Pathfinder in the Mists
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Frantisek Markov (Markovia)
Timeline
675 BC Born in Vallaki in Barovia.
698 BC Butchers his wife Ludmilla and is driven into the Mists. Becomes darklord of Markovia.
740 BC Markovia is transplanted to the Sea of Sorrows following the Great Upheaval and presumed destroyed.
743 BC A lost merchant vessel sailing out of Ludendorf re-discovers Markovia. The name sticks given the number of weird beasts found on the island.
748 BC Lamordian explorers attempt to settle the island now known as Markovia, but the colonists vanish.
749 BC The Sunset Empires is lost at sea. Akanga leads a rebellion against Markov.
760 BC Present day.
Powers Checks
Caress (Violence: torture of animals: 8%; c687 BC): Xenophobia
Enticement (Blasphemy and Violence: vivisects animals: 16%; c695 BC): Dex +2 (later taken over by beast shape bonuses)
Invitation (Blasphemy: starts selling the meat in his butchers shop: 2%; c696 BC): Level +1
Embrace (Blasphemy and Violence: starts trying to build monsters through vivisection: 16%; c697 BC): Becomes an alchemist, not an expert.
Creature (Betrayal, Violence and Blasphemy: vivisects Ludmilla, in part to stop her outing him: 32%; 698 BC): Becomes darklord of Markovia. Thousand forms, craft monsters.
Base stats
S 14 D 15 C 14 I 14 W 10 Ch 8 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +2
Powers Checks: Str +2 (Medium beast shape)
Favoured class: skills
CR 8 (7 [levels] + 1 [darklord abilities])
760 BC (Current day stats)
CR 8 XP 4,800
Male Human Alchemist (Vivisectionist) 8
LE Medium Humanoid (human, shapechanger) [Medium ape form]
Init: +2 (Dex) Senses: Perception +11
Defense
AC 14 Touch 12 Flat-footed 12 (+2 Dex, +2 natural)
hp 55 (8 + 7d8 + 16)
Fort +9, Ref +9, Will +3 (+6 against poison)
Offense
Spd 30 ft, climb 30 ft
Melee 2 slams +10 (1d4+4 plus sneak +4d6; sneak +8d6+16 nonlethal)
2 slams +8 (1d4+8 plus sneak +4d6 with Power Attack)
Space/Reach: 5’/5’
S 14 (16) D 15 C 14 I 18 W 10 Ch 8
BAB +6 CMB +9 CMD 21 (19)
Feats
Bludgeoner, Brew Potion, Power Attack, Sap Adept, Sap Master, Skill Focus (Knowledge (nature)), Throw Anything
Skills
Bluff +7 (8), Climb +16 (5), Craft (alchemy) +15 (8), Fly +7 (2), Handle Animal +7 (8), Heal +18 (0), Intimidate +7 (8), Knowledge (arcana) +8 (1), Knowledge (local) +8 (4), Knowledge (nature) +18 (8), Perception +11 (8), Sense Motive +8 (8), Stealth +7 (5), Survival +8 (5), Swim +5 (2)
Languages
Balok*, Darkonese, Mordentish, Tepestani, Vaasi
Treasure
(7,800 gp)
Cloak of resistance +1, amulet of mighty fists +1, lots and lots of potions
Special
Bottled Ooze
Combine Extracts
Enhance Potion (4/day)
Fast Poisoning (swift action)
Poison Use
Mutagen (DC 18)
Swift Alchemy
Spontaneous Healing (20/day)
Throw Anything (+1 to hit with thrown splash weapons)
Sneak Attack +4d6
Torturous Transformation
Craft monsters
Thousand Forms
Sinkhole of evil
Formulae
(5/5/3); DC 14 + spell level
1 – deathwatch, cure light wounds, enlarge person, keen senses, reduce person, polypurpose panacea, anticipate peril, expeditious retreat, jump, negate aroma, stone fist, touch of the sea
2 – anthropomorphic animal, bull’s strength, bear’s endurance, cat’s grace, cure moderate wounds, acute senses, alchemical allocation, animal aspect, fox’s cunning, darkvision, see invisibility, lesser restoration
3 – awaken, baleful polymorph, rage, cure serious wounds, remove disease, water breathing, amplify elixir, bloodhound, greater animal aspect, remove blindness/deafness
Timeline
675 BC Born in Vallaki in Barovia.
698 BC Butchers his wife Ludmilla and is driven into the Mists. Becomes darklord of Markovia.
740 BC Markovia is transplanted to the Sea of Sorrows following the Great Upheaval and presumed destroyed.
743 BC A lost merchant vessel sailing out of Ludendorf re-discovers Markovia. The name sticks given the number of weird beasts found on the island.
748 BC Lamordian explorers attempt to settle the island now known as Markovia, but the colonists vanish.
749 BC The Sunset Empires is lost at sea. Akanga leads a rebellion against Markov.
760 BC Present day.
Powers Checks
Caress (Violence: torture of animals: 8%; c687 BC): Xenophobia
Enticement (Blasphemy and Violence: vivisects animals: 16%; c695 BC): Dex +2 (later taken over by beast shape bonuses)
Invitation (Blasphemy: starts selling the meat in his butchers shop: 2%; c696 BC): Level +1
Embrace (Blasphemy and Violence: starts trying to build monsters through vivisection: 16%; c697 BC): Becomes an alchemist, not an expert.
Creature (Betrayal, Violence and Blasphemy: vivisects Ludmilla, in part to stop her outing him: 32%; 698 BC): Becomes darklord of Markovia. Thousand forms, craft monsters.
Base stats
S 14 D 15 C 14 I 14 W 10 Ch 8 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +2
Powers Checks: Str +2 (Medium beast shape)
Favoured class: skills
CR 8 (7 [levels] + 1 [darklord abilities])
760 BC (Current day stats)
CR 8 XP 4,800
Male Human Alchemist (Vivisectionist) 8
LE Medium Humanoid (human, shapechanger) [Medium ape form]
Init: +2 (Dex) Senses: Perception +11
Defense
AC 14 Touch 12 Flat-footed 12 (+2 Dex, +2 natural)
hp 55 (8 + 7d8 + 16)
Fort +9, Ref +9, Will +3 (+6 against poison)
Offense
Spd 30 ft, climb 30 ft
Melee 2 slams +10 (1d4+4 plus sneak +4d6; sneak +8d6+16 nonlethal)
2 slams +8 (1d4+8 plus sneak +4d6 with Power Attack)
Space/Reach: 5’/5’
S 14 (16) D 15 C 14 I 18 W 10 Ch 8
BAB +6 CMB +9 CMD 21 (19)
Feats
Bludgeoner, Brew Potion, Power Attack, Sap Adept, Sap Master, Skill Focus (Knowledge (nature)), Throw Anything
Skills
Bluff +7 (8), Climb +16 (5), Craft (alchemy) +15 (8), Fly +7 (2), Handle Animal +7 (8), Heal +18 (0), Intimidate +7 (8), Knowledge (arcana) +8 (1), Knowledge (local) +8 (4), Knowledge (nature) +18 (8), Perception +11 (8), Sense Motive +8 (8), Stealth +7 (5), Survival +8 (5), Swim +5 (2)
Languages
Balok*, Darkonese, Mordentish, Tepestani, Vaasi
Treasure
(7,800 gp)
Cloak of resistance +1, amulet of mighty fists +1, lots and lots of potions
Special
Bottled Ooze
Combine Extracts
Enhance Potion (4/day)
Fast Poisoning (swift action)
Poison Use
Mutagen (DC 18)
Swift Alchemy
Spontaneous Healing (20/day)
Throw Anything (+1 to hit with thrown splash weapons)
Sneak Attack +4d6
Torturous Transformation
Craft monsters
Thousand Forms
Sinkhole of evil
Formulae
(5/5/3); DC 14 + spell level
1 – deathwatch, cure light wounds, enlarge person, keen senses, reduce person, polypurpose panacea, anticipate peril, expeditious retreat, jump, negate aroma, stone fist, touch of the sea
2 – anthropomorphic animal, bull’s strength, bear’s endurance, cat’s grace, cure moderate wounds, acute senses, alchemical allocation, animal aspect, fox’s cunning, darkvision, see invisibility, lesser restoration
3 – awaken, baleful polymorph, rage, cure serious wounds, remove disease, water breathing, amplify elixir, bloodhound, greater animal aspect, remove blindness/deafness
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Stezen d’Polarno (Ghastria)
Timeline
c548 BC Born in Prime Material Ghastria.
c583 BC His soul is stolen and trapped in a painting.
c584 BC Murders King Oderic’s entire court at feast and becomes darklord of Ghastria (currently an Island of Terror).
c705 BC Ghastria joins the Sea of Sorrows.
760 BC Present day.
Powers Checks
Caress (Betrayal: exploiting the poor: 4%; c568 BC): Bluff becomes a class skill.
Enticement (Violence: murder to protect his reputation: 16%; c573 BC): Poison Use
Invitation (Violence: political assassination: 16%; c578 BC): Cha +2
Embrace (Betrayal: causing chaos during famine: 8%; c583 BC): Cursed with portrait. Joyless. Regeneration.
Creature (Betrayal and Violence: poisons King Oderic’s entire court: 32%; c584 BC): Becomes darklord of Ghastria. Regeneration increases. Drain life. Immune to aging.
Base stats
S 13 D 15 C 12 I 14 W 10 Ch 13 (high fantasy)
Racial: Cha +2 (human)
Levelling: Str +1, Dex +1
Favoured class: skills
CR 12 (9 [levels] + 1 [PC-level treasure] + 2 [darklord abilities])
760 BC (Current day stats)
CR 12 XP 19,200
Male Human Fighter 10
NE/CE Medium Humanoid (Human)
Init: +7 (Dex, magic) Senses: Perception +10
Defense
AC 22 Touch 14 Flat-footed 18 (+3 Dex, +8 armour, +1 dodge plus Combat Expertise +3)
hp 69 (10 + 9d10 + 10)
Fort +8, Ref +6, Will +3
Bravery +3
Regeneration 5
Immune to aging
Offense
Spd 30 ft
Melee +1 duelling keen rapier +17/+12 (1d6+10, crit 15+ plus critical focus)
+1 duelling keen rapier +14/+9 (1d6+16, crit 15+ with Power Attack)
+1 duelling keen rapier +15/+10 (1d6+10, crit 15+; can feint in place of first attack) and dagger +14 (1d4+7, crit 19+)
Melee +13
Ranged Dagger +16 (1d4+7, crit 19+)
Space/Reach: 5’/5’
S 14 (16) D 16 C 12 I 14 W 10 Ch 17
BAB +10 CMB +13 CMD 27 (23) (33 vs disarm, 29 vs feint, 31 vs sunder)
Feats
Combat Expertise, Combat Reflexes, Critical Focus, Deceitful, Dodge, Double Slice, Improved Feint, Power Attack, Two-Weapon Feint, Two Weapon Fighting, Weapon Focus (rapier), Weapon Specialisation (rapier)
Skills
Bluff +17 (9), Craft (painting) +9 (4), Diplomacy +11 (8), Disguise +5 (0), Intimidate +11 (5), Knowledge (nobility) +5 (3), Perception +10 (10), Ride +9 (4), Sense Motive +10 (10), Stealth +9 (7)
Joyless: Diplomacy -10, Bluff -10
Languages
Ghastrian*, Draconic, Mordentish
Treasure
(46,000 gp/62,000 gp)
Duelling keen rapier +1, agile breastplate +2, masterwork dagger, belt of giant strength +2, gloves of duelling.
Special
Weapon Training (light blades +2, bows +1)
Armour Training 2
Bravery
Poison Use
Painting: Regeneration 5
Immune to aging
Drain life
Joyless
Sinkhole of evil
Timeline
c548 BC Born in Prime Material Ghastria.
c583 BC His soul is stolen and trapped in a painting.
c584 BC Murders King Oderic’s entire court at feast and becomes darklord of Ghastria (currently an Island of Terror).
c705 BC Ghastria joins the Sea of Sorrows.
760 BC Present day.
Powers Checks
Caress (Betrayal: exploiting the poor: 4%; c568 BC): Bluff becomes a class skill.
Enticement (Violence: murder to protect his reputation: 16%; c573 BC): Poison Use
Invitation (Violence: political assassination: 16%; c578 BC): Cha +2
Embrace (Betrayal: causing chaos during famine: 8%; c583 BC): Cursed with portrait. Joyless. Regeneration.
Creature (Betrayal and Violence: poisons King Oderic’s entire court: 32%; c584 BC): Becomes darklord of Ghastria. Regeneration increases. Drain life. Immune to aging.
Base stats
S 13 D 15 C 12 I 14 W 10 Ch 13 (high fantasy)
Racial: Cha +2 (human)
Levelling: Str +1, Dex +1
Favoured class: skills
CR 12 (9 [levels] + 1 [PC-level treasure] + 2 [darklord abilities])
760 BC (Current day stats)
CR 12 XP 19,200
Male Human Fighter 10
NE/CE Medium Humanoid (Human)
Init: +7 (Dex, magic) Senses: Perception +10
Defense
AC 22 Touch 14 Flat-footed 18 (+3 Dex, +8 armour, +1 dodge plus Combat Expertise +3)
hp 69 (10 + 9d10 + 10)
Fort +8, Ref +6, Will +3
Bravery +3
Regeneration 5
Immune to aging
Offense
Spd 30 ft
Melee +1 duelling keen rapier +17/+12 (1d6+10, crit 15+ plus critical focus)
+1 duelling keen rapier +14/+9 (1d6+16, crit 15+ with Power Attack)
+1 duelling keen rapier +15/+10 (1d6+10, crit 15+; can feint in place of first attack) and dagger +14 (1d4+7, crit 19+)
Melee +13
Ranged Dagger +16 (1d4+7, crit 19+)
Space/Reach: 5’/5’
S 14 (16) D 16 C 12 I 14 W 10 Ch 17
BAB +10 CMB +13 CMD 27 (23) (33 vs disarm, 29 vs feint, 31 vs sunder)
Feats
Combat Expertise, Combat Reflexes, Critical Focus, Deceitful, Dodge, Double Slice, Improved Feint, Power Attack, Two-Weapon Feint, Two Weapon Fighting, Weapon Focus (rapier), Weapon Specialisation (rapier)
Skills
Bluff +17 (9), Craft (painting) +9 (4), Diplomacy +11 (8), Disguise +5 (0), Intimidate +11 (5), Knowledge (nobility) +5 (3), Perception +10 (10), Ride +9 (4), Sense Motive +10 (10), Stealth +9 (7)
Joyless: Diplomacy -10, Bluff -10
Languages
Ghastrian*, Draconic, Mordentish
Treasure
(46,000 gp/62,000 gp)
Duelling keen rapier +1, agile breastplate +2, masterwork dagger, belt of giant strength +2, gloves of duelling.
Special
Weapon Training (light blades +2, bows +1)
Armour Training 2
Bravery
Poison Use
Painting: Regeneration 5
Immune to aging
Drain life
Joyless
Sinkhole of evil
- Zilfer
- Evil Genius

- Posts: 4231
- Joined: Wed Apr 20, 2011 8:14 pm
- Gender: Male
- Location: WA (Land of lots of trees)
- Contact:
Re: Pathfinder in the Mists
So what would your recomended system be for Dark Power's checks Ryan? I know earlier in the thread you thought it would be good to leave it up to the individual DM but some people don't have time to plan out a system for it. Would you recommend going the quick easy chart back from 3.x? Or one of the newer ones that I think Bing or one of the other fraternity members came up with?
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
I will post that for you when I get home.
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
This is heavily, heavily influenced by Nathan's Unified Theory of Powers Checks:
http://www.fraternityofshadows.com/foru ... php?t=4694
Powers checks
Evil comes in many forms, but it is most dangerous when it is convenient. Evil can seduce us in ways the Good would never try, seemingly asking nothing but offering the heart’s desire. But these gifts are poisoned fruits, tainted by the acts undertaken to claim them. Each gift leads closer to barrenness, disappointment, and destruction.
Evil attracts the gaze of the Dark Powers, Ravenloft’s unknowable judge and jury. With every Evil act, there is a chance they will respond, both rewarding and punishing the transgressor in a single stroke.
There are 7 degrees of evil actions which can lead to a Powers check, each with its own chance of failing. They also come in 4 different categories: Violence, Betrayal, Blasphemy, and Dark Magic. Dark Magic constitutes any ability that is evil or involves tampering with the nature of the soul, including alchemist’s mutagens, Necromancy, or spells with the Curse, Disease, Evil, or Pain descriptors. The age resistance, create demiplane, (limited) wish and undead anatomy spells also require Powers checks.
Severity Description % chance fail
1 Trespass 1
2 Offence 2
3 Sin 4
4 Enormity 8
5 Atrocity 16
6 Abomination 32
7 Act of Ultimate Darkness 100
Trespasses do little harm to the person injured (and even then, must be between intimates or targeting an Innocent), or tamper very slightly with the powers of life and death. E.g. Bullying, picking fights, assault (Violence), lying to cast blame on someone else, petty theft, small-time grifting (Betrayal), defacing a tombstone, breaking a religious tenet, using evil cleric granted powers available at 1st level (Blasphemy), laying an Embarrassing curse, using a mutagen, using Necromantic or Evil spells of levels 0-2, voluntary propitiation or asking favours of evil creatures (Black Magic).
Offenses deliberately inflict serious damage on another or make light of the gods. E.g. Extortion (Violence), character assassination, burglary, voluntary one-time association or service to evil creatures (Betrayal), breaking an oath, using evil cleric granted powers available at 8th level or higher, using the Gift of Life cleric granted power (Blasphemy), laying a Frustrating curse, using an evil witch’s hex or oracle’s revelation from the Ancestor or Bones mystery that doesn’t otherwise reproduce a spell, using the Plague Bringer archetype’s plague vial mutagen, using Necromantic or Evil spells of levels 3-4 (Black Magic).
Sins inflict long-lasting damage to their victims or attempt to control the powers of life and death. E.g. Grievous assault (Violence), perjury with intent to harm another, arranging the total ruination of another (Betrayal), breaking a vow (Blasphemy), laying a Troublesome curse, using Necromantic or Evil spells of levels 5-6, creation of weak permanent Necromantic or Evil magic items, voluntary long-term association or service to evil creatures, use of the Mummification discovery (Black Magic).
Enormities inflict permanent damage on their subject, deliberately destroy something good, create a new source of evil in the world, or use the powers of life and death for evil ends. E.g. Manslaughter, deliberately crippling an enemy (Violence), gaslighting, framing an innocent man (Betrayal), grave robbing, deliberately destroying someone’s Innocence, learning any of the Fiend Totem barbarian rage powers (Blasphemy), laying a Dangerous curse, using Necromantic or Evil spells of levels 7-8, researching a new Necromantic or Evil spell of levels 0-2, voluntary one-time association or service to a fiend (Black Magic).
Atrocities virtually always end in death, use the most powerful evil magics, or create permanent sources of evil in the world. E.g. Murder as a crime of passion, routine torture (Violence), betraying a friend to the secret police, judicial murder (Betrayal), defiling a holy place (Blasphemy), laying a Lethal curse, using Necromantic or Evil spells of level 9, creation of moderately powerful Necromantic or Evil magic items, researching a new Necromantic or Evil spell of levels 3-5 (Black Magic).
Abominations deliberately aim at another’s death, deliberately profane the holy, or greatly and permanently pervert the powers of life and death. E.g. cold-blooded murder, a bard’s Deadly Performance ability (Violence), driving another to suicide (Betrayal), desecrating a holy place (Blasphemy), creation of powerful Necromantic or Evil magic items (Black Magic).
Acts of Ultimate Darkness result in intense, prolonged agony for their victims, cause the death of many people, or revolt against the very idea of goodness. E.g. sadistic torture, brutal or mass murder (Violence), murderous treachery against one’s closest friends (Betrayal), powerful and deliberate desecration of a very holy place (Blasphemy), creation of the most powerful Necromantic or Evil magic items, researching new Necromantic or Evil spells of levels 6-9, voluntary and long-lasting service to a fiend (Black Magic).
Once the level of the original deed is determined, it is modified as follows:
General:
Action officially condoned or culturally sanctioned -2
For each additional category which also applies +1
Per failed check in a different category +1
After 1 failed check in that category -1
After 2 failed checks in that category -3
After 3+ failed checks in that category -5
Violence and Betrayal:
Subject is evil or a monster -3
Subject is neutral or a stranger -2
Subject is good or a friend -1
Subject is an Innocent, an intimate friend or family member +0
Blasphemy:
Against an overtly Evil religion – (no check)
Against an Evil religion that could be mistaken as Neutral -3
Against a Neutral religion -2
Against a Good religion -1
Against your own religion +0
Black Magic:
The spell is both Necromantic and Evil +1
Once the final level is determined, roll to see if the Powers check is failed. Each check grants an increasingly powerful benefit and curse. The abilities and curses are often linked with a particular destination or transformation in mind (so a wizard may find his necromantic magic being empowered, before transforming into a vampire or lich). Failing a further Powers check may replace previous benefits or curses with new ones, or may supplement them.
Those who fail 5 Powers checks in at least 2 different categories may become darklords; in only 1 category, they become monsters.
Step One: The Caress
Embarrassing curse, plus 1st level magical ability 1/day; +2 to an ability score; +10 speed; +1 bonus to natural armour; low light vision; a new natural attack form (bite, claw, horns etc); +4 to one skill.
Step Two: The Enticement
Frustrating curse, plus 1st level magical ability 3/day or 2nd level magical ability 1/day; +4 to an ability score; +20 bonus to speed; darkvision; poisonous natural attack form; +6 to one skill; new feat; an existing class level is replaced by a level in another class.
Step Three: The Invitation
Troublesome curse, plus 2nd level magical ability 3/day or 3rd level magical ability 1/day; +6 to an ability score; +8 to one skill; a new class level.
Generally, CR +1 from the base creature.
Step Four: The Embrace
Dangerous curse, plus 3rd level magical ability 3/day or 4th level magical ability 1/day; +8 to an ability score; +10 to one skill.
Step Five: The Creature
Lethal curse (perhaps plus darklordship); transformation into a monster; 4th level magical ability 3/day or 5th level magical ability 1/day; +10 to an ability score; +12 to one skill.
Generally, CR +2 or +3 (for darklords) from the base creature.
Darklordship:
Although darklords are unique creature of powerful evil, they (usually) have some features in common.
The Lord is the Land: The domain shapes or reshapes itself to match the temperament of the lord. The weather may alter with the lord’s mood; rivers flood to reflect blood spilt by them; the character of the other inhabitants of the domain alter to reflect or contrast with the personality of the lord. The darklord is trapped within their domain, tormented in an ironic hell of their own devising.
Mastery: Animals or undead controlled by the lord get a bonus to their saves to resist mind-affecting magic, channelling or similar magic equal to the darklord’s Charisma modifier.
Immunities: Darklords are immune to curses with permanent durations and spells that imprison them.
Closing the Borders: Darklords can force others to share their imprisonment within their domain, summoning magical barriers of immense power around the borders to keep people in. No mortal magic can pierce a closed domain border.
Sinkholes of Evil: All darklords raise the ethereal resonance within a 300 ft radius by one rank.
Channel Resistance: Undead darklords gain a bonus to their channel resistance equal to +1 or their Wisdom bonus, whichever is greater.
Sense Disruption: Darklords can sense the disruption created by a paladin or an outsider’s reality wrinkle within their domain. Within an outsider’s reality wrinkle, the darklord loses all of the benefits associated with being the lord (i.e. those listed in this section, except Sinkholes of Evil and Persistence).
Persistence: Some darklords cease to age entirely. Others slow to half the normal speed, or appear to age without suffering the penalties associated with aging.
http://www.fraternityofshadows.com/foru ... php?t=4694
Powers checks
Evil comes in many forms, but it is most dangerous when it is convenient. Evil can seduce us in ways the Good would never try, seemingly asking nothing but offering the heart’s desire. But these gifts are poisoned fruits, tainted by the acts undertaken to claim them. Each gift leads closer to barrenness, disappointment, and destruction.
Evil attracts the gaze of the Dark Powers, Ravenloft’s unknowable judge and jury. With every Evil act, there is a chance they will respond, both rewarding and punishing the transgressor in a single stroke.
There are 7 degrees of evil actions which can lead to a Powers check, each with its own chance of failing. They also come in 4 different categories: Violence, Betrayal, Blasphemy, and Dark Magic. Dark Magic constitutes any ability that is evil or involves tampering with the nature of the soul, including alchemist’s mutagens, Necromancy, or spells with the Curse, Disease, Evil, or Pain descriptors. The age resistance, create demiplane, (limited) wish and undead anatomy spells also require Powers checks.
Severity Description % chance fail
1 Trespass 1
2 Offence 2
3 Sin 4
4 Enormity 8
5 Atrocity 16
6 Abomination 32
7 Act of Ultimate Darkness 100
Trespasses do little harm to the person injured (and even then, must be between intimates or targeting an Innocent), or tamper very slightly with the powers of life and death. E.g. Bullying, picking fights, assault (Violence), lying to cast blame on someone else, petty theft, small-time grifting (Betrayal), defacing a tombstone, breaking a religious tenet, using evil cleric granted powers available at 1st level (Blasphemy), laying an Embarrassing curse, using a mutagen, using Necromantic or Evil spells of levels 0-2, voluntary propitiation or asking favours of evil creatures (Black Magic).
Offenses deliberately inflict serious damage on another or make light of the gods. E.g. Extortion (Violence), character assassination, burglary, voluntary one-time association or service to evil creatures (Betrayal), breaking an oath, using evil cleric granted powers available at 8th level or higher, using the Gift of Life cleric granted power (Blasphemy), laying a Frustrating curse, using an evil witch’s hex or oracle’s revelation from the Ancestor or Bones mystery that doesn’t otherwise reproduce a spell, using the Plague Bringer archetype’s plague vial mutagen, using Necromantic or Evil spells of levels 3-4 (Black Magic).
Sins inflict long-lasting damage to their victims or attempt to control the powers of life and death. E.g. Grievous assault (Violence), perjury with intent to harm another, arranging the total ruination of another (Betrayal), breaking a vow (Blasphemy), laying a Troublesome curse, using Necromantic or Evil spells of levels 5-6, creation of weak permanent Necromantic or Evil magic items, voluntary long-term association or service to evil creatures, use of the Mummification discovery (Black Magic).
Enormities inflict permanent damage on their subject, deliberately destroy something good, create a new source of evil in the world, or use the powers of life and death for evil ends. E.g. Manslaughter, deliberately crippling an enemy (Violence), gaslighting, framing an innocent man (Betrayal), grave robbing, deliberately destroying someone’s Innocence, learning any of the Fiend Totem barbarian rage powers (Blasphemy), laying a Dangerous curse, using Necromantic or Evil spells of levels 7-8, researching a new Necromantic or Evil spell of levels 0-2, voluntary one-time association or service to a fiend (Black Magic).
Atrocities virtually always end in death, use the most powerful evil magics, or create permanent sources of evil in the world. E.g. Murder as a crime of passion, routine torture (Violence), betraying a friend to the secret police, judicial murder (Betrayal), defiling a holy place (Blasphemy), laying a Lethal curse, using Necromantic or Evil spells of level 9, creation of moderately powerful Necromantic or Evil magic items, researching a new Necromantic or Evil spell of levels 3-5 (Black Magic).
Abominations deliberately aim at another’s death, deliberately profane the holy, or greatly and permanently pervert the powers of life and death. E.g. cold-blooded murder, a bard’s Deadly Performance ability (Violence), driving another to suicide (Betrayal), desecrating a holy place (Blasphemy), creation of powerful Necromantic or Evil magic items (Black Magic).
Acts of Ultimate Darkness result in intense, prolonged agony for their victims, cause the death of many people, or revolt against the very idea of goodness. E.g. sadistic torture, brutal or mass murder (Violence), murderous treachery against one’s closest friends (Betrayal), powerful and deliberate desecration of a very holy place (Blasphemy), creation of the most powerful Necromantic or Evil magic items, researching new Necromantic or Evil spells of levels 6-9, voluntary and long-lasting service to a fiend (Black Magic).
Once the level of the original deed is determined, it is modified as follows:
General:
Action officially condoned or culturally sanctioned -2
For each additional category which also applies +1
Per failed check in a different category +1
After 1 failed check in that category -1
After 2 failed checks in that category -3
After 3+ failed checks in that category -5
Violence and Betrayal:
Subject is evil or a monster -3
Subject is neutral or a stranger -2
Subject is good or a friend -1
Subject is an Innocent, an intimate friend or family member +0
Blasphemy:
Against an overtly Evil religion – (no check)
Against an Evil religion that could be mistaken as Neutral -3
Against a Neutral religion -2
Against a Good religion -1
Against your own religion +0
Black Magic:
The spell is both Necromantic and Evil +1
Once the final level is determined, roll to see if the Powers check is failed. Each check grants an increasingly powerful benefit and curse. The abilities and curses are often linked with a particular destination or transformation in mind (so a wizard may find his necromantic magic being empowered, before transforming into a vampire or lich). Failing a further Powers check may replace previous benefits or curses with new ones, or may supplement them.
Those who fail 5 Powers checks in at least 2 different categories may become darklords; in only 1 category, they become monsters.
Step One: The Caress
Embarrassing curse, plus 1st level magical ability 1/day; +2 to an ability score; +10 speed; +1 bonus to natural armour; low light vision; a new natural attack form (bite, claw, horns etc); +4 to one skill.
Step Two: The Enticement
Frustrating curse, plus 1st level magical ability 3/day or 2nd level magical ability 1/day; +4 to an ability score; +20 bonus to speed; darkvision; poisonous natural attack form; +6 to one skill; new feat; an existing class level is replaced by a level in another class.
Step Three: The Invitation
Troublesome curse, plus 2nd level magical ability 3/day or 3rd level magical ability 1/day; +6 to an ability score; +8 to one skill; a new class level.
Generally, CR +1 from the base creature.
Step Four: The Embrace
Dangerous curse, plus 3rd level magical ability 3/day or 4th level magical ability 1/day; +8 to an ability score; +10 to one skill.
Step Five: The Creature
Lethal curse (perhaps plus darklordship); transformation into a monster; 4th level magical ability 3/day or 5th level magical ability 1/day; +10 to an ability score; +12 to one skill.
Generally, CR +2 or +3 (for darklords) from the base creature.
Darklordship:
Although darklords are unique creature of powerful evil, they (usually) have some features in common.
The Lord is the Land: The domain shapes or reshapes itself to match the temperament of the lord. The weather may alter with the lord’s mood; rivers flood to reflect blood spilt by them; the character of the other inhabitants of the domain alter to reflect or contrast with the personality of the lord. The darklord is trapped within their domain, tormented in an ironic hell of their own devising.
Mastery: Animals or undead controlled by the lord get a bonus to their saves to resist mind-affecting magic, channelling or similar magic equal to the darklord’s Charisma modifier.
Immunities: Darklords are immune to curses with permanent durations and spells that imprison them.
Closing the Borders: Darklords can force others to share their imprisonment within their domain, summoning magical barriers of immense power around the borders to keep people in. No mortal magic can pierce a closed domain border.
Sinkholes of Evil: All darklords raise the ethereal resonance within a 300 ft radius by one rank.
Channel Resistance: Undead darklords gain a bonus to their channel resistance equal to +1 or their Wisdom bonus, whichever is greater.
Sense Disruption: Darklords can sense the disruption created by a paladin or an outsider’s reality wrinkle within their domain. Within an outsider’s reality wrinkle, the darklord loses all of the benefits associated with being the lord (i.e. those listed in this section, except Sinkholes of Evil and Persistence).
Persistence: Some darklords cease to age entirely. Others slow to half the normal speed, or appear to age without suffering the penalties associated with aging.
- The Giamarga
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Re: Pathfinder in the Mists
No aging on these two? Markov is 85 and Stezen over 200 and was middle aged when turning a darklord. (Yes i saw immune to aging, but should he get the bonuses?)
I like Markov as a vivisectionist, the archetype is made for him
Stezen otoh... My 3.5 version was a swashbuckler/aristocrat which came out quite dashing and a veritable diplomancer.
A plain fighter seems somehow too plain/brutish for him imho. Of course he was Ftr8 in 2E, but i would definately have given him the swashbuckler kit back then. I'd love for him to have a nice archetype that enables him to be a bit more the charming aristocratic dex fighter.
Did you consider the duelist for him? Or maybe the Lorewarden archetype which is kind of swashbucklerish? A multiclass dip with Rogue (Rake or swashbucker archetype) ? The old PF swashbuckler class from Adamant ?
I like Markov as a vivisectionist, the archetype is made for him
Stezen otoh... My 3.5 version was a swashbuckler/aristocrat which came out quite dashing and a veritable diplomancer.
A plain fighter seems somehow too plain/brutish for him imho. Of course he was Ftr8 in 2E, but i would definately have given him the swashbuckler kit back then. I'd love for him to have a nice archetype that enables him to be a bit more the charming aristocratic dex fighter.
Did you consider the duelist for him? Or maybe the Lorewarden archetype which is kind of swashbucklerish? A multiclass dip with Rogue (Rake or swashbucker archetype) ? The old PF swashbuckler class from Adamant ?
- Zilfer
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Re: Pathfinder in the Mists
The way i see it fighter's can be swashbucklerish anyways. Have a lot more feats to do it too. One of the 'signature' characters is Valeros who is kind of a ladies man/good time seeker/drinker. Always has a cup because you never know when someone will offer you a drink. Is always after women type of deal.
(He's the signature fighter and IMO kinda always seemed swashbucklerish
)
(He's the signature fighter and IMO kinda always seemed swashbucklerish
- Zilfer
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Re: Pathfinder in the Mists
Crap, so 3.x has ravenloft summoned monster's trapped on the realm when you summon....
When that's a good majority of summoners.... does this apply or would you rule that their spells are different and from the imagination? My first session is tomorrow with someone playing a summoner class. I let him know his Eidolon is actually part of his imagination.
Thanks!
When that's a good majority of summoners.... does this apply or would you rule that their spells are different and from the imagination? My first session is tomorrow with someone playing a summoner class. I let him know his Eidolon is actually part of his imagination.
Thanks!
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Ryan Naylor
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Re: Pathfinder in the Mists
Summoned monsters aren't trapped; you can only summon creatures that are in the domain when you cast the spell. So you can summon wolves with summon monster in Kartakass, but not in Bluetspur.
Creatures conjured by a spell with the "calling" descriptor (like planar ally) are trapped when you conjure them, however.
Summoners (and anyone else with the Creatures of the Id feat) summon monsters from their imagination rather than anywhere else, so they can summon anything anywhere, including their eidolons.
Sorry about the delay; hope this helps anyway.
Creatures conjured by a spell with the "calling" descriptor (like planar ally) are trapped when you conjure them, however.
Summoners (and anyone else with the Creatures of the Id feat) summon monsters from their imagination rather than anywhere else, so they can summon anything anywhere, including their eidolons.
Sorry about the delay; hope this helps anyway.
- Zilfer
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Re: Pathfinder in the Mists
Yes it does! No worries first game went pretty well.
Fun was had. 
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Ryan Naylor
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Re: Pathfinder in the Mists
Markov's aging was halted when he became a darklord, so no.The Giamarga wrote:No aging on these two? Markov is 85 and Stezen over 200 and was middle aged when turning a darklord. (Yes i saw immune to aging, but should he get the bonuses?)
Stezen's life force being trapped in the painting, and his immunity to aging, I interpreted to mean that he doesn't get any of the benefits or penalties of aging. Fundamentally, his ennui for most of the year, plus having his soul half-elsewhere, means that it's very difficult for him to learn from his experiences.
What we do know is that he was very good at manipulating people (high Bluff and Diplomacy, which I gave him). Swashbuckler to me implies a certain degree of joie de vivre and daring do, which I don't think there is any evidence of in his past. He is (or was) a charismatic noble and demagogue, yes, but I don't see him as being a Three Musketeers/swashbuckler type.Stezen otoh... My 3.5 version was a swashbuckler/aristocrat which came out quite dashing and a veritable diplomancer.
A plain fighter seems somehow too plain/brutish for him imho. Of course he was Ftr8 in 2E, but i would definately have given him the swashbuckler kit back then. I'd love for him to have a nice archetype that enables him to be a bit more the charming aristocratic dex fighter.
Did you consider the duelist for him? Or maybe the Lorewarden archetype which is kind of swashbucklerish? A multiclass dip with Rogue (Rake or swashbucker archetype) ? The old PF swashbuckler class from Adamant ?
And most of the time now, he will be encountered in his joyless phase, in which he definitely isn't.
As for duellist, yes, I definitely see him as a highly skilled duellist. I completely disagree that being a fighter means you're brutish though - the whole point is skill at arms, not brute force.
The way Stezen is structured, he fights in reasonable light armour, he uses his Dex to good advantage, he fights with the traditional duelling weapons of rapier and main gauche or dagger, and he's very, very good at it. He's also reasonably honourable (no sneak attack) which I think is important - it ties into the idea of facades that Stezen represents - despite being vile to the core, he's concerned about providing a good public persona, so he gives the appearance of honour (and therefore shows what a hollow thing honour is). Like Flashman. Or Lord Soth.
I did consider the duellist PrC, but I decided it didn't really add anything to him he didn't get from fighter.
Godefroy is already a rake, so I wanted to avoid that where possible.
A 1 or 2 level dip into Rogue swashbuckler gives him absolutely nothing.
A new swashbuckler class is coming out in the Advanced Class Guide. I'd be interested to see how well that fits him.
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Ryan Naylor
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Re: Pathfinder in the Mists
From a potential swashbuckler to a definite one...
Trickster Beast
Trickster beasts are creatures of the forest that have learnt to assume a wide variety of human forms. Many use this to dabble in the pleasures civilisation can offer them; some use it to more effectively stalk their prey. All are truly at home only in the wild, and their trickster natures makes them sly and cunning at best, and malicious at worst.
The Trickster Beast template
Creating a Trickster Beast
“Trickster Beast” is an acquired or inherited template that can be applied to any animal or vermin. A trickster beast retains all the base creature’s statistics and special abilities except as noted below.
Challenge Rating: Same as the base creature +2 (minimum 2).
Alignment: Any evil.
Type: The creature’s type changes to magical beast and it gains the shapechanger subtype. 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.
Defensive Abilities: The trickster beast gains DR 5/cold iron if the base creature has 4 Hit Dice or less, or DR 10/cold iron if it has more. It also gains a +1 dodge bonus to AC.
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.
In hybrid form, the trickster beast gains 2 claw or slam attacks if the base creature doesn’t possess them appropriate to its size. These are secondary attacks.
Senses: The trickster beast gains darkvision 60 ft.
Special Qualities: The trickster beast gains salient abilities as described below, as well as the following special qualities.
Animal Empathy (Ex): A trickster beast can communicate and empathise with creatures related to the base creature’s form. They can use Bluff as if it were Diplomacy to change their attitudes and receive a +4 racial bonus to do so.
Change Shape (Su): Trickster beasts have three forms. Its natural form is that of the base creature, but it can also assume humanoid or hybrid form as if using a polymorph spell. Changing forms requires a move equivalent action. Equipment does not meld with the new form between human and hybrid forms, but does between those forms and its animal form.
In humanoid form, the trickster beast can appear as either gender and any Medium or Small humanoid race. The trickster beast’s humanoid form is more or less fixed, regardless of the race it assumes. A trickster beast masquerading as an elf will be recognisably the same as in human form. Although the creature can make minor cosmetic changes with an effort of will, its appearance remains similar, and when it next transforms, it assumes its habitual form.
In hybrid form, the trickster beast is the same size as the base creature or Medium, whichever is larger. It has only a single hybrid form.
A trickster beast can use its supernatural abilities in any form and retains its senses. Its ability scores remain constant regardless of form, barring alterations due to size changes.
Weapon Intuition (Ex): Trickster beasts are proficient with all Simple and Martial weapons.
Abilities: Str +2, Dex +4, Int +10, Cha +6. If the base creature is mindless, it loses that quality and gains Int 10.
Skills: The trickster beast gains a +2 racial bonus to Bluff. It also has 2 + Int modifier skill points per Hit Dice.
Feats: The trickster beast gains a feat from its increased Hit Dice. If the base creature was mindless, it gains feats for all its racial Hit Dice.
Salient Abilities
The trickster beast gains one ability from the following list, plus one per 2 Hit Dice of the base creature. Where relevant, the effects have a caster level equal to the trickster’s Hit Dice or the minimum required to cast the equivalent spell. The save DC against a trickster beast’s special attack is equal to 10 + 1/2 trickster’s HD + trickster’s Charisma modifier unless otherwise noted. Any creature that saves against a trickster’s ability is immune to that effect for 24 hours. Trickster beasts are immune to the gaze and song attacks of other trickster beasts of the same type.
Charming Gaze (Su): Any creature within 30 ft that meets the creature’s gaze must make a Will save or be affected by charm person. If the base creature has more than 5 HD, this ability functions as charm monster instead.
Disease (Ex): The creature’s natural attacks carry a disease (typically filth fever or red ache). The beast itself is immune to that disease. This save is Constitution based.
Disorienting Bite (Su): The trickster’s bite threatens for a critical hit on a 19+. On a successful critical hit, the trickster’s victim must make a Fortitude save or be dazed for 1 round. Even on a successful save, the victim is shaken for a number of rounds equal to the trickster’s Constitution bonus.
Echo of Reason (Su): When using the Bluff skill, the trickster treats its lies as one step more believable for the purposes of bonuses or penalties on the check.
Energy Resistance (Ex): The trickster gains resistance 5 to one energy type per 4 HD.
Enthralling Song (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be enthralled for as long as it continues to sing. This is a sonic, mind-affecting effect.
Feral Allies (Su): Once per day as a standard action, the trickster beast can summon 2d6 creatures of its base type (or equivalent). These creatures arrive in 2d6 rounds and serve the creature for 1 hour.
Gaze of Fatigue (Su): Any creature within 30 ft that meets the trickster’s gaze must make a Will save or be fatigued. Creatures that are already fatigued are exhausted if the base creature has at least 5 HD; otherwise, they remain fatigued.
Gaze of Ruin (Su): Three times per day, the trickster can lock gazes with another creature as a standard action. The affected creature must make a Fortitude save or take a number of d6 of damage equal to half the trickster’s Hit Dice.
Improved Abilities (Ex): One of the creature’s abilities increases by 2.
Increased Natural Armour (Ex): The creature’s natural armour bonus increases by 2.
Magic User (Sp): The trickster can cast spells as a sorcerer of level equal to its Hit Dice. It does not gain any bloodline abilities.
Sickening Gaze (Su): Any creature within 30 ft that meets the creature’s gaze must make a Will save or be sickened for a number of rounds equal to 1d4 + the trickster’s Hit Dice. This is a mind-affecting effect.
Sleep Gaze (Su): Any creature within 30 ft that meets the creature’s gaze must make a Will save or sleep for a number of minutes equal to the trickster’s Hit Dice. This is a sleep effect.
Song of Confusion (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be confused for a number of rounds equal to the trickster’s Hit Dice. This is a sonic, mind-affecting effect.
Song of Despair (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be paralysed for a number of rounds equal to the trickster’s Hit Dice. This is a sonic, mind-affecting effect.
Song of Lethargy (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be slowed for a number of rounds equal to 1d4 + trickster’s Hit Dice. This is a sonic, mind-affecting effect.
Song of Terror (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be shaken for a number of rounds equal to 1d4 + trickster’s Hit Dice. Creatures who fail the save by 5 or more are frightened instead. This is a sonic, mind-affecting fear effect.
Spell Resistance (Su): The beast gains SR equal to 11 + its final CR.
Weakening Gaze (Su): Any creature within 30 feet that meets the creature’s gaze must make a Fortitude save or take 1d4 points of Strength or Dexterity damage (the ability type is chosen when the trickster beast is created and cannot be changed).
Sample Trickster Beasts
Name Base Creature Salient Abilities
Aranea Giant spider Improved ability (Cha) (3), magic user
Greater wolfwere Dire wolf Feral allies, song of lethargy, spell resistance
Jackalwere Dog Sleep
Red Widow Giant black widow spider Charming gaze, disease (infest), weakening gaze (on pin only)
Selkie Seal (use Medium narwhal stats, minus tusk) Echo of reason, energy resistance (cold), disorienting bite
Wolfwere Wolf Song of lethargy, spell resistance
Trickster Beast
Trickster beasts are creatures of the forest that have learnt to assume a wide variety of human forms. Many use this to dabble in the pleasures civilisation can offer them; some use it to more effectively stalk their prey. All are truly at home only in the wild, and their trickster natures makes them sly and cunning at best, and malicious at worst.
The Trickster Beast template
Creating a Trickster Beast
“Trickster Beast” is an acquired or inherited template that can be applied to any animal or vermin. A trickster beast retains all the base creature’s statistics and special abilities except as noted below.
Challenge Rating: Same as the base creature +2 (minimum 2).
Alignment: Any evil.
Type: The creature’s type changes to magical beast and it gains the shapechanger subtype. 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.
Defensive Abilities: The trickster beast gains DR 5/cold iron if the base creature has 4 Hit Dice or less, or DR 10/cold iron if it has more. It also gains a +1 dodge bonus to AC.
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.
In hybrid form, the trickster beast gains 2 claw or slam attacks if the base creature doesn’t possess them appropriate to its size. These are secondary attacks.
Senses: The trickster beast gains darkvision 60 ft.
Special Qualities: The trickster beast gains salient abilities as described below, as well as the following special qualities.
Animal Empathy (Ex): A trickster beast can communicate and empathise with creatures related to the base creature’s form. They can use Bluff as if it were Diplomacy to change their attitudes and receive a +4 racial bonus to do so.
Change Shape (Su): Trickster beasts have three forms. Its natural form is that of the base creature, but it can also assume humanoid or hybrid form as if using a polymorph spell. Changing forms requires a move equivalent action. Equipment does not meld with the new form between human and hybrid forms, but does between those forms and its animal form.
In humanoid form, the trickster beast can appear as either gender and any Medium or Small humanoid race. The trickster beast’s humanoid form is more or less fixed, regardless of the race it assumes. A trickster beast masquerading as an elf will be recognisably the same as in human form. Although the creature can make minor cosmetic changes with an effort of will, its appearance remains similar, and when it next transforms, it assumes its habitual form.
In hybrid form, the trickster beast is the same size as the base creature or Medium, whichever is larger. It has only a single hybrid form.
A trickster beast can use its supernatural abilities in any form and retains its senses. Its ability scores remain constant regardless of form, barring alterations due to size changes.
Weapon Intuition (Ex): Trickster beasts are proficient with all Simple and Martial weapons.
Abilities: Str +2, Dex +4, Int +10, Cha +6. If the base creature is mindless, it loses that quality and gains Int 10.
Skills: The trickster beast gains a +2 racial bonus to Bluff. It also has 2 + Int modifier skill points per Hit Dice.
Feats: The trickster beast gains a feat from its increased Hit Dice. If the base creature was mindless, it gains feats for all its racial Hit Dice.
Salient Abilities
The trickster beast gains one ability from the following list, plus one per 2 Hit Dice of the base creature. Where relevant, the effects have a caster level equal to the trickster’s Hit Dice or the minimum required to cast the equivalent spell. The save DC against a trickster beast’s special attack is equal to 10 + 1/2 trickster’s HD + trickster’s Charisma modifier unless otherwise noted. Any creature that saves against a trickster’s ability is immune to that effect for 24 hours. Trickster beasts are immune to the gaze and song attacks of other trickster beasts of the same type.
Charming Gaze (Su): Any creature within 30 ft that meets the creature’s gaze must make a Will save or be affected by charm person. If the base creature has more than 5 HD, this ability functions as charm monster instead.
Disease (Ex): The creature’s natural attacks carry a disease (typically filth fever or red ache). The beast itself is immune to that disease. This save is Constitution based.
Disorienting Bite (Su): The trickster’s bite threatens for a critical hit on a 19+. On a successful critical hit, the trickster’s victim must make a Fortitude save or be dazed for 1 round. Even on a successful save, the victim is shaken for a number of rounds equal to the trickster’s Constitution bonus.
Echo of Reason (Su): When using the Bluff skill, the trickster treats its lies as one step more believable for the purposes of bonuses or penalties on the check.
Energy Resistance (Ex): The trickster gains resistance 5 to one energy type per 4 HD.
Enthralling Song (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be enthralled for as long as it continues to sing. This is a sonic, mind-affecting effect.
Feral Allies (Su): Once per day as a standard action, the trickster beast can summon 2d6 creatures of its base type (or equivalent). These creatures arrive in 2d6 rounds and serve the creature for 1 hour.
Gaze of Fatigue (Su): Any creature within 30 ft that meets the trickster’s gaze must make a Will save or be fatigued. Creatures that are already fatigued are exhausted if the base creature has at least 5 HD; otherwise, they remain fatigued.
Gaze of Ruin (Su): Three times per day, the trickster can lock gazes with another creature as a standard action. The affected creature must make a Fortitude save or take a number of d6 of damage equal to half the trickster’s Hit Dice.
Improved Abilities (Ex): One of the creature’s abilities increases by 2.
Increased Natural Armour (Ex): The creature’s natural armour bonus increases by 2.
Magic User (Sp): The trickster can cast spells as a sorcerer of level equal to its Hit Dice. It does not gain any bloodline abilities.
Sickening Gaze (Su): Any creature within 30 ft that meets the creature’s gaze must make a Will save or be sickened for a number of rounds equal to 1d4 + the trickster’s Hit Dice. This is a mind-affecting effect.
Sleep Gaze (Su): Any creature within 30 ft that meets the creature’s gaze must make a Will save or sleep for a number of minutes equal to the trickster’s Hit Dice. This is a sleep effect.
Song of Confusion (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be confused for a number of rounds equal to the trickster’s Hit Dice. This is a sonic, mind-affecting effect.
Song of Despair (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be paralysed for a number of rounds equal to the trickster’s Hit Dice. This is a sonic, mind-affecting effect.
Song of Lethargy (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be slowed for a number of rounds equal to 1d4 + trickster’s Hit Dice. This is a sonic, mind-affecting effect.
Song of Terror (Su): When the creature sings as a standard action, any creature within 60 ft must succeed at a Will save or be shaken for a number of rounds equal to 1d4 + trickster’s Hit Dice. Creatures who fail the save by 5 or more are frightened instead. This is a sonic, mind-affecting fear effect.
Spell Resistance (Su): The beast gains SR equal to 11 + its final CR.
Weakening Gaze (Su): Any creature within 30 feet that meets the creature’s gaze must make a Fortitude save or take 1d4 points of Strength or Dexterity damage (the ability type is chosen when the trickster beast is created and cannot be changed).
Sample Trickster Beasts
Name Base Creature Salient Abilities
Aranea Giant spider Improved ability (Cha) (3), magic user
Greater wolfwere Dire wolf Feral allies, song of lethargy, spell resistance
Jackalwere Dog Sleep
Red Widow Giant black widow spider Charming gaze, disease (infest), weakening gaze (on pin only)
Selkie Seal (use Medium narwhal stats, minus tusk) Echo of reason, energy resistance (cold), disorienting bite
Wolfwere Wolf Song of lethargy, spell resistance
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Ryan Naylor
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Re: Pathfinder in the Mists
Harkon Lukas (Kartakass)
Timeline
582 BC Born in Cormyr (Prime Material Toril)
610 BC Drawn into Barovia. Bard 1.
613 BC Strahd drives Lukas out of Barovia and into the Mists. Becomes darklord of Kartakass. Dargacht Keep burns, for which Lukas is responsible. Bard 2.
717 BC Lukas seduces the wife of Zhone Clieous, Meistersinger of Harmonia. Bard 7.
725 BC Clieous kills his wife when he discovers Casimir is Lukas’ son. Casimir goes to the Red Porch Poorhouse; Lukas searches for him but can’t find him.
736 BC Akriel conspires with Daclaud Heinfroth to usurp Lukas’ control of Kartakass.
737 BC Casimir becomes Meistersinger of Harmonia.
738 BC Casimir dies after falling out with Thoris. Thoris commits suicide. Bard 8.
743 BC Lukas becomes Meistersinger of Skald.
760 BC Present day.
Powers Checks
Caress (Violence: murder: 16%; c604 BC): Shunned by other wolfweres. Cha +2
Enticement (Betrayal: hypocrisy; destroying others’ happiness: 16%; c606 BC): Con +2.
Invitation (Violence and Betrayal: treacherous murder: 8%; c608 BC): Improved song of lethargy.
Embrace (Black Magic, Violence and Betrayal: the same, more inventively: 8%; c610 BC): Improved feral allies.
Creature (Betrayal and Violence: rampaging around Barovia: 16%; 612 BC): Becomes darklord of Kartakass. Magical sword, master of the forest, undying soul.
Base stats
S 21 D 19 C 17 I 16 W 10 Ch 16 (base greater wolfwere)
Levelling: Cha +2
Powers checks: Cha +2, Con +2
Favoured class: hp
CR 13 (3 [base – 5 non-key] + 8 [levels] +1 [darklord abilities] + 1 [PC treasure])
760 BC (Current day stats)
CR 13 XP 25,600
Male Greater Wolfwere Bard (Court Bard) 8
NE Large Magical Beast (shapechanger) [dire wolf and hybrid form]
Init: +8 (Dex, feat) Senses: Darkvision 60’, low light vision, scent; Perception +25
Defense
AC 20 Touch 16 Flat 15 (+4 Dex, +4 natural, +1 dodge, -1 size, +2 deflection) [-2 if berserking]
Hp 132 (10 + 6d10 + 8d8 + 45 + 8 ) [+30 if berserking]
Fort +12 Ref +17 Will +10 (+4 vs. sonic effects etc) [+2 Will if berserking]
DR 10/cold iron
SR 16
Offense
Spd 50’
Melee Bite +17 (1d8+7 plus trip plus arcane strike +2; crit 19+)
+1 berserking longsword +19/+14/+9 (1d8+5; crit 19+) plus bite +12 (1d8+5 plus trip; crit 19+) plus claw +12 (1d6+5; crit 19+) plus arcane strike [hybrid only; berserking]
Space/Reach: 10’/10’
S 21 D 19 C 19 I 16 W 10 Ch 20 (22)
BAB +13/+8/+3 CMB +19 CMD 36 (+4 vs trip in wolf form) (31) [-2 if berserking]
Feats
Combat Reflexes, Improved Initiative, Skill Focus (Perform [sing]), Spell Focus (Enchantment), Weapon Focus (longsword), Skill Focus (Perception), Run, Arcane Strike
Skills
Acrobatics +15 (8), Bluff +25 (3), Climb +11 (3), Diplomacy +18 (1), Disguise +14 (5), Handle Animal +10 (4), Intimidate +21 (8), Knowledge (arcana) +9 (3), Knowledge (history) +13 (3), Knowledge (local) +13 (3), Knowledge (nature) +13 (3), Knowledge (nobility) +13 (3), Knowledge (religion) +7 (1), Perception +25 (14), Perform (sing) +25 (10), Perform (string instruments) +18 (9), Sense Motive +25 (3), Sleight of Hand +11 (4), Spellcraft +12 (6), Stealth +17 (12), Survival +7 (5), Swim +9 (1), Use Magic Device +14 (5)
[+2 Str based skills if berserking]
NE Medium Magical Beast (shapechanger) [human form]
Init: +9 (Dex, feat) Senses: Darkvision 60’, low light vision, scent; Perception +25
Defense
AC 22 Touch 18 Flat 16 (+5 Dex, +4 natural, +1 dodge, +2 deflection) [-2 if berserking]
Hp 117 (10 + 6d10 + 8d8 + 30 + 8 ) [+30 if berserking]
Fort +11 Ref +18 Will +10 (+4 vs. sonic effects etc) [+2 Will if berserking]
DR 10/cold iron
SR 16
Offense
Spd 30’
Melee +1 berserking longsword +18/+13/+8 (1d8+4; crit 19+) [berserking]
Missile Composite shortbow (Str +3) +18/+13/+8 (1d6+3)
Space/Reach: 5’/5’
S 17 D 21 C 17 I 16 W 10 Ch 20 (22)
BAB +13/+8/+3 CMB +16 CMD 34 (28) [-2 if berserking]
Feats
Combat Reflexes, Improved Initiative, Skill Focus (Perform [sing]), Spell Focus (Enchantment), Weapon Focus (longsword), Skill Focus (Perception), Run, Arcane Strike
Skills
Acrobatics +16 (8), Bluff +25 (3), Climb +9 (3), Diplomacy +18 (1), Disguise +14 (5), Handle Animal +10 (4), Intimidate +17 (8), Knowledge (arcana) +9 (3), Knowledge (history) +13 (3), Knowledge (local) +13 (3), Knowledge (nature) +13 (3), Knowledge (nobility) +13 (3), Knowledge (religion) +7 (1), Perception +25 (14), Perform (sing) +25 (10), Perform (string instruments) +18 (9), Sense Motive +25 (3), Sleight of Hand +12 (4), Spellcraft +12 (6), Stealth +22 (12), Survival +7 (5), Swim +7 (1), Use Magic Device +14 (5)
[+2 Str based skills if berserking]
Languages
Vaasi*, Balok, Sithican, Sylvan
Treasure
(25000 gp/33000 gp)
Mithral longsword +1 of berserking, headband of charisma +2, amulet of might fists (keen)/amulet of natural armour +1, cloak of resistance +2, ring of protection +2
Special
Bardic Performance (move action) (24 rounds/day)
Countersong +25
Distraction +6
Fascinate (DC 20)
Suggestion (DC 20)
Glorious Epic (DC 20)
Mockery -3
Satire -2
Wide Audience (+0 targets / 30' radius / 60' cone)
Heraldic Expertise +4 (2/day)
Versatile Performance (sing, strings)
Well Versed
Change shape
Weapon intuition
DR 10/cold iron
SR 16
Song of lethargy (DC 21)
Feral allies
Master of the forest
Undying soul
Mastery: +6
Sinkhole of evil
Spells
Save DC = 16 + spell level; 17 + spell level for Enchantment spells
At will—Detect magic, ghost sound, dancing lights, read magic, resistance, prestidigitation
6/day—adoration, expeditious retreat, charm person, silent image, hideous laughter
6/day—darkness, invisibility, hold person, reckless infatuation
3/day—charm monster, terrible remorse, wolfsong
Timeline
582 BC Born in Cormyr (Prime Material Toril)
610 BC Drawn into Barovia. Bard 1.
613 BC Strahd drives Lukas out of Barovia and into the Mists. Becomes darklord of Kartakass. Dargacht Keep burns, for which Lukas is responsible. Bard 2.
717 BC Lukas seduces the wife of Zhone Clieous, Meistersinger of Harmonia. Bard 7.
725 BC Clieous kills his wife when he discovers Casimir is Lukas’ son. Casimir goes to the Red Porch Poorhouse; Lukas searches for him but can’t find him.
736 BC Akriel conspires with Daclaud Heinfroth to usurp Lukas’ control of Kartakass.
737 BC Casimir becomes Meistersinger of Harmonia.
738 BC Casimir dies after falling out with Thoris. Thoris commits suicide. Bard 8.
743 BC Lukas becomes Meistersinger of Skald.
760 BC Present day.
Powers Checks
Caress (Violence: murder: 16%; c604 BC): Shunned by other wolfweres. Cha +2
Enticement (Betrayal: hypocrisy; destroying others’ happiness: 16%; c606 BC): Con +2.
Invitation (Violence and Betrayal: treacherous murder: 8%; c608 BC): Improved song of lethargy.
Embrace (Black Magic, Violence and Betrayal: the same, more inventively: 8%; c610 BC): Improved feral allies.
Creature (Betrayal and Violence: rampaging around Barovia: 16%; 612 BC): Becomes darklord of Kartakass. Magical sword, master of the forest, undying soul.
Base stats
S 21 D 19 C 17 I 16 W 10 Ch 16 (base greater wolfwere)
Levelling: Cha +2
Powers checks: Cha +2, Con +2
Favoured class: hp
CR 13 (3 [base – 5 non-key] + 8 [levels] +1 [darklord abilities] + 1 [PC treasure])
760 BC (Current day stats)
CR 13 XP 25,600
Male Greater Wolfwere Bard (Court Bard) 8
NE Large Magical Beast (shapechanger) [dire wolf and hybrid form]
Init: +8 (Dex, feat) Senses: Darkvision 60’, low light vision, scent; Perception +25
Defense
AC 20 Touch 16 Flat 15 (+4 Dex, +4 natural, +1 dodge, -1 size, +2 deflection) [-2 if berserking]
Hp 132 (10 + 6d10 + 8d8 + 45 + 8 ) [+30 if berserking]
Fort +12 Ref +17 Will +10 (+4 vs. sonic effects etc) [+2 Will if berserking]
DR 10/cold iron
SR 16
Offense
Spd 50’
Melee Bite +17 (1d8+7 plus trip plus arcane strike +2; crit 19+)
+1 berserking longsword +19/+14/+9 (1d8+5; crit 19+) plus bite +12 (1d8+5 plus trip; crit 19+) plus claw +12 (1d6+5; crit 19+) plus arcane strike [hybrid only; berserking]
Space/Reach: 10’/10’
S 21 D 19 C 19 I 16 W 10 Ch 20 (22)
BAB +13/+8/+3 CMB +19 CMD 36 (+4 vs trip in wolf form) (31) [-2 if berserking]
Feats
Combat Reflexes, Improved Initiative, Skill Focus (Perform [sing]), Spell Focus (Enchantment), Weapon Focus (longsword), Skill Focus (Perception), Run, Arcane Strike
Skills
Acrobatics +15 (8), Bluff +25 (3), Climb +11 (3), Diplomacy +18 (1), Disguise +14 (5), Handle Animal +10 (4), Intimidate +21 (8), Knowledge (arcana) +9 (3), Knowledge (history) +13 (3), Knowledge (local) +13 (3), Knowledge (nature) +13 (3), Knowledge (nobility) +13 (3), Knowledge (religion) +7 (1), Perception +25 (14), Perform (sing) +25 (10), Perform (string instruments) +18 (9), Sense Motive +25 (3), Sleight of Hand +11 (4), Spellcraft +12 (6), Stealth +17 (12), Survival +7 (5), Swim +9 (1), Use Magic Device +14 (5)
[+2 Str based skills if berserking]
NE Medium Magical Beast (shapechanger) [human form]
Init: +9 (Dex, feat) Senses: Darkvision 60’, low light vision, scent; Perception +25
Defense
AC 22 Touch 18 Flat 16 (+5 Dex, +4 natural, +1 dodge, +2 deflection) [-2 if berserking]
Hp 117 (10 + 6d10 + 8d8 + 30 + 8 ) [+30 if berserking]
Fort +11 Ref +18 Will +10 (+4 vs. sonic effects etc) [+2 Will if berserking]
DR 10/cold iron
SR 16
Offense
Spd 30’
Melee +1 berserking longsword +18/+13/+8 (1d8+4; crit 19+) [berserking]
Missile Composite shortbow (Str +3) +18/+13/+8 (1d6+3)
Space/Reach: 5’/5’
S 17 D 21 C 17 I 16 W 10 Ch 20 (22)
BAB +13/+8/+3 CMB +16 CMD 34 (28) [-2 if berserking]
Feats
Combat Reflexes, Improved Initiative, Skill Focus (Perform [sing]), Spell Focus (Enchantment), Weapon Focus (longsword), Skill Focus (Perception), Run, Arcane Strike
Skills
Acrobatics +16 (8), Bluff +25 (3), Climb +9 (3), Diplomacy +18 (1), Disguise +14 (5), Handle Animal +10 (4), Intimidate +17 (8), Knowledge (arcana) +9 (3), Knowledge (history) +13 (3), Knowledge (local) +13 (3), Knowledge (nature) +13 (3), Knowledge (nobility) +13 (3), Knowledge (religion) +7 (1), Perception +25 (14), Perform (sing) +25 (10), Perform (string instruments) +18 (9), Sense Motive +25 (3), Sleight of Hand +12 (4), Spellcraft +12 (6), Stealth +22 (12), Survival +7 (5), Swim +7 (1), Use Magic Device +14 (5)
[+2 Str based skills if berserking]
Languages
Vaasi*, Balok, Sithican, Sylvan
Treasure
(25000 gp/33000 gp)
Mithral longsword +1 of berserking, headband of charisma +2, amulet of might fists (keen)/amulet of natural armour +1, cloak of resistance +2, ring of protection +2
Special
Bardic Performance (move action) (24 rounds/day)
Countersong +25
Distraction +6
Fascinate (DC 20)
Suggestion (DC 20)
Glorious Epic (DC 20)
Mockery -3
Satire -2
Wide Audience (+0 targets / 30' radius / 60' cone)
Heraldic Expertise +4 (2/day)
Versatile Performance (sing, strings)
Well Versed
Change shape
Weapon intuition
DR 10/cold iron
SR 16
Song of lethargy (DC 21)
Feral allies
Master of the forest
Undying soul
Mastery: +6
Sinkhole of evil
Spells
Save DC = 16 + spell level; 17 + spell level for Enchantment spells
At will—Detect magic, ghost sound, dancing lights, read magic, resistance, prestidigitation
6/day—adoration, expeditious retreat, charm person, silent image, hideous laughter
6/day—darkness, invisibility, hold person, reckless infatuation
3/day—charm monster, terrible remorse, wolfsong
Last edited by Ryan Naylor on Wed Oct 09, 2013 5:21 pm, edited 1 time in total.
- Nemesio
- Evil Genius

- Posts: 2030
- Joined: Sat Nov 24, 2012 2:26 pm
- Gender: Male
- Location: Holbrook MA
- Contact:
Re: Pathfinder in the Mists
Love the Trickster Beast template!
- The Giamarga
- Evil Genius

- Posts: 2313
- Joined: Wed Jan 19, 2005 7:11 pm
- Location: wandering
Re: Pathfinder in the Mists
Another interesting generalization. We should do a contest or something to see what interesting new (or old) things can be statted up by this and/or the shadow template.
