Goblin with Beehive

Aurelio 90's page

Organized Play Member. 93 posts. 2 reviews. No lists. 1 wishlist. 1 Organized Play character.

Greetings people! I'm currently GMing The Dragon's Demand, and in the last session my players managed with the kobold tribe.

Long story short: the initial way to manage with the kobold tribe was a succesful diplomatic approach. The attempt worked with the kobolds outside of the quarry and my players convinced them to parley with their chief - but while some kobolds of the tribe agreed with this, Churgri and Roaghaz were furious shouting "YOU FOOLS!" and "TRAITORS!". This ended in a battle, but some kobolds fought with the players.

The session ended with Churgri and his skeletons killed and Roaghaz defeated, but when he fell to the ground my party wouldn't kill the kobold chief - they instead take a rope and restrained him. In the next session my players plan to lead Roaghaz to Belhaim and interrogate him, and honestly I have no idea how to manage with this situation since I didn't expected they could take Roaghaz alive. What now?

Good afternoon from Italy! Long short story: after three years of abstinence I finally founded a party and we played since September! The campaign is The Dragon's Demand, sure, but I prefer to start with Murder's Mark Module (settel on Belhaim of course) so that players could explore the town and meet sone NPCs (like the baroness's son and Hunclay).

These are the players, from left to right: a Keleshite rogue, a Chelixian one-eyed fighter, a Taldan wizard of noble birth (the most recent player, he joined us just to the start of TDD), a LG cleric of Sarenrae (accompanied by a half-elven adept) and a wannabe dragonslayer ranger. The party was able to successfully *Murder's Mark* and started to gaining popularity on Belhaim for this. And in the last session they just found the body of Hunclay under the tower's dungeon and they now head on the wizard's estate...

Now, the reason why I chose to use this short campaign it's not only because a dragon appear as the main villain of the Module - but even because I love Lovecraft, and the Mythos references on this campaign about the Dominion of Black, the alien minions of the dragon (about him, I replace the green dragon with a nightmare dragon) and the Monastery of Saint Kyerixus. Lovecraft and occult stuff are my weaknesses, I must say, but I'm planning to make a lot of change about the last location of this campaign. this because I partially change the background of the adventure.

The saint wrote:
Between the Slayers there's a particular man - his name has been lost from the story. He was an old and blind man armed only with a wooden mace and a habit, but he joined up with the Slayers and help them with his faith and magic against the domain and menace of dragons - especially of the "Black Tyrant" (the moniker of Aeterpax in some ballads and chronicles). Despite of his conditions, the old man fought with Lady Tula and other Slayers in the final battle against Aeterpax; and while Tula received the title of Baroness, the old man refused any award from the emperor and spent some years in the newborn town of Belhaim becoming a spiritual adviser for inhabitants. Then, one day he made a request to the baroness - he was willing to reclaim an ancient and abandoned monastery to the mountains of the east. He was able to cleanse the godfosarken place by the evil, but he chose to not come back on Belhaim and he spent his last years of his life in the monastery. Some people joined with him and a monastic order, now disappeared, was founded in his honour.
The real story of the saint wrote:
The "forgotten saint" was really a good and pious man, a blind pilgrim. He didn't worshipped a particular god, he roamed from land to land to preach the ideals of law and goodness. Then, one day while he was on his way to Nazilli, he tripped on a root. He lost his shillelagh for just a moment and he took it back - but he didn't realized he found instead the Saint Cuthbert's Mace. He met Tula Belhaim and his friends short later: Nazilli was destroyed by Aeterpax, and they were the only survivors of the doomed city. The old and blind man, imbued with his fervent love for justice (but even by the artifact), decided to help Tula and his friends to revenge Nazilli and fight against Aeterpax. The vile black dragon was killed, and Belhaim was fonuded: the old man, hailed as a living saint, stayed in the new barony. He refused any kind of rewards like noble titles or land plots, keeping up with his lifestyle and becoming a shepherd of souls of the inhabitants of Belhaim. This until, some years after, he suddendlyd decided to leaving the town and moving towards an abandoned monastery...
story of the monastery wrote:
The place known as “Monastery of the Forgotten Saint” already existed before the dominion of Aeterpax on Dragonfen. No one knows who or when the monastery was built, but since the foundation of Belhaim the place is the seed of some sinister stories and legends – for example the “faceless devils”, creatures of the night who kidnap lost travelers with their batlike wings. The inhabitants knows some monks lived there in the past, but some time before the fall of Sarvo Canterclure silence fell on the place. Some Devy soldiers, going to explore the monastery after the fall of Sarvo, came back with confused and scary stories about "crawling things", "spooky apparitions" and "creepy whisperers". The new rulers of Dragonfen, the Devy, decided to don't get much closer with that place. And today the Monastery of the Forgotten Saint is still abandonded and considered a dangerous place by the inhabitants of Belhaim.
The real story of the monastery wrote:

Founded some centuries before the Dragon Plague events, this place was a monastery founded by Nethys worshippers and scholars. The studies of magical theories isn’t just their only focus – they explored the truth beyond the known reality, studying about mysteries of other worlds, of other realities. But this occult knowledge couldn’t be gained without a price. They come into contact with the starless sky above the known solar system and its alien inhabitants. They found new secrets, acquired new knowledge. They were so obsessed by the results obtained in these researchs that they eventually turned their backs on Nethys for another patron – the Outer God Yog-Sothot. Following the revelations gained by the entities of the Dark Tapestry, the fools created the Dark Window so that they can found a way to directly contact the Lurker at the Threshold. But something went wrong, and the Dark Window opened the door that led these men to death. Or worse. And the Dark Window stayed open since then.

The saint, some years later the foundation of Belhaim, had a sudden revelation about the elder evil into the abandoned monastery. He choice totake on the duty to banish the cosmic horrors hidden within the monastery, and in the end he was able to close the Dark Window and cutting the Outer God's malevolent influence on Dragonfen. He then founded the monastic order, becoming the first abbot of the monastery, and training the members as watchers against the forces of cosmic evil if the Dark Tapestry's influence gone back to Dragonfen. Since the saint had not revealed his motivations and plans to Lady Tula the baroness never knew anything about this, just like the Canterclure when they came to govern the barony after Tula’s death. But unfortunately, generations after the death of the saint, his teachings and warnings were lost. The monastic order stopped to follow the rules and some people found some of the foolish knowledge about the eldritch abominations called "Great Old Ones" and "Outer Gods". History repeats itself: the order had fallen to corruption of the Dark Tapestry, exploiting their isolation to perform occult rituals and calling dark entities. In the end they found a way to reactivate the Dark Window - and they were all killed (or found a fate worse than death) as their predecessors, and once again the monastery became a dark place for unspeakable things.

This is the background about the monastery. I want make the last part of *The Dragon's Demand* oriented to occult and horror elements - a pure *Call of Cthulhu* moment before (or after) the fight with the dragon. I need to seelct the DC of various Knowledge checks (history, arcane, local), implementing new rooms or section of the monastery, adding themed haunts, references and hints about the story of the Forgotten Saint, Nethys and the Yog-Sothoth. For example, the Irorian mummy could be instead a Nethitian undead or a ghost of the last abbot; insert some nightgaunt (the "faceless devils" from the legends) as random encounters aroubd the monastery; and other things.

So, I finally have free time since I get out of university, and this would mean reading my printed collection of Pathfinder RPG. I've read Kingmaker AP in these days (I've played the 1st adventure as player, but never played as GM) and I really appreciate this "sandbox" campaign.

expect for....:
Expect for the main villain. I loved Castruccio Ivoretti since he's a real magnificent ba****d (and surely he deserved to be the BBEG of this AP), Nyrissa didn't move me. I appreciate her tragic story, but nothing more.

I want to try to change the main villain with another villain of my own creation, and the result was creating a cursed lord. Who said Ravenloft? That's right, praise Horror Adventures! Here his story:

Background wrote:

Long ago, in the Age of Destiny, the Stolen Lands had their king. Not an human but a powerful fairy king, an erlking; and with him was his sister, the hamadryad Creiddylad. They loved each other, like a brother could love his sister (and vice versa), and the erlking was a member of Seelie Court - the "good" fairies of the First World.

But one day, Armag appeared. A young and brave human warrior, Armag was leading his tribe (the Tiger Lords) in the current Stolen Lands. The fairies feared the belligerent Kellids, but when the erlking showed up to intimate to move out Armag wasn't afraid and assured the powerful fairy king that he and his tribe didn't want to get in trouble with the Seelie Court. The erlking tolerated their presence.

Then, Armag and Creiddylad met. Armag fell in love with Creiddylad, and the fairy queen return her love.

When the erlking found out, he was incredulous. How could her sister, her beloved sister, fall in love for a human? Surely Armag tricked her! But their love was true, and this made the erlking insanely jealous. He tried to separate them, sending gifts to Armag to persuaded him to give up on Creiddylad and leave his lands. He failed. He tried to talk with his sister, because it was impossible for a fey loving a human. He failed.

The erlking began to planning to kill the insolent human warrior. Creiddylad found out the brother's intent and, disgusted by his insane jealousy, she warned Armag. And this was the final straw: feeling betrayed, the erlking plunged his sword through Creiddylad's heart.

The Elders sensed the hamadryad's scream. The blood was still flesh when the mysterious entities intervened to punish the fratricide. The erlking was stripped of his name, and his fairy kingdom was wiped out by the Material Plane - creating the Stolen Lands. Lately, Armag became the undying champion of Gorum - to ease the pain of the death of her beloved fairy queen. And since then, the forgotten and cursed land was imprisoned by the madness and cruelty of this fallen Seelie. The erlking, now an Unseelie, is the Nameless King.

But in the Age of Lost Omens, the Nameless King has found a way to come back in the Material World. While he's unable to break his sentence, the evil fairy king wants to annex Pitax and the Stolen Lands and drag these mortal territories in his nightmare realm!

Now, the changes.

* The main villain: The Nameless King (with his sister) (CE cursed lord shadow lord erlking), CR 22.

* His realm: The Thousands Cries. This is exactly the Thousands Breaths from the original adventure, expect this place is not situated in the First World - this is the Nameless King's domain of evil, a cursed realm separated from the multiverse (Ravenloft style). While the Thousands Cries could have some similarities to the First World, this is a cursed and tragic world where a pale sun emulates an eternal twilight and those who don't succumb to evil are haunted and persecuted by evil feys and other sinister monstrosity. The Thousands Cries is a strongly chaos and evil-aligned realm, and every evil inhabitants of this realm has shadow template (or debased fey if the creature is a fey). Furthermore, I must have to select four magic traits for this domains of evil.

* His plans: Like Nyrissa, the Nameless King wants the Stolen Lands - but not because he wants the Elders' pardon. That region was technically his territory. He's unable to leave the domain of evil, but with the plannar thinning ability he can temporarily create a link with the Material World and sending his thralls and servants. If he's able to annex the mortal territories with his kingdom, he'll be happy to torture and torment his new "subjects". And then there's his sister: he wants Creiddylad's soul to bring her back from the dead.... for evil reasons, of course.

* His right-hand man: For his plans, the Nameless King was able to send one of his most strong and loyal agents in the Material Plane: the "Raven Knight", a vilderavn, and he has a key role to play in the campaing. The Raven Knight serves king Ivoretti disguised as a loyal general of Pitax, but actually he's preparing the annex of Pitax and Stolend Lands with the Thousands Cries. In the final moment of the 5th module the truth comes out: the Raven Knight shows his true nature and betray Ivoretti trying to kill him, so that he could replace him and donate the Pitax to his true lord.

* Briar: This was the erlking's blade, and with this weapon he killed Creiddylad. When the Elders punished and cursed the Nameless King, Briar remained on the Material Plane. But rather than reborn in the First World, the hamadryad's soul and conscience was binded in the blade. The location of the blade should be changed (if the Raven Knight should find the weapon, the Nameless King could get her back). Briar is a quite different from the original adventure: this artifact is CG rather than CN, and the vorpal special weapon ability is replace with the following abilities: fey bane (but only against evil fairies), defensive, lifesurge and merciful.

I love Villain Codex, it's a wonderful book. But I have a doubt about "pallid vector" template.
Doesn't specify that a creature with this template, when he dies and lately rise as undead, retain or lost this template (and the related abilities bonus and special attacks). For example: if a 8th-level NPC with this template die and rise as a vampire, can he keep the natural armor bonus, stench and disease attacks and ability bonus (Str +2 and Wis +2)?

... what do they see?
I read most of the Campaign Setting and APs, and I was both player GM in some of these campaigns. 'cause I love RPG interpretation and "plot twists" I asked myself questions about Golarion's villains and antagonist.

Whether it is a murderer's guild leader, tragic and delusional demonic cultists, ancient king-wizard or elder and mythical beings like Baba Yaga and demon lords, each one has to also feed the least of fears.
I know that some of the main villain are immune to the fear and mind-affecting effects - this is not meant to be a thread in which one tries to circumvent these immunities to use this spell. No, I'd like to know what would be, for each of the most powerful and feared evil of this setting, the representation of their fear.

Phantasmal Killer description wrote:
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its conscious mind can visualize: this most horrible beast. (...)

Have you ever asked this question? What do you think??

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Hello dear friends! I can finally find a free moment from my studies, and brush up my shabby English xD

This time I don't intend to bring up ponies, ambiguous dragons and communist societies. Especially ponies (seriously, I have to stop watching that show...)
Nope, tonight I want to discuss two types of outsiders presented in Bestiary 3: asuras and rakshasas.
Asuras are really beautiful, both for the lore's concept that for individual monsters presented; and the concept of rakshasas presented in the same Bestiary has intrigued me a lot. There would be many opportunities for both these beings in campaigns and adventures.
But it seems strange that these two races don't cooperate with each other.

Let me explain my thoughts:

* Asura= LE, outsider (extraplanar), “divine” accidents/misdeeds. Their goal is to provoke a clear break between mortals and deities with manipulations and deceptions, bringing the first towards corruption and blasphemy and, finally, destroying the whole divine creation

* Rakshasa= LE, outsider (native), “earthbound evil”, reincarnated evil sinful humanoids in fiendish and powerful creatures. As reported by the manual:

from Bestiary 3 wrote:
While rakshasas are forced to admit that the gods have powers greater than their own, most rakshasas scoff at the concept of divinity as a whole. The gods are among the most powerful beings in existence, to be sure, but too many examples of powerful, ambitious, or merely lucky mortals attaining divinity exist for rakshasas to pay religious homage to such creatures. Rakshasas see their own transitions from mortals to otherworldly beings as marks of their own fathomless potential and their initial steps on the path to godhood. Thus, as a race, rakshasas deny the worship of deities, although they welcome alliances with the servants of such peerlessly potent beings when it serves their purposes.

Both are LE, are the results of sin and the sins committed by others, denigrate deities performing acts of blasphemy against religious institutions and the faithful, they thrive by corrupting society ... but then why there is no reference that these creatures are allied? As you may regulate their relationship? They may cooperate for their own purposes, or perhaps the asuras are "arrogant" towards Rakshasa?

What do you think?

Good evening guys, after a while time I come to attend this community! Unfortunately the university kept me busy until a few days ago, and I am preparing for the history of medieval art's exam.
My ROTR's campaign is still active, and my party (3 PC, although a fourth player who was absent will come back) has just completed the Part Four of the 2nd adventure .. but there are some changes that I will have to take into view of future sessions, and I take this opportunity to discuss with you while I'm using my free time after a heavy week of skim.

Besides the fact that I do not like to remain 100% faithful to a campaign written (although i really love RotR), one of the players playing with a second party the same campaign and he is forward (Part Two of the 3rd adventure); then it has to adopt amendments to the main plot and events, and it would not be the first time. However a friend of mine showed me his Italian paper copy of Beyond the Door and Doomsday... and - man, it's PERFECT! Actually I had already altered a bit' the plot to add Krune as a threat to Varisia ... but at this point, why not add Alaznist and a qlippoth lord? :D

The campaign will have its original 4th adventure, but I want to present to my group an "alternative street" to make him fully understand the threat that involves the return of the Runelords. The following is my version of Beyond the Doomsday Door, obviously changing the original details of the adventure and adapting it to my ROTR campaign:

The mad elf Ardathanatus, in his travels in the wild Varisia, reaching down to Hollow Mountain. Delves into the depths of the dungeon, he accidentally free from a magical sleep an ancient creature lived in Thassilon. This creature was a loyal servant of Alaznist, and when Thassilon was hit by the disaster he followed the orders of her mistress and went into hibernation until the Runelord would not again released him. But being an elf in front of the creature immediately sensed that something went wrong; managing to establish a friendly communication with Ardathanatus, the creature has found that these Thassilon is now a legend sunk in the sands of time, and that there is no trace of Alaznist.

Ardathanatus lets slip something about his previous life, and the creature is able to guess that the Abbey Wingsong is located where, in the Thassilonian Era, was erected a temple of Groteus. Not only that, in the depths of the that place lie the infamous Doomsday Door Doomsday Door, connected with Sekatar - Seraktis, the realm of the wicked Yamasoth. So, the creature decides to manipulate the elf's madness urging him to avenge the wrongs suffered by the priests of the Abbey and promises his help; within a few months the elf and the creature not only consolidate their alliance, but they manage to muster a court of monsters to drive a deadly assault on the Abbey of Windsong. Also the elf becomes a servant of Yamasoth and, seduced by the advice of his "only friend I've ever had," he intends to carry out a ritual to summon the Plague Polymorph to complete his revenge on enemies who dared hinder, his ambitions.

However the Ardathanatus's "friend" has its reasons to do so. He is perhaps the only servant of Alaznist currently outstanding; it is not certain, but not intended to repudiate his loyalty to his queen. Through Ardathanatus, he found from these what became the world nowadays, learning much of the historical events of importance and nations that arise on the border with Varisia. Having Yamasoth been an ally of the Runelord, the creature is convinced that the qlippoth is aware of what happened at the end of Thassilon and where she is his queen. When Ardathanatus will complete the ritual and Yamasoth will be called, the creature will seek to obtain from the Polymorph Plague his answers; once obtained he will kill the elf (or deliver it to his patron) and, with its small army of monsters, go to the place where it is located Alaznist and deliver her.

A month before directing the attack on the Abbey, the creature (concealing his identity) went to investigate in the Lost Coast to recruit other servants. Then he ran in the Thistletop goblins and tried to establish some contact with them. However, on that day, the Heroes of Sandpoint had attacked the goblin outpost and killed the goblin chieftain, then head in the Thistletop's underground - and so, while the players were facing Nualia, the creature has chosen the wrong time to talk to the goblins as these, in despair over the death of their king, went mad and attacked the creature in sight.

The creature, obviously offended to see those silly goblins disrespect him, decided to exterminate them without hesitation - unaware that by doing so he saved the PCs. Indeed, at the time the party had managed to defeat Nualia but he was afraid to return to the surface some of the goblin tribes were keeping them a deadly trap, so i sadly decided to resort to a Deus ex Machina - when the group stepped out from their hiding place , they discovered that something had burned Thistletop and goblins of the tribe had been burned alive. But with these new changes, I may be able to connect the event.

Later, Mokmurian and Ursathella (yep, a third lamia matriach from Wrath of the Righteous!) are gathering their army of giants. The lamia is in touch with his sister in Magnimar, which had reported the suspicious movements in the area - then no new communication (I assume that the party is able to defeat Xanesha). Then, when the PCs leave for Turtleback Ferry , the elf and his "friend " will attack the Abbey: Ursathella deems then someone is hindering Karzoug's plan back to Golarion. When the PCs face Barl Break-Bones, they find a letter in which Mokmurian sent a group of giants to attack the Abbey and kill the invaders.. but, before that, the Mokmurian's giants will attack Sandpoint!

As mentioned before, I intend to play at my party "Fortress of the Stone Giants" - but if they intend to investigate the Abbey I not deny him! In fact I think that in this campaign two Runelord are more than sufficient, but I like to use the threat of the Alaznist's return could exercise. Although the real threat would the Yamasoth's call - the mad elf and the Alaznist's servant overestimate their power, or Yamasoth could actually help the creature in exchange for some service. Go as he goes, bring in the Material Plane a qlippoth lord would, I say, a BAD idea.

Now, my goal is to see who can be the creature that Ardathanatus released. The Highlady Athroxis? A Thassilonian wizard? Or a monster, an aberration or a evil outsider? I don't know :P

Hi guys, last week we finished BO and in a few days we will start SM.

The party has discovered the Hero Points system and they said me if this new rule could be introduced in the campaign. Actually , this rule had already taken into account and I had talked about before starting RotR , but they said they could do without it , and only in these days they have rethought. It would not make sense to introduce it after 7 months of gameplay

However I don't want to disappoint them, so I decided to use the "Cards of Fate" from the Player's Guide of Carrion Crown. The idea of ​​using the random bonus according to the cards is much more congenial than having a reserve of points and spend them to get the effect you want. I spoke to the players and they showed curiosity.

Furthermore, taking a cue from the Player's Guide , I'd like to introduce special cards based on the objectives achieved in this campaign , but here I do not know how to get on (just as for CC). In the 1st adventure the PCs

have drained the runewell under Sandpoint. I imagine that for the other cards:

*SM: destroy the Vorel's malevolent influence in Foxglove Manor
*HMM: give peace to Myriana
*FSG: save Sandpoint to the giant's attack
*SS: build the first runeforge weapon
*SXS: save the Vekker's brothers from the wendingo

I have no idea what cards used for the continuation of the adventure , and what benefits they could get the party for their use. Hints?

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Good afternoon! Today I would like to present my considerations about Hermea and the supposed goodness of Mengkare. And this discussion would never have been written if I had not seen My Little Pony: Friendship is Magic.

I know, it sounds very strange, but soon you will understand the connection between Hermea and MLP.

The Inner Sea World Guide (I own the Italian printed version) dedicating this topic just 4 pages. Currently Paizo has not released other products regarding this unknown region - except a paragraph of Inner Sea Primer. Obviously, one day they decide to expand this topic (but I guess that will be released no earlier than 2017, it is my impression), but until then we should speculate as to the lore of Dark Souls.

Hermea seems to be a kind of earthly paradise: a utopian society by an individual idealistic, the ancient gold dragon Mengkare (CR 20). The gold dragons are, with the exception of archons and angels, the best living represent of the LG alginment – they have a strong moral character, and they be honorable and honest, but also believe that follow precepts and laws are the cornerstones for a righteous society. A LG creature is “honorable and human”.
So in Promise (the utopic city of Mengkare) everything should be fine.

Well, IMHO unfortunately it is not - I believe that define Mengkare “good” is a big mistake.

Consulting my TISWG and PafhfinderWiki, this utopia seems a George Orwell's nightmare. I guess it's useless to ask you if you've ever read Animal Farm and/or 1984, the most political novels about the dangers of totalitarian government. The first novel is a kind of allegory of the Russian Revolution, the good intentions of the revolutionaries and how, in the end, the communism of Stalin has created worse before the revolution; the second novel appears much more "brutal", where the Party controls fearful citizens and conditioned by totalitarian propaganda in a twisted and terrible society, enough to control every aspect of the life of every individual.

The Glorious Endeavor – the Mengkare's attemp to perfect the human race - may be not a noble intention to raise the nobility and human morality, but rather to subdue it and shape it to the ideals of the dragon. After all, is right in TISWG that emerge some details that I would describe as disturbing:

* Those who receive the invitation to participate in this noble "experiment", can be part of it with the condition gives to all personal authority to Mengkare, agreeing to abide by the dragon's considerable wisdom in all matters. Moreover, once accepted the invitation, you cann't get off the island for the rest of your life.

* Children born in Hermea are “given every advantage-educated” - but when they reach maturity (16 years) they are put under scrutiny by the Council of Enlightenment. Those who are judged "unworthy", or who refuse to accept the status of citizen are sent away and never permitted to make contact with Hermea again. It sounds particularly cruel, but at least the children (as well as some "disgraced" adults) can get on a ship and sail towards the outside world - but "accidentally" these ships are destroyed, and on occasion charred bodies are returned on the shores of the island. Some consider that it is unfortunate encounter with pirates or wild nearby islands, but there may be other explanations. Such as Mengkare's breath weapon...

* The ambassadors of this utopian society define Promise as the most virtuous and noble example of human civilization - but the dragon considers HIS authorities much more important than that of humans. Of course, there is the Council of Enlightenment, composed by intellectuals and sages, who run the city government and sometimes provide advice to Mengkare, but his word is the last to hear and determine it. Mengkare has no problem to grant free will to the people - at least, of course, they do not like to act as a dragon, and then these imposes its law as absolute.

* Another concern is that it clearly says that Mengkare, despite being called "pure and upright," feels forced to make tough decisions. An example? The execution of citiziens who prove disappointing or threaten to disrupt the system. Wait, but Mengkare isn't a LG creature? The task is to bring humans to perfection, and you call yourself good, why would you kill those who (in his opinion, remember) are defined as "disappointing" or "dangerous"? IMHO a true LG should impose exile, and not execution, as exemplary punishment... at least that Mengkare does not want to tell the outside world what is really happening to his island. Moreover, the dragon has forbidden any kind of religion on the island, including the good and neutral deities. According to the dragon, its decision is based on the fact that the religious fervor was often a cause of disagreements and conflicts between humans - but this prohibition is it not a violation of the free will of Promise's citizien?

* Last factor, the few sailors who have been privileged to see the Promised to make trade, there whisper of an undercurrent of fear, or rebels hiding in the forests on the far side of the island or infiltrating the Council of Enlightenment itself. They may be fantasies of drunken sailors ... or maybe not.

Now you're probably making clear "Okay, but what does MLP with this nation?"

This morning I had breakfast at 8 am and, having nothing to do (besides eating a cup of yogurt), do some channel surfing on TV until I see the MLP's opening song. So I decided to watch the cartoon.
The episode was The Cutie Map (part 1) presents a new villain, Starlight Glimmer. She is shown to be seemingly benevolent and laid-back, stating that all the smiling ponies in his city are equal. And the smiling ponies are equal because any form of diversity is explicitly denied - this means that the individual opinions, as well as their skills (such as knowing how to cook or paint) are seen as the cause of envy and conflict, for whichThey are banned without exception.
Obivously, Starlight Glimmer exhibitis his true personality conducting Mane 6 in a cave (and causing them to fall into a trap, taking away the Cutie Mark and forcing them to live in his town). Villain Wiki provides many definitions about his personality, like “Brainwashers”, “Communists”, “Dictator”, “Propagandist”, “Hypocrities” and “Lawful Evil” (a LE pony! Urray!)....

And, suddendly, I made the comparison between Starlight Glimmer and Mengkare.

I'm not saying that Mengkare is a Gargantuan pony... but that episode of MLP seems to have some similarities with the situation in the Promised. I recommend everyone to watch that episode, and then compare it with what is written on TISWG.

And about the dragon, I have four theories;

1) Mengkare is really convinced that what it is doing is good... but to be convinced to do good does not necessarily mean being really good. So, he isn't LG. Maybe he is LN... or LE?

2) A group of humans represent a fundamentalist fringe of this utopian society. They operate in secret, being careful not to be discovered by the dragon: they want to gain the power, and was able to manipulate the Council implementing an oppressive policy towards the citizens more moderate (coming to false accusations, or have kill them). Mengkare is totally unaware of this, and he is manipulated by those members of the Council who are associated with these extremists, exploiting the naivete of the dragon for their own purposes.

3) Someone controls Mengkare with a gold dragon orb. The identity of the puppeteer is unknown. Perhaps it is a member of the Council. Or maybe one of the many citizens of Promise. Or, maybe, he is controlling the dragon even before they had decided to start the Glorious Endeavor - and therefore it is maneuvering this dragon for 150 years.... maybe a Mordant Spire elf?

4) Mengkare is a fake gold dragon, who uses magic to disguise his true form. If so, what sort of evil creature could be? Maybe a red dragon. Maybe a fiend (I would be more inclined to a devil rather than a demon). Or , maybe, is he an yellow dragon (see Dragon Revisited)?

So, after this Wall of Text - what are your thoughts?

Hello again, dear Pathfinders! I'm starting to feel at home in this community :)

In RotR I have a PC who has recently joined in the party, a LN Ulfen slayer.
Here is his BG: with a group of Vikings aboard a drakkar, it went south of the Steaming Sea. He and his friends had decided to travel to become legendary heroes. However, during navigation it takes an event like èi+The Rime of the Ancient Mariner[/i]: an albatross appears and it began to fly around the ship. The Vikings thought it was a good omen, but the PC has killed the animal to practice archery. His friends were shocked by this gesture.
They then warned a small island, and decided to land to refuel the hold hunting local wildlife. However, since they had put feet the place had appeared immediately inhospitable, with vegetation that seemed to rise threatening to them and hear from afar animal's roars (although they failed to see them). And, then, a man appeared to them; He pointed his finger at the PC, accusing him of insulting Gozreh because the god had sent the albatross to lead the Ulfens to a safe destination, but that the killing of his messenger had defiled the sea with innocent blood. And that the PC was, therefore, cursed for his blasphemy.
The vikings, terrified, they immediately decided to cut and run, but when they found themselves close to the Lost Coast the curse of Gozreh has struck shortly after on them: they ran into a sea monster (a sea serpent or a giant squid), which attacked and destroyed their ship. The PC, clinging to a piece of the destroyed shi, has managed to survive and to come to Magnimar.... But in the last session he discovered that his old friends were not so lucky: ship and survivors ended near Thistletop, and the goblins slaughtered them to then be cooked and eaten, and recycle the remains of the ship to make the scaffolding!

After being rescued, the PG remained at Magnimar to regain his strength. Here he met a cleric of Abadar and decided to join his cult; and during that time he met Shalelu, and the two have become friends (and the PC made its entry into the party when Shalelu has sent him a letter to reach Sandpoint). But the Ulfen is still cursed...

The PC said that his character is a swimmer and able seaman, but the curse forces him to keep him away from the sea because if anything were to get on any boat would bring misfortune on the ship and its crew, or that something bad might happen to him if it were to get to swim in wild places (like rivers and lakes). In addition, the curse causes the sea creatures (creatures with water subtype) audition in his favor a strong aversion.
The Ulfen not revealed at the party his curse, preferring to keep his condition secret. There are some things I would do:

1) In my campaign, when the players have to move from place to place, among the alternatives I would like to offer as a means of transport ships. Obviously, the Ulfen will be fought: warn other PCs or keep hidden aversion that Gozreh nourished against him (and expose the PCs in the danger)?

2) About the cursed ship, i think to apply the following effect:


Until the PC not atones his sin, if he will remain on any ship take on it and its crew misfortune. The captain of that ship takes -4 penalty on all checks of Perform (sailor) and -4 penalty on all checks of initiative. The penalty increases by 1 for ever day in which the PC remains on board of the ship.

In addition, as long as the PC remains on board, each day the probability of hostile encounters (with pirates, monsters or other creatures) increase by 10%. These penalties disappear as soon as the PC leaves the ship. If the PG were to remain on the ship for a long time, sooner or later, the fury of Gozreh could manifest with disastrous consequences for the ship and its crew (the effects are at the discretion of the GM)

2) About the marine creatures, i think to apply the following effect:

Until the PC not atones his sin, the marine creatures feels a deep hatred towards him. The starting attitude with any creature with acquatic or water subtype decreases by one step, and they can't be friendly or helpful toward the PC. Also, they get +2 morale bonus on attack rolls, damage rolls, checks roll and abilities rolls againts the PC. Finally, he takes -2 penalty on AC and ST againts all attacks of this creatures, and -4 penalty on all Charisma-based skill checks and Charisma ability checks toward this creatures

3) I would like to give the opportunity to PG to break free from this curse. I would like to create a sub-quest to be included during the main campaign, which will take place during HMM.... but right now I do not know where to start.

I know that the penalty of the curse can be burdensome for the PG, but RotR has little or nothing to do ships and sea travel. Off course, the discussion would be different with Skull and Shackles.... :D

Okilly-dokilly!! I have a problem as a GM of my party, and I could use your support... and I apologize in advance for this wall of text!

We are playing Rise of the Runelord (I won'be post spoiler!); I manage a party of 5 PCs (three 4rt-level and and two 5nt-level characters) and we are at the end of the 1st adventure. One of the players (let's call him Bob) have 19 years and, in the game, is a CG shoanti warpriest5 of Gorum, an indomitable warrior whose temperament was forged in Cinderlands, and fights without fear rows of enemies. For the glory of Gorum, off course!

Unfortunately, in the last sessions, I encountered problems with Bob. I can appreciate that he let fascinate by my descriptions about the game world and interactions with NPCs... but his euphoria him to shout on the table. “Check of Spellcraft: TWENTY-THREE!”, or “Roll for attack the monster... CAN I HIT HIM WITH NINETEEN?” More than once it was pointed out that gives no little annoyance; he apologizes, promises to stay but then the next roll of the dice he starts screaming again. Also, while I am describing a room or interpret an NPC (or when players communicate with each other or with the PCs), Bob will stop making off topic comments. In my sessions I use music (for example the site Tabletop Audio) to give greater emphasis to places and situations - do not know about you, but I find it irritating that Bob proves not to pay attention to the descriptions, stopping me in the middle of doing his work that there 'enter anything with the play or, worse, lets out metagame comments.

But this is just the tip of the iceberg. He try to be nice to everyone, but this attitude is clearly forced. When players come with new PCs, it should Shoanti of suspicious nature warmly welcomes newcomers and declares them his friends, whoever they are (even a tengu, although he never see this race in his life). "We can trust them, do not worry!" This is an attitude that is anything but consistent with its BG.

Bob likes to point that is eager to face new battles... but our campaign is not purely EUMATE (Italian acronym of “Entra-Uccidi-Mostro-Arraffa-Tesoro-Esci” → in English is known as Hack'n'Slash), then when the group is engaged in activities that do not relate to the fight Bob begins to look bored. And when he finally fights, whenever he misses an enemy or is hit he groans. “Come on, i've buffed mymself with bull's strengh and divine favor, how can I have missed that little s@#t with my bonus?!”

Things got worse in the last session. The group, to take their enemies by surprise, have decided to use disguises; some PCs (with camouflage or spells) have dressed as enemies, while others have played the part of prisoners, Bob included. Well, in the beginning he is shown inclined to follow this plan... at least until one of the "captors" did not tell him to pass the greatsword because it was difficult to hide (and enemies, of course, would still suspicious seeing a prisoner with his weapons on him). Then he began to complain, saying that without his greatsword was useless and that he could not do anything for the all time. At that moment he began to think not as a warpriest of Gorum, but as Bob, and the other players were a bit annoyed of his complaints. Eventually they manage to convince him, but Bob had made up his mind that if ever there were any problems, the "jailer" would refuse to give him the greatsword to defend himself. It was not a suggestion, but a direct comment (and repeated several times!), and the suspected player (who plays a CG character that has good relations with the warpriest) felt offended for this accusation.

We have a half hour of pure interpretation - but in all this time Bob took muttering softly that did not enjoy, that others wanted to ruin the play, getting to even say that he preferred at this point to change the character. He's got to have fun when, finally, the battle is incoming. In the battle one of PG is seriously injured by the enemies, but after overcoming the challenge the warpriest starts to go about his business, leaving the group (as these were regrouping and trying to heal the wounded PG).

He find in a room a treasure chest and improvised a burglar ... but the chest was equipped with a trap that is activated (a hidden blade), and again Bob complains that everything must always go wrong (although he, just saw the trunk, he immediately went on without taking precautions). The group realizes that the warpriest disappeared, and hear some noises in the next room; they go to check, and see the warpriest hit several times the chest with the greatsword until to break it. The chest contained several coins (approximately 6000 gp, split between silver and bronze coins, as well as jewelry and weapon), and part of its content is poured on the ground. The warpriest decided to hold the chest for itself, so if it is loaded on the shoulders - then when he realized he had broken through the chest, reverses the contents in a bag and he lose time to bend down and collect EVERY SINGLE COINS utilized on land, between disbelief and protests of the group that were not the place and time for such a thing.

An another player (Bob's brother), at this point of the game, began to tease the warpriest (not Bob) comparing him to an Abadar's banker - but Bob shouted "F**K YOU!", he got up and he left the room, slamming the door. I and the other players we were flabbergasted by this reaction.

And for the first time since I started this campaign, I had passed the desire to play and I said that we had finished for that day.

When Bob and I were alone, I was talking to him for about an hour. Bluntly I listed his faults and that, should such a thing happen again, I would feel forced not to play longer with us (and this would be a very bad thing 'cause we play at home of Bob's family). Bob said he feels mocked by the group because they do not take his character seriously and that is secured with statistics and power-playing - but seeing how he is actually involved, I can not give a reason to the other. At this point I suggested, therefore, that one of these days the guys in the group see him and discuss about this.

I am speaking personally: I do not think Bob is bullied only because they enjoy acting so, but because at times the warpriest's thoughts is "replaced" by Bob's thoughts and, later, Bob feels offended if I or an another player makes him noticed about his conduct. Moreover, I was playing many years ago with a group for almost two years, in which the GM (at the beginning) and also the group (later) started to bully me. For two years. So I know what it means to be ridiculed and humiliated by the whole party (in the game and off-game); it is a very bad feeling and I recognize the symptoms. But in this situation is Bob to give other players the opportunity to feel teased for his metagame's behavior.

I am for the diplomacy and communication. If there are any problems I'd rather discuss it and see what's wrong, instead of getting up from his chair, throwing insults and go away slamming the door. I want to give another chance to Bob before I begin to decree “All right, now get off f**k out and never come back with my as GM in this party!”. I want to be sure I can handle this to the best of my ability. August is about to end, and for us guys in the group exams are coming - therefore we will not play for at least two weeks. I advised Bob to use this time to talk with the other members of the party, apologizing for his attitude and try to clarify if their jokes are aimed at warpriest or if really have something against Bob. I then called the boys, contacting them one by one, explaining the current situation and that these days Bob could contact them to talk to them about what happened in the last sessions.

Then going to talk about the game world - it seems clear that, as things are going, the warpriest became CN (behaved selfishly, thinking about his welfare rather than sincerely interested in the conditions of his friends and comrades in arms). And, worse, this attitude is likely to jeopardize its relations with Gorum, thus risking losing his divine powers.

Gorum seems to be identical to Crom (the Hyborean god of Conan the Barbarian); he takes no account of the eternal conflict between good and evil, its aution is dedicated to conflict and war itself, whether for political or religious reasons. I have seen Inner Sea Gods and about Faiths of Balance that this deity has its taboos (not tolerate cowards, those who kill the helpless and those who make use of poisons and diseases), but actually I could not find tips on how a follower of Gorum should behave to be considered chaotic good. Bob has accepted his change of alignment, although I have asked if in future sessions could be some way to go to be good ... but a divine character with a class whose Patron Gorum, frankly, it seems to me not a little easy to be a champion of good.How you should reconcile faith in Gorum with being good?

I'm rewriting the second adventure of RotR.

For the first half of the adventure: I replace the Aldern's ghast template with fleshbound vampire (CR +1) and envious creature (CR +2). So, I now have a tragic CR 9 villain, and instead of a horde of ghouls Sandpoint could find themselves threatened by a group of (weakened) vampires. For the fun of the players, off course :D

Now, for when the players arrive in Magnimar. Although Karzoug is the BBEG, in this AP i see several references on Lamashtu. I saw the Module "Broken Chains", and I got an idea.

Nualia and Ironbriar have no connection. Instead, when the aasimar fled to Magnimar, he met a priest of the Mother of Monsters. He taught her the mysteries of Lamashtu, and later he gave Nualia the Sihedron medallion.

Five years later, and the AP begins. Nualia, back on to the Lost Coast, gathers herself a group of mercenaries and convinces the warchief goblin to join forces to free Malf and destroy Sandpoint. Meanwhile, the priest of Lamashtu has a group of followers composed of addicts and scum of the worst kind. They are hiding in the Underbridge, in the basement of an abandoned shrine of Sarenrae, and kidnap women for their horrible rites.

Since Underbridge is the poorest and infamous Magnimar's district, the law enforcement have ignored the complaints of disappearance in that area. But when the Skinsaw Cult started to killing, the citiziens accuse the mayor of non-fulfillment. So, the Justice Ironbriar is in charge of investigating the case, and his men carry out investigations and interrogations.

Or at least that's what you believe. Indeed, Ironbriar is the leader of the Skinsaw Cult; it is aware of the existence Lamashtu's followers in Magnimar since one of the Skinsaw's cultist tried to kill the Lamashtu's priest (and the cultist was later captured and tortured to death by the priest). So, there are two evil cults that are a secret war in Magnimar, between the followers of Norgorber and those of Lamashtu. When the Skinsaw Cultist began to mark and kill the locals, Ironbriar has already identified the perfect scapegoat to deflect investigations on those truly killers, and he knows the location of their hideout.

However, instead of sending his assassins to fight the demonic cultists, it intends to use the PCs! When they arrive in Magnimar and begin to investigate, they might come to know there is a judge who is handling the case (ie Ironbriar) and would then talk to him. Ironbriar (in my campaign is an inquisitor rather a cleric) appear stern but fair, and it does not hide the party who has his suspicions.
Then he pulls out a Lamashtu's unholy symbol, declaring that it was found on the site of the last murder (partially true: it was actually placed by one of the Skinsaw cultists when he finished work, then being found by the city guard. Having faced Nualia, the PCs will think that behind the murders of Sandpoint can hide some revenge of the Lamashtu's church (especially if Nualia were to escape from the coming battle against them). Ironbriar then suggest the PCs to go to investigate in Underbridge 'cause the last murder took place there.

Ironbriar knows that the PCs are the Heroes of Sandpoint, and intends to reach out to them a trap. It will make them come to terms with the Lamashtu's followers hoping to kill them, but if they were to survivethen will send his men to finish them.

So, i use the two Module with the following changes:

* The Lamashtu's followers found in the sewers of the city. One of the quickest ways to reach them is through the basement of the abandoned shrine, since they are linked

* The shrine in question is avoided by the inhabitants of Underbridge, since they consider accursed (the priest of Sarenrae was killed shortly after he built the structure). It is still occupied by addicts; these are enslaved by the Lamashtu's priest using a drug, and act as eyes and ears for the CE worship

* The last woman kidnapped is a Pathfinder, belonging to the Magnimar's lodge. Venture-Captain Sheila Heidmarch is very angry with the mayor's lazy, and it decided to offer a reward to anyone with news of the Pathfinder (a way as any to make known to the players this faction)

* I remove all gnolls, the yaenit and the Midwife by Broken Chains. From Dawn of the Scarlet Sun i remove Zadendi and Avalexi while the Scarlet Son become a normal gargoyle

* From Broken Chains I keep the slaver thugs, Tinderwick, Fayaz, the lamasthan cultist and Black Milk Mother

* I will use the stats of "Wrath Priest" (NPC Codex) as the leader of lamasthan, It may be okay? Moreover, if in the first adventure Nualia should survive, could find refuge here (and then the meeting could rise GS), what could happen? Finally, I have already prepared a CR 6 battle (four Skinsaw Cultist): these cultists follow the PCs at a distance, even in the sewers, and attack when they believe they have the perfect opportunity (for example, wait for the PCs are exhausted after a battle against a otyugh)

Hello everybody! I've just started the Part Four of Burnt Offerings. What is the situation?

Well, after clearing the Catacombs of Wrath (and drain the runewell), the Heroes of Sandpoint had decided that they were ready to go to face the goblins and Nualia. The party is:

* CG elven magus4 (kanepia dancer and hexcrafter)
* CG Shoanti warpriest of Gorum4
* N tengu druid4 (with a roc as animal companion)
* LN Ulfen slayer4
* CN elven witch4
* Shalelu (she joined in the group to help them fight the goblins)

So, after leaving Sandpoint and have come across a bunch of evil pigs (yeah, EVIL pigs!), they finally arrive in Thistletop.

The elven witch tells me "I use the disguise hexes for appear like a goblin and sneak in their lair"*. The tengu druid approves the idea, and decided to help the witches using wild shape to become a goblin dog. The two arrive without problems to the area C10; they have seen Bruthazmus and a group of goblins throw into the hole (C3) other two goblins, and meet the former shaman Gogmurt (the druid thought that the "goblins" had come by the chieftain, but seeing that he had any message he sent away). Also, the two players have seen a little workshop in C10, and where inside there was a dwarf who forged weapons (the dwarf was kidnapped by goblins on the road of the Lost Coast; Nualia has decided to sacrifice him to Lamashtu, but seeing that the dwarf was a smith has decided instead to force him to repair the goblin's broken weapons for the final assault of Sandpoint).

The "goblin" and the "goblin dog" come back from the party, and the "goblin" informs what they found. The whole party discuss what to do, until one of them does not have an idea: a part of their disguises up as goblins, and the other half will pretend their prisoners!

So: the tengu druid is still a goblin dog, the elven witch is still a goblin, and the elven magus has preparated disguise self for that day. Shalelu, the warpriest and the slayer become prisoners of these "goblins", with his hands tied behind his back (but connected so that, with a simple tug, can free themselves), and weapons hidden under his clothes.

I think their is a good strategy, but I also think that they will keep up the staging until the area C19 when the "prisoners" will be presented to the goblin chieftain. How could the situation evolve? And what would be the consequences?

*Sadly, i just say in the PRD the disguise hexes. I saw that the ability works like disguise self... but in the Italian translation the ability works like alter self! So, thanks to this mistranslation, the party's plan could go up in smoke ... aaaaargh!

Good evening everyone! I am making the details of the 2nd adventure of RotR, and I need your suggestions about this NPC.

My idea was to replace the cleric class levels with inquisitor (infiltrator). I would make the Justice an individual severe but prorer; he cares about the problems of Magnimar, is willing to listen to people's problems and try to bring some justice in the world. And when the PCs arrive in the city, they will find in this elf a valuable ally to find out who sparked the Skinsaw and has directed the twisted undead the on terrified town of Sandpoint.

... But this is a mask of courtesy and kindness that the Justice uses. Indeed, he is a grim inqusitor of Norgorber and the leader of the Skinsaw Man, that administers horrible rituals of murder and flaying, and indicates its cultists who will be the next victims. For the glory of the Father Skinsaw, off course :D And since it is known in Magnimar as a hard-working and respectable magistrate, no one would ever suspect him, especially with its infiltrator class features and inquisitor spells. Obviously, when the PCs meet him to investigate abouts the murders of Magnimar, the Justice will pretend to help them when in fact they tend to an ambush.

Now, this is my first time I use an inquisitor in Pathfinder. Father Skinsaw, the CE aspect of Norgorber, is the patron of murders, I know, but how should I roleplaying this Ironbriar? I don't understand the differences between a cleric in an inquisitor.

Then there are two more questions:

1) Ironbriar is affected by Xanesha's monster charme. This may have a negative impact its relationship with Norgorber? Be a thrall (with perceptions mental altered) of a monster can be considered as "corruption" and risk, therefore, losing its class features?

2) If Ironbriar is released from Xanesha's charm monster spell, and flee from Magnimar, as a inquisitor of Norgorber will could take revenge against the PCs?

Hello everyone! The Italian is here xD

A few years ago, by an Italian magazine dedicated to the RPG ("WyzardQuest"), I found a variant of the vampire: the Fleshbound Vampire, by Sean K. Reynolds.
This vampire is free of the weaknesses of a normal vampire: he can go where he wants, he can approach mirrors and sacred symbols without fear, and must not spend the day in a coffin. On the other hand, it is lacks of all the supernatural special attacks (like children of the night and dominate) and supernatural special qualities (like change shape and gaseous forum). If it drops to 0 hit points does not assumes gaseous form - is destroyed.
A fleshbound vampire can create spawn, but they are not under its control. Also, it is particularly vulnerable against the garlic (which can inflict negative levels) and against the sun (which can reduce it to ashes in one round).
Here is the link of the template, and below my conversion for PFRPG:

Fleshbound vampire template:

"Fleshbound vampire" is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the “base creature”). A fleshbound vampire uses the base creature's stats and abilities except as noted here.

CR: Same as the base creature +1.
AL: Any evil.
Type: The creature's type changes to undead (augmented). Do not recalculate calss HD, BAB or saves.
Sense: A fleshbound vampire gains darkvision 60 feet.
AC: Natural armor improves by +6.
HD: Change all racial HD to d8s. Class HD are unaffected. As undead, fleshbound vampires use their Charisma modifier to determine bonus hp (instead of Con).

Defensive Abilites: A fleshbound vampire gains channel resistance +4, DR 10/silver, and resistance to cold 10 and electricity 10, in addition to all of the defensive abilities granted by tge undead type. A fleshbound vampire also gains fast healing 5. A fleshbound vampire harmed by silver weapons cannot heal taht damage until all of its other damage has been healed, and even then only heals at a arate of 1 point of damage per round.

Special attacks: A fleshbound vampire retains all the SA of the base creature and also gains those listed below.
Blood drain (Ex): A fleshbound vampire can suck blood from a grappled opponent; if the vampire estabilishes or maintains a pin, it drains blood, dealing 1d4 points of Con damage. The fleshbound vampire heals 5 hp or gains 5 temporary hp for 1 hour (up to a maximum number of temporary hp equal to its full normal hp) each round it drains blood.
Create spawn (Su): A humanoid or monstrous humanoid slain by a fleshbound vampire's blood drain attack rises as a fleshbound vampire 1d3 days after its death. These new vampires are not under the control of their sire in any way.

Ability Scores: Str +6, Dex +6, Wis +2, Cha +2. As an undead creature, a fleshbound vampire has no Con score.
Skills: Fleshbound vampire gain a +8 racial bonus on Sense Motive and Stealth checks.
Feats: Fleshbound vampire gain Alterness, Combat Reflexes, improved Initiative, Improved Unarmed Strike, Lightning Reflexes, and Toughness as bonus feats.

Fleshbound vampires can be killed by garlic. A single clove of garlic crushed onto a weapon allows the weapon to inflict one negative level upon a vampire in addition to its normal damage (this is an exception to the rule that undead are immune to negative levels); each application has a limit of one successful strike, in the manner of poisoned weapons. An entire vial of garlic juice injected into or consumed by the vampire inflicts 2d4 negative levels. If the vampire's negative levels ever meet or exceed its actual HD, the vampire is destroyed.

Fleshbound vampires cannot stand sunlight. Exposing one to sunlight for a full round causes it to take damage equal to its maximum hit points, destroying it instantly. A vampire exposed to sunlight for less than a full round loses half its maximum hit points. Cover or concealment reduces the amount of damage by the amount of cover or concealment (so being exposed to sunlight for a full round through 20% concealment, means the vampire only loses four-fifths of its maximum hit points).

What do you think? I removed a special quality, "slow regeneration" because I do not understand how this regeneration should actually work...