Nefeshti (Anzeigen)NEFESHTI
CR 14 (XP 38,400)
Female noble djinni ranger 3/cleric (Gozreh) 7
LN Large outsider (air, extraplanar, genie)
Init +8; Senses darkvision 60 ft.; Perception +21 (+23 vs. fire outsiders)
Aura overwhelming lawful neutral
DEFENSE
AC 28, touch 15, flat-footed 22 (+7 armor, +4 Dex, +2 dodge. +5 natural, +1 shield, –1 size)
hp 160 / 182 (20 HD; 13d10+7d8+80)
Fort +15, Ref +17, Will +19
Immune acid; Resist electricity 10
OFFENSE
Speed 20 ft., fly 60 ft. (perfect)
Melee +1 fire outsider bane scimitar +24/+19/+14/+9 (1d8+8/15–20), +1 fire outsider bane kukri +24/+19 (1d6+8/18–20) or
2 slams +24 (1d8+7) or
vs. Fire Outsiders: +1 fire outsider bane scimitar +28/+23/+18/+13 (1d8+12/15–20 plus 2d6), +1 fire outsider bane kukri +28/+23 (1d6+12/18–20 plus 2d6) or
vs. Fire Outsiders: 2 slams +26 (1d8+9)
Ranged +1 fire outsider bane composite longbow +21/+16/+11/+6 (2d6+8/×3) or
vs. Fire Outsiders: +1 fire outsider bane composite longbow +25/+20/+15/+10 (2d6+12/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks air mastery, whirlwind (1/10 minutes, 10–50 ft. tall, 1d8+7 damage, DC 27), channel positive energy 7/day (4d6, DC 17), favored enemy (fire outsider +2)
Spell-Like Abilities (CL 9th; concentration +13)
At will—invisibility (self only), plane shift (willing targets to elemental planes, Astral Plane, or Material Plane only)
1/day—create food and water, create wine (as create water, but wine instead), gaseous form (for up to 1 hour), major creation (created vegetable matter is permanent), persistent image (DC 19), wind walk
Special—grant 3 wishes (to nongenies only)
Domain Powers (CL 7th; concentration +13; ranged touch attack +22)
9/day—storm burst (1d6+3 nonlethal), wind blast (+13)
Cleric Spells Prepared (CL 7th; concentration +13; ranged touch +22)
4th—divine power, sending, sleet stormD
3rd—call lightningD (DC 19), dispel magic, remove blindness/deafness, remove curse
2nd—Gozreh’s trident, lesser restoration (2), resist energy (2), wind wallD (DC 18)
1st—command (DC 17), divine favor (2), entropic shield (DC 17), obscuring mistD, sanctuary (DC 17), shield of faith
0 (at will)—detect magic, guidance, mending, resistance
D domain spell; Domains Weather, Wind
STATISTICS
Str 24, Dex 20, Con 18, Int 14, Wis 23, Cha 19
Base Atk +18; CMB +26; CMD 42
Feats Dodge, Double Slice, Endurance, Improved Critical (scimitar), Improved InitiativeB, Improved Two-Weapon Fighting, Mobility, Spring Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (kukri, scimitar), Wind Stance
Skills Appraise +15, Bluff +4 (+6 vs. fire outsiders), Craft (weapons) +15, Diplomacy +20, Escape Artist +18, Fly +17, Knowledge (history) +17, Knowledge (religion) +18, Knowledge (planes) +2 (fire outsider lore only), Perception +21 (+23 vs. fire outsiders), Ride +17, Sense Motive +21 (+23 vs. fire outsiders), Spellcraft +17, Survival +17 (+18 track, +20 track fire outsiders)
Languages Aquan, Auran, Common, Ignan, Terran; telepathy 100 ft.
SQ favored terrain (Plane of Fire), spontaneous casting (cure spells), track +1, wild empathy +7
Gear +1 mithral chain shirt, +1 fire outsider bane kukri, +1 fire outsider bane scimitar, +1 fire outsider bane composite longbow (+7 Str) with 13 arrows and 2 fire outsider slaying arrows, headband of inspired wisdom +4
SPECIAL ABILITIES
Storm Burst (Sp) As a standard action, Nefeshti can create a storm burst targeting any foe within 30 feet as a ranged touch attack. The storm burst deals 1d6+3 points of nonlethal damage, In addition, the target is buffeted by winds and rain, causing it to take a –2 penalty on attack rolls for 1 round.
Wind Blast (Su) As a standard action, Nefeshti can unleash a blast of air in a 30-foot line. Make a combat maneuver check against each creature in the line, using Nefeshti’s caster level as her base attack bonus and her Wisdom modifier in place of her Strength modifier. Treat the results as a bull rush attempt.
Shazatared (Anzeigen)Shazathared CR 16
SHAZATHARED
CR 16 (XP 76,800)
Female noble marid bard 10 (Bestiary 142)
CG Large outsider (extraplanar, water)
Init +10; Senses darkvision 60 ft., detect evil, detect good, detect magic; Perception +18
DEFENSE
AC 25, touch 16, flat-footed 18 (+6 Dex, +1 dodge, +9 natural, –1 size)
Combat Expertise: AC 31, touch 22, flat-footed 18 (+6 Dex, +7 dodge, +9 natural, –1 size)
hp 170 (24 HD; 14d10+10d8+48)
Fort +10, Ref +23, Will +20; +4 vs. bardic performance, sonic, and language-dependent effects
Defensive Abilities well-versed
OFFENSE
Speed unchanged
Melee 2 slams +25 (2d6+5) or
Combat Expertise: 2 slams +19 (2d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks bardic performance 29 rounds/day (countersong, dirge of doom, distraction, fascinate [DC 22], inspire competence, inspire courage, inspire greatness, suggestion [DC 22]), vortex (1/10 minutes, 10–50 ft. wall, 1d8+4 damage, DC 22), water mastery, water’s fury
Spell-Like Abilities (CL 20th; concentration +27)
Constant—detect evil, detect good, detect magic, water walk
At will—create water, invisibility, plane shift, purify food and drink (liquids only), quench
5/day—control water, gaseous form, obscuring mist, water breathing
3/day—quickened cone of cold (DC 22), ice storm (DC 21), quickened quench, see invisibility
1/day—unchanged
1/year—unchanged
Bard Spells Known (CL 10th; concentration +17, +21 defensive)
4th (2/day)—dimension door, modify memory (DC 21)
3rd (5/day)—confusion (DC 20), displacement, glibness, haste
2nd (6/day)—cure moderate wounds, detect thoughts (DC 19), minor image, mirror image, suggestion (DC 19)
1st (7/day)—comprehend languages, cure light wounds, grease, identify, obscure object
0 (at will)—dancing lights, lullaby (DC 17), mending, prestidigitation, read magic, summon instrument
STATISTICS
Str 21, Dex 23, Con 15, Int 17, Wis 17, Cha 24
Base Atk +21; CMB +27; CMD 43
Feats Ability Focus (water’s fury), Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack, Mobility, Quicken Spell-Like Ability (cone of cold, quench), Skill Focus (Perform [oratory]), Spring Attack, Whirlwind Attack
Skills Acrobatics +6 (+34*), Bluff +7 (+34*), Diplomacy +24 (+40*), Escape Artist +19, Fly +5 (+33*), Knowledge (history, planes, religion) +35, Knowledge (other) +8, Perception +18, Perform (dance, sing) +34, Perform (oratory) +40, Sense Motive +19 (+40*), Spellcraft +19, Stealth +15, Swim +26 * versatile performance
Languages Aquan, Auran, Common, Ignan, Kelish, Terran; telepathy 100 ft.
SQ bardic knowledge, change shape, jack of all trades, lore master 1/day, versatile performance (dance, oratory, sing)
Sepid Söldner (Anzeigen)DIV, SEPID MERCENARY
CR 14 (XP 38,400)
NE Large outsider (div, evil, extraplanar) (Pathfinder #23 84)
Init +10; Senses darkvision 60 ft., see in darkness; Perception +22
Aura overwhelming evil
DEFENSE
AC 32, touch 14, flat-footed 27
(+5 Dex, +18 natural, –1 size)
hp 216 (16d10+128)
Fort +18, Ref +12, Will +16
Defensive Abilities evasive target; DR 10/cold iron and good
Immune fire, poison; Resist acid 10, electricity 10; SR 22
Weaknesses esoteric flaw
OFFENSE
Speed 40 ft.
Melee +3 scimitar +26/+21/+16/+11 (1d8+10/16–20) or
2 claws +22 (1d6+7) or
Power Attack: +3 scimitar +21/+16/+11/+6 (1d8+25/16–20) or
Power Attack: 2 claws +17 (1d6+17)
Space 10 ft.; Reach 10 ft.
Special Attacks rain of debris
Spell-Like Abilities (CL 15th; concentration +21)
At will—deeper darkness, greater teleport (self plus
50 lbs. of objects), nondetection, speak with dead
1/day—summon (level 4, 1 ghawwas or shir, 40%)
Sorcerer Spells Known (CL 13th; concentration +19)
6th (5/day)—disintegrate (DC 22), true seeing
5th (7/day)—baleful polymorph (DC 21), break enchantment, hold monster (DC 21)
4th (7/day)—animate dead, bestow curse (DC 20), enervation, ice storm
3rd (7/day)—fireball (DC 19), fly, haste, magic circle against good
2nd (8/day)—blindness/deafness (DC 18), invisibility, mirror image, scorching ray, touch of idiocy
1st (8/day)—comprehend languages, expeditious retreat, mage armor, ray of enfeeblement, true strike
0 (at will)—dancing lights, daze, detect magic, ghost sound (DC 16), mage hand, mending, open/close, prestidigitation, read magic
STATISTICS
Ability Str 24, Dex 20, Con 26, Int 20, Wis 20, Cha 22
Base Atk +16; CMB +24; CMD 40
Feats Blind-Fight, Improved Critical (scimitar), Improved Initiative, Iron Will, Lightning Reflexes, Power Attack, Weapon Focus (scimitar)
Skills Bluff +25, Intimidate +25, Knowledge (arcana) +20, Knowledge (planes) +23, Knowledge (religion) +23, Perception +23, Sense Motive +23, Spellcraft +23, Stealth +20, Use Magic Device +25
Abyssal, Common, Draconic, Infernal; telepathy 100 ft.
Gear Large +3 scimitar
SPECIAL ABILITIES
Aligned Strike (Ex) A sepid’s natural weapons, as well as any
weapons it wields, are treated as evil-aligned for purposes of
overcoming damage reduction.
Evasive Target (Su) A sepid is particularly difficult to strike with
ranged weapons and spells that require a ranged touch attack.
Anytime a sepid would normally be hit by a spell using a ranged
touch attack, such as a ray, it can deflect the attack so it takes no
damage or effects by making a successful DC 25 Reflex save. The
sepid must be aware of the attack and not be flat-footed. This
deflection does not consume an action.
Rain of Debris (Su) Three times per day as a standard action,
a sepid can call forth a hail of stones, jagged bits of wood
and metal, and similar debris. The debris rains down and
pelts all creatures in a 40-foot radius centered on the sepid.
Unattended objects and creatures caught in this area take 16d6
points of bludgeoning damage (DC 26 Reflex for half ). The
debris is treated as evil-aligned for purposes of overcoming
damage reduction. The save DC is Constitution-based.
See in Darkness (Su) A sepid can see perfectly in darkness of any
kind, even that created by a deeper darkness spell.
Spells A sepid can cast spells as a 13th-level sorcerer.
Summon (Sp) A sepid can summon a ghawwas or a shir div once
per day with a 40% chance of success. This ability is equivalent
to a 4th-level spell.
Nargog der Kriegspriester (Anzeigen)NARRGOK, WARPRIEST OF ROVAGUG
CR 12 (XP 19,200)
Male gnoll cleric 11 of Rovagug (Bestiary 155)
CE Medium humanoid (gnoll)
Init +0; Senses darkvision 60 ft.; Perception +8
Aura overwhelming chaotic evil
DEFENSE
AC 22, touch 10, flat-footed 22 (+9 armor, +3 natural)
hp 100 (13d8+37)
Fort +12, Ref +5, Will +12
OFFENSE
Speed 30 ft. (20 ft. in armor)
Melee +1 greataxe +17/+12 (1d12+10/×3)
Space 5 ft.; Reach 5 ft.
Special Attacks channel negative energy (1/day, 6d6, DC 13), destructive aura (11 rounds/day), weapon master (11 rounds/day)
Domain Powers (CL 11th; concentration +14)
6/day—battle rage (+5 damage), destructive smite (+5 damage)
Spells Prepared (CL 11th; concentration +14; melee touch +15, ranged touch +9)
6th—blade barrierD (DC 19), heal
5th—quickened divine favor, flame strikeD (DC 18), quickened shield of faith
4th—air walk, baleful polymorph* (DC 17), divine powerD, greater magic weapon
3rd—bestow curse (DC 16), blindness/deafness (DC 16), cure serious wounds, dispel magic, rageD, magic vestment
2nd—bear’s endurance, cure moderate wounds, resist energy, shatterD (DC 15), sound burst (DC 15), summon monster II
1st—cure light wounds (2), doom (DC 14), protection from good, sanctuary, true strikeD
0 (at will)—bleed, detect magic, guidance, resistance
D domain spell; Domains Destruction, War
* As a cleric of Rovagug, Narrgok can prepare this as a 4th-level divine spell.
STATISTICS
Str 22, Dex 10, Con 15, Int 10, Wis 17, Cha 6
Base Atk +9; CMB +15 (+17 sunder); CMD 25 (27 vs. sunder)
Feats Armor Proficiency (Heavy), Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quicken Spell, Weapon Focus (greataxe)
Skills Knowledge (religion) +16, Linguistics +4, Perception +8, Sense Motive +13
Languages Common, Gnoll
SQ spontaneous casting (inflict spells)
Combat Gear wand of cure moderate wounds; amulet of natural armor +2, masterwork full plate, +1 great axe, belt of giant strength +4
SPECIAL ABILITIES
Battle Rage (Sp) Narrgok can touch a creature as a standard action to give it a +5 bonus on melee damage rolls for 1 round.
Destructive Aura (Su) Narrgok can emit a 30-foot aura of destruction for 11 rounds per day. All attacks made against targets in this aura (including Narrgok) gain a +5 morale bonus on damage and all critical threats are automatically confirmed.
Destructive Smite (Su) Narrgok can make a single melee attack with a +5 morale bonus on the damage roll.
He must declare the destructive smite before making the attack.
Weapon Master (Su) Narrgok can gain the use of one combat feat for 11 rounds per day. These rounds do not need to be consecutive and he can change the feat chosen each time he uses this ability. He must meet the prerequisites to use these feats. He chooses this feat based on the composition and demonstrated tactics of the heroes facing him.
Rajali (Anzeigen)RAJALI - CR 13 (XP 25,600)
Female human fighter 1/abjurer 6/eldritch knight 7
N Medium humanoid (human)
Init +10; Senses Perception +20
DEFENSE
AC 25, touch 19, flat-footed 20 (+6 armor, +5 Dex, +4 natural)
hp 140 (14 HD; 1d10+6d6+7d10+70)
Fort +15, Ref +11, Will +10
Defensive Abilities energy absorption (18 hp/day); DR 10/adamantine; Resist acid 5, cold 10 (30 in Xotani's Grave), fire 30
Weakness vulnerable to sonic
OFFENSE
Speed 30 ft.
Melee +2 spell storing glaive +18/+13/+8 (1d10+8/19–20/×3) or
slam +11+4 (1d4+4)
Space 5 ft.; Reach 5 ft.
Abjurer School Abilities (CL 6th)
8/day—protective ward
Wizard Spells Prepared (CL 13th; concentration +18, +22 defensive; ranged touch +16; 10% spell failure)
6th—chain lightning (DC 21) (2), greater dispel magic
5th—baleful polymorph (DC 20), break enchantment (DC 20), dismissal (DC 20), summon monster V, teleport
4th—bestow curse, enervation, ice storm, lesser globe of invulnerability, secure shelter
3rd—dispel magic, fly, haste, slow (DC 18), vampiric touch
2nd—acid arrow, cat’s grace, false life, glitterdust (DC 17), resist energy, scorching ray
1st—alarm, magic missile (2), ray of enfeeblement (2), shield, true strike
0 (at will)—detect magic, ray of frost, read magic, resistance
Forbidden Schools enchantment and illusion
TACTICS
During Combat: In addition to what's noted in the adventure, Rajali uses a swift action each round she casts spells to negate her arcane failure chance. She converts spells of no immediate use into arcane blasts.
STATISTICS
Str 19, Dex 20, Con 20, Int 20, Wis 13, Cha 7
Base Atk +11; CMB +15; CMD 34
Feats Arcane Armor Training, Arcane Blast, Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Wand, Great Fortitude, Improved Critical (glaive), Improved Initiative, Iron Will, Lightning Reflexes, Scribe Scroll, Weapon Focus (glaive)
Skills Acrobatics +19, Appraise +22, Fly +22, Intimidate +7, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +19, Sense Motive +18, Spellcraft +22
Languages Common, Ignan, Infernal, Kelish, Terran
SQ arcane familiar (weasel named Farad)
Combat Gear potion of cure moderate wounds, wand of lightning bolt (CL 8th; 24 charges); Other Gear +2 glamered mithral chain shirt, +2 spell storing glaive (currently stores vampiric touch), belt of physical might +2, headband of vast intelligence +2, silver bracelets and anklets worth 500 gp, spell component pouch, spellbook (all prepared spells, all 0-level spells, plus 1d6 more spells of each level, including lesser planar ally and planar ally)
SPECIAL ABILITIES
Diamond Skin (Ex) Unchanged.
Energy Absorption (Su) Rajali can absorb 18 points of energy damage per day. Whenever she takes energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing her daily total by that amount. Any damage in excess of her absorption is applied to her normally.
Inherent Bonuses Unchanged.
Protective Ward (Su) As a standard action, Rajali can create a 10-foot-radius field of protective magic centered on herself that lasts for 5 rounds. All allies in this area (including her) receive a +2 deflection bonus to their AC. Rajali can use this ability 8 times per day.
Jhavhul Al-Bazan (Anzeigen)JHAVHUL AL-BAZAN
CR 20 (XP 204,800)
Male advanced HD efreeti fighter 4 (Bestiary 140)
LE Huge outsider (extraplanar, fire, genie)
Init +6; Senses darkvision 60 ft., clairaudience/clairvoyance, detect magic, true seeing; Perception +25
Aura unholy aura (CL 20th; DC 23); overwhelming lawful evil
DEFENSE
AC 35, touch 11, flat-footed 32 (+11 armor, +2 Dex, +1 dodge, +11 natural, +2 shield, –2 size)
In Unholy Aura: AC 39, touch 15, flat-footed 36 (+11 armor, +4 deflection, +2 Dex, +1 dodge, +11 natural, +2 shield, –2 size)
hp 366 (22 HD; 18d10+4d10+242)
Fort +25, Ref +18, Will +18 (+19 vs. fear)
Defensive Abilities bravery +1, freedom of movement, mental influence, possession; Immune fire; Resist cold 30; SR 20 (25 vs. good spells and good spellcasters)
Weaknesses vulnerable to cold, wounded pride
OFFENSE
Speed 20 ft., fly 40 ft. (perfect)
Melee Firebleeder +40/+35/+30/+25 (2d6+21/15–20 plus 1d6 fire), slam +31 (2d6+8 plus 1d6 fire) or
vs. Good Foes: Firebleeder +40/+35/+30/+25 (2d6+21/15–20 plus 1d6 fire plus 2d6), slam +31 (2d6+8 plus 1d6 fire) or
2 slams +36 (2d6+16 plus 1d6 fire)
Space 15 ft.; Reach 15 ft.
Special Attacks change size (DC 25), heat
Spell-Like Abilities (CL 11th; concentration +15, +19 defensive)
Constant—detect magic
At will—plane shift (willing targets to elemental planes, Astral Plane, or Material Plane), produce flame, pyrotechnics (DC 16), scorching ray
3/day—quickened invisibility [x], quickened scorching ray, wall of fire [x]
1/day—grant up to 3 wishes (to nongenies only), gaseous form, permanent image (DC 20)
STATISTICS
Str 42, Dex 14, Con 32, Int 12, Wis 14, Cha 19
Base Atk +22; CMB +40 (+42 bull rush, sunder); CMD 53 (+55 vs. bull rush, sunder)
Feats Awesome Blow, Blind-Fight, Bull Rush Strike, Combat Casting, Combat Reflexes, Dazzling Display, Improved Bull Rush, Improved Critical, Improved InitiativeB, Improved Sunder, Power Attack, Quicken Spell-Like Ability (invisibility), Quicken Spell-Like Ability (scorching ray), Weapon Focus (scimitar), Weapon Specialization (scimitar)
Skills Bluff +27, Craft (weapons) +21, Fly +10, Intimidate +28, Perception +25, Sense Motive +25, Spellcraft +24, Stealth +12
Languages Aquan, Auran, Common, Ignan, Terran
SQ armor training 1, change shape (humanoid or giant, alter self or giant form I), exceptional NPC
Combat Gear bead of force (3); Other Gear Huge +5 breastplate, Firebleeder (Huge +3 adamantine unholy flaming burst scimitar), belt of giant strength +4, boots of speed, ring of force shield, ring of freedom of movement, scarab of protection (10 charges), heavy gold necklace with four jacinths (9,000 gp), four gold bracelets (1,000 gp each), three gold rings (600 gp each)
SPECIAL ABILITIES
Exceptional NPC Jhavhul was destined from birth to achieve greatness. His ability scores were generated using 25 points, rather than the standard 15 point array. Additionally, his gear was determined as if he were a 16th-level PC, rather than an NPC to account for his great resources as a member of the nobility of the City of Brass. These advantages increase his total CR by 1.
Unholy Aura (Su) As long as Jhavhul remains in Xotani’s Grave (D14), he gains the benefits of a continuous unholy aura effect (CL 20th) with the following effects: +4 deflection bonus to AC and a +4 resistance bonus on saves; SR 25 against good spells and spells cast by good creatures; protection from mental influence and possession; these are all noted above. In addition, if a good creature succeeds on a melee attack against Jhavhul, the offending attacker takes 1d6 points of Strength damage (DC 23 Fortitude negates).
Spoiler (Anzeigen)yth'a
Female lizardfolk abyssal bloodline sorcerer 15
Description: Nearly twenty five years after a rag-tag group of adventurers disrupted and defeated the plans of the would-be demigod Ssyth'ek, the marsh around tiny Quilman's Ferry has become a darker place. Ryth'a, barely four summers old when her father died, escaped the assault by being spirited away by her priestess mother, only to return after the “heroes” had plundered all they could. Intent on revenge and determined to avoid her father's fate, Ryth'a spent many long years honing her sorcerous abilities in the hidden copses of black, dead trees that were once her home. As she grew in power, something else grew along with her: The spirit of Ssyth'ek. Despite being torn asunder by the Abyssal-energies he tried to consume, he remained, though fragmented, haunting the darkened bog.
Motivations/Goals: Vengeance is not all that Ryth'a seeks. She may have plans to drown the hamlet of Quilman's Ferry for their part in killing her father, but in her desire for power, she also plans to submerge all lands beneath the swamp, expanding Ssyth'ek's ghostly influence, and taking back their land from the soft-skins. Ryth'a spends much time with the shattered spirits of her father, learning where he went wrong, and laying plans to overshadow even his great ambitions. A charismatic leader, Ryth'a emphatically believes that she can do more and go farther than Ssyth'ek ever could, armed with both his earthly knowledge and her own considerable power. She knows the isolationism of her father was part of his downfall, and has used her guile and magical abilities to broker alliances with bandits, gnolls of the Sirmium Plain, goblinoids of the Chitterwood, and demonic forces who want nothing more than to see the diabolic nation of Cheliax reduced to chaos.
Schemes/Plots/Adventure Hooks:
* Banditry along the River Iseld has become rampant, with the few survivors telling of dark powers aiding the raiders. Evidence points to a gang of tieflings with crocodilian companions working out of Senara as the cause.
* Thanks to the efforts of her sycophantic marsh giant companion, Ryth'a has cowed some of the Shaggras ogres to her will and is arming them for an attack on Quilman's Ferry. A lone trapper catches sight of the ogres' camp and alerts the PCs.
* Patches of swamp have begun to appear in places where no swamp should be. Although the patches linger for only a few days, those who encounter them report sightings of a deeply disturbing frog-like visage within them.
* An oracle has been struck with a vision of wet, murky doom. Sending for the PCs, she begins to foretell of the catastrophe, but is only able to detail vague directions before fetid water fills her lungs, pouring out her mouth and drowning her.
Ryth'a CR 15 [CR 1 {base lizardfolk} + CR 1 {2HD of nonassociated class levels} + CR 13 {13HD of associated class levels}]
NE Medium humanoid (reptilian)
Init +2; Senses Perception +0
===== Defense =====
AC 24, touch 15, flat-footed 22; (+4 armor, +2 deflection, +2 Dex, +5 natural, +1 dodge)
hp 147 (2d8+4 [13] plus 15d6+30 [84] plus 20 [toughness; 2 racial hit dice + 15 sorcerer hit dice + 3 from the feat] plus 30 [bear's endurance])
Fort +10 [+5 sorcerer HD, +2 Con, +1 cloak, +2 bear's endurance], Ref +11 [+3 racial HD, +5 sorcerer HD, +2 Dex, +1 cloak], Will +12 [+9 sorcerer HD, +2 Iron Will, +1 cloak]; +4 vs. poison
Defensive Abilities evasion; DR 10/adamantine (150 points); Resist acid 7, electricity 10
===== Offense =====
Spd 30 ft.
Melee 2 claws +13 [+8 BAB, +2 Str, +1 magic, +2 bull's strength] (1d8+5 [+2 Str, +1 magic, +2 bull's strength] plus 2d6* plus 1d6 fire), bite +7 [+3 BAB, +2 Str, +2 bull's strength] (1d4+2 [+2 Str, +2 bull's strength, /2])
*Ryth'a takes 1d6 points of damage every time she attacks with her claws.
Ranged Ranged touch attack +10
Spells Known (Sorcerer CL 15th)
7th (5/day)--greater teleport, mage's sword, summon monster VII
6th (7/day)--acid fog, chain lightning (DC 23 [+6 spell level, +7 Cha]), greater dispel magic, transformation
5th (7/day)--baleful polymorph (DC 22 [+5 spell level, +7 Cha]), cloudkill (DC 23 [+5 spell level, +7 Cha, +1 feat]), cone of cold (DC 22 [+5 spell level, +7 Cha]), dismissal (DC 23 [+5 spell level, +7 Cha, +1 feat]), feeblemind (DC 22 [+5 spell level, +7 Cha])
4th (7/day, 6 left)--bestow curse (DC 21 [+4 spell level, +7 Cha]), dimension door, enervation (DC 21 [+4 spell level, +7 Cha]), stoneskin, summon monster IV
3rd (8/day)--dispel magic, lightning bolt (DC 20 [+3 spell level, +7 Cha]), rage, ray of exhaustion (DC 20 [+3 spell level, +7 Cha]), slow (DC 20 [+3 spell level, +7 Cha])
2nd (8/day, 6 left)--bear's endurance, bull's strength, eagle's splendor, glitterdust (DC 20 [+2 spell level, +7 Cha, +1 feat]), touch of idiocy
1st (8/day, 7 left)--cause fear (DC 19 [+1 spell level, +7 Cha, +1 feat]), expeditious retreat, mage armor, magic missile, ray of enfeeblement, shocking grasp
0 (6/day)--acid splash, arcane mark, detect magic, mage hand, mending, message, read magic, resistance, touch of fatigue (DC 17 [+7 Cha])
===== Tactics =====
Before Combat If she anticipates combat, Ryth'a casts stoneskin, mage armor, bear's endurance, and bull's strength on herself, in that order. If she has time, she casts bear's endurance on Braxxog.
During Combat If outside her chambers, Ryth'a starts combat by casting acid fog from hiding while her foot-soldiers, using potions of resist energy (acid), attack en-masse. She follows up by focusing on fighter-types with ray of exhaustion, ray of enfeeblement, or baleful polymorph, while reserving feeblemind or bestow curse for spellcasters, heightening them when appropriate.
If caught inside her chambers, she begins combat by casting summon monster IV, summoning two Huge fiendish vipers and orders the snakes to push PCs into the area affected by Ssyth'ek's haunt. She then follows up with chain lightning or mage's sword, reserving greater dispel magic for those bearing obvious magic effects. Depending on how well the fight is going, Ryth'a will attempt to flank with Braxxog in order to grant him sneak attack damage. If reduced to 80 hit points or less however, she will instead summon two fiendish girallons via a summon monster VII spell to aid the marsh giant instead.
Morale While tenacious, Ryth'a does not wish to share her father's fate, and flees using greater teleport (or expeditious retreat if dimensional travel is barred somehow) when reduced to 25 hit points or less.
Base Statistics AC 20, touch 15, flat-footed 18; (+2 deflection, +2 Dex, +5 natural, +1 dodge); hp 117; Fort +8 [+5 sorcerer HD, +2 Con, +1 cloak]; Melee 2 claws +11 [+8 BAB, +2 Str, +1 magic] (1d8+3 plus 2d6 plus 1d6 fire), bite +5 (1d4+1); Str 14 [8, +2 racial, +4 strength of the abyss]; Con 14 [12, +2 racial]; CMB +10 [+8 BAB, +2 Str]; Swim +11 [2 ranks, +2 Str, +4 racial, +3 trained class skill]
===== Statistics =====
Str 18 [8, +2 racial, +4 strength of the abyss, +2 bull's strength], Dex 14, Con 14 [12, +2 racial, +2 bear's endurance], Int 11 [13, –2 racial], Wis 10, Cha 24 [15, +3 from levels gained, +6 from headband]
Base Atk +8; CMB +12 [+8 BAB, +2 Str, +2 bull's strength]
Feats Abyssal Inheritance, Augment Summoning, Combat Casting, Craft Magic Arms and Armor, Craft Wondrous Item, Empower Spell, Eschew Materials, Heighten Spell, Iron Will, Spell Focus (conjuration), Toughness
Skills Acrobatics +11 [2 ranks, +2 Dex, +4 racial, +3 trained class skill], Bluff +14 [5 ranks, +6 Cha, +3 trained class skill], Intimidate +14 [5 ranks, +6 Cha, +3 trained class skill], Knowledge (arcana) +6 [3 ranks, +3 trained class skill], Knowledge (planes) +6 [3 ranks, +3 trained class skill], Spellcraft +15 [12 ranks, +3 trained class skill] (+4 defensive casting), Swim +13 [2 ranks, +4 Str, +4 racial, +3 trained class skill]
Languages Abyssal, Common, Draconic
SQ added summonings, claws, demon resistances, hold breath, strength of the Abyss
Combat Gear +1 vicious amulet of mighty fists, 3 potions of cure serious wounds; Other Gear headband of alluring charisma +6, ring of protection +2, cloak of resistance +1, ring of evasion
===== Ecology =====
Environment Temperate marsh
Organization Ryth'a usually has a retinue of four swamp-skimmers (lizardfolk rogue 1/ranger 4), Zatha (lizardfolk cleric 5) and, unless he's been already killed by the PCs, Braxogg (marsh giant rogue 3).
Treasure In addition to her gear, Ryth'a also carries a fire opal and black star sapphire cloak clasp worth 2,600 gp.
Abyssal Inheritance
The power of the Abyss runs fiercer through your veins than others of your kind.
Prerequisite: Sorcerer 1st level, abyssal bloodline.
Benefit: Choose acid, cold, or fire. You gain resistance equal to half your sorcerer level (rounded down, max 10) versus the energy type you chose. Once the energy type has been chosen, it cannot be changed. You also gain Abyssal as an additional spoken language.
In addition, add +1 to the Difficulty Class for all saving throws against any spell you cast that was gained from your bloodline, such as cause fear. This bonus does not stack with Spell Focus.
Special: This feat can only be taken at 1st level.
Spoiler (Anzeigen)Volner Tain, the Thrice-Damned Disciple
Male Human Lich, Cleric 11/Assassin 4
Description
Volner Tain has kept his hawkish features through years of undeath, but his eyes have fallen out, leaving only ashen pits. He drapes his withered body in robes that reek of formaldehyde, and countless prayer beads and amulets jangle around his neck. Stretched and shattered before he died, his limbs bend in unnatural places seem too long for his body. Once a gifted orator, he now mangles prayers to gods both real and imagined – not even he knows which he worships.
A crusader of Iomedae in life, Volner Tain led a disastrous assault against the daemons of Abaddon, ending in his capture and the death of all his followers. Bound and tortured in the Cinder Furnace, Volner watched and despaired as his captors worked towards the world’s undoing. Three times he called on the gods for aid – to Iomedae, for justice, to Desna, for liberation, and to Pharasma, to take his soul. Perhaps he was already cursed in their eyes, for his prayers went unanswered. Though the daemons killed Volner, they bound his spirit to a fragment of stone called a thanatos shard and returned him to the world as a skulking lich. Volner promised four things in exchange for his death: a plague, a famine, a war, and a massacre.
Motivations and Goals
Volner loathes his undead state, but wants to be sure his ‘gifts’ aren’t considered too paltry to warrant his freedom. Thus he seeks artifacts and followers to bring about destruction that will feed on itself, manipulating others to evil so he needn’t spend time on each little death. He stays mobile, instigating plots as he travels, hoping some will grow into true catastrophes.
The lich saves his personal wrath for those who remind him of his former piety, but who remain uncorruptable. He spares nothing to ruin such people: he stalks them first, learning what and who they love, then either tricks his quarry into destroying these things or corrupts them beyond recognition.
Adventure Hooks
* Volner’s spells and conjured daemons turn the fields and woodlands of Andoran into wastelands of tumors and blight. The native creatures and fey go mad with pain and attack nearby villages, while starvation forces desperate townsfolk to commit terrible crimes to survive.
* Volner has captured seven nobles and dignitaries from rival nations across Golarion. He actually killed the whole lot, but has resurrected them after implanting... something inside each of their skulls. One likely contains the lich’s phylactery, as he harries those who rescue the prisoners no matter how far they flee or how often they strike him down. The others could hold anything from mundane gemstones to scrying beacons to fiendish wasp eggs. Do the PCs convince the aristocrats to die a second time for a mere chance at revenge? Can they avoid starting a war in the process?
VOLNER TAIN CR 17 [11 cleric +4 assassin +2 lich]
NE Medium Undead (Augmented Humanoid)
Init +3 [+3 dexterity]; Senses darkvision 60 ft; Perception +32 [+15 ranks +3 trained +6 wisdom +8 lich]
Aura fear aura (60 ft.)
===== Defense =====
AC 32, touch 20, flat-footed 25; (+7 armor, +2 defending sword, +3 deflection, +3 Dex, +2 dodge, +5 natural)
hp 123 (15d12+29);
Fort +10 [+7 cleric, +1 assassin, +2 resistance], Ref +12 [+3 cleric, +2 assassin, +3 dexterity, +2 resistance, +2 lighting reflexes], Will +16 [+7 cleric, +1 assassin, +6 wisdom, +2 resistance]
Defenses uncanny dodge; DR 15/bludgeoning and magic; Immune alignment detection, cold, electricity, polymorph, mind-affecting, undead immunities; Resist +4 turn resistance
===== Offense =====
Spd 30 ft., air walk
Melee touch +17/+17/+9/+4 (1d8+8 negative energy plus paralysis) [+8 cleric, +3 assassin, +3 dexterity, +3 luck], or +2 defending short sword +19/+19/+14/+9 (1d6+7) [+8 cleric, +3 assassin, +3 dexterity, +2 enhancement, +3 luck]
Special Attacks aura of destruction, channel negative energy, copy cat, damaging touch, death attack, destructive smite, master’s illusion, paralyzing touch, sneak attack +2d6
Spell-Like Abilities (CL 11th)
1/day--invisibility, shatter (DC 18)
5/day--disguise self, inflict light wounds (DC 17)
Spells Prepared (Cleric CL 11th; +17 touch[+8 cleric, +3 assassin, +3 dexterity, +3 luck])
6th--harm (DC 22), word of recall
5th--flame strike (DC 21), scrying, true seeing
4th--air walk, divine power, poison (DC 20), unholy blight (DC 20)
3rd--bestow curse (DC 19), deeper darkness (DC 19), dispel magic, speak with dead (DC 19), wind wall
2nd--death knell (DC 18), desecrate, enthrall (DC 18), hold person (DC 18), silence (x2, DC 18)
1st--curse water, detect good (x2), divine favor, entropic shield, shield of faith
0--bleed (DC 16), detect magic, guidance, speak resistance
===== Tactics =====
Before Combat Volner approaches his target unseen, using stealth or (if need be) invisibility. He singles out a lightly-armored target for his death attack while casting shield of faith, divine power, and air walk, in that order. His statistics reflect these spells. If he believes his target is a spellcaster he casts silence on himself just before attacking.
During Combat Volner likes to open combat from surprise, striking a lightly armored foe with a paralyzing touch that also adds sneak attack damage and his death attack. He then uses Spring Attack to leap away from reprisal, or stays close to his target if silence is in effect to disrupt spellcasting. After the first round Volner continues to dart in and out of combat (ideally upward, using air walk), making paralyzing touch attacks augmented by harm, poison, or inflict wounds spells. He tries to avoid ending his turn next to anyone with a bludgeoning weapon. He uses his short sword entirely for defense until only he can move, when he starts slitting the throats of paralyzed foes (his AC should be reduced by 2 if he uses the sword offensively. He channels negative energy to heal himself and damage enemies that group together. He relies on his two rings of counterspells to block the most effective magical attacks.
Morale Volner uses word of recall to flee if dropped below 20 hp, but only because he doesn’t want anyone stealing his equipment. If unable to flee he fights until destroyed, knowing the thanatos shard will create a new body.
Base Statistics If his magic gets dispelled, Volner has the following statistics:
Hp 112 (15d12+18);
AC 29, touch 17, flat-footed 22; (+7 armor, +2 defending sword, +3 Dex, +2 dodge, +5 natural)
Speed 30 ft.
Melee +14/+9/+4 touch (1d8+5 plus paralysis), or +16/+11/+6 short sword (1d6+3)
===== Statistics =====
Str 11 [11 base], Dex 16 [13 base, +1 level, +2 enhancement], Con -- [10 base, -- from undeath], Int 14 [12 base, +2 lich at level 11], Wis 22 [14 base, +2 human, +2 lich, +4 enhancement], Cha 20 [12 base, +2 lich, +2 level, +4 enhancement]
Base Atk +11/+6/+1 [+8 cleric, +3 assassin]
; CMB +12 [+8 cleric, +3 assassin, +1 strength]
Feats Ability Focus (paralyzing touch), Craft Wondrous Item, Dodge, Improved Turning, Mobility, Lightning Reflexes, Spring Attack, Toughness, Weapon Finesse
Skills [55 cleric, 28 assassin, including Intelligence bonus at level 12]: Acrobatics +18 [12 ranks +3 trained +3 dex], Bluff +15 [7 ranks +3 trained +5 cha], Diplomacy +12 [4 ranks +3 trained +5 cha], Disguise +12 [4 ranks +3 trained +5 cha], Knowledge (religion) +10 [5 ranks +3 trained +2 int], Perception +32 [15 ranks +3 trained +5 wis +8 lich], Sense Motive +23 [15 ranks +3 trained +5 cha], Spellcraft [15 ranks +3 trained +2 int], Stealth +29 [15 ranks +3 trained +3 dex +8 lich]
Languages Common, Daemonic
Special Qualities hidden weapons
Combat Gear +2 defending shortsword, rod of metamagic (silent), ring of counterspells x2 (heal, greater dispel magic); Other Gear headband of mental prowess (Wisdom and Charisma) +4, belt of incredible dexterity +2, cloak of resistance +2, mithril chain shirt +3, hand of glory, ring of mind shielding, 23 holy and unholy symbols
===== Special Abilities =====
Aura of Destruction (Su) Volner can emit a 30 ft. aura of destruction for ll rounds per day. All attacks made against targets inside this aura (including him) gain a +5 damage bonus and all critical threats are automatically confirmed. These rounds do not need to be consecutive.
Channel Negative Energy(Su) Eight times per day Volner can unleash a wave of negative energy in a 30 foot burst. Living creatures take 6d6 negative energy damage, halved on a successful Will save (DC 22) [10 + 5 cleric +2 feat]. Undead (including Volner) in the area are healed a like amount of damage. Hit points above the undead’s total are lost. Undead who are within the area of this effect must make a Will save or fall under Volner’s command. He can command any number of undead whose total Hit Dice do not exceed his level. He can relinquish control of undead to gain control of new undead. Commanding undead is a standard action that requires line of effect. Intelligent undead receive a new saving throw each day to break free from his command. If a commanded undead is subject to channeled
positive energy, it might flee, but it also receives a new saving throw to dispel the command effect.
Copy Cat (Su) Volner can create an illusory double of himself as a move action. This double functions as a single mirror image and lasts 11 rounds (unless dispelled or destroyed). He can have no more than one copy
cat at a time. This ability does not stack with mirror image.
Damaging Touch (Su) Any living creature Volner hits with his touch attack suffers 1d8+5 negative energy damage. A Will save (DC 22) [10 +7 levels] halves the damage.
Death Attack If Volner studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (his choice). While studying the victim, Volner can undertake other actions so long as his attention stays focused on the target and the target does not detect Volner or recognize him as an enemy. If the victim of such an attack fails a Fortitude save (DC 16) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+4 rounds. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once Volner has completed the 3 rounds of study, he must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes her save) or if Volner does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Destructive Smite (Su) As a full-round action, Volner can make a single melee attack against an opponent with a bonus +5 damage bonus. If the attack hits, all critical threats against the target are automatically confirmed for 1 round, including this attack.
Fear Aura (Su) Volner is shrouded in an aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed at a Will save (DC 22) [10 + 7 levels]. or be affected as though by a fear spell at CL 15. A creature that successfully saves cannot be affected again my the lich’s aura for 24 hours.
Hidden Weapons (Ex) Volner gains a +4 bonus to all Slight of Hand checks made to conceal weapons and prevent others from noticing them.
Master’s Illusion (Su) Volner can create an illusion that hides the appearance of himself and any number of allies within 30 feet for 11 rounds per day. This ability otherwise functions like the spell veil. The rounds do not need to be consecutive.
Paralyzing Touch (Su) Any living creature Volner hits with his touch attack must succeed on a Fortitude save (DC 22) [10 + 7 levels +2 feat]. or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description). The effect cannot be dispelled. Anyone paralyzed seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Uncanny Dodge (Ex) Volner retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
Thanatos Shard
Aura none; CL 17th
Slot --; Price 150,000 gp; Weight 1 lb.
===== Description =====
This fragment of oily black diamond gives the unsettling feeling of being watched whenever visible, and a soft whimpering fills one’s mind when the shard is held. Specifically crafted as an indestructible vessel for a mortal spirit, the shard allows you to cast trap the soul once per day, using the shard as the material component regardless of the target’s hit dice, until the spell has been cast successfully. Once the shard contains a soul you can communicate telepathically with spirit within as long as the shard is touched. At your command the soul can be released to dominate a nearby creature, as the magic jar spell. If you know the arcane ritual to become a lich and use the contained soul’s original body instead of a living creature, the transfer of the soul is permanent and the captured spirit becomes a lich against his will, treating the shard as his new phylactery. You can release the soul at will with a mental command.
The thanatos shard resists destruction as if it had hardness 50 and 200 hp, and is completely immune to spells and supernatural abilities except as follows. Holy weapons of at least +6 enchantment bypass the shard’s hardness, and while inside the aura of a consecrate spell the stone becomes an inert chunk of rock. If the shard is already being used as a phylactery when this occurs the bound lich is not immediately destroyed, but does become vulnerable to destruction like any other undead.
===== Construction =====
Requirements Craft Wondrous Item, antimagic field, magic jar trap the soul, wall of force; Cost 75,000 gp
Netter orki
(http://paizo.com/image/content/RPGSuperstar/2011/Character11.jpg)
Spoiler (Anzeigen)LYELL CR 9
Male dhampir antipaladin 9
CE Medium humanoid (dhampir)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +1
===== Defense =====
AC 25, touch 13, flat-footed 24; (+10 armor, +2 deflection, +1 Dex, +2 natural)
hp 90 (9d10+36)
Fort +14, Ref +10, Will +11 (+2 vs. disease and mind-affecting effects)
Defensive Abilities negative energy affinity, resist level drain
===== Offense =====
Spd 20 ft.
Melee +1 grayflame greatsword +14/+9 (2d6+7)
Spell-Like Abilities (CL 9)
3/day--detect undead
Special Attacks channel negative energy (5d6, DC 18), cruelty (nauseated, sickened, or staggered, DC 18), touch of corruption (5d6, 8/day)
Antipaladin Spells Prepared (CL 6th, concentration +10)
2nd--darkness, invisibility
1st--command (2; DC 15), doom (2; DC 15)
===== Tactics =====
During Combat Lyell declares smite on any cleric or paladin, followed by activating his fiendish bond. Next round Lyell activates his sword's grayflame ability and attacks with Power Attack and Vital Strike.
Morale If below 15 hit points, Lyell imbibes potions to assume an invisible, gaseous form and flees. He knows not all battles can be won.
===== Statistics =====
Str 18, Dex 12, Con 14, Int 12, Wis 8, Cha 18
Base Atk +9; CMB +13; CMD 26
Feats Cleave, Lunge, Power Attack, Toughness, Vital Strike
Skills Bluff +18, Intimidate +16, Knowledge (religion) +13, Perception +1; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Osiriani
SQ aura of cowardice, aura of despair, aura of evil, detect good, fiendish bond (weapon), plague bringer, smite good 3/day (+4 to attack roll, +9 damage), unholy resilience.
Combat Gear flask of five fifths (potion of gaseous form, potion of inflict serious wounds (3), potion of invisibility); Other Gear +1 dastard full-plate, +1 grayflame greatsword, amulet of natural armor +2, belt of physical might +2 (Strength and Constitution), cloak of resistance +2, headband of alluring charisma +2, ring of protection +2, robe of bones.
===== Special Abilities =====
Resist Level Drain (Ex) Lyell takes no penalties from energy draining effects, though he can still be killed if more negative levels than his Hit Dice are accrued. After 24 hours, any negative levels are removed without the need of additional saving throws.
Spoiler (Anzeigen)Tengu Blademaster (Fighter)
All tengus train with swords from birth, but only a few truly dedicate themselves to mastering the art of swordplay. Tengu blademasters are gifted swordsmen, each combining his dangerous bite and racial affinity with swords into a unique, yet deadly fighting style. These fighting school benefits apply only to the tengu’s bite attack and sword-like weapons as defined by the tengu’s swordtrained racial trait.
Many Sword Style (Ex): Starting at 2nd level, if the tengu blademaster has a sword selected for the Weapon Focus feat, he may apply the benefit of the feat to any sword he wields. He may apply Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization in a similar fashion. The blademaster may only apply these benefits to a newly acquired sword after familiarizing himself with it, requiring 1 minute of practice, even if already familiar with another sword of the same type. A blademaster only need familiarize himself with any sword once. At 10th level, he only requires a full-round action to familiarize himself with a sword. This ability replaces bravery.
Blademaster’s Defense (Ex): Starting at 3rd level, when a blademaster makes a full attack including at least one sword and bite attack, he receives a +1 dodge bonus to AC against melee attacks. This bonus increases by 1 for every four levels after 3rd. This ability replaces armor training 1 and 3.
Tengu Weapon Training (Ex): At 5th level, the blademaster gains weapon training 1, but the bonuses only apply when wielding a sword or using a bite attack. At 17th level, the blademaster receives weapon training 2. This ability replaces weapon training 1 and 4.
Iron Beak (Ex): At 7th level, the blademaster reduces the penalty to attack rolls when using his bite as a secondary weapon to -2. At 15th level, he adds his full strength modifier to damage dealt by a secondary bite attack. This ability replaces armor training 2 and 4.
Beak and Blade (Ex): At 9th level, as a standard action, a blademaster can make a single melee attack with a sword. If the attack hits, he may attempt a dirty trick or steal combat maneuver with his beak, using his full base attack bonus, as a free action that does not provoke an attack of opportunity. This ability replaces weapon training 2.
Powerful Beak (Ex): At 13th level, the blademaster is considered one size larger when determining the damage dealt by his bite attack and CMB when using his beak. This ability replaces weapon training 3.
Tengu Weapon Mastery (Ex): At 20th level, the blademaster gains weapon mastery as per the fighter class feature, but may only select a sword or his bite attack.
Spoiler (Anzeigen)The Gentleman Knave CR 9
Male human rogue (rake, APG 134) 10
CN Medium humanoid (human)
Init +5; Senses Perception +12
=====Defense=====
AC 25, touch 16, flat-footed 19 (+5 armor, +5 Dex, +1 dodge, +4 shield)
hp 78 (10d8 + 30)
Fort +5, Ref +13, Will +5
Defensive Abilities evasion, improved uncanny dodge
=====Offense=====
Spd 30 ft.
Melee +1 rapier +13/+8 (1d6+1/18-20)
Ranged shortbow +12 (1d6/x3)
Special Attacks sneak attack +5d6
Spell-Like Abilities (CL 10th)
2/day – vanish (DC 13)
=====Tactics=====
Before Combat: Unless surprised, the Gentleman Knave casts shield before fighting.
During Combat: The Knave and his band of thieves prefer to strike quickly and disappear. In pitched battle, he challenges noble opponents to single combat; if refused, he targets spellcasters. He feints and uses bravado’s blade. The Knave is merciful unless his secret is threatened – then he fights to kill.
Morale: The Knave flees immediately if badly outnumbered. Otherwise, he fights until another day triggers, then retreats with vanish. If cornered he surrenders graciously, planning to escape later.
=====Statistics=====
Str 10 Dex 20 Con 12 Int 14 Wis 8 Cha 14
Base Atk +7/+2; CMB +7; CMD 23
Feats Combat Expertise, Dodge, Improved Feint, Iron Will, Toughness, Weapon Finesse
Skills Acrobatics +18, Bluff +18, Diplomacy +18, Disguise +15, Escape Artist +18, Intimidate +15, Knowledge (local) +10, Perception +12, Sense Motive +12, Sleight of Hand +13, Stealth +18, Use Magic Device +15
Languages Common, Kelish, Goblin
SQ bravado’s blade, rake’s smile, rogue talents (another day, befuddling strike, major magic, offensive defense, surprise attack)
Combat Gear potion of cure serious wounds (2); Other Gear +1 mithral shirt, +1 rapier, shortbow, belt of incredible dexterity +2, cloak of resistance +1, entertainer’s outfit, wand of disguise self (27 charges), wand of shield (39 charges), 297 gp
Spoiler (Anzeigen)First World Druid (Druid)
The First World is a place of wild vitality and bizarre creatures. In places where the fabric of reality has worn thin it can bleed over into the material plane. Druids dwelling near such breeches often display an affinity for a natural world that doesn't really exist.
Nature Bond (Ex): A first world druid may not select an animal companion or the Animal domain. Instead, she adds the Travel and Trickery domains to those usually available to druids.
Beast Empathy (Ex): A first world druid can improve the atttude of magical beasts with an intelligence of 1 or 2 as a normal druid can with animals. She can also use this ability to influence animals, but she takes a –4 penalty on the check. This ability replaces Wild Empathy.
Wild Shape (Su): A first world druid gains this ability at 6th level, except that her effective druid level for the ability is equal to her druid level -2. At 10th level she can assume the form of a Small or Medium magical beast, at 12th level a Tiny or Large magical beast. This effect functions as beast shape IV.
Tane's Power (Su): When wildshaped into a Huge plant or Large magical beast, or shapechanged into a Huge plant, Large magical beast or Huge dragon, the first world druid gains an additional ability based on the creature type she assumed.
Sard's Electrical Jolt: When in plant shape, every time a creature strikes her with a metal melee weapon, arcs of electricity deal 2d6 points of damage to the attacker.
Thrasfyr's Entangling Chains: When in magical beast shape she grows six chains from her body. As a standard action, she can cause these chains to snake outward to a radius of 20 feet and thrash about violently. All creatures in this area take 10d6 points of slashing damage and become entangled - a Reflex save halves the damage and negates the entangled condition. An entangled creature can escape with a Reflex save or a DC 30 Escape Artist check made as a full-round action. The chains can also be sundered (hardness 10, hp 5, Break DC 26). The save DC is Dexterity-based.
Jabberwock's Burble: When in dragon shape she can burble once every 1d4 rounds as a standard action. This blast of strange noises and shouted nonsense affects all creatures within a 30-foot-radius spread - these creatures must make a Will save or become confused for 1d4 rounds. This is a mind-affecting sonic effect. The save DC is Charisma-based.
These are in addition to the normal benefits of the assumed forms. This ability replaces Timeless Body.
Spoiler (Anzeigen)Chronologist (Oracle)
Through deep contemplation and a natural affinity, the chronologist possesses a consummate understanding of the ebb and flow of time. This unique perspective allows him to weave the parallel threads of past, present and future for his own purposes. A chronologist has the following class features.
Weapon and Armor Proficiency: Chronologists are proficient with all simple weapons as well as the scythe, light armor, medium armor, and shields (except tower shields).
Speak In Riddles (Ex): A chronologist's phraseology mirrors his distinctive and complex view of the world, often making communication with him tiresome. A nonplayer character's initial attitude decreases by one step when first meeting the chronologist. At 5th level, the chronologist's ominous tone earns him a +3 competence bonus to Intimidate checks. At 10th level, the bonus increases to +6. At 15th level, having contemplated eternity, the chronologist gains immunity to the confused condition. This ability replaces oracle's curse.
Mystery Bond: When selecting an oracle mystery, the chronologist must choose from one of the following: bones, heavens, life, lore or nature. The selection of oracle revelations at 1st, 7th and 15th level is replaced with the chronologist abilities listed below.
Glimpse the Future (Su): The chronologist is difficult to surprise, granting him a +2 insight bonus to Perception checks against surprise attacks and traps. The bonus increases to +4 at 10th level. This ability replaces the 1st level oracle revelation.
Manipulate Time (Sp): Once per day, the chronologist can break the temporal bonds and cast either haste or slow using his chronologist level as the caster level. This ability replaces the 7th level oracle revelation.
Transcendent Consciousness (Sp): With great concentration a chronologist can examine a location and experience what recently transpired there just as if he were present during the time. For every minute the chronologist concentrates, he can observe one minute into the past, beginning with the moment he started concentrating and working backward. The chronologist may use this ability for a number of minutes per day equal to 3 times his class level, but doing so is taxing, causing him to become fatigued immediately thereafter. A chronologist may not use this ability while fatigued or exhausted. Distractions while concentrating are handled as if casting an 8th level spell. This ability replaces the 15th level oracle revelation.
Spoiler (Anzeigen)Impaler (Fighter)
Originating from Cheliax, the Empire of Devils, the impaler uses a fighting style that emulates that of the barbed devil. Bristling with spikes, an impaler is a master of close combat, skewering foes against his armor and only relinquishing his grasp once there is nothing left but bloody meat.
Spike Expert (Ex): At 5th level, an impaler gains a +1 bonus on attack and damage rolls with spiked armor and spiked gauntlets. This bonus also applies to CMB and CMD for grappling. This bonus increases by +1 per four levels after 5th. This ability replaces weapon training 1.
Vicious Spines (Ex): At 9th level, when a creature ends its turn grappling with the impaler, that creature takes damage as though struck by the impaler’s armor spikes. This ability replaces weapon training 2.
Retaliatory Strike (Ex): At 13th level, when an impaler is hit by a melee weapon without reach, an unarmed strike, or a natural attack, he can make an attack with his spiked armor against his attacker as an immediate action. This ability replaces weapon training 3.
Grasping Barbs (Ex): At 17th level, whenever an impaler wearing spiked armor is hit by an unarmed strike or a natural attack, the attacker must make a Reflex save or automatically become grappled by the impaler. The DC of this save is equal to 10 + 1/2 the impaler’s level + the impaler’s Strength modifier. This ability replaces weapon training 4.
Meat Shield (Ex): At 19th level, an impaler gains DR 5/- whenever he is in a grapple. The damage prevented is instead dealt to another creature, of the impaler’s choice, that is engaged in a grapple with the impaler. This ability replaces armor mastery.
Impale (Ex): At 20th level, when an impaler has a creature pinned, he can choose to impale that creature with a successful grapple check. An impaled creature takes damage from the impaler's armor spikes and must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the impaler's level + the impaler's Strength modifier. Once a creature has been a target of an impale attempt, regardless of whether or not the save is made, that creature is immune to that impaler's impale for 24 hours. Creatures that are immune to critical hits are also immune to this ability. This ability replaces weapon mastery.
Spoiler (Anzeigen)Varisian Carver (Fighter)
Varisian carvers have taken the common knife fight and elevated it to a deadly art form. Originating in Riddleport’s back alleys, the fighting style has spread throughout Varisia. Today, Korvosa, Magnimar, and Riddleport have schools and coteries that teach this brutal technique, though many of these groups are little more than organized gangs of well-trained hooligans. Most Varisian carvers are boastful scoundrels, who shamelessly employ trickery and misdirection to overcome their foes. A Varisian carver’s fighting school benefits only apply when she wears light armor and wields a single dagger.
Class Skills: Acrobatics, Bluff, Climb, Craft, Intimidate, Knowledge (local), Profession, Sense Motive, Sleight of Hand. These replace the standard fighter class skills.
Skill Ranks Per Level: 4 + Int modifier.
Weapon and Armor Proficiency: Varisian carvers are proficient with light armor and simple weapons. They are not proficient with shields.
Slashing Knife (Ex): At 2nd level, a Varisian carver can add her Dexterity modifier (instead of Strength) to attack rolls with a dagger. She can also deal piercing or slashing damage. This ability replaces bravery.
Dagger Virtuoso (Ex): At 3rd level, a Varisian carver gains a +1 bonus to attack and damage rolls with a dagger. This bonus improves by +1 for every 4 levels beyond 3rd. This ability replaces armor training 1, 2, 3, and 4.
Perforate and Sever (Ex): At 5th level, when a Varisian carver hits an opponent with a dagger, the opponent takes bleed damage equal to the Varisian carver’s Dexterity modifier (minimum of 1) each turn on his turn, in addition to the damage dealt by the hit. The bleed damage increases by +2 for every 4 levels beyond 5th. This ability replaces weapon training 1 and 2.
Dastardly Feint (Ex): At 13th level, a Varisian carver gains the Greater Feint feat even if she does not meet the prerequisites. When she hits an opponent suffering the effects of her feint with her dagger, the opponent becomes stunned for 1 round. This ability replaces weapon training 3.
Knavish Strike (Ex): At 17th level, a Varisian carver gains the Greater Dirty Trick feat even if she does not meet the prerequisites. When she hits an opponent suffering the effects of her dirty trick with her dagger, the opponent suffers a critical threat. This ability replaces weapon training 4.
Crippling Thrust (Ex): At 19th level, when a Varisian carver confirms a critical hit with her dagger, the target must make a Fortitude save or gain the disabled condition. The DC of the save is 5 + ½ the Varisian carver’s level + the Varisian carver’s Dexterity modifier. This ability replaces armor mastery.
Weapon Mastery (Ex): A Varisian carver must choose a dagger.
Spoiler (Anzeigen)314 avatar
Knife Fighter (Fighter)
From gang members in the streets of Riddleport to discreet nobles in the courts of Cheliax, some fighters prefer the speed, subtlety and grace of the dagger over more cumbersome weapons.
Knife Expert (Ex): At 1st level, a knife fighter gains a +1 bonus on attack and damage rolls with daggers. In addition, a knife fighter gains a +1 bonus to CMB and CMD on disarm and sunder checks with daggers. These bonuses increase by +1 per four levels after 1st. This ability replaces weapon training 1.
Never Caught Unarmed (Ex): At 1st level, a knife fighter gains a bonus to Sleight of Hand checks to conceal a weapon on your body equal to 1/2 your fighter level (minimum +1). This ability replaces the bonus feat at first level.
Quicker Than the Eye (Ex): At 2nd level, a knife fighter gains a bonus equal to 1/2 his fighter level to all initiative checks. This ability replaces bravery.
Parrying Defense (Ex): At 3rd level, a knife fighter gains a +1 shield bonus to his AC when he is using a dagger in his off-hand, or has his off-hand free. This bonus increases by +1 for every four fighter levels the knife fighter possesses. This ability replaces armor training 1, 2, 3 and 4.
Cut and Run (Ex): At 6th level, as a full-round action that does not provoke an attack of opportunity, a knife fighter can make a combat maneuver check to hamper an opponent by targeting tendons in vulnerable locations, such as the wrist or hamstring. If it succeeds, the target is staggered for one round and the knife fighter can then make a normal move without provoking an attack of opportunity from the target. This ability replaces the bonus feat at 6th level.
Discreet Throw (Ex): At 9th level, a knife fighter can make ranged attacks with daggers without provoking an attack of opportunity. This ability replaces weapon training 2.
Barrage of Blades (Ex): At 13th level, when a knife fighter makes a full attack with daggers, he may make one extra attack at his full attack bonus. All attacks that round suffer a -2 penalty to hit. This applies to both melee and ranged attacks. This does not reduce the action required to draw a weapon. This ability replaces weapon training 3.
Master of the Blurred Hands (Ex): At 17th level, attacks made with barrage of blades no longer suffer the -2 penalty. This ability replaces weapon training 4.
Weapon Mastery (Ex): A knife fighter must choose the dagger.
Spoiler (Anzeigen)Karuuk Soulrender CR 9
Male vampire orc aristocrat 1/ barbarian (brutal pugilist, APG 78) 7
CE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60ft., low-light vision; Perception +12
===== Defense =====
AC 22, touch 14, flat-footed 18; (+1 armor, +1 dodge, +3 Dex, +7 natural,)
hp 85 (7d12+1d8+36); fast healing 5
Fort +8, Ref +7, Will +4
Defensive Abilities channel resistance +4; DR 10/magic and silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
===== Offense =====
Spd 40 ft.
Melee slam +14 (1d4+7 plus energy drain)
Special Attacks blood drain, children of the night, create spawn, dominate (DC 16), energy drain (2 levels, DC 16), improved savage grapple, pit fighter, rage (19 rounds/day), rage powers (animal fury, scent, strength surge), savage grapple
===== Tactics =====
During Combat Karuuk begins by dominating a heavily armored opponent and ordering them to kill their party's spell caster. He then rages, grapples the cleric or rogue, quickly establishes a pin, drains blood until dead, he then grapples new opponent.
Morale When below 20 hp, or if in melee with four or more foes he will attempt to escape using gaseous form. He then waits to heal, consumes potion of Fox's Cunning and returns to combat.
===== Statistics =====
Str 25, Dex 16, Con --, Int 13, Wis 10, Cha 16
Base Atk +7; CMB +14 (+20 grapple); CMD +27 (31 vs. grapple)
Feats Alertness(B), Combat Reflexes(B), Dodge(B), Greater Grapple, Improved Initiative(B), Improved Grapple, Improved Unarmed Strike, Lightning Reflexes(B), Power Attack, Toughness(B)
Skills Acrobatics +13, Intimidate +13, Knowledge: History +8, Perception +12, Spellcraft +2, Stealth +12, Survival +10
Languages Common, Orc
SQ change shape (dire bat of wolf beast shape II), gaseous form, shadowless, spider climb
Combat Gear amulet of natural armor +1, bracers of armor +1; Other Gear 4 potions of Fox's Cunning, 3,600 gp in assorted trophies and tomes of lore concerning Gallowspire.
Spoiler (Anzeigen)Nyrazha, Soul Slayer CR 8
Female dhampir monk (hungry ghost monk, APG 110) 9
LE Medium humanoid (dhampir)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +4
===== Defense =====
AC 26, touch 20, flat-footed 22; (+4 armor, +1 deflection, +1 dodge, +4 Dex, +2 monk, +2 natural, +2 Wis)
hp 62 (9d8+18)
Fort +6, Ref +10, Will +8 (+2 vs. disease, enchantment, and mind-affecting effects)
Defensive Abilities improved evasion, negative energy affinity, resist level drain
Weakness light sensitivity
===== Offense =====
Spd 60 ft.
Melee unarmed +8/+3 (1d10+2 plus 1d6 sonic), unarmed flurry of blows +9/+9/+4/+4 (1d10+2 plus 1d6 sonic)
Special Attacks flurry of blows, steal ki, life funnel, punishing kick (9/day, DC 16, prone)
Spell-Like Abilities (CL 9th)
3/day--detect undead
===== Tactics =====
Before Combat Nyrazha drinks a potion of mage armor and a potion of barkskin.
During Combat Nyrazha’s minions attack anyone with a visible holy symbol. She uses flurry of blows, Punishing Kick, and Vital Strike in melee. She uses life funnel and steal ki as often as possible. She uses Mobility, Catch Off-Guard, and Throw Anything when necessary. She uses the robe of bones to reinforce her undead.
Morale Nyrazha retreats if her hit points fall below half the total and she has no potions of inflict light wounds. She also retreats if more than half her undead minions are turned or destroyed.
Base Statistics AC 19, touch 19, flat-footed 15; (+1 deflection, +4 Dex, +2 monk, +2 Wis)
===== Statistics =====
Str 14, Dex 18, Con 10, Int 10, Wis 14, Cha 10
Base Atk +6/+1; CMB +13; CMD 28
Feats Agile Maneuvers, Catch Off-Guard(B), Dodge, Extra Ki, Improved Unarmed Strike(B), Mobility(B), Punishing Kick(B), Throw Anything(B), Toughness, Vital Strike
Skills Acrobatics +16 (+25 Jump only), Bluff +2, Climb +14, Escape Artist +16, Perception +4, Stealth +16; Racial Modifiers +2 Bluff, +2 Perception
Languages Common
SQ fast movement, high jump, ki pool (8 points, magic), maneuver training, slow fall 40 ft, undead resistance
Combat Gear 5 potions of inflict light wounds, 3 potions of mage armor, potion of barkskin; Other Gear Amulet of Mighty Fists (thundering), ring of protection +1, robe of bones
===== Special Abilities =====
AC Bonus (Ex)
Evasion (Ex)
Fast Movement (Ex)
Flurry of Blows (Ex)
High Jump (Ex)
Improved Evasion (Ex)
Ki Pool (Su)
Life Funnel (Su)
Maneuver Training (Ex)
Resist Level Drain (Ex)
Slow Fall (Ex)
Steal Ki (Ex)
Still Mind (Ex)
Spoiler (Anzeigen)Sarkun CR 9
Male shoanti (Skoan-Quah) druid (cave druid) 10
NE Medium Humanoid (human)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +16
===== Defense =====
AC 23, touch 12, flat-footed 19; (+5 armor, +2 Dex,+4 natural,+2 shield)
hp 65 (10d8+20);
Fort +10, Ref +6, Will +11
Defensive Abilities resist subterranean corruption; DR 10/adamantine; Immune poison
===== Offense =====
Spd 30 ft.
Melee +1 klar +10/+5 (1d6+3)
Ranged mwk shoanti bolas +10/+5 (1d4+2)
Special Attacks wild shape 3/day
Domain Spell-Like Abilities (CL 10th; concentration +13)
6/day—touch of darkness (5 rounds)
Druid Spells Prepared (CL 10th, concentration +13)
5th—stoneskin, summon monster V(D), transmute rock to mud
4th—freedom of movement, rusting grasp, shadow conjuration(D) (DC 17), spike stones (DC 17)
3rd—deeper darkness(D), meld into stone, poison (2, DC 16), quench (DC 16)
2nd—barkskin, blindness/deafness(D) (blindness only, DC 15), chill metal (DC 15), soften earth and stone, spider climb, summon swarm
1st—magic stone (3), pass without trace (2), obscuring mist(D)
0—detect magic, flare (DC 13), guidance, light
D Domain spell; Domains Darkness
===== Tactics =====
Before Combat Sarkun casts stoneskin, barkskin, and drinks his potion of darkvision before combat.
During Combat Sarkun will manipulate the battlefield to his advantage by hampering vision with quench and deeper darkness, and movement by using soften earth and stone, spike stones, and transmute rock to mud. He utilizes his mobility spells, like freedom of movement, as needed.
Morale If Sarkun’s stoneskin ends or he is reduced below 20 hp, he will flee using obscuring mist to cover his retreat before using meld into stone to heal and regroup.
Base Statistics Without barkskin, darkvision, or stoneskin, Sarkun’s stats are: Senses low-light vision; AC 19, flat-footed 15; DR n/a
===== Statistics =====
Str 14, Dex 14, Con 14, Int 10, Wis 16, Cha 8
Base Atk +7; CMB +9; CMD 21
Feats Aspect of the Beast (nightsenses), Blind-Fight(B), Exotic Weapon Proficiency (shoanti bolas), Improved Shield Bash, Martial Weapon Proficiency (klar)(B), Natural Spell, Stealthy
Skills Climb +13, Escape Artist +2, Knowledge (dungeoneering) +15, Knowledge (nature) +13, Perception +16, Stealth +12, Survival +18
Languages Common, Shoanti, Druidic
SQ cavesense, eyes of darkness (5 rounds), lightfoot, nature bond (Darkness domain), tunnelrunner, wild empathy +8
Combat Gear 2 potions of cure moderate wounds, potion of darkvision; Other Gear +1 hide armor, +1/+1 klar, 3 masterwork shoanti bolas, cloak of resistance +1, holly and mistletoe, 28 gp