Make an extra-badass Rowyn challenge


Savage Tide Adventure Path

The Exchange RPG Superstar 2010 Top 32

My players are boarding the Wyvern. They are

Spellthief 6 (with Bard spell progression)
Barbarian 3 Forsaker 3 (custom version with Fast Healing 2)
Wizard 3 Arcane Archivist 3 (spells as Wiz 6, lore abilities)
Ranger 1 Barbarian 1 Fighter 4 - Twin Spiked Shields
Vow of Poverty Druid 6
Cleric 4 cohort

They have lots of stuff, none of it ridiculous, no items above caster level 5 for example. They have stats equivalent to 30 point buy, and plenty of good ideas. One has an adamantine breastplate. They aren't silly but they could walk through the adventure as it stands (challenging for 4 PHB 5th level characters). they use the Spell and Magic Item Compendiums, Exalted Deeds, 3.0 splatbooks and the Complete books. Lets say they're level 7 equivalents.

I want to make Rowyn nasty without giving them loads of items when they beat her. Have you guys any EVIL ideas?

When they met her she was Rogue 3 Bard 2 or so. I'm thinking 4 levels of ninja or swordsage or assassin or some sort of freaky combo of classes and prestige classes. Throw in spells from the SC you know are good - Backbiter for example, one use swift action items, non-magic weapons with CON poison...

How nasty can you make a level 9 or 10 Rowyn?


Bard 2/Rogue 3 is a lousy starting point to build a solo combatant from (she's got nobody to Inspire Courage in on the Sea Wyvern!). I restatted her completely as a melee combatant, although this might not work if you really played up the bard side of her abilities in TINH

I was able to cheat a bit with Rowyn because I ran War of the Wielded (Dungeon 149) as a sidequest before SWW, and after the wielder of Czarina Valora survived the final battle I decided to DM-fiat it so this mysterious person had been Rowyn all along.

My Rowyn was a Swordsage 10 following a duelist concept, wielding a malign intelligent +2 rapier of puncturing (which, conveniently, is too dangerous for the PCs to use after they kill her). Feats include Einhander, Weapon Finesse, and the PHBII Panache feat whose name escapes me. Pump up the Concentration - my Rowyn had a +18 bonus. Generally Diamond Mind focused - notable manuevers were the one that replaced your damage roll with a Concentration check, the one that gives you flurry of blows for a round (great with the rapier's Con drain), Pearl of Black Doubt, the one that replaces a Fort save with a Concentration check, the highest-level one of the Setting Sun 'Throw' maneuvers you can manage (great for throwing people off the ship!), and a couple of extra Diamond Mind or Stone Dragon damage-boosting maneuvers, since her output with the rapier isn't all that great.

Notable magic items were a couple of blast disks, some miscellaneous potions (spider climb, cure serious wounds, change self, invisibility, etc), the wonderful gauntlets of repelling, and a mirror of suggestion. That plus the poison gives her more than enough scope to play havok on the voyage, without completely breaking the game if the PCs get hold of them. I also cheated a little by handwaving some freaky WotW-related accidental magic effect that gave her an inherent permanent blink effect (and in addition conveniently meaning she spent most of her time trapped on another plane and only shifted to the Wyvern to wreak havoc at moments of plot convenience...), otherwise she's just too fragile.

I suggest you'd need to pump her up a bit more than this to face your party, who sound both more powerful and better-organised than mine. Single melee combatants without wagons of hp always have a tough time against organised groups though sheer weight of numbers. As well as giving her an additional 'action' each round in the form of the intelligent sword using one of its abilities independently (the gauntlets help a huge amount too), I managed to alleviate this a little by having her appear for the final confrontation during the second storm encounter, so the PCs had to deal with NPCs overboard, steering a ship that was falling apart around them, and the odd masher attack rather than just being able to efficiently gang up on poor old Rowyn and beat her to paste in a rather anticlimactic fashion.

Liberty's Edge

This woman is supposed to be a lethal, stealthy swordswoman, yes? (not familiar with the AP)

Rogue 4/Scout 3/Swashbuckler 3. Swift ambusher and daring outlaw feats. 4d6 sneak attack, 2d6 skirmish, insightful strike, weapon finesse as a free feat. My wife is playing a gestalt version of this with some fighter & swordsage on the other side, but you don't need it. That combination will allow you to carve opponents like a Christmas roast as long as there's a flanker and you keep moving. For flanking, give her a bunch of low-level thugs. (2 rogue 1/duskblade 2/warrior 1s with maximum hit points should do the trick; thanks to the warrior level they'll only be CR 3 each.) These guys can be kitted out with chain shirts, rapiers, tower shields, and the like. Use True Strike to hit the PCs and Blade of Blood to do damage.


Timespike wrote:

This woman is supposed to be a lethal, stealthy swordswoman, yes? (not familiar with the AP)

Main problem with this is that she has to do it solo. She's a stowaway on a relatively small ship, so having a couple of tower-shield-wielding goons stowed away in her kitbag isn't really an option, sadly.

The Exchange RPG Superstar 2010 Top 32

Wow - great stuff! Humble Minion - nifty items, lots of sneaky extra damage dice, reason to be un-findable - cheesily sweet! And the sword is genius! The more malignant I make it, the more they might even doubt if she hated them or was mind controlled - extra angst for the VoP Druid!

And Timespike - just the word Duskblade gave me another idea :)

Restatting is the way to go, if you ask me. Roll on weekend, then I can have a shot at it.


I just upped her hide and disguise self. I was planning to up the DCs on her hold person spell, but forgot and had two of the party helpless anyway. My PCs found her by using detect poison (kudos to the newbie) and that meant they were all in seperate parts of the ship when I asked for initives. Still she did not get to sneak attack either held person and that right there could be enough to finish someone off. It scared them and that was all that mattered.

If they find her it is over, so I played her as convincingly as a sneak as I could. I am not sure how many times I said, "the two of you finishing searching the hold and when the three of you get back...". Of course the characters had pre-rolled a bunch of 20s so I did not have to ask them to save versus hold, charm or anything else.

I too had WotW as a side quest, but did not think to cabanite the lotus dragons--makes sense though. Sounds like it worked quite well too!

Liberty's Edge

Humble Minion wrote:
Timespike wrote:

This woman is supposed to be a lethal, stealthy swordswoman, yes? (not familiar with the AP)

Main problem with this is that she has to do it solo. She's a stowaway on a relatively small ship, so having a couple of tower-shield-wielding goons stowed away in her kitbag isn't really an option, sadly.

Hmm. You don't have the book of roguish luck, do you? 'Cause I could whip something NASTY up with a few levels of shadowsworn and swordsage...

EDIT: Even without the backup singers, she could be nasty with the build I just gave you. maybe tack a single level of shadowdancer on top so she's got HiPS.

Liberty's Edge

Humble Minion wrote:
Timespike wrote:

This woman is supposed to be a lethal, stealthy swordswoman, yes? (not familiar with the AP)

Main problem with this is that she has to do it solo. She's a stowaway on a relatively small ship, so having a couple of tower-shield-wielding goons stowed away in her kitbag isn't really an option, sadly.

A figurine of wondous power would be entirely plausible, though

The Exchange RPG Superstar 2010 Top 32

I don't but I can always get the pdf if it's recommended :)

Your version sounds excellent - the extra damage from various routes is nasty! Move away and back again, feint, STAB! Sweet!

A figurine is good idea, especially if I can make it something the players won't want to use :) Or maybe I'll be nice.

Thanks again - I'm off to check the paizo store!


well, rowyn is not exactly meant as combat encounter in the first place. But maybe that's just me......

Second, don't underrate the appearantly "normal" encounters in SWW, since quite a number of them will happen surprisniingly and in conditions detriminal to the PCs ( flotsam ooze, hydra, masher reef to mention a few ) . so, careful on the build-up, though you might know your group better.

Since Rowyn is a shipboard, drawn out encounter, why not go the following "sneaky" route ?

Rogue 3/bard 6 (alternatively 3 levels of the assassin core class 3 from FFG's Cityscape, my favourite substitute) ... if you can spare the feats, qualify for one level of guild thief and take it for the extra sneak damage. She amply qualifies with regard to the background.

Feats : Dragonsong ( from Draconomicon +2 DC to mind affecting spells and bardic music effects - like suggestion song or dance ) ... and get some rumours started among the crew, making them surly, uncooperative, superstitious and a general source of distrust for the PCs,
Quick Draw
Flick of the Wrist (free attack DEX-less after bluff check with l.weapon.. nasty surprise, if you are just casually bumping past someone or minding a smoke together at night on the deck )

+2 others (Weapon Finesse comes to mind )

Extra equipment :
- comb of disguise (to blend into crew more efficiently ) to blend in, say perhaps as a male crewmember. Or switch appearances for a quick "hit"...
- dagger +1 of deadly precision (compl adv, +2d6 sneak damage ) ... Or make a marlinspike (like an awl) to have it appear more inconspicious
Glove/Gauntlet of storage - now where did the charcter just place his cherished battleaxe to scratch hish head ? ooooooops ! Very very nasty in combination with sleight of hand

- some contact poisons (very nice to spread on spellbooks, navigational charts, eyepieces of telescopes...) , mold-spores in jars (all of which to be placed into the hammocks of characters for a nightcap surprise), perhaps some nasty centipede kept in jars until released....

suggested spells :
Invis, Color Spray (will or be stunned for one round, even if 6th level = dex-less = open for sneaks... + the victims drops it's held weapons) , Sudden Invis (in mid combat - cast -> go invis -> sneak immediately)

Tactics :
So, how to get aboard the ship ? Either pose as/replace one of the colonists, pose as a crew or.... gasp, replace one of the "named" NPCs. Rowyn = Lirith ? Now that might really make things become interesting... Rowyn = Avner ( the original's corpse slowly drifting out to sea on the tide....) ? Ouch... Justpicka character the palyers are least likely to associate with the anonymous assassin/saboteur and you will be well prepared. The entire "stow-away"scenario is pretty much screwed if your players have read "Treasure Island" anyway... Oh, Tavey = Rowyn especially funny. Usually the PCs get very protective of the mascot, if it adores them in a nice way. Rowyn = Amelia will be an interesting debacle if the characters are dependent on her to run the ship....

Waiting in hiding at the ship's head (where the lavatorial "arrangements" tradtionally are) to knife someone with his/her knickers down (should also provide a nice AC penalty from hampered movement) is an amply humiliating tactic, and time-honoured
Having her sabotage the ship continously, causing characters to mill about in chaos, going for supplies and spares etc. providing her with opportunities to catch solitary characters to "spike" works as well. So where is Remy with the keg of Tar ? Damn him, why is he loitering in the hold ? Ouch....
Remember that a ship operates in roatating watches, so there will always be only a few people on deck, even of those nominally in charge. Most of the crew and passengers will be out of sight, and there will be few open lights on deck, both to maintain night-vision and from limitations of lamp-oil reserves on board. Plus, the danger of open flame and a ship built from wood.

- Suggestions for sabotage would be dissolving/weakening the tiller (with acid ), cutting/fraying the steering ropes, sabotaging the rudder's pintel mounts (molten lead is a classic but some nice universal solvent should do the work as well), cut/weaken the stays, sand the grease in important blocks and tackles.
Even cutting the hammock strings of another crewmen to create a diversion should be fun... after a few have bumped heavily to the deck, cursing loudly, people will stop giving attention to heavy bumps and curses at nighttime hours... convenient if taking down victims.
Add some laxatives to the food - noone will be killed, but while the tuff takes its effect, everyone's attention will be nicely diverted, providing nice opportunities to slip into cabins for mischief.

Perhaps add some volatile spirits to an oil-lamp, which upon ignition turns it into a small sized fireball, setting alight an area and creating massive chaos, plus a badly scorched PC... say in the wizard's paper ridden cabin ?

Also have her charm members of the (non-PC) crew and colonists in order to use as pawns to accomplish stuff, or have people around defending her.

When drawing people into traps, have her try to leave a distinctive silhouette (like small-framed Tavey or pot-bellied Father Ferez ) to be noted by others, spreading suspicions around. If the players start watching one particular NPC continously, they will be less on their guard against everyone else.

oh, and of course, have her strike in the midst of any other fight - say if the Slaadi makes an apperance, or during the flotsam ooze attack ? A few belaying pins thrown in the dark with the benefit of sneak attack.... or a "accidentally" misfired crossbow bolt from the crewmen (firing in salvoes is such a nice way of hiding a sniped shot ).... A quick jab with a knife and the wizard falls overboard into the churning, monster-riddled waters ?

As outlined above, the girl should have 4D6 (or 5D6) sneaks attacks which come out of nowhere. Which should enough of a threat for the "softer", more willfull targets of your group, especially since she is likely to get in another sneak attack (on higher iniotiative ) before anything much can be accomplished. For the barbarian crowd, go with suggestion and colour spray etc...

And take advantage of the usual player disdain for NPC mooks like the colonists and crew, and use their apperances (or just add an imaginary additional fictitous crewmen for a nightime encounter along the railing on deck ) as a background to fade into - she will have enough time to flaunt her red mane, once all (might be a challenge but doable ) the PCs are down ! "There are three crewmen in the waist of the ship, trimming the sails but noone else is to be seen on deck...." what more of an effective "disguise" do you need ?

PS if you have a more mature group, use the suggested "striptease of death" scenario all the way through, have her actually sleep with the character - she just seemed the type from the description of her rooms in TiNH, and slit his throat when he is in post-coital bliss and snoozing off..... ahem, slit his throat ! Have you ever seen "Basic Instinct" ?


I actually used the Rowyn=Lirith angle in my Rowyn redux. Lirith was actually an alias Rowyn had for a while before her debut in TiNH. I tweaked the rules on polymorphing a bit in order to make it the 'perfect' disguise by allowing her to be polymorphed into another specific human appearance. And with the resources the Kellani family had to pull from, it was a tactic well within the bounds of believability for my party and the campaign.

My PCs loved it. The big reveal just left them stunned. Good times :)

Your Friendly Neighborhood Dalesman
"Bringing Big D**n Justice to the Bad Guys Since 1369 DR"

Liberty's Edge

I wasn't able to get Rowyn on board - she's still locked up in Castle Teraknian, and has been entangled in the plot of our alternate-week game that'll stay in Sasserine. So I reckon I'll be using Diamondback in her place. The amped-up builds should work equally well, but I'd welcome any battle-dancer based suggestions.

The Exchange

Humble Minion wrote:
Timespike wrote:

This woman is supposed to be a lethal, stealthy swordswoman, yes? (not familiar with the AP)

Main problem with this is that she has to do it solo. She's a stowaway on a relatively small ship, so having a couple of tower-shield-wielding goons stowed away in her kitbag isn't really an option, sadly.

Not a stat block, but a tactic - Rowyn arrives on the ship solo, but she doesn't have to stay solo. Even without magic, she's evil, devious and deceptive, plus she's smokin' hot, so she should be able to charm any number of simple young sailors into helping her out. She could convince crew or passengers that the PCs are actually Crimson Fleet agents who are going to deliver them all into the clutches of the pirates.

This could make a great RP situation for the PCs, who may have to fight enemies who don't know that they're doing anything evil.


Thomas Austin wrote:


Not a stat block, but a tactic - Rowyn arrives on the ship solo, but she doesn't have to stay solo. Even without magic, she's evil, devious and deceptive, plus she's smokin' hot, so she should be able to charm any number of simple young sailors into helping her out. She could convince crew or passengers that the PCs are actually Crimson Fleet agents who are going to deliver them all into the clutches of the pirates.

This could make a great RP situation for the PCs, who may have to fight enemies who don't know that they're doing anything evil.

well, I am not quite sure Rowyn can waltz around the Wyvern in her normal shape (whcih maybe "hot" ) siimply because the PCs might notice.

And seducing crew men might be an option, but havibg them rise in mutiny ? Unlikely, unless the PCs get really abusive... Seems unlikely that w woman who cannot even show her face aboard can lead an uprising against the characters (and likely Amelia etc. ) through female wiles alone

The Exchange RPG Superstar 2010 Top 32

Whew! You don't log in for a night and the thread explodes! Thanks guys - lots more here!

Thanks for all those suggestions, Vikingson! Sneak attack belaying pins in the dark during other fights is brilliant! (Especially with Hide in Plain Sight). Just the sort of stuff to keep her annoying and potentially lethal for ages!

Now I just have to figure out how she can avoid the PCs for as long as possible. Is there an easy way to hide her so that a simple detect magic won't spot her? I can give her access to Undetectable Alignment to protect from Detect Evil, but won't her polymorph show up with Det. Magic? (I suddenly can't remember!)


carborundum wrote:

Whew! You don't log in for a night and the thread explodes! Thanks guys - lots more here!

Thanks for all those suggestions, Vikingson! Sneak attack belaying pins in the dark during other fights is brilliant! (Especially with Hide in Plain Sight). Just the sort of stuff to keep her annoying and potentially lethal for ages!

Now I just have to figure out how she can avoid the PCs for as long as possible. Is there an easy way to hide her so that a simple detect magic won't spot her? I can give her access to Undetectable Alignment to protect from Detect Evil, but won't her polymorph show up with Det. Magic? (I suddenly can't remember!)

It would show up, unless she casts nondetection on herself... in case of polymorph (which is a transmutation effect ).

"disguise self" is an illusion though, and by their very nature, I find/see these very hard to "glance" through 'detect magic' which would otherwise be the failsafe way to deal with illusion or especially invisibility. Like, Hmm there is a man-shaped illusion-magic signature moving towards us where we see only air... what might that be ? If things were that easy, illusionists would be out of business, given the cehapness of a continual "detect magic " item... (around 1000gp ... small change for the effect )

In general, I usually have illusions detect as "magic having been recently in this area, weak and unspecifiable without stronger means". Which usually is the same as having player characters with active magic items passing through the area. by its nature, illusion magic should be hard to discern specifically unless you are actually interacting with it in a "hands on"//will save possible approach.
Such as feeling up a Rowyn disguised as man, and noticing her physical female build not quite matching up to her appearance.
That is on the borderline of houserules vs. offical rules, butI have yet to see a player complain about it when one of THEM is planning too use invisibility.

Otherwise, go with a ring of non-detection or similar - cheap item, and of limited use to player characters. They might not even notice it when (eventually ) plundering her corpse, since by its nature, it should not show up as magic in the first place....

Oh, as for some mean tactics.... have her take some ranks in use rope, and having hauled up a small barrel of provisions, likely something heavy, into the masttop, have her "fish" with a loop of rope for an on-deck character's neck... catch, pull tight, then drop the barrel from the masttop, snapping the rope attached to it tight and probably jerking the poor sod up from the deck for an impromptu "jig of strangling". Should be memorable enough....

Or have her spook the party with occurences of the ship being haunted, by causing ominous noises through "ghost sound" and strange apparitions through "silent image"

Grand Lodge

For my game I used the Rowyn's sister option (I can't recall her name). I made her a beguiler and added 1 level. This allowed her to do all the actions in the adventure and got rid of some of the bardic abilities that I found to be useless in Rowyn's build.

The Exchange RPG Superstar 2010 Top 32

We've all had some last minute work stuff (at least two people every week - bah!) so the party finally set sail next week.

I've still working on my new Rowyn - I'm almost finished a Beguiler with a dash of Shadow Adept though I'm also considering a Beguiler 3/ Thrall of Malcanthet 6 (Dragon 353). Seducing party members and dishing out negative levels is sweet, but I can't imagine any way whatsoever that they'd let it happen more than once.

Any ideas how to make them want it? ;-)
(Considering they're all goody-goodies except for one CN spellthief.)

The Exchange RPG Superstar 2010 Top 32

Making Rowyn a Thrall of Malcanthet lets me give her the Tooth of Ahazu too - seems nicer foreshadowing and makes them more inclined to pick it up than leaving it in a Volcano. Any thoughts?


carborundum wrote:

We've all had some last minute work stuff (at least two people every week - bah!) so the party finally set sail next week.

I've still working on my new Rowyn - I'm almost finished a Beguiler with a dash of Shadow Adept though I'm also considering a Beguiler 3/ Thrall of Malcanthet 6 (Dragon 353). Seducing party members and dishing out negative levels is sweet, but I can't imagine any way whatsoever that they'd let it happen more than once.

Any ideas how to make them want it? ;-)
(Considering they're all goody-goodies except for one CN spellthief.)

Making her a beguiler/thrall sounds nice, but in a way makes Malcanteths involvement in the camapign too early. After all, "M" wants to avoid being seen as having a hand in opposing Demogorogon until she feels certain the characters can actually win.

Having her chosen servants crossing their paths, accidentally delivering important relics is anything but subtle, and subtle is her byname.

Besides, Rowyn might just wonder why she is upposed to haul that tooth around on her revenge trip - it's no good to her, and methinks she doesn't have a suicidical tendency.

Purely mechanics-wise, making Rowyn a Beguiler/Thrall is difficult - first off, you need six levels in Beguiler to achieve the necessary skill levels. This will cost you at least the second die of extra sneak damage from the thrall class... unless you are angling for a CR 12 challenge.
Second, the necessary feats choices are limiting her somewhat, with regards to other effective combinations
Third, from a plausibility POV, making too many offsping of Sasserine nobility (two of the three the characters are expected to meet ) demon-worshiping deviants is a bit.... strong. Sasserine didn't strike me as a variant Scuttlecove, and even there........ Players might take unbrage or start to wonder.
Fourth, I just don't see Rowyn as a cold-blooded demon worshipper, who even stoops to murder prior to the PCs ripping through her toy, the Lotus Dragon......which I at least envisioned more as her pet-project, something to fulfill her desires and secretly taunt her parents respectability as nobles of Sasserine than as a full-scale bid for supremacy in Sasserines underworld.

Fifth, I find the class slightly broken - too many useful things and powers (especially sneak attack without much prior rogueish-ness involved ) for too little investement. Like far too many PrC, more of a fond, overly bolstered dream than a viable and balanced option.YMMV

But yes, it's an interesting concept

The Exchange RPG Superstar 2010 Top 32

Thanks mate!

Many excellent points, and I don't want to make it a CR12! I definitely needed a bigger picture POV after getting a bit too caught up in making her less fragile. I'll rethink her tactics slightly and post what I come up with.

As first Advanced Learning choice, Power Word Pain (Races of the Dragon) is arguably broken but an excellent spell to wake someone up with.

The Exchange RPG Superstar 2010 Top 32

Well, I worked out a Beguiler/ Shadow Adept but it wasn't as good as I'd hoped. I tried Beguiler/ Swordsage (for the short teleports) but again was less than happy. in the end I went for a straight Beguiler 8/ Mindbender 1. This let me take Shadow Conjuration as an extra spell - jolly useful! I also have 9 caster levels as Beguiler - enough to challenge the party and one short of 5th level spells which would have made her the focus of the whole voyage. Let's leave that for the other encounters.

I've given her Invisible Spell just so she can cast an invisible Legion of Sentinels and scare the poop out of the players.

"You didn't tumble? ... Really? Muhahahaha!."
"You thought you were too far away to cast defensively? You thought wrong!"

I was also pretty sure that the first taste of poison would have my players searching the ship from bowsprit to rudder - hence my search for ways to get her to stay out of the way - phase through the hull, teleport to the crow's nest, hide in plain sight ... whatever. With 100' telepathy from a level of Mindbender and all those Enchantment & Illusion spells, I can really have fun. I'm going to have her convince the crew that the ship is haunted. That will have the players searching for the wrong type of bad guy for AGES.

I'll give her a wand of Enervation and have her make illusions of some sort of incorporeal undead.

I'll poison a player then make the food seem full of spotty maggots. I'll convince the crew that the poisoned player looks like the betrayer of the ghost haunting the ship. Red herring upon red herring :)

She might even last a week.

This is going to be fun :)

The Exchange RPG Superstar 2010 Top 32

Too late to edit my old post but too good not to write!

I'm going to have Rowyn spread the rumour that the wyvern is haunted by the ghosts of the slaughtered crew. If she overhears enough she can even use telepathy to mess up divinations by the party.
The first few times there's a fight she can cast Phantom Battle to distract everyone, making the combatants look like pirates. Once everyone is used to the effect she can use a Legion of Sentinels instead, making them look the same.

Does she need a feat for that, do you think?


vikingson wrote:


Otherwise, go with a ring of non-detection or similar - cheap item, and of limited use to player characters. They might not even notice it when (eventually ) plundering her corpse, since by its nature, it should not show up as magic in the first place....

I can't find that 'cheap item' You are talking about. The only thing i have found is Amulet of Proof against Detection and Location. That nice thing costs 35.000 gp.

Easier solution?


Melce wrote:
vikingson wrote:


Otherwise, go with a ring of non-detection or similar - cheap item, and of limited use to player characters. They might not even notice it when (eventually ) plundering her corpse, since by its nature, it should not show up as magic in the first place....

I can't find that 'cheap item' You are talking about. The only thing i have found is Amulet of Proof against Detection and Location. That nice thing costs 35.000 gp.

Easier solution?

Yeah, check the DMG......

Ring of mind-shielding, DMG p 232, costs 8000gp, shields completely from detection of alignment, detect thoughts and similar. IIRC there is even one around in the camapign by that point.

And by the item-creation rules from the DMG an item with continual misdrection (2nd level spell, caster level 3rd = 6 x 2000 gp) should cost roughly 12000gp as a continous-use item. Shirt, vest, neclace, pendantm belt, whatever is associated with the body itself.

Even a continous non-detection item should cost only 30k gp by the rules (3rd level spell, caster level 5th = 15x 2000gp ).... put some strong limitation on it and you can bring that down to 20k

The Exchange RPG Superstar 2010 Top 32

Well, the party set sail, only an hour and a half late (due to Avner). The anything-for-a-quiet-life-with-a-good-book wizard gave up his room for him and the CN spellthief is looking forward to teasing him.

Following Guy Humual's lead I populated the ship with an extra-superstitious sailor who's already convinced the ship is haunted by the victims of the Savage Tide from the Kraken Cove pearl. He told the party wizard about his fears and the wizard said he'd check for undead.

"See?" he called to the rest of the crew, "The wizard believes me! Ghosts! I told you so!"

Unfortunately the party wizard also checked the whole ship with Detect Evil, Magic and Undead. I'll have to make sure I retcon it nice and tight. It's probably easiest to just have Rowyn flying and invisible during this search, maybe I'll do that!


I ended up making her mostly bard with a few levels of swordsage. She was highly maneuverable, and she ended up being an epic fight that ranged from the hold of the Sea Wyvern all the way up to the crow's nest. (Shadow Jaunt rocks.)

I did cheat a little bit on her build by giving her a variant of Ascetic Mage, but it wasn't a huge deal.
-blarg

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