
Cardboard Hero |
1 person marked this as a favorite. |

So my pcs are getting to the Skinsaw cultist in Magnimar. Reviewing the adventure i took a closer look at their satblock and recoiled in shock (shock I say!). Terrible, terrible choices of feat and multiple mistakes. So I asked myself what do these cultists do. One of the main things they do apparently is stalk the streets, overpower victims and bring them back to the sawmill. Now i could have went with saps and non lethal damage but it woud make an unchallenging encounter even more so. Looking at what they have to work with in the mill, I saw plenty of opportunities to use the terrain to their advantage.
This is what i came up with
Skinsaw Cultists
Human Cleric 1 Rogue 2
NE Medium Humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 25 (3d8+5)
Fort +3, Ref +6, Will +4
Defensive Abilities copy cat (su) (5/day), evasion
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Offense
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Speed 30 ft.
Melee Masterwork Shortsword +6 (1d6+1/19-20/x2)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Command (DC 13), Disguise Self
0 (at will) Bleed (DC 12), Light, Mending
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Statistics
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Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +6(+8); CMD 15
Feats Agile Maneuvers, Coordinated Maneuvers, Weapon Finesse, Weapon Focus (War razor)
Skills Acrobatics +9, Climb +7, Intimidate +5, Knowledge (local) +6, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9
Languages Common
SQ aura, cleric channel negative energy 1d6 (2/day) (dc 9), domains (death, trickery), rogue talents (finesse rogue), spontaneous casting, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork Ceremonials War razor (worth 348gp)
Item description: This War razor has a rich dark red blood wood handle and words have been acid etched into the blade, unholy gospel of the church of Norgorber.
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 1d6 (2/day) (DC 9) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Coordinated Maneuvers +2 CMB if you are adjacent to an ally with this feat.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
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.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
I decided that the war razor would be a free feat (deity favorite weapon subcult) took out selective channeling (werent eligible, poor choice to begin with) and gave them Agile maneuvers amd coordinated maneuvers to represent their experience working together. And since I wanted them to have a fighting chance at hitting the pcs i gave them weapon focus as well. Changed the loot a little bit (no gold but the razors are now ceremonial with blood wood handles and unholy text etched into the blades). I was disapointed to see Improve Ini go but such is the way of life at times.
And now with a bit of teamwork (+8 when working together) they can use all the wonderful terrain around them to their advantages. Pushing the pcs into grinding gears and big old woodsaws. They should still be pushovers but at least now i get to frighten some pcs with close calls of being run through machinery.
I would like to know two things.
1) What did you think of my idea
2) What did you do (or plan to do) with your cultists?

Tangent101 |

I actively differentiated my Cultists. I also increased their level, but half of that is that my group is one level higher (I started them out at 2nd level so they'd not die from a random sword-thrust).
Thus the first three include a Rogue 1/Fighter 3, a Rogue 2/Ranger 2, and a Rogue 1/Cleric 3. The second group of four included a Sorcerer 3/Rogue 1, a Rogue 2/Bard 1, a Rogue 2/Cleric 3, and a Rogue 4. And on down the line. And their Feats and Stats were altered as a result of their classes.
Also, not all of them are human. There's a dwarf or two, a tiefling, and a half-elf.
I probably should differentiate weapons a little also, but I figured their current weapons would suffice.

Cardboard Hero |

yes, that would work, but i think i will keep them low level just in case they head to the shadow clock right after. My pcs can be... impulsive.
After the cultist came their Leader, again an amalgalm of poor life choices. He seems to have no real focus like he cant decide what to do with himself. A few changes needed to be made.
Justice Ironbriar
Male Elf Inquisitor (Preacher) 6 Rogue 2
NE Medium Humanoid (elf)
Init +12; Senses low-light vision; Perception +14
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Defense
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AC 23(26), touch 17(20), flat-footed 17(20) (+4 armor, +2 shield, +6 Dex, +1 dodge,(+3 deflection)
hp 62 (8d8+12); judgement of profane healing 3
Fort +6, Ref +11, Will +7; +2 vs. enchantments
Defensive Abilities evasion, judgement of profane protection +2; DR judgement of profane resiliency 2: magic; Immune magic sleep; Resist elven immunities, judgement of profane purity +2, judgement of profane resistance 6 (fire)
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Offense
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Speed 30 ft.
Melee +1 War razor +12 (1d4+1/19-20/x2)
Ranged Hand crossbow +11 (1d4/19-20/x2)
Special Attacks bane (+2 / 2d6) (6 rounds/day), bleeding touch 3 rounds (5/day), judgement of profane destruction +3, judgement of profane justice +2, judgement of profane piercing +3, judgement of profane smiting (magic, evil), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 3 rounds (5/day), Detect Alignment (At will), Discern Lies (6 rounds/day)
Inquisitor Spells Known (CL 6):
2 (4/day) Hold Person (DC 14), Cure Moderate Wounds, Invisibility, Undetectable Alignment (DC 14)
1 (5/day) Cure Light Wounds, Divine Favor, Shield of Faith, Expeditious Retreat, Command (DC 13), Disguise Self
0 (at will) Guidance, Resistance, Bleed (DC 12), Stabilize, Light, Read Magic
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Statistics
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Str 8, Dex 22, Con 12, Int 13, Wis 15, Cha 14
Base Atk +5; CMB +4; CMD 21
Feats Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills Bluff +13, Diplomacy +12, Intimidate +15, Knowledge (local) +11 (+13 to identify the abilities and weaknesses of creatures), Knowledge (religion) +11 (+13 to identify the abilities and weaknesses of creatures), Linguistics +6, Perception +14 (+15 to locate traps), Sense Motive +16, Stealth +16, Survival +2 (+5 to track); Racial Modifiers +2 Perception, monster lore
Languages Common, Draconic, Elven, Infernal, Varisian
SQ determination (1/day), domains (murder), elven magic, judgement (2/day), rogue talents (finesse rogue), teamwork feat (change 2/day), track, trapfinding +1
Combat Gear Potion of bear's endurance, Potion of cat's grace, Wand of cure moderate wounds(14 charges ; Other Gear Mithral Chain shirt, +1 Buckler, +1 Gladius, Masterwork Hand crossbow, Reaper's mask, 10 poisoned bolts (drow poison), keys to the area, --------------------
Special Abilities
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Bane (+2 / 2d6) (6 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Bleeding Touch 3 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Determination (3/day) (Ex) Free, may reroll attack/force foe hitting ally to reroll/gain +4 AC for 1 attack.
Discern Lies (6 rounds/day) (Sp) Discern Lies at will
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +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.
Inquisitor Domain (Murder) Associated Domain: Death
Judgement (2/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Profane Destruction +3 (Su) Weapon Damage bonus.
Judgement of Profane Healing 3 (Su) Fast Healing
Judgement of Profane Justice +2 (Su) Attack bonus
Judgement of Profane Piercing +3 (Su) Concentration and vs. SR bonus
Judgement of Profane Protection +2 (Su) AC bonus
Judgement of Profane Purity +2 (Su) Save bonus
Judgement of Profane Resiliency 2: Magic (Su) DR/magic
Judgement of Profane Resistance 6 (Fire) (Su) Energy Resistances
Judgement of Profane Smiting (Magic, Evil) (Su) DR bypass
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.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Teamwork Feat (change 2/day) Swap your most recent Teamwork feat for another
Track +3 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Big changes were afoot for the Justice. As an inquisitor he is now a skilled power house, should they meet him in the flesh before the Mill he will be able to talk his way out of anything. In combat his preaching will be able to sustain his minions a bit longer and I took the liberty of removing Selective Channeling to complete the spring attack feat tree. toughness was substituted for Improved initiative (he can now get the "drop" on his victims) and his bonus skill/lvls exchanged for hp/lvl and known spell.
Yes now the Justice will be able to support his allies while he darts in and out of combat for "critical" strikes.

Kudaku |
2 people marked this as a favorite. |

My RotRL group has six players, so I felt I had to amp up this encounter somewhat.
Like you I was fairly unimpressed with Ironbriar and made him a straight lvl 8 inquisitor with dervish dance redesigned to work with short swords, while the cultists got bumped up to third level clerics. I may have also added one or two cultists, I can't quite recall.
It turned into a clustershot of truly epic proportions. My party decided to show up at the "meeting" at midnight and knocked on the door. A cultist came down in normal clothing, inquired politely as to their business, asked them to please wait while he fetched the foreman (which they did), and promptly warned every cultist in the building. That gave the 17(?) cultists and the level 8 inquisitor six rounds to buff up before the party started suspecting something was amiss. Invisibility is on the Trickery Domain spell list, so half the cultists were invisible and hiding a floor down while the rest were upstairs. I had one cultist use Disguise Self to take on Ironbriar's appearance while Ironbriar disguised himself to look like a regular cultist. The party's paladin kicked down the door, saw the ritual sacrifice, and promptly declared his one use of smite evil... On Ironbriar's lookalike. It all went downhill from there.
Coincidentally, Inquisitors make absolutely terrifying melee monsters when they have time to buff up. Looking over his sheet he was at 25 AC, he had an attack bonus of +17 / +11 and was dealing 1d6+14 damage per swing with his short sword, and adding an additional 2d6 from Bane. His saves came to +9/+10/+10. Finally, the numerous other cultists allowed him to make good use of Solo Tactics via Precise Strike and Outflank.
The fight took roughly four hours to resolve, and was unspeakably brutal. In the end there were two cultists banged up but still standing, another handful down but not quite dead yet, Ironbriar was at more or less full health due to Fast Healing Judgement, nifty AC, Cure Serious Wounds, and using the other cultists as cover , disposable healing and cannon fodder. Three members of the party got away after a truly inspiring use of hero dice where the wizard bull rushed Ironbriar down six floors and used featherfall midair to avoid dying from the falling damage. The look on their faces when Ironbriar (or as they referred to him with dread: 17, since he was labelled as Cultist 17)GOT BACK UP I will carry with me to my grave.
One PC was captured and brought to Xanesha, where he was promptly wisdom drained into docility, dominated and used by Ironbriar as added artillery. I set up Ironbriar with the Faceless and the leftover cultists along with the PC wizard in the clockwork room directly underneath the rooftop with the angel statue.
In the end Ironbriar was one of the most iconic NPC bosses they've met so far and they still talk about the fight. Whenever they fight random monsters I label one 17 and they always try to kill that one first ^^

Cardboard Hero |

Thats great. One of the things that bugged me about Ironbriar is the fact that as a Justice, he is supposedly a powerfull and influential man in Magnimar but as written nobody would ever remember that encounter. i might add some cultists too now that my pcs almost doubled the size of their party with Leadership. I thought i would have played this encounter a few weeks ago but life got in the way and we have been unable to play these past few weeks.
Thank you for sharing

Daenar |

So my pcs are getting to the Skinsaw cultist in Magnimar. Reviewing the adventure i took a closer look at their satblock and recoiled in shock (shock I say!). Terrible, terrible choices of feat and multiple mistakes. So I asked myself what do these cultists do.
This is what i came up with
Skinsaw Cultists
Human Cleric 1 Rogue 2
NE Medium Humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 25 (3d8+5)
Fort +3, Ref +6, Will +4
Defensive Abilities copy cat (su) (5/day), evasion
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Offense
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Speed 30 ft.
Melee Masterwork Shortsword +6 (1d6+1/19-20/x2)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 1):
1 (2/day) Shield of Faith, Command (DC 13), Disguise Self
0 (at will) Bleed (DC 12), Light, Mending
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Statistics
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Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +6(+8); CMD 15
Feats Agile Maneuvers, Coordinated Maneuvers, Weapon Finesse, Weapon Focus (War razor)
Skills Acrobatics +9, Climb +7, Intimidate +5, Knowledge (local) +6, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9
Languages Common
SQ aura, cleric channel negative energy 1d6 (2/day) (dc 9), domains (death, trickery), rogue talents (finesse rogue), spontaneous casting, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork Ceremonials War razor (worth 348gp)
Item description:...
Against My Invulnerable superstitious Barbarian, Half orc Inquisitor, Elf Conjurer and Human Cleric...died

Daenar |
1 person marked this as a favorite. |

Wish I knew how to link stuff, I bolded the DIE as a inside joke, see, as the party cleared the mill level by level, the barbarian kept yelling "DIE!" Brian Blessed style as Hawkman vs ajax flash gordon. if you're unsure of the reference youtube it and picture the leader as a dwarf barbarian. Hilarious.

thelesuit |
5 people marked this as a favorite. |

I chose a slightly different tact with the Skinsaw Cult.
The Brotherhood is a three layered hierarchy: at the top are the Senior Brothers (practiced murderers and killers of which there are only seven – including the Cult leader, the Elder Brother), in the middle are Junior Brothers (journeymen killers perfecting their art, often sent afield to reduce the chance of discovering. Some do assist Senior Brothers in their art), and at the bottom are Younger Brothers (apprentices learning their craft – serving as scouts and look-outs, “cleaners”, and various other key, but not over complex tasks).
Each of the Seven Senior Brothers are unique and deadly in their own right. Each has a specific specialty, mode of operation, “trigger” to prompt his (or her) engagement, and a special way of venerating Norgorber.
Brother Spills – an alchemist of some repute in Magnimar. He is new to his position among the Brotherhood having graduated to Senior Brother five years ago. He has few victims to his name (only one before the coming of Xanesha – whom he melted) and is still perfecting his methods. As a Junior Brother, he called himself Ploesi Grimm and preyed upon the village of Hattersfield, just upriver from Magnimar and now “home” to the Skunkworks. In Magnimar he is the reputable alchemist Armin Destok (Cleric 3/Alchemist 8), and quite accomplished in his craft. He has a special hatred for Shoanti (and most of his victims in Hattersfield were such).
Sister Dregs (gnome – Expert-Vintner 7/Cleric 3). Halite Tussywuggle. Sister Dregs has had many, many years to perfect her arts. She is one of the original Seven selected by Elder Brother. She has many victims to her name – but over very many years. Her signature is pickled, dismembered bodies. She generally prefers large, attractive men – particularly opera singers, bards, and actors. Her past is littered with such victims having disappeared only to reappear months or years later in pieces.
The Lumper, sometimes called Brother Lumper, is an unassuming bookbinder named Noeds Vatturn. The Lumper likes to compress his victims into square cubes of semi-digested, indistinguishable (and unidentifiable) flesh. Toward this end he employs a hydraulic press (powered by the same gears that drive the Seven Sawmill blades). The Lumper has not been terribly keen on Xanesha’s demands. He finds satisfaction, and reverence for Norgorber in his own personal rites and observations. He chafes under Xanesha’s demands for performing the Sihedron ritual prior to taking a life and isn’t convinced that the victims she indicates are most deserving of his special attentions. He generally targets innocents and those who lead blameless and charitable lives. He however, is cowed by the Elder Brother and not wont to court his displeasure. Victims he has been assigned from Xanesha’s list have yet to be targeted.
Sister Skintaker, is Melisai Hesani, a surgeon and healer of high repute and the Chief Coroner (Medical Examiner) for the City of Magnimar [use Vivisectionist Cleric from NPC Codex]. Sister Skintaker is not fooled by Elder Brother’s recent demands – she knows what Xanesha is and what sort of hold she has on Elder Brother. The good Sister currently schemes to remove Xanesha and Elder Brother and restore the Cult to the pure worship of Norgorber. Sister Skintaker flays her victims, saving the skins for various uses.
Brother Strings, is Alec Renatus, a weapon and instrument crafter [use Bounty Hunter from NPC Codex (p.135)]. His mission is to find the perfect instrument and then craft it to a higher purpose.
Unknown Brother has no name. He is the most feared of the Elder Brethren as he may appear as nearly anyone. Unknown Brother is the ghost of now dead Brother Harm, a truly vicious psychopath. As a ghost he has retained his deadly skills now augmented by his ability to possess his victims, or any unprotected body. Unknown Brother wears the Faceless Mask.
I don't plan to have the party encounter all (or perhaps any) of the Senior Brothers, except Ironbriar. The "cultists" in the Mill will be Junior and Younger Brothers.
There is also an under-city lair where the Cult keeps their archives and conducts their highest ceremonies.
CJ

bleeyargh |

My party is just about to start encountering Skinsaw Cultists, and I enjoy these adjustments a great deal. They will be encountering Ironbriar as a private collector for some old coins that they've discovered (but can't reasonably sell) in Sandpoint. I appreciate the concept of the Senior Brothers, and will certainly use them. :)

Tangent101 |
6 people marked this as a favorite. |

I actually redesigned the entire Skinsaw Cult. Here's each character - mind you, I increased their difficulty by +1 CR, so if you want to use them and have 7th level PCs, this might be a tad difficult for them and you may wish to reduce the levels of some of the Cultists to compensate. Or add in a 7th level NPC fighter guard to help them out. ;)
The Undermill
XP 800
Male Dwarf Cleric 3 Rogue 1
NE Medium Humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +8
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 38 (4d8+13)
Fort +6, Ref +6, Will +5; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities copy cat (su) (5/day), defensive training
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Offense
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Speed 20 ft.
Melee Masterwork War razor +4 (1d4+2/19-20/x2)
Ranged Hand crossbow +5 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), hatred, sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 3):
2 (2/day) Death Knell (DC 14), Bull's Strength, Hold Person (DC 14)
1 (3/day) Shield of Faith, Divine Favor, Command (DC 13), Disguise Self
0 (at will) Mending, Bleed (DC 12), Bleed (DC 12), Light
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TACTICS
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During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
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Statistics
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Str 12, Dex 17, Con 16, Int 10, Wis 14, Cha 13
Base Atk +2; CMB +3; CMD 16 (16 vs. Bull Rush, 16 vs. Trip)
Feats Martial Weapon Proficiency (War razor), Selective Channeling
Skills Acrobatics +7 (+3 jump), Appraise +0 (+2 to determine the price of nonmagic items with precious metals or gemstones), Climb +5, Intimidate +7, Knowledge (local) +6, Perception +8 (+9 to locate traps, +10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Sleight of Hand +8, Stealth +9
Languages Common, Dwarven
SQ aura, cleric channel negative energy 2d6 (4/day) (dc 12), domains (death, trickery), greed, hardy, slow and steady, spontaneous casting, stability, stonecunning +2, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 2d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Greed +2 to Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Selective Channeling Exclude targets from the area of your Channel Energy.
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.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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The machinery here needs near-constant upkeep and maintenance. This task falls to three cultists who work in shifts day and night. The cultists do not wear their robes while working, but their razors and masks are never far away. They respond to intruders with feigned friendliness at first, warning them that this room is no place for visitors and that if they need assistance, they should contact the mill manager. If the PCs demand to know the manager’s name and address, the cultists smile calmly, claim that they aren’t allowed to hand out that type of information, and slowly move to surround the intruders. Once they’re flanking foes, they don their masks and attack.
As long as a character is in a square bordered by an outer wall, he’s safe. If he moves through any other square during combat, he treats that square as difficult terrain and must succeed at a DC 15 Reflex save, as detailed above, to avoid being caught in the machinery or waterwheels. A character caught in the waterwheels is dumped into the river below after 1d3 rounds. The cultists are intimately familiar with the workings of the room and can move through the machinery safely (although it still counts as difficult terrain for them).
XP 800
Male Human Fighter 3 Rogue 1
NE Medium Humanoid (human)
Init +5; Senses Perception +8
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Defense
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AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 40 (3d10+1d8+11)
Fort +5, Ref +4, Will +3 (+1 vs. fear)
Defensive Abilities bravery +1
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Offense
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Speed 30 ft.
Melee Masterwork War razor +7 (1d4+4/19-20/x2)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks sneak attack +1d6
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TACTICS
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During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
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Statistics
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Str 17, Dex 12, Con 14, Int 10, Wis 14, Cha 9
Base Atk +3; CMB +6; CMD 17
Feats Cleave, Improved Initiative, Power Attack -1/+2, Stealthy, Step Up
Skills Acrobatics +6, Climb +8, Escape Artist +3, Intimidate +5, Knowledge (local) +6, Perception +8 (+9 to locate traps), Sleight of Hand +6, Stealth +9
Languages Common
SQ trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
XP 800
Male Half-Orc Ranger 2 Rogue 2
NE Medium Humanoid (human, orc)
Init +4; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 30 (2d10+2d8+4)
Fort +4, Ref +10, Will +0
Defensive Abilities evasion, orc ferocity (1/day)
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Offense
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Speed 30 ft.
Melee Masterwork War razor +8 (1d4+3/19-20/x2)
Ranged Hand crossbow +7 (1d4/19-20/x2)
Special Attacks favored enemy (humans +2), sneak attack +1d6
Ranger Spells Prepared (CL 0):
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TACTICS
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During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
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Statistics
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Str 14, Dex 18, Con 13, Int 12, Wis 10, Cha 9
Base Atk +3; CMB +5; CMD 19
Feats Double Slice, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +11, Bluff +4 (+6 vs. humans), Climb +9, Disable Device +8, Intimidate +8, Knowledge (local) +8 (+10 vs. humans), Perception +7 (+8 to locate traps, +9 vs. humans), Sense Motive +0 (+2 vs. humans), Sleight of Hand +11, Stealth +11, Survival +5 (+7 vs. humans, +6 to track); Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ combat styles (two-weapon combat), rogue talents (finesse rogue), track, trapfinding +1, wild empathy
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Lumber Collection
XP 600
Male Human Bard 1 Rogue 2
NE Medium Humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 16 (3d8-3)
Fort -1, Ref +8, Will +4
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +5 (1d4+2/19-20/x2)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks bardic performance (standard action) (5 rounds/day, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate (1 targets) (dc 11), bardic performance: inspire courage +1, sneak attack +1d6
Bard Spells Known (CL 1):
1 (2/day) Summon Monster I, Disguise Self
0 (at will) Flare (DC 11), Ghost Sound (DC 11), Dancing Lights, Prestidigitation (DC 11)
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 9, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +2; CMD 16
Feats Dodge, Improved Initiative, Martial Weapon Proficiency (War razor), Weapon Finesse
Skills Acrobatics +9, Appraise +6, Climb +7, Diplomacy +5, Disguise +5, Escape Artist +7, Intimidate +6, Knowledge (local) +7, Perception +8 (+9 to locate traps), Sense Motive +6, Sleight of Hand +9, Stealth +9
Languages Common
SQ bardic knowledge, rogue talents (finesse rogue), trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (5 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 (1 targets) (DC 11) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
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 Gain a bonus to find or disable traps, including magical ones.
--------------------
Except during sermons, this area is populated by four Skinsaw cultists who busy themselves inspecting lumber, arranging product, and preparing shipments. Like their fellows in the undermill, they react to intruders with smiles as they slowly work themselves into flanking positions before attacking; they do not wear their masks or robes, but they do keep their razors hidden throughout the room. At night, the cultists are out on the city streets with their razors, stalking prospective victims.
XP 800
Male Halfling Rogue 4
NE Small Humanoid (halfling)
Init +9; Senses Perception +10
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 13 (+2 armor, +5 Dex, +1 size)
hp 31 (4d8+6)
Fort +3, Ref +10 (+1 bonus vs. traps), Will +3; +2 vs. fear
Defensive Abilities evasion, trap sense, uncanny dodge
--------------------
Offense
--------------------
Speed 20 ft.
Melee (M) Masterwork War razor +8 (1d4+1/19-20/x2)
Ranged (M) Hand crossbow +7 (1d4/19-20/x2)
Special Attacks sneak attack +2d6
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 13, Int 10, Wis 12, Cha 11
Base Atk +3; CMB +2; CMD 17
Feats Improved Initiative, Martial Weapon Proficiency (War razor), Weapon Finesse
Skills Acrobatics +14 (+10 jump), Climb +9, Escape Artist +10, Fly +7, Handle Animal +2, Intimidate +7, Knowledge (local) +7, Perception +10 (+12 to locate traps), Sleight of Hand +12, Stealth +16, Use Magic Device +5; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling
SQ fearless, rogue talents (finesse rogue, surprise attacks), trapfinding +2
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 10 GP
--------------------
Special Abilities
--------------------
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fearless +2 racial bonus vs Fear saves.
Sneak Attack +2d6 +2d6 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 +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
XP 1200
Male Human Cleric 3 Rogue 2
NE Medium Humanoid (human)
Init +7; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 36 (5d8+8)
Fort +4, Ref +7, Will +5
Defensive Abilities copy cat (su) (5/day), evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +7 (1d4+2/19-20/x2)
Ranged Hand crossbow +6 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 3):
2 (2/day) Cure Moderate Wounds, Spiritual Weapon, Invisibility
1 (3/day) Shield of Faith, Command (DC 13), Command (DC 13), Disguise Self
0 (at will) Guidance, Mending, Bleed (DC 12), Light
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 10, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Martial Weapon Proficiency (War razor), Selective Channeling, Weapon Finesse
Skills Acrobatics +9, Climb +7, Escape Artist +7, Intimidate +7, Knowledge (local) +6, Perception +10 (+11 to locate traps), Sense Motive +6, Sleight of Hand +9, Stealth +11
Languages Common
SQ aura, cleric channel negative energy 2d6 (4/day) (dc 12), domains (death, trickery), rogue talents (finesse rogue), spontaneous casting, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 2d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
XP 800
Male Human Rogue 1 Sorcerer 3
NE Medium Humanoid (human)
Init +6; Senses Perception +7
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 27 (1d8+3d6+4)
Fort +2, Ref +5, Will +4
Resist fire 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +1 (1d4/19-20/x2)
Ranged Hand crossbow +3 (1d4/19-20/x2)
Special Attacks elemental ray (7/day), sneak attack +1d6
Sorcerer Spells Known (CL 3):
1 (6/day) Magic Missile, Mage Armor, Burning Hands (bloodline energy type) (DC 15), Burning Hands (DC 15)
0 (at will) Acid Splash, Ray of Frost, Flare (DC 14), Jolt, Penumbra
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 9, Dex 14, Con 13, Int 10, Wis 12, Cha 18
Base Atk +1; CMB +0; CMD 12
Feats Arcane Armor Training, Eschew Materials, Improved Initiative, Martial Weapon Proficiency (War razor)
Skills Acrobatics +8, Climb +5, Intimidate +10, Knowledge (local) +5, Perception +7 (+8 to locate traps), Sleight of Hand +7, Stealth +8
Languages Common
SQ bloodlines (elemental [fire]), trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Elemental (Fire) You may change any energy spell to use [Fire] energy.
Elemental Ray (7/day) (Sp) Ranged touch attack deals 1d6+1 Fire damage.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
I'll list the next two groups with the next post.

Tangent101 |
4 people marked this as a favorite. |

And here's the next two groups of redesigned Skinsaw Cultists. As I mentioned, the overall CR is increased by +1; this doesn't mean they're all +1 level, however! I figure that some will be more powerful, some less so. Just as there is an array of classes available. Not all are cleric/rogues!
Log Splitters
XP 1200
Male Half-Elf Barbarian 2 Rogue 3
NE Medium Humanoid (elf, human)
Init +7; Senses low-light vision; Perception +11
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 46 (2d12+3d8+9)
Fort +5, Ref +6 (+1 bonus vs. traps), Will +2; +2 vs. enchantments
Defensive Abilities evasion, trap sense, uncanny dodge; Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 40 ft.
Melee Masterwork War razor +8 (1d4+3/19-20/x2)
Ranged Hand crossbow +7 (1d4/19-20/x2)
Special Attacks rage (7 rounds/day), rage powers (guarded stance +1 [1 rds]), sneak attack +2d6
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 13, Int 10, Wis 12, Cha 9
Base Atk +4; CMB +6; CMD 20
Feats Dodge, Improved Initiative, Martial Weapon Proficiency (War razor), Skill Focus (Stealth), Weapon Finesse
Skills Acrobatics +10 (+14 jump), Climb +9, Intimidate +7, Knowledge (local) +7, Perception +11 (+12 to locate traps), Sleight of Hand +10, Stealth +14, Survival +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, fast movement +10, rogue talents (finesse rogue), trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Guarded Stance +1 (1 rds) (Ex) Gain a +1 dodge bonus to AC vs. melee attacks while raging.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (7 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
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 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
--------------------
During the day, four Skinsaw cultists toil in this room, loading lumber into the log splitters with care and precision. They react to intrusions as their brothers in areas D3 and D4 do, with warnings that this is a “dangerous place”—and eventually, with razors.
XP 600
Male Human Rogue 3
NE Medium Humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 22 (3d8+3)
Fort +2, Ref +6 (+1 bonus vs. traps), Will +3
Defensive Abilities evasion, trap sense
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +6 (1d4+2/19-20/x2)
Ranged Hand crossbow +4 (1d4+2/19-20/x2)
Special Attacks sneak attack +2d6
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 9
Base Atk +2; CMB +3; CMD 16
Feats Deadly Aim -1/+2, Improved Initiative, Martial Weapon Proficiency (War razor), Weapon Finesse
Skills Acrobatics +9, Appraise +6, Bluff +5, Climb +7, Escape Artist +9, Intimidate +5, Knowledge (local) +6, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9
Languages Common
SQ rogue talents (finesse rogue), trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
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 Gain a bonus to find or disable traps, including magical ones.
XP 600
Male Human Cleric 2 Rogue 1
NE Medium Humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 23 (3d8+4)
Fort +4, Ref +5, Will +5
Defensive Abilities copy cat (su) (5/day)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +3 (1d4+2/19-20/x2)
Ranged Hand crossbow +4 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 2):
1 (3/day) Shield of Faith, Divine Favor, Command (DC 13), Disguise Self
0 (at will) Resistance, Mending, Bleed (DC 12), Light
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 10, Wis 14, Cha 13
Base Atk +1; CMB +2; CMD 15
Feats Improved Initiative, Martial Weapon Proficiency (War razor), Selective Channeling
Skills Acrobatics +8, Climb +6, Intimidate +7, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9
Languages Common
SQ aura, cleric channel negative energy 1d6 (4/day) (dc 12), domains (death, trickery), spontaneous casting, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 1d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
XP 1200
Male Human Magus 4 Rogue 1
NE Medium Humanoid (human)
Init +7; Senses Perception +8
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+2 armor, +2 shield, +3 Dex)
hp 35 (5d8+5)
Fort +5, Ref +6, Will +4
Defensive Abilities magus arcana (spell shield +2)
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +5 (1d4+3/19-20/x2)
Ranged Hand crossbow +6 (1d4+1/19-20/x2)
Special Attacks sneak attack +1d6, spellstrike
Magus Spells Prepared (CL 4):
2 (2/day) Bull's Strength, Brow Gasher
1 (4/day) Magic Missile, Magic Missile, Mud Ball (DC 13), Shock Shield
0 (at will) Spark (DC 12), Disrupt Undead, Acid Splash, Ray of Frost
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 15, Wis 10, Cha 9
Base Atk +3; CMB +4; CMD 17
Feats Arcane Strike, Combat Casting, Improved Initiative, Martial Weapon Proficiency (War razor)
Skills Acrobatics +10, Appraise +7, Climb +8, Escape Artist +8, Intimidate +6, Knowledge (local) +9, Perception +8 (+9 to locate traps), Sleight of Hand +11, Stealth +11
Languages Catfolk, Common, Elven
SQ arcane pool (+1) (4/day), spell combat, spell recall, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Arcane Pool (+1) (4/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
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.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Spell Shield +2 (Su) 1 Arcane Pool: +2 to AC until the end of your next turn.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Workshop
XP 1200
Male Human Cleric 3 Rogue 2
NE Medium Humanoid (human)
Init +7; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+2 armor, +3 Dex, +1 dodge)
hp 35 (5d8+6)
Fort +4, Ref +7, Will +5
Defensive Abilities copy cat (su) (5/day), evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +7 (1d4+2/19-20/x2)
Ranged Hand crossbow +6 (1d4/19-20/x2)
Special Attacks bleeding touch 1 rounds (5/day), sneak attack +1d6
Spell-Like Abilities Bleeding Touch 1 rounds (5/day), Copy Cat (Su) (5/day)
Cleric Spells Prepared (CL 3):
2 (2/day) Silence (DC 14), Spiritual Weapon, Invisibility
1 (3/day) Shield of Faith, Command (DC 13), Command (DC 13), Disguise Self
0 (at will) Resistance, Mending, Bleed (DC 12), Light
--------------------
TACTICS
--------------------
During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
--------------------
Statistics
--------------------
Str 12, Dex 17, Con 13, Int 10, Wis 15, Cha 13
Base Atk +3; CMB +4; CMD 18
Feats Dodge, Improved Initiative, Martial Weapon Proficiency (War razor), Selective Channeling, Weapon Finesse
Skills Acrobatics +10, Climb +8, Disable Device +7, Intimidate +8, Knowledge (local) +6, Perception +9 (+10 to locate traps), Sleight of Hand +10, Stealth +10
Languages Common
SQ aura, cleric channel negative energy 2d6 (4/day) (dc 12), domains (death, trickery), rogue talents (finesse rogue), spontaneous casting, trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bleeding Touch 1 rounds (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 2d6 (4/day) (DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Death) Granted Powers: You can cause the living to bleed at a touch, and find comfort in the presence of the dead.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
--------------------
During the day, two cultists work on this floor, planing timbers or creating custom-sized lumber for customers. As with the other cultists in the mill, they react to intruders with feigned concern for their safety before donning masks and drawing razors.
XP 600
Male Tiefling Fighter 2 Rogue 1
NE Medium Outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 12 (+2 armor, +4 Dex, +1 dodge)
hp 24 (2d10+1d8+3)
Fort +4, Ref +6, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee Masterwork War razor +7 (1d4+2/19-20/x2)
Ranged Hand crossbow +6 (1d4/19-20/x2)
Special Attacks sneak attack +1d6
Spell-Like Abilities Darkness (1/day)
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TACTICS
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During Combat A Skinsaw cultist casts shield of faith on the first round of combat if he has a chance, saving command for emergencies if he needs to slow down pursuit. Here in the undermill, a cultist might attempt to trip or bull rush a character not armed with a melee weapon into the machinery.
Morale If one of the cultists is slain, the others attempt to flee upstairs to join their brothers in defending the mill.
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Statistics
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Str 12, Dex 19, Con 13, Int 12, Wis 12, Cha 7
Base Atk +2; CMB +3; CMD 18
Feats Dodge, Improved Initiative, Step Up, Weapon Finesse
Skills Acrobatics +9, Bluff +0, Climb +6, Intimidate +3, Knowledge (local) +5, Perception +7 (+8 to locate traps), Sleight of Hand +10, Stealth +12; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Draconic
SQ trapfinding +1
Other Gear Leather armor, Crossbow bolts (10), Hand crossbow, Masterwork War razor, Skinsaw mask, 20 GP
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Special Abilities
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Bravery +1 (Ex) +1 to Will save vs. Fear
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
And last but not least, Ironbriar himself. ;)
XP 4800
Male Elf Cleric 6 Rogue 3
NE Medium Humanoid (elf)
Init +6; Senses low-light vision; Perception +14
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Defense
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AC 25, touch 19, flat-footed 18 (+4 armor, +2 shield, +6 Dex, +2 deflection, +1 dodge)
hp 80 (9d8+24)
Fort +7, Ref +11 (+1 bonus vs. traps), Will +8; +2 vs. enchantments
Defensive Abilities copy cat (su) (5/day), evasion, trap sense; Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft.
Melee +1 Shortsword +13/+8 (1d6/19-20/x2)
Ranged Masterwork Hand crossbow +13/+8 (1d4/19-20/x2)
Special Attacks dazing touch (5/day), sneak attack +2d6
Spell-Like Abilities Copy Cat (Su) (5/day), Dazing Touch (5/day)
Cleric Spells Prepared (CL 6):
3 (2/day) Dispel Magic, Summon Monster III, Suggestion (DC 15)
2 (4/day) Spiritual Weapon, Invisibility, Hold Person (DC 14), Bear's Endurance, Undetectable Alignment (DC 14)
1 (4/day) Shield of Faith, Cure Light Wounds, Divine Favor, Command (DC 13), Charm Person (DC 13)
0 (at will) Stabilize, Mending, Read Magic, Light
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TACTICS
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Before Combat Ironbriar prepares for combat by casting bear’s endurance, cat’s grace, shield of faith, and invisibility.
During Combat Ironbriar prefers to let his cultists fight in melee, himself hanging back to use his spells and channel energy at range. Once he’s cast his ranged spells, he moves in to flank foes with his magic sword. If fighting on his own, he tries to time things so that he casts summon monster III to bring in additional allies with which to flank foes—he prefers to summon 1d3 lemures with this spell so as to gain more allies with which to flank than a single tougher ally. Ironbriar also prefers to fight in larger areas where he can take advantage of movement, and as such attempts to escape into area D6 to fight as soon as he can.
Morale As long as he remains under the effect of Xanesha’s charm monster spell, Ironbriar fights to the death. If the charm effect ends, he suddenly realizes how the lamia matriarch has been using him and immediately offers the PCs a deal, as detailed under Development. If the PCs refuse to deal with Ironbriar, he does his best to escape into the city—he abandons his life here and attempts to flee back to the city of Vyre to start a new life.
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Statistics
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Str 8, Dex 22, Con 12, Int 14, Wis 15, Cha 14
Base Atk +6; CMB +5; CMD 24
Feats Deceitful, Dodge, Mobility, Selective Channeling, Toughness, Weapon Finesse
Skills Acrobatics +10, Bluff +16, Diplomacy +9, Disguise +4, Escape Artist +11, Intimidate +11, Knowledge (local) +12, Knowledge (religion) +12, Linguistics +7, Perception +14 (+15 to locate traps), Stealth +18; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Halfling, Infernal, Varisian
SQ aura, cleric channel negative energy 3d6 (5/day) (dc 15), domains (charm, trickery), elven magic, rogue talents (finesse rogue), spontaneous casting, trapfinding +1
Combat Gear Potion of cat's grace, Crossbow bolt, drow poison (10); Other Gear Mithral Chain shirt, +1 Buckler, +1 Shortsword, Crossbow bolt, drow poison (10), Masterwork Hand crossbow, Reaper's mask, You have no money!
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 3d6 (5/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Charm) Granted Powers: You can baffle and befuddle foes with a touch or a smile, and your beauty and grace are divine.
Cleric Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Copy Cat (Su) (5/day) (Sp) Create a single mirror image duplicate
Dazing Touch (5/day) (Sp) Melee touch attack dazes target.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +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.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Selective Channeling Exclude targets from the area of your Channel Energy.
Sneak Attack +2d6 +2d6 damage if you flank your target or your target is flat-footed.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
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For the past several decades, after Vorel Foxglove vanished, an elven cleric of Norgorber named Ironbriar has led the Skinsaw Cult. His appointment to Magnimar’s Justice Council only strengthened the security of the cult, but his recent magical seduction by the lamia matriarch Xanesha has perhaps damaged his reputation with his followers beyond recovery.
Justice Ironbriar keeps a home in the Alabaster District of Magnimar but is rarely there, leaving its care to a small army of servants and entertaining guests only as his role as a justice requires. The rest of his time he spends here, stalking the streets, or visiting his mistress Xanesha at the Shadow Clock.
Ironbriar is one of the Forlorn—elves raised outside of elven communities by humans. Like most of the Forlorn, Ironbriar grew up on the streets; in this case, in the city of Vyre in northwestern Cheliax. On the streets of Vyre, he quickly learned the laws of Norgorber, and by the time his travels brought him to Magnimar, he was already a practicing priest of the god of murder.
Today, Ironbriar is a stern-faced man who believes he’s finally found love, when in fact he’s actually just been charmed by the object of his obsession. He keeps Xanesha’s identity secret from his followers, more out of jealousy that they might try to steal her away than anything else.
Ironbriar prefers to let his cultists handle intruders, but once they start f leeing up to area D6 with stories of the PCs causing problems downstairs, he puts on his reaper’s mask and seeks them out personally—he looks forward to bringing their framed faces to Xanesha as trophies. He’s not interested in speaking to the PCs, but if they can engage him in even a few rounds of conversation, a successful DC 25 Sense Motive check is enough for the PCs to realize that Ironbriar is affected by a charm effect.
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Story Archer |

I made them all a Human 1st level Fighter/1st level Cleric/1st level Rogue with appropriate feat selection. The Skinsaw Masks I redesigned them - those who wore them either received the Sneak Attack class feature (+1d6 damage) or had their sneak attack raised by +1d6. Non-evil characters who wore them also had to make a Will save every round or react as if under the effects of a Confusion spell from the whispers in their minds. The masks could only be removed on a roll of 'act normally'.
Ironbriar had a much bigger role in our game as well.