Villains Everywhere!
Friday, October 21, 2016
Pathfinder RPG: Villain Codex is double-dealing, backstabbing, and betraying its way into your hands next month! The book contains 20 different villainous organizations, and we're going to reveal five of those organizations each week, with themes of mystical villains, wilderness villains, civilized villains, and enigmatic villains.
Arcane Society
Our focus group this week is the Arcane Society. This group seems to be a benevolent multinational mage's guild, led by the beloved philanthropist known as the Eminent Spellqueen. Of course, things aren't always what they seem...
The Eminent Spellqueen's protective wards have prevented us from revealing more of her dark personal secrets here in this blog, but we managed to get the scoop on her equally-powerful right hand, the grand caller. The information bellows includes a slightly alternate set of prepared spells and additional facts to enhance the grand caller in your game!
Grand Caller
The Grand Caller is mentally insatiable but physically lazy, preferring the use of minions to perform his tasks. He provides extraplanar minions for the arcane society, including a marilith with whom he has a dangerous relationship.
Grand Caller CR 14
XP 38,400
Human conjurer (teleportationAPG) 15
CE Medium humanoid (human)
Init +10; Senses all-around vision, darkvision 60 ft., true seeing, Perception +16
Defense
AC 22, touch 13, flat-footed 19 (+4 armor, +1 deflection, +2 Dex, +1 natural, +4 shield)
hp 171 (15d6+116)
Fort +17, Ref +15, Will +18; +4 vs. mind-affecting
Defensive Abilities contingency (teleport), death ward, fickle winds, freedom of movement, getaway; Immune dimensional anchor, fear
Offense
Speed 30 ft., fly 40 ft. (good)
Melee mwk dagger +11/+6 (1d4-1/19-20)
Wizard Spells Prepared (CL 15th; concentration +23)
8th—maze, mind blank, moment of prescience
7th—greater teleport, mage's magnificent mansion, project image, summon monster VII
6th—getawayAPG, greater dispel magic, greater heroism, quickened dazing aqueous orbAPG (DC 24), true seeing
5th—dazing persistent aqueous orbAPG (DC 24), fickle winds, magic jar (DC 23), overland flight, summon monster V (2)
4th—dimension door, dimensional anchor, enervation, greater false lifeUM, summon monster IV, telekinetic chargeUC
3rd—countless eyesUM, daylight, fly, haste, heroism, invisibility sphere, stinking cloud (DC 23)
2nd—bear's endurance, command undead (DC 20), darkvision, glitterdust (DC 22), invisibility, mirror image, resist energy
1st—comprehend languages, grease (DC 21), mage armor, protection from evil, protection from good, shield, unseen servant
0 (at will)—detect magic, ghost sound, mage hand, prestidigitation
Opposition Schools evocation
Tactics
Before Combat On a previous day, the grand caller set a contingency to teleport to a safe house whenever someone tries to attack him. He casts mind blank, getaway, moment of prescience, greater false life, mage armor, overland flight, countless eyes, darkvision, true seeing, fickle winds, greater heroism, bear's endurance, and shield and uses his scrolls of freedom of movement, death ward, and spell immunity (choosing dimensional anchor).
During Combat The grand caller summons appropriate minions for the situation to bolster those he has already called or created. He uses shift to keep mobile, dazing aqueous orb to control the battlefield, and telekinetic charge to help his marilith ally achieve full attacks.
Morale The grand caller rarely exposes his true self to danger, preferring to use spells like magic jar to control other bodies when he must be personally present. He flees whenever in true danger but fights to the death in a disposable body.
Base Statistics Without his spells, profane gift, and familiar, the grand caller's statistics are Senses no all-around vision, darkvision, or true seeing; AC 14, touch 13, flat-footed 11; hp 100 (15d6+45); Fort +11, Ref +11, Will +14; Speed no fly speed; Defensive Abilities no defensive abilities; Immune no immunities; Melee mwk dagger +7/+2 (1d4-1/19-20); Con 14, Int 24; CMB +6; Skills all 4 lower, Fly +5.
Statistics
Str 8, Dex 15, Con 18, Int 26, Wis 12, Cha 10
Base Atk +7; CMB +10; CMD 19
Feats Augment Summoning, Dazing SpellAPG, Dimensional AgilityUC, Greater Spell Focus (conjuration), Improved Initiative, Opposition ResearchUM (necromancy), Persistent SpellAPG, Quicken Spell, Scribe Scroll, Spell Focus (conjuration), Spell PerfectionAPG (aqueous orb), Superior SummoningUM, True NameUM (marilith)
Skills Bluff +22, Diplomacy +22, Fly +20, Intimidate +21, Knowledge (arcana) +27, Knowledge (history) +27, Knowledge (planes) +27, Perception +20, Sense Motive +20, Spellcraft +27, Use Magic Device +22
Languages Abyssal, Aquan, Celestial, Common, Infernal, Terran
SQ arcane bond (familiar, compsognathus), shift (11/day, 35 ft.)
Combat Gear reach metamagic rod (lesser)APG, scroll of death ward, scroll of freedom of movement, scroll of spell immunity; Other Gear mwk dagger, amulet of natural armor +1, belt of incredible dexterity +2, circlet of persuasion, cloak of resistance +4, headband of vast intelligence +4, ring of protection +1, statuette for contingency, 282 gp
The grand caller is the Spellqueen's trusted right hand, an arrogant and paranoid man who acts like a chessmaster with the world as a board, manipulating or forcing others into acting as his pieces. He has numerous countermeasures in place, from a clone spell to a contingency escape plan, and he generally has several outsider allies called by greater planar binding at any given time. The grand caller has a bizarre relationship with the marilith whose true name he holds. In contrast to the normal hatred in such a situation, she is unusually fond of him, but she resents his loyalty to the Spellqueen. The marilith has granted him a profane gift from one of her succubus minions, and she hopes this will help corrode his ties with the Spellqueen. In a serious fight, the marilith will always be at the grand caller's side, but he doesn't use her frivolously as he does his lesser minions.
Death Cult
The death cult of Urgathoa, and its leader the Reaper, believes that death is the ultimate form of equality and an end to suffering in a world full of oppression. While they do want to spread killer plagues, they're equal-opportunity employers, even if you opposed them before you died. In fact, one of the Reaper's most trusted advisors was once an adventurer who helped kill the Reaper.
Demon Knights
The demon knights are a military force of pure destruction, each modeling themselves after a particular type of demon. For instance, their general is the mighty Merciless Balor, an antipaladin who fights with a blade and a flaming whip. While their training techniques generally kill their new recruits, the fallen recruits provide not only a good example for the others but also a nourishing meal.
Brutal Slavers
The brutal slavers are double-dealing and sadistic scoundrels, led by the silver-tongued slave master, who works as a lobbyist in favor of slavery in general and his own organization in particular, and the horrifying experimenter, who uses slaves as living test subjects with the goal of mastering the secrets of fleshwarping to create a more powerful version of mongrelmen with the strengths of every humanoid race. Someone needs to be around to tend to injuries that would prevent the slaves from performing labor for the slavers or selling well on the open market, so of course the slavers brought in a sadistic cleric of Zon Kuthon because that can't go wrong.
Diabolical Church
In a town suffering upheaval and tragedy, who wouldn't be happy to see a new lawful church enter town and donate their spellcasting services for free, healing the sick, fighting off marauding monsters, and helping build infrastructure? Never mind who secretly started that upheaval, the point is that the church of Asmodeus is just misunderstood. Surely nothing can go wrong if you accept your new protectors, and it's not like those favors you've started to owe them are going to amount to anything important...
Stay tuned next week for a taste of wilderness villains!
Mark Seifter
Designer
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