Whiterose's Curse of the Crimson Throne conversion (3.5 > Pathfinder)


Conversions

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>
Dark Archive

29 people marked this as a favorite.

While I know that these are available on the d20PFSRD site I found myself disagreeing with some of the choices that were made so I decided to go ahead and stat out the NPC's and monsters myself.
Where possible I tried to keep the CR between versions the same (where I modified the monsters I included the base version as well).
Again, this is my take on the AP and I hope you like it and will use it in your campaign (YMMV).

Edge of Anarchy:
Part one: The Old Fishery

Jigsaw Shark:

According to the Inner Sea World Guide (ISWG pg. 255) the Jigsaw Shark is a standard shark (Pathfinder RPG Bestiary pg. 247) with the "Young" template attached.

Shark, Jigsaw CR:1
Shark, Jigsaw
N Medium animal (aquatic)
Init +7; Senses blindsense 30 ft., keen scent, low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 14 (4d8-4)
Fort +5, Ref +7, Will +2
--------------------
Offense
--------------------
Speed swim 60 ft.
Melee bite +4 (1d6+1/×2)
--------------------
Statistics
--------------------
Str 13, Dex 16, Con 9, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +4; CMD 17
Feats Great Fortitude, Improved Initiative
Skills Perception +8, Swim +9
Other Gear
--------------------
Special Abilities
--------------------
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Keen Scent (Ex) While underwater, notice creatures in 180 ft with scent, or 1 mile if blood.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Swimming (60 feet) You have a Swim speed.

Bloo:

Bloo is just your standard dog (Pathfinder RPG Bestiary pg. 87)

Bloo CR:1/3
Dog
N Small animal
Init +1; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 12 (+1 Dex, +1 size, +1 natural)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d4+1/×2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 11 (15 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8; Racial Modifiers +4 to survival when tracking by scent
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

However, a small dog (20-50 lbs.) just doesn't seem all that frightening when my yellow lab is between 80-90 lbs. So I decided to increase Bloo's size, without adding the Giant creature template and all the stat increases that go along with it, placing him somewhere between the Dog, small and the Dog, riding (although my daughter when she was younger used to attempt to ride our dog, much to the dog's dismay).

Bloo, Medium CR:1/3
Dog
N Medium animal
Init +1; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 6 (1d8+2)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +1 (1d6+1/×2)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Base Atk +0; CMB +1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8; Racial Modifiers +4 to survival when tracking by scent
--------------------
Special Abilities
--------------------
+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Yargin Balko:

Yargin was an odd one to convert. Usually in a conversion I place the Favored Class bonus all in +1 Hit points, but in Yargin's case I placed them all in +1 Skill points instead (so he could have max ranks in all his skills). In order to keep Yargin as a CR 1 foe I had to add an additional level of Expert, making him third level as opposed to second in the original adventure. For his 3rd level feat I gave him Precise Shot so as to not risk hitting one of his allies engaged with the party (or one of the orphans, thereby endangering the revenue stream).

Yargin Balko CR:1
XP 400
Male Human Expert 3
LE Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 16 (3d8+3)
Fort +2, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +2 (1d4/19-20/×2)
Ranged light crossbow +3 (1d8/19-20/×2)
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 13, Int 11, Wis 9, Cha 8
Base Atk +2; CMB +2; CMD 13
Feats Point-Blank Shot, Precise Shot, Skill Focus (Use Magic Device)
Skills Appraise +6, Craft (alchemy) +6, Disable Device +7, Knowledge (arcana) +6, Linguistics +6, Perception +5, Spellcraft +6, Use Magic Device +8
Languages Common, Gnome, Orc, Varisian
Combat Gear Wand of Acid Splash (28 charges), Acid (3), Tanglefoot bag (2), Thunderstone; Other Gear Leather armor, Crossbow bolts (10), Dagger, Light crossbow, Amulet, garnet (100 gp's), Key to Cabinet (A7), Thieves' tools
--------------------
Special Abilities
--------------------
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Wand of Acid Splash Add this item to create a wand of a chosen spell.

Lamm's Lambs:

The orphans are just humans with the young template applied. I almost considered making them Commoners instead of Experts but decided against it figuring they've been out on the streets long enough to hone their skills. In order to keep the 1/3 CR I had to add another level of Expert to them making them second level (and with probably more hit points than some party members. Tough little buggers, huh). I also used the stats for the pitchfork from the Tome Of Horrors, Complete (as there was no Pathfinder equivalent) and decided to treat it as an improvised weapon for them. Since both Balance and Tumble were rolled together in Pathfinder I gave the Lambs ranks in Stealth to round out their skill selection as well.

Lamm's Lambs CR:1/3
Young Human Expert 2
N Small humanoid (human)
Init +2; Senses Perception -1
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 11 (2d8+2)
Fort +0, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +0 (1d3-2/19-20/×2) and
. . pitchfork -4 (1d10-2/×2)
--------------------
Statistics
--------------------
Str 7, Dex 15, Con 10, Int 9, Wis 8, Cha 10
Base Atk +1; CMB -2; CMD 10
Feats Acrobatic, Skill Focus (Sleight of Hand)
Skills Acrobatics +9, Bluff +5, Climb +3, Escape Artist +7, Fly +6, Sleight of Hand +10, Stealth +11
Languages Common
Other Gear Dagger, Pitchfork
--------------------
Special Abilities
--------------------

Hookshanks Gruller:

Hookshanks in the conversion becomes a second level Rogue. As his Rogue Talent I gave him Finesse Rogue, making him a little more deadly with his kukri. Again since Hide and Move Silently were combined into Stealth this gave Hookshanks a couple of extra skill points floating around, which I put into Craft (jewelry) as he was going to fix the brooch that Gaedren has (and it gives something for his Obsessive trait to work with).

Hookshanks Gruller CR:1
XP 400
Male Gnome Rogue 2
NE Small humanoid (gnome)
Init +2; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 14 (+3 armor, +2 Dex, +1 size)
hp 18 (2d8+6)
Fort +2, Ref +5, Will +2; +2 vs. illusions
Defensive Abilities defensive training, evasion
--------------------
Offense
--------------------
Speed 20 ft.
Melee kukri +4 (1d3/18-20/×2) and
. . sap +4 (1d4/×2)
Special Attacks hatred, sneak attack +1d6
Spell-Like Abilities
. . 1/day—dancing lights, ghost sound (DC 10), prestidigitation (DC 9), speak with animals
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 14, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +0; CMD 12
Feats Martial Weapon Proficiency (kukri), Weapon Finesse
Skills Bluff +4, Climb +4, Craft (jewelry) +7, Disguise +6, Intimidate +4, Knowledge (local) +5, Perception +4 (+5 to locate traps), Sleight of Hand +6, Stealth +10; Racial Modifiers +2 Craft (jewelry), +2 Perception
Languages Common, Gnome, Sylvan
SQ illusion resistance, rogue talents (finesse rogue), trapfinding +1
Other Gear Studded leather armor, Kukri, Sap, Artisan's tools (Craft [jewelry]), Disguise kit (10 uses), Key to cabinet
--------------------
Special Abilities
--------------------
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Illusion Resistance +2 racial bonus to saves against illusions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.

Giggles:

Giggles in the conversion is bumped up to a 2nd level Fighter. I noticed in the original AP Giggles is missing his 1st level Fighter bonus feat, so I made that one his Weapon Focus (flail) feat, and instead gave him Intimidating Prowess as his normal 1st level feat (making him much more intimidating). As his second level Fighter bonus feat I gave him the Bludgeoner feat so he could use his beloved flail on the orphans and only leave bruises instead of broken bones.

Giggles CR:1
XP 400
Half-Orc Fighter 2
CE Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+3 armor, +1 shield, +1 Dex)
hp 21 (2d10+6)
Fort +5, Ref +1, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, orc ferocity
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +5 (1d3+3/×2) and
. . light flail +6 (1d8+3/×2)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 6, Wis 12, Cha 8
Base Atk +2; CMB +5; CMD 16
Feats Bludgeoner, Intimidating Prowess, Weapon Focus (light flail)
Skills Intimidate +9; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ orc blood
Other Gear Studded leather armor, Light steel shield, Light flail
--------------------
Special Abilities
--------------------
Bludgeoner Inflict nonlethal damage with bludgeoning weapons
Bravery +1 (Ex) +1 to Will save vs. Fear
Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.

Drain Spider:

Again, according the the Inner Sea World Guide (ISWG pg.254), Drain Spiders are equivalent to young Scarlet Spiders (Pathfinder RPG Bestiary pg.258). Unfortunately this makes them Diminutive in size and a CR:1/6, not the Tiny 1/4 CR beasts in the original encounter. So I decided to slap the Giant creature template to them to bring them up to the appropriate challenge rating and size, figuring that these particular spiders have been in the ship's hold long enough to feed on the rats and other vermin onboard to grow to an "unusual size".

Spider, Drain CR:1/6
XP 65
Spider, Drain
N Diminutive vermin
Init +7; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 21, touch 21, flat-footed 14 (+7 Dex, +4 size)
hp 2 (1d8-2)
Fort +0, Ref +7, Will +0
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite -1 (1d2-5/×2)
Space 1 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 1, Dex 25, Con 6, Int —, Wis 10, Cha 2
Base Atk +0; CMB +3; CMD 8
Skills Climb +19, Perception +4 (+8 in webs), Stealth +23 (+27 in webs); Racial Modifiers +16 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
Other Gear
--------------------
Special Abilities
--------------------
+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Poison: Bite-injury (DC 10) (Ex) Poison—Injury; save Fort DC 10; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.

And here are the giant spiders.

Spider, Drain (Giant) CR:1/4
XP 100
Giant Spider, Drain
N Tiny vermin
Init +6; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 21, touch 18, flat-footed 15 (+6 Dex, +2 size, +3 natural)
hp 4 (1d8)
Fort +2, Ref +6, Will +0
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite -1 (1d3-3/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 5, Dex 23, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +4; CMD 11
Skills Climb +21, Perception +4 (+8 in webs), Stealth +18 (+22 in webs); Racial Modifiers +16 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
Other Gear
--------------------
Special Abilities
--------------------
+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Poison: Bite-injury (DC 12) (Ex) Poison—Injury; save Fort DC 12; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.

Gaedren Lamm:

Gaedren was another odd one to convert. If I wanted him to match the CR:2 of the original version I would have had to remove one of his levels, so I decided to go with a CR:3 version of him instead. Even in the 3.5 version he hadn't used all his skill points and the discrepancy was even more noticeable after the conversion. Since I had a butt, er... boatload of skill points to spend I gave Gaedren ranks in Diplomacy as well as Stealth. Given that Forgery is now a subset of Linguistics, and how Linguistics works, Gaedren now speaks about 10 different languages. I made his favorite class Rogue and turned his Favored Class bonus into bonus skill points (so he could have max ranks in all his skills). For his second level Rogue talent I went with Honeyed Words as this made the most sense for someone with a Skill Focus in Bluff.

Gaedren Lamm CR:3
XP 800
Male Human Expert 4/Rogue 2
NE Medium humanoid (human)
Init +5; Senses Perception +11
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 15 (6d8-12)
Fort -1, Ref +5, Will +6
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +6 (1d4-3/19-20/×2)
Ranged masterwork hand crossbow +6 (1d4/19-20/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 5, Dex 13, Con 7, Int 16, Wis 14, Cha 15
Base Atk +4; CMB +1; CMD 12
Feats Combat Expertise, Improved Initiative, Skill Focus (Bluff), Weapon Finesse
Skills Appraise +12, Bluff +14, Diplomacy +11, Disable Device +11, Handle Animal +11, Intimidate +11, Knowledge (local) +12, Linguistics +12, Perception +11 (+12 to locate traps), Sleight of Hand +10, Stealth +10; Racial Modifiers rogue talents (honeyed words [1/day])
Languages Common, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, Shoanti, Varisian
SQ trapfinding +1
Other Gear Crossbow bolts (10), Masterwork Dagger, Masterwork Hand crossbow, Key Ring (contains keys for all the locks in the fishery), Thieves' tools.
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Honeyed Words (1/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
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.

Or, if you prefer, here is a CR:2 version of Lamm. In this version I split his FC bonus between the hit points and skill points and dropped his ranks in his skills by one. I also dropped one of the multiple languages that he speaks (Dwarven, in this case but feel free to drop any one that you wish).

Gaedren Lamm CR:2
XP 600
Male Human Expert 3/Rogue 2
NE Medium humanoid (human)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (5d8-9)
Fort -1, Ref +5, Will +5
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +5 (1d4-3/19-20/×2)
Ranged masterwork hand crossbow +5 (1d4/19-20/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 5, Dex 13, Con 7, Int 16, Wis 14, Cha 15
Base Atk +3; CMB +0; CMD 11
Feats Combat Expertise, Improved Initiative, Skill Focus (Bluff), Weapon Finesse
Skills Appraise +11, Bluff +13, Diplomacy +10, Disable Device +10, Handle Animal +10, Intimidate +10, Knowledge (local) +11, Linguistics +11, Perception +10 (+11 to locate traps), Sleight of Hand +9, Stealth +9; Racial Modifiers rogue talents (honeyed words [1/day])
Languages Common, Draconic, Elven, Gnome, Goblin, Halfling, Infernal, Shoanti, Varisian
SQ trapfinding +1
Other Gear Crossbow bolts (10), Masterwork Dagger, Masterwork Hand crossbow, Key Ring (contains keys for all the locks in the fishery), Thieves' tools.
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Honeyed Words (1/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
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.

Gobbleguts:

Apparently Gobbleguts is the runt of the litter. In the AP he is listed as a Medium creature whereas in Pathfinder Crocodiles are Large. So I did the same voodoo that I did with Bloo (Bloo voodoo?), except in reverse, and shrank him down one size category without adding any templates (which would have messed up the CR).

Gobbleguts, medium CR:2
XP 600
Crocodile
N Medium animal
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 20 ft., sprint x2 (1/minute), swim 30 ft.
Melee bite +6 (1d6+4/×2 plus grab) and
. . tail slap +1 (1d10+2/×2)
Special Attacks death roll
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +6 (+10 grapple); CMD 17 (21 vs. trip)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Perception +8, Stealth +9 (+17 in water), Swim +12; Racial Modifiers +8 Stealth in water
SQ hold breath
--------------------
Special Abilities
--------------------
Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone.
Grab: Bite (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sprint x2 (1/minute) (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2
Swimming (30 feet) You have a Swim speed.

and here is the large version of the "Killer" Croc.

Gobbleguts, large CR:2
XP 600
Crocodile
N Large animal
Init +1; Senses low-light vision; Perception +8
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 13 (+1 Dex, -1 size, +4 natural)
hp 22 (3d8+9)
Fort +6, Ref +4, Will +2
--------------------
Offense
--------------------
Speed 20 ft., sprint x2 (1/minute), swim 30 ft.
Melee bite +5 (1d8+4/×2 plus grab) and
. . tail slap +0 (1d12+2/×2)
Space 10 ft.; Reach 5 ft.
Special Attacks death roll
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Base Atk +2; CMB +7 (+11 grapple); CMD 18 (22 vs. trip)
Feats Skill Focus (Perception), Skill Focus (Stealth)
Skills Perception +8, Stealth +5 (+13 in water), Swim +12; Racial Modifiers +8 Stealth in water
SQ hold breath
--------------------
Special Abilities
--------------------
Death Roll (Ex) If you grapple a target, you can roll to inflict bite damage and knock the creature prone.
Grab: Bite (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hold Breath (x4) (Ex) You can stay under water longer than normal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sprint x2 (1/minute) (1/minute) (Ex) 1/minute, increase your land speed by a factor of 2
Swimming (30 feet) You have a Swim speed.


*Disclaimer:

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Thank you and I hope you appreciate and have as much fun with these as I had creating them. I will post the other sections of the AP here as soon as I finish with them (but for now, it's bedtime). Please leave your comments, concerns, and criticisms below.


Great work. Why not post these on d20pfsrd as alternate versions?

Dark Archive

Edge of Anarchy:
Part Two: A City Gone Mad

City in Turmoil:

Drunken guard:

Although the PC's should have no reason to fight Grau I decided to stat him up just in case, you never know what a man in a drunken stupor will do. I searched the internet and Paizo's website and couldn't find any more information about Sergeant Soldado so I decided to wing it. Starting with the Heroic NPC array I placed his +2 Human bonus in Dexterity and his fourth level stat increase in Strength to better fit a person described as "A lean man, with packets of steely muscle on his well honed physique".
Given that he was trained by Vencarlo Orsini I chose his feats and talents to represent someone who is capable of quick strikes with his weapon as well as someone who can use his blade to disarm or confound his opponents.

Grau Soldado CR:5
XP 1600
Human Fighter 4/Rogue 2
N Medium humanoid (human)
Init +7; Senses Perception +4
--------------------
Defense
--------------------
AC 22, touch 14, flat-footed 18 (+6 armor, +2 shield, +3 Dex, +1 dodge)
hp 42 (4d10+2d8+8)
Fort +5, Ref +7, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee heavy shield bash +8 (1d4+3/×2) and
. . longsword +9 (1d8+3/19-20/×2)
Ranged light crossbow +8 (1d8/19-20/×2)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 13, Int 10, Wis 8, Cha 12
Base Atk +5; CMB +8; CMD 22
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility, Quick Draw, Spring Attack, Weapon Focus (longsword)
Skills Acrobatics +2, Craft (blacksmith) +5, Diplomacy +6, Escape Artist +2, Handle Animal +8, Perception +4 (+5 to locate traps), Profession ((smith)) +4, Profession (soldier) +6, Ride +4, Sleight of Hand +2, Survival +6
Languages Common
SQ rogue talents (sneaky maneuver), trapfinding +1
Other Gear Chainmail, Heavy steel shield, Crossbow bolts (10), Light crossbow, Longsword
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Sneaky Maneuver (Ex) Melee sneak atk: Take -2 atk to attempt dirty trick, disarm, steal, sunder, or trip.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Should the party need to subdue Grau I would suggest giving him the Sickened condition to represent his current state of inebriation.

Imps & Dragons:

The party is set upon by some of the common vermin that plague Korvosa's skies.

Imps (4) CR:2
XP 600
Devil, Imp
LE Tiny outsider (devil, evil, extraplanar, lawful)
Init +3; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 17, touch 16, flat-footed 13 (+3 Dex, +2 size, +1 natural, +1 dodge)
hp 16 (3d10); fast healing 2
Fort +1, Ref +6, Will +4
DR 5/good or silver; Immune fire, poison; Resist acid 10, cold 10
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +8 (1d4/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison
Spell-Like Abilities
. . At will—detect good, detect magic, invisibility
. . 1/day—augury, suggestion
. . 1/week—commune
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 10, Int 13, Wis 12, Cha 14
Base Atk +3; CMB +4; CMD 15
Feats Dodge, Weapon Finesse
Skills Acrobatics +9 (+5 jump), Bluff +8, Fly +21, Knowledge (arcana) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7
Languages Common, Infernal
SQ change shape (boar, giant spider, rat, or raven, beast shape i)
--------------------
Special Abilities
--------------------
Augury (1/day) (Sp) Use Augury as a spell-like ability 1/day
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Commune (1/week) (Sp) Commune 1/week, ask 6 questions
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Good (At will) (Sp) As the spell. Caster level 6th
Detect Magic (At will) (Sp) As the spell. Caster level 6th
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Flight (50 feet, Perfect) You can fly!
Immunity to Fire You are immune to fire damage.
Immunity to Poison You are immune to poison.
Invisibility (At will) (Sp) As the spell, self only. Caster level 6th
Poison: Sting—Injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Dex; cure 1 save.
Suggestion (1/day) (Sp) Suggestion (DC 15) 1/day

Here comes the Cavalry!

Pseudodragons (6) CR:1
XP 400
Pseudodragon
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 15 (2d12+2)
Fort +4, Ref +5, Will +4
Immune paralysis, sleep; SR 12
--------------------
Offense
--------------------
Speed 15 ft., fly 60 ft. (good)
Melee bite +6 (1d2-2/×2) and
. . sting +6 (1d3-2/×2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in Forests), Survival +6; Racial Modifiers +4 Stealth, +4 Stealth in Forests
Languages telepathy 60 ft.
SQ poison
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Good) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 14) (Ex) Poison inflicts sleep for 1 minute, 1/minute for 10 minutes.
Spell Resistance (12) You have Spell Resistance.
Telepathy (60 feet) (Su) Communicate telepathically if the target has a language.

The Mad Prophet:

The party shouldn't need to fight the old man but in case they need to beat him off with a stick here is his stat block. I gave him Endurance as one of his feats to represent the fact that he is still kicking despite the disease wracking his body. I gave him Fleet for his other feat because for some strange reason I had a picture of the old hermit from Monty Python's Life of Brian cavorting around the party.

The Mad Prophet CR:1/3
XP 135
Human Commoner 1
N Medium humanoid (human)
Init -1; Senses Perception +6
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 2 (1d6-1)
Fort -3 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref -1, Will +2
--------------------
Offense Grapple -2 (plus disease)
--------------------
Speed 35 ft.
--------------------
Statistics
--------------------
Str 6, Dex 8, Con 5, Int 12, Wis 15, Cha 16
Base Atk +0; CMB -2; CMD 7
Feats Endurance, Fleet, Simple Weapon Proficiency - Club
Skills Diplomacy +4, Handle Animal +7, Perception +6, Sleight of Hand +0
Languages Common, Varisian
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

The AP suggests that you pick a disease for the old man to spread, but I would suggest something with the contact or inhalation type, avoiding the injury or ingestion types.

Meet the Mob:

Should the party prove unsuccessful in talking the mob down and needs to resort to a more physical deterrent I took the liberty of statting out the mob and the poor nobleman caught in the middle.
For the mob I chose the feats Toughness and Catch off guard to emphasize the hardy nature of their work and their proficiency with the tools of their trade.

Laborer (6) CR:1/3
XP 135
Human Commoner 1
N Medium humanoid (human)
Init +0; Senses Perception -1
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 8 (1d6+5)
Fort +1, Ref +0, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee improvised weapon +2 (1d6+2/×2)
--------------------
Statistics
--------------------
Str 15, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +0; CMB +2; CMD 12
Feats Catch Off-Guard, Simple Weapon Proficiency - One, Toughness
Skills Climb +6, Handle Animal +3, Swim +6
Languages Common
Other Gear Improvised weapons
--------------------
Special Abilities
--------------------
Catch Off-Guard Proficient with improvised melee weapons. Unarmed foe is flat-footed against your improvised weapons.

Now the poor sod caught in the middle.

Amin Jalento CR:1/3
XP 135
Human Aristocrat 1
N Medium humanoid (human)
Init -1; Senses Perception +4
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 5 (1d8+1)
Fort +0, Ref -1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger -1 (1d4-1/19-20/×2)
--------------------
Statistics
--------------------
Str 8, Dex 9, Con 10, Int 14, Wis 11, Cha 13
Base Atk +0; CMB -1; CMD 8
Feats Combat Expertise, Ostentatious Display
Skills Appraise +6, Bluff +5, Diplomacy +5, Knowledge (local) +6, Knowledge (nobility) +6, Perception +4, Ride +3
Languages Common, Elven, Varisian
Other Gear Dagger, Noble's outfit, Signet ring, Assorted jewelry, 5 PP, 100 GP of Valuables
--------------------
Special Abilities
--------------------
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Ostentatious Display Valuable nonmagical item in a magic item slot give a +1 bonus on skill checks

Otyugh Uprising:

The party encounters an Otyugh, which escaped from the sewers, wandering in the street.

Otyugh CR:4
XP 1200
Otyugh
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +7 (1d8+4/×2) and
. . 2 tentacles +3 (1d6+2/×2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Sense Motive +3, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common
SQ disease
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 14) (Ex) Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Disease You are immune to diseases.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Dark Archive

Edge of Anarchy:
Part Three: Long Live the Queen !

Queen Ileosa and Sabina Merrin are detailed in a later volume of this AP, so no need to go into it here. Stay tuned.

Dark Archive

Edge of Anarchy:
Part Four: Welcome To The Guard:

All the World's Meat:

Renegade Guards:

In order to maintain a CR 1 rating the "Cow Hammer Boys" are now 3rd level Warriors. For their third level feat I had thought about giving them a Teamwork feat to simulate their working together but then I thought better of it and went with Quick Draw, like their boss Verik, instead.

Renegade Guards (Baldrago, Malder, & Karralo) CR:1
XP 400
Human Warrior 3
CE Medium humanoid (human)
Init +4; Senses Perception -1
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 22 (3d10+6)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +4 (1d4+1/×2) and
. . longsword +5 (1d8+1/19-20/×2)
Ranged light crossbow +3 (1d8/19-20/×2)
--------------------
Statistics
--------------------
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 14
Feats Improved Initiative, Quick Draw, Weapon Focus (longsword)
Skills Handle Animal +5, Intimidate +5, Ride -1
Languages Common
Other Gear Chainmail, Heavy steel shield, Crossbow bolts (10), Light crossbow, Longsword, 20 GP
--------------------
Special Abilities
--------------------
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Renegade Guard (Parns) CR:1
XP 400
Human Warrior 3
CE Medium humanoid (human)
Init +4; Senses Perception -1
--------------------
Defense
--------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield)
hp 22 (3d10+6)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash +4 (1d4+1/×2) and
. . warhammer +5 (1d8+1/×3)
Ranged light crossbow +3 (1d8/19-20/×2)
--------------------
Statistics
--------------------
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 14
Feats Improved Initiative, Quick Draw, Weapon Focus (warhammer)
Skills Handle Animal +5, Intimidate +5, Ride -1
Languages Common
Other Gear Chainmail, Heavy steel shield, Crossbow bolts (10), Light crossbow, Warhammer, 20 GP
--------------------
Special Abilities
--------------------
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Reefclaws:

Reefclaws were updated in Bestiary 2.

Reefclaw CR:1
XP 400
Reefclaw
CN Small aberration (aquatic)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 13 (+1 Dex, +1 size, +2 natural)
hp 13 (2d8+4)
Fort +2, Ref +1, Will +4
Defensive Abilities ferocity; Resist cold 5
--------------------
Offense
--------------------
Speed 5 ft., swim 40 ft.
Melee 2 claws +2 (1d4/×2 plus grab)
Special Attacks constrict (1d4), death frenzy, grab (Any), poison
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 5, Wis 12, Cha 13
Base Atk +1; CMB +0 (+8 grapple); CMD 11 (can't be tripped)
Feats Improved Initiative
Skills Perception +6, Swim +8
Languages Common (can't speak)
SQ amphibious
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Frenzy (Su) When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Grab: Claw (Any) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Claw - injury (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Swimming (40 feet) You have a Swim speed.

Boars:

In Pathfinder boars are now a CR 2 creature, not the CR 1 in the AP. So to get the CR 1 from the adventure I imagined the boars to be piglets (young creature template) that the guards are fattening up with their grisly detritus.

Boar, piglet (2) CR:1
XP 400
Young Boar
N Small animal
Init +2; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 13 (+2 Dex, +1 size, +2 natural)
hp 14 (2d8+5)
Fort +4, Ref +5, Will +1
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +3 (1d6+1/×2)
--------------------
Statistics
--------------------
Str 13, Dex 14, Con 13, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +1; CMD 13
Feats Toughness
Skills Perception +6
--------------------
Special Abilities
--------------------
Ferocity (Ex) Fight without penalty even while disabled or dying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

or if you prefer the full grown type

Boar (2) CR:2
XP 600
Boar
N Medium animal
Init +0; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 natural)
hp 18 (2d8+9)
Fort +6, Ref +3, Will +1
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +4 (1d8+4/×2)
--------------------
Statistics
--------------------
Str 17, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills Perception +6
--------------------
Special Abilities
--------------------
Ferocity (Ex) Fight without penalty even while disabled or dying.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Verik Vancaskerkin:

Verik gets bumped up to 4th level in this conversion. For his 4th level stat increase I bumped up his Strength to 16 and increased his bows Strength rating to +3. For his 4th level Fighter bonus feat I chose Deadly Aim, which seemed appropriate for someone with a focus in archery.

Verik Vancaskerkin CR:3
XP 800
Human Fighter 4
CN Medium humanoid (human)
Init +2; Senses Perception -1
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 35 (4d10+8)
Fort +5, Ref +3, Will +2 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork spear +8 (1d8+4/×3)
Ranged masterwork composite longbow +8 (1d8+3/×3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 12, Int 10, Wis 8, Cha 13
Base Atk +4; CMB +7; CMD 19
Feats Deadly Aim, Iron Will, Point-Blank Shot, Precise Shot, Quick Draw, Weapon Focus (longbow)
Skills Handle Animal +8, Intimidate +8, Ride +6
Languages Common
Combat Gear Potion of cure moderate wounds; Other Gear Masterwork Chainmail, +1 Arrows (20), Masterwork Composite longbow (Str +3), Masterwork Spear
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Raktavarna:

The Raktavarna was converted in Bestiary 3. In that conversion it became a tiny CR 2 creature not the small CR 3 that it was in this AP. so to make it jive I gave this particular Raktavarna the giant creature template to make it the small CR 3 spy from the adventure.

Ratkavarna, giant CR:3
XP 800
Giant Rakshasa, Raktavarna
LE Small outsider (native, rakshasa, shapechanger)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+2 Dex, +1 size, +5 natural)
hp 28 (3d10+12)
Fort +5, Ref +5, Will +4
DR 5/good or piercing; SR 18
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +6 (1d6/×2)
Special Attacks detect thoughts, poison
Spell-Like Abilities
. . Constant—comprehend languages, detect magic
. . 1/day—charm person (DC 13), suggestion (DC 14)
. . 1/week—commune
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 19, Int 12, Wis 13, Cha 14
Base Atk +3; CMB +2; CMD 14 (can't be tripped)
Feats Alertness, Weapon Finesse
Skills Bluff +12, Climb +11, Disguise +16, Escape Artist +5, Perception +9, Sense Motive +9, Stealth +12, Swim +8; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon; comprehend languages
SQ change shape, master's eyes
--------------------
Special Abilities
--------------------
Change Shape (Tiny living object) (Su) You can change your form.
Climbing (20 feet) You have a Climb speed.
Damage Reduction (5/good or piercing) You have Damage Reduction against all except Good or Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 13) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Master's Eyes (Su) Master can concentrate to see through your eyes, using your senses.
Poison: Bite - Injury (+modify memory) (DC 15) (Ex) Poison—Injury; save Fort DC 15; freq 1/rd for 6 rds; effect 1d2 Wis; cure 1 save.
Spell Resistance (18) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.

And here's the base version

Raktavarna CR:2
XP 600
Rakshasa, Raktavarna
LE Tiny outsider (native, rakshasa, shapechanger)
Init +3; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 22 (3d10+6)
Fort +3, Ref +6, Will +4
DR 5/good or piercing; SR 17
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +8 (1d4-2/×2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks detect thoughts, poison
Spell-Like Abilities
. . Constant—comprehend languages, detect magic
. . 1/day—charm person (DC 13), suggestion (DC 14)
. . 1/week—commune
--------------------
Statistics
--------------------
Str 7, Dex 16, Con 15, Int 12, Wis 13, Cha 14
Base Atk +3; CMB +4; CMD 12 (can't be tripped)
Feats Alertness, Weapon Finesse
Skills Bluff +12, Climb +9, Disguise +16, Escape Artist +6, Perception +9, Sense Motive +9, Stealth +17, Swim +6; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon; comprehend languages
SQ change shape, master's eyes
--------------------
Special Abilities
--------------------
Change Shape (Tiny living object) (Su) You can change your form.
Climbing (20 feet) You have a Climb speed.
Damage Reduction (5/good or piercing) You have Damage Reduction against all except Good or Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 13) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Master's Eyes (Su) Master can concentrate to see through your eyes, using your senses.
Poison: Bite - Injury (+modify memory) (DC 13) (Ex) Poison—Injury; save Fort DC 13; freq 1/rd for 6 rds; effect 1d2 Wis; cure 1 save.
Spell Resistance (17) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.

Dark Archive

Oops. I noticed a mistake with the Renegade Guards. That's supposed to be 20 SP's not 20 gold.

Dark Archive

Edge of Anarchy:
Part Five: The Ambassador's Secret:

Eel's End:

Eel's End Enforcer:

The AP calls for you to reuse the stats from the Renegade Guards from section four for the Eel's End Enforcers, which is perfectly acceptable if you want to do that. Instead I reimagined them slightly differently. Wearing medium armor and carrying a heavy shield while fighting on a ship's deck or on the gangplanks in between and on the pier itself seemed a recipe for disaster, so I lightened up their armor and shield a bit. I also changed their Weapon Focus from Longsword to that of a Club and gave them the Bludgeoner feat for their third level feat. The Enforcer's will use their clubs to inflict nonlethal damage until it's time for the kid gloves come off.

Eel's End Enforcer (12) CR:1
XP 400
Human Warrior 3
NE Medium humanoid (human)
Init +4; Senses Perception -1
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 22 (3d10+6)
Fort +4, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +4 (1d3+1/×2) and
. . club +5 (1d6+1/×2)
Ranged light crossbow +3 (1d8/19-20/×2)
--------------------
Statistics
--------------------
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +3; CMB +4; CMD 14
Feats Bludgeoner, Improved Initiative, Weapon Focus (club)
Skills Climb +4, Intimidate +5, Swim +4
Languages Common
Other Gear Chain shirt, Light steel shield, Club, Crossbow bolts (10), Light crossbow, 20 SP
--------------------
Special Abilities
--------------------
Bludgeoner Inflict nonlethal damage with bludgeoning weapons

Devargo Barvasi:

As much as I've avoided archetypes so far the Poisoner archetype just seemed to scream Devargo. Devargo advances to 5th level in this conversion so I gave him Weapon Focus (bladed gauntlet) as his 5th level feat. As his 2nd and 4th level Rogue talents I gave him Bleeding Attack and Swift Poisoner so he re-poison his weapons as a move action instead of a standard.

Devargo Barvasi CR 4
XP 1200
Human Rogue (Poisoner) 5
LE Medium humanoid (human)
Init +3; Senses Perception +7
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+3 armor, +1 shield, +3 Dex)
hp 41 (5d8+15)
Fort +3, Ref +7, Will +0
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork bladed gauntlet +6 (1d4+1/×2) and
. . masterwork bladed gauntlet +6 (1d4/×2)
Ranged masterwork hand crossbow +7 (1d4/19-20/×2)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 14, Int 10, Wis 8, Cha 13
Base Atk +3; CMB +4; CMD 17
Feats Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (bladed gauntlet)
Skills Bluff +9, Climb +9, Craft (alchemy) +8 (+10 when working with poison), Diplomacy +9, Intimidate +9, Knowledge (local) +8, Perception +7, Sense Motive +7, Sleight of Hand +11
Languages Common
SQ master poisoner, poison use, rogue talents (bleeding attack +3, swift poison)
Combat Gear Potion of cure moderate wounds, Potion of invisibility, Medium spider venom (5); Other Gear +1 Leather armor, Crossbow bolts (20), Masterwork Hand crossbow, Masterwork Bladed gauntlet*, Masterwork Bladed gauntlet, Key to area C9, Key to footlocker (C14)
* as per Spiked gauntlet but deals Slashing damage instead of Piercing.
--------------------
Special Abilities
--------------------
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Master Poisoner +2 (Ex) Use Craft (alchemy) for 1 hr to change poison type (failure ruins). +2 Craft (Alchemy) for poisons.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Swift Poison (Ex) Poisoning a weapon becomes a move action.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Hopeful Thugs:

The AP calls for the Renegade Guards again here (or my Enforcer's take on them, if you wish) Although I envision them as Enforcer wannabe's and not full fledged guards so I left them as 2nd level Warriors, which will skew the XP slightly.

Hopeful Thugs (6) CR:1/2
XP 200
Human Warrior 2
NE Medium humanoid (human)
Init +4; Senses Perception -1
--------------------
Defense
--------------------
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 15 (2d10+4)
Fort +4, Ref +0, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +3 (1d3+1/×2) and
. . club +4 (1d6+1/×2)
Ranged light crossbow +2 (1d8/19-20/×2)
--------------------
Statistics
--------------------
Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8
Base Atk +2; CMB +3; CMD 13
Feats Improved Initiative, Weapon Focus (club)
Skills Climb +3, Intimidate +4, Swim +3
Languages Common
Other Gear Chain shirt, Light steel shield, Club, Crossbow bolts (10), Light crossbow, 20 SP
--------------------
Special Abilities
--------------------

Majenko:

Majenko is a standard Pseudodragon from the Pathfinder Bestiary.

Majenko CR:1
XP 400
Pseudodragon
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 15 (2d12+2)
Fort +4, Ref +5, Will +4
Immune paralysis, sleep; SR 12
--------------------
Offense
--------------------
Speed 15 ft., fly 60 ft. (good)
Melee bite +6 (1d2-2/×2) and
. . sting +6 (1d3-2/×2)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in Forests), Survival +6; Racial Modifiers +4 Stealth, +4 Stealth in Forests
Languages telepathy 60 ft.
SQ poison
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (60 feet, Good) You can fly!
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 14) (Ex) Poison inflicts sleep for 1 minute, 1/minute for 10 minutes.
Spell Resistance (12) You have Spell Resistance.
Telepathy (60 feet) (Su) Communicate telepathically if the target has a language.

Chittersnap:

The Ettercap was updated in the Pathfinder Roleplaying Game Bestiary.

Chittersnap CR:3
XP 800
Ettercap
NE Medium aberration
Init +7; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 30 (4d8+12)
Fort +6, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +5 (1d6+2/×2) and
. . 2 claws +5 (1d4+2/×2)
Special Attacks poison, traps, web (+6 ranged, DC 15, 4 hp)
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 17, Int 6, Wis 15, Cha 8
Base Atk +3; CMB +5; CMD 18
Feats Great Fortitude, Improved Initiative
Skills Climb +14, Craft (traps) +6, Perception +9, Stealth +7; Racial Modifiers +8 Craft (traps)
Languages Common
SQ spider empathy
--------------------
Special Abilities
--------------------
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Poison: Bite - injury (DC 15) (Ex) Poison—Injury; save Fort DC 15; freq 1/rd for 10 rds; effect 1d2 Dex; cure 2 cons saves.
Spider Empathy +7 (Ex) This ability functions as the druid's wild empathy, save that an ettercap can only use this ability on spiders. An ettercap gains a +4 racial bonus on this check. Spiders are mindless, but this empathic communication imparts on them a modicum of impl
Traps (Ex) The ettercap is particularly skilled at crafting cunning traps with its webs. Deadfalls, nooses, and spear traps are the most common traps ettercaps build with their webs. An ettercap doesn't require gold to build its traps, merely time. Rules for cr
Web (+6 ranged, 4 hp) (8/day) (DC 15) (Ex) You can set or toss webbing.

Ogre Spider:

The Ogre Spider was redone in the Bestiary 3 into a CR:5 behemoth. I would not suggest using it here, instead just go with a standard medium giant spider

Spider, giant CR:1
XP 400
Spider, Giant
N Medium vermin
Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
--------------------
Defense
--------------------
AC 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +4, Will +1
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft.
Melee bite +2 (1d6/×2)
Special Attacks poison, web (+5 ranged, DC 12, 3 hp)
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Base Atk +2; CMB +2; CMD 15
Skills Climb +16, Perception +4 (+8 in webs), Stealth +7 (+11 in webs); Racial Modifiers +8 Climb, +4 Perception, +4 Stealth, +4 Stealth in webs, +4 perception in webs
--------------------
Special Abilities
--------------------
+4 Perception in webs +4 Perception in webs
Climbing (30 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Poison: Bite - injury (DC 14) (Ex) Poison—Injury; save Fort DC 14; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.
Web (+5 ranged, 3 hp) (8/day) (DC 12) (Ex) You can set or toss webbing.

Dream Spider:

The Dream Spider is the IP of Paizo Inc and as such as not been reproduced anywhere that I can tell. This is my personal interpretation of the creature and in no way is this to be considered connected and/or sponsored by Paizo, inc or it's designers. Just my take on it.

Dream Spider CR:1
XP 400
Spider, Dream
N Small vermin
Init +2; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +2, Will +1
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee bite +3 (1d3 plus poison)
Special Attacks dream web, poison
--------------------
Statistics
--------------------
Str 10, Dex 15, Con 12, Int —, Wis 12, Cha 11
Base Atk +0; CMB -1; CMD 11 (19 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Perception +5, Stealth +6 (+10 in webs) Racial Modifiers +4 Perception, +4 Stealth (in their webs), Dream spiders have a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Dream spiders can use either their Strength or Dexterity modifier for Climb checks, whichever is higher.
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dream web (DC 11) (Ex) A Dream Spider can spin a web just like a monstrous spider of the same size but it's webs carry an iridescent hue, making them easy to notice (Perception DC 15). Any animal, humanoid, giant, or monstrous humanoid that come into contact with these webs experiences strange hallucinations, taking 1 point of Wisdom damage per round of contact. A DC 11 Fortitude save negates this damage. If the webs of a dream spider are burned, they create a spread of poisonous gas in a 10-foot radius. This gas deals 1d4 points of Wisdom damage to all creatures in the area (not just to those susceptible to contact with webs as listed above). A DC 11 Fortitude save halves this damage. The cloud of colorful vapor remains for only a single round before dissipating harmlessly. The save DC is Constitution-based.
Poison - WIS Damage (DC 11) (Ex) Poison—bite-Injury; save Fort DC 11; freq 1/rd for 2 rds; effect 1d4 Wis damage; cure 1 save.
Tremorsense (60 feet) Sense things and creatures without seeing them.

Dark Archive

Edge of Anarchy:
Part Six: The Queen's Scapegoat:

Finding Trinia:

Trinia Sabor:

Trinia becomes a fifth level bard in this conversion. Given her description as someone with a "lithe frame" I gave her Agile Maneuvers as her 5th level feat. Since many of her skills (Balance, Jump, and Tumble) have all been rolled into Acrobatics and with her Versatile Performance (comedy) covering her Bluff skill (as well as Intimidate) Trinia has a bunch of free skill points left over to reallocate, Which I did placing them in Diplomacy, Escape Artist, and Perception respectively. Adding spells to her spells known list was a little bit trickier. Looking over her list it seems that many of her spells are from the Illusion and Enchantment schools, so I decided to continue in that vein, adding Silent Image and Calm Emotions along with Cat's Grace to her spell list.

Trinia Sabor CR:4
XP 1200
Human Bard 5
CG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 36 (5d8+10)
Fort +2, Ref +8, Will +3; +4 vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +8 (1d4/19-20/×2)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire competence, bardic performance: inspire courage
Bard Spells Known (CL 5th; concentration +8):
2nd (3/day)—minor image (DC 15), cat's grace, calm emotions (DC 15)
1st (5/day)—silent image (DC 14), hideous laughter (DC 14), cure light wounds, feather fall (DC 14)
0 (at will)—mage hand, mending, daze (DC 13), prestidigitation (DC 13), message, light
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 12, Wis 8, Cha 16
Base Atk +3; CMB +7; CMD 17
Feats Acrobatic, Agile Maneuvers, Shingle Runner, Weapon Finesse
Skills Acrobatics +14 (+16 Jump), Climb +10, Craft (painting) +9, Diplomacy +11, Escape Artist +12, Fly +6, Knowledge (local) +11, Perception +7, Perform (comedy) +11
Languages Common, Elven
SQ bardic knowledge, lore master, versatile performance abilities (comedy), well versed
Combat Gear Potion of cat's grace, Potion of jump, Potion of shield of faith +3, Wand of Daze Monster (10 charges); Other Gear +1 Mithral Chain shirt, Masterwork Dagger, Bronze Bracelet x2 (50 gp each), Copper Necklace (100 gp)
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action) (15 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (2 targets) (DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Competence +2 (Su) +2 competence bonus for one ally on a skill check.
Bardic Performance: Inspire Courage +2 (Su) Morale bonus on some saving throws, attack and damage rolls.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Shingle Runner You get a +2 bonus on all Acrobatics checks to Jump and Climb checks, and reduce falling damage.
Versatile Performance (Comedy) +11 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Well Versed (Ex) +4 save vs. bardic performance, sonic, and language-dependent effects

The Shingle Chase:

Change the skills involved to those below.

Cluttered Rooftop: Acrobatics DC 10
Crumbling Rooftop: Acrobatics DC 20
Gap in Wall: Escape Artist DC 15
Hidden Shortcut: Perception DC 15
Narrow Hole in Wall: Escape Artist DC 25
Narrow Rooftop Leap: Acrobatics (Jump) DC 15
Narrow Walkway: Acrobatics DC 15
Tightrope Shortcut: Acrobatics DC 20
Very Hidden Shortcut: Perception DC 25
Very Steep Roof: Climb DC 10
Wall: Climb DC 20
Wide Rooftop Leap: Acrobatics (Jump) DC 25

There was a change to the chase rules with the release of the Chase Card Decks. With the release of those products the rules were modified from "A character who wants to attempt to move three cards during his turn can do so by taking a full-round action. That character must overcome both obstacles on the card he is leaving." to state that "As a full-round action, a chase participant can attempt to move two cards forward. When doing so, he chooses two obstacles -- one on his starting card, and one on the next card -- and attempts checks against these obstacles as part of the full-round action."
This was mentioned as a possible errata the the Gamemastery Guide's next printing.


Very nice, dotting for much interest.


Nice! This saves me quite a bit of work. Dotting for later looksies.

Dark Archive

Thanks, I've tried to explain my rationale for what changes I've made but if you have any questions about what I've done, or if you find anything that I might have missed, please feel free to ask.


Pathfinder Adventure Path, Rulebook Subscriber

We're on book 6 right now, but I'm guessing you won't have those conversions for a while still ;)

Nice work though!

Dark Archive

Edge of Anarchy:
Part Seven: The Dead Warrens:

The Dead Warrens:

Skeletons:

Skeletons are detailed in the Pathfinder Roleplaying Game Bestiary pgs. 250-251.

Human Skeletons (6) CR:1/3
XP 135
Human Skeleton
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+2 armor, +2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee scimitar +0 (1d6) and claw -3 (1d4+1)
or 2 claws +2 (1d4+2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Other Gear Broken Chain shirt, Broken Scimitar
--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Owlbear skeleton CR:2
XP 600
Owlbear Skeleton
NE Large undead
Init +6; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 13, touch 11, flat-footed 11 (+2 Dex, -1 size, +2 natural)
hp 22 (5d8)
Fort +1, Ref +3, Will +4
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +6 (1d6+4/×2) and 2 claws +6 (1d6+4/×2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 19, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +3; CMB +8; CMD 20 (24 vs. trip)
Feats Improved Initiative
--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Derro:

Derro were updated in the Pathfinder Roleplaying Game Bestiary pg. 70.

Derro CR:3
XP 800
Derro
CE Small humanoid
Init +6; Senses Perception +0
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +1 size, +2 natural)
hp 25 (3d8+12)
Fort +5, Ref +3, Will +6
SR 14
Weakness vulnerability to sunlight
--------------------
Offense
--------------------
Speed 20 ft.
Melee aklys +5 (1d6/×2) or shortsword +5 (1d4/19-20/×2)
Ranged aklys +5 (1d6/×2) or repeating light crossbow +5 (1d6/19-20/×2 plus poison)
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . At will—darkness, ghost sound (DC 13)
. . 1/day—daze (DC 13), sound burst (DC 15)
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16
Base Atk +2; CMB +1; CMD 13
Feats Improved Initiative, Weapon Finesse
Skills Perception +0, Stealth +9
Languages Aklo, Undercommon
SQ madness, poison use
Other Gear Leather armor, Crossbow bolts (10), Repeating light crossbow, Shortsword or Aklys
--------------------
Special Abilities
--------------------
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Resistance (14) You have Spell Resistance.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Otyugh:

Otyugh was updated in the Pathfinder Roleplaying Game Bestiary pg. 223.

Otyugh CR:4
XP 1200
Otyugh
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +7 (1d8+4/×2) and
. . 2 tentacles +3 (1d6+2/×2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Sense Motive +3, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common
SQ disease
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 14) (Ex) Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Disease You are immune to diseases.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Stirge:

The Stirge can be found in the Pathfinder Roleplaying Game Bestiary pg. 260.
Stirge (6; 4 noncombatant) CR:1/2
XP 200
Stirge
N Tiny magical beast
Init +4; Senses darkvision 60 ft., low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 16, touch 16, flat-footed 12 (+4 Dex, +2 size)
hp 5 (1d10)
Fort +2, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (average)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Base Atk +1; CMB +3 (+11 grapple); CMD 9
Feats Weapon Finesse
Skills Stealth +16
SQ attach, blood drain, diseased
--------------------
Special Abilities
--------------------
Attach (Ex) On a touch attack, you automatically grapple a foe.
Blood Drain (Ex) Drain blood and deal 1 Con damage if attached to a foe at the end of its turn.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Diseased (Ex) Foes who are blood drained have a 10% chance to be exposed to a disease.
Flight (40 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Necrophidius, lesser:

I had thought about using the Necrophidius from the Bestiary 2 and slapping the young creature template on it, but that would have skewed some of the attributes and abilities too much, Instead I just toned down some of the abilities of the original creature to keep it more in line with that found in the AP.
Lesser Necrophidius (3) CR:2
XP 600
Necrophidius, lesser
N Medium construct
Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
--------------------
Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
hp 25 (1d10+20)
Fort +0, Ref +2, Will +0
DR 5/bludgeoning; Immune construct traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +2 (1d6 plus paralysis)
Special Attacks Dance of death, Paralysis
--------------------
Statistics
--------------------
Str 10, Dex 15, Con —, Int —, Wis 11, Cha 12
Base Atk +0; CMB +0; CMD 13 (can't be tripped)
Feats Weapon Finesse
Skills Stealth +10 Racial Modifiers +8 Stealth
--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dance of Death (DC 11) (Ex) A lesser necrophidius can entrance opponents by swaying back and forth. Those within 30 feet viewing the creature must succeed on a DC 11 Will save or be unable to act for 2d4 rounds. Victims are dazed (as the daze spell) for the duration of the effect and cannot take any action (other than defending themselves). This is a mind-affecting effect. The save DC is Charisma-based.

Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Paralysis (DC 11) (Su) A living creature bitten by a lesser necrophidius must succeed on a DC 11 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based.

Carrion Golem:

The Carrion Golem was updated in the Bestiary 2.

Carrion golem CR:4
XP 1200
Golem, Carrion
N Medium construct
Init +1; Senses blindsense 10 ft., darkvision 60 ft., low-light vision; Perception +0
Aura foul stench (1 ft., DC 12)
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 natural)
hp 42 (4d10+20)
Fort +1, Ref +2, Will +1
DR 5/slashing or bludgeoning; Immune construct traits, magic
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 slams +7 (1d8+3/×2)
--------------------
Statistics
--------------------
Str 17, Dex 12, Con —, Int —, Wis 10, Cha 1
Base Atk +4; CMB +7; CMD 18
Skills
SQ plague carrier
--------------------
Special Abilities
--------------------
Blindsense (10 feet) (Ex) Sense things and creatures without seeing them.
Damage Reduction (5/slashing or bludgeoning) You have Damage Reduction against all except Slashing or Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Foul Stench (30 feet, 1 rounds) (DC 12) (Ex) This functions as the stench ability, but causes affected creatures to be nauseated rather than sickened.

A creature with the stench special ability secretes an oily chemical that nearly every other creature finds offensive. All living creatures (
Immune to Magic (Ex) A carrion golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
• Gentle repose causes a carrion golem to become stiff and helpless for 1d4 rounds if it fails a Will save against the spell.
• Animate dead causes the various parts of the golem’s body to shudder and tear, dealing 1d6 points of damage per caster level to the golem (no save).
• Any magical attack that deals cold or fire damage slows a carrion golem (as the slow spell) for 2d6 rounds (no save).
• Any magical attack that deals electricity damage hastes a carrion golem (as the haste spell) for 2d6 rounds.

Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Plague Carrier (DC 14) (Ex) When a carrion golem is created, its creator infects it with a specific disease. The carrion golem can then infect those it strikes with its slams with this disease - most carrion golems inflict filth fever. The save DC is Constitution-based and includes a +2 racial bonus.
Filth Fever: Slam—injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves.

Cabbagehead:

The Ogrekin template was updated in the Bestiary 2. In this version the creature keeps the abilities of the base creature which, in Cabbagehead's case, is Human. Meaning he gets a bonus 1st level feat as well as a feat from being raised to a 3rd level Fighter. I gave him Intimidating Prowess to aid him in tormenting Rolth's prisoners and Power Attack to go along with his hand to hand focus.

Cabbagehead CR:3
XP 800
Human Ogrekin Fighter 3
CN Medium humanoid (giant, human)
Init +5; Senses low-light vision; Perception -1
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+4 armor, +1 Dex, +5 natural)
hp 36 (3d10+15)
Fort +7, Ref +2, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee unarmed strike +9 (1d3+5/×2)
--------------------
Statistics
--------------------
Str 21, Dex 13, Con 18, Int 6, Wis 8, Cha 8
Base Atk +3; CMB +8; CMD 19
Feats Improved Initiative, Improved Unarmed Strike, Intimidating Prowess, Power Attack, Weapon Focus (unarmed strike)
Skills Climb +11, Intimidate +4, Swim +11
Languages Common
SQ ogrekin deformities
Other Gear +1 Studded leather armor
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Ogrekin deformities Thick Skin: The ogrekin has particularly dense skin, callused hide, or layers of blubber that provide additional protection. increase the ogrekin’s natural armor bonus by an additional +2. Pinhead: The ogrekin’s head is comically small. it takes an additional –2 penalty to its intelligence score.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage

Vreeg:

Vreeg's Challenge Rating raises to 7 in this version despite no changes to his class levels. This is a byproduct of the vagaries between 3.5 and Pathfinder, so no help for it. Since there is no mention of a familiar in Vreeg's profile I gave him the Arcane Bond of a Bonded Item, in this case his Masterwork dagger. Vreeg gains an additional feat at 7 hit dice. I gave him Improved Initiative (because going first can be the difference between getting a spell off or getting stomped by an adventuring party).

Vreeg CR:7
XP 3200
Derro Wizard 5
CE Small humanoid
Init +8; Senses Perception +4
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 14 (+4 Dex, +1 size, +2 natural, +1 deflection)
hp 59 (3d8+5d6+29)
Fort +5, Ref +6, Will +11
SR 14
Weakness vulnerability to sunlight
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork dagger +2 (1d3/19-20/×2)
Special Attacks sneak attack +1d6
Spell-Like Abilities
. . At will—darkness, ghost sound (DC 14)
. . 1/day—daze (DC 14), sound burst (DC 16)
Wizard Spells Prepared (CL 5th; concentration +8):
3rd (2/day)—vampiric touch, fly, extend false life
2nd (3/day)—spectral hand, scorching ray, blindness/deafness (DC 16), extend shield
1st (4/day)—magic missile, cause fear (DC 15), sleep (DC 14), ray of enfeeblement (DC 15), chill touch (DC 15)
0 (at will)—ray of frost, mage hand, detect magic, touch of fatigue (DC 14)
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 16, Wis 3, Cha 18
Base Atk +4; CMB +3; CMD 18
Feats Combat Casting, Command Undead, Craft Wand, Extend Spell, Improved Initiative, Scribe Scroll, Spell Focus (necromancy)
Skills Bluff +12, Knowledge (arcana) +14, Perception +4, Spellcraft +14, Stealth +16
Languages Aklo, Common, Draconic, Terran, Undercommon
SQ arcane bonds (object [masterwork dagger] [1/day]), grave touch, madness, opposition schools (conjuration, illusion), poison use, specialized schools (necromancy)
Combat Gear Robe of bones (Human skeleton, Fast goblin zombie, Tough human zombie), Wand of Ghoul Touch (44 charges), Blue whinnis (5); Other Gear Masterwork Dagger, Ring of protection +1
--------------------
Special Abilities
--------------------
Arcane Bond (Masterwork Dagger) (1/day) (Sp) Use object to cast any spell in your spellbook 1/day. Without it, Concentration required to cast spells (DC20 + spell level).
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (6/day) (DC 16) Channel energy can take control of undead.
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Grave Touch (6/day) (Sp) Melee touch attack, shakes then frightens target.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Madness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisdom modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro's madness. If this occurs, the derro gains 6 points of Wisdom
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Resistance (14) You have Spell Resistance.
Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Dark Archive

Oops, this had gotten pushed to the back burner by RL issues where it looks like it fell off the stove completely and rolled underneath the fridge. But I found it again, dusted it off, and will get back to work on it this week.

Grand Lodge

Those pesky RuneLords (RLs)! >.<


Good stuff, thanks - 5th level Devargo & Trinia are both potential cohorts in my game (PCs are currently 5th level), so saved for future reference. :)

Dark Archive

Thanks, glad I could help. I've got some of the conversions done for book 2 (up to Jolistina Susperio) and will post them when my family and I get back from seeing Captain America this afternoon.

Dark Archive

Seven Days to the Grave:
Part Four: Pestilence
A: The Hungry Dead

Vampire Spawn:

Vampire Spawn can be found in the Pathfinder Roleplaying Game Bestiary on pg. 271

Vampire Spawn CR 4
XP 1,200
Vampire Spawn
LE Medium undead
Init +1; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 26 (4d8+8); fast healing 2
Fort +3, Ref +2, Will +5; +2 bonus vs. channeled energy
Defensive Abilities channel resistance +2; DR 5/silver; Immune undead traits; Resist cold 10, electricity 10
Weakness vampire weaknesses
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +4 (1d4+1)
Special Attacks blood drain, dominate (DC 14), energy drain (1 level, DC 14)
--------------------
Statistics
--------------------
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Base Atk +3; CMB +4; CMD 15
Feats Blind-Fight, Skill Focus (Perception)
Skills Intimidate +9, Knowledge (religion) +7, Perception +11, Stealth +16; Racial Modifiers +8 Stealth
Languages Common
SQ gaseous form, resurrection vulnerability, shadowless, spider climb
--------------------
Special Abilities
--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Blood Drain (Ex) Suck blood for 1d4 CON dam when pin foe and gain 5 Hp.
Channel Resistance +2 +2 bonus to save vs. Channel Energy.
Damage Reduction (5/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dominate (DC 14) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (1 level) (DC 14) (Ex) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Resurrection Vulnerability (Su) A raise dead or similar spell cast on a vampire spawn destroys it (Will negates). Using the spell in this way does not require a material component.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

B: The Color of Death

Vendra Loaggri:

To keep her CR rating the same as in the 3.5 version I added another level of Rogue to Vendra making her an Expert 2/Rogue 5. For her Rogue talents I gave her Convincing lie and Honeyed words in order to make her a more convincing snake-oil saleswoman. Vendra also benefits from skill consolidation and with those additional skill points I gave her ranks in Appraise to better evaluate items someone might want to pawn in exchange for her Liniment. For her additional feat at 7 hit dice I gave her Defensive Combat Training as two of her other feats (Dodge and Mobility) seemed to make her more designed to avoid trouble than fight her way through.

Vendra Loaggri CR 5
XP 1,600
Female Human Expert 2/Rogue 5
CN Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +2 Dex, +1 dodge)
hp 33 (7d8-2)
Fort +0, Ref +6 (+1 bonus vs. traps), Will +5
Defensive Abilities evasion, trap sense +1, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +7 (1d4/19-20)
Special Attacks sneak attack +3d6
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 8, Int 13, Wis 12, Cha 16
Base Atk +4; CMB +4; CMD 20
Feats Defensive Combat Training, Dodge, Mobility, Skill Focus (Use Magic Device), Weapon Finesse
Skills Appraise +11, Bluff +13, Craft (alchemy) +11, Escape Artist +10, Knowledge (local) +11, Linguistics +6, Perception +11 (+13 to locate traps), Profession (Perfumer) +11, Sense Motive +9, Stealth +10, Use Magic Device +16; Racial Modifiers rogue talents (convincing lie, honeyed words)
Languages Common, Halfling, Shoanti, Varisian
SQ trapfinding +2
Combat Gear wand of charm person (38 charges), wand of remove disease (7 charges), giant wasp poison (2); Other Gear masterwork dagger, bracers of armor +2, silver and amethyst jewlery (worth 50 gp)
--------------------
Special Abilities
--------------------
Convincing Lie (5 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the rogue’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the rogue’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie. This effect lasts for a number of days equal to 1/2 the rogue’s level + the rogue’s Charisma modifier.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Honeyed Words (2/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Sneak Attack +3d6 +3d6 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 +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wand of charm person (38 charges) Add this item to create a wand of a chosen spell.
Wand of remove disease (7 charges) Add this item to create a wand of a chosen spell.

Lavender Thug:

Vendra's Lavender Thugs get bumped up to fourth level in order to keep their CR 3 rating. In so doing I realized that in the AP they were short one feat (2 for being Human, 2 Fighter bonus feats, and 1 for being third level should equal 5, they only have four) so I rectified that by giving them Power Attack as they are little more than hired muscle. At 4th level they've gained a +1 stat bonus, which I put in Strength, and an additional Fighter bonus feat, which I gave them Weapon Specialization (sap) to go along with their Weapon Focus. The Thugs also benefit from the reduction of skills in Pathfinder and I found myself with extra skill points I didn't know what to do with, so I created a Profession (bodyguard) skill and dumped the extra points there (YMMV).

Lavender Thug CR 3
XP 800
Male Human Fighter 4
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 38 (4d10+12)
Fort +6, Ref +2, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork sap +9 (1d6+5 nonlethal)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +4; CMB +7; CMD 18
Feats Alertness, Diehard, Endurance, Power Attack, Weapon Focus (sap), Weapon Specialization (sap)
Skills Intimidate +8, Perception +5, Profession (Bodyguard) +6, Sense Motive +1
Languages Common
SQ armor training 1
Other Gear chainmail, masterwork sap, lavender's luxurious liniment (0.1 lb), 20 gp
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.

C: Plague Rats

Dire Rats:

The Dire Rat can be found in the Pathfinder Roleplaying Game Bestiary on pg. 232

Dire Rat CR 1/3
XP 135
Rat, Dire
N Small animal
Init +3; Senses low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d8+1)
Fort +3, Ref +5, Will +1
--------------------
Offense
--------------------
Speed 40 ft., climb 20 ft., swim 20 ft.
Melee bite +1 (1d4)
Special Attacks filth fever (disease)
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 4
Base Atk +0; CMB -1; CMD 12 (16 vs. trip)
Feats Skill Focus (Perception)
Skills Climb +11, Perception +4, Stealth +11, Swim +11
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Filth Fever (Disease) (DC 11) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Shrieker:

The Shrieker only gets a passing mention in the CRB as a hazard with no stat write-up to go along with it. I modeled this one from the version in the 3.5 Monster Manual.

Shrieker CR 1
XP 400
Shrieker
N Medium plant
Init -5; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 8, touch 5, flat-footed 8 (-5 Dex, +3 natural)
hp 14 (2d8+5)
Fort +4, Ref -5, Will -4
Immune mind-affecting effects, paralysis, poison, polymorph, sleep, stunning
--------------------
Offense
--------------------
Speed
Special Attacks shriek
--------------------
Statistics
--------------------
Str 0, Dex 0, Con 13, Int 0, Wis 2, Cha 1
Base Atk +1; CMB -4; CMD 1 (can't be tripped)
Feats Toughness
Skills Perception +1
--------------------
Special Abilities
--------------------
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby.

Wererat:

The Wererat can be found in the Pathfinder Roleplaying Game Bestiary on pg. 197. Since these particular wererats are followers of Girrigz I decided that they hate their human side as much as he does and would never appear in their human form except upon their death.

Wererat (hybrid form) CR 2
XP 600
Human Natural Dire Wererat Rogue 2
LE Medium humanoid (human, shapechanger)
Init +3; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+3 armor, +3 Dex, +2 natural, +1 dodge)
hp 20 (2d8+8)
Fort +3, Ref +6, Will +3
Defensive Abilities evasion; DR 10/silver
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite -1 (1d4+1) and
. . shortsword +4 (1d6+2/19-20)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks curse of lycanthropy, filth fever (disease), sneak attack +1d6
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 16, Int 10, Wis 16, Cha 6
Base Atk +1; CMB +3; CMD 17
Feats Dodge, Weapon Finesse
Skills Acrobatics +8, Bluff +3, Climb +7, Intimidate +3, Knowledge (local) +5, Perception +8 (+9 to locate traps), Sense Motive +8, Stealth +8, Swim +7
Languages Common
SQ change forms, lycanthropic empathy, rogue talents (fast stealth), trapfinding +1
Other Gear masterwork studded leather, crossbow bolts (20), light crossbow, shortsword
--------------------
Special Abilities
--------------------
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contractd lycanthropy (Fort neg).
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Filth Fever (Disease) (DC 13) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
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.

Otyugh:

The Otyugh can be found in the Pathfinder Roleplaying Game Bestiary on pg. 223

Otyugh CR 4
XP 1,200
Otyugh
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +7 (1d8+4) and
. . 2 tentacles +3 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Sense Motive +3, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common
SQ disease
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 14) (Ex) Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Disease You are immune to diseases.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Rat Swarm:

Rat Swarms can be found in the Pathfinder Roleplaying Game Bestiary on pg. 232

Rat Swarm CR 2
XP 600
Rat Swarm
N Tiny animal (swarm)
Init +6; Senses low-light vision, scent; Perception +8
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defensive Abilities swarm traits
Weakness vulnerability to area effects
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee swarm (1d6)
Space 10 ft.; Reach 0 ft.
Special Attacks distraction (DC 12), filth fever (disease)
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Atk +2; CMB —; CMD
Feats Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +6 (-2 jump), Climb +10, Perception +8, Stealth +14, Swim +10
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Distraction (DC 12) (Ex) A creature with this ability can nauseate the creatures that it damages. Any living creature that takes damage from a creature with the distraction ability is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 creature's HD + creature's Con modifie
Filth Fever (Disease) (DC 12) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Staggered Immune to staggered.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swarm Attack (1d6) Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for c
Swarm Traits Immune to effects targeting number of creatures (unless mind affect vs hive mind).
Swimming (15 feet) You have a Swim speed.
Vulnerability to Area Effects You are vulnerable (+50% damage) to spells and effects that damage an area.

Girrigz:

Girrigz was a PITA to build. I ended up deconstructing him from his 3.5 version to get the base stats and then 'ported those over to Pathfinder to use, and I'm still not sure I got them right. Anyway due to the differences in CR calculation between 3.5 and Pathfinder Girrigz got bumped up two levels, instead of the usual one, to keep his CR 7 rating. On the good side with the level increase I got all his feats to fit, including the 3.5 bonus feats. On the bad side he's more of a beast to fight. When he becomes aware of the party's intrusion into his lair, Girrigz drinks his potion of blur and his potion of shield of faith +3 (already factored in to his stats).

Girrigz (hybrid form) CR 7
XP 3,200
Male Human Natural Dire Wererat Fighter 7
CE Medium humanoid (human, shapechanger)
Init +7; Senses low-light vision, scent; Perception +4
--------------------
Defense
--------------------
AC 24, touch 17, flat-footed 20 (+5 armor, +3 Dex, +2 natural, +3 deflection, +1 dodge)
hp 64 (7d10+21)
Fort +7, Ref +7, Will +6 (+2 vs. fear)
Defensive Abilities bravery +2; DR 10/silver
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 silver rapier +13/+8 (1d6+5/18-20) and
. . bite +5 (1d4+1)
Special Attacks curse of lycanthropy, filth fever (disease), weapon trainings (light blades +1)
--------------------
Statistics
--------------------
Str 15, Dex 17, Con 15, Int 10, Wis 15, Cha 6
Base Atk +7; CMB +9; CMD 26
Feats Alertness, Dodge, Improved Initiative, Iron Will, Lightning Reflexes, Mobility, Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Climb +12, Handle Animal +8, Perception +4, Sense Motive +4, Swim +12
Languages Common
SQ armor training 2, change forms, lycanthropic empathy
Combat Gear potion of blur, potion of shield of faith +3; Other Gear +1 chain shirt, +1 silver rapier, 30 gp
--------------------
Special Abilities
--------------------
Bravery +2 (Ex) +2 to Will save vs. Fear
Change Forms (Su) Change into Hybrid or Animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contractd lycanthropy (Fort neg).
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Filth Fever (Disease) (DC 12) (Ex) Bite—injury; save Fort; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

D: The Wreck of the Direption

Silt Eels:

Silt eels are standard Pathfinder vipers (Pathfinder Roleplaying Game Bestiary pg. 133) given an extra hit dice and a 2 category size bump from tiny to medium to make them equivalent to a CR 1 monster.

Silt Eels CR 1
XP 400
Snake, Viper
N Medium animal
Init +3; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
hp 9 (1d8)
Fort +3, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +4 (1d4-1)
Space 2 ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Base Atk +1; CMB +0; CMD 13 (can't be tripped)
Feats Weapon Finesse
Skills Climb +11, Perception +9, Stealth +7, Swim +15; Racial Modifiers +4 Perception, +4 Stealth
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

Skinshear:

Skinshear is Yvicia's animal companion.

Skinshear
Shark
N Large animal (aquatic)
Init +6; Senses blindsense 30 ft., low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 15 (+2 Dex, -1 size, +6 natural)
hp 42 (+20)
Fort +10, Ref +6, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed swim 60 ft.
Melee bite +7 (1d8+6)
Space 10 ft.; Reach 10 ft.
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 18, Int 1, Wis 12, Cha 2
Base Atk +3; CMB +8; CMD 20
Feats Great Fortitude, Improved Initiative, Weapon Focus (bite)
Skills Perception +7, Swim +17
--------------------
Special Abilities
--------------------
Blindsense (30 feet) (Ex) Sense things and creatures without seeing them.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (60 feet) You have a Swim speed.

Yvicca:

In order to keep her caster level, which her tactics rely on, Yvicca becomes a CR 8 threat level as opposed to the CR 7 in the original AP. Her hit dice also increase from 8 HD to 9, which gives her two extra feats to play around with (I gave her Toughness and Weapon Focus (claw)). As noted in the original encounter Yvicca casts Barkskin, Bull's Strength, and Greater Magic Fang on herself before engaging in melee and these have already been figured into her stats below.

Yvicca CR 8
XP 4,800
Sea Hag Druid 5
NE Medium monstrous humanoid (aquatic)
Init +7; Senses darkvision 60 ft.; Perception +14
Aura horrific appearance (DC 14)
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+2 armor, +3 Dex, +5 natural)
hp 85 (4d10+5d8+41)
Fort +10, Ref +8, Will +12; +4 vs. fey and plant-targeted effects
SR 15
--------------------
Offense
--------------------
Speed 30 ft., swim 40 ft.
Melee +1 shortspear +15/+10 (1d6+8) and
. . claw +11 (1d6+4)
Special Attacks wild shape 1/day
Druid Spells Prepared (CL 5th; concentration +9):
3rd—cure moderate wounds, greater magic fang
2nd—barkskin, bull's strength, resist energy
1st—charm animal (DC 15), cure light wounds, faerie fire, speak with animals
0 (at will)—detect magic, detect poison, flare (DC 14), read magic
--------------------
Statistics
--------------------
Str 24, Dex 16, Con 16, Int 8, Wis 18, Cha 14
Base Atk +7; CMB +14; CMD 27
Feats Alertness, Great Fortitude, Improved Initiative, Toughness, Weapon Focus (claw)
Skills Handle Animal +11, Knowledge (nature) +10, Perception +14, Sense Motive +6, Survival +14, Swim +23
Languages Common, Druidic, Giant
SQ amphibious, evil eye, nature bonds (animal companion), trackless step, wild empathy +7, woodland stride
Other Gear +1 shortspear, bracers of armor +2
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Evil Eye (DC 14) (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mind-affecting fear effect.
Horrific Appearance (DC 14) (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 14 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. This is a mind-affecting effect.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Resistance (15) You have Spell Resistance.
Swimming (40 feet) You have a Swim speed.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (1/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.

E: The Case of the Vanishing Virtuoso

Jolistina Susperio:

Jolisitina gains a level in order to maintain her CR 8 rating. I had originally thought about giving her another Rogue level but decided to go with Sorcerer instead. Adding a third level of Sorcerer makes her 9 hit dice and qualifies her for another feat for which I gave her Arcane Armor Training (which has a CL 3 prerequisite, which is why I bumped up Sorcerer instead of Rogue) and allows her to drop her Arcane Spell Failure chance by 10%, as a swift action, whenever she casts a spell. For her Rogue talents I gave her Fast Stealth so she could move around the mansion taunting the PC's quicker, Finesse Rogue, and because she's bats**t crazy Bleeding Attack just for fun. When she becomes aware of the party Jolistina drinks one of her potions of invisibility, casts shield upon herself, and uses a charge from her wand of cat's grace (these have already been figured into her stats).

Jolistina Susperio CR 8
XP 4,800
Female Elf Rogue 6/Sorcerer 3
CE Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+4 armor, +4 shield, +5 Dex)
hp 64 (6d8+3d6+24)
Fort +5, Ref +11 (+2 bonus vs. traps), Will +4; +2 vs. enchantments
Defensive Abilities evasion, trap sense +2, uncanny dodge; Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +11 (1d4+1/19-20)
Ranged +1 light crossbow +11 (1d8+1/19-20)
Special Attacks bloodline arcana: arcane, sneak attack +3d6
Sorcerer Spells Known (CL 3rd; concentration +5):
1st (6/day)—cause fear (DC 13), identify, ray of enfeeblement (DC 13), shield
0 (at will)—acid splash, dancing lights, ghost sound (DC 12), mage hand, open/close (DC 12)
--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 10, Wis 8, Cha 14
Base Atk +5; CMB +6; CMD 21
Feats Arcane Armor Training, Eschew Materials, Improved Initiative, Point-Blank Shot, Precise Shot, Scribe Scroll, Weapon Finesse
Skills Acrobatics +13, Bluff +11, Climb +7, Diplomacy +10, Disable Device +14, Disguise +10, Escape Artist +13, Knowledge (local) +6, Perception +5 (+8 to locate traps), Perform (comedy) +8, Sleight of Hand +13, Spellcraft +6 (+8 to determine the properties of a magic item), Stealth +13; Racial Modifiers +2 Perception
Languages Common, Elven
SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane), elven magic, weapon familiarity, metamagic adept, rogue talents (bleeding attack, fast stealth, finesse rogue), trapfinding +3
Combat Gear potion of invisibility (3), potion of remove disease (2), wand of cat's grace (11 charges), alchemist's fire (2), smoke pellet (4); Other Gear +1 glamered studded leather, +1 light crossbow, crossbow bolts (30), masterwork dagger, screaming bolt (3), flint and steel, manacles, sealing wax, sewing needle (20), stolen jewelry (worth 150 gp)
--------------------
Special Abilities
--------------------
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Adept (1/day) (Ex) Apply a metamagic feat 1/day without increasing the casting time.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +3d6 +3d6 damage if you flank your target or your target is flat-footed.
Trap Sense +2 (Ex) +2 bonus on reflex saves and AC against traps.
Trapfinding +3 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wand of cat's grace (11 charges) Add this item to create a wand of a chosen spell.

Yarik (familiar)
Rat
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 32 (1d8)
Fort +3, Ref +8, Will +6
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +9 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 7, Wis 13, Cha 2
Base Atk +5; CMB +5; CMD 11 (15 vs. trip)
Feats Weapon Finesse
Skills Acrobatics +10 (+2 jump), Bluff +2, Climb +16, Diplomacy +1, Disable Device +5, Disguise +1, Escape Artist +7, Perception +5, Sleight of Hand +7, Spellcraft +1, Stealth +22, Swim +10; Racial Modifiers +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (15 feet) You have a Swim speed.

Zombies:

Zombie CR 1/2
XP 200
Human Zombie
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +4 (1d6+4)
--------------------
Statistics
--------------------
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills
Languages Common
SQ staggered
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Dark Archive

Part Five: Epidemic

The Hospice of the Blessed Maiden:

Bhrunlida Torthus:

For Bhrunlida it says to use the Lavender Thug stat block from above which I did, sort of. I swapped out the Power Attack feat from the Thugs and replaced it with the Enforcer feat which, in retrospect, I probably should have done in the original Thugs write up as well.

Bhrunlida Torthus CR 3
XP 800
Male Human Fighter 4
CN Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex)
hp 38 (4d10+12)
Fort +6, Ref +2, Will +0 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork sap +9 (1d6+5 nonlethal)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +4; CMB +7; CMD 18
Feats Alertness, Diehard, Endurance, Enforcer, Weapon Focus (sap), Weapon Specialization (sap)
Skills Intimidate +8, Perception +5, Profession (Bodyguard) +6, Sense Motive +1
Languages Common
SQ armor training 1
Other Gear chainmail, masterwork sap, 20 gp
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Diehard You are stable and can choose how to act when at negative Hp.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.

Gray Maidens:

The Gray Maidens get bumped up to third level Fighters in this conversion and as such are entitled to a third level feat. I chose Point Blank Shot so that they can now legally use their Precise Shot feat.

Gray Maiden CR 2
XP 600
Female Human Fighter 3
LE Medium humanoid (human)
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex)
hp 30 (3d10+9)
Fort +5, Ref +2, Will +2 (+1 vs. fear)
Defensive Abilities bravery +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork longsword +7 (1d8+2/19-20)
Ranged composite longbow +4 (1d8/×3)
--------------------
Statistics
--------------------
Str 14, Dex 12, Con 15, Int 10, Wis 8, Cha 13
Base Atk +3; CMB +5; CMD 16
Feats Iron Will, Point-Blank Shot, Precise Shot, Quick Draw, Weapon Focus (longsword)
Skills Acrobatics -2 (-6 jump), Climb +2, Intimidate +7
Languages Common
SQ armor training 1
Other Gear masterwork full plate, heavy steel shield, arrows (20), composite longbow, masterwork longsword
--------------------
Special Abilities
--------------------
Bravery +1 (Ex) +1 to Will save vs. Fear
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.

Queen's Physicians:

The Queen's Physicians also get bumped up to third level here and qualify for another feat. I gave them Weapon Focus (club) to go along with their Masterwork clubs. For their Rogue talent I gave them Bleeding Attack (yes, I know they use clubs but there is such a thing as internal bleeding) to simulate their knowledge of human anatomy and knowing where to hit to cause the most internal damage.

Queen's Physician CR 2
XP 600
Human Rogue 3
NE Medium humanoid (human)
Init +6; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 23 (3d8+6)
Fort +2, Ref +5 (+1 bonus vs. traps), Will +1
Defensive Abilities evasion, trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork club +6 (1d6+2)
Special Attacks sneak attack +2d6
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 12, Int 13, Wis 10, Cha 8
Base Atk +2; CMB +4; CMD 16
Feats Combat Reflexes, Improved Initiative, Weapon Focus (club)
Skills Acrobatics +8, Bluff +5, Diplomacy +5, Disguise +5, Heal +5, Intimidate +5, Knowledge (local) +7, Perception +6 (+7 to locate traps), Sense Motive +6, Stealth +8
Languages Common, Varisian
SQ rogue talents (bleeding attack), trapfinding +1
Combat Gear healer's kit; Other Gear leather armor, masterwork club, plaguebringer's mask
--------------------
Special Abilities
--------------------
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
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.

Dr. Davalaus:

Dr. Davalaus gets an extra level of Bard in this conversion making him 11th level and qualifying for an extra two feats which I made Agile Maneuvers and Combat Casting as those just seemed appropriate. For his Rogue talent I gave him Finesse Rogue, thereby trading his Weapon Finesse feat for Weapon Focus (rapier). His bardic Versatile Performance went into Perform (oratory) as that is his only Perform skill (I still put max ranks into his Diplomacy skill to make that as high as possible but left his Sense Motive at the default score). Speaking of skills if Anyone benefits from the skill consolidation it's Dr. D. I reallocated his skill points to cover all his skills and still had some left over which I put in Use Magic Device. The increase in Bard level also created two new spells known (one first and one second) so I gave him cure light wounds and mirror image.

Dr. Davalaus CR 9
XP 6,400
Human Bard 5/Expert 3/Rogue 3
NE Medium humanoid (human)
Init +2; Senses Perception +12
--------------------
Defense
--------------------
AC 19, touch 13, flat-footed 16 (+5 armor, +2 Dex, +1 natural, +1 dodge)
hp 56 (11d8+3)
Fort +3, Ref +10 (+1 bonus vs. traps), Will +9; +4 vs. bardic performance, sonic, and language-dependant effects
Defensive Abilities evasion, trap sense +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 human-bane rapier +11/+6 (1d6/18-20+2d6 vs. Human)
Special Attacks bardic performance 14 rounds/day (countersong, distraction, fascinate, inspire competence +2, inspire courage +2), sneak attack +2d6
Bard Spells Known (CL 5th; concentration +7):
2nd (3/day)—invisibility, mirror image, misdirection
1st (5/day)—charm person (DC 13), cure light wounds, disguise self, hideous laughter (DC 13)
0 (at will)—dancing lights, detect magic, ghost sound (DC 12), mage hand, mending, prestidigitation (DC 12)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 10, Int 16, Wis 12, Cha 14
Base Atk +7; CMB +9; CMD 19
Feats Agile Maneuvers, Combat Casting, Combat Expertise, Combat Reflexes, Dodge, Quick Draw, Weapon Finesse, Weapon Focus (rapier)
Skills Appraise +14, Bluff +16, Diplomacy +16, Disable Device +9, Heal +7, Intimidate +13, Knowledge (arcana) +13, Knowledge (local) +16, Knowledge (nature) +13, Knowledge (religion) +13, Perception +12 (+13 to locate traps), Perform (oratory) +13, Profession (Doctor) +12, Sleight of Hand +13, Spellcraft +11, Stealth +13, Use Magic Device +9
Languages Common, Elven, Halfling, Polyglot
SQ bardic knowledge +2, lore master 1/day, rogue talents (finesse rogue), trapfinding +1, versatile performance abilities (oratory)
Combat Gear potion of remove disease; Other Gear +1 mithral chain shirt, +1 human-bane rapier, amulet of natural armor +1, flask of curses (labeled “Elixir of True Healing”), button key for lift to area g1, key to doors into f7
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action) (14 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flask of curses This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all within 30 feet must make a DC 17 Will save or be cursed, taking a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.
Lore Master (1/day) (Ex) Take 10 on knowledge checks, and 1/day take 20 as a standard action.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
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.
Versatile Performance (Oratory) +13 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks


These are perfect. I'm running CotCT in about a month and this is exactly what I needed. Hope you keep it going to the end!

Dark Archive

Looks like I began updating book #3 without finishing posting book 2.

Temple of Urgathoa:

Rolth:

Rolth gets bumped up to a 9th level Wizard which nets him 5th level spells, additional skill points, and an extra feat (two to be precise). For his fifth level spells I gave him Dominate Person and Feeblemind and as his school spell I gave him Waves of Fatigue but your choices may vary. With the removal of Concentration as a skill Rolth had some extra skill points floating around. I put these extra points into Escape Artist and Stealth to emphasize what a sneaky bastard he can be. For his extra feats I gave Rolth Great Fortitude and Toughness to simulate the fact that he has exposed himself, accidentally or not, to various diseases and is still alive and kicking.
Rolth has a number of spells running on himself when the PC's encounter him (False Life (+14 hit points), Mage Armor, and Shield) all of which are configured in his stat block below.

Rolth CR 8
XP 4,800
Male Human Wizard 9
CE Medium humanoid (human)
Init +2; Senses Perception +11
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 19 (+4 armor, +4 shield, +2 Dex, +1 deflection)
hp 84 (9d6+50)
Fort +10, Ref +6, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork dagger +4 (1d4-1/19-20)
Wizard Spells Prepared (CL 9th; concentration +14):
5th—dominate person (DC 20), feeblemind (DC 20), waves of fatigue [S]
4th—animate dead, dimension door, enervation [S], ice storm
3rd—dispel magic, hold person (DC 18), lightning bolt (DC 18), ray of exhaustion (DC 20), vampiric touch [S]
2nd—detect thoughts (DC 17), false life, false life [S], ghoul touch (DC 19), scorching ray, spectral hand
1st—charm person (DC 16), chill touch (DC 18), grease, mage armor, ray of enfeeblement (DC 18), ray of enfeeblement [S] (DC 18), shield
0 (at will)—acid splash, detect magic, ray of frost, touch of fatigue (DC 17)
--------------------
Statistics
--------------------
Str 8, Dex 14, Con 14, Int 20, Wis 10, Cha 12
Base Atk +4; CMB +3; CMD 16
Feats Command Undead, Craft Construct, Craft Magic Arms & Armor, Craft Wondrous Item, Great Fortitude, Greater Spell Focus (necromancy), Scribe Scroll, Spell Focus (necromancy), Toughness
Skills Craft (alchemy) +17, Escape Artist +6, Knowledge (arcana) +17, Knowledge (planes) +17, Knowledge (religion) +17, Perception +11, Sense Motive +2, Spellcraft +17, Stealth +7
Languages Abyssal, Aklo, Common, Draconic, Undercommon, Varisian
SQ arcane bonds (arcane bond [familiar]), grave touch, life sight, opposition schools (illusion, transmutation), specialized schools (necromancy)
Combat Gear wand of magic missile (CL 3rd, 43 charges); Other Gear masterwork dagger, cloak of resistance +1, headband of vast intelligence +2 (spellcraft), ring of protection +1, unguent of timelessness (6 doses), mortician's tools, spellbook, black onyx x6 (worth 25 gp/each)
--------------------
Special Abilities
--------------------
Command Undead (8/day) (DC 15) Channel energy can take control of undead.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Grave Touch (8/day) (Sp) Melee touch attack, shakes then frightens target.
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Life Sight (9 rounds/day) (Su) Blindsight 10'+ to detect living and undead for wizard level rounds / day.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Necromancy) 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.
Wand of magic missile (CL 3rd, 43 charges) Add this item to create a wand of a chosen spell.

Runkus Rolth's familiar
Rat
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +5 natural)
hp 42 (1d8)
Fort +3, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +8 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 10, Wis 13, Cha 2
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Escape Artist +6, Perception +13, Spellcraft +9, Stealth +22, Swim +10; Racial Modifiers +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (15 feet) You have a Swim speed.

Priests of Urgathoa:

The Priests of Urgathoa level up to 3rd level Clerics in this version which gives them access to 2nd level spells, additional skill points, and a 3rd level feat. For their second level spells I chose Bull's Strength and Cure Moderate Wounds. For their domain spell I chose Spiritual Weapon. For their skills I took the ranks that would've gone into Concentration and placed them instead in Knowledge (planes). With access to a feat at third level the priests can still have access to their Weapon Focus (scythe) feat.
Should the Priests of Urgathoa be aware of the PC's they have a number spells active when they encounter them (Magic Weapon and Shield of Faith) to this list I also added Bull's Strength all of which are already configured in their stat block.

Priest of Urgathoa CR 2
XP 600
Male Human Cleric of Urgathoa 3
NE Medium humanoid (human)
Init +0; Senses Perception +2
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 19 (+7 armor, +2 deflection)
hp 26 (3d8+9)
Fort +7, Ref +1, Will +5
--------------------
Offense
--------------------
Speed 20 ft.
Melee masterwork scythe +7 (2d4+5/×4)
Special Attacks channel negative energy 2/day (DC 10, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—battle rage (+1 damage), bleeding touch (1 rounds)
Cleric Spells Prepared (CL 3rd; concentration +5):
2nd—bull's strength, cure moderate wounds, spiritual weapon [D]
1st—cure light wounds, divine favor, magic weapon [D], shield of faith
0 (at will)—bleed (DC 12), detect magic, resistance, stabilize
[D] Domain spell; Domains Death, War
--------------------
Statistics
--------------------
Str 17, Dex 10, Con 14, Int 12, Wis 15, Cha 8
Base Atk +2; CMB +5; CMD 17
Feats Combat Casting, Great Fortitude, Weapon Focus (scythe)
Skills Heal +8, Knowledge (planes) +7, Knowledge (religion) +7, Spellcraft +7
Languages Common, Varisian
SQ aura, domains (death, war)
Combat Gear potion of cure moderate wounds; Other Gear +1 breastplate, masterwork scythe, key to area g6
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Bleeding Touch (1 rds) (5/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 2d6 (2/day) (DC 10) (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 (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.

Skeletal Servants:

These are just standard skeletons from the Pathfinder Roleplaying Bestiary but I thought it was ridiculous that they should be acting as servers armed and armored so I removed their weapons and armor thereby only giving them two claw attacks.

Skeleton, human CR 1/3
XP 135
Human Skeleton
NE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 4 (1d8)
Fort +0, Ref +2, Will +2
DR 5/bludgeoning; Immune cold, undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +2 (1d4+2)
--------------------
Statistics
--------------------
Str 15, Dex 14, Con —, Int —, Wis 10, Cha 10
Base Atk +0; CMB +2; CMD 14
Feats Improved Initiative
Skills
Languages Common
--------------------
Special Abilities
--------------------
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Zombies:

These are just run of the mill zombies from the Pathfinder Roleplaying Bestiary.

Zombie CR 1/2
XP 200
Human Zombie
NE Medium undead
Init +0; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 12, touch 10, flat-footed 12 (+2 natural)
hp 12 (2d8+3)
Fort +0, Ref +0, Will +3
DR 5/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 30 ft.
Melee slam +4 (1d6+4)
--------------------
Statistics
--------------------
Str 17, Dex 10, Con —, Int —, Wis 10, Cha 10
Base Atk +1; CMB +4; CMD 14
Feats Toughness
Skills
Languages Common
SQ staggered
--------------------
Special Abilities
--------------------
Damage Reduction (5/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Staggered (Ex) Make only a single move or a single attack action each round.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.

Ramoska Arkminos:

Ramoska Arkminos was an interesting NPC to recreate. Since he appears in a later AP (Carrion Crown) as a 13th level character (Wizard 9/Alchemist 4) I was torn as to what would be easier, Raising him up one level from his writeup here or deconstruct him from the later AP. In the end I decided on the latter. The Nosferatu template was updated in the Pathfinder Roleplaying Bestiary #4.

Ramoska Arkminos CR 10
XP 9,600
Male Human Nosferatu Wizard 9
LE Medium undead (humanoid, human)
Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +18
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+3 Dex, +8 natural)
hp 70 (9d6+36); fast healing 5
Fort +6, Ref +8, Will +13; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4; DR 5/piercing, 5/wood; Immune undead traits; Resist cold 10, electricity 10, sonic 10
Weakness vampire weaknesses
--------------------
Offense
--------------------
Speed 30 ft.
Melee 2 claws +4 (1d6)
Special Attacks Blood Drain (1d4 Con and 1d4 Wis), dominate (DC 17), hand of the apprentice (7/day), metamagic mastery (1/day), telekinesis (DC 0)
Wizard Spells Prepared (CL 9th; concentration +13):
5th—cone of cold (DC 19)
4th—crushing despair (DC 19), dimension door, phantasmal killer (DC 18)
3rd—deep slumber (DC 18), dispel magic, lightning bolt (DC 17), stinking cloud (DC 17)
2nd—invisibility, scorching ray, summon swarm, touch of idiocy, web (DC 16)
1st—mage armor, magic missile, ray of enfeeblement (DC 15), shocking grasp, silent image (DC 15)
0 (at will)—detect magic, ghost sound (DC 14), mage hand, message
--------------------
Statistics
--------------------
Str 10, Dex 16, Con —, Int 19, Wis 20, Cha 17
Base Atk +4; CMB +4; CMD 17
Feats Alertness, Combat Casting, Eschew Materials, Improved Initiative, Iron Will, Lightning Reflexes, Persuasive, Quicken Spell, Scribe Scroll, Skill Focus (Craft [alchemy]), Skill Focus (Heal), Spell Focus (enchantment), Spell Mastery
Skills Craft (alchemy) +19, Diplomacy +13, Heal +13, Intimidate +9, Knowledge (arcana) +16, Knowledge (history) +10, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +9, Perception +18, Sense Motive +16, Spellcraft +16, Stealth +12
Languages Common, Draconic, Hallit, Infernal, Necril, Osiriani, Ancient, Varisian; telepathy 60 ft.
SQ arcane bonds (arcane bond [familiar]), recovery, specialized schools (universalist), spider climb, swarm form
--------------------
Special Abilities
--------------------
Blood Drain (1d4 Con and 1d4 Wis) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Damage Reduction (5/piercing) You have Damage Reduction against all except Piercing attacks.
Damage Reduction (5/wood) You have Damage Reduction against all except Wood attacks (this includes weapons with a wooden shaft, such as arrows, bolts, spears, and javelins).
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dominate (DC 17) (Su) As a standard action, can use dominate person on foe in 30 ft.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (10) You have the specified Energy Resistance against Sonic attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 to Fortitude saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Hand of the Apprentice (7/day) (Su) Throw the melee weapon you are holding 7/day.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Metamagic Mastery (1/day) (Su) Apply a metamagic feat you know for free 1/day.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recovery (Ex) You heal 5 points of damage per round if you have > 1 HP.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Mastery (dispel magic, hold monster, invisibility, mage armor) You can prepare the chosen spells without a spellbook.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Swarm Form (Su) Change into a bat, centipede, rat, or spider swarm as a standard action.
Telekinesis (Su) As a Standard action, a Nosferatu may use telekinesis, as if cast by a 12th-level Sorcerer.
Telepathy (60 feet) (Su) Communicate telepathically if the target has a language.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.

Andrzej Ramoska's arcane familiar (What is with the bad guys and their rat familiars?)
Rat
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +7
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 17 (+2 Dex, +2 size, +5 natural)
hp 35 (1d8)
Fort +3, Ref +5, Will +7
--------------------
Offense
--------------------
Speed 15 ft., climb 15 ft., swim 15 ft.
Melee bite +8 (1d3-4)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 11, Int 10, Wis 13, Cha 2
Base Atk +4; CMB +4; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Climb +10, Diplomacy +4, Heal +6, Intimidate +0, Linguistics +2, Perception +7, Sense Motive +2, Spellcraft +9, Stealth +18, Swim +10; Racial Modifiers +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Climbing (15 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (15 feet) You have a Swim speed.

Leukodaemon:

The Leukodaemon was updated in the Pathfinder Roleplaying Bestiary #2

Leukodaemon CR 9
XP 6,400
Daemon, Leukodaemon
NE Large outsider (daemon, evil, extraplanar)
Init +11; Senses darkvision 60 ft.; Perception +22
Aura infectious aura
--------------------
Defense
--------------------
AC 23, touch 16, flat-footed 16 (+7 Dex, -1 size, +7 natural)
hp 115 (10d10+60)
Fort +9, Ref +14, Will +12
DR 10/good or silver; Immune acid, death effects, disease, poison; Resist cold 10, electricity 10, fire 10; SR 20
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (average)
Melee bite +16 (1d8+7) and
. . 2 claws +16 (1d6+7)
Space 10 ft.; Reach 10 ft.
Special Attacks breath of flies, contagion
Spell-Like Abilities (CL 10th; concentration +13)
. . Constant—deathwatch, detect good
. . At will—contagion (DC 16), dispel magic, greater teleport (self plus 50 lbs.)
. . 1/day—harm (DC 19), summon
--------------------
Statistics
--------------------
Str 25, Dex 24, Con 23, Int 16, Wis 21, Cha 16
Base Atk +10; CMB +18; CMD 35
Feats Alertness, Hover, Improved Initiative, Point-Blank Shot, Weapon Focus (longbow)
Skills Fly +18, Heal +18, Intimidate +16, Knowledge (planes) +16, Perception +22, Sense Motive +22, Stealth +16, Survival +15, Use Magic Device +16
Languages Abyssal, Draconic, Infernal; telepathy 100 ft.
--------------------
Special Abilities
--------------------
Breath of Flies (1/minute) (DC 21) (Su) Once per minute as a standard action, a leukodaemon can unleash a cloud of corpse-bloated, biting black flies in a 20-foot cone. Those caught in the cone take 8d6 points of slashing damage. A DC 21 Reflex save halves this damage. Those who take any damage are also sickened for 1 minute. In addition, the flies linger for 1d4+1 rounds, congealing into a buzzing 20-foot-square cloud centered on the cone’s original point of origin. Any creature that ends its turn in this cloud must make a DC 21 Reflex save to avoid taking 4d6 points of damage and becoming sickened for 1 minute. This cloud of flies may be dispersed by any area effect that does damage or creates wind of at least strong wind force. All daemons are immune to this effect. The save DCs are Constitution-based.
Contagion (Su) Any arrow a leukodaemon fires from a bow is tainted with disease. If a creature is damaged by a leukodaemon's arrow, it must make a DC 19 Fortitude save or be affected as if by the spell contagion. A leukodaemon can manifest arrows at will and never runs out of ammunition.
Damage Reduction (10/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (60 feet, Average) You can fly!
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Acid You are immune to acid damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Poison You are immune to poison.
Infectious Aura (Su) All creatures within 50 feet of a leukodaemon take a -4 penalty on Fortitude saves against disease effects.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Spell Resistance (20) You have Spell Resistance.
Summon (level 3, 1 leukodaemon only, 35%) (1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature summoned in this way cannot use any spells or spell-like abilities that require material components costing more than 1 gp unless those components are supplied, nor can it use its own summon ability for 1 hour. An appropriate spell level is given for each summoning ability for purposes of Will saves, caster level checks, and concentration checks. No experience points are awarded for defeating summoned monsters.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Lady Andaisin:

Lady Andaisin becomes a 10th level Cleric in this adaptation gaining additional spell slots and skill points. As a 10th level Cleric she gains an additional 4th and 5th level spell slot which I filled with Freedom of Movement (4th) and Break Enchantment (5th). I took the skill ranks spent on Concentration and placed them in Knowledge (planes) instead. Lady Andaisin gains an additional feat from the conversion from 3.5 to Pathfinder which allows her to keep her Weapon Focus (scythe) feat (a bonus feat from the 3.5 War domain).
In addition Lady Andaisin has a boatload of spells and spell effects going as she prepared for the PC's arrival (Aid (+14 hit points), Air Walk, Bear's Endurance, Greater Magic Weapon, Magic Vestment, and Shield of Faith) as well as Barkskin from her potion, all of which have been factored into her statblock.
On the first round of combat she casts Divine Power (+10 hit points) which has also been added to her statblock below.

Lady Andaisin CR 9
XP 6,400
Female Human Cleric of Urgathoa 10
NE Medium humanoid (human)
Init -1; Senses Perception +4
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 23 (+7 armor, -1 Dex, +4 natural, +3 deflection)
hp 122 (10d8+50+10+14)
Fort +13, Ref +4, Will +13; +1 morale bonus vs. fear
--------------------
Offense
--------------------
Speed 20 ft. air walk
Melee +1 vicious scythe +14/+9 (2d4+5/×4+2d6 (& 1d6 to wielder))
Special Attacks channel negative energy 4/day (DC 16, 5d6), weapon master (10 rounds/day)
Domain Spell-Like Abilities (CL 10th; concentration +14)
. . 7/day—battle rage (+5 damage), bleeding touch (5 rounds)
Cleric Spells Prepared (CL 10th; concentration +14):
5th—break enchantment, greater command (DC 19), slay living [D] (DC 20)
4th—air walk, cure critical wounds, divine power [D], freedom of movement, greater magic weapon
3rd—blindness/deafness (DC 18), contagion (DC 18), dispel magic, extend status, magic vestment [D]
2nd—aid, bear's endurance, cure moderate wounds, cure moderate wounds, extend shield of faith, spiritual weapon [D]
1st—cause fear [D] (DC 16), cure light wounds, cure light wounds, cure light wounds, obscuring mist, sanctuary (DC 15)
0 (at will)—bleed (DC 15), guidance, light, virtue
[D] Domain spell; Domains Death, War
--------------------
Statistics
--------------------
Str 12, Dex 8, Con 18, Int 10, Wis 19, Cha 13
Base Atk +7; CMB +12; CMD 20
Feats Combat Casting, Craft Magic Arms & Armor, Craft Wondrous Item, Extend Spell, Spell Focus (necromancy), Weapon Focus (scythe)
Skills Climb +1, Knowledge (planes) +13, Knowledge (religion) +13, Spellcraft +13, Swim +1
Languages Common
SQ aura, death's embrace, domains (death, war)
Combat Gear potion of barkskin +4; Other Gear +1 breastplate, +1 vicious scythe, cloak of resistance +2, headband of inspired wisdom +2, onyx unholy symbol of urgathoa (worth 200 gp)
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (7/day) (Sp) Grant +5 to a melee damage rolls.
Bleeding Touch (5 rds) (7/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Cleric Channel Negative Energy 5d6 (4/day) (DC 16) (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 (War) Granted Powers: You are a crusader for your god, always ready and willing to fight to defend your faith.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Death's Embrace (Ex) Heal damage from channeled negative energy.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Weapon Master (10 rounds/day) (Su) Gain the temporary use of a combat feat.

Daughter of Urgathoa:

The Daughter of Urgathoa was updated in the Inner Sea World Guide. The stats provided below are an amalgam of those stats and the one from the AP.

Daughter of Urgathoa CR 8
XP 4,800
Female Daughter of Urgathoa
NE Large undead
Init +7; Senses darkvision 60 ft.; Perception +17
Aura desecrate
--------------------
Defense
--------------------
AC 21, touch 12, flat-footed 18 (+3 Dex, -1 size, +9 natural)
hp 115 (11d8+55)
Fort +9, Ref +7, Will +11; +4 bonus vs. channeled energy
Defensive Abilities channel resistance +4; Immune undead traits
--------------------
Offense
--------------------
Speed fly 40 ft. (perfect)
Melee claw +16 (1d8+9) and
. . claw +16 (2d6+9/×4)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 11th; concentration +16)
. . Constant—desecrate (centered on self)
Cleric Spells Prepared (CL 6th; concentration +9):
3rd—animate dead [S], bestow curse (DC 16), contagion (DC 16), dispel magic
2nd—death knell (DC 15), hold person (DC 15), inflict moderate wounds (DC 15), resist energy, spiritual weapon [S]
1st—cause fear [S] (DC 14), divine favor, entropic shield, inflict light wounds (DC 14), protection from good
0 (at will)—detect magic, guidance, resistance, virtue
--------------------
Statistics
--------------------
Str 27, Dex 17, Con —, Int 18, Wis 16, Cha 21
Base Atk +8; CMB +18; CMD 30
Feats Ability Focus (disease), Combat Casting, Combat Reflexes, Improved Initiative, Power Attack, Vital Strike
Skills Acrobatics +14, Bluff +16, Fly +23, Intimidate +19, Knowledge (religion) +18, Perception +17, Sense Motive +17, Spellcraft +18
Languages Abyssal, Common, Infernal, Necril
SQ daughter of urgathoa spells, disease, great claw
--------------------
Special Abilities
--------------------
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Daughter of Urgathoa Spells Cast spells as a 6th level cleric, including 2 domains, but no domain powers.
Desecrate (Sp) Undead within 20 ft gain +1 profane bon to saves, attack, and damage.
Disease (DC 22) (Su) Bubonic Plague: Great claw - injury; save Fortitude DC 20; onset immediate; frequency 1/day; effect 1d4 Con damage and target is fatigued; cure 2 consecutive saves. The save DC is Charisma-based.
Flight (40 feet, Perfect) You can fly!
Great Claw (Ex) Great claw counts as Evil for the purposes of bypassing DR.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
Vital Strike Standard action: x2 weapon damage dice.

Dark Archive

There, that should finish off book 2 and I'll get my conversions for Book 3 up soon'ish.

Dark Archive

Somebody recently pointed out that I hadn't really "Pathfinderized" the NPC's in this adventure since I hadn't taken into account the stat bonuses for the humanoid races. So I went back and added in those bonuses but rather than repost them here I converted all the encounters into PDF format and posted them on Google Drive.

Edge of Anarchy

Seven Days to the Grave

I've corrected this oversight in my conversions for Escape From Old Korvosa and any further conversions going forward. I will also post the PDF outputs after each chapter as well.

Dark Archive

Escape From Old Korvosa
Part One: Into the Dying City:

Vencarlo's House:

Red Mantis Assassin:

The Red Mantis Assassin PrC was updated in the Inner Sea World Guide.
In order to keep the same CR rating the assassins waiting in Vencarlo's house gain a level to become 4th level RMA's. In the updated version Red Mantis Assassins only gain access to spells of the Illusion and Transmutation schools so some of their spell choices had to change. Meaning that Hold Person was no longer an available 2nd level option. Fortunately Spider Climb is a second level spell, not a first as in the original write up, so that took care of that hole in the list. Leaving only two first level spell slots to fill (the original hole where Spider Climb was and a bonus 1st level spell for gaining 4th level in RMA) which I filled with Disguise Self and True Strike. In the conversion to Pathfinder they also gain a Rogue talent and an additional feat which I made Bleeding Attack and Double Slice respectively. In the original write up the Assassins have several spells up and running when they encounter the party. These spells are included in their stat block.

Red Mantis Assassin
Male Human Fighter 2/Red Mantis Assassin 4/Rogue 3
LE Medium humanoid (human)
Init +6; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 14 (+3 armor, +1 shield, +6 Dex, +1 dodge)
hp 67 (2d10+7d8+21); fast healing 2
Fort +7, Ref +11 (+1 bonus vs. traps), Will +3 (+1 vs. fear)
Defensive Abilities bravery +1, evasion, red shroud, trap sense +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee dagger +13/+8 (1d4+1/19-20) and
. . dagger +13/+8 (1d4+1/19-20) and
. . dagger +13/+8 (1d4+1/19-20) and
. . dagger +13/+8 (1d4+1/19-20) and
. . masterwork sawtooth sabre +8/+3 (1d8+3/19-20) and
. . masterwork sawtooth sabre +8 (1d8+3/19-20)
Special Attacks prayer attack, sneak attack +4d6
Spell-Like Abilities (CL 9th; concentration +11)
. . 1/day—summon mantis
Red Mantis Assassin Spells Known (CL 4th; concentration +6):
2nd (2/day)—cat's grace, spider climb
1st (4/day)—disguise self, expeditious retreat, feather fall (DC 13), true strike
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 8, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 24
Feats Alertness, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Stealthy, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +18 (+30 jump), Bluff +14, Climb +13, Escape Artist +8, Intimidate +12, Perception +14 (+15 to locate traps), Sense Motive +2, Stealth +20
Languages Common
SQ rogue talents (bleeding attack), trapfinding +1
Combat Gear mask of the mantis; Other Gear +1 leather armor, dagger x4, masterwork sawtooth sabre x2
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Bravery +1 (Ex) +1 to Will save vs. Fear
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.
Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Prayer Attack (DC 16) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (4rounds) (2/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Sneak Attack +4d6 +4d6 damage if you flank your target or your target is flat-footed.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
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.
Two-weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.

Seeking Salvator:

Laori Vaus:

Laori gets bumped up to an 11th level Cleric in this adaptation thereby gaining access to 6th level spells and an additional two feats. For her sixth level spells I gave her Harm and Shadow Walk (as her domain spell) to represent the Darkness and Destruction aspects of her chosen domains. For her feats I chose Flagellant (from Inner Sea Gods, one of the few times I've roamed off the "Core" reservation) and Toughness to represent her years of training in and worship of Zon-Kuthon. I rearranged her skill points from her original write up into Knowledge (arcana) and for her stat bump in Intelligence (for being a Pathfinder Elf) into Spellcraft. As in the original write up Laori has a number of spells cast when she encounters the party, these spells are included in her stat block below.

Laori Vaus CR 10
XP 9,600
Female Elf Cleric of Zon-Kuthon 11
LE Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 21 (+8 armor, +2 Dex, +3 deflection)
hp 119 (11d8+66)
Fort +11, Ref +5, Will +10; +2 vs. enchantments, +2 vs. pain effects
Immune sleep; SR 23
--------------------
Offense
--------------------
Speed 20 ft.
Melee armor spikes +11/+6 (1d6+3) and
. . +1 spell storing spiked chain +13/+8 (2d4+6)
Special Attacks aura of destruction (+5, 11 rounds/day), channel negative energy 2/day (DC 14, 6d6), destructive smite (+5, 6/day)
Domain Spell-Like Abilities (CL 11th; concentration +14)
. . 6/day—touch of darkness (5 rounds)
Cleric Spells Prepared (CL 11th; concentration +14):
6th—harm (DC 19), shadow walk [D] (DC 19)
5th—flame strike (DC 18), spell resistance, summon monster v [D]
4th—air walk, greater magic weapon, inflict critical wounds [D] (DC 17), sending
3rd—deeper darkness [D], dispel magic, inflict serious wounds (DC 16), magic vestment, remove disease, speak with dead (DC 16)
2nd—bear's endurance, blindness/deafness [D] (DC 15), bull's strength, lesser restoration, resist energy, silence (DC 15)
1st—command (DC 14), cure light wounds, divine favor, obscuring mist [D], sanctuary (DC 14), shield of faith
0 (at will)—create water, guidance, light, virtue
[D] Domain spell; Domains Darkness, Destruction
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 18, Int 12, Wis 17, Cha 8
Base Atk +8; CMB +11; CMD 26
Feats Blind-Fight, Craft Magic Arms & Armor, Diehard, Endurance, Flagellant, Martial Weapon Proficiency (armor spikes), Toughness
Skills Knowledge (arcana) +15, Knowledge (religion) +15, Perception +5, Spellcraft +15 (+17 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ aura, domains (darkness, destruction), elven magic, weapon familiarity, eyes of darkness (5 rounds/day)
Combat Gear wand of cure moderate wounds (11 charges), wand of death knell (34 charges), wand of sound burst (19 charges); Other Gear masterwork armor spikes chainmail, +1 spell storing spiked chain, headband of inspired wisdom +2, scrap of neolandus's uniform, 68 pp, 24 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Destruction +5 (11 rounds/day) (Su) 30' ft aura grants +1 to all damage rolls within and all critical threats are confirmed.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleric Channel Negative Energy 6d6 (2/day) (DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Darkness) Granted Powers: You manipulate shadows and darkness. In addition, you receive Blind-Fight as a bonus feat.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Destructive Smite +5 (6/day) (Su) Make a melee attack with morale bonus to damage.
Diehard You are stable and can choose how to act when at negative Hp.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Eyes of Darkness (5 rounds/day) (Su) See in any lighting condition.
Flagellant You have learned to ignore the effects of pain through long years of exposure to it.
Prerequisites: Endurance, character level 7th, worshiper of Zon-Kuthon.
Benefit: You gain a +4 bonus on saving throws against pain effect
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Spell Resistance (23) You have Spell Resistance.
Touch of Darkness (5 rds) (6/day) (Sp) With a melee touch attack, target suffers 20% miss chance
Wand of cure moderate wounds (11 charges) Add this item to create a wand of a chosen spell.
Wand of death knell (34 charges) Add this item to create a wand of a chosen spell.
Wand of sound burst (19 charges) Add this item to create a wand of a chosen spell.

Sinkhole:

Otyugh:

Otyugh CR 4
XP 1,200
Otyugh
N Large aberration
Init +0; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 17, touch 9, flat-footed 17 (-1 size, +8 natural)
hp 39 (6d8+12)
Fort +3, Ref +2, Will +6
Immune disease
--------------------
Offense
--------------------
Speed 20 ft.
Melee bite +7 (1d8+4) and
. . 2 tentacles +3 (1d6+2 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (1d6+4)
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 13, Int 5, Wis 13, Cha 6
Base Atk +4; CMB +9 (+13 grapple); CMD 19
Feats Alertness, Toughness, Weapon Focus (tentacle)
Skills Perception +9, Sense Motive +3, Stealth +2 (+10 in lair); Racial Modifiers +8 Stealth in lair
Languages Common
SQ disease
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Disease (DC 14) (Ex) Filth fever: Bite-injury; save Fortitude DC 14; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. The save DC is Constitution-based.
Grab: Tentacle (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Disease You are immune to diseases.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Dark Archive

Part Two: The Emperor of Old Korvosa

It's been awhile since I built these and I can't remember exactly why I did what I did. If you have any questions please feel free to PM me and I will try to explain as best as I can.

Old Dock Thug:

Old Dock Thug CR 2
XP 600
Human Rogue 2/Warrior 2
CN Medium humanoid (human)
Init +6; Senses Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 34 (2d10+2d8+14)
Fort +7, Ref +5, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee battleaxe +6 (1d8+3/×3)
Ranged throwing axe +5 (1d6+3)
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Initiative, Precise Strike[APG], Toughness
Skills Bluff +7, Climb +8, Intimidate +7, Perception +8, Swim +8
Languages Common
SQ rogue talents (combat trick), trapfinding +1
Other Gear studded leather, light wooden shield, battleaxe, throwing axe (4)
--------------------
Special Abilities
--------------------
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Old Dock Captain:

Old Dock Captain CR 4
XP 1,200
Human Rogue 4/Warrior 2
CN Medium humanoid (human)
Init +6; Senses Perception +10
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+3 armor, +1 shield, +2 Dex)
hp 48 (2d10+4d8+20)
Fort +8, Ref +6 (+1 bonus vs. traps), Will +2
Defensive Abilities evasion, trap sense +1, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork battleaxe +9 (1d8+3/×3) and
. . unarmed strike +8 (1d3+3)
Ranged throwing axe +7 (1d6+3)
Special Attacks rogue talents (assault leader, combat trick), sneak attack +2d6
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 10
Base Atk +5; CMB +8; CMD 20
Feats Great Fortitude, Improved Initiative, Improved Unarmed Strike, Precise Strike[APG], Toughness
Skills Bluff +9, Climb +11, Handle Animal +9, Intimidate +9, Perception +10, Swim +11
Languages Common
SQ trapfinding +2
Other Gear masterwork studded leather, light wooden shield, masterwork battleaxe, throwing axe (4)
--------------------
Special Abilities
--------------------
Assault Leader (1/day) (Ex) When you miss an attack, allow an ally also flanking that target an immediate attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
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.

Pilts Swastel, Emperor of Old Korvosa:

Pilts Swastel, Emperor of Old Korvosa CR 10
XP 9,600
Male Human Bard 11
CE Medium humanoid (human)
Init +6; Senses Perception +13
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 19 (+5 armor, +4 Dex, +4 natural)
hp 75 (11d8+22)
Fort +4, Ref +13, Will +6; +4 bonus vs. bardic performance, sonic, and language-dependant effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee masterwork war razor +15/+10 (1d4/19-20)
Ranged masterwork light crossbow +15 (1d8/19-20)
Special Attacks bardic performance 30 rounds/day (move action; countersong, dirge of doom 30 ft., distraction, fascinate, inspire competence +4, inspire courage +3, inspire greatness, suggestion)
Bard Spells Known (CL 11th; concentration +17):
. . 4th (3/day)—dimension door, dominate person (DC 20), modify memory (DC 20)
. . 3rd (5/day)—charm monster (DC 19), confusion (DC 19), displacement, glibness
. . 2nd (6/day)—cat's grace, detect thoughts (DC 18), hold person (DC 18), mirror image, tongues
. . 1st (7/day)—alarm, cure light wounds, grease, hideous laughter (DC 17), undetectable alignment (DC 17), unseen servant
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 16), mage hand, open/close (DC 16), resistance
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 12, Int 13, Wis 8, Cha 23
Base Atk +8; CMB +8; CMD 24
Feats Combat Casting, Craft Rod, Craft Wondrous Item, Leadership, Martial Weapon Proficiency (war razor), Skill Focus (Perform [oratory]), Weapon Finesse
Skills Escape Artist +19, Knowledge (local) +20, Perception +13, Perform (act) +20, Perform (comedy) +20, Perform (oratory) +26, Sleight of Hand +19, Use Magic Device +20
Languages Common, Gnome
SQ bardic knowledge +5, jack of all trades (use any skill), lore master 2/day, versatile performance abilities (act, comedy, oratory)
Combat Gear potion of barkskin +4, rod of wonder; Other Gear +1 glamered chain shirt, crossbow bolts (10), masterwork light crossbow, masterwork war razor, headband of alluring charisma +2
--------------------
Special Abilities
--------------------
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Bardic Performance (move action, 30 rounds/day) Your performances can create magical effects.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Jack of All Trades: Trained skills (Ex) You may use all skills untrained.
Leadership (Base Score 17) You attract loyal companions and devoted followers.
Lore Master (2/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Rod of wonder A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. Activating the rod is a standard action. Typical powers of the rod include the following.

d% –– Wondrous Effect
01–05 –– Slow target for 10 rounds (Will DC 15 negates).
06–10 –– Faerie fire surrounds the target.
11–15 –– Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16–20 –– Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21–25 –– Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26–30 –– Stinking cloud appears at 30-ft. range (Fortitude DC 15 negates).
31–33 –– Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
34–36 –– Summon an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100).
37–46 –– Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
47–49 –– A stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone within 25 ft. (Reflex DC 14 negates).
50–53 –– Enlarge person on target if within 60 ft. of rod (Fortitude DC 13 negates).
54–58 –– Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
59–62 –– Grass grows in 160-square-ft. area before the rod, or grass existing there grows to 10 times normal size.
63–65 –– Turn ethereal any nonliving object of up to 1,000 lbs. mass and up to 30 cubic ft. in size.
66–69 –– Reduce wielder two size categories (no save) for 1 day.
70–79 –– Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
80–84 –– Invisibility covers rod wielder.
85–87 –– Leaves grow from target if within 60 ft. of rod. These last 24 hours.
88–90 –– 10–40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem deals 1 point of damage to any creature in its path: roll 5d4 for the number of hits and divide them among the available targets.
91–95 –– Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96–97 –– Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
98–100 –– Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).

Construction
Requirements: Craft Rod, confusion, creator must be chaotic; Cost 6,000 gp
Versatile Performance (Acting) +20 (Ex) You may substitute the final value of your Perform: Act skill for Bluff or Disguise checks
Versatile Performance (Comedy) +20 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Oratory) +26 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Jabbyr:

Jabbyr CR 8
XP 4,800
Gnome Barbarian 9
CE Small humanoid (gnome)
Init +6; Senses low-light vision; Perception +14
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 13 (+3 armor, +2 Dex, +1 size, +1 natural)
hp 118 (9d12+54)
Fort +11, Ref +5 (+3 bonus vs. traps), Will +8; +2 vs. illusions
Defensive Abilities defensive training (+4 dodge bonus to AC vs. giants), improved uncanny dodge, trap sense +3; DR 1/—
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 greataxe +17/+12 (1d10+8/×3) and
. . bite +10 (1d3+2)
Special Attacks +1 on attack rolls against goblinoid and reptilian humanoids, rage (23 rounds/day), rage powers (animal fury, brawler, quick reflexes, unexpected strike)
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 20, Int 4, Wis 12, Cha 7
Base Atk +9; CMB +13; CMD 23
Feats Cleave, Improved Initiative, Iron Will, Power Attack, Weapon Focus (greataxe)
Skills Perception +14, Profession (torturer) +4; Racial Modifiers +2 Perception, +2 Profession (torturer)
Languages Common, Gnome, Sylvan
SQ fast movement
Other Gear +1 leather armor, +1 greataxe, amulet of natural armor +1, belt of giant strength +2
--------------------
Special Abilities
--------------------
Animal Fury (Ex) Gain a d4 bite attack while raging
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (1/-) You have Damage Reduction against all attacks.
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hatred +1 Gain a bonus to attack vs goblinoid/reptilian humanoids.
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quick Reflexes (Ex) While raging, you may make one additional attack of opportunity per round.
Rage (23 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Unexpected Strike (1/rage) (Ex) Once per rage, gain an attack of opportunity against someone who moves into your threatened area.

Choker Brute:

Choker Brute CR 4
XP 1,200
Choker (Pathfinder RPG Bestiary 0)
CE Small aberration
Init +8; Senses darkvision 60 ft.; Perception +2
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 15 (+4 Dex, +1 size, +4 natural)
hp 37 (3d8+15)
Fort +4, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 20 ft., climb 10 ft.
Melee 2 tentacles +10 (1d4+5 plus grab)
Space 5 ft.; Reach 10 ft.
Special Attacks constrict (1d4+5), grab (Medium), strangle
--------------------
Statistics
--------------------
Str 20, Dex 19, Con 16, Int 4, Wis 14, Cha 4
Base Atk +3; CMB +7 (+11 grapple); CMD 21
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Weapon Focus (tentacle)
Skills Climb +19, Stealth +16
Languages Common
SQ quickness
--------------------
Special Abilities
--------------------
Climbing (10 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Quickness (Su) A choker is supernaturally quick. It can take an extra move action during its turn each round.
Strangle (Ex) Chokers have an unerring talent for seizing their victims by the neck. A creature that is grappled by a choker cannot speak or cast spells with verbal components.

Salvator Scream:

Salvator Scream CR 4
XP 1,200
Human Expert 6
LE Medium humanoid (human)
Init +1; Senses Perception +10
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 39 (6d8+12)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 12, Int 15, Wis 8, Cha 9
Base Atk +4; CMB +4; CMD 15
Feats Alertness, Endurance, Great Fortitude, Skill Focus (Craft [painting])
Skills Appraise +8, Craft (painting) +16, Diplomacy +8, Knowledge (history) +11, Knowledge (local) +11, Knowledge (religion) +11, Perception +10, Profession (Artist) +8, Sense Motive +10
Languages Common, Draconic, Varisian
Other Gear artisan's outfit, masterwork artisan's tools
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.

*Blood Pig:

Wolverine:

Wolverine CR 2
XP 600
Wolverine (Pathfinder RPG Bestiary 0)
N Medium animal
Init +2; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 22 (3d8+9)
Fort +5, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft., burrow 10 ft., climb 10 ft.
Melee bite +4 (1d4+2) and
. . 2 claws +4 (1d6+2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 10
Base Atk +2; CMB +4; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +10, Perception +10
SQ rage
--------------------
Special Abilities
--------------------
Burrowing (10 feet) You have a Burrow speed.
Climbing (10 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Rage (Ex) Berserk once wounded: +4 Str, +4 Con, -2 AC.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.


Marik Whiterose wrote:

Part Two: The Emperor of Old Korvosa

It's been awhile since I built these and I can't remember exactly why I did what I did. If you have any questions please feel free to PM me and I will try to explain as best as I can.

** spoiler omitted **

** spoiler omitted **...

These are some of the most well thought out and detailed conversions I have ever seen. Wow just Wow. I have tried my hand at converting and rewriting this module a couple of times, incorporating some of the wacky and wonderful ideas and conundrums which my players challenge me with. This is always fun, if time consuming, but it is amazing what can happen when players challenge the story via use of 'in game' knowledge(The intricacies of Korvosan Law and substance abuse from our rogue :P)

Having solid characters all up to spec, lets me focus on the creative additions and motivations and such. So I am just bumping this thread and saying Epic Job!

Dark Archive

Thank you. Your comments mean a lot to me.

Part Three: Wrath of the Arkonas

Avishandu, Carnochan, Nudhaali, and Vennashti Arkona:

Rakshasa, Common CR 10
XP 9,600
Rakshasa (Pathfinder RPG Bestiary 0)
LE Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 25, touch 16, flat-footed 19 (+5 Dex, +9 natural, +1 dodge)
hp 115 (10d10+60)
Fort +9, Ref +12, Will +8
DR 15/good, 15/piercing; SR 25
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 kukri +16/+11 (1d4+4/15-20) and
. . bite +15 (1d6+3) and
. . claw +15 (1d4+3)
Special Attacks detect thoughts
Sorcerer Spells Known (CL 7th; concentration +10):
. . 3rd (5/day)—lightning bolt (DC 16), suggestion (DC 16)
. . 2nd (7/day)—acid arrow, invisibility, minor image (DC 15)
. . 1st (7/day)—charm person (DC 14), mage armor, magic missile, shield, silent image (DC 14)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 13), mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 22, Int 13, Wis 13, Cha 17
Base Atk +10; CMB +13; CMD 29
Feats Combat Expertise, Dodge, Improved Critical (kukri), Improved Initiative, Weapon Finesse
Skills Bluff +20, Diplomacy +16, Disguise +24, Perception +14, Perform (Oratory) +16, Sense Motive +14, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon
SQ change shape
Other Gear +1 kukri
--------------------
Special Abilities
--------------------
Change Shape (any humanoid, alter self) (Su) You can change your form.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 18) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 18 Will save. The save DC is Charisma-based
Spell Resistance (25) You have Spell Resistance.

Large Water Elemental:

Elemental, Water, Large CR 5
XP 1,600
Elemental, Water, Large (Pathfinder RPG Bestiary 0)
N Large outsider (elemental, extraplanar, water)
Init +2; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 15 (+2 Dex, -1 size, +6 natural, +1 dodge)
hp 68 (8d10+24)
Fort +9, Ref +8, Will +2
DR 5/—; Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 20 ft., swim 90 ft.
Melee 2 slams +12 (1d8+5)
Space 10 ft.; Reach 10 ft.
Special Attacks drench, vortex, water mastery
--------------------
Statistics
--------------------
Str 20, Dex 14, Con 17, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +14; CMD 27 (27 vs. bull rush, 27 vs. overrun)
Feats Cleave, Dodge, Great Cleave, Power Attack
Skills Acrobatics +9, Escape Artist +11, Knowledge (planes) +5, Perception +9, Stealth +5, Swim +24
Languages Aquan
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Drench (Ex) The elemental's touch puts out nonmagical flames of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD).
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Swimming (90 feet) You have a Swim speed.
Vortex (DC 19) (Su) A water elemental can create a whirlpool as a standard action, at will. This ability functions identically to the whirlwind special attack*, but can only form underwater and cannot leave the water.
*Whirlwind: (Su) Some creatures can transform themselves into whirlwinds and remain in that form for up to 1 round for every 2 HD they have. If the creature has a fly speed, it can continue to fly at that same speed while in whirlwind form; otherwise it gains a fly speed equal to its base land speed (average maneuverability) while in whirlwind form.
The whirlwind is always 5 feet wide at its base, but its height and width at the top vary from creature to creature (minimum 10 feet high). A whirlwind’s width at its peak is always equal to half of its height. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it.
Creatures one or more size categories smaller than the whirlwind might take damage when caught in the whirlwind (generally damage equal to the monster's slam attack for a creature of its size) and may be lifted into the air. An affected creature must succeed on a Reflex save (DC 10 + half monster’s HD + the monster’s Strength modifier) when it comes into contact with the whirlwind or take damage as if it were hit by the whirlwind creature's slam attack. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful.
Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell.
Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to bull rush and overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks.

Elephant:

Elephant CR 7
XP 3,200
Elephant
N Huge animal
Init +0; Senses low-light vision, scent; Perception +21
--------------------
Defense
--------------------
AC 17, touch 8, flat-footed 17 (-2 size, +9 natural)
hp 93 (11d8+44)
Fort +13, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +16 (2d8+10) and
. . slam +16 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+15, DC 25)
--------------------
Statistics
--------------------
Str 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +8; CMB +20 (+22 bull rush); CMD 30 (32 vs. bull rush, 34 vs. trip)
Feats Endurance, Great Fortitude, Improved Bull Rush, Iron Will, Power Attack, Skill Focus (Perception)
Skills Perception +21
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Belker:

Belker
Belker (Pathfinder RPG Bestiary 2 0)
NE Large outsider (air, elemental, evil)
Init +5; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 15 (+5 Dex, -1 size, +6 natural)
hp 68 (8d10+24)
Fort +9, Ref +11, Will +2
DR 5/—; Immune bleeds, critical hits, flanking, paralysis, poison, precision damage, sleep, stunning
--------------------
Offense
--------------------
Speed 30 ft., fly 50 ft. (perfect)
Melee bite +12 (1d6+2) and
. . 2 claws +12 (1d6+2) and
. . 2 wings +10 (1d6+1)
Space 10 ft.; Reach 10 ft.
Special Attacks smoke claws
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 17, Int 6, Wis 11, Cha 10
Base Atk +8; CMB +11; CMD 26 (can't be tripped)
Feats Combat Reflexes, Flyby Attack, Multiattack, Weapon Finesse
Skills Acrobatics +16, Fly +22, Perception +11, Stealth +16; Racial Modifiers +4 Stealth
Languages Auran
SQ smoke form
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Flight (50 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Immunity to Bleeds You are immune to bleeds.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Flanking You are immune to flanking.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Smoke Claws (DC 17) (Ex) A belker using its smoke form ability can enter a target's square as a standard action that does not provoke attacks of opportunity. The target must make a DC 17 Fortitude save or inhale part of the creature. Smoke inside the victim solidifies into a claw and attacks the target from within, dealing 3d4 points of damage per round as a swift action. If the target moves, the belker may automatically move with the target (this movement does not count toward the belker’s movement and does not provoke attacks of opportunity against the belker). Each round, the target can attempt another DC 17 Fortitude to cough out the belker’s smoke, which ends the smoke claws attack and forces the belker into an adjacent square. Creatures that do not need to breathe are immune to this attack. The save DC is Constitution-based.
Smoke Form (Su) A belker can switch from its normal form to one of pure smoke or back again a swift action. It can spend up to 20 rounds per day in smoke form. In smoke form, the belker acts as if under the effects of a gaseous form spell, except that it retains its natural fly speed of 50 feet (perfect).

Bahor (AKA Glorio Arkona):

Bahor (aka Glorio Arkona) CR 15
XP 51,200
Rakshasa Rogue 10 (Pathfinder RPG Bestiary 0)
LE Medium outsider (native, shapechanger)
Init +10; Senses darkvision 60 ft.; Perception +27
--------------------
Defense
--------------------
AC 37, touch 20, flat-footed 30 (+4 armor, +4 shield, +6 Dex, +9 natural, +3 deflection, +1 dodge)
hp 230 (10d10+10d8+130)
Fort +12, Ref +20 (+3 bonus vs. traps), Will +10
Defensive Abilities evasion, improved evasion, improved uncanny dodge, trap sense +3; DR 15/good, 15/piercing; SR 25
--------------------
Offense
--------------------
Speed 40 ft.
Melee +2 kukri +26/+21/+16/+11 (1d4+4/15-20) and
. . bite +23 (1d6+2) and
. . claw +23 (1d4+2)
Special Attacks detect thoughts, sneak attack +5d6
Sorcerer Spells Known (CL 7th; concentration +11):
. . 3rd (5/day)—fly, lightning bolt (DC 17)
. . 2nd (7/day)—invisibility, scorching ray, web (DC 16)
. . 1st (7/day)—charm person (DC 15), mage armor, obscuring mist, protection from good, ray of enfeeblement (DC 15)
. . 0 (at will)—acid splash, arcane mark, detect magic, mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 15, Dex 22, Con 22, Int 12, Wis 10, Cha 18
Base Atk +17; CMB +19; CMD 42 (39 vs. awesome blow, 39 vs. bull rush, 39 vs. dirty trick, 39 vs. disarm, 39 vs. drag, 39 vs. feint, 39 vs. grapple, 39 vs. overrun, 39 vs. pull, 39 vs. push, 39 vs. reposition, 39 vs. steal, 39 vs. sunder, 39 vs. trip)
Feats Alertness, Combat Reflexes, Defensive Combat Training, Dodge, Improved Critical (kukri), Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (kukri)
Skills Bluff +31, Diplomacy +27, Disguise +35, Intimidate +27, Knowledge (local) +24, Knowledge (nobility) +11, Perception +27, Sense Motive +17, Stealth +29; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Vudrani
SQ change shape, rogue talents (charmer, convincing lie, honeyed words, improved evasion, slippery mind), trapfinding +5
Combat Gear wand of illusory script (22 charges), wand of shield (34 charges); Other Gear +2 kukri, belt of mighty constitution +2, boots of speed, ring of protection +3
--------------------
Special Abilities
--------------------
Boots of speed (10 rounds/day) Affected by haste
Change Shape (any humanoid, alter self) (Su) You can change your form.
Charmer (3/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Convincing Lie (9 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is questioned later about the statement or story, that person uses the rogue’s Bluff skill modifier to convince the questioner, rather than his own. If his Bluff skill modifier is better than the rogue’s, the individual can use his own modifier and gain a +2 bonus on any check to convince others of the lie.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 19) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus gains the maximum amount of information possible. A creature can resist this effect with a DC 19 Will save.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Honeyed Words (3/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slippery Mind (Ex) If you fail a save vs an Enchantment spell/effect, can re-save next rd.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (25) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Wand of illusory script (22 charges) Add this item to create a wand of a chosen spell.
Wand of shield (34 charges) Add this item to create a wand of a chosen spell.

Garden Guardian:

Garden Guardian CR 9
XP 6,400
Fungal Advanced Genie, Janni (Pathfinder RPG Bestiary 0; Pathfinder RPG Bestiary 4 0)
N Large plant (outsider, native)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +15
--------------------
Defense
--------------------
AC 26, touch 12, flat-footed 23 (+7 armor, +2 shield, +2 Dex, -1 size, +5 natural, +1 dodge)
hp 85 (6d8+45)
Fort +11, Ref +8, Will +6
Defensive Abilities poisonous blood; Immune disease, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning; Resist fire 10
--------------------
Offense
--------------------
Speed 20 ft., fly 5 ft. (perfect)
Melee light shield bash +12 (1d6+3) and
. . scimitar +13/+8 (1d8+6/15-20)
Space 10 ft.; Reach 10 ft.
Special Attacks create spawn, poison spore cloud
Spell-Like Abilities (CL 8th; concentration +8)
. . 3/day—invisibility (self only), speak with animals
. . 2/day—change size
. . 1/day—create food and water
--------------------
Statistics
--------------------
Str 22, Dex 15, Con 20, Int 14, Wis 16, Cha 10
Base Atk +9; CMB +16; CMD 29
Feats Dodge, Improved Critical (scimitar), Improved Initiative, Improved Shield Bash, Two-Weapon Fighting, Weapon Focus (scimitar)
Skills Appraise +14, Craft (armor) +14, Craft (weapons) +14, Escape Artist +7, Fly +4, Perception +15, Ride +7, Sense Motive +15, Stealth +6
Languages Common, Sylvan, Terran, Vudrani; telepathy 100 ft.
SQ elemental endurance, fungal metabolism, rejuvenation
Other Gear +1 chainmail, +1 shield spikes light steel shield, scimitar
--------------------
Special Abilities
--------------------
Change Size (2/day, DC 14) (Sp) Twice per day, a janni can magically change a creature's size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect.
Create Spawn (Ex) Creatures killed by poison spore cloud rise as spawn in 24 hours.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Elemental Endurance (Ex) Jann can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (5 feet, Perfect) You can fly!
Fungal Metabolism (Ex) Fungal creatures breathe, but they do not eat or sleep in the typical manner.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison Spore Cloud (1/day, DC 19) (Ex) Poisonous cloud of spores lingers for 10 rounds, effect 1d2 Con dmg & fatigued for 1 minute; cure 2 saves.
Poisonous Blood (DC 19) (Ex) Poison - ingested; frequency 1/minute for 6 minutes; effect 1 Str damage, 1 Dex damage, and nauseated for 1 minute; cure 2 saves
Rejuvenation (Ex) A fungal creature gains all the sustenance it requires from contact with moist natural earth, but it must rejuvenate itself as often and for as long as humans need sleep. As long as it is in contact with moist natural earth, a resting fungal creature regains hit points as though it were undergoing complete bed rest and long term care (4 hit points per Hit Die for each day of rest). The fungal creature can engage in light activity during rejuvenation, but any strenuous activity (like fighting, running, or casting a spell) prevents it from regaining hit points for that day. Complete bed rest doesn't increase the amount of healing a fungal creature gains from rejuvenation.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Worldbound (Ex) These janni have been bound to the Material Plane by Vudran magic—as a result, they do not have the ability to use plane shift or ethereal jaunt as spell-like abilities, but their close tie to the Material Plane does increase their health and endurance, granting them a +2 racial bonus on their Constitution scores.

Enormous Reefclaw:

Enormous Reefclaw CR 10
XP 9,600
Reefclaw (Pathfinder RPG Bestiary 2 0)
CN Large aberration (aquatic)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +21
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 16 (+3 Dex, -1 size, +7 natural)
hp 152 (2d8+80)
Fort +9, Ref +8, Will +12
Defensive Abilities ferocity; Resist cold 5
--------------------
Offense
--------------------
Speed 5 ft., swim 40 ft.
Melee 2 claws +20 (1d8+8/19-20 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+8), death frenzy, grab (Any), poison
--------------------
Statistics
--------------------
Str 27, Dex 16, Con 18, Int 6, Wis 15, Cha 10
Base Atk +12; CMB +21 (+29 grapple); CMD 34 (can't be tripped)
Feats Improved Critical (claw), Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Armor, Improved Natural Attack (constrict), Toughness, Weapon Focus (claw)
Skills Perception +21, Swim +35
Languages Common (can't speak)
SQ amphibious
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Death Frenzy (Su) When a reefclaw is killed, its body spasms horrifically. Immediately upon dying, the reefclaw makes a full attack against a creature it threatens. If more than one creature is within reach, roll randomly for each attack to determine the target (which
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Grab: Claw (Any) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Claw - injury (DC 22) (Ex) Poison—Injury; save Fort DC 22; freq 1/rd for 4 rds; effect 1d2 Str; cure 1 save.
Swimming (40 feet) You have a Swim speed.

Avidexu Arkona:

See Avishandu, Carnochan, Nudhaali, and Vennashti Arkona above

Emperor Cobra:

Emperor Cobra CR 5
XP 1,600
Snake, Emperor Cobra (Pathfinder RPG Bestiary 2 0)
N Large animal
Init +6; Senses low-light vision, scent; Perception +13
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 16 (+2 Dex, -1 size, +7 natural)
hp 51 (6d8+24)
Fort +9, Ref +7, Will +5
--------------------
Offense
--------------------
Speed 30 ft., climb 30 ft., swim 30 ft.
Melee bite +10 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 22, Dex 15, Con 18, Int 1, Wis 17, Cha 2
Base Atk +4; CMB +11; CMD 23 (can't be tripped)
Feats Improved Initiative, Skill Focus (Stealth), Weapon Focus (bite)
Skills Acrobatics +10, Climb +14, Perception +13, Stealth +11, Swim +14; Racial Modifiers +8 Acrobatics, +4 Perception, +4 Stealth
--------------------
Special Abilities
--------------------
Climbing (30 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite - injury (DC 17) (Ex) Poison—Injury; save Fort DC 17; freq 1/rd for 6 rds; effect 1d3 Con; cure 2 cons saves.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (30 feet) You have a Swim speed.

Vimanda (AKA Melyia Arkona):

Vimanda (AKA Melyia Arkona) CR 13
XP 25,600
Female Rakshasa Monk 6 (Pathfinder RPG Bestiary 0)
LE Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +17
--------------------
Defense
--------------------
AC 32, touch 19, flat-footed 26 (+4 shield, +5 Dex, +9 natural, +1 dodge, +3 untyped)
hp 168 (10d10+6d8+86)
Fort +13, Ref +17, Will +14; +2 bonus vs. enchantment spells and effects
Defensive Abilities evasion; DR 15/good, 15/piercing; Immune disease; SR 25
--------------------
Offense
--------------------
Speed 70 ft., fly 60 ft. (good)
Melee +1 ki focus shock kukri +21/+16/+11 (1d4+4/15-20 plus 1d6 electricity) and
. . bite +19 (1d6+3) and
. . claw +19 (1d4+3) and
. . unarmed strike +20/+15/+10 (1d8+3)
Ranged javelin of lightning +19 (1d6+3) and
. . javelin of lightning +19 (1d6+3) and
. . javelin of lightning +19 (1d6+3)
Special Attacks detect thoughts, flurry of blows, ki flurry, ki speed, ki strike, magic, stunning fist (8/day, DC 22)
Sorcerer Spells Known (CL 7th; concentration +10):
. . 3rd (5/day)—fly, suggestion (DC 16)
. . 2nd (7/day)—invisibility, locate object, scorching ray
. . 1st (7/day)—charm person (DC 14), expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield
. . 0 (at will)—acid splash, detect poison, ghost sound (DC 13), mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 20, Int 10, Wis 14, Cha 16
Base Atk +14; CMB +19 (+21 disarm); CMD 36 (38 vs. disarm)
Feats Ability Focus (stunning fist), Combat Reflexes, Deflect Arrows, Dodge, Improved Critical (kukri), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Mobility, Stunning Fist, Weapon Finesse, Weapon Focus (kukri), Weapon Focus (unarmed strike)
Skills Acrobatics +18 (+24 to jump), Bluff +26, Disguise +30, Perception +17, Perform (Dance) +16, Sense Motive +15, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Vudrani
SQ change shape, fast movement, high jump, ki defense, ki pool, maneuver training, slow fall, stunning fist (stun), unarmed strike
Other Gear +1 ki focus shock kukri, javelin of lightning, javelin of lightning, javelin of lightning
--------------------
Special Abilities
--------------------
Change Shape (any humanoid, alter self) (Su) You can change your form.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Detect Thoughts (DC 18) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Flight (60 feet, Good) You can fly!
Flurry of Blows +4/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense +4 (Su) Use 1 ki as a swift action, to gain a +4 dodge bonus to AC for 1 rd.
Ki Flurry (Su) Use 1 ki as a swift action to gain an extra Flurry of Blows attack.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Speed (Su) Use 1 ki as a swift action to increase speed by 20 ft for 1 rd.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slow Fall 30 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (25) You have Spell Resistance.
Stunning Fist (8/day, DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) Can apply different conditions when using stunning fist feat.
Unarmed Strike (1d8) Extra unarmed strike dam, no off-hand dam reduction and don't need free hands to att.

Sivit:

Sivit CR 10
XP 9,600
Darksphinx (Pathfinder RPG Bestiary 0)
LE Large outsider (evil, extraplanar)
Init +3; Senses darkvision 60 ft.; Perception +16
--------------------
Defense
--------------------
AC 27, touch 14, flat-footed 24 (+1 shield, +3 Dex, -1 size, +12 natural, +2 deflection)
hp 85 (9d10+36)
Fort +7, Ref +9, Will +10
DR 10/good; Resist acid 10, cold 10, electricity 10, fire 10; SR 22
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (poor)
Melee +1 kukri +13/+8 (1d6+7/15-20) and
. . +1 kukri +13/+8 (1d6+7/15-20) and
. . tail slap +9 (1d6+3)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +9, 1d6+3), generic ability
Spell-Like Abilities (CL 14th; concentration +19)
. . 3/day—clairaudience/clairvoyance, darkness, detect magic, poison (DC 19), read magic, see invisibility
. . 1/day—comprehend languages, desecrate, dispel magic, legend lore, locate object, remove curse, unholy blight (DC 19)
--------------------
Statistics
--------------------
Str 23, Dex 17, Con 19, Int 22, Wis 19, Cha 21
Base Atk +9; CMB +16; CMD 31 (35 vs. trip)
Feats Double Slice, Improved Critical (kukri), Improved Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Fighting
Skills Acrobatics +12, Bluff +17, Climb +18, Diplomacy +17, Fly +9, Heal +16, Intimidate +17, Knowledge (planes) +18, Perception +16, Sense Motive +16, Stealth +11, Survival +13
Languages Celestial, Common, Draconic, Infernal, Sphinx, Vudrani
Other Gear +1 kukri, +1 kukri, belt of mighty constitution +4, ring of protection +2
--------------------
Special Abilities
--------------------
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Flight (60 feet, Poor) You can fly!
Pounce (Ex) You can make a full attack as part of a charge.
Spell Resistance (22) You have Spell Resistance.
Symbol (1/week) (Sp) Once each per week, Sivit can create a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning (caster level 14th), except that each symbol remains a maximum of one week once scribed
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.

Blood Cobra:

Blood Cobra CR 1
XP 400
Snake, Viper
N Medium animal
Init +1; Senses low-light vision, scent; Perception +10
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 9 (1d8)
Fort +3, Ref +4, Will +1
--------------------
Offense
--------------------
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +2 (1d4+1)
Space 5 ft.; Reach 5 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 10, Int 1, Wis 13, Cha 2
Base Atk +1; CMB +2; CMD 13 (can't be tripped)
Feats Weapon Finesse
Skills Climb +9, Perception +10, Stealth +5, Swim +9; Racial Modifiers +4 Perception, +4 Stealth
--------------------
Special Abilities
--------------------
Climbing (20 feet) You have a Climb speed.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison: Bite—Injury (DC 11) (Ex) Poison—Injury; save Fort DC 11; freq 1/rd for 6 rds; effect 1d2 Con; cure 1 save.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Swimming (20 feet) You have a Swim speed.

The Biting Tigers:

The Biting Tigers CR 9
XP 6,400
Animated Object (Gargantuan) (Pathfinder RPG Bestiary 0)
N Gargantuan construct
Init -2; Senses darkvision 60 ft., low-light vision; Perception -5
--------------------
Defense
--------------------
AC 17, touch 4, flat-footed 17 (-2 Dex, -4 size, +13 natural)
hp 115 (10d10+60)
Fort +3, Ref +1, Will -2
Defensive Abilities Immune construct traits
--------------------
Offense
--------------------
Speed
Melee slam +20 (2d8+21/×3 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (2d8+21)
--------------------
Statistics
--------------------
Str 38, Dex 6, Con —, Int —, Wis 1, Cha 1
Base Atk +10; CMB +28 (+32 grapple); CMD 36
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Grab: Slam (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Trip (Ex) You can make a trip attempt on a successful attack.

Vencarlo Orisni:

Vencarlo Orisni CR 9
XP 6,400
Human (Chelaxian) Duelist 3/Fighter 5/Rogue 2
CG Medium humanoid (human)
Init +5; Senses Perception -1
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+3 Dex, +1 dodge)
hp 58 (8d10+2d8+2)
Fort +5, Ref +9, Will +1 (+1 vs. fear)
Defensive Abilities bravery +1, canny defense, evasion, parry
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks precise strike, sneak attack +1d6, weapon trainings (light blades +1)
--------------------
Statistics
--------------------
Str 9, Dex 17, Con 11, Int 15, Wis 9, Cha 15
Base Atk +9; CMB +12 (+14 disarm); CMD 22 (24 vs. disarm)
Feats Agile Maneuvers, Combat Expertise, Dodge, Improved Critical (rapier), Improved Disarm, Mobility, Skill Focus (Bluff), Weapon Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
Skills Acrobatics +16, Bluff +21, Craft (weapons) +8, Diplomacy +15, Disguise +10, Intimidate +9, Knowledge (local) +9, Perform (oratory) +12, Profession (teacher) +9, Sense Motive +6, Stealth +10
Languages Common, Elven, Varisian
SQ armor training 1, enhanced mobility, rogue talents (finesse rogue), trapfinding +1
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bravery +1 (Ex) +1 to Will save vs. Fear
Canny Defense +2 (Ex) +INT bonus to AC (max Duelist level).
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Enhanced Mobility (Ex) +4 AC vs attacks of opportunity while moving out of a threatened square.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Parry (Ex) Forego an attack to defend against enemy attacks.
Precise Strike (Ex) Extra damage when using light / 1-handed Piercing weapons.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades

Senshiir, Beatific one:

Senshiir, Beatific One CR 9
XP 6,400
Asura, Upasunda (Pathfinder RPG Bestiary 3 0)
LE Medium outsider (asura, evil, extraplanar, lawful)
Init +7; Senses all-around vision, darkvision 60 ft.; Perception +23
Aura elusive aura (50 ft)
--------------------
Defense
--------------------
AC 21, touch 18, flat-footed 13 (+7 Dex, +3 natural, +1 dodge)
hp 114 (12d10+48); regeneration 5 (good weapons, good spells)
Fort +12, Ref +11, Will +15; +2 vs. enchantment, +0 bonus vs. enchantment spells
Defensive Abilities improved evasion; DR 10/good; Immune curse effects, disease, flanking, poison; Resist acid 10, electricity 10; SR 20
--------------------
Offense
--------------------
Speed 50 ft.
Melee masterwork kukri +19/+14/+9 (1d4+6/18-20) and
. . masterwork longsword +19/+14/+9 (1d8+6/19-20) and
. . masterwork spear +19/+14/+9 (1d8+9/×3) and
. . 6 slams +18 (1d4+6)
Special Attacks multiweapon mastery
Spell-Like Abilities (CL 9th; concentration +13)
. . At will—disguise self, feather fall, greater teleport (self plus 50 lbs. of objects only), see invisibility, spider climb
. . 3/day—deeper darkness, levitate, rainbow pattern (DC 18)
. . 1/day—haste, hold monster (DC 18), summon
--------------------
Statistics
--------------------
Str 22, Dex 24, Con 19, Int 15, Wis 24, Cha 19
Base Atk +12; CMB +18 (+20 grapple); CMD 36 (38 vs. grapple)
Feats Cleave, Combat Reflexes, Deflect Arrows, Dodge, Great Cleave, Improved Grapple, Mobility, Power Attack, Spring Attack
Skills Acrobatics +19 (+27 when jumping), Bluff +16, Diplomacy +13, Escape Artist +25, Intimidate +16, Knowledge (arcana) +8, Knowledge (planes) +14, Perception +23, Perform (dance) +16, Sense Motive +19, Stealth +19; Racial Modifiers +8 Acrobatics when jumping, +6 Escape Artist, +4 Perception
Languages Celestial, Common, Infernal, Vudrani; telepathy 100 ft.
SQ +2 to saves vs enchantment, infused weapons
Other Gear masterwork kukri, masterwork longsword, masterwork spear
--------------------
Special Abilities
--------------------
+2 to saves vs Enchantment You gain a +2 racial bonus on saves against enchantment spells.
All-Around Vision You can see in all directions and cannot be flanked.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Elusive Aura (50 feet) (Su) Creatures in aura are affected by constant nondetection effect.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Immunity to Curse Effects You are immune to curse effects.
Immunity to Disease You are immune to diseases.
Immunity to Flanking You are immune to flanking.
Immunity to Poison You are immune to poison.
Improved Evasion (Ex) If you succeed at a Reflex save for half dam, you take none, if you fail take half.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Infused Weapons (Su) Wielded weapons count as magic for DR.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Multiweapon Mastery (Ex) The creature never takes penalties on its attack rolls when fighting with multiple weapons.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Regeneration 5 (good weapons, good spells) Heal HP quickly and cannot die.
Spell Resistance (20) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Summon (Level 4, 2 adhukaits 45%/1 upasunda 20%, 1/day) (Sp) A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature's entry). Roll d%: On a failure, no cr
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.

Neolandus Kalepopolis:

Neolandus Kalepopolis CR 5
XP 1,600
Human (Chelaxian) Aristocrat 3/Ranger 4
LG Medium humanoid (human)
Init +5; Senses Perception +12
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 42 (4d10+3d8+3)
Fort +7, Ref +6, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks favored enemy (giants +2)
Ranger Spells Prepared (CL 1st; concentration +3):
. . 1st—gravity bow{super}APG{/super}
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 10, Int 15, Wis 14, Cha 16
Base Atk +6; CMB +5; CMD 16
Feats Endurance, Great Fortitude, Improved Initiative, Persuasive, Rapid Reload, Skill Focus (Diplomacy), Skill Focus (Sense Motive)
Skills Bluff +11, Diplomacy +18, Handle Animal +11, Intimidate +5, Knowledge (geography) +12, Knowledge (nobility) +12, Perception +12, Ride +9, Sense Motive +15, Survival +12
Languages Common, Shoanti, Varisian
SQ combat styles (crossbow), favored terrain (mountainous +2), hunter's bonds (hunter's bond [companions]), track +2, wild empathy +7
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in Favored Terrain (Mountain).
Hunting Companions (2 rounds) (Ex) Grant half favored enemy bonus to allies in 30' as move action.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +7 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Rajput Ambari:

Rajput Ambari CR 7
XP 3,200
Rajput Ambari (Pathfinder RPG Bestiary 0)
CE Huge undead
Init +1; Senses darkvision 60 ft.; Perception +0
--------------------
Defense
--------------------
AC 21, touch 9, flat-footed 20 (+1 Dex, -2 size, +12 natural)
hp 72 (16d8)
Fort +5, Ref +6, Will +10
DR 10/slashing; Immune undead traits
--------------------
Offense
--------------------
Speed 40 ft.
Melee gore +18 (2d8+8) and
. . slam +18 (2d6+8) and
. . 2 stamps +13 (2d6+4)
Space 15 ft.; Reach 10 ft.
Special Attacks trample (2d8+12, DC 26), generic ability
--------------------
Statistics
--------------------
Str 26, Dex 13, Con —, Int —, Wis 10, Cha 10
Base Atk +12; CMB +22; CMD 33 (37 vs. trip)
SQ generic ability
--------------------
Special Abilities
--------------------
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleeds You are immune to bleeds.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Non-lethal Damage You are immune to Non-Lethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Undead Servitor (Ex) Rajput ambaris are completely subservient to their creators and any other creature capable of commanding undead. A rajput ambari is treated as an undead creature of half its Hit Dice for the purposes of being commanded and when counting the total Hit
Undead Traits Undead have many immunities and use Cha in place of a Con for all effects.
War Stomp (DC 26) (Su) Rajput ambaris are trained to slam their skeletal front feet hard into the earth, creating a small shockwave that can knock nearby opponents prone. Any opponent standing immediately adjacent to a rajput ambari when it uses this ability must make a DC 26 Reflex save or be knocked prone. War stomp is a full-round action.


This is my favorite conversion I've seen. Do you have any plans to post the remainder of the adventure path? We're starting Escape from Old Korvosa next week and I'm scared I might have to find a new source for the rest of the campaign.

Dark Archive

I've finished the fourth book but just haven't had time to post it yet. Hopefully with in the next day or two I can find the time.


Please, do keep updating if at all possible! These have been immensely useful. :)


Marik, cool work. I am about to start running CotC and willl be using these profuselly.

On thing though, in case you plan on pursuing the conversion, I noticed that 3.5 racial modifiers seem to be still applied to the NPCs.

As an example, Giggles has the following ability scores:
Str 17, Dex 13, Con 14, Int 6, Wis 12, Cha 8
Which does not fit with the heroic array from the core rulebook (15, 14, 13, 12, 10, and 8)player's guide.

I found similar issues with many of the NPCs.

Dark Archive

You are correct. Apparently I screwed up. Giggles stats should be Str: 17 (15+2), Dex: 13, Con 14, Int: 8, Wis: 12, Cha: 10.
Also, Hookshank's Charisma should be 10, instead of 8.

Please let me know what other mistakes you have found and I'l try to rectify them.


Just finished GMing the fishery. Here are the statsblock that I corrected:

Yargin and Gaddrem were missing their +2 to an ability score for being human. I put it in each NPC's highest score.

As you mentionned, Hookshanks and Giggles both need an increase in charisma. Seeing as they don't have much use for it (except for intimidate) I did not post the corrected stats block.

Yargin Balko:

Yargin Balko CR:1
XP 400
Male Human Expert 3
LE Medium humanoid (human)
Init +1; Senses Perception +5

===Defense===

AC 13, touch 11, flat-footed 12 (+2 armor, +1 Dex)
hp 19 (3d8+6)
Fort +3, Ref +2, Will +2

===Offense===

Speed 30 ft.
Melee dagger +2 (1d4/19-20/×2)
Ranged light crossbow +3 (1d8/19-20/×2)

===Tactics===

During Combat Yargin prefers to use his wand of acid splash in combat, but since he needs to rolla 13 to activate it with a Use Magic Device check,it’s prone to failing him—each time it does, heerupts into a loud burst of profanity, shaking thewand in frustration. Once he fails the third timeto use the wand, he gives up and switchesto thrown vials of acid and tanglefootbags. He’s deathly afraid of meleecombat, and fights with his daggeronly if cornered.
Morale Once he’s used up his alchemicalitems and his wand has failed him threetimes (or as soon as he takes any melee damage atall) Yargin shrieks in panic and attempts to flee to Gaedren’s sideto warn him. That he might inadvertently lead Gaedren’s enemiesright to him doesn’t cross his mind in his panicked state.
===Statistics ===
Str 10, Dex 12, Con 15, Int 11, Wis 9, Cha 8
Base Atk +2; CMB +2; CMD 13
Feats Point-Blank Shot, Precise Shot, Skill Focus (Use Magic Device)
Skills Appraise +6, Craft (alchemy) +6, Disable Device +7, Knowledge (arcana) +6, Linguistics +6, Perception +5, Spellcraft +6, Use Magic Device +8
Languages Common, Gnome, Orc, Varisian
Combat Gear Wand of Acid Splash (28 charges), Acid (3), Tanglefoot bag (2), Thunderstone; Other Gear Leather armor, Crossbow bolts (10), Dagger, Light crossbow, Amulet, garnet (100 gp's), Key to Cabinet (A7), Thieves' tools

===Special Abilities ===

Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.

An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed.
A creature that is glued to the floor can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon.
If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell's level or be unable to cast the spell.
The goo becomes brittle and fragile after 2d4 rounds.

Gaedrem Lamm:

Gaedren Lamm CR:3
XP 800
Male Human Expert 4/Rogue 2
NE Medium humanoid (human)
Init +5; Senses Perception +11

===Defense===

AC 12, touch 11, flat-footed 10 (+2 Dex)
hp 16 (6d8-12)
Fort -1, Ref +6, Will +6
Defensive Abilities evasion

===Offense===

Speed 30 ft.
Melee masterwork dagger +7 (1d4-3/19-20/×2)
Ranged masterwork hand crossbow +7 (1d4/19-20/×2)
Special Attacks sneak attack +1d6

===Statistics ===

Str 5, Dex 15, Con 7, Int 16, Wis 14, Cha 15
Base Atk +4; CMB +1; CMD 12
Feats Combat Expertise, Improved Initiative, Skill Focus (Bluff), Weapon Finesse
Skills Appraise +12, Bluff +14, Diplomacy +11, Disable Device +11, Handle Animal +11, Intimidate +11, Knowledge (local) +12, Linguistics +12, Perception +11 (+12 to locate traps), Sleight of Hand +11, Stealth +11; Racial Modifiers rogue talents (honeyed words [1/day])
Languages Common, Goblin.
SQ trapfinding +1
Other Gear Crossbow bolts (10), Masterwork Dagger, Masterwork Hand crossbow, Key Ring (contains keys for all the locks in the fishery), Thieves' tools.

===Special Abilities ===

Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Honeyed Words (1/day) (Ex) Can roll 2d20 for Bluff check and take the better result.

Seeing as this takes me quite some time to change, I won't look through all the statsblock right now but will work through them as my campaign advances.

Thanks again for all the hard work!

Dark Archive

Please check out this link to a post above dated May 12th, 2014: Post

Corrected stats (Edge of Anarchy)

Corrected stats (Seven Days to the Grave)

Follow those links to the corrected stats.

For Yargin I put his stat bump in Intelligence as opposed to Constitution and Lamm's went into Wisdom as opposed to Dexterity.


Great, thanks!


Me again, this time, I did read the Corrected stats in the link you provided.

For Devargo, he should have +8 or +6/+6 (when using twf) to hit with his mtwk gauntlets (+1 mtwk, +4 dex, +3 class).

On a side note, have you thought incorporating the unchained classes into your conversion?

I converted Devargo and it really ups his damage output.

Dark Archive

What PDF are you looking at? You also forgot to add the +1 for Weapon Focus. So he is +9 (+7/+7) as it is in the PDF.


*feels ashamed.

Right, I did not notice the AND and thought this was for a single attack.

I shall go hide in a corner and never write back in fear of making stupid mistakes like that again.

Dark Archive

No, it's not your fault. Sometimes the output feature from herolabs doesn't make everything clear. I actually had to pull up the portfolio to make sure where all the bonuses were coming from. It should include a line for using it without the TWF feat (for those times when you can't make a full-attack action) but it doesn't. At least not in stat block form, maybe I'll export the PDF's as character sheets instead.

RPG Superstar 2011 Top 32

Marik, thanks for all the hard work, this has saved me loads of time! Seriously, it's greatly appreciated.

Dark Archive

Here it is, the long awaited, much anticipated (and oft delayed) Book #4.

A History of Ashes

Part One: The Road North:
Blackbird Ranch:
First of all I hate it when I don't read far enough in advance and an NPC pops up in a later book that partially invalidates my earlier build, so with that in mind here is a rebuild of Trinia Sabor as she should appear in book #1

Trinia Sabor (5th level Bard):

Basically the change involved reselecting some of her spells to keep it in line with the later version. I added the spell Silent Image to her repertoire as a fitting stepping stone for the Minor Image she uses to fool the party.
Trinia Sabor CR 4
XP 1,200
Human bard 5
CG Medium humanoid (human)
Init +4; Senses Perception +7
--------------------
Defense
--------------------
AC 22, touch 17, flat-footed 18 (+5 armor, +3 deflection, +4 Dex)
hp 36 (5d8+10)
Fort +2, Ref +8, Will +3; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk dagger +8 (1d4/19-20)
Special Attacks bardic performance 16 rounds/day (countersong, distraction, fascinate [DC 16], inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +9)
. . 2nd (3/day)—cure moderate wounds, minor image (DC 16), suggestion (DC 16)
. . 1st (5/day)—cure light wounds, feather fall, hideous laughter (DC 15), silent image (DC 15)
. . 0 (at will)—daze (DC 14), light, mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 13, Int 12, Wis 8, Cha 18
Base Atk +3; CMB +7; CMD 20
Feats Acrobatic, Agile Maneuvers, Shingle Runner, Weapon Finesse
Skills Acrobatics +14, Climb +10, Craft (painting) +9, Diplomacy +12, Escape Artist +12, Fly +6, Knowledge (local) +11, Perception +7, Perform (comedy) +12
Languages Common, Elven
SQ bardic knowledge +2, lore master 1/day, versatile performance (comedy)
Combat Gear potion of cat's grace, potion of jump, potion of shield of faith +3, wand of daze monster (10 charges); Other Gear +1 mithral chain shirt, mwk dagger, bronze bracelet x2 (worth 50 gp, 0.1 lb), copper necklace (worth 100 gp, 0.1 lb)
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Shingle Runner You get a +2 bonus on all Acrobatics checks to Jump and Climb checks, and reduce falling damage.
Versatile Performance (Comedy) +12 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks

Trinia Sabor (8th level Bard):

My how she has grown. I added an extra perform skill (oratory) for her second Versatile Performance ability to key off of.

Trinia Sabor CR 7
XP 3,200
Female human bard 8
CG Medium humanoid (human)
Init +2; Senses Perception +9
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 16 (+5 armor, +1 deflection, +2 Dex)
hp 63 (8d8+24)
Fort +4, Ref +8, Will +5; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk rapier +9/+4 (1d6/18-20)
Ranged +1 shortbow +9/+4 (1d6+1/×3)
Special Attacks bardic performance 22 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 18], inspire competence +3, inspire courage +2, suggestion [DC 18])
Bard Spells Known (CL 8th; concentration +12)
. . 3rd (3/day)—confusion (DC 18), cure serious wounds, haste
. . 2nd (5/day)—cure moderate wounds, invisibility, minor image (DC 16), suggestion (DC 17)
. . 1st (5/day)—charm person (DC 16), cure light wounds, feather fall, hideous laughter (DC 16), silent image (DC 15)
. . 0 (at will)—daze (DC 15), light, mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 14, Int 12, Wis 8, Cha 18
Base Atk +6; CMB +8; CMD 19
Feats Acrobatic, Agile Maneuvers, Shingle Runner, Spell Focus (enchantment), Weapon Finesse
Skills Acrobatics +14, Climb +12, Craft (painting) +11, Escape Artist +12, Fly +4, Knowledge (local) +15, Linguistics +5, Perception +9, Perform (comedy) +14, Perform (oratory) +14, Use Magic Device +14
Languages Common, Elven, Shoanti
SQ bardic knowledge +4, lore master 1/day, versatile performances (comedy, oratory)
Combat Gear wand of glitterdust (33 charges); Other Gear +1 mithral chain shirt, +1 shortbow, arrows (20), mwk rapier, ring of protection +1, bronze bracelet x2 (worth 50 gp, 0.1 lb), copper necklace (worth 100 gp, 0.1 lb)
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +4 (Ex) Add +4 to all knowledge skill checks.
Bardic Performance (move action, 22 rounds/day) Your performances can create magical effects.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Shingle Runner You get a +2 bonus on all Acrobatics checks to Jump and Climb checks, and reduce falling damage.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Versatile Performance (Comedy) +14 (Ex) You may substitute the final value of your Perform: Comedy skill for Bluff or Intimidate checks
Versatile Performance (Oratory) +14 (Ex) You may substitute the final value of your Perform: Oratory skill for Diplomacy or Sense Motive checks

Into the Cinderlands:

Red Mantis Assassin:

The Red Mantis Assassins that appear here are the same CR that appear in the previous book.

Red Mantis Assassin CR 8
XP 4,800
Male human fighter 2/red mantis assassin 4/rogue 3
LE Medium humanoid (human)
Init +6; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 14 (+3 armor, +6 Dex, +1 dodge, +1 shield)
hp 67 (9 HD; 7d8+2d10+21); fast healing 2
Fort +7, Ref +11, Will +3 (+1 vs. fear)
Defensive Abilities evasion, red shroud, trap sense +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee dagger +13/+8 (1d4+1/19-20) or
. . dagger +13/+8 (1d4+1/19-20) or
. . dagger +13/+8 (1d4+1/19-20) or
. . dagger +13/+8 (1d4+1/19-20) or
. . mwk sawtooth sabre +8/+3 (1d8+3/19-20) or
. . mwk sawtooth sabre +8 (1d8+3/19-20)
Special Attacks prayer attack, sneak attack +4d6 +4 bleed
Red Mantis Assassin Spell-Like Abilities (CL 4th; concentration +6)
. . 1/day—summon mantis
Red Mantis Assassin Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—cat's grace, spider climb
. . 1st (4/day)—disguise self, expeditious retreat, feather fall, true strike
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 8, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 25
Feats Alertness, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Stealthy, Two-weapon Defense, Two-weapon Fighting, Weapon Finesse, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +18 (+30 to jump), Bluff +14, Climb +13, Escape Artist +8, Intimidate +12, Perception +14, Sense Motive +2, Stealth +20
Languages Common
SQ rogue talent (bleeding attack +4), trapfinding +1
Combat Gear mask of the mantis; Other Gear +1 leather armor, dagger, dagger, dagger, dagger, mwk sawtooth sabre, mwk sawtooth sabre
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Prayer Attack (DC 16) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (4rounds, 2/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
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.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.

Cinnabar:

Cinnabar had to undergo some revisions since the Sawtooth Sabre is no longer a finessable weapon. I dropped her Weapon Finesse feat and replaced it with Two-weapon Feint (although by RAW you could replace it with the Improved version without requiring the base version. The developer of the feat has said that was an oversight and as such I would like to invoke the spirit of RAI and just stick with the base version for now). For her Rogue talents I gave her Bleeding Attack (same as the other Red Mantis Assassins) and Weapon Training, giving her Weapon Focus (sawtooth sabre) as a free feat.

Cinnabar CR 12
XP 19,200
Female human ranger 2/red mantis assassin 7/rogue 4
LE Medium humanoid (human)
Init +6; Senses Perception +19
--------------------
Defense
--------------------
AC 23, touch 17, flat-footed 17 (+5 armor, +1 deflection, +5 Dex, +1 dodge, +1 shield)
hp 94 (13 HD; 11d8+2d10+30); fast healing 2
Fort +8, Ref +17, Will +4
Defensive Abilities evasion, red shroud, trap sense +1, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 sawtooth sabre +11/+6 (1d8+5/17-20) or
. . +1 sawtooth sabre +11/+6 (1d8+5/17-20)
Special Attacks combat style (two-weapon combat), favored enemy (humans +2), prayer attack, sneak attack +5d6 +5 bleed
Red Mantis Assassin Spell-Like Abilities (CL 7th; concentration +10)
. . 1/day—summon mantis
Red Mantis Assassin Spells Known (CL 7th; concentration +10)
. . 3rd (2/day)—fly, haste
. . 2nd (4/day)—blur, invisibility, see invisibility, summon swarm
. . 1st (5/day)—disguise self, expeditious retreat, jump, obscuring mist, true strike
--------------------
Statistics
--------------------
Str 10, Dex 22, Con 14, Int 13, Wis 8, Cha 16
Base Atk +10; CMB +10 (+12 disarm); CMD 28 (30 vs. disarm)
Feats Alertness, Combat Expertise, Exotic Weapon Proficiency (sawtooth sabre), Greater Weapon Focus (sawtooth sabre), Greater Weapon Specialization (sawtooth sabre), Improved Critical (sawtooth sabre), Improved Disarm, Improved Two-weapon Fighting, Two-weapon Defense, Two-weapon Feint[UC], Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +22, Bluff +19, Disable Device +19, Escape Artist +22, Intimidate +19, Perception +19, Sense Motive +19, Stealth +22, Survival +15
Languages Common, Infernal
SQ mantis form, resurrection sense, rogue talents (bleeding attack +5, weapon training), track +1, trapfinding +2, wild empathy +5
Combat Gear mask of the mantis; Other Gear +2 studded leather, +1 sawtooth sabre, +1 sawtooth sabre, belt of physical might +2 (Dex, Con), elixir of shadewalking (3), headband of alluring charisma +2, ring of protection +1
--------------------
Special Abilities
--------------------
Bleeding Attack +5 (Ex) Sneak attacks also deal 5 bleed damage/round.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Mantis Form (1/day) (Su) Polymorph into a giant mantis 1/day
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Prayer Attack (DC 18) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Red Shroud (7rounds, 2/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Resurrection Sense (Su) Sense if someone you killed within the last year is resurrected.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
Track +1 Add the listed bonus to survival checks made to track.
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.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
Two-Weapon Feint Forgo first melee attack to feint
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +5 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Shadowcount Sial:

In the book Sial is a Cleric/Thaumaturge. Since Thaumaturge is a 3.5 prestige class that never got converted to Pathfinder I opted for the Diabolist prestige class instead (closest thing I could find thematically).
Shadowcount Sial CR 11
XP 12,800
Male human (Chelaxian) cleric of Zon-Kuthon 7/diabolist 5 (Pathfinder Campaign Setting: Book of the Damned Volume 1, Princes of Darkness)
LE Medium humanoid (human)
Init +1; Senses Perception +5
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 19 (+7 armor, +2 deflection, +1 Dex)
hp 83 (12 HD; 5d6+7d8+31)
Fort +11, Ref +5, Will +14; +4 morale vs. poison and fear
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 guided spiked chain +14/+9 (2d4+6)
Special Attacks channel negative energy 5/day (DC 17, 4d6)
Domain Spell-Like Abilities (CL 12th; concentration +17)
. . 8/day—bleeding touch (3 rounds), touch of law
Cleric Spells Prepared (CL 12th; concentration +17)
. . 6th—heroes' feast, hold monster[D] (DC 21), summon monster VI
. . 5th—extended greater magic weapon, scrying (DC 20), slay living[D] (DC 20), spell resistance, summon monster V
. . 4th—air walk, extended magic vestment, order's wrath[D] (DC 19), spell immunity, summon monster IV
. . 3rd—animate dead[D], cure serious wounds, extended death knell (DC 17), extended hold person (DC 17), protection from energy, summon monster III
. . 2nd—align weapon, align weapon (law only)[D], cure moderate wounds, resist energy, lesser restoration, silence (DC 17)
. . 1st—comprehend languages, cure light wounds (2), divine favor, endure elements, protection from chaos[D], sanctuary (DC 16)
. . 0 (at will)—create water, detect magic, light, mending
. . D Domain spell; Domains Death, Law
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 14, Int 10, Wis 20, Cha 15
Base Atk +7; CMB +7; CMD 19
Feats Augment Summoning, Combat Casting, Command Undead, Craft Magic Arms & Armor, Extend Spell, Great Fortitude, Improved Channel, Scribe Scroll
Skills Diplomacy +17, Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +4, Sense Motive +12, Spellcraft +8
Languages Common, Infernal
SQ augment summoning, channel hellfire, damned, hellish soul, heresy, infernal bargain, infernal charisma
Combat Gear scroll of death ward, scroll of dimensional anchor, scroll of discern lies, scroll of dispel magic, scroll of lesser planar ally, scroll of summon monster v, scroll of tongues, scroll of word of recall, wand of cure moderate wounds (45 charges); Other Gear +3 chain shirt, +1 guided spiked chain, bone house, headband of inspired wisdom +2, ring of protection +2
--------------------
Special Abilities
--------------------
Augment Summoning You gain Augment Summoning as a bonus feat.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bleeding Touch (3 rounds, 8/day) (Sp) Melee touch attack deals 1d6 bleeding damage.
Bone House (4/month) Grows to 30 ft. tower. Inside under desecration effect. Create 4 mummies/month.
Channel Hellfire (2/day) Change energy damage in spells to hellfire damage.
Cleric Channel Negative Energy 4d6 (5/day, DC 17) (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 (Law) Granted Powers: You follow a strict and ordered code of laws, and in so doing, achieve enlightenment.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Command Undead (DC 17) Channel energy can take control of undead.
Damned It is difficult to raise your soul from Hell when killed.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Hellish Soul (Ex) Can now be raised as normal, unless killed by someone influential in Hell.
Heresy +2 (Ex) +2 to your checks made to research specific devils’ true names or sigils.
Infernal Bargain Can halve called devil's price for service with opposed Cha check.
Infernal Charisma +4 (Ex) +4 to your Charisma when dealing with infernals.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Touch of Law (8/day) (Sp) Treat all d20 rolls as 11 for 1 rd.
--------------------
Before Combat Sial has a strict regimen of daily spellcasting. Each morning, he casts extended magic vestment on his chain shirt and extended greater magic weapon on his +1 guided spiked chain. He also casts endure elements on himself each morning as long as he remains in the Cinderlands.
Now and then, as necessary, he uses scrying to spy on the PCs’ progress. Each evening, before he sets out on the night’s duties, Sial casts heroes’ feast, sharing his banquet of bland gray wafers and bitter wine with Asyra. In anticipation of combat, he prepares by casting protection from chaos, align weapon, resist energy (fire), protection from energy (electricity), air walk, and spell immunity (favoring suggestion and charm monster as his immune spells if no more logical choice is obvious).

During Combat Sial lets his foes come to him, casting his ranged spells while his minions engage in melee. Once his opponents close, he casts divine favor and relishes the chance to fight with his guided spiked chain.

Morale If Sial’s hit points fall below 15, he uses his scroll of word of recall to flee back to his home in Nidal. He then uses spells like sending to re-establish contact with the PCs, if they were allied, to arrange a place where they can reconnect, traveling via wind walk if necessary to reach them swiftly.

--------------------

Edgarion
Imp (Pathfinder Campaign Setting: Book of the Damned Volume 1, Princes of Darkness)
LE Tiny outsider
Init +10; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 28, touch 19, flat-footed 21 (+6 Dex, +1 dodge, +9 natural, +2 size)
hp 55 ()
Fort +3, Ref +13, Will +8 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 20 ft., fly 50 ft. (perfect)
Melee sting +18/+13 (1d6+3)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 14, Dex 22, Con 10, Int 14, Wis 12, Cha 14
Base Atk +10; CMB +14; CMD 27
Feats Dodge, Flyby Attack, Improved Initiative, Improved Natural Attack (sting), Weapon Finesse
Skills Acrobatics +19 (+15 to jump), Bluff +15, Fly +31, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +14, Sense Motive +14, Stealth +27
Languages Celestial, Custom Language, Custom Language, Draconic, Infernal; telepathy 50 ft.
SQ change shape (boar, giant spider, rat, or raven, beast shape i), devotion, multiattack / extra attack
--------------------
Special Abilities
--------------------
Alternate Form (Snake, viper) An imp with this ability may choose one additional Tiny, Small, or Medium animal form as if using beast shape II. Each time the imp selects this ability, it gains a new alternate form.
Bleed (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Change Shape (boar, giant spider, rat, or raven, beast shape I) You can assume the form of a monstrous spider, raven, rat or boar.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Flight (50 feet, Perfect) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Multiattack / Extra Attack Multiattack or second attack with primary weapon at a -5 penalty.
Poison: Sting-Injury (DC 15) (Ex) Poison—Injury; save Fort DC 15; freq 1/rd rd; effect Dex; cure 1 save.
Prestidigitation (At will) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.
Telepathy (50 feet) (Su) Communicate telepathically if the target has a language.
Ventriloquism (1/day) (Sp) An Imp Companion may add a spell to its list of spell-like abilities.

Asyra:

Asyra CR 11
XP 12,800
Kyton fighter 5 (Pathfinder RPG Bestiary 185)
LE Medium outsider (evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft.; Perception +10
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+4 armor, +2 deflection, +3 Dex, +1 dodge, +4 natural, +2 shield)
hp 141 (13d10+70); regeneration 2 (good weapons and spells, silver weapons)
Fort +15, Ref +10, Will +4 (+1 vs. fear)
DR 5/good or silver; Immune cold; SR 17
--------------------
Offense
--------------------
Speed 30 ft.
Melee 4 chains +14 (2d4+13/19-20)
Special Attacks weapon training (natural +1)
--------------------
Statistics
--------------------
Str 18, Dex 17, Con 20, Int 6, Wis 8, Cha 14
Base Atk +13; CMB +13; CMD 33
Feats Ability Focus (unnerving gaze), Dodge, Improved Critical (chains), Improved Initiative, Iron Will, Mobility, Power Attack, Spring Attack, Weapon Focus (chains), Weapon Specialization (chains)
Skills Acrobatics +8, Climb +15, Escape Artist +14, Intimidate +16, Perception +10
Languages Common, Infernal
SQ armor training 1, chain armor, dancing chains, unnerving gaze
Other Gear belt of mighty constitution +2, ring of force shield, ring of protection +2
--------------------
Special Abilities
--------------------
Chain Armor (Ex) The chains that adorn a kyton grant it a +4 armor bonus, but are not treated as armor for the purpose of arcane spell failure, armor check penalties, maximum Dexterity, weight, or proficiency.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Dancing Chains (DC 16) (Su) A kyton can control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a kyton can increase these chains' length by up to 15 feet and cause them to sprout razor-edged barbs. These chains
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Cold You are immune to cold damage.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Regeneration 2 (good weapons and spells, silver weapons) Heal HP quickly and cannot die.
Ring of force shield An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.

Note: In order to get the AC bonus from this, it must be equipped and then activated on the in-play tab.

Construction
Requirements: Forge Ring, wall of force; Cost 4,250 gp
Spell Resistance (17) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Unnerving Gaze (DC 18) (Su) Range 30 ft., Will DC 15 negates. A kyton can make its face resemble one of an opponent's departed loved ones or bitter enemies. Those who fail their saves become shaken for 1d3 rounds. This is a mind-affecting fear effect. The save DC is Charisma-ba
Weapon Training (Natural) +1 (Ex) +1 Attack, Damage, CMB, CMD with Natural weapons

The Cinderlander:

The Cinderlander CR 12
XP 19,200
Male human horizon walker 3/ranger 10 (Pathfinder RPG Advanced Player's Guide 265)
CN Medium humanoid (human)
Init +4; Senses Perception +18
--------------------
Defense
--------------------
AC 20, touch 14, flat-footed 16 (+6 armor, +4 Dex)
hp 138 (13d10+62)
Fort +13, Ref +12, Will +6
Defensive Abilities evasion; DR 2/adamantine
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk handaxe +16/+11/+6 (1d6+1/×3) or
. . mwk handaxe +16/+11 (1d6/×3)
Ranged +1 human-bane repeating heavy crossbow +19/+14/+9 (1d10+1/19-20 plus 2d6 vs. Human)
Special Attacks combat style (crossbow), favored enemies (giants +2, humans +6, magical beasts +2)
Ranger Spells Prepared (CL 7th; concentration +9)
. . 2nd—barkskin, wind wall
. . 1st—charm animal (DC 13), longstrider, pass without trace
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 18, Int 10, Wis 14, Cha 8
Base Atk +13; CMB +14; CMD 28
Feats Crossbow Mastery[APG], Deadly Aim, Diehard, Dimensional Agility[UC], Endurance, Exotic Weapon Proficiency (repeating heavy crossbow), Improved Two-weapon Fighting, Point-blank Shot, Precise Shot, Two-weapon Fighting, Weapon Finesse, Weapon Focus (repeating heavy crossbow)
Skills Climb +5, Handle Animal +15, Intimidate +15, Knowledge (geography) +16, Knowledge (nature) +16, Perception +18, Stealth +20, Survival +18
Languages Common
SQ favored terrains (desert +2, forest +2, mountainous +4, plains +4), hunter's bond (leopard named neverfar), swift tracker, terrain dominance (terrain dominance [mountain]), terrain mastery (terrain mastery [mountain]), track +5, wild empathy +9, woodland stride
Combat Gear screaming bolt (20); Other Gear +2 mithral chain shirt, +1 human-bane repeating heavy crossbow, mwk handaxe, mwk handaxe, belt of physical might +2 (Dex, Con), 80 pp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Crossbow Mastery (Repeating heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Damage Reduction (2/adamantine) You have Damage Reduction against all except Adamantine attacks.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Diehard You are stable and can choose how to act when at negative Hp.
Dimensional Agility May take any additional actions remaining after using dimension door or abundant step
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Giants +2) (Ex) +2 to rolls vs. Favored Enemy (Giants) foes.
Favored Enemy (Humans +6) (Ex) +6 to rolls vs. Favored Enemy (Humans) foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. Favored Enemy (Magical Beasts) foes.
Favored Terrain (Desert +2) (Ex) +2 to rolls when in Favored Terrain (Desert).
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Favored Terrain (Mountain +4) (Ex) +4 to rolls when in Favored Terrain (Mountain).
Favored Terrain (Plains +4) (Ex) +4 to rolls when in Favored Terrain (Plains).
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrain Dominance (Mountain +4) Use fav. terrain as enemy bonus vs. terrain natives.
Terrain Mastery (Mountain) (2 rds) Grant allies bonus in terrain. Retain Dex bonus to AC when climbing.
Track +5 Add the listed bonus to survival checks made to track.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
--------------------
Before Combat The Cinderlander casts pass without trace before going on any scouting missions. Before engaging in combat, the Cinderlander casts barkskin on himself.

During Combat The Cinderlander prefers to fight at range with Vindicator, targeting Shoanti to the exclusion of all other foes if given a choice. A favorite tactic against mounted enemies is to cast charm animal on the mount to lessen his foe’s mobility. Against foes who bring superior firepower, he uses a wind wall to create cover
from their archers. He resorts to a pair of masterwork handaxes only when forced. His animal companion Neverfar remains at his side—the Cinderlander prefers to use the firepelt cougar as a guardian while he sleeps rather than as a bodyguard or assassin.

Morale Although far from cowardly, the Cinderlander does not particularly like the Red Mantis. He can certainly be bought, and for a bribe of no less than 500 gp, he abandons Cinnabar and the assassins to their fate. He’s seen what they’re capable of though, and isn’t particularly interested in taking up a fight against them. In any event, he attempts to flee if brought below 20 hp.

--------------------

Neverfar
Leopard
N Medium animal
Init +6; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 15 (+6 Dex, +5 natural)
hp 39 (+12)
Fort +7, Ref +11, Will +3 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 50 ft., sprint
Melee bite +11 (1d6+4), 2 claws +10 (1d3+4)
--------------------
Statistics
--------------------
Str 18, Dex 22, Con 15, Int 2, Wis 12, Cha 6
Base Atk +4; CMB +8; CMD 24 (28 vs. trip)
Feats Skill Focus (Stealth), Weapon Finesse, Weapon Focus (bite)
Skills Acrobatics +6 (+14 to jump), Climb +9, Perception +6, Stealth +14 (+18 in Undergrowth); Racial Modifiers +4 Stealth in Undergrowth
SQ devotion
--------------------
Special Abilities
--------------------
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sprint (1/hour) (Ex) Can move ten times normal speed (500 feet) when you make a charge.
Trip (Ex) You can make a trip attempt on a successful attack.

Dark Archive

Looking back over the Red Mantis Assassins from earlier posts I noticed that they all had Weapon Finesse as one of their feats. As I stated in the Cinnabar write up Sawtooth Sabres are no longer a finessable weapon. So since their signature weapon is no longer usable with that feat, I decided to replace it. I was torn between two Teamwork feats, Outflank and Precise Strike, since their tactics state that they like to flank opponents to make the most of their sneak attacks. In the end I decided to go with Precise Strike to add an extra 1d6 damage to their sneak attack dice.
* In my opinion since this is bonus damage it should not count towards the damage done by their Bleeding Attack Rogue talent. YMMV.

Red Mantis Assassin (revised):

You can use this version to replace the earlier version of the RMA appearing in Escape from Old Korvosa. If you do don't forget to add the potion of resist fire and alchemist's fire to their inventory (like I did).

Red Mantis Assassin (History of Ashes) CR 8
XP 4,800
Male human fighter 2/red mantis assassin 4/rogue 3
LE Medium humanoid (human)
Init +6; Senses Perception +14
--------------------
Defense
--------------------
AC 21, touch 17, flat-footed 14 (+3 armor, +6 Dex, +1 dodge, +1 shield)
hp 67 (9 HD; 7d8+2d10+21); fast healing 2
Fort +8, Ref +12, Will +4 (+1 vs. fear)
Defensive Abilities evasion, red shroud, trap sense +1
--------------------
Offense
--------------------
Speed 60 ft.
Melee dagger +8/+3 (1d4+1/19-20) or
. . dagger +8/+3 (1d4+1/19-20) or
. . dagger +8/+3 (1d4+1/19-20) or
. . dagger +8/+3 (1d4+1/19-20) or
. . mwk sawtooth sabre +8/+3 (1d8+3/19-20) or
. . mwk sawtooth sabre +8 (1d8+3/19-20)
Special Attacks prayer attack, sneak attack +4d6 +4 bleed
Red Mantis Assassin Spell-Like Abilities (CL 4th; concentration +6)
. . 1/day—summon mantis
Red Mantis Assassin Spells Known (CL 4th; concentration +6)
. . 2nd (2/day)—cat's grace, spider climb
. . 1st (4/day)—disguise self, expeditious retreat, feather fall, true strike
--------------------
Statistics
--------------------
Str 12, Dex 22, Con 14, Int 8, Wis 10, Cha 14
Base Atk +7; CMB +8; CMD 25
Feats Alertness, Double Slice, Exotic Weapon Proficiency (sawtooth sabre), Precise Strike[APG], Stealthy, Two-weapon Defense, Two-weapon Fighting, Weapon Focus (sawtooth sabre), Weapon Specialization (sawtooth sabre)
Skills Acrobatics +18 (+30 to jump), Bluff +14, Climb +13, Escape Artist +8, Intimidate +12, Perception +14, Sense Motive +2, Stealth +20
Languages Common
SQ rogue talent (bleeding attack +4), trapfinding +1
Combat Gear mask of the mantis; Other Gear +1 leather armor, dagger, dagger, dagger, dagger, mwk sawtooth sabre, mwk sawtooth sabre, cloak of resistance +1
--------------------
Special Abilities
--------------------
Bleeding Attack +4 (Ex) Sneak attacks also deal 4 bleed damage/round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Healing 2 (Ex) Heal damage every round unless you are killed.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
Prayer Attack (DC 16) (Su) Fascinate a single target (DC 10 + Red Mantis Class Level + CHA Mod), then coup de grace.
Precise Strike +1d6 precision damage for melee attacks if you and an ally with this feat flank the same target.
Red Shroud (4rounds, 2/day) (Su) Create a red mist around yourself that grants +1 AC and fast healing
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Summon Mantis (1/day) (Sp) Summon giant praying mantises.
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.
Two-Weapon Defense +1 to AC while wielding 2 weapons. +2 when doing so defensively.
--------------------
Before Combat A Red Mantis casts cat’s grace and expeditious retreat before entering combat, and activates her mantis mask (Perception bonus at day or darkvision at night).

During Combat The assassins use prayer attacks if facing lone targets. Otherwise, they team up to flank foes so as to makecthe most of their sneak attacks. They activate their red shrouds on the first round of combat.

Morale The assassins are fanatics and fight to the death.


Just thought I'd note - as of the Inner Sea World Guide, the Sawtooth Sabres are a light weapon for the purposes of two-weapon fighting, but only if you have EWP (sawtooth sabre). It's still classified as a one-handed melee weapon for all other purposes.

Dark Archive

That's for the purposes of determining TWF penalties only. You still cannot apply Weapon Finesse to them even while dual wielding.

RPG Superstar 2015 Top 32

What if, instead of being lvl 2 fighters, the mantis assassins were lvl 1 swashbucklers and lvl 1 fighters? In this instance, with their class-given special weapon finesse, they could take the slashing grace feat in order to treat their sawtooth sabres as finessable.

Also using the Unchained Rogue unlocks dex-to-damage with one weapon.

RPG Superstar 2015 Top 32

If you are choosing spells from new splatbooks, I recommend Monkey Fish, a level 1 spell, in order to get some "stalking mode" movement options (swimming and climbing at a reduced rate compared to the level 2 spells that do the same--but at an increased flexibility: one spell gives you appropriate movement modes). Obviously, the slow speed is meant to get them into an ambush position rather than to use spider climb in combat.

I feel like replacing spider climb with something that won't come up often (such as Silent Table to cast-while-being-difficult-to-detect or Minor Image to trick PCs into going somewhere with a shoanti-in-distress), just because they are probably going to use silent vanish casts as their other 2nd level spell during (or just before) combat. This will let them use guerilla warfare tactics while being able to synchronise flanking positions (thanks to their mantis masks--they can see each other while invisible).

I wish I could throw in quick draw in order to make ranged attacks with 2-3 daggers per turn (if you include two weapon fighting) against ranged targets. As it is now, FORT and WILL saves and ranged combat are the assassins' weaknessses. Thematic. I hope that my PCs take advantage of those flaws. The reflex-save-prompting fire sorcerer will be sad when fighting them, however!

Feats and level-based progression goes like this:

1-(swashbuckler) alertness, exotic weap. prof. sawtooth sabre, swashbuckler’s weapon finesse, deeds, panache
2-(fighter) two weapon fighting
3-(rogue)two weapon defense, sneak attack 1d6, trap finding
4-(rogue)evasion, rogue talent: weapon focus sawtooth sabre
5-(rogue)double slice, danger sense +1, finesse training (dex to dmg with sawtooth saber), sneak attack 2d6
6-(red mantis) weapon specialization (sawtooth sabre), sneak attack +1d6 = 3d6
7-(red mantis) silent spell, prayer attack
8-(red mantis) red shroud 2/day (4 rounds) +1 dodge bonus to AC, fast healing 2
9-(red mantis) slashing grace, summon mantis, sneak attack +2d6 = 4d6

Liberty's Edge

I don't see the "Young" template in Hero Lab. Which data package is it in?

Dark Archive

There is no template for age categories. Go to the Adjust tab and click on Other Adjustments. Add the Age Effects selection. You can adjust the character's age category from there.


Seth Dresari wrote:
I don't see the "Young" template in Hero Lab. Which data package is it in?

Odd, it's in the Bestiary. You would think it was in the base files. Do you have Bestiary for HL?

Dark Archive

The "Young Creature" template in the Bestiary is different from "Young" under age category. The Young Creature template affects creatures differently than the Young age category.

Example: below are two builds using the different modifiers.
I even added the Small size category to the Young Age portfolio so you could compare "Golden Delicious" apples to "Red Delicious" apples. Both are base 10 in every stat and an average of 5 hit points (base 4 +1 for FCB).

Young Template:

Unnamed Hero
Young human expert 1 ( Pathfinder RPG Bestiary )
N Small humanoid (human)
Init +2; Senses Perception +0
—————
Defense
—————
AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
hp 3 (1d8-1)
Fort -2, Ref +2, Will +2
—————
Offense
—————
Speed 30 ft.
—————
Statistics
—————
Str 6, Dex 14, Con 6, Int 10, Wis 10, Cha 10
Base Atk +0; CMB -3; CMD 9
Languages Common
Other Gear 150 gp
—————
Special Abilities
—————

Young age:

Unnamed Hero
Human expert 1
N Small humanoid (human)
Init +1; Senses Perception -1
—————
Defense
—————
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 4 (1d8)
Fort -1, Ref +1, Will +1
—————
Offense
—————
Speed 30 ft.
—————
Statistics
—————
Str 8, Dex 12, Con 8, Int 10, Wis 8, Cha 10
Base Atk +0; CMB -2; CMD 9
Languages Common
Other Gear 150 gp
—————
Special Abilities
—————

1 to 50 of 64 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Conversions / Whiterose's Curse of the Crimson Throne conversion (3.5 > Pathfinder) All Messageboards

Want to post a reply? Sign in.