Pathfinder Adventure Path #76: The Midnight Isles (Wrath of the Righteous 4 of 6) (PFRPG)

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Pathfinder Adventure Path #76: The Midnight Isles (Wrath of the Righteous 4 of 6) (PFRPG)
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Chapter 4: "The Midnight Isles"
by Greg A. Vaughan and James Jacobs

After an audience with the Crusader Queen, the heroes journey to a fortress that straddles the boundary between this world and the demon-haunted realm of the Abyss. There, they must face powerful agents of the architects of the Worldwound and put a stop to the production of the powerful elixirs being used to grant demons mythic power. Beyond the fortress lies the Abyssal realm of the Midnight Isles, lair of the succubus queen Nocticula—and the source of the crystals used to create the mystical elixirs. Can the heroes navigate the intrigues of the Midnight Isles to strike a critical blow for the forces of good? And can they avoid losing their souls to darkness in the process?

This volume of Pathfinder Adventure Path continues the Wrath of the Righteous Adventure Path and includes:

  • "The Midnight Isles,” a Pathfinder RPG adventure for 12th-level characters with 5 mythic tiers, by James Jacobs and Greg A. Vaughan.
  • A look into the vast horror of the Abyss and an exploration of its many corrupted realms, by Mike Shel.
  • An overview of Nocticula’s realm of the Midnight Isles in a gazetteer of her capital city, by James Jacobs.
  • A demonic siege in the Pathfinder’s Journal, by Robin D. Laws.
  • Four new monsters, by Amanda Hamon and James Jacobs.

Each monthly full-color softcover Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-585-3

Note: This product is part of the Pathfinder Adventure Path Subscription.

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A partly epic, and partly disapointing, fourth leg

2/5

Just to get this out of the way, let me start with the following obligatory advice:

Advice on adjusting the difficulty level of this AP:
Before running this AP, I was warned that the power of mythic PCs quickly outpaced the difficulty of the encounters the AP provides. Despite taking a number of precautions to mitigate this (having players use a 10 point-buy, applying advanced templates to every mythic creature, etc), I found this to be true.

In light of our experiences, and those reported on the boards, the consensus seems to be that there are two generally viable ways to deal with these problems:

Option 1: Power-down the PCs.

(a) Don't give the PCs mythic ranks.

(b) [Optional:] Use the Hero Point system introduced in the APG, and give the PCs a number of Hero Points per day equal to the number of mythic ranks they're supposed to have. (This makes players a bit more robust.)

(c) More or less play the AP as is. (Though there are a couple of encounters in book 6 that will probably need to be made a bit easier).

Option 2: Power-up the encounters.

(a) Give the PCs mythic ranks as the AP suggests (possibly with the nerfs suggested in Mythic Solutions).

(b) Use the (vastly) upgraded stat blocks presented in Sc8rpi8n_mjd's modified stat blocks document to upgrade encounters, and then further multiply the HPs given in the stat blocks by something like (creature's mythic rank+3)/3. (For more optimized players you may need to multiply HPs even more.)

Our experience, FWIW: We played books 1-4 more or less as is, and (despite my efforts to boost and combine encounters) found books 3 and 4 to be far too easy to be fun. We then adopted something like option 2 for books 5 and 6, and found that to be much more challenging and enjoyable. But we also found that combat can take forever -- don't be surprised if you find yourself needing to spend more than one session to get through a fight.

The story of this AP was decent and a lot of this AP felt appropriately epic -- with plane-hopping, trying to survive in a demonic city in the abyss, and a face-to-face encounter with a demon lord. The last half of the AP felt a little anti-climatic, though, sending the PCs through a lengthy dungeon crawl in a... [wait for it...] mine. Not very epic.

We found all of the encounters in this AP that the PCs are intended to fight their way through to be trivial for mythic PCs. (For example, I combined the 20 or so encounters in the mine into three big encounters, and the PCs never broke a sweat.) My players seemed bored by this leg of the AP (which is rare for them), and a couple of them independently suggested quitting the AP to try something else.

--Fun of playing this leg of the AP, as written: 0/5
--Fun of the story of this leg of the AP: 4.5/5
--Total score: 2.25/5


Evil All Around Us

4/5

The Midnight Isles proves itself to be another interesting chapter in the Wrath of the Righteous campaign. Although I didn’t find this part to be as good as the three previous chapters in this campaign, it was still quite a lot of fun and well worth the play time.

The player characters will find themselves in a lot of ugly and dangerous places this time. Normally being surrounded by so many enemies would probably get them killed in a matter of minutes, but they’re all pretty high level at this point, so as long as they stay together they should survive.

There’s quite a bit of wandering around trying to find information about a mining operation for evil crystals. I personally didn’t find that part very engaging. It also seemed a bit awkward when good-aligned PCs have to do amusing things to entertain a succubus. Our paladin wasn’t pleased about that!

On the plus side, there are lots of scary battles to fight, and many powerful evil to destroy. Although they don’t do battle with her, PCs do get the opportunity to come face-to-face with the Succubus Queen Nocticula, which makes for a pretty fascinating encounter.

The artwork throughout the book is some of the best I’ve ever seen. Some of my favorites include the images of Mutasafen, Ursathella, Vellexia, and of course, the amazing depiction of Arueshalae on the cover.

Recommended!


Awesome!!!

5/5

Fell in love with this AP from the beginning and this adventure just kept it up, by far my favorite AP of them all so far


Into the abyss

4/5

In this fourth part of the campaign, the PCs finally leave the material plane behind and hop head first into the abyss - one of the most horrible realms in all of existence.

Of course, the PCs are not yet high enough in level to survive the more hostile locations in the abyss, but luckily for them, their mission sends them into the Nightmare Isles, realm of the Demon Lord of Juvenile Fantasies, Nocticula. In their quest to stop the production of a special kind of crystals that make demons into mythic versions of themselves, the new heroes of the crusade must brave infernal jungles, a beautiful city that hides it's terrible nature behind a fanciful yet dangerous facade, and even a meeting with the Demon Lord herself!

The mid part of the adventure is certainly the strongest. The possibilities for unique adventures in the capital city of the Midnight Isles are endless, and the players will be responsible for taking the initiative and getting things done by themselves. The later part and the early part, though, are standard dungeon crawls, albeit truly high powered ones - the PCs are quit the little menaces by this point.

All in all despite the unique setting the adventure feels rather bland, and no particular thing about it really stands up above the rest. I suspect that the fact that it was written by two different people had to do with it. It still looks like a ton of fun to play, and is perfectly serviceable as a part 4 of a campaign.

It is a bit annoying how unimportant the PCs mission turns out to be, though. They stop the production of the super crystals, and process to meet, like, 70 mythic demons in the next adventure. If there are so many, surely preventing the creation of the crystals barely matters.


Lacks that mythic feel

3/5

Read my full review on Of Dice and Pen.

The Midnight Isles is the first adventure in Wrath of the Righteous to lose that mythic quality and feel like just another adventure. It’s a decent adventure, sure, but it doesn’t stand out the way the other instalments in this adventure path have. In part, this is because planar adventures already have many of the qualities that make an adventure feel “mythic” and so, in order to make them stand out even more, they have to have something more than other planar adventures have—and I really don’t think this one does. In part, it’s also due to the fact that this adventure feels rather “done before”. It bears a lot of similarities to some earlier Paizo adventures, particularly parts of the Savage Tide adventure path. Of course, to a certain extent, all adventures reuse common patterns and tropes, but this one seems to do so to a greater extent. In his foreword, James Jacobs explains that the reason there are two authors on this adventure is because he and Greg A. Vaughan helped each other out due to both of them have very busy and tight schedules. It’s therefore not surprising, I suppose, that in order get it completed, they had to rely on reusing tried-and-true tropes. But alas, tried-and-true does not make for a mythic feel. The result is a planar adventure that seems rather ordinary when compared to the adventures that have led up to it.


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At this point, for the sake of my budget, I'm desperately hoping the next pack does not ship before the 15th.


I want it now NOW NOW!

Or there will be dire consequences....

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

Friday night PDFs. Wow. Almost makes being stuck at work for my 9th hour of OT almost worth it.


Kvantum wrote:
Friday night PDFs. Wow. Almost makes being stuck at work for my 9th hour of OT almost worth it.

jeellllllllly


Weren't they December 25th for the PDF just a few days back? Did they get pushed to a day later?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Alleran wrote:
Weren't they December 25th for the PDF just a few days back? Did they get pushed to a day later?

I believe part of that was so that some of the staff could be at hand on the day of the PDFs release since many people take the 25th off due to well the fact that a fat man commits domestic invasion the night before.


It was Dec 18th but Paizo keeps pushing their products back every month I think it is ridiculous to even bother putting up a date.

Paizo, it would be better to just say "Mid to Late December" next time. As of right now, every product I see on your site I personally add another week to it because you've been pushing back products for so long it seems.


Just got my PDF - noticed that Notticula's Burn ability isn't listed under the Special Abilities.

Is it just the Burn UMR?


Just got my noticed and downloaded !!!!

-- david

Paizo Employee Developer

Curmudgeonly wrote:

Just got my PDF - noticed that Notticula's Burn ability isn't listed under the Special Abilities.

Is it just the Burn UMR?

Yes, it's the UMR.

Spoiler:
Same goes for Shamira.


Whoa....

Nocticula's...:
...Profane Ascension ability is insane


So, guys...tell me about the Cambion.

EDIT: Also, what's a lamhigyn?


Yay! Downloading now!

Dark Archive

Anyone want to share Nocticula's stats?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Okay I also want to know how Pathfinder does Cambion, and also I don't need the stats per say yet, I would like this to be one of those day after Christmas PDF gifts to myself (*sigh*), But I would like some description about Nocticula's abilities (more fluff less crunch I will have that later).


Tirisfal wrote:

Whoa....

** spoiler omitted **

Do tell, do tell, do tell.

Oh, if you can say, how many HP & HD does she have, and what's her CHA modifier?


Cambions (CR 2) are the progeny of incubi mating with mortal mothers, the twist being that the mothers remain in the Abyss throughout their pregnancy, thus exposing their unborn child to the energies of the plane. So, cambions aren't spawned by sinful souls as other demons are. They are born as demons.

They get sadistic strike (treat wielded weapons as if the cambion has Improved Critical) and sinfrenzy, which is an ability tied somewhat to the mortal parent's greatest sin.


Pathfinder Adventure Path Subscriber

And waiting for download availability as usual... *sad face*
Also: still showing Dec 26th for PDF as availability date. *not only sad but also confused face*

Ruyan.


Pathfinder Adventure Path Subscriber
RuyanVe wrote:

And waiting for download availability as usual... *sad face*

Also: still showing Dec 26th for PDF as availability date. *not only sad but also confused face*

Ruyan.

It caught me by surprise too. My confirmation email included this tidbit:

This order has been processed and finalized for shipment. It can no longer be altered.

Was that always included? If not, it may be that Paizo is now unlocking PDF downloads earlier than they otherwise would have. Perhaps they got sick of us all whining about having to wait for shipment to access the PDFs? In which case yay! Whining works!

I could be completely off here. I often am.


Pathfinder Adventure Path Subscriber

Yeah, that's the standard text.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Alleran wrote:
Tirisfal wrote:

Whoa....

** spoiler omitted **

Do tell, do tell, do tell.

Oh, if you can say, how many HP & HD does she have, and what's her CHA modifier?

Spoiler:
36d10+576 - 774 hp

Str 34, Dex 36, Con 42, Int 35, Wis 32, Cha 40

And the lamhigyn are...

Spoiler:
three-eyed abyssal pests, CR 3. The artwork is almost kind of cute, in a nightmarish fiend from beyond kind of way. No rules for Improved Familiar, however.


Pathfinder Adventure Path Subscriber

As if the Malcanthet/Demogorgon coupling from ye olde Savage Tide weren't bad enough, now there's some very unsettling talk about... things... happening between Nocticula and Jubilex.

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Generic Villain wrote:
As if the Malcanthet/Demogorgon coupling from ye olde Savage Tide weren't bad enough, now there's some very unsettling talk about... things... happening between Nocticula and Jubilex.

Ooze tentacles. Nuff said :3


Does Shamira look like a goat, too?

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Axial wrote:
Does Shamira look like a goat, too?

More like a Succubus partially composed of fire.


Anyone would be so kind as to post Nocticula's special (Su/Ex) abilities and anything else you find cool/relevant about her stats? I have been dying to know now for months!!


Pathfinder Adventure Path Subscriber
Generic Villain wrote:
As if the Malcanthet/Demogorgon coupling from ye olde Savage Tide weren't bad enough, now there's some very unsettling talk about... things... happening between Nocticula and Jubilex.

With Malcanthet at least she could make the case that Demogorgon is king of the roost, or as much as a demon can be among it's own kind, and there were extremely significant political and tactical benefits for it. Plus the relationship also allows her to stick it to her ancient rival Shami-Amourae that much more.

With Nocticula not so much. With Nocticula's penchant for offing so many other demon lords I would think others would be wary of a relationship with her at this point, but I suppose she's very good at her job. The slime and oozes portfolio doesn't seem like something she would want to take over either.

It does make me wonder how the Malcanthet and Nocticula would get along if they both existed in the same setting. I'm going to go off on a limb and think not very well.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Drock11 wrote:
Generic Villain wrote:
As if the Malcanthet/Demogorgon coupling from ye olde Savage Tide weren't bad enough, now there's some very unsettling talk about... things... happening between Nocticula and Jubilex.
With Nocticula not so much. With Nocticula pencent for offing so many other demon lords I would think others would be wary of a relationship with her at this point, but I suppose she's very good at her job. The slime and oozes portfolio doesn't seem like something she would want to take over either.

Lubricant?


1 person marked this as a favorite.
Abhremoch wrote:
Anyone would be so kind as to post Nocticula's special (Su/Ex) abilities and anything else you find cool/relevant about her stats? I have been dying to know now for months!!

She is super~ strong. Will post some spoiler when I reach my laptop.


Pathfinder Adventure Path Subscriber
Rysky wrote:
Drock11 wrote:
Generic Villain wrote:
As if the Malcanthet/Demogorgon coupling from ye olde Savage Tide weren't bad enough, now there's some very unsettling talk about... things... happening between Nocticula and Jubilex.
With Nocticula not so much. With Nocticula pencent for offing so many other demon lords I would think others would be wary of a relationship with her at this point, but I suppose she's very good at her job. The slime and oozes portfolio doesn't seem like something she would want to take over either.
Lubricant?

GAHHHH!

*Dumps in Bleach directly into his brain*

Anyhow, she must be very good at her job and I suspect she doesn't off *every* lord or lady she gets into a relationship with. Just the ones that are useful to her dead or aren't useful to her alive.


Aliasalias wrote:
Abhremoch wrote:
Anyone would be so kind as to post Nocticula's special (Su/Ex) abilities and anything else you find cool/relevant about her stats? I have been dying to know now for months!!
She is super~ strong. Will post some spoiler when I reach my laptop.

Sweet! Can't wait!


So here you are:

Spoiler:
Domination (Su) As a standard action, Nocticula can crush a foe’s will. The target must be visible to Nocticula and within 120 feet. It must succeed at a DC 43 Will save or fall instantly under Nocticula’s influence as dominate monster (CL 30th).
If she uses domination against a humanoid creature, she may instead choose to use the ability as a swift action, and it functions as dominate person. As long as the target is under this effect, it gains a +4 profane bonus on all saving throws against targets other than Nocticula.

Spoiler:
Seductive Presence (Su) Unlike most demon lords, Nocticula does not possess a frightful presence ability. Rather, she has a seductive presence that she can activate as a free action whenever she speaks or uses a spell-like ability. Anyone within 180 feet who fails a DC 43 Fortitude save loses any immunity to mind-affecting effects, charm effects, and compulsion effects, and becomes fascinated by Nocticula for 5d4 rounds. A creature affected by a mind-affecting effect while within this aura remains affected even after leaving Nocticula’s seductive presence. Creatures that succeed at this saving throw are immune to this ability for 24 hours. The
save DC is Charisma-based.

The combination of these two powers makes her capable of dominating almost anyone with stats i.e. who is not a full god.She has some other crazy abilities like profane ascension which I'd better not spoil prematurely.


Aliasalias wrote:

So here you are:

** spoiler omitted **

** spoiler omitted **

The combination of these two powers makes her capable of dominating almost anyone with stats i.e. who is not a full god.She has some other crazy abilities like profane ascension which I'd better not spoil prematurely.

Wow!!!

Spoiler:
Pretty crazy that she can target both Will and Fortitude and with a DC of 43... wow!!

Spoiler:
Someone was talking before of the "Profane Ascension ability".

What is that about?


Pathfinder Adventure Path Subscriber

Well, at least that will put the kibosh immediately on any party trying to fight her at this level. ^^


Abhremoch wrote:
Aliasalias wrote:

So here you are:

** spoiler omitted **

** spoiler omitted **

The combination of these two powers makes her capable of dominating almost anyone with stats i.e. who is not a full god.She has some other crazy abilities like profane ascension which I'd better not spoil prematurely.

Wow!!!

Pretty crazy that she can target both Will and Fortitude and with a DC of 43... wow!!

Someone was talking before of the "Profane Ascension ability".
What is that about?

A powerful boon bestowed to a mortal through an action of passion which can be turned into deadly effect at her whim.


Nice thanks!

I guess I don't know the proper spoiler syntax.
Sorry if I spoiled it for some people... (post above)


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

Strictly speculating given that I have yet to receive notification of my order being sent, but given that Succubi have a supernatural ability called Profane Gift, which allows them to grant a profane bonus to a willing mortal's Ability at the expense of becoming basically a satellite sensory organ for the Succubus in question; I would suspect that Profane Ascension allows something along the lines of probably either granting a Mythic Tier or possibly even opening up a Mythic Path for a previously non-Mythic individual at the cost of making them little more than a puppet for Nocticula.

But I'm simply speculating here...


Pathfinder Adventure Path Subscriber

I don't understand why her seductive presence requires a fortitude save instead of a will save. The only reason I can think of is a near complete metagame one by the designer that purposely wanted to counter anybody loading up on being able to resist any metal influences which even knowing nothing specific about her a character with half a brain could easily reason as it would be something blatantly obvious any epic/mythic succubus lord would have.

Still it seems counterintuitive of how saves are supposed to work, and a somewhat cheaterish, even considering she's one of the most powerful beings a player can ever confront. It would have been better to give her a poison or something similar that accomplished the same thing if they wanted an in setting rational for effecting fortitude. It would have made sense.

Dark Archive

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Drock11 wrote:

I don't understand why her seductive presence requires a fortitude save instead of a will save. The only reason I can think of is a near complete metagame one by the designer that purposely wanted to counter anybody loading up on being able to resist any metal influences which even knowing nothing specific about her a character with half a brain could easily reason as it would be something blatantly obvious any epic/mythic succubus lord would have.

Still it seems counterintuitive of how saves are supposed to work, and a somewhat cheaterish, even considering she's one of the most powerful beings a player can ever confront. It would have been better to give her a poison or something similar that accomplished the same thing if they wanted an in setting rational for effecting fortitude. It would have made sense.

Think of it as her very presence being so intense it's targeting your body rather than your thinking mind. She makes you just act the way she wants you to. Your higher brain functions never even enter into it, so there's not really a Will save for it. Pure physiological defense, or lack thereof.


Drock11 wrote:

I don't understand why her seductive presence requires a fortitude save instead of a will save. The only reason I can think of is a near complete metagame one by the designer that purposely wanted to counter anybody loading up on being able to resist any metal influences which even knowing nothing specific about her a character with half a brain could easily reason as it would be something blatantly obvious any epic/mythic succubus lord would have.

Still it seems counterintuitive of how saves are supposed to work, and a somewhat cheaterish, even considering she's one of the most powerful beings a player can ever confront. It would have been better to give her a poison or something similar that accomplished the same thing if they wanted an in setting rational for effecting fortitude. It would have made sense.

The double saves function just like the double saves for a phantasmal killer spell. If both saves are will, then many any creature with low will save will immediately suck even if has immunity of mind-affecting effects.


Pathfinder Lost Omens, Rulebook Subscriber
Drock11 wrote:

I don't understand why her seductive presence requires a fortitude save instead of a will save. The only reason I can think of is a near complete metagame one by the designer that purposely wanted to counter anybody loading up on being able to resist any metal influences which even knowing nothing specific about her a character with half a brain could easily reason as it would be something blatantly obvious any epic/mythic succubus lord would have.

Still it seems counterintuitive of how saves are supposed to work, and a somewhat cheaterish, even considering she's one of the most powerful beings a player can ever confront. It would have been better to give her a poison or something similar that accomplished the same thing if they wanted an in setting rational for effecting fortitude. It would have made sense.

For example, if both saves are will, even the mighty Oliphaunt won't stand a chance against Nocticula, due to its relatively low will save.


I agree with Kvantum above regarding the saves.
Btw, did they recycle then Lord of Chaos art or did they make a new one?
And if yes, is it better?
Also, is Nocticula good in pure damage dealing or is it her weak spot so to speak?

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber
Abhremoch wrote:

I agree with Kvantum above regarding the saves.

Btw, did they recycle then Lord of Chaos art or did they make a new one?
And if yes, is it better?
Also, is Nocticula good in pure damage dealing or is it her weak spot so to speak?

Different art, not as good IMO. As far as the combat aspects...

Spoiler:
9 attacks per round (!) but only +48, 2d6+12, 19-20 as her best melee attack (3 tail stings). Her favored weapon is her hand crossbow so she's not much for ranged damage, either. The stings and the hand crossbow also have the following poison as well, though its paralysis effects do offer up so many possibilities for coup de grace attempts and/or playtime later: Sting or hand crossbow—injury; save Fort DC 44; frequency 1/round for 6 rounds; effect 1d4 Wisdom drain plus paralysis for 1 round. Anyone who fails two consecutive saves against this poison is permanently blinded. The save DC is Constitution-based.

Also, I think there's an error in her DR. Shouldn't she have DR --/good rather than --/lawful? Every other demon lord's DR is --/good, even for Dagon, whom you might mke a case for --/lawful as a former Qlippoth lord.


Keep in mind

Spoiler:
with deadly aim, rapid shot and bane effect, her hand crossbow can be very formidable 5x(1d4+40/17-20 plus bane), let lone the sneak attack bonus and poison


So basically, she's like an ultra-succubus.

This is a lot of cool stuff, but as a character Nocticula doesn't really interest me that much. I dunno, maybe I just don't like oversexed female villains.

Now, Baphomet on the other hand...I can't wait to see what he can pull off! ;) especially considering he's the mastermind behind the Templars.


Abhremoch wrote:


Someone was talking before of the "Profane Ascension ability".

What is that about?

Profane Ascension:

This ability grants a powerful boon at a tremendous cost.

Nocticula can use this power while committing an act of passion with a willful mortal. The mortal's name burns itself upon her already rune-covered wings, while a mark is burned somewhere on the mortal's body. The mortal can see in the dark, is granted a +6 profane bonus to one ability score, and a +4 bonus to a second ability score. In exchange, Nocticula may speak telepathically with the target at will, and use any of her other spell-like abilities through them.

Nocticula can end this effect as a free action, causing 4d6 Charisma damage as the crimson rune is ripped off of the target's body, and imparting 1d10+10(!!) permanent negative levels D:

Essentially, you do not want the first date to go well with Nocticula D:


Mythic Tirisfal wrote:
Abhremoch wrote:


Someone was talking before of the "Profane Ascension ability".

What is that about?

** spoiler omitted **

Essentially, you do not want the first date to go well with Nocticula D:

Yes I do! Just got to not piss her off afterwards.


Drock11 wrote:
With Nocticula not so much. With Nocticula's penchant for offing so many other demon lords I would think others would be wary of a relationship with her at this point, but I suppose she's very good at her job. The slime and oozes portfolio doesn't seem like something she would want to take over either.

I think it's mentioned somewhere that she's killed demon lords before, but chose not to take over their portfolios because she didn't want them. So "not wanting the portfolio" may not be all that much protection.

Aliasalias wrote:

So here you are:

** spoiler omitted **

** spoiler omitted **

The combination of these two powers makes her capable of dominating almost anyone with stats i.e. who is not a full god.She has some other crazy abilities like profane ascension which I'd better not spoil prematurely.

You know, those two abilities will punch straight through any form of mental defense that I can think of (off the top of my head, anyway). The standard response of Protection From Evil and/or Clear Spindle + wayfinder, coupled with a Mind Blank (total of +8 resistance against mind-affecting and immunity to new charm/compulsion attempts)? Worthless unless you can make that save, because your protection from mind-affecting effects will go down.

Wait, no. It targets the Fortitude save.

Undead type:

- "Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless)."
- "Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms)."

The seductive aura is not harmless and does not work on objects. So be undead, and you should be able to keep your immunities in place

Other than that, though, I can't think of anything offhand that would stop her unless there's something in Mythic Adventures for it. A nasty little trick, it is.


I think the reason for the Fortitude save is to make her ability not work on constructs or undead, as both are immune to things that require a fortitude save that do not explicitly state they work on objects.


Pathfinder Adventure Path Subscriber

Sooooo, I subscribe, it says I've been charged, and I get no download. You guys got to download yours already? What did I miss?

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