
Mortagon |

Hi all,
did anyone leveled CarrionHill allready up so it fits between the 3rd and the 4th module?
I'm not really good balancing combat statistics (last ones failed epicly).
I was thinking about taking a crack at it when I get the time. I'll keep you updated in this thread when I get around to it.

Mortagon |
2 people marked this as a favorite. |

first batch of updated statistics:
P. 8, A8 terrified creepers, replace creepers with:
DARK SLAYER (bestiary 2) ROGUE 4 (THUG)(apg) (3) CR 6
XP 2400
CE Small humanoid (dark folk)
Init +7; Senses detect magic, see in darkness; Perception +10
DEFENSE
AC 21, touch 19, flat-footed 21 (+7 Dex, +1 size, +1 dodge, +2 armor)
hp 56 (8d8+20)
Fort +4, Ref +11, Will +1; evasion, uncanny dodge
Weaknesses: light blindness
OFFENSE
Speed: 30 ft.
Melee: Masterwork kukri +14 (1d3/18-20 plus black smear poison)
Special Attacks: death throes, poison use, sneak attack +4d6, soul harvest, brutal beating (apg), frightening (apg), befuddling strike (apg)
Spell-Like Abilities: (CL 4th; concentration +8)
Constant--detect magic
At will--bleed (DC 14), chill touch (DC 15), darkness, spectral hand
3/day--daze monster (DC 16), death knell (DC 16), inflict moderate wounds (DC 16)
STATISTICS
Str 10, Dex 24, Con 15, Int 10, Wis 8, Cha 18
Base Atk +5; CMB +4; CMD 22
Feats: Skill Focus (Use Magic Device), Weapon Finesse, Dodge, Skill focus (Intimidate)
Skills: Acrobatics +18, Climb +8, Intimidate +14, Perception +10, Spellcraft +10, Stealth +25, Use Magic Device +18; Racial
Modifiers +4 Climb, +4 Stealth, +4 Perception
Languages: Dark Folk
SQ: magical knack, fast stealth
Gear: Masterwork kukri, +1 small shadowed padded armor, Wand of darkness (10 charges)
SPECIAL ABILITIES
Death Throes (Su)
When a dark slayer is slain, its body implodes violently into nothingness, leaving its gear in a heap on the ground. All
creatures within a 10-foot burst take 1d8 points of sonic damage and must make a DC 14 Fortitude save or be deafened for
2d4 rounds. The save DC is Constitution-based.
Magical Knack (Ex)
Spellcraft and Use Magic Device are always class skills for dark slayers.
Soul Harvest (Su)
When a dark slayer damages a flat-footed foe or a foe it is flanking with a melee touch spell or spell-like ability that deals hit point damage, the spell does an additional 1d6 points of damage and the dark slayer gains an equal amount of temporary hit points. These temporary hit points last for a maximum of 1 hour.
p. 10, A11 the sunless grove, replace Yarresh’s statistics with the following:
YARRESH CR 10
XP 9600
Male ghoul rogue 9(thug)(apg)
CE Medium undead
Init +5; Senses darkvision 60 ft.; Perception +17
DEFENSE
AC 25, touch 19, flat-footed 25 (+6 Dex, +2 deflection, +1 dodge, +2 natural, +4 armor)
hp 102 (11d8+53)
Fort +6, Ref +12, Will +9; evasion, improved uncanny dodge
Immunities: undead qualities
OFFENSE
Speed: 30 ft.
Melee: bite +14 (1d6+3 plus paralysis and disease) and 2 claws +14 (1d4+3 plus paralysis)
Special Attacks: sneak attack +5d6, surprise attack, brutal beating (apg), frightening (apg), befuddling strike (apg), paralysis (DC 16, elves are immune), disease (Ghoul fever DC 14)
STATISTICS
Str 16, Dex 22, Con -, Int 10, Wis 17, Cha 16
Base Atk +7; CMB +10; CMD 30
Feats: Weapon finesse, dodge, weapon focus (bite), weapon focus (claw), ability focus (paralysis), dazzling display, shatter defenses, toughness
Skills: Acrobatics +20, Bluff +17, Climb +17, Intimidate +17, Knowledge (Dungeoneering) +3, Perception +17, Stealth +20, Swim +17
Languages: Aklo, Common
SQ: fast stealth, offensive defense (apg)
Gear: Ring of protection +2, Belt of incredible dexterity +2, +1 studded leather armor
P. 13, B2 vats replace normal zombies with:
ADVANCED ALCHEMICALLY PRESERVED RELENTLESS HUMAN ZOMBIES (8) CR 4
XP 1200
NE medium undead (augmented humanoid human)
Init +3; Senses darkvision 60 ft., scent; Perception +2
DEFENSE
AC 17, touch 13, flat-footed 14 (+4 natural, +3 dex)
hp 30 (4d8+12)
Fort +3, Ref +4, Will +6; +2 channel resistance
Immunities: undead qualities
OFFENSE
Speed: 40 ft, Climb 20 ft.
Melee: Slam +8 (1d6+7)
Special Attacks: Quick strikes
STATISTICS
Str 21, Dex 16, Con -, Int -, Wis 14, Cha 14
Base Atk +3; CMB +8; CMD 21
Feats: Toughness
Skills: Climb +13, Survival +2 (tracking by scent +6)

MythicFox |

first batch of updated statistics:
** spoiler omitted **...
Very interesting, very nice. I'm curious, though... did you do anything to Yarresh other than add class levels and adjust stats as necessary? Because I'm seeing a three-level jump but a +4 adjustment to CR and not sure how that adds up. (Just for the record, I don't have much of a head for stat blocks, so if I'm missing something obvious just say so.)

Mortagon |

Mortagon wrote:Very interesting, very nice. I'm curious, though... did you do anything to Yarresh other than add class levels and adjust stats as necessary? Because I'm seeing a three-level jump but a +4 adjustment to CR and not sure how that adds up. (Just for the record, I don't have much of a head for stat blocks, so if I'm missing something obvious just say so.)first batch of updated statistics:
** spoiler omitted **...
Doh!!! You are right, this version of Yarresh should indeed be CR 9. I recommend just adding the advanced template to justify the CR 10.

Mortagon |
1 person marked this as a favorite. |

For my next installment i decided to go a little experimental adding a template and archetype of my own creation. Both are detailed below. Please tell me what you think.
Keeper Myre CR 10
XP
Male void-touched (see below) human Necromancer 11 (Arcanist of the Dark tapestry, see below)
NE medium humanoid (Human)
Init +6; Senses: Darkvision 60 ft., All-around vision, Life sight (11 rounds/day); Perception +10
DEFENSE
AC 21, touch 13, flat-footed 20 (+1 Dex, +2 deflection, +4 mage armor, +4 shield)
hp 101 (11d6+44); false life (16 points)
Fort +7, Ref +4, Will +4
Weaknesses: Madness (Paranoia, see Gamemastery guide for details)
Immunity: Mind-affecting spells and effects, Flanking, Protection from energy (Fire 142 points)
OFFENSE
Speed: 30 ft.
Melee: Dagger +5 (1d4, 19-20/x2) or by spell +5 touch
Ranged: Dagger +6 (1d4, 19-20/x2) or by spell +6 ranged touch
Special Attacks: Channel negative energy ( 8/day; DC 16), Grave touch (8/day)
Spells: (CL 11; concentration +20)
0. Touch of fatigue (DC 17), Detect magic, Mage hand, Prestidigitation, Acid splash
1.Detect thoughts*(DC 17), Mage armor**, Grease (DC 16), Ray of enfeeblement DC 18), Shield**, Alarm, Anticipate peril (UM)**
2.False life**, Skinsend (UM), Spectral hand, Darkvision**, Glitterdust (DC 17), Acid arrow
3.Black tentacles*, Howling agony (UM) (DC 20), Countless eyes (UM)**, Dispel magic, Protection from energy**, Blink
4.Dismissal* (DC 20), Boneshatter(UM)(DC 21), Enervation x2, Acid pit (apg)(DC 19)
5.Eyebite* (DC 23), Sickening vampiric touch (DC 20), Telekinesis (DC 20), Acidic spray (apg)(DC 20)
6.Insanity* (DC 22), Persistent fear (DC 21), Fluid form (apg)
*This spell is from Keeper Myres forbidden tome
**These stat blocks assume that Keeper Myre has already cast these spells. The effects of these spell is included in Keeper Myres statistics
Spell-like abilities:
1/day: True seeing
STATISTICS
Str 10, Dex 12, Con 14, Int 20, Wis 8, Cha 13
Base Atk +5; CMB +5; CMD 16
Feats: Combat casting, Command undead, Forge ring, Great fortitude, Iron will, Scribe scroll, Spell focus (necromancy), Toughness, Greater spell focus (Necromancy), Persistent spell (apg), Sickening spell (apg)
Skills: Bluff: +8, Craft (Alchemy): +18, Knowledge (Arcana): +19, Knowledge (Dungeoneering): +19, Knowledge (Planes): +19, Knowledge (religion): +19, Linguistics: +9, Perception: +10, Sense motive: +10, Spellcraft: +19
Languages: Aklo, Common, Varisian, Abyssal, Undercommon
SQ: Forbidden tome
Gear: Spellbook (All spells memorized plus any spells the DM sees fit), Ring of protection +2, Scrolls of Mage armor(2), Shield (2), Gentle repose (3), Dimension door, Mage's private sanctum, create undead and Animate dead, Headband of intellect +2 (Bluff), Dagger, Potion of cure moderate wounds, Ring of counterspells (Dispel magic), Keys to all doors in Rupman's vat, key to area D8, 100 gp worth of crafting supplies, 35 gp
Void-touched (template):
This template can be added to any living creature with an intelligence score of 3 or higher. The void-touched creature has somehow been touched by terrible forces from beyond and as a result its mind has shattered. The creature gains a permanent insanity (either rolled randomly or chosen by the DM). Any spell that normally cures insanity, will only supress the condition for one round per spell level. Only divine intervention or certain artifacts may cure this insanity. The addled mind of a void touched creature renders it immune to mind-affecting effects and once per day the creature may use True seeing as a spell-like ability at a caster level equal to his hit dice/level. (CR +0)
Arcanist of the Dark tapestry (wizard Archetype)
You have learnt some of the terrible truths about the void between the stars and what lurks within. This grants you increased magical insight, but this power does not come without a price.
At 1st level permanently reduce your wisdom score by 2
At 1st level you gain a forbidden tome, this tome contains one spell one level higher than the maximum level you can cast. You may cast this spell as if it were one level lower (although it still counts as it normal level for the purpose of DC and effects like globe of invulnerability). The spell must be chosen from the list below. Whenever you cast a spell from this tome you suffer 1d2 points of wisdom damage and are confused for one round unless you make a will save (DC 15+spell level).
Every time you gain a new level of spell you gain a new spell to add to your forbidden tome. In addition, once per day you may refer to the tome as a move action to gain a +5 bonus on any one Knowledge (Arcana), (The planes), (Dungeoneering) or (Religion) check.
You may only memorize one such spell for each spell level you know how to cast.
If anyone else but you should try to read your forbidden tome the reader will only see incomprehensible gibberish (even if he use magic like comprehend languages) and must make a will save (DC 10 plus 1/2 your level plus your Int modifier) or be confused for one round per caster level you have. Should your forbidden tome be stolen or destroyed it will turn into disgusting ichor and alien writhing worms at your command (a full round action)and mysteriously reappear in your possession after 24 hours. This counts as a supernatural ability. Other than this the tome has the physical properties of a normal spellbook. Any additional spell written into this tome can be read as a normal spell using read magic or similar means.
This ability replaces Arcane bond.
Forbidden tome spells:
2nd level spells: Touch of idiocy, Lesser confusion, Detect thoughts, See invisibility, Hideous laughter
3rd level spells: Rage, Magic circle (Chaos and evil only), Blood biography, Seek thought
4th level spells: Confusion, Dimensional anchor, Black tentacles, Phantasmal killer
5th level spells: Nightmare, Dismissal, Lesser planar binding, Contact other plane, Feeblemind, Mind fog, Dream
6th level spells: Planar binding, True seeing, Legend lore, Eyebite, Fluid form
7th level spells: Insanity, Banishment, Plane shift, Vision, Limited wish
8th level spells: Scintillating pattern, Dimensional lock, Moment of prescience, Binding, Symbol of insanity (the yellow sign)
9th level spells: Weird, Freedom, Imprisonment, Gate, Foresight, Interplanetary Teleport, Wish

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For my next installment i decided to go a little experimental adding a template and archetype of my own creation. Both are detailed below. Please tell me what you think.
** spoiler omitted **...
I greatly appreciate you working on these. I just got the module for Carrion Hill and I'm going to be fitting it in between 3 and 4, possibly within the next week. Having these stats is a blessing.
Being a first time GM, I'm realizing the pros and cons to running a game and I really feel that, to have a good game, I need to prepare as much as possible (taking notes, highlighting the module for DC's and dialogue and researching spells and affects...)
Anyway, I just wanted to let you know that your work is appreciated.