My version of Viscount Oilic Galdyce


Homebrew and House Rules


F. Wesley Schneider wrote:
Wolf Munroe wrote:
I've been waiting for a Pathfinderized nosferatu template. When I statted Viscount Oilic Galdyce (a nosferatu mentioned in Rule of Fear), I had to work with the 3.5e template and compare it to the nosferatu statted in Carrion Crown. I'll probably rebuild him once I get Bestiary 4. I doubt my party will be close to fighting him yet. At his current version he's CR14, I think. The party is level 3 right now. :-)
Whaaaa!? Prove it! Post it in a new thread and/or link to it or it's not real! ;)

OK, I wasn't sure where to post this, so I figured I'd put it in the Homebrew section.

In the Announcing Bestiary 4 thread, F. Wesley Schneider requested I post this, otherwise I wouldn't. It's not beautiful and probably has flaws in the skills section, and may not have appropriate loot, or other issues. This is my version of Viscount Oilic Galdyce (nosferatu aristocrat 3/rogue 9) from Rule of Fear. I didn't build him from scratch but instead built him from the guild Master NPC (rogue 11) that appears in the GameMastery Guide, page 267. He uses the 3.5e Nosferatu template that appeared in Curse of the Crimson Throne, modified by Pathfinder Undead Type rules and in comparison to the Pathfinderized Nosferatu NPC that appears in Carrion Crown, to see how Pathfinder handled things like the nosferatu's oversized claw attacks. I might have made him differently if I had built him from scratch rather than from the guild master NPC. Note that he has an NPC boon that provides a permanent class skill. Obviously I could have omitted this but he does have this in my game.

Viscount Oilic Galdyce CR 13
XP 25,600
Male human Nosferatu aristocrat 3/rogue 9
NE Medium undead (augmented humanoid)
Init +11; Senses darkvision 60 ft., low-light vision, scent; Perception +35
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DEFENSE
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AC 30, touch 17, flat-footed 23 (+5 armor, +7 Dex, +8 natural)
hp 114 (12 HD; 3d8+9d8+60); fast healing 5
Fort +9, Ref +17, Will +14
Defensive Abilities evasion, improved uncanny dodge, trap sense +3, turn resistance +4; DR 5/wood and piercing; Immune undead traits; Resist cold 10, electricity 10, sonic 10
Weaknesses vampire weaknesses
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OFFENSE
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Speed 30 ft.
Melee +1 rapier +16/+11 (1d6+1/18-20) and claw +10 (1d6) or
2 claws +15 (1d6) or
sap +15/+10 (1d6 nonlethal) and claw +10 (1d6)
Ranged +1 shortbow +16/+11 (1d6+1)
Special attacks blood drain, dominate (dc 20), sneak attack +5d6 plus 5 bleed, telekinesis (DC 20)
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STATISTICS
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Str 11, Dex 24, Con --, Int 12, Wis 20, Cha 18
Base Atk +8; CMB +15; CMD 23
Feats Agile Maneuvers, AlertnessB, Deadly Aim, Deceitful, Improved InitiativeB, Iron Will, Lightning ReflexesB, Skill Focus (Perception)B, Skill Focus (Stealth)B, Stealthy, Toughness, Vital Strike, Weapon Finesse
Skills Acrobatics +20, Bluff +20, Diplomacy +18, Disable Device +28, Disguise +22, Escape Artist +24, Intimidate +16, Knowledge (local) +12, Knowledge (nobility) +7, Linguistics +6, Perception +35 (+40 to find traps), Sense Motive +30, Sleight of Hand +16, Stealth +38; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common (Taldane), Varisian, Azlanti, Jistka, Necril, Skald; telepathy 60 ft.
SQ rogue talent (bleeding attack, finesse rogue, resiliency, trap spotter), spider climb, swarm form, trapfinding +5
Combat Gear feather token whip; Other Gear +1 mithral chain shirt, +1 rapier, +1 shortbow, sap, belt of incredible dexterity +2, cloak of resistance +1, elixir of truth, goggles of minute seeing, disguise kit, masterwork thieves' tools
Boon Viscount Galdyce can provide detailed historical and geographical information on the county of Amaans, including secret or hidden locations in the county, as well as details on past and present Ustalav nobility and aristocracy. Consulting with Viscount Galdyce for an evening of research grants a +1 bonus to future Knowledge (geography) and Knowledge (local) checks concerning Amaans, as well as a +1 bonus to Knowledge (nobility) checks concerning Ustalav. Once of these three skills may be selected to become a permanent class skill.
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SPECIAL ABILITIES
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Blood Drain (Su) A nosferatu can suck blood from a grappled opponent; if the nosferatu establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The nosferatu heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each roudn it drains blood.
Damage Reduction (Su) A nosferatu has damage reduction 5/wood and piercing (this includes all wood-shafted weapons like arrows, crossbow bolts, spears, and javelins, even if the weapon's head is made of another material.
Dominate (Su) a nosferatu can crush an opponent's will just by looking into his eyes. This is similar to a gaze attack, except that the nosferatu must use a standard action, and those merely looking at it are not affected. Anyone the nosferatu targets must succeed on a Will save or fall instantly under the nosferatu's influence, as through by a dominate animal or dominate person spell (whichever applies; caster level 12th). This ability has a range of 30 feet.
Spider Climb (Ex) a nosferatu can climb sheer surfaces as through under the effects of a spider climb spell.
Swarm Form (Su) As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The swarm has the same number of hit points as the nosferatu, and any damage done to the swarm affects the nosferatu. A nosferatu in swarm form is immune to any physical spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of such spells and effects generated by the nosferatu itself, which treat the nosferatu as one single creature if it so chooses. While in swarm form, a nosferatu cannot use its natural claw attacks or any of its special attacks, although it gains the natural weapons and extraordinary special attacks of the swarm it transformed into. It also retains all of its usual speical qualities. While in swarm form, a nosferatu is still considered an undead creature with its total number of Hit Dice. It can remain in swarm form until it assumes another form, retakes its original form as a standard action, or until the next sunrise.
Telekinesis (Su) As a standard action, a nosferatu can use telekinesis, as the spell (caster level 12th).
Telepathy (Su) A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, a nosferatu can communicate with any animal, magical beast, or vermin.


So, I decided that the previous version of Galdyce wasn't good enough, now that the Pathfinder version of the Nosferatu template is out, so I rebuilt him. Here's the new and improved Oilic Galdyce (even though the template really didn't change). He's equipped as PC rather than an NPC, which might adjust his CR to 14, but I haven't done that. I left his ability to use dominate animal as well as dominate person even though only dominate person appears in the Pathfinder template. I've given him the Noble Dead vampire variant power from Classic Horrors Revisited as well. In a few places I've listed details not because they're uncommon to the template but because they're different from other examples of the same thing, such as how the nosferatu blood drain does Con and Wisdom drain, and the nosferatu damage reduction works with wood-shafted weapons even if they have metal heads. If a capital B follows something, such as a feat or language, that indicates it is a bonus feat or language. If capital RT follows a feat that indicates it comes from a rogue talent. In my own document these annotations are in superscript, but the forum here doesn't support that. He has multiple grappling feats so he's more likely to be able to get to use his blood drain attack.

Anyway, here he is, my revised and improved Count Oilic Galdyce:

Viscount Oilic Galdyce:
Viscount Oilic Galdyce CR 13
XP 25600

Male Varisian human noble dead nosferatu aristocrat 3 / rogue 9
NE Medium undead (augmented humanoid)
Init +14; Senses darkvision 60 ft., low‑light vision, scent; Perception +37
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DEFENSE
========================================================================
AC 31, touch 20, flat-footed 21 (+3 armor, +10 Dex, +8 natural)
hp 123 (12 HD; 3d8+9d8+69); fast healing 5
Fort +10, Ref +18, Will +14
Defensive Abilities channel resistance +6, evasion, improved uncanny dodge, trap sense +3; DR 5/wood and piercing;
Immune undead traits; Resist cold 10, electricity 10, positive energy 10, sonic 10
Weaknesses vampire weaknesses
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OFFENSE
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Speed 30 ft.; spider climb
Melee rapier of puncturing +20/+15 (1d6+3/18–20 plus wounding) and claw +13 (1d6+1)
or 2 claws +18 (1d6+1)
Ranged +1 shortbow +19/+14 (1d6+1)
Special Attacks blood drain (1d4 Con and 1d4 Wis), dominate (DC 22), rapier of puncturing special 3/day (touch, 1d6 Con damage), sneak attack +5d6 plus 5 bleed, telekinesis (DC 20)
========================================================================
STATISTICS
========================================================================
Str 12, Dex 30, Con —, Int 14, Wis 19, Cha 18
Base Atk +8; CMB +18 (+22 to grapple); CMD 29 (31 vs. grapple)
Feats Agile Maneuvers, AlertnessB, Combat Reflexes, Greater Grapple, Improved Grapple, Improved InitiativeB, Improved Unarmed Strike, Iron Will, Lightning ReflexesB, Skill Focus (Perception)B, Skill Focus (Stealth)B, Toughness, Weapon FinesseRT
Skills Acrobatics +18, Bluff +18, Diplomacy +21 (+23 against Undead), Disable Device +18, Disguise +18, Escape Artist +20, Intimidate +16, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nobility) +10, Linguistics +8, Perception +37, Sense Motive +31, Sleight of Hand +18, Stealth +39, Survival +8;
Racial Modifiers +2 Diplomacy (+4 against Undead), +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common (Taldane), VarisianR, Azlanti, Hallit, Jistka, Necril, Skald; telepathy 60 ft.
SQ rogue talents (bleeding attack, fast stealth, finesse rogue, trap spotter), spider climb, swarm form, trapfinding +4
Combat Gear dust of appearance (worth 1800 gp), feather token (whip) (worth 500 gp); Other Gear rapier of puncturing (+2 wounding rapier plus special, worth 50320 gp), +1 shortbow (worth 2330 gp) and 20 arrows, +3 deathless bracers of armor (worth 16000 gp), belt of incredible dexterity +6 (worth 36000 gp), cloak of resistance +2 (worth 4000 gp), elixir of truth (worth 500 gp), disguise kit, masterwork thieves' tools
Boon Viscount Galdyce can provide detailed historical and geographical information on the county of Amaans, including secret or hidden locations in the county, as well as details on past and present Ustalav nobility and aristocracy. Consulting with Viscount Galdyce for an evening of research grants a +1 bonus to future Knowledge (geography) and Knowledge (local) checks concerning Amaans, as well as a +1 bonus to Knowledge (nobility) checks concerning Ustalav. One of these three skills may be selected to become a permanent class skill.
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SPECIAL ABILITIES
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Bleeding Attack* (Ex) A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack. Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature may possess.
Blood Drain (Su) A nosferatu can suck blood from a helpless, willing, or grappled living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, draining 1d4 points of Constitution and Wisdom each round the pin is maintained. On each round it drains blood, the nosferatu gains 5 temporary hit points that last for 1 hour (up to a maximum number of temporary hitpoints equal to its full normal hit points).
Damage Reduction (Su) A nosferatu has damage reduction 5/wood and piercing. This includes all wood-shafted weapons like arrows, crossbow bolts, spears, and javelins, even if the weapon’s head is made of another material.
Dominate (Su) A nosferatu can crush an opponent’s will just by looking into his eyes. This is similar to a gaze attack, except that the nosferatu must use a standard action, and those merely looking at it are not affected. Anyone the nosferatu targets must succeed on a Will save or fall instantly under the nosferatu’s influence, as though by a dominate animal or dominate person spell (whichever applies; caster level 12th). The ability has a range of 30 feet.
Fast Stealth (Ex) This ability allows a rogue to move at full speed while using the Stealth skill without penalty.
Noble Dead (Su) A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2. (CR +0) (PC:CHR 50)
Spider Climb (Ex) A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su) As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The nosferatu gains the natural weapons and extraordinary special attacks of the swarm it has transformed into. The swarm has the same number of hit points as the nosferatu. While in swarm form, a nosferatu can't use its claw attacks or any of its special attacks. It retains the defensive abilities, weaknesses, and special qualities it gains from being a nosferatu, counts as an undead creature, and can use any of the swarm's abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise.
Telekinesis (Su) As a standard action, a nosferatu can use telekinesis (caster level 12th).
Telepathy (Su) A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, a nosferatu can use this ability to communicate with any animal, magical beast, or vermin.
Trap Spotter (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. This check should be made in secret by the GM.

I've also included his Bat Swarm stats and partial stats for Centipede and Spider swarms that use the Bat Swarm as their baseline. The swarm damage of 3d6 is calculated as though he's a 12 HD swarm. The Resist positive energy 10 comes from the deathless property on his armor, which melded into his swarm form, but because it isn't an armor bonus, just a property of the armor, it's still included in his stats. (I wasn't sure how that should be handled so that's my interpretation.) I followed general polymorph subschool rules for the swarm forms, but I left his darkvision intact because I feel it's granted by his Undead Type rather than his present form. Because the Swarm Form doesn't indicate it functions like any of the Beast Shape spells, I gave him anything he already had that wasn't expressly removed by the Swarm Form description or the polymorph subschool.

I only did the diminutive swarm forms because I was out of room on the page and the rat swarm was a different size category so would take-up more space and more time to do than the modifications the two vermin swarms made to the bat swarm.

Viscount Galdyce Diminutive SWARM forms:
Viscount Galdyce BAT SWARM CR 13
XP 25600

Male Varisian human noble dead nosferatu aristocrat 3 / rogue 9
NE diminutive undead (augmented humanoid, swarm)
Init +17; Senses blindsense 20 ft., darkvision 60 ft., low‑light vision, scent; Perception +37
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DEFENSE
========================================================================
AC 35, touch 27, flat-footed 22 (+13 Dex, +8 natural, +4 size)
hp 123 (12 HD; 3d8+9d8+69); fast healing 5
Fort +10, Ref +21, Will +14
Defensive Abilities channel resistance +6, evasion, improved uncanny dodge, swarm traits, trap sense +3; DR 5/wood and piercing;
Immune undead traits, weapon damage; Resist cold 10, electricity 10, positive energy 10, sonic 10
Weaknesses vampire weaknesses
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OFFENSE
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Speed 5 ft., fly 40 ft. (good); spider climb
Melee swarm (3d6 plus wounding and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (Fort DC 20), wounding
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STATISTICS
========================================================================
Str 2, Dex 36, Con —, Int 14, Wis 19, Cha 18
Base Atk +8; CMB —; CMD
Feats Agile Maneuvers, AlertnessB, Combat Reflexes, Greater Grapple, Improved Grapple, Improved InitiativeB, Improved Unarmed Strike, Iron Will, Lightning ReflexesB, Skill Focus (Perception)B, Skill Focus (Stealth)B, Toughness, Weapon FinesseRT
Skills Acrobatics +21, Bluff +18, Diplomacy +21 (+23 against Undead), Disable Device +21, Disguise +18 (+28 to disguise as a bat swarm), Escape Artist +23, Fly +19, Intimidate +16, Knowledge (geography) +10, Knowledge (local) +10, Knowledge (nobility) +10, Linguistics +8, Perception +37 (+41 with blindsense), Sense Motive +31, Sleight of Hand +21, Stealth +54, Survival +8;
Racial Modifiers +10 Disguise to pass as a bat swarm, +2 Diplomacy (+4 against Undead), +6 Fly, +8 Perception (+12 when using blindsense), +8 Sense Motive, +20 Stealth
Languages Common (Taldane), VarisianR, Azlanti, Hallit, Jistka, Necril, Skald; telepathy 60 ft.
SQ rogue talents (bleeding attack, fast stealth, finesse rogue, trap spotter), spider climb, swarm form, swarm traits, trapfinding +4
Melded Gear dust of appearance (worth 1800 gp), feather token (whip) (worth 500 gp), rapier of puncturing (+2 wounding rapier plus special, worth 50320 gp), +1 shortbow (worth 2330 gp) and 20 arrows, +3 deathless bracers of armor (worth 16000 gp), belt of incredible dexterity +6 (worth 36000 gp), cloak of resistance +2 (worth 4000 gp), elixir of truth (worth 500 gp), disguise kit, masterwork thieves' tools
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SPECIAL ABILITIES
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Damage Reduction (Su) A nosferatu has damage reduction 5/wood and piercing. This includes all wood-shafted weapons like arrows, crossbow bolts, spears, and javelins, even if the weapon’s head is made of another material.
Distraction (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creation with the distraction ability is nauseated for 1 round; a Fortitude save negates the effect.
Fast Stealth (Ex) This ability allows a rogue to move at full speed while using the Stealth skill without penalty.
Noble Dead (Su) A vampire with this ability possesses an ancient and legendary bloodline. He gains a +2 bonus on all Diplomacy checks, which increases to +4 if being utilized against another undead creature. In addition, he gains channel resistance +6, and the DC of his dominate ability increases by +2. (CR +0) (PC:CHR 50)
Spider Climb (Ex) A nosferatu can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su) As a standard action, a nosferatu can change into a bat swarm, centipede swarm, rat swarm, or spider swarm. The nosferatu gains the natural weapons and extraordinary special attacks of the swarm it has transformed into. The swarm has the same number of hit points as the nosferatu. While in swarm form, a nosferatu can't use its claw attacks or any of its special attacks. It retains the defensive abilities, weaknesses, and special qualities it gains from being a nosferatu, counts as an undead creature, and can use any of the swarm's abilities and defenses. It can remain in swarm form until it assumes another form or until the next sunrise.
Telepathy (Su) A nosferatu can communicate telepathically with any creature within 60 feet that speaks the same languages. In addition, a nosferatu can use this ability to communicate with any animal, magical beast, or vermin.
Trap Spotter (Ex) Whenever a rogue with this talent comes within 10 feet of a trap, he receives an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit points per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.

Viscount Galdyce CENTIPEDE OR SPIDER SWARM
As Viscount Galdyce Bat Swarm with the following changes:
Senses darkvision 60 ft., tremorsense 30 ft.; Perception +41
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OFFENSE
========================================================================
Centipede Speed 30 ft., climb 30 ft.; Spider Speed 20 ft., climb 20 ft.
Melee swarm (3d6 plus poison and distraction)
Special Attacks distraction (DC 20), centipede poison (DC 22), spider poison (DC 20)
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STATISTICS
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Skills Disguise +18 (+28 to disguise as a swarm), Perception +41;
Racial Modifiers +10 Disguise to pass as a swarm, +12 Perception;
spider swarm uses Dexterity for Climb checks
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SPECIAL ABILITIES
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Centipede poison (Ex) Swarm—injury; save Fort DC 22; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 1 save. The save DC is Constitution-based (Charisma‑based) and includes a +2 racial bonus.
Spider poison (Ex) Swarm—injury; save Fort DC 20; frequency 1/round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC is Constitution-based (Charisma-based).

When I print all these for my binder, I use a 6.5 arial font, with 6.0 arial headers (such as "STATISTICS") and a 10 font for the stat-block name, CR, XP. I got all the information above on one page.

If anyone actually looks through all this and sees any glaring errors, please let me know.

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