Changes to Second Darkness for Pathfinder (Spoilers)


Second Darkness

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Hello all. This is in the same line as my Changes to Rise of the Runelords for 6 players

I am Pathfinderizing everything and adding some of my own changes to make it more challenging.

Here are a few more of the premises I really didnt want to add in my own adventure and I have a player who keeps complaining about starting at First level so im setting this up to start at 2nd level and changing the challenge in the first two books to be about a level higher.

Im using Hero Labs to create all the NPC conversions and the monsters, so that will be the format of all the NPCs and monsters

Im not running it for a little while. Im going to show the encounters each in there own Post if people like this one as much as my Rise to the Rune Lords Thread I will make a Word Document of this stuff

I really enjoyed reading this AP and I think running it will be great too

If you have thoughts ideas or anything else please let me know I always love to bounce ideas


Thieves and Thugs pg 9

RIDDLEPORT THIEF CR 1
Male Human Rogue 2
NE Medium Humanoid (Human)
Init +7; Perception +4

DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 18 (2d8+4)
Fort +1, Ref +6, Will -1
Defensive Abilities Evasion

OFFENSE
Spd 30 ft.
Melee Shortsword +2 (1d6+2) and
Shortsword +2 (1d6+1) and
Ranged Shortbow +4 (1d6)
Special Attacks Sneak Attack +1d6

STATISTICS
Str 14, Dex 16, Con 12, Int 12, Wis 9, Cha 12
Base Atk +1; CMB +3; CMD 16
Feats Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +7, Bluff +6, Climb +6, Disable Device +7, Escape Artist +7, Fly +2, Intimidate +6, Perception +4, Ride +2, Sense Motive +4, Sleight of Hand +7, Stealth +7, Swim +1
Languages Common, Thieves Cant
SQ Trapfinding +1
Combat Gear Studded Leather, Shortsword, Shortsword, Shortbow, Arrows;

SPECIAL ABILITIES
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
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RIDDLEPORT THUG CR 1
Male Human Warrior 3
NE Medium Humanoid (Human)
Init +2; Perception +2

DEFENSE
AC 17, touch 12, flat-footed 15 (+3 armor, +2 shield, +2 Dex)
hp 32 (3d10+6)
Fort +5, Ref +3, Will +1

OFFENSE
Spd 30 ft.
Melee Dagger +6 (1d4+3) and
Dagger +6 (1d4+3) and
Longsword +7 (1d8+3)
Unarmed Strike +6 (1d6+3)
STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Improved Unarmed Strike, Stealthy, Weapon Focus: Longsword
Skills Acrobatics -1, Climb +4, Escape Artist +3, Fly -1, Intimidate +5, Perception +2, Ride +3, Stealth +4, Swim +4
Languages Common
Combat Gear Longsword, Dagger, Dagger, Shield, Heavy Wooden, Studded Leather;

SPECIAL ABILITIES
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
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So these are the Rag Tags Thugs and Thieves of Riddleport


The Gold Goblin Job pg 16-18

ANGVAR THESTLECRIT CR 3
Male Human (Chelaxian) Wizard 4
NE Medium Humanoid (Human)
Init +2; Perception +5

DEFENSE
AC 21, touch 21, flat-footed 19 (+2 Dex, +1 deflection +4 Armor, +4 Shield)
hp 30 (4d6+12)
Fort +3, Ref +3, Will +5

OFFENSE
Spd 30 ft.
Melee Quarterstaff +2 (1d6)
Ranged Crossbow, Heavy +4 (1d10)
Wizard Spells Known (CL 4, +2 melee touch, +4 ranged touch):
2 (DC 15, 3/day)Acid Arrow, Mirror Image, Summon Monster II, Web
1 (DC 14, 4/day)Hold Portal, Magic Missile, Magic Missile, Summon Monster I, Summon Monster I
0 (DC 13)Detect Magic, Mage Hand, Open/Close, Read Magic

STATISTICS
Str 10, Dex 14, Con 14, Int 17, Wis 12, Cha 8
Base Atk +2; CMB +2; CMD 23
Feats Augment Summoning, Combat Casting, Scribe Scroll, Spell Focus: Conjuration, Wizard Weapon Proficiencies
Skills Acrobatics +5, Appraise +8, Knowledge: Arcana +10, Knowledge: Local +10, Perception +5, Spellcraft +10, Stealth +5
Languages Chelaxian, Common, Draconic, Thassilonian, Varisian
SQ Acid Dart (6/day) (Su), Conjuration, Enchantment, Necromancy, Summoner's Charm (+2r) (Su)
Combat Gear Crossbow, Heavy, Bolts, Crossbow, Quarterstaff; Other Gear Potion of Cure Light Wounds, Potion of Cure Moderate Wounds, Ring of Protection, +1, Scroll: Mage Armor, Scroll: Pyrotechnics, Scroll: Shield, Scroll: Shrink Item

SPELLS IN EFFECT
Shield CL 4th level
Mage Armor CL 4th level

SPECIAL ABILITIES
Acid Dart (6/day) (Su) 30' Ranged touch attack deals 1d6+2 Acid damage.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+2r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
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THUVALIA BARABBIO CR 2
Male Human (Varisian) Bard 3
CN Medium Humanoid (Human)
Init +6; Perception +5

DEFENSE
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 26 (3d8+6)
Fort +2, Ref +5, Will +2

OFFENSE
Spd 30 ft.
Melee Longsword +2 (1d8)
Ranged Crossbow, Heavy +4 (1d10)
Bard Spells Known (CL 3, +2 melee touch, +4 ranged touch):
1 (DC 14, 4/day)Confusion, Lesser, Cure Light Wounds, Hideous Laughter, Sleep
0 (DC 13)Daze, Detect Magic, Mage Hand, Prestidigitation, Read Magic, Summon Instrument

STATISTICS
Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 16
Base Atk +2; CMB +2; CMD 15
Feats Bard Weapon Proficiencies, Dodge, Extra Performance, Improved Initiative
Skills Acrobatics +7, Bluff +9, Climb -1, Diplomacy +8, Disguise +8, Escape Artist +6, Fly +1, Knowledge: History +7, Knowledge: Local +7, Perception +5, Perform: Oratory +9, Perform: Sing +9, Ride +1, Sense Motive +9, Sleight of Hand +5, Spellcraft +7, Stealth +5, Swim -1, Use Magic Device +9
Languages Common, Draconic, Elven, Varisian
SQ Bardic Knowledge +1 (Ex), Bardic Performance (standard action) (17 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 14) (Su), Bardic Performance: Inspire Competence +2 (Su), Bardic Performance: Inspire Courage +1 (Su), Versatile Singing +9 (Ex), Well Versed (Ex)
Combat Gear Longsword, Crossbow, Heavy, Masterwork Chain Shirt, Bolts, Crossbow; Other Gear Potion of Cure Light Wounds

SPECIAL ABILITIES
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Bardic Performance (standard action) (17 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Versatile Singing +9 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
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Remember these guys plus all the thugs get an additional plus one to hit and damage from the Bard (not added in)


The Real Saul Vancaskerkin pg 20-21

SAUL VANCASKERKIN CR 5
Male Human (Varisian) Rogue 6
CE Medium Humanoid (Human)
Init +3; Perception +5

DEFENSE
AC 22, touch 18, flat-footed 19 (+4 armor, +3 Dex, +2 Nat, +3 Shield)
hp 55 (6d8+17)
Fort +4, Ref +8, Will +3
Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge

OFFENSE
Spd 30 ft.
Melee +1 Rapier +6 (1d6+1) and
Masterwork Dagger, Punching +6 (1d4)
Special Attacks Sneak Attack +3d6

STATISTICS
Str 10, Dex 16, Con 14, Int 13, Wis 9, Cha 14
Base Atk +4; CMB +4; CMD 22
Feats Deceitful, Iron Will, Rogue Weapon Proficiencies, Skill Focus: Bluff, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +7, Appraise +10, Bluff +16, Diplomacy +11, Disable Device +10, Disguise +8, Intimidate +8, Knowledge: Local +10, Linguistics +8, Perception +5, Profession: Gambler +8, Sense Motive +8, Sleight of Hand +10, Stealth +10, Swim +4
Languages Chelaxian, Common, Dwarven, Elven, Halfling, Shoanti, Varisian
SQ Quick Disable (Ex), Resiliency (1/day) (Ex), Trapfinding +3
Combat Gear +1 Rapier, Masterwork Dagger, Punching, +1 Studded Leather; Other Gear Potion of Barkskin +2, Potion of Cure Moderate Wounds, Potion of Shield of Faith +3

SPELLS IN EFFECT
Barkskin CL 5th
Shield of Faith CL 6th

SPECIAL ABILITIES
--------------------
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Quick Disable (Ex) You can use the disable device ability to disable traps in half the normal time (minimum 1 round).
Resiliency (1/day) (Ex) 1/day at 0 HP, gain 6 temporary HP.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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So This is what Saul will be when they come back to fight him after he betrays them with his potions pumped up I just made his funny key hand work like a punching dagger


A New Friend pg 26-27

SAMARITHA BELDUSK CR 3
Female Half-Elf Wizard 4
CG Medium Humanoid
Init +2; Senses Low-Light Vision; Perception +7

DEFENSE
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 deflection)
hp 26 (4d6+8)
Fort +3, Ref +4, Will +5
Immune sleep

OFFENSE
Spd 30 ft.
Melee Masterwork Silver Dagger +2 (1d4-2) and

Wizard Spells Known (CL 4, +1 melee touch, +4 ranged touch):
2 (DC 16, 3/day)Cat's Grace, Levitate, Pyrotechnics, Scorching Ray
1 (DC 15, 4/day)Mage Armor, Magic Missile, Magic Missile, Reduce Person, Shield
0 (DC 14)Detect Magic, Mage Hand, Message, Read Magic

STATISTICS
Str 8, Dex 13/14, Con 12, Int 18, Wis 10, Cha 14
Base Atk +2; CMB +1; CMD 14
Feats Scribe Scroll, Skill Focus: Linguistics (Adaptability), Spell Focus: Transmutation, Varisian Tattoo: Transmutation, Wizard Weapon Proficiencies
Skills Appraise +8, Diplomacy +6, Knowledge: Arcana +11, Knowledge: History +9, Knowledge: Local +9, Linguistics +12, Perception +7, Sense Motive +2, Spellcraft +11, Survival +4, Swim +0
Languages Common, Draconic, Dwarven, Elven, Halfling, Sylvan, Varisian
SQ +3 to sight-based Perception checks in shadows, Deliver Touch Spells Through Familiar (Su), Elf Blood, Elven Immunities, Empathic Link with Familiar (Su), Illusion, Necromancy, Physical Enhancement +1: Dexterity (Su), Share Spells with Familiar, Telekinetic Fist (7/day) (Sp), Transmutation
Combat Gear Masterwork Silver Dagger; Other Gear Cloak of Resistance, +1, Ring of Protection, +1, Wand of Magic Missile

SPECIAL ABILITIES
+3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elf Blood You are counted as both elves and humans for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1: Dexterity (Su) +1 bonus to physical ability, +1 per 5 levels (change per day).
Share Spells with Familiar Spells cast on you can also affect your familiar, if it's within 5 feet.
Spell Focus: Transmutation Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (7/day) (Sp) 30' ranged touch attack, 1d4+2
Transmutation Transmuters use magic to change the world around them.
Varisian Tattoo: Transmutation +1 caster level for spells from one school, 0-level spell like ability.
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The Flat on Rat Street pg27-29

LYMAS SMEED CR 4
Male Dwarf Expert 4 Rogue 2
NE Medium Humanoid (Dwarf)
Init +1; Senses Darkvision (60 feet); Perception +8

DEFENSE
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 50 (6d8+12)
Fort +3, Ref +5, Will +6
Defensive Abilities Defensive Training, Evasion

OFFENSE
Spd 20 ft.
Melee Masterwork Waraxe, Dwarven +8 (1d10+4)
Ranged Masterwork Crossbow, Heavy +2 (1d10)
Special Attacks Sneak Attack +1d6

STATISTICS
Str 16, Dex 12, Con 14, Int 12, Wis 14, Cha 8
Base Atk +4; CMB +7; CMD 18
Feats Alertness, Exotic Weapon Proficiency: Waraxe, Dwarven, Persuasive, Rogue Weapon Proficiencies
Skills Acrobatics +6, Appraise +10, Bluff +8, Craft: Locks +6, Craft: Traps +6, Diplomacy +10, Disable Device +6, Escape Artist +5, Handle Animal +5, Intimidate +10, Knowledge: Local +5, Perception +8, Prof: Banker +6, Sense Motive +10, Sleight of Hand +8, Stealth +8
Languages Common, Dwarven, Goblin
SQ Class Skill Selection: Craft: Traps, Greed, Hardy, Hatred, Slow and Steady, Stability, Stonecunning, Trap Spotter (Ex), Trapfinding +1
Combat Gear Masterwork Waraxe, Dwarven, +1 Studded Leather, Masterwork Crossbow, Heavy, Bolts, Crossbow; Other Gear Potion of Bull's Strength, Potion of Shield of Faith +2

SPECIAL ABILITIES
Class Skill Selection: Craft: Traps The Expert must select 10 skills to be designated as class skills.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 dodge bonus to AC against monsters of the Giant type.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 racial bonus to Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Slow and Steady Your base speed is never modified by encumbrance.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 bonus to Search vs unusual stonework. Free check within 10 feet.
Trap Spotter (Ex) Whenever you come within 10' of a trap, the GM secretly rolls for you to find it.
Trapfinding +1 +1 to find or disable traps.
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OTSK CR 2
Male Ape, Gorilla
Large Animal
Init +3; Senses Low-Light Vision, Scent; Perception +8

DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, -1 size, +3 natural)
hp 24 (3d8+6)
Fort +7, Ref +6, Will +2

OFFENSE
Spd 30 ft., Climbing (30 feet)
Melee Slam x2 (Ape, Gorilla) +4(1d6+3)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 16, Dex 16, Con 14, Int 2, Wis 12, Cha 7
Base Atk +1; CMB +6; CMD 19
Feats Great Fortitude, Skill Focus: Perception
Skills Acrobatics +7, Climb +15, Fly +1, Perception +8, Stealth -1
Languages

SPECIAL ABILITIES
Climbing (30 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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I made some solid changes to Lymas I made him a dwarf and alot more challegeing and Otsk is no longer a Baboon as you can see
Im going to have the Pauper from the Set piece be the one that really killed Larur Feldin and set us Lymas for Saul then Saul will try to eliminate the Pauper by sending his new goons after him for "Stealing Chips" that he payed him with


Attack on the Foamrunner pg 29-30

BADDIKAR FAJE CR 4
Male Human Fighter 5
NE Medium Humanoid (Human)
Init +1; Perception +4

DEFENSE
AC 22, touch 11, flat-footed 21 (+8 armor, +3 shield, +1 Dex)
hp 52 (5d10+10)
Fort +7, Ref +3, Will +4

OFFENSE
Spd 20 ft.
Melee Masterwork Longsword +10 (1d8+11) and

STATISTICS
Str 18, Dex 13, Con 14, Int 8, Wis 10, Cha 12
Base Atk +5; CMB +9; CMD 20
Feats Cleave, Iron Will, Power Attack +4/-2, Shield Focus, Step Up, Weapon Focus: Longsword, Weapon Specialization: Longsword
Skills Acrobatics -4, Escape Artist -4, Fly -4, Intimidate +9, Perception +4, Stealth -4, Survival +4, Swim +3
Languages Common
SQ Armor Training 1 (Ex), Bravery +1 (Ex), Weapon Training: Blades, Heavy +1 (Ex)
Combat Gear Masterwork Longsword, Masterwork Shield, Heavy Steel, +1 Banded Mail; Other Gear Cloak of Resistance, +1, Potion of Cure Moderate Wounds

SPECIAL ABILITIES
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Cleave If you hit a target, you get an extra attack.
Power Attack +4/-2 You can subtract from your attack roll to add to your damage.
Shield Focus You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Step Up You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate
Weapon Training: Blades, Heavy +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
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The Raid pg 30-33

JASKER GANT CR 4
Male Half-Orc Monk 5
LE Medium Humanoid
Init +3; Senses Darkvision (60 feet); Perception +10

DEFENSE
AC 18, touch 17, flat-footed 14 (+3 Dex, +1 natural, +1 dodge)
hp 37 (5d8+5)
Fort +5, Ref +7, Will +6
Defensive Abilities Evasion

OFFENSE
Spd 40 ft.
Melee Unarmed Strike +5 (1d8+5)
Special Attacks Flurry of Blows +3/+3, Ki Strike, Magic

STATISTICS
Str 16, Dex 16, Con 12, Int 8, Wis 14, Cha 7
Base Atk +3; CMB +8; CMD 23
Feats Combat Reflexes (3 AoO/round), Deflect Arrows, Dodge, Extra Ki, Improved Unarmed Strike, Monk Weapon Proficiencies, Power Attack +2/-1, Stunning Fist (5/day) (DC 15)
Skills Acrobatics +10, Climb +8, Escape Artist +8, Intimidate +4, Perception +10, Sense Motive +6, Stealth +10, Swim +7
Languages Common, Orc
SQ AC Bonus +3, Fast Movement (+10'), High Jump (+5) (Ex), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Orc Ferocity, Purity of Body (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun) (Ex), Unarmed Strike (1d8)
Other Gear Amulet of Natural Armor +1, Potion of Cure Moderate Wounds

SPECIAL ABILITIES
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows Deflect an incoming arrow once per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) Make Flurry of Blows attack as a full action.
High Jump (+5) (Ex) +5 to Acrobatics checks made to jump.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki p
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Orc Ferocity 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack +2/-1 You can subtract from your attack roll to add to your damage.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (5/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
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CROAT THUGS CR 2
Male Half-Orc Fighter 3
NE Medium Humanoid
Init +1; Senses Darkvision (60 feet); Perception +2

DEFENSE
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
hp 32 (3d10+6)
Fort +5, Ref +2, Will +4

OFFENSE
Spd 30 ft.
Melee Falchion +6 (2d4+9) and
Ranged Longbow, Comp. (Str +2) +4 (1d8+2)

STATISTICS
Str 18, Dex 13, Con 14, Int 8, Wis 13, Cha 7
Base Atk +3; CMB +7; CMD 18
Feats Iron Will, Power Attack +2/-1, Shield Focus, Weapon Focus: Falchion
Skills Acrobatics -4, Climb -1, Escape Artist -4, Fly -4, Intimidate +6, Perception +2, Ride -4, Stealth -4
Languages Common, Orc
SQ Armor Training 1 (Ex), Bravery +1 (Ex), Orc Ferocity
Combat Gear Chainmail, Buckler, Falchion, Longbow, Comp. (Str +2), Arrows;

SPECIAL ABILITIES
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Power Attack +2/-1 You can subtract from your attack roll to add to your damage.
Shield Focus You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
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These are the other in the raid besides The Thugs and Thieves


Boneyard Ambush Pg 34-37

WERERAT THUGS CR 3
Male Human Rogue 3
NE Medium Humanoid (Human, Shapechanger)
Init +3; Senses Low-Light Vision, Scent; Perception +8

DEFENSE
AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +2 natural, +1 dodge)
hp 32 (3d8+12)
Fort +4, Ref +6, Will +3
Defensive Abilities Evasion, Trap Sense +1; DR 5/silver

OFFENSE
Spd 30 ft.
Melee Bite (Wererat, Dire Template, Afflicted) +0 (1d4+1) and
Masterwork Shortsword +5 (1d6+3) and
Masterwork Shortsword +5 (1d6+3)
Ranged Shortbow +5 (1d6)
Special Attacks Filth Fever (Disease) (DC 14), Sneak Attack +2d6

STATISTICS
Str 14/16, Dex 16/17, Con 14/16, Int 10, Wis 12/15, Cha 8
Base Atk +2; CMB +5; CMD 19
Feats Dodge, Double Slice, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Focus: Shortsword
Skills Acrobatics +8, Climb +8, Disable Device +7, Escape Artist +8, Fly +2, Intimidate +5, Perception +8, Ride +2, Sense Motive +6, Sleight of Hand +8, Stealth +8, Swim +8
Languages Common
SQ Change Forms (Su), Lycanthropic Empathy +6 (Ex), Trapfinding +1
Combat Gear Studded Leather, Masterwork Shortsword, Masterwork Shortsword, Shortbow, Arrows;

SPECIAL ABILITIES
Change Forms (Su) Change into Hybrid or Animal forms.
Damage Reduction (5/silver) You have Damage Reduction against all except Silver attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Filth Fever (Disease) (DC 14) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +6 (Ex) Improve the atttitude of your type of animal, as if using Diplomacy.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.
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COCKROACH SWARM CR 2
Male Flesh-Eating Cockroach Swarm
TN Diminutive Vermin (Swarm)
Init +2; Senses Darkvision (60 feet); Perception +0

DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
hp 32 (4d8+8)
Fort +6, Ref +3, Will +1
Immune Swarm Traits
Weakness Light Sensitivity

OFFENSE
Spd 20 ft., Climbing (20 feet), Flying (30 feet, Poor)
Melee Unarmed Strike -2 (--5)
Space 1 ft.; Reach 0 ft.
Special Attacks Distraction (DC 14), Swarm Attack (1d6)

STATISTICS
Str 1, Dex 15, Con 14, Int -, Wis 10, Cha 2
Base Atk +7; CMB +1; CMD 6
Feats
Skills Climb +3, Fly +4, Stealth +14
Languages

SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Distraction (DC 14) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifie
Flying (30 feet, Poor) You can fly!
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Swarm Attack (1d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures
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KWAVA CR 4
Male Elf Ranger 5
TN Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +10

DEFENSE
AC 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +4 Dex)
hp 50 (5d10+8)
Fort +5, Ref +8, Will +2
Immune sleep

OFFENSE
Spd 30 ft.
Melee Masterwork Longsword +8 (1d8+2)
Ranged +1 Longbow, Composite (Str +2) +8 (1d8+7)
Ranger Spells Known (CL 5, +7 melee touch, +7 ranged touch):
1 (DC 12, 2/day)Animal Messenger, Longstrider

STATISTICS
Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +7; CMD 21
Feats Deadly Aim +4/-2, Elven Weapon Proficiencies, Endurance, Point Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +6, Climb +6, Handle Animal +7, Heal +5, Intimidate +3, Knowledge: Nature +7, Perception +10, Ride +8, Spellcraft +5, Stealth +12, Survival +9, Swim +6
Languages Common, Elven
SQ Animal Companion Link (Ex), Archery Combat Style (Ex), Elven Immunities, Elven Magic, Enemies: Aberrations (+2 bonus) (Ex), Enemies: Humanoids (Human) (+4 bonus) (Ex), Share Spells with Companion (Ex), Terrains: Jungle (+2 bonus) (Ex), Track +2, Wild Empathy +4 (Ex)
Combat Gear +1 Longbow, Composite (Str +2), +1 Studded Leather, Masterwork Buckler, Arrows, Masterwork Longsword, Masterwork Silver Arrows; Other Gear Potion of Cure Moderate Wounds

SPECIAL ABILITIES
Animal Companion Link (Ex) You have a link with your Animal Companion.
Archery Combat Style (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Deadly Aim +4/-2 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Aberrations (+2 bonus) (Ex) +2 to rolls vs Aberrations.
Enemies: Humanoids (Human) (+4 bonus) (Ex) +4 to rolls vs Humanoids (Human).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Terrains: Jungle (+2 bonus) (Ex) +2 to rolls vs Jungle.
Track +2 +2 to survival checks to track.
Wild Empathy +4 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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To add to the challenge for the increase in level I would add a forth wererat but that me and im a mean DM


Back to the Gold Goblin Pg 38-40

I already presented Saul

BOJASK CR 3
Male Human Ranger 4
NE Medium Humanoid (Human)
Init +2; Perception +7

DEFENSE
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 45 (4d10+11)
Fort +6, Ref +6, Will +2

OFFENSE
Spd 30 ft.
Melee Axe, Throwing +9 (1d6+5) and
Masterwork Battleaxe +8 (1d8+5) and
Masterwork Handaxe +8 (1d6+5) and
Ranger Spells Known (CL 4, +9 melee touch, +6 ranged touch):
1 (DC 12, 1/day)Charm Animal

STATISTICS
Str 16/20, Dex 15, Con 14, Int 8, Wis 12, Cha 10
Base Atk +4; CMB +9; CMD 21
Feats Double Slice, Endurance, Skill Focus: Handle Animal, Two-weapon Defense, Two-weapon Fighting
Skills Acrobatics +1, Climb +8, Escape Artist +1, Fly +1, Handle Animal +10, Heal +5, Intimidate +5, Knowledge: Nature +5, Perception +7, Ride +5, Spellcraft +3, Stealth +8, Survival +8, Swim +8
Languages Common
SQ Enemies: Animals (+2 bonus) (Ex), Hunting Companions (1 rounds) (Ex), Terrains: Urban (+2 bonus) (Ex), Track +2, Two-Weapon Combat Style (Ex), Wild Empathy +4 (Ex)
Combat Gear Masterwork Battleaxe, Masterwork Handaxe, Axe, Throwing, +1 Chain Shirt; Other Gear Potion of Bull's Strength, Potion of Cure Moderate Wounds

IN EFFECT
Bull Strength CL 3rd

SPECIAL ABILITIES
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Animals (+2 bonus) (Ex) +2 to rolls vs Animals.
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies within 30' as move action.
Terrains: Urban (+2 bonus) (Ex) +2 to rolls vs Urban.
Track +2 +2 to survival checks to track.
Two-Weapon Combat Style (Ex) Allows the ranger to pick from a variety of two-weapon-related combat style bonus feats.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +4 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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I changed Pigsaw to a Dire Boar

PIGSAW CR 4
Male Boar, Dire
Large Animal
Init +4; Senses Low-Light Vision, Scent; Perception +13

DEFENSE
AC 15, touch 9, flat-footed 15 (-1 size, +6 natural)
hp 55 (5d8+20)
Fort +8, Ref +4, Will +3
Defensive Abilities Ferocity

OFFENSE
Spd 40 ft.
Melee Gore (Boar, Dire) +9 (2d6+10)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 24, Dex 10, Con 18, Int 2, Wis 14, Cha 8
Base Atk +2; CMB +11; CMD 21
Feats Improved Initiative, Skill Focus: Perception, Toughness +5
Skills Fly -2, Perception +13, Stealth -4
Languages

SPECIAL ABILITIES
Ferocity (Ex) You can stay active while dying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Tidal Pool pg 42

I converted the Swamp Baracuda over to Pathfinder I would add an Additional one for the level increase

SWAMP BARRACUDA CR 2
Male Swamp Barracuda
Medium Animal (Aquatic)
Init +6; Senses Low-Light Vision; Perception +7

DEFENSE
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 28 (4d8+4)
Fort +5, Ref +6, Will +2

OFFENSE
Spd 10 ft., Swimming (60 feet)
Melee Bite (Swamp Barracuda) +6 (1d6+4)

STATISTICS
Str 16, Dex 14, Con 12, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +6; CMD 18
Feats Alertness, Improved Initiative
Skills Perception +7, Sense Motive +3, Stealth +6, Swim +16
Languages
SQ +8 Stealth in water, Amphibious (Ex), Keen Scent (Ex)

SPECIAL ABILITIES
+8 Stealth in water +8 Stealth in water
Amphibious (Ex) You can survive indefinitely on land.
Keen Scent (Ex) Notice creatures by scent in a 180-foot radius; detect blood at <= 1 mile.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Swimming (60 feet) You have a Swim speed.
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Still Pool Pg 42

WIGHT CR 4
Male Wight
Medium Undead
Init +2; Senses Darkvision (60 feet); Perception +12

DEFENSE
AC 17, touch 13, flat-footed 14 (+2 Dex, +4 natural, +1 dodge)
hp 45 (4d8+15)
Fort +4, Ref +3, Will +5
Immune ability drain, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits

OFFENSE
Spd 30 ft.
Melee Slam (Wight) +5 (1d4+3)
Special Attacks Energy Drain (DC 15)

STATISTICS-
Str 14, Dex 14, Con -, Int 11, Wis 13, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats Blind-Fight, Dodge, Skill Focus: Perception
Skills Climb +6, Intimidate +11, Knowledge: Religion +7, Perception +12, Stealth +18
Languages Common
SQ Create Spawn (Su), Resurrection Vulnerability (Su)

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Create Spawn (Su) Any humanoid creature that is slain by a wight becomes a wight itself in only 1d4 rounds. Spawn so created are less powerful than typical wights, and suffer a -2 penalty on all d20 rolls and checks, as well as -2 hp per HD. Spawn are under the comman
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Drain (DC 15) (Ex) Energy Drain (1 level)
Immune to Ability Drain Immune to ability drain
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a wight destroys it (Will negates). Using the spell in this way does not require a material component.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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Sentinel Cavern pg 42

I converted the Darklands Sentinel over to Pathfinder

DARKLANDS SENTINEL CR 2
Male Darklands Sentinel
Small Magical Beast (Earth)
Init +1; Senses Darkvision (60 feet), Low-Light Vision; Perception +6

DEFENSE
AC 16, touch 12, flat-footed 15 (+1 Dex, +1 size, +4 natural)
hp 27 (3d10+3)
Fort +4, Ref +4, Will +1

OFFENSE
Spd 10 ft., Climbing (10 feet)
Melee Bite (Darklands Sentinel) +5 (1d6+1)
Special Attacks Flare (DC 12), Shocking Arc (DC 12)

STATISTICS
Str 12, Dex 12, Con 12, Int 4, Wis 10, Cha 2
Base Atk +4; CMB +3; CMD 14
Feats Alertness, Skill Focus: Stealth
Skills Climb +13, Fly +3, Perception +6, Sense Motive +2, Stealth +12
Languages
SQ +2 Stealth Underground, No Breath (Ex)

SPECIAL ABILITIES
+2 Stealth Underground You get an additional +2 bonus to Stealth underground.
Climbing (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flare (DC 12) (Su) As a standard action once every 1d4 rounds, a Darklands sentinel can release a flare of dazzling light. This burst of light illuminates a 30-foot radius area for a split second. Any creature within this area must make a Fortitude save or be dazzled f
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
No Breath (Ex) While a Darklands sentinel does actually breathe, it uses little oxygen and is capable of storing an adequate supply in its body to last it for months at a time. As a result, a Darklands sentinel is immune to the effects of harmful vapors (such as cl
Shocking Arc (DC 12) (Su) As a standard action, a Darklands sentinel can launch an arc of electricity up to 30 feet long as a ranged touch attack. Any creature struck by this attack takes 1d6 points of electricity damage. A Darklands sentinel receives a +3 circumstance bonus
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Troglodyte Guardroom pg 43

TROGLODYTE CR 1
Male Troglodyte Fighter 1
Medium Humanoid (Reptilian)
Init +4; Senses Darkvision (90 feet); Perception +1
Aura Stench (30 feet, 10 rounds) (DC 13)

DEFENSE
AC 18, touch 10, flat-footed 18 (+2 armor, +6 natural)
hp 26 (1d10+2d8+6)
Fort +9, Ref +0, Will +1

OFFENSE
Spd 30 ft.
Melee Bite (Troglodyte) +3 (1d4+1) and
Claw x2 (Troglodyte) +4 x2 (1d4+1)

STATISTICS
Str 12, Dex 10, Con 14, Int 8, Wis 12, Cha 10
Base Atk +2; CMB +3; CMD 13
Feats Great Fortitude, Improved Initiative, Weapon Focus: Claw
Skills Climb +5, Intimidate +4, Stealth +6Modifiers +4 Stealth in rocky areas
Languages Draconic
Combat Gear Leather;

SPECIAL ABILITIES
+4 Stealth in rocky areas (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Darkvision (90 feet) You can see in the dark (black and white vision only).
Stench (30 feet, 10 rounds) (DC 13) A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (except those with the stench special ability) within 30 feet must succeed on a Fortitude save

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Midden Pg 43

I converted the Fungal Crawler over to Pathfinder I would add a second for the increase in level

FUNGAL CRAWLER CR 3
Male Fungal Crawler
Small Aberration
Init +4; Senses Darkvision (60 feet); Perception +8

DEFENSE
AC 16, touch 15, flat-footed 12 (+4 Dex, +1 size, +1 natural)
hp 32 (4d8+8)
Fort +5, Ref +5, Will +5
Immune Plant Traits

OFFENSE
Spd 20 ft., Climbing (20 feet), Leap
Melee Bite x2 (Fungal Crawler) +6 x2 (1d6+2) and
Claw (Fungal Crawler) +6 (1d4+2)

STATISTICS
Str 14, Dex 18, Con 14, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 18 (22 vs. Trip)
Feats Alertness, Great Fortitude
Skills Acrobatics +9, Climb +10, Fly +6, Perception +8, Sense Motive +3, Stealth +8
Languages
SQ Fungal Poison (DC 14) (Ex)

SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fungal Crawler Leap (Ex) As a move action, a fungal crawler can leap through unobstructed spaces in a straight line up to 40 feet. The squares it passes through must be empty of both barriers and other creatures, otherwise the fungal crawler’s leap ends in the space in front
Fungal Poison (DC 14) (Ex) Cure 1 save.
Plant Traits Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun.

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Troglodyte Den Pg 43-44

For this encounter using the same Trogs I used in the earlier encounter


A Piece of Home Pg 44

For this encounter I completly changed the monsters I was not "feeling" the Aquatic Gricks first they were not in the Bestiary and I really didnt like them that much so I put something much more deadly that Depora has been keeping as a guard she feeds him often and he hates the taste of the Trogs

HYDRA CR 5
Male Hydra
Huge Magical Beast
Init +2; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +11

DEFENSE
AC 16, touch 10, flat-footed 14 (+2 Dex, -2 size, +6 natural)
hp 72 (6d10+24); Fast Healing, Fast Healing 6
Fort +9, Ref +9, Will +5

OFFENSE
Spd 20 ft., Swimming (20 feet)
Melee Bite x6 (Hydra) +8 x6 (1d8+4) and
Space 15 ft.; Reach 10 ft.
Special Attacks Pounce

STATISTICS
Str 18, Dex 14, Con 18, Int 2, Wis 12, Cha 9
Base Atk +4/-1; CMB +12; CMD 24 (can't be Tripped)
Feats Combat Reflexes (2 AoO/round), Iron Will, Lightning Reflexes
Skills Acrobatics +6, Fly -2, Perception +11, Stealth -6, Swim +12
Languages
SQ Hydra Traits (Ex), Regenerate Head (Ex)

SPECIAL ABILITIES
Combat Reflexes (2 AoO/round) You may make up to 2 attacks of apportunity per round, and may make them while flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Healing (Ex) A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast healing applies only to damage inflicted on the hydra's body.
Fast Healing 6 (Ex) You heal damage every round if you have > 1 HP.
Hydra Traits (Ex) A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever a head, an opponent must
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Regenerate Head (Ex) When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire damage must be dealt to the stump
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.
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Excavation Pg 45-46

For the final Boss I made the Dretches a little more powerful so they would survive more then one or two rounds

DEPORA AZRINAE CR 6
Male Drow Fighter 7
CE Medium Humanoid (Elf)
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +6

DEFENSE
AC 22, touch 14, flat-footed 18 (+7 armor, +1 shield, +4 Dex)
hp 70 (7d10+12)
Fort +6, Ref +6, Will +3
Immune sleep; SR 13
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Masterwork Shortsword +9/+4 (1d6+1) and
Ranged +1 Crossbow, Hand +12/+7 (1d4+8)
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire

STATISTICS
Str 12, Dex 18, Con 12, Int 12, Wis 9, Cha 12
Base Atk +7/+2; CMB +8; CMD 22
Feats Crossbow Mastery, Deadly Aim +4/-2, Iron Will, Point Blank Shot, Rapid Reload: Crossbow, Hand, Rapid Shot, Weapon Focus: Crossbow, Hand, Weapon Specialization: Crossbow, Hand
Skills Acrobatics +7, Climb +5, Craft: Alchemy +10, Intimidate +10, Perception +6, Stealth +5, Survival +3
Languages Common, Elven, Undercommon
SQ Armor Training 2 (Ex), Bravery +2 (Ex), Elven Immunities, Elven Magic, Poison Use (Ex), Ring of Feather Falling, Weapon Training: Crossbows +1 (Ex)
Combat Gear +1 Crossbow, Hand, Acid Bolt, Crossbow, Drow Poison Bolt, Crossbow, Fire Bolt, Crossbow, Bolts, Crossbow, Masterwork Shortsword, +1 Mithral Chainmail, Mithral Buckler; Other Gear Ring of Feather Falling, Slippers of Spider Climbing

SPECIAL ABILITIES
Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Crossbow Mastery You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Deadly Aim +4/-2 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Rapid Reload: Crossbow, Hand You can reload fast with one type of Crossbow.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of Feather Falling This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Spell Resistance (13) You have Spell Resistance.
Weapon Training: Crossbows +1 (Ex) +1 Attack, Damage, CMB, CMD with Crossbows
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DRETCH CR 3
Male Demon, Advanced Dretch
Small Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +2; Senses Darkvision (60 feet); Perception +8

DEFENSE
AC 18, touch 13, flat-footed 16 (+2 Dex, +1 size, +5 natural)
hp 40 (3d10+12)
Fort +7, Ref +3, Will +6
DR 5/good or cold iron; Immune electricity, poison; Resist acid 10, cold 10, fire 10

OFFENSE
Spd 20 ft.
Melee Bite (Demon, Dretch) +6 (1d4+5) and
Claw x2 (Demon, Dretch) +6 x2 (1d4+5)
Spell-Like Abilities Cause Fear (1/day), Stinking Cloud (1/day), Summon (level 1, 1 dretch 35%)

STATISTICS
Str 16, Dex 14, Con 18, Int 10, Wis 16, Cha 14
Base Atk +4; CMB +5; CMD 17
Feats Power Attack +2/-1, Toughness +3
Skills Acrobatics +5, Bluff +8, Climb +5, Escape Artist +8, Fly +4, Perception +8, Sense Motive +8, Stealth +12
Languages Abyssal; Telepathy (100 feet)

SPECIAL ABILITIES
Damage Reduction (5/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Power Attack +2/-1 You can subtract from your attack roll to add to your damage.
Summon (level 1, 1 dretch 35%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
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WHERE’S BELTIAS Pg 66

BELTIAS KREUN, THE SPLITHOG PAUPER CR 5
Male Human (Varisian) Rogue 6
NE Medium Humanoid (Human)
Init +7; Perception +8

DEFENSE
AC 22, touch 16, flat-footed 16 (+3 armor, +3 Dex, +3 Nat +3 Def)
hp 55 (6d8+17)
Fort +6, Ref +8, Will +4
Defensive Abilities Evasion, Trap Sense +2, Uncanny Dodge

OFFENSE
Spd 30 ft.
Melee +1 Dagger +6 (1d4) and
+1 Dagger +6 (1d4) and
Special Attacks Bleeding Attack, Sneak Attack +3d6

STATISTICS
Str 8, Dex 17, Con 14, Int 12, Wis 10, Cha 14
Base Atk +4; CMB +3; CMD 22
Feats Great Fortitude, Improved Initiative, Iron Will, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +12, Appraise +8, Bluff +8, Climb +5, Diplomacy +8, Disable Device +8, Disguise +11, Escape Artist +11, Intimidate +8, Knowledge: Local +8, Perception +8, Sense Motive +8, Sleight of Hand +10, Stealth +12, Survival +4, Swim +3
Languages Common, Thieves Cant , Varisian
SQ Surprise Attacks (Ex), Trapfinding +3
Combat Gear Masterwork Studded Leather, +1 Dagger, +1 Dagger; Other Gear Potion of Barkskin +3, Potion of Cure Light Wounds, Potion of Shield of Faith +3, Potion of Spider Climb

SPELLS IN EFFECT
Shield of Faith
Barkskin

SPECIAL ABILITIES
Bleeding Attack (Ex) Sneak attack causes extra damage over time.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Surprise Attacks (Ex) Opponents are always flat-footed against you in the surprise round.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 +3 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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Since the Paupers were sort of a Guild I desided to create there own character instead of using a standard Riddleport Thief or Thug so this is what im going to use where ever it calls for one during the Set Piece

PAUPER’S HAND: CR 2
Male Human Rogue 3
NE Medium Humanoid (Human)
Init +7; Perception +5

DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +3 Dex, +1 dodge)
hp 28 (3d8+8)
Fort +3, Ref +6, Will +1
Defensive Abilities Evasion, Trap Sense +1

OFFENSE
Spd 30 ft.
Melee Dagger +3 (1d4+1) and
Shortsword +3 (1d6+2)
Ranged Shortbow +5 (1d6)
Special Attacks Sneak Attack +2d6

STATISTICS
Str 14, Dex 16, Con 14, Int 11, Wis 11, Cha 8
Base Atk +2; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +8, Bluff +4, Climb +7, Diplomacy +4, Disable Device +8, Escape Artist +8, Fly +2, Intimidate +4, Perception +5, Ride +2, Sense Motive +4, Sleight of Hand +8, Stealth +8, Swim +5
Languages Common
SQ Trapfinding +1
Combat Gear Studded Leather, Shortbow, Shortsword, Dagger; Other Gear Potion of Cure Light Wounds

SPECIAL ABILITIES
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.
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The Scorpion Duel pg 70

BADEYE RUMBLEFIST CR 3
Male Half-Orc Fighter 4
NE Medium Humanoid
Init +2; Senses Darkvision (60 feet); Perception -1

DEFENSE
AC 19, touch 12, flat-footed 17 (+6 armor, +1 shield, +2 Dex)
hp 42 (4d10+8)
Fort +6, Ref +3, Will +0

OFFENSE

Spd 30 ft.
Melee +1 Axe, Orc Double +8/+8 (1d8+7/1d8+7)

STATISTICS
Str 18, Dex 15, Con 14, Int 9, Wis 9, Cha 8
Base Atk +4; CMB +8; CMD 20
Feats Double Slice, Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Axe, Orc Double, Weapon Specialization: Axe, Orc Double
Skills Acrobatics -1, Climb +5, Escape Artist -1, Fly -1, Intimidate +7, Ride +3, Stealth +0, Survival +3, Swim +5
Languages Common, Orc
SQ Armor Training 1 (Ex), Bravery +1 (Ex), Orc Ferocity
Combat Gear +1 Axe, Orc Double, Masterwork Chainmail; Other Gear Potion of Cure Light Wounds

SPECIAL ABILITIES
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and begin dying.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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So these are the changes I made for Shadows in the Sky, there seems like a lot of extra stuff the PCs can do. I have seen a couple of really good timelines for how things unfold here at Paizo, I’m going to use them to create my own as we I get closer to running my game.

I’m trying to tie more things together from the beginning I’m hoping to have an elf in the party and I will make it another agent of the Winter Council and have Kwava be a contact of his. I’m going to work on making the elves a little more appealing to help out.

With Saul I’m going to put more clues to why he turns on them and tie in the Pauper. I think my players will snoop a little bit more into the finances of The Golden Goblin, I’m also thinking of having one of the crime lords approach one of the PCs to work as a “Spy” in the Goblin I think I’ll use Zincher but Zinch will turn on them in the 2nd book by sabotaging their boat.


Children Of the Void

I really like this book this is a great adventure.

Aliens, Pirates and Drow how can you go wrong


Sabotage! pg 13-15

SABOTEURS CR 2
Male Human Rogue 3
NE Medium Humanoid (Human)
Init +9; Perception +6

DEFENSE
AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge)
hp 29 (3d8+9)
Fort +3, Ref +8, Will +1
Defensive Abilities Evasion, Trap Sense +1

OFFENSE

Spd 30 ft.
Melee Rapier +7 (1d6+4) and
Ranged Crossbow, Light +5 (1d8)
Special Attacks Sneak Attack +2d6

STATISTICS
Str 14/18, Dex 16/20, Con 14, Int 12, Wis 10, Cha 8
Base Atk +2; CMB +6; CMD 22
Feats Dodge, Improved Initiative, Rogue Weapon Proficiencies, Stealthy, Weapon Finesse
Skills Acrobatics +11, Bluff +5, Climb +8, Disable Device +11, Escape Artist +12, Heal +4, Intimidate +3, Knowledge: Local +6, Perception +6, Ride +9, Sense Motive +4, Sleight of Hand +10, Stealth +13, Survival +4, Swim +10
Languages Common, Varisian
SQ Trapfinding +1
Combat Gear Crossbow, Light, Bolts, Crossbow, Rapier, Masterwork Studded Leather; Other Gear Alchemist's fire (flask), Potion of Bull's Strength, Potion of Cat's Grace, Potion of Cure Moderate Wounds

SPELLS IN EFFECT
Bull Strength
Cats Grace

SPECIAL ABILITIES
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 +1 to find or disable traps.
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CAPTAIN JOSPER CREESY CR 5
Male Human (Varisian) Expert 5 Fighter 2
CG Medium Humanoid (Human)
Init +7; Perception +8

DEFENSE
AC 19, touch 14, flat-footed 15 (+4 armor, +1 shield, +3 Dex, +1 dodge)
hp 60 (2d10+5d8+14)
Fort +6, Ref +4, Will +4

OFFENSE
Spd 30 ft.
Melee Masterwork Rapier +7 (1d6+1) and
Masterwork Sap +7 (1d6)
Ranged Crossbow, Light +6 (1d8)

STATISTICS
Str 12, Dex 16, Con 14, Int 10, Wis 10, Cha 14
Base Atk +5; CMB +6; CMD 20
Feats Dodge, Improved Initiative, Mobility, Nimble Moves, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +10, Appraise +4, Bluff +6, Climb +9, Diplomacy +6, Escape Artist +7, Handle Animal +6, Heal +4, Intimidate +8, Knowledge: Engineering +5, Knowledge: Geography +6, Perception +8, Profession: Sailor +10, Ride +7, Sense Motive +5, Sleight of Hand +7, Stealth +7, Survival +4, Swim +14
Languages Common, Varisian
SQ Bravery +1 (Ex), Class Skill Selection: Escape Artist
Combat Gear Masterwork Sap, Masterwork Rapier, +1 Studded Leather, Crossbow, Light, +1 Bolts, Crossbow; Other Gear Potion of Cure Moderate Wounds, Potion of Water Breathing, Ring of Swimming

SPECIAL ABILITIES
Bravery +1 (Ex) +1 Will save vs. Fear
Class Skill Selection: Escape Artist The Expert must select 10 skills to be designated as class skills.
Mobility +4 to AC against some attacks of opportunity.
Nimble Moves You can move across a single obstacle with ease.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain.Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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Once they are on the high seas I plan on using the Teeth of Araska set piece I really liked this one

Main Deck pg 65-66

ARASKA PIRATE CR 1
Male Human Fighter 2
CE Medium Humanoid (Human)
Init +2; Perception +0

DEFENSE
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 22 (2d10+4)
Fort +5, Ref +2, Will +0

OFFENSE
Spd 30 ft.
Melee Axe, Throwing +7 (1d6+5) and
Shortsword +6 (1d6+5) and
Shortsword +6 (1d6+5)
* The Pirate Bards Inspire is figured into the stats

STATISTICS
Str 16, Dex 15, Con 14, Int 9, Wis 10, Cha 9
Base Atk +4; CMB +5; CMD 17
Feats Double Slice, Two-weapon Defense, Two-weapon Fighting, Weapon Focus: Shortsword
Skills Acrobatics +1, Climb +7, Escape Artist +1, Fly +1, Intimidate +3, Profession: Sailor +4, Ride +1, Stealth +1, Swim +7
Languages Common
SQ Bravery +1 (Ex)
Combat Gear Studded Leather, Shortsword, Shortsword, Axe, Throwing; Other Gear Potion of Cure Light Wounds

SPECIAL ABILITIES
Bravery +1 (Ex) +1 Will save vs. Fear
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
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Ishana’s Quarters Pg 66-67

ISHANA CR 4
Male Human Cleric 5
CE Medium Humanoid (Human)
Init +5; Perception +3

DEFENSE
AC 19, touch 15, flat-footed 18 (+3 armor, +2 shield, +1 Dex, +1 natural +2 Def)
hp 45 (5d8+13)
Fort +6, Ref +2, Will +7
Defensive Abilities Copy Cat (Su)

OFFENSE

Spd 30 ft.
Melee +1 Whip +8 (1d3+3) or
Dagger +6 (1d4+2)
*The Pirate Bard Inspire figured into these stats

Spell-Like Abilities Bit of Luck, Copy Cat (Su)
Cleric Spells Known (CL 5, +5 melee touch, +6 ranged touch):
3 (DC 16, 2/day)Blindness/Deafness, Protection from Energy, Water Breathing
2 (DC 15, 3/day)Hold Person, Invisibility, Shatter, Spiritual Weapon
1 (DC 14, 4/day)Bane, Command, Cure Light Wounds, Shield of Faith (cast), True Strike
0 (DC 13)Create Water, Detect Magic, Purify Food and Drink, Read Magic

STATISTICS
Str 10, Dex 12, Con 14, Int 10, Wis 16, Cha 14
Base Atk +5; CMB +3; CMD 16
Feats Combat Casting, Improved Initiative, Weapon Finesse, Weapon Focus: Whip
Skills Bluff +7, Climb +4, Diplomacy +7, Disguise +7, Heal +8, Intimidate +3, Knowledge: Religion +5, Profession: Sailor +7, Spellcraft +5, Stealth +5, Swim +1
Languages Common
SQ Aura (Ex), Channel Negative Energy 3d6 (5/day) (DC 14) (Su), Cleric Domain: Luck, Cleric Domain: Trickery, Spontaneous Casting
Combat Gear +1 Whip, Masterwork Studded Leather, Darkwood Shield, Dagger, Dagger, Dagger, Dagger; Other Gear Amulet of Natural Armor +1, Wand of Cure Light Wounds

SPELLS IN EFFECT
Shield of Faith

SPECIAL ABILITIES
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bit of Luck (6/day) (Sp) Target takes the higher of 2d20 for a d20 roll.
Channel Negative Energy 3d6 (5/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Luck Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Cleric Domain: Trickery Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Copy Cat (Su) (6/day) (Sp) Create a single mirror image duplicate
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
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Captain’s Study pg 67-69

CAPTAIN ELRETH TREEG "GRUDGE" CR 6
Male Human Bard 5 Ranger 2
NE Medium Humanoid (Human)
Init +4; Perception +5

DEFENSE
AC 19, touch 15, flat-footed 15 (+4 armor, +4 Dex, +1 deflection)
hp 65 (2d10+5d8+17)
Fort +6, Ref +11, Will +4

OFFENSE
Spd 30 ft.
Melee +1 Cold Iron Rapier +9 (1d6+5) and
Masterwork Whip +9 (1d3+4)
* Bardic Performace in added in
Bard Spells Known (CL 5, +7 melee touch, +11 ranged touch):
2 (DC 15, 3/day)Cat's Grace, Glitterdust, Mirror Image
1 (DC 14, 5/day)Animate Rope, Charm Person, Comprehend Languages, Hideous Laughter
0 (DC 13)Detect Magic, Know Direction, Light, Mage Hand, Message, Read Magic
Ranger Spells Known (CL 2, +7 melee touch, +11 ranged touch):

STATISTICS
Str 10, Dex 14/18, Con 14, Int 12, Wis 10, Cha 16
Base Atk +7; CMB +5; CMD 20
Feats Arcane Strike, Bard Weapon Proficiencies, Exotic Weapon Proficiency: Whip, Two-weapon Fighting, Weapon Finesse, Weapon Focus: Rapier, Weapon Focus: Whip
Skills Acrobatics +12, Bluff +10, Climb +6, Diplomacy +11, Disguise +8, Escape Artist +9, Heal +4, Intimidate +10, Knowledge: Arcana +10, Knowledge: Geography +10, Knowledge: Nature +10, Perception +5, Perform: Oratory +11, Profession: Sailor +5, Sense Motive +11, Sleight of Hand +8, Spellcraft +9, Stealth +8, Survival +5, Swim +6, Use Magic Device +10
Languages Common, Elven
SQ Bardic Knowledge +2 (Ex), Bardic Performance (standard action) (15 rounds/day), Bardic Performance: Countersong (Su), Bardic Performance: Distraction (Su), Bardic Performance: Fascinate (DC 15) (Su), Bardic Performance: Inspire Competence +2 (Su), Bardic Performance: Inspire Courage +2 (Su), Enemies: Humanoids (Human) (+2 bonus) (Ex), Lore Master (1/day) (Ex), Track +1, Two-Weapon Combat Style (Ex), Versatile Oratory +11 (Ex), Well Versed (Ex), Wild Empathy +5 (Ex)
Combat Gear Masterwork Whip, +1 Cold Iron Rapier, +1 Studded Leather; Other Gear Ring of Protection, +1, Spyglass

SPELLS IN EFFECT
Cats Grace

SPECIAL ABILITIES
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Bardic Knowledge +2 (Ex) Add + 2 to all knowledge skill checks.
Bardic Performance (standard action) (15 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Track +1 +1 to survival checks to track.
Two-Weapon Combat Style (Ex) Allows the ranger to pick from a variety of two-weapon-related combat style bonus feats.
Versatile Oratory +11 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependant effects.
Wild Empathy +5 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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Selis’s Quarters Pg 69-70

SELIS CR 3
Male Elf Fighter 1 Sorcerer 3
CN Medium Humanoid (Elf)
Init +3; Senses Low-Light Vision; Perception +4

DEFENSE
AC 20, touch 17, flat-footed 17 (+3 armor, +3 Dex, +4 Shield)
hp 29 (1d10+3d6+7)
Fort +4, Ref +4, Will +3
Immune sleep; Resist cold 10

OFFENSE
Spd 30 ft.
Melee Longsword +4 (1d8+3)
Ranged Longbow +7 (1d8+3)
*Pirate Bards Bonus already added in
Special Attacks Elemental Ray
Sorcerer Spells Known (CL 3, +4 melee touch, +7 ranged touch):
1 (DC 14, 6/day)Burning Hands, Feather Fall, Magic Missile, Shield
0 (DC 13)Dancing Lights, Detect Magic, Light, Mage Hand, Message

STATISTICS
Str 10, Dex 16, Con 12, Int 10, Wis 10, Cha 16
Base Atk +4; CMB +2; CMD 19
Feats Arcane Armor Training, Arcane Strike, Combat Casting, Elven Weapon Proficiencies, Eschew Materials
Skills Climb +4, Fly +7, Intimidate +7, Perception +4, Spellcraft +4, Survival +4, Swim +4
Languages Common, Elven
SQ Elemental: Water, Elven Immunities, Elven Magic
Combat Gear Masterwork Studded Leather, Longbow, Longsword; Other Gear Scroll: Summon Swarm, Summon Swarm, Flaming Sphere, Flaming Sphere, Web, Wand of Magic Missile

SPELLS IN EFFECT
Shield

SPECIAL ABILITIES
Arcane Armor Training You have learned how to cast spells while wearing armor.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10%
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Elemental Ray (6/day) (Sp) Ranged touch attack deals 1d6+1 Cold damage.
Elemental: Water You may change any energy spell to use [Cold] energy.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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Main Hold Pg 71

LIRGEN DRAGON CR 3
Male Advanced Lizard, Monitor
Medium Animal
Init +5; Senses Low-Light Vision, Scent; Perception +10

DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 36 (3d8+18)
Fort +11, Ref +8, Will +4

OFFENSE
Spd 30 ft., Swimming (30 feet)
Melee Bite (Lizard, Monitor) +8 (1d8+9)
Special Attacks Grab

STATISTICS
Str 22, Dex 20, Con 22, Int 6, Wis 16, Cha 10
Base Atk +2; CMB +8 (+12 Grappling); CMD 23 (27 vs. Trip)
Feats Great Fortitude, Skill Focus: Perception
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Guarding [Trick]
Skills Climb +10, Perception +10, Stealth +13, Swim +14Modifiers +4 Stealth in undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Guarding [Trick], Poison (DC 17) (Su)

SPECIAL ABILITIES
+4 Stealth in undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Grab (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guarding [Trick] The animal has been trained for guard duty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 17) (Su) Bite-injury; save Fort DC 17; onset 1 minute; frequency 1/hour for 6 hours; effect 1d2 Dexterity damage; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (30 feet) You have a Swim speed.
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Western Lighthouse Pg 18-19

CENTIPEDE SWARM CR 5
Male Centipede Swarm
Diminutive Vermin (Swarm)
Init +5; Senses Darkvision (60 feet), Tremorsense (30 feet); Perception +4

DEFENSE
AC 19, touch 19, flat-footed 14. . (+5 Dex, +4 size)
hp 70 (9d8)
Fort +8, Ref +9, Will +4
Immune weapon damage, Swarm Traits

OFFENSE
Spd 30 ft., Climbing (30 feet)
Melee Unarmed Strike +14/+9 (--5)
Space 10 ft.; Reach 0 ft.
Special Attacks Distraction (DC 16), Swarm Attack (3d6)

STATISTICS
Str 1, Dex 20, Con 10, Int -, Wis 10, Cha 2
Base Atk +13/+8; CMB +10; CMD 15
Feats Weapon Finesse
Skills Climb +13, Fly +11, Perception +4, Stealth +17, Swim +5
Languages
SQ Poison: Bite-injury (DC 16) (Ex)

SPECIAL ABILITIES
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Distraction (DC 16) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifie
Immune to Weapon Damage You are immune to weapon damage.
Poison: Bite-injury (DC 16) (Ex) Poison deals 1d4 DEX damage, 1/round for 6rounds, cure 1 save.
Swarm Attack (3d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits A swarm has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures
Tremorsense (30 feet) Sense things and creatures without seeing them.
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Eastern Lighthouse Pg 20

YARIS NERAKEN CR 6
Male Wraith
Medium Undead (Incorporeal)
Init +7; Senses Darkvision (60 feet), Lifesense (60'); Perception +12
Aura Unnatural Aura

DEFENSE
AC 19, touch 19, flat-footed 16. . (+3 Dex, +6 deflection)
hp 85 (7d8+42)
Fort +8, Ref +7, Will +7
Defensive Abilities Channel Resistance +2, Incorporeal; Immune ability drain, death effects, energy drain, exhaustion, fatigue, physical ability damage, critical hits, disease, mind-affecting, non-lethal damage, paralysis, poison, precision damage, sleep, stunning, Undead Traits

OFFENSE
Spd 0 ft., Flying (60 feet, Good)
Melee Touch Attach +8 (1d6 Con Drain)

STATISTICS
Str -, Dex 16, Con -, Int 14, Wis 14, Cha 22
Base Atk +5; CMB +8; CMD 27
Feats Blind-Fight, Combat Reflexes (3 AoO/round), Improved Initiative, Lightning Reflexes
Skills Diplomacy +12, Fly +7, Intimidate +15, Knowledge: Local +7, Knowledge: The Planes +7, Perception +12, Sense Motive +11, Stealth +13
Languages Chelaxian, Common, Infernal
SQ Constitution Drain (1d6) (DC 19) (Su), Create Spawn (Su), Sunlight Powerlessness (Ex)

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Combat Reflexes (3 AoO/round) You may make up to 3 attacks of apportunity per round, and may make them while flat-footed.
Constitution Drain (1d6) (DC 19) (Su) Creatures hit by a wraith's touch attack must succeed on a DC 17 Fortitude save or take 1d6 points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points. The save DC is Charisma-based.
Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than typical wraiths, and suffer a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 1d2 points of Constitution on a touch. Spawn ar
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flying (60 feet, Good) You can fly!
Immune to Ability Drain Immune to ability drain
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Incorporeal (Ex) You aren't quite here.
Lifesense (60') (Su) A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and is staggered.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
Unnatural Aura (Su) Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 Handle Animal, Ride, or wild empathy check.
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Ruined Store Pg 22

VOID ZOMBIE CR 1
Male Human Warrior 1
NE Medium Undead
Init +1; Senses Darkvision (60 feet); Perception +0

DEFENSE
AC 13, touch 11, flat-footed 12. . (+1 Dex, +2 natural)
hp 25 (1d10+2d8)
Fort +2, Ref +1, Will +3
DR 5/slashing; Immune ability drain, death effects, energy drain, exhaustion, fatigue, physical ability damage, disease, mind-affecting, non-lethal damage, paralysis, poison, sleep, stunning, Undead Traits

OFFENSE
Spd 30 ft.
Melee Slam (Void Zombie Template) +5 (1d6+3) and
. . Tentacle (Void Zombie Template) +0 (1d4+1)

STATISTICS
Str 16, Dex 13, Con -, Int -, Wis 10, Cha 10
Base Atk +2; CMB +5; CMD 16
Feats Toughness +3
Skills
Languages Common

SPECIAL ABILITIES
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immune to Ability Drain Immune to ability drain
Immune to Death Effects You are immune to death effects.
Immune to Energy Drain Immune to energy drain
Immune to Exhausted You are immune to the exhausted condition.
Immune to Fatigue You are immune to the fatigued condition.
Immune to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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Akata Siege Pg 25-28

AKATA CR 2
Male Akata
Medium Aberration
Init +7; Senses Darkvision (60 feet); Perception +1

DEFENSE
AC 15, touch 13, flat-footed 12. . (+3 Dex, +2 natural)
hp 21 (3d8+3)
Fort +2, Ref +4, Will +4
Defensive Abilities Deaf, Hibernation
Weakness Salt Water Vulnerability

OFFENSE
Spd 40 ft., Climbing (20 feet)
Melee Bite (Akata) +3 (1d6+1) and
Tentacle x2 (Akata) -2 x2 (1d3)
Special Attacks Void Bite

STATISTICS
Str 12, Dex 16, Con 12, Int 3, Wis 12, Cha 11
Base Atk +2; CMB +3; CMD 16 (20 vs. Trip)
Feats Improved Initiative, Nimble Moves
Skills Acrobatics +7, Climb +13, Stealth +11
Languages
SQ Void Death Disease (DC 12) (Ex)

SPECIAL ABILITIES
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deafness (Ex) Akatas cannot hear. They are immune to spells and effects that rely on the target’s hearing to function, but they cannot make Listen checks.
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 l
Nimble Moves You can move across a single obstacle with ease.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain.
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 submer
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—al
Void Death Disease (DC 12) (Ex) Bite, Fort Save, incubation 1 Hour, dmg 1d3 Dex & 1d3 Con.
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Zinchers Camp Pg 28-36

CLEGG ZINCHER CR 9
Male Human Expert 2 Fighter 1 Rogue 8
CN Medium Humanoid (Human)
Init +1; Perception +10
--------------------
DEFENSE
--------------------
AC 19, touch 16, flat-footed 18. . (+4 armor, +1 Dex, +1 natural, +3 Def)
hp 95 (1d10+10d8+25)
Fort +8, Ref +7, Will +7
Defensive Abilities Evasion, Improved Uncanny Dodge (Lv >=12), Trap Sense +2

OFFENSE
Spd 30 ft.
Melee +1 Pickaxe +12/+7 (1d8+17) or
Masterwork Axe, Throwing +11/+6 (1d6+11)
*Power Attack Figured in
Special Attacks Bleeding Attack, Sneak Attack +4d6

STATISTICS
Str 18/20, Dex 12, Con 14, Int 10, Wis 10, Cha 13
Base Atk +8/+3; CMB +13; CMD 27
Feats Combat Reflexes (1 AoO/round), Great Fortitude, Improved Critical: Pickaxe, Iron Will, Lunge, Persuasive, Power Attack +6/-3, Quick Draw, Rogue Weapon Proficiencies, Step Up, Weapon Focus: Pickaxe
Skills Acrobatics +12, Appraise +10, Bluff +12, Climb +10, Diplomacy +10, Disable Device +10, Escape Artist +8, Handle Animal +10, Intimidate +14, Knowledge: Local +11, Linguistics +10, Perception +10, Ride +5, Sense Motive +10, Sleight of Hand +8, Stealth +8, Survival +5, Swim +9
Languages Chelaxian, Common, Dark Folk, Dwarven, Giant, Halfling, Orc, Varisian
SQ Class Skill Selection: Perception, Resiliency (1/day) (Ex), Trapfinding +4
Combat Gear +1 Pickaxe, +1 Studded Leather, Masterwork Axe, Throwing; Other Gear Alchemist's fire (flask), Amulet of Natural Armor +1, Belt of Giant Strength, +2, Potion of Cure Moderate Wounds, Potion of Shield of Faith +3

SPELLS IN EFFECT
Shield of Faith

SPECIAL ABILITIES
Bleeding Attack (Ex) Sneak attack causes extra damage over time.
Class Skill Selection: Perception The Expert must select 10 skills to be designated as class skills.
Combat Reflexes (1 AoO/round) You may make up to 1 attacks of apportunity per round, and may make them while flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Uncanny Dodge (Lv >=12) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 12+.
Lunge You can strike foes that would normally be out of reach.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Quick Draw Draw a weapon as a free action. Throw at full rate of attacks.
Resiliency (1/day) (Ex) 1/day at 0 HP, gain 8 temporary HP.
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Step Up You can close the distance when a foe tries to move away.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +4 +4 to find or disable traps.
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Zinchers Camp Pg 28-36

AKRON ERIX CR 7
Male Human Fighter 4 Monk 4
LN Medium Humanoid (Human)
Init +6; Perception +10

DEFENSE
AC 21, touch 18, flat-footed 18. . (+2 Dex, +1 deflection, +1 dodge +3 Nat)
hp 66 (4d10+4d8+8)
Fort +9, Ref +9, Will +8
Defensive Abilities Evasion

OFFENSE
Spd 40 ft.
Melee +1 Cold Iron Warhammer +10/+5 (1d8+6) and
Unarmed Strike +9 (1d8+3)
Special Attacks Flurry of Blows +2/+2, Ki Strike, Magic

STATISTICS
Str 16, Dex 15, Con 12, Int 10, Wis 16, Cha 7
Base Atk +7/+2; CMB +11 (+13 Grappling); CMD 31 (33 vs. Grapple)
Feats Deflect Arrows, Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Monk Weapon Proficiencies, Stunning Fist (5/day) (DC 17), Two-weapon Fighting, Weapon Focus: Unarmed Strike, Weapon Focus: Warhammer, Weapon Specialization: Unarmed Strike, Weapon Specialization: Warhammer
Skills Acrobatics +12, Climb +10, Escape Artist +10, Heal +7, Intimidate +7, Perception +10, Ride +6, Sense Motive +10, Stealth +8, Swim +7
Languages Common
SQ AC Bonus +4, Armor Training 1 (Ex), Bravery +1 (Ex), Fast Movement (+10'), Ki Defense (Su), Ki Pool (Su), Maneuver Training (Ex), Slow Fall 20' (Ex), Still Mind (Ex), Stunning Fist (Stun) (Ex), Unarmed Strike (1d8)
Combat Gear +1 Cold Iron Warhammer; Other Gear Potion of Barkskin +3, Potion of Restoration, Lesser, Ring of Protection, +1

SPELLS IN EFFECT
Barkskin

SPECIAL ABILITIES
AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Deflect Arrows Deflect an incoming arrow once per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +2/+2 (Ex) Make Flurry of Blows attack as a full action.
Improved Grapple You grapple at +2, with no attacks of opportunity allowed.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki p
Ki Strike, Magic (Su) At 4th level, ki strike allows a monk's unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
Maneuver Training (Ex) CMB = other BABs + Monk level
Slow Fall 20' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Still Mind (Ex) +2 to saves against enchantment spells and effects.
Stunning Fist (5/day) (DC 17) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
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Zincher Camp 28-36

For Zinchers Thugs Im using the Riddleport Thugs from the prior book

RIDDLEPORT THUG CR 1
Male Human Warrior 3
NE Medium Humanoid (Human)
Init +2; Perception +2

DEFENSE
AC 17, touch 12, flat-footed 15. . (+3 armor, +2 shield, +2 Dex)
hp 32 (3d10+6)
Fort +5, Ref +3, Will +1

OFFENSE
Spd 30 ft.
Melee
Dagger +6 (1d4+3) or
Longsword +7 (1d8+3) or
Unarmed Strike +6 (1d3+3)

STATISTICS
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Improved Unarmed Strike, Stealthy, Weapon Focus: Longsword
Skills Acrobatics -1, Climb +4, Escape Artist +3, Fly -1, Intimidate +5, Perception +2, Ride +3, Stealth +4, Swim +4
Languages Common
Combat Gear Longsword, Dagger, Dagger, Shield, Heavy Wooden, Studded Leather;

SPECIAL ABILITIES
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
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Zinchers Camp Pg 28-36

AXE BEAK CR 3
Male Advanced Axe Beak
Large Animal
Init +5; Senses Low-Light Vision; Perception +12

DEFENSE
AC 18, touch 14, flat-footed 13. . (+5 Dex, -1 size, +4 natural)
hp 35 (3d8+15)
Fort +8, Ref +8, Will +4

OFFENSE
Spd 50 ft.
Melee Bite (Axe Beak) +7 (1d8+9)
Space 10 ft.; Reach 10 ft.

STATISTICS
Str 22, Dex 21, Con 20, Int 6, Wis 16, Cha 14
Base Atk +1; CMB +9; CMD 24
Feats Run, Skill Focus: Perception
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Down [Trick], Fighting [Trick], Heel [Trick], Stay [Trick]
Skills Fly +3, Perception +12, Stealth +1
Languages
SQ Attack Any Target [Trick], Come [Trick], Fighting [Trick], Heel [Trick], Sudden Charge (Ex)

SPECIAL ABILITIES
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Fighting [Trick] The animal has been trained to fight.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run You run faster than normal.
Sudden Charge (Ex) When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak is not tripped in return.
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Entry Chamber pg 37-38

DROW GUARDS CR 4
Male Drow Fighter 5
CE Medium Humanoid (Elf)
Init +4; Senses Darkvision (120 feet), Low-Light Vision; Perception +5

DEFENSE
AC 24, touch 17, flat-footed 20. . (+4 armor, +3 shield, +4 Dex, +1 dodge, +2 Def)
hp 50 (5d10+8)
Fort +5, Ref +5, Will +2
Immune sleep; SR 11
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Masterwork Rapier +11 (1d6+4)
Ranged Masterwork Crossbow, Hand +10 (1d4)
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire

STATISTICS
Str 13, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 24
Feats Dodge, Mobility, Shield Focus, Weapon Finesse, Weapon Focus: Rapier, Weapon Specialization: Rapier
Skills Acrobatics +7, Climb +5, Escape Artist +3, Fly +3, Intimidate +4, Perception +5, Ride +7, Stealth +3, Survival +5, Swim +4
Languages Elven, Undercommon
SQ Armor Training 1 (Ex), Bravery +1 (Ex), Elven Immunities, Elven Magic, Poison Use (Ex), Weapon Training: Blades, Light +1 (Ex)
Combat Gear Masterwork Crossbow, Hand, Masterwork Rapier, Bolts, Crossbow, Drow Poison Bolt, Crossbow, Masterwork Chain Shirt, Masterwork Shield, Heavy Steel; Other Gear Potion of Cure Moderate Wounds, Potion of Shield of Faith +2

SPELLS IN EFFECT
Shield of Faith

SPECIAL ABILITIES
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +1 (Ex) +1 Will save vs. Fear
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC against some attacks of opportunity.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Shield Focus You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Spell Resistance (11) You have Spell Resistance.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
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Virashi’s Prison Pg 38-40

VIRASHI CR 8
Female Siren
Medium Undead (Air, Augmented Magical Beast, Incorporeal)
Init +4; Senses Darkvision (60 feet), Low-Light Vision; Perception +23
Aura Siren Song (DC 21)

DEFENSE
AC 22, touch 22, flat-footed 17. . (+4 Dex, +7 deflection, +1 dodge)
hp 90 (8d8+56)
Fort +13, Ref +12, Will +6
Defensive Abilities Channel Resistance +4, Incorporeal, Rejuvenation; Immune critical hits, precision damage, Undead Traits

OFFENSE
Spd 30 ft., Flying (60 feet, Perfect)
Melee Talon x2 (Siren) +12 x2 (1d4+4)
Special Attacks Corrupting Touch 8d6 (DC 21), Frightful Moan (DC 21), Malevolence (DC 21), Siren Song (DC 21)
Spell-Like Abilities Cause Fear (3/day), Charm Person (3/day), Deep Slumber (3/day), Shout (3/day)

STATISTICS
Str -, Dex 19, Con -, Int 14, Wis 19, Cha 25
Base Atk +8/+3; CMB +12; CMD 34
Feats Dodge, Flyby Attack, Hover, Lightning Reflexes
Skills Acrobatics +12, Climb +8, Fly +30, Perception +23, Perform: Sing +18, Stealth +18
Languages Auran, Common, Elven
SQ Bardic Performance: Countersong (Su), Bardic Performance: Fascinate (DC 21) (Su), Bardic Performance: Inspire Competence +6 (Su), Bardic Performance: Inspire Courage +1 (Su), Telekinesis (Su)

SPECIAL ABILITIES

Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Fascinate (DC 21) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +6 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Corrupting Touch 8d6 (DC 21) (Su) 8d6 damage from Touch attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flyby Attack You can take a standard action during your move action while flying.
Flying (60 feet, Perfect) You can fly!
Frightful Moan (DC 21) (Su) [choice of abilities] Make Will save or panic for 2d4 rounds.
Hover You can hover in place while flying.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rejuvenation (Su) Ghosts can return after a few days.
Sirens Song (DC 21) (Su) Siren Song (Su) The siren’s most infamous weapons are her songs. When a siren sings, all creatures (other than sirens) within a 300-foot spread must succeed on a Will save or become enthralled (see below). The effect depends on the type of song the s
Undead Traits Undead are immune to death effects, disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects
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Haunt of Shadows 40-41

CHMETUGO CR 8
Male Demon, Shadow
Medium Outsider (Chaotic, Demon, Evil, Extraplanar, Incorporeal)
Init +8; Senses Darkvision (60 feet); Perception +23

DEFENSE
AC 19, touch 19, flat-footed 15. . (+4 Dex, +5 deflection)
hp 120 (10d10+40)
Fort +7, Ref +13, Will +9
Defensive Abilities Incorporeal; DR 10/good or cold iron; Immune cold, critical hits, electricity, poison, precision damage; Resist acid 10, cold 10, fire 10; SR 17

OFFENSE
Spd 0 ft., Flying (40 feet, Perfect)
Melee Bite (Demon, Shadow) +14 (1d8+4) and
Claw x2 (Demon, Shadow) +14 x2 (1d8+4)
Special Attacks Natural Attacks +1d6 cold, Pounce
Spell-Like Abilities Deeper Darkness (At will), Fear (At will), Magic Jar (1/day), Shadow Conjuration (3/day), Shadow Evocation (3/day), Summon (level 3, 1 shadow demon 50%) (1/day), Telekinesis (At will), Teleport, Greater (self only) (At will)

STATISTICS
Str -, Dex 18, Con 18, Int 14, Wis 14, Cha 20
Base Atk +10/+5; CMB +14; CMD 33
Feats Blind-Fight, Combat Reflexes (4 AoO/round), Improved Initiative, Improved Natural Attack: Claw x2 (Demon, Shadow), Lightning Reflexes
Skills Acrobatics +17, Bluff +18, Fly +25, Knowledge: Local +15, Knowledge: The Planes +15, Perception +23, Sense Motive +15, Stealth +17
Languages Abyssal, Common; Telepathy (100 feet)
SQ Shadow Blend (Su), Sprint (1/minute) (Ex), Sunlight Powerlessness (Ex)

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (4 AoO/round) You may make up to 4 attacks of apportunity per round, and may make them while flat-footed.
Damage Reduction (10/cold iron or good) You have Damage Reduction against all except Good or Cold Iron attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flying (40 feet, Perfect) You can fly!
Immunity to Cold You are immune to cold damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Incorporeal (Ex) You aren't quite here.
Natural Attacks +1d6 cold The Shadow Demon's natural attacks deal an additional 1d6 cold damage.
Pounce (Ex) You can make a full attack as part of a charge.
Shadow Blend (Su) During any conditions other than bright light, a shadow demon can disappear into the shadows as a move-equivalent action, effectively becoming invisible. Artificial illumination or light spells of 2nd level or lower do not negate this ability.
Spell Resistance (17) You have Spell Resistance.
Sprint (1/minute) (Ex) Once per minute, a shadow demon increase its fly speed to 240 feet for 1 round.
Sunlight Powerlessness (Ex) A shadow demon is utterly powerless in bright light or natural sunlight and flees from it. A shadow demon caught in such light cannot attack and can take only a single move or attack action. A shadow demon that is possessing a creature using magic ja
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
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Observation Post Pg 41-43

Made a small change to what his Companion was made it Dinosaur instead of a Lizard

XAKIHN CR 5
Male Drow Druid 6
NE Medium Humanoid (Elf)
Init +6; Senses Darkvision (120 feet), Low-Light Vision; Perception +10

DEFENSE
AC 15, touch 12, flat-footed 13. . (+3 armor, +2 Dex)
hp 50 (6d8+12)
Fort +6, Ref +4, Will +8
Immune sleep; SR 12
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee +1 Scythe +6 (2d4+2) or
Masterwork Dagger +6 (1d4+1)
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire
Druid Spells Known (CL 6, +5 melee touch, +6 ranged touch):
3 (DC 16, 3/day)Meld into Stone, Poison, Stone Shape
2 (DC 15, 4/day)Barkskin, Flaming Sphere, Spider Climb, Summon Swarm
1 (DC 14, 4/day)Charm Animal, Cure Light Wounds, Entangle, Obscuring Mist
0 (DC 13)Detect Magic, Guidance, Read Magic, Stabilize

STATISTICS
Str 12, Dex 14, Con 12, Int 11, Wis 16, Cha 10
Base Atk +4; CMB +5; CMD 17
Feats Combat Casting, Dark Adept, Druid Weapon Proficiencies, Improved Initiative
Skills Fly +7, Handle Animal +8, Heal +8, Knowledge: Nature +10, Perception +10, Spellcraft +8, Survival +10, Swim +5
Languages Druidic, Elven, Undercommon
SQ Animal Companion Link (Ex), Elven Immunities, Elven Magic, Nature Sense (Ex), Poison Use (Ex), Resist Nature's Lure (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Trackless Step (Ex), Wild Empathy +6 (Ex), Wild Shape (2/day) (Su), Wild Shape (Beast Shape II: Tiny - Large animal), Wild Shape (Elemental Body I: Small elemental), Woodland Stride (Ex)
Combat Gear +1 Scythe, Masterwork Dagger, Masterwork Studded Leather; Other Gear Wand of Cure Moderate Wounds, Wand of Ice Storm

SPECIAL ABILITIES
Animal Companion Link (Ex) You have a link with your Animal Companion.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Resist Nature's Lure (Ex) +4 save vs. effects from Fey and effects using plants.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Spell Resistance (12) You have Spell Resistance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Trackless Step (Ex) You do not leave a trail as you move through natural suroundings.
Wild Empathy +6 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Wild Shape (2/day) (Su) Shapeshift into a different creature one or more times per day.
Wild Shape (Beast Shape II: Tiny - Large animal) You may use your Wild Shape ability to become an animal.
Wild Shape (Elemental Body I: Small elemental) You may use your Wild Shape ability to become an elemental.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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THEYARDLYN
Male Velociraptor
Small Animal
Init +5; Senses Low-Light Vision, Scent; Perception +13

DEFENSE
AC 22, touch 17, flat-footed 16. . (+5 Dex, +1 size, +5 natural, +1 dodge)
hp 60 (+24)
Fort +9, Ref +10, Will +3

OFFENSE
Spd 60 ft.
Melee Bite (Velociraptor) +10 (1d4+2) and
Talon x2 (Velociraptor) +10 x2 (1d8+2)

STATISTICS
Str 14, Dex 20, Con 18, Int 2, Wis 12, Cha 14
Base Atk +5; CMB +5; CMD 21
Feats Dodge, Improved Natural Attack: Talon x2 (Velociraptor), Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Defend [Trick], Down [Trick], Fetch [Trick], Guard [Trick], Heel [Trick], Hunting [Trick], Perform [Trick], Stay [Trick]
Skills Acrobatics +17, Climb +7, Fly +7, Perception +13, Stealth +21, Swim +6
Languages
SQ Attack Any Target [Trick], Defend [Trick], Devotion (Ex), Evasion (Ex), Guard [Trick], Hunting [Trick]

SPECIAL ABILITIES
Attack Any Target [Trick] The animal will attack any creature on command.
Defend [Trick] The animal will defend you.
Devotion (Ex) +4 Morale bonus on Will Saves vs Enchantments.
Evasion (Ex) No damage on successful reflex save.
Guard [Trick] The animal stays in place and prevents others from approaching.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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Sea Cave Pg 46-49

SHINDIIRA MISRARIA CR 8
Female Drow Cleric 7 Fighter 2
CE Medium Humanoid (Elf)
Init +1; Senses Darkvision (120 feet), Low-Light Vision; Perception +8

DEFENSE
AC 25, touch 17, flat-footed 24. . (+7 armor, +4 shield, +1 Dex +3 Def)
hp 95 (2d10+7d8+32)
Fort +12, Ref +4, Will +9
Immune sleep; SR 15
Weakness Light Blindness

OFFENSE
Spd 20 ft.
Melee +1 Sword, Bastard +13/+8 (1d10+11)
*Power Attack Figured in
Ranged Masterwork Crossbow, Hand +11/+6 (1d4+2)
Special Attacks Dazing Touch, Touch of Chaos
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Dazing Touch, Faerie Fire, Touch of Chaos
Cleric Spells Known (CL 7, +11 melee touch, +10 ranged touch):
4 (DC 17, 1/day)Chaos Hammer, Divine Power
3 (DC 16, 3/day)Cure Serious Wounds, Dispel Magic, Suggestion, Water Walk
2 (DC 15, 4/day)Align Weapon, Bear's Endurance, Cure Moderate Wounds, Silence, Spiritual Weapon
1 (DC 14, 5/day)Charm Person, Command, Cure Light Wounds, Divine Favor, Protection from Law, Shield of Faith
0 (DC 13)Bleed, Create Water, Purify Food and Drink, Stabilize

STATISTICS
Str 13/19, Dex 12, Con 12/16, Int 12, Wis 16, Cha 12
Base Atk +9/+4; CMB +11; CMD 25
Feats Craft Wondrous Item, Dark Adept, Exotic Weapon Proficiency: Sword, Bastard, Power Attack +4/-2, Shield Focus, Vital Strike, Weapon Focus: Sword, Bastard
Skills Acrobatics -2, Climb +1, Diplomacy +6, Escape Artist -2, Fly -2, Heal +8, Intimidate +6, Knowledge: Arcana +10, Knowledge: Religion +10, Perception +8, Ride -2, Sense Motive +7, Spellcraft +10, Stealth -2, Swim +5
Languages Common, Elven, Undercommon
SQ Aura (Ex), Bravery +1 (Ex), Channel Negative Energy 4d6 (4/day) (DC 14) (Su), Cleric Domain: Chaos, Cleric Domain: Charm, Elven Immunities, Elven Magic, Poison Use (Ex), Spontaneous Casting
Combat Gear +1 Breastplate, +1 Sword, Bastard, +1 Mithral Shield, Heavy Steel, Masterwork Crossbow, Hand, Drow Poison Bolt, Crossbow, Bolts, Crossbow; Other Gear Brooch of Shielding, Cloak of Resistance, +1, Scroll: Charm Monster, Charm Monster, Wand of Shatter

SPELLS IN EFFECT
Shield of Faith
Divine Power
Divine Favor
Bears Endurance

SPECIAL ABILITIES
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bravery +1 (Ex) +1 Will save vs. Fear
Channel Negative Energy 4d6 (4/day) (DC 14) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Chaos Granted Powers: Your touch infuses life and weapons with chaos, and you revel in all things anarchic.
Cleric Domain: Charm Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Dazing Touch (6/day) (Sp) Melee touch attack dazes target.
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Power Attack +4/-2 You can subtract from your attack roll to add to your damage.
Shield Focus You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Spell Resistance (15) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Chaos (6/day) (Sp) With a melee touch attack, target takes the lower of 2d20 for each d20 roll for 1 round.
Vital Strike You make a single attack that deals significantly more damage than normal.
Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals
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ORCA CR 6
Male Advanced Dolphin, Orca
Huge Animal
Init +9; Senses Blindsight (120 feet), Low-Light Vision; Perception +22

DEFENSE
AC 21, touch 13, flat-footed 16. . (+5 Dex, -2 size, +8 natural)
hp 100 (9d8+45)
Fort +11, Ref +11, Will +8

OFFENSE
Spd 0 ft., Swimming (80 feet)
Melee Bite (Dolphin, Orca) +16 (2d6+16)
Space 15 ft.; Reach 10 ft.

STATISTICS
Str 32, Dex 20, Con 20, Int 6, Wis 20, Cha 10
Base Atk +4/-1; CMB +19; CMD 34
Feats Endurance, Improved Initiative, Skill Focus: Perception, Skill Focus: Swim, Weapon Focus: Bite
Skills Fly +1, Perception +22, Stealth -3, Swim +31
Languages
SQ Hold Breath (Ex)

SPECIAL ABILITIES
Blindsight (120 feet) Sense things and creatures without seeing them.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Hold Breath (Ex) A dolphin can hold its breath for a number of minutes equal to 6 times its Constitution score before it risks drowning.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Swimming (80 feet) You have a Swim speed.
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I also converted the Moonflower out of the Bestiary and I plan on having my players encounter one in one of the smaller craters here is my Moonflower

MOONFLOWER CR 8
Huge Plant
Init +4; Senses Low-Light Vision; Perception +10

DEFENSE
AC 20, touch 8, flat-footed 20. . (-2 size, +12 natural)
hp 155 (12d8+84); Fast Healing 5
Fort +15, Ref +4, Will +5
DR 10/slashing; Immune electricity, mind-affecting, paralysis, poison, polymorph, sleep, stunning; Resist cold 10
Weakness Vulnerability to Fire

OFFENSE
Spd 20 ft.
Melee Bite (Moonflower) +13 (2d6+15) and
Tentacle x2 (Moonflower) +8 x2 (1d8+7)
* Power attack figured in
Space 15 ft.; Reach 15 ft.
Special Attacks Light Pulse (Su) (DC 23), Pod Prison

STATISTICS
Str 28, Dex 10, Con 25, Int 5, Wis 12, Cha 17
Base Atk +7/+2; CMB +20 (+24 Sundering); CMD 30 (32 vs. Sunder)
Feats Blind-Fight, Greater Sunder, Improved Initiative, Improved Sunder, Power Attack +6/-3, Stealthy
Skills Escape Artist +2, Fly -4, Perception +10, Stealth +10
Languages ; Telepathy (100 feet)
SQ Improved Grab (Ex), Pod Spawn

SPECIAL ABILITIES
Blind-Fight Re-roll misses because of concealment, other benefits.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Fast Healing 5 (Ex) You heal damage every round if you have > 1 HP.
Greater Sunder Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting attacks You are immune to Mind-Affecting attacks.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Grab (Ex) Start a grapple if you hit with your Bite attack.
Improved Sunder You Sunder at +4 and don't cause an attack of opportunity.
Light Pulse (3/day) (DC 23) (Su) As a standard action, a moonflower can release a pulse of bright light from its numerous blossoms every 1d6 rounds up to 3 times a day. All sighted creatures within 50 feet (save other moonflowers) with line of sight to the moonflower must make a Fo
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Pod Prison (Ex) Once every 1d4 rounds, a moonflower can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. A swallowed creature is swiftly cocooned in a tight, fibrous mass and forced out of the moonflower’s space i
Pod Spawn Should a moonflower’s pod prison be allowed to kill and digest a Small or larger creature, 1d4 hours later it transforms into an adult moonflower with full hit points. The newly formed moonflower has its own consciousness, but some aspect of its trun
Power Attack +6/-3 You can subtract from your attack roll to add to your damage.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage
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So that is my conversion of Children of the Void I think it was a great Module

I would make very few overall changes maybe some of the random encounters like Riddleport Factions get rid of the Pirates and the Toughs and make them with either Zinchers men or the group left from the Goldhammer Expedition but thats about it


Now we are getting into the area where people started not to like the Adventure Path. Well I enjoyed The Armageddon Echo, I think their needs to be some tailoring towards your group. If you group is a bunch of scouts who want to do recon and that sort of thing then I think you should create some recon encounters and give them the information that Shalelu was going to present to the party and have them do this for the elves. Kaerishiel is a jerk and he is spouse to come off as a jerk he has like an 8 charisma he thinks the elves do not need the help of outsiders to stop the drow. I really enjoyed how they set it up as small skirmishes instead of some large scale battles, and I think it makes it much easier to run as an adventure.

Now there has been a lot of complaints that why are the players going to go through the Echo, we have to remember usually when we are playing DND we are the action heroes we do things that don’t make sense that keep the story going if you have a hard time with that, you might be one of those players who forget we are running around in a world with dragons and people throwing fireballs so sometime things just work and happen.

Other changes I’m going to make is on the random encounters I will most likely skip any encounter that does not affect battle points but that’s just me.

Another change I’m going to make is the two drow Necromancers from The Fluted Goblet are both dead while researching Recorporeal Incarnation they were killed by a pair of Lich Shades.(Tomb of Horrors III) So the PCs will find the incomplete notes on the spell and start to figure out how to do it before Giseil Voslil is called in to finish the notes and cast the spell.

I’m sure I’ll make a few more small changes depending on what my party does but all in all I think this is a great adventure also


Hunters in the Forest pg 10

I converted The Forest Drakes to Pathfinder they came in more like a CR 6 then a 5 but it shouldnt be a problem

FOREST DRAKE CR 6
Large Dragon (Air)
Init +2; Senses Blindsense (30 feet), Darkvision (60 feet), Low-Light Vision; Perception +12

DEFENSE
AC 19, touch 11, flat-footed 17. . (+2 Dex, -1 size, +8 natural)
hp 85 (7d12+14)
Fort +7, Ref +7, Will +5
Immune acid, paralysis, sleep

OFFENSE
Spd 20 ft., Flying (60 feet, Average), Speed Surge, Swimming (30 feet)
Melee Bite (Forest Drake) +8 (1d8+8) and
Tail Slap (Forest Drake) +6 (2d6+4) and
Wing x2 (Forest Drake) +6 x2 (1d4+4)
*This has Power Attack Figured in
Space 10 ft.; Reach 10 ft.
Special Attacks Acid Bite , Acidic Cloud Breath (DC 15)
Spell-Like Abilities Speed Surge

STATISTICS
Str 19, Dex 14, Con 14, Int 10, Wis 11, Cha 12
Base Atk +6/+1; CMB +12; CMD 24
Feats Alertness, Hover, Multiattack, Power Attack +4/-2
Skills Climb +14, Fly +10, Perception +12, Sense Motive +2, Stealth +8, Survival +10, Swim +22
Languages Draconic
SQ +4 Stealth in Forested or Overgrown Areas, Water Breathing (Ex)

SPECIAL ABILITIES
+4 Stealth in Forested or Overgrown Areas +4 to Stealth checks in tall forested or overgrown areas.
Acid Bite (Su) Your Bite causes an additional 1d6 Acid Damage
Acidic Cloud Breath (DC 15) (Su) A forest drake can, as a standard action, breathe a ball of acid that dissipates into a cloud on impact. This attack has a range of 60 feet and deals 4d4 points of acid damage to all creatures within the 10-foot-radius cloud. A successful Reflex save
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flying (60 feet, Average) You can fly!
Hover You can hover in place while flying.
Immunity to Acid You are immune to acid damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack +4/-2 You can subtract from your attack roll to add to your damage.
Speed Surge (3/day) (Ex) Three times per day, a Forest Drake may draw on its draconic heritage for a boost of speed that allows it to take an additional move action. Using this ability is a swift action that can only be used once per round.
Swimming (30 feet) You have a Swim speed.
Water Breathing (Ex) A Forest Drake can breathe underwater indefinitely and can freely use its Breath weapon, spells, and other abilities while submerged.
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Elvish Allies pg 10-15

Im also giving my PCs a reward for bringing the journals each character will get either a pair of Boots of Elvenkind or a Cloak of Elvenkind players choice.

If your party needs help these Characters can be useful in helping them

KAERISHIEL NEIRENAR CR 8
Male Elf Ranger 9
LN Medium Humanoid (Elf)
Init +8; Senses Low-Light Vision; Perception +16

DEFENSE
AC 20, touch 15, flat-footed 16. . (+5 armor, +4 Dex, +1 deflection)
hp 90 (9d10+16)
Fort +8, Ref +11, Will +6
Defensive Abilities Evasion; Immune sleep

OFFENSE
Spd 30 ft.
Melee Masterwork Longsword +11/+6 (1d8+1)
Ranged +2 Longbow, Composite (Str +1) +12/+7 (1d8+9)
Ranger Spells Known (CL 9, +10 melee touch, +10 ranged touch):
2 (DC 14, 2/day)Barkskin, Protection from Energy
1 (DC 13, 3/day)Alarm, Entangle, Longstrider

STATISTICS
Str 12, Dex 18, Con 12, Int 12, Wis 14, Cha 8
Base Atk +9/+4; CMB +10; CMD 25
Feats Deadly Aim +6/-3, Elven Weapon Proficiencies, Endurance, Improved Critical: Longbow, Improved Initiative, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +15, Climb +10, Handle Animal +10, Heal +10, Intimidate +3, Knowledge: Geography +10, Perception +16, Ride +8, Sense Motive +5, Spellcraft +7, Stealth +16, Survival +12, Swim +5
Languages Common, Elven, Sylvan
SQ Animal Companion Link (Ex), Archery Combat Style (Ex), Elven Immunities, Elven Magic, Enemies: Humanoids (Elf) (+4 bonus) (Ex), Enemies: Humanoids (Human) (+2 bonus) (Ex), Share Spells with Companion (Ex), Swift Tracker (Ex), Terrains: Forest (+4 bonus) (Ex), Terrains: Swamp (+2 bonus) (Ex), Track +4, Wild Empathy +8 (Ex), Woodland Stride (Ex)
Combat Gear +2 Longbow, Composite (Str +1), Masterwork Longsword, +1 Mithral Chain Shirt; Other Gear Boots of Elvenkind, Cloak of Resistance, +1, Ring of Protection, +1

SPECIAL ABILITIES
Animal Companion Link (Ex) You have a link with your Animal Companion.
Archery Combat Style (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Deadly Aim +6/-3 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Elf) (+4 bonus) (Ex) +4 to rolls vs Humanoids (Elf).
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it's within 5 feet.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrains: Forest (+4 bonus) (Ex) +4 to rolls vs Forest.
Terrains: Swamp (+2 bonus) (Ex) +2 to rolls vs Swamp.
Track +4 +4 to survival checks to track.
Wild Empathy +8 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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ASHKA CR 6
Male Leopard
Medium Animal
Init +6; Senses Low-Light Vision, Scent; Perception +5

DEFENSE
AC 22, touch 17, flat-footed 15. . (+6 Dex, +5 natural, +1 dodge)
hp 55 (+18)
Fort +8, Ref +11, Will +3

OFFENSE
Spd 50 ft., Sprint x10 (1/hour)
Melee Bite (Leopard) +10 (1d6+4) and
Claw x2 (Leopard) +10 x2 (1d4+4) and

STATISTICS
Str 18, Dex 22, Con 16, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 25 (29 vs. Trip)
Feats Dodge, Improved Natural Attack: Claw x2 (Leopard), Weapon Finesse
Tricks Attack [Trick], Attack [Trick], Attack Any Target [Trick], Come [Trick], Down [Trick], Fetch [Trick], Heel [Trick], Hunting [Trick], Perform [Trick], Stay [Trick], Track [Trick]
Skills Acrobatics +10, Climb +8, Perception +5, Stealth +11, Swim +8Modifiers +4 Stealth in Undergrowth
Languages
SQ Attack Any Target [Trick], Come [Trick], Devotion (Ex), Evasion (Ex), Hunting [Trick], Track [Trick]

SPECIAL ABILITIES
+4 Stealth in Undergrowth (Ex) You gain a bonus to Stealth Checks under the listed conditions.
Attack Any Target [Trick] The animal will attack any creature on command.
Come [Trick] The animal will come to you on command.
Devotion (Ex) +4 Morale bonus on Will Saves vs Enchantments.
Evasion (Ex) No damage on successful reflex save.
Hunting [Trick] The animal has been trained for hunting.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint x10 (1/hour) (Ex) 1/hour, your charge speed is 10 times your land speed.
Track [Trick] The animal will track a scent.
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More Elvish Allies pg 10-15

SHALELU ANDOSANA CR 7
Female Elf Fighter 2 Ranger 6
CG Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +12

DEFENSE
AC 22, touch 16, flat-footed 17. . (+4 armor, +2 shield, +4 Dex, +1 deflection, +1 dodge)
hp 85 (8d10+19)
Fort +10, Ref +9, Will +5
Immune sleep

OFFENSE
Spd 30 ft.
Melee Masterwork Longsword +10/+5
Ranged +1 Longbow, Composite (Str +1) +11/+6 (1d8+8)
*Deadly Aim already added in
Ranger Spells Known (CL 6, +9 melee touch, +9 ranged touch):
1 (DC 12, 2/day)Longstrider, Resist Energy

STATISTICS
Str 12, Dex 18, Con 14, Int 10, Wis 12, Cha 8
Base Atk +8/+3; CMB +9; CMD 25
Feats Deadly Aim +6/-3, Dodge, Elven Weapon Proficiencies, Endurance, Iron Will, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus: Longbow
Skills Acrobatics +15, Climb +5, Handle Animal +4, Heal +10, Knowledge: Geography +4, Knowledge: Local +4, Linguistics +2, Perception +12, Ride +8, Stealth +18, Survival +10, Swim +6
Languages Common, Elven, Giant, Goblin
SQ Archery Combat Style (Ex), Bravery +1 (Ex), Elven Immunities, Elven Magic, Enemies: Humanoids (Elf) (+4 bonus) (Ex), Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex), Hunting Companions (1 rounds) (Ex), Terrains: Forest (+2 bonus) (Ex), Track +3, Wild Empathy +5 (Ex)
Combat Gear +1 Studded Leather, +1 Buckler, +1 Longbow, Composite (Str +1); Other Gear Boots of Elvenkind, Cloak of Elvenkind, Ring of Protection, +1, Wand of Cure Moderate Wounds

SPECIAL ABILITIES
Archery Combat Style (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Bravery +1 (Ex) +1 Will save vs. Fear
Deadly Aim +6/-3 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Enemies: Humanoids (Elf) (+4 bonus) (Ex) +4 to rolls vs Humanoids (Elf).
Enemies: Humanoids (Goblinoid) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Goblinoid).
Hunting Companions (1 rounds) (Ex) Grant half favored enemy bonus to allies within 30' as move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Terrains: Forest (+2 bonus) (Ex) +2 to rolls vs Forest.
Track +3 +3 to survival checks to track.
Wild Empathy +5 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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ELVEN SCOUTS CR 5
Male Elf Ranger 2 Rogue 4
CG Medium Humanoid (Elf)
Init +8; Senses Low-Light Vision; Perception +10

DEFENSE
AC 18, touch 14, flat-footed 14. . (+4 armor, +4 Dex)
hp 50 (2d10+4d8+8)
Fort +5, Ref +11, Will +2
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep

OFFENSE
Spd 30 ft.
Melee Masterwork Longsword +7 (1d8+1)
Ranged Masterwork Longbow, Composite (Str +1) +9 (1d8+5)
*Deadly Aim already added in
Special Attacks Sneak Attack +2d6
Ranger Spells Known (CL 2, +6 melee touch, +7 ranged touch):

STATISTICS
Str 12, Dex 18, Con 12, Int 11, Wis 12, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Deadly Aim +4/-2, Elven Weapon Proficiencies, Improved Initiative, Point Blank Shot, Precise Shot, Rapid Shot, Rogue Weapon Proficiencies, Weapon Focus: Longbow
Skills Acrobatics +17, Bluff +5, Climb +9, Diplomacy +5, Escape Artist +10, Fly +3, Heal +5, Perception +10, Ride +10, Sense Motive +5, Sleight of Hand +10, Stealth +17, Survival +8, Swim +5
Languages Common, Elven
SQ Archery Combat Style (Ex), Elven Immunities, Elven Magic, Enemies: Humanoids (Elf) (+2 bonus) (Ex), Track +1, Trapfinding +2, Wild Empathy +2 (Ex)
Combat Gear Masterwork Longbow, Composite (Str +1), Masterwork Longsword, Masterwork Chain Shirt, Flaming Arrows , Arrows; Other Gear Boots of Elvenkind, Cloak of Elvenkind, Potion of Cure Light Wounds

SPECIAL ABILITIES
Archery Combat Style (Ex) Allows the ranger to pick from a variety of archery-related combat style bonus feats.
Deadly Aim +4/-2 You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Enemies: Humanoids (Elf) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Elf).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Track +1 +1 to survival checks to track.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +2 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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Drow Statistics Pg 16-18

DROW SKIRMISHER CR 3
Male Drow Rogue 4
CE Medium Humanoid (Elf)
Init +8; Senses Darkvision (120 feet), Low-Light Vision; Perception +10

DEFENSE
AC 18, touch 14, flat-footed 14. . (+4 armor, +4 Dex)
hp 30 (4d8+4)
Fort +2, Ref +8, Will +2
Defensive Abilities Evasion, Trap Sense +1, Uncanny Dodge; Immune sleep; SR 10
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Masterwork Shortsword +6 (1d6) and
Masterwork Shortsword +6 (1d6+1)
Ranged Masterwork Crossbow, Hand +8 (1d4)
Special Attacks Sneak Attack +2d6
Spell-Like Abilities Dancing Lights, Darkness, Faerie Fire

STATISTICS
Str 12, Dex 18, Con 12, Int 10, Wis 12, Cha 11
Base Atk +3; CMB +4; CMD 18
Feats Improved Initiative, Precise Strike, Rogue Weapon Proficiencies, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +10, Bluff +5, Climb +7, Diplomacy +5, Disable Device +7, Escape Artist +10, Fly +3, Handle Animal +5, Heal +5, Intimidate +4, Perception +10, Ride +7, Sense Motive +5, Sleight of Hand +7, Stealth +10, Survival +5, Swim +4, Use Magic Device +5
Languages Elven, Undercommon
SQ Elven Immunities, Elven Magic, Poison Use (Ex), Trapfinding +2
Combat Gear Masterwork Shortsword, Masterwork Shortsword, Masterwork Crossbow, Hand, Drow Poison Bolt, Crossbow, Bolts, Crossbow, Masterwork Chain Shirt; Other Gear Potion of Cure Light Wounds, Smokestick

SPECIAL ABILITIES
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Precise Strike You are skilled at striking where it counts, as long as an ally distracts your foe.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (10) You have Spell Resistance.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 +2 to find or disable traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
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DROW SOLDIER CR 5
Male Drow Fighter 6
CE Medium Humanoid (Elf)
Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +8

DEFENSE
AC 20, touch 14, flat-footed 16. . (+4 armor, +2 shield, +3 Dex, +1 dodge)
hp 62 (6d10+12)
Fort +7, Ref +5, Will +4
Immune sleep; SR 12
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Melee Masterwork Rapier +12/+7 (1d6+4)
Ranged Masterwork Crossbow, Hand +10/+5 (1d4)
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire

STATISTICS
Str 13, Dex 16, Con 14, Int 10, Wis 10, Cha 10
Base Atk +6/+1; CMB +7; CMD 21
Feats Dark Adept, Dodge, Iron Will, Shield Focus, Weapon Finesse, Weapon Focus: Rapier, Weapon Specialization: Rapier
Skills Acrobatics +8, Climb +5, Perception +8, Ride +7, Stealth +8
Languages Elven, Undercommon
SQ Armor Training 1 (Ex), Bravery +2 (Ex), Elven Immunities, Elven Magic, Poison Use (Ex), Weapon Training: Blades, Light +1 (Ex)
Combat Gear Mithral Buckler, Mithral Chain Shirt, Masterwork Rapier, Masterwork Crossbow, Hand, Acid Bolt, Crossbow, Drow Poison Bolt, Crossbow, Fire Bolt, Crossbow, +1 Bolts, Crossbow; Other Gear Potion of Cure Moderate Wounds, Smokestick

SPECIAL ABILITIES
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Bravery +2 (Ex) +2 Will save vs. Fear
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Shield Focus You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Spell Resistance (12) You have Spell Resistance.
Weapon Training: Blades, Light +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades
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DROW ARCANIST CR 7
Male Drow Sorcerer 8
CE Medium Humanoid (Elf)
Init +3; Senses Darkvision (120 feet), Low-Light Vision; Perception +7

DEFENSE
AC 23, touch 14, flat-footed 20. (+4 Armor, +4 Shield +3 Dex, +1 natural, +1 deflection)
hp 45 (8d6+3)
Fort +3, Ref +6, Will +7
Immune sleep; Resist fire 5, Dragon Resistances; SR 14
Weakness Light Blindness

OFFENSE
Spd 30 ft.
Ranged Masterwork Crossbow, Hand +8 (1d4)
Special Attacks Magic Claws
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire
Sorcerer Spells Known (CL 8, +3 melee touch, +7 ranged touch):
4 (DC 19, 4/day)Wall of Fire
3 (DC 18, 6/day)Dispel Magic, Fireball, Fly
2 (DC 17, 7/day)Acid Arrow, Invisibility, Resist Energy, Scorching Ray
1 (DC 16, 8/day)Burning Hands, Enlarge Person, Mage Armor, Magic Missile, Ray of Enfeeblement, Shield
0 (DC 15)Acid Splash, Detect Magic, Ghost Sound, Mage Hand, Message, Ray of Frost, Read Magic, Touch of Fatigue

STATISTICS
Str 8, Dex 16, Con 10, Int 10, Wis 10, Cha 20
Base Atk +4; CMB +3; CMD 25
Feats Combat Casting, Dark Adept, Eschew Materials, Greater Spell Focus: Evocation, Spell Focus: Evocation, Toughness +8
Skills Acrobatics +7, Fly +7, Knowledge: Arcana +8, Perception +7, Spellcraft +8, Stealth +7
Languages Elven, Undercommon
SQ Draconic: Red Dragon (Fire), Elven Immunities, Elven Magic, Poison Use (Ex)
Combat Gear Masterwork Crossbow, Hand, Acid Bolt, Crossbow, Drow Poison Bolt, Crossbow, Fire Bolt, Crossbow, Bolts, Crossbow; Other Gear Cloak of Resistance, +1, Potion of Cure Moderate Wounds, Ring of Protection, +1, Scroll: Haste, Wand of Mirror Image

SPELLS IN EFFECT
Shield
Mage Armor
Mirror Image 1d4+1 Images

SPECIAL ABILITIES
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Draconic: Red Dragon (Fire) +1 damage per die for [Fire] spells.
Dragon Resistances (Ex) You gain Fire resistance 5 and +2 natural armor
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Greater Spell Focus: Evocation +1 to the Save DC of spells from one school.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magic Claws (8 rounds/day) (Ex) 2 Magic Claw attacks deal 1d6 damage.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Spell Focus: Evocation Spells from one school of magic have +1 to their save DC.
Spell Resistance (14) You have Spell Resistance.
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DROW CAPTAIN CR 7
Female Drow Cleric 6 Fighter 2
CE Medium Humanoid (Elf)
Init +0; Senses Darkvision (120 feet), Low-Light Vision; Perception +10

DEFENSE
AC 22, touch 10, flat-footed 22. . (+9 armor, +3 shield)
hp 65 (2d10+6d8+11)
Fort +9, Ref +2, Will +8
Immune sleep; SR 14
Weakness Light Blindness

OFFENSE
Spd 20 ft.
Melee +1 Whip +8/+3 (1d3+2) or
Masterwork Flail +8/+3 (1d8+1)
Ranged Masterwork Crossbow, Hand +7/+2 (1d4)
Special Attacks Touch of Evil 3 rounds
Spell-Like Abilities Dancing Lights, Dark Adept, Darkness, Faerie Fire, Touch of Evil 3 rounds
Cleric Spells Known (CL 6, +7 melee touch, +6 ranged touch):
3 (DC 16, 3/day)Blindness/Deafness, Cure Serious Wounds, Dispel Magic, Searing Light
2 (DC 15, 4/day)Align Weapon, Death Knell, Hold Person, Sound Burst, Spiritual Weapon
1 (DC 14, 4/day)Bless, Cure Light Wounds, Divine Favor, Protection from Good, Shield of Faith
0 (DC 13)Detect Magic, Guidance, Resistance, Stabilize
--------------------
STATISTICS
--------------------
Str 12, Dex 10, Con 12, Int 13, Wis 16, Cha 14
Base Atk +6/+1; CMB +7 (+9 Disarming+9 Tripping); CMD 17 (19 vs. Disarm19 vs. Trip)
Feats Combat Casting, Combat Expertise +/-2, Dark Adept, Improved Disarm, Improved Trip, Shield Focus
Skills Acrobatics -6, Climb -5, Diplomacy +8, Escape Artist -6, Fly -6, Heal +7, Intimidate +6, Knowledge: Arcana +7, Knowledge: Religion +7, Linguistics +5, Perception +10, Ride -6, Sense Motive +8, Spellcraft +8, Stealth -6, Swim -5, Use Magic Device +6
Languages Abyssal, Common, Elven, Undercommon
SQ Aura (Ex), Bravery +1 (Ex), Channel Negative Energy 3d6 (5/day) (DC 15) (Su), Cleric Domain: Evil, Cleric Domain: Magic, Elven Immunities, Elven Magic, Hand of the Acolyte (6/day) (6/day) (Su), Poison Use (Ex), Spontaneous Casting
Combat Gear +1 Whip, Masterwork Full Plate, Masterwork Shield, Heavy Steel, Masterwork Crossbow, Hand, Masterwork Flail, Acid Bolt, Crossbow; Other Gear Scroll: Cure Moderate Wounds, Cure Moderate Wounds, Cure Serious Wounds, Scroll: Web, Web, Wand of Magic Missile

SPECIAL ABILITIES
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bravery +1 (Ex) +1 Will save vs. Fear
Channel Negative Energy 3d6 (5/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Evil Granted Powers: You are sinister and cruel, and have wholly pledged your soul to the cause of evil.
Cleric Domain: Magic Granted Powers: You are a true student of all things mystical, and see divinity in the purity of magic.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-2 You can increase your defense at the expense of your accuracy.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Clas
Dancing Lights (1/day) (Sp) Cast Dancing Lights once per day.
Dark Adept Gain detect magic, feather fall, and levitate as spell-like abilities.
Darkness (1/day) (Sp) Cast Darkness once per day.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Drow Immunities - Sleep You are immune to Sleep effects.
Elven Immunities +2 save bonus vs Enchantments.
Elven Magic +2 racial bonus on caster cheks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Faerie Fire (1/day) (Sp) Cast Faerie Fire once per day.
Hand of the Acolyte (6/day) (6/day) (Su) Throw the melee weapon you are holding 6/day.
Improved Disarm Disarm at +2, without an attack of opportunity.
Improved Trip You Trip at +2 and don't cause an attack of opportunity.
Light Blindness (Ex) Blinded for 1r in bright light, dazzled as long as they remain in it.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Use (Ex) You do not risk poisoning yourself accidently while poisoning a weapon.
Shield Focus You are skilled at deflecting blows with your shield.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Spell Resistance (14) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Touch of Evil 3 rounds (6/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
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