Moonscar NPCs


Adventures


2 people marked this as a favorite.

On page 12 of the module, The Moonscar says that the Shrine of Rest and Fulfillment contains:

Quote:
... roughly two-dozen Sequestered — mostly human males, but also members of both sexes from a number of species, representing a variety of classes up to level 7—scattered throughout the shrine. None have any equipment beyond loose, flowing robes, and those with spellcasting abilities typically have no spells prepared (or simply don’t use their spontaneously cast spells or spell-like abilities).

It goes on to suggest using stat blocks from the GameMastery Guide to fill in if necessary.

Ha! I am sufficiently crazy that I have created 24 lovingly detailed NPCs for this purpose. Their name, class, race, alignment, and level were all determined by rolling dice, weighted to favor the description from the text (mostly male, mostly human). For example, since the adventure specified mostly male sequestered, I rolled a d4 for gender, assigning male on 1-3 and female on 4. Then I picked names, found portraits online, worked out stats, and wrote at least a few paragraphs of backstory for each. I have included links to art that I found inspiring for each one.

And now, here they all are for you, any other GM who happens to be running the module. Or anything, really. If you happen to like one of them, please feel free to take repurpose them for whatever you see fit. As specified in the module none of them have any gear, so if you are repurposing one for some other use you'll need to give them equipment. I did provide memorized spells, however.

Because this is much too long for one post, I've split it into five posts. The first contains this message plus 4 NPCs, and the subsequent ones contain 5 NPCs each.

--------------------
Andauvi
CG male human ranger 4
portrait

Backstory:
Andauvi hails from Fusil, in Andoran, where he patrolled the forest to maintain the agreement with the local fey prohibiting the cutting of even one tree in exchange for access to a gem mine.

The succubi abducted him and have been programming him to assassinate Aislynn, the dryad responsible for the creation of Fusil's deal. Her death will precipitate a war with the fey of the area and a sharp increase in the price of gems throughout Andoran.

His programming is almost complete, and he is scheduled to be returned home soon.


Stats:
Andauvi CR 3
XP 800
Male human ranger 4
CG Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 38 (4d10+12)
Fort +6, Ref +5, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks combat style (archery), favored enemy (fey +2)
Ranger Spells Prepared (CL 1st; concentration +2)
. . 1st—gravity bow[APG]
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +4; CMB +8; CMD 19
Feats Endurance, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Climb +8, Handle Animal +6, Heal +5, Knowledge (nature) +7, Perception +8, Ride +8, Spellcraft +4, Stealth +8, Survival +8, Swim +8
Languages Common
SQ favored terrain (forest +2), hunter's bond (companions), track +2, wild empathy
--------------------
Special Abilities
--------------------
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Fey +2) (Ex) +2 to rolls vs. Favored Enemy (Fey) foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in Favored Terrain (Forest).
Hunter's Bond (Companions) (1 round) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

--------------------
Annabelle
CN female gnome summoner 6
portrait

Backstory:
Annabelle Harlock is a rootless, shiftless explorer, and something of a failed experiment. The succubi thought that she might be useful as a spy feeding them information on a wide variety of places; but in tests conducted elsewhere on the moon, she proved unreliable. She routinely fed her handlers information which was half imaginary, not because she meant to deceive them, but because her grip on reality is somewhat shaky. Like a First World native, she often sees what COULD be more powerfully than what IS, and reported her excited ideas for how things might change rather than what they are now.

As a result, they gave up on her and made her one of the Sequestered. She has proven good at placing new arrivals at ease.

She bears a profane gift from Euphrixia, who made it clear that summoning her eidolon, Minxy, would result in highly unpleasant punishment. Nothing anyone has said or done, however, has been able to contain her habit of placing her arcane mark everywhere. Periodically Euphrixia will summon a babau to go through the Shrine and dispel these marks.


Stats:
Annabelle CR 5
XP 1,600
Female gnome summoner 6 (Pathfinder RPG Advanced Player's Guide 54)
CN Small humanoid (gnome)
Init +1; Senses low-light vision; Perception +1
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
hp 60 (6d8+30)
Fort +7, Ref +5, Will +4; +2 vs. illusions
Defensive Abilities defensive training, shield ally
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks maker's call 1/day
Spell-Like Abilities (CL 6th; concentration +10)
. . 1/day—dancing lights, ghost sound (DC 15), prestidigitation, speak with animals
Summoner Spell-Like Abilities (CL 6th; concentration +10)
. . 7/day—summon monster III
Summoner Spells Known (CL 6th; concentration +10)
. . 2nd (4/day)—alter self, create pit[APG] (DC 16), haste, invisibility
. . 1st (5/day)—feather fall, mage armor, shield, snowball (DC 15)
. . 0 (at will)—arcane mark, detect magic, light, mage hand, message, open/close (DC 14)
--------------------
Statistics
--------------------
Str 8, Dex 12, Con 16, Int 13, Wis 8, Cha 18
Base Atk +4; CMB +2; CMD 13
Feats Great Fortitude, Lightning Reflexes, Toughness
Skills Acrobatics +1 (-3 to jump), Climb +1, Knowledge (geography) +12, Knowledge (local) +10, Perception +1, Spellcraft +10; Racial Modifiers +2 Perception
Languages Common, Elven, Gnome, Sylvan
SQ bond senses (6 rounds/day), eidolon (named Minxy), gnome magic, life link
--------------------
Special Abilities
--------------------
Bond Senses (6 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Eidolon Can summon a powerful aspect of an outsider.
Gnome Magic Add 1 to the DCs of any saving throws to resist illusion spells cast.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maker's Call (1/day) (Su) Eidolon teleports to an adjacent square, as dimension door.
Shield Ally (+2 AC/Saves) (Ex) +2 AC and save when within Eidolon's reach.
Summon Monster III (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Stats for Minxy:
Minxy
Biped
CN Medium outsider
Init +2; Senses darkvision 60 ft.; Perception +18
--------------------
Defense
--------------------
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
hp 47 (5d10+15)
Fort +6, Ref +5, Will +4 (+4 morale bonus vs. Enchantment spells and effects)
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft., fly 30 ft. (good)
Melee 2 claws +9 (1d4+4)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 14, Int 7, Wis 10, Cha 11
Base Atk +5; CMB +9; CMD 21
Feats Alertness, Lightning Reflexes, Toughness
Skills Bluff +8, Fly +14, Perception +18, Sense Motive +2, Stealth +10; Racial Modifiers +8 Perception
Languages Common
SQ devotion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will Saves vs. Enchantments.
Evasion (Ex) No damage on successful reflex save.
Fly (30 feet, Good) You can fly!

--------------------
Benric
LG male human monk 5
portrait

Backstory:
Benric has been here a very long time. He was initially abducted some thirty years ago, with the idea that he would be returned to his monastery to poison its teachings. But his mind broke under the tender ministrations of the succubi, and he developed a form of amnesia: whenever he sleeps, he forgets everything that happened previously. He is currently suffering a -7 penalty on Will saves as a result.

Every morning he awakes confused. He can generally remember his name, and little else. Euphrixia takes a perverse delight in telling him a different story about who he is every day. Three of the Alu-Demons in the Shrine of Rest and Fulfillment are his daughters by Euphrixia, though he has no idea that this is so. His daughters abuse him regularly, taking great pleasure in the fact that he can never anticipate their bullying.


Stats:
Benric CR 4
XP 1,200
Male old human monk 5
LG Medium humanoid (human)
Init +4; Senses Perception +11
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 14 (+1 dodge, +1 monk, +3 Wis)
hp 36 (5d8+10)
Fort +6, Ref +6, Will +0; +2 vs. enchantments
Defensive Abilities evasion; Immune disease
--------------------
Offense
--------------------
Speed 40 ft.
Melee unarmed strike +4 (1d8+1) or
. . unarmed strike flurry of blows +4/+4 (1d8+1)
Special Attacks flurry of blows, stunning fist (5/day, DC 15)
--------------------
Statistics
--------------------
Str 13, Dex 10, Con 11, Int 12, Wis 16, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Deflect Arrows, Dodge, Great Fortitude, Improved Initiative, Improved Unarmed Strike, Lightning Reflexes, Stunning Fist, Toughness
Skills Acrobatics +6 (+15 to jump), Diplomacy +5, Knowledge (history) +9, Knowledge (religion) +9, Perception +11, Sense Motive +11, Swim +6
Languages Common, Elven
SQ fast movement, high jump, ki pool (5 points magic), maneuver training, slow fall 20 ft.
--------------------
Special Abilities
--------------------
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +3/+3 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
High Jump (+5/+25 with Ki point) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Stunning Fist (5/day, DC 15) You can stun an opponent with an unarmed attack.

--------------------
Cetra
NG female human bard 1
portrait

Backstory:
The bard Cetra is a speculative acquisition on the part of the succubi. She is very young, but excellent at her craft, and has some indefinable aura of potential which led the succubi to believe she would make a fine agent.

Unlike the other Sequestered, Cetra retains her memories. She is frightened and alone, but the succubi have been tempting her with pleasures and power in the hopes of making her a willing convert to their cause. She has been the subject of multiple Sow Thought spells cast upon her while she was asleep, planting insidious desires that she believes to be her own.

Although her alignment is listed as Neutral Good, her resolve is weakening. If nothing changes, she will soon give in to temptation and pledge her faith to Nocticula.


Stats:
Cetra CR 1/2
XP 200
Female human bard 1
NG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 11 (1d8+3)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 7 rounds/day (countersong, distraction, fascinate [DC 13], inspire courage +1)
Bard Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—grease, innocence[APG]
. . 0 (at will)—detect magic, light, lullaby (DC 13), prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 17
Base Atk +0; CMB +0; CMD 11
Feats Great Fortitude, Marked For Glory
Skills Bluff +7, Diplomacy +7, Knowledge (arcana) +6, Knowledge (dungeoneering) +2, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (local) +2, Knowledge (nature) +2, Knowledge (nobility) +2, Knowledge (planes) +2, Knowledge (religion) +2, Perception +3, Perform (oratory) +7, Perform (sing) +7, Perform (string instruments) +7
Languages Common, Elven
SQ bardic knowledge +1
--------------------
Special Abilities
--------------------
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 7 rounds/day) Your performances can create magical effects.
Marked for Glory (1/day) Add 1d6 to any d20 roll.


Ciaru
NG male human sorcerer 7
portrait

Backstory:
Ciaru is an oddity -- a sorcerer who specializes in the creation of magic items. His uncanny knack at this, combined with his weakness for a pretty face, made him an easy target for the succubi. His conditioning is almost complete, and soon he will be shipped off to the Midnight Isles to spend the rest of his life creating magical gear for Nocticula's minions, and fathering alu-demons and half-succubi to increase their ranks.

Stats:
Ciaru CR 6
XP 2,400
Male human sorcerer 7
NG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 48 (7d6+21)
Fort +4, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Sorcerer Spells Known (CL 7th; concentration +11)
. . 3rd (5/day)—dispel magic, fly, shrink item (DC 17)
. . 2nd (7/day)—make whole, obscure object (DC 16), returning weapon[UC], shatter (DC 16)
. . 1st (7/day)—break[APG] (DC 15), lesser confusion (DC 15), crafter's curse[APG] (DC 15), crafter's fortune[APG] (DC 15), expeditious construction, jury-rig[UC]
. . 0 (at will)—arcane mark, detect magic, light, mage hand, mending, prestidigitation, read magic
. . Bloodline Impossible
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 13, Wis 8, Cha 18
Base Atk +3; CMB +3; CMD 14
Feats Cosmopolitan[APG], Craft Construct, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Magical Aptitude, Skill Focus (Spellcraft)
Skills Knowledge (arcana) +11, Knowledge (engineering) +10, Perception +3, Spellcraft +16, Use Magic Device +16
Languages Common, Dwarven, Elven, Gnome
SQ bloodline arcana: impossible, disorienting touch (3 rounds), spontaneous generation
--------------------
Special Abilities
--------------------
Bloodline Arcana: Impossible Constructs are susceptible to enchantment (compulsion), treated as living.
Disorienting Touch (3 rounds, 7/day) (Sp) Melee touch sickens creature, multiple touches extend duration.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Spontaneous Generation Non-potion/spell-trigger/spell-completion item: ignore 1 spell prereq.

--------------------
Damian
CG male human (varisian) ninja 7
portrait

Backstory:
Trained by members of a clan that emigrated from distant Tian-Xia, the Varisian ninja Damian has been implanted with a list of nobles whom he is to assassinate when his mindbind statue is smashed. His training is complete, and he is just waiting for a ride back to Golarion.

Stats:
Damian CR 6
XP 2,400
Male human ninja 7 (Pathfinder RPG Ultimate Combat 13)
CG Medium humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 50 (7d8+21)
Fort +4, Ref +9, Will +1
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +4d6
Ninja Spell-Like Abilities (CL 7th; concentration +7)
. . —vanishing trick[UC]
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 14, Int 12, Wis 8, Cha 10
Base Atk +5; CMB +6; CMD 20
Feats Double Slice, Slashing Grace[ACG], Two-weapon Fighting, Weapon Finesse, Weapon Focus (wakizashi)
Skills Acrobatics +14, Bluff +10, Disable Device +12, Disguise +12, Escape Artist +14, Knowledge (nobility) +11, Perception +9, Sleight of Hand +14, Stealth +14, Use Magic Device +10
Languages Common, Varisian
SQ ki pool (3 points), light steps, ninja tricks (acrobatic master[UC], fast stealth, vanishing trick[UC]), no trace +2, poison use
--------------------
Special Abilities
--------------------
Acrobatic Master (Su) As a swift action, a ninja with this trick can focus her ki to grant her a +20 bonus on one Acrobatics check of her choice made before the start of her next turn. Using this ability expends 1 ki point from her ki pool.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Ki Pool (3/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
No Trace +2 (Ex) Survival DCs to track you are at +2, gain +2 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Slashing Grace (Wakizashi) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

--------------------
Dovan d'Andreas, Esq
CN male human rogue 7
portrait

Backstory:
Dovan, or, as he styles himself, "Dovan d'Andreas, Esquire", is a con artist of the first order. He makes his living conning the wealthy out of their gold, tempting them with fabulously lucrative and equally imaginary ventures.

It is still quite early in his indoctrination process, but eventually the succubi intend to turn those skills to the service of Nocticula: instead of bringing about his targets' financial ruin, they intend to use him to cause moral ruin instead, spreading selfish lust, chaos, and infighting in the ranks of the nobility of whatever country they choose to send him to.


Stats:
Dovan d'Andreas, Esq CR 6
XP 2,400
Male human rogue (rake) 7 (Pathfinder RPG Advanced Player's Guide 134)
CN Medium humanoid (human)
Init +5; Senses Perception +9
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 56 (7d8+21)
Fort +4, Ref +6, Will +1
Defensive Abilities evasion, uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bravado's blade, sneak attack +4d6
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 18
Base Atk +5; CMB +5; CMD 16
Feats Cosmopolitan[APG], Deceitful, Improved Initiative, Skill Focus (Bluff), Voice Of The Sibyl[UM]
Skills Acrobatics +7, Bluff +22, Climb +5, Diplomacy +17, Disable Device +9, Disguise +6, Intimidate +14, Perception +9, Sense Motive +9, Sleight of Hand +11, Stealth +11, Swim +5, Use Magic Device +14
Languages Azlanti, Common, Elven, Tien
SQ rogue talents (charmer[APG], convincing lie[UC], honeyed words 2/day[APG])
--------------------
Special Abilities
--------------------
Bravado's Blade (Ex) On sneak attack, forgo damage dice for free Intimidate with +5 bonus/dice reduced.
Charmer (2/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Convincing Lie (7 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 que
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Honeyed Words (2/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Voice of the Sibyl Gain bonus to Bluff, Diplomacy, and Perform (oratory) checks

--------------------
Eredon
LG male human bard 5
portrait

Backstory:
Eredon wanted no more than a simple, honorable life. He found permanent employment as a composer for a wealthy patron of the arts in Absalom, working long and faithfully to produce great works of chamber music for his mistress.

Alas, the succubi wanted influence over his employer, and have been carefully training him to steer his patron in the direction they wish.


Stats:
Eredon CR 4
XP 1,200
Male human bard 5
LG Medium humanoid (human)
Init +5; Senses Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 42 (5d8+20)
Fort +5, Ref +7, Will +3; +4 vs. bardic performance, language-dependent, and sonic
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks bardic performance 15 rounds/day (countersong, distraction, fascinate [DC 15], inspire competence +2, inspire courage +2)
Bard Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—cure moderate wounds, enthrall (DC 15), heroism
. . 1st (5/day)—charm person (DC 14), cure light wounds, ears of the city, feather fall
. . 0 (at will)—detect magic, ghost sound (DC 13), light, mage hand, scrivener's chant, sift[APG]
--------------------
Statistics
--------------------
Str 10, Dex 12, Con 14, Int 13, Wis 8, Cha 17
Base Atk +3; CMB +3; CMD 14
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Toughness
Skills Acrobatics +9, Escape Artist +9, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +7, Perform (string instruments) +11, Spellcraft +9, Use Magic Device +11
Languages Common, Elven
SQ bardic knowledge +2, lore master 1/day, versatile performance (string)
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 15 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.
Versatile Performance (String Instruments) +11 (Ex) You may substitute the final value of your Perform: String Instruments skill for Bluff or Diplomacy checks

--------------------
Evna
LG female half-elf rogue 1
portrait

Backstory:
Evna is the bastard daughter of a powerful cleric in the church of Iomedae. Her mother perished giving birth to her, and her father packed her off to be raised in a strict monastery. He visited her once a year out of a cold sense of familial duty, and made it clear that she was never to reveal her relationship to him.

The succubi have exploited that poisoned relationship. Evna was easily programmed to steal a powerful artifact held in her monastery and deliver it into the hands of Nocticula's servants. She merely waits now for a ride home before she can undertake this task.


Stats:
Evna CR 1/2
XP 200
Female half-elf rogue (sanctified rogue) 1 (Pathfinder RPG Ultimate Combat 73)
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 11 (1d8+3)
Fort +2, Ref +5, Will -1; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +1d6
--------------------
Statistics
--------------------
Str 10, Dex 17, Con 14, Int 13, Wis 8, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Shamed, Skill Focus (Knowledge [religion])
Skills Bluff +5, Escape Artist +7, Knowledge (local) +5, Knowledge (religion) +5, Linguistics +5, Perception +5, Sleight of Hand +7, Stealth +7, Swim +4; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Halfling
SQ elf blood, trapfinding +1
--------------------
Special Abilities
--------------------
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shamed +1 to att & skills when non-combatants observe you in conflict.
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.


Fen Chi
LG male human monk 1
portrait

Backstory:
Fen Chi is an Initiate of the Fourth Wind Monastery, a prestigious monastery in Minkai. The succubi aren't sure quite what to do with him, as they nabbed him by accident when they were looking to abduct a much more senior member of the institution with a similar name, Fen Li. For the moment he is kept among the Sequestered, but chances are good that soon one of his captors will drain him of levels and toss the corpse to the jungle.

Stats:
Fen Chi CR 1/2
XP 200
Male human monk (monk of the four winds) 1 (Pathfinder RPG Advanced Player's Guide 112)
LG Medium humanoid (human)
Init +1; Senses Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 12 (+1 Dex, +1 dodge, +2 Wis)
hp 12 (1d8+4)
Fort +5, Ref +3, Will +4
--------------------
Offense
--------------------
Speed 35 ft.
Melee unarmed strike +1 (1d6+1) or
. . unarmed strike flurry of blows +0/+0 (1d6+1)
Special Attacks flurry of blows
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 16, Int 10, Wis 15, Cha 8
Base Atk +0; CMB +1; CMD 15
Feats Agile Maneuvers, Dodge, Elemental Fist[APG], Fleet, Improved Unarmed Strike
Skills Acrobatics +5, Escape Artist +5, Perception +6, Sense Motive +6, Stealth +5
Languages Common
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Elemental Fist (1d6) You can add 1d6 energy damage to an attack.
Flurry of Blows -1/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.

--------------------
Haldir
Al gender race class level
CN male elf druid 3
portrait

Backstory:
Haldir, unlike most of the other abductees in Dominax Annuli, is not intended for use in swaying mortal politics. Rather, he has been abducted with an eye towards undermining a demonic rival: Treerazer. The succubi intend to indoctrinate him as a double agent and send him to infiltrate Treerazer's cult, with an eye towards poisoning or otherwise diminishing the cult's influence at some future time.

Stats:
Haldir CR 2
XP 600
Male elf druid 3
CN Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 24 (3d8+9)
Fort +4, Ref +3, Will +5; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks wooden fists (+1, 5 rounds/day)
Druid Spells Prepared (CL 3rd; concentration +5)
. . 2nd—barkskin[D], flame blade, resist energy
. . 1st—cure light wounds, endure elements, entangle[D] (DC 13), produce flame
. . 0 (at will)—create water, detect magic, light, mending
. . D Domain spell; Domain Plant domain
--------------------
Statistics
--------------------
Str 12, Dex 15, Con 12, Int 12, Wis 15, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats Attuned To The Wild[ARG], Toughness
Skills Handle Animal +5, Heal +8, Knowledge (nature) +9, Perception +10, Spellcraft +7 (+9 to identify magic item properties), Survival +4; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Common, Druidic, Elven, Sylvan
SQ elven magic, nature bond (Plant domain), nature sense, trackless step, wild empathy, woodland stride
--------------------
Special Abilities
--------------------
Attuned to the Wild (Favored Terrain [Forest]) Double natural healing in specified wilderness environment.
Druid Domain (Plant) Granted Powers: You find solace in the green, can grow defensive thorns, and can communicate with plants.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wooden Fists +1 (5 rounds/day) (Su) Unarmed attacks are lethal, do not provoke AoO, and gain +1 damage.
Woodland Stride (Ex) Move through undergrowth at normal speed.

--------------------
Hrafnwald
CN male dwarf wizard 2
portrait

Backstory:
The dwarven conjurer Hrafnwald eagerly sought to learn the secrets of the abyss, and conjured some of its denizens before he was ready, using a cache of scrolls he found. In short order, he found himself the plaything of the demons he conjured. Now he is being prepared for a future as a sacrifice in a grim ritual meant to bind his entire family bloodline to evil.

Stats:
Hrafnwald CR 1
XP 400
Male dwarf conjurer 2
CN Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +0 (+2 to notice unusual stonework)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 17 (2d6+8)
Fort +5, Ref +1, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred
Arcane School Spell-Like Abilities (CL 2nd; concentration +4)
. . 5/day—acid dart (1d6+1 acid)
Conjurer Spells Prepared (CL 2nd; concentration +4)
. . Opposition Schools Illusion, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 13, Con 16, Int 15, Wis 10, Cha 8
Base Atk +1; CMB +2; CMD 13 (17 vs. bull rush, 17 vs. trip)
Feats Great Fortitude, Scribe Scroll
Skills Acrobatics +1 (-3 to jump), Appraise +6 (+8 to assess nonmagical metals or gemstones), Knowledge (arcana) +6, Knowledge (engineering) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (religion) +6, Perception +0 (+2 to notice unusual stonework), Spellcraft +6; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Goblin, Undercommon
SQ arcane bond (ring), summoner's charm (1 round)
Other Gear - arcane bond ring -, wizard starting spellbook
--------------------
Special Abilities
--------------------
Acid Dart (1d6+1 acid, 5/day) (Sp) As a standard action, ranged touch deals acid dam vs. foe in 30 ft.
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

--------------------
Kanrinrin
NG male human (tian) ninja 4
portrait

Backstory:
Kanrinrin hails from Minkai. There, he grew up in poverty, and at the age of 17 was caught stealing food. The fact that he was doing so to feed his starving younger siblings did not impress the local magistrate, who sentenced him to death.

His life was saved by the intervention of a great lady, Naru-sama, who overruled the magistrate's overly harsh sentence and instead sentenced him to five years' service in her personal guards. She also saw to it that his siblings were fed, housed, and schooled. For this, he owes his lady un unrepayable debt, and has served her with unwavering faith ever since. He has become her most trusted bodyguard.

The succubi are programming him to assassinate his mistress, but are making slow progress against his deep-seated loyalty. It will be some time before he can be returned to Golarion.


Stats:
Kanrinrin CR 3
XP 800
Male human ninja 4 (Pathfinder RPG Ultimate Combat 13)
NG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 37 (4d8+16)
Fort +3, Ref +6, Will +0
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks sneak attack +2d6
--------------------
Statistics
--------------------
Str 16, Dex 15, Con 14, Int 13, Wis 8, Cha 10
Base Atk +3; CMB +6; CMD 18
Feats Combat Expertise, Exotic Weapon Proficiency (katana), In Harm's Way[APG], Toughness, Weapon Focus (katana)
Skills Acrobatics +9, Bluff +7, Climb +7, Diplomacy +7, Disguise +8, Escape Artist +9, Knowledge (local) +5, Knowledge (nobility) +5, Perception +6, Sense Motive +6, Stealth +9, Swim +7, Use Magic Device +7
Languages Common, Tien
SQ ki pool (2 points), ninja tricks (blood debt, weapon training), no trace +1, poison use
--------------------
Special Abilities
--------------------
Blood Debt (Su) Commit 1 ki pool on int. atk: Willing ally indebted takes full dmg from another atk later.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Ki Pool (2/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

--------------------
Kelwyn
LG male dwarf paladin 1
portrait

Backstory:
Kelwyn Goranson served honorably in the ranks of High King Borogrim the Hale's guards. He is of little interest to the succubi himself; they intend merely to use him as a spy, reporting happenings in the Five Kings Mountains -- a region that has proven stubbornly difficult to infiltrate.

Stats:
Kelwyn CR 1/2
XP 200
Male dwarf paladin 1
LG Medium humanoid (dwarf)
Init +1; Senses darkvision 60 ft.; Perception +1 (+3 to notice unusual stonework)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 14 (1d10+4)
Fort +5, Ref +3, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Special Attacks hatred, smite evil 1/day (+1 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +2)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 16, Int 10, Wis 12, Cha 12
Base Atk +1; CMB +3; CMD 14 (18 vs. bull rush, 18 vs. trip)
Feats Lightning Reflexes
Skills Acrobatics +1 (-3 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Diplomacy +5, Perception +1 (+3 to notice unusual stonework), Sense Motive +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Smite Evil (1/day) (Su) +1 to hit, +1 to damage, +1 deflection bonus to AC when used.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.


Kurt
LG male half-elf bard 5
portrait

Backstory:
Kurt Greenchild, as he styles himself, is the estranged son of a wealthy Chelish family from Korvosa. His parents are devout worshippers of Asmodeus, but in his teens Kurt suffered a crisis of conscience, and ultimately turned his back on his parents' faith.

For this he was disowned, and has since wandered Varisia, adventuring and doing what good he can. The succubi intend to send him back to his parents pretending penitence, in order to sow chaos in whatever plans his parents are advancing in the service of Asmodeus.


Stats:
Kurt CR 4
XP 1,200
Male half-elf bard 5
LG Medium humanoid (elf, human)
Init +1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 41 (5d8+15)
Fort +3, Ref +5, Will +3; +2 vs. enchantments, +4 vs. bardic performance, language-dependent, and sonic
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
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)—blur, cure moderate wounds, ghostbane dirge[APG] (DC 16)
. . 1st (5/day)—cure light wounds, feather fall, grease, moment of greatness[UC]
. . 0 (at will)—detect magic, ghost sound (DC 14), mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 12, Wis 8, Cha 18
Base Atk +3; CMB +3; CMD 14
Feats Harmonic Spell[ISWG], Lingering Performance[APG], Skill Focus (Perform [sing]), Spellsong[UM]
Skills Acrobatics +7, Climb +5, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (nobility) +7, Knowledge (planes) +7, Knowledge (religion) +7, Perception +9, Perform (sing) +15, Perform (string instruments) +12, Swim +5; Racial Modifiers +2 Perception
Languages Common, Elven, Varisian
SQ bardic knowledge +2, elf blood, lore master 1/day, versatile performance (sing)
--------------------
Special Abilities
--------------------
Bardic Knowledge +2 (Ex) Add +2 to all knowledge skill checks.
Bardic Performance (standard action, 16 rounds/day) Your performances can create magical effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Harmonic Spell Casting spells extends duration of bardic performance
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Spellsong Combine spellcasting and bardic performance
Versatile Performance (Singing) +15 (Ex) You may substitute the final value of your Perform: Sing skill for Bluff or Sense Motive checks

--------------------
Lucius Black
LN male human fighter 6
portrait

Backstory:
Lucius Black is a rising commander in the military forces of Magnimar. A soldier to the core, he has distinguished himself in command of troops sent against opponents both human and otherwise. In time he may well rise to become one of the highest ranked military officers in Magnimar.

The succubi are interested in establishing control of him, so that he can be used to undermine his city at some key moment in the future.


Stats:
Lucius Black CR 5
XP 1,600
Male human fighter (lore warden) 6 (Pathfinder Campaign Setting: Pathfinder Society Field Guide)
LN Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 55 (6d10+18)
Fort +7, Ref +5, Will +1 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks weapon training (heavy blades +1)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 14, Wis 8, Cha 13
Base Atk +6; CMB +11; CMD 22
Feats Alertness, Combat Expertise, Improved Initiative, Inspirational Commander, Lightning Reflexes, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longsword), Weapon Versatility
Skills Acrobatics +4, Climb +7, Knowledge (arcana) +8, Knowledge (dungeoneering) +6, Knowledge (engineering) +8, Knowledge (geography) +6, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +6, Perception +6, Profession (soldier) +8, Ride +5, Sense Motive +7, Spellcraft +10, Swim +7
Languages Common, Dwarven, Elven
--------------------
Special Abilities
--------------------
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Inspirational Commander Army you command gains +2 bonus on command checks.
Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Versatility Weapon w/ Weapon Focus: shift grip to alter damage to B/P/S (free act.).

--------------------
Matoko
LN female human (garundi) wizard 3 variant multiclass rogue
portrait

Backstory:
The mage Matoko, a rootless Garundi native, supports herself and her spellcasting research by hiring herself out as an investigator to anyone with coin, in Absalom. Frequently this involves trailing faithless spouses and documenting their infidelities.

During one such investigation of a faithless husband, the mistress turned out to be a succubus, who noticed Matoko and captured her. The succubi intend to use her as a spy: they want her to feed back all the juicy details of all the cases she's hired on so that they can use that information.

Matoko's mind broke during her indoctrination, and she is suffering from multiple personality disorder. (-6 penalty on Will saves.) There are two Matokos in her head; one is the original personality (CN), who believes that the Shrine of Rest is indeed a sanctuary of Shelyn, and that she will soon be leaving it as she is recovered from an illness.

The other Matoko (CE) is the willing servant of the succubi, and bears a profane gift from Izmiara. When this Matoko is in charge, she will faithfully report any information she has, and carry out any instructions they give her to the best of her ability.

Matoko's familiar, Tsingwa, was ignored by the succubi, and has been patiently awaiting her return in Absalom. He is aware that there is something deeply wrong with his mistress, but does not understand exactly what. He loves Matoko, and will do whatever she asks. But if she gains more levels, he may figure out that there is more than one personality in her head, and could potentially seek aid for her.


Stats:
Matoko CR 2
XP 600
Female human (Garundi) illusionist 3/rogue* (Pathfinder Player Companion: Animal Archive)
CN Medium humanoid (human)
Init +1; Senses Perception +7
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 22 (3d6+9)
Fort +3, Ref +2, Will -4
--------------------
Offense
--------------------
Speed 30 ft.
Arcane School Spell-Like Abilities (CL 3rd; concentration +8)
. . 8/day—blinding ray
Illusionist Spells Prepared (CL 3rd; concentration +8)
. . Opposition Schools Conjuration, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 14, Int 21, Wis 8, Cha 12
Base Atk +1; CMB +1; CMD 12
Feats Alertness, Scribe Scroll, Skill Focus (Perception)
Skills Craft (alchemy) +11, Knowledge (arcana) +11, Knowledge (local) +11, Knowledge (planes) +11, Knowledge (religion) +11, Perception +7, Sense Motive +4, Spellcraft +11
Languages Common, Garuda, Osiriani, Polyglot, Vudrani
SQ arcane bond (Tsingwa, otter [pilferer]), extended illusions (1 round), trapfinding +1
Other Gear wizard starting spellbook
--------------------
Special Abilities
--------------------
Blinding Ray (8/day) (Sp) As a standard action, ranged touch vs. foe in 30 ft blinds for 1 rd (dazzles if more HD).
Conjuration You must spend 2 slots to cast spells from the Conjuration school.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Extended Illusions (+1 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Familiar Bonus: +3 to Swim checks You gain the Alertness feat while your familiar is within arm's reach.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Stats for Tsingwa:
Tsingwa
Otter (pilferer) (Pathfinder RPG Bestiary 3 113)
N Tiny magical beast (animal)
Init +3; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 11 (1d8)
Fort +2, Ref +5, Will +4
--------------------
Offense
--------------------
Speed 20 ft., swim 30 ft.
Melee bite +6 (1d3-4)
Space 2½ ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 7, Wis 13, Cha 5
Base Atk +1; CMB +2 (+4 steal); CMD 8 (10 vs. steal, 12 vs. trip)
Feats Improved Steal[B, APG], Weapon Finesse
Skills Acrobatics +3 (-1 to jump), Escape Artist +7, Perception +7, Sense Motive +4, Spellcraft +1, Stealth +12, Swim +11
--------------------
Special Abilities
--------------------
Improved Steal You don't provoke attacks of opportunity when stealing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Swim (30 feet) You have a Swim speed.

--------------------
Nagano
N male human (tian) samurai 2
portrait

Backstory:
The samurai nagano is a sworn guard of the heir to Lingshen, who is his ward. The succubi are training him to subtly lead the heir into sowing chaos among the ranks of the Lingshen armed forces.

Stats:
Nagano CR 1
XP 400
Male human samurai 2 (Pathfinder RPG Ultimate Combat 18)
N Medium humanoid (human)
Init +1 (+3 in selected terrain); Senses Perception +4 (+6 in selected terrain)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 25 (2d10+9)
Fort +5, Ref +3, Will -1
Defensive Abilities resolve 1/day
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks challenge 1/day (+2 damage, +1 AC while between target and ward)
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Lightning Reflexes, Toughness
Skills Bluff +5, Climb +7, Diplomacy +5, Perception +4 (+6 in selected terrain), Ride +6, Sense Motive +4, Stealth +1 (+3 in selected terrain), Survival -1 (+1 in selected terrain), Swim +7
Languages Common
SQ mount, order of the guard, prepared for the journey
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Guard's Challenge +2 (1/day) (Ex) +2 to damage target, -2 AC vs. others when used, +1 morale bonus to AC as long as you are between your ward and target.
Mount (Ex) Gain the services of a special animal companion.
Prepared for the Journey +2 (Favored Terrain [Urban]) Bonus to Initiative, Know (geo), Percep, Stealth, and Survival in selected terrain.
Resolve (1/day) (Ex) Your resolve can remove effects or reroll saves.

--------------------
Osran
LG male human paladin 3
portrait

Backstory:
Osran is a peculiarity - a paladin born in a land of barbarians. Born among the Kellid barbarians in the Land of the Mammoth Lords, he has devoted his life to peace and the non-violent resolution of inter-tribal conflicts. Indeed, as a young man he showed great promise as a leader.

It was this that led the succubi to abduct him. But rather than program him for some insidious purpose, they have merely kept him around to torment, content to let the tribes of his land return to endless feuds without him.

His mind has been damaged by the ongoing abuse. He is schizophrenic, and more or less constantly seeing visions of things that are not there, sometimes terrifying, other times comforting, but never real.


Stats:
Osran CR 2
XP 600
Male human paladin 3
LG Medium humanoid (human)
Init +1; Senses Perception +0
Aura courage (10 ft.)
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 30 (3d10+9)
Fort +8, Ref +5, Will +5
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect evil
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 14, Int 10, Wis 8, Cha 17
Base Atk +3; CMB +4; CMD 15
Feats Conciliator, Persuasive, Skill Focus (Diplomacy)
Skills Diplomacy +14, Intimidate +5, Perception +0, Ride +5, Sense Motive +5, Spellcraft +4
Languages Common
SQ lay on hands 4/day (1d6), mercy (fatigued)
--------------------
Special Abilities
--------------------
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Conciliator Can attempt diplomacy to request pause in combat or limitation to nonlethal dam. Allise in 30 ft get +2 to analyze foe or audience.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.


Rinchen
LN female human (vudrani) oracle 5 variant multiclass druid
portrait

Backstory:
Hailing from a high, frozen mountain range north of Vudra, Rinchen's oracular gift came upon her in the dead of her thirteenth winter when she foresaw, clearly, that a terrible fire would break out and kill her family that night. At the same time, her curse manifested, ensuring that her prophecies would never be believed.

She warned them. She begged, and pleaded for them to leave, to stay just one night in a neighbor's house. But the more she tried to persuade them, the less they listened to her. Finally her father scolded her for making up wild tales, and banished her to the barn overnight as punishment. When the fire came that night, Rinchen struggled to wake her family; but the house was filled with poisonous fumes emanating from a poorly maintained fireplace, and none of them would wake. When she could bear it no longer, she fled and sat outside in the barn watching the flames consume her entire family.

When the other villagers found her, she tried to tell them what happened. But no one believed that her family could have ignored such clear warnings as she described. Soon, they accused her of starting the fire herself and murdering her loved ones. Faced with an angry village full of people who just would NOT listen to her, Rinchen fled into the wilderness.

In another age, Rinchen would have been a great seeress, sought after by commoners and kings alike for her insight into the future. In this age of lost omens, she is instead an outcast. Ever since fleeing her village, she has kept to the high peaks. The visions of disasters she cannot prevent bother her less there.

The succubi found her following rumors of a mad seeress in the mountains. They quickly realized the nature of her cursed prophecy. They have been training her to go and tell people all about their horrible fates, the better to ensure those fates come to pass; but though she is addled by their magics, the core of Rinchen's being is as implacable as the winter itself, and she has not yet succumbed to their wiles. She currently retains her memories, but is under a geas not to speak until she will agree to use her gift in service to Nocticula.


Stats:
Rinchen CR 4
XP 1,200
Female human (Vudrani) oracle 5/druid* (Pathfinder RPG Advanced Player's Guide 42)
LN Medium humanoid (human)
Init +9; Senses Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 46 (5d8+20)
Fort +3, Ref +2, Will +4
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Oracle Spell-Like Abilities (CL 5th; concentration +9)
. . Constant—endure elements (cold only)
Oracle Spells Known (CL 5th; concentration +9)
. . 2nd (5/day)—cleromancy, cure moderate wounds, frost fall[UC] (DC 16), snow shape
. . 1st (7/day)—bane (DC 15), bless, cure light wounds, endure elements, liberating command[UC], magic stone
. . 0 (at will)—create water, detect magic, light, mending, purify food and drink (DC 14), spark[APG] (DC 14)
. . Mystery Winter
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 14, Int 12, Wis 10, Cha 18
Base Atk +3; CMB +2; CMD 13
Feats Endurance, Improved Initiative, Toughness
Skills Diplomacy +9, Heal +8, Intimidate +10, Perception +5, Sense Motive +8, Stealth +9, Survival +8
Languages Common, Druidic, Tien, Vudrani
SQ oracle's curse (powerless prophecy), revelations (child of winter, ice armor), wild empathy
--------------------
Special Abilities
--------------------
Child of Winter (Ex) Move freely on normal ice/snow (heavy snow is 2 squares) & no tracks. +2 Init & Ref in winter.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Ice Armor +4 (5 hours/day) (Ex) Conjure a suit of armor made of ice, stronger in cold temps, and weaker in hot.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Wild Empathy +9 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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

Sir Guillaume
LG male human cavalier 7 variant multiclass barbarian
portrait

Backstory:
Sir Guillaume earned his initial martial training by serving in the Andorani army. However, he soon found that, though he respected his colleauges, he strongly prefers non-violent resolutions to conflict. He therefore switched career paths and entered the Andorani diplomatic service.

The succubi have tortured him viciously, ingraining a deep, unthinkably powerful rage into his soul. He doesn't remember what they did to him. He cannot allow himself to remember.

But someday, the succubi will use a certain word to call forth the homicidal beast lurking within, at which point he will kill anyone and everyone around him. They plan to trigger him at the height of some sensitive negotiation, in the hopes of starting a war.


Stats:
Sir Guillaume CR 6
XP 2,400
Male human cavalier 7/barbarian* (Pathfinder RPG Advanced Player's Guide 32)
LG Medium humanoid (human)
Init -1; Senses Perception +9
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 57 (7d10+14)
Fort +7, Ref +1, Will +4
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks banner +2, cavalier's charge, challenge 3/day (+7 damage, +2 to hit target who refuses to surrender), rage (9 rounds/day), tactician 2/day (Stick Together, 6 rds)
--------------------
Statistics
--------------------
Str 17, Dex 8, Con 14, Int 10, Wis 14, Cha 12
Base Atk +7; CMB +10; CMD 19
Feats Dispelling Blow, Power Attack, Skill Focus (Diplomacy), Stick Together, Weapon Focus (longsword)
Skills Diplomacy +14 (+17 to mediate a dispute between two other parties), Knowledge (history) +10, Knowledge (nobility) +10, Perception +9, Ride +9, Sense Motive +12
Languages Common
SQ expert trainer +3, flat of the blade, mount, order of the blue rose[UC]
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Blue Rose's Challenge +7 (3/day) (Ex) +7 to damage target, -2 AC vs. others when used, +2 to att vs. challenged foe, if take standard action to offer surrender terms.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Dispelling Blow Your critical hits can cut through spells.
Expert Trainer +3 (Ex) +3 to train mounts, reduced training time option.
Flat of the Blade (Ex) No penalty to hit when dealing nonlethal damage with a lethal weapon. +2 bonus to nonlethal damage.
Mount (Ex) Gain the services of a special animal companion.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stick Together Move when ally moves up to you speed as long as you end up adjacent to ally.
Tactician (Stick Together, 6 rds, 2/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

--------------------
Sirin
LN female human inquisitor 3
portrait

Backstory:
Sirin di Berrinham is a dour, faithful servant of the Chelaxian Inquisition. She is specialist in hunting down and capturing heretics and dissidents. She holds no interest in the fate of her captives once she has returned them to her superiors. Above all she is loyal to her creed: Order is Virtue -- Obedience is All.

She wears a necklace -- a minor magical item -- which shows a number. Each time she succesfully captures a target designated by her superiors, she increases the number by one. Her first targets were her own parents, whom she believed to be insufficiently faithful to Her Infernal Majestrix. The count currently stands at 31.

The succubi have exploited her extreme, unthinking acceptance of orders to embed in her a very specific command: Free The Prisoners. When they trigger her, she will use her access to the imperial prisons to release all of the prisoners therein, thus sowing chaos in the kingdom. After that the succubi have no further interest in her, but will be amused if her act of betrayal leads her to commit suicide when she realizes the extent of her betrayal, as seems likely.


Stats:
Sirin CR 2
XP 600
Female human (Chelaxian) inquisitor of Asmodeus 3 (Pathfinder RPG Advanced Player's Guide 38)
LN Medium humanoid (human)
Init +5; Senses Perception +8
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 26 (3d8+9)
Fort +5, Ref +4, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks judgment 1/day
Inquisitor Spell-Like Abilities (CL 3rd; concentration +5)
. . At will—detect alignment
Inquisitor Spells Known (CL 3rd; concentration +5)
. . 1st (4/day)—bed of iron, bowstaff[UC], cure light wounds, detect the faithful
. . 0 (at will)—brand[APG] (DC 12), create water, detect magic, light, oath of anonymity, sift[APG]
. . Domain Imprisonment inquisition
--------------------
Statistics
--------------------
Str 8, Dex 17, Con 14, Int 10, Wis 14, Cha 12
Base Atk +2; CMB +1; CMD 14
Feats Lookout[APG], Point-Blank Shot, Precise Shot, Rapid Shot
Skills Bluff +6, Climb +3, Intimidate +8, Perception +8, Sense Motive +9, Stealth +9, Survival +8, Swim +5
Languages Common
SQ caging strike, monster lore +2, solo tactics, stern gaze +1, track +1
--------------------
Special Abilities
--------------------
Caging Strike (5/day, DC 13) (Su) On critical hit foe is entangled for 1d4 rds (Fort neg).
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Inquisitor Domain (Imprisonment Inquisition) Deities: Abadar, Asmodeus, Torag.

Granted Powers: Sometimes it is better to capture foes than to kill them - whether your intention is to punish them for their crimes or to torture them for information.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Lookout Not surprised if adj ally with same feat isn't surprised. Extra actions if both are aware.
Monster Lore +2 (Ex) +2 to Knowledge checks when identifying the weaknessess of creatures.
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.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
Track +1 Add the listed bonus to survival checks made to track.

--------------------
Venric
CN male human fighter 2
portrait

Backstory:
Venric Ulfenhild is a member of White Estrid's guard in the city of Halgrim. Though not especially high ranked, he is often assigned to guard her quarters at night.

The succubi have trained him for an assassination attempt on White Estrid. They don't especially care about her, but they hope that her death will free Boiltongue, the Ice Linnorm she bested and kept as a minion, to rampage through Halgrim. And if Venric dies in the attempt or after, well, so much the better: they have allowed him to luxuriate in all kinds of sins, and confidently expect his soul to spawn many demons when it reaches the Abyss.


Stats:
Venric CR 1
XP 400
Male human (Kellid) fighter 2
CN Medium humanoid (human)
Init +1; Senses Perception -1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 25 (2d10+9)
Fort +5, Ref +1, Will -1 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 17, Dex 13, Con 14, Int 10, Wis 8, Cha 12
Base Atk +2; CMB +5; CMD 16
Feats Quick Draw, Throat Slicer, Toughness, Weapon Focus (warhammer)
Skills Climb +7, Intimidate +6, Ride +5, Survival +3, Swim +7
Languages Common, Hallit
--------------------
Special Abilities
--------------------
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Throat Slicer Deliver coup de grace to unconscious, bound, or pinned foe as std. act. w/ light, 1-hand, or nat. wep.

--------------------
Yousif
CN male human witch 6
portrait

Backstory:
Unlike most of the inhabitants of the Shrine of Rest and Fulfillment, the witch Yousif is a repeat visitor. He was initially abducted in 4713 AR and programmed as an assassin targeting the divinely-chosen leader of his native city of Anuli, the Omwa Botoji.

On being returned to Anuli, he spent two years working towards his goal, and finally succeeded in murdering Omwa Botoji by a subtle, slow-acting poison. Much to the surprise of his succubus handlers, his crime has not been discovered. No one in the city of Anuli even knows that she was poisoned, much less that he did it.

He has been brought back to Dominax Annuli for repurposing. Like the others, he is addled with mind control magics and does not know what is going on. It is likely that he will be taken to the Midnight Isles, where he will be set to fathering alu-demons and teaching the arts of poisoning.


Stats:
Yousif CR 5
XP 1,600
Male human (Garundi) veneficus witch (alley witch) 6 (Pathfinder Campaign Setting: People of the River 8, Pathfinder Player Companion: Heroes of the Street 20, Pathfinder RPG Advanced Player's Guide 65)
CN Medium humanoid (human)
Init +1; Senses Perception +8
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 41 (6d6+18)
Fort +4, Ref +3, Will +5
Defensive Abilities poison use
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hex (concentrate poison), toxic words
Veneficus Witch (Alley Witch) Spells Prepared (CL 6th; concentration +10)
--------------------
Statistics
--------------------
Str 8, Dex 13, Con 14, Int 18, Wis 10, Cha 12
Base Atk +3; CMB +2; CMD 13
Feats Cosmopolitan[APG], Skill Focus (Stealth), Stealthy, Unseen Poison
Skills Bluff +9, Craft (alchemy) +12, Disguise +9, Escape Artist +3, Intimidate +9, Knowledge (arcana) +9, Knowledge (local) +12, Perception +8, Spellcraft +12, Stealth +11
Languages Abyssal, Common, Elven, Ignan, Osiriani, Polyglot, Shory, Vudrani
SQ hex trader, speak to the city, witch's familiar (house centipede named Kiliben)
--------------------
Special Abilities
--------------------
Concentrate Poison (Su) The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and
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: +3 bonus on Stealth checks You gain the Alertness feat while your familiar is within arm's reach.
Hex Trader (1/day) Can imbue small token with a known hex, granting use to possessor but losing it yourself.
Poison Use (Ex) A veneficus witch cannot accidentally poison herself while applying poison to weapons.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak to the City +4 (Anuli) Gain a bonus to Init and certain skills while in a single city. Replace attunement after 30 days.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Toxic Words (Ex) Single creature hex target: imbue hex with does of injury/contact poison. DC of hex/poison reduced by 2.
Unseen Poison (DC 16) Detect Poison on you: Caster check at DC required.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.

Stats for Kiliben:
Kiliben
House centipede (Pathfinder RPG Ultimate Magic)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 20 (1d8)
Fort +2, Ref +5, Will +5
--------------------
Offense
--------------------
Speed 40 ft., climb 40 ft.
Melee bite +0 (1d3-5 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 1, Dex 17, Con 10, Int 8, Wis 10, Cha 2
Base Atk +3; CMB +4; CMD 9 (17 vs. trip)
Feats Ability Focus (house centipede poison)
Skills Acrobatics +3 (+7 to jump), Bluff +1, Climb +15, Disguise +1, Intimidate +1, Perception +12, Spellcraft +4, Stealth +27; Racial Modifiers +4 Perception, +8 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Climb (40 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (DC 12) (Ex) House Centipede Poison: Bite—injury; save Fort DC 12; frequency 1/round for 2 rounds; effect dazed; cure 1 save. The save DC is Constitution-based.

Lantern Lodge

Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Insane! Actually, insanely useful as I am dropping it into Crown of Fangs as side scenario / post-Ileosa action item and were looking for just this. Much appreciated!

Community / Forums / Pathfinder / Pathfinder Adventures / Moonscar NPCs All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Adventures
Adventure Conversion