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I was looking through the books as I am currently running RotRL and I was just thinking on how to convert them over to PF.
I was thinking of making Delvahine a Bard 12(Arcane Duelist or Sandman)possibly go Bard 6/Wizard 6(Enchanter/Contrioller)or Sorcerer 6(Maestro Bloodline)
And for Vraxeris's simulacrum it should be very easy just a level 10 Wizard (illusionist).
I can make up a few stat blocks pretty easy if you want.
EDIT.
Delvahine
Vraxeris's simulacrum
Male Human Wizard 10
NE Medium Humanoid (Human)
Init +5; Senses Perception +5
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DEFENSE
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AC 16, touch 12, flat-footed 15. . (+4 shield, +1 Dex, +1 deflection)
hp (67)52 (10d6+10)
Fort +6, Ref +6, Will +9
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OFFENSE
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Spd 30 ft.
Melee Masterwork Dagger +5 (1d4-1/19-20/x2)
Wizard Spells Known (CL 10, 4 melee touch, 6 ranged touch):
5 (3/day) Shadow Evocation (DC 22), Shadow Evocation (DC 22), Feeblemind (DC 20), Fireball, Empow (DC 18)
4 (4/day) Confusion (DC 19), Invisibility, Greater (DC 21), Phantasmal Killer (DC 21), Phantasmal Killer (DC 21), Scorching Ray, Empow
3 (4/day) Displacement (DC 20), Displacement (DC 20), Dispel Magic, Fireball (DC 18), False Life, Extend (DC 17)
2 (5/day) Resist Energy (DC 17), Minor Image (DC 19), Invisibility (DC 19), Invisibility (DC 19), Mirror Image (DC 19), Scorching Ray
1 (6/day) Silent Image (DC 18), Silent Image (DC 18), Magic Missile (x2), Shield (DC 16), Ray of Enfeeblement (DC 16), Charm Person (DC 16)
0 (at will) Ray of Frost, Ghost Sound (DC 17), Prestidigitation (DC 15), Arcane Mark
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TACTICS
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Before Combat If the simulacra suspect trouble is coming (such as if they hear combat in area I1, they cast false life, invisibility, and shield on themselves.
During Combat The simulacra know they won’t last long in melee, and therefore do their best to rely on invisibility and ranged spells to keep foes from being able to directly engage them with ease.
Morale The simulacra fight until destroyed.
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STATISTICS
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Str 8, Dex 12, Con 13, Int 19/21, Wis 10, Cha 14
Base Atk +5; CMB +4; CMD 16
Feats Combat Casting, Empower Spell, Eschew Materials, Extend Spell, Greater Spell Focus: Illusion, Improved Initiative, Scribe Scroll, Shadow Gambit, Spell Focus: Illusion, Wizard Weapon Proficiencies
Skills Acrobatics +6, Bluff +7, Diplomacy +7, Intimidate +7, Knowledge (Arcana) +18, Knowledge (Nobility) +18, Knowledge (Religion) +18, Perception +5, Sense Motive +5, Spellcraft +18, Stealth +6, Swim +4, Use Magic Device +12
Languages Azlanti, Common, Draconic, Elven, Giant, Thassilonian
SQ Blinding Ray (8/day) (Sp), Bonded Object: Ring of Protection, +1 (1/day) (Sp), Conjuration, Extended Illusions (+5r) (Su), Illusion, Invisibility Field (10 rounds/day) (Sp), Transmutation
Combat Gear Masterwork Dagger; Other Gear Cloak of Resistance, +2, Headband of Vast Intelligence, +2: , Ring of Protection, +1
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SPECIAL ABILITIES
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Blinding Ray (8/day) (Sp) 30' ranged touch attack, blinds / dazzles for 1 round.
Bonded Object: Ring of Protection, +1 (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Extended Illusions (+5r) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Greater Spell Focus: Illusion +1 to the Save DC of spells from one school.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Invisibility Field (10 rounds/day) (Sp) Become Invisible as Swift Action for wizard level rounds per day.
Shadow Gambit You can tap into the Plane of Shadow to momentarily lend reality to one of your illusion (figment) spells.
Spell Focus: Illusion Spells from one school of magic have +1 to their save DC.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.

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Delvahine now she is pretty different from the book due to not having the dominant prestige class.
Female Demon, Succubus Bard (Arcane Duelist) 10
CE Medium Outsider (Chaotic, Demon, Evil, Extraplanar)
Init +8; Senses Darkvision (60 feet); Perception +27
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DEFENSE
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AC 29, touch 16, flat-footed 23. . (+6 armor, +6 Dex, +7 natural)
hp 166 (8d10+10d8+72)
Fort +9, Ref +21, Will +16
DR 10/good or cold iron; Immune electricity, fire, poison; Resist acid 10, cold 10, fire 10; SR 18
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OFFENSE
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Spd 30 ft., Flight (50 feet, Average)
Melee +1 Wounding Whip, Scorpion +25/+20/+15 (1d4+2/20/x2)
and Claw x2 (Demon, Succubus) +18 x2 (1d6/20/x2)
Special Attacks Bardic Performance (move action) (35 rounds/day), Bardic Performance: Dirge of Doom, Bardic Performance: Distraction, Bardic Performance: Fascinate (DC 28), Bardic Performance: Inspire Competence +3, Bardic Performance: Inspire Courage +2, Bardic Performance: Inspire Greatness (1 allies)
Spell-Like Abilities Charm Monster (At will), Detect Good (Constant), Detect Thoughts (At will), Dominate Person (1/day), Ethereal Jaunt (self plus 50 lbs. of objects only), Suggestion (At will), Summon (level 3, 1 babau 50%) (1/day), Teleport, Greater (self plus 50 lbs. of objects on, Tongues (Constant), Vampiric Touch (At will)
Bard (Arcane Duelist) Spells Known (CL 10, +23 melee touch, +23 ranged touch):
4 (4/day) Invisibility, Greater (DC 27), Dominate Person (DC 28), Freedom of Movement (DC 27)
3 (6/day) Confusion (DC 27), Displacement (DC 26), Dispel Magic, Summon Monster III
2 (7/day) Cure Moderate Wounds (DC 25), Enthrall (DC 26), Mirror Image (DC 25), Blindness/Deafness (DC 25), Eagle's Splendor (DC 25)
1 (9/day) Unnatural Lust (DC 25), Hideous Laughter (DC 25), Grease (DC 24), Charm Person (DC 25), Cure Light Wounds (DC 24)
0 (at will) Read Magic (DC 23), Mage Hand, Mending, Ghost Sound (DC 23), Prestidigitation (DC 23), Message
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TACTICS
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Before Combat Delvahine is unlikely to be caught off-guard by the PCs, since her daughters keep in telepathic contact with her. Once she knows the PCs are approaching (either at her permission or otherwise) she casts freedom of movement, eagle’s splendor, and mirror image.
During Combat Delvahine prefers to fight with allies, particularly her submissive daughters, who are well-trained at protecting her.She uses her bardic music to inspire courage on the first round of combat, then moves on to use dominate person and confusion against her foes. If forced to fight in melee, she hovers out of reach and strikes at foes with her cruel, barbed whip.
Morale Delvahine teleports to area I3 if brought below 20 hit points—as distasteful as it is to her, she hopes to seek aid from Vraxeris. When she discovers he is dead and only his simulacra remains, she assumes his form, allies with his simulacra, and awaits the PCs.
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STATISTICS
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Str 13, Dex 22/26, Con 14/18, Int 16, Wis 12, Cha 36
Base Atk +15; CMB +23; CMD 32
Feats Agile Maneuvers, Arcane Strike, Bard Weapon Proficiencies, Combat Casting, Combat Reflexes (9 AoO/round), Disruptive, Greater Whip Mastery, Improved Whip Mastery, Iron Will, Spell Focus: Enchantment, Spellbreaker, Weapon Finesse, Weapon Focus: Whip, Whip Mastery
Skills Acrobatics +16, Bluff +39, Diplomacy +33, Disguise +26, Escape Artist +26, Fly +21, Heal +11, Intimidate +31, Knowledge (Arcana) +16, Knowledge (Local) +16, Knowledge (Planes) +11, Perception +27, Perform (Dance) +31, Sense Motive +14, Stealth +21
Languages Abyssal, Celestial, Common, Draconic; Telepathy (100 feet)
SQ Arcane Armor - Medium, Arcane Bond - Weapon (1/day), Bardic Performance: Bladethirst (+2) (Sp), Bardic Performance: Rallying Cry (Su), Energy Drain (DC 32) (Su), Hero Points (1), Profane Gift (Su)
Combat Gear +1 Wounding Whip, Scorpion A wounding weapon deals 1 point of Constitution damage from blood , +2 Glamered Mithral Chain Shirt
Other Gear Belt of Physical Might, DEX & CON +4
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SPECIAL ABILITIES
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Agile Maneuvers Use DEX instead of STR for CMB
Arcane Armor - Medium At 10th level, an arcane duelist gains Medium Armor Proficiency and can cast bard spells in medium armor with no chance of arcane spell failure. At 16th level, he gains Heavy Armor Proficiency and can cast bard spells in heavy armor with no arcane sp
Arcane Bond - Weapon (1/day) At 5th level, an arcane duelist gains the arcane bond ability as a wizard, using a weapon as his bonded item, allowing him to cast any one additional spell that he knows once per day. He may not choose a familiar or other type of bonded item. He may
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 Performance (move action) (35 rounds/day) Your performances can create magical effects.
Bardic Performance: Bladethirst (+2) (Sp) Enhance weapons.
Bardic Performance: Dirge of Doom (Su) Enemies within 30' are shaken.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (DC 28) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +3 (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.
Bardic Performance: Inspire Greatness (1 allies) (Su) Grants allies 2 bonus hit dice, +2 to attacks and +1 to fort saves.
Bardic Performance: Rallying Cry (Su) Replace your allies' saves vs. fear with your Intimidate check result.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (9 AoO/round) You may make up to 9 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).
Disruptive +4 DC to cast defensively for those you threaten.
Energy Drain (DC 32) (Su) A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus's kiss bestows one negative level. The kiss also has the effect of a
Flight (50 feet, Average) You can fly!
Greater Whip Mastery Grapple using a whip
Immunity to Electricity You are immune to electricity damage.
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Profane Gift (Su) Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than on
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spell Resistance (18) You have Spell Resistance.
Spellbreaker If an enemy you threaten fails to cast defensively, they provoke an AoO from you.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Whip Mastery Using a whip does not provoke attacks of opportunity

Damon Griffin |

I was looking through the books as I am currently running RotRL and I was just thinking on how to convert them over to PF.
I was thinking of making Delvahine a ... Bard 6/Sorcerer 6(Maestro Bloodline)
That sounds interesting. I haven't gone through Ultimate Magic yet, so I wasn't familiar with the Maestro bloodline.
I'm not worried about Delvahine no longer being a dominant, as I've written up her daughters as not being submissives, except in terms of how they behave. I'm not entirely happy with what I have for them and may rebuild them before the PCs get to that point in the game. Currently they're all Alu-demon Witch 5/Rogue 1. The Rogue level was mainly to give them and their twilight knives (Witch spell, with which they can flank) a +1d6 sneak attack damage bonus.
Eryalla, Lelyrin, Voivod and Zevashala CR 10
Alu-demon / Witch 5 / Rogue 1
XP 9,600
CE Medium outsider (evil, extraplanar)
Init +7; Senses darkvision 120 ft.; Perception +14
Defense
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 93hp (6d10+12) + (5d6+1d8+ 12)
Fort +8, Ref +12, Will +11
DR 5/cold iron or good; Immune electricity, poison, outsider traits; Resist acid 10, cold 10, fire 10; SR 13
Offense
Speed 30 ft., fly 50 ft. (average)
Melee longsword +11/+6 (1d8+3, 19-20/x2) or 2 claws +11 (1d4+3); +1d6 sneak attack
Special Attacks vampiric touch
Spell-Like Abilities (CL 8th)
3/day—charm person (DC 14), detect thoughts (DC 15), disguise self, suggestion (DC 16)
1/day—dimension door, hold person
Spells Prepared (CL 6th, concentration +18, +9 touch, +9 ranged touch)
3rd-Level Witch Spells (2/day) —pain strike* (DC 16), summon monster III, twilight knife*, vampiric touch
2nd-Level Witch Spells (4/day) —blindness/deafness (DC 15), hold person (DC 15), inflict moderate wounds (DC 14), pox pustules* (DC 15), see invisibility, touch of idiocy, vomit swarm*
1st-Level Witch Spells (4/day) —beguiling gift* (DC 14), charm person (DC 14), chill touch (DC 14), command (DC 14), mage armor, mask dweomer*, ray of enfeeblement (DC 14), reduce person (DC 14)
0-Level Witch Spells—arcane mark, bleed (DC 13), dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, spark*, stabilize, touch of fatigue (DC 13)
Deception: 2nd—ventriloquism, 4th—invisibility, 6th— blink
* - Advanced Players Guide
Tactics
Alu-demons attack with weapons (preferring long swords or maces) or with claws. The alu-demon mixes in her spell-like abilities regardless of the method of attack utilized.
An alu-demon’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned (for the standard chaotic evil alu-demon) for the purpose of overcoming damage reduction.
Statistics
Str 17, Dex 16, Con 15, Int 15, Wis 15, Cha 18
Base Atk +2; CMB +11; CMD 23
Feats Blind-Fight, Cleave, Combat Casting (+4 Concentration), Gifted Mesmerist, Improved Initiative, Power Attack
Skills Bluff +16, Escape Artist+15, Knowledge (planes) +16, Perception +20, Sense Motive +16, Stealth +15;
Racial Modifiers +4 Perception
Languages Common, Abyssal; telepathy 100 ft.
SPECIAL ABILITIES
Vampiric Touch (Su) An alu-demon gains temporary hit points equal to the damage dealt each time she successfully hits with a claw attack. She cannot gain more than her target’s current hit points +10, which is enough to kill that opponent. The temporary hit points disappear in one hour.
ECOLOGY
The alu-demon is the female demonic offspring of a succubus and human. Though part demon, not all alu-demons are inherently evil (although good-aligned alu-demons are extremely rare). The typical alu-demon has black or brown hair and dark green, brown, or black eyes. Alu-demons are always female.
Alu-demons are often sent to the Material Plane to seduce mortals. When on such missions they typically arrange their flowing hair so it hides their horns and also fold their wings against their backs (and tuck them under their robe, shirt, or whatever garment of clothing one happens to be wearing at the time).
Vampiric Touch (Su) An alu-demon who successfully hits with a claw attack gains temporary hit points equal to the damage taken by the victim. Damage in excess of what was required to bring a victim to –10 hit points is not gained as temporary hit points by the alu-demon. These temporary hit points vanish in 1 hour.

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bigkilla wrote:I was looking through the books as I am currently running RotRL and I was just thinking on how to convert them over to PF.
I was thinking of making Delvahine a ... Bard 6/Sorcerer 6(Maestro Bloodline)
That sounds interesting. I haven't gone through Ultimate Magic yet, so I wasn't familiar with the Maestro bloodline.
I'm not worried about Delvahine no longer being a dominant, as I've written up her daughters as not being submissives, except in terms of how they behave. I'm not entirely happy with what I have for them and may rebuild them before the PCs get to that point in the game. Currently they're all Alu-demon Witch 5/Rogue 1. The Rogue level was mainly to give them and their twilight knives (Witch spell, with which they can flank) a +1d6 sneak attack damage bonus.
I went with the straight bard so she could keep her higher level spells, making her a bard/sorcerer would severely hamper her spell casting and remove here 3rd and 4th level spell.She also has to be lower level to keep her CR inline with the books.

Damon Griffin |

I went with the straight bard so she could keep her higher level spells, making her a bard/sorcerer would severely hamper her spell casting and remove here 3rd and 4th level spell. She also has to be lower level to keep her CR inline with the books.
Well, in my case she's going to be facing a party of six 13th L characters, which I believe is more opposition than the books intended, so I don't mind a little CR bump, but you're right about the multiclassing.
Cleric of Saranrae 13
Bard 7 / Ranger 6
Fighter 13
Sorcerer 13
Rogue 7 / Shadowdancer 6
Spellsword 7 / Paladin 6

Damon Griffin |

Just updated Delvahine a few days ago for the upcoming hardcover. And she's keeping the dominant prestige class!
Good to know. I wasn't sure if the dominant/submissive prestige classes would require anything in the way of conversion and to be honest I got lazy and used what was available in HeroLab for her "girls."
If you'd like to share, though...? <begs, pleads, and grovels>

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James Jacobs wrote:Just updated Delvahine a few days ago for the upcoming hardcover. And she's keeping the dominant prestige class!Good to know. I wasn't sure if the dominant/submissive prestige classes would require anything in the way of conversion and to be honest I got lazy and used what was available in HeroLab for her "girls."
If you'd like to share, though...? <begs, pleads, and grovels>
Hahah same with me, I just used what Herolab had, I will probably keep my version. Although if the new RotRL Hardcover is out by the time my group gets to her I will probably use the new version. We will be finishing book 2 in probably 2 weeks so I have plenty of time.

Damon Griffin |

Although if the new RotRL Hardcover is out by the time my group gets to her I will probably use the new version. We will be finishing book 2 in probably 2 weeks so I have plenty of time.
Whereas my group has finished Book 4 and just returned to Sandpoint to find this big hole in the street. I expect to be done with the whole AP before the hardcover comes out, and since I only play with one group, I'm unlikely to be able to run the adventure again. I will be buying the hardcover and Runelords minis just for the nostalgia and as a "thank you" to Paizo.

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bigkilla wrote:Although if the new RotRL Hardcover is out by the time my group gets to her I will probably use the new version. We will be finishing book 2 in probably 2 weeks so I have plenty of time.Whereas my group has finished Book 4 and just returned to Sandpoint to find this big hole in the street. I expect to be done with the whole AP before the hardcover comes out, and since I only play with one group, I'm unlikely to be able to run the adventure again. I will be buying the hardcover and Runelords minis just for the nostalgia and as a "thank you" to Paizo.
Pretty much the same here. We're about to finish Fortress of the Stone Giants within the next 2 fortnightly sessions (then take a short break to try a Sci-Fi RPG my friend has and back into it early next year) so we'll definitely be done with her by the time the Hardcover is released. But I'll be getting it and the minis for sure when they come out. :)

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I'm curious about the Dominant and Submissive prestige classes but can't find where they are detailed... can anyone point in in the right direction?
Oh, this is a very dead thread, friend. I'd recommend making a new thread for this question (given that this one is outdated entirely, thanks to the Anniversary Edition).
That said, I've also never been able to find those classes, and have settled for only using those classes in this one specific encounter.

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Plot & Poison was renamed “Advanced Race Codex: Drow” when the publisher updated it to 3.5. It’s still available as a PDF. I bought it before I ran SotS so I would have a better handle on what abilities came from the templates vs base monster stats vs class levels.