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Re: Pathfinder in the Mists

Posted: Sun Jul 07, 2013 6:12 pm
by Ryan Naylor
Jester of the FoS wrote:
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.
But if you're almost at the top of the cliff, you don't need to make a really, really hard check to progress.
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.
A skill check should not replace an adventure. That is extremely poor game design.

The avenger's intuition is supposed to provide a roleplaying and adventure hook, not circumvent the adventure entirely through a series of Sense Motive checks. Even if you know that Nemesis X has retreated to one of his secret lairs in the Merchant's Quarter, you shouldn't just turn up, make a check and be lead to his lair. You should gather information, rough up some of his mooks, romance his gun moll, buy some drinks in low dives, set your trap and finally spring it. That provides an adventure, as well as work for the other PCs to do.

I also think that if the GM is doing their job, your nemesis should be difficult to get at, since the whole point of the relationship is that when the PC kills the nemesis, their story is more or less over, so the sliding scale of DC vs CR also isn't appropriate. You want someone powerful enough to get a lot of mileage out of, and who has a reasonable number of mooks or creatures who remind you of them so you can use your abilities.

However, false information on a natural 1 or something like that prevents taking 20 (which I don't think is a serious issue, but obviously you do), and limiting checks to once per day should solve it.

Re: Pathfinder in the Mists

Posted: Sun Jul 07, 2013 6:14 pm
by Ryan Naylor
Joël of the FoS wrote: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
Nice squid. Good tentacles. :)



Seriously though, the Deeps and Liffe are the best parts of the NSGaz, so far as I'm concerned.

Re: Pathfinder in the Mists

Posted: Sun Jul 07, 2013 8:36 pm
by Joël of the FoS
Ryan Naylor wrote: Nice squid. Good tentacles. :)



Seriously though, the Deeps and Liffe are the best parts of the NSGaz, so far as I'm concerned.
Good to see Liffe has some love, as I think it was hard to write, its parts being so unlinked from the start ;)

Joël

Re: Pathfinder in the Mists

Posted: Sun Jul 07, 2013 10:29 pm
by Jester of the FoS
Ryan Naylor wrote:
Jester of the FoS wrote:
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.
But if you're almost at the top of the cliff, you don't need to make a really, really hard check to progress.
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.
A skill check should not replace an adventure. That is extremely poor game design.

The avenger's intuition is supposed to provide a roleplaying and adventure hook, not circumvent the adventure entirely through a series of Sense Motive checks. Even if you know that Nemesis X has retreated to one of his secret lairs in the Merchant's Quarter, you shouldn't just turn up, make a check and be lead to his lair. You should gather information, rough up some of his mooks, romance his gun moll, buy some drinks in low dives, set your trap and finally spring it. That provides an adventure, as well as work for the other PCs to do.
But all that is secondary to the mechanic as presented. While a good DM should insert the narrative yes, the mechanic being used to determine the outcome should still work. The mechanics have to work independent of the story and story should not be used to balance or make up for a flaw in a mechanic.

It's odd that knowing where your Nemesis is when you're on the other side of the Core from them is only DC 20 but if you've tracked them to the the pier of Port-a-Lucine it's suddenly a DC 35 to advance.

That said, DC 35 isn't that high for a mid-level character (the kind that will have a prestige class. Assuming level 12 you should have 15 to the skill plus 1-3 for ability score (we'll call it 2). And since a major class feature depends on the skill a feat adding another +2 wouldn't hurt. With a couple avenger levels to the check and you have a 21. A 14 on the die and you know what building they're in regardless of where you are.
Now picture a 10th level inquisitor, 2nd level avenger who has a bonus of +26.

Re: Pathfinder in the Mists

Posted: Sun Jul 07, 2013 10:53 pm
by Ryan Naylor
You still get the direction, so the DC doesn't suddenly increase or cut out for having tracked them to the pier.

Re: Pathfinder in the Mists

Posted: Wed Jul 10, 2013 3:51 am
by Ryan Naylor
Some more of the Nocturnal Sea darklords to amuse and entertain: Easan the Mad and Meredoth.

As noted in the NS Gaz and elsewhere, Easan makes a lot more sense if the fiend is imaginary (although Easan still gets the fiendish template from a failed Powers Check - irony, no?). The theme of his spells and items and so on are all about control of fiends or the environment, to reflect both his interests and his godlike control over Vechor, or spells about madness. We know he has Craft Construct from his experiments on Ahmi the mechanical golem.

Re: Pathfinder in the Mists

Posted: Wed Jul 10, 2013 3:52 am
by Ryan Naylor
Easan the Mad (Vechor)

Timeline
c420 BC Born on Oerth in a small elven kingdom bordering the Land of Iuz.
565 BC Begins arguing in favour if going to war against Iuz before he can gain a foothold in the area. In retaliation, fiends kidnap Easan and pretend to place a fiend in him. He begins to go mad.
569 BC While relatively lucid, he travels to the island of Vechor. Mediation keeps the “fiend” dormant.
599 BC Cataclysm befalls Vechor; Easan is the only survivor. He flees far from civilisation and begins construction of a bizarre house.
600 BC Begins experimenting to determine the nature of the soul. Becomes the darklord of Vechor (without noticing for several months). Ahmi Vanjuko is also drawn into Barovia.
602 BC Ahmi Vanjuko finds himself in Vechor and falls victim to Easan’s experiments, eventually becoming a mechanical golem.
750 BC Vechor joins the Core.
760 BC Present day.

Powers Checks
Caress (Blasphemy: consorting with fiends: 8%; 565 BC): Madness.
Enticement (Black Magic: trying to get the fiend out: 16%; c567 BC): Becomes a wild mage.
Invitation (Blasphemy and Black Magic: more consorting with fiends to try to get the fiend out and uncover the nature of the soul: 16%; c569 BC): Gains fiendish template
Embrace (Betrayal, Black Magic and Violence: cataclysm of Vechor: 100%; 599 BC): Arcane mastery.
Creature (Black Magic and Blasphemy: experiments into the nature of the soul: 16%; 600 BC): Becomes darklord of Vechor.

Base stats
S 10 D 16 C 11 I 17 W 10 Ch 7 (high fantasy)
Racial: Dex +2, Int +2, Con -2
Levelling: Int +3
Favoured class: hp
CR 16 (12 [levels] + 1 [template] + 1 [PC-level treasure] + 2 [darklord abilities])

760 BC (Current day stats)
CR 16 XP 76,800
Male Fiendish Elf Wizard (Wild Mage) 13
CE Medium Humanoid (elf)
Init: +4 (feat) Senses: Darkvision 60 ft, lowlight vision; Perception +13
Defense
AC 21 Touch 17 Flat-footed 17 (+4 Dex, +3 armour, +1 natural, +3 deflection)
hp 48 (6 +12d6 -13 +13), regeneration 5
Fort +6, Ref +11, Will +11
DR 10/good
Immune sleep, elven immunities
Resist cold 15, fire 15, acid 10
SR 18
Offense
Spd 30 ft.
Melee Masterwork dagger +7/+2 (1d4; crit 19+)
Ranged Ray +10
Special Attacks Smite good (1/day, +13 damage)
Space/Reach: 5’/5’
S 10 D 18 C 9 I 22 W 10 Ch 7
BAB +6 CMB +6 CMD 23 (19)

Feats
Augment Summoning, Craft Construct, Craft Magic Arms & Armour, Craft Wand, Craft Wondrous Item, Dazing Spell, Empower Spell, Intensified Spell, Scribe Scroll, Spell Focus (conjuration)
Skills
Bluff +8 (10), Craft (alchemy) +16 (7), Craft (clockwork) +11 (4), Fly +13 (6), Intimidate +9 (11), Knowledge (arcana) +19 (10), Knowledge (dungeoneering) +13 (4), Knowledge (engineering) +10 (1), Knowledge (geography) +10 (1), Knowledge (history) +10 (1), Knowledge (local) +14 (5), Knowledge (nature) +13 (4), Knowledge (planes) +15 (6), Knowledge (religion) +12 (3), Linguistics +10 (1), Perception +13 (11), Sense Motive +10 (10), Spellcraft +18 (9)
Languages
Vechorite*, Elven, Abyssal, Darkonese, Draconic, Infernal, Sithican, Sylvan, Vaasi

Treasure
(110,000 gp/140,000 gp)
Amulet of natural armour +1, bracers of armour +3, cloak of resistance +3, ring of protection +3/lesser acid resistance, iron flask

Special
Bonded object (ring)
Wild magic
Metamagic mastery (3/day)
Arcane mastery
Reality dominion
Regeneration
Detect thoughts
Mastery: +1
Sinkhole of evil

Spells Known
DC = 16 + spell level; 17 + spell level for Conjuration; CL 15 for overcoming SR
At will – 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)
6/day – alter winds, animate rope, bungle, colour spray, disguise self, enlarge person, grease, interrogation, magic missile, memory lapse, obscuring mist, reduce person, silent image, sleep, summon monster I, touch of gracelessness, unseen servant
6/day – alter self, darkness, fog cloud, gust of wind, glitterdust, hideous laughter, hypnotic pattern, mad hallucination, minor image, mirror image, share memory, shatter, summon monster II, web
5/day – blink, dispel magic, fly, major image, marionette possession, phantom steed, rain of frogs, sleet storm, slow, stinking cloud, suggestion, summon monster III
5/day – agonise, black tentacles, confusion, crushing despair, curse of magic negation, hallucinatory terrain, ice storm, shadow conjuration, summon monster IV
4/day – baleful polymorph, break enchantment, dream, feeblemind, mirage arcana, nightmare, summon monster V, teleport
3/day – acid fog, control weather, mass suggestion, permanent image, summon monster VI
1/day – insanity, reverse gravity, summon monster VII

Re: Pathfinder in the Mists

Posted: Wed Jul 10, 2013 3:53 am
by Ryan Naylor
Meredoth (The Nocturnal Sea)

Timeline
c600 BC Born in Alphatia in Mystara.
633 BC Granted a barony in Norwold and quickly becomes annoyed by how much time is spent on the petty concerns of his vassals.
635 BC Poisons all his vassals and turns them into intelligent zombies in the middle of a brutal winter. Becomes the darklord of Nebligtode (potentially in the Sea of Sorrows, but more likely to be an Island).
642 BC Poisons the entire Graben family and turns them into lebendtod.
734 BC Captain Garvyn breaks his oath to return bodies to the Graben crypts and the Endurance becomes a Ship of Horror in Meredoth’s service.
737 BC Killed by adventurers; returns thanks to prepared clones.
750 BC Nebligtode becomes the Nocturnal Sea.
760 BC Present day.

Powers Checks
Caress (Violence: poison: 4%; c620 BC): Cha -2.
Enticement (Black Magic: necromancy: 4%; c625 BC): Bonus feat: Undead Master (later replaced by Cold One)
Invitation (Black Magic and Violence: removing rivals: 16%; c630 BC): Sense intruders.
Embrace (Black Magic: experimenting on some of his vassals to create lebendtod: 16%; c634 BC): Carrion collector.
Creature (Black Magic, Betrayal and Blasphemy: poisoning all of his vassals and raising them from the dead: 100%; 635 BC): Becomes darklord of Nebligtode.

Base stats
S 10 D 13 C 12 I 18 W 12 Ch 7 (high fantasy)
Racial: Int +2 (human)
Levelling: Int +5
Aging: Old
Favoured class: skills
CR 22 (19 [levels] + 1 [PC-level treasure] + 2 [darklord abilities])

760 BC (Current day stats)
CR 22 XP 614,400
Male Old Human Necromancer 20
CE Medium Humanoid (Human)
Init: +2 (Dex) Senses: Darkvision 60 ft, arcane sight, see invisibility, life sight (20 rds/day); Perception +21
Defense
AC 26 Touch 16 Flat-footed 24 (+2 Dex, +6 armour, +4 natural, +4 deflection)
hp 92 (6 +19d6 +20)
Fort +12, Ref +13, Will +18
Immune disease, poison, gas attacks, hp loss from bleeding
Resist cold 20, electricity 10
SR 20
Spell turning
Minor displacement
Offense
Spd 30 ft.
Melee Masterwork dagger +11/+6 (1d4; crit 19+)
Rod of withering +7/+2 touch (1d4 Str and 1d4 Con)
Ranged Ray +12
Space/Reach: 5’/5’
S 7 (11) D 11 (15) C 9 (13) I 27 (31) W 10 (12) Ch 7
BAB +10 CMB +10 CMD 26 (24)

Feats
Arcane Blast, Combat Casting, Craft Construct, Craft Magic Arms & Armour, Craft Rod, Craft Wand, Craft Wondrous Item, Enlarge Spell, Extend Spell, Forge Ring, Heighten Spell, Maximize Spell, Quicken Spell, Rime Spell, Scribe Scroll, Spell Focus (necromancy), Cold One (B), Command Undead (B)
Skills
Appraise +14 (1), Bluff +8 (10), Craft (alchemy) +26 (13), Craft (blacksmith) +16 (5), Craft (sculpture) +22 (10), Escape Artist +22 (20), Fly +18 (13), Heal +11 (10), Intimidate +13 (15), Knowledge (arcana) +33 (5; 20 from headband), Knowledge (dungeoneering) +15 (2), Knowledge (engineering) +15 (2), Knowledge (geography) +15 (2), Knowledge (history) +15 (2), Knowledge (local) +15 (2), Knowledge (nature) +23 (10), Knowledge (planes) +23 (10), Knowledge (religion) +33 (10; 20 from headband), Linguistics +14 (1), Perception +21 (20), Sense Motive +11 (10), Spellcraft +33 (20), Stealth +17 (10), Survival +11 (10), Swim +10 (10), Use Magic Device +15 (17)
Languages
Grabenite*, Aquan, Auran, Balok, Elven, Abyssal, Darkonese, Draconic, Infernal, Sithican, Vaasi, permanent tongues

Treasure
(660,000 gp/880,000 gp)
Amulet of natural armour +4/hand of glory/necklace of adaptation/periapt of health/proof against poison/wound closure/scarab of protection, belt of physical perfection +4, boots of the winterlands, bracers of armour +6, broom of flying, cloak of elvenkind/minor displacement/resistance +5, crystal ball of true seeing, headband of vast intelligence +4/Wis +2, rods: Quicken, Reach, Absorption, Flame Extinguishing, Withering, ring of spell turning/major cold resistance/minor electricity resistance, ring of freedom of movement/protection +4, ring of wizardry I and II/evasion, staff of frost and necromancy
Permanent tongues, arcane sight, darkvision, see invisibility
2 snow golems, 1 bone golem, 1 zombie golem

Special
Bonded object (staff)
Command Undead (12/day) (DC 18)
Grave touch (12/day)
Arcane mastery
Master of storms
Undead truce
Carrion collector
Sense intruders
Sinkhole of evil

Spells Known
Opposition schools: Enchantment, Illusion
(4/10+1/10+1/6+1/5+1/5+1/5+1/5+1/4+1/4+1); DC = 19 + spell level; 20 + spell level for Necromancy

Knows all the spells in the Core Rules, Domains of Dread, those regarding constructs from later books, plus those he has created: greater shrink item, shrink construct, transmute snow to stone, transmute stone to snow

Re: Pathfinder in the Mists

Posted: Wed Jul 10, 2013 7:13 am
by Ryan Naylor
And one more of the trapped eldritch horror darklords just for good luck.



The Ebonbane (Shadowborn Manor)
(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.
608 BC Alexi Shadowborn born after Lysander/the Ebonbane rapes Kateri.
610 BC The Ebonbane is driven from the world. Kateri retires.
611 BC The remaining three Alhtrian summon the Ebonbane again and bind it into a sword. It kills and reanimates them, desecrates the temple of Brigit and kills Lysander and kills Kateri Shadowborn. The Shadowborn Manor domain forms.
612 BC Ferran Shadowborn born. Elena Faithhold unleashes the War of Evil.
626 BC Alexi fails the Ascension, meets Lysander, enters Ravenloft and traps the Ebonbane within his body. The Circle is founded.
747 BC The Shadowlands form.
751 BC Gondegal becomes head of the Circle.
760 BC Present day.

Powers Checks
Probably none. Its vendetta against the Shadowborns makes it unique enough to attract the Dark Power’s interest, and being bound into the sword lets them capture it.

Base stats
Unique

760 BC (Current day stats)
CR 17 XP 102,400
Unknown Unique Demon
CE Large Outsider (chaos, evil, extraplanar, incorporeal, loumara)
Init: +15 (Dex, feat) Senses: Blindsight 60 ft, Perception +22

Defense
AC 27 Touch 27 Flat 16 (+7 deflection, +11 Dex, -1 size)
Hp 207 (10 +14d10 + 120)
Fort +13 Ref +20 Will +15
Incorporeal
SR 26
DR 10/good
Immune acid, electricity, fire, mind-affecting magic
Resist cold 10
Offense
Spd Fly 60’ (perfect)
Melee Pain touch +25 incorporeal touch (7d6 plus energy drain, DC 24)
Space/Reach: 10’/10’
S — D 32 C 27 I 15 W 18 Ch 24
BAB +15 CMB +27 CMD 44

Feats
Alertness, Combat Reflexes, Flyby Attack, Improved Initiative, Iron Will, Lunge, Step Up
Skills
Bluff +22 (12), Diplomacy +15 (8), Intimidate +23 (13), Fly +21 (1), Knowledge (arcana) +12 (10), Knowledge (history) +12 (10), Knowledge (nobility) +15 (10), Knowledge (planes) +15 (10), Perception +22 (15), Sense Motive +17 (10), Spellcraft +15 (10), Stealth +21 (11)
Languages
Abyssal, Draconic, Nidalan; telepathy 100’

Treasure
None

Special
Blade dominion
Create spawn
Malevolence
Possess object
Pain touch
Reality dominion
Spell-like abilities
Sinkhole of evil
Bound

Spell-like Abilities
Save DC = 17 + spell level. CL 11
At will – burning hands, chill touch, shocking grasp, symbol of slowing, symbol of pain, symbol of sleep, symbol of striking, symbol of fear, symbol of persuasion, symbol of death, symbol of stunning, symbol of weakness, symbol of insanity
3/day – blindness/deafness, darkness, spectral hand, shatter.
1/day – deeper darkness, enervation, flame strike, slow, solid fog, vampiric touch

Re: Pathfinder in the Mists

Posted: Thu Jul 18, 2013 6:39 am
by Ryan Naylor
Courtier

Courtiers are the movers and shakers of the advanced domains of Ravenloft. They are the people of influence, who know every rumour and can charm any visitor. When diplomacy fails, many are also known for their ability to quietly remove their opponents. The Borcan aphorism, that contracts are written in ink, but underlined with poison, sums up their roles exactly.

Alignment: Any non-good
Hit Die: d8
Requirements: Skills: Bluff or Sense Motive 6 ranks, Knowledge (local) or Craft (alchemy) 6 ranks; Feat: 2 of Ancestral Legacy, Skill Focus (Craft [alchemy], Diplomacy, Sense Motive, Bluff), Master Alchemist, Deceitful and Persuasive; Special: To prove herself worthy of training, the character must kill a living creature (not necessarily a person) with a poison she crafted herself or use slander to permanently destroy someone’s reputation or sanity.

Special: A bard with versatile performance (oratory) may use Skill Focus (Perform [oratory]) to meet the feat requirements.

Class Skills: Craft (alchemy) (Int), Bluff (Cha), Diplomacy (Cha), Disalbe device (Dex), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Profession (herbalist) (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex).

Skill Points at Each Level: 6 + Int modifier.

Class Features
Weapon and Armour Proficiency: A courtier gains no proficiency in any weapon or armour.

Friend to All: The courtier adds her class level to all Bluff, Sense Motive and Diplomacy checks. This also applies to bards using versatile performance (Perform [oratory] or [comedy]).

Rumourmonger: The courtier gains the rumourmonger advanced rogue talent, even if they are not yet 10th level. A character that already has this ability may select one of the following advanced rogue talents instead: Slippery Mind or Unwitting Ally.

Talent: The courtier may pick a talent from the following list. Each can only be chosen once.
Altered Delivery: This dose of poison’s original method of delivery (ingested, inhaled, via contact, or injury) can be altered to any other method of delivery. The courtier must previously have selected the Poison Use talent.
Bonus feat: The courtier can select one of the following feats as a bonus feat: Alertness, Deceitful, Iron Will, Persuasive.
Catalytic Poison: The courtier can prepare a poison that is toxic to only one person. To do so, he must have a sample of the person’s body, such as a drop of blood or pinch of hair. Making a catalytic poison requires 1 hour of work and a Craft (alchemy) check against the poison’s DC. If successful, the target suffers a -2 competence penalty to resist the poison (-1 per 5 points by which you beat the poison’s DC). Others who are exposed to the poison gain a +4 competence bonus to saves. The courtier must previously have selected the Poison Use talent.
Concentrate Poison: As the alchemist discovery of the same name. The courtier must previously have selected the Poison Use talent.
Contacts: The courtier can sell items for 60% of their value instead of 50%. Once per week can buy a non-magical item for 10% less than usual.
Deadly Cocktail: As the rogue advanced talent. The courtier must have a character level of at least 10 to select this talent.
Delayed Onset: While creating a dose of poison, the courtier can delay the onset of the poison’s initial damage by a period of up to 10 minutes per courtier level. Poison frequency is unchanged. The courtier must previously have selected the Poison Use talent.
Discern lies: The courtier can cast discern lies as a spell like ability 3 + Int modifier times per day. The save DC is Intelligence based. His caster level is equal to his class level.
Elaborate Defence: If the courtier chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for every 3 levels of courtier she has attained.
Fast Poison: The courtier can apply poison to a weapon as a move equivalent action. The courtier must previously have selected the Poison Use talent.
Flee: The courtier can move four times his speed when he takes the withdraw action. This talent does not stack with the Live to Fight Another Day talent.
Glib Lie: A creature using truth-detecting magic against the courtier must succeed on a caster level check against a DC of 15 + the courtier’s class level to succeed (as if she were under the effect of a glibness spell); failure means the magic doesn’t detect the lies or force her to speak only the truth. This ability does not give the courtier the glibness spell’s bonus on Bluff checks.
Good Name: Once per session, the courtier can draw on his reputation to gain a +10 bonus to a Bluff, Diplomacy, or Intimidate roll to influence a single person.
Immunity: The courtier becomes immune to either diseases or poisons and drugs, depending on which was chosen previously. The courtier must previously have selected the Save Bonus talent and have as character level of at least 10.
Influential: The DC to save against any spells or spell-like abilities the courtier casts that are language-dependent Enchantment spells increases by 2.
Live to Fight Another Day: The courtier can use the withdraw action as a standard action, not as a full round action. If he does so, he can only move his speed, not double his speed.
Mask Alignment: A courtier can alter her alignment aura to deceive spells that discern alignment (such as detect chaos). She may choose to detect as any specific alignment, or to detect as no alignment at all. She cannot choose to detect as Innocent. This ability does not protect against spells or effects that cause harm based on alignment. Masking her alignment aura is a standard action, and lasts until she changes it again or ends the effect.
Minor Magic: The courtier can choose one of the following spells. He can cast the spell 3 times plus his Charisma modifier per day as a spell like ability. His caster level is equal to his class level. The save DC is Charisma based. Anticipate peril, charm person, command, honeyed tongue, hypnotism, innocence, sanctuary.
Poison Use: Courtiers are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade or when crafting poisons.
Putrid Distillation: The courtier uses the dose of poison to kill a miniscule animal, then leaves the creature to rot for a day. The courtier then collects and distils the creature’s putrefying fluids, combining the original poison with the toxins of decomposition. This increases all damage dice used by the poison by one type (so d3 becomes d4 and so on). The courtier must previously have selected the Poison Use and Concentrate Poison talents.
Save Bonus: The courtier gains a bonus to Fortitude saves to resist either diseases or drugs and poisons equal to half his courtier level.
Skilled Poisoner: The courtier gains a bonus to Craft (alchemy) checks to prepare and diagnose poisons equal to half his courtier level. The courtier must previously have selected the Poison Use talent.
Slippery Mind: The courtier can slip away from mental control. This functions as the rogue advanced talent of the same name. If the spy has the slippery mind ability from another class, these abilities stack, but she can still only use slippery mind once per round. The courtier must have a character level of at least 10 to select this talent.
Sticky Poison: As the alchemist discovery of the same name. The courtier must previously have selected the Poison Use talent and have a character level of at least 8.
Swift Poison: The courtier can apply poison to a weapon as a swift equivalent action. The courtier must previously have selected the Poison Use and Fast Poison talent, or the Swift Poison rogue talent.
Terse Threats: The courtier can use Intimidate to make opponents shaken as a move action.
Undetectable: Some poisons carry telltale signs of their presence, such as a sickly sweet taste or an almond aroma. The courtier increases the DC of any checks to notice the signs of this dose of poison by +4. Magic can still detect these poisons normally, however. The courtier must previously have selected the Poison Use talent.
Detect Poison: The courtier is so experienced in the machinations of court that they can detect poison with a successful Perception check (DC equal to the poison’s save DC). This is a standard action that provokes attacks of opportunity.

Sneak Attack: This is exactly like the rogue ability. If the courtier has the same ability from another class, the damage stacks.

The Courtier
Lvl BAB Fort Ref Will Special
1 +0 +0 +0 +1 Friend to all, rumourmonger
2 +1 +1 +1 +1 Talent
3 +2 +1 +1 +2 Talent
4 +3 +1 +1 +2 Talent
5 +3 +2 +2 +3 Detect poison, sneak attack +1d6
6 +4 +2 +2 +3 Talent
7 +5 +2 +2 +4 Talent
8 +6 +3 +3 +4 Talent
9 +6 +3 +3 +5 Talent
10 +7 +3 +3 +5 Sneak attack +2d6, talent

Re: Pathfinder in the Mists

Posted: Thu Jul 18, 2013 6:39 am
by Ryan Naylor
Crypt Raider

Crypt raiders are spry adventurers who seek to overcome the deadliest of traps and terrors in places bereft of life and light. Some are nothing more than grave robbers; others seek to destroy the living dead, or are academics dedicated to bringing the ancient past into the light of day.

Alignment: Any
Hit Die: d8
Requirements: Base Attack Bonus: +4; Skills: Disable Device 6 ranks, Knowledge (history) 2 ranks, Linguistics 2 ranks, Perception 6 ranks.

Class Skills: Acrobatics (Dex), Appraise (Int), Climb (Str), Disable Device (Int), Escape Artist (Dex), Knowledge (arcana) (Int), Knowledge (architecture) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Linguistics (Int), Listen (Wis), Perception (Wis), Spellcraft (Int), Stealth (Dex), Swim (Str), Use Magic Device (Cha).
Skill Points at Each Level: 8 + Int modifier.

Class Features
Weapon and Armour Proficiencies: The crypt raider is proficient in all simple weapons and the whip. She gains no proficiency in any armour.

Snatch: At 1st level, a crypt raider can pick up an item as a free action instead of a move-equivalent action. The crypt raider can combine this action with a movement action, picking up the item either before, during, or after the move.

Trapfinding: A crypt raider adds half her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). They can also use Disable Device to disarm magic traps. A crypt raider’s level stack with any rogue levels she might possess.

Trap sense: At 3rd level, the crypt raider gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 at level 3 and +3 at level 5. Trap sense bonuses gained from multiple classes stack.

Sepulchral Savvy: In any setting where the dead have been deliberately interred (such as graveyards, mausoleums, tombs, catacombs, burial mounds, and anywhere that serves as the resting place of a vampire or ancient dead), the crypt raider gains a competence bonus to Acrobatics checks to avoid falling damage and to Reflex saves to avoid cave ins and collapses.

Slippery Soul: At 2nd level, any curse checks against a crypt raider receive a –2 penalty. The crypt raider also receives a +2 luck bonus to her Will save against curses. At 5th level, the character can make a Will save to resist curses that do not normally allow a save.

Uncanny Dodge: The crypt raider cannot be caught f lat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized or if her opponent uses a feint action. If the character already has uncanny dodge from a different class, she automatically gains improved uncanny dodge instead.

Bonus Feat: At 4th level, a crypt raider receives a bonus feat selected from the following list: Acrobatic Steps, Athletic, Blind-Fight, Combat Expertise, Dazzling Display, Deft Hands, Dodge, Endurance, Fleet, Great Fortitude, Improved Great Fortitude, Improved Initiative, Improved Lightning Reflexes, Lightning Reflexes, Mobility, Nimble Moves, Run, Self Sufficient, Skill Focus, Stealthy.

The Crypt Raider
Lvl BAB Fort Ref Will Special
1 +0 +1 +1 +0 Snatch, trapfinding, trap sense +1
2 +1 +1 +1 +1 Sepulchral savvy, slippery soul
3 +2 +2 +2 +1 Trap sense +2, uncanny dodge
4 +3 +2 +2 +1 Bonus feat
5 +3 +3 +3 +2 Slippery soul, trap sense +3

Re: Pathfinder in the Mists

Posted: Thu Jul 18, 2013 6:41 am
by Ryan Naylor
Dreamcaster
A dreamcaster is a spellcaster who learns to tread the malleable paths of the unconscious mind. Some use this skill to fight the dark creatures that lurk in nightmares; others use it simply to enhance their power over enchantments and illusions.

Alignment: Any.
Hit Die: d6
Requirements: Skills: Knowledge (arcana) 4 ranks, Spellcraft 6 ranks; Spellcasting: Ability to cast sleep.

Class Skills: Craft (alchemy) (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha).
Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armour Proficiency: Dreamcasters are proficient in all simple weapons but are not proficient with any kind of armour or shields.

Spells per Day: At 1st, 3rd, and 5th level, the dreamcaster gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a dreamcaster, he must decide to which class he adds the new level for purposes of determining spells per day.

Lucid Dreaming: The dreamcaster gains a bonus equal to his class level to lucid dreaming checks.

Slumber’s Call: Each creature affected by your sleep spell is treated as if its total number of Hit Dice were equal to its number of Hit Dice minus your Wisdom modifier (if positive).

Unconscious Resolve: A dreamcaster gains a competence bonus equal to half his class level to all Will saves against mind affecting spells and figments, including a witch’s slumber hex.

Fey Friend: At 2nd level, a dreamcaster develops an affinity for the fey and these creatures recognize him as one of their own. This ability allows a dreamcaster to add half his class level to any Bluff or Diplomacy checks when dealing with fey creatures.

Dreaming Potency: At 3rd level, a dreamcaster's can add a second ability modifier (in addition to his normal ability modifier) to the save DC of his mind affecting and figment spells. Wisdom based casters add their Charisma modifier. Other casters add their Wisdom modifier.

Dreaming Visions: Upon reaching 4th level, a dreamcaster can cast scrying using his own dreams as the spell focus. A dreamcaster may use this spell-like ability only once per day while asleep.

Sandman's Gift: At 5th level, a dreamcaster may cast dream or nightmare in his sleep as a spell-like ability. The character may only cast one of these spells once per day. The save DC is Charisma based.

The Dreamcaster
Lvl BAB Fort Ref Will Special
1 +0 +0 +0 +1 Lucid dreaming, slumber’s call, spells
2 +1 +1 +1 +1 Unconscious resolve, fey friend
3 +1 +1 +1 +2 Dreaming potency, spells
4 +2 +1 +1 +2 Dreaming visions
5 +2 +2 +2 +3 Sandman’s gift, spells

Re: Pathfinder in the Mists

Posted: Thu Jul 18, 2013 6:41 am
by Ryan Naylor
Guardian
The Order of Guardians is a monastic order of spellcasters devoted to the acquisition, sequestration and destruction of evil artefacts, preventing them from troubling the world of man and keeping them locked away forever if they cannot be destroyed.

Alignment: Any good
Hit Dice: d8
Requirements: Feats: Iron Will; Skills: Knowledge (arcane) 6 ranks, Spellcraft 6 ranks; Spellcasting: Able to cast locate object; Special: Initiated by a current member of the Order of Guardians.

Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (arcana) (Int), Knowledge (history) (Int), Linguistics (Int), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier

Class Features

Weapon and Armour Proficiencies: Guardians are proficient with all simple weapons. They do not gain any armour proficiencies.

Spells per Day: When a new level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a guardian, he must decide to which class he adds the new level for purposes of determining spells per day.

Hardened Will: The Guardian receives a +1 sacred bonus to Will saves against mind affecting effects. This bonus increases to +2 at 3rd level.

Stain of evil: A Guardian can recognise evil intelligent magic items, evil artefacts, or magical items that require a Powers check to carry or use, simply by looking at them. If they make a Spellcraft check (DC equal to 10 + the item’s caster level), they know intuitively that the item holds great evil. They do not gain any information about its powers, curse, or other attributes.

Quest of Destruction: While directly involved in a quest to destroy an evil intelligent magic items, evil artefact, or magical item that require a Powers check to carry or use, the Guardian receives a +2 morale bonus to all attack rolls, damage rolls, saves and skill checks.

Slip the Bonds: Once per day per two class levels, a Guardian can attempt a new saving throw against any ongoing condition against which she failed a saving throw in a previous round, even if the effect is normally permanent. This ability has no effect on conditions that do not allow saving throws or against instantaneous effects.

The Guardian
Lvl BAB Fort Ref Will Special
1 +0 +0 +0 +1 Hardened will +1, stain of evil
2 +1 +1 +1 +1 Quest of destruction
3 +2 +1 +1 +2 Hardened will +2, slip the bonds

Re: Pathfinder in the Mists

Posted: Thu Jul 18, 2013 6:42 am
by Ryan Naylor
Herald of the Dawn
Heralds of the Dawn are members of the Morninglord’s clergy called to fight their god’s great enemies, the vampires. Those called in this way become members of the Dawnslayers. The Midnight Clarion is only revealed to those clergy who exhibit unwavering faith in the Morninglord’s imminent arrival and, more vitally, a zeal for exterminating the undead.

Alignment: NG or CG
Hit Dice: d8
Requirements: Base Will Save: +5; Skills: Knowledge (religion): 6 ranks, Sense Motive: 4 ranks; Feats: Blind-Fight, Turn Undead; Spellcasting: Ability to cast 2nd-level divine spells; Special: The character must be a member in good standing of the clergy of the Morninglord, and an existing Dawnslayer must advocate her membership in the secret society.

Class Skills: Acrobatics (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Class Features

Weapon and Armour Proficiencies: A Herald of Dawn gains no proficiency in any weapon or armour.

Spells Per Day: When a new level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a herald of dawn, he must decide to which class he adds the new level for purposes of determining spells per day.

Soul of Burnished Bronze: At 1st level, a Herald of Dawn receives a +2 sacred bonus against a vampire’s domination gaze and any other vampire or vampire spawn supernatural special attacks that require a Will save. This bonus increases by +2 every other Herald of Dawn level thereafter.

Bane of the Blood-Drinker: At 1st level, certain spells as cast by a Herald of Dawn’s become more potent. All Abjuration, Conjuration (Healing), and Necromancy spells as cast by the Herald of Dawn have the DC of their saving throw raised by 2 against vampires and vampire spawn. The DC is raised by 2 again every other Herald of Dawn level thereafter.

Banish the Bestial Children: At 2nd level, a Herald of Dawn can turn any animals, magical beasts, or vermin called forth by a vampire’s children of the night ability as if they were undead. The animals are still healed by positive energy and damaged by negative energy.

Strike of the Rosy Dawn: At 3rd level, the critical multiplier and critical range of any shortspear wielded by a Herald of Dawn each increase by one against vampires and vampire spawn. Thus, a normal shortspear would have a critical of 19–20/x4. At 6th level, any shortspear wielded by a Herald of Dawn ignores a vampire or vampire spawn’s damage reduction, regardless of the shortspear’s material or magical bonus, if any.

Cockerel’s Crow: At 4th level, a Herald of Dawn can unleash a terrifying shriek as a standard action that does not provoke an attack of opportunity. The sound cuts to the quick of a vampire’s survival instincts, convincing the creature that it has scant minutes to reach safety before dawn. Though undead are normally immune to mind-affecting effects, all vampires and vampire spawn within a 30-foot spread centred on the Herald of Dawn must make a Fear save (DC = 10 + Herald of Dawn levels + Charisma modifier). This is a sonic effect, and is usable once a day. At 6th level, it is usable three times a day, and at 8th level it is usable five times a day.

Blood of Chill Fire: At 10th level, a Herald of Dawn’s blood becomes infused with a supernatural warmth that burns vampires like molten metal. Whenever a vampire or vampire spawn attempts to use its blood drain ability on the Herald of Dawn, it suffers (1d6 + the Herald of Dawn’s Charisma modifier) points of damage for each point of Constitution drain it inflicts. The vampire or vampire spawn is permitted a Wisdom check (DC 20) to realize the danger just before it begins to drain blood from the character.

The Herald of Dawn
Lvl BAB Fort Ref Will Special
1 +0 +1 +0 +1 Soul of burnished bronze +2, bane of the blood drinker +2
2 +1 +1 +1 +1 Banish the bestial children
3 +2 +2 +1 +2 Strike of the rosy dawn, Soul of burnished bronze +4, bane of the blood drinker +4
4 +3 +2 +1 +2 Cockerel’s crow 1/day
5 +3 +3 +2 +3 Soul of burnished bronze +6, bane of the blood drinker +6
6 +4 +3 +2 +3 Strike of the rosy dawn, cockerel’s crow 3/day
7 +5 +4 +2 +4 Soul of burnished bronze +8, bane of the blood drinker +8
8 +6 +4 +3 +4 Cockerel’s crow 5/day
9 +6 +5 +3 +5 Soul of burnished bronze +10, bane of the blood drinker +10
10 +7 +5 +3 +5 Blood of chill fire

Re: Pathfinder in the Mists

Posted: Thu Jul 18, 2013 10:00 am
by Mortavius
Ryan Naylor wrote:Courtier

Requirements: Skills: Bluff or Sense Motive 6 ranks, Knowledge (local) or Craft (alchemy) 6 ranks; Feat: 2 of Ancestral Legacy, Skill Focus (Craft [alchemy], Diplomacy, Sense Motive, Bluff), Master Alchemist, Deceitful and Persuasive; Special: To prove herself worthy of training, the character must kill a living creature (not necessarily a person) with a poison she crafted herself or use slander to permanently destroy someone’s reputation or sanity.

Special: A bard with versatile performance (oratory) may use Skill Focus (Perform [oratory]) to meet the feat requirements.
I like how you tied it into the Bard class with the requirements. What about the Alchemist? Seems like a good fit for this PrC.

I have a question regarding the feat requirements. I assume a PC needs only two of the listed feats, I think the wording just needs to be clarified. An "or" in the Skill Focus options, and the "and" between Deceitful and Persuasive is a little confusing. I understood it once I read it a few times, but when I was skimming through it tripped me up.

I like the talent options that you provided; it allows you to build a Courtier that focuses on poison or not. Many PrC's are simply one trick ponies, or very narrowly focused.
Ryan Naylor wrote:Courtier

Contacts: The courtier can sell items for 60% of their value instead of 50%. Once per week can buy a non-magical item for 10% less than usual.
I'd probably expand this to services as well, in case a DM wants to run a game where magic items cannot be bought. Also, expanding it to services allows it to still be useful in small hamlets.

Solid work as always Ryan, I'll have more thoughts on the other PrCs later.