Here's a bit of bonus material for the Pathfinder Module Realm of the Fellnight Queen. The RPG Superstar 2009 adventure by Neil Spicer originally featured this character in one encounter, but she ended up on the cutting room floor to make the adventure fit the page count. Now she's back and ready to annoy some PCs!
Spoiler:
Arvormeigh originally appeared in the Upper Pool area of the Dead Man's Drop encounter, along with an allied Large water elemental (CR 5), for a CR 7 encounter. If your PCs are especially tough, you could add her to the encounter as presented in the adventure, resulting in a CR 8 encounter.
ARVORMEIGH CR 5 XP 3,200
Female nixie rogue 5; (Pathfinder RPG Bonus Bestiary 15)
NE Small fey (aquatic) Init +6; Senses low-light vision; Perception +8 DEFENSE AC 18, touch 18, flat-footed 11 (+6 Dex, +1 dodge, +1 size) hp 43 (7 HD; 2d6+5d8+14) Fort +3, Ref +13, Will +4 Defensive Abilities evasion, uncanny dodge; DR 5/cold iron; SR 12 OFFENSE Speed 20 ft., swim 30 ft. Melee short sword +11 (1d4/19–20) Ranged+1 shortbow +12 (1d4+1/x3) Special Attacks lure (as harpy's captivating song, DC 16), sneak attack +3d6 plus 3 bleed Spell-Like Abilities (CL 12th; concentration +16)
3/day—charm person (DC 16)
1/day—water breathing TACTICS Before Combat Arvormeigh observes intruders from the pool while in fish form to discern their intent. Then she reverts to her natural form to drink her potion of resist energy before swimming to the water's surface to speak with them. A Sense Motive check (DC 22) detects the nixie stalling for time during the conversation—she waits only long enough for the next obscuring mist from the wardstones before attacking (see Hazard). During Combat Arvormeigh knows the pool well enough to time the waves of mist to her advantage. On any round while her vision remains unimpeded, she keeps her distance, rising from the water to shoot opponents with her bow and making sure to use her Deadly Aim feat and bleeding attack ability if possible, selectively targeting spellcasters with sleep arrows. During rounds with the obscuring mist in place, Arvormeigh uses her lure ability instead, drawing victims into the pool and the waiting vortex of her elemental ally. She uses sneak attack underwater on anyone left in the pool. Morale As the final guardian of the wardstones, Arvormeigh fights to the death, only temporarily retreating to drink her potion of cure moderate wounds before resuming the attack. STATISTICS Str 10, Dex 22, Con 14, Int 12, Wis 10, Cha 21 Base Atk +4; CMB +3; CMD 19 Feats Deadly Aim, Dodge, Point-Blank Shot, Precise Shot, Weapon Finesse Skills Acrobatics +14, Bluff +12, Craft (jewelry) +5, Diplomacy +12, Escape Artist +15, Handle Animal +12, Knowledge (nature) +10, Linguistics +5, Perception +8, Perform (dance) +12, Perform (sing) +12, Sense Motive +8, Stealth +17, Swim +17 Languages Aquan, Elven, Sylvan SQ amphibious, change shape (Small or Medium aquatic creature, beast shape I), rogue talents (bleeding attack, combat trick), trapfinding, trap sense +1, wild empathy +13 Combat Gearpotion of cure moderate wounds, potion of resist energy (electricity) ; Other Gear+1 shortbow, sleep arrows (6), cold iron arrows (20), short sword, aquamarine necklace worth 250 gp with matching bracelets worth 50 gp each
Qadira, Gateway to the East is a bit unique. It got delayed by the Paizo "snowpocalypse" of 2008, and its revised release date placed it much closer to the release date of the Pathfinder RPG Core Rulebook. Rather than publishing a regional sourcebook and follow it a month later with the new rules, we secretly replaced its regular coffee with... I mean, secretly updated all the rules content to the Pathfinder RPG. So, technically, Qadira is a preview of Pathfinder that's available right now... we just kept it a secret.
Qadira is a cool book, especially if you like adventures in the style of Aladdin, Ali Baba, and Sinbad. The book gives the history of Qadira, its political climate (internal and external), a geographical overview, an in-character Qadiran perspective on the races and character archetypes of Golarion, the city of Katheer, Qadiran magical studies, feats, the daivrat prestige class (why force genies to do your bidding when they'll do it willingly for you?), and—of course—new traits! It's also the only Pathfinder Companion with monsters instead of a regular Persona column—but given the unique role of genies in Qadira, these "monsters" may actually be relatives of Qadiran PCs, whether a half-janni or the suli-jann. And every daivrat needs a little zhyen genie buddy! Just treat them nicely or they may turn into a cruel prankster called a jocta...
Snagged from the Vault: Pathfinder #21—The Jackal's Price
Thursday, March 12, 2009
Once again, the foolhardy Purloiners have braved the depths of the Vault of the Golem to bring you, our faithful readers, a glimpse of the future. Featured here today is the cover of Pathfinder Adventure Path volume #21—The Jackal's Price. Enjoy it, dear readers, before the Golem returns to claim his prize...
Vadid and Nahk Preview Purloiners
A strange artifact discovered in the belly of an ancient ruin has all of Katapesh intrigued. Yet none can decipher the strange markings, nor confirm much about the scroll's purpose beyond the fact that the magic it contains is powerful indeed. In order to learn more, a trip to the sprawling market city of Katapesh itself must be mounted. Yet others want the map for themselves—scheming merchants eager to make their fortunes with its sale, enraged gnolls eager to reclaim what they feel rightfully belongs to them, and even a sinister hidden society willing to murder to claim the treasure as its own. What could be hidden within that could drive so many to such desperate acts of violence and mayhem? Is this artifact truly the one and only Scroll of Kakishon, and does the one who controls it control an entire world?
So, it struck me that we haven't spent much time on this blog talking about art. We've shown off plenty of it, but remember, it all has to come from somewhere! Sometimes we go to specific artists to get illustrations for Pathfinder products, but we also work with several studios of artists as well. One of our favorites to work with is Concept Art House.
Concept Art House is an international art studio/outsourcing company whose clients include the film industry, video games, print media, and entertainment related intellectual properties—like Pathfinder. The core founders have over 20 years of industry experience, and while they're headquartered in San Francisco, California, they also have a full production studio in Shanghai, China. You'll be seeing plenty of their work in the pages of Pathfinder products (such as the two illustrations featured with this post), but if you'd like to see more, head on over to their art galleries at www.conceptarthouse.com. Trust me, it's worth the visit!