Wild Things

Friday, October 28, 2016


Illustration by Mark Molnar

Last week we took a look at some magical foes from the pages of the upcoming Villain Codex, with an in-depth look at the Arcane Society. This week we're headed into the wilderness to explore some of the villains who operate on the fringes of society!

Nature's Scourge

No villain group embodies the wild as much as Nature's Scourge, a group founded by a druid known as the Blight Caller. I'll let the Renewer (their PR expert) explain it to you:

"Civilization claims to value progress, but it inevitably seeks stagnation. Its people take their coins to the market and buy what they have no incentive to learn how to provide for themselves. Farmers and hunters rely the least on civilization, but they enable others to survive who would starve if left to their own devices. Artisans churn out hundreds of similar items, ready for those who could never replicate their work to acquire in seconds. Worst of all are the ones who wield the most power in civilization. I cannot imagine a more pathetic creature than a noble, swaddled in silk and gold, forcing others to attend to their every need like grotesquely oversized babies. Stagnation is not natural. A forest knows that it must sometimes burn to clear the debris on its floor and make way for new seeds. If civilization insists upon clinging to its detritus, then we will be the fire, and we will nurture new seeds in our wake. Always seek to learn, grow, and move forward. We are not immune to stagnation, and we will cleanse it from our own ranks when we must."

Today we're going to take a look at the Blig... One moment please, technical difficulties!

OK, Nature's Scourge author Linda Zayas-Palmer has agreed to release me from the entangle spell in exchange for previewing the Blight Caller's trusted ally, the leshy known as the Wrathbringer.

Wrathbinger

The Blight Caller channeled a dying nature spirit into a patch of mushrooms to bring this fungus leshy to life.

Wrathbringer CR 8

XP 4,800

Fungus leshy skald 7 (Pathfinder RPG Advanced Class Guide 49, Pathfinder RPG Bestiary 3 177)

NE Small plant (leshy, shapechanger)

Init +2; Senses darkvision 60 ft., low-light vision; Perception +13

Defense

AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex, -1 rage, +1 size)

hp 110 (9d8+70); fast healing 2

Fort +15, Ref +6, Will +8; +4 vs. bardic performance, language-dependent, and sonic, -1 vs. anger or rage

Defensive Abilities ferocity, uncanny dodge; Immune electricity, sonic, plant traits

Offense

Speed 50 ft. (45 ft. in armor)

Melee bite +14 (2d6+7), 2 claws +14 (1d3+7)

Ranged puffball +10 (1 plus spores)

Special Attacks rage powers (atavistic totem†, lesser atavistic totem†), raging song 17 rounds/day (inspired rage, song of marching, song of strength), spell kenning 1/day, spores

Spell-Like Abilities (CL 4th; concentration +8)

Constantpass without trace

Skald Spells Known (CL 7th; concentration +11)

3rd (2/day)—good hope, haste

2nd (4/day)—cure moderate wounds, gallant inspirationAPG (DC 16), glitterdust (DC 16), heroism

1st (5/day)—comprehend languages, expeditious retreat, hideous laughter (DC 15), remove fear, saving finaleAPG

0 (at will)—dancing lights, know direction, mage hand, message, prestidigitation, summon instrument

Tactics


Illustration by Yan Kyohara

Before Combat The Wrathbringer casts good hope and expeditious retreat.

During Combat The Wrathbringer casts haste, uses raging song to inspire an atavistic fury in his allies, and then enters melee. He uses gallant inspiration and saving finale when his allies need assistance.

Base Statistics When the Wrathbringer is not using his inspired rage and isn't under the effects of expeditious retreat and good hope, his statistics are AC 20, touch 13, flat-footed 18 (+7 armor, +2 Dex, +1 size); hp 101 (8d8+61); no fast healing; Fort +12, Ref +4, Will +8; Speed 15 ft.; Melee bite +11 (1d8+4), 2 claws +11 (1d3+4); Str 18, Con 20; CMB +9; Skills Acrobatics +5 (+1 to jump), others all 2 lower.

Statistics

Str 20, Dex 15, Con 22, Int 9, Wis 12, Cha 18

Base Atk +6; CMB +10; CMD 21

Feats Blind-Fight, Improved Natural Attack (bite), Nature's Wrath†, Scribe Scroll, Skald's VigorACG, Toughness

Skills Acrobatics +7 (+11 to jump), Perception +13, Perform (oratory) +12, Perform (percussion) +19, Stealth +9 (+13 in swamps and underground), Survival +4 (+8 in swamps and underground); Racial Modifiers +4 Stealth and Survival in swamps and underground

Languages Druidic, Sylvan; plantspeech (fungi)

SQ bardic knowledge +3, change shape (Small fungus; tree shape), lore master 1/day, rage powers, verdant burst, versatile performances (oratory, percussion)

Gear +1 black dragonhide breastplate, belt of giant strength +2, fungal slippers†, mwk drums

The Blight Caller created the Wrathbringer several years ago. The unusual circumstances of this leshy's creation ritual imbued it with emotions that plant creatures can normally never experience. Centuries before the Blightcaller created him, a powerful druid bound the leshy's spirit to a sacred grove of fungi. By the time the Blightcaller arrived in the grove, the delicate fungi were dying, poisoned by waste that nearby settlements had dumped into the water. The Blightcaller managed to draw the leshy's spirit into a body before it died with the grove, but doing so required him to give a small piece of his own spirit as well. This sacrifice formed a connection between the druid and the leshy and imbued the leshy with the rage against civilization that burned so strongly in the druid's heart.

The Wrathbringer is surly and quick to anger. However, it is a dependable ally. The Blight Caller trusts it more than any other member of nature's scourge and has given it several valuable gifts, including a breastplate made from the hide of the same dragon as his own armor and a pair of slippers made from the magically preserved remnants of the leshy's former grove.

Oh my, what are Nature's Wrath and fungal slippers? Will either of those explain how this plant is benefiting from raging song?

Merry Outlaws

Some villains aren't evil, and at least according to the locals, the Merry Outlaws might be full-on good guys. They rob from the wealthy and are known to distribute wealth to the poor and downtrodden. But there are others, those on whom the Merry Outlaws have preyed, who claim that there are two sides to every tale. What is the truth about this Robin Hood-style bands of miscreants? What will the PCs decide to do if confronted with such a group? These questions make the Merry Outlaws perfect for a nuanced adventure with shades of grey.

Ruthless Brigands

The ruthless brigands are mercenaries, pure and simple. If you pay them, they might even defend your city from the savage marauders or protect your carriage from the Merry Outlaws, but their loyalty follows the coin. That's not to say they're all evil, in fact, the reluctant witty jury-rigger shown here is good-aligned, yearning for the old days when they would fight for noble causes and increasingly regretting his life decisions.

Savage Marauders

The savage marauders are a marauding barbarian tribe who pillage the soft civilized folk, kill or capture the adults, and indoctrinating the children to join the tribe. This gives them a slightly more multicultural make-up than other barbarian tribes. Everyone in the tribe must prove her strength (in fact, the Fiend-Born Rager may some day grow to challenge the Crimson Lord should he show any signs of weakness), so that badass marauder down there with the earthbreaker and the icicle fingers? Yeah, she's actually a sorcerer!

Scandalous Pirates

Not everywhere in the wilderness is on land, and the scandalous pirates are a scourge upon the seas. They're organized with several captains all under the auspices of the Vile Admiral, which allows you to use them as a squabbling but vaguely cohesive group or as individual pirates (if, say, you needed an extra captain quickly in a Skull and Shackles game).


Illustrations by Anastasia Ovchinnikova, Gintas Galvanauskas, and Shen Fei

Stay tuned next week as we return to civilized society and expose the villains who make their homes in plain sight!

Mark Seifter
Designer

More Paizo Blog.
Tags: Anastasia Ovchinnikova Gintas Galvanauskas Mark Molnar Pathfinder Roleplaying Game Shen Fei Villain Codex Yan Kyohara
Liberty's Edge Contributor

1 person marked this as a favorite.

A Leshy Skald. Awesome.


3 people marked this as a favorite.

Eeexcellent.
Releases Mark from entangle spell.

Designer

3 people marked this as a favorite.

Whew, I thought I was stuck there for a minute folks, but now I'm freeeee!


No green, no peace.

Sovereign Court

Pathfinder Starfinder Society Subscriber

That Wrathbringer is so wonderful and creepy at the same time. I want one.

Designer

Oh yeah, in my list of "what is that cool thing" I also forgot to mention atavistic totem. That Wrathbringer is a great example of several of the new rules in this chapter, so it was almost worth being entangled to get him up there!


Sweet, nice to see such a variety of nature-themed villains.

Silver Crusade

Mark Seifter wrote:
Oh yeah, in my list of "what is that cool thing" I also forgot to mention atavistic totem. That Wrathbringer is a great example of several of the new rules in this chapter, so it was almost worth being entangled to get him up there!

Ooo, I'd like to know more about Atavistic Totem Rage Power line.

Silver Crusade

I'd also really like to know what the everliving f%@$ they were dumping into the waters to give it those Jacked up stats. Thing could bench press a car.


I'm guessing Nature's Scourge has some none plant allies to take afvantages of the moral bonuses this creepy fungal menace can hand out?

Silver Crusade

Or plant allies that do benefit from morale bonuses.

Angry Leshy horde coming at you with their face carving knifes.

Shadow Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder LO Special Edition, PF Special Edition Subscriber

So looking forward to this book. I also want that witty jury rigger in plastic...NOW!

Grand Lodge Contributor

Thanks for the preview, Mark!

Ahh, my rage mage looks really cool! (Ha, pun!) Can't wait to see the rest of the marauders, and all the other organizations!

Designer

Mikko Kallio wrote:

Thanks for the preview, Mark!

Ahh, my rage mage looks really cool! (Ha, pun!) Can't wait to see the rest of the marauders, and all the other organizations!

Yeah, the marauders were a fun group to work with, and they should be pretty useful in a lot of situations where the GM needs a marauding tribe or army, especially since they don't just all mindlessly rage and charge in but instead use complimentary tactics among the various marauders.

Designer

Rysky wrote:
Mark Seifter wrote:
Oh yeah, in my list of "what is that cool thing" I also forgot to mention atavistic totem. That Wrathbringer is a great example of several of the new rules in this chapter, so it was almost worth being entangled to get him up there!
Ooo, I'd like to know more about Atavistic Totem Rage Power line.

My go-to for dissecting previews is to look in the statblock for anything fishy. In the case of new rage powers, one strategy might be to compare the base statistics to the in-rage statistics and see if anything changes; of course, that isn't guaranteed to work if the power is something that wouldn't be captured in the statblock.

Silver Crusade

Mark Seifter wrote:
Rysky wrote:
Mark Seifter wrote:
Oh yeah, in my list of "what is that cool thing" I also forgot to mention atavistic totem. That Wrathbringer is a great example of several of the new rules in this chapter, so it was almost worth being entangled to get him up there!
Ooo, I'd like to know more about Atavistic Totem Rage Power line.
My go-to for dissecting previews is to look in the statblock for anything fishy. In the case of new rage powers, one strategy might be to compare the base statistics to the in-rage statistics and see if anything changes; of course, that isn't guaranteed to work if the power is something that wouldn't be captured in the statblock.

Like the small Leshy being able to bench press a truck?

Liberty's Edge

Nah. That's mostly accounted for by Class Levels and Item. Fungus Leshy's start with a 10, +4 for PC class, +2 for Belt of Str is a 16 right there (18 raging). This guy has +2 over that, but only +2. I wonder where that's from?

He does have ferocity, though. Which seems pretty atavistic to me. As does the fact that his bite attack damage seems to go up a size category (from 1d8 to 2d6) when he rages...

The 'Nature's Wrath' Feat and accompanying penalty to saves vs. rage effects also lead me to believe that said Feat makes him susceptible to his own morale effects (making Skald actually work as a Class for a plant), along with emotional effects in general.

Silver Crusade

Deadmanwalking wrote:
+4 for PC class,

?


Rysky wrote:
Deadmanwalking wrote:
+4 for PC class,
?

Monster rules when you add PC classes is they get a bunch of stat bonuses (and one penalty) to apply to their standard array. The highest bonus is +4. Check your favorite Bestiary appendix on monster advancement.

Silver Crusade

Plausible Pseudonym wrote:
Rysky wrote:
Deadmanwalking wrote:
+4 for PC class,
?
Monster rules when you add PC classes is they get a bunch of stat bonuses (and one penalty) to apply to their standard array. The highest bonus is +4. Check your favorite Bestiary appendix on monster advancement.

Ah! I was unaware of that tidbit, thankies.


OOH! I can definitely make good use of this book. I can hardly wait until it ships.

Liberty's Edge

Deadmanwalking wrote:
Nah. That's mostly accounted for by Class Levels and Item. Fungus Leshy's start with a 10, +4 for PC class, +2 for Belt of Str is a 16 right there (18 raging). This guy has +2 over that, but only +2. I wonder where that's from?

I'd guess either the new Nature's Wrath or Atavistic Totem options.

Assuming one of those provides an additional +2 to Strength, it all works out;

Bestiary stats: Str 10, Dex 15, Con 16, Int 7, Wis 14, Cha 15
PC adjustments: Str +4, Dex +0, Con +4, Int +2, Wis –2, Cha +2
Results: Str 14, Dex 15, Con 20, Int 9, Wis 12, Cha 17

Then Str gets +2 rage, +2 belt, +2 Wrath and/or Totem, Con gets +2 rage, and Cha gets +1 stat increase at 4th level

Grand Lodge

Cool - very flavorful and creepy! It would be nice if his bongos were made out of mushrooms and he had some rad, bolt-on, flat-top mushroom crash and ride cymbals. ^_^

On the stat block, I have the following questions/comments:
1. CL7 CHA18 Skald Rage Rounds: 3 base + 4 CHA + 12 (2 x 6 levels) = 19 (17 shown above)
2. Regarding the versatile performances, it would be nice if the skill list showed: Handle Animal +19, Intimidate +19, Diplomacy +12, Sense Motive +12. GMs who don't know the skald class may not parse the extra detail, and it could impact combat. And, it's extremely helpful in the heat of battle to have those data handy.
3. Similarly, with bardic knowledge and good hope, it would be great if the skill list showed Knowledge (all) +4. GMs might miss the good hope/INT interaction and it makes it easier if the stat block shows the correct bonus.
4. I did some quick math on the skill points and ended up with 22 total, where all referenced skills are class skills, except survival (including perception and stealth as a plant...+ stealth size modifier) and including the ACP of -3 on DEX/STR skills. So, 1 plant racial level + 7 skald levels = 22 skill points. Seems to check out. Nice. (It leaves +7 FCB for hp) -- I did this calculation, because the hp did not align for me (see next).
8. I'd be interested to know how the hp is calculated. On the base stat hp, my math yielded 97hp instead of 101. My attempt: 4.5 (plant/1) + 8 (skald/1) + 30 (skald/6) + 40 (CON) + 8 (toughness) + 7 (FCB) = 97hp (round down). So, 8d8+61 makes sense to me, but as 97hp if it follows the average hp model used in the bestiaries (4.5*8+61 rather then 5*8+61 as implied by the above stat block). So, my question is: Is the 101hp intentional or should it follow the typical 4.5x8 average hp model for monsters and be 97?

Thanks!

Sovereign Court

Pathfinder Starfinder Society Subscriber
HoloGnome wrote:

8. I'd be interested to know how the hp is calculated. On the base stat hp, my math yielded 97hp instead of 101. My attempt: 4.5 (plant/1) + 8 (skald/1) + 30 (skald/6) + 40 (CON) + 8 (toughness) + 7 (FCB) = 97hp (round down). So, 8d8+61 makes sense to me, but as 97hp if it follows the average hp model used in the bestiaries (4.5*8+61 rather then 5*8+61 as implied by the above stat block). So, my question is: Is the 101hp intentional or should it follow the typical 4.5x8 average hp model for monsters and be 97?

That looks like an issue with the HD. The main stat block indicates it has 9 Hit Dice. (The stats without rage active seem to be in error)

101 hp = 9d8 (avg 40) + 61
61 hp = 45 (9*Con) + 9 (Toughness) + 7 (FCB)

Liberty's Edge

HP are actually entirely correct. I think what you're missing is that it has 2 HD of Plant, but I'm not sure.

40 from HD is correct for 9d8 HD (4.5 x 9 is 40.5 and you round down), as is 54 from Con (45 when not raging) then they get 7 from FCB, and 9 from Toughness.

That's precisely 110 (101 when not raging). And is the formula used in all NPC stat-blocks. The 'rounding up to 5' on PC HD is for PCs only, and technically only for PFS even there (though it's a common House Rule in non-PFS games). The non-raging stats are listed with 8 HD, but that's a minor error, and their only one.

Talking skills, he should have 23, but my count sees 25 with 3 in Acrobatics, 1 each in Stealth and Survival, 7 in Perception, 3 in Oratory, and 10 in Percussion.

And the 'mystery' +2 Str can't be from Rage Powers, since it applies even when not raging. Maybe the Fungal Slippers boost fungal creatures that way?

My bet on the Rage Powers is that Lesser Atavistic Totem is what upgrades the Bite Attack's effective size, and Atavistic Totem gives Ferocity. That's a solid line of powers in many ways, and consistent with the stat-block.

Designer

Well-sleuthed. As to stats, remember that you get the every 4 levels boosts when applying class levels.

Liberty's Edge

Mark Seifter wrote:
Well-sleuthed. As to stats, remember that you get the every 4 levels boosts when applying class levels.

Didn't that go into Charisma, though? I'm not seeing another way to get Cha to 18 precisely.

Designer

Deadmanwalking wrote:
Mark Seifter wrote:
Well-sleuthed. As to stats, remember that you get the every 4 levels boosts when applying class levels.
Didn't that go into Charisma, though? I'm not seeing another way to get Cha to 18 precisely.

Hmm, that seems likely; I'm at home right now and guessing!

Designer

Azten wrote:
I'm guessing Nature's Scourge has some none plant allies to take afvantages of the moral bonuses this creepy fungal menace can hand out?

The Wrathbringer is the only new plant character (though there's a suggested encounter with other angry plants), so lots of non-plants. The Blight Caller (who created the Wrathbringer) is an interesting druid, and you've seen the picture of the Renewer up there. At leadership levels, they round that out with Ember, who is pretty terrifying as support.

Grand Lodge

Makes sense if there is a problem with 8d8 vs. 9d8. I guess confusion was with the base stats @ 8d8, since that's what I was using for my calculations. I was trying to calculate the hp total w/o rage. Also, I assumed that the class levels would be at +5 (because it seems to align with the +61 total vs. 8x4.5).

The # of rage rounds also seems to be in error, as above.

DeadManWalking wrote:
Talking skills, he should have 23, but my count sees 25

On skills, my math differs - I get 22, as above:

Acrobatics (skald class): 2 ranks - +1 base stats(racial?), +2 Dex, +3 class, +2 good hope, -3 ACP = +7 total. (if the +1 is in error in the base stats, then it needs 3 ranks, as DMW states) - what is the explanation for the +1 in the base stats?
Perception (plant class): 7 ranks, +1 Wis, +3 class, +2 good hope = +13 total
Perform (oratory)(skald class): 3 ranks, +4 Cha, +3 class, +2 good hope = +12 total
Perform (percussion)(skald class): 8 ranks, +4 Cha, +3 class, +2 good hope, +2 MWK drum/tool = +19 total (and I assumed that was maxed and in sync with 8d8 in the base stats)
Stealth (plant class): 1 rank, +2 Dex, +3 class, +4 size, +2 good hope, -3 ACP = +9 total
Survival (non-class): 1 rank, +1 Wis, +2 good hope = +4 total

Total Ranks: 2+7+3+8+1+1 = 22 ranks

Have I goofed in my skill analysis somewhere?

...and, for me, this aligned with 1 plant level @ 2+INT=1 and 7 skald levels @ 4+INT=3 (22 total, no FCBs) -- further reinforcing the HD confusion if the 8d8 base is in error...or is the 8d8 correct and the 9d8 in error? ^_^

So, I guess that leaves the mystery of 1 more plant skill rank if 9d8 vs. +1 in acrobatics in the base stats.

Liberty's Edge

Ah! I was forgetting the Masterwork Tool. That makes the math perfect on skills. And explains the bonus higher than he could have ranks, too.

And the +1 for Acrobatics listed in base stats is that he only +1 (rather than his full +5) for jumping due to low movement rate. So that puts it at 3 ranks of Acrobatics...which makes 23, the precise number he should have at the 9 HD he's got.

Now all we need to figure out is where that +2 Str comes from.

Grand Lodge

Mark Seifter wrote:
The Wrathbringer is the only new plant character (though there's a suggested encounter with other angry plants), so lots of non-plants. The Blight Caller (who created the Wrathbringer) is an interesting druid, and you've seen the picture of the Renewer up there. At leadership levels, they round that out with Ember, who is pretty terrifying as support.

The angry plants have loads of potential. I would love to see them express additional plant traits during rage - like growing thorns, changing color, exuding toxic substances, wielding entangling roots, stolons and whipping tendrils that entangle, grab and constrict (or maybe also work as an 'invade' puncture attack, manifesting the equivalent of a 'swallow whole' - like a venus fly trap or pitcher plant and then start digesting or just growing around its grappled prey to suffocate and absorb them, etc. I know there are some monster entries that have some of these features now, but having them turn nasty with rage is all kinds of goodness. The bodythief needs some angry pals (and grappling minions to hold down the victims)! *evil grin*

Grand Lodge

DeadManWalking wrote:
And the +1 for Acrobatics listed in base stats is that he only +1 (rather than his full +5)

Yeah - you're right - I was misreading it as a bonus instead of the actual total resulting from the -4 racial from a base movement < 30'. Thx!

So, 23 skill/9d8 HD (2 plant, 7 skald) it is! :)

...and I will add that every time I see a skill list, I always find myself wishing that it showed the number of ranks applied to each skill in addition to the total bonus. I occasionally have to rip pregens into VTT-land (we be goblins, maelstrom rift, serpents' ire, true dragons, etc.), and it would make it a little bit easier, not that there's anything wrong with sleuthing.

I think stat block sleuthing practice is an important part of GMing to help facilitate the immediate calculations for dynamic changes that occur as a consequence of negative conditions, stat damage, etc. in the heat of battle...and is definitely in the path of monster/campaign creation.


I'm thinking of using this in Starfinder. The party lands on a sentient, hostile planet, and a horde of Wrathbringers try to kill or drive away the ship and its crew.

Designer

1 person marked this as a favorite.
John Napier 698 wrote:
I'm thinking of using this in Starfinder. The party lands on a sentient, hostile planet, and a horde of Wrathbringers try to kill or drive away the ship and its crew.

Oh man, that's pretty awesome! Add in some other plant creatures (leshys?) with Nature's Wrath. There's at least one really good plant monster in Bestiary 6 to use as a sort of crux or avatar for the sentient planet, and that should be in your hands in time for Starfinder as well!


Will do. As you can probably tell, I spent much of my time playing Classic Traveller when not playing D&D. I'm also good at designing starships, mainly warships (anyone remember CT's High Guard?), but I can also do civilian ships.

Grand Lodge

DeadManWalking wrote:
Now all we need to figure out is where that +2 Str comes from.

Mythic Leshy - Fungus of Song and Legend!


Starfinder: Wrath of the Plant Planet.


Mark Seifter wrote:
John Napier 698 wrote:
I'm thinking of using this in Starfinder. The party lands on a sentient, hostile planet, and a horde of Wrathbringers try to kill or drive away the ship and its crew.
Oh man, that's pretty awesome! Add in some other plant creatures (leshys?) with Nature's Wrath. There's at least one really good plant monster in Bestiary 6 to use as a sort of crux or avatar for the sentient planet, and that should be in your hands in time for Starfinder as well!

Sounds like the Thorian from Mass Effect, which like much of that series is probably based on some pulp scifi I don't know.


I don't know Mass Effect. Never played it. This is just from my own sick, twisted imagination.

Scarab Sages

do do, dododo

You make my heart sing...

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