful against the mad or the gaslit. It does make it harder to resist the madness when it comes calling, so you are making things substantially worse for them.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Daclaud Heinfroth (Dr. Dominiani)
(Dominia)

Timeline
c596 BC Born in Gundarak.
c606 BC Watches his mother succumb to madness. Becomes obsessed with how insanity arises and can be treated.
c630 BC Begins to suffer from hallucinations, and so begins his experiments with cerebral fluid transfusions.
c633 BC Transfuses himself with cerebral fluid from one of Duke Gundar’s favourites, and becomes a cerebral vampire. Joins Gundar’s service.
735 BC Plots with Akriel Lukas to overthrow Harkon Lukas; he is also working with Gundar to betray Akriel.
736 BC Betrays Gundar, who is staked. Becomes darklord of Gundarak.
740 BC Becomes darklord of Dominia in the Grand Conjunction.
c748 BC Dominia joins the Sea of Sorrows.
750 BC Captures Rudolph van Richten and drives him insane (although he eventually gets away).
760 BC Present day.

Powers Checks
Caress (Blasphemy: experiments with alchemy and madness: 16%; c630 BC): Madness.
Enticement (Blasphemy and Violence: murders people to get cerebral fluid to prevent own madness: 16%; c.633 BC): Becomes cerebral vampire.
Invitation (Blasphemy and Violence: callous treatment of inmates in his asylum: 32%; c700 BC): Madness bomb.
Embrace (Betrayal and Violence: plot to overthrow Harkon Lukas and then betray Akriel Lukas: 4%; 735 BC): Confusion touch.
Creature (Betrayal: allows Gundar to be killed by adventurers: 16%; 736 BC): Becomes darklord of Gundarak.

Base stats
S 13 D 10 C 12 I 16 W 15 Ch 8 (high fantasy)
Racial: Cha +2 (human)
Levelling: Wis +2, Cha +1
Aging: Middle aged
Favoured class: skills
CR 14 (11 [levels] + 2 [template] + 1 [PC-level treasure])

760 BC (Current day stats)
CR 14 XP 38,400
Male Middle aged Human Mature Nosferatu/Obyri (Cerebral Vampire) Alchemist (Mindchemist) 7 Mesmerist 5
CE Medium Undead (augmented humanoid)
Init: +6 (Dex, feat) Senses: Darkvision 60 ft, Perception +32

Defense
AC 27 Touch 15 Flat-footed 24 (+2 Dex, +8 natural, +4 armour, +2 deflection, +1 dodge)
hp 112 (8 + 6d8 + 5d6 + 60), lunar regeneration
Fort +14, Ref +14, Will +13
Evasion
Mind shielding
Channel resistance +9
DR 10/magic and silver
Immune undead traits
Resist cold 10, electricity 10
Nosferatu weaknesses
Offense
Spd 40 ft
Melee Slam +11 (1d4+6 plus confusion)
Ranged Bomb +10/+5 (4d6+5 fire or 2d6+5 fire plus 1d4 Wis)
Space/Reach: 5’/5’
S 18 D 13 (15) C - I 21 W 20 Ch 18
BAB +7 CMB +11 CMD 26 (24)

Feats
Ability Focus (dominate), Alertness, Brew Potion, Combat Reflexes, Dodge, Enforcer, Hypnotism, Improved Initiative, Lightnight Reflexes, Persuasive, Rhetorical Flourish, Skill Focus (Heal), Spell Focus (Enchantment), Throw Anything, Toughness
Skills
Acrobatics +8 (6), Appraise +10 (2), Bluff +27 (12), Climb +10 (3), Craft (alchemy) +20 (12), Diplomacy +17 (8), Fly +8 (3), Handle Animal +10 (3), Heal +26 (12), Intimidate +23 (12), Knowledge (arcana) +15 (2), Knowledge (history) +15 (2), Knowledge (local) +17 (4), Knowledge (nature) +16 (3), Knowledge (nobility) +16 (3), Knowledge (religion) +15 (2), Linguistics +7 (2), Perception +32 (12), Sense Motive +32 (12), Sleight of Hand +11 (6), Stealth +16 (6).
Heal +4 to hypnotise with pocketwatch, +2 to cure/induce madness
Languages
Luktar*, Balok, Mordentish, Draconic, Darkonese, Vaasi, Sithican, Lamordian

Treasure
(81,000gp/108,000 gp)
Amulet of Natural Armour +2, Belt of Incredible Dexterity +2, Bracers of Armour +4, Cloak of Resistance +3, Ring of Evasion/Protection +2, Ring of Mind Shielding

Special
Bomb (12/day)
Cognatogen
Concentrate Poison
Fast Poisoning
Perfect Recall
Preserve Organs (25% immune to critical hits)
Swift Alchemy
Mesmeric Focus
Alter Perceptions
Diagnose Madness
Soothing Voice
Implant Spells
Shatter Psyche
Break Will
Cerebral Drain (1d4 Int, heal 5 hp)
Dominate (DC 22)
Children of the Night (2d6 wolves or 1d4+1 seagull swarms (as bat swarms))
Create Spawn
Change shape
Daylight Powerlessness
Lunar Regeneration
Gaseous Form
Restful Sleep
Spider Climb
Salient Ability: Immune to garlic, damaged by surgical alcohol not holy water
Confusion touch
Mastery +4
Sinkhole of evil

Spells
DC 15 + spell level (-1 for silent image)
4 5/day – hideous laughter, silent image, sleep, unnatural lust
2 3/day – calm emotions, hold person

Formulae
(6/4/2); DC 15 + spell level
1 – anticipate peril, bomber’s eye, comprehend languages, cure light wounds, disguise self, keen senses, polypurpose panacea, see alignment, true strike, identify, vocal alteration, detect undead
2 – acute senses, aid, blistering invective, blur, cure moderate wounds, detect thoughts, delay poison, invisibility, see invisibility, lesser restoration
3 – arcane sight, bloodhound, cure serious wounds, heroism, lightning lash bomb admixture, rage, seek thoughts, tongues
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Inza Magdova Kulchevich (Sithicus)

Timeline
720 BC Soth is drawn into Barovia. Murders all of Magda’s tribe. Becomes darklord of Sithicus.
736 BC Born in Gundarak on the night Duke Gundar is killed, in the middle of a raging storm. Inza’s father recently killed by Gundar’s thugs.
737 BC Tindafalus creates the memory mirrors for Soth.
740 BC The Bloody Cobbler appears.
744 BC Soth loses himself in the memory mirrors and the domain nearly collapses.
747 BC Thanks to Inza, Azrael captures the giant Nabon and puts him to work in the mine’s wheelhouse. Soth protects the Wanderers from Malocchio Aderre’s thugs in exchange for them never repeating his true history again.
752 BC Magda killed in a trap set by Azreal and Inza. The Night of Skulls and Hour of Screaming Shadows. Nedragaard Castle is destroyed. Soth vanishes. Inza becomes darklord of Sithicus.
760 BC Present day.

Powers Checks
Caress (Betrayal: trapping Nabon, other petty treachery: 8%; c746 BC): Cha +2. Animals hate her.
Enticement (Betrayal and Violence: callousness, betrayals: 8%; 749 BC): Dex +2. Animals really hate her.
Invitation (Blasphemy: allying with the shadows: 16%; 750 BC): Favoured class becomes witch; Witch +1, lowlight vision.
Embrace (Betrayal, Violence and Black Magic: murdering Magda and the Wanderers: 100%; 752 BC): Int +2. Innocence aversion. Darkvision
Creature (Betrayal, Violence and Black Magic: Hours of Screaming Shadows: 16%): Becomes darklord of Sithicus. Gains shadow form, guilt lash, daylight vulnerability, shadow immunity, earth glide.

Base stats
S 11 D 15 C 13 I 14 W 11 Ch 13 (high fantasy)
Racial: Wis +4, Cha +2 (Vistani)
Levelling: Int +1, Dex +1
Powers Checks: Cha +2, Dex +2, Int +2
Favoured class: hp
CR 12 (10 [levels] + 1 [treasure] + 1 [darklord abilities])

760 BC (Current day stats)
CR 12 XP 19,200
Female Vistani (Vatraska) Rogue 4/Witch 6
NE Medium Humanoid (human, Vistani)
Init: +4 (Dex) Senses: Darkvision 60 ft, lowlight vision; Perception +15
Defense
AC 18 Touch 14 Flat 14 (+4 Dex, +4 mage armour)
Hp 56 (8 + 3d8 + 6d6 + 10 +6)
Fort +4 Ref +10 Will +8
Evasion
Uncanny dodge
Trap sense +1
Immune to shadow effects
Offense
Spd 30’
Melee Novgor (+4 wounding dagger) +10/+5 (1d4+4 plus bleed 1 (cumulative) plus sneak +2d6; crit 19+)
Melee +6/+1
Missile Composite shortbow +10/+5 (1d6, crit x3, range 60’)
Space/Reach: 5’/5’
S 11 D 18 C 13 I 17 W 15 Ch 17
BAB +6/+1 CMB +6 CMD 20

Feats
Alertness, Brew Potion, Combat Casting, Craft Magic Arms and Armour, Hollow, Voice of Wrath
Skills
Acrobatics +8 (1), Appraise +7 (1), Bluff +10 (4), Craft (alchemy) +10 (2), Diplomacy +10 (4), Escape Artist +11 (4), Heal +8 (1), Intimidate +13 (7), Knowledge (arcana) +10 (4), Knowledge (nature) +10 (4), Knowledge (planes) +10 (4), Knowledge (religion) +10 (7), Linguistics +7 (1), Perception +15 (8), Sense Motive +12 (3), Spellcraft +10 (4), Stealth +15 (8), Survival +6 (2), Use Magic Device +11 (5)
Languages
Patterna*, Balok, Draconic, Luktar, Sithican

Treasure
(47,000 gp/62,000 gp)
+4 wounding dagger, composite shortbow, crystal ball of detect thoughts

Special
Sneak Attack +2d6
Evasion
Uncanny dodge
Trap sense +1
Trapfinding +2
Fast getaway
Fast stealth
Slumber hex (DC 16)
Disguise hex (6 hours/day)
Unnerve beasts hex (DC 16; 3 hours)
Ward hex (+2)
Guilt lash (DC 18): Will sv or stunned. If save, or used on Innocent, she is sickened and damaged.
Innocence aversion
Daylight vulnerability
Shadow immunity
Earth glide
Shadow form
Mastery: +8
Sinkhole of evil

Shadow form
DR 10/magic, imm poison, sneak attack and crit hits, spd 10’, climb 10’, +4 Stealth

Sabak (Viper familiar)
Init +3; Senses lowlight vision, scent; Perception +16
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
Hp 29 (3d10)
Fort +2, Ref +9, Will +7
Speed 20 ft, climb 20 ft, swim 20 ft
Melee bite +11 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
S 4 D 17 C 8 I 8 W 13 Ch 2
BAB +6 CMB +7 CMD 14 (can’t be tripped)
Weapon finesse; Acrobatics +7 (1), Appraise +0 (1), Bluff +0 (4), Climb +11 (0), Diplomacy +0 (4), Escape Artist +7 (4), Fly +7 (0), Heal +2 (1), Intimidate -1 (7), Linguistics +0 (1), Perception +16 (8), Sense Motive +4 (3) Spellcraft +3 (4), Stealth +26 (8), Survival +3 (2), Swim +11 (0), Use Magic Device +1 (5)
Poison: Bite—injury; Save Fort DC 9; 1/round for 6 rounds; 1d2 Con; Cure 1 save
Share spells, empathic link, deliver touch spells, speak with master, alertness

Spells
(4/4/4/3): Save DC = 13 + spell level
Shadow patron
0 – bleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink, read magic, resistance, spark, stabilise, touch of fatigue (all)
1 – charm person, cause fear, chill touch, mage armour, obscuring mist, ray of enfeeblement, silent image
2 – augury, blindness/deafness, darkness, haunting mists, summon swarm, web
3 – deeper darkness, dispel magic, spit venom, suggestion, twilight knife, vision of hell



Note she has the Hollow feat to represent/explain why she was "born bad" or a sociopath. 
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Re: Pathfinder in the Mists

Post by Mortavius »

Ryan Naylor wrote:Tepestani Inquisitor:
The wording is the standard wording for this sort of thing, so it's implicit in the requirements. If you want to make it even clearer, add "the divine spellcasting class you used to belong to" instead of "the spellcasting class" in the first section.
Well, I agree you with that the meaning is implicit, although I'm not aware of any official ruling in that regard. I've always seen PrC's specify if they only add to one type of spellcasting class. I just come from DMing for players who will take advantage of any loophole they can find, and doing something simple like adding in "divine" in the sentence can really ease arguments down the road. But that's just my own perspective.
Illusions are typically based on Will saves. At 4th level Tepestani inquisitor, you have a total level of at least 9, all of which have a high Will save, and quite possibly in a high Wis class. So you have a minimum +6 Will save bonus, and most clerics will be at +12 or higher by then with Wis and magic item bonuses; inquisitors and oracles are only slightly behind. For a CR 9 encounter, the primary save DC is 18; secondary save DC is 13, so our Tepestani inquisitor already has a minimum 70% chance of passing the save. If you add a bonus to disbelieve illusions, you're into automatically succeed territory anyway.

Also note that it doesn't affect anything if they're not illusions, so change shape, concealment, etc aren't affected.

However, downgrading it to figments and phantasms only might be in order.
While you are correct in everything you've said, the reasoning of "this character probably has high will saves already so immunity doesn't matter" doesn't convince me. It's true in the reverse; if you give the character complete immunity to illusions, then it doesn't matter what their will save is. A character who fights an encounter of his level will probably make the save, but that's also a save that he's good at. So in a way, he's supposed to have a good shot at making that save, regardless. He'd probably have a lot harder time with a Reflex save.

It doesn't affect change shape...unless it's an illusion that's causing the shape change. So no, it doesn't affect actual polymorphs, but if a Faerie wants to use an illusion to cloak it's appearance as something else, no dice.

I kind of equate it to the Dawnslayer. They get a bonus to save vs. Domination from Vampires. That's a specific narrow ability from a subset of a creature type, undead. This is complete immunity to a wide-ranging suite of spells (every illusion spell from level 0 to 9, to be specific), from an entire creature type. However, it is true that the Dawnslayer starts getting it's save bonus at 1st level of the PrC (and that save bonus continues to increase), and the Inquisitor gets it's immunity ability at 4th level of PrC.

Ultimately of course it's your call; I'm just trying to provide constructive feedback. I hope I'm not annoying you; it's always hard to tell on message boards. I genuinely hold your work in high esteem; I'm not trying to nitpick it, only to try and give feedback on what I see.
Mesmerist:
Whether it's used to heal or harm, shatter psyche obviously works by shattering your psyche and then putting the pieces back together well or badly. :) It's just a name; change it if you like. Yes, it only applies to Madness saves, so it is useful against the mad or the gaslit. It does make it harder to resist the madness when it comes calling, so you are making things substantially worse for them.
True. I guess I just read the name "Shatter Psyche" and expected more of an "attack" type of ability.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Mortavius wrote:Ultimately of course it's your call; I'm just trying to provide constructive feedback. I hope I'm not annoying you; it's always hard to tell on message boards. I genuinely hold your work in high esteem; I'm not trying to nitpick it, only to try and give feedback on what I see.


Not at all; I value your feedback.


Illusions:

I think I see the miscommunication. It's about technical meanings of words in Pathfinder.

Not all illusions can be disbelieved. Only those that have "Saving throw Will disbelief (if interacted with)" or specifically say that they can be disbelieved in the text can be disbelieved. So it's not the entire school of illusion. Examples include the silent image family, disguise self, shadow evocation, hallucinatory terrain and so on. Invisibility, blur, mirror image, rainbow pattern etc are not affected. Neither are things like dancing lights (evocation), change shape (transmutation), etc. It's fewer spells that you'd think.

Also, you don't just see an illusion and see through it. In order to disbelieve an illusion, you have to interact with it, and then make a Will save. In this case, the Tepestani inquisitor must still interact with it, but you don't have to make the save - you pass automatically. So it still costs the character time or an action or whatever to interact with the illusion.


I have been right through the list of Pathfinder fey (I can't check my Ravenloft-specific ones at the moment, but I might later if I have time), and these are the fey that are affected:

Bogeyman (Pathfinder) - phantasmal killer
Buckawn - ghost sound, disguise self
Cold rider - ghost sound
Faun - ghost sound
Frosty chiseller - disguise self
Gray nisp - ghost sound
Grig - disguise self
Larabay - hallucinatory terrain, mirage arcana
Lemkin - ghost sound, ventriloquism, hallucinatory terrain
Leprechaun - ghost sound, major image, ventriloquism
Lurker in Light - ghost sound
Norn - phastasmal killer
Phooka - ghost sound
Pixie - permanent image
Satyr - ghost sound

Of the Arak, only the powrie cast illusions.

As already discussed, the earliest this ability can kick in is at level 9, so these are the fey that are affected *and* are CR 6 or higher:

Bogeyman (Pathfinder) - phantasmal killer
Cold rider - ghost sound
Gray nisp - ghost sound
Larabay - hallucinatory terrain, mirage arcana
Lemkin - ghost sound, ventriloquism, hallucinatory terrain
Norn - phastasmal killer

You might also include the pixie because of summon nature's ally IX.

So we're not talking about a lot of fey, either.

In terms of a power bump, I really don't think it's that significant when you actually get in and examine it.
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Re: Pathfinder in the Mists

Post by Mortavius »

Ahhh, I see. Well that clears up everything. You were correct; I thought the ability just gave the Inquisitor complete immunity to all Illusion spells.

It looks a lot more balanced now. Thanks for clarifying!
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Some more monster templates for your elucidation and entertainment:

Hags

Hags are a unique species of malevolent creatures, perhaps related to the fey races, but a species dependent on human males to reproduce. They are intrinsically magical, having particular aptitude for witchcraft, and their presence is anathema to the natural cycles of life. They use their magical abilities to disguise themselves as human females and conceive children while in these guises. The hag abandons the child—either swapping them at birth with a human family, or using magic to swap them in the womb. The changeling child appears to be a normal human female, albeit one that often has some unnerving aura about her, until she reaches advanced middle age. Somewhere between the ages of 40 and 50, she undergoes the Change and begins to physically change into a hag.
Of course, being creatures of foul magic, hags can also use rituals to transform their offspring (or even normal women) into hags. Female spellcasters who are cursed or who delve too deeply into the black arts might also spontaneously change into hags.

The Hag Template
Creating a Hag
“Hag” is an acquired template that can be added to any living female humanoid. A hag retains all the base creature’s statistics and special abilities except as noted below.

Age Category Natural armour and SR bonus Ability bonus Salient Abilities CR
40-199 Novice See below See below See below +0
200-399 Mistress +1 +2 Dex +1 +1
400-599 Matron +2 +2 Con +2, improved natural weapons +2
600-799 Ancient +3 +2 Int +3 +3
800+ Crone +4 +2 Wis +4, improved natural weapons +4

Challenge Rating: Same as the base creature, modified as above.
Alignment: Any evil.
Type: The creature’s type changes to monstrous humanoid. Do not recalculate the creature’s base attack bonus, saves, or skill points.
Hit Dice: Change all of the creature’s racial Hit Dice to d10s. All Hit Dice derived from class levels remain unchanged.
Special Abilities: The hag retains all of the special abilities of the base creature, and also gain darkvision 60 ft and the following.
The Change (Ex): Each hag is affected differently by the Change. Some are almost unaltered by the process; others are reworked to be unrecognisably different.
Changelings lose the hag trait racial ability. Instead, they gain ability bonuses as shown below.

Hag Trait Ability Modifiers
Hulking Changeling +2 Str, +2 Wis
Green Widow +2 Wis, +2 Cha
Sea Lungs +2 Dex, +2 Cha

Claws (Ex): The hag gains 2 claw attacks as a creature of its size, if it did not already possess them.
Corruptive Aura (Su): A hag’s aura disrupts the natural world around it, corrupting births, subtly disturbing the seasons and allowing druids to detect their presence. A hag’s corruptive aura has a diameter of 100 ft. per HD. This allows them to be detected by druids, but otherwise (normally) has only cosmetic effects.
Covens (Su): When three hags of any type gather, they can form a coven to gain increased magical ability. Whenever all three hags of a particular coven are within 10 feet of one another, all three of them can work together to use any of the following spell-like abilities: animate dead, baleful polymorph, blight, bestow curse, clairaudience/clairvoyance, charm monster, commune, control weather, dream, forcecage, mind blank, mirage arcana, reincarnate, speak with dead, veil, vision.
All three hags must take a full round action to take part in this form of cooperative magic. All coven spell-like abilities function at CL 9th (or at the highest CL available to the most powerful hag in the coven). The save DCs are Charisma-based, and function as if with a Charisma score of 16 unless one of the hags has a higher Charisma score, in which case the spell-like ability DCs are adjusted by that hag’s Charisma modifier.
At the GM’s discretion, certain more powerful hag covens might have additional spell-like abilities. A hag coven that includes a hag with the ghost template, for example, gain the following additional coven spell-like abilities: create undead, fire storm, nightmare, waves of exhaustion.
Natural Armour (Ex): The hag’s natural armour bonus increases by +1.
Spell Resistance (Ex): The hag gains spell resistance equal to 10 + ½ its Hit Dice + its Intelligence modifier.
Witchcraft (Ex): Every age category (including the first) that a hag possesses counts as 1 witch level when determining whether they have access to major hexes and grand hexes. (Thus, a crone hag witch 5 can choose a major hex upon gaining a level). A hag must have at least 1 level of witch for this ability to have an effect.
Abilities: Str +10, Dex +2, Con +6, Int +2. If the base creature was not a changeling, the hag also gains +2 to 1 attribute.


Salient Abilities

Hags gain a number of salient abilities equal to 3/4 their Hit Dice, plus one per age category beyond the first.

Aquatic (Ex): The hag gains a swim speed equal to its land speed (unless it already has a better swim speed) and the amphibious special quality. Some—although not all—aquatic hags are vulnerable to fire.

Bite (Ex): The hag gains a bite attack as a creature of its size. This is a secondary attack. Alternately, the hag may gain bite as a primary attack, as a creature one size smaller.

Camouflage (Ex): The hag is camouflaged in her natural environment, gaining a racial bonus to Stealth checks in that environment equal to her Hit Dice.

Captivating Song (Su): A hag’s song has the power to infect the minds of those that hear it, calling them to the hag’s side. When a hag sings, all creatures aside from other harpies within a 300-foot spread must succeed on a Will saving throw or become captivated. A creature that successfully saves is not subject to the same hag’s song for 24 hours. A victim under the effects of the captivating song moves toward the hag using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the hag simply stands and offers no resistance to the hag’s attacks. This effect continues for as long as the hag sings and for 1 round thereafter. This is a sonic mind-affecting charm effect. The save DC is Charisma-based.

Constrict (Ex): The hag has the constrict special attack. To select this salient ability, the hag must have the grab salient ability.

Damage Reduction (Ex): The hag gains DR 2/bludgeoning and +2 natural armour. The hag must have the natural armour salient ability to select this ability.

Disease (Ex): The hag’s natural attacks carry a disease.

Dreadful Gaze (Su): Three times per day a hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a Will save or become panicked for 10 rounds. Creatures that are panicked by a hag’s deadful gaze must succeed on a Fortitude save or die from fright. This is a mind-affecting fear effect. The save DCs are Charisma-based.

Energy Resistance (Ex): The hag gains resistance 5 to one energy type per 4 HD.

Entangling Hair (Su): The hag can use her hair as a natural attack with a reach of 10 ft. It can do 1d4 damage as a secondary attack, and has the constrict quality, dealing 1d4 + Str modifier damage when constricting.

Enthrall (Su): A hag can mentally enslave any humanoid it kisses. If the target is not willing to be kissed, the hag must start a grapple with the target. Once kissed, the target must succeed on a Will save to negate the effect of the enthrallment. An enthralled target sees the hag as a beautiful woman, and firmly believes that the hag form everyone else sees is an illusion. The effect is otherwise like a charm person spell, except that the target can attempt a new save whenever he sees the hag in her true form, or he is presented with incontrovertible evidence that she means to harm the victim.

Evil Eye (Su): Three times per day, a hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a hag uses her evil eye on someone already afflicted by this curse, the victim must make a Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a Fortitude save or perish. The evil eye is a mind affecting fear effect. The save DCs are Charisma-based.
Evil Eye Curse: Gaze—failed save; save Will DC 14; frequency 1/day; effect staggered (or fall comatose if already under the effects of the evil eye).

Grab (Ex): The hag gains the grab ability with her claw attacks. If she has the entangling hair ability, that may gain the grab ability as well.

Horrific Appearance (Su): The sight of the hag is so revolting that anyone within 30 feet (other than another hag) who sets eyes upon one must succeed on a Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. This is a mind affecting effect. The save DC is Charisma-based.
This salient ability can be selected more than once. Each time it is selected, the range increases by 30 ft.

Improved Abilities (Ex): One of the hag’s abilities increases by 2.

Improved Senses (Ex): The hag’s darkvision range increases by 30 ft. This ability can be selected multiple times. If selected twice, the hag gains scent. If selected three times, she gains blindsight 60 ft, and if she selects it four times, she gains blindsense 30 ft.

Improved Natural Weapons (Ex): One type of the hag’s natural weapons (e.g. claws) do damage as if she were one size larger.

Increased Speed (Ex): One of the hag’s speeds increases by 10 ft.

Large (Ex): The hag is large sized. She gains a +10 bonus to her speed.

Mimicry (Ex): A hag can imitate the sounds of almost any animal found near its lair.

Moon’s Blessing (Su): The hag can become invisible at will as a standard action, but only at night time. If she attacks, the invisibility is lost as usual.

Natural Armour (Ex): The hag’s natural armour bonus increases by +3.

New Movement Type (Ex): The hag gains a new movement type, such a climb, swim or fly, at a rate equal to her land speed. If she can fly, it is of average manoeuvrability.

Rend (Ex): The hags gains the ability to rend if both claws hit her target. Medium hags do 2d4 damage (2d6 for large hags) plus 1 ½ times her Strength modifier.

Soothing Song (Su): Three times per day the hag can sing a soothing lullaby. All living creatures within 60 ft (except hags) must make a Will save or fall asleep, as a witch’s slumber hex.

Spell-like Abilities (Sp): The hag gains a number of spell-like abilities equivalent to a number of spell levels equal to her Intelligence modifier + 1/3 her Hit Dice. She gains an addition spell level per age category beyond the first. 0-level spells count as half a spell level.
These spells can be selected from the druid or witch spell lists and are usable 3/day each. The spells cannot be of higher level than the highest level that could be cast by a druid or witch of level equal to the hag’s Hit Dice.
A spell can be chosen multiple times; if so, it can be used at will, instead of 3/day. The hag’s caster level is equal to her Hit Dice.

Spell Resistance (Ex): The hag’s spell resistance increases by +2.

Steal Skin (Su): As a full-round action, the hag may steal the skin of a creature of Small, Medium, or Large size with a roughly humanoid shape. The target creature must be dead, helpless, or willing. If the target creature is alive, the hag must make a successful coup de grace attack to steal its skin. The hag can don or remove a stolen skin as a move action. When wearing a stolen skin, the hag takes on the likeness of the skin’s original owner, including the victim’s voice, build, and size, but gains none of the creature’s abilities. The stolen skin grants the hag a +10 bonus on Disguise checks, with none of the usual penalties for different gender, race, age, and size. A hag may only steal and use a number of skins equal to her Intelligence score. The skin, however, rots as the original body decomposes (barring the application of a gentle repose spell), making it useless within a week of the victim’s death. The hag may choose to discard unwanted skins to make room for new ones at any time.
If the hag uses her natural attacks, the skin is shredded and is ruined. A hag can remain in its humanoid form until it rots or she chooses to assume a new one. A change in form cannot be dispelled, but a bog hag reverts to its natural form when killed, its stolen skin bursting and peeling away. A true seeing spell or ability reveals its natural form.

Suggestion (Sp): A hag can project a suggestion into the mind of an unwary character up to 100 feet distant. This is a mind-affecting ability, but not language-dependent. It otherwise functions as the spell (caster level equal to the hag’s Hit Dice). A hag can use this ability as often as she desires, but it does not function on a creature that knows the hag’s true nature or views her as a threat.

Weakness (Su): A hag’s claws sap strength from those she strikes. Each time a hag hits a foe with her claw attack, the victim takes 2 points of Strength damage unless he resists the weakness with a Fortitude save. Alternatively, a hag can attempt to inflict even greater weakness on a foe by making a touch attack—this variant requires a standard action, and cannot be attempted in the same round the hag makes claw attacks. The opponent touched must succeed on a Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
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Re: Pathfinder in the Mists

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Sample Hags
Name Base Creature Age Salient Abilities CR
Annis Human commoner 11 Mistress Bite, damage reduction, grab, large, natural armour (2), rend, spell-like abilities 6
Bog Hag Human expert 6 Novice Aquatic, disease, grab, steal skin 3
Dune Hag Human warrior 12 Novice Bite, damage reduction, enthral, grab, large, natural armour, spell resistance (2), spell-like abilities 6
Green Hag Human warrior 9 Mistress Improved senses, mimicry, natural armour (2), new movement type (swim), spell-like abilities (4), weakness 5
Sea Hag Human warrior 4 Matron Aquatic, evil eye, horrific appearance (2), increased speed (swim) 4
Hannya Human expert 8 Novice Bite, constrict, grab, natural armour, spell-like abilities, suggestion 4
Marzanna (Frost Hag) Human expert 8 Matron Dreadful gaze, natural armour, new movement type, rend, spell-like abilities (3) 6

Name Spell-like Abilities
Annis 3/day—alter self, fog cloud
Bog Hag -
Dune Hag 3/day—disguise self, hallucinatory terrain
Green Hag Constant—pass without trace, tongues, water breathing; At will—dancing lights, disguise self, ghost sound, invisibility, pyrotechnics, tree shape, whispering wind
Sea Hag -
Hannya At will—alter self, detect thoughts
Marzanna (Frost Hag) At will—dancing lights, ghost sound, pass without trace, ray of frost; 3/day—alter self, bestow curse, wall of ice, ice storm
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Re: Pathfinder in the Mists

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Goblin Beasts

The feral equivalent of calibans, goblin beasts are warped by exposure to foul magic, dire curses, powerful sinkhole of evil or the corruptive aura of hags. Goblins are noted for their affinity with these twisted creatures and sometimes train them for use as mounts or guard animals. As well as being physically deformed (and more robust), their minds are infused with malign cunning. Should they survive their births, goblin beasts can breed true, producing more of their tainted kind. Worgs are the most notorious example of goblin beasts; these tainted wolves have spread far and wide.
Note that a goblin dog is a particularly large rodent used by goblins as a mount; it is not a goblin beast created by the fell powers of hags as described here.

The Goblin Beast template
Creating a Goblin Beast
“Goblin Beast” is an acquired or inherited template that can be applied to any animal or vermin. A goblin beast retains all the base creature’s statistics and special abilities except as noted below.

Challenge Rating: Same as the base creature +1.
Alignment: Any evil.
Type: The creature’s type changes to magical beast. Recalculate the creature’s base attack bonus and base save bonuses.
Hit Dice: Change all of the creature’s racial Hit Dice to d10s. The creature gains 2 racial Hit Dice. Recalculate the creature’s hit points.
Saves: Base save bonuses are Fort +1/2 HD + 2, Ref +1/2 HD + 2, and Will +1/3 HD.
Attacks: If the base creature is a herbivore, its natural attacks become primary attacks, not secondary attacks.
Senses: The goblin beast gains darkvision 60 ft.
Abilities: Str +2, Con -2, Int +4, Wis +2, Cha +4. If the base creature is mindless, it loses that quality and gains Int 4.
Skills: The goblin beasts gains a +2 racial bonus to one skill, typically Stealth. In some cases, the racial skill bonus of the base creature may be reassigned in whole or in part to a new skill. It also has 2 + Int modifier skill points per level.
Feats: The goblin beast gains a feat from its increased Hit Dice. If the base creature was mindless, it gains feats for all its racial Hit Dice.
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Re: Pathfinder in the Mists

Post by Nemesio »

VERY NICE!

Can't wait to see the Mindefisk sisters...
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Re: Pathfinder in the Mists

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Ask and ye shall receive (eventually)...

The main point about the Three Hags (which I have made elsewhere) is that they are individual creatures with individual motives, interests and abilities, not 3 interchangeably identical creatures. So I've tried to personalise them/their abilities based on what we already know about them.

They are fundamentally mini-Dark Powers, manipulating the fey, goblins and humans of Tepest for their own amusement. They hate each other, but are also extremely co-dependent, so they'd rather keep their sisters alive and in misery than be without them. Their main defining features are malice and spite, but they also love riddles.
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Re: Pathfinder in the Mists

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The Three Hags (Tepest)

Timeline
675 BC The sisters are born in Prime Material Tepest.
678 BC Rudella Mindefisk prays to the faeries for daughters and gets 3 delivered.
688 BC The three sisters work together to kill a handsome stranger. Fail their first Powers Checks. Commoner 1.
691 BC The sisters are played off each other by a handsome rogue, and kill him rather than let the others leave with him. Become hags and darklords of Tepest.
691 BC? The Hags craft Azalin’s Crystal.
740 BC The Inquisition begins in Viktal.
742 BC Construction on the Descent begins.
744 BC Castle Island appears.
760 BC Present day.

Powers Checks
Caress (Violence: murder: 16%; 688 BC): Leticia: A reduced version of the hag Evil Eye power [perhaps equivalent to the Evil Eye hex]; Laveeda: Scent; Lorinda: Spell-like abilities.
Enticement (Blasphemy: cannibalism, and feeding the dead rogue to their unaware family: 100%; 688 BC): Leticia and Laveeda: Ability bonuses; Lorinda: Spell-like abilities.
Invitation (Violence: further seduction, murder and cannibalism: 32%; c690 BC): All: Commoner levels become Witch levels.
Embrace (Betrayal: planning to betray sisters to the rogue: 16%): Telepathy and covey.
Creature (Violence and Betrayal: murder the rake so that no one can have him: 16%): Become hags and darklords of Tepest. Gain change shape, enemy of light, hideous, corrupted familiars, mimicry, covey and Laveeda’s scent gets more powerful.

Favoured class: hp for all

Coven Spells
Save DC = 14 + spell level
At will—animate dead, baleful polymorph, blight, bestow lethal curse, clairaudience/clairvoyance, charm monster, commune, control weather, create undead, dream, forcecage, invisibility, mind blank, mirage arcana, nightmare, pass without trace, reincarnate, speak with animals, speak with dead, speak with plants, tongues, veil, vision.
Last edited by Ryan Naylor on Wed Aug 28, 2013 3:21 am, edited 1 time in total.
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