Millorn the Banisher, Millorn the Occultist!


Wrath of the Righteous


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In my campaign, Millorn has an expanded role, having firsthand knowledge of the heretic Arushalae and having long ago met with (and been banished by) the Riftwardens, who (with the exception of the Orphan's parents) did not believe his tales. He is a practiced Abjurer with a specialization in Banishment. His long years hiding from the Crusade belowground have given him acute cases of both paranoia and schizophrenia.

And with the release of Occult Adventures, I now feel conflicted. The occultist class matches up with much of what Millorn was capable of, and also allows for a unique character that is no longer overshadowed by the far more capable Aravashnial (once afflictions are cured for both).

I present both versions to you. Which would you use, if either?

Millorn, the Banisher:

CR 2; XP 600
Male dwarf banisher 3 (Pathfinder RPG: Advanced Player's Guide 144)
CE Medium Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 22 (3d6+9)
Fort +7, Ref +2, Will +2; +2 vs. poison, spells and spell-like abilities
Defensive Abilities defensive training (+4), stability (+4)
Resistances fire 5
Weaknesses paranoia, schizophrenia (Pathfinder RPG: GameMastery Guide 251)

OFFENSE
Speed 20 ft.; slow and steady
Melee dagger +2 (1d4+1/19-20)
Ranged light crossbow +1 (1d8/19-20)
Offensive Abilities hatred (+1), unstable bonds
Banisher Spells Prepared (CL 3rd; concentration +5; combat casting)
………2nd—blur, summon monster ii; anti-summoning shield (Pathfinder Player Companion: Demon Hunter's Handbook 26)
………1st—color spray, mage armor, magic missile; protection from evil
………0 (At will)—acid splash, detect magic, ghost sound, read magic
………Opposed Schools Enchantment, Necromancy

STATISTICS
Str 13, Dex 10, Con 16, Int 15, Wis 14, Cha 6
Base Atk +1; CMB +2; CMD 12
Feats Combat Casting, Great Fortitude, Scribe Scroll
Skills Knowledge (arcana) +8, Knowledge (planes) +8, Perception +1, Spellcraft +8, Stealth +3
Languages Abyssal, Common, Dwarven, Hallit
Special Qualities arcane bond (dagger), greed, hardy, stonecunning, weapon familiarity
Combat Gear potion of cure light wounds, potion of invisibility, scroll of shocking grasp, scroll of resist energy; Other Gear dagger, light crossbow with 10 bolts, cloak of resistance +1, 8 pp, 7gp

SPECIAL ABILITIES
Unstable Bonds (Su) Millorn’s touch can disrupt the bonds that hold a summoned or called creature on this plane. As a melee touch attack, he can cause a summoned or called creature to become shaken and staggered for 1 round. He can use this ability five times per day.

Paranoia (DC 17) -4 penalty on Will saves and Charisma-based skill checks; cannot benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against paranoia’s DC.

Schizophrenia (DC 16) -4 penalty on all Wisdom- and Charisma-based skill checks; cannot take 10 or 20; whenever in a stressful situation, must make a save against schizophrenia’s DC or become confused for 1d6 rounds.

GEAR SPECIFICS
Spellbook (32/50) - does not contain read magic, as Millorn can prepare that spell from memory.
………2nd (3)—anti-summoning shield, blur, summon monster ii
………1st (11)—color spray, detect secret doors, fog cloud, grease, invisibility, mage armor, magic missile, protection from evil, resist energy, shocking grasp, silent image
………0 (15)—acid splash, arcane mark, dancing lights, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, resistance

Millorn, the Occultist:
CR 2; XP 600
Male dwarf occultist 3 (Pathfinder RPG: Occult Adventures Playtest 32)
CE Large Humanoid (dwarf)
Init +0; Senses darkvision 60 ft.; Perception +1

DEFENSE
AC 14, touch 10, flat-footed 14 (+1 deflection, -1 size, +4 armor)
hp 30 (3d6+12)
Fort +9, Ref +1, Will +2; +2 vs. poison, spells and spell-like abilities
Defensive Abilities defensive training (+4), stability (+4)
Weaknesses paranoia, schizophrenia (Pathfinder RPG: GameMastery Guide 251)

OFFENSE
Speed 20 ft.; slow and steady
Melee +1 dagger +4 (1d6+3/19-20)
Ranged light crossbow +1 (2d6/19-20)
Space 10 ft.; Reach 10 ft.
Offensive Abilities hatred (+1)
Occultist Spells Known (CL 3rd; concentration +5; combat casting)
………1st (4/day)—alarm, mage armor, pass without trace
………0 (At will)—create water, ghost sound, purify food and drink
………Implements Abjuration, Conjuration, Transmutation

TACTICS
Before Combat Once Millorn becomes aware of the PCs, he should make a saving throw against the confusion effect of his schizophrenia. In addition to casting mage armor, Millorn also summons a servitor — a dire rat would be appropriate.

During Combat This version of Millorn lacks blur, so he instead uses psychic weapon and drinks his potion of enlarge person once he spots enemies. His scrolls have been replaced with potions; his insanities have made it impossible for him to properly use scrolls unless the spells are on his list. If he is confused and unable to do these things, use the following adjustments.

…Medium
AC 15, touch 11, flat-footed 15
Fort +8
Melee dagger +3 (1d4+1/19-20)
Ranged light crossbow +2 (1d8/19-20)
Space 5 ft.; Reach 5 ft.
Str 13, Dex 10
CMB +3; CMD 13
Skills Stealth +3

STATISTICS
Str 15, Dex 8, Con 16, Int 15, Wis 14, Cha 6
Base Atk +2; CMB +5; CMD 14
Feats Combat Casting, Great Fortitude
Skills Knowledge (arcana) +8, Knowledge (planes) +8, Perception +1, Spellcraft +8, Stealth -2, Use Magic Device -3
Languages Abyssal, Common, Dwarven, Hallit
Special Qualities focus power (conjure implement, energy shield, loci sentry, psychic weapon, servitor, warding shield), greed, hardy, magic item skill, mental focus (8/day), object reading, resonant powers, stonecunning, weapon familiarity
Combat Gear potion of cure light wounds, potion of enlarge person, potion of invisibility, potion of resist energy; Other Gear dagger, light crossbow with 10 bolts, cloak of resistance +1, marble statue, 8 pp, 7gp

SPECIAL ABILITIES
Abjuration Implements (Su) Millorn has 4 points of mental focus stored in his cloak of resistance +1. He can use the invested focus for the following powers.

Energy Shield (Sp) As a swift action, Millorn can expend 1 point of mental focus to surround himself with a shield that protects him from energy damage. Whenever he takes acid, cold, electricity, or fire damage, the shield absorbs damage. The shield can absorb up to 15 points of energy damage. This shield lasts for 1 minute, or until its power is exhausted, and does not stack with itself, with protection from energy, or with resist energy. Millorn can activate this shield as an immediate action by spending 2 points of mental focus instead of 1.

Loci Sentry (Sp) As a standard action, Millorn can expend 1 point of mental focus to set a ward about an area. This area can have a maximum radius of 25 feet. Whenever a creature enters the area, a manifestation of Millorn’s psychic will appears and strikes out at the intruder. The creature must succeed at a Will save (DC 13) or be dazed for 1 round. Millorn is immediately aware when the sentry is activated. The sentry lasts for up to 3 hours, or until triggered. When he sets the sentry, Millorn can set any number of specific creatures to be immune to the sentry and thus avoid triggering it.

Warding Shield (Sp) As a swift action, Millorn can expend 1 point of mental focus to create a shield of mental energy around him that protects him from harm. The next time he would take damage, the shield reduces the damage by 6 points. If he does not take damage before the start of his next turn, the shield expires. He can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Conjuration Implements (Su) Millorn has 3 points of mental focus stored in his marble statuette. He can use the invested focus for the following powers.

Conjure Implement (Sp) Millorn can expend 1 point of mental focus to conjure any item that qualifies as an implement that he knows how to use. This implement can be used as the item in question, functioning as a masterwork version of that item, but it can also be used to cast his psychic spells, even though he did not select it at the beginning of the day. The implement cannot be used to store mental focus or create any effects that require mental focus. The implement lasts for 30 minutes.

Servitor (Sp) As a standard action, Millorn can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster i, but he can only use it to summon a single creature, and the effect lasts for 1 minute. He cannot have more than one servitor in effect at a time. When the duration expires, he can spend 1 additional point of mental focus to extend it by another minute (and can continue to do so as long as he has mental focus remaining). This extension is not an action.

Transmutation Implements (Su) Millorn has 1 point of mental focus stored in his dagger. He can use the invested focus for the following power.

Psychic Weapon (Sp) As a swift action, Millorn can expend 1 point of mental focus to imbue one weapon, unarmed strike, or one natural weapon with psychic power. This grants the weapon a +1 enhancement bonus. This bonus stacks with any enhancement bonus the weapon might have, as long as it does not increase the total bonus to greater than +5. This effect does not stack with itself. This bonus lasts for 1 minute.

Paranoia (DC 17) -4 penalty on Will saves and Charisma-based skill checks; cannot benefit from or attempt the Aid Another action; cannot willingly accept aid (including healing) from another creature unless he makes a Will save against paranoia’s DC.

Schizophrenia (DC 16) -4 penalty on all Wisdom- and Charisma-based skill checks; cannot take 10 or 20; whenever in a stressful situation, must make a save against schizophrenia’s DC or become confused for 1d6 rounds.
GEAR SPECIFICS
Cloak of Resistance +1 This cloak has 4 points of mental focus invested in it, granting the guarding talisman resonant power.
Marble Statue This figurine has 3 points of mental focus invested in it, granting the summoning focus resonant power.
Dagger This weapon has 1 point of mental focus invested in it.

Silver Crusade

I know you put quite a lot of work into this, but frankly the adventure already has plenty of relevant NPCs and at that point in the adventure the players already have 4 of them.

Sorry to be so blunt.

RPG Superstar Season 9 Top 32

Millorn ended up a Mystic Thuerge in my campaign, they kept making checks against his insanity until he became reasonable.


I really enjoy the Occult version of Millorn. I feel that even though the Wrath of the Righteous module has a lot built into it i feel that something more can certainly be done with Millorn that makes this part of the adventure more riveting. I do like the Banishment version of Millorn mainly because i have a summoner in my group but at the same time the Occult version seems to have more if i think about this in a combat perspective.

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