Gnoll Mutant

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RPG Superstar 7 Season Star Voter, 8 Season Star Voter. 60 posts. No reviews. No lists. No wishlists.



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As Kalindlara has recommended, one pressure-suited astomoi psychic cultist of the Old Gods. I tried to preserve the summoning angle they mentioned, but if my concession feat and spell-wise doesn't feel like enough, I'd also switch out Fear for Summon Monster IV.

The Arcturn Occultist

Spoiler:
The Arcturn Occultist
CR 10; XP 9600

Astemoi Psychic 11 (Bestiary 5 37, Occult Adventures 60)
CE Medium Humanoid (Astomoi)
Init +4; Senses Darkvision 60ft., Scent, Telepathic Senses; Perception +2
DEFENSE
AC
25, touch 12, flat-footed 25 (+4 armor, +2 deflection, +5 natural, +4 Shield)
hp 64 (11d6 + 11 plus 15 temporary [False Life])
Fort +3, Ref +3, Will +9; -2 vs. disease and inhaled poison; +1 vs. discipline spells
Defensive Abilities Endure Elements, Morphic Form; Immune ingested poisons
Weaknesses sensitive breath
OFFENSE
Speed
30ft., fly 60ft. (good)
Ranged touch +5 (spell)
Special Attacks Dark Half (2 points, 10 rounds/day), Phrenic Amplification (Conjured Armor +3, Intense Focus, Overpowering Mind, Space-Rending Spell), Phrenic Pool (7 points)
Psychic Spell-like Abilities (CL 11th; Concentration +15)
1/day- Detect Thoughts (DC 15), Telepathic Bond
Psychic Spells Known (CL 11th; Concentration +15 [+16 when casting discipline spells])
5th (4/day)- Explode Head (DC 20)*, Summon Monster V, Greater Synaptic Pulse (DC 19)
4th (7/day)- Black Tentacles*, Ego Whip II (DC 18), Fear (DC 18), Mass Pain Strike (DC 18)
3rd (7/day)- Cognitive Block (DC 17), Excruciating Deformation (DC 18)*, Fly, Haste, Mind Thrust III (DC 17)
2nd (7/day)- Alter Self*, Aversion (DC 16), False Life, Ironskin, Spider Climb[/i]
1st (7/day)- Entropic Shield, Forced Quiet (DC 15), Lesser Confusion (DC 15), Mage Armor, Ray of Enfeeblement (DC 16)*, Shield
0 (At Will)- Bleed, Daze (DC 14), Detect Magic, Detect Psychic Significance, Ghost Sound (DC 14), Light, Mage Hand, Message, Telekinetic Projectile
Psychic Discipline Abomination (discipline spells marked with *)
TACTICS
Before Combat
The Occultist casts Mage Armor, Shield, Ironskin, False Life, and Fly.
During Combat The Occultist’s first action in any fight is to hit the PCs with Greater Synaptic Pulse to buy itself some time to use Summon Monster V to summon 1d3 + 1 Medium Earth Elementals with Conjured Armor from the Occultist’s phrenic amplification. Thereafter, it casts Haste and on following rounds hammers the PCs with its higher-level spells while the Mi-Go and gug from the adjoining chambers join it in waves.
Morale The Arcturn Occultist fights to the death.
STATISTICS
Str
8, Dex 10, Con 11, Int 19, Wis 14, Cha 14
Base Atk +5; CMB +4; CMD 14
Feats Augment Summoning, Combat Casting, Disciplinary Devotee, Improved Initiative, Spell Focus (Conjuration), Superior Summoning
Skills Fly +14, Knowledge (arcana, planes, religion) +18, Knowledge (geography) +15, Spellcraft +18
Languages Aklo, Aquan, Common, Draconic (can’t speak any language); telepathy 100ft.
SQ Detect Thoughts, Mouthless, Telepathic Bond
Gear Pressure Suit (DC 20), Ring of Protection +2 (DC 20)
SPECIAL ABILITIES
Mouthless (Ex)
Astomoi don’t need to eat or drink to survive. Instead, they absorb the essence of food and drink; this consumes the nutrients of the meal as though it had been eaten, rendering the food useless to others. Astomoi consume potions and other ingested materials in the same fashion. Since they never actually ingest anything, they can’t normally be exposed to ingested poisons.
Telepathic Senses (Ex) Astomot can’t speak or see, but can mentally sense the area within 60 feet, as per darkvision, and can speak telepathically. An astomoi can’t see anything beyond 60 feet. An astomoi must provide thought components for spells that usually require verbal components. It can use language-dependent abilities with its telepathy, but not abilities that depend on audible components.


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The occultist Whispering Way cultists and our replacement Accretia are finished. I left the latter alive (rather than making her a dread wight) so I could get more mileage out of her class levels; that Sudden Strike makes a big difference as far as her damage output goes.

Whispering Way Occultist

Spoiler:
Whispering Way Cultist
CR 5; XP 1600

Human Occultist 6 (Occult Adventures 46)
NE Medium Humanoid (Human)
Init +8; Senses Perception +9
DEFENSE
AC
23, touch 14, flat-footed 19 (+5 armor, +4 Dex, +4 Shield)
hp 65 (6d8 + 18 plus 20 temporary [False Life, Spirit Shroud])
Fort +7, Ref +7, Will +6; +1 vs. death effects, fear effects, negative energy spells or effects
OFFENSE
Speed
30ft.
Melee +2 Agile Rapier +10 (1d8 + 6/18-20)
Ranged touch +8 (spell)
Implements
Abjuration (Amulet, 2 points)- Resonant Warding Talisman +1; Focus Mind Barrier (12 points)
Evocation (Gloves, 3 points)- Resonant Intense Focus +1; Focus Energy Ray 3d6
Necromancy (Robe, 2 points)- Resonant Necromantic Focus; Focus Mind Fear (DC 15), Necromantic Servant (60 minutes, 19 hp), Spirit Shroud (1d6 + 6, +1 saves)
Transmutation (Vest, 3 points)- Resonant Physical Enhancement (+2 Dex); Focus Legacy Weapon +2, Quickness (6 rounds)
Occultist Spells Prepared (CL 6th; Concentration +8)
2nd (4/day)- Effortless Armor, False Life, Resist Energy, Sound Burst (DC 14)
1st (5/day)- Inflict Light Wounds (DC 13), Lead Blades, Shield, Shocking Grasp
0 (At Will)- Light, Message, Resistance, Touch of Fatigue
TACTICS
Before Combat
Whispering Way Cultists cast False Life, Lead Blades, and Shield before entering combat, then spend mental focus to activate Legacy Weapon (making their weapons +2 Agile Rapiers) and Spirit Shroud.
During Combat The first round of combat, cultists expend a second point of mental focus for Necromantic Servant or Quickness, depending on how crowded the battlefield is and how nearby the PCs are. At range, they make use of their energy ray or Sound Burst to attack; in melee, they prefer to eschew spellcasting in favor of melee attacks with their rapier.
Morale Whispering Way cultists fight to the death.
STATISTICS
Str
12, Dex 18, Con 13, Int 14, Wis 10, Cha 10
Base Atk +4; CMB +5; CMD 19
Feats Extra Mental Focus, Improved Initiative, Toughness, Weapon Finesse
Skills Appraise +11, Knowledge (arcana, religion) +11, Perception +9, Sense Motive +9, Spellcraft +11, Use Magic Device +9
Languages Common, Varisian
SQ Aura Sight, Magic Item Skill +3, Object Reading, Shift Focus
Gear +1 Rapier (DC 18), +1 Chain Shirt (DC 18), 2 Potions of Darkvision (DC 18)

Accretia

Spoiler:
Accretia
CR 7; XP 3200

Female Human Medium 8 (Occult Adventures 30)
NE Medium Humanoid (Human)
Init +1; Senses Perception +10
DEFENSE
AC
18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 84 (8d8 + 48)
Fort +10, Ref +3, Will +5
OFFENSE
Speed
20ft.
Melee +1 Greataxe +16/+11 (1d12 + 12/x3)
Space 5ft.; Reach 10ft.
Special Attacks Champion's Prowess (Falcata), Haunt Channeler, Spirit (Champion), Spirit Bonus +4, Spirit Surge, Sudden Attack
Medium Spells Known (CL 8th; Concentration +9)
2nd (1/day)- Aid, Blur, Bear's Endurance
1st (2/day)- Deathwatch, Ill Omen (DC 12), Long Arm, Psychic Reading
0 (At Will)- Detect Magic, Detect Psychic Significance, Ghost Sound (DC 11), Light, Mage Hand, Message
TACTICS
Before Combat
Accretia casts Long Arm and Bear’s Endurance before combat.
During Combat Accretia prefers to remain at midrange and make use of her greataxe to cleave through the PCs. She’s not afraid to make liberal use of her Spirit Surge to boost her attack rolls if she feels Furious Focus is not enough- only the last point of influence. Because her full attacks are her most dangerous option for melee, she prefers to have the wights accompanying her attack anyone that won’t get close enough for her to hit.
Morale Accretia fights to the death.
STATISTICS
Str
20, Dex 13, Con 18, Int 10, Wis 8, Cha 13
Base Atk +6; CMB +11; CMD 22
Feats Combat Reflexes, Furious Focus, Power Attack, Spirit Focus (Champion), Toughness
Skills Bluff +12, Knowledge (arcana, religion) +11, Perception +10, Spellcraft +11
Languages Common, Varisian
SQ Location Channel (8 rounds), Shared Seance, Taboo
Gear Belt of Giant Strength +2 (DC 23), +1 Greataxe (DC 18), +1 Breastplate (DC 18)
SPECIAL ABILITIES
Spirit Bonus (Su)
Because Accretia is channeling a Champion spirit, she gains a +4 bonus on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves.
Sudden Attack (Su) Whenever the Champion takes a full attack action, they gain one additional attack at their highest base attack bonus. This ability stacks with the extra attack from Haste, but it doesn’t stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.


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One Vivisectionist Vorkstag, and one Promethean Whispering Way cultist. I had more fun making the promethean than I expected; initial impression had me unimpressed by the homunculus, but it's growing on me.

Vorkstag

Spoiler:

Vorkstag the Vivisectionist
CR 5; XP 1600

Male Skin Stealer Alchemist 4 (Pathfinder #44 88, Ultimate Magic 20)
NE Medium Fey
Init +7; Senses Low-Light Vision; Perception +11
DEFENSE
AC
19, touch 13, flat-footed 16 (+3 Dex, +2 natural, +4 Shield)
hp 72 (4d6 + 4d8 + 40)
Fort +10, Ref +11, Will +7; +2 vs. poison
Defensive Abilities Blur, Fortification 50%
OFFENSE
Speed
30ft.
Melee Masterwork Heavy Mace +11 (1d8 + 5 plus poison) or 2 Claws +10 (1d4 + 5)
Ranged touch +8 (spell)
Special Attacks Sneak Attack +3d6, Steal Skin
Alchemist Extracts Prepared (CL 4th; Concentration +8)
2nd- Blur, Fire Breath (DC 16)
1st- Cure Light Wounds, Jump, Shield, True Strike
TACTICS
As noted.
STATISTICS
Str 21, Dex 16, Con 20, Int 18, Wis 10, Cha 16
Base Atk +5; CMB +10; CMD 23
Feats Brew Potion, Deceitful, Improved Initiative, Iron Will, Throw Anything, Weapon Finesse
Skills Acrobatics +14 (+24 jump), Bluff +14, Craft (alchemy) +15 (+19 to craft alchemical items), Disguise +16 (+26 with stolen skin), Escape Artist +10, Knowledge (local) +13, Knowledge (nature) +17, Perception +11, Sense Motive +9, Sleight of Hand +10, Stealth +18, Use Magic Device +14
Languages Aklo, Common, Elven, Undercommon, Varisian
SQ Discoveries (Preserve Organs [2]), Mutagen (+4 Con/-2 Cha, +2 natural, 40 minutes), Poison Use, Swift Alchemy
Gear Potion of Bull’s Strength (DC 18) 2 Potions of Cure Light Wounds (DC 16), Potion of Invisibility (DC 18), Potion of Spider Climb (DC 18), Potion of Water Breathing (DC 20), Wand of Acid Arrow (DC 18, 21 charges), Dust of Tracelessness (2 doses, DC 18), Masterwork Heavy Mace, Alchemist’s Kit, Formula Book (contains all prepared extracts, plus Bull’s Strength, Darkvision, Endure Elements, Invisibility, and Spider Climb), keys (to all locked doors in the Chymic Works, including the Cabinet of Skins and Faces [area E8], and the grille beyond area E12), poison (black adder venom [2 doses], blue whinnis [2 doses], and deathblade [1 dose]

I’d probably put Davos here on the second floor of area G, and the homunculus on the first floor. The Little Ghoule makes a few attacks at range when the PCs are exploring the first floor, then finds a way upstairs to fight at his master's side.

Davos Westmarch, Promethean Alchemist

Spoiler:

Davos Westmarch
CR 6; XP 2400

Male Human Alchemist (Promethean Alchemist) 7 (APG 26, Occult Adventures 112)
NE Medium Humanoid (Human)
Init +1; Senses Perception +10
DEFENSE
AC
23, touch 11, flat-footed 22 (+5 armor, +1 Dex, +3 natural, +4 shield)
hp 59 (7d8 + 28)
Fort +7, Ref +6, Will +2; +4 vs. poison
Defensive Abilities Fortification 25%; Miss Chance 50% (Displacement)
OFFENSE
Speed 30ft.
Melee +1 Longspear +12 (1d8 + 10 plus giant wasp poison) or Stone Fist +11 (1d6 + 6)
Space 5ft.; Reach 5ft. (10ft. only with Longspear)
Alchemist Extracts Prepared (CL 7th; Concentration +8)
3rd- Displacement
2nd- Alchemical Allocation, Barkskin, Bull’s Strength
1st- Cure Light Wounds (2), Identify, Shield, Stone Fist
TACTICS
Before Combat
Davos prepares himself for combat by drinking his extracts of Stone Fist, Shield, Barkskin, Alchemical Allocation, Displacement, and Bull’s Strength. He uses Alchemical Allocation to save a dose of the Displacement extract for the Little Ghoule.
During Combat Davos has the Little Ghoule ambush the PCs before starting a more conventional combat upstairs. They corner up in a tight hallway to force the PCs to come at them from only one direction, and then make extensive use of their reach weapons. If pressed, they switch to their (in Davos’ case newly-acquired) natural weapons to even the score. Davos makes free use of his Spontaneous Healing to keep himself in fighting shape, unconcerned for the Little Ghoule’s condition.
Morale Davos attempts to flee with his Potion of Gaseous Form if the Little Ghoule is slain and he drops below 30 hp.
STATISTICS
Str 22, Dex 12, Con 14, Int 13, Wis 10, Cha 8
Base Atk +5; CMB +11; CMD 22
Feats Brew Potion, Combat Reflexes, Craft Construct, Furious Focus, Power Attack, Toughness
Skills Craft (alchemy) +14, Disable Device +14, Knowledge (arcana) +11, Perception +10, Survival +11, Use Magic Device +9
Languages Common, Varisian
SQ Discoveries (Healing Touch, Preserve Organs, Promethean Disciple, Spontaneous Healing [30 points]), Homunculus Companion, Poison Use, Swift Alchemy, Swift Poisoning
Gear +1 Longspear (DC 18) coated in giant wasp poison, +1 Chain Shirt (DC 18), Potion of Cure Serious Wounds (DC 20), Potion of Gaseous Form (DC 20), Potion of Cure Moderate Wounds (DC 18), Potion of Barkskin +2 (DC 18)

The Little Ghoule, Homunculus Companion

Spoiler:

The Little Ghoule
CR -; XP -

Homunculus Companion
NE Medium Construct
Init +3; Senses Darkvision 60ft., Low-light Vision; Perception +8
DEFENSE
AC
19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
hp 53 (6d10 + 20)
Fort +2, Ref +5, Will +3
Defensive Abilities Evasion
OFFENSE
Speed 30ft., fly 40ft.
Melee Bite +9 (1d6 + 3 plus poison), 2 Claws +9 (1d6 + 3) or Masterwork Longspear +10 (1d8 + 4)
Ranged Light Crossbow +9 (1d8/19-20 plus greenblood oil)
Space 5ft.; Reach 5ft. (10ft. only with Longspear)
Special Attacks Poison
TACTICS
During Combat
The Little Ghoule starts combat with a volley of poisoned crossbow bolts, then retreats to his master’s side to form a formidable defensive position.
Morale The Little Ghoule fights to the death at his master’s side; elsewhere, he flees.
STATISTICS
Str
16, Dex 16, Con -, Int 10, Wis 12, Cha 7
Base Atk +6; CMB +9; CMD 22
Feats Combat Reflexes, Light Armor Proficiency, Rapid Reload
Skills Fly +10, Perception +8, Stealth +10
Languages Common
SQ Sympathetic Alchemy, Telepathic Link
Gear +1 Studded Leather (DC 18), Masterwork Longspear, Light Crossbow with 10 bolts coated in greenblood oil
SPECIAL ABILITIES
Poison (Ex)
Bite- injury; Save Fort DC 15; Frequency 1/minute for 60 minutes; Effect Sleep for 1 minute; Cure 1 Save


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Having nothing in particular to do, and being enamored with this idea in general, I'm gonna start posting stat blocks here for some of the additions Kalindlara's recommended.

First up: One Whispering Way Spiritualist. She should probably be snooping around the basement when the PCs arrive; she's...dangerous for groups of only first or second level. Hence her suboptimal tactics.

Amala Sala
CR 4; XP 1200

Female Human Spiritualist 5 (Occult Adventures 72)
NE Medium Humanoid (Human)
Init +2; Senses Perception +2
DEFENSE
AC
21, touch 12, flat-footed 19 (+5 armor, +2 Dex, +4 Shield)
hp 32 (5d8 + 10)
Fort +5, Ref +3, Will +6
Defensive Abilities Spiritual Interference
OFFENSE
Speed 30ft.
Melee +1 Kukri +6 (1d4 + 3/18-20)
Ranged Light Crossbow with +1 Bolt +6 (1d8 + 1/19-20)
Special Attacks Bonded Manifestation 8 rounds/day
Spiritualist Spell-like Abilities (CL 5th; Concentration +7)
At Will- Detect Undead
Spiritualist Spells Known (CL 5th; Concentration +7)
2nd (3/day)- Inflict Pain (DC 14), Invisibility, Rage, Stricken Heart (DC 14)
1st (5/day)- Burst of Adrenaline, Cause Fear (DC 13), Cure Light Wounds, Psychic Reading, Shield
0 (at will)- Detect Magic, Detect Psychic Significance, Guidance, Light, Mage Hand, Mending
TACTICS
Before Combat
Warned of the PCs’ intrusion, Amala casts Invisibility and Shield.
During Combat Amala starts combat by sending Viordan to attack the PCs, then two rounds later makes her presence known by casting Inflict Pain or Stricken Heart on a PC she deemed to be a particular threat. Once she’s visible, she eschews spellcasting for more material tactics, taking shots at the PCs with her crossbow or attacking with her kukri. Once Viordan is reduced to half HP, she brings him back into her consciousness to use Bonded Manifestation.
Morale Amala sends Viordan out again when she’s reduced to 10 hp or less to distract the PCs while she heals up or flees, depending on how overmatched she feels.
STATISTICS
Str 15, Dex 15, Con 12, Int 10, Wis 14, Cha 8
Base Atk +3; CMB +5; CMD 17
Feats Emotional Conduit, Logical Spell, Medium Armor Proficiency, Scribe Scroll
Skills Bluff +7, Knowledge (arcana, history) +8, Linguistics +8, Spellcraft +8
Languages Ancient Osiriani, Common, Draconic, Infernal, Necril, Varisian
SQ Bonded Senses 5 rounds/day, Etheric Tether, Phantom (Anger), Shared Consciousness
Gear +1 Kukri (DC 18), Masterwork Scale Mail, Haunt Siphon (DC 18), Light Crossbow with 10 bolts and 4 +1 Bolts (DC 18)
SPECIAL ABILITIES
Bonded Manifestation (Su)
A spiritualist can draw on the power of her phantom while it is bound to her consciousness as a swift action. She chooses either ectoplasmic or incorporeal form- if she chooses Ectoplasmic form, she gains a +4 shield bonus to her AC which applies to incorporeal touch attacks. If the chooses incorporeal form, she gains concealment against ranged attacks.
Etheric Tether (Su) as Life Link, save that past 50 feet the spiritualist must make Concentration checks as a full-round action that provokes attacks of opportunity or the ectoplasmic phantom is returned to the Ethereal Plane, from whence it cannot be summoned for the next 24 hours. If the ectoplasmic phantom is ever more than 100 feet from its spiritualist, or the incorporeal phantom is ever 50 feet away from the spiritualist or outside of line of effect from the spiritualist for more than 5 rounds, the tether is automatically broken.
Shared Consciousness (Su) While the phantom is contained in the spiritualist’s consciousness, the spiritualist gains Skill Focus in two skills (this one grants Intimidate and Survival) and a +4 bonus on saving throws against mind-affecting effects. Additionally, once per day, when the spiritualist fails her saving throw against a mind-affecting effect, as an immediate action she can shunt that effect into the phantom’s section of her consciousness instead. When she does so, she loses the usual benefits of Shared Consciousness but is not affected by the mind-affecting effect; these both persist until the effect would normally end.
Spiritual Interference (Ex or Su) Whenever a spiritualist is within the reach of her ectoplasmic manifested phantom, she gain a +2 shield bonus to her AC and a +2 circumstance bonus on her saving throws. A spiritualist within 30 feet of her incorporeally manifested phantom receives a +2 circumstance bonus on saving throws against mind-affecting effects.

Viordan Sala [Ectoplasmic Form]
CR -; XP -

Anger Phantom
NE Medium Outsider (phantom)
Init +5; Senses Darkvision 60ft.; Perception +7
DEFENSE
AC
17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 34 (4d10 + 12)
Fort +6, Ref +2, Will +4
DR 5/slashing, 5/magic
OFFENSE
Speed
30ft.
Melee 2 Slams +7 (2d6 + 3)
Special Attacks Magic Attacks
TACTICS
During Combat
Viordan attacks the PCs without regard to his own safety, counting on his formidable damage reduction and natural armor to protect him. He uses Power Attack on any round after he hits with both slam attacks.
Morale Viordan fights until destroyed or dismissed, although Amala pulls him back into her consciousness to use him for Bonded Manifestation once he’s reduced to half HP.
STATISTICS
Str
16, Dex 12, Con 14, Int 7, Wis 10, Cha 15
Base Atk +4; CMB +7; CMD 18
Feats Improved Initiative, Power Attack, Toughness
Skills Intimidate +8, Knowledge (planes) +5, Perception +7, Survival +7
Languages -
SQ Deliver Touch Spells (30ft.), Link, Phase Lurch, Share Spells


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Great God of the Sprawl
CN Minor God

With all of these things, you know what comes to mind? A hive. Not like a bug-hive, a people-hive. A city that has seen revolution, and plague, and multiple overthrows of government. The god's focus is the city itself: how a place of industry, control, and community becomes anarchy with its own rules (and the defiance thereof).

A god embodying the inherent chaos of large cities, basically.


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Rasputin Must Die! did something that no previous Adventure Path has made me do- want my PC to die so I could build someone from Earth, 1918. However, lacking an adventuring group, I thought I might just drop him here. My thought was that he could be a replacement for Dmitri in area D4- a man who has given his life to first the war, and then to Rasputin's unholy allies.

His name is...

Aleksei Vasiliy Molokov
Human Fighter (Trench Fighter) 9/Assassin 2/Shadowdancer 2
LE Medium Humanoid (Human)
Init +5; Senses Darkvision 60ft., Perception +16
DEFENSE
AC
16, touch 16, flat-footed 10 (+5 Dex, +1 Dodge)
hp 102 on average (9d10 + 4d8 + 35)
Fort +10, Ref +10, Will +5; +2 vs. Fear, +1 vs. Poison
Defensive Abilities Bravery +2, Evasion, Improved Uncanny Dodge
OFFENSE
Speed
30ft.
Melee +1 Scimitar +15/+10/+5 (1d6 + 4/18-20)
Ranged Mosin-Nagant M1891 Rifle +18/+13/+8 (1d10 + 6/x4) or Mosin-Nagant M1891 Rifle +16/+16/+11/+6 (1d10 + 6/x4) with Rapid Shot or Nagant M1895 Revolver +17/+12/+7 (1d8 + 6/x4) or Nagant M1895 Revolver +15/+15/+10/+5 (1d8 + 6/x4) with Rapid Shot
Special Attacks Death Attack (DC 13), Grit (1), Poison Use, Sneak Attack +1d6, Trench Warfare (Revolver, Rifle), Weapon Training (Heavy Blades +2, Firearms +1)
STATISTICS
Str 13, Dex 20, Con 14, Int 12, Wis 10, Cha 8
Base Atk +11; CMB +12; CMD 27
Feats Amateur Gunslinger (Gunslinger’s Dodge), Clustered Shots, Combat Reflexes, Deadly Aim, Dodge, Mobility, Point-Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Skill Focus (Stealth), Weapon Focus (Rifle)
Skills Acrobatics +15, Bluff +12, Disguise +10, Perception +16, Perform (dance) +4, Sleight of Hand +16, Stealth +27, Survival +6
Languages German, Russian
SQ Deeds (Gunslinger’s Dodge), Hide in Plain Sight
Gear It is assumed Aleksei arms himself with at least a mosin-nagant M1891 rifle, a nagant M1895 revolver, and one of the headless cossacks’ +1 Scimitars. Ammunition is likely not an issue given how plentiful it is around Akuvskaya.

I built Aleksei here with the elite array, but his stats can be beefed up as necessary for your campaign; just keeping Dex his highest stat is really the only priority. Ditto his HP: I used the average for the rolls. Fixing him up with some gear mid-campaign should be simple enough with the mercane Zilvazaraat at the PCs' beck and call; even armed only with scavenged Russian gear, he can contribute well to most combats between now and campaign's end.

Aleksei was recruited in 1910 at the young age of 17, but being from a poor household, clung to the soldier's life with startling ferocity; devoted to the state that saved him from starvation, he made of himself an exemplary soldier, with a particular talent for unorthodox tactics; his superiors noticed his devotion and talent for subterfuge, and in 1915 made him a recognized irregular: excused from standard duty, he instead infiltrated enemy encampments to assassinate officers, sabotage supplies and weapons, and gather intelligence. During the war, he met a handful of individuals that would change his life forever, not least of which was an old Russian woman with iron teeth, who taught him to hide in others' shadows. As his effectiveness as an assassin became nearly unprecedented among the Russian forces, Aleksei's superiors turned their heads to the fact that he could literally disappear from sight in anything less than full illumination. Humble (and never good at making a good impression), Aleksei never attracted the notice that was due him until he was sent to Akuvskaya; one of the nosferatu Brothers Three noted his potential, but Aleksei shook their domination a little more frequently than they were comfortable with, so they are using him as food instead. When the PCs storm the prison camp, he asks that they take him with them; confronted with their conveyance, he instantly recognizes the Baba Yaga from tales he was told (and a suspicion that his wartime mentor was the crone herself) and instantly rallies to their cause. Assuming the PCs can use the hand, he joins them and serves their cause with the same vigor he brought to the Army.

Obviously, his training as a modern soldier gives him the trench fighter archetype from page 67 of the same volume. He's got some unusual skills for a soldier, but they all build into the role he makes for himself, eventually making him a talented infiltrator despite dumping Charisma. Despite the roguish multiclassing, he is still very much a ranged combatant. The weapons training for heavy blades is more to reflect the fact that he has been trained to fence with a contemporary weapon than out of any sense of optimization; that can be changed easily to up his firearm-related game. Similarly, the presence of Death Attack rather than the more sophisticated slayer or ninja Assassinate Advanced Talent is meant to show that he was in fact rank and file before he started doing "special" work; if the lack of optimization bothers you, take solace from the fact that the Assassin levels cost him relatively little in combat effectiveness. If the 6th-level soldiers in RMD are hardened veterans, he can still pull off the assassination of various high-level officers (many of whom would likely have aristocrat levels in addition to, if not rather than, fighter ones) with some ease, and sneak out of camp totally undetected with HIPS. Like the heavy blades specialization, they are story-based and can be changed if it irks you.

His relative lack of optimization is easily made up by his use of modern firearms; the ability to hit touch for the first five range increments makes him dangerous to basically everything else the PCs might face in the campaign, and between his Stealth modifier and Hide in Plain Sight he makes an excellent scout. While his Sneak Attack is a pittance, nothing likes getting four (touch attack!) rifle rounds with Rapid Shot, Deadly Aim and Clustered Shots from a surprise-round attack. As long as he loots the hell out of the prison camp, he should never have issues with ammunition. To offset his lack of Rapid Reload, Quick Draw and a brace of extra revolvers should serve to keep his damage adequate; he deals nearly equal damage either way (1d10 to 1d8 isn't much of a loss).

Advancing him is to personal taste; he gains little by advancing in either of his current prestige classes, and gunslinger is less than optimal, but otherwise as long as he picks a full-BAB class he'll probably be able to railgun things to death between now and the end of the AP with little trouble.

*clears throat* So, I'll just leave him, shall I? Better sitting around on the forums than quietly moldering away in my Reign of Winter file.


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Same adventure as the akatas; I wanted to have more Vercite involvement than a bunch of unused tech lying around. I had initially statted these things out differently, but once People of the Stars and the Technology Guide came out, I modified them a bit. There are two of these things hanging around the crash site: one of them is inside an armored X-laser turret the Vercite crew installed after a shobhad attack on the camp, and the other is inside the Vercite vessel with her void-zombified crew. They'd be members of the Augmented caste, I suppose, but due to the gp limit and their undead state I skipped the cybernetic implants in favor of equipment the PCs might recognize. Although I don't say so, the Sonic Sword is a tech item presented in the Red Redoubt section of Dungeons of Golarion.

Vercite Void Officer
CR 8; XP 4800

Void Zombie Lord Vercite Fighter (Tactician) 8 (People of the Stars 15, Bestiary 2 23, Bestiary 4 286, Ultimate Combat 47)
LE Medium Undead
Init +6; Senses Low-Light Vision, Perception +13
DEFENSE
AC
23, touch 14, flat-footed 19 (+7 armor, +3 Dex, +1 Dodge, +2 natural)
hp 71 (8d10 + 2d8 + 18)
Fort +6, Ref +6, Will +4
Defensive Abilities channel resistance +4
OFFENSE
Speed
40ft.
Melee Sonic Sword +15/+10 (1d8 + 7/17-20 plus 1d8 sonic and deafened [DC 14]), Slam +8 (1d6 + 2), tongue +8 (1d6 + 2 plus blood drain) or 2 slams +13 (1d6 + 6), tongue +8 (1d6 + 2 plus blood drain)
Special Attacks Blood Drain (2 Str), Quick Strikes, Tactician 1/day
TACTICS
During Combat
The Void Officer uses its Tactician ability on the first round of combat to grant the void zombies Outflank, then moves into melee with the apparent leader of the enemy force. She ably keeps up with him with her Mobility and Step Up feats, benefiting from her improved movement speed. Otherwise, she is a straightforward combatant, lashing out with her sword and natural attacks, hoping for criticals with her Sonic Sword.
Morale Void Zombies fight to the death.
STATISTICS
Str
19, Dex 18, Con -, Int 10, Wis 12, Cha 10
Base Atk +9; CMB +13; CMD 27
Feats Combat Reflexes, Critical Focus, Dodge, Improved Critical (Longsword), Mobility, Outflank, Step Up, Toughness, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Intimidate +13, Knowledge (engineering) +13, Perception +13, Sense Motive +14, Stealth +3 (+12 without armor); Racial Modifiers +2 Perception, +8 Stealth
Languages Vercite
SQ Armor Training 2, Chameleon Skin, Tactical Awareness +2
Gear Sonic Sword (as +1 Thundering Longsword, capacity 10 charges, consumes 1 charge/day, Tech, DC 23), +1 Breastplate (DC 18), 8 Batteries (DC 25)
SPECIAL ABILITIES
Chameleon Skin (Ex)
A vercite’s racial bonus to Stealth comes from her ability to change the color of her skin to match her surroundings. A vercite loses this conditional bonus if she is wearing armor, or if she wears any clothing that covers more than one-quarter of her body, as vercites can only change their own flesh, not things they carry.
Tactician (Ex) Once per day, a tactician fighter can use a standard action to grant all allies within 30 feet the use of a tactical feat she possesses. They retain the use of this bonus feat for 7 rounds.


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I'm in favor of letting the dice fall where they may. I roll in front of my PCs, and if they come up all 20s for my Big Bad and the party gets wiped, that's the way it goes. I would expect no less from the DM of any campaign I was a player in: sometimes luck is just flat not on your side.


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Here's a thought, ladies and gents. Everyone's keen on Numeria here, myself included, but there's a thing that is going unmentioned. Specifically, the potential for a homebrew campaign featuring the Red Redoubt of Karamoss from Dungeons of Golarion. Yes, it's in Absalom. Yes, it's a megadungeon...but the deepest level is only CR 13 as presented! Who's to say that once the PCs overcome the deepest level of the Redoubtand (maybe) overcome the remains of the Machine-Mage himself agents from the Technic League won't be poised to teleport in and expose some other dastardly plot tying the Redoubt to Numeria herself?...

In short, I'm saying we have the material, and I'm not the only one on these forums thinking about a fan-made Numeria AP. We're relatively intelligent creatures, what's stopping us? EATERoftheDEAD's already on this project, and from what I've seen it looks fairly promising. Here's the link...http://paizo.com/threads/rzs2ovjb?Legacy-of-Sarkoris-A-FanMade-Numer ia-AP#1

Plus I like the Red Redoubt. Not gonna lie, a tech-centric megadungeon appeals to my inner Mieville fan.


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Reduce the number of cult members. Instead of having three surviving members, only have one or two. I recommend dropping the necromancer and his middenstone operation, but dropping the rogue and his home is doable as well. This accelerates the schedule of the adventure while making sure the stakes don't rise too much, although I should warn I've never actually GM'd this one. You might also trim down the encounters in the Sunless Grove some, but again I'm not sure what you could sacrifice. Honestly this one feels pretty bare-bones to start, and a quick survey of the forums says the whole version as printed is "only" about ten hours' worth of play time.

Hope some of this is helpful!