Pathfinder in the Mists

Discussing all things Ravenloft
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The Giamarga
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Re: Pathfinder in the Mists

Post by The Giamarga »

Ryan Naylor wrote:
Nemesio wrote:No complaints from me Ryan. Tis all good stuff. :D

You ever given any thought to the four remaining sons of Shinpi Haki?
Thanks :)

No. I've never run a game in Rokushima Taiyoo, so I've never had cause to. I've seen your versions though, and they look fine to me.

They are by all accounts extremely unpleasant people though.

Someone who knows more about Japanese culture might be able to provide more feedback/some better ideas than I can though.


One of the reasons I like the Scattered Lotus Archipelago cluster is (a) you get some more interesting interactions between characters like Shinpi's sons and Tsien Chang and (b) you get a clearer stratification of the types of stories you can tell in each domain.

Rokushima Taiyoo, for example, should be about an empire tearing itself apart. It's a very human evil (apart from Shinpi himself, obviously). There may be pockets of supernatural horror here and there, but that's not what the domain is about.

I'Cath is much more overtly supernatural, and (if you follow Chris' original notes), there's another domain that's even more supernatural. That's where those sorts of stories go.

I also like a Fu Manchu/psuedo-Yellow Peril (White Peril?) colonial domain based on Hong Kong or Singapore, with a triads and opium war kind of theme going on. Perhaps because I'm Australian and our colonial history hangs very heavily upon us, I've always been very interested in the sorts of stories you can tell about colonial settings (as you can see in Mictlan and Valachan, for example).

Adding in other Eastern style domains makes it seem a little less tokenistic I think.
We need to get Michael Tumey into this...
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Mortavius wrote:I like your twist on the Summoner Ryan. Makes it work in the setting, and I enjoy how you change the creatures as coming from the character's mind. Where is Creatures of the Id from? Couldn't remember or locate it...

Also enjoy your idea of the evil bonded item.

Do Dread Companions have the drain HP ability they had in 2E? I always thought that was a cool idea; taking HP from friends for the master.
Thanks!

Creatures from the Id was in RL3e and the 3.5 version. Basically, you can summon outsiders etc instead of just animals native to the domain, because you're pulling them out of your imagination, not from the Outer Planes.

Dread companions don't. However, you can get a pseudofamiliar with the Improved Familiar feat.

One of my PCs had one that took a real dislike to one of the other PCs, so whenever it was doing vampiric healing, it would turn its glowing purple eyes on them to freak them out. A couple of times it even hit-and-run attacked them so that they were eligible targets for the vampiric healing drain.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Giamarga wrote: Thanks for explaining.

You should probably put the c763 after the 760 line then though.

And add a weapon/damage to the +13/+8/+3 attack, either unarmed or explicitly say other weapons. (Or is there a precedent for this format? It did make me stumble when reading the statblock....)
Yes, 763 is after 760, isn't it? That is something I should probably have noticed in basic proof reading. :)
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Giamarga wrote:Ryan, thanks for the answers on arcane classes. I see you have tested these well. The dread bonded item being different from the dread companion familiar was not that clear to me on the first reading. Maybe you could include an extra paragraph for the arcane bond explaining it's use like for the dread companion (...and it also needs a catchy name too).

For the Eidolon I would include a line explaining that the change of shape is only visual. It would be best if it were working like a defined (spell) effect. Can the disguise be dispelled? What about True Seeing? Detect Magic?
Call it an illusion equivalent to disguise self, but of unlimited duration.
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Re: Pathfinder in the Mists

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I also like what you've done with the Arcanist, Ryan. I wouldn't change any of it, but I feel like there's something missing.

Perhaps at 8th level, the PC could choose from a Necromancy, Divination, or some unique ability? Maybe be kind of cool to have something that's a fusion of Necromancy/Divination...heh. Just thought of "Stories-Bones-Tell" from Planescape Torment. :)
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

Mortavius wrote:I also like what you've done with the Arcanist, Ryan. I wouldn't change any of it, but I feel like there's something missing.

Perhaps at 8th level, the PC could choose from a Necromancy, Divination, or some unique ability? Maybe be kind of cool to have something that's a fusion of Necromancy/Divination...heh. Just thought of "Stories-Bones-Tell" from Planescape Torment. :)
Do you have any ideas?

I was considering something like the Nature Oracle's power of natural divination, but I don't want to step on its toes.

The arcanist's schtick is forbidden knowledge specifically...

The Shadow subschool and Controller subschool both let you cast spells (or things very like spells) as spell-like abilities. Perhaps being able to cast speak with dead or blood biography? But then, why wouldn't you know those spells?

Or perhaps it should be something creepy that isn't to do with Necromancy or Divination, like Bedevilling Aura or Shadow Step?

I don't know. I'll have to think about it.
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Re: Pathfinder in the Mists

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Perhaps we can put the bardic knowledge/forbidden lore ability back in there? It could be built off the bard's and/or archivist bard archetype's Lore Master ability or the Loremaster's Lore ability. Or midify the archivist's Magic Lore ability shifting the focus to forbidden skills/knowledge/magic.
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Re: Pathfinder in the Mists

Post by Nemesio »

Mortavius wrote:I also like what you've done with the Arcanist, Ryan. I wouldn't change any of it, but I feel like there's something missing.

Perhaps at 8th level, the PC could choose from a Necromancy, Divination, or some unique ability? Maybe be kind of cool to have something that's a fusion of Necromancy/Divination...heh. Just thought of "Stories-Bones-Tell" from Planescape Torment. :)
Best video game I've ever played... :D
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Re: Pathfinder in the Mists

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Then you should probably check out Torment: Tides of Numenera...
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Re: Pathfinder in the Mists

Post by Mortavius »

Amen to both Torment and it's spiritual successor...I contributed to the Kickstarter for it.

I was thinking, maybe it would be interesting to have a more powerful ability, but taking it causes a Powers Check? This would be an nod to the old system of a check every level, and it would reflect the desire for forbidden knowledge. Especially if the player had a choice that caused a Powers Check, and one that did not, it would put the *player* in the position to choose to go after riskier knowledge or not.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

The Giamarga wrote:Perhaps we can put the bardic knowledge/forbidden lore ability back in there? It could be built off the bard's and/or archivist bard archetype's Lore Master ability or the Loremaster's Lore ability. Or midify the archivist's Magic Lore ability shifting the focus to forbidden skills/knowledge/magic.
I've looked at all of those, and none of them really have the same bang that the other wizard specialty powers provide.

We're talking about an 8th level wizard after all - the power needs to have a certain sizzle to it.
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Re: Pathfinder in the Mists

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Two new darklords to tide you over, both spellcasters.

In her original write up, the Lady of Ravens was a sorcerer. I wanted to use the summoner class for at least one darklord though, and she was the one who fit best, so here she is, now a summoner. Albeit one with several small eidolons (ravens) instead of one big one.

I feel this adds an extra wrinkle for her curse as well: her raven won't talk to her anymore - but they're actually projections of her psyche. Repressed guilt about what she did perhaps?
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Re: Pathfinder in the Mists

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The Lady of Ravens
(The Isle of Ravens)

Timeline
? BC Born on the Prime Material Plane to a degenerate line of in-bred sorcerers. In her late teens she falls in love with a soldier, who goes away to war for 2 years. When he returns and loves another, she kills them both with her ravens and becomes darklord of the Isle of Ravens. At latest, 710 BC; perhaps as early as 540 BC.
750 BC The Isle of Ravens joins the Nocturnal Sea.
752 BC The Lady gives Felauragoth to Babette l’Jeunese, who loses it.
760 BC Present day.

Powers Checks
Caress (Black Magic: torments the servants: 8%): Becomes summoner, not sorcerer. The ravens start speaking to her.
Enticement (Black Magic: punishing people out of spite and pyschopathy: 4%): Mastery.
Invitation (Blasphemy and Black Magic: consorting with fiends to try to find info about beloved: 32%): Control ravens.
Embrace (Black Magic and Violence: murdering her beloved’s fiance: 32%): Circe’s eye.
Creature (Black Magic and Violence: murdering her beloved: 32%): Becomes darklord of the Isle of Ravens.

Base stats
S 8 D 13 C 15 I 12 W 13 Ch 15 (high fantasy)
Racial: Cha +2
Levelling: Cha +4
Aging: Middle aged
Favoured class: Skills
CR 18 (17 [levels] + 1 [darklord abilities])

760 BC (Current day stats)
CR 18 XP 153,600
Female Middle aged Human Summoner (Wild caller/Broodmaster) 18
NE Medium Humanoid (Human)
Init: +7 (Dex, feat) Senses: Bond senses (18 rds/day); Perception +14
Defense
AC 21 Touch 16 Flat-footed 18 (+3 Dex, +5 armour, +3 deflection)
hp 156 (8 +17d8 +36 +36)
Fort +14, Ref +13, Will +17
Greater Shield Ally (+4 AC/saves, +2 for allies)
Life bond
Offense
Spd 30 ft.
Melee Masterwork dagger +12/+7/+2 (1d4-2; crit 19+)
Ranged Ray +16
Space/Reach: 5’/5’
S 7 D 12 (16) C 14 (18) I 13 W 14 Ch 22 (28)
BAB +13 CMB +11 CMD 27 (24)

Feats
Eschew Materials, Augment Summoning, Arcane Blast, Destructive Dispel, Extend Spell, Improved Initiative, Quicken Spell, Spell Focus (conjuration), Spell Penetration, Still Spell
Skills
Bluff +15 (6), Diplomacy +15 (6), Fly +14 (8), Intimidate +16 (7), Knowledge (arcana) +13 (9), Knowledge (local) +12 (8), Knowledge (nature) +11 (7), Knowledge (nobility) +8 (4), Knowledge (planes) +13 (9), Perception +14 (12), Spellcraft +15 (11), Use Magic Device +15 (3)
Languages
Draconic*, permanent tongues

Treasure
(246,000 gp/315,000 gp—level 16 equivalent)
Belt of physical might (Dex, Con) +4, crystal ball of telepathy, headband of Charisma +6, ring of protection +3, black robe of the archmagi, permanent tongues

Special
Eidolon Link
Greater Aspect
Life Bond
Life Link
Transposition (4/day)
Merge Form (18 rds/day)
Share Spells
Summon Nature’s Ally I to IX (12/day)
Circe’s eye (1/day, DC 28; Cha based)
Control ravens
Undying soul
Mastery: +9
Sinkhole of evil

The Seven Ravens (Eidolon)
NE Small Outsider
Init +5 (Dex); Senses darkvision 60 ft; Perception +8
AC 20, touch 20, flat-footed 11 (+5 Dex, +1 size, +4 natural)
Hp 15 (10 +1d10)
Fort +9, Ref +14, Will +4 (+4 vs Ench)
Improved evasion
Speed 40 ft, fly 40 ft (good)
Melee bite +16/+11 (1d4+1)
Space 5 ft.; Reach 5 ft.
S 13 D 20 C 11 I 7 W 10 Ch 11
BAB +14 CMB +14 CMD 29 (33 against trip) (24)
Flyby attack, Multiattack; Fly +15 (1), Perception +8 (5), Stealth +13 (1)

Spells Known
DC = 19 + spell level; 20 + spell level for Conjuration; CL 18; +4 for overcoming SR
At will—acid splash, arcane mark, detect magic, guidance, mage hand
8/day—grease, feather fall, lesser rejuvenate eidolon, shield, summon monster I, unseen servant
7/day—invisibility, resist energy, protection from arrows, summon eidolon, summon monster II, summon swarm
7/day—black tentacles, charm monster, dispel magic, magic circle against evil, mass enlarge person, mad monkeys
7/day—baleful polymorph, hold monster, insect plague, magic jar, teleport
6/day—ethereal jaunt, greater dispel magic, planar binding, spell turning
4/day—binding, dominate monster, eagle aerie, mass charm monster
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Re: Pathfinder in the Mists

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Hazlik (Hazlan)

Timeline
673 BC Born in Thay (Prime Material Toril).
714 BC Drawn into Ravenloft in the Nightmare Lands. After being driven into the Mists, he is trapped there fuming for some time until Hazlan forms. Middle aged. Evoker 7.
740 BC Hazlik returns to Thay in the Grand Conjunction and sees his foes have gained space on him. Evoker 11.
741 BC Hazlik founds the school for wizards at Ramulai. Evoker 11.
746 BC Hazlik takes Elena as his apprentice. Evoker 12. Old age.
760 BC Present day.
c766 BC Hazlik’s ritual to destroy all Mulan due to be complete; coincides with the Spellplague that almost destroys Thay in Toril?

Powers Checks
Caress (Betrayal: climb to power: 16%; c704 BC): Xenophobia – tattoos of feminity. Dex +2.
Enticement (Black Magic: creating aberrations and researching evil spells: 8%; c711 BC): Ignore prereqs for Craft Construct.
Invitation (Violence: murdering Ordiab: 32%; 714 BC): Dex +4.
Embrace (Violence: murdering Thantoysa: 32%; 714 BC): Learn a whole lot of new spells (1/2 years, not 1/4)
Creature (Violence and Blasphemy: plotting genocide while trapped in the Mists: 32%; 714 BC): Becomes darklord of Hazlan. Undying soul, spell sense.

Base stats
S 11 D 16 C 15 I 14 W 9 Ch 8 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +3
Age: Old (physical -3, mental +2)
Power Checks: Dex +6
Favoured class: hp
CR 15 (13 [levels] + 1 [PC-level treasure] +1 [darklord abilities])

760 BC (Current day stats)
CR 15 XP 51,200
Male old Human Evoker (Admixture) 14
CE Humanoid (human)
Init: +4 (Dex) Senses: Perception +14
Defense
AC 18 Touch 14 Flat 14 (+4 Dex, +4 mage armour)
Hp 82 (6 + 13d6 + 14 + 14)
Fort +8 Ref +11 Will +12
Stoneskin or statue
Offense
Spd 30’
Melee Mithral masterwork dagger +7/+2 (1d4-1; crit 19+)
Melee +7
Missile Ray +11
Space/Reach: 5’/5’
S 8 D 19 C 12 I 21 (25) W 11 Ch 10
BAB +7/+2 CMB +6 CMD 20

Feats
Spell Focus (evocation), Combat Casting, Scribe Scroll, Craft Wondrous Item, Empower Spell, Quicken Spell, Maximise Spell, Craft Wand, Craft Rod, Craft Construct, Dazing Spell.
Skills
Bluff +10 (10), Craft (alchemy) +14 (6), Escape Artist +13 (9), Fly +12 (5), Intimidate +10 (10), Knowledge (arcana) +22 (6; 14 from headband), Knowledge (dungeoneering) +18 (10), Knowledge (history) +12 (4), Knowledge (local) +14 (6), Knowledge (nature) +22 (4; 14 from headband), Knowledge (nobility) +10 (2), Knowledge (planes) +16 (8), Knowledge (religion) +12 (4), Perception +14 (14), Sense Motive +8 (8), Spellcraft +22 (6; 14 from headband)
Languages
Vaasi*, Draconic, Balok, Abyssal, Darkonese

Treasure
(139,000 gp/185,000 gp)
Headband of vast intellect +4, cloak of resistance +3, efficient quiver, normal metamagic rods of Empower, Maximise, Enlarge, Extend, Bouncing, Disruptive, Intensified, Persistent, and Sickening, minor rod of Quicken, orb of augmentation (CL 16)
Lots of scrolls, particularly metamagic scrolls (also in quiver)

Plus homunculus, shield guardian glass golem

Special
Versatile Evocation (10/day)
Elemental Manipulation (14 rds/day, 30 ft)
Familiar: alertness, scry on familiar
Undying soul
Spell sense
Sinkhole of evil

Lurzed (toad familiar)
CE magical beast
Toad form:
Diminutive; Init +1 (Dex); Senses lowlight vision, scent, Perception +25; AC 22, touch 22, flatfooted 21 (+1 Dex, +4 size, +7 natural); hp 41 (14d8); SR 19; Fort +2, Ref +5, Will +11; Spd 5’, Space 1’/0’; S 1 D 12 C 6 I 12 W 15 Ch 4; BAB +7/+2 (no natural weapons), CMB -2, CMD 9 (11 vs trip); Skill Focus (Perception); Bluff +7 (10), Craft (alchemy) +7 (6), Escape Artist +10 (9), Fly +15 (5), Intimidate +3 (10), Knowledge (arcana) +7 (6), Knowledge (dungeoneering) +11 (10), Knowledge (history) +5 (4), Knowledge (local) +7 (6), Knowledge (nature) +5 (4), Knowledge (nobility) +3 (2), Knowledge (planes) +9 (8), Knowledge (religion) +5 (4), Perception +25 (14), Sense Motive +10 (8), Spellcraft +7 (6), Stealth +21 (1); Improved Evasion, share spells, empathic link, deliver touch spells, speak with master, speak with amphibians

Human form:
Medium; Init -1 (Dex); Senses lowlight vision, scent, Perception +25; AC 20, touch 16, flatfooted 20 (-1 Dex, +7 natural, +4 chain shirt); hp 41 (14d8); SR 19; Fort +2, Ref +3, Will +11; Spd 30’, Space 5’/5’; S 9 D 8 C 6 I 12 W 15 Ch 8; BAB +7/+2, club +6/+1 (1d6-1), CMB +6, CMD 15; Skill Focus (Perception); Bluff +9 (10), Craft (alchemy) +7 (6), Escape Artist +8 (9), Fly +9 (5), Intimidate +9 (10), Knowledge (arcana) +7 (6), Knowledge (dungeoneering) +11 (10), Knowledge (history) +5 (4), Knowledge (local) +7 (6), Knowledge (nature) +5 (4), Knowledge (nobility) +3 (2), Knowledge (planes) +9 (8), Knowledge (religion) +5 (4), Perception +25 (14), Sense Motive +10 (8), Spellcraft +7 (6), Stealth +7 (1); Improved Evasion, share spells, empathic link, deliver touch spells, speak with master, speak with amphibians; horn of evil/horn of gust of wind

Hybrid form:
Small; Init -1 (Dex); Senses lowlight vision, scent, Perception +25; AC 20, touch 16, flatfooted 20 (-1 Dex, +7 natural, +4 chain shirt); hp 41 (14d8); SR 19; Fort +2, Ref +3, Will +11; Spd 20’, Space 5’/5’; S 9 D 8 C 6 I 12 W 15 Ch 8; BAB +7/+2, club +7/+2 (1d4-1), sticky tongue +7, CMB +5, CMD 14; Skill Focus (Perception); Bluff +9 (10), Craft (alchemy) +7 (6), Escape Artist +8 (9), Fly +11 (5), Intimidate +9 (10), Knowledge (arcana) +7 (6), Knowledge (dungeoneering) +11 (10), Knowledge (history) +5 (4), Knowledge (local) +7 (6), Knowledge (nature) +5 (4), Knowledge (nobility) +3 (2), Knowledge (planes) +9 (8), Knowledge (religion) +5 (4), Perception +25 (14), Sense Motive +10 (8), Spellcraft +7 (6), Stealth +11 (1); Improved evasion, share spells, empathic link, deliver touch spells, speak with master, speak with amphibians; horn of evil/horn of gust of wind

Incubolos
CE Tiny construct; Init +2 (Dex); Senses darkvision 60 ft, lowlight vision, Perception +3; AC 14, touch 14, flatfooted 12 (+2 Dex, +2 size); hp 11 (2d10); Immune construct traits; Fort +0, Ref +4, Will +1; Spd 20’, fly 50’ (good); Melee bite +3 (1d4-1 plus poison); Space 2 ½’/0’; S 8 D 15 C – I 10 W 12 Ch 7; BAB +2, CMB -1, CMD 11; Lightning Reflexes; Fly +10, Perception +3, Stealth +12; Vaasi* (cannot speak), telepathic link.
Several potions of invisibility.

Spells
(4/7/7/7/6/5/5/4): Opposition schools: Enchantment, Necromancy (strike).
Save DC = 17 + spell level; 18 for Evocation spells (underlined)
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 – alarm, burning hands, comprehend languages, detect secret doors, detect undead, enlarge person, floating disk, gentle repose, grease, identify, magic aura, magic missile, mage armour, shield, unseen servant.
2 – alter self, arcane lock, continual flame, darkvision, flaming sphere, glitterdust, gust of wind, invisibility, knock, make whole, mirror image, pyrotechnics, resist energy, spontaneous immolation.
3 – dispel magic, fireball, force punch, gaseous form, halt undead, hostile levitation, phantom steed, sleet storm, slow, stinking cloud, tiny hut, wind wall.
4 – black tentacles, control shape, dimensional anchor, dimension door, ice storm, resilient sphere, stone shape, stoneskin, terrible remorse, phantasmal killer, wall of fire, wall of ice.
5 – baleful polymorph, cone of cold, hostile juxtaposition, mage’s private sanctum, magic jar, permanency, polymorph, telekinesis, unbreakable construct, wall of force, wall of stone
6 – analyse dweomer, chain lightning, cold ice strike, contagious flame, contingency, create faux henchman, forceful hand, greater dispel magic, sirocco, programmed image, true seeing.
7 - ethereal jaunt, forcecage, grasping hand, greater arcane sight, greater polymorph, greater teleport, neverending nightmare, scouring winds, spell turning, statue.
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Re: Pathfinder in the Mists

Post by Ryan Naylor »

And a truly inspirational spell, albeit in note form:

Create Faux Henchman
Witch 6, Sorcerer/Wizard 6
Touch
Permanent

Humanoid form: Can be made small (Dex +2) or medium (Str +2). Also Cha +4. (plus Str +6, Dex -4 if diminutive, Str +4, Dex -2 if tiny). Keep natural AC bonus, senses. Spd 20’ (small) or 30’ (medium). Gains ability to speak one language you know, proficiency with simple weapons and light armour.
Hybrid form: Small. Modifiers from size change only (from diminutive or tiny). Gain special abilities and natural attacks of the animal form. Toads also gain a sticky tongue (as boggard). Also proficient with simple weapons and light armour. Can understand one language but not speak it (unless raven or thrush).
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