Pathfinder Module: The Midnight Mirror (PFRPG)

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Pathfinder Module: The Midnight Mirror (PFRPG)
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A horror and investigation adventure for 4th-level characters

The sleepy town of Karpad in shadow-haunted Nidal has long been overseen by the Boroi family, and until a few weeks ago, the citizens under Baron Stepan Boroi's rule have lived uneventful lives of relative peace. Recently, however, the outbreak of a virulent and fatal disease and a number of mysterious disappearances have left the people of Karpad paranoid and fearful. Even Baron Stepan has been acting strangely, and now the tenuous balance of racial tensions between Karpad's human and fetchling populations stands on the verge of collapsing into total anarchy. Can the PCs uncover the root of Karpad's problems and put an end to the deadly virus, the terrifying disappearances, and the miasma of fear and distrust that threatens to overwhelm the region?

Written by Sam Zeitlin, 2011's winner of Paizo Publishing's annual RPG Superstar contest—in which unpublished authors compete before a panel of celebrity game designers and legions of their peers for the chance to write a Pathfinder Module—The Midnight Mirror takes players from a mysterious investigation into a shadowy demiplane prison and pits them against the evil forces of both darkness and light.

The Midnight Mirror is an investigation and horror adventure for 4th-level characters. This volume also contains a fully-detailed gazetteer of the town of Karpad and a new magic item that are sure to add depth and flavor to any campaign.

Pathfinder Modules are 32-page, high-quality, full-color, adventures written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG.

ISBN-13: 978-1-60125-401-6

The Midnight Mirror is sanctioned for use in Pathfinder Society Organized Play. Its Chronicle Sheet and additional rules for running this module are a free download (119 KB zip/PDF).

Other Resources: This product is also available on the following platforms:

Hero Lab Online
Archives of Nethys

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Fantastic, Dark Module

5/5

NO SPOILERS

I ran The Midnight Mirror recently for three friends using PFS characters and I loved it. It’s a dark module (in more ways than one) that has an excellent and evocative setting, memorable NPCs, and a “boss” fight that’s finally worthy of the concept. There’s loads of role-playing and investigation available, but the combats don’t hold back: the PCs I ran it for were along the low range of levels (and fighting ability), and there were several points I thought a TPK was on its way before they managed to just barely escape or emerge victorious. If you’re looking for a challenging but well-written module that will prove satisfying on all of the various joys Pathfinder has to offer, I would definitely recommend this one. Even the cover is awesome!

SPOILERS

The Midnight Mirror takes place entirely in Karpad, a small village in Nidal. If you don’t know much about Nidal (and there are not a lot of adventures set there), it’s the country where, thousands of years ago, the people swore to follow the tenets of Zon-Kuthon (the god of pain and darkness) in exchange for protection from the cataclysmic events of Earthfall. Although the residents of Karpad are some distance removed from the most zealous worshippers of Zon-Kuthon, the religion’s influence still has influence there. Two pages of the module are an appendix that provides an overview of the village, and it’s important because what’s happening in the village (particularly strains between its human and fetchling inhabitants) are a key part of the story. In my game, the Temple of Zon-Kuthon was particularly memorable, as the priest offers healing in exchange for the infliction of pain! (I should say as a general note that GMs should know their players’ tastes before getting too detailed in the S&M practiced by worshippers of Zon-Kuthon).

The PCs have been enlisted by a wealthy family in another city to look into why their daughter, who married the baron of Karpad, hasn’t written in several weeks. The adventure hook requires some massaging for Pathfinders, and some ideas for that can be found in the forums (this part could have been developed more in general, as outsiders are generally forbidden in Nidal except in the port city of Nisroch). Anyway, once the PCs reach the baron’s manor, they’ll quickly get the scoop. The village is under quarantine due to the spread of a mysterious ailment the locals are calling Tallowthroat; it causes the swelling of the throat until it explodes and shadowy figures emerge! The PCs obviously need to get to the heart of the matter and investigate the origin of the disease and how to stop it (especially if they catch it themselves, a real possibility!).

The NPCs who reside in the manor are a key part of the story, and all are well-drawn with strong characterization. There’s Stepan Boroi, the Baron of Karpad, who is paranoid and withdrawn; Anya Boroi, his wife, who earnestly wants the best for the village and her husband; a creepy ghost tied to an iron maiden in the basement (who could be an ally for the PCs!), and more. I would really play up the manor’s gothic vibe, as it’s a key location in the module and PCs will probably spend a lot of time there, especially if they make it their home base while conducting exploration elsewhere.

In the village itself, the PCs will witness a lynch mob about to hang three fetchlings on suspicion that they’re responsible not only for the Tallowthroat but also for the recent disappearances of some humans. I like how this encounter was structured, as the PCs can do nothing and just watch, intervene with violence, or make a series of Diplomacy/Intimidate checks to try to get the mob to stand down. (one of the PCs in my game was terrible at combat but a master negotiator, and was rocking out on these skill checks!)

The encounter leads to the PCs meeting the captain of the village watch, a man named Lucian Groy, whose daughter is among the missing townspeople. He’s desperate and willing to get help from anyone, even strangers like the PCs. If they agree to take part in the search, clues will lead them to a chandlery (candle-making shop) where the PCs have to fight through a wax golem and some nasty strength-draining shadows before confronting the villain responsible for the disappearances: a Lurker in Light (a sort of crazy evil fey) who is using his kidnapped captives to enact a strange ritual to bring more of his kind into Karpad. It’s actually a tougher fight than it first appears, as the fey can fly, has DR, may be able to turn invisible, and may be able to blind and poison multiple PCs. On the other hand, he doesn’t pump out much damage, so if the PCs can survive the first few rounds and have some ranged weapons, they should be able to tackle him. The PCs I ran this for nearly TPK’d the first time and were starting to flee just before they triggered the fey’s morale condition and it flew away first. It was an exciting, edge-of-your-seat encounter.

However, the Lurker in Light didn’t bring the Tallowthroat to Karpad, and his presence in the village to begin with requires explanation. More poking around various avenues will lead the PCs to reveal that Baron Boroi has a major part to play in everything that’s happening in the village. He’s not evil, but desperate, and his backstory is essential to the plot of the module. In the manor’s basement is a midnight mirror, a magical device that allows passage to the Shadow Plane. Almost 900 years ago, the Baron’s ancestors used the mirror to imprison several fetchlings and shae (natives of the Shadow Plane) in a mystical demiplane within the mirror because they were planning a revolution to liberate the subjugated shadow peoples in Nidal. A decade ago, Baron Boroi made contact with the leader of the rebels, a shae named Nicasor, who still remains trapped on the other side of the mirror: Nicasor offered to help Boroi gain power in Karpad by providing a convenient place to dispose of rivals to his leadership (his brothers) in exchange for trading places with him once a year every decade. Nicasor fulfilled his end of the bargain but now, ten years later, Baron Boroi refuses to fulfil his end! The shadowy essence leaking out of the mirror stems from Nicasor’s cold anger, and it’s what is causing the Tallowthroat. In other words, there’s no clear “good guy” to this story—just innocents being affected by the schemes of others. It’s a type of grim realism that suits the story (and the Nidalese setting) perfectly.

The PCs will realize that the only way they can stop the disease is to go through the midnight mirror and destroy it from within. This is the final third of the module and offers a great introduction to the characteristics of the Shadow Plane (and since it’s a fairly low-level module, may be the first time the PCs involved have ever visited another plane). The particular demiplane on the other side of the mirror is a dark and distorted reflection of Boroi Manor. Again, the flavour fits the tone perfectly. There are threats within the demiplane, but what I really liked about the module is how it also allows more thoughtful PCs to form alliances with Nicasor and the other shae (and fetchlings) trapped there (depending on how good they are at Diplomacy, of course). Indeed, I think the module is hard enough with just the absolutely necessary combat encounters, and groups that try to kill everything will have a *really* hard time unless they’re optimized combat machines.

Anyway, in order to destroy the mirror from within, the PCs have to destroy its semi-sentient “heart.” This is essentially a battle against a CR 8 shadow-infused tendriculos (a Huge-sized plantlike monster) that can paralyze PCs and swallow them whole! In other words, it is *not* a pushover. PCs will need a lot of luck or clever tactics in order to survive; my players used some fantastic teamwork, but even then one PC died. After the heart is destroyed, the PCs need to leave relatively quickly because the deteriorating demiplane can be even more dangerous. And when it’s completely destroyed (and every living thing within is expelled), the danger isn’t necessarily over! Nicasor is bound and determined to kill Baron Boroi for his treachery, so depending on whether the PCs are inclined to intervene, they may think they’ve triumphed only to have another difficult battle on their hands. It’s a module that really tests the morality and personalities of the PCs in a good way; there are no easy answers on what to do in this one.

It may be the coffee buzz, but I really can’t praise The Midnight Mirror enough. I would love a sequel to return to Karpad. It’s a hard module, and success for the PCs is definitely not guaranteed. But great heroes can only emerge from great challenges, and this is definitely one worth experiencing whether the result is victory or defeat.


TPK sauce.

4/5

Without spoiling anything besides confirmation that, guess what, there are fights in this module:

The fights vary from aggravating time fillers (there's more than enough content to make this last two 4-5+ hour sessions even if you drop a bunch of the pointless fights) to absolutely brutal.

My party of five players (Pregen cleric, sword & board fighter, party buff spellcasty/secondary melee type, reach fighter and zen archer) actually did fairly well against the "main" encounter (took some heavy damage but at no point was I concerned for their survival) but were absolutely BRUTALIZED by the other hard encounter.

By brutalized I mean even GM rolling damage to pull punches at the end of the fight one was dead, three were unconscious and the last one standing surrendered. Had I not pulled punches at least three of them would have been dead.

HOWEVER as a GM I thoroughly enjoyed running encounters that players were not able to breeze through and the scenario is top notch in all other aspects. Mood is suitably drippy and sour. Backstory is great although it may take some GM thought to expose the cooler bits to players. Ending is satisfying.


There's a reason Nidal isn't a tourist hotspot...

5/5

I played this mod with Quentin as GM, and later GM'ed it myself. I had a great time in both cases.

The module has a solid story, tied in to Golarion lore and making sense; and pretty much all of it will be discovered by the players during the module sooner or later. If it happens sooner, the tone will be quite different. There's the potential for serious pathos here.

When I ran it, even the non-main fights had my players nervous. Some of them came fast and furious. And the bosses are really quite scary. The final boss is IMO way over the top, but GMs should pay close attention to his tactics, as those give the players a chance to get at him without too many PCs dying.

However what I like best about this module isn't the fights (although those are mostly well-chosen), but the attention paid to description and NPC background. Even the rooms where nothing actually happens are interesting to describe to your players because they help establish the situation the PCs find themselves in. And because every NPC has enough description, it's easy to improvise when players try to talk their way through things (which is possible and even advisable in many places).

Also, auntie dear is an amazing NPC.

One final piece of advice to GMs: the mission hook in modules tends to be a bit vague. In this case, think carefully what hook will best draw in your players and keep them going after their initial findings. The default hook in the module works fine with heroic/do-gooder PCs but for the more mercenary ones you might want to pick something different.


Great Gothic Horror

5/5

One of the very few modules of Nidle, really love the great setting of an isolated town and people.

The first part is full of investigation and roleplaying, followed by a planar trip (also with much diplomacy).

However, there are two very difficult encounters, a well-balanced party is needed (especially a divine caster). And beware of getting a bad end :) (although no real influence with PFS play)


Great Setting, Great Story

5/5

I've run and played this, my biggest suggestion would be to read Nightglass before running it if you happen to like the novels. This is the dark and twisted depths of Nidal and making the setting speak for itself is crucial. I think this had more of a feeling for me because I had the background on the setting and why things are so wrong because what your seeing is contrary to what it should be.
As a GM I would strongly stress on the trip in what the settings and customs of the country is. I would also suggest be highly flexible, when we played it, our group ran it 'backwards' and thought our contact was the bbeg (oops) it still worked out as we put together pieces from exploring the town and finding out what was going on.
If your players like exploring locations and not just looking for an issue and fixing it this is a very good module for your group.


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RPG Superstar 2011 Top 16

Reviewed. Also, spoiler-free if that matters for you.

Paizo Employee Director of Brand Strategy

I just read MerricB's review and am curious about one point in particular. The review mentions a custom creature without a statblock from non-core material. Was this the scribbling allip? Or is there another creature you feel we should have included full stats for?


Erik Freund wrote:
Reviewed. Also, spoiler-free if that matters for you.

Excellent review, Erik. And true.

This is yet another example of where Golarion got in the way of an otherwise good adventure.

Dark Archive

1 person marked this as a favorite.

Yeah kind of have to agree with Arnwyn and Erik (To an extent I think they could have set it in Golarion just not with a bunch of Zon-Kuthon worshipers. That tend's to dillute the sympathy. Also kind of hard to justify characters being there since if Memory serves Nidal is not a welcoming place.) Which is a pity because otherwise I really like the module

Liberty's Edge

Mark Moreland wrote:
I just read MerricB's review and am curious about one point in particular. The review mentions a custom creature without a statblock from non-core material. Was this the scribbling allip? Or is there another creature you feel we should have included full stats for?

Merric has posted a more lengthy review on RPGGeek, in which he confirms that he's talking about the scribbling allip.

Paizo Employee Chief Technical Officer

Paz wrote:
Mark Moreland wrote:
I just read MerricB's review and am curious about one point in particular. The review mentions a custom creature without a statblock from non-core material. Was this the scribbling allip? Or is there another creature you feel we should have included full stats for?
Merric has posted a more lengthy review on RPGGeek, in which he confirms that he's talking about the scribbling allip.

You don't need Undead Revisited to run that monster; that's really just an attribution giving you the place to look for more info if you want. All the necessary content from that book is right there in creature description—just add those lines to the entry from Bestiary 3 (or the PRD).

Liberty's Edge

Are PCs expected to level up from 4th to 5th part way through this module?

The reason I ask is that I'm co-ordinating a Pathfinder Society group, where most people have 3rd or 4th level characters. I'm comfortable sending them up against a module intended for a group of 4th level characters (as the PCs are, on the whole, quite optimised). However, PFS characters don't level up mid-module, so they'll still be a mix of 3rd & 4th level when nearing the end of the adventure, and I don't want them to be out of their depth.

(I know this has been an issue with 1st level PFS characters nearing the end of Crypt of the Everflame (when the module expects them to be 2nd level), for example.)

Has anyone run this under PFS rules yet?

Grand Lodge

4 people marked this as a favorite.

I would wait until all of your PCs are 4th level before running this. I wouldn't attempt to enter the end of the module with 3rd level characters.


Rules Question:

Spoiler:
On page 19, it says that spells with the light descriptor are impeded within the demiplane. I suspect that this means objects (such as a wayfinder or an everburning torch) work normally (except for the dampened light, obviously) - that is, you don't need to make any kind of check to get your wayfinder to cast light. Correct?

RPG Superstar 2011 Top 16

Feegle wrote:

Rules Question:

** spoiler omitted **

Just considering the author's intent on atmosphere and mood-setting, I would describe those objects as being hard to turn on. Similar to a cigarette lighter that is low on fuel: you have to spin the wheel a few times and gave it a few shakes of the wrist. And then once they get them on, I would have them flicker and warble, giving off not-entirely-consistant light, like on a flashlight where the battery is going out. I would have them black out entirely at opportune moments, like right before or after a new creature comes into view. They'd come right back on (before even a full round had elapsed): the goal is to strike a mood of horror, not use it to kill your party.

Now, granted, these aren't the "rules", but this is how I would run it as a GM, because tone and atmospherics are more important than what might be buried on page 300-something of the CRB. :-)

Sovereign Court

Having just read that module, I found it really nice, and am eager to run it when I can.

Good job !

Grand Lodge

Plot question:

spoiler:
The knowledge check pertaining to the Midnight Mirror says that two willing subjects on opposite sides of the mirror may trade places, but who are the multiple persons on the other side of the mirror needed to trade places with all of the PCs? There's nobody in G1-The Midnight Portal waiting around. Did I miss something? I had to call a break with my group when I ran it because I must've overlooked that when I read through the adventure.

Scarab Sages

Silly question,
Since the module indicates for 4th level characters on it, I heard it can be run for PFS characters level 3 to 5 so whats the actual level rule for it?
Is it only a 1XP module?

Owner - House of Books and Games LLC

There's a whole section in the PFS guide about running modules; that should have all the info you're looking for.

I can't remember the specific details off the top of my head, but I seem to recall modules being worth 3XP.

Silver Crusade

Morganwolf wrote:

Silly question,

Since the module indicates for 4th level characters on it, I heard it can be run for PFS characters level 3 to 5 so whats the actual level rule for it?
Is it only a 1XP module?

All PFS Modules are +/-1 the "level "marked" on them, so since this is a level 4 module, you can play it with PFS characters in a "tier" 3-5. Also, all modules are 3XP / 4PP unless they are Free RPG Day modules.

TheInnsmouthLooker wrote:

Plot question:

** spoiler omitted **

The impression I got is that entering the mirror is easy - it's getting out that's impossible without "other means".

Shadow Lodge Contributor

Posted a review, also with a plot question about time/aging inside the House of Night.

And, as the review said, cute "butcher, baker, candlestick maker" funny hidden in there! :P

The Exchange

I'd like to solicit some creative ideas from the community regarding Zon-Kuthon's followers. How does a cleric of Zon-Kuthon regard a disease that's afflicting his flock? Blood-letting? Surgery? Apathy? Maybe a masochism competition where the winner gets the daily remove disease?

Another request I have is for suggestions of specific tortures or deformities that I can inflict on the PCs if they come to the Kuthite church looking for assistance. I don't want to say to a player, "The cleric will offer spells for the standard CRB rate." I don't even want to say "He'll cast the spell for you, but you'll have to undergo an hour of whipping first". I'd like to describe to the players the specific, graphic and scarring procedure that they'll have to accept in order to do business with the Church of Zon-Kuthon. Any ideas or past experiences to share?

RPG Superstar 2013 Top 32

Do the players get the run of the manor after they meet with Anya and are tasked with looking into the problems in town?


A NPC statblock for Stepan (matches module)

Baron Stepan Boroi


2 people marked this as a favorite.

On second thought, the same as above but not in a google doc:

Boroi:

BARON STEPAN BOROI
CR 1
Male Human (Chelaxian) Aristocrat 4
CN Medium humanoid (human)
Init +0; Senses Perception -3

DEFENSE
AC 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
hp 18 (4d8)
Fort -1, Ref -1, Will +1

OFFENSE
Speed 30 ft.
Melee masterwork rapier +1 (1d6-3/18-20)
Melee dagger +0 (1d4-3/19-20)
Ranged dagger (thrown) +1 (1d4-3/19-20)

TACTICS
Before Combat Stepan is currently sickened due to the loss of his shadow.

STATISTICS
Str 9, Dex 11, Con 10, Int 14, Wis 8, Cha 14
BAB +3; CMB +2; CMD 12
Feats Additional Traits, Armor Proficiency (Light, Medium, Heavy, Shield), Weapon Proficiency (Martial, Simple), Skill Focus (Bluff), Weapon Finesse
Skills Bluff +11, Diplomacy +7, Knowledge (Arcana) +7, Knowledge (History) +8, Knowledge (Local) +7, Knowledge (Nobility) +7, Knowledge (Planes) +8, Sense Motive +4
Languages Aklo, Shadowtongue, Taldane
Traits Fast Talker, Scholar of the Great Beyond

Possessions masterwork rapier; noble's outfit; masterwork leather; buckler; ioun torch; opal (500 gp); potion of cure light wounds; potion of invisibility; dagger;

SPECIAL ABILITIES

Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.

Scholar of the Great Beyond (Knowledge (Planes)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era.


2 people marked this as a favorite.

Once more, with feeling; stats for most of the unstatted characters in the Midnight Mirror

Major Characters

Anya Boroi:

Anya Boroi
Female Human (Nidalese) aristocrat 3
LN Medium humanoid (human)
Init +0, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 10, touch 10, flat-footed 10
hp 13 ((3d8))
Fort +3, Ref +1, Will +5
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
=================================================
STATISTICS
=================================================
Str 8, Dex 10, Con 11, Int 12, Wis 11, Cha 13
Base Atk +2; CMB +1; CMD 11
Feats Armor Proficiency (heavy, light, medium, shield), Great Fortitude, Iron Will, Martial Weapon Proficiency, Simple Weapon Proficiency, Skill Focus (Diplomacy)
Skills Craft (Calligraphy) +7, Diplomacy +10, Knowledge (Local) +7, Knowledge (Nobility) +7, Knowledge (Religion) +7, Perform (Dance) +7, Sense Motive +6
Languages Shadowtongue, Taldane
SQ bonus feat, skilled
Combat Gear potion of lesser restoration, potion of cure light wounds
Other Gear dagger, sleeves of many garments, noble's outfit, onyx, red spinel, 3.0 gp

Gavril:

Gavril
Middle-Aged Male Fetchling ranger 2
N Medium outsider (native)
Init +2, Senses darkvision (60 ft.), low-light vision; Perception +0
=================================================
DEFENSE
=================================================
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 13 ((2d10)+2)
Fort +4, Ref +5, Will +0
Defensive Abilities shadow bending; Resist cold 5, electricity 5
=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged longbow (composite/strength rating+2) +4 (1d8+2/x3)
Melee heavy mace +4 (1d8+3)
Special Attacks Favored Enemy (Animal) +2
Innate Spell-Like Abilities disguise self (1/day)
=================================================
STATISTICS
=================================================
Str 14, Dex 14, Con 13, Int 11, Wis 11, Cha 11,
Base Atk +2; CMB +4; CMD 16
Feats Precise Shot, Skill Focus (Handle Animal)
Skills Climb +7, Handle Animal +8, Knowledge (Nature) +5, Profession (Hound Master) +5, Ride +7, Stealth +9, Survival +5,
Languages Taldane
SQ darkvision, low-light vision, skilled, spell-like abilities, track +1, weapon and armor proficiency, wild empathy +2
Combat Gear potion of cure light wounds
Other Gear longbow (composite/strength rating+2), leather, traveler's outfit, backpack, bedroll, survival kit (masterwork), arrows (20), heavy mace, 354.9 gp

=================================================
SPECIAL ABILITIES
=================================================
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Favored Enemy (Animal) (Ex) You gain a +2 bonus on Attack rolls, Damage roll and skill checks against animals.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Shadow Blending Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled (Ex) Fetchlings gain a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp) Fetchlings can use disguise self 1/day to assume the form of any humanoid creature.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal.

Stepan Boroi:

Baron Stepan Boroi
Male Human (Nidalese) aristocrat 4
CN Medium humanoid (human)
Init +0, Senses Perception -3
=================================================
DEFENSE
=================================================
AC 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
hp 18 ((4d8))
Fort -1, Ref -1, Will +1
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee unarmed strike +0 (1d3-3)
Melee masterwork rapier +1 (1d6-3/18-20)
Melee dagger +0 (1d4-3/19-20)
Ranged dagger (thrown) +1 (1d4/19-20)
=================================================
STATISTICS
=================================================
Str 9, Dex 11, Con 10, Int 14, Wis 8, Cha 14
Base Atk +3; CMB +2; CMD 12
Feats Additional Traits, Armor Proficiency (heavy, light, medium, shield), Martial Weapon Proficiency, Simple Weapon Proficiency, Skill Focus (Bluff), Weapon Finesse
Skills Bluff +11, Diplomacy +7, Knowledge (Arcana) +7, Knowledge (History) +8, Knowledge (Local) +7, Knowledge (Nobility) +7, Knowledge (Planes) +8, Sense Motive +4
Languages Aklo, Shadowtongue, Taldane
Traits Fast-Talker, Scholar of the Great Beyond
SQ bonus feat, sickened, skilled
Combat Gear opal (500 gp), potion of cure light wounds, potion of invisibility,
Other Gear unarmed strike, masterwork rapier, noble's outfit, masterwork leather, buckler, ioun torch, dagger, 88.0 gp

=================================================
SPECIAL ABILITIES
=================================================
Fast-Talker You had a knack at getting yourself into trouble as a child, and as a result developed a silver tongue at an early age.
Scholar of the Great Beyond (Knowledge (Planes)) Your great interests as a child did not lie with current events or the mundane-- you have always felt out of place, as if you were born in the wrong era.
Sickened Stepan is currently sickened due to the loss of his shadow.

Minor Characters

Cosmin:

Cosmin
Male Human (Nidalese) ranger 3
CN Medium humanoid (human)
Init +1, Senses Perception +7
=================================================
DEFENSE
=================================================
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 28 ((3d10)+12)
Fort +5, Ref +4, Will +2
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee masterwork greataxe +8 (1d12+4/x3)
Melee throwing axe +6 (1d6+3)
Ranged throwing axe (thrown) +4 (1d6)
Special Attacks Favored Enemy (Humanoid (Human)) +2
=================================================
STATISTICS
=================================================
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Endurance, Intimidating Prowess, Power Attack, Toughness, Weapon Focus (Greataxe)
Skills Climb +9, Heal +7, Intimidate +8, Knowledge (Nature) +6, Perception +7, Profession (Woodcutter) +7, Survival +7
Languages Taldane
SQ bonus feat, favored terrain (forest) +2, skilled, track +1, weapon and armor proficiency, wild empathy +2
Combat Gear rations (trail/per day) (10), oil of magic weapon, potion of barkskin +2, potion of bull's strength, potion of cure moderate wounds
Other Gear masterwork greataxe, masterwork studded leather, backpack, survival kit (masterwork), small tent, ioun torch, throwing axe (4), whetstone, 30.98 gp
=================================================
SPECIAL ABILITIES
=================================================
Favored Enemy (Humanoid (Human)) (Ex) You gain a +2 bonus on Attack rolls, Damage roll and skill checks against humans.
Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in forest terrain
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal.

Ionela Zagrev:

Ionela Zagrev
Old Female Fetchling rogue 3
CG Medium outsider (native)
Init +1, Senses darkvision (60 ft.), low-light vision; Perception +5
=================================================
DEFENSE
=================================================
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex, )
hp 16 ((3d8)+3)
Fort +1, Ref +4, Will +2
Defensive Abilities evasion, shadow bending; Resist cold 5, electricity 5
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee masterwork dagger +2 (1d4-1/19-20)
Ranged masterwork dagger (thrown) +4 (1d4/19-20)
Special Attacks Sneak Attack 2d6
Innate Spell-Like Abilities disguise self (1/day)
=================================================
STATISTICS
=================================================
Str 9, Dex 13, Con 10, Int 17, Wis 8, Cha 14
Base Atk +2; CMB +1; CMD 12
Feats Armor Proficiency, Light, Iron Will, Skill Focus (Acrobatics)
Skills Acrobatics +10, Bluff +8, Climb +7, Diplomacy +8, Escape Artist +7, Knowledge (Local) +9, Linguistics +9, Perception +5, Sense Motive +5, Sleight of Hand +7, Stealth +9
Languages Aklo, Aquan, Auran, Draconic, Infernal, Shadowtongue, Taldane
Archetypes Acrobat
SQ darkvision, expert acrobat, low-light vision, peerless maneuver, second chance, skilled, spell-like abilities, weapon and armor proficiency,
Combat Gear potion of cure light wounds, potion of jump (2), potion of shield of faith +2,
Other Gear masterwork dagger, belt of tumbling, masterwork leather, entertainer's outfit, climber's kit, 108.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Evasion (Ex) You can avoid damage from many area-effect attacks.
Expert Acrobat (Ex) At 1st level, an acrobat does not suffer any armor check penalties on Acrobatics, Climb, Fly, Sleight of Hand, or Stealth skill checks while wearing light armor. When she is not wearing armor, she gains a +2 competency bonus on Acrobatics and Fly skill checks. This ability replaces trapfinding.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Peerless Maneuver (Ex) 1/day, a rogue with this talent can roll two dice while making an Acrobatics check, and take the better result. She must choose to use this talent before making the Acrobatics check. A rogue can use this ability one additional time per day for every 5 rogue levels she possesses.
Second Chance (Ex) At 3rd level, an acrobat can reroll any Acrobatics, Climb, or Fly skill check she has just made. This reroll is made at a -5 penalty. She must take the second result, even if it is worse. An acrobat can use this ability only once on any given skill check. She can use this ability once per day at 3rd level, plus one additional time per day for every 3 levels beyond 3rd. This ability replaces trap sense.
Shadow Blending Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled (Ex) Fetchlings gain a +2 racial bonus on Knowledge (planes) and Stealth checks.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. [2d6]
Spell-Like Abilities (Sp) Fetchlings can use disguise self 1/day to assume the form of any humanoid creature.
Weapon and Armor Proficiency Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.

Laurentiu:

Laurentiu
Middle-Aged Male Human (Nidalese) expert 3
N Medium humanoid (human)
Init -1, Senses Perception +10
=================================================
DEFENSE
=================================================
AC 9, touch 9, flat-footed 9 (-1 Dex, )
hp 10 ((3d8)-3)
Fort +0, Ref +0, Will +5
=================================================
OFFENSE
=================================================
Speed 30 ft.
=================================================
STATISTICS
=================================================
Str 7, Dex 8, Con 9, Int 14, Wis 14, Cha 13,
Base Atk +2; CMB +0; CMD 9
Feats Alertness, Armor Proficiency (light), Prodigy (profession (clerk), profession (barrister)), Simple Weapon Proficiency, Skill Focus (Diplomacy)
Skills Appraise +8, Bluff +7, Diplomacy +10, Knowledge (Geography) +8, Knowledge (Local) +8, Knowledge (Nobility) +8, Perception +10, Profession (Barrister) +10, Profession (Clerk) +10, Sense Motive +10
Languages Infernal, Shadowtongue, Taldane
SQ bonus feat, skilled
Combat Gear potion of cure light wounds
Other Gear sleeves of many garments, courtier's outfit, healy myrrh, moonstone, traveler's any-tool, scholar's outfit, 150.0 gp

Lorin Camm:

Lorin Camm
Female Human (Nidalese) expert 3
CN Medium humanoid (human)
Init +1, Senses Perception +6
=================================================
DEFENSE
=================================================
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 16 ((3d8)+3)
Fort +1, Ref +2, Will +3
=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged crossbow (light/darkwood) +4 (1d8/19-20)
Melee club +1 (1d6-1)
Ranged club (thrown) +3 (1d6)
=================================================
STATISTICS
=================================================
Str 8, Dex 13, Con 11, Int 12, Wis 11, Cha 10
Base Atk +2; CMB +1; CMD 12
Feats Armor Proficiency, Light, Point-Blank Shot, Precise Shot, Simple Weapon Proficiency, Skill Focus (Profession (Innkeeper))
Skills Appraise +7, Bluff +6, Diplomacy +6, Intimidate +6, Knowledge (Local) +7, Perception +6, Profession (Innkeeper) +9, Sense Motive +6
Languages Shadowtongue, Taldane
SQ focused study, skilled
Combat Gear
Other Gear crossbow (light/darkwood), masterwork leather, peasant's outfit, crossbow bolts (10), club, 244.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice. This replaces the human bonus feat.

Nadia Witch-Blood:

Nadia Witch-Blood
Middle-Aged Female Half-Elf (Nidalese) sorcerer 3
CN Medium humanoid (elf, human)
Init +1, Senses low-light vision; Perception +2
=================================================
DEFENSE
=================================================
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 ((3d6))
Fort +1, Ref +2, Will +3, +2 vs. enchantment spells and effects
=================================================
OFFENSE
=================================================
Speed 30 ft., Woodland Stride
Melee club -1 (1d6-2)
Ranged club (thrown) +2 (1d6)
Sorcerer Spells Known (CL 3rd; concentration +7)
1st(6/day)-charm person(DC 16), hypnotism(DC 18), magic missile, entangle(DC 15)
0th(at will)-dancing lights, daze(DC 17), detect magic, ghost sound(DC 14), prestidigitation
=================================================
STATISTICS
=================================================
Str 7, Dex 13, Con 11, Int 14, Wis 11, Cha 18
Base Atk +1; CMB -1; CMD 10
Feats Craft Wondrous Item, Eschew Materials, Skill Focus (Spellcraft), Spell Focus (Enchantment)
Skills Bluff +10, Knowledge (Nature) +8, Profession (Herbalist) +6, Sense Motive +3, Spellcraft +11
Languages Aklo, Elven, Sylvan, Taldane
SQ adaptability, bloodline arcana, cantrips, elf blood, elven immunities, fey bloodline, keen senses, laughing touch, low-light vision, multitalented, weapon and armor proficiency, woodland stride
Combat Gear potion of cure light wounds, scroll (daylight), scroll (endure elements) (2), scroll (glitterdust), scroll (hide from undead), scroll (identify), scroll (mage armor), scroll (magic weapon), scroll (protection from evil) (2), scroll (protection from law) (2), scroll (ray of enfeeblement), scroll (see invisibility), elixir of love (2),
Other Gear club, peasant's outfit, page of spell knowledge (magic missile)
=================================================
SPECIAL ABILITIES
=================================================
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.
Bloodline Arcana Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Elf Blood (Ex) Half-elves count as both elves and humans for any effect related to race.
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Eschew Materials
Fey Bloodline The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic.
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks.
Laughing Touch (Su) You can cause a creature to burst out laughing for 1 round as a melee touch attack.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Multitalented (Ex) Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Weapon and Armor Proficiency Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer's gestures, which can cause his spells with somatic components to fail.
Woodland Stride (Ex) You can move through any sort of undergrowth at your normal speed and without taking damage or suffering any other impairment.

Radu Miklos:

Radu Miklos
Middle-Aged Male Human (Nidalese) cleric 5
LE Medium humanoid (human)
Init -2, Senses Perception +4
Aura aura of evil, aura of law
=================================================
DEFENSE
=================================================
AC 14, touch 8, flat-footed 14 (+6 armor, -2 Dex)
hp 32 ((5d8)+10)
Fort +8, Ref +0, Will +9
=================================================
OFFENSE
=================================================
Speed 20 ft.
Melee masterwork chain (spiked) +3 (2d4-1)
Ranged crossbow (light/darkwood) +2 (1d8/19-20)
Special Attacks Channel Negative Energy (3d6, DC 14, 5/day), Touch of Darkness (7/day),
Prepared Spells
Cleric (CL 5th; concentration +9)
3rd-deeper darkness, remove disease(2)(DC 17)
2nd-blindness/deafness (blindness only)(DC 16), cure moderate wounds(DC 16), restoration (lesser)(2)
1st-bane(DC 15), command(DC 15), cure light wounds(DC 15), protection from chaos(DC 15), remove sickness
0th-bleed(DC 14), detect magic, mending, virtue
*:Domain spell.
Deity Zon-Kuthon; DomainsDarkness, Law
=================================================
STATISTICS
=================================================
Str 9, Dex 7, Con 12, Int 13, Wis 19, Cha 15,
Base Atk +3; CMB +2; CMD 10
Feats Blind-Fight, Craft Wondrous Item, Great Fortitude, Scribe Scroll, Toughness
Skills Diplomacy +10, Heal +12, Knowledge (Religion) +9, Sense Motive +12, Spellcraft +9
Languages Shadowtongue, Taldane
SQ aura of evil, aura of law, bonus feat, orisons, skilled, spontaneous casting, touch of law (7/day), weapon and armor proficiency,
Combat Gear Nightdrops (5 charges), dust of darkness, scroll (align weapon), scroll (bless), scroll (blindness/deafness), scroll (bull's strength), scroll (comprehend languages), scroll (cure light wounds) (2), scroll (cure moderate wounds), scroll (darkness), scroll (detect undead), scroll (magic weapon) (2), scroll (protection from chaos), scroll (protection from good), scroll (remove fear), scroll (resist energy), scroll (restoration (lesser)), scroll (silence),
Other Gear masterwork chain (spiked), barbed vest, cloak of resistance +1, robe of needles, cleric's vestments, masterwork chainmail, bolts (crossbow/10), holy symbol (tattoo), nightdrops, scroll case, crossbow (light/darkwood), 50.5 gp
=================================================
SPECIAL ABILITIES
=================================================
Aura of Evil (Ex) You project a strong evil aura.
Aura of Law (Ex) You project a strong lawful aura.
Channel Negative Energy (Su) You can unleash a wave of negative energy dealing 3d6 (DC 14 for half) 5/day.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into inflict spells that you did not prepare ahead of time.
Touch of Darkness (Sp) As a melee touch attack, you can cause a creature's vision to be fraught with shadows and darkness.
Touch of Law (Sp) You can touch a willing creature as a standard action, infusing it with the power of divine order and allowing it to treat all rolls for 1 round as if the natural d20 roll resulted in an 11.
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity

Rucia:

Rucia
Female Human (Nidalese) commoner 1
CG Medium humanoid (human)
Init -1, Senses Perception +3
=================================================
DEFENSE
=================================================
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 8 ((1d6)+5)
Fort +2, Ref -1, Will +5
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) -1 (1d4/19-20)
=================================================
STATISTICS
=================================================
Str 12, Dex 8, Con 14, Int 10, Wis 17, Cha 13,
Base Atk +0; CMB +1; CMD 10
Feats Iron Will, Simple Weapon Proficiency (dagger), Toughness
Skills Heal +4, Profession (Innkeeper) +7, Sense Motive +4
Languages Taldane
SQ bonus feat, skilled
Combat Gear Healer's Kit (10 charges), rations (trail/per day) (10)
Other Gear peasant's outfit, backpack, healer's kit, bedroll, holy symbol (wooden), dagger, 194.9 gp


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Major Characters

Gavril version 2:

Gavril
Male Fetchling ranger 2
TN Medium outsider (native)
Init +2, Senses darkvision (60 ft.), low-light vision; Perception +5
=================================================
DEFENSE
=================================================
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex, )
hp 13 ((2d10)+2)
Fort +4, Ref +5, Will +0
Defensive Abilities shadow blending; Resistance cold 5, electricity 5
=================================================
OFFENSE
=================================================
Speed 30 ft.
Ranged composite longbow +4 (1d8+2/x3)
Melee heavy mace +4 (1d8+3)
Special Attacks Favored Enemy (Animal) +2
Innate Spell-Like Abilities disguise self (1/day)
=================================================
STATISTICS
=================================================
Str 14, Dex 14, Con 13, Int 11, Wis 11, Cha 11
Base Atk +2; CMB +4; CMD 16
Feats Precise Shot, Skill Focus (Handle Animal)
Skills Climb +7, Handle Animal +8, Knowledge (Nature) +5, Perception +5, Profession (Stable Master) +5, Stealth +9, Survival +5
Languages Taldane
SQ darkvision, low-light vision, skilled, spell-like abilities, track +1, weapon and armor proficiency, wild empathy +2
Combat Gear potion of cure light wounds
Other Gear composite longbow (+2 Str), leather, traveler's outfit, backpack, common, bedroll, mwk. survival kit, arrows (20), heavy mace, 354.9 gp
=================================================
SPECIAL ABILITIES
=================================================
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Favored Enemy (Animal) (Ex) You gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of the selected type. Likewise, you get a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Shadow Blending Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
Shadowy Resistance Fetchlings have cold resistance 5 and electricity resistance 5.
Skilled (Ex) Fetchlings gain a +2 racial bonus on Knowledge (planes) and Stealth checks.
Spell-Like Abilities (Sp) Fetchlings can use disguise self 1/day to assume the form of any humanoid creature.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.

Minor Characters

Boris:

Boris
Male Human (Nidalese) commoner 2
NG Medium humanoid (human)
Init -1, Senses Perception +0
=================================================
DEFENSE
=================================================
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 9 ((2d6)+2)
Fort +1, Ref -1, Will +0
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee masterwork mace (heavy) +4 (1d8+3, lethal or nonlethal)
=================================================
STATISTICS
=================================================
Str 15, Dex 9, Con 12, Int 10, Wis 11, Cha 8
Base Atk +1; CMB +3; CMD 12
Feats Bludgeoner, Prodigy (Craft (Carpentry), Profession (Cook)), Simple Weapon Proficiency (heavy mace)
Skills Climb +7, Craft (Carpentry) +9, Handle Animal +4, Profession (Cook) +7
Languages Taldane
SQ bonus feat, skilled
Combat Gear
Other Gear masterwork mace (heavy), leather, outfit (artisan's), artisan's tools (carpentry/masterwork), cooking kit, 10.0 gp

Fustra:

Fustra
Female Human (Nidalese) expert 3
N Medium humanoid (human)
Init -1, Senses Perception +6
=================================================
DEFENSE
=================================================
AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 16 ((3d8)+3)
Fort +2, Ref +0, Will +3
=================================================
OFFENSE
=================================================
Melee shovel +4 (1d6+3)
Melee pick +4 (1d6+3/x4)
Speed 30 ft.
=================================================
STATISTICS
=================================================
Str 15, Dex 8, Con 12, Int 11, Wis 10, Cha 9
Base Atk +2; CMB +4; CMD 13
Feats Armor Proficiency (light), Catch Off-Guard, Endurance, Simple Weapon Proficiency, Skill Focus (Profession (Gravedigger))
Skills Craft (Carpentry) +6, Handle Animal +5, Heal +8, Knowledge (Local) +6, Knowledge (Religion) +6, Perception +6, Profession (Gravedigger) +9, Sense Motive +6
Languages Taldane
SQ focused study, skilled
Combat Gear Healer's Kit (10 charges), antiplague, antitoxin, potion of cure light wounds
Other Gear leather, outfit (peasant's), healer's kit, ioun torch, belt pouch, shovel or spade (steel), 489.0 gp
=================================================
SPECIAL ABILITIES
=================================================
Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.


1 person marked this as a favorite.

Minor Characters:

Cosmin version 2:

Cosmin
Male Human (Nidalese) ranger 3
CN Medium humanoid (human)
Init +1, Senses Perception +7
=================================================
DEFENSE
=================================================
AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 28 ((3d10)+12)
Fort +5, Ref +4, Will +2
=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee masterwork greataxe +8 (1d12+4/x3)
Melee throwing axe +6 (1d6+3)
Ranged throwing axe (thrown) +4 (1d6)

Special Attacks Favored Enemy (Humanoid (Human)) +2
=================================================
STATISTICS
=================================================
Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 17
Feats Endurance, Intimidating Prowess, Power Attack, Toughness, Weapon Focus (Greataxe)
Skills Heal +7 (+9 with healer's kit), Intimidate +8, Knowledge (Nature) +6, Perception +7, Profession (Woodcutter) +7, Stealth +7, Survival +7
Languages Taldane
SQ bonus feat, favored terrain (forest) +2, skilled, track +1, weapon and armor proficiency, wild empathy +2
Combat Gear rations (trail/per day) (10), oil of magic weapon, potion of barkskin +2, potion of bull's strength, potion of cure moderate wounds
Other Gear masterwork greataxe, masterwork studded leather, backpack, survival kit, small tent, healer's kit, ioun torch, throwing axe (4), whetstone, 25.98 gp
=================================================
SPECIAL ABILITIES
=================================================
Bonus Feat Humans select one extra feat at 1st level.
Favored Enemy (Humanoid (Human)) (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
Favored Terrain (Forest) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks, Initiative checks and cannot be tracked in forest terrain
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Weapon and Armor Proficiency A ranger is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).
Wild Empathy (Ex) You can improve the attitude of an animal.


Chris Lambertz wrote:
Antimony wrote:

Anyone else having trouble printing the pdf? It's the same "no pages selected to print" issue I had with the last two Adventure Path Player's Guides.

Other than that, it looks fantabulous!

This is the first I've heard of this happening with one of the modules. There's something really screwy going on that I really can't pinpoint that causes the problem. Once it's been fixed there will be an email letting you know.

Has this issue been addressed?

I downloaded the PDF tonight and page 3 prints as a blank page. I don't know how many other pages will print blank, as I've only tried printing pp. 3-4 so far.

Silver Crusade

TheInnsmouthLooker wrote:

Plot question:

** spoiler omitted **

Granted I'm a few years late to respond, but I'm reading through it now and while it says that the only way out of the mirror is to either destroy the Heart or willingly trade souls with someone on the other side of the mirror, it doesn't say anything about not being able to enter the mirror normally. Therefore, the PCs are basically "imprisoned" as per the Mirror's original function. Plus, I'm not sure who asked, but the reason Sorin has aged within the mirror is because creatures stop aging only once they've reached physical maturity.

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