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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

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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.

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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).

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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?

Feegle |

Rules Question:

Erik Freund RPG Superstar 2011 Top 16 |

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. :-)

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Plot question:

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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.
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".

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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?

Tangaroa |
2 people marked this as a favorite. |

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

Tangaroa |
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
Female Human (Nidalese) aristocrat 3
LN Medium humanoid (human)
Init +0, Senses Perception +0
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 13 ((3d8))
Fort +3, Ref +1, Will +5
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OFFENSE
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Speed 30 ft.
Melee dagger +1 (1d4-1/19-20)
Ranged dagger (thrown) +2 (1d4/19-20)
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STATISTICS
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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
Middle-Aged Male Fetchling ranger 2
N Medium outsider (native)
Init +2, Senses darkvision (60 ft.), low-light vision; Perception +0
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DEFENSE
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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
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OFFENSE
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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)
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STATISTICS
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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
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SPECIAL ABILITIES
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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.
Baron Stepan Boroi
Male Human (Nidalese) aristocrat 4
CN Medium humanoid (human)
Init +0, Senses Perception -3
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DEFENSE
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AC 13, touch 10, flat-footed 13 (+2 armor, +1 shield)
hp 18 ((4d8))
Fort -1, Ref -1, Will +1
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OFFENSE
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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)
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STATISTICS
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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
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SPECIAL ABILITIES
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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
Male Human (Nidalese) ranger 3
CN Medium humanoid (human)
Init +1, Senses Perception +7
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 28 ((3d10)+12)
Fort +5, Ref +4, Will +2
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OFFENSE
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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
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STATISTICS
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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
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SPECIAL ABILITIES
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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
Old Female Fetchling rogue 3
CG Medium outsider (native)
Init +1, Senses darkvision (60 ft.), low-light vision; Perception +5
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DEFENSE
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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
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OFFENSE
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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)
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STATISTICS
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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
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SPECIAL ABILITIES
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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
Middle-Aged Male Human (Nidalese) expert 3
N Medium humanoid (human)
Init -1, Senses Perception +10
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DEFENSE
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AC 9, touch 9, flat-footed 9 (-1 Dex, )
hp 10 ((3d8)-3)
Fort +0, Ref +0, Will +5
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OFFENSE
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Speed 30 ft.
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STATISTICS
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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
Female Human (Nidalese) expert 3
CN Medium humanoid (human)
Init +1, Senses Perception +6
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DEFENSE
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 16 ((3d8)+3)
Fort +1, Ref +2, Will +3
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OFFENSE
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Speed 30 ft.
Ranged crossbow (light/darkwood) +4 (1d8/19-20)
Melee club +1 (1d6-1)
Ranged club (thrown) +3 (1d6)
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STATISTICS
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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
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SPECIAL ABILITIES
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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
Middle-Aged Female Half-Elf (Nidalese) sorcerer 3
CN Medium humanoid (elf, human)
Init +1, Senses low-light vision; Perception +2
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DEFENSE
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 10 ((3d6))
Fort +1, Ref +2, Will +3, +2 vs. enchantment spells and effects
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OFFENSE
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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
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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)
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SPECIAL ABILITIES
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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
Middle-Aged Male Human (Nidalese) cleric 5
LE Medium humanoid (human)
Init -2, Senses Perception +4
Aura aura of evil, aura of law
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DEFENSE
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AC 14, touch 8, flat-footed 14 (+6 armor, -2 Dex)
hp 32 ((5d8)+10)
Fort +8, Ref +0, Will +9
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OFFENSE
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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
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STATISTICS
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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
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SPECIAL ABILITIES
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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
Female Human (Nidalese) commoner 1
CG Medium humanoid (human)
Init -1, Senses Perception +3
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DEFENSE
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AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 8 ((1d6)+5)
Fort +2, Ref -1, Will +5
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OFFENSE
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Speed 30 ft.
Melee dagger +1 (1d4+1/19-20)
Ranged dagger (thrown) -1 (1d4/19-20)
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STATISTICS
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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

Tangaroa |
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Major Characters
Gavril
Male Fetchling ranger 2
TN Medium outsider (native)
Init +2, Senses darkvision (60 ft.), low-light vision; Perception +5
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DEFENSE
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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
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OFFENSE
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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)
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STATISTICS
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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
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SPECIAL ABILITIES
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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
Male Human (Nidalese) commoner 2
NG Medium humanoid (human)
Init -1, Senses Perception +0
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DEFENSE
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AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 9 ((2d6)+2)
Fort +1, Ref -1, Will +0
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OFFENSE
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Speed 30 ft.
Melee masterwork mace (heavy) +4 (1d8+3, lethal or nonlethal)
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STATISTICS
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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
Female Human (Nidalese) expert 3
N Medium humanoid (human)
Init -1, Senses Perception +6
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DEFENSE
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AC 11, touch 9, flat-footed 11 (+2 armor, -1 Dex)
hp 16 ((3d8)+3)
Fort +2, Ref +0, Will +3
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OFFENSE
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Melee shovel +4 (1d6+3)
Melee pick +4 (1d6+3/x4)
Speed 30 ft.
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STATISTICS
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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
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SPECIAL ABILITIES
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Focused Study (Ex) At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.

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Minor Characters:
Cosmin
Male Human (Nidalese) ranger 3
CN Medium humanoid (human)
Init +1, Senses Perception +7
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DEFENSE
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AC 14, touch 11, flat-footed 13 (+3 armor, +1 Dex)
hp 28 ((3d10)+12)
Fort +5, Ref +4, Will +2
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OFFENSE
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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
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STATISTICS
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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
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SPECIAL ABILITIES
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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.

Ron Feldman |
Antimony wrote: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.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!
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.

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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.