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Carrion Hill Updated for CC and SPOILED


Carrion Crown

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OK, so I finally had some time over the weekend to work on updating Carrion Hill for my Carrion Crown game. I am just about complete, but I figured I would start posting to see if I could get any feedback on the earlier encounters before we play this Wed 4/18.

So first, the analysis portion of our program...

Here is the rewards analysis of the original module. This is based on the maximum possible value if the players take everything noted. Once I am finished with the update I will post my finished rewards analysis.

Here is the encounter analysis of both versions. Please not I have not worked on Keeper Crove yet, hence the highlight.

On to the encounters...I will be posting throughout the week as time allows...


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Each update I post will contain a link at the topm to item cards, as applicable, or links to other goodies I may post. Also, if anyone wants the Word 2007/2010 versions of anything (better formats) please let me know.

Dark Creeper Item Cards

DARK CREEPER
CR 6
XP 2400
Male Dark Creeper Knife Master Rogue 5 (Bestiary 53, Core 67, Ultimate Combat 72)
CN Small humanoid (dark folk)
Init +5; Senses see in darkness; Perception +13

DEFENSE
AC 19, touch 16, flat-footed 14 (+3 armor, +5 Dex, +1 size) and +2 dodge vs. light blades
hp 42 (3d8+6, 4d8+8)
Fort +4, Ref +13, Will +3; evasion, uncanny dodge
Weaknesses light blindness

OFFENSE
Speed 30 ft.
Melee dagger +12 (1d3+1/19–20 plus poison)
Special Attacks death throes, sneak attack (+4d8)
Spell-Like Abilities (CL 3rd)
At will—darkness, detect magic

STATISTICS
Str 9 (-1), Dex 21 (+5), Con 14 (+2), Int 13 (+1), Wis 12 (+1), Cha 10 (0)
Base Atk +5; CMB +3; CMD 20
Feats Blind-Fight, Combat Expertise, Evasion, Improved Feint, Skill Focus (Sleight of Hand), Weapon Finesse, Uncanny Dodge, Weapon focus (dagger)
Skills Acrobatics (+6), Appraise (+1), Bluff (+8), Climb (+7), Craft (+1), Diplomacy (0), Disable Device (+6), Disguise (+8), Escape Artist (+13), Intimidate (+8), Knowledge (dungeoneering) (+1), Knowledge (local) (+1), Linguistics (+1), Perception (+13), Perform (0), Profession (+1), Sense Motive (+9), Sleight of Hand (+14), Stealth (+15), Swim (+7), and Use Magic Device (0)
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
Languages Dark Folk
SQ bladesense +2, befuddling strike, hidden blade +2, poison use, rag armor, weapon training
Gear +1 small dagger, potion of blur, small +1 rag armor, hidden dagger, sling & 20 bullets, rag purse with 25gp

SPECIAL ABILITIES
Death Throes (Su) When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the
ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers
within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.

Poison Use (Ex) Dark creepers are skilled in the use of poison and never risk accidentally poisoning themselves. Dark creepers favor a foul-smelling black paste distilled from certain deep-underground fungi known as black smear—injury; save Fort DC 15; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Rag Armor (Ex) A dark creeper’s multiple layers of filthy rags function as leather armor when worn by one of their kind.
See in Darkness (Su) A dark creeper can see perfectly in darkness of any kind, including that created by deeper darkness.

Hidden Blade: A knife master adds 1/2 her level on Sleight of Hand checks made to conceal a light blade. This ability replaces trapfinding.

Sneak Stab (Ex): A knife master focuses her ability to deal sneak attack damage with daggers and similar weapons to such a degree that she can deal more sneak attack damage with those weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with a dagger, kerambit (UM 130), kukri, punching daggers, starknife, or swordbreaker dagger (APG 178), she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weapons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.

Blade Sense (Ex): At 3rd level, a knife master is so skilled in combat involving light blades that she gains a +1 dodge bonus to AC against attacks made against her with light blades. This bonus increases by +1 for every three levels, to a maximum of +6 at 18th level. This ability replaces trap sense.

Notes: I added 5 levels of rogue with the knifemaster archetype from Ultimate Combat.


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I am placing the items at the top...

Yarresh's Item Cards
Yarresh's writ
Sunless Grove Item Cards 1
Sunless Grove Item Cards 2
Pnakotic Manuscripts

YARRESH
CR 10
9600 XP
Male ghoul rogue 10
CE Medium undead
Init +10; Senses darkvision 60 ft.; Perception +14

DEFENSE
AC 25, touch 19, flat-footed 25 (+4 armor, +2 deflection, +6 Dex, +1 dodge, +2 natural) (Improved uncanny dodge)
hp 102 (2d8+10d8+36)
Fort +6, Ref +13, Will +9; evasion

OFFENSE
Speed 30 ft.
Melee bite +15/+10 (1d6+3 plus disease and paralysis) and 2 claws +15/+10 (1d4+3 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 13, elves are immune to this effect), sneak attack +5d6

TACTICS
During Combat Yarresh relies on his surprise attack ability to disable an opponent on the first round of combat. He prefers hit-and-run tactics to merely slugging it out with the PCs, and either flees to the northeast (with the intent of sneaking up on them later) or hides in the water at area A11.
Morale Yarresh would rather live and seek revenge than die at the hands of surface-dwellers. If brought below 20 hit points, he flees to the northeast... though he may return later and skulk about the city, possibly running into the PCs at an inopportune time.

STATISTICS
Str 16(+3), Dex 22(+6), Con —, Int 10(-), Wis 17(+3), Cha 16(+3)
Base Atk +8/+3; CMB +11; CMD 29
Feats Dodge, Evasion, Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (bite), Weapon Focus (claw)
Skills Acrobatics +19, Bluff +18, Climb +18, Intimidate +16, Perception +18, Stealth +20, Swim +16
Languages Aklo, Common
SQ bleeding attack, fast getaway, fast stealth, hide in plain sight (underground), surprise attack, trapfinding +5, trapsense +3
Gear ring of protection +2, +1 shadow studded leather, bracers of dexterity +2, belt pouch with 35gp and a writ.


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Items from abandoned Camp A12.

I guess I should explain that I hand out the card that lists all the items first, then the players receive the individual cards as they cast identify, examine, use spellcraft, etc...


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Here are the resources given to the adventurers upon their return to the streets above.


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Keeper Myre's Item Cards
Myre's Retreat Item Cards
Also, here is a Flame Strike Template. Just print on cardstock, score, fold and glue the tab. It is to scale.

KEEPER MYRE
CR 10
9,600 XP
Male human oracle of bones 11 (Advanced Player's Guide 42)
NE Medium humanoid (human)
Init +2; Perception +0

DEFENSE
AC 20, touch 12, flat-footed 18 (+8 armor, +2 Dex); shield of faith (+3 deflection 11 minutes)
hp 92 (11d8+22)
Fort +7, Ref +4, Will +9

OFFENSE
Speed 30 ft.
Melee +2 defending quarterstaff +9/+4 (1d6+2) or dagger +8/+3 (1d4)
Ranged ray +10
Oracle Spells Known (CL 11th; concentration +21)
5th (4/day)—cleanse*, flame strike (Ref DC 21), mass cure light wounds, slay living (Fort DC 23)
4th (7/day)—air walk, cure critical wounds, death ward, divination, fear (Will DC22), freedom of movement, restoration
3rd (7/day)—animate dead, bestow curse (Will DC 21), borrow fortune*, cure serious wounds, dispel magic, locate object, magic circle against chaos, magic circle against good
2nd (7/day)—cure moderate wounds, desecrate, dread bolt**, eagle's splendor, false life, resist energy, oracle's burden*(Will DC20), spiritual weapon, undetectable alignment
1st (7/day)— bane (Will DC 17), comprehend languages, cure light wounds, divine favor, doom (Will DC 19), forbid action**(Will DC 17), magic stone, murderous command**(Will DC 17), ray of sickening**(Fort DC 19), restore corpse**, sanctuary (Will DC 17), shield of faith
0 (at will)—bleed (Will DC 18), detect magic, detect poison, guidance, light, mending, purify food and drink, read magic, stabilize
Mystery: tongues

TACTICS
Before Combat Myre is paranoid and casts undetectable alignment and false life (17 hp) every day. As soon as he hears combat he drinks a potion of see invisibility, then casts eagles' splendor and activates his bone armor. His statistics reflect these enhancements.
During Combat Myre hates melee combat and will let his zombies do the work for him, hanging back to summon an 11 HD Fast Zombie with his undead servitude ability (stats below). After pulling aside his leather curtain to allow him line of sight into area B2 he will attack from range with his soul siphon ability to weaken opponents before unleashing his other deadly spells.
All the while, he shrieks and yells, in Aklo or Infernal, phrases like, “Die, you filthy mercenaries!” or “You’ve no right to be in here!”
Morale Myre realizes a death by mercenary is preferable to death by spawn of Yog-Sothoth, so he fights to the death. If captured alive, he shrieks and cries and babbles madly in Aklo or Infernal, saying things like, “It’s all Crove’s fault!” and “I can hear it coming! Kill me before it gets me!” See Part Five for advice on what the PCs might be able to extract from a captured Keeper.
Base Statistics Without his enhancements, Myre's statistics are Cha 19; AC 11, touch 11, flat-footed 10; reduce spell DC, concentration and all Cha based skills by 2.

STATISTICS
Str 8(-1), Dex 12(+1), Con 14(+2), Int 13 (+1), Wis 10 (-), Cha 23 (+6)
Base Atk +8/+3; CMB +7; CMD 18
Feats Abundant Revelation** (soul siphon), Combat Casting, Command Undead(B), Extra Revelation* (Raise the Dead), Greater Spell Focus (necromancy), Great Fortitude, Iron Will, Point Blank Shot, Spell Focus (necromancy)
Skills Bluff (+10), Craft (+8), Diplomacy (+10), Disguise (+8), Heal (+7), Intimidate (+10), Knowledge (history) (+14), Knowledge (planes) (+16), Knowledge (religion) (+14), Profession (brick maker) (+10), Sense Motive (+9), Spellcraft (+12), Stealth (+6)
Languages Aklo, Common, Infernal, Varisian
SQ oracle’s curse (tongues), revelations (armor of bones [+8 armor], raise the dead [11HD Fast Zombie], spirit walk [1/day, 11 minutes], soul siphon [ranged touch +10, 3/day, 6 minutes], undead servitude)
Combat Gear +2 defending quarterstaff, masterwork dagger, ring of counterspells (contains magic missile) Other Gear potion of see invisibility (x2); Other Gear purse with 35gp, keys to all the doors in Rupman’s Vat, key to area D8

Notes: Since the party just encountered a powerful necromancer (Auren Vrood) I thought this change would be fun but still maintain the flavor of the original Myre.
I used the favored class option in the APG of adding an extra spell known as opposed to an extra hp or skill rank.
*Advanced Player's Guide, **Ultimate Magic

SUMMONED FAST HUMAN ZOMBIE
CR 5
XP 1,600
NE Medium undead
Init +2; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 20, touch 12, flat-footed 18 (+8 natural, +2 dex)
hp 52 (11d8+3)
Fort +3, Ref +5, Will +7
Immune undead traits

OFFENSE
Speed 40 ft.
Melee slam +12/+7/+12 (1d6+5)

STATISTICS
Str 18(+4), Dex 14(+2), Con —, Int —, Wis 10(-), Cha 11(-)
Base Atk +8/+3; CMB +12; CMD 24
Feats Toughness
Special Qualities Quick Strikes (Ex): Whenever a fast zombie takes a full attack action, it can make one additional slam attack at its highest base attack bonus. (included above)


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Keeper Hyve Item Cards
Also, here are the other items from the Elm Way Church, both above ground and below.

KEEPER HYVE
CR 10
9600 XP
Male human poisoner rogue 11 (Core 67, APG 134)
NE Medium humanoid
Init +8; Perception +15

DEFENSE
AC 21, touch 17, flat-footed 16 (+4 armor, +2 deflection, +4 Dex, +1 dodge)
hp 65 (11d8+11+5)
Fort +4, Ref +11, Will +4
Special Defenses evasion, uncanny dodge, improved uncanny dodge, +1 vs ingested poisons, +4 vs nauseated or sickened

OFFENSE
Speed 30 ft.
Melee rapier +13/+8 (1d6+1/18–20)
Ranged mwk light crossbow +13 (1d8/19–20)
Special Attacks sneak attack +6d6

TACTICS
Before Combat If Hyve hears the PCs coming before they spot him, he gathers up his violet venom and hides behind the central pillar in the pool of shallow water, hoping to ambush the PCs.
During Combat Hyve opens combat with a ranged sneak attack, then resorts to throwing vials of violet venom as grenade-like missiles (affecting struck targets and all within 5 feet). He will apply poison to his rapier in preparation for melee, then relies on Greater Feint to maximize his sneak attacks with his rapier.
Morale Keeper Hyve fights until brought below 15 hit points, at which point he attempts to escape by leaping into the sluice (area C3) and sliding down to area C4. If he survives the journey, he hides in area C4 and prepares another sneak attack with his ranged weapon. If cornered here, he’ll fight to the death.

STATISTICS
Str 10(-), Dex 19(+4), Con 12(+1), Int 16(+3), Wis 13(+1), Cha 8(-1)
Base Atk +8/+3; CMB +8; CMD 25
Feats Combat Expertise, Dodge, Greater Feint, Improved Feint, Improved Initiative, Mobility, Skill Focus (Knowledge [history]), weapon finesse
Skills Bluff +13, Climb +13, Craft (alchemy) +17, Craft (poison) +17, Diplomacy +8, Disable Device +16, Heal +2, Intimidate +13, Knowledge (history) +13, Knowledge (planes) +5, Knowledge (religion) +5, Perception +15, Sense Motive +15, Sleight of Hand +13, Stealth +18
Languages Common, Varisian
SQ poisoner rogue* (poison use, master poisoner [craft (alchemy) +5]), bleeding attack (6), fast stealth, finesse rogue, hunter's surprise*, iron guts**, lasting poison*, swift poison*

Combat Gear +1 rapier, masterwork light crossbow, bolts (20), violet venom (4, see below); Other Gear +1 studded leather, ring of protection +2, belt of incredible dexterity +2, key to area D8, 500 gp

Treasure: A fully equipped alchemist lab sits at both the northeast and southwest wings of the cavern.

Violet Venom: Poison—contact; save Fort DC 13, frequency 1/minute for 6 minutes, effect 1d2 Strength and 1d2 Con damage; cure 1 save; cost 800 gp. (Pathfinder RPG Bestiary 274)

Notes: The original text listed 3d6 sneak attack, but a 7th level rogue is 4d6. Removed extra skill point per level (-7) for being human and added an extra rogue talent (6th level from APG) and 5hp. +48 skill points. Poisoner Rogue archetype appears in APG 134.
*APG
**Ultimate Combat


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ADVANCED VIOLET FUNGUS
CR 4
XP 800
N Large plant
Init +0; Senses low-light vision; Perception +2

DEFENSE
AC 19, touch 9, flat-footed 19 (+10 natural, -1 size)
hp 90 (8d8+54)
Fort +12, Ref +2, Will +4
Immune plant traits

OFFENSE
Speed 10 ft.
Melee 4 tentacles +12 (1d6+7 plus rot)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 24(+7), Dex 10(-), Con 24(+7), Int —, Wis 15(+2), Cha 13(+2)
Base Atk +6; CMB +14; CMD 24

SPECIAL ABILITIES
Rot (Ex) A creature struck by a violet fungus’s tentacle must succeed on a DC 19 Fortitude save or the flesh around the point of contact swiftly begins to rot away, exposing raw bone with shocking swiftness. This hideous affliction causes 1d4 points of Strength damage and 1d4 points of Constitution damage. This is a poison effect. The save DC is Constitution-based.

Notes: Added advanced template, 4 racial hit dice and made it large.


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Orderly Item Cards

ORDERLY
CR 5
XP 3,200
Human warrior 7
NE Medium humanoid
Init +4; Senses Perception +5

DEFENSE
AC 20, touch 10, flat-footed 20 (+10 armor)
hp 52 (7d10+14)
Fort +6, Ref +2, Will +1

OFFENSE
Speed 20 ft.
Melee +1 shock club +12/+7 (1d6+4+ 1d6 electrical) or
spiked gauntlet +10/+5 (1d4+3) or
sap +10/+5 (1d6+3 nonlethal)
Space 5 ft.; Reach 5 ft.

STATISTICS
Str 16(+3), Dex 11(-), Con 12(+1), Int 6(-2), Wis 9(-1), Cha 8 (-1)
Base Atk +7/+2; CMB +10 (+12 bull rush); CMD 20 (22 vs. bull rush)
Feats Alertness, Improved Bull Rush, Improved Initiative, Weapon Focus (club), Power Attack
Skills Intimidate +5, Perception +5, Sense Motive +2
Languages Common
Combat Gear +1 shock club, tanglefoot bags (2); Other Gear +1 half-plate, heavy steel shield, sap, spiked gauntlet

Notes: I combined elements from the Turnkey in the Game Mastery Guide and the existing orderly and added 2 levels of warrior for this CR5 version.


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LUNATIC
CR 3
XP 3,200
Male or female human rogue 4
NE Medium humanoid (human)
Init +3; Senses Perception +6

DEFENSE
AC 14, touch 14, flat-footed 14 (+3 Dex, +1 dodge)
hp 26 (4d8+8)
Fort +3, Ref +7, Will +1

OFFENSE
Speed 30 ft.
Melee improvised weapon +5 (1d6+2)
Ranged improvised thrown weapon +6 (1d6+2)
Special Attacks sneak attack +2d6

TACTICS
During Combat The lunatics use improvised weapons (typically some kind of club made from a table or chair leg) and attack the closest opponent.
Morale The lunatics fight until dead.

STATISTICS
Str 14(+2), Dex 15(+3), Con 14(+2), Int 10(-), Wis 8(-1), Cha 13(+2)
Base Atk +3; CMB +5; CMD 18
Feats Catch Off-Guard, Dodge, Stealthy
Skills Acrobatics +10, Climb +8, Craft (any one) +4, Escape Artist +12, Intimidate +5, Perception +6, Perform (Sing) +7, Sense Motive +6, Sleight of Hand +10, Stealth +12, Survival +6
Languages Common
SQ bleeding attack, evasion, fast stealth, trapfinding, trap sense +1, uncanny dodge


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Zhezek's Item Cards

ZHEZEK
CR 7
3,200 XP
Male derro fighter 4 (Bestiary 70, Core 55)
CE Small humanoid (derro)
Init +9; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 22, touch 17, flat-footed 16 (+3 armor, +5 Dex, +1 dodge, +2 natural, +1 size)
hp 70 (3d8+15+4d10+20)
Fort +10, Ref +7, Will +9
SR 18
Weaknesses vulnerability to sunlight
Special bravery +1

OFFENSE
Speed 20 ft.
Melee +1 knife +13/+8 (1d3+2/19-20 plus poison)
Ranged repeating light crossbow +12/+7 (1d8/19–20 plus poison)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd)
At will—darkness, ghost sound (Will DC 15)
1/day—daze (Will DC 15), sound burst (Fort DC 17)

TACTICS
During Combat In the first round of combat Zhezek will apply poison to one of his long thin knives as the lunatics attack. Then he prefers to use his spell like abilities and poisoned crossbow before joining the melee.
Morale Zhezek fights to the death.

STATISTICS
Str 13(+1), Dex 20(+5), Con 20(+5), Int 8(-1), Wis 5(-3), Cha 20(+5)
Base Atk +6/+1; CMB +7; CMD 22
Feats Dodge, Improved Initiative, Intimidating Prowess, Weapon Finesse, Weapon Focus (knife), Vital Strike
Skills Intimidation +9. Perception +1, Stealth +11
Languages Aklo, Undercommon
SQ armor training 1, bravery +1, madness, poison use
Gear +1 leather armor, +1 knife, repeating light crossbow with 10 poisoned bolts, satchel containing 2 doses of medium spider venom and 45gp.

SPECIAL ABILITIES
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 pre-poisoned bolts at all times.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Medium Spider Venom
Type poison, injury; Save Fortitude DC 14
Frequency 1/round for 4 rounds
Effect 1d2 Str damage; Cure 1 save


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The morlock in D28:

GROT SH'DAK
CR 7
3,200 XP
Advanced morlock barbarian 4 (Bestiary 209, Core 31)
CE Medium monstrous humanoid
Init +10; Senses darkvision 120 ft., scent; Perception +10

DEFENSE
AC 18, touch 15, flat-footed 11 (+6 dex, +3 natural, +1 dodge, -2 rage)(+4 vs movement AoA)
hp 91 (3d10+15+4d12+20+14 rage)
Fort +12, Ref +12, Will +8 (+3 vs spells, supernatural abilities and spell like abilities)
Immune disease, poison
Weaknesses light blindness

OFFENSE
Speed 50 ft., climb 30 ft.
Melee club +13/+8 (1d6+6), bite +8 (1d4+6)
Special Attacks leap attack, sneak attack +1d6, swarming

TACTICS
During Combat The morlock rages and attacks. The statistics include the modifications for the rage.
Morale The morlock fights to the death.

STATISTICS
Str 22(+6), Dex 23(+6), Con 24(+7), Int 9(-1), Wis 18(+4), Cha 10(-)
Base Atk +7/+2; CMB +13; CMD 29
Feats Dodge, Improved Initiative, Lightning Reflexes, Mobility
Skills Acrobatics +17, Climb +26, Intimidate +8, Perception +10, Stealth +10 (+14 in caverns); Racial Modifiers +4 Stealth in caverns, +8 Acrobatics, +16 Climb
Languages Undercommon
SQ fast movement, expert climber, rage (15 rounds), raging leaper (+4), superstitious (+3), trapsense +1, uncanny dodge
Gear club (made from the cell bed frame)

SPECIAL ABILITIES
Expert Climber (Ex) A morlock can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, a morlock is treated as constantly being under a nonmagical version of the spell spider climb, save that it cannot cling to smooth surfaces. This ability doubles the normal +8 racial bonus to Climb checks normally afforded creatures with a climb speed to a +16 racial bonus.

Leap Attack (Ex) As a standard action, a morlock may make a single attack during a jump. It can make this attack at any point along the course of the leap—the start, the end, or while in mid-air. While jumping, a morlock does not provoke attacks of opportunity for leaving a threatened square.

Swarming (Ex) Morlocks dwell and fight in cramped quarters every day of their lives, and as such are quite adept at swarming foes. Up to two morlocks can share the same square at the same time. If two morlocks in the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.


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ADVANCED CHAOS BEAST
CR 11
XP 12,800
CN Medium outsider (chaotic, extraplanar)
Init +8; Senses darkvision 60 ft.; Perception +21

DEFENSE
AC 23, touch 15, flat-footed 18 (+4 Dex, +1 dodge, +3 natural)
hp 149 (13d10+78)
Fort +13, Ref +12, Will +7
Defensive Abilities amorphous, resistant to transformation; SR 18

OFFENSE
Speed 20 ft.
Melee 4 claws +20 (1d6+6 plus corporeal instability)

TACTICS
During Combat The chaos beast attacks one creature until it succumbs to corporeal instability, then changes to another target and repeats this process. It leaves the area once all its opponents are amorphous. Morale The chaos beast tries to flee if brought below 30 hp.

STATISTICS
Str 22(+6), Dex 19(+4), Con 20(+5), Int 14(+2), Wis 16(+3), Cha 15(+2)
Base Atk +13; CMB +19; CMD 32 (can’t be tripped)
Feats Ability Focus (corporeal instability), Dodge, Improved Initiative, Improved Natural Armor, Mobility, Toughness, Weapon Focus (claw)
Skills Acrobatics +22 (+18 jump), Climb +24, Escape Artist +22, Perception +21, Stealth +22, Swim +24

SPECIAL ABILITIES
Corporeal Instability (Su) Claw—contact (curse); save Fort DC 21; effect amorphous body and 1 Wisdom drain per round (see below); cure 3 consecutive saves. The save DC is Con-based. A creature cursed with an amorphous body becomes a spongy, shapeless mass. Unless the victim manages to control the effect (see below), its shape constantly melts, flows, writhes, and boils. An affected creature is unable to hold or use any item. Clothing, armor, helmets, and rings become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Speed is reduced to 10 feet or one-quarter normal, whichever is less. The victim gains the amorphous quality, but cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
A victim can temporarily regain its own shape by taking a standard action to attempt a DC 15 Will save (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. Spells that change the victim’s shape (such as alter self, beast shape, elemental body, and polymorph) do not remove the curse, but hold the creature in a stable form (which might not be its own form, depending on the spell) and prevent additional Wisdom drain for the duration of the spell; shapechange and stoneskin have a similar effect. The victim takes 1 point of Wisdom drain from mental shock every round that it ends its turn in an amorphous shape—upon being drained to 1 Wisdom, further Wisdom drain ceases and the amorphous body effect is permanent until removed via magic (no further number of saving throws can cure the condition at this time).

Resistant to Transformation (Ex) Transmutation effects, such as polymorphing or petrification, force a chaos beast into a new shape, but at the start of its next turn, it immediately returns to its normal form as a free action.

Notes:
I noticed that the Chaos Beast, as listed in the Bestiary 2, had slightly different Stats than the one presented in the module, so I used the Bestiary 2 version as the base creature.
Adding the Advanced template brought the creature up to CR 8. I needed it to be a CR11 based on my analysis of the module. According to the Monster Advancement rules in the Bestiary I needed to add 4 HD, as follows: CR 8 to CR 11 is a difference on 45hp based on Table 2-1. Average hp for a d10 monster is 5.5 +5 hp for its Con. Therefore, 45hp / 10.5 = 4.29, rounded down to 4. I probably could have gone to 14 though.


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OK, I did the Spawn before I completed Keeper Crove. Here are the basic notes: To move the creature from CR10 to CR14 I added 7 HD, as follows: Bestiary 1 chart notes a 70hp increase. Average d8 is 4.5, plus 5 for the Spawn's Con score = 9.5 per HD. 70/9.5 = 7.37, or 7HD. Ability Score increase: +1 Dex. Add skill points: 49. Add Feats: 4.

SPAWN OF YOG-SOTHOTH

Stat Block:
CR 14
38,400 XP
CE Large aberration (extraplanar)
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +27
Aura stench (Fort DC 25, 10 rounds)

DEFENSE
AC 25, touch 12, flat-footed 22 (+3 Dex, +13 natural, –1 size)
hp 199 (21d8+105)
Fort +12, Ref +12, Will +15
Defensive Abilities natural invisibility, DR 10/magic; Immune cold, fire; Resist sonic 10; SR 25
Weakness 6 negative levels (or fewer), not included in these totals

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 1 bite +22 (2d8+8/19–20), 4 tentacles +21 (2d8+4/19-20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, devastation

TACTICS
During Combat ia! Kill everything!
Morale The spawn will attack until destroyed.

STATISTICS
Str 26(+8), Dex 16(+3), Con 21(+5), Int 17(+3), Wis 17(+3), Cha 20(+5)
Base Atk +15; CMB +24; CMD 36
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacles), Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacles)
Skills Climb +40, Escape Artist +27, Intimidate +29, Knowledge (arcana) +24, Perception +27, Spellcraft +27, Stealth +23
Languages Aklo

SPECIAL ABILITIES
Blood Drain (Ex) If a spawn of Yog-Sothoth establishes or maintains a pin with a tentacle, it drains blood via tiny slavering mouths that open along the tentacle’s length, dealing 1d4 points of Constitution damage.
Devastation (Ex) As a full-round action, the spawn can assault a structure, dealing 4d6+16 points of damage to the structure in that round.
Natural Invisibility (Ex) This ability is constant—a spawn is invisible at all times, even when attacking. This ability is subject to effects like invisibility purge, glitterdust, and faerie fire, but cannot be dispelled.

I also added the Advanced Template for the creature in my campaign:
ADVANCED SPAWN OF YOG-SOTHOTH

Stat Block:
CR 15
51,200 XP
CE Large aberration (extraplanar)
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +29
Aura stench (Fort DC 27, 10 rounds)

DEFENSE
AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
hp 227 (21d8+133)
Fort +14, Ref +14, Will +17
Defensive Abilities natural invisibility, DR 10/magic; Immune cold, fire; Resist sonic 10; SR 25
Weakness 6 negative levels (or fewer), not included in these totals

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 1 bite +24 (2d8+10/19–20), 4 tentacles +23 (2d8+6/19-20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, devastation

TACTICS
During Combat ia! Kill everything!
Morale The spawn will attack until destroyed.

STATISTICS
Str 30(+10), Dex 20(+5), Con 25(+7), Int 21(+4), Wis 21(+4), Cha 24(+7)
Base Atk +15; CMB +26; CMD 40
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacles), Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacles)
Skills Climb +42, Escape Artist +29, Intimidate +31, Knowledge (arcana) +26, Perception +29, Spellcraft +29, Stealth +25
Languages Aklo

SPECIAL ABILITIES
Blood Drain (Ex) If a spawn of Yog-Sothoth establishes or maintains a pin with a tentacle, it drains blood via tiny slavering mouths that open along the tentacle’s length, dealing 1d4 points of Constitution damage.

Devastation (Ex) As a full-round action, the spawn can assault a structure, dealing 4d6+24 points of damage to the structure in that round.

Natural Invisibility (Ex) This ability is constant—a spawn is invisible at all times, even when attacking. This ability is subject to effects like invisibility purge, glitterdust, and faerie fire, but cannot be dispelled.

Following is the advanced version that includes the 6 negative levels for ease of gaming (This is the stat block that I intend to use. 
ADVANCED SPAWN OF YOG-SOTHOTH

Stat block:
CR 15
51,200 XP
CE Large aberration (extraplanar)
Init +7; Senses blindsight 30 ft., darkvision 60 ft.; Perception +23
Aura stench (Fort DC 27, 10 rounds)

DEFENSE
AC 29, touch 14, flat-footed 24 (+5 Dex, +15 natural, –1 size)
hp 197 (21d8+133)
Fort +8, Ref +8, Will +11
Defensive Abilities natural invisibility, DR 10/magic; Immune cold, fire; Resist sonic 10; SR 25
Weakness 6 negative levels (included in totals)

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 1 bite +18 (2d8+10/19–20), 4 tentacles +17 (2d8+6/19-20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks blood drain, devastation

TACTICS
During Combat ia! Kill everything!
Morale The spawn will attack until destroyed.

STATISTICS
Str 30(+10), Dex 20(+5), Con 25(+7), Int 21(+4), Wis 21(+4), Cha 24(+7)
Base Atk +15; CMB +20; CMD 34
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Improved Critical (bite), Improved Critical (tentacle), Improved Initiative, Improved Natural Attack (tentacles), Lightning Reflexes, Multiattack, Vital Strike, Weapon Focus (tentacles)
Skills Climb +36, Escape Artist +23, Intimidate +25, Knowledge (arcana) +21, Perception +23, Spellcraft +23, Stealth +19
Languages Aklo

SPECIAL ABILITIES
Blood Drain (Ex) If a spawn of Yog-Sothoth establishes or maintains a pin with a tentacle, it drains blood via tiny slavering mouths that open along the tentacle’s length, dealing 1d4 points of Constitution damage.

Devastation (Ex) As a full-round action, the spawn can assault a structure, dealing 4d6+24 points of damage to the structure in that round.

Natural Invisibility (Ex) This ability is constant—a spawn is invisible at all times, even when attacking. This ability is subject to effects like invisibility purge, glitterdust, and faerie fire, but cannot be dispelled.


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I just realized I did not post the zombies in Rupman's Vat...

ADVANCED RELENTLESS HUMAN ZOMBIE
CR 3
XP 800
NE Medium undead
Init +2; Senses darkvision 60 ft., scent; Perception +2

DEFENSE
AC 19, touch 14, flat-footed 15(+1 armor, +4 natural, +4 dex)
hp 29 (4d8+11)
Fort +3, Ref +5, Will +6
Immune undead traits

OFFENSE
Speed 40 ft., climb 20 ft.
Melee slam +8 (1d6+7)

STATISTICS
Str 21(+5), Dex 18(+4), Con —, Int —, Wis 14(+2), Cha 14(+2)
Base Atk +3; CMB +8; CMD 22
Feats ToughnessB
Skills Climb +13, Survival +2 (tracking by scent +6)
SQ Quick Strikes (Ex): Whenever a fast zombie takes a full attack action, it can make one additional slam attack at its highest base attack bonus.
Gear The hard leather aprons the zombies wear confers a +1 armor bonus.


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Great job scaling up the encounters! I was on the fence about plugging Carrion Hill into my CC campaign but now that you're already handled the majority of the legwork, I'm sold!


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I realized that I did not note the source book on some of Yarresh's talents: hide in plain sight is in Ultimate Combat; fast getaway is in the APG.

I also left off the ghoul fever from the SQ:
Disease (Su) Ghoul Fever: Bite—injury; save Fort DC 13; onset 1 day; frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based.

Finally, the +20 stealth does not account for the +15 bonus from the shadow armor. With the armor Yarresh's stealth is +35.


Nice stuff!


Wow, Brodyz, thanks! I was getting ready to start on ruggedizing this adventure for higher levels when I noticed this thread. You're awesome.


This is great Brodyz. I am wondering, however, did you ever update Crove? I'd love to see his completed stat block. I plan on inserting Carrion Hill in the same place you do so this has been great!


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Darkstrom wrote:
This is great Brodyz. I am wondering, however, did you ever update Crove? I'd love to see his completed stat block. I plan on inserting Carrion Hill in the same place you do so this has been great!

Actually yes...I was working on him this past weekend. 5th level cleric/5th level conjurer/3rd mystic.

I still have to do his items, as well as other items in Crove Asylum also.

I should be posting soon, so stay tuned!


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Very Nice....I decided to forget about WotW and will use ur Carrion Hill as a filler.
Thanks for all teh aweseom work.


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Windspirit wrote:

Very Nice....I decided to forget about WotW and will use ur Carrion Hill as a filler.

Thanks for all teh aweseom work.

You are quite welcome. I have used much of your GM Material sheets, so I am glad I could give back...

Grand Lodge

Haven't seen you post your campaign of late WS, any updates?

Oh and any chance of you doing a DM sheet for Carrion Hill? - 2 xp values? Normal and Hyper?


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We're just finishing up Feldengrau and then I take a GM break. I will heave chaos on the hight sea....so we are gona altinate between me Gm'ing CC and my current co-GM GMing Pirates.


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Here is my attempt at Brodyz's suggested class levels for Keeper Crove, with thanks to Hero Lab:

KEEPER CROVE
CR 12 XP 19,200
Male Human Cleric 5/Conjurer 5/Mystic Theurge 3
CE Medium Humanoid (Human)
Init +0; Senses Perception +16
Aura evil
--------------------
DEFENSE
--------------------
AC 18, touch 12, flat-footed 18 (+4 armor, +2 natural, +2 deflection)
hp 61 (5d8+8d6+13)
Fort +9, Ref +5, Will +15
--------------------
OFFENSE
--------------------
Spd 30 ft., flying 60 ft. (perfect)
Melee +1 dagger +5/+0 (1d4-1/19-20/x2)
Special Attacks channel negative energy 3d6 (3/day) (DC 14)
Spell-Like Abilities
At will -- Lore Keeper
6/day -- Vision of Madness
7/day -- acid dart
Cleric Spells Known (CL 8th, 4 melee touch, 6 ranged touch, concentration +12):
4 (2/day) -- Cure Critical Wounds (DC 19), Confusion (D) (DC 17), Neutralize Poison (DC 19)
3 (4/day) -- Rage (D), Prayer, Cure Serious Wounds (DC 18), Invisibility Purge (DC 16), Searing Light
2 (4/day) -- Summon Monster II (x2), Cure Moderate Wounds (DC 17), Delay Poison (DC 17), Touch of Idiocy (D)
1 (5/day) -- Shield of Faith (DC 14), Doom (DC 14), Magic Weapon (DC 14), Confusion, Lesser (D) (DC 14), Sanctuary (DC 14), Command (DC 14)
0 (at will) -- Bleed (DC 13), Read Magic (DC 13), Detect Poison, Detect Magic
D Domain Spell; Domains Knowledge, Madness

Wizard Spells Known (CL 8th, 4 melee touch, 6 ranged touch, concentration +12):
4 (3/day) -- Stoneskin (DC 18), Black Tentacles, Globe of Invulnerability, Lesser, Phantasmal Killer (DC 18)
3 (4/day) -- Stinking Cloud (DC 19), Clairaudience/Clairvoyance, Dispel Magic, Summon Monster III, Fly (DC 17)
2 (4/day) -- Bear's Endurance (DC 16), Daze Monster (DC 16), Web (DC 18), Invisibility, Glitterdust (DC 18)
1 (5/day) -- Unseen Servant, Mage Armor (DC 17), Color Spray (x2) (DC 15), Summon Monster I, Endure Elements (DC 15)
0 (at will) -- Acid Splash, Open/Close (DC 14), Read Magic (DC 14), Mage Hand
Opposition Schools Evocation, Necromancy

--------------------
TACTICS
--------------------
Before Combat Crove casts fly, mage armor and shield of faith on himself (AC 18, touch 13, flat-footed 18) and magic weapon on his dagger. If the spawn approaches, he also casts delay poison.
During Combat Crove is prepared to fight the spawn, not a group of PCs. He uses color spray, stinking cloud, and summoned monsters to hamper the PCs and give him time to escape if possible.
Morale If reduced to less than 20 hit points by the PCs, Crove panics, casts invisibility, then flees south toward area D31 to release the chaos beast in a desperate attempt to finish off the PCs.
--------------------
STATISTICS
--------------------
Str 7, Dex 10, Con 12, Int 18, Wis 16, Cha 10
Base Atk +6; CMB +4; CMD 16
Feats Alignment Channel: Evil, Augment Summoning, Combat Casting, Craft Wand, Greater Spell Focus: Conjuration, Improved Channel, Scribe Scroll, Spell Focus: Conjuration, Spell Penetration, Superior Summoning, Wizard Weapon Proficiencies
Skills Appraise +11, Diplomacy +7, Heal +11, Knowledge (Arcana) +20, Knowledge (History) +13, Knowledge (Local) +13, Knowledge (Planes) +20, Knowledge (Religion) +13, Perception +16, Sense Motive +17, Spellcraft +20, Survival +5
Languages Abyssal, Aklo, Common, Draconic, Undercommon, Varisian
SQ Bonded Object: Ring (1/day) (Sp), Combined Spells (2nd) (Su), Madness Variant Channeling (±2 Profane), Spontaneous Casting, Summoner's Charm (+2r) (Su)
Combat Gear Dagger; Other Gear Amulet of Natural Armor +2, Bracers of Armor, +2, Cloak of Resistance, +2, Pearl of Power, 2nd Level, Potion of Fly, Ring, Scroll: Binding, Unholy symbol, silver: Great Old Ones, Wand of Restoration, Lesser
--------------------
SPECIAL ABILITIES
--------------------
Acid Dart (7/day) (Su) 30' Ranged touch attack deals 1d6+2 Acid damage.
Alignment Channel: Evil Channel Energy heals or harms outsiders of the chosen alignment.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bonded Object: Ring (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Cleric Channel Negative Energy 3d6 (3/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Knowledge Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Cleric Domain: Madness Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combined Spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Greater Spell Focus: Conjuration +1 to the Save DC of spells from one school.
Lore Keeper (At will) (Sp) By touch, learn about a creature with a Knowledge check result of 23.
Madness Variant Channeling (±2 Profane) Bonus vs confusion, insanity, etc./become confused
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Spell Penetration +2 to caster levels checks to overcome spell resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Summoner's Charm (+2r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Superior Summoning When summoning more than one creature, summon an extra one
Vision of Madness (6/day) (Sp) With a melee touch attack, target gains +2 on attack rolls, saving throws, or skill checks and -2 on the others.

According to Hero Lab, Keeper Crove can't have protection from evil as a spell, since both he and his deity are evil.


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@aatea: Thanks for building him. It will be a great basis to compare him to my work in progress...

I find it interesting that Hero Lab does not allow Protection from Evil for him. Is there backup in the rules somewhere? That does not sound familiar to me at all.

I am looking at what is still highlighted on my sheet...I have not finalized 1st and 3rd level wizard spells, have not updated equipment yet, and I am still working on his tactics. I intend to stat up all of his summoned monsters, as well as doing his item card. Also I still need to apply his spell focus to the cleric spell DC's.

Also, here was my feat selection: Alignment Channel, Augment Summoning, Combat Casting, Extend Spell(B), Improved Channel, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Superior Summoning**, Uncanny Casting**

Since my players will likely encounter Crove this week I will get him finished, with cards and all...


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Crove Items 1
Crove Items 2

Keeper Crove
CR 12
19,200 XP
Male old human cleric of the Old Cults 5/conjurer 5 /mystic theurge 3
CE Medium humanoid (human)
Init +1; Perception +11

DEFENSE
AC 23, touch 13, flatfooted 22 (+4 armor, +4 shield, +2 deflection, +1 dex, +2 natural)
hp 68 (5d8+8d6+13+5)
Fort +9, Ref +5, Will +18

OFFENSE
Speed 30 ft., flying 60 ft. (perfect)
Melee dagger +6 (1d4/19–20)
Special Attacks channel negative energy (3d6, DC 14, 3/day), vision of madness [melee touch +5](+/–2, 7/day), acid dart [ranged touch +7](1d6+2 acid, 7/day)

Cleric Spells Prepared (CL 8th) Concentration +19 (+23 casting on defensive)
4th (3+1) - confusion D(Will DC20), dismissal (Will DC 20), order’s wrath (Will DC 20) summon monster IV
3rd (4+1) - cure serious wounds, invisibility purge, searing light (x2; 5d8), rageD
2nd (4+1) -cure moderate wounds, owl’s wisdom, summon monster II (2), touch of idiocy (DC 18)
1st (5+1) -command (DC 17), doom (DC 17), protection from evil, lesser confusionD (DC17), shield of faith
0 (4) (at will) -bleed, detect magic, detect poison, read magic
D Domain spell; Domains Knowledge, Madness

Wizard Spells Prepared (CL 8th) Concentration +19 (+23 casting on defensive)
4th (3) – black tentacles (DC19), dimension door, greater invisibility
3rd (4) -clairaudience/clairvoyance, mad monkeys**, stinking cloud (DC 18), summon monster III
2nd (4) -glitterdust (DC 17), spiked pit* (Ref DC17), summon swarm, web (Ref DC 17)
1st (5) -color spray (2, DC 15), endure elements, mage armor, shield
0 (4) (at will) -acid splash, light, mage hand, open/close
Opposition schools evocation, necromancy

TACTICS
Before Combat Crove casts mage armor each morning. When informed/aware of the intruders he also casts shield (+4 shield bonus to AC), shield of faith (+2 deflection bonus to AC) and owl’s wisdom (+4 Wis), all included in stats above. If the spawn approaches, he also casts protection from evil and begins summoning monsters.
During Combat Crove is prepared to fight the spawn, not a group of PCs. He uses color spray, stinking cloud, and summoned monsters to hamper the PCs and give him time to escape if possible. He will summon swarm on any spell casters. Summoned monster stats follow this entry.
Morale If reduced to less than 20 hit points by the PCs, Crove casts dimension door to area D31 followed by greater invisibility. He then releases the chaos beast in a desperate attempt to finish off the PCs. Crove will attempt to use dismissal on the Spawn as a last resort.

STATISTICS
Str 7(-1), Dex 12 (+1), Con 12(+1), Int 18(+4), Wis 22(+6), Cha 10(0)
Base Atk +6; CMB +5; CMD 16
Feats Alignment Channel, Augment Summoning, Combat Casting, Extend Spell(B), Improved Channel, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Superior Summoning**, Uncanny Concentration**
Skills Appraise +8, Fly +5, Diplomacy +10, Heal +10, Intimidate +11, Knowledge (arcana) +18, Knowledge (history) +16, Knowledge (local) +12, Knowledge (planes) +18, Knowledge (religion) +16, Linguistics +10, Perception +11, Sense Motive +12, Spellcraft +16, Survival +6
Languages Abyssal, Aklo, Common, Undercommon, Varisian
SQ aura, arcane bond (signet ring), combined spells (1st, 2nd), lore keeper (24), summoner’s charm (+2 round), variant channeling (madness)
Combat Gear dagger +1, potion of fly, scroll of binding, wand of restoration (8 charges); Other Gear Cold Iron Holy Symbol of the Great Old Ones (amulet of natural armor +2 and pearl of power (2nd) , cloak of resistance +2, signet ring, 575 gp

Notes: In looking at Crove's stats, it seems that he began with the Heroic NPC ability scores and shuffled a few of the numbers around to come up with 18,15,12,10,10,7 at 1st level. +1 was added to the 15 at 4th level, ending with the original ability scores. However, there should have been another +1 at 8th level, and +2 for being human. I added another +1 at 12th level, to end with the current stats above. I removed the dimensional steps ability as the character was never an 8th level conjurer. Also, I could not figure out how Crove's original Will save was +13 (3rd lvl cleric +3, 3rd lvl wiz +3, 3rd lvl Mystic +2, Wis +3, cloak +1 = +12), so his upgraded Will is +14 now. Other adjustments: +4 levels; +1 Ability; +24 skill points; +2 feats; +1 bonus wizard feat. Also, I rebuilt the skills from the ground up.

I like aatea's version with the variant channeling, so I included it. Variant Channeling: Madness: Heal—Creatures gain a channel bonus on saving throws against confusion, insanity, rage, and similar effects. Harm—Creatures are confused until the end of your next turn.

*APG
**Ultimate Magic


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Here are item cards for some of the other items in Crove Asylum:

Crove Asylum Cards.


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As I was working up Crove's spellbook I realized that I used spiked pit as a 2nd level spell. Replace with summon monster II, and replace summon monseter III with the spiked pit.


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And....Crove's Spellbook.

OK, lunch hour done...


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Here are the stats for Crove's Summoned Monsters:
All summoned creatures: Range: 85 ft; Duration: 15 rounds

Mad Monkeys: MONKEY SWARM

Stats:
N Tiny animal (swarm)
Init +3; Senses low-light vision; Perception +5
DEFENSE
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
hp 28 (3d8+15)
Fort +8, Ref +8, Will +2
Defensive Abilities half damage from weapons, swarm traits
OFFENSE
Speed 30 ft., climb 20 ft.
Melee swarm (2d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 14)
STATISTICS
Str 11, Dex 16, Con 21, Int 2, Wis 12, Cha 11
Base Atk +2; CMB —; CMD —
Feats Lightning Reflexes, Weapon Finesse
Skills Acrobatics +11, Climb +10, Perception +5; Racial Modifiers +4 Acrobatics, +8 Climb
SQ coordinated swarm
SPECIAL ABILITIES
Coordinated Swarm (Ex) A monkey swarm coordinates its attacks more than a typical swarm, and deals swarm damage one step higher than a swarm of its HD would normally cause.
Monkeys sometimes travel in huge colonies of hundreds of individuals. In such quantities, these primates can become quite dangerous, capable of overwhelming many foes by their sheer numbers.
Unlike most swarms, monkey swarms work well together. A swarm of monkeys does not possess a true hive mind, but it is capable of working in tandem with other swarms to make basic tactical decisions in combat.
Mad Monkeys:
You summon a swarm of screeching, mischievous monkeys.
The swarm understands and obeys your commands and has the statistics of a monkey swarm (Bestiary 2 212). Creatures failing a saving throw against the mad monkeys’ distraction attack are deafened for 1 minute as well as nauseated. The monkeys attempt one disarm or steal combat maneuver each turn as a free action against any creature that begins its turn in the swarm, using your caster level plus your casting ability score bonus (Intelligence for wizards; Wisdom for druids and oracles; Charisma for bards, sorcerers, and summoners) for its CMB. Recovering an item from the monkeys requires a successful disarm or steal attempt against that CMD. An object stolen by the monkeys takes swarm damage each round the swarm is in possession of the object.
CMB +19

Summon Swarm: Rat Swarm

Stats:
N Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 22 (3d8+9)
Fort +6, Ref +5, Will +2
Defensive Abilities swarm traits
OFFENSE
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6 plus disease)
Space 10 ft.; Reach 0 ft.
Special Attacks disease, distraction (DC 12)
STATISTICS
Str 6, Dex 15, Con 17, Int 2, Wis 13, Cha 2
Base Atk +2; CMB —; CMD —
Feats Improved Initiative, Skill Focus (Perception)
Skills Balance +6, Climb +10, Perception +8, Stealth +14, Swim +10; Racial Modifiers uses Dex to modify Climb and Swim
SPECIAL ABILITIES
Disease (Ex) Filth fever: Swarm— injury; save Fort DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.

Summon Monster I: Fiendish Poison Frog

Stats:
N Tiny animal
Init +1; Senses low-light vision; darkvision 60’, Perception +3
DEFENSE
AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
hp 6 (1d8+2)
Fort +4, Ref +3, Will –1
Resist Cold/5, Fire/5
SR 6
OFFENSE
Speed 10 ft., swim 20 ft.
Melee bite +3 (1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).
STATISTICS
Str 6, Dex 12, Con 15, Int 1, Wis 9, Cha 10
Base Atk +0; CMB +1; CMD 9 (13 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +5 (+1 jumping), Perception +3, Stealth +13, Swim + 9; Racial Modifiers +4 Acrobatics (+8 jumping), +4 Stealth; uses Dex to swim
SPECIAL ABILITIES
Poison (Ex) Injury; save Fort DC 10; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save

Summon Monster II: Fiendish Giant Spider

Stats:
N Medium vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSE
AC 14, touch 13, flat-footed 11 (+1 armor, +3 Dex)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +1
Resist Cold/5, Fire/5
Immune mind-affecting effects
SR 7
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +4 (1d6+2 plus poison)
Special Attack web (+5 ranged, DC 12, hp 2), smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).
STATISTICS
Str 15, Dex 17, Con 16, Int —, Wis 10, Cha 2
Base Atk +2; CMB +4; CMD 17 (29 vs. trip)
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +4 Perception, +4 Stealth (+8 in webs), +16 Climb
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Strength damage; cure 1 save.
The statistics above are for a web-spinning spider. Hunting spiders lose the web ability but gain a +8 racial modif ier on Acrobatics checks. All giant spiders have a +2 racial bonus on poison save DCs.

Summon Monster III: Fiendish Gorilla

Stats:
N Large animal
Init +2; Senses low-light vision, darkvision 60’, scent; Perception +8
DEFENSE
AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, –1 size)
hp 25 (3d8+12)
Fort +9, Ref +5, Will +2
Resist Cold/5, Fire/5
SR 8
OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +5 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).
STATISTICS
Str 19, Dex 15, Con 18, Int 2, Wis 12, Cha 7
Base Atk +2; CMB +8; CMD 20
Feats Great Fortitude, Skill Focus (Perception)
Skills Acrobatics +6, Climb +16, Perception +8

Summon Monster IV: Fiendish Dire Ape

Stats:
N Large animal
Init +2; Senses low-light vision, darkvision 60’, scent; Perception +8
DEFENSE
AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, –1 size)
hp 38 (4d8+20)
Fort +7, Ref +6, Will +4
Resist Cold/5, Fire/5
SR 9
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +8 (1d6+6), 2 claws +6 (1d4+6)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d4+8), smite good 1/day as a swift action (adds Cha bonus to attack rolls and damage bonus equal to HD against good foes; smite persists until target is dead or the fiendish creature rests).

STATISTICS
Str 23, Dex 15, Con 20, Int 2, Wis 12, Cha 7
Base Atk +3; CMB +10; CMD 22
Feats Iron Will, Skill Focus (Perception)
Skills Acrobatics +6, Climb +18, Perception +8, Stealth +2


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Modules Subscriber

And I think that about wraps up Carrion Hill. I realize that Crove has a lot of summon spells, so feel free to swap out others. Perhaps another buff spell would be good, given the amount of time he should have to prepare once the lunatics start screaming.
Enjoy!


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Modules Subscriber

OK, as I was prepping for tonight's game I realized there were a couple more issues with Keeper Crove as presented above, so here is an updated version...(Added cat's grace, fixed dagger attack, couple other minor adjustments.)

Keeper Crove
CR 12
19,200 XP
Male old human cleric of the Old Cults 5/conjurer 5 /mystic theurge 3
CE Medium humanoid (human)
Init +3; Perception +11

Defense
AC 25, touch 15, flatfooted 22 (+4 armor, +4 shield, +2 deflection, +3 dex, +2 natural)
hp 68 (5d8+8d6+13+5)
Fort +9, Ref +7, Will +18

Offense
Speed 30 ft., flying 60 ft. (perfect)
Melee +1 dagger +6 (1d4+1/19–20)
Special Attacks channel negative energy (3d6, DC 14, 3/day), vision of madness [melee touch +5](+/–2, 7/day), acid dart [ranged touch +9](1d6+2 acid, 7/day)

Cleric Spells Prepared (CL 8th)
4th (3+1) - confusion D(Will DC20), dismissal (Will DC 20), order’s wrath (Will DC 20) summon monster IV
3rd (4+1) - cure serious wounds, invisibility purge, searing light (x2; 5d8), rageD
2nd (4+1) - cure moderate wounds, owl’s wisdom, summon monster II (2), touch of idiocy
1st (5+1) - command (DC 17), doom (DC 17), protection from evil, lesser confusionD (DC17), shield of faith
0 (4) (at will) -bleed, detect magic, detect poison, read magic
D Domain spell; Domains Knowledge, Madness

Wizard Spells Prepared (CL 8th)
4th (3) – black tentacles (DC19), dimension door, greater invisibility
3rd (4) -clairaudience/clairvoyance, mad monkeys**, spiked pit* (Ref DC17), stinking cloud (DC 18)
2nd (4) - cat’s grace, glitterdust (DC 17), summon swarm, web (Ref DC 17)
1st (5) -color spray (2, DC 15), endure elements, mage armor, shield
0 (4) (at will) -acid splash, light, mage hand, open/close
Opposition schools evocation, necromancy
Concentration +19 (+23 casting on defensive)
Melee touch +5
Ranged touch +9

Tactics
Before Combat Crove casts mage armor each morning. When informed/aware of the intruders he also casts shield (+4 shield bonus to AC), shield of faith (+2 deflection bonus to AC), cat’s grace (+4 Dex) and owl’s wisdom (+4 Wis), all included in stats above. If the spawn approaches, he also casts protection from evil and begins summoning monsters.
During Combat Crove is prepared to fight the spawn, not a group of PCs. He uses color spray, stinking cloud, searing light and summoned monsters to hamper the PCs and give him time to escape if possible. He will summon swarm on any spell casters. Summoned monster stats follow this entry.
Morale If reduced to less than 20 hit points by the PCs, Crove casts dimension door to area D31 followed by greater invisibility. He then releases the chaos beast in a desperate attempt to finish off the PCs. Crove will attempt to use dismissal on the Spawn as a last resort.

Statistics
Str 7(-1), Dex 16 (+3), Con 12(+1), Int 18(+4), Wis 22(+6), Cha 10(0)
Base Atk +6; CMB +5; CMD 18
Feats Alignment Channel, Augment Summoning, Combat Casting, Extend Spell(B), Improved Channel, Scribe Scroll, Spell Focus (conjuration), Spell Penetration, Superior Summoning**, Uncanny Concentration**
Skills Appraise +8, Fly +5, Diplomacy +10, Heal +10, Intimidate +11, Knowledge (arcana) +18, Knowledge (history) +16, Knowledge (local) +12, Knowledge (planes) +18, Knowledge (religion) +16, Linguistics +10, Perception +11, Sense Motive +12, Spellcraft +16, Survival +6
Languages Abyssal, Aklo, Common, Undercommon, Varisian
SQ aura, arcane bond (signet ring), combined spells (1st, 2nd), lore keeper (24), summoner’s charm (+2 round), variant channeling (madness)
Combat Gear dagger +1, potion of fly, scroll of binding, wand of restoration (8 charges); Other Gear Cold Iron Holy Symbol of the Great Old Ones (amulet of natural armor +2 and pearl of power (2nd) , cloak of resistance +2, signet ring, 575 gp

Variant Channeling: Madness: Heal—Creatures gain a channel bonus on saving throws against confusion, insanity, rage, and similar effects. Harm—Creatures are confused until the end of your next turn.

*APG
**Ultimate Magic


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Modules Subscriber

Oh, and Crove's Spellbook updated with Cat's Grace handout is here.


Thank you very much for doing this! I plan on incorporating this module into the AP and am looking forward to using some of your reworked stats when we get there.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Modules Subscriber
Rakshaka wrote:
Thank you very much for doing this! I plan on incorporating this module into the AP and am looking forward to using some of your reworked stats when we get there.

You are very welcome. I am glad some other GM's are planning on using my work.

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

This is excellent. I'm totally going to steal all your hard work probably starting tomorrow when my players finish Broken Moon. I am curious though why you made Crove 5/5/3 instead of 3/3/7 (which would make him a better caster). Does he get something from domains/specialty at 4 or 5 that makes it worth him giving up 5th level spells? Or was it to tone him down a little since he's 13th level?


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Modules Subscriber

@Spyderz - Thanks!

I wanted to maintain a balance of his power. My group played through the module in the order it was written - First they visited Rupman's Vats, then they went to the Elm Way Church, then Crove's Asylum. Once they entered the Asylum I knew they would not be able to rest until the adventure was over. So, denizens of Crove's Asylum + Keeper Crove + Spawn of Yog Sothoth = trouble. There are 5 members of the party, and they are actually still 8th level. I did not want to throw 5th level spells at them also.
Admittedly, the group walked over the guards and lunatics, but the Chaos Beast was a great fight. They should encounter Crove this week, as well as the Spawn.

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Pawns, Roleplaying Game Subscriber

@Brodyz
That's what I was thinking was probably the case, and I might use him as you wrote him...unless they're still doing well on spells...or they do it first...in which case I'll switch him out. Either way, I'll let you know how it goes.


This is completely awesome! Thank you so much, Brodyz!

Grand Lodge

Thanks for all this work. I was actually about a third of the way through converting this when I stumbled on this. Using your legwork for the rest. This will save a ton of time!

Will be starting this in 2-3 weeks (depending on how fast the party finishes feldgrau. If I remember, I'll let you know how it goes.


My PC's basically just started HoH, and I love what you've done to Carrion Hill, but when is a good time to have my players go into this?


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Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Modules Subscriber

The optimal time is between books 3 and 4. Geographically speaking, Carrion Hill would be the next stop after the battle in Feldgrau at the end of Broken Moon. That was why I leveled it up, so it would be appropriate to the power level of the PCs at that point. Have fun!


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Just posting to say thank you for doing this. My PCs will be starting Carrion Hill tonight, as they will discover from Vrood's memories that he provided a book (actually, the Pnakotic Manuscript) to Keeper Myre.

I've made small modifications (adding advanced template and maximizing the HP on the keepers, for example), but otherwise I'll be running your re-writes.

So this should be good.


Brodyz wrote:
OK, I did the Spawn before I completed Keeper Crove. . . .

Brodyz,

I don't understand the 3 versions of the Spawn. Can you explain a bit more? In particular, I don't understand the 3rd version you presented with the 6 levels of drain.

Thanks for all this work. It's very helpful!


Ullapool wrote:
Brodyz wrote:
OK, I did the Spawn before I completed Keeper Crove. . . .

Brodyz,

I don't understand the 3 versions of the Spawn. Can you explain a bit more? In particular, I don't understand the 3rd version you presented with the 6 levels of drain.

Thanks for all this work. It's very helpful!

To be clearer. I understand the 6 negative levels coming from the module (as per needing to eat the keepers to gain those levels back) but can you show me where they appear in the versions you created? I'm a bit worried about a CR15 encounter for what should be level 9 or 10 characters by that point - if it's not really CR15 due to reduced levels, I'd love the help seeing that in the stat block.

Thanks again.


Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Modules Subscriber
Ullapool wrote:
I understand the 6 negative levels coming from the module (as per needing to eat the keepers to gain those levels back) but can you show me where they appear in the versions you created?

Hi Ullapool,

OK, let me see if I can clear this up...

1st version listed - this is the CR14 version that was built up per regular level progression as appropriate (theoretically) for the adventure. This version does not have the 6 negative levels built into the stat block. What is presented would be a starting point.

2nd version listed - My group has 5 players and are a bit OP, so I added the Advanced Template to create the CR 15 version. This version also DOES NOT account for the negative levels.

3rd version listed - This is version 2 with the six negative levels included in the stat block. For example, the version 2 has +24 bite, but version 3 is +18 bite. This is the version I used, as written, and it was a grand battle.
I listed version 2 and version 3 as CR15 since the module did the same thing – the New Monster stat block in the back listed the Spawn as CR10, and had this:

Carrion Hill wrote:
Weakness 6 negative levels (or fewer), not included in these totals

The final encounter in the module also listed it as CR10 with the intent of including negative levels. So, both of my versions are listed as CR15. Doesn't make sense, I know, but I tried to stick as closely to the logic of design as the original.

Please let me know if you have any additional questions.


I used the 3rd version (and gave it double max HP because my PCs are crazy strong), though the Spawn got two of its negative levels back because the party used Keeper Hyve as bait for it. Myre and Crowe demonstrated themselves to be far too dangerous to take alive.

Overall, the conversions worked great. Thanks for your work on them, Brodyz.


Any suggestions were I could use a red jester in the module as an encounter? I was thinking the asylum.

Red Jester

A horrid walking corpse appears, arrayed in brightly colored clothes, floppy shoes, and a bright red jester's hat complete with jingling bells sewn to the ends of the cap. The rigor mortis seems to have permanently pulled the creature's face into a broad and horrific grin.

RED JESTER

XP 9,600 CN Medium undead Init +8; Senses darkvision 60ft.; Perception +15

DEFENSE

AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural) hp 67 (15d8) Fort +5, Ref +9, Will +11 Defensive Abilities channel resistance +4, unassailable mind; DR 10/magic; Immune undead traits; SR 21

OFFENSE

Speed 30 ft. Melee +2 light mace of merriment +17 (1d6+4 plus merriment) or 2 slams +13 (1d4+2) Ranged jester's deck +15 (see below) Space 5 ft.; Reach 5 ft. Special Attacks fear cackle, jester's deck, merriment

TACTICS

A red jester opens combat using its fear cackle attempting to affect as many opponents as possible. Those that resist its effects are assailed with its magical playing cards and mace. During the entire combat, the red jester talks, laughs, and tells jokes and riddles.

STATISTICS

Str 15, Dex 18, Con --, Int 15, Wis 14, Cha 16 Base Atk +11; CMB +13; CMD 27 Feats Ability Focus (fear cackle), Catch Off-Guard, Dodge, Improved Initiative, Mobility, Spring Attack, Throw Anything, Weapon Finesse Skills Acrobatics +17, Intimidate +16, Perform (act) +16, Perform (comedy) +20, Perform (oratory) +16, Perception +15, Sense Motive +15, Sleight of Hand +17, Stealth +17; Racial Modifiers +4 Perform (comedy) Languages Common plus any 2 Combat Gear jester's deck; Other Gear +2 light mace of merriment

SPECIAL ABILITIES

Fear Cackle (Su)

A red jester can unleash a fear-inducing cackle as a free action. All creatures within 60 feet that hear it must make a successful DC 22 Will save or become panicked for 2d4 rounds. Panicked creatures suffer a -2 morale penalty on saves and flee (if possible). A panicked creature has a 50% chance to drop what it's holding. If cornered or unable to flee, a panicked creature cowers. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that red jester's fear cackle for one day. The save DC is Charisma-based.

Jester's Deck (Su)

The red jester uses a deck of playing cards in combat that functions as a deck of many things. Once per round, as a standard action, the red jester can draw a single card and throw it at an opponent to a range of 20 feet. This requires a successful ranged touch attack. If successful, the card takes effect that round and affects the target just as if he had drawn a card from a deck of many things. A red jester can draw the same card more than once. The playing cards only function in the hands of a red jester. To anyone else, they are merely normal playing cards.

Merriment (Su)

If a red jester strikes an opponent with its mace, the creature must make a successful DC 20 Will save or fall to the ground laughing for 1d3 rounds. The opponent is not helpless, but is unable to move or act for the duration. A mace of merriment functions only in the hands of a red jester. In the hands of any other creature it functions as a masterwork light mace.

Unassailable Mind (Ex)

The mind of a red jester is a twisted and dangerous place to journey. Being undead, it is immune to all mind-influencing effects and should a creature target the mind of a red jester with such an effect (including psionics, telepathy, or the like), the creature attempting to invade the red jester's mind must make a successful DC Will save or suffer the effects of an insanity spell (caster level 15th). The save DC is Charisma-based.

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