Any translated Erylium info Pathfinder beta?


Rise of the Runelords


If so, what class did you use?

Paizo Employee Creative Director

Erylium uses a non-core class even in 3.5. If I were running her in a Pathfinder Beta game, I'd just use her as-is, to be honest. Testing interactions and "compatability" and balance with non-core products and the Beta's an important thing, and not one that's really being officially hit hard enough, I think, in the beta so far. So I say, don't convert! Try her out with the current stats and see how it works!


My players (using Pathfinder RPG characters) faced her (unchanged stats) this weekend and it worked out pretty well. It was a 13 round combat (the longest combat of the session) and it was challenging and fun for the characters.

Sovereign Court

James Jacobs wrote:
{snip} So I say, don't convert! Try her out with the current stats and see how it works!

I did just that a few weeks ago. :)

The party (a Fighter, Bard, Rogue, & Cleric) had just gotten to 2nd level before they moved in to fight her after finishing up the glassworks.

She mopped the floor with them. I think a good chunk of that was the fighter, who really was the only one who could pour on the damage fast enough to beat her down, was not able to roll double-digits for attacks.

So... they retreated, got followed invisibly by Erylium out into the world and will be messing around with the town shortly as the party is away at Thistletop. Perhaps she will be able to do enough to get another level in the meantime. Those four CR2s were a juicy bump for her... ;)


I did up a Pathfinder version of the Thaumaturge here. It's not perfect, but it should work nicely.

Scarab Sages

I changed Elyrium to Alpha in that time. I hope you can use her. It's only change the skills.

Erylium
Quasit female Taumaturgue3 (Lamashtu), CR 4; Outsider (Chaos, Extraplanar, Evil) Tiny; HD 6+3d8+3d6+6 (39 pv); Init +5; Spd 20 ft, 50 ft flying (perfect); AC 22 (+2 size, +5 Dex, +5 natural), 17 touch, 17 flat-footed; Bab/CMB: +4/-1; Atk 2 claws +11 c/c (1d3-1+poison, 20/x2) y 1 Bite +6 c/c (1d4-1, 20/x2) o Returning Dagger +12 rgd (1d2+0, 19-20/x2, 7.5 ft(x5)); Space/Reach: 2½x2½/0 ft; AE Poison, spell-like abilities, Taumaturgue spells, breath 1/día; SQ alternate form, DR 5/cold iron or good, Darkvision 60 ft, fast healing 2, inmunity to poison, fire resistance 10, corrupction, soul selling, summon familiar; Al CE; TS Fort +5, Ref +9, Will +6; Str 8, Dex 20, Con 13, Int 12, Wis 10, Cha 16.
Languages: Common, Abysal, Thassilonian
Skills [9b/4b]: Perception +9 (+0 Wis), Deception +10 (+3 Cha, -2 corrupción), Stealth +20 (+5 Dex, +8 size), Knw Religion +10 (+1 Int), Spellcraft +10 (+1 Int), Intimidate +15 (+3 Cha, +3 corruption), Diplomacy +10 (+3 Cha, -2 corruption), Knw Arcane +10 (+1 Int), Knw Planes +10 (+1 Int), Escape artistN n2, +9 (+5 Dex), ApparaiseN +5 (+1 Int), Fly +22 (+5 Dex, +8 maneouver), Knw History +10 (+1 Int)n4, LinguisticsN6 +10 (+1 Int), PerformU +3 (+3 Cha, -3 Sing*, -3 Oratory*)
Feats: Weapon finesseN1, Adept SummonerN3 , Master SummonerN5 .
Spell-like abilities [TS 13+Spell level, CL 6, based in Cha]
At Will: Detect good, detect magic, invisibility (self only)
1/day: Cause fear (as spell but area 30 ft radio centered in Quasit, DC 14)
1/week: Comunión (as spell and asking 6 questions, cl12)
Taumaturgue spells [TS 13+Spell level, CL3, based in Cha]
4n0: Guidance, mending, resistance, inflict minor wounds (CD 13)
3n1: Bane (CD 14), shield of faith, Summon monster I
2n2: Inflict moderate wouunds (CD 15), Summon monster II
Chaos Domain [TS 13+spell level, cl 3, based in Cha]
Chaos Touch (Sb): Melee touch attack. Target rolls 2d20 and takes wrost until 1d3 rounds or fails a test. Once against the same target on the same day.
Protection agaisnt law (Sp): 1/día
TRickery Domain [TS 13+Spell level, CL 3, based in Cha]
Copy Cat (Sb): As move action you create an illusory double that works as a mirror image spell (single image) for CL rounds (or dispelled or destroyed).
Disguise Self (Sp) Disguise Self 1/día
Alternate Shape (Sb): She can transform as a crow spending an standard action (Sor12)
Poison (Ex): In claws, Fort CD 14, 1d4 Dex/2d4 Dex. Based in Con and with a +2 racial bonus.
Breath (Ex): 1/day as standard Action. Ranged touch against 1 target (maximum 20 ft) with +11 to hit. The target must roll Fort CD 12 or be nauseated for 1d4 rounds. Based in Con.
Corruptions (Ex): Her association with Lamashtu gives her this qualities: .
Raspy Voice: +3 to Intimidte but -3 to Perform (oratory and sing)
Scaly skin: +2 natural armor
Terrible Breath: 1/day breath (see above) but -2 to Deception & Diplomacy
Posesiones: Tiny +1 returning dagger +1, miniature tiara (50 po), miniature black silk gown (25 po), Obsidiam unholy symbol of Lamashtu (10 po).

Scarab Sages

Notes about Elyrium:

About her pv
"6+"........ We are playing the campaign with Fixed Starting Points. 6 + 1/2 HD in fist level and +1/2 HD in the others. As Elyrium has a basic class, I considered her as another player, and she gained 6 pv more in her fist level
"3d8"....... derivated from her 3 HD of outsider
"3d6"....... derivated from her taumaturgue class. I didn't change her basic class HD to d8, because Taumaturgue is not a "standard" basic class. As all classes from splat books, we are not adjusting HD/Bab pairing.
"+6"......... Her con modifier multiplied by his HD

about her skills & feats
[9b/4b]: For skills, trained ranks/untrained ranks, for the Alpha version.
Nx - its the level when elyrium gains the skill (Alpha version) or feat. Sometimes, on buyed adventures the monsters have feats that they couln't have.
U - Untrained skill (por Alpha version)
* - Conditional modifier; it is not added to total modifier

We start the campaing with Alpha version, but we are adjusting the players and the monsters when a new version of PPRG is cooked.

RPG Superstar 2009 Top 32

Dom C wrote:
So... they retreated, got followed invisibly by Erylium out into the world and will be messing around with the town shortly as the party is away at Thistletop. Perhaps she will be able to do enough to get another level in the meantime. Those four CR2s were a juicy bump for her... ;)

Except . . .

Spoiler:
. . . that she tends not to want to leave her "kingdom" in the Catacombs. So she is unlikely to do too much in the town.

She will want to rebuild her followers though . . . and maybe recruit some new worshipers to Lamashtu's cause.

Paizo Employee Director of Brand Strategy

wspatterson wrote:
If so, what class did you use?

Check out her conversion on the PathfinderWiki

I converted the domains she would have access to through her Thaumaturge class to those in the beta since the 3.5 class got the same as if they were a cleric. It worked pretty well for my group when they went through the Catacombs.

Sovereign Court

Lord Fyre wrote:
Except . . . ** spoiler omitted **

I thought about that before I did it, but in the end I conceded to the following:

Spoiler:
I have a table with brand-new-to-table-top-RPGs players. At this point, I want to use her as a device to illustrate that actions have consequences which will spill over. Having her just stay there would feel too much like a video game where everyone just stays in their spot and you can run away and come back whenever you want.

Additionally, my players had already started worrying out loud that she was going to wreak havoc on the town after they escaped. I'd hate to let them down. ;)

I haven't had to determine exactly what she's going to do yet - my players are still in the middle of Thistletop for at least two more sessions. However, *something* is going to happen as a result of them running from her... and it's definitely not going to be a picnic!

As a general rule, I always change anything in modules if it flows better for my group. Nothing is so sacred that I can't (and shouldn't!) change it in the name of more fun for my players. :)

RPG Superstar 2009 Top 32

Dom C wrote:
Lord Fyre wrote:
Except . . . ** spoiler omitted **

I thought about that before I did it, but in the end I conceded to the following:

** spoiler omitted **

As a general rule, I always change anything in modules if it flows better for my group. Nothing is so sacred that I can't (and shouldn't!) change it in the name of more fun for my players. :)

At the same time, don't overpenalize them.

Spoiler:
She is an extremely powerful opponent (and IMHO overpowered), so running from her may be the right move.

If you over do it, they might learn to never run from a fight, no matter how suicidal.

Sovereign Court

Oh, certainly!

Spoiler:
My current plans (subject to change as usual) are that she will send a sinspawn or two which causes issues in the town - no one but the party will really know where they came from. :)

Hence, they will easily handle the spawn and have reason to go back in there and finish her off. By the time that happens they should be almost 4th level with a much better handle on their characters and the like.

RPG Superstar 2009 Top 32

Dom C wrote:

Oh, certainly!

** spoiler omitted **

Ah Good. And if they still don't take her on at that point, they they deserve what they get. :D

Shadow Lodge

Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Golarion Goblin wrote:
I did up a Pathfinder version of the Thaumaturge here. It's not perfect, but it should work nicely.

Wow nice. I was thinking about updating Erylium for my current PFRPG game, and was just going to use the Cleric instead Thaumaturge but his works better. Thanks!

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