Pathfinderized Second Darkness NPCs by Shadowborn (Do I need to even mention spoilers? I mean, duh...)


Second Darkness


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THE GOLD GOBLIN JOB NPCS
(All enemy NPCs have been listed with ongoing spells/abilities factored in)

Angvar Thestlecrit
Male human wizard 2
NE Medium humanoid
Init+6; Senses Perception +1
Defense
AC17, touch 12, flat-footed 15 (armor +1, Dex +2, shield +4)
hp 10 (2d6+2)
Fort +1, Ref +2, Will +4 (+5 vs. charm/fear)
Offense
Speed 30ft
Melee club +2 (1d6+1)
Special Attacks Hand of the Apprentice (5 times/day)
Spells prepared (CL 2nd)
1st--hold portal, magic missile, shield
0--detect magic, flare (DC12), ghost sound (DC12), open/close
Statistics
Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 10
Base Atk +1; CMB +1; CMD 13
Feats Combat Casting, Improved Initiative, Scribe Scroll
Skills Appraise +7, Bluff +2, Diplomacy +2, Knowledge(local) +7, Spellcraft +7
Languages Common, Infernal, Varisian
SQ familiar (snake named Iskish)
Combat Gear wand of shocking grasp (9 charges),scroll of pyrotechnics, scroll of shrink item
Other Gear club, bracers of armor +1, spellbook, belt pouch with 33gp in house chips


Cool, nice writeup!

Are you going to be using any of daemonslye's writeups?


Thuvalia Barabbio
Female human bard 1 (in my campaign, I've advanced her to lvl 2)
CN Medium humanoid
Init +5; Senses Perception -1
Defense
AC15, touch 13, flat-footed 12 (armor +2, Dex +2, dodge +1)
hp 10 (1d8+2)
Fort +1, Ref +3, Will +1 (+2 vs charm/fear)
Offense
Speed 30ft
Melee rapier +1 (1d6+1/18-20)
Ranged light crossbow +3 (1d8+1/19-20)
Special Attacks bardic music 6 rounds/day (countersong, distraction, fascinate, inspire courage +1)
Spells Known (CL 1st)
1st (2/da6)--expeditious retreat, sleep
0--daze (DC12), lullaby (DC 12), message, read magic
Statistics
Str 10, Dex 115, Con 12, Int 14, Wis 8, Cha 15
Base Atk[b] +0; [b]CMB +0; CMD12
Feats Dodge, Improved Initiative
Skills Acrobatics +6, Diplomacy +6, Disguise +6, Escape Artist +6, Knowledge(local) +7, Perform(oratory) +6, Sleight of Hand +6, Stealth +6, Use Magic Device +6
Languages Common, Halfling, Varisian
SQ Bardic knowledge
Gear masterwork leather armor, rapier, light crossbow with 10 bolts, belt pouch with 17 gp in house chips


Majuba wrote:

Cool, nice writeup!

Are you going to be using any of daemonslye's writeups?

I may do so. Right now, I'm doing the conversions myself both to accommodate a larger group (seven PCs) and to drill the PF rules in my head, so I'm not remembering 3.x rules by default. If I fall behind and need some on the fly, or if those look good to start with, I'll use daemonslye's stuff.


Angvar's Goons (4)
Human rogues 1
NE Medium humanoids
Init+6; Senses: Perception +4
Defense
AC14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 11 (1d8+3)
Fort +2, Ref +4, Will +0
Offense
Speed 30ft
Melee sap +2 (1d6+2 nonlethal) or rapier +2 (1d6+2/18-20)
Ranged dagger +3 (1d4+2/19-20) or shortbow +3 (1d6/x3)
(in my game these rogues won't be armed with shortbows)
Special Attacks sneak attack +1d6
Statistics
Str 13, Dex15, Con 14, Int 12, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 13
Feats Improved Initiative, Stealthy
Skills Bluff +4, Climb +5, Disable Device +6, Escape Artist +8, Intimidate +4, Knowledge(local) +5, Perception +4, Sense Motive +4, Sleight of Hand +6, Stealth +8
Languages Common, Varisian
SQ trapfinding
Gear leather armor, rapier, daggers (4) shortbow with 20 arrows, 2d6 gp


Gold Goblin Bouncers (6)
Human Warriors 1
CN Medium humanoids
Init+0; Senses Perception +1
Defense
AC13, touch 10, flat-footed 13 (+3 armor)
hp 7 (1d10+2)
Fort +4, Ref +0, Will +0
Offense
Melee club +3 (1d6+1) or unarmed strike +2 (1d3+1)
Statistics
Str 13, Dex 11, Con 14, Int 9, Wis 10, Cha 8
Base Atk +1; [b]CMB +2; CMD 12
Feats Improved Unarmed Strike, Weapon Focus (club)
Skills Intimidate +0, Perception +1
Gear studded leather armor, club, 1d10 gp


Saul Vancaskerkin
Male middle-aged human rogue 4
CE Medium humanoid
Init +2; Senses Perception +7
Defense
AC 18, touch 12, flat-footed 16
(+3 armor, +2 Dex, +2 natural, +1 shield)
hp 29 (4d8+4)
Fort +2, Ref +6, Will +1
Defensive Abilities evasion, trap sense +1, uncanny dodge
Offense
Speed 30 ft
Melee +1 rapier +4 (1d6+1/18-20 plus poison) and
key stump -1 (1d4)
Special Attacks bleeding attack, sneak attack +2d6
Statistics
Str 11, Dex 15, Con 13, Int 13, Wis 11, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Skill Focus(Bluff), Two-Weapon Defense, Two-Weapon Fighting, Weapon Finesse
Skills Appraise +8, Bluff +12, Diplomacy +9, Disable Device +9, Forgery +8, Knowledge(local) +8, Perception +7, Profession(gambler) +7, Sleight of Hand +9, Stealth +9
Languages Common, Varisian
SQ finesse rogue, trapfinding
Combat Gear potion of barkskin +2, drow sleep poison(3);
Other Gear +1 leather armor, +1 rapier, key stump (can be used as an improvised light slashing weapon), ruby earring worth 250gp, ring of keys for all locks in the Gold Goblin, belt pouch containing 25gp


Samaritha Beldusk
Female half-elf transmuter 3
CG Medium humanoid (elf)
Init +1; Senses low-light vision; Perception +5 (+7 in shadows or darkness)
Defense
AC 13, touch 12, flat-footed 11
(+1 armor, +2 Dex)
hp 18 (3d6+6)
Fort+3, Ref +2, Will +3; +2 against enchantment
[b]Immune
sleep
Offense
Speed 30 ft.
Melee mwk dagger +1 (1d4-1/19-20)
Ranged mwk dagger +1 (1d4-1/19-20)
Special Attacks telekinetic fist (1d4+1), 5/day
Spell-Like Abilities (CL 3rd)
1/day--mage hand
Spells Prepared (CL 3rd; +2 ranged touch)
2nd--daze monster(DC 14), levitate, scorching ray
1st--animate rope, mage armor, ray of enfeeblement(DC 13),
reduce person(DC 14)
0--acid splash, detect magic, light, message
Statistics
Str 8, Dex 14, Con 14, Int 15, Wis 10, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Alertness (as long as Leniloria is in arm's reach), Scribe Scroll, Spell Focus(transmutation), Varisian Tattoo(transmutation)
Skills Diplomacy +5, Knowledge(arcana) +8, Knowledge(history) +8, Perception +5, Spellcraft +8
Languages Common, Elven, Halfling, Varisian
SQ familiar (owl named Leniloria), physical enhancement (+1 enhancement bonus currently applied to Con)
Combat Gear wand of magic missiles (43 charges), wand of identify (40 charges); Other Gear bracers of armor +1, masterwork dagger, belt pouch, black enameled writing set worth 25 gp, silk rope (50ft), abacus worth 15 gp, magnifying glass, 12 sp

Dark Archive

Majuba wrote:

Cool, nice writeup!

Are you going to be using any of daemonslye's writeups?

I took a look at daemonslye's conversions, and although he's done a great job, I hate to admit that using a non-standard format (which repeats information in several places and implements 4E elements, to boot) is a bit too confusing for me to use at the table. Not to mention that daemonslye has also included tactical and campaign notes in the middle of the stat block. If I compare his two or three pages per NPC to this thread, I vastly prefer the shorter, standardized PF RPG stat block. Just saying.

Nice job, Shadowborn! :)


Asgetrion wrote:


I took a look at daemonslye's conversions, and although he's done a great job, I hate to admit that using a non-standard format (which repeats information in several places and implements 4E elements, to boot) is a bit too confusing for me to use at the table. Not to mention that daemonslye has also included tactical and campaign notes in the middle of the stat block. If I compare his two or three pages per NPC to this thread, I vastly prefer the shorter, standardized PF RPG stat block. Just saying.

Nice job, Shadowborn! :)

Thanks. As I said, this is just as much an exercise for me to familiarize myself with the PF rules and format as it is an attempt to provide a useful resource. Since the AP books already contain the NPC tactics and any pertinent notes, I don't feel the need to include them here. Besides, these things are enough of a hassle to write up without adding extras. ;-)


Lymas Smeed
Male human expert 4
NE Medium humanoid
Init =1; [b]Senses Perception -1
Defense
AC 13, touch 9, flat-footed 13
(+4 armor, -1 Dex)
hp 22 (4d8+4)
Fort +2, Ref +0, Will +3
Offense
Speed 30ft
Melee mwk scimitar +7(1d6+3/18-20)
Ranged mwk crossbow +3(1d8/19-20)
Statistics
Str 17, Dex8, Con 12, Int 10, Wis 9, Cha 11
Base Atk +3; CMB +7; CMD 16
Feats Martial Weapon Proficiency(scimitar), Persuasive, Skill Focus(Bluff)
Skills Appraise +7, Bluff +10, Diplomacy +9, Handle Animal +4, Intimidate +9, Knowledge(local) +7, Sense Motive +6 (Note: Since Smeed needed another skill, I gave him Handle Animal, as it seemed appropriate, but decided not to make it a class skill.)
Languages Common
Combat Gear potions of bull's strength(2), vial of black adder venom; Other Gear +1 studded leather armor, masterwork scimitar, masterwork light crossbow with 10 bolts, pocket case of 5 Qadiran cigars(worth 5gp each), garnet necklace worth 200 gp, belt pouch with 25 gp and 5 pp


I just realized that the prior stat block assumes that Smeed will be able to down a potion of bull's strength before the combat ensues. It's not mentioned in his tactics, though it's a sensible option.

Still, from this point, I won't be factoring in any spells or use-activated abilities/items unless I specifically state I'm doing so.


Braddikar Faje aka "Old Korvosa"
Male human fighter 3
NE Medium humanoid
Init +5; Senses Perception +2
Defense
AC 22, touch 12, flat-footed 20
(+7 armor, +2 Dex, +3 shield)
hp 33(3d10+9)
Fort +6, Ref +4, Will+2 (+3 vs. fear)
Offense
Speed 20ft
Melee mwk longsword +7(1d8+2/19-20)
Statistics
Str 15, Dex 14, Con 14, Int 8, Wis 10, Cha 13
Base Atk +3; CMB +5; CMD 17
Feats Alertness, Great Fortitude, Improved Initiative, Power Attack, Weapon Focus(longsword)
Skills Climb +3, Intimidate +7, Perception +2, Sense Motive +2
Languages Common
SQ armor training, bravery
Gear banded mail, +1 heavy steel shield, masterwork longsword, cloak of resistance +1

Zincher Thugs(2)
Use Gold Goblin bouncer stat block, changing alignment to NE and replacing the club with shortsword and changing the Weapon Focus feat accordingly.


Jasker Gant
Male half-orc monk 3
LE Medium humanoid (orc)
Init +6; Senses darkvision 60ft; Perception +7
Defense
AC 14, touch 13, flat-footed 12
(+2 Dex, +1 natural, +1 Wis)
hp 23 (3d8+6)
Fort +4, Ref +5, Will +4; +2 vs. enchantment
Defensive Abilities evasion, still mind
Offense
Speed 40ft
Melee unarmed strike +5(1d6+3) or
flurry of blows +4/+4(1d6+3)
Statistics
Str 17, Dex 15, Con 13, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +6; CMD 18
Feats Combat Reflexes, Dodge, Improved Initiative, Scorpion Style, Stunning Fist
Skills Climb +2, Intimidate +3
Languages Common, Orc
Gear [i]amulet of natural armor +1, silver and platinum necklace worth 500 gp, robes


But shouldnt they all be raised a level to make the CRs right

Im looking to convert everything also and to increase it so the PCs start at 2nd level so I will be giving some levels


Joey Virtue wrote:

But shouldnt they all be raised a level to make the CRs right

Im looking to convert everything also and to increase it so the PCs start at 2nd level so I will be giving some levels

Hmm...after rechecking CRs in the Core book, it looks like your right. NPCs with levels in a PC class are equal to a CR of one lower than their class level. =/ Might have to do some adjustments. Granted, I was planning on raising the levels of some of these characters anyway, to adjust the difficulty for a party of seven. The CR change hadn't occurred to me.


Yeah im converting all the NPCs using Herolabs thats how i saw the CR change

To make the Riddleport Thugs CR 1s they have the 3rd level warriors


Most of the encounters in 'A shadow in the sky' are pushovers, anyway. You might want to go for an extra +1 CR here and there, especially with boss/sub-boss monsters.


Dance of Ruin wrote:
Most of the encounters in 'A shadow in the sky' are pushovers, anyway. You might want to go for an extra +1 CR here and there, especially with boss/sub-boss monsters.

Yeah looking at them I dont really see a regular Adventure Path Challenging encounter Thats what I love is ussually there is one fight that is a knock out drag out battle


I think what I'll do is just continue to post a straight conversion as written, and keep noting where I'm planning on adjusting things for my campaign. Upping numbers and levels from a conversion is simple enough.


Kwava
Male elf ranger 4
N Medium humanoid
Init +3; Senses low-light vision; Perception +10
Defense
AC 16, touch 13, flat-footed 13
(+3 armor, +3 Dex)
hp 33 (4d10+8)
Fort +5, Ref +7, Will +2
Offense
Speed 30ft
Melee dagger +6(1d4+2/19-20)
Ranged +1 composite longbow +8/+8(1d8+3/x3) or
dagger +7(1d4+2/19-20)
Special Attacks favored enemy(human +2)
Spells Prepared(CL 1st)
1st--animal messenger
Str 15, Dex 16, Con 12, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +7; CMD 20
Feats Endurance, Point Blank Shot, Precise Shot, Rapid Shot
Skills Climb +9, Handle Animal +6, Knowledge(nature) +7, Perception +10, Stealth +10, Survival +8
Languages Common, Elven
SQ hunter's bond(hawk named Ganmeed), wild empathy +3
Combat Gear potions of cure moderate wounds(4), alchemist's fire(2); Other Gear +1 leather armor, +1 composite longbow(+2 Str) with 20 arrows and 8 silver arrows, dagger


Sounds good


Joey Virtue wrote:
Yeah looking at them I dont really see a regular Adventure Path Challenging encounter Thats what I love is ussually there is one fight that is a knock out drag out battle

For my party of three, the only difficult encounter was with the

Spoiler:
wererats, because they didn't have any silver weapons.

My advice would be to add +1 warrior level to all thugs and thieves, and to add 2-3 class levels to each important 'named' enemy. In a pinch, you might want to slap one of the Simple Templates on them, which works very well for all non-casters.


Wererat Rogues (3)
Male afflicted wererat human rogue 2 (augmented humanoid)
LE Medium humanoid (human shapechanger)
Init +3; Senses low-light vision, Perception +8
Defense
AC 19, touch 14, flat-footed 15
(+3 armor, +3 Dex, +1 dodge, +2 natural)
hp 20 (2d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion, DR 5/silver
Offense
Speed 30 ft
Melee mwk shortsword +5(1d6+1/19-20) and
bite -1(1d4+1 plus disease and curse of lycanthropy;DC15)
Ranged mwk shortbow +5(1d6/x3)
Special Attacks sneak attack +1d6
Statistics
Str 13, Dex 17, Con 16, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +2; CMD 16
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +3, Climb +6, Disable Device +8, Intimidate +3, Knowledge(local) +5, Perception +8, Stealth +8, Swim +6
Languages Common, Varisian
SQ alternate form, fast stealth, rat empathy, trapfinding
Combat Gear tanglefoot bag; Other Gear masterwork shortsword, masterwork shortbow with 20 arrows, masterwork studded leather, 20gp


Bojask
Male human ranger 3
NE Medium humanoid
Init +1; Senses Perception +7
Defense
AC 16, touch 11, flat-footed 15
(+5 armor, +1 Dex)
hp 30 (3d10+9)
Fort +5, Ref +4, Will +2
Offense
Speed 30ft
Melee mwk battleaxe +5(1d8+3/x3) and
mwk handaxe +5(1d6+3/x3)
Ranged throwing axe +4(1d6+3)
Special Attacks favored enemy(animals +2)
Statistics
Str 16, Dex 13, Con 15, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 17
Feats Double Slice, Endurance, Skill Focus(Handle Animal), Step Up, Two Weapon Fighting
Skills Handle Animal +10, Knowledge(nature) +5, Perception +7, Stealth +7, Survival +7, Swim +9
Languages Common, Orc
SQ favored terrain(plains), track, wild empathy +3
Combat Gear potions of cure light wounds(2); Other Gear +1 chain shirt, masterwork battleaxe, masterwork handaxe, throwing axes(3), 43gp


Depora Azrinae
Female drow fighter 6
CE Medium humanoid (elf)
Init +4; Senses darkvision 120ft, Perception +1
Defense
AC 22, touch 14, flat-footed 18
(+7 armor, +4 Dex, +1 shield)
hp 50(6d10+12)
Fort +8, Ref +6, Will +1(+2 vs spells & spell-like abilities, +2 vs fear)
Immunities sleep; SR 16
Weaknesses light blindness
Offense
Speed 30ft
Melee mwk hand crossbow bayonet +8(1d4+1/19-20 plus poison)
Ranged +1 hand crossbow +12/+7(1d4+3/19-20 plus poison)
Spell-like Abilities (CL 6th)
1/day--dancing lights, darkness, faerie fire
Statistics
Str 13, Dex 18, Con 12, Int 12, Wis 8, Cha 14
Base Atk +6; CMB +7; CMD 21
Feats Crossbow Mastery, Diehard, Endurance, Great Fortitude, Weapon Focus(hand crossbow), Weapon Specialization(hand crossbow)
Skills Craft(alchemy) +10, Knowledge(engineering) +10, Swim +9
Languages Common, Draconic, Elven, Undercommon
SQ armor training, bravery +2, weapon training
Combat Gear drow poison(5 vials); Other Gear +1 mithril chainmail, buckler,[i]+1 hand crossbow with 20 bolts, mwk shortsword, ring of feather falling, slippers of spider climbing


Beltias Kreun, the Splithog Pauper
Male human rogue 5
NE Medium humanoid
Init +6; Senses Perception +1
Defense
AC 17, touch 15, flat-footed 15
(+2 armor, +3 deflection, +2 Dex)
hp 41 (5d8+15)
Fort +3, Ref +8, Will +1
Defensive Abilities evasion, trapsense +1, uncanny dodge
Offense
Speed 30ft
Melee +1 dagger +6(1d4+1/19-20)
Ranged +1 dagger +6(1d4+1/19-20)
Special Attacks sneak attack +3d6
Statistics
Str 10, Dex 15, Con 14, Int 12, Wis 10, Cha 14
Base Atk +3; CMB +3; CMD 15
Feats Deceitful, Improved Initiative, Lightning Reflexes, Quick Draw, Weapon Finesse
Skills Acrobatics +10, Appraise +9, Bluff +12, Climb +8, Disguise +14, Knowledge(local) +8, Perception +8, Sense Motive +8, Sleight of Hand +10, Stealth +10
Languages Common, Varisian
SQ finesse rogue, stand-up, trapfinding
Combat Gear potion of shield of faith +3, thunderstones(4); Other Gear +1 dagger, leather armor, potion of spider climb, masterwork thieves' tools, 178 gp, key to area 14


Badeye Rumblefist
Male half-orc fighter 2
NE Medium humanoid (orc)
Init +5; Senses Perception -1
AC 14, touch 11, flat-footed 13
(+3 armor, +1 Dex)
hp 22(2d10+6)
Fort +5, Ref +1, Will -1 (+0 vs fear)
Offense
Speed 30ft
Melee mwk morningstar +7(1d8+3)
Statistics
Str 17, Dex 12, Con 14, Int 8, Wis 8, Cha 11
Base Atk +2; CMB +5, CMD 16
Feats Improved Initiative, Power Attack, Weapon Focus(morningstar)
Skills Intimidate +5
Language Common, Orc
Gear masterwork morningstar, studded leather, 8sp

Silver Crusade

Love the work you've done. In fact I'm using these stat blocks for my own Second Darkness campaign.

I noticed that you left out the Croat Thugs from the raid. Didn't think it was intentional, but I figured I'd point it out. Anyway I thought that I'd add them for you.

Croat Thugs CR 1 (2)
Half-orc fighter 2
NE Medium humanoid (orc)
Init +1; Senses darkvision 60ft.; Perception +1

Defense
AC 19, touch 11, flat-footed 18 (+6 armor, +1 Dex, +2 shield)
hp 22 (2d10+7)
Fort +5, Ref +1, Will +3 (+4 vs. fear)

Offense
Speed 20ft.
Melee longsword +6 (1d8+3/19-20)
Ranged shortbow +3 (1d6/x3)

Statistics
Str 17, Dex 12, Con 14, Int 8, Wis 13, Cha 6
Base Atk +2; CMB +5; CMD 16
Feats Iron Will, Toughness, Weapon Focus (longsword)
Skills Intimidate +2
Languages Common, Orc
SQ bravey +1
Gear chainmail, heavy steel shield, longsword, shortbow with 20 arrows, 20 gp

Added an extra level to give them corresponding CR as per the adventure and as you can see, I gave them Toughness as their second level fighter bonus feat.


Thanks. Nice job. I'd fallen a bit behind in my conversions and just made some quick alterations to Badeye right before that session. I'd already run the set piece as a way to make a stronger bond between Larur and my PCs before his disappearance. Badeye survived the encounter, so I had him come back with Croat's boys looking for payback.


Captain Josper Creesy
Male human expert 4/fighter 2
CG Medium humanoid
Init+7; Senses Perception -1
Defense
AC 17, touch 13, flat-footed 14
(+3 armor, +3 Dex, +1 shield)
hp 38 (4d8+2d10+6)
Fort +5, Ref +4, Will +3 (+4 vs fear)
Offense
Spd 30ft
Melee mwk sap +10 (1d6+1 nonlethal) or
rapier +8 (1d6+1/18-20)
Ranged light crossbow +9 (1d8/19-20)
Statistics
Str 12, Dex 16, Con 13, Int 10, Wis 8, Cha 14
Base Atk +5; CMB +6; CMD 19
Feats Improved Initiative, Skill Focus(Profession: sailor), Weapon Finesse, Weapon Focus(light crossbow), Weapon Focus(sap)
Skills Acrobatics +10, Appraise +8, Climb +12, Craft(woodworking)+8, Intimidate +11, Profession(sailor)+11, Swim +8
Languages Common, Varisian
SQ bravery +1
Combat Gear potion of cure moderate wounds(2), potion of water breathing; Other Gear +1 leather armor, buckler, masterwork sap, rapier, light crossbow with 10 bolts


Saboteurs
Human rogue 2
NE Medium humanoid
Init +6; Senses Perception +5
Defense
AC 15, touch 12, flat-footed 13
(+3 armor, +2 Dex)
hp 21 (2d8+6)
Fort +2, Ref +5, Will+0
Offense
Spd 30ft
Melee short sword +2(1d6+1/19-20)
Ranged light crossbow +4(1d8/19-20)
Special Attacks sneak attack +1d6
Statistics
Str 13, Dex 15, Con 14, Int 12, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 14
Feats Improved Initiative, Stealthy
Skills Bluff +5, Climb +6, Disable Device +7, Escape Artist +9, Intimidate +5, Knowledge(local) +6, Perception +5, Sleight of Hand +7, Stealth +9, Swim +6
Languages Common, Varisian
SQ evasion, fast stealth, trapfinding
Combat Gear alchemist's fire(2); Other Gear masterwork studded leather, short sword, light crossbow with 10 bolts

Silver Crusade

Shadowborn wrote:
Thanks. Nice job. I'd fallen a bit behind in my conversions and just made some quick alterations to Badeye right before that session. I'd already run the set piece as a way to make a stronger bond between Larur and my PCs before his disappearance. Badeye survived the encounter, so I had him come back with Croat's boys looking for payback.

No prob...

glad to be helpful in any way that I can.

I haven't run the set piece but I like what you've done. My group has already dealt with Smeed so running it like that right now isn't an option for me. I plan on using the "Keelhaul's Revenge" angle to get them into it.


I suppose I should get back to this. I'm almost a whole adventure behind in my posting...


Shadowborn wrote:

I suppose I should get back to this. I'm almost a whole adventure behind in my posting...

no offense but if you get to busy I completed the entire adventure path in my thread of converting it to pathfinder


What I meant was that I'm about a module ahead in conversions compared to what I've already posted. I just haven't gotten around to posting the stuff I've done in the thread yet.

Silver Crusade

Shadowborn wrote:
What I meant was that I'm about a module ahead in conversions compared to what I've already posted. I just haven't gotten around to posting the stuff I've done in the thread yet.

If any of us can be of help to you in regard to posting, just say the word.

For example...

Spoiler:
Akata CR 1
Advanced Akata
N Medium aberration
Init +6; Senses darkvision 120 ft., scent; Perception +3

DEFENSE
AC 17, touch 12, flat-footed 15 (+2 Dex, +5 natural)
hp 11 (2d8+2)
Fort +3, Ref +4, Will +6
Defensive Abilities deaf, no breath; Immune cold, disease, fire, poison, suffocation; SR 15
Weakness saltwater vulnerability

OFFENSE
Spd 40 ft.; climb 20 ft.
Melee bite +4 (1d6+3 plus void death) and 2 tendrils –1 (1d3+2)

TACTICS
During Combat Akatas work together, following the cues of the largest member of their pack and driving foes toward either treacherous footing or strong pack members. Those acting on their own attempt to set up ambushes for their opponents, preferring to pounce from above. Akatas work together to surround their foes and flank enemies whenever possible.
Morale An akata fights to the death as long as at least one other akata within sight is also fighting.

STATISTICS
Str 12, Dex 15, Con 12, Int 3, Wis 12, Cha 11
Base Atk +1; CMB +4; CMD 18
Feats Improved Initiative
Skills Acrobatics +7, Climb +11, Stealth +8; Racial Modifiers +8 Climb, +4 Stealth
SQ hibernation

ECOLOGY
Environment any
Organization solitary, pair, or pack (3–30)
Treasure none (but see text below)

SPECIAL ABILITIES
Deaf (Ex) Akatas cannot hear. They are immune to spells and effects that rely on the target’s hearing to function, but they automatically fail Perception checks based on sound.
Hibernation (Ex) Akatas can enter a state of hibernation for an effectively infinite number of years. Akatas do not take damage from starvation. Should an akata go for 3 or more days without eating, it seeks out a place to hibernate and then surrounds itself with a layer of fibers that quickly hardens into a cocoon made of skymetal known as noqual. An akata remains in a state of hibernation until it senses another living creature within 10 feet or after it is exposed to extreme heat.
An akata awakened from its noqual cocoon can claw its way out in 1d4 minutes.
No Breath (Ex) Akatas do not breathe, and as such are immune to inhaled toxins (but not odor-based effects).
Salt Water Vulnerability (Ex) Due to their bizarre physiology, salt water acts as an extremely strong acid to akatas. Even a splash of salt water deals 1d6 points of damage to an akata, and full
immersion in salt water deals 4d6 points of damage per round. An akata corpse submerged in salt water completely dissolves in 1 minute.
Void Bite (Ex) Akatas hold hundreds of microscopic larval young within their mouths, spreading these parasitic larvae to hosts through their bite. Once spread to a creature, the larvae leech off a humanoid host. Only humanoids make suitable hosts for akata young – all other creature types are immune to this parasitic infection. The infection itself is known as void death, and it can be cured in the same methods as normal diseases.
Creatures that are immune to disease are also immune to an akata’s void bite.

Void Death: bite – injury; save Fort DC 12;
Onset 1 day; Frequency 1/day
Effect 1d3 Dex damage and 1d3 Con damage. Should a creature perish while infected, it rises as a void zombie 2d4 hours later (see below).

Void Zombie CR 1
Variant human zombie (see page 81)
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0

DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 16 each (2d8+3)
Fort +0, Ref +0, Will +3
Defensive Abilities undead traits; DR 5/slashing
Weaknesses larval vulnerability

OFFENSE
Spd 30 ft.
Melee slam +4 (1d6+3) and tongue –1 (1d4+1 plus blood drain)
Special Attack blood drain

TACTICS
During Combat Void zombies focus on the nearest foe and keep after them until they’re dead or out of sight.
Morale Void zombies fight until destroyed.

STATISTICS
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4;CMD 14
Feats Toughness
SPECIAL ABILITIES
Blood Drain (Ex) If a void zombie hits a living creature with its tongue attack, it drains blood from the creature, inflicting 2 points of Strength damage before the tongue detaches.
Larval Vulnerability (Ex) Void zombies are vulnerable to critical hits and sneak attacks. A critical hit to a void zombie indicates damage to the larval akata within its body.

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