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Pathfinder Lost Omens, Rulebook Subscriber. Organized Play Member. 20 posts. No reviews. No lists. No wishlists. 7 Organized Play characters.




Pathfinder Lost Omens, Rulebook Subscriber

After reading a certain 2e book and being excited about having the included Wendigo swoop down and steal away with my players (as described in its tactics), I read through their entry to get more information. Unfortunately, their Ride the Wind ability appears to be unusable as written.

Ride the Wind triggers when a Wendigo casts Wind Walk while having a victim Grabbed. The problem arises due to Wind Walk having a ten minute cast time, and ending immediately upon entering Encounter Mode. Seeing as grabbing a target certainly qualifies as being in Encounter Mode, and that even a terribly under-leveled opponent can wriggle free of a Grab given ten minutes of opportunity, this ability definitely does not seem to function as intended.

Given that, how exactly should this ability be handled? Allow the Wendigo to cast Wind Walk in combat, at one or two actions (it does need to make a Grab, after all)? Exactly how fast does 20 mph translate to encounter speed? And how does being in wind form interact with being attacked/damaged? Seems like a simple oversight, but I'm interested in seeing what the consensus is barring errata. And if I overlooked a previous discussion, please point me to the right place!


Pathfinder Lost Omens, Rulebook Subscriber

I wanted this guy for a six player adjustment to Fires of the Haunted City (I'm doing adjustments for the entirety of Age of Ashes, if anyone wants to see those, too), so I statted him up and might as well share. I based his stats off of a Leukodaemon and Gashadokuro, adjusted upwards and downwards appropriately. Let me know if anything seems too far off.

Meladaemon - Level 11
Fiend Daemon Uncommon Large
Perception +22, Darkvision, Faminesense 60' (can sense anyone who hasn't eaten in the past day, or affected by its aura), See Invisiblity
Languages Common, Daemonic; telepathy 100 feet
Skills Acrobatics +22, Intimidation +22, Medicine +24, Religion +24, Stealt h +22, Survival +20
Str +7, Dex +5, Con +1, Int +3, Wis +5, Cha +3
Faminesense A Meladaemon senses any creature that hasn't eaten within 24 hours or suffering from its aura and knows the type and severity of any conditions affecting them.

AC 30, Fort +18, Ref +25, Will +23; +1 status to all saves vs. magic
HP 200; Immunities death effects, disease; Weaknesses good 10
Starvation Aura (aura, divine, mental, necromancy) 60 feet. Any creature that ends its turn in the aura feels the intense pain of starvation and must attempt a DC 28 Fortitude save. On a failure, the creature becomes fatigued and takes 4d6 damage. Damage and fatigue a creature takes from this aura can’t be healed until the affected creature has eaten a full meal.
Attack of Opportunity

Speed 30 feet

Melee 
 jaws +24(disease, evil, magical, reach 10 feet), Damage 2d12+13 piercing plus 1d6 evil and daemonic wasting
Melee 

 claw +24(agile, disease, evil, magical, reach 10 feet), Damage 2d8+13 slashing plus 1d6 evil and daemonic wasting

Ranged

Plague Missiles+25(disease, evil, magical) Damage 3d6 force plus 1d6 evil and daemonic wasting

Divine Innate Spells DC 28;  5th dimension door; 4th dimension door (at will),  Darkness (at will); 3rd  Fear(at will) 1st detect alignment (at will; good only)

Divine Rituals DC28 Blight

Hunger Pangs DC 28
2 actions

The daemon intensifies the hunger in all targets within its Starvation Aura currently affected by the Fatigued condition. The targets must make a fortitude save or be sickened 2 and enfeebled 2. These conditions expire when the Fatigued condition does if they are not removed before hand.

Daemonic Wasting(disease) The affected creature cannot regain hit points from rest while affected by this disease. Saving Throw DC 28Fortitude; Stage 1 Fatigued (1 day); Stage 2 drained 1 (1 day); Stage 3 drained 2 (1 day); Stage 4 drained 2 (1 day); Stage 5 drained 3 (1 week); Stage 6 dead