Pathfinder in the Mists
- Zilfer
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Re: Pathfinder in the Mists
I wouldn't mind seeing some talon art on it.... <.< *shiftyeyes* >.>
but we'd have to commision him with money i think. xD
but we'd have to commision him with money i think. xD
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Ryan Naylor
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Re: Pathfinder in the Mists
Yes, the Intelligence check should be a Sense Motive check. Copy/paste mistake.Jester of the FoS wrote:With school over for the summer I have some free time. I'll have to resume my sombre second judgement of the content.
So far the only thing that has really caught my eye upon a casual reading is this:First, I assume the reference to Intelligence check really refers to Sense Motive.Ryan Naylor wrote:Intuition: An avenger knows her nemesis so well that she can accurately guess its direction with a successful Sense Motive check (DC 20). The avenger gets a bonus to this check equal to their avenger level. The avenger can retry the check once per day. The avenger determines her nemesis’ location by analyzing its motives and observed behaviour; she does not need to literally follow its tracks. If an avenger succeeds at the Intelligence check by 5 or more, she can narrow the nemesis’ probable location to an area the size of a large city. If she succeeds by 10 or more, she can narrow the location down to a specific neighbourhood within that city. If she succeeds by 15 or more, she can narrow her focus down to a handful of specific “usual hideouts” within that neighbourhood.
But there are other issues. What is the action for this check? Success by 5 narrows it down to a city and 10 a neighbourhood. What does a base success get you? Domain?
As there's no real penalty for failure (other than not being able to re-attempt) you could in theory Take 20 and spend three weeks tracking someone and going right to their "usual hideouts".
If you already know what city or neighbourhood they're in, this ability doesn't seem useful.
Base success gives you direction, as others have said.
Swift action.
Yes, you could spend 3 weeks doing it. I'm perfectly OK with that. Yes, if you already know where they are, it's not much use. But similarly, if you're already at the top of the hill, Climb is not all that useful either. This is the iconic Avenger ability, and has been so since 2e. It may not be completely to your taste, but it is what it is.
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Ryan Naylor
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Re: Pathfinder in the Mists
Because some assassins use shadows and trickery, and some use the bloody approach, but all ensure they get paid for their actions?The Giamarga wrote:That said: I'll need some time to digest the prcs, but on a first glance I feel the Bond ability is actually a misnomer. Why not call it a path then? Also why no gold path?
Path is probably a better name.
- Nemesio
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Re: Pathfinder in the Mists
Ba’al Verzi assassins are said to have fallen under the sway of a vampire in your description... In your imagining, is said vampire Strahd by chance?
- Zilfer
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Re: Pathfinder in the Mists
Dread possibility from Gaz I..... I believe.Nemesio wrote:Ba’al Verzi assassins are said to have fallen under the sway of a vampire in your description... In your imagining, is said vampire Strahd by chance?
If i recall correctly it was a Nosferatu and they would not take a hit on Strahd or from Strahd.
that is to say they would not make a contract to kill strahd, and any hits that strahd might try to place on other people they wouldn't accept.
I wonder if that is because they concinder him already a Ba'al Verzi..... He does have a dagger and did kill his best friend... though curious if he would have made a skin from Alex Gwilym..... interesting idea.
Which would mean do Ba'al Verzi not accept contracts from other Ba'al Verzi?
Re: Pathfinder in the Mists
If I recall, the noble that betrayed him when he was still mortal was Ba'al Verzi, or pretended to be. I can't imagine he's overly fond of them.
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- Zilfer
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Re: Pathfinder in the Mists
That'd be Leo Dilisnya.... <.< though I wonder if it was Leo's blade that ended Sergei when Strahd thrusted it into his breast.Hazgarn wrote:If I recall, the noble that betrayed him when he was still mortal was Ba'al Verzi, or pretended to be. I can't imagine he's overly fond of them.
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Ryan Naylor
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Re: Pathfinder in the Mists
Dread possibility from Gaz I.
It can't be Leo Dilisnya, though, because (a) he's still trapped in his tomb, according to Gaz I, and (b) he's a Barovian vampire, not a nosferatu. So it's someone else. If you look at Gaz I, I believe it tells you that his name is Nicu Moldonesti, a wicked boyar.
It can't be Leo Dilisnya, though, because (a) he's still trapped in his tomb, according to Gaz I, and (b) he's a Barovian vampire, not a nosferatu. So it's someone else. If you look at Gaz I, I believe it tells you that his name is Nicu Moldonesti, a wicked boyar.
- Zilfer
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Re: Pathfinder in the Mists
Ryan Naylor wrote:Dread possibility from Gaz I.
It can't be Leo Dilisnya, though, because (a) he's still trapped in his tomb, according to Gaz I, and (b) he's a Barovian vampire, not a nosferatu. So it's someone else. If you look at Gaz I, I believe it tells you that his name is Nicu Moldonesti, a wicked boyar.
That's the name it was! Though wasn't that a dread possibility? If so it's equally likely that Leo's escaped...
- Nemesio
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Re: Pathfinder in the Mists
Thank you everyone for clarifying that for me... I guess I could have just opened the old Gaz I. 
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Ryan Naylor
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Re: Pathfinder in the Mists
I'm in New Zealand this week, so this is only a quick update.
To tie in with the prestige classes, some prestige level darklords.
Virundus is one of my favourite parts of the Fos Nocturnal Sea gazetteer, so here he is.
We also have stats for Gwydion (when he is free), and when he is trapped, in which case he acts as more of a trap himself than a creature since it's impossible to physically reach him.
To tie in with the prestige classes, some prestige level darklords.
Virundus is one of my favourite parts of the Fos Nocturnal Sea gazetteer, so here he is.
We also have stats for Gwydion (when he is free), and when he is trapped, in which case he acts as more of a trap himself than a creature since it's impossible to physically reach him.
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Ryan Naylor
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Re: Pathfinder in the Mists
Virundus (The Drowning Deep)
Timeline
c560 BC? Born on the Prime Material Plane.
600 BC? Virundus attempts to become a god and becomes darklord of the Drowning Deep.
750 BC The Drowning Deep joins the Nocturnal Sea.
760 BC Present day.
Powers Checks
Whatever effects he had before his transformation were lost.
Caress (Violence: war crimes: 16%):
Enticement (Violence: sacrifice of captives after war: 32%):
Invitation (Blasphemy: desecrates the shrine of Oceanus: 16%):
Embrace (Blasphemy: supplants the worship of Oceanus with this own: 32%):
Creature (Blasphemy, Violence and Black Magic: attempts to become a god on the back of grotesque slaughter: 100%; 600 BC?): Becomes an aberration and darklord of the Drowning Deep.
Base stats
S 30 D 6 C 26 I 15 W 18 Ch 20 (base)
CR 21 [base]
760 BC (Current day stats)
CR 21 XP 409,600
Male Unique Aberration
NE Colossal Aberration (aquatic)
Init: +2 (Dex, feat) Senses: Blindsense 30 ft, darkvsion 120 ft; Perception +35
Defense
AC 30 Touch 0 Flat-footed 30 (-2 Dex, -8 size, +30 natural)
hp 503 (8 + 39d8 + 320)
Fort +21, Ref +11, Will +26
Immune fire, acid
Regeneration 10
SR 32
Offense
Spd 0 ft.
Melee 2 tentacles +33 (2d8+10 plus grab; crit 19+) and 2 slams +30 (2d8+10 plus poison) and 1 bite +30 (4d6+10 plus swallow whole) plus feats
Special Attacks constrict (2d8+10), swallow whole (4d6 bludgeoning damage plus 4d6 acid damage, AC 25, 50 hp)
Space/Reach: 30’/20’ (120’ with tentacles)
S 30 D 6 C 26 I 15 W 18 Ch 20
BAB +30 CMB +48 (+52 grapple) CMD 56
Feats
Alertness, Blind-fight, Bloody Assault, Critical Focus, Bleeding Critical, Blinding Critical, Crippling Critical, Staggering Critical, Stunning Critical, Tiring Critical, Exhausting Critical, Dazzling Display, Gory Finish, Improved Critical (tentacle), Improved Initiative, Intimidating Prowess, Multiattack, Power Attack, Snatch, Weapon Focus (tentacle)
Skills
Intimidate +46 (24), Knowledge (arcana) +26 (24), Knowledge (history) +26 (24), Knowledge (nature) +26 (24), Knowledge (planes) +26 (24), Knowledge (religion) +29 (24), Perception +35 (24), Sense Motive +32 (24), Spellcraft +29 (24), Swim +37 (24)
Languages
Xalote*, Aquan, Draconic, telepathy
Treasure
Permanent tongues, telepathy
Special
Constrict
Poison (DC 38; 1d2 Str and 1d2 Con)
Ink cloud
Abyssal taint
Master of the deep
Mask of the past
Hunger
Blood frenzy
Mastery: +5
Sinkhole of evil
Spell-like Abilities
CL 20th
At will—light, water breathing
Timeline
c560 BC? Born on the Prime Material Plane.
600 BC? Virundus attempts to become a god and becomes darklord of the Drowning Deep.
750 BC The Drowning Deep joins the Nocturnal Sea.
760 BC Present day.
Powers Checks
Whatever effects he had before his transformation were lost.
Caress (Violence: war crimes: 16%):
Enticement (Violence: sacrifice of captives after war: 32%):
Invitation (Blasphemy: desecrates the shrine of Oceanus: 16%):
Embrace (Blasphemy: supplants the worship of Oceanus with this own: 32%):
Creature (Blasphemy, Violence and Black Magic: attempts to become a god on the back of grotesque slaughter: 100%; 600 BC?): Becomes an aberration and darklord of the Drowning Deep.
Base stats
S 30 D 6 C 26 I 15 W 18 Ch 20 (base)
CR 21 [base]
760 BC (Current day stats)
CR 21 XP 409,600
Male Unique Aberration
NE Colossal Aberration (aquatic)
Init: +2 (Dex, feat) Senses: Blindsense 30 ft, darkvsion 120 ft; Perception +35
Defense
AC 30 Touch 0 Flat-footed 30 (-2 Dex, -8 size, +30 natural)
hp 503 (8 + 39d8 + 320)
Fort +21, Ref +11, Will +26
Immune fire, acid
Regeneration 10
SR 32
Offense
Spd 0 ft.
Melee 2 tentacles +33 (2d8+10 plus grab; crit 19+) and 2 slams +30 (2d8+10 plus poison) and 1 bite +30 (4d6+10 plus swallow whole) plus feats
Special Attacks constrict (2d8+10), swallow whole (4d6 bludgeoning damage plus 4d6 acid damage, AC 25, 50 hp)
Space/Reach: 30’/20’ (120’ with tentacles)
S 30 D 6 C 26 I 15 W 18 Ch 20
BAB +30 CMB +48 (+52 grapple) CMD 56
Feats
Alertness, Blind-fight, Bloody Assault, Critical Focus, Bleeding Critical, Blinding Critical, Crippling Critical, Staggering Critical, Stunning Critical, Tiring Critical, Exhausting Critical, Dazzling Display, Gory Finish, Improved Critical (tentacle), Improved Initiative, Intimidating Prowess, Multiattack, Power Attack, Snatch, Weapon Focus (tentacle)
Skills
Intimidate +46 (24), Knowledge (arcana) +26 (24), Knowledge (history) +26 (24), Knowledge (nature) +26 (24), Knowledge (planes) +26 (24), Knowledge (religion) +29 (24), Perception +35 (24), Sense Motive +32 (24), Spellcraft +29 (24), Swim +37 (24)
Languages
Xalote*, Aquan, Draconic, telepathy
Treasure
Permanent tongues, telepathy
Special
Constrict
Poison (DC 38; 1d2 Str and 1d2 Con)
Ink cloud
Abyssal taint
Master of the deep
Mask of the past
Hunger
Blood frenzy
Mastery: +5
Sinkhole of evil
Spell-like Abilities
CL 20th
At will—light, water breathing
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Ryan Naylor
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Re: Pathfinder in the Mists
Gwydion (The Sorcerer-Fiend, The Twilight) (The Shadow Rift)
Timeline
151 BC Gwydion draws the ellefolk into the Plane of Shadow to serve him. After centuries of service, he rewards them by fusing them with the essence of shadow, transforming them into shadow fey. On the same day, Loht and Maeve born to Arak and Finngalla. Finngalla dies in childbirth.
201 BC Tired of the Plane of Shadow, Gwydion orders Arak to begin construction of the Obsidian Gate to conquer new planes.
575 BC The Obsidian Gate opens into Ravenloft. Gwydion’s reality wrinkle is so large that Arak forms around him; the shadow fey flee into it (forming the Greenlands in a cavern far below the surface). Arak sacrifices himself to trap Gwydion in the Gate; only the very edge of his shadow touches Arak to stabilise the domain. The Obsidian Gate is probably at the very nadir of Arak. The temporal fugue gets stronger the closer you are to the Gate.
577 BC Rumours begin to circulate the shadow fey are drow. Three real drow go to investigate and introduce the cult of the Spider Queen.
583 BC The last of the drow are wiped out, but the cult continues under “Tristessa”. Loht tries to suppress the cult, which balloons into a fully fledged power struggle.
588 BC Loht breaks the Law of Arak and murders Tristessa. The Scourge scours Arak clean of all surface life.
740 BC Gwydion tries to tear himself free during the Grand Conjunction, creating the Shadow Rift (and the Fractures). Within the Rift, the Stonedowns appear as a macabre reflection of the Greenlands. Although still trapped, Gwydion has weakened things enough that he can influence Loht in his dreams.
751 BC Loht opens the Obsidian Gate and is crippled. Although he remains trapped, the tip of one tentacle remains outside the Gate, which grants Gwydion even more power. He begins slowly plotting to escape once more.
760 BC Present day.
Powers Checks
Essentially none. Domain created just to contain him – more or less a reality wrinkle.
Trapped
760 BC (Current day stats)
CR 16 XP 76,800
Male Unique outsider
CE Outsider (chaotic, evil, extraplanar)
Init: +12 Senses: See in darkness, blindsight 120 ft, lowlight vision, true seeing, Perception +22
Defense
Immune all spells and effects except those that can reach other planes
Offense
Spd 0’
Space/Reach: 45’ (The Obsidian Gate)/0’
S - D - C - I 31 W 29 Ch 30
Special
Mastery
Sinkhole of evil
Spell-Like Abilities (CL 18th; concentration +28)
Withering Eye (Sp) – 1/week, CL 18, except the range is 100 ft from the Obsidian Gate. DC 15 + spell level
1 – Charm person, identify
2 – Desecrate, shatter
3 – Dispel magic, malicious spite, bestow curse
4 – Divination, unholy blight
6 – Harm
7 – Blasphemy, destruction, insanity, spell turning
9 - Implosion
Demand Submission (Su) – Dominate monster (DC 24). Can’t affect shadow fey. Anyone within 100 ft of the Gate.
Frightful Presence (Su) – Globe of darkness. DC 18.
Modify Memory (Su) – Shadow fey only. 1/month, as 17th level bard, except range is anywhere in Shadow Rift. DC 20. Modify memory, dream, nightmare. Complete control over content of dreams.
Omniscient Mind (Su)
Multiple Actions (Ex)
Shadowmaker (Su)
Undead Mastery (Ex)
Malevolence (Su)
Free
CR 30 XP 4,915,200
Male Unique outsider
CE Huge Outsider (chaotic, evil, extraplanar)
Init: +12 (Dex, feat) Senses: See in darkness, blindsight 120 ft, lowlight vision, true seeing, Perception +42
Defense
AC 46 Touch 16 Flat 38 (+8 Dex, +10 deflection, -2 size, +20 natural)
Hp 820 (10 + 31d10 + 640)
Fort +38 Ref +20 Will +27
Concealment (20%)
DR 20/epic
SR 35
Fast healing 10
Immune cold, energy drain, poison, disease, aging, death effects, mind affecting effects
Resist acid 30, fire 10, electricity 10
Offense
Spd 60’, fly 90’ (average)
Melee 2 talons +43 (1d8+11 plus poison)
2 gore +43 (2d6+11 plus 1d4 bleed)
1 hoof +38 (1d8+5 plus stunned 1d6 rds (Fort DC 37))
2 tentacles +38 (1d8+5 plus grab plus constrict)
3 wing buffets +38 (1d8+5 plus trip)
5 pincers +38 (2d6+5)
2 tail slaps +38 (2d6+5 plus poison)
1 crushing fist +43 (2d6+11; crit 19+)
Rend (2 pincers, 2d6+16)
Space/Reach: 15’/15’
S 33 D 27 C 50 I 31 W 29 Ch 30
BAB +32 CMB +45 CMD 73 (can’t be tripped) (65)
Feats
Awesome Blow, Flyby Attack, Spell Penetration, Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Critical Focus, Sickening Critical, Staggering Critical, Tiring Critical, Exhausting Critical, Quicken Spell-like Ability (unholy blight), Quicken Spell-like Ability (blasphemy), Quicken Spell-like Ability (insanity), Empower Spell-like Ability (cold ice strike), Ability Focus (Withering Eye)
Skills
Bluff +41 (28), Craft (alchemy) +41 (28), Diplomacy +34 (24), Fly +32 (28), Intimidate +45 (32), Knowledge (arcana) +45 (32), Knowledge (dungeoneering) +34 (24), Knowledge (history) +34 (24), Knowledge (local) +40 (30), Knowledge (nature) +40 (30), Knowledge (nobility) +34 (24), Knowledge (planes) +45 (32), Knowledge (religion) +43 (30), Perception +42 (30), Sense Motive +45 (32), Spellcraft +45 (32), Stealth +31 (28), Survival +33 (24)
Languages
Abyssal*, Arak, Balok, Darkonese, Celestial, Draconic, Falkovnian, Infernal, Mordentish, Sylvan, Tepestani.
Treasure
None
Special
Constant (Sp) – true seeing, detect thoughts, deeper darkness, spell turning, tongues, overwhelming presence
Concentration +28
Withering Eye (Sp) – At will, CL 18, except the range is 100 ft. DC 21 + spell level
1 – Charm person, identify
2 – Desecrate, shatter
3 – Dispel magic, malicious spite, bestow curse
4 – Divination, unholy blight
6 – Harm
7 – Blasphemy, destruction, insanity, spell turning
9 - Implosion
Many-Fingered Hand (Sp) – At will, CL 20. DC 20 + spell level
2 – Blindness/deafness, dust of twilight
3 – Haste, slow, magic circle against good/law, fireball
4 – Charm monster, enervation, ice storm, scry
5 – Phantasmal killer, baleful polymorph, polymorph
6 – Cold ice strike, greater dispel magic, chain lightning, eyebite
7 – Scouring winds, greater teleport, waves of exhaustion
8 – Create greater undead, greater planar binding, horrid wilting
9 – Polar midnight, shades, time stop, weird
Demand Submission (Su) – Dominate monster (DC 36), except the duration is 10d10 days. Can’t affect shadow fey. Anyone within 300 ft.
Frightful Presence (Su) – 300 ft. DC 36.
Modify Memory (Su) – Shadow fey only. At will, CL 18, except range is anywhere in Shadow Rift. DC 36. Modify memory, dream, nightmare, demand. Complete control over content of dreams.
Omniscient Mind (Su): True seeing and detect thoughts anywhere in the Shadow Rift.
Multiple Actions (Ex): 2 move and 2 standard actions per turn. If don’t move, can make a full attack, standard action, move action. One swift action only.
Shadowmaker (Su)
Undead Mastery (Ex)
Malevolence (Su)
Item Master (Ex)
Horrific Appearance (Ex): Normally cloaked in shadows, so thick even those with darkvision can’t see in. Feebleminded and permanently blinded if view Gwydion with true seeing (DC 36).
Timeline
151 BC Gwydion draws the ellefolk into the Plane of Shadow to serve him. After centuries of service, he rewards them by fusing them with the essence of shadow, transforming them into shadow fey. On the same day, Loht and Maeve born to Arak and Finngalla. Finngalla dies in childbirth.
201 BC Tired of the Plane of Shadow, Gwydion orders Arak to begin construction of the Obsidian Gate to conquer new planes.
575 BC The Obsidian Gate opens into Ravenloft. Gwydion’s reality wrinkle is so large that Arak forms around him; the shadow fey flee into it (forming the Greenlands in a cavern far below the surface). Arak sacrifices himself to trap Gwydion in the Gate; only the very edge of his shadow touches Arak to stabilise the domain. The Obsidian Gate is probably at the very nadir of Arak. The temporal fugue gets stronger the closer you are to the Gate.
577 BC Rumours begin to circulate the shadow fey are drow. Three real drow go to investigate and introduce the cult of the Spider Queen.
583 BC The last of the drow are wiped out, but the cult continues under “Tristessa”. Loht tries to suppress the cult, which balloons into a fully fledged power struggle.
588 BC Loht breaks the Law of Arak and murders Tristessa. The Scourge scours Arak clean of all surface life.
740 BC Gwydion tries to tear himself free during the Grand Conjunction, creating the Shadow Rift (and the Fractures). Within the Rift, the Stonedowns appear as a macabre reflection of the Greenlands. Although still trapped, Gwydion has weakened things enough that he can influence Loht in his dreams.
751 BC Loht opens the Obsidian Gate and is crippled. Although he remains trapped, the tip of one tentacle remains outside the Gate, which grants Gwydion even more power. He begins slowly plotting to escape once more.
760 BC Present day.
Powers Checks
Essentially none. Domain created just to contain him – more or less a reality wrinkle.
Trapped
760 BC (Current day stats)
CR 16 XP 76,800
Male Unique outsider
CE Outsider (chaotic, evil, extraplanar)
Init: +12 Senses: See in darkness, blindsight 120 ft, lowlight vision, true seeing, Perception +22
Defense
Immune all spells and effects except those that can reach other planes
Offense
Spd 0’
Space/Reach: 45’ (The Obsidian Gate)/0’
S - D - C - I 31 W 29 Ch 30
Special
Mastery
Sinkhole of evil
Spell-Like Abilities (CL 18th; concentration +28)
Withering Eye (Sp) – 1/week, CL 18, except the range is 100 ft from the Obsidian Gate. DC 15 + spell level
1 – Charm person, identify
2 – Desecrate, shatter
3 – Dispel magic, malicious spite, bestow curse
4 – Divination, unholy blight
6 – Harm
7 – Blasphemy, destruction, insanity, spell turning
9 - Implosion
Demand Submission (Su) – Dominate monster (DC 24). Can’t affect shadow fey. Anyone within 100 ft of the Gate.
Frightful Presence (Su) – Globe of darkness. DC 18.
Modify Memory (Su) – Shadow fey only. 1/month, as 17th level bard, except range is anywhere in Shadow Rift. DC 20. Modify memory, dream, nightmare. Complete control over content of dreams.
Omniscient Mind (Su)
Multiple Actions (Ex)
Shadowmaker (Su)
Undead Mastery (Ex)
Malevolence (Su)
Free
CR 30 XP 4,915,200
Male Unique outsider
CE Huge Outsider (chaotic, evil, extraplanar)
Init: +12 (Dex, feat) Senses: See in darkness, blindsight 120 ft, lowlight vision, true seeing, Perception +42
Defense
AC 46 Touch 16 Flat 38 (+8 Dex, +10 deflection, -2 size, +20 natural)
Hp 820 (10 + 31d10 + 640)
Fort +38 Ref +20 Will +27
Concealment (20%)
DR 20/epic
SR 35
Fast healing 10
Immune cold, energy drain, poison, disease, aging, death effects, mind affecting effects
Resist acid 30, fire 10, electricity 10
Offense
Spd 60’, fly 90’ (average)
Melee 2 talons +43 (1d8+11 plus poison)
2 gore +43 (2d6+11 plus 1d4 bleed)
1 hoof +38 (1d8+5 plus stunned 1d6 rds (Fort DC 37))
2 tentacles +38 (1d8+5 plus grab plus constrict)
3 wing buffets +38 (1d8+5 plus trip)
5 pincers +38 (2d6+5)
2 tail slaps +38 (2d6+5 plus poison)
1 crushing fist +43 (2d6+11; crit 19+)
Rend (2 pincers, 2d6+16)
Space/Reach: 15’/15’
S 33 D 27 C 50 I 31 W 29 Ch 30
BAB +32 CMB +45 CMD 73 (can’t be tripped) (65)
Feats
Awesome Blow, Flyby Attack, Spell Penetration, Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Critical Focus, Sickening Critical, Staggering Critical, Tiring Critical, Exhausting Critical, Quicken Spell-like Ability (unholy blight), Quicken Spell-like Ability (blasphemy), Quicken Spell-like Ability (insanity), Empower Spell-like Ability (cold ice strike), Ability Focus (Withering Eye)
Skills
Bluff +41 (28), Craft (alchemy) +41 (28), Diplomacy +34 (24), Fly +32 (28), Intimidate +45 (32), Knowledge (arcana) +45 (32), Knowledge (dungeoneering) +34 (24), Knowledge (history) +34 (24), Knowledge (local) +40 (30), Knowledge (nature) +40 (30), Knowledge (nobility) +34 (24), Knowledge (planes) +45 (32), Knowledge (religion) +43 (30), Perception +42 (30), Sense Motive +45 (32), Spellcraft +45 (32), Stealth +31 (28), Survival +33 (24)
Languages
Abyssal*, Arak, Balok, Darkonese, Celestial, Draconic, Falkovnian, Infernal, Mordentish, Sylvan, Tepestani.
Treasure
None
Special
Constant (Sp) – true seeing, detect thoughts, deeper darkness, spell turning, tongues, overwhelming presence
Concentration +28
Withering Eye (Sp) – At will, CL 18, except the range is 100 ft. DC 21 + spell level
1 – Charm person, identify
2 – Desecrate, shatter
3 – Dispel magic, malicious spite, bestow curse
4 – Divination, unholy blight
6 – Harm
7 – Blasphemy, destruction, insanity, spell turning
9 - Implosion
Many-Fingered Hand (Sp) – At will, CL 20. DC 20 + spell level
2 – Blindness/deafness, dust of twilight
3 – Haste, slow, magic circle against good/law, fireball
4 – Charm monster, enervation, ice storm, scry
5 – Phantasmal killer, baleful polymorph, polymorph
6 – Cold ice strike, greater dispel magic, chain lightning, eyebite
7 – Scouring winds, greater teleport, waves of exhaustion
8 – Create greater undead, greater planar binding, horrid wilting
9 – Polar midnight, shades, time stop, weird
Demand Submission (Su) – Dominate monster (DC 36), except the duration is 10d10 days. Can’t affect shadow fey. Anyone within 300 ft.
Frightful Presence (Su) – 300 ft. DC 36.
Modify Memory (Su) – Shadow fey only. At will, CL 18, except range is anywhere in Shadow Rift. DC 36. Modify memory, dream, nightmare, demand. Complete control over content of dreams.
Omniscient Mind (Su): True seeing and detect thoughts anywhere in the Shadow Rift.
Multiple Actions (Ex): 2 move and 2 standard actions per turn. If don’t move, can make a full attack, standard action, move action. One swift action only.
Shadowmaker (Su)
Undead Mastery (Ex)
Malevolence (Su)
Item Master (Ex)
Horrific Appearance (Ex): Normally cloaked in shadows, so thick even those with darkvision can’t see in. Feebleminded and permanently blinded if view Gwydion with true seeing (DC 36).
- Jester of the FoS
- Jester of the Dark Comedy

- Posts: 4536
- Joined: Wed Dec 03, 2003 12:19 am
- Location: A Canadian from Canadia
Re: Pathfinder in the Mists
But if you're almost at the top of the cliff, you don't need to make a really, really hard check to progress.Ryan Naylor wrote:Yes, you could spend 3 weeks doing it. I'm perfectly OK with that. Yes, if you already know where they are, it's not much use. But similarly, if you're already at the top of the hill, Climb is not all that useful either. This is the iconic Avenger ability, and has been so since 2e. It may not be completely to your taste, but it is what it is.
What if there was a hierarchy of knowledge. Cluster -> domain -> direction -> city -> neighbourhood -> blocks -> building. Success moves you to the next and more successes move you farther along. And if there was a penalty for failure, say fail by 5 or more and receive false intel, that would prevent the "Take 20".
I also wonder if this could be tied to the CR or skills of the opponent in some way. So if your nemesis is high level they're harder to narrow down. But if you're tracking down some Joe Chill who got lucky then it's easier.
- Joël of the FoS
- Moderator

- Posts: 7053
- Joined: Sun Nov 30, 2003 1:24 pm
- Gender: Male
- Location: St-Damien, Québec
Re: Pathfinder in the Mists
And speaking of Virundus, here's the pic as I planned it, but b&W treatment in the netbook lost the "eyes".
http://www.fraternityofshadows.com/imag ... 250188.jpg
It's decayed, dead, giant squid to which I added red eyes. Creepy, I think!
Joël
http://www.fraternityofshadows.com/imag ... 250188.jpg
It's decayed, dead, giant squid to which I added red eyes. Creepy, I think!
Joël
"A full set of (game) rules is so massively complicated that the only time they were all bound together in a single volume, they underwent gravitational collapse and became a black hole" (Adams)
