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Hill Giant Slave

CrimsonDM's page

2,362 posts. Alias of therealthom.

Full Name

Crimson DM

About CrimsonDM

Name...........Initiative..Perception ..Sense Motive .. AC (full,flat,touch)

Emerion.....+4.........+8..................+8......19, 15, 14
Varlis .....+6.........+13.................+10.....23,19,14

Darthen.....+3.........+8(+2 v humans, +2 visual)..16,13,13


Character Generation Rev A

First Dinner at Dorman's

End of Prologue (Jeorik with Vander girls)

After Lamm, dinner with Heather's family and then the Vanders

Meeting the Queen

After the Dead Warrens

Barvasi 1

Barvasi 2

End of Anarchy

Initial Bloodveil Timeline


Bahor (aka Glorio Arkona) CR 14
Male rakshasa rogue 10
LE Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Listen +20, Spot +20
AC 36, touch 19, flat-footed 30
(+4 armor, +3 deflection, +6 Dex, +9 natural, +4 shield)
hp 168 (17 HD; 7d8+10d6+102)
Fort +14, Ref +18, Will +8
Defensive Abilities evasion, improved uncanny dodge, slippery
mind, trap sense +3; DR 15/good and piercing; SR 27
Spd 40 ft.
Melee +2 kukri +22/+17/+12 (1d4+4/15–20) and
claw +15 (1d4+1) and
bite +15 (1d6+1)
Special Attacks change shape, detect thoughts (DC 17), sneak
attack +5d6
Spells Known (CL 7th, +20 ranged touch)
3rd (5/day)—lightning bolt (DC 17), fly
2nd (7/day)—invisibility, scorching ray, web (DC 16)
1st (7/day)—charm person (DC 15), mage armor, obscuring
mist, protection from good, ray of enfeeblement
0 (6/day)—acid splash, arcane mark, detect magic, mage
hand, mending, message, prestidigitation
Before Combat Bahor casts mage armor as soon as the prospect
of combat looms (such as hearing his alarms activated).
He then uses his third eye to check the various rooms in
his palace for intruders, using clairaudience/clairvoyance, if
necessary, to watch them. As soon as his foes seem to be
drawing near, he casts shield and protection from good.
During Combat Bahor favors the use of his spells in combat,
since he only reverts to his true form if his enemies know
of his true nature. Even then, he only relies on his melee
attacks if his spells are exhausted or proving useless.
Morale Bahor has little interest in risking everything on bad
luck—if reduced to less than 50 hit points, he attempts to
escape by a combination of invisibility and his boots of speed.
If he escapes, he retreats to the Cerulean Society guildhall
elsewhere below Old Korvosa to wait things out—he does
not return to vex the PCs. Bahor only stays behind to fight
to the death if his enemies show that they know of his true
nature—allowing anyone to escape his clutches with this
knowledge is the thing he fears the most.
Base Statistics AC 32, touch 19, flat-footed 26
Str 15, Dex 22, Con 22, Int 12, Wis 10, Cha 18
Base Atk +14; Grp +16
Feats Combat Reflexes, Dodge, Improved Critical (kukri),
Mobility, Spring Attack, Weapon Finesse
Skills Bluff +28 (+32 when reading minds), Concentration +16,
Diplomacy +20 (+30 using change shape, +34 when also
reading minds), Disguise +28, Intimidate +26, Knowledge
(local) +21, Knowledge (nobility and royalty) +6, Listen +20,
Move Silently +26, Sense Motive +10, Spot +20
Languages Common, Infernal, Vudran
SQ trapfinding
Combat Gear wand of illusory script (22 charges), wand of shield
(34 charges); Other Gear +2 kukri, amulet of health +2, ring of
protection +3, boots of speed, third eye, ring of keys (opens all
locks in and under Arkona Palace)
Treasure: The bloodstone paperweight on the desk is
a third eye bloodstone worth 500 gp. The exotic stringed
instrument is a Jawassan Sitar. Decorated with gold filigree
work depicting crocodiles eating storks, it is worth 350 gp.
All of Bahor’s other treasures are either carried or kept in
his treasury.
Ad Hoc Experience Award: If the PCs negotiate with
Bahor and learn from him where Neolandus and Vencarlo
are being held without resorting to violence, award

Third Eye
Aura moderate divination;
CL 11th
Slot —; Price 20,000 gp;
Weight —
The practice of third eye magic has
a long-standing tradition among a
Vudran mystical organization known
as the Daughters of the Blinding Night.
A practitioner of this mysterious sect visited
Bahor and Vimanda some years ago to grant
them this magic in return for a wealth of magic
and secrets the Arkonas stole from the Acadamae.
As part of the process of gaining a third eye,
the creator grafts an actual eye into the palm of the
recipient’s hand. Generally human eyes are used, but
any eye harvested from a creature the same size as the
recipient will do. Once an eye is grafted into a palm,
it is undetectable while closed and doesn’t hinder the
user’s manual dexterity in the slightest. When in use,
the eye opens.
The owner of a third eye can use it to see through the
donor creature’s remaining eye. The third eye can also be
attuned to specially prepared bloodstones, allowing the
user to observe things in that stone’s vicinity as if it were
an eye as well. Preparing a bloodstone in this manner
requires it to soak in a potion of clairvoyance/clairaudience
for a week, at the end of which the owner drinks the
potion and spits the bloodstone into the hand bearing
the third eye. These bloodstones are often incorporated
into magic items like phylacteries, rings, or amulets,
allowing the user to gift such items to other creatures and
thus gain a new viewpoint. This remote viewing ability
functions at any range while on the same plane. It also
allows the user to cast clairaudience/clairvoyance up to
three times per day.
As long as the third eye is open in a hand that isn’t
holding an object, the creature gains all-round vision,
granting a +4 bonus on Spot checks and making it
impossible to flank them. Rakshasas, whose fingers bend
backwards, can use the powers of their third eyes while
holding an object since the eye effectively looks out of the
“back” of their hand.
A third eye cannot be transferred between creatures—if
removed from the owner’s body, the third eye is destroyed.
A third eye that remains in the owner’s palm but is
damaged or otherwise permanently blinded becomes
useless until a remove blindness spell is cast upon it.
Constr uction
Requirements Craft Wondrous Item, clairvoyance/
clairaudience, access to obscure Blinding

Vimanda (AKA Melyia Arkona) CR 12
Female rakshasa monk 6
LE Medium outsider (native)
Init +5; Senses darkvision 60 ft.; Listen +12, Spot +12
AC 31, touch 17, flat-footed 27
(+5 Dex, +1 monk, +9 natural, +4 shield, +2 Wis)
hp 136 (13d8+78)
Fort +15, Ref +15, Will +12
Defensive Abilities evasion, slow fall
30 ft., still mind; DR 15/good and piercing; Immune non-magical disease; SR 27
Spd 90 ft.; fly 60 ft. (good)
Melee +1 ki focus shock kukri +19/+14/+9 (1d4+4 plus 1d6
electricity) and
claw +15 (1d4+1) and
bite +15 (1d6+1)
Ranged javelin of lightning (120 ft. line, 5d6 electricity, Reflex
DC 14 half )
Special Attacks change shape, detect thoughts (DC 15), flurry
of blows
Spells Known (CL 7th; +17 ranged touch)
3rd (5/day)—fly, suggestion (DC 16)
2nd (7/day)—invisibility, locate object, scorching ray
1st (7/day)—charm person (DC 14), magic missile, expeditious
retreat, shield, ray of enfeeblement
0 (6/day)—acid splash, detect poison, ghost sound (DC 13),
mage hand, mending, message, prestidigitation
Before Combat Vimanda Arkona begins in area E13. As soon
as the first rotation occurs, Vimanda dons a ragged suit of
tattered leather armor (this ruined armor doesn’t impede
her spellcasting, but neither does it grant an armor bonus)
and changes shape to disguise herself as Vencarlo Orisini.
She then casts fly, invisibility, expeditious retreat, and shield.
If she knows the PCs carry an object familiar to her, she
casts locate object on that item to help her track them.
She then begins seeking out the PCs, either patrolling
the dungeon in a generally clockwise fashion or beelining
for them if she has locate object active. If she encounters
Sivit, she retreats immediately. Vimanda knows that there
are several symbols placed throughout the dungeon, and
even though they don’t affect her since she’s lawful evil,
she may decide to warn the PCs about a few of them in an
attempt to gain their trust once she meets them.
During Combat When she first encounters the PCs, disguised
as Vencarlo, Vimanda tries to convince them that Bahor
sent them down here to die. She warns them about Sivit,
and tries to encourage the PCs to leave the labyrinth to
return to the palace above to confront Bahor (she explains
her kukri and javelins away by saying they’re the only
weapons she’s been able to recover in this dungeon). If this
works, she hangs back in any fight against Bahor—as soon
as Bahor realizes what’s going on (which shouldn’t take
long, especially if he successfully reads Vimanda’s mind), he
tries to blow her cover to win the PCs back to his side. If, on
the other hand, the PCs see through Vimanda’s deception,
she snarls and attacks. In combat, she takes to the air and
favors her javelins, scorching rays, and magic missiles. If
pushed into melee, she switches to her physical attacks,
delivering stunning fists with her ki focus kukri on her first
attack each round.
Morale Vimanda attempts to flee the Vivified Labyrinth to
recover in area D17 if brought below 10 hit points.
Base Statistics AC 27, touch 17, flat-footed 23; Spd 60 ft.
Str 16, Dex 20, Con 20, Int 10, Wis 14, Cha 16
Base Atk +12; Grp +15
Feats Combat Reflexes, Deflect Arrows, Improved Critical
(kukri), Improved Disarm, Multiattack, Stunning Fist,
Weapon Finesse, Weapon Focus (kukri)
Skills Bluff +17 (+21 when reading minds), Concentration +15,
Disguise +17 (+27 when using change shape, +31 when also
reading minds), Hide +17, Listen +12, Move Silently +15,
Perform (dance) +13, Sense Motive +12, Spot +12, Tumble +17
Languages Common, Infernal, Vudran
SQ ki strike (magic)
Gear +1 ki focus shock kukri, javelins of lightning (3)


Joziah, Heather's scribe at Pilt's court.

Jerry and Anne, Heather's guardsmen.

Tomasso the man-mountain. Charmed by Heather at Lil's Emporium and still besotted.

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