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Strahd Pathfinder Stat Block Expedition to Castle Ravlenloft


Conversions


I am running Expedition to Castle Ravenloft and somewhere on these boards people have posted a "pathfindered" version of the famous vampire count

I have seen that the book is hit and miss with encounter levels and Strahd may be to big of a pussy cat for them any body ever converted him to Pathfinder and beefed him up so he can kill a party of apl 9 or so?

?


not the normal ravenloft seting just the 3.5 module ravenloft


found it here: any suggestions for a beef up?
this is basically a copy of the version in expedition to Castle Ravenloft. I had to change some of his feats around as they are some special undead type feats that are not present in Pathinder.

COUNT STRAHD VON ZAROVICH CR 11
Male Human Wizard 10
LE Medium Undead (Augmented Humanoid)
Init +7; Senses Darkvision (60 feet); Perception +25
--------------------
DEFENSE
--------------------
AC 22, touch 16, flat-footed 18. . (+3 Dex, +6 natural, +2 deflection, +1 dodge)
hp 92 (10d6+40); Fast Healing 5
Fort +9, Ref +11, Will +13
Defensive Abilities Channel Resistance +4; DR 10/magic, 10/silver; Immune Undead Traits; Resist cold 10, electricity 10
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Slam (Vampire Template) +9 (1d4+6) and
. . Unarmed Strike +9 (1d3+4)
Special Attacks Blood Drain, Children of the Night, Create Spawn, Dominate (DC 18), Energy Drain (2 levels) (DC 18)
Wizard Spells Known (CL 10, +9 melee touch, +8 ranged touch):
5 (DC 20, 3/day)Cloudkill, Mind Fog, Waves of Fatigue, Waves of Fatigue
4 (DC 19, 4/day)Dimension Door, Enervation, Fear, Fear, Scrying
3 (DC 18, 4/day)Deep Slumber, Fireball, Haste, Ray of Exhaustion, Ray of Exhaustion
2 (DC 17, 5/day)Blindness/Deafness, Blindness/Deafness, False Life, Fog Cloud, Scorching Ray, Spectral Hand
1 (DC 16, 6/day)Chill Touch, Chill Touch, Expeditious Retreat, Mage Armor, Magic Missile, Ray of Enfeeblement, True Strike
0 (DC 15)Detect Magic, Detect Magic, Message, Touch of Fatigue
--------------------
STATISTICS
--------------------
Str 18, Dex 16, Con -, Int 20, Wis 17, Cha 16
Base Atk +5; CMB +9; CMD 25
Feats Alertness, Combat Casting, Combat Reflexes (3 AoO/round), Dodge, Empower Spell, Extend Spell, Greater Spell Focus: Necromancy, Greater Spell Penetration, Improved Initiative, Lightning Reflexes, Maximize Spell, Scribe Scroll, Spell Focus: Necromancy, Spell Penetration, Toughness +10, Wizard Weapon Proficiencies
Skills Bluff +21, Diplomacy +13, Intimidate +13, Knowledge: Arcana +18, Knowledge: Religion +18, Perception +25, Sense Motive +17, Spellcraft +18, Stealth +17
Languages Common, Draconic, Elven, Giant, Infernal
SQ Abjuration, Change Shape (dire bat or wolf, beast shape II) (Su), Gaseous Form (Su), Grave Touch (8/day) (Sp), Illusion, Life Sight (10 rounds/day) (Su), Necromancy, Power Over Undead (8/day) (Su), Ring of Counterspells, Rod of Metamagic, Silent, Lesser, Spider Climb (Ex)
Other Gear Bead of Force, Cloak of Resistance, +3, Ring of Counterspells, Ring of Protection, +2, Rod of Metamagic, Silent, Lesser
--------------------
SPECIAL ABILITIES
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Blood Drain (Ex) Suck blood with a Grapple check (1d4 CON drain) to gain 5 HP.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dominate (DC 18) (Ex) As Dominate Person spell, takes standard action.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Drain (2 levels) (DC 18) (Ex) This attack saps a living opponent's vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature's description specifies how many). If an attack that includ
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Gaseous Form (Su) Assume Gaseous Form at will (as the spell).
Grave Touch (8/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus: Necromancy +1 to the Save DC of spells from one school.
Greater Spell Penetration +2 to caster level checks to overcome spell resistance.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Life Sight (10 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power Over Undead (8/day) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Ring of Counterspells This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.

Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp.
Rod of Metamagic, Silent, Lesser The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.

Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000 gp.
Spell Focus: Necromancy Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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Strahd bought it fast from my 3.5 group when I ran this. He needs to be significantly more powerful-- perhaps 2 more CR (they were at 9th when they ran him down) to provide the end-boss battle the story demands. He is not really an optimized CR 11. Plus, keep in mind that the ending has to be managed by the DM (there is now victory screen, as it were)-- I shoehorned the original ending from the 1e Ravenloft to the story to give the campaign a fitting conclusion.


Reading I Sthrad, Vampire of the mists, Night of the black rose and I Sthrad war against azalin. I would dare say Sthrad is around cr 16.

In his mortal days he was more of a aristocrat type maybe a fighter. he liked to take matters into his own hands when dealing out the law of barovia. I could see him having a couple levels of fighter at this point.
Also at this time he was dabbling in magic. Maybe one level of wizard.

After the mists came he definitely more melded into the wizardly master of barovia but still not terribly as powerful $ or 5 level of wizard tops.

Than Azalin came into the picture and tutored him in the arts of magic and he became powerful enough to be actually able to effect his own imprisonment somewhat. (see house on gryphon hill) I can see him being a 10-12 level wizard at this point.

So fighter 2/ Wizard 13 Looks pretty decent to me.

Whatever you decided to put him as keep in mind he is a threat to Azlalin who is in the range of at least CR 17 to 20.


I am not a very spell slinger oriented dm also. I may need some help with this, i am thinking of making him a 14th level wizard necromancer. any suggestions for spells and what to throw at a party of adventures that have been gaming for a real long time? besides fireball lol


Lobolusk wrote:
I am not a very spell slinger oriented dm also. I may need some help with this, i am thinking of making him a 14th level wizard necromancer. any suggestions for spells and what to throw at a party of adventures that have been gaming for a real long time? besides fireball lol

Also, Strahd is an Ancient Vampire. Checking the table for a Vampire of that Age. (400-499 years old) he has the following modifications

Str Dex Int Wis Cha Speed Dmg red F. heal Turn Res Ac CR
Ancient +8 +8 +4 +6 +6 +20 25/+2 6 +6 +7 +3

The +2 translates into Silver, right?

Also he has several powers based on his age. There was a book of Ravenloft for 3rd edition, that stated Strahd, was (something) of the Mists. I´ll see if i find it on my bookshelf and upload the data for you. But he was at least CR15 Ftr2/Wiz11 At least. I also remember that he waa specialized in a school other than necromancy.

He was an overwhelming foe for anyone native from ravenloft. Also Ravenloft is a low magic setting, i do remember that his most powerful item (Other than artifacts) was a +3 longsword.


unopened wrote:
Lobolusk wrote:
I am not a very spell slinger oriented dm also. I may need some help with this, i am thinking of making him a 14th level wizard necromancer. any suggestions for spells and what to throw at a party of adventures that have been gaming for a real long time? besides fireball lol

Also, Strahd is an Ancient Vampire. Checking the table for a Vampire of that Age. (400-499 years old) he has the following modifications

Str Dex Int Wis Cha Speed Dmg red F. heal Turn Res Ac CR
Ancient +8 +8 +4 +6 +6 +20 25/+2 6 +6 +7 +3

The +2 translates into Silver, right?

Also he has several powers based on his age. There was a book of Ravenloft for 3rd edition, that stated Strahd, was (something) of the Mists. I´ll see if i find it on my bookshelf and upload the data for you. But he was at least CR15 Ftr2/Wiz11 At least. I also remember that he waa specialized in a school other than necromancy.

He was an overwhelming foe for anyone native from ravenloft. Also Ravenloft is a low magic setting, i do remember that his most powerful item (Other than artifacts) was a +3 longsword.

remember i am running expedition to castle ravenloft not the ravenloft campaign setting

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