Thanis Kartaleon |
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So, which NPCs will you be testing the new classes on?
Anevia fits well with the Rogue class as is as I see it, but perhaps someone else might see her as a Slayer or Investigator?
Aravashnial might make a striking Arcanist - perhaps having a familial connection to Terendelev?
Wenduag didn't do well against my group - but perhaps as a Hunter (with a cave lizard companion) she would have left a more lasting impression? Ditto to the Mongrelfolk who accompany the party through the Gray Garrison…
Hosilla's henchman, Uziel and many of the tiefling looters aboveground are Rogues. In Uziel's case I had difficulty using him effectively. Slayer is the obvious fit here.
The various Cultists are listed as Cleric 1/ Fighter 1 - screams for them to be Warpriest 2, eh?
Vagorg, like Aravashnial, could be an Arcanist, though that seems a stretch. Closer to home, however, would be the Bloodrager.
Faxon as a Witch works fine, though he relies overmuch on touch-based spells for a caster. What would he look like as a Shaman?
Othirubo as an Investigator probably wouldn't work out too well for him, though I may be underestimating the class.
I really like the idea of Jeslyn as a Shaman.
What do you think? Are you already putting these ideas into practice?
I'm going to write up blocks for Wenduag/the Mongrelfolk, Uziel/the tiefling looters, the Cultists, and Jeslyn as above. If those come out well I may do a writeup for Vagorg as well.
Thanis Kartaleon |
Female mongrelman hunter 2 (Pathfinder RPG Bestiary 2 191, Pathfinder RPG Advanced Class Guide Playtest 15)
NE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +10
DEFENSE
AC 19, touch 13, flat-footed 16 (+3 Dex, +4 armor, +2 natural)
hp 30 (2d10+4 plus 2d8+6)
Fort +5, Ref +9, Will +6
OFFENSE
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks animal focus 1/day
Hunter Spells Prepared (CL 2nd; concentration +5)
…1st—magic fang (2), shillelagh
…0 (At Will)—detect poison, guidance, know direction, virtue
STATISTICS
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 6
Base Atk +3; CMB +6; CMD 19
Feats Point-Blank Shot, Weapon Focus (longbow)
Skills Climb +9, Handle Animal +4, Knowledge (dungeoneering) +7, Perception +10, Stealth +14, Survival +10; Racial Modifiers +4 Sleight of Hand, +4 Stealth
Languages Hallit, Undercommon
SQ animal companion (cave lizard; link, share spells), sound mimicry (voices), track, wild empathy +0
Combat Gear potions of cure light wounds (2), wand of longstrider (10 charges); Other Gear mwk chain shirt, club, mwk longbow with 20 arrows, obsidian unholy symbol of Baphomet worth 20 gp, 34 gp
NOTES
Hunters must be some form of neutral, so Wenduag's alignment has shifted to Neutral Evil. This still fits with her worship of Baphomet, in my mind.
Wenduag's Skills are incorrect in the book - she should have 3 more spend Skill Points. Hunters receive fewer skill points than Rangers, but only by 2. Therefore, her Stealth is 1 higher (before level increase). Also, since she will require Handle Animal, I replaced her ranks in Sleight of Hand.
Since Hunters come with animal companions, this stat block replaces both Wenduag and the Cave Lizard. Accordingly, her level has been increased. I decided not to increase her gear value - as is she may be more deadly than a 1st level party can handle. If your group has a tough time with her, you might add a potion of cure moderate wounds to her loot and a pair of bloodstones (50 gp each) to her unholy symbol.
Cave Lizard
Monitor lizard animal companion
CR —
N Small animal
Init +3; Senses low-light vision, scent; Perception +8
DEFENSE
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +6, Ref +6, Will +2
OFFENSE
Speed 30 ft., swim 30 ft.
Melee bite +4 (1d6+1 plus grab)
STATISTICS
Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 6
Base Atk +2; CMB +1 (+5 grapple); CMD 14 (18 vs. trip)
Feats Great Fortitude, Skill Focus (Perception)
Skills Climb +5, Perception +8, Stealth +11, Swim +9
SQ animal companion (link, share spells), tricks (attack, attack all creatures, defend, fetch, guard, heel, track)
Also useable for the mongrelfolk sent to help the party through the Gray Garrison - simply remove her unholy symbol. You might also replace her animal companion with a dire bat:
Animal companion
CR —
N Medium animal
Init +3; Senses blindsense 40 ft.; Perception +9
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 10 (3d8-3)
Fort +2, Ref +6, Will +3
OFFENSE
Speed 20 ft., fly 40 ft. (good)
Melee bite +1 (1d6-1)
STATISTICS
Str 9, Dex 17, Con 9, Int 2, Wis 14, Cha 6
Base Atk +2; CMB +1; CMD 14
Feats Alertness, Stealthy
Skills Acrobatics +3 (-5 jumping), Fly +11, Perception +9, Sense Motive +4, Stealth +5
SQ animal companion (link, share spells), tricks (attack, attack all creatures, defend, fetch, heel, seek, track)
Thanis Kartaleon |
CR 1/2; XP 200
Tiefling slayer 1
NE Medium outsider (native)
Init +3; Senses darkvision 60 ft.; Perception +5
DEFENSE
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d8+3)
Fort +4, Ref +5, Will +1
Resist cold 5, electricity 5, fire 5
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+1/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks favored target +1
Spell-Like Abilities (CL 1st; concentration -1)
…1/day—darkness
STATISTICS
Str 13, Dex 17, Con 14, Int 12, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 15
Feats Weapon Finesse
Skills Acrobatics +6, Bluff +4, Perception +5, Sleight of Hand +6, Stealth +8; Racial Modifiers +2 Bluff, +2 Stealth
Languages Abyssal, Common, Infernal
SQ track
Gear studded leather armor, short sword, light crossbow with 20 bolts
NOTES
The hit points for the tiefling rogue in the Bestiary are missing the point from favored class - that's corrected here.
I left out fiendish sorcery since it's not applicable.
Thanis Kartaleon |
CR 1; XP 400
Human warpriest of Baphomet or Deskari 2
CE Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE
AC 13, touch 9, flat-footed 13 (+4 armor, -1 Dex)
hp 14 (2d8+2)
Fort +3, Ref -1, Will +6
OFFENSE
Speed 30 ft.
Melee mwk glaive +5 (1d10+3/×3) or
mwk scythe +5 (2d4+3/×4) or
dagger +3 (1d4+2/19-20)
Ranged dagger +0 (1d4+2/19-20)
Special Attacks blessings 4/day (anarchic strike, unholy strike), channel negative energy 4/day (DC 12, 1d6)
Warpriest Spells Prepared (CL 2nd; concentration +5, +9 defensive)
…1st—command (DC 14), cure light wounds, protection from good
…0 (At Will)—bleed (DC 13), detect poison, guidance, light
STATISTICS
Str 14, Dex 8, Con 10, Int 13, Wis 17, Cha 12
Base Atk +1; CMB +3; CMD 12
Feats Channel Smite, Combat CastingB, Improved InitiativeB, Weapon Focus (glaive or scythe)B
Skills Climb +6, Knowledge (religion) +6, Perception +5, Stealth +0
SQ blessings (chaos, evil), focus weapon (glaive or scythe), spontaneous casting (inflict)
Languages Abyssal, Common, Hallit
Combat Gear potion of cure light wounds, scroll of cause fear, scroll of comprehend languages, unholy water; Other Gear mwk chain shirt, mwk glaive (cultist of Baphomet) or mwk scythe (cultist of Deskari), dagger, spell component pouch, unholy symbol, 10 gp
Thanis Kartaleon |
CR 6; XP 2,400
Female half-elf shaman 7
CE Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +18
DEFENSE
AC 13, touch 12, flat-footed 11 (+1 Dex, +1 dodge, +1 natural armor)
hp 64 (7d8+35)
Fort +8, Ref +5, Will +11 (+2 vs. enchantment effects)
Special Defenses elven immunities
OFFENSE
Speed 30 ft.
Melee +1 scythe +9 (2d4+5/×4)
Special Attacks healing spirit 2/day, hexes (bone ward [7 rounds], curse of suffering [DC 17, 7 rounds]), touch of the grave 2/day (3d4+3)
Shaman Spells Prepared (CL 7th; concentration +11)
…4th—giant vermin, unholy blight; fear (DC 18)/wall of fire (DC 18)S
…3rd—bestow curse (DC 17), inflict serious wounds (DC 17), summon monster III; animate dead/magic vestmentS
…2nd—bull's strength, bear's endurance, hold person (DC 16), inflict moderate wounds (DC 16); false life/fog cloudS
…1st—command (DC 15), divine favor, inflict light wounds (DC 15), obscuring mist, sanctuary (DC 15); cause fear (DC 15)/enlarge personS
…0 (At Will)—bleed (DC 14), guidance, read magic, resistance
…Spirit Bones; Wandering Spirit Battle
STATISTICS
Str 16, Dex 13, Con 18, Int 10, Wis 18, Cha 8
Base Atk +5; CMB +8; CMD 20
Feats AlertnessB, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Martial Weapon Proficiency (scythe), Skill Focus (Perception)B
Skills Intimidate +5, Knowledge (planes, religion) +9, Linguistics +3, Perception +18, Sense Motive +6, Stealth +4
SQ adaptability, elf blood, hex (bone ward), keen senses, multitalented, shaman's familiar (centipede; Alertness, deliver touch spells, empathic link, share spells, speak with master), spirit (bones), spirit magic, wandering hex (curse of suffering), wandering spirit (battle)
Languages Abyssal, Common, Elven, Hallit, Necril
Combat Gear scroll of dispel magic (3); Other Gear +1 scythe, amulet of natural armor +1, cloak of resistance +2, keys (2), 350 gp in onyx gems for animate dead, 32 gp
NOTES
My version of Jeslyn is present without any spells cast - as such, her hit points and armor class are lower than the original version.
Shaman cast spells based on Wisdom, unlike Oracles who cast based on Charisma. Jeslyn's Charisma and Wisdom scores have been switched.
I'm not sure if touch of the grave is supposed to do 1d4+3 damage or 3d4+3. I'm going with the latter as otherwise it's pretty pointless. Also, I think the Spirit Ability for Battle is in error - Healing Spirit doesn't fit the theme. I could definitely be wrong on that one though.
To up the creep factor, I wish I could give her a giant isopod familiar (AP #55), but they are unfortunately (fortunately?) aquatic.
House Centipede
Familiar
N Tiny magical beast (augmented vermin)
Init +3; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 32 (7 HD)
Fort +2, Ref +3, Will +5
Special Defenses improved evasion
OFFENSE
Speed 40 ft., climb 40 ft.
Melee bite +10 (1d3-5 plus poison)
Special Attacks poison (injury; save Fort DC 10; frequency 1/round for 2 rounds; effect daze 1 round; cure 1 save)
Spell-Like Abilities (CL 7; concentration +7)
…Constant—blur
STATISTICS
Str 1, Dex 17, Con 10, Int 9, Wis 10, Cha 2
Base Atk +5; CMB +6; CMD 11 (215 vs. trip)
Feats Weapon FinesseB
Skills Acrobatics +3 (+7 jumping), Climb +11, Intimidate +3, Knowledge (planes, religion) +6, Linguistics +2, Perception +14, Stealth +19; Racial Modifiers +4 Perception, +8 Stealth
SQ familiar (share spells, empathic link, deliver touch spells, speak with master, speak with arthropods), spirit familiar
NOTES
I decided this centipede had 104 legs…
Harrowed Wizard |
I'm just starting my group on Part 3 of The Worldwound Incursion, and there are lots of cultists and tieflings in the part with random encounters and the like. I think I might try using your tieflings & cultists (especially the Cultists). For the tieflings I might actually mix & match them with Slayers & Rogues (although this would mean a tinsy bit more paper work.)
Thanks for putting these together!
Thanis Kartaleon |
I'm just starting my group on Part 3 of The Worldwound Incursion, and there are lots of cultists and tieflings in the part with random encounters and the like. I think I might try using your tieflings & cultists (especially the Cultists). For the tieflings I might actually mix & match them with Slayers & Rogues (although this would mean a tinsy bit more paper work.)
Thanks for putting these together!
You're welcome! Just be careful with the cultists - they can easily deal 2d4+3+3d6 (unholy+anarchic+channel smite) for an average of 20 damage, with crits averaging 32. Yikes!
Thanis Kartaleon |
Thanis, what changes would you make to Jeslyn now that Shaman's have changed their spell list to druid?
In place of unholy blight - dispel magic, divine power, fear, flame strike, or lesser planar ally are all good choices. I’d probably go with flame strike as the most similar choice.
inflict serious wounds gets downgraded to inflict moderate wounds, but I never use inflict spells anyway.
summon monster iii could be replaced with a nature’s ally, but there aren’t any good Worldwound choices by default. Contagion is a great thematic choice, and doesn’t permanently debilitate PCs due to the events of that fight. Other good choices are animate dead, magic circle against good, poison, protection from energy, and snare.
hold person is pretty similar to scare in terms of reducing action economy.
inflict moderate wounds (as at level 2 spell) is better replaced by spiritual weapon. Other good 2nd-level spells are resist energy and summon swarm.
command is a loss indeed. It might be replaced by bane, cause fear, or faerie fire.
divine favor I would replace with bless. If she has minions with her, it’s flat out a better spell, anyway.
Finally, replace sanctuary with protection from good.
Thanis Kartaleon |
Revised Playtest Changes
Wenduag gains Nature Training, but has no use for it, so I wouldn’t bother including it in her stat block. She also gains Precise Companion, which is excellent for use with the Cave Lizard.
When using her stat block to represent the mongrelfolk sent up to aid in the assault, I’d have the dire bats use aspect of the Falcon out of combat, aspect of the Owl if stealth is used, and aspect of the Snake otherwise. You could also use aspect of the Bear to give the bats a tiny bit more survivability. This increases their hit points to 13 and Fortitude to +3.
So, slayers are now d10/full BAB which is fantastic.
This brings Uziel’s hp to 13 (1d10+2 plus 1), his attacks to +5, his CMB to +3 and his CMD to 16.
He also gains two skill points. I had to toss half his skills changing him over from a rogue. So give him back Escape Artist at +3 (sadly, non-class) and Intimidate at +2. You could also go with Sense Motive at +5 instead of Escape Artist.
Favored Target now adds to the DC of slayer class abilities, but Uziel doesn’t have any of those, so that’s it!
The Cultists gain an Aura of Evil and Chaos. Doesn’t do them a whole lot of good, since now they ping on Detect Evil - but they’re supposed to, right?
They lose Improved Initiative, but gain Sacred Weapon, which increases their attack to +6 with their favored weapon (dagger stays at +3). The weapon damage is unchanged, since both 2d4 and 1d10 are much better results than 1d6.
The Cultists also gain Spontaneous Casting (which does not appear in the class table but is in the text), spontaneously inflicting wounds.
Importantly, the Cultists lose Channel Energy and replace it with Fervor. They no longer qualify for Channel Smite - swap that over to Improved Initiative (thus, you do not need to modify the Initiative from its original number). Fervor can be used 4 times per day, and enables the Cultists to make great use of the cure spells they have prepared.
Oh yeah, Orisons. Swap bleed for virtue. Now she has 65 hit points (temporarily). Wooo.