Pathfinder in the Mists
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Thank you.
For this week, two people who started out with the best of intentions...
Elena is an odd combination of paladin and antipaladin (with a shade of cavalier), thanks to the Dark Powers, wheras Gregor is a reasonably standard ranger. Thankfully the skirmisher archetype overcomes his low Wisdom by giving him so really quite nifty tricks.
For this week, two people who started out with the best of intentions...
Elena is an odd combination of paladin and antipaladin (with a shade of cavalier), thanks to the Dark Powers, wheras Gregor is a reasonably standard ranger. Thankfully the skirmisher archetype overcomes his low Wisdom by giving him so really quite nifty tricks.
Last edited by Ryan Naylor on Wed Nov 20, 2013 12:23 am, edited 1 time in total.
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Elena Faithhold (Nidala)
(The Shadowlands)
Timeline
567 BC Born in Nidala in the Great Kingdom.
606 BC Lussimar (the Ebonbane) possesses the Grand Caliph of the Southern Empire. The Ahltrian sack the Great Kingdom in the Heretical Wars. The Knights of the Circle, led by Kateri Shadowborn and Elena Faithhold, lead the defense.
610 BC The Ebonbane is driven from the world. Kateri retires.
611 BC The Ebonbane is forged into a sword and kills Kateri Shadowborn. The Shadowborn Manor domain forms.
612 BC Elena Faithhold unleashes the War of Evil.
614 BC Elena shatters the forces of evil and forcibly converts thousands to the faith of Belenus. She starts pogroms against those who won’t convert, those who are neutral, those who are not firm allies, and then those who aren’t human. She loses her paladin powers.
615 BC She prays to Belenus for guidance and is snatched up by the Mists. After slaughtering her tenth village, she becomes darklord of Nidala.
747 BC The Shadowlands form.
751 BC Gondegal becomes head of the Circle.
760 BC Present day.
Powers Checks
Caress (Violence: during the War on Evil: 8%; 613 BC): Detect life
Enticement (Betrayal and Violence: during the War on Evil: 16%; 614 BC): Cha +2
Invitation (Blasphemy and Violence: forcible conversions: 16%; 640 BC): Conversion
Embrace (Blasphemy, Betrayal and Violence: racial pogroms: 32%; 614 BC): Str +2, Dex +2, Con +2
Creature (Violence: slaughtering villagers: 16%; 615 BC): Becomes darklord of Nidala. “Paladin” powers.
Base stats
S 13 D 14 C 14 I 10 W 12 Ch 14 (high fantasy)
Racial: Str +2 (human)
Levelling: Str +2
Aging: Middle
Powers Checks: Str +2, Dex +2, Con +2, Cha +2
Favoured class: hp
CR 12 (9 [levels] + 1 [PC-level treasure] + 2 [darklord abilities])
760 BC (Current day stats)
CR 12 XP 19,200
Female Middle Aged Human “Paladin” 10
LE Medium Humanoid (Human)
Init: +2 (Dex) Senses: Perception +9
Aura: courage, despair 10 ft (+4 allies save vs fear, -2 enemies saves)
Defense
AC 24 Touch 12 Flat-footed 22 (+2 Dex, +9 armour, +3 shield)
hp 89 (10 +9d10 +20)
Fort +12, Ref +8, Will +11
Immune charm, fear, disease
Offense
Spd 20 ft.
Melee +17/+12 mithral bastard sword +2 (1d10+7, crit 19+; double on charge)
+15/+10 mithral bastard sword +2 (1d10+7, crit 19+) and +14 light shield +1 of bashing (1d6+3)
[+3 attack, +10 damage, +2 AC on challenge]
Ranged +12
Space/Reach: 5’/5’
S 18 (20) D 15 C 15 I 11 W 13 Ch 17
BAB +10 CMB +15 CMD 27 (25)
Feats
Exotic Weapon Proficiency (bastard sword), Mounted Combat, Two Weapon Fighting, Ride-by Attack, Spirited Charge, Leadership
Skills
Bluff +6 (0), Diplomacy +11 (2), Intimidate +11 (2), Knowledge (nobility) +5 (2), Knowledge (religion) +6 (3), Perception +9 (8), Ride +9 (6), Sense Motive +11 (7)
Languages
Nidalan*
Treasure
(47,000 gp/60,000 gp)
Mithral bastard sword +2, mithral field plate +2 of the champion, light steel shield +2 of bashing, belt of giant strength +2, circlet of persuasion
Special
Aura of courage
Aura of despair (Elena immune to charm)
Detect passion
Detect life
Divine grace
Divine weapon +2 (10 min, 2/day)
Immunities
Challenge (4/day, +3 attack, +10 damage)
Conversion (compulsion)
Touch of corruption (5d6 plus sickened, staggered or nauseated)
Channel energy (4/day, 2d6 plus -3 compulsions)
Sinkhole of evil
Typical Spells
DC 13 + spell level
1 – litany of sloth, litany of weakness, murderous command
2 – litany of defence, litany of warding
3 – deadly juggernaut
Nightmare cohort:
NE Large outsider (native)
Init +6; Senses darkvision 60 ft, lowlight vision, scent, Perception +12; Aura magic circle against good; AC 19, touch 11, flat footed 17 (+2 Dex, +8 natural, -1 size, +2 deflection vs good); hp 51 (6d10+18); Fort +8, Ref +7, Will +3 (+2 vs good); Speed 40 ft, fly 90 ft (good); Melee gore +9 (1d8+4), 2 hooves +7 (1d6+2+1d4 fire); 10’/5’; S 18 D 15 C 16 I 13 W 13 Ch 12; BAB +6; CMB +11, CMD 23 (27 vs trip).
Alertness, Improved Initiative, Multiattack; Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10
Smoke
Magical strike
(The Shadowlands)
Timeline
567 BC Born in Nidala in the Great Kingdom.
606 BC Lussimar (the Ebonbane) possesses the Grand Caliph of the Southern Empire. The Ahltrian sack the Great Kingdom in the Heretical Wars. The Knights of the Circle, led by Kateri Shadowborn and Elena Faithhold, lead the defense.
610 BC The Ebonbane is driven from the world. Kateri retires.
611 BC The Ebonbane is forged into a sword and kills Kateri Shadowborn. The Shadowborn Manor domain forms.
612 BC Elena Faithhold unleashes the War of Evil.
614 BC Elena shatters the forces of evil and forcibly converts thousands to the faith of Belenus. She starts pogroms against those who won’t convert, those who are neutral, those who are not firm allies, and then those who aren’t human. She loses her paladin powers.
615 BC She prays to Belenus for guidance and is snatched up by the Mists. After slaughtering her tenth village, she becomes darklord of Nidala.
747 BC The Shadowlands form.
751 BC Gondegal becomes head of the Circle.
760 BC Present day.
Powers Checks
Caress (Violence: during the War on Evil: 8%; 613 BC): Detect life
Enticement (Betrayal and Violence: during the War on Evil: 16%; 614 BC): Cha +2
Invitation (Blasphemy and Violence: forcible conversions: 16%; 640 BC): Conversion
Embrace (Blasphemy, Betrayal and Violence: racial pogroms: 32%; 614 BC): Str +2, Dex +2, Con +2
Creature (Violence: slaughtering villagers: 16%; 615 BC): Becomes darklord of Nidala. “Paladin” powers.
Base stats
S 13 D 14 C 14 I 10 W 12 Ch 14 (high fantasy)
Racial: Str +2 (human)
Levelling: Str +2
Aging: Middle
Powers Checks: Str +2, Dex +2, Con +2, Cha +2
Favoured class: hp
CR 12 (9 [levels] + 1 [PC-level treasure] + 2 [darklord abilities])
760 BC (Current day stats)
CR 12 XP 19,200
Female Middle Aged Human “Paladin” 10
LE Medium Humanoid (Human)
Init: +2 (Dex) Senses: Perception +9
Aura: courage, despair 10 ft (+4 allies save vs fear, -2 enemies saves)
Defense
AC 24 Touch 12 Flat-footed 22 (+2 Dex, +9 armour, +3 shield)
hp 89 (10 +9d10 +20)
Fort +12, Ref +8, Will +11
Immune charm, fear, disease
Offense
Spd 20 ft.
Melee +17/+12 mithral bastard sword +2 (1d10+7, crit 19+; double on charge)
+15/+10 mithral bastard sword +2 (1d10+7, crit 19+) and +14 light shield +1 of bashing (1d6+3)
[+3 attack, +10 damage, +2 AC on challenge]
Ranged +12
Space/Reach: 5’/5’
S 18 (20) D 15 C 15 I 11 W 13 Ch 17
BAB +10 CMB +15 CMD 27 (25)
Feats
Exotic Weapon Proficiency (bastard sword), Mounted Combat, Two Weapon Fighting, Ride-by Attack, Spirited Charge, Leadership
Skills
Bluff +6 (0), Diplomacy +11 (2), Intimidate +11 (2), Knowledge (nobility) +5 (2), Knowledge (religion) +6 (3), Perception +9 (8), Ride +9 (6), Sense Motive +11 (7)
Languages
Nidalan*
Treasure
(47,000 gp/60,000 gp)
Mithral bastard sword +2, mithral field plate +2 of the champion, light steel shield +2 of bashing, belt of giant strength +2, circlet of persuasion
Special
Aura of courage
Aura of despair (Elena immune to charm)
Detect passion
Detect life
Divine grace
Divine weapon +2 (10 min, 2/day)
Immunities
Challenge (4/day, +3 attack, +10 damage)
Conversion (compulsion)
Touch of corruption (5d6 plus sickened, staggered or nauseated)
Channel energy (4/day, 2d6 plus -3 compulsions)
Sinkhole of evil
Typical Spells
DC 13 + spell level
1 – litany of sloth, litany of weakness, murderous command
2 – litany of defence, litany of warding
3 – deadly juggernaut
Nightmare cohort:
NE Large outsider (native)
Init +6; Senses darkvision 60 ft, lowlight vision, scent, Perception +12; Aura magic circle against good; AC 19, touch 11, flat footed 17 (+2 Dex, +8 natural, -1 size, +2 deflection vs good); hp 51 (6d10+18); Fort +8, Ref +7, Will +3 (+2 vs good); Speed 40 ft, fly 90 ft (good); Melee gore +9 (1d8+4), 2 hooves +7 (1d6+2+1d4 fire); 10’/5’; S 18 D 15 C 16 I 13 W 13 Ch 12; BAB +6; CMB +11, CMD 23 (27 vs trip).
Alertness, Improved Initiative, Multiattack; Fly +13, Intimidate +10, Knowledge (planes) +10, Perception +12, Sense Motive +12, Stealth +7, Survival +10
Smoke
Magical strike
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Gregor Zolnik (Vorostokov)
(The Frozen Wastes)
Timeline
709 BC Born in the village of Vorostokov in Prime Material Cerilia.
729 BC Becomes a loup du noir.
731 BC Murders his first wife Ireena and a castle full of people. Becomes darklord of Vorostokov.
735 BC Marries Sasha.
736 BC Alexei born.
738 BC Mikhail born.
754 BC Murders Sasha and his mother, Antonina.
755 BC The Frozen Reaches cluster forms.
760 BC Present day.
Powers Checks
Caress (Black Magic: stealing the strength of the wolf: 16%; 729 BC): Becomes maledictive werewolf.
Enticement (Blasphemy: refusing to abandon wolfskin when it’s no longer needed: 8%; 730 BC): DR increases. Cha +2
Invitation (Violence: murdering Ireena’s first lover: 16%; 730 BC): Speak with animals.
Embrace (Betrayal and Violence: murdering Ireena and her lover: 100%; 731 BC): Powerful bite.
Creature (Betrayal and Violence: murdering everyone in the castle: 4%; 731 BC): Becomes darklord of Vorostokov. Undying soul. Immune to mind-affecting effects.
Base stats
S 13 D 14 C 15 I 112 W 8 Ch 14 (high fantasy)
Racial: Str +2
Levelling: Str +1, Cha +1
Template: Wis +2, Cha -2
Powers checks: Cha +2
Favoured class: skills
CR 11 (8 [levels] + 1 [template] + 1 [darklord abilities] + 1 [PC level treasure])
760 BC (Current day stats)
CR 11 XP 12,800
Male Human Maledictive Werewolf (Loup du noir) Ranger (Skirmisher) 9
CE Medium Humanoid (human, shapechanger) [human form]
Init: +2 (Dex) Senses: Low light vision, scent; Perception +12
Defense
AC 19 Touch 14 Flat-footed 17 (+2 Dex, +5 armour, +2 deflection)
hp 72 (10 +8d10 +18)
Fort +8, Ref +8, Will +3
Evasion
Offense
Spd 30 ft (20 ft in armour)
Melee +15/+10 bastard sword +3 (1d10+7; crit 19+; plus favoured enemy)
+12/+7 bastard sword +3 (1d10+13; crit 19+ with Power Attack)
+15 bastard sword +3 (2d10+7; crit 19+ with Vital Strike
+12/+7 dagger (1d4+3)
Ranged +12/+7 composite longbow (Str +3) +1 (1d8+4, 2d8+8 with Manyshot; crit x3; plus favoured enemy)
+9/+4 composite longbow (Str +3) +1 (1d8+10, crit x3 with Deadly Aim)
+10/+10/+5 composite longbow (Str +3) +1 (1d8+4, 2d8+8 with Manyshot; crit x3 with Rapid Shot)
Space/Reach: 5’/5’
S 16 D 14 C 15 I 12 W 10 Ch 15
BAB +9/+4 CMB +12 CMD 26 (24)
CE Medium Humanoid (human, shapechanger) [wolf form]
Init: +2 (Dex) Senses: Low light vision, scent; Perception +14
Defense
AC 18 Touch 14 Flat-footed 16 (+2 Dex, +4 natural, +2 deflection)
hp 81 (10 +8d10 +27)
Fort +9, Ref +8, Will +5
Evasion
DR 10/blessed silver
Offense
Spd 50 ft
Melee +13 bite (2d8+8 plus trip, curse of lycanthropy; crit 19+; with Vital Strike; plus favoured enemy)
+9 bite (2d8+14 plus trip, curse of lycanthropy; with Power Attack and Vital Strike)
Space/Reach: 5’/5’
S 18 D 15 C 17 I 12 W 14 Ch 15
BAB +9/+4 CMB +13 CMD 27 (31 vs trip) (25)
Feats
Cleave, Deadly Aim, Endurance, Improved Natural Attack (bite), Manyshot, Power Attack, Rapid Shot, Self-sufficient, Vital Strike
Skills
Bluff +8 (6), Climb +10 (4), Craft (traps) +6 (2), Handle Animal +10 (5), Heal +7 (2), Intimidate +14 (9), Knowledge (geography) +10 (6), Knowledge (nature) +13 (9), Perception +12 (9), Ride +6 (1), Sense Motive +9 (9), Stealth +16 (6), Survival +14 (4), Swim +10 (4)
+1 Climb, Swim; +2 Heal, Perception, Sense Motive, Survival in wolf form; +4 Survival when tracking, +8 when tracking by scent; plus favoured enemy and favoured terrain bonuses
Languages
Vos*, Sanguine
Treasure
(35,000 gp/46,000 gp)
Armoured coat +1, composite longbow (Str +3) +1, bastard sword +3, boots of the winterlands, cloak of elvenkind, ring of protection +2.
Special
Favoured enemies: animals (+2), humans (+4)
Hunting companions (1 rd, half favoured enemy bonus, 30 ft)
Favoured terrain: cold (+4), forests (+2)
Archery combat style
Hunter’s tricks (4/day)
Aiding attack
Hateful attack
Second chance strike
Swift tracker
Track +4
Evasion
Wild empathy +10
Woodland stride
Change forms (wolf)
Lycanthropic empathy +14
Curse of lycanthropy (DC 15)
Bloodlust
Immune to mind affecting effects in wolf form
Powerful bite
Improved DR
Speak with snakes and wolves at will
Undying soul
Mastery +2
Sinkhole of evil
(The Frozen Wastes)
Timeline
709 BC Born in the village of Vorostokov in Prime Material Cerilia.
729 BC Becomes a loup du noir.
731 BC Murders his first wife Ireena and a castle full of people. Becomes darklord of Vorostokov.
735 BC Marries Sasha.
736 BC Alexei born.
738 BC Mikhail born.
754 BC Murders Sasha and his mother, Antonina.
755 BC The Frozen Reaches cluster forms.
760 BC Present day.
Powers Checks
Caress (Black Magic: stealing the strength of the wolf: 16%; 729 BC): Becomes maledictive werewolf.
Enticement (Blasphemy: refusing to abandon wolfskin when it’s no longer needed: 8%; 730 BC): DR increases. Cha +2
Invitation (Violence: murdering Ireena’s first lover: 16%; 730 BC): Speak with animals.
Embrace (Betrayal and Violence: murdering Ireena and her lover: 100%; 731 BC): Powerful bite.
Creature (Betrayal and Violence: murdering everyone in the castle: 4%; 731 BC): Becomes darklord of Vorostokov. Undying soul. Immune to mind-affecting effects.
Base stats
S 13 D 14 C 15 I 112 W 8 Ch 14 (high fantasy)
Racial: Str +2
Levelling: Str +1, Cha +1
Template: Wis +2, Cha -2
Powers checks: Cha +2
Favoured class: skills
CR 11 (8 [levels] + 1 [template] + 1 [darklord abilities] + 1 [PC level treasure])
760 BC (Current day stats)
CR 11 XP 12,800
Male Human Maledictive Werewolf (Loup du noir) Ranger (Skirmisher) 9
CE Medium Humanoid (human, shapechanger) [human form]
Init: +2 (Dex) Senses: Low light vision, scent; Perception +12
Defense
AC 19 Touch 14 Flat-footed 17 (+2 Dex, +5 armour, +2 deflection)
hp 72 (10 +8d10 +18)
Fort +8, Ref +8, Will +3
Evasion
Offense
Spd 30 ft (20 ft in armour)
Melee +15/+10 bastard sword +3 (1d10+7; crit 19+; plus favoured enemy)
+12/+7 bastard sword +3 (1d10+13; crit 19+ with Power Attack)
+15 bastard sword +3 (2d10+7; crit 19+ with Vital Strike
+12/+7 dagger (1d4+3)
Ranged +12/+7 composite longbow (Str +3) +1 (1d8+4, 2d8+8 with Manyshot; crit x3; plus favoured enemy)
+9/+4 composite longbow (Str +3) +1 (1d8+10, crit x3 with Deadly Aim)
+10/+10/+5 composite longbow (Str +3) +1 (1d8+4, 2d8+8 with Manyshot; crit x3 with Rapid Shot)
Space/Reach: 5’/5’
S 16 D 14 C 15 I 12 W 10 Ch 15
BAB +9/+4 CMB +12 CMD 26 (24)
CE Medium Humanoid (human, shapechanger) [wolf form]
Init: +2 (Dex) Senses: Low light vision, scent; Perception +14
Defense
AC 18 Touch 14 Flat-footed 16 (+2 Dex, +4 natural, +2 deflection)
hp 81 (10 +8d10 +27)
Fort +9, Ref +8, Will +5
Evasion
DR 10/blessed silver
Offense
Spd 50 ft
Melee +13 bite (2d8+8 plus trip, curse of lycanthropy; crit 19+; with Vital Strike; plus favoured enemy)
+9 bite (2d8+14 plus trip, curse of lycanthropy; with Power Attack and Vital Strike)
Space/Reach: 5’/5’
S 18 D 15 C 17 I 12 W 14 Ch 15
BAB +9/+4 CMB +13 CMD 27 (31 vs trip) (25)
Feats
Cleave, Deadly Aim, Endurance, Improved Natural Attack (bite), Manyshot, Power Attack, Rapid Shot, Self-sufficient, Vital Strike
Skills
Bluff +8 (6), Climb +10 (4), Craft (traps) +6 (2), Handle Animal +10 (5), Heal +7 (2), Intimidate +14 (9), Knowledge (geography) +10 (6), Knowledge (nature) +13 (9), Perception +12 (9), Ride +6 (1), Sense Motive +9 (9), Stealth +16 (6), Survival +14 (4), Swim +10 (4)
+1 Climb, Swim; +2 Heal, Perception, Sense Motive, Survival in wolf form; +4 Survival when tracking, +8 when tracking by scent; plus favoured enemy and favoured terrain bonuses
Languages
Vos*, Sanguine
Treasure
(35,000 gp/46,000 gp)
Armoured coat +1, composite longbow (Str +3) +1, bastard sword +3, boots of the winterlands, cloak of elvenkind, ring of protection +2.
Special
Favoured enemies: animals (+2), humans (+4)
Hunting companions (1 rd, half favoured enemy bonus, 30 ft)
Favoured terrain: cold (+4), forests (+2)
Archery combat style
Hunter’s tricks (4/day)
Aiding attack
Hateful attack
Second chance strike
Swift tracker
Track +4
Evasion
Wild empathy +10
Woodland stride
Change forms (wolf)
Lycanthropic empathy +14
Curse of lycanthropy (DC 15)
Bloodlust
Immune to mind affecting effects in wolf form
Powerful bite
Improved DR
Speak with snakes and wolves at will
Undying soul
Mastery +2
Sinkhole of evil
- Nemesio
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Re: Pathfinder in the Mists
Classic Ryan... Gregor!
One of favorites out of the Darklords supplement... Love that book!
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Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Thanks. I noticed when I was putting his timeline together that Domains of Dread, Darklords and Dark of the Moon all have subtly different versions of his history, so this is a composite of the three.
Finally, anyone have any thoughts about the new classes from the Advanced Class Guide (released for playtest today)?
Investigator and Shaman (which is more of a spirit-binder type than anything else) both look quite appealing to me. Skald may be a good option for the wilder wolfweres of Kartakass to enrage armies of wolf minions. Slayer and Swashbuckler are also likely to appeal to a lot of people (although I still maintain that d'Polarno is a better fighter than swashbuckler, even under these rules).
None of them look immediately obvious as classes of choice for most darklords so far as I can see on very little reflection, although making Tsien Chang or Daglan Daegon into an arcanist might be an interesting change from the millions of necromancers we have running around.
Finally, anyone have any thoughts about the new classes from the Advanced Class Guide (released for playtest today)?
Investigator and Shaman (which is more of a spirit-binder type than anything else) both look quite appealing to me. Skald may be a good option for the wilder wolfweres of Kartakass to enrage armies of wolf minions. Slayer and Swashbuckler are also likely to appeal to a lot of people (although I still maintain that d'Polarno is a better fighter than swashbuckler, even under these rules).
None of them look immediately obvious as classes of choice for most darklords so far as I can see on very little reflection, although making Tsien Chang or Daglan Daegon into an arcanist might be an interesting change from the millions of necromancers we have running around.
- Nemesio
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Re: Pathfinder in the Mists
Ooh. Gotta check that one out... I agree about the Necromancer dilemma too by the way. I'll have to take a look at the arcanist. 
- Zilfer
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Re: Pathfinder in the Mists
Why does reading Investigator scream Sherlock to me? Does that mean maybe Alanik Ray?
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Ryan Naylor
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Re: Pathfinder in the Mists
I would have thought so.
Anyone with a bit of alchemy-style spellcasting, and who is good at skills would suit I think. It's an alchemist with skill bonuses rather than bombs and mutagens, really.
Anyone with a bit of alchemy-style spellcasting, and who is good at skills would suit I think. It's an alchemist with skill bonuses rather than bombs and mutagens, really.
- Zilfer
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Re: Pathfinder in the Mists
Yeah when i first saw the combination i was like well sherlock probably doesn't use bombs.... but then was pleased to see it's not too far off. 
- The Giamarga
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Re: Pathfinder in the Mists
What's the new arcanist like? Similar to the RL arcanist? Can' wait for these to hit d20pfsrd or prd...
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Ryan Naylor
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Re: Pathfinder in the Mists
Not even remotely.
The Pathfinder arcanist is a halfway house between the sorcerer and the wizard.
You can download the playtest notes if you want a look: http://paizo.com/pathfinderRPG/advancedClassGuide
The Pathfinder arcanist is a halfway house between the sorcerer and the wizard.
You can download the playtest notes if you want a look: http://paizo.com/pathfinderRPG/advancedClassGuide
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Ryan Naylor
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- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Still more darklords. Is there no end to this?
The Hive Queen (Timor)
(Zherisia)
Timeline
c595 Born on Prime Material Timor.
c610 Timor becomes a domain with the Hive Queen’s mother as darklord.
620 BC The Hive Queen is transformed and becomes darklord of Timor.
744 BC Timor and Paridon form the Zherisia cluster.
c750 BC The Hive Queen begins to hear the Fang of the Nosferatu.
755 BC The Hive Queen attempts to disrupt the Bloody Jack murders.
760 BC The present day.
Powers Checks
Caress (Betrayal: callousness and contempt for the plight of the city dwellers: 4%): Wis -2, Con +2
Enticement (Violence: cruelty: 4%): Cha +2
Invitation (Betrayal: seduction and betrayal of the wizard: 4%): Spell resistance.
Embrace (Betrayal and Violence: premeditated murder of her mother: 2%): Transformation into an advanced marikith queen.
Creature (Violence: rampage through Timor: 8%): Becomes darklord of Timor. Int +2, Dex +2, Con +2, bonus HD. Poison saves are Cha-based, not Con-based. Deflection bonus to AC.
Base stats
S 10 D 14 C 12 I 14 W 13 Ch 14
Human (high fantasy)
Racial: Int +2
Levelling: Int +2, Cha +1
Powers Checks: Dex +2, Con +4, Int +2, Wis -2
Size changes: Str +16, Dex -4, Con +8
CR 13 (11 [base] + 1 [template] + 1 [darklord abilities])
760 BC (Current day stats)
CR 13 XP 25,600
Female Advanced Marikith Queen
CE Huge Aberration
Init: +1 (Dex) Senses: Darkvision 120 ft, low light vision, Perception +23
Defense
AC 29 Touch 12 Flat 28 (+1 Dex, -2 size, +17 natural, +3 deflection)
Hp 176 (8 + 14d8 + 105)
Fort +12 Ref +8 Will +9
SR 24
Offense
Spd 40’, climb 20’
Melee Bite +17 (1d8+8 plus poison) and sting +17 (1d8+8 and poison) and 4 claws +17 (1d8+8 and grab)
Space/Reach: 15’/15’
S 26 D 12 C 24 I 20 W 11 Ch 17
BAB +11 CMB +21 (+25 grapple) CMD 35 (39 vs trip)
Feats
Alertness, Combat Reflexes, Intimidating Prowess, Lightning Reflexes, Improved Unarmed Strike, Deflect Arrows, Blind-fight, Rending Claws
Skills
Acrobatics +19 (15), Bluff +10 (7), Climb +22 (3), Disable Device +14 (13), Intimidate +25 (7), Knowledge (dungeoneering) +14 (6), Knowledge (local) +14 (9), Knowledge (nobility) +10 (5), Perception +23 (15), Sense Motive +13 (11), Spellcraft +10 (2), Stealth +11 (15), Survival +15 (12), Use Magic Device +18 (15).
Languages
Timorese*, Draconic, Zherisian.
Treasure
None
Special
Poison (DC 20) – 1d4 Con (bite) or none/paralysis and transformation, 1/rd for 6 rds, 1 save
Hive mind
Light sensitivity
Voice mimicry
Sinkhole of evil
Mastery +3
The Hive Queen (Timor)
(Zherisia)
Timeline
c595 Born on Prime Material Timor.
c610 Timor becomes a domain with the Hive Queen’s mother as darklord.
620 BC The Hive Queen is transformed and becomes darklord of Timor.
744 BC Timor and Paridon form the Zherisia cluster.
c750 BC The Hive Queen begins to hear the Fang of the Nosferatu.
755 BC The Hive Queen attempts to disrupt the Bloody Jack murders.
760 BC The present day.
Powers Checks
Caress (Betrayal: callousness and contempt for the plight of the city dwellers: 4%): Wis -2, Con +2
Enticement (Violence: cruelty: 4%): Cha +2
Invitation (Betrayal: seduction and betrayal of the wizard: 4%): Spell resistance.
Embrace (Betrayal and Violence: premeditated murder of her mother: 2%): Transformation into an advanced marikith queen.
Creature (Violence: rampage through Timor: 8%): Becomes darklord of Timor. Int +2, Dex +2, Con +2, bonus HD. Poison saves are Cha-based, not Con-based. Deflection bonus to AC.
Base stats
S 10 D 14 C 12 I 14 W 13 Ch 14
Human (high fantasy)
Racial: Int +2
Levelling: Int +2, Cha +1
Powers Checks: Dex +2, Con +4, Int +2, Wis -2
Size changes: Str +16, Dex -4, Con +8
CR 13 (11 [base] + 1 [template] + 1 [darklord abilities])
760 BC (Current day stats)
CR 13 XP 25,600
Female Advanced Marikith Queen
CE Huge Aberration
Init: +1 (Dex) Senses: Darkvision 120 ft, low light vision, Perception +23
Defense
AC 29 Touch 12 Flat 28 (+1 Dex, -2 size, +17 natural, +3 deflection)
Hp 176 (8 + 14d8 + 105)
Fort +12 Ref +8 Will +9
SR 24
Offense
Spd 40’, climb 20’
Melee Bite +17 (1d8+8 plus poison) and sting +17 (1d8+8 and poison) and 4 claws +17 (1d8+8 and grab)
Space/Reach: 15’/15’
S 26 D 12 C 24 I 20 W 11 Ch 17
BAB +11 CMB +21 (+25 grapple) CMD 35 (39 vs trip)
Feats
Alertness, Combat Reflexes, Intimidating Prowess, Lightning Reflexes, Improved Unarmed Strike, Deflect Arrows, Blind-fight, Rending Claws
Skills
Acrobatics +19 (15), Bluff +10 (7), Climb +22 (3), Disable Device +14 (13), Intimidate +25 (7), Knowledge (dungeoneering) +14 (6), Knowledge (local) +14 (9), Knowledge (nobility) +10 (5), Perception +23 (15), Sense Motive +13 (11), Spellcraft +10 (2), Stealth +11 (15), Survival +15 (12), Use Magic Device +18 (15).
Languages
Timorese*, Draconic, Zherisian.
Treasure
None
Special
Poison (DC 20) – 1d4 Con (bite) or none/paralysis and transformation, 1/rd for 6 rds, 1 save
Hive mind
Light sensitivity
Voice mimicry
Sinkhole of evil
Mastery +3
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Ladislav Mircea (Sanguinia)
(The Frozen Wastes)
Timeline
584 BC Born in Prime Material Sanguinia.
590 BC Parents die of the plague.
606 BC Plague returns to Sanguinia; seals himself and his friends up in his castle. Aristocrat.
607 BC Becomes darklord of Sanguinia.
755 BC The Frozen Reaches cluster forms.
760 BC Present day.
Powers Checks
Caress (Blasphemy: abandons nation to protect himself from plague: 4%; 606 BC): Disease enters castle.
Enticement (Betrayal and Violence: throwing infected friends off battlements: 16%; 606 BC): Gains some chirurgeon abilities.
Invitation (Betrayal and Violence: more violence towards infected friends: 8%; 607 BC): Infected with the plague. Bonus feats (part of vampire template)
Embrace (Black Magic: experimenting on sick friends to find cure for plague: 16%; 607 BC): Aristocrat levels change to alchemist levels.
Creature (Black Magic: cursing guards who left him to die: 4%; 607 BC): Becomes vrykolaka and darklord of Sanguinia. Drain humours.
Base stats
S 10 D 14 C 11 I 115 W 12 Ch 14 (high fantasy)
Racial: Int +2
Levelling: Str +1, Dex +1
Template: Str +6, Dex +10, Wis +4, Cha +2
Favoured class: skills
CR 11 (8 [levels] + 1 [template] + 1 [darklord abilities] + 1 [PC level treasure])
760 BC (Current day stats)
CR 11 XP 12,800
Male Human Mature Vrykolaka Alchemist (Chirurgeon Plaguebringer) 9
CE Medium Undead (augmented humanoid, human)
Init: +11 (Dex, feat) Senses: Darkvision 60 ft; Perception +25
Defense
AC 24 Touch 18 Flat-footed 16 (+7 Dex, +5 natural, +1 deflection, +1 dodge)
hp 89 (8 +8d8 +45); fast healing 5
Fort +12, Ref +17, Will +8
DR 10/magic and silver
Channel resistance +6
Immune undead traits
Resist cold 10, electricity 10
Offense
Spd 30 ft
Melee +9 2 claws (1d4+4 plus disease)
+9/+4 dagger (1d4+4)
Ranged +14/+9 bomb (5d6+4 fire or 3d6+4 fire + 9 rds confusion or 9 rds contagion, fog cloud or stinking cloud)
Space/Reach: 5’/5’
S 17 D 25 C - I 17 (19) W 16 Ch 16 (18)
BAB +6/+1 CMB +9 (+13 grappling; 2 checks per round) CMD 27 (29 vs grapple)
Feats
Brew Potion, Catch Off-Guard, Extra Discovery, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Skill Focus (disguise), Skill Focus (heal), Throw Anything, Alertness, Combat Reflexes (8 AoO/round), Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills
Bluff +19 (7), Craft (alchemy) +25 (3; 9 from headband; +7 in lab), Diplomacy +9 (5), Disguise +9 (2), Heal +16 (7), Intimidate +10 (6), Knowledge (arcana) +9 (2), Knowledge (nature) +14 (7), Perception +25 (9), Perform (sing) +7 (3), Perform (string instruments) +7 (3), Ride +10 (3), Sense Motive +22 (9), Sleight of Hand +15 (5), Spellcraft +9 (2), Stealth +20 (5), Survival +9 (3)
Languages
Sanguine*, Draconic, Celestial, Infernal, Abyssal
Treasure
(35,500 gp/46,000 gp)
Alchemist’s lab, boots of the winterlands, cauldron of brewing, cloak of resistance +2, gauntlets of rust, headband of Int and Cha +2 [Craft (alchemy)], ring of feather falling, ring of protection +1.
Special
Alchemy
Anaesthetic
Bombs (5d6, 13/day, DC 18)
Discovery: smoke bomb
Confusion bomb
Plague bomb
Stink bomb
Infuse plague vial
Plague vial
Infused curative
Swift alchemy
Swift poisoning
Children of the night
Create spawn
Disease: bubonic plague (DC 21), syphilis (as cackle fever; DC 20), red ache (DC 19), the shakes (DC 17)
Fever sleep (DC 18)
Spider climb
Swarm form
Reduced vulnerability (sunlight; can enter any house in Sanguinia except rooms kept spotlessly clean)
Drain humours
Mastery +4
Sinkhole of evil
Extracts
(6/5/4); DC 14 + spell level
1 – anticipate peril, bomber’s eye, comprehend languages, cure light wounds, disguise self, expeditious retreat, identify, illusion of calm, jump, longshot, negate aroma, polypurpose panacea, shield, shock shield, targeted bomb admixture, true strike, vocal alteration, youthful appearance
2 – alchemical allocation, alter self, animal aspect, barkskin, blood transcription, blur, bull’s strength, cure moderate wounds, elemental touch, false life, invisibility, levitate, resist energy, lesser restoration, skinsend, touch injection, transmute potion to poison
3 – absorb toxicity, amplify elixir, beast shape I, burst of speed, draconic reservoir, eruptive pustules, gaseous form, haste, remove blindness/deafness, remove disease, resinous skin
(The Frozen Wastes)
Timeline
584 BC Born in Prime Material Sanguinia.
590 BC Parents die of the plague.
606 BC Plague returns to Sanguinia; seals himself and his friends up in his castle. Aristocrat.
607 BC Becomes darklord of Sanguinia.
755 BC The Frozen Reaches cluster forms.
760 BC Present day.
Powers Checks
Caress (Blasphemy: abandons nation to protect himself from plague: 4%; 606 BC): Disease enters castle.
Enticement (Betrayal and Violence: throwing infected friends off battlements: 16%; 606 BC): Gains some chirurgeon abilities.
Invitation (Betrayal and Violence: more violence towards infected friends: 8%; 607 BC): Infected with the plague. Bonus feats (part of vampire template)
Embrace (Black Magic: experimenting on sick friends to find cure for plague: 16%; 607 BC): Aristocrat levels change to alchemist levels.
Creature (Black Magic: cursing guards who left him to die: 4%; 607 BC): Becomes vrykolaka and darklord of Sanguinia. Drain humours.
Base stats
S 10 D 14 C 11 I 115 W 12 Ch 14 (high fantasy)
Racial: Int +2
Levelling: Str +1, Dex +1
Template: Str +6, Dex +10, Wis +4, Cha +2
Favoured class: skills
CR 11 (8 [levels] + 1 [template] + 1 [darklord abilities] + 1 [PC level treasure])
760 BC (Current day stats)
CR 11 XP 12,800
Male Human Mature Vrykolaka Alchemist (Chirurgeon Plaguebringer) 9
CE Medium Undead (augmented humanoid, human)
Init: +11 (Dex, feat) Senses: Darkvision 60 ft; Perception +25
Defense
AC 24 Touch 18 Flat-footed 16 (+7 Dex, +5 natural, +1 deflection, +1 dodge)
hp 89 (8 +8d8 +45); fast healing 5
Fort +12, Ref +17, Will +8
DR 10/magic and silver
Channel resistance +6
Immune undead traits
Resist cold 10, electricity 10
Offense
Spd 30 ft
Melee +9 2 claws (1d4+4 plus disease)
+9/+4 dagger (1d4+4)
Ranged +14/+9 bomb (5d6+4 fire or 3d6+4 fire + 9 rds confusion or 9 rds contagion, fog cloud or stinking cloud)
Space/Reach: 5’/5’
S 17 D 25 C - I 17 (19) W 16 Ch 16 (18)
BAB +6/+1 CMB +9 (+13 grappling; 2 checks per round) CMD 27 (29 vs grapple)
Feats
Brew Potion, Catch Off-Guard, Extra Discovery, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Skill Focus (disguise), Skill Focus (heal), Throw Anything, Alertness, Combat Reflexes (8 AoO/round), Dodge, Improved Initiative, Lightning Reflexes, Toughness
Skills
Bluff +19 (7), Craft (alchemy) +25 (3; 9 from headband; +7 in lab), Diplomacy +9 (5), Disguise +9 (2), Heal +16 (7), Intimidate +10 (6), Knowledge (arcana) +9 (2), Knowledge (nature) +14 (7), Perception +25 (9), Perform (sing) +7 (3), Perform (string instruments) +7 (3), Ride +10 (3), Sense Motive +22 (9), Sleight of Hand +15 (5), Spellcraft +9 (2), Stealth +20 (5), Survival +9 (3)
Languages
Sanguine*, Draconic, Celestial, Infernal, Abyssal
Treasure
(35,500 gp/46,000 gp)
Alchemist’s lab, boots of the winterlands, cauldron of brewing, cloak of resistance +2, gauntlets of rust, headband of Int and Cha +2 [Craft (alchemy)], ring of feather falling, ring of protection +1.
Special
Alchemy
Anaesthetic
Bombs (5d6, 13/day, DC 18)
Discovery: smoke bomb
Confusion bomb
Plague bomb
Stink bomb
Infuse plague vial
Plague vial
Infused curative
Swift alchemy
Swift poisoning
Children of the night
Create spawn
Disease: bubonic plague (DC 21), syphilis (as cackle fever; DC 20), red ache (DC 19), the shakes (DC 17)
Fever sleep (DC 18)
Spider climb
Swarm form
Reduced vulnerability (sunlight; can enter any house in Sanguinia except rooms kept spotlessly clean)
Drain humours
Mastery +4
Sinkhole of evil
Extracts
(6/5/4); DC 14 + spell level
1 – anticipate peril, bomber’s eye, comprehend languages, cure light wounds, disguise self, expeditious retreat, identify, illusion of calm, jump, longshot, negate aroma, polypurpose panacea, shield, shock shield, targeted bomb admixture, true strike, vocal alteration, youthful appearance
2 – alchemical allocation, alter self, animal aspect, barkskin, blood transcription, blur, bull’s strength, cure moderate wounds, elemental touch, false life, invisibility, levitate, resist energy, lesser restoration, skinsend, touch injection, transmute potion to poison
3 – absorb toxicity, amplify elixir, beast shape I, burst of speed, draconic reservoir, eruptive pustules, gaseous form, haste, remove blindness/deafness, remove disease, resinous skin
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
Morgoroth (Avonleigh)
(The Shadowlands)
Timeline
606 BC Lussimar (the Ebonbane) possesses the Grand Caliph of the Southern Empire. The Ahltrian sack the Great Kingdom in the Heretical Wars. The Knights of the Circle, led by Kateri Shadowborn and Elena Faithhold, lead the defense.
c606 BC Morgoroth born.
610 BC The Ebonbane is driven from the world. Kateri retires.
611 BC The Ebonbane is forged into a sword and kills Kateri Shadowborn. The Shadowborn Manor domain forms.
612 BC Ferran Shadowborn born. Elena Faithhold unleashes the War of Evil.
620 BC Aurora Shadowborn born.
626 BC Alexi traps the Ebonbane within his body. The Circle is founded.
640 BC Morgoroth plane shifts to Avonleigh in the Great Kingdom hoping to escape his crimes. He creates Tergeron Manor in a single night and falls in love with Aurora.
645 BC He confesses his love for Aurora.
646 BC Lambert arrives from Morgoroth’s home world and is killed. Morgoroth kills Ferran, kidnaps Aurora and kills all the Knights of the Circle. The domain of Avonleigh forms. Morgoroth tries to escape again but is trapped inside the mirror.
c676 BC The Circle reaches an agreement with Morgoroth to keep the Ebonbane trapped after Alexi’s death?
c744 BC Morgoroth freed from the mirror.
747 BC The Shadowlands form.
751 BC Gondegal becomes head of the Circle.
760 BC Present day.
Powers Checks
Caress (Black Magic: necromancy: 4%; c638 BC): Nemesis
Enticement (Black Magic: creating the Headsman’s Axe: 16%; c639 BC): +1 level.
Invitation (Black Magic: necromancy: 16%; 640 BC): Star-crossed love. +1 level.
Embrace (Black Magic, Violence and Betrayal: killing Ferran: 100%; 646 BC): +1 level.
Creature (Black Magic and Betrayal: kidnapping Aurora and killing the Knights of the Circle: 100%; 646 BC): Becomes darklord of Avonleigh.
Base stats
S 8 D 11 C 12 I 14 W 15 Ch 15 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +2, Cha +1
Aging: Middle
Favoured class: skills
CR 16 (12 [levels] + 1 [PC-level treasure] + 3 [darklord abilities])
760 BC (Current day stats)
CR 16 XP 76,800
Male Middle Aged Human Necromancer 13
CE Medium Humanoid (Human)
Init: +6 (Dex, feat) Senses: Life sight (13 rds/day); Perception +16
Defense
AC 13 Touch 12 Flat-footed 11 (+2 Dex, +1 armour)
hp 87 (6 +12d6 +39)
Fort +10, Ref +9, Will +14
Resist cold 20
Offense
Spd 30 ft.
Melee Masterwork dagger +8/+3 (1d4+1; crit 19+)
Ranged Ray +8
Space/Reach: 5’/5’
S 8 (12) D 11 (15) C 12 (16) I 19 (23) W 16 Ch 17
BAB +6 CMB +7 CMD 19 (18)
Feats
Combat Casting, Craft Magic Arms & Armour, Craft Wondrous Item, Destructive Dispel, Dispel Synergy, Disruptive Spell, Greater Spell Focus (necromancy), Improved Initiative, Intensified Spell, Scribe Scroll, Spell Focus (necromancy), Command Undead
Skills
Craft (alchemy) +18 (9), Fly +15 (10), Knowledge (arcana) +22 (13), Knowledge (engineering) +14 (5), Knowledge (geography) +14 (5), Knowledge (history) +14 (5), Knowledge (local) +14 (5), Knowledge (nature) +14 (5), Knowledge (planes) +22 (5; 13 in headband), Knowledge (religion) +22 (5; 13 in headband), Linguistics +12 (3), Perception +16 (13), Spellcraft +22 (13), Use Magic Device +11 (8)
Languages
Tergeron*, Nidalan, Draconic, Abyssal, Infernal, Celestial, Darkonese, Mordentish
Treasure
(105,000 gp/140,000 gp)
Belt of physical perfection +4, cloak of resistance +3, bracers of light fortification and armour +1, gauntlets of rust/arrow snaring, goggle of night, headband of vast intellect +4, ring of major cold resistance, ring of counterspells, staff of necromancy
Permanent lesser age resistance
Special
Bonded object (staff)
Command Undead (9/day) (DC 19)
Grave touch (9/day)
Quickened necromancy
Quash necromancy
Master of Tergeron
Control reflections
Summon spirits
Sinkhole of evil
Mastery +3
Spells Known
Opposition schools: Evocation, Enchantment
(4/6+1/6+1/5+1/5+1/4+1/3+1/1+1); DC = 16 + spell level; 18 + spell level for Necromancy
0 – acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue (all)
1 – charm person, chill touch, detect undead, identify, grease, hold portal, magic aura, ray of enfeeblement, unseen servant, ventriloquism
2 – arcane lock, blindness/deafness, command undead, false life, fog cloud, glitterdust, ghoul touch, spectral hand, spider climb, web
3 – blink, dispel magic, healing thief, haste, major image, ray of exhaustion, stinking cloud, tongues, vampiric touch
4 – animate dead, black tentacles, contagion, enervation, ice storm, lesser age resistance, phantasmal killer, scrying, stoneskin
5 –magic jar, major creation, passwall, permanency, possess object, suffocation, summon monster V, telekinesis, wall of force
6 – acid fog, eyebite, greater dispel magic, ice crystal teleport, circle of death, true seeing, summon monster VI, unwilling shield
7 – finger of death, limited wish, plane shift, project image, waves of exhaustion
(The Shadowlands)
Timeline
606 BC Lussimar (the Ebonbane) possesses the Grand Caliph of the Southern Empire. The Ahltrian sack the Great Kingdom in the Heretical Wars. The Knights of the Circle, led by Kateri Shadowborn and Elena Faithhold, lead the defense.
c606 BC Morgoroth born.
610 BC The Ebonbane is driven from the world. Kateri retires.
611 BC The Ebonbane is forged into a sword and kills Kateri Shadowborn. The Shadowborn Manor domain forms.
612 BC Ferran Shadowborn born. Elena Faithhold unleashes the War of Evil.
620 BC Aurora Shadowborn born.
626 BC Alexi traps the Ebonbane within his body. The Circle is founded.
640 BC Morgoroth plane shifts to Avonleigh in the Great Kingdom hoping to escape his crimes. He creates Tergeron Manor in a single night and falls in love with Aurora.
645 BC He confesses his love for Aurora.
646 BC Lambert arrives from Morgoroth’s home world and is killed. Morgoroth kills Ferran, kidnaps Aurora and kills all the Knights of the Circle. The domain of Avonleigh forms. Morgoroth tries to escape again but is trapped inside the mirror.
c676 BC The Circle reaches an agreement with Morgoroth to keep the Ebonbane trapped after Alexi’s death?
c744 BC Morgoroth freed from the mirror.
747 BC The Shadowlands form.
751 BC Gondegal becomes head of the Circle.
760 BC Present day.
Powers Checks
Caress (Black Magic: necromancy: 4%; c638 BC): Nemesis
Enticement (Black Magic: creating the Headsman’s Axe: 16%; c639 BC): +1 level.
Invitation (Black Magic: necromancy: 16%; 640 BC): Star-crossed love. +1 level.
Embrace (Black Magic, Violence and Betrayal: killing Ferran: 100%; 646 BC): +1 level.
Creature (Black Magic and Betrayal: kidnapping Aurora and killing the Knights of the Circle: 100%; 646 BC): Becomes darklord of Avonleigh.
Base stats
S 8 D 11 C 12 I 14 W 15 Ch 15 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +2, Cha +1
Aging: Middle
Favoured class: skills
CR 16 (12 [levels] + 1 [PC-level treasure] + 3 [darklord abilities])
760 BC (Current day stats)
CR 16 XP 76,800
Male Middle Aged Human Necromancer 13
CE Medium Humanoid (Human)
Init: +6 (Dex, feat) Senses: Life sight (13 rds/day); Perception +16
Defense
AC 13 Touch 12 Flat-footed 11 (+2 Dex, +1 armour)
hp 87 (6 +12d6 +39)
Fort +10, Ref +9, Will +14
Resist cold 20
Offense
Spd 30 ft.
Melee Masterwork dagger +8/+3 (1d4+1; crit 19+)
Ranged Ray +8
Space/Reach: 5’/5’
S 8 (12) D 11 (15) C 12 (16) I 19 (23) W 16 Ch 17
BAB +6 CMB +7 CMD 19 (18)
Feats
Combat Casting, Craft Magic Arms & Armour, Craft Wondrous Item, Destructive Dispel, Dispel Synergy, Disruptive Spell, Greater Spell Focus (necromancy), Improved Initiative, Intensified Spell, Scribe Scroll, Spell Focus (necromancy), Command Undead
Skills
Craft (alchemy) +18 (9), Fly +15 (10), Knowledge (arcana) +22 (13), Knowledge (engineering) +14 (5), Knowledge (geography) +14 (5), Knowledge (history) +14 (5), Knowledge (local) +14 (5), Knowledge (nature) +14 (5), Knowledge (planes) +22 (5; 13 in headband), Knowledge (religion) +22 (5; 13 in headband), Linguistics +12 (3), Perception +16 (13), Spellcraft +22 (13), Use Magic Device +11 (8)
Languages
Tergeron*, Nidalan, Draconic, Abyssal, Infernal, Celestial, Darkonese, Mordentish
Treasure
(105,000 gp/140,000 gp)
Belt of physical perfection +4, cloak of resistance +3, bracers of light fortification and armour +1, gauntlets of rust/arrow snaring, goggle of night, headband of vast intellect +4, ring of major cold resistance, ring of counterspells, staff of necromancy
Permanent lesser age resistance
Special
Bonded object (staff)
Command Undead (9/day) (DC 19)
Grave touch (9/day)
Quickened necromancy
Quash necromancy
Master of Tergeron
Control reflections
Summon spirits
Sinkhole of evil
Mastery +3
Spells Known
Opposition schools: Evocation, Enchantment
(4/6+1/6+1/5+1/5+1/4+1/3+1/1+1); DC = 16 + spell level; 18 + spell level for Necromancy
0 – acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, haunted fey aspect, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, spark, touch of fatigue (all)
1 – charm person, chill touch, detect undead, identify, grease, hold portal, magic aura, ray of enfeeblement, unseen servant, ventriloquism
2 – arcane lock, blindness/deafness, command undead, false life, fog cloud, glitterdust, ghoul touch, spectral hand, spider climb, web
3 – blink, dispel magic, healing thief, haste, major image, ray of exhaustion, stinking cloud, tongues, vampiric touch
4 – animate dead, black tentacles, contagion, enervation, ice storm, lesser age resistance, phantasmal killer, scrying, stoneskin
5 –magic jar, major creation, passwall, permanency, possess object, suffocation, summon monster V, telekinesis, wall of force
6 – acid fog, eyebite, greater dispel magic, ice crystal teleport, circle of death, true seeing, summon monster VI, unwilling shield
7 – finger of death, limited wish, plane shift, project image, waves of exhaustion
-
Ryan Naylor
- Evil Genius

- Posts: 1285
- Joined: Thu Jun 24, 2004 10:55 pm
Re: Pathfinder in the Mists
And a monster, because I'm feeling generous.
Zombie Fog
CR 9 (XP 6,400)
NE Gargantuan aberration (air, incorporeal)
Init +9; Senses darkvision 60 ft, lifesense; Perception +25
Aura obscuring mists 60 ft, unnatural aura 30 ft (Will DC 19; panicked or shaken)
Defense
AC 12, touch 12, flat-footed 6 (+5 Dex, +1 dodge, -4 size)
hp 127 (15d8+60), fast healing 5
Fort +8, Ref +12, Will +12
Defensive Abilities amorphous, negative energy affinity, incorporeal, Immune acid, electricity, sonic, mind-affecting, poison, visual, sleep, paralysis, stunning.
Offense
Speed Fly 40 ft (perfect)
Space 20 ft, Reach 10 ft
Statistics
Str -, Dex 20, Con 16, Int 7, Wis 13, Cha 10
Base Atk +11; CMB +15; CMD 31 (can’t be tripped)
Feats Ability focus (unnatural aura), Iron Will, Dodge, Toughness, Improved Initiative, Mobility, Skill Focus (Perception), Lightning Reflexes
Skills Fly +25 (15), Perception +25 (15)
Ecology
Environment any
Organization solitary, pair, or horror (3–5)
Treasure none
Special Abilities
Create Fog Cadavers (Su): A zombie fog can animate any dead corporeal creature engulfed within its form. The victim rises as a zombie in 1d4 rounds under the control of the zombie fog. A zombie fog can animate a number of zombies whose Hit Dice total do not exceed more than twice its own Hit Dice. Cadavers that are slain but not physically destroyed (e.g. by fire, or a disintegrate spell) may be animated again 1d4 rounds after death. The fog cadavers are destroyed if they move more than 60 ft from the zombie fog. Fog cadavers gain lifesense when engulfed by the zombie fog, and are immune to the concealment of its engulfing mists.
Engulfing Mists (Ex): A zombie fog can engulf foes. Those engulfed do not gain the pinned condition, are not in danger of suffocating and may move normally. The fog obscures all sight, including darkvision, beyond 5 ft. However, any attack made within the fog gains bleed 1; this extra damage stacks with bleed damage from other sources, including itself. Dying creatures within the fog do not stabilise, even with magical healing, unless returned to positive hit points. Creatures 5 feet away have concealment; creatures further away have total concealment. The zombie fog also emits a constant obscuring mist (CL 15) to a radius of 60 ft around itself.
Gaseous (Ex): The zombie fog can pass through small holes or narrow opening, even mere cracks, with no reduction in speed, but it cannot enter water or other liquids. It can’t manipulate or wear objects, and is treated as a creature 3 size categories smaller than its actual size (Medium for most zombie fogs) for the purposes of how winds affect it.
Unnatural Aura (Su): Animals can sense the unnatural presence of the zombie fog at a distance of 30 ft, and will not willingly approach any closer than that, panicking if forced to do so. Living creatures of other types must save or be shaken. This is a mind affecting fear effect.
Sunlight Powerlessness (Ex): The zombie fog is rendered powerless (but otherwise unharmed) by true sunlight. Any fog cadavers currently animated drop lifelessly to the ground until night falls again.
Zombie Fog
CR 9 (XP 6,400)
NE Gargantuan aberration (air, incorporeal)
Init +9; Senses darkvision 60 ft, lifesense; Perception +25
Aura obscuring mists 60 ft, unnatural aura 30 ft (Will DC 19; panicked or shaken)
Defense
AC 12, touch 12, flat-footed 6 (+5 Dex, +1 dodge, -4 size)
hp 127 (15d8+60), fast healing 5
Fort +8, Ref +12, Will +12
Defensive Abilities amorphous, negative energy affinity, incorporeal, Immune acid, electricity, sonic, mind-affecting, poison, visual, sleep, paralysis, stunning.
Offense
Speed Fly 40 ft (perfect)
Space 20 ft, Reach 10 ft
Statistics
Str -, Dex 20, Con 16, Int 7, Wis 13, Cha 10
Base Atk +11; CMB +15; CMD 31 (can’t be tripped)
Feats Ability focus (unnatural aura), Iron Will, Dodge, Toughness, Improved Initiative, Mobility, Skill Focus (Perception), Lightning Reflexes
Skills Fly +25 (15), Perception +25 (15)
Ecology
Environment any
Organization solitary, pair, or horror (3–5)
Treasure none
Special Abilities
Create Fog Cadavers (Su): A zombie fog can animate any dead corporeal creature engulfed within its form. The victim rises as a zombie in 1d4 rounds under the control of the zombie fog. A zombie fog can animate a number of zombies whose Hit Dice total do not exceed more than twice its own Hit Dice. Cadavers that are slain but not physically destroyed (e.g. by fire, or a disintegrate spell) may be animated again 1d4 rounds after death. The fog cadavers are destroyed if they move more than 60 ft from the zombie fog. Fog cadavers gain lifesense when engulfed by the zombie fog, and are immune to the concealment of its engulfing mists.
Engulfing Mists (Ex): A zombie fog can engulf foes. Those engulfed do not gain the pinned condition, are not in danger of suffocating and may move normally. The fog obscures all sight, including darkvision, beyond 5 ft. However, any attack made within the fog gains bleed 1; this extra damage stacks with bleed damage from other sources, including itself. Dying creatures within the fog do not stabilise, even with magical healing, unless returned to positive hit points. Creatures 5 feet away have concealment; creatures further away have total concealment. The zombie fog also emits a constant obscuring mist (CL 15) to a radius of 60 ft around itself.
Gaseous (Ex): The zombie fog can pass through small holes or narrow opening, even mere cracks, with no reduction in speed, but it cannot enter water or other liquids. It can’t manipulate or wear objects, and is treated as a creature 3 size categories smaller than its actual size (Medium for most zombie fogs) for the purposes of how winds affect it.
Unnatural Aura (Su): Animals can sense the unnatural presence of the zombie fog at a distance of 30 ft, and will not willingly approach any closer than that, panicking if forced to do so. Living creatures of other types must save or be shaken. This is a mind affecting fear effect.
Sunlight Powerlessness (Ex): The zombie fog is rendered powerless (but otherwise unharmed) by true sunlight. Any fog cadavers currently animated drop lifelessly to the ground until night falls again.
