Please help me fill in all of the continent of Azlant


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Alright, I've listed each story-line in the order it was brought up, including the stuff from the new thread, with an edited synopsis. PLEASE let me know if you have an alternate idea or more detailed version of the story-line, corrections, or just help me fill in any blanks. We’ve done this before, I just want to update. Thanks.

Shattered Continent Story Lines:

1. Wild Magic - - These are mostly going to be random areas. Some will be obvious and others will simply not be.

2. Dead Magic - - The Final Exhale - - Bubbles of dead magic frozen in the water, like air bubbles floating to the surface except not that easy to see, the final exhale of a dying god. If the PC's figure out a way to follow these "bubbles of dead magic" to their source, the coral-ed over body of said dead (your choice of) god. Inside the coral are massive caverns with remnants of old magic, so potent and pure, a place where crafted items can become especially powerful. Known and spoken of by very, very, few, this last up-swell of magic is heavily protected by Aboleths, Aquatic Elves, Gillmen, Gutaki, Iku-Tursos, Locathahs, Merfolk, Sahuagin, Sea Hags, Siyokoys & Tritons.

3. Living Metal Island - - Rift to the Plane of Earth - - w/Shabti The ground, the coral, all flora and fauna.

4. Mirror Isle - - Rift to the Dimension of Dreams - - mirror of opposition/doppleganger. Little, hard to notice mirrors floating around. So that at times they will see part of themselves reflected in the air. There may be a rift to the Shadow plane or the Dimension of Dreams here. But the main predator here is going to be a kind of doppelganger, one that makes a closer copy. As in copying class features. But it loses a point or more of con per day so long as the original lives.

5. Rift to Shadow Plane - - See number 11 for a possible option. Other options are rifts in dark places like caves.

6. Rift to the Dimension of Dreams - - See number 4; the Mirror Isle. The Dream Travel spell. Along with if there was a rift to the Dimension of Dreams then sleeping near it might have it happen. Along with curses in a location could do it too. There is the safer spell Dream Voyage. Occult can let that happen. Though it all does not have to lead to the Dimension of Dreams The Dimension of Dreams is vaguely described and going to be a lot of fun and even more work.

7. Crystal Isle - - The people of that era populating the isle were instantaneously turned to full color crystal statues (Golems of Glass), some broken, with a very few still mobile and carrying out the tasks they were taking when the deep impact occurred.
I have really jagged island in the lower center of my map that I think I will be putting this one on. And I am going to love describing this place. I am borrowing from a book I read for this place. It was one of the Guild Wars books, Ghosts of Ascalon. When I read that chapter on the fields of glass I knew I wanted something like that in a game.

8. Cold-Snap Isle - - Rift to the First World: Winter Court - - The choppy waters and beach of this island are coated in jagged ice flows. The weather is so frigid and blizzard strewn that it is truly a shock to the system. Through the lulls in the snow storms towers of ice can be seen in the distance. The layers of snow are 5' deep or deeper in places. Foot prints tell of bare feet capering in the snow. BARE FEET, in this frozen wasteland. Then there are the large clawed draconic tracks. Those tracks wouldn't be so ominous were it not for the splashes of red in the snow.
The isle is frozen due to the icy linnorn gradually affecting the isle it lives on. The linnorn has been there for thousands of years and it came over though a rift to the First World. It came over during the age of darkness. There are icy dryads, winter-touched pixies, polar owlbears, etc.
Good story line would be the PC's running into the Summer Courts entourage on the Cold-Snap Isle, who are trying to claim the isle from the Winter Court. The Summer Courts entourage mistakes the PC's as representatives of the Winter Court, and battle ensues. Eventually drawn by the sounds of combat the freezing Linnorm rampages in and... [Scene].

9. Moonscar Prison - - Borrowing from the Moonscar module. In that I will use the maps they have and probably the sucubi that are kidnapping people. Along with the idea of the prison the Azlanti used it for originally for.

10. Shipwreck Trading Post - - For the people exploring the isles. While they all provide their services for a price, there are occasions where they may trade for knowledge and stories of the PC's adventures
Captain Grumby- the Retired Rogue Pirate; knows the waters in the area and can provide rough maps to certain islands or water hazards.
First mate Willie, the Swashbuckler; guy to go to for a lead on interesting events and bizarre occurrences. His stories sometimes lead to rare prizes.
Nobleman Sir Thurston the Hunter and provider of provender for his friends.
His wife Lovey, the Cleric and healer of the PC's woes.
Beautiful Ginger, the Bard; highly knowledgeable on all matters Azlanti.
Hinckley, the Wizard crafter; specializes in creating wondrous items, rings, wands and upgrading weapons & armor.
Virtuous Summer, the Alchemist- purveyor of all things alchemical.

11. Roaming Isle - - Isle of Eternal Night - - Rift to Abyssal Realm of Nesh - - Rift to Shadow Plane - - 1-Way Portal to The Humble Association of Fishers of the Blue Cliffs - - The isle is completely encompassed in magical darkness and populated with blind humanoid lizard-like predators that hunt by sound and scent (use tiger, dire as template for humanoid). These predatory creatures are cold-blooded and of little interest to the vampires that visit the isle. The Humble Association of Fishers of the Blue Cliffs makes frequent trips to this isle.
Connections to 14 and 22. I am thinking this will be one of the islands that move. And it will move around a lot. It is the link to basically Vampire Nirvana. And they have to earn it by not only finding the island but surviving long enough to find the rift.

12. Cyclops Graveyard - - The fact that Cyclops eventually descended into blood-thirsty, cannibalistic barbarity, made the Graveyard idea take a decidedly different turn in my eyes. The reason people have discovered the Graveyard is the size of the bones but a search of the surrounding area would find very few smaller skeletons since giant ghouls tend to eat smaller corpses whole. Is something eating giant-sized cyclopes'? Are those cyclops-sized teeth marks on those cyclops bones?
Are you looking up right now, just noticing that big cloud that's not moving with the wind? In fact, it's not moving at all.
Just to pound home that point, another partially intact cyclopean skeleton slams into the ground around them.

13. Massive Airship - - Cloud Mountain - - Plane Shifts to Abyssal Realm of Nesh - - Zura magically plane shifts one of the Mountains of Nesh to the material plane with some form of cloud magic. She then uses her Cloud Mountain to harvest humanoids to transport back to Nesh to populate the villages she uses for feeding. Many of her minions are undead; quite a few Ghoul Cyclopes that get her leavings and discard the bones through garbage chutes. Some of her victims are harvested from Cyclops villages in Nesh. Zura has gone undetected for millennia because her Cloud Mountain stays on the material plane at most days at a time every decade or so to replenish the villages back in the Abyssal realm of Nesh.
EDIT: What if its not a mountain of Nesh but a piece of the Shattered Continent? Flipped into the air? ;-)

14. Abyssal Realm of Nesh - - Zura the Demon Lord - - Zura now calls the mountainous Abyssal realm of Nesh her home. Nesh has a large number of villages inhabited by captured humanoids harvested from the Material Plane. They are, for the most part, unaware that they dwell deep in the Abyss, except the leaders, who are rewarded by Zura's minions to keep the truth hidden. When the players explore it they may just get caught up in the return trip to Nesh.
Great way to bring in the vampires and take a trip to Abyss. I may have the Isle of Eternal Night have a rift to Nesh all on its own. This could be the place Vampires are being drawn to.

15. Heart of Fire Island - - Rift to Infernal Plane - - A volcanic island has a gate within driving its volcanism. Not to the plane of elemental fire, no; this one leads to somewhere far worse, deep in the Hells. Thankfully only the smallest creatures can come through but seeds of infernal vegetation have sprouted in places, and the wasps may gather into hellwasp swarms if humanoids dally too long on the island. This can be a lower level one or a higher level one.

16. Smallest Continent - - Everything living here is smaller than usual, use the young template. Deeper within they're even smaller, you can look down on forests of ancient trees no taller than your knees. At the very center there's a stone which will shrink anyone touching it to match the nearby ankle-height forests. A quick identify or similar will suggest that this will be permanent if the characters don't leave within 24 hours. Delightful Alice in Wonderland themes. I am thinking this will be one of the much smaller islands.

17. Desert Isle - - Event #1 - - Ancient Ruins/Tombs - - Sand dune covered desert island, populated by tribes of the Kasatha having trouble with an Azlanti Mummy. The tribe of Kasatha tried to loot a Tomb of some forgotten Mystic-come-Queen. The Mummy tirelessly pursues them because of an item (your choice) they'd taken. After the mummy is dealt with the tribe might take them to a tomb that's ripe for looting (and probably has more mummies and other stuff guarding it).

18. Desert Isle - - Event #2 - - Sand Traps - - Sightless Sea - - Topography looks like a desert island, complete with sand dunes, weathered and eroded structures. All over the isle are sand traps that suck the PC's down. Let the PC’s think they’re drowning in sand. In reality they are being sucked down a sand chute into a MASSIVE underground cavern, into a lightless naval battle between the MUNAVRI & the horrific URDEFHAN.
While the PC's are treading water after their big splash into the Sightless Sea, give them details on the look of the violet-sailed, intricately carved ivory ship doing battle with a semi-transparent undead whale. After befriending the Munavri they can earn the privilege to sail one of the ivory ships, and eventually find a gate that takes them back to the surface ocean or the Plane of Water... I am both super excited for this encounter and dreading building it.

19. Sightless Sea - - Rift to the Plane of Water - - As to underwater the campaign will take them under water for a little while. Beyond that they will be on a boat quite a bit so they will end up in the water. And if they peruse the Aboleth plot line later they may spend a lot of the campaign underwater and in the Darklands. In the Sightless Sea and a few other places. But beyond that I have plans to take them to the Plane of Water. But for locations under water I want to have some Merfolk, Undine, and Gillman settlements. There will be some sunken cities in a few spots and if they want to there are lots of ship graveyards.

20. Ghostship - - The Silver Maiden - - Roaming Rift to many places - - “Ghostship stories have been floating around forever about ghostships encountered in every corner of the seas. Why, in my day, I was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why I had such a start, I know my tongue plain dried up! Now I was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so I turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but I knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me I’d be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all…
partial decree of the august bodies of Such & Such; "...are of the opinion that the second ship, the, er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, and based on the stars and moons lunar alignment, the Plane of Air..."
The great ghostship, The Silver Maiden has a history buried in antiquity, but everyone who’s encountered her agrees there is an animate silver figurehead of a maiden with cascading hair that turns to crashing waves. Some believe they can predict where she’ll be seen next, and where intersecting her path will take them. This has yet to be proven.

21. The Plane of Air - - the Airship Graveyard - - The furious wind currents pushed all of the airships together into the eye of a ginormous tornado, where the airships have collided and collected for eons, leaving a slowly (comparatively) spinning tower of airships. And with enough searching and climbing or jury-rigging one might be able to find a working Airship. Also keep in mind, it’s a graveyard- what happened to the passengers?

22. The Humble Association of Fishers of the Blue Cliffs - - If there's one thing vampires will want in an archipelago its reliable transport across the water. The Fishers were suborned and controlled long ago to this end. Any of their boats carrying six or more crew will include a vampire spawn among their number, and any leaders in the association must be supported by one of the Revered - full vampires. Besides simple fishing, the Fishers transport goods and people between islands and some of them have engaged in piracy, with the help of their Revered I am thinking this will be a smaller island thing. It seems the Fishers can find the Isle of Eternal Night through some undisclosed means no matter where it roams.

23. Island of the Clock Tower - - island itself is home to only a rather out-of-place baroque tower, which is filled to the brim with ticking clocks of all shapes and sizes. Next to each clock is a placard with a name engraved on it. I am not sure where to put this one yet but I really like the visuals of it.

24. Thanatotic Cyclops Titans - - Titanic Demon Larder - - Rift to the Abyss - - There are no humanoids on this island. There are hundreds of horses, buffalo, sheep, cattle, swine, and goats; all pleasantly plump and getting plumper. Strangely it looks as though the grass regrows to a certain height no matter how much the herds eat. There are even dogs herding the different animals, keeping them separate.
After watching for a time, a titanic disembodied demon-like hand appears from nowhere snatching up two fat pigs, then vanishes. It appears again, and grabs one of the party! Fortunately the barbarian still has his great-axe in hand and takes a whack! While he gets dropped on his head, the titanic barely bleeding hand vanishes. The next thing the party sees is a titanic disembodied eye, then hears a giant disembodied voice that would be high and piping were it not so devastatingly loud and booming, saying in Azlanti "Mommy, I think we got bugs in the larder again!"
Now, the owner of that voice is just a child, imagine the parent. This one should teach the players that retreat is not a bad thing in the face of overwhelming odds!

25. Coral Cauldron - - Rift to Plane of Water - - Rift to the Maelstrom - - This island is completely walled-off by wall of coral so tall it boggles the mind. There is evidence of other explorer’s abandoned climbing gear. There is even evidence of bodies/bones stuck in the wall, some impaled on jags of coral, others seemingly partially absorbed by the wall. If seen from the air, the wall appears to be 50' paces thick and at least 250' paces high. The inside of the wall is filled with water so clear you can see nearly 150' down, filled with all sorts of water flora & fauna.
The ability to fly is one way they can try to get up over it but I am thinking the winds should be super strong to make that just as dangerous. Other than the visuals of the isolated ecosystem I am not sure what to here beside the rift to and from the Plane of Water or a Rift to the Maelstrom and the coral is the way it was contained. With it leading to the Maelstrom it would be a goal for the devotees of pirates with it being Besmara’s home.

26. Ash Island - - Rift to Plane of Fire - - Thick layers of ash and soot coat this isle. Occasional plumes of fire and thick black smoke obscure the sight of large powerfully built wolf headed humanoids (use Hell Hound, Nessian as a template for the humanoid) the size of a large draft horse, with ebony fur and burning, fiery red eyes. They seem to be wearing fire scorched chain-mail. On this isle there are scores of caves and dens covering the landscape as well as hundreds of thick trunked fire resistant trees. Here is my obvious rift to either the Plane of Fire, Hell, or the Abyss.

27. Island Thunderstruck - - Rift to Quasi-Elemental Plane of Lightning - - There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components. The reason for the thunderous noise is obvious; there is a spar of highly metallic ore attracting continuous lightning strikes to the area. Occasionally the electricity grounds out to the path of least resistance, say for instance, a raised sword or axe, dealing 3d6 points of damage to the wielder and force a DC15 Reflex save to hold onto the weapon. Suits of plate-mail have been known to attract bolts too, forcing a DC17 Fortitude save or be stunned for 1 round.

28. Isle of the Beautiful Lights - - On this island there's a colony of miniature dragons which tales say will bond with the first person they see after hatching. The tales aren't wrong, and who doesn't want a mini-dragon of their own? They're incomplete however. When the hatchlings grow up (after a couple of years assuming plenty of food) they transform into their adult shape, a will o' wisp, which has no attachment to their former bond/owner. If they die from violence and the body isn't entirely destroyed they rise as a will o' wisp with the young template 1d4 rounds later, same deal.
Treat the hatchlings as pyraustas with the aberration type (but no stat changes from that), knowing whatever language was most spoken around their egg. Possibly a couple of languages in a household or adventuring party with mixed use of languages. If the tales wouldn't be enough to attract your PCs they might follow an offer to buy the eggs, or be investigating the mysterious death of a girl and the disappearance of her mini-dragon. Now to beside to keep it the same or turn this into Pern because dragons are awesome!

29. Head-Hunter's Divide - - Rift to Plane of Earth - - This isolated island is heavily populated by many jungle indigenous species. Ahool, Anhana, Arboreal Grappler, Banderlog, Biloko, canopy creeper, Cephalophore, Charau-Ka, Chemosit, Cyclops, Decapus, Derhii, Drake- Jungle, Giant- Jungle, Girallon, Jaculi, Kech, Kongamato, Lizardfolk, Margay, Miengu, Mngwa, Moonflower, Mosquito Swarm Bloodhaze, Naga- guardian, Ngoga, Nirento, Sabosan, Serpentfolk- Degenerate, Tabaxi, Tiberolith, Treant, and the head-hunting cannibal tribes of the Xothotak to name a few. Then there are the ancient, overgrown ruins in the depths of the jungle, belonging to Azlanti, Cyclopean and Serpentfolk alike. So even if one were to ignore the lines of spiked heads and survive the island dwellers, what traps lie unsprung?

30. Aesocar’s Bastion - - The settlement here is based around a tradition of healers and defenders of all that is good. While they provide healing and protection to stray adventurers and other travelers they've seen few such, and they generally don't leave their island since their people tend not to come back. Unknown to them they have an enemy. A cult of Asmodeus has laid long and slow plans which have guided traders away from their island to isolate them, assassinated their people who have left, and made at least one traitor on the Bastion. Their final stroke may arrive soon; will your band of adventurers thwart the slavers coming?
Pretty sure I know where I am putting this and it is a while away for them but it could be a great ally for them to have later on it the game.

31. Reptile Isle - - This isle is populated almost exclusively by Lizardfolk and Dinosaurs. The expansion of other humanoid races and changing climate has pushed them into the margins of the world over the past few millennia. Not a warlike race, they often find themselves pitted against land-hungry humans and the violent xill, especially now, with the resurgence of explorers invading the swamps and marshlands of this particular island. They only wish to be left alone but the appearance of another race is making the situation untenable. The viciously evil Serpentfolk coming up from the depths of sunken structures.
On that note I found the Reptoid. I won’t be using the lore listed but I am thinking they are a better version of kobolds. Kind of how the Serpentfolk have changed these creatures has changed as well.

32. Roaming Island - - Basrakal - - A strange location in the Maelstrom. The island itself is, I think, going to be a really peaceful and calm place with just weird scenery.

33. Roaming Island - - The Ocean Above to the Sightless Sea - -

34. Roaming Island - - Cryo-Prison Transport Isle - - Now for this there is a roaming isle that stores inmates until transport to the Moonscar. There is also a rotation and a long line of "parolee's" who were supposed to be released at least millennia ago. There's even a lever marked "Today" that will free 5 at a time, with all of their possessions! Cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoner’s maybe instead make it work like the time Han Solo was embedded in carbonite. I play with nerds and will really have to put some thought into how to have a reanimated Azlanti come about. I love the idea of it but there needs to be some planning.

35. Roaming Island - - Sapphire Isle - - This isle is inhabited by an Azata, a Ghaele to be precise, summoned to a cold iron circle every night, from dusk ‘til dawn. Now Ghaeles are strong hunters, courtly and knightly, and pursue great foes. For centuries Gluciar has been forcibly summoned to this circle and restricted to this lush green island, he has hunted down every predator on the island and is quite bored. If introduced to warrior-hunter types he is interested in hearing about their greatest challenges. Eventually he comes up with a way to ease his boredom, asking the PC’s to repopulate the verdant island with new predator types, in mated pairs if they can manage it. If they can’t he asks if they could manage summoning him to a locale where he can pursue dragons or fiends. In return he offers a special reward to them, a special Sapphire Ooze. This ooze he has been wearing as armor for millennia. This particular ooze appears to be made of glittering sapphire crystals and provides protection as if it were a +5 mithral breastplate. This isle is also home to this oozes offspring, while not as potent as the parent sapphire ooze, they still provide protection as if they were a mithral breastplate.
Unknown to Gluciar, if he can slay a dragon or a fiend, the curse summoning him to the isle will end. If this happens, Gluciar credits the PC’s with breaking the curse and is in their debt. He will agree to 3 future summoning’s with a specific task.

36. Roaming Island - - Spider Island - - Realm of Achaekek - - On this island we have numerous varieties of spiders, spider-swarms, giant black widow spiders, scarlet-spiders, phase-spiders, ogre-spiders and many more. In fact there are so many spiders it’s hard to see how they might survive without sufficient sustenance. Perhaps they prey on each other. And they do, to a certain extent. But they also have another food source. There is a gate on the island that leads to the realm of Achaekek, He Who Walks in Blood, god of assassins, the Mantis God. On occasion a giant mantis passes through the gate and there is a feast on Spider Island. Sometimes it’s an errant follower falling through the gate, other times it’s a test of Achaekek’s followers, the Red Mantis assassins, to see if their belief is enough to get them off the island alive.

37. VS. the Cheliaxian Navy - - This is a possible ending and a campaign in and of its self. I may have a few glimpses of it but I think I will leave it for a follow up campaign should they prove able to settle in Azlant and want to play something like this.

38. VS. a mass of slumbering Aboleths and Veiled Masters - - And if this is not the route they follow this will be in the Cheliaxian Navy thing as well.

39. Roaming Islands - - The Fields of Sorrow - - Nothing lives here, no animals or even bugs. I want the essence of the place to move around.
There is a powerful undead roaming the islands. Through its wanderings, it’s been idly using its circle of death spell-like ability. And it’s not even doing it maliciously, it’s just bored. There’s a lich that's become disenchanted with its unlife. The arrival of the PC's does wonders for its mood, as it now has something to challenge it. Previously it was just letting the roaming isles move it from isle to isle, trailing a swath of death.
There can be areas that it has traveled though the party could encounter and then if they get hooked into the idea of following it then maybe they can put an end to it. Without the destruction of the phylactery it cannot truly be killed. The Phylactery is an item the PC's are already carrying. Potent enough that the player's wouldn't just sell it outright. I'd make this either weapon or armor.

40. Bilith-Vel Museum - - It talks about constructs that have rotted and no longer work along with a ghostly janitor that still wonder the halls. There is a lovely module called the Gallery of Evil in this one many of the fights are the creatures of paintings. I want the maintenance constructs to have warped. The paintings have come to life but what else would I put in there. Trompe L'oeil, & id portrait.
I am thinking magic kept this place very much as it was. The city of Bilith-Vel is ideal for its locale. This place was once a holy site of Acavan, the moon goddess. It also says it was home to a sisterhood of influential witches called the Inward Eye. There were banking consortiums, and home to the empires second largest armada. Acavan’s battle mount, an ancient lunar dragon by the name of Rezallian, now guards this place and is a creature wracked with grief at the loss of her mistress.
Much of this city is going to be still standing and I want the museum to be here. And there will be an actual ship graveyard here as well. Along with numerous temples. Plus the dragon but what else can I put in this city or the roughly 100ish mile island it is on. This place is in the lower parts of the Shattered continent.
I recommend a rival group of adventuring tomb raiders. And make it so they are recurring rivals that always have ready a means of escape from the PC's. In fact, introduce a likable, useful NPC to the party that convinces them to let him/her travel with them for a time (a few levels worth at least). The NPC turns out to be a mole that feeds information to the rival tomb raiders about the PC's pursuits. Keep in mind this was a museum, with items that were old and priceless before the Earthfall.

41. Bilith-Vel - - Hag’s Coven - - It also says it was home to a sisterhood of influential witches called the Inward Eye. The hags came up for me for three reasons. The dream element brought the dreamthief Hag. The Night Hag from wanting to use them in my last campaign and finding them interesting. And lastly because the AP has an encounter with them though at lower levels and I am going to change that. So the Cyclops of the Ghol-Gan Empire tended towards prophesies and the hag the AP has is rather opposed with it to. She has one in captivity for that purpose.
Witch with the slumber hex and ability focus to quietly put all members of the party to sleep on the Dreaming Islands.

42. Acrolan, the City of Broken Glass - - Rift to the Ethereal Plane - - It is one of the Seven Secret Cities, this being the one on Azlant. This place is an easy option to get them to the Ethereal Plane or at least have a chance of getting there. Plus all the fun lore they could learn if they get there. To earn that right though there are a series of psychic tests they have to pass and I have no clue at the moment what those would be.

43. Earthfall - - Settlement - - I am wanting a few ruined locations to be stuck in a loop, constantly reliving the Earthfall. This could give the party a good view of Azlanti life and also a first eye view of the Earthfall. It is like a haunt of epic proportions.
Let them interact with the settlement, make purchases, gather information, no one knows that Earthfall is about to happen, not even the player's. Everything feels real until the meteors come down. Let it end with the Earthfall incident. Give it a few days for everything to reset/restart. But those purchases they made, are they real or lost to the cataclysm? do they still have the change from those purchases? Real, very rare, Azlanti Coin? What might that be worth to a collector?

44. Aroden’s Rock - - The Rock is on the eastern periphery on a mountain the Azlanti named Merthuretz, which as a heavily forested mountain and is now one of the tallest locations on the Shattered Continent. This mountain had legends about it that predate the Azlanti people. And this was where the then mortal Aroden lead as many people to hopeful safety during Earthfall. It did give a name to Aroden’s weapon, the Azlanti Diamond which was a crystalline sword he forged as a badge of office for the next emperor. So Aroden was a crafter. He and the people he was leading, and they are listed as Azlanti and some of their former enemies, hewed as many trees as they could for boats to sail away in. All the while they had to battle twisted Fey that had made this mountain their home. The fay were twisted due to a creature, a forgotten god called Ugruskkogg, that had supposedly according to the Fey “been a part of Azlant since its highest mountains had been but an unsullied plain upon the floor of an ancient ocean.”

45. Ugruskkogg - - Deep in the mountains of a then ancient cave was an enormous petrified ammonite the size of a castle door. The place was littered with sacrifice to the fossilized god. And its shell was a swirl of maddening patterns that dug into the minds of those that saw it leaving only madness behind. It still lived but was trapped in its stone form. From accounts Aroden left in Absolom after he became a God there were no blows struck or spells cast in that cave. Many tales and legends suggest a deal was struck. Probably not a good one as Aroden and the people he was with remained on that island for half a decade before sailing away. The forests of Merurtertz’s are still inhabited with murderous fey. The foundations of the shipyards and the crude builds the refugees lived in are still there. And sleeping while in those peaks lead to dreams that call you to have an audience with that ancient entity, which the book labels ‘as old as the planet itself.’ So suggestions on what to happen there would be great or what Ugruskkogg would want would be delightful.

46. The City of Golden Gates - - Which was the capital apparently. And the target of the Earthfall. In the Manual of City-Building, which is one of the religious texts of Abadar, this city is described as the closest to perfection. Outshined only by the examples in Abadar’s Vault, which contain the perfect versions of so many things. The city was said to be built on a massive 500ft tall hill that was surrounded by verdant forests. At the summit of the hill were the emperor’s personal residence and gardens which had a well in the center of ever flowing water that flowed in four directions and fell in cascades into a moat like canal that kept the imperial grounds separate from the rest of the city. “From this deep canal, four channels led the water though the four quarters of that level of the city to cascades that in turn supplied another encircling canal.” Ultimately there were four rings that separated the city by class.
This place was on the eastern side of the country. And the throne was called ‘the throne of glass’. This city suffered a direct hit during Earthfall. There are said to dragons, savage and cannibalistic morlocks, and even more fun are the devils, demons, and it says worse without saying what worse is that are still bound to this location by long dead rituals or that linger after being freed. Many of them battling for the throne. And apparently there are priest of Abadar that make pilgrimages to this city and a small community has grown there in the lower rings. Intent on keeping the fires burning for the right person to bring safety and glory back to this once perfect city. So that is the part that is still above water. With the city suffering a direct hit half of it is now a cliff and much of the land around it is sunken to create a shallowish bay. Nereids, merfolk, sahuagin, and water elements are apparently in abundance in this area. That well has created an aquatic war zone outside city limits. And deep under the city, where that glorious water comes from are two alghollthus and a rift to the Inverted Sea.

47. Earthfall - - The Colosseum - - The day of Earthfall keeps repeating in the Colosseum; and the PC's can affect the outcome of the gladiatorial games by participating in them. Now how they come to be connected to the games is by the ingenious intervention of one Koernelis Plynt. This enterprising tiefling actually shipwrecked on this relatively small section of isles a few years ago and quite accidentally discovered he could influence the events of the games by introducing new participants to the games master. Since then he's slowly been building up a nest egg by fixing the matches with new participants and convincing them the matches are not to the death. An irredeemable gambler, Plynt is constantly betting and losing his nest egg.

48. Silent Brotherhood of Asmodeus - - This island is surrounded by a fixed ring of silence extending outward 150’. Once one gets past this area of silence anyone can hear the sonorous hum of a continuous chant maintaining the silenced area. The Brotherhood is made up of devotees of Asmodeus based in a tradition of assassination and hunting down the members and allies of Aesocar’s Bastion in a steady war of attrition. The Brotherhood goes to great lengths to keep its presence on its island secret and there are Hunting Packs of assassin teams training on the isle to kill any and all interlopers. Aside from extreme secrecy, those who do know of the Silent Brotherhood know that they are known for ability to eliminate their targets in deadly silence. Recently, the Brotherhood has pulled back almost all of its agents to the isle for the final death stroke on the populous of Aesocar’s Bastion.

49. Order of Azrael - - This exclusively female order of warriors and casters specialize in hunting evil outsiders. The primary goal of the Order is not unlike the Mendev Crusaders, to destroy demons. While the Mendev Crusaders organize in literal demon slaying crusades, the Order of Azrael accomplish by stealth and cunning. They travel the world and the planes in anonymity; prepared at all times to strike should an evil outsider surface. They're main secret headquarters is located in Kenabres near the Worldwound. The Order of Azrael is virtually unheard of away from Kenabres and its demon infested environment. This outpost in the shattered continent is perhaps an aberration, as the area is not known for the demonic presence of Mendev's Worldwound.
Also called 'Angels of Death', they usually hunt in quads of four, and it has been documented that a single quad decimated three score demons on their home plane in a matter of hours. They have been known to hunt goodly outsiders for the right incentive. They tend to use holy bane weapons such as crossbows and a wide assortment of daggers.

50. Cannibal Cliff Dwellings Caldera - - Inhabited by primitive humanoids clutching spears in hand. Their skin tone seems to change colors shifting to match their surroundings. The Xothotak are a savage race of head-hunting cannibals that make their homes deep the dense jungle of this island. This particular tribe numbers in the thousands and has adapted to the caldera and has built cliff-dwellings using the skulls they collect in the walls. These cannibals conduct raids into civilized settlements when food, women and sacrifices are scarce. Captured men, women and children are beaten, bound and forced into slavery for a period of time, before being sacrificed to one of the Xothotak's dark gods by being thrown into the deepest steam pits of the caldera or served as a meal at a Xothotak banquet. As primitive as they are, the Xothotak probably have the best grasp of the currents and routes to many of the isles in the shattered continent, which in turn aids in the success of their raids. ( ͡° ͜ʖ ͡°) yummy!

51. Roaming Island - - Sanguine Night - - Rift to the Abyssal Realm of Nesh - - This is a small round island that is found in a thick mist that drifts across the waves. And the fog is the only thing visible at water level, from the air, or even under the waves. Nothing but a thick fog for miles. Most of the locals know to avoid it if they are unlucky enough to see it. Death waits in fog that moves like that, just drifting slowly though the ocean. As you enter the mist it grows thicker until you barely see a foot in-front of you and a light source only gives about another foot or two in which to see shapes in. The thick fog is about half a mile long and will require quite a few checks to not get lost in it (there are boats that litter the sea floor and a few that house lost spirits that might be encountered). Once you have made your way through the thickest part of the fog it begins to rapidly clear up, slowly if you are back on the ocean side.
But if you make it through regardless of what time of day it was when you entered the fog it is dark. But you cannot see the stars, only a thick haze above you. You can see an island not that far ahead of you, maybe 100 feet from the edge of the dissipating for to the dark shores. But the waters are smooth and easy as you row your way to the shore. Pitch black sand covers the coastline all around the island. And the beach is anywhere from 10 to 20 ft. in some area’s to 100ft in others. But regardless of the length of the black beach there is a dense forest looming. Not so dense that you have to hack your way through. There are at least three Gallows Tree’s in this forest. Many of the other dangers on the island are crimson deaths, Blood Pudding , Vampiric Mist , any of the blood themed plants bloody bones, and some of the incorporeal undead like geists or groaning spirits. And after the heroes have battled their way to through the dangers of the forest they find themselves at the heart of the island. A massive moss covered hill which has a rift in reality at its peak.
The creature that guards the rift to Nesh is going to be an enhanced Doombat most likely with some levels in cleric and some mythic abilities. I will be mixing it with the Dread Vampire template and the Eternal template. The only way it can be given a permanent death is to seal the rift. The only way through the rift is to kill the creature or bargain with it and it is far less likely to bargain if you have a pulse. The area the rift is in is a massive clearing at the heart of the island and the whole area is raised up on a big hill made of the crushed bones of those that failed to enter the rift. A big moss covered bone hill filled with tantalizing treasures that if the victorious get distracted looking for the rift guardian will rise again.
I only assume they will make it to this lovely place if they pursue the Vampire plot line. And if they don’t there is always the option of a second campaign set years in the future. Teleportation magic, in or out, will always drop you in the thickest part of the fog, and this time without a boat.

52. Island of Portals - - This island is a nexus of all the islands of the shattered continent, from the moment of Earthfall. There are obvious portals to every isle in the area and these appear to be one-way portals away from this nexus. On the island is a little old human man named Dor. Dor is uniquely able to find any portal in the network via some unknown affinity to the portals. If there is someone seeking a way to a given Island, a sample of the soil or water from the isle in question is all he needs to find the corresponding portal. Taking a portal designated by Dor, always leads to the right island, even if that isle has since moved from its last known location. Finding the right island via mere description is chancier. According to Dor, this island ‘touches’ every island, but is ‘untouchable’. This means it cannot be used as a memorized location to teleport to. Attempting to do so automatically teleports those making the attempt randomly to one of the other shattered continent isles. Anyone attempting to touch or harm Dor is affected as though they went through a portal of Dor’s choice.

53. Abaddon Island - - Summoning Circle to the Abyss - - On this ruined and debris strewn island is a creature called the demon king, Basileiva, the angel of the abyss, the angel of the bottomless pit. Basileiva is using an ancient demonic summoning circle deep in the bowels of this island. Each day he can call forth 1d4 demons to the summoning circle causing the island to ripple and fold on itself, changing the debris field each time. At this point the demons are confined to the isle, but the magic of the circle is expanding slowly and exponentially. If the demons are not sent back through this circle of magic or killed, this rift could potentially burst, releasing a horde of demonic creatures, possibly creating a second Worldwound.

54. Lone Skyscraper - - This structure was more than 70 levels high, but the upper portions were sheared away in the Earthfall. Each level above the first appears to be cut from the same mold and are virtually identical to each other. There are a row of six airshafts connected to every level as well as metallic ropes or cables piled down on the first few levels. There are two stair wells that also connect to each level. The windows of each level are clouded by weather, filth and debris. Each level has four strange ports and more than a few have some kind of conveyance or carriages parked in the ports. Many of the lower levels show signs of recent habitation, but there appears to be no one here now. As for the greater heights, the top 15 levels or so are inhabited several tribes of Strix, the greatest heights reserved for the strongest tribe and the leaders of the tribes nesting here.

55. Sunken Tower - - This structure is nearly identical to the Lone Skyscraper save that the building materials of the past have basically mineralized via osmosis with the darklands environment. The structure has penetrated 67 stories into the marsh, leaving the last 7 stories above ground. While some levels have filled with mud and water, others mineralized; there are spaces that have been excavated by darklands indigenous races, such as drow and duergar on the shallower levels, serpentfolk and derro in the mid-depths and aboleths and Veiled Masters in the deepest levels. There is near constant fighting between these races and others over the levels of this sunken skyscraper but none of the surface worlders have discovered why. The few surfacers that have delved the depths for answers have never returned with answers, only with madness.

56. Isle of Obsidian Towers - - Black Cabal - - This group of silent and stealthy mothmen keeps watch over the shattered fate of Azlant. They stand in silent vigils along the shores of an island of black sand, perched on massive obsidian towers simply known as the Fulcrums. Sometimes, they're seen flying off to some unknown location or turning inwards as if focusing on something at the center of the island.
Mothmen are known to manipulate fate and change the courses of causality. Perhaps these ones are trying to reverse Azlant's destruction, or even harness the power of Earthfall to induce an apocalypse in the present day? Their true goals are inscrutable but surely far-reaching.
Azlant existed in an age of myth, after all. Such a powerful fate draws mothmen to it like... well, a moth to flame.

57. Riddled Isle - - Riddled with caves and tunnels the stony isle appears to be a great chunk of holey cheese. Some caves lead to tunnels that lead to caves that lead to submerged tunnels that lead to the darklands or the surface. The isle is also infested with purple worms near the surface, testifying to the degree that the stone has been compromised. A veritable maze, some tunnels lead deep into the stone, all the way to the darklands. The shallow surface of this particular isle is home to warring tribes of kobolds & goblins. If the PC’s can rid one or the other of the wrathful little humanoids, they may gain ready guides to the darklands, for a short while.
They might even find their way to a sphinx and its riddles.

58. Port Mercy - - Portal to Astral Plane - - This Port Town is named after Mr. Edna Mercy Cross, who owns much of the town, including the Tavern, Mercy's Mooring. Now Mercy is NEVER, EVER called Edna. The only people that call him Edna are the Noob’s that get tricked into calling him by his real first name. The various patrons actually run a pool to see who, and how long they’ve been on the island before they foul up and say Mercy’s first name to his face. Mercy will well and truly deck the snot out of the offender without warning. If the fool wishes to take offence at the rebuttal, Mercy simply asks if they want blood or satisfaction. If they say blood, Mercy will do his level best to not kill the fool, but accidents happen, even in a fair fight. If they say satisfaction, one of the many women in the bar will offer to satisfy them and then some. If the PC takes the offer then everyone relaxes. If the PC doesn’t get the hint, Mercy tells the PC to step outside and find a goat to satisfy him. At this point Mercy will hear no more and offer to kick the fools arse, and he really will try to kill him.
This port-town is actually a smugglers port frequented by pirates and smugglers as well as regular merchant vessels. The real trick is Mercy’s Mooring. Any vessel tied to this magical Mooring shrinks the boat and cargo in all its dimensions to 1 foot in diameter. The boat will stay this way until it comes into contact with enough water for it to float in. The smugglers of the Port pay a hefty fee based on cargo to use Mercy’s Mooring. Mercy has a modest collection of ships on the shelves of his taproom, and no one knows how he got them or if they came from his magical mooring.
Mercy Cross has another secret; he owns a magical mirror that gives him unfettered access to the Astral Plane. For a price, he’ll let the PC’s use it, too.

59. Pirate Airship - - Cervantes’ Warhawk - - the Plane of Air - - CR 9 (Osirion made sailing ship)
DEFENSE: INIT +6, AC 16, touch 5; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d10 (reinforced keel)
CREW: Captain Cervantes Alba (CG male aasimar gunslinger 5/Brawler 5; Profession [sailor] +20), First Officer Wilbur M’Tura (CG male tiefling swashbuckler 6), 10 ship’s officers (CG human swashbuckler 1/fighter 4), 60 pirates (CN human rogue 3), 50 sailors (minimum 20)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, reinforced extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 5 points of plunder (ship’s arsenal and pirated goods). Many doors and chests are trapped to keep them off-limits to swabs and common sailors.

Cervantes’ Warhawk is Captained by Cervantes Alba, a notorious pirate Free Captain of the Shackles who has long plagued Chelish merchant shipping in the Inner Sea and Arcadian Ocean. Compact but fierce, Alba has more muscles than most his crew, he's known for carrying 5 single shot pistols and fighting in close with twin blades.
The Warhawk has a secret. It’s also an airship capable of calling forth a gate to the plane of air. One of Warhawks main tactics is to travel in the clouds to stay out of sight for as long as possible. Swooping in from on-high to use its reinforced keel to ram the target ship, usually crippling the other vessel, and making her the next mark in the Warhawk’s list of trophies. Alba is not known to leave survivors, but recycles taken ships to add to his pirate fleet.

60. Crystal Reef Isle - - The waters around Crystal Reef Isle are crystal clear (visibility 320 feet), but the island is surrounded by unique clear crystal coral reefs, which lie between 5 and 25 feet beneath the surface and imposes a -5 circumstance penalty on Perception checks made to detect the crystalline reefs. Despite the beauty, however, the tides around the island are vicious, particularly along the western shore. Even on calm days, the DC of Swim checks is the same as in rough water (DC 15), and creatures that fail a Swim check by 5 or more are dragged farther out to sea at a rate of 30 feet per round by the strong currents.
The real danger is in both the waters and the jungle of the isle. There are perhaps hundreds of crystal oozes inhabiting the area, but their presence may be what has caused the clear crystal coral growths.
The majority of the isle is covered in thick jungle- considered dense forest with heavy undergrowth. Unless they are using one of the few narrow paths traversing the jungle, characters traveling through the jungle must make DC 16 Survival checks to avoid becoming lost.

61. On the Tide Tonight (CR 5) (or adjust CR to taste) This event occurs shortly after the PCs have departed an island. The encounter should occur when the PCs’ ship is in the open ocean shortly before eight bells, the end of the late-night watch and the beginning of the morning watch (about 4 a.m.).
Creatures: Three sahuagin, members of the tribe that dwells in one of numerous coves, have been sent to reconnoiter the area and to prey upon lone ships that can be surprised. They clamber onto deck and attempt to silently murder any sailors on watch before slipping back overboard with their victims in tow. If the PCs are on watch, allow Perception checks to detect the sahuagin’s stealthy boarding party before they attack. Otherwise, or unless the PCs have posted more than two sailors on watch or taken other unusual precautions, assume that the raid is successful and goes unnoticed until the next watch comes on deck and finds only a few bloodstains. A DC 17 Survival check reveals a few wet prints in the shape of a webbed and clawed humanoid foot, which PCs who succeed at a DC 15 Knowledge (nature) can identify as the tracks of sahuagin. If the PC's stay in the general area, the sahuagin return in greater numbers a week later.
Morale: If two sahuagin are killed, the survivor leaps overboard and flees. If a sahuagin is in danger of being captured alive, it swallows a puffer fish spine hidden in its mouth, causing it to choke to death on the toxin and preventing it from revealing anything about its tribe
Treasure: One of the sahuagin wears a necklace of golden coral and strange, silvery metal with blue-black whorls worth 1,500 gp. The silvery metal is a platinum alloy known as “deep platinum”.
DEEP PLATINUM . . . courtesy of SKULLS & SHACKLES: Raiders of the Fever Sea
This rare platinum alloy is characterized by blue-black whorls of an almost disturbing aspect, and is virtually unknown to those living above the surface of the sea. It is actually mined from platinum deposits in the deepest ocean trenches, where it is tainted by exposure to poisonous deep sea vents called “black smokers.” Only aboleths, krakens, or even stranger creatures of the ocean depths can recover this metal from these fathomless trenches. On land, deep platinum has the same value as normal platinum, but it is of inestimable value to undersea races such as the sahuagin, who often ascribe religious or magical qualities to the rare metal.

62. Pirate Ship - - Devastation - - CR 9 Chelish man-o’-war (sailing ship)
DEFENSE: Init +4, AC 19, touch 2; Hardness 7, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Paracount Sebastian Von Strom (LE male human fighter 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kera Toomes (LE female human cavalier 6), 14 ship’s officers (LE human aristocrat 2/expert 3), 120 Chelish pirates (LE human fighter 2), 60 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)

Sebastian Von Strom is a Chelish Paracount turned pirate, stealing a man-o’-war pirate hunter, one of several powerful ships sent by Cheliax to patrol the western coasts of the Inner Sea region and occasionally scout along the edges of the Shackles. It was easy for him to trick the Chelish Naval captain into turning over command of the vessel to him and he gradually recruited and replaced the crew with pirates and sailors loyal to him. By replace, Captain Sebastian killed them quietly, or at least well away from the rest of the crews prying ears. Despite his Nobel beginnings he is perhaps the most feared Free Captain on the water, and not just because of his impressive ship, Devastation. He is blood thirsty and vicious, capable of the most heinous murders imaginable.

63. The Island of the Sun Temple - - The island where the Sun Temple once stood and where Andoran’s last attempt to colonize Azlant along the north eastern side of Azlant, about three hundred miles north. It is a fairly large island, roughly 150 miles by 150 miles. The eastern shore is about 50 miles out of shallow waters filled with rocky spires and littered with broken ships.
Despite being in the norther parts of Azlant this island is never cold. The waters around the island are always warm and the island itself is covered in a thin steam. Thick jungle and sudden sheer cliffs make up most of this heavily shattered island. And there is a steady incline as this was once a mountain. Near the center of the island is a massive lake, almost 2 miles wide and nearly three miles long. There is a thick river that reaches out to the south ocean and even though the waters rush out towards the ocean this lake never depletes. Filling this steaming lake are shattered landmasses.
Strange lights flicker among the fragmented shrines and beckon the unwary deeper into the tangled undergrowth of the island. Smoldering auroras halo the ruins even in the bright of day, and the burn of ozone permeates the air. Towering spires and copulas penetrate the island’s thick canopy, dwarfing more recent human habitations built among the once-glorious edifices of the old empire. An enormous, bronze-mounted lens transits the island in a lazy and wandering orbit, its focused beam setting vegetation alight and carving trails like cauterized wounds through the dense foliage. Everywhere are the crumbling walls of a ruined civilization—some built in strange, sharp angles, others curved like sections of spheres. Above all looms the imposing edifice of the Sun Temple, perched on high, rocky ground scorched black by the searing beams of the gigantic lens. Occasionally, the mysterious device pauses in its orbit bringing its light to bear on the cracked crystalline dome of the grand temple, which causes the halo of its smoldering aurora to flare menacingly as magma-like oozes flow forth from the temple’s yawning, eye-shaped gate, like tears of living flame.
The waters are filled with aggressive sharks and reefclaws. While the hot jungle is has the normal creatures along with botflies, magma oozes, and fire mephitis. Ghosts, willow-o-wisps, fire elementals, and demons can be found throughout the island The broken city is inhabited by the various descendants of the survivors of shipwrecks, including the ones from Andoran’s last attempt. The larger population are the devotee’s to Nuruu’gal, an insatiable protoplasmic godling that is part of Nurgal. These people are infected with a parasitic oozes that grant them a detect thoughts ability along with extra limbs, eyes, etc. The truly devote can be blessed to become a Shinning Child.
The other and smaller group is loyal to Abadar, people who have refused to serve Nuruu’gal. And their leader is a cleric of Abadar. Kjel Vanderholt is a descendant of Andoran and does what he can with those unfortunate enough to crash on these shores. But the need to exterminate Nuruu’gal keeps him from trying to rally everyone into making a makeshift boat and fleeing to a nearby island. His parents died trying to slay the godling and he has made it his life goal to purge that creature from the Material world.
All kinds of humanoids make up both groups as most of the inhabitants came over on ship that crashed on the shores and that can be a motley crew at best. The generations roll by. Simply by location Tieflings are very common as are ifirt. This is due to the demonic and fiery nature of the island.
The book says to stat Nuruu’gal using the variant abilities for a shoggoth just more fiery as it is a glowing, burning mass of raw solar protoplasm. And I figure they, as they will be mythic by then should be able to go after it with some aid from the locals. This should be a massive battle.
There are ways to hurt it before hand and I kinda wanna see what happens. Assuming this is one of the first places they go. It is not far from their home and it was mentioned that the people funding this expedition want to know what happened. Plus it will help set the tone for how dangerous Azlant is assuming they don’t figure that out with the Aboleth’s. I have two of them to battle it out with coming up. So I am hoping to kind of start their exploration of Azlant with a battle with a proto godling the Azlanti called forth but could not control.

64. Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 Urdefhan whaler ghostship (sailing ship)
DEFENSE: Init +8, AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE: Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will); Acceleration 30 ft., Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
CREW: Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 28 brine zombies, 20 male Urdefhan fighter3/rogue3,
EQUIPMENT: Gear heavy ballista with 20 bolts (fore), ram, bite, Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls used as teeth for the megalodon like maw of the vessel.

Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Ghost Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.

65. The Dark Light Tree - - Positive & Negative Energy Planes - - This strange black tree with leaves of light is an anchor point between life and death, the positive energy plane and the negative energy plane. From here the dead or the living may reincarnate, souls may be drawn back from oblivion, and the realms of the dead may be traversed. The Dark Light Tree can act as a touchstone usable to go to either Plane. The Tree itself roams the isles, appearing near areas where death is prevalent, or life is abundant. If a creature recently deceased has a part of its body touched to one of the leaves of light, they can be raised, reincarnated or resurrected. This only works while the leaf is still attached to the Tree that leaf then evaporates into motes of light. Any destroyed undead buried among the dark roots of the Tree respawns in one day.

66. The Four Corners - - Elemental Planes - - Within this inner plane floats an island suspended above a swirling gaseous haze at the crossroads of the Planes of Air and Water, Earth and Fire. It is home to a vast fiery desert, rocky canyons and rivers, and a large mountain which looms ominously above. The Four Corners is a planar intersection that can lead to any one of the aforementioned elemental planes or even be an exit point from those planes. And on occasion, it intersects with the Material Plane, in the Shattered Continent of Azlant. This Island is inhabited by Elementals of all four elements. The inner plane is ideal for those who wish to capture Elementals to power their Airships and other technology.

67. Pirate Ship - - Morning Breeze/Devil’s Breath - - (Andoran merchant sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Acceleration 30 ft., Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Arin “Undertow” Wraithwind (N male undine expert3/rogue6; Profession [sailor] +20), 7 ship’s officers (LE human aristocrat 2/expert 3), 70 pirates (NE human fighter 2), 30 sailors (minimum 10)
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)

This ship is glammered to appear as a slow moving merchant caravel (the “Morning Breeze”) when in reality it is a sleek, aggressive sailing ship (the “Devil’s Breath”).
Captained by the portly undine Arin “Undertow” Wraithwind, Arin plays up the merchant angle to the hilt. He even has his crew dress the part, keeping the ship under glamour most of the time, until he spies a likely target. This is when the glamour drops and the Devil’s Breaths’ pirate flag is raised and all bets are off. Undertow might be on the heavy side but he swims like a shark and fights like a dervish.

68. Smuggler’s Vessel, Elemental - - The Corbi - - (Varisian sailing ship)
DEFENSE: Init +8, AC 20, touch 5; Hardness 7, hp 1,200 (sails 600), Save +14
OFFENSE: Maximum Speed 240 ft. Acceleration 60 ft., Ranged 5 light ballistae +5 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 5d8
CREW: Captain Elias Corbi (N male human rogue10; Profession [sailor] +20) 5 ship’s officers (LE human expert 3 / rogue 3), 10 pirates (NE human fighter 3), 20 sailors (minimum 10)
EQUIPMENT: 5 light ballistae with 100 bolts (port, starboard and aft), 1 standard catapult with 15 stones (fore), broad rudder, shallow keel, magically treated sails, light ram, rapid deploy silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 10 points of plunder (ship’s arsenal and smuggled stores)

This already sleek and fast smugglers vessel is also powered by a water elemental, effectively doubling its speed or rigging the ship for silent running at normal speed.
Captain Elias Portran was once a Chelish Naval captain when his Patrol boat was sunk by pirates. Injured, he was floating on the remnants of his ship when he was found by a female sylph smuggler called Corbi. She nursed him back to health and they fell in love. Corbi continued to smuggle but was betrayed while she was on land, and promptly hung for being a pirate. Elias, distraught, took her name for his last in remembrance. He has been smuggling and upgrading their ship ever since. He holds no love for the Chelish Navy.

69. Purgatory Isle - - Rift to Astral Plane - - On the Astral Plane a massive spire stretching deep into the silver expanse of the Astral Plane from the surface of the Outer Sphere, beckoning unfettered monads on the River of Souls toward their final destinations in the afterlife. At the pinnacle of this spire is Purgatory, a necropolis of graveyards, mausoleums, and solemn courts dedicated to the goddess of death. This island is but a splinter of that vast necropolis, where undead mingle with the living. Even vampires walk openly and have living hangers-on that are just aching to be bitten for a taste of danger and euphoria. Here the living and intelligent undead mix openly without conflict, even worship together, the goddess of death.

70. The Archipelago’s Aquifer - - Rift to the Plane of Water - - The Darklands are a desert. Some locations have water in abundance, but one could wander through unmapped tunnels for months without finding any moisture at all. Most underground species need water too, so expect places where water accumulates or flows freely, to be infested with dangerous life forms, and/or actively guarded from intruders. Some water sources provide drinkable water, but many are contaminated with sulfur or other mineral solutions or hazardous parasites that make the water unsafe to drink. And thus we have this island. The funnel of water to the Darklands.
Water seeps down through permeable layers (aquitards), until it reaches a layer of impervious rock or clay (aquiclude or aquifuge), through which the water cannot descend any further. Fresh water accumulates here and flows much like rivers on top of this layer. These hollows are saturated, being filled entirely with water, or they are unsaturated, eroding expansive cave systems by underground rivers. Located below the impervious layer of rock which forms the bedrock of an aquifer, could be other layers of permeable / impervious rock, holding more aquifers, the deeper one goes.
The Aquifer can be very useful or very dangerous. They often provide an unlimited supply of fresh drinkable water. Adventurers should be careful however, when excavating their own underground stronghold, especially when digging upwards. Should they hit upon an aquifer unexpectedly, the new struck well will flood all the levels below it, drowning everyone and making it inaccessible. Of course, collected water could also be used as a trap to drown unwanted intruders. Pre-installed pumps could empty flooded corridors, leaving the drowned corpses for easy and risk-free looting.

71. Forest of the First World - - Rift to the First World: Summer Court - - A wood infused with the magic of life and summer itself, an enchanted forest containing creatures such as elves, centaurs, satyrs, nymphs, unicorns, pegasi, minotaurs, harpies, wolves, bears, and many others. Magic here is raw, wild, and untamed, and any number of spirits and ancient primal powers might be hidden within. The trees are likely to be gigantic ancient plants that let little light shine through to the forest floor, and some may be weird and magical.

72. Pirate Hunter - - Gold Kissed Pearl - - CR 10 Munavri man-o’-war (sailing ship)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,620 (sails 960), Save +16, capable of teleporting between the Arcadian Ocean and the Sightless Sea 3/day.
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
CREW: Captain Francesca Caviezel (LG female half-dragon munavri paladin 10; Profession [sailor] +20) Commander Lazlo Kurl (LG male munavri cleric 6), 14 ship’s officers (NG munavri fighter 2/expert 3), 120 munavri free soldiers (NG munavri fighter 3), 60 sailors (minimum 20)
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (both fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy silk sails, sturdy hull, 120 squares of violet sails (four masts), Cargo 8 points of plunder (ship’s arsenal and stores)

The polished, powerful violet-sailed, intricately carved ivory ship is part of the Munavri initiative to destroy the Urdefhan presence in the Sightless Sea, be they pirate or otherwise. The Pearl’s ability to teleport grants her a tremendous advantage when combating other vessels.
Captain Francesca Caviezel is a half gold dragon munavri paladin held in high esteem by much of the munavri race. Her part draconic heritage makes her a formidable combatant, resulting in her being a feared captain of the Sightless Sea. So much so, the Urdefhan flee the sight of her Gold Dragon flag unless they out number her. Francesca’s kind heart is only over matched by her tenacity.

73. Pirate Barrel Boat - - Barrel O’ Terrible - - CR 5 Derro barrel boat (submersible ship)
DEFENSE: INIT +4, AC 16, touch 5; Hardness 5, hp 610 (no sails), Save +8, (magic; can submerge and reappear anywhere within ½ mile at will);
OFFENSE: Maximum Speed 90 ft., 120 ft. for short sprints, Ranged 6 underwater ballistae +3 (3d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8 plus 5d6 electricity damage (lightning coil ram),
CREW: Captain Driig (CE male derro sorcerer 4/oracle 4), Commander Zluur (CE male derro sorcerer 6, Profession [sailor] +14), 1 ship’s officer (CE derro fighter 4), 20 pirates (CE derro rogue 3), 20 sailors (minimum 10 who rotate out after each use of the lightning coil ram).
EQUIPMENT: 6 underwater ballistae with 120 bolts (2 port, 2 starboard, 1 fore and 1 aft), broad rudder, lightning coil ram, periscope, sturdy hull, Cargo 3 points of plunder (ship’s arsenal and pirated goods).

Each Barrel Boat is equipped with a lightning coil ram powered by the constant foot-peddling of derro sailors. It takes 3 full rounds to peddle enough to charge the Coil, 3 rounds the derro use to reposition. The Coil releases its charge when it deals ram damage, inflicting an additional 5d6 electricity damage to everyone in a 30ft cone in front of the boat at the point of impact Reflex DC15 for half, and automatically stunning the 10 sailors peddling the boat for 1 round, but dealing them no damage.
Barrel O’ Terrible is Captained by Driig, a notorious derro pirate Captain of the Sightless Sea who has long plagued its waters. Crazy but possessed of an insane cunning, Driig is perhaps the most stable of his crew, he's known for carrying out brilliant ambushes utilizing 6 to 10 barrel boats.
The Barrel O’ Terribles’ ability to submerge and reappear is unique to Driig’s vessel. It’s workings are currently unknown to Commander Zluur, who will launch a mutiny against Captain Driig as soon as he can figure it out and take his place as captain.

[While the Barrel Boats are all R.A. Salvatore’s’, the lightning coil ram is all mine.]

74. Pirate Ship - - Wrath of Ydersius - - Serpentfolk man-o’-war (serpent ship)
DEFENSE: Init +8 AC 19, touch 5; Hardness 7, hp 1,215 (no sails), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 30 light ballistae +8 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Ssscarzina (NE female serpentfolk swashbuckler 10; Profession [sailor] +20) Commander Ssseperado (NE male serpentfolk rogue 6), 8 ship’s officers (NE serpentfolk fighter 2/rogue 3), 120 serpentfolk pirates (NE serpentfolk fighter 3), 90 sailors (minimum 30)
EQUIPMENT: 30 light ballistae with 300 bolts (port, starboard, fore and aft), broad rudder, linked extended keel, ram, sturdy hull, Cargo 6 points of plunder (ship’s arsenal and stores)

Made of darkwood and polished to a scaly shine, this powerful 450-ft long vessel magically unjulates sinuously and rapidly across the water, looking like great serpent. The 30-ft broad head of the ship gradually narrows to 5-ft wide at its tail. The head is capable of rearing 50-ft into the air and slamming down onto the deck, driving two 10-ft fangs into the target ship, hooking the two vessels together for boarding.
Captain Ssscarzina is a purecaste serpentfolk of white, red and gold scales, often referred to as Daughter to Ydersius by the degenerate serpentfolk. She fights with cold, casual, sinuous grace paired with deceptively quick strikes. Her intellect works the same way and she is most adept at flirting during a fight to distract her opponents if she deems them worthy adversaries.

75. The Darkholm - - Deep inside this island is a stronghold housed in a massive stalactite over 5 miles in diameter at its narrowest point and extending 37 miles into a bottomless chasm for all intents and purposes. The fortress is called the Darkholm, many refer to it as Deepest Inverted Spire as a jibe toward the Mordant Spire. While it does not embody the dark majesty of Zirnakaynin, the Darkholm engenders that dark quivering first trickle of fear to shear dread once you realize where you are. It is from here the drow launch raids to the surrounding areas, above ground and in the Darklands, for artifacts of the Azlanti Empire. Tens of thousands of cruel and cunning drow elves, whom are hostile towards intruders of any sort including drow from other regions, reside within the City-Spike and the surrounding tunnels of the cavern constitute the much of the non-drow population not allowed in the stalactite. Most of the population is trained as magus or priestesses with the exception here and there. The House Darkholm is perhaps the most prolific drow House in the history of Golorion, successfully raiding other Darklands drow cities for young, impressionable drow minds to bend to the will of the Darkholm since Earthfall. No one seems to know what that purpose might be.
Titles •••••••• The City-Spike, Deepest Inverted Spire, The Darkholm
Nation •••••• Darklands
Region •••••• Sekamina
Size •••••••••• Metropolis
Population ••30,554
Demographics ••• 75% drow, 5% duergar, 5% troglodyte, 3% dark folk, 2% tiefling, 4% derro, 1% serpentfolk, 5% other
Government •••••• 1 Noble house, Darkholm
Alignment ••••••••• Chaotic evil

76. Pirate Ship - - Eclipse All Light - - CR 10 (Drow sailing ship)
DEFENSE: INIT +7, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 10 heavy ballistae +5 (4d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Maluster Darkholm (CE male drow magus 6/ rogue 4; Profession [sailor] +20), Commander Pyrjerolm Darkholm (CE male drow fighter 8), 10 ship’s officers (CE drow magus 6), 80 pirates (CE drow fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 10 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, quick release piercing ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 9 points of plunder (ship’s arsenal and pirated goods).

Eclipse All Light is a mat-black vessel enchanted with a variety of non-detection spells and countermeasures. It can go invisible and lay a false water wake via hallucinatory terrain 3 times per day for 1 minute each use. The ship can also cast deeper darkness at the pilots will.
Captain Maluster Darkholm is wiry, whip-quick and fights in-close with a rapier that absorbs blood. Maluster is an otherwise forgettable dark elf. This is an affection he purposely cultivates. He likes to blend in, as much as a drow elf can, using disguise kits and a hat of disguise. Even among other Darkholm elves he is virtually anonymous. Maluster is meticulous and never leaves evidence of his doings. He leaves no trace of himself and no one but Maluster knows how he disposes of his victims or their ships.

He possesses an artifact of the Darkholm, a tiny adamantine bell called the Anvilknell that when struck against the hull, can teleport any ship of 3-masted size or smaller to a massive ravine on a smallish island (called the Riven Isle) in the Shattered Continent, creating its own ship graveyard on dry land.

77. Riven Isle - - Random Portal - - This isle is nearly divided in two, as if by a blade neatly piercing a coin but not splitting either end. The end result a ravine of enormous proportions. The most curious thing is what can be found in the ravine; more than a hundred shattered and broken sailing ships. With no water way available it will be a mystery to anyone as to how the vessels arrived in this state. This dry ship graveyard is inhabited by various undead, ghouls & ghasts chief among them. There are also a couple vampires and one lich that make their homes in the shadowed recesses of the ravine. The undead are made up of Darklands and Sightless Sea indigenous peoples to include Aquatic Elves, Derro, Drow, Duergar, Gillmen, Locathahs, Merfolk, Munavri, Sahuagin, Serpentfolk, Tritons and Urdefhan. The majority of which either have slashed throats or puckered piercing wounds on their bodies. They were all victims of Captain Maluster Darkholm one way or another, before he teleported their ships into the ravine (see 76. Pirate Ship - - Eclipse All Light - - for details on Captain Maluster Darkholm).
Deep in the debris and detritus of these ships is a fractured magical portal mirror. The mirror's magic is still functional despite the crack, but its range is reduced to the islands of the Shattered Continent and its exit locale completely random.

78. Spire Outrigger Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 2 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: 3 passengers.
EQUIPMENT: 2 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated low profile rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: None.

The Mordant Spire elves travel the perimeter of the Shattered Continent on skimmers. The outrigger magical vessels carry up to 3 elves on it to patrol. This outrigger skimmer has the ability to send messages back and forth between the Mordant Spire and other outrigger skimmers. The outrigger can be operated as a sailing ship using command words in elvish or manually.

79. Spire Surf Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 150 (no sails), Save +12, Base Stealth +10
OFFENSE: Maximum Speed 90 ft. CMB +15; CMD 20, Ramming Damage 1d8
CREW: Single passenger, can carry 2 at half speed.
EQUIPMENT: long board, sturdy hull, Cargo: None.

The agile surf skimmer is designed primarily for stealth and maneuverability and its not uncommon to see Mordant Spire elves firing bows from the stable platform. The surf skimmer can move at a height of 2 feet above the water for up to 5 hours per day. It can also cloak the board and rider to look like a dolphin or a shark for up to an hour per day, making viewers from ships believe they are seeing large pods of dolphins escorting them.

80. Spire Ship - - Acavna’s Reach - - Adjacent to the Ethereal Plane (Mordant Spire sailing ship)
DEFENSE: INIT +8, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Retsulum Whitewave (LG male mordant elf sorcerer 10; Profession [sailor] +20), Commander Mlorej (LG male mordant elf rogue 8), 10 ship’s officers (LG male mordant elf magus (Spire Defenders) 6), 60 Vigilant Needle (LN male mordant elf fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 20 Spire Surf Skimmers, 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated low profile sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and ship’s stores).

Acavna’s Reach is constructed from some form of rune carved white wood that seems to radiate moonlight in the dark of night. The ship can also cast a variant of the daylight spell that generates moonlight at the pilots will.
In addition the ship and its occupants each have the ability to Ghostwalk as a swift action with a range of “personal”, targeting either the ship or any passenger whose been on the ship for 24 hours or more, for a duration of 1 round up to 3 times per day. The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator or ship gains the incorporeal subtype. This is an Ethereal plane using maneuver.
Captain Retsulum Whitewave is a witty if dour Mordant Spire Elf with a regal and commanding personality. He is in command of a small fleet of Mordant Spire outrigger and surf skimmers.

81. Merchant Ship - - Kelpie's Crossing - - (Andoran merchant caravel)
DEFENSE: Init +4, AC 16, touch 2; Hardness 5, hp 810 (sails 480), Save +9
OFFENSE: Maximum Speed 120 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8
CREW: Captain Polly Threeteeth (CN female human oozemorph shifter 8) Profession [sailor] +10; First Mate Ketra Semoo (CN female human rogue 5), 20 sailors, 10 oozes, usually below decks in the bilge),
EQUIPMENT: 20 light crossbows with 200 bolts (mobile), 25 boarding axes (weapons locker), standard rudder, standard keel, ram, standard sails; heavily patched, sturdy hull, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)

Poorly maintained and lacking obvious defenses, the Kelpie's Crossing looks as though it tries to avoid pirates by being too poor to attack. That's true only up to a point; those who board the vessel can find themselves stepping in a slick of oil which then tries to eat them. Polly can get the cooperation of oozes and keeps a number on the ship.
The reputation and the appearance of the ship is such that few will buy passage or transport for their goods on it. Polly can be a willing accomplice in underhanded or illegal schemes for the coin to keep it sailing.

82. Scavenger/Pirate Ship - - The Smile of Gozreh - - (Shell towed by Merfolk)
DEFENSE: Init +4, AC 18, touch 10; Hardness 6, hp 405 (no sails), Save +12
OFFENSE: Maximum Speed 90 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +15; CMD 25,
CREW: Leader Temarlan (CN male merfolk barbarian 8) 70 pirates (entire clan),
EQUIPMENT: 20 light underwater crossbows with 200 bolts, 70 tridents, no rudder, no keel, no ram, sturdy hull (shell), Cargo 6 points of plunder (shell’s arsenal, collected sunken treasures & stores)

A giant clam shell used to hold the wealth of the Amber Spears clan, the danger is less the 'ship' itself than its clan of merfolk who may try to impose a tax on passing ships. There are a number of heavy spikes with attached bubble kelp on the shell which the merfolk can guide rapidly upwards towards the hulls of passing ships.

83. Pirate Ship - - Five Fires - - (Asmodean sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Diflins (LE female goblin cleric of Asmodeus 8); Profession [sailor] +20), Commander Derlin Webb (LE male human alchemist 8), 4 Human bullies (barbarian 2 / rogue 2), 5 ship’s officers (LE goblin cleric 6), 40 pirates (LE human fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically fire resistant (10) sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 8 points of plunder (ship’s arsenal, stores and 40 slaves).

Diflins is on a holy mission to acquire slaves for her church, whether by purchase, Derlin's drugs, or outright assault. She is willing to do honest trade along the way, but only up to a point. Also she really likes setting things on fire.

84. Pirate Outrigger - - The Moon's Vengeance - - (Strix Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 10 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Captain Ixitach (NE female strix bard 7), Commander Tlachl (LE male strix inquisitor 5), 3 moon warriors (strix slayer 4), 10 sailors
EQUIPMENT: 10 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and stores).

Without the numbers to take over a sizable ship, the crew of The Moon's Vengeance prefer to steal goods. They may take a hostage to protect against immediate retaliation, but don't keep them for ransom. No longer useful hostages have a very short expected lifespan.

85. Mercenary Ship - - The Moon's Vengeance (II) - - (Varisian sailing ship)
DEFENSE: Init +6, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Acceleration 30 ft., Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Laurence (LN female half-elf swashbuckler 7) 7 ship’s officers (LN human fighter 2/ rogue 3), 50 pirates (NE human fighter 2), 30 sailors (minimum 15)
EQUIPMENT: 20 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 3 points of plunder (ship’s arsenal and stores)

Unrelated to the above The Moon's Vengeance and very, very irritated by the coincidence of names. Captain Laurence and her crew see themselves as honest soldiers, for all they work as mercenaries. Fast cargo and passenger delivery is their other line of work.

Scavenger/Pirate Ships - - Goblin Outriggers
They may last no more than a year or two even if they never meet enemies, but goblin outriggers seem eternal. Some parts of the ships can be recycled many times so the same snake figurehead can reappear even after the first ship it was on is defeated. Goblins will scavenge rather than attack most times, but odd things may provoke them. In particular of goblin outriggers;

86. Pirate Outrigger - - Snakesnake - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +8
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7), Commander Farah (female medusa bard 5), 3 male goblin (barbarian 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 1 points of plunder (ship’s arsenal and stores).

There's nothing magical about the winged serpent figurehead on this ship, but Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7) will claim otherwise loudly. On occasion Farah (medusa) or one of her kin will travel aboard and lend a sort of credence to these claims to outsiders.

87. Pirate Outrigger - - Blackwoods - - (Goblin Outrigger)
DEFENSE: INIT +5, AC 14, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Burny Brak (N male goblin pyrokineticist 5), Commander Red Scar (male hobgoblin barbarian 5), 4 male hobgoblin (fighter 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and pirated goods).

Burned timbers warn that the goblins aboard are careless even as goblins go in their use of fire. The current leader is Burny Brak (N male goblin pyrokineticist 5), but there's a rapid turnover in the leadership here as unsuccessful leaders are burned out.

88. Pirate Outrigger - - Black Star - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 17, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Little Vruta (NE female goblin summoner 7), Commander Goth (male bugbear barbarian 6), 4 male goblin (rogue 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 5 points of plunder (ship’s arsenal and pirated goods).

Little Vruta (NE female goblin summoner 7) and her cadre of nihilistic worshippers of the Great Old Ones are exactly as creepy and dangerous as they look. Living sacrifices and torture - goth goblins don't just mess around with warpaint.

89. Floating Bazaar - - Aahoo Jahansouz’s Floating Bazaar - - (floating village of boats tied together)
DEFENSE: INIT +0, AC 12, touch 2; Hardness 5, hp 4,050 (sails 1200, oars 2160), Save +14
OFFENSE: Maximum Speed 60 ft. (Moves by oars or sail, but only around the shallow waters of a large peninsula),
Ranged 200 light ballistae +5 (3d8/19–20), 25 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Proprietor/Mayor Aahoo Jahansouz (LG female elfing (half elf/half quickling) gunslinger 1 (mysterious stranger) /swashbuckler 1 (inspired blade) / paladin 4 (holy gun) / fighter 4 (trench fighter); Profession [sailor] +20), Commander *Khan* Nod (CG male half elf /half orc shaman 8), 10 village marshal (CG male human fighter 6), 260 pirate/mercenary (LN male & female various races fighter 3), 240 sailors (minimum 85)
EQUIPMENT: 200 light ballistae with 4000 bolts (port and starboard), 20 standard catapults with 500 stones (fore and aft), no rudder, magically treated sails, rapid deploy sails, 300 squares of sails (multiple masts), Cargo 25 points of plunder (villages arsenal, villages stores and fenced stolen goods).
Titles •••••••• The Floating Ruby,
Nation •••••• n/a
Region •••••• Arcadian Ocean
Size •••••••••• Large Village
Population •• 3,423
Demographics ••• 65% human, 10% elf, 10% dwarf, 3% aasimar, 2% muavri, 4% tiefling, 1% halfling, 5% other
Government •••••• Merchant Council
Alignment ••••••••• Neutral Good

Charismatic and beautiful, Aahoo actually started this floating village on the remnants of merchant vessel that had not been fully pirated. Said pirates took to the winds to avoid a Chelish man o’ war pursuing them. Being the only survivor and first mate, she tried time after time to barter away back home but ended up turning a tidy profit, and more and more ships tied themselves off to get in on the heavy trading activity. As a half quickling, Aahoo Jahansouz became very popular very quickly shaking hands all the way. She learned who had what goods and who need this or that and was quick enough to get the word to the right ear, and turned even more profit. Eventually she made enough gold to pay death benefits for each and every member of her departed crew and payoff the lien on the ship and replace the bartered cargo. Aahoo Jahansouz is a crack shot and an excellent face for the village being a paladin of Abadar.

90. Floating Village - - Seedhaven - - (Living Sentient Tree; Classification: advanced man o’ war)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,900 (sails; leaves 1260), Save +18,
OFFENSE: Maximum Speed 120 ft. Ranged 15 light ballistae +10 (3d8/19–20)
Roots can reach the broken remnants of vessels on the sea floor, allow the villagers to salvage what they can before passing the wrecks into Seedhaven’s expansive branches to be used catapult style or just dropped on marauding pirates +9 (6d6), CMB +28; CMD 38, Ramming Damage 10d8
CREW: Captain Kaede Steelgrip (LG female human ward speaker brawling blademaster samurai 9); Profession [sailor] +18) Commander Arthur Curry (N male aasimar (Aquatic Drovier) Druid 7), 7 ship’s officers (NG human druid 2/expert 3), 110 villagers (NG various races expert 3), 60 sailors/fishermen.
EQUIPMENT: 15 light ballistae with 300 bolts (strategically placed about the trunk), root rudder, trunk ram, sails; leaves can overlap in such a fashion as to perform as sails, sturdy trunk, 120 squares of leaf sails (equivalent to four masts), Cargo 7 points of plunder (ship’s arsenal, stores and salvage)

The Seedhaven is a great floating tree which is propelled slowly by its undulating roots. It used to move about on a long circuit of its own until Kaede spoke to its kami and discovered how to guide it. Now she takes it where it's needed - Seedhaven brings a profusion of young fish with it wherever it goes which can raise fishing yields in the future.
With near two hundred people settled on it Seedhaven is a village, if not a floating bazaar. Kaede has ambitions to rival Aahoo Jahansouz though and has started a small fishing fleet based off Seedhaven, and would like to expand it into a small port.
A plaque above Kaede's home in a space built into the tree reads in High Azlanti 'Mobile Hatchery #6'. Some believe that the secret of controlling Seedhaven is within but she refuses to confirm or deny that.

91. Merchant Ship - - Oakheart - - (Chelish small sailing ship)
DEFENSE: Init +6, AC 17, touch 2; Hardness 5, hp 810 (sails 480), Save +10
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +9 (3d8/19–20) , 1 standard catapult +7 (6d6), CMB +10; CMD 20, Ramming Damage 5d8
CREW: Klaus the Carver (CG male dwarf dwarven scholar bard 10) Profession [sailor] +20; First Mate Daisy (CG wyrwood wizard 6), 20 poppets tirelessly crew the Oakheart.
EQUIPMENT: Ranged 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)

Some may sneer at Klaus and his ship, calling it the Ship of Lost Dolls for his preoccupation with 'rescuing' lost or discarded statues and similar then animating them, but Klaus is a canny businessman and doesn't hold it against them. The cost of animating an entire crew is substantial but he makes enough to cover the costs.
Due to limited cargo space, Klaus operates primarily as a courier, delivering letters, contracts, treaties and the like and he’s not above skimming the items for information he can make use of or turn a profit on. As a result, Klaus and Daisy have picked up a great deal of information about ruins Azlanti and other useful bits of knowledge that only a select few are aware of. Klaus will charge through the nose before he parts with any of it though.

92. Merchant Ship - - Pride of the Seventh Sea - - (Varisian sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 7, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 100 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Indrani (NG female sea singer bard 7), Profession [sailor] +14), Commander Teriltan (N male elf haunt collector occultist 7), 2 ship’s officers (N human skald 4), 2 ship’s officers (NG dwarf cleric 4), 40 sailors (minimum 20)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 7 points of plunder (ship’s arsenal, trade goods, cast-off ancient metal and stores).

With masts and rails made of metal salvaged from Azlanti ruins the Pride gleams in the sunlight. An odd effect of the ancient metal is that if the ship passes too close to a haunt the haunt may attach itself to the ship rather than its original location. The old hands among the crew know this very well and amuse themselves with newcomers' reactions until Teriltan shows up to deal with the matter.
Due to the heavy metal on-board the Pride is slightly slower than the average Varisian ship. Currently Captain Indrani is trying to salvage and trade for enough of the ancient metal to reinforce the keel and ram of the shining Pride.

93. Merchant (Pirate) Ship - - Angler - - (Andoran sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Bait (CE male sahuagin mutant (malenti) barbarian 10; Profession [sailor] +18), Commander Natlirae the Death-Kiss (N female sahuagin mutant (four-armed) barbarian 9), 7 ship’s officers (CE malenti cleric 5), 70 pirates (CE sahuagin fighter 4), 20 malenti sailors (minimum 10)
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)

The Angler appears to be a moderately wealthy trader with few defenses, crewed by a tribe of elves (malenti) but the ship hides menace like an iceberg, and the destruction that lies beneath. The main tactic is for the Angler to run-up the white flag if pirates are pursuing, then slow to a stop and await boarders. The hold is filled with 50 sahuagin fighters ready to swarm the deck and devour anyone foolish enough to attack the ship. The other 20 sahuagin pirates swim to the opposite side of the boarders’ ship and climb aboard to attack from the flank.
Captain Bait is mated to Commander Natlirae the Death-Kiss and their mating “rituals” leave them both with heavily scarred backs.

94. The Petrified Forest - - This island is covered by a verdant forest. However, here and there all over the island there are petrified trees and strange tracks leading to them. There are two sets of tracks; one large and apparently malformed, the other like some man-sized serpent followed the larger tracks. Further into the forest there are humanoid bodies felled by arrows. The trail leads to a vast clearing where there is a large half circle of these large and huge-sized petrified trees. Beyond this clearing, in the regular forest, are statues of men, some wounded by arrows, others seemingly paralyzed by fright. Farther into these woods are burned out settlements, many dead, felled by arrows and still more statues in various stages of fright and retreat.
Eventually the PC's will realize this island was under siege by medusae, quite a few of them, as their snake tails have left trails all over the island. Are there any survivors? Will the PC's cut and run in the face of being turned to stone? Will the PC's realize the petrified trees are really Treants protecting the humanoids?


avr, I would welcome any input you may have as well.
Deaths Adorable Apprentice, a suggestion; use a word document to make your EDITs so you don't have all your work eaten by the thread.


Yeah that was what I did last time. I should be able to get to this over the weekend. Thank you!


I have run across an idea for later. There are so many fun little barely fleshed out nuggets in the actual AP. This comes from the end of one of the books in the Treasures of Azlant section and I really like it and want to expand upon it.

So back in Azlanti times there was a well loved mercenary band called the Shinning Bolts. They were lead by a man called Ulvaca the Brave. The Shinning Bolts were 'revered as agents of justice and valor'. Until they weren't. It says a squire who joined up and quickly became disgruntled when he learned the truth about the so called do-gooders.

Apparently Ulvaca had made deals with various monsters and would 'kill' them and then relocate them so the Shinning Bolts could continue collecting bounties. So they fell from favor and turned into honest thieves and raiders. With many of the monsters as open allies now. They did there thing for sometime before going into hiding.

Now the book talks about the aerie that was their primary base and where Ulvaca retired. It has magical balliast that still defended the high peak even in current time.

This place was found by a Chelaxian Cavalier named Garlock and her griffon mount, Bone-Eater. I am not locked into who found them.

But in this places she found ancient coins, rusted weapons, and the
arbalest cloak.

It says she was alone and lacked the magical skill to rebuild the ballista she broke for her own safety. I would much rather have a group with her so they can rebuild and continue on the tradition of being raiders.

So do I make them genuine baddies or people that are cursed by some of the items found there? And who would be with Garlock? Also if you have some ideas for other things within this aerie I am all ears. I want this place and these people to be hella dangerous.


Deaths Adorable Apprentice wrote:
So do I make them genuine baddies or people that are cursed by some of the items found there? And who would be with Garlock? Also if you have some ideas for other things within this aerie I am all ears. I want this place and these people to be hella dangerous.

so you want a group of baddies or near baddies?

i've played these characters either at conventions or in AP's in our home game. Edit to taste;

Meet Devereaux, my take on an evil Daredevil:
Devereaux
Male aasimar brawler (shield champion) 2/monk (war scholar) 4 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Class Guide 23, 86, Pathfinder RPG Bestiary 7)
LE Medium outsider (native)
Init +16; Senses blindsight 40 ft.; Perception +14 (+16 against Cheliax)
--------------------Defense--------------------
AC 25, touch 20, flat-footed 22 (+5 armor, +3 Dex, +7 untyped bonus)
hp 61 (6 HD; 4d8+2d10+22); fast healing 1 (1 min. duration)
Fort +11, Ref +13, Will +13; +2 circumstance vs. blinded or dazzled, +1 bonus vs. any good outsider and his minions., +4 vs. being knocked prone
Defensive Abilities evasion, thrune loyal agent; Resist acid 5, cold 5, electricity 5
--------------------Offense--------------------
Speed 40 ft.
Melee (L) billy club +10 (2d6+8) or
. . (L) billy club flurry of blows +8/+8 (2d6+8) or
. . gauntlet (from armor) +9 (1d3+7) or
. . gauntlet (from armor) flurry of blows +7/+7 (1d3+7) or
. . unarmed strike +9 (1d6+7) or
. . unarmed strike flurry of blows +7/+7 (1d6+7)
Special Attacks brawler's flurry, martial flexibility 4/day, powerful build
Spell-Like Abilities (CL 6th; concentration +6)
. . At will—halo
. . 1/day—summon lantern archon
--------------------Statistics--------------------
Str 10, Dex 16, Con 16, Int 10, Wis 24, Cha 10
Base Atk +5; CMB +18 (+20 disarm); CMD 25 (27 vs. disarm, 29 vs. trip)
Feats Combat Expertise, Combat Reflexes, Coordinated Maneuvers[APG], Gruesome Butcher (Cheliax) (Completed), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Skill Focus (Perception), Snake Sidewind[UC], Snake Style[UC], Thrune Trusted Agent, Vengeance, Weapon Focus (shield, throwing)
Traits cosmic caravan (the star gazer), ex-iomedaean, reactionary, thrune loyal agent
Flaws *complete blindness, jingoism
Skills Acrobatics +12 (+16 to avoid being knocked prone, +16 to jump), Bluff +2 (+4 against Cheliax), Diplomacy +2, Disguise +0 (+1 when disguised as any individual who is not a student of or affiliated with your school), Intimidate +8 (+10 circumstance vs. evil creatures), Knowledge (local) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (planes) +5 (+12 to identify the abilities and weaknesses of creatures), Knowledge (religion) +5 (+12 to identify the abilities and weaknesses of creatures), Linguistics +7, Perception +14 (+16 against Cheliax), Profession (barrister) +11, Sense Motive +22 (+24 against Cheliax), Stealth +12, Survival +9 (+13 in urban and underground settings, +11 against Cheliax); Racial Modifiers +2 Sense Motive, +2 Stealth
Languages Abyssal, Celestial, Common, Infernal, Sylvan
SQ ac bonus, battle focus, brawler's cunning, elusive, fast movement, gutter rat[ARG], halo[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], ki pool (11 points magic), martial training, mixed heritage[ARG], monk vows (vow of celibacy[UM], vow of cleanliness[UM]), monster lore +7, rapid planning, scion of humanity[ARG], silver tongued[ARG], slow fall 20 ft., solo tactics, truespeaker[ARG], umbral unmasking, versatile human[ARG]
Combat Gear acid (9), alchemist's fire (10); Other Gear kikko armor[UC], +1 billy club[APG], sand acid, sand acid, 3,660 gp
--------------------Tracked Resources--------------------
Acid - 0/9
Alchemist's fire - 0/5
Halo (At will) - 0/0
Hold Person (1/day) - 0/1
Ki Pool (11/day) (Su) - 0/11
Martial Flexibility (move action, 4/day) (Ex) - 0/4
Metal throwing shield - 0/1
Sand acid - 0/3
Summon Lantern Archon (1/day) (Sp) - 0/1
--------------------Special Abilities--------------------
AC Bonus (+7) The War Scholar adds his Wisdom bonus to AC and CMD, more at higher levels.
Battle Focus (Ex) Spend a move action to gain your wisdom modifier to damage.
Blindsight (40 feet) (Ex) Sense things and creatures without seeing them.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +3/+3 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Coordinated Maneuvers +2 to CMB if adj ally with same feat. +4 if trying to break free of a grapple.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 1 (1 min. duration) (Ex) Heal damage every round unless you are killed, but only in certain situations.
Fast Movement (+10 ft.) You add 10 or more feet to his base speed.
Gruesome Butcher (Cheliax) (Completed) +2 Bluff, Knowledge, Perception, Sense Motive, Survival weapon attack and damage rolls against Cheliax.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Halo +2 to intimidate vs. evil creatures and to saves against becoming blinded or dazzled.
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
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 Pool (11/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kusari-Gama: Elusive +1 when disguises as someone who is not of your school.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Monster Lore +7 (Ex) +7 to Knowledge checks when identifying the weaknesses of creatures.
Powerful Build Can function as one size larger where advantageous.
Rapid Planning (Ex) You can study the scene to give your allies bonuses in combat.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Snake Sidewind Gain a bonus to avoid being knocked prone, and use Sense Motive check to confirm critical hits
Snake Style Gain +2 on Sense Motive checks, and deal piercing damage with unarmed attacks
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Thrune Trusted Agent Gain bonus to Ref and Will save when within 30 ft. of ally with feat, or increase effectiveness of aid another action.
Truespeaker Learn two languages for each rank you put in Linguistics.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Vengeance (any good outsider) (Completed) +1 to att, dam, and saves vs. any good outsider and his minions.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Vow of Celibacy (+1 ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
--------------------
to create DareDevil i'll use the Brawler's shield champion archetype with a light quickdraw shield, renaming it BillyClub in the stat block.

The Throwing Shield ability of the Shield Champion will allow you throw a light quickdraw shield as an attack action.

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Meet Ebeneezer:
Ebeneezer Scourge-
Male rakshasa-spawn tiefling fighter (trench fighter) 3/gunslinger (musket master, mysterious stranger) 1/oracle (dual-cursed oracle, wanderer) 1/ paladin (holy gun, undead scourge) 2 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Advanced Player's Guide 42, 117, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 9, 50, 51, 63, Pathfinder RPG Ultimate Magic 58)
LG Medium outsider (native)
Init +10; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+4 armor, +3 Dex, +1 natural, +2 shield)
hp 59 (7 HD; 1d8+6d10+14)
Fort +13, Ref +10, Will +10 (+1 vs. fear, +4 competence bonus vs. mind-affecting effects); +4 Competence bonus vs. disease, +2 trait bonus against death effects.
Resist fire 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +6/+1 (1d3 nonlethal)
Ranged dragon's bite +9/+9/+4 (1d8+13/×4) or
. . mwk ironwood double-barreled pistol +9/+9/+4 (1d8+12/×4)
Special Attacks deeds (deadeye, focused aim, steady aim), grit (5)
Oracle (Dual-Cursed Oracle, Wanderer) Spells Known (CL 1st; concentration +4)
. . 1st (4/day)—cure light wounds, shield of faith, valiant resolve
. . 0 (at will)—lightning sand (DC 13), stabilize, thunderclap, toolkit
. . Mystery Battle
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 14, Int 10, Wis 12, Cha 17
Base Atk +6; CMB +6; CMD 20
Feats Clustered Shots[UC], Deadly Aim, Extra Grit[UC], Gunsmithing[UC], Improved Initiative, Point-Blank Shot, Precise Shot (scaling), Rapid Reload, Rapid Reload, Rapid Shot, Weapon Focus (double-barreled pistol)
Traits reactionary, resurrected
Flaws arrogant, tactless
Skills Acrobatics +5 (+1 to jump), Bluff -6, Craft (firearms) +4, Diplomacy -6, Disguise -1, Escape Artist +2, Handle Animal +3, Intimidate +3, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +1, Perception +8, Ride +5, Sense Motive -4, Sleight of Hand +5, Survival +7
Languages Ancient Osiriani, Infernal (demonic), Trade Tongue
SQ divine deed: smiting shot, emotional disjoint, fiendish sprinter[ARG], gunsmith, lay on hands 4/day (1d6), oracle's curses (emotionless, wasting), prehensile tail[ARG], revelation (resiliency), trench warfare, umbral unmasking
Other Gear +1 crusading undead-defiant mithral agile breastplate[APG], chain shirt, +1 mithral buckler, dragon's bite[UC], mwk ironwood double-barreled pistol[UC], 42 gp
--------------------
Tracked Resources
--------------------
Grit Pool (5/day) - 0/5
Lay on Hands (1d6 hit points, 4/day) (Su) - 0/4
--------------------
Special Abilities
--------------------
Clustered Shots Total damage from full-round ranged attacks before applying DR
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Divine Deed: Smiting Shot Use 1 grit, add Cha to hit & Pal level to dam on 1 firearm att. x2 vs. some foes.
Emotional Disjoint You gain a +4 competence bonus on saves made against mind-affecting effects.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot (Scaling) You don't get -4 peanlty to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rapid Reload (Double-barreled pistol) You can reload fast with one type of Crossbow or Firearm.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Resiliency (Ex) Not staggered at 0 HP.
Trench Warfare (Ex) +2 to AC bonuses from cover.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Wasting +4 competence bonus to save vs. Disease
--------------------
FLAW-Arrogant: You are convinced of your own superiority, and more importantly, of the inferiority of everyone else. You aren’t necessarily evil or cruel, but tend to be condescending and sardonic when dealing with those you feel are beneath you.
Penalty: The character’s condescending nature results in a -2 penalty to all Diplomacy and Perform checks.
Buying Off the Flaw: The character must invest a total of 2 skill points in Diplomacy and 2 in Sense Motive no earlier than 4 th level.
FLAW-Tactless: You aren’t exactly rude, mean spirited, or even especially unpleasant. It’s just that you have all the subtlety of a brick through a window. You see yourself as being frank and honest, while others generally consider you a conversational blunt instrument.
Penalty: The character suffers a -2 penalty to Diplomacy and Bluff checks.
Buying Off the Flaw: The character must take the Skill Focus (Bluff) or Skill Focus (Diplomacy) feat.
--------------------
TACTICS: Gets adjacent to targets provoking AoO when shooting them. As a full round action i can fire both barrels, rapid reload and fire both barrels again (rapid shot), taking a -4 to my attack rolls. Dealing 2d8+13.
Alternately, i can fire each barrel separately and reload as a swift action with cartridge loads

ATTACK: Both Barrels -4 Attack
PASSIVE: Deadly Aim -2 Attack +4 Damage
PASSIVE: Trench Gun +3 DEX to Damage
FREE: 1g Flash & Shock +4 AC
IMMED: 1g Gunslinger Dodge +2 AC
SWIFT: 1g Focused Aim +3 CHA to damage
FLANK: Opportunities Appenty +2 damage
MOVE:
STAND: 1g Smiting Shot +5 damage vs.evil, +7 vs.undead/ousider
FULL:
SMITE:
REGAIN GRIT BY: Killing Blow, Daring Act, Daring Adjacent Shot

considering future feats; virtuous creed, ranged disarm, ranged trip, charge of the righteous, mortal shield, mobility, armor of the pit,

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Meet Molotov:
Molotov 5th NICOLI
half-orc (arena-bred, mystic) alchemist (fire bomber, mindchemist) 5 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 117, Pathfinder RPG Ultimate Magic 19)
NG Medium humanoid (human, orc)
Init +5; Senses Perception +10
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 18 (+6 armor, +5 Dex, +2 shield)
hp 43 (5d8+15)
Fort +8, Ref +11 (+4 competence bonus to avoid catching on fire or to put yourself out when on fire), Will +2; +4 bonus vs. poison
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) -1 (1d3-2) or
. . light shield bash -5 (1d3-2) or
. . unarmed strike -1 (1d3-2 nonlethal)
Ranged bomb +10 (3d6+5 fire)
Special Attacks bomb 13/day (3d6+4 fire, DC 16)
Alchemist (Fire Bomber, Mindchemist) Extracts Prepared (CL 5th; concentration +9)
--------------------
Statistics
--------------------
Str 7, Dex 20, Con 14, Int 18, Wis 8, Cha 7
Base Atk +3; CMB -1; CMD 16
Feats Burn! Burn! Burn![ARG], Endurance, Extra Bombs[APG], Extra Bombs[APG], Extra Discovery[APG], Racial Heritage[APG], Skill Focus (Perception), Throw Anything
Traits accelerated drinker, firebug, focused burn
Flaws feeble, noncombatant
Skills Acrobatics +3, Appraise +10, Climb -4, Craft (alchemy) +10 (+15 to create alchemical items), Disable Device +8, Escape Artist +3, Fly +3, Intimidate -1, Knowledge (arcana) +12, Knowledge (dungeoneering) +10, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +11, Knowledge (nature) +12, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +10, Ride +3, Sleight of Hand +11, Spellcraft +10, Stealth +3, Survival +5, Swim -4, Use Magic Device +4; Racial Modifiers +2 Knowledge (local)
Languages Common, Giant, Goblin, Ignan, Orc, Skald
SQ alchemy (alchemy crafting +5), cognatogen (+4/-2, +2 natural armor, 50 minutes), discoveries (explosive bomb, scrap bomb[ARG]), fiery cocktail, fire bombardier, orc blood, perfect recall, swift alchemy, zealous
Combat Gear alchemical blood, alchemical glue[UE], alchemical grease[APG] (2), alchemical solvent[APG] (2), deodorizing agent (2), frost ward gel[UE] (2), heatstone[ISWG], holy water (10), iron pellet grenade[UE] (2), soothe syrup[APG] (2), tangleburn bag[UE], thunderstone (4), vapors of easy breath, vermin repellent[UE]; Other Gear +1 mithral kikko armor[UC], +1 mithral light steel quickdraw shield[APG], cloak of resistance +1, handy haversack, 20 gp
--------------------
Tracked Resources
--------------------
Alchemical blood - 0/1
Alchemical glue - 0/1
Alchemical grease - 0/2
Alchemical solvent - 0/2
Bomb 3d6+4 (13/day, DC 16) (Su) - 0/13
Deodorizing agent (3 uses) - 0/3
Frost ward gel - 0/2
Holy water - 0/10
Pellet grenade, iron - 0/2
Soothe syrup - 0/2
Tangleburn bag - 0/1
Thunderstone - 0/4
Vapors of easy breath - 0/1
Vermin repellent - 0/1
--------------------
Special Abilities
--------------------
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 3d6+4 (13/day, DC 16) (Su) Thrown Splash Weapon deals 3d6+4 fire damage.
Burn! Burn! Burn! +1d4 fire damage when using nonmagical or alchemical sources of fire.
Cognatogen (DC 16) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 50 minutes.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Fiery Cocktail (Su) Can split non-fire bomb's dice (half fire d6s, half original), but -2 DC for additional effects.
Fire Bombardier (Ex, Su) Creatures take an additional 1 pt of fire splash damage per die.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Perfect Recall At 2nd level, a mindchemist has honed his memory. When making a Knowledge check, he may add his Intelligence bonus on the check a second time. Thus, a mindchemist with 5 ranks in Knowledge (history) and a +2 Intelligence bonus has a total skill bonus
Racial Heritage (Goblin) You count as another race for the purpose of prerequisites.
Sacred Tattoo +1 to all saves.
Scrap Bomb (Su) Bomb damage becomes piercing. On direct hit, does 1 bleed dam per die.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Zealous -5 to hit and +2 to damage on your first attack against a target of a different religion than you
.

Meet Morndekai:
Morndekai Malikai Moriarty
Male daemon-spawn tiefling magus (kensai) 6 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 55, Pathfinder RPG Ultimate Magic 9)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 22, touch 19, flat-footed 13 (+4 Dex, +5 dodge, +3 natural)
hp 51 (6d8+18)
Fort +7, Ref +6, Will +7
Defensive Abilities canny defense +5; Resist cold 5, electricity 5, fire 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 cruel scimitar +10 (1d8+10/18-20) or
. . unarmed strike +8 (1d3+4 nonlethal)
Special Attacks arcane pool (+2, 8 points), magus arcana (arcane accuracy[UM], spell-scars), spell combat, spellstrike
Magus (Kensai) Spells Prepared (CL 6th; concentration +11)
. . 2nd—rime frigid touch[UM] (3)
. . 1st—chill touch (DC 16), rime frostbite[UM] (3), ray of enfeeblement (DC 16)
--------------------
Statistics
--------------------
Str 8, Dex 18, Con 14, Int 20, Wis 14, Cha 7
Base Atk +4; CMB +3; CMD 22
Feats Armor Of The Pit[ARG], Dazzling Display, Dervish Dance[ISWG], Enforcer[APG], Rime Spell[UM], Weapon Finesse, Weapon Focus (scimitar)
Traits bruising intellect, magical lineage, wayang spell hunter
Flaws daydreamer, lecherous
Skills Acrobatics +10, Intimidate +11, Knowledge (arcana) +11, Knowledge (dungeoneering) +11, Knowledge (local) +6, Knowledge (planes) +11, Perception +8, Perform (dance) +0, Spellcraft +11, Use Magic Device +14
Languages Abyssal, Azlanti, Common, Draconic, Goblin, Infernal, Orc
SQ chosen weapon, fiendish sprinter[ARG], hedonistic, perfect strike, prehensile tail[ARG]
Combat Gear wand of cure moderate wounds, wand of electricity blade (CL 10th, 10 charges), wand of flame blade (CL 10th, 10 charges), wand of invisibility (6 charges), wand of reduce person (9 charges); Other Gear +1 cruel scimitar, headband of vast intelligence +2, lesser dazing metamagic rod[APG], magus starting spellbook, 130 gp
--------------------
Tracked Resources
--------------------
Arcane Pool +2 (8/day) (Su) - 0/8
Dazing metamagic rod (lesser, 3/day) - 0/3
Wand of cure moderate wounds - 0/50
Wand of electricity blade (CL 10th, 10 charges) - 0/10
Wand of flame blade (CL 10th, 10 charges) - 0/10
Wand of invisibility (6 charges) - 0/6
Wand of reduce person (9 charges) - 0/9
--------------------
Special Abilities
--------------------
Arcane Accuracy +5 (Su) 1 Arcane Pool: +5 to attack rolls until the end of your turn.
Arcane Pool +2 (8/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Canny Defense +5 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Scimitar) Kensai abilities only function when wielding a weapon of this type.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazzling Display (Scimitar) Intimidate check to demoralize can affect those within 30' who see you.
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell-Scars (Ex) Scar-based tattoos hold up to 18 levels worth of spells.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
--------------------
The “Frostbite” Build:
Stats: Charisma or Intelligence with the bruising intellect trait
1. Use the spell “Frostbite”
2. Enforcer Feat
3. Cruel Weapon
4. Rime Spell Metamagic Feat
5. Dazing Metamagic Feat (Or Metamagic Rod)
6. Dazzling Display + Shatter Defenses (wait for level 13ish)

The “Frostbite” build focuses on debuffing enemies rather than tons of damage. Frostbite deals 1d6 + CL (Caster Level) nonlethal damage, and can be used a number of times up to your CL for each cast. Compared to shocking grasp, you actually end up doing more damage (Caster Level squared more damage to be precise), but its non-lethal damage (which means your damage is affected by healing spells two times over). It also takes more time to deliver that damage.

The real advantage is the debuffing it provides. Frostbite makes them fatigued, Enforcer allows a free intimidate check to add shaken (on a critical it becomes frightened), cruel makes a shaken (or frightened/panicked) opponent sickened, and Rime Spell makes them entangled. Daze Spell introduces a save effect based off of your intelligence to daze them, which they have to make every time they are hit. Shatter Defenses makes them flat footed to your attacks, allowing you to add your intelligence modifier to your damage at level 13. So, all together:

Fatigued (-2 strength and dexterity, cannot run or charge)
Shaken (-2 attack rolls, saving throws, skill and ability checks)
Sickened (-2 attack rolls, damage rolls, saving throws, skill and ability checks)
Entangled (Half speed, cannot run or charge, -2 attack rolls, -4 dexterity, and casters need concentration checks)
Dazed (Can take no actions next round)
Shatter Defenses (Cannot make attacks of opportunity [to your attacks], loses dexterity bonus to AC[to your attacks])

TOTAL: -6 attack rolls (not including ability damages here), -2 damage rolls, -2 strength, -6 dexterity, -4 saving throws, -4 skill and ability checks (think acrobatics, intimidate and bluff), 2x cannot run or charge, cannot make AoOs, loss of dexterity bonus to AC (apply dexterity damage before this) and unable to take any actions.
This is all from two attacks… so go ahead and hit every enemy you can, it’ll really start to turn the tide of battle.

There are a few major downsides to this however. For one, enemies immune to non-lethal damage are almost completely immune to this combination (Undead and Constructs). Chill Touch can replace Frostbite a little bit, Chill Touch the dazed condition via dazing spell, though you are probably better off using shocking grasp in those circumstances (And have a weapon handy made specifically to deal with undead and/or constructs). The next involves enemies immune to fear effects (Undead, Constructs, Behemoths, Kami, Qlippoth, Oozes, Plants, Vermin, and Paladins). Finally, there’s enemies resistant or immune to frost damage. This can be completely bypassed by a the elemental spell feat or a metamagic rod of the same name.

With all of those weaknesses, it may be wise to not completely devout all of your resources to this build. Many people leave off Dazzling Display and Shatter Defenses to make other options more viable in times of need.

Downsides:
Fairly feat intensive
Deals non-lethal damage, which is healed by magic at the same time as lethal damage
Not as much burst as a shocking grasp maniac
Vulnerable to Undead and Constructs
Partially negated by Behemoths, Kami, Qlippoth, Oozes, Plants, Vermin, and Paladins
Debuffs involve lots of paperwork

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.

Meet Nirotalion:
Nirotalion 7th
Male venerable savage elf (Snowcaster) witch 7 (Pathfinder RPG Advanced Player's Guide 65)
LN Medium humanoid (elf)
Init +4; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 18, touch 9, flat-footed 17 (+5 armor, -2 Dex, +1 dodge, +4 shield)
hp 34 (7d6+1)
Fort +3 (-2 vs. disease and poison), Ref +2, Will +8; +1 trait bonus vs. the spells, spell-like abilities, and supernatural abilities of evil arcane spellcasters., +2 vs. nonmagical hazards related to bright light (glare, sunburn)
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 60 ft.
Melee mwk broom +1/+1 (1d6-4) or
. . mwk broom -3/-3 (1d6-4), mwk broom -7/-7 (1d6-2)
Special Attacks eternal grudge[APG], hexes (black jade sword [jade], blossoming fire [five elements], cackle[APG], flight[APG], slumber[APG])
Witch Spell-Like Abilities (CL 7th; concentration +15)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 7th; concentration +17)
. . 4th—blood curse (DC 22), dimension door, greater fit of pique (DC 22)
. . 3rd—acid spit (DC 21), lightning bolt (2, DC 21), siphon might (DC 21)
. . 2nd—defending bone, glitterdust (DC 20), limp lash, see invisibility, touch of idiocy
. . 1st—enlarge person (DC 19), sleep (DC 20), sword shock (4, DC 19)
. . 0 (at will)—stabilize, ultrasonic ray (6)
. . Patron Time
--------------------
Statistics
--------------------
Str 3, Dex 6, Con 10, Int 26, Wis 10, Cha 10
Base Atk +3; CMB +0 (-5 bull rush); CMD 8 (3 vs. bull rush)
Feats Ability Focus (slumber), Accursed Hex[UM], Alertness, Extra Hex[APG], Improved Familiar, Improved Initiative, Run, Skill Focus (Perception)
Traits careful combatant, pragmatic activator, warded against witchery
Skills Acrobatics -2 (+2 to jump with a running start, +10 to jump), Appraise +10, Craft (alchemy) +15, Craft (armor) +15, Diplomacy -2, Fly +8, Knowledge (arcana) +20, Knowledge (dungeoneering) +15, Knowledge (history) +20, Knowledge (nature) +20, Knowledge (planes) +20, Knowledge (religion) +15, Linguistics +15, Perception +12, Sense Motive +2, Spellcraft +20 (+21 to identify spells cast by evil arcane spellcasters.), Stealth -4, Swim +0, Use Magic Device +15
Languages Ancient Osiriani, Celestial, Common, Draconic, Elven, Gnoll, Gnome, Goblin, Ignan, Orc, Skald, Sylvan, Undercommon, Worg
SQ dreamspeaker[APG], mark of slavery, witch's familiar (Shar)
Combat Gear wand of cure light wounds, wand of cure light wounds (33 charges), wand of inflict light wounds (23 charges); Other Gear +1 mithral chain shirt, mwk broom, aegis of recovery[UE], cauldron of overwhelming allies, cloak of resistance +1, cookbook of arcane augmentation, hex nail, hex nail, hex nail, hex nail, hex nail, dire hyena, light horse (combat trained), 7,160 gp
--------------------
Special Abilities
--------------------
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Black Jade Sword [jade] (Su) The targeted weapon heals its weilder 1/2 the damage dealt for 8 rounds.
Blossoming Fire [five elements] (Su) The witch can let forth rays of fire to scorch her enemies. This acts as the scorching ray spell, using the witch’s caster level. Whether or not the attacks hit, a creature cannot be the target of the blossoming fire hex again for 24 hours.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dreamspeaker +1 [Divination] & sleep spell DCs.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Eternal Grudge +1 to hit orcs and dwarves.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Mark of Slavery -2 to skills and attacks after failing a skill check, unless you're retrying the skill check,
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (7 rounds, DC 23) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
FLAW: Flatulent: -2 to Stealth & Charisma checks.
FLAW: Scrawny: -5 to CMD against Bull Rush attempts.

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

.

Meet Reef:
Reef 6th
Male dwarf ogrekin (Pahmet) barbarian (invulnerable rager, urban barbarian, beast totem) 5/fighter (unbreakable) 1 (Pathfinder RPG Advanced Player's Guide, 79, Pathfinder RPG Bestiary 2 204, Pathfinder RPG Ultimate Combat 31, 49)
CN Medium humanoid (dwarf, giant)
Init +2; Senses darkvision 90 ft., low-light vision; Perception +8 (+10 to notice unusual stonework)
--------------------
Defense
--------------------
AC 23, touch 13, flat-footed 20 (+7 armor, +2 Dex, +1 dodge, +3 natural)
hp 81 (6 HD; 1d10+5d12+35)
Fort +11, Ref +3, Will +1; -2 vs. [light] effects, +2 vs. poison, spells, and spell-like abilities, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies', +2 bonus vs. negative levels
Defensive Abilities defensive training; DR 2/—, 4/lethal; Resist extreme endurance
--------------------
Offense
--------------------
Speed 20 ft.
Melee (L) greataxe +14/+9 (3d6+19/×3) or
. . (L) tetsubo +14/+9 (3d6+19/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with tijino poleax)
Special Attacks rage (17 rounds/day), rage powers (lesser beast totem[APG], reckless abandon[APG], superstition +3)
--------------------
Statistics
--------------------
Str 28, Dex 14, Con 20, Int 10, Wis 10, Cha 5
Base Atk +6; CMB +14; CMD 28 (32 vs. bull rush, 32 vs. trip)
Feats Combat Reflexes, Diehard, Endurance, Extra Rage Power[APG], Lunge, Power Attack, Stalwart[UC]
Traits axe to grind, bloodthirsty, local tough
Flaws stubby fingers, uneducated
Skills Acrobatics +8 (+4 to jump), Climb +13, Craft (weapons) +8 (+10 on checks related to metal or stone), Intimidate -2, Perception +8 (+10 to notice unusual stonework), Ride +7, Survival +8 (+10 to track vs. humanoids of the Giant subtype), Swim +13; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ controlled rage, crowd control, dependent, distractible, giant hunter[ARG], minesight[ARG], oversized limb, shadowhunter
Other Gear elephant plate armor, greataxe, tetsubo, tijino poleax, 102 gp
--------------------
Tracked Resources
--------------------
Greataxe - 0/1
Rage (17 rounds/day) (Ex) - 0/17
--------------------
Special Abilities
--------------------
Beast Totem, Lesser (Su) Gain 2 d6 claw attacks while raging
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Rage (Ex) May gain lesser bonus split as desired, but without normal drawbacks.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Crowd Control +2 (Ex) If 2+ foes adjacent, +1 to hit & AC. Unslowed by crowds & bonus to intimidate.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Damage Reduction (4/lethal) You have Damage Reduction against non-lethal damage
Darkvision (90 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.
Dependent Shaken for 1 hour when you fail a Diplomacy check.
Diehard You are stable and can choose how to act when at negative Hp.
Distractible If the ogrekin rolls a natural 1 on an ability check, attack roll, saving throw, or skill check, it becomes confused until the end of its next turn.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Extreme Endurance (Fire) (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability
Giant Hunter +1 to attack/+2 to tracking Gain a bonus to attack and tracking vs. Giants.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Minesight Dazzled in bright light and -2 to save vs. light effects.
Oversized Limb The ogrekin can wield weapons one size category larger than normal without any penalty and gains a +2 bonus to its Strength.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (17 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-2) (Ex) Trade AC penalty for to hit bonus while raging.
Shadowhunter Attacks affect incorp foes as though use magic weapon, 2x phys ab heal from undead, +2 to save vs. neg levels.
Stalwart Forgo dodge AC bonus for equivalent DR
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Superstition +3 (Ex) While raging, gain bonus to save vs. magic, but must resist all spells, even allies'.
--------------------
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


about the magical ballista, perhaps a token (a magic griffin feather?) that they would all carry so that they are not targeted by the ballista once repaired.


So I reorganized all that to go into my notes so hopefully I can find it all in my notes easier. So I posted it that way. Not everything got a response but quite a few did.

Mordant Spire:

1. Spire Outrigger Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 2 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: 3 passengers.
EQUIPMENT: 2 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated low profile rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: None.
The Mordant Spire elves travel the perimeter of the Shattered Continent on skimmers. The outrigger magical vessels carry up to 3 elves on it to patrol. This outrigger skimmer has the ability to send messages back and forth between the Mordant Spire and other outrigger skimmers. The outrigger can be operated as a sailing ship using command words in elvish or manually.

2. Spire Surf Skimmer - - (Mordant Spire skimmer)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 150 (no sails), Save +12, Base Stealth +10
OFFENSE: Maximum Speed 90 ft. CMB +15; CMD 20, Ramming Damage 1d8
CREW: Single passenger, can carry 2 at half speed.
EQUIPMENT: long board, sturdy hull, Cargo: None.
The agile surf skimmer is designed primarily for stealth and maneuverability and its not uncommon to see Mordant Spire elves firing bows from the stable platform. The surf skimmer can move at a height of 2 feet above the water for up to 5 hours per day. It can also cloak the board and rider to look like a dolphin or a shark for up to an hour per day, making viewers from ships believe they are seeing large pods of dolphins escorting them.

3. Spire Ship - - Acavna’s Reach - - Adjacent to the Ethereal Plane (Mordant Spire sailing ship)
DEFENSE: INIT +8, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Retsulum Whitewave (LG male mordant elf sorcerer 10; Profession [sailor] +20), Commander Mlorej (LG male mordant elf rogue 8), 10 ship’s officers (LG male mordant elf magus (Spire Defenders) 6), 60 Vigilant Needle (LN male mordant elf fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 20 Spire Surf Skimmers, 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated low profile sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and ship’s stores).
Acavna’s Reach is constructed from some form of rune carved white wood that seems to radiate moonlight in the dark of night. The ship can also cast a variant of the daylight spell that generates moonlight at the pilots will.
In addition the ship and its occupants each have the ability to Ghostwalk as a swift action with a range of “personal”, targeting either the ship or any passenger whose been on the ship for 24 hours or more, for a duration of 1 round up to 3 times per day. The initiator steps through to the borderland between the Material and the Ethereal planes, becoming an incorporeal figure in both realities for a few moments. Until the beginning of his next turn, the initiator or ship gains the incorporeal subtype. This is an Ethereal plane using maneuver.
Captain Retsulum Whitewave is a witty if dour Mordant Spire Elf with a regal and commanding personality. He is in command of a small fleet of Mordant Spire outrigger and surf skimmers.
I love all three of these! The Mordant Elves have a pretty big role in Azlant and depending on the route the players take they could have an even bigger one. Plus later in the campaign I know I am wanting to do at least a one shot where they all get to play Mordant Elves and go after some dangerous relic or a big threat. So the better I have some of their culture fleshed out the easier it will be in the long run.

Basically a settlement but still a boat:

1. Floating Bazaar - - Aahoo Jahansouz’s Floating Bazaar - - (floating village of boats tied together)
DEFENSE: INIT +0, AC 12, touch 2; Hardness 5, hp 4,050 (sails 1200, oars 2160), Save +14
OFFENSE: Maximum Speed 60 ft. (Moves by oars or sail, but only around the shallow waters of a large peninsula),
Ranged 200 light ballistae +5 (3d8/19–20), 25 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Proprietor/Mayor Aahoo Jahansouz (LG female elfing (half elf/half quickling) gunslinger 1 (mysterious stranger) /swashbuckler 1 (inspired blade) / paladin 4 (holy gun) / fighter 4 (trench fighter); Profession [sailor] +20), Commander *Khan* Nod (CG male half elf /half orc shaman 8), 10 village marshal (CG male human fighter 6), 260 pirate/mercenary (LN male & female various races fighter 3), 240 sailors (minimum 85)
EQUIPMENT: 200 light ballistae with 4000 bolts (port and starboard), 20 standard catapults with 500 stones (fore and aft), no rudder, magically treated sails, rapid deploy sails, 300 squares of sails (multiple masts), Cargo 25 points of plunder (villages arsenal, villages stores and fenced stolen goods).
Titles •••••••• The Floating Ruby,
Nation •••••• n/a
Region •••••• Arcadian Ocean
Size •••••••••• Large Village
Population •• 3,423
Demographics ••• 65% human, 10% elf, 10% dwarf, 3% aasimar, 2% muavri, 4% tiefling, 1% halfling, 5% other
Government •••••• Merchant Council
Alignment ••••••••• Neutral Good
Charismatic and beautiful, Aahoo actually started this floating village on the remnants of merchant vessel that had not been fully pirated. Said pirates took to the winds to avoid a Chelish man o’ war pursuing them. Being the only survivor and first mate, she tried time after time to barter away back home but ended up turning a tidy profit, and more and more ships tied themselves off to get in on the heavy trading activity. As a half quickling, Aahoo Jahansouz became very popular very quickly shaking hands all the way. She learned who had what goods and who need this or that and was quick enough to get the word to the right ear, and turned even more profit. Eventually she made enough gold to pay death benefits for each and every member of her departed crew and payoff the lien on the ship and replace the bartered cargo. Aahoo Jahansouz is a crack shot and an excellent face for the village being a paladin of Abadar. I am totally excited for this weird random place

2. Floating Village - - Seedhaven - - (Living Sentient Tree; Classification: advanced man o’ war)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,900 (sails; leaves 1260), Save +18,
OFFENSE: Maximum Speed 120 ft. Ranged 15 light ballistae +10 (3d8/19–20)
Roots can reach the broken remnants of vessels on the sea floor, allow the villagers to salvage what they can before passing the wrecks into Seedhaven’s expansive branches to be used catapult style or just dropped on marauding pirates +9 (6d6), CMB +28; CMD 38, Ramming Damage 10d8
CREW: Captain Kaede Steelgrip (LG female human ward speaker brawling blademaster samurai 9); Profession [sailor] +18) Commander Arthur Curry (N male aasimar (Aquatic Drovier) Druid 7), 7 ship’s officers (NG human druid 2/expert 3), 110 villagers (NG various races expert 3), 60 sailors/fishermen.
EQUIPMENT: 15 light ballistae with 300 bolts (strategically placed about the trunk), root rudder, trunk ram, sails; leaves can overlap in such a fashion as to perform as sails, sturdy trunk, 120 squares of leaf sails (equivalent to four masts), Cargo 7 points of plunder (ship’s arsenal, stores and salvage)
The Seedhaven is a great floating tree which is propelled slowly by its undulating roots. It used to move about on a long circuit of its own until Kaede spoke to its kami and discovered how to guide it. Now she takes it where it's needed - Seedhaven brings a profusion of young fish with it wherever it goes which can raise fishing yields in the future.
With near two hundred people settled on it Seedhaven is a village, if not a floating bazaar. Kaede has ambitions to rival Aahoo Jahansouz though and has started a small fishing fleet based off Seedhaven, and would like to expand it into a small port.
A plaque above Kaede's home in a space built into the tree reads in High Azlanti 'Mobile Hatchery #6'. Some believe that the secret of controlling Seedhaven is within but she refuses to confirm or deny that. Much as I love the floating bazzar I am much more excited about this one! Not even sure why. I love the ‘Mobile Hatchery’ thing and I have not even had a thought for it but I love the, I guess the idea of it.

Pirates!:

All of the pirate boats and the crew are delightful, and I am going to have a time building it all but I am ok with that. I doubt I will be able to use all of them but I am going to try. The Five Fires, The Moon's Vengeance, the Black Star, the Angler, Barrel O’ Terrible are very likely to see some use and I enjoy the idea of running those encounters. The Cervantes’ Warhawk will definatly be the first one built for the plane of air. And my all time favorites the freaking Wrath of Ydersius because that is just awesome and has some historical ties. The Devistation because I love the flavor of it and they would have to play their cards right or he could rally other Free Captains or even the Chelish Navy to come after the little Andoran settlement. And that beautiful Deathtoll. I am most excited for these three ships!
1. Scavenger/Pirate Ship - - The Smile of Gozreh - - (Shell towed by Merfolk)
DEFENSE: Init +4, AC 18, touch 10; Hardness 6, hp 405 (no sails), Save +12
OFFENSE: Maximum Speed 90 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +15; CMD 25,
CREW: Leader Temarlan (CN male merfolk barbarian 8) 70 pirates (entire clan),
EQUIPMENT: 20 light underwater crossbows with 200 bolts, 70 tridents, no rudder, no keel, no ram, sturdy hull (shell), Cargo 6 points of plunder (shell’s arsenal, collected sunken treasures & stores)
A giant clam shell used to hold the wealth of the Amber Spears clan, the danger is less the 'ship' itself than its clan of merfolk who may try to impose a tax on passing ships. There are a number of heavy spikes with attached bubble kelp on the shell which the merfolk can guide rapidly upwards towards the hulls of passing ships.

2. Pirate Ship - - Five Fires - - (Asmodean sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Ranged 20 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Diflins (LE female goblin cleric of Asmodeus 8); Profession [sailor] +20), Commander Derlin Webb (LE male human alchemist 8), 4 Human bullies (barbarian 2 / rogue 2), 5 ship’s officers (LE goblin cleric 6), 40 pirates (LE human fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically fire resistant (10) sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 8 points of plunder (ship’s arsenal, stores and 40 slaves).
Diflins is on a holy mission to acquire slaves for her church, whether by purchase, Derlin's drugs, or outright assault. She is willing to do honest trade along the way, but only up to a point. Also she really likes setting things on fire. I am thinking this one will be linked to the Silent Brotherhood of Asmodeus.

3. Pirate Outrigger - - The Moon's Vengeance - - (Strix Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +10
OFFENSE: Maximum Speed 90 ft. Ranged 10 heavy crossbows +5 (1d10/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Captain Ixitach (NE female strix bard 7), Commander Tlachl (LE male strix inquisitor 5), 3 moon warriors (strix slayer 4), 10 sailors
EQUIPMENT: 10 heavy crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and stores).
Without the numbers to take over a sizable ship, the crew of The Moon's Vengeance prefer to steal goods. They may take a hostage to protect against immediate retaliation, but don't keep them for ransom. No longer useful hostages have a very short expected lifespan.

4. Scavenger/Pirate Ships - - Goblin Outriggers
They may last no more than a year or two even if they never meet enemies, but goblin outriggers seem eternal. Some parts of the ships can be recycled many times so the same snake figurehead can reappear even after the first ship it was on is defeated. Goblins will scavenge rather than attack most times, but odd things may provoke them. In particular of goblin outriggers;

5. Pirate Outrigger - - Snakesnake - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 16, touch 2; Hardness 5, hp 305 (sail 145), Save +8
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7), Commander Farah (female medusa bard 5), 3 male goblin (barbarian 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 1 points of plunder (ship’s arsenal and stores).
There's nothing magical about the winged serpent figurehead on this ship, but Poog Firebreath (CE male goblin sorcerer (serpentine bloodline) 7) will claim otherwise loudly. On occasion Farah (medusa) or one of her kin will travel aboard and lend a sort of credence to these claims to outsiders.

6. Pirate Outrigger - - Blackwoods - - (Goblin Outrigger)
DEFENSE: INIT +5, AC 14, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Burny Brak (N male goblin pyrokineticist 5), Commander Red Scar (male hobgoblin barbarian 5), 4 male hobgoblin (fighter 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 2 points of plunder (ship’s arsenal and pirated goods).
Burned timbers warn that the goblins aboard are careless even as goblins go in their use of fire. The current leader is Burny Brak (N male goblin pyrokineticist 5), but there's a rapid turnover in the leadership here as unsuccessful leaders are burned out.

7. Pirate Outrigger - - Black Star - - (Goblin Outrigger)
DEFENSE: INIT +4, AC 17, touch 2; Hardness 5, hp 305 (sail 145), Save +9
OFFENSE: Maximum Speed 90 ft. Ranged 10 light crossbows +5 (1d6/19–20), CMB +10; CMD 15, Ramming Damage 3d8
CREW: Little Vruta (NE female goblin summoner 7), Commander Goth (male bugbear barbarian 6), 4 male goblin (rogue 4), 10 sailors
EQUIPMENT: 10 light crossbows with 100 bolts (port and starboard), shallow rudder, short keel, magically treated rapid deploy sail, ultralight ram, sturdy hull, 18 squares of sail (single mast), Cargo: 5 points of plunder (ship’s arsenal and pirated goods).
Little Vruta (NE female goblin summoner 7) and her cadre of nihilistic worshippers of the Great Old Ones are exactly as creepy and dangerous as they look. Living sacrifices and torture - goth goblins don't just mess around with warpaint.

8. Merchant (Pirate) Ship - - Angler - - (Andoran sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Bait (CE male sahuagin mutant (malenti) barbarian 10; Profession [sailor] +18), Commander Natlirae the Death-Kiss (N female sahuagin mutant (four-armed) barbarian 9), 7 ship’s officers (CE malenti cleric 5), 70 pirates (CE sahuagin fighter 4), 20 malenti sailors (minimum 10)
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)
The Angler appears to be a moderately wealthy trader with few defenses, crewed by a tribe of elves (malenti) but the ship hides menace like an iceberg, and the destruction that lies beneath. The main tactic is for the Angler to run-up the white flag if pirates are pursuing, then slow to a stop and await boarders. The hold is filled with 50 sahuagin fighters ready to swarm the deck and devour anyone foolish enough to attack the ship. The other 20 sahuagin pirates swim to the opposite side of the boarders’ ship and climb aboard to attack from the flank.
Captain Bait is mated to Commander Natlirae the Death-Kiss and their mating “rituals” leave them both with heavily scarred backs.

9. Pirate Barrel Boat - - Barrel O’ Terrible - - CR 5 Derro barrel boat (submersible ship)
DEFENSE: INIT +4, AC 16, touch 5; Hardness 5, hp 610 (no sails), Save +8, (magic; can submerge and reappear anywhere within ½ mile at will);
OFFENSE: Maximum Speed 90 ft., 120 ft. for short sprints, Ranged 6 underwater ballistae +3 (3d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8 plus 5d6 electricity damage (lightning coil ram),
CREW: Captain Driig (CE male derro sorcerer 4/oracle 4), Commander Zluur (CE male derro sorcerer 6, Profession [sailor] +14), 1 ship’s officer (CE derro fighter 4), 20 pirates (CE derro rogue 3), 20 sailors (minimum 10 who rotate out after each use of the lightning coil ram).
EQUIPMENT: 6 underwater ballistae with 120 bolts (2 port, 2 starboard, 1 fore and 1 aft), broad rudder, lightning coil ram, periscope, sturdy hull, Cargo 3 points of plunder (ship’s arsenal and pirated goods).
Each Barrel Boat is equipped with a lightning coil ram powered by the constant foot-peddling of derro sailors. It takes 3 full rounds to peddle enough to charge the Coil, 3 rounds the derro use to reposition. The Coil releases its charge when it deals ram damage, inflicting an additional 5d6 electricity damage to everyone in a 30ft cone in front of the boat at the point of impact Reflex DC15 for half, and automatically stunning the 10 sailors peddling the boat for 1 round, but dealing them no damage.
Barrel O’ Terrible is Captained by Driig, a notorious derro pirate Captain of the Sightless Sea who has long plagued its waters. Crazy but possessed of an insane cunning, Driig is perhaps the most stable of his crew, he's known for carrying out brilliant ambushes utilizing 6 to 10 barrel boats.
The Barrel O’ Terribles’ ability to submerge and reappear is unique to Driig’s vessel. It’s workings are currently unknown to Commander Zluur, who will launch a mutiny against Captain Driig as soon as he can figure it out and take his place as captain.
[While the Barrel Boats are all R.A. Salvatore’s’, the lightning coil ram is all mine.]

10. Pirate Ship - - Wrath of Ydersius - - Serpentfolk man-o’-war (serpent ship)
DEFENSE: Init +8 AC 19, touch 5; Hardness 7, hp 1,215 (no sails), Save +16,
OFFENSE: Maximum Speed 120 ft. Ranged 30 light ballistae +8 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Ssscarzina (NE female serpentfolk swashbuckler 10; Profession [sailor] +20) Commander Ssseperado (NE male serpentfolk rogue 6), 8 ship’s officers (NE serpentfolk fighter 2/rogue 3), 120 serpentfolk pirates (NE serpentfolk fighter 3), 90 sailors (minimum 30)
EQUIPMENT: 30 light ballistae with 300 bolts (port, starboard, fore and aft), broad rudder, linked extended keel, ram, sturdy hull, Cargo 6 points of plunder (ship’s arsenal and stores)
Made of darkwood and polished to a scaly shine, this powerful 450-ft long vessel magically unjulates sinuously and rapidly across the water, looking like great serpent. The 30-ft broad head of the ship gradually narrows to 5-ft wide at its tail. The head is capable of rearing 50-ft into the air and slamming down onto the deck, driving two 10-ft fangs into the target ship, hooking the two vessels together for boarding.
Captain Ssscarzina is a purecaste serpentfolk of white, red and gold scales, often referred to as Daughter to Ydersius by the degenerate serpentfolk. She fights with cold, casual, sinuous grace paired with deceptively quick strikes. Her intellect works the same way and she is most adept at flirting during a fight to distract her opponents if she deems them worthy adversaries.

11. Pirate Ship - - Morning Breeze/Devil’s Breath - - (Andoran merchant sailing ship)
DEFENSE: Init +5, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Acceleration 30 ft., Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Arin “Undertow” Wraithwind (N male undine expert3/rogue6; Profession [sailor] +20), 7 ship’s officers (LE human aristocrat 2/expert 3), 70 pirates (NE human fighter 2), 30 sailors (minimum 10)
EQUIPMENT: 10 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 4 points of plunder (ship’s arsenal and stores)
This ship is glammered to appear as a slow moving merchant caravel (the “Morning Breeze”) when in reality it is a sleek, aggressive sailing ship (the “Devil’s Breath”).
Captained by the portly undine Arin “Undertow” Wraithwind, Arin plays up the merchant angle to the hilt. He even has his crew dress the part, keeping the ship under glamour most of the time, until he spies a likely target. This is when the glamour drops and the Devil’s Breaths’ pirate flag is raised and all bets are off. Undertow might be on the heavy side but he swims like a shark and fights like a dervish.

12. Pirate Ship - - Devastation - - CR 9 Chelish man-o’-war (sailing ship)
DEFENSE: Init +4, AC 19, touch 2; Hardness 7, hp 1,620 (sails 960), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 20 light ballistae +3 (3d8/19–20), 2 standard catapults +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Paracount Sebastian Von Strom (LE male human fighter 10; Profession [sailor] +20; +1 on sailing checks to gain the upper hand), Commander Kera Toomes (LE female human cavalier 6), 14 ship’s officers (LE human aristocrat 2/expert 3), 120 Chelish pirates (LE human fighter 2), 60 sailors (minimum 20)
EQUIPMENT: 20 light ballistae with 400 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 120 squares of sails (four masts), Cargo 6 points of plunder (ship’s arsenal and stores)
Sebastian Von Strom is a Chelish Paracount turned pirate, stealing a man-o’-war pirate hunter, one of several powerful ships sent by Cheliax to patrol the western coasts of the Inner Sea region and occasionally scout along the edges of the Shackles. It was easy for him to trick the Chelish Naval captain into turning over command of the vessel to him and he gradually recruited and replaced the crew with pirates and sailors loyal to him. By replace, Captain Sebastian killed them quietly, or at least well away from the rest of the crews prying ears. Despite his Nobel beginnings he is perhaps the most feared Free Captain on the water, and not just because of his impressive ship, Devastation. He is blood thirsty and vicious, capable of the most heinous murders imaginable.

13. Pirate Airship - - Cervantes’ Warhawk - - the Plane of Air - - CR 9 (Osirion made sailing ship)
DEFENSE: INIT +6, AC 16, touch 5; Hardness 5, hp 1,215 (sails 720), Save +12
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d10 (reinforced keel)
CREW: Captain Cervantes Alba (CG male aasimar gunslinger 5/Brawler 5; Profession [sailor] +20), First Officer Wilbur M’Tura (CG male tiefling swashbuckler 6), 10 ship’s officers (CG human swashbuckler 1/fighter 4), 60 pirates (CN human rogue 3), 50 sailors (minimum 20)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, reinforced extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 5 points of plunder (ship’s arsenal and pirated goods). Many doors and chests are trapped to keep them off-limits to swabs and common sailors.
Cervantes’ Warhawk is Captained by Cervantes Alba, a notorious pirate Free Captain of the Shackles who has long plagued Chelish merchant shipping in the Inner Sea and Arcadian Ocean. Compact but fierce, Alba has more muscles than most his crew, he's known for carrying 5 single shot pistols and fighting in close with twin blades.
The Warhawk has a secret. It’s also an airship capable of calling forth a gate to the plane of air. One of Warhawks main tactics is to travel in the clouds to stay out of sight for as long as possible. Swooping in from on-high to use its reinforced keel to ram the target ship, usually crippling the other vessel, and making her the next mark in the Warhawk’s list of trophies. Alba is not known to leave survivors, but recycles taken ships to add to his pirate fleet.

14. Pirate Ship - - Deathtoll - - Ethereal Plane - - CR 10 Urdefhan whaler ghostship (sailing ship)
DEFENSE: Init +8, AC 18, touch 2; Hardness 5 hp 1,620 (sails 360) Save +14
OFFENSE: Maximum Speed 120 ft. (magic; can submerge and reappear anywhere within 1 mile at will); Acceleration 30 ft., Ranged heavy ballista +11 (4d8/19–20) CMB +26; CMD 36 Ramming Damage 10d8, Maw of the Depths; Bite 10d8 (ignores hardness)
CREW: Captain Kenwight Wikdison (CE male half-fiend Urdefhan fighter 11; Profession [sailor] +16) 28 brine zombies, 20 male Urdefhan fighter3/rogue3,
EQUIPMENT: Gear heavy ballista with 20 bolts (fore), ram, bite, Cargo 4 points of plunder (stolen pirate treasure), 6070 spines of condemned souls used as teeth for the megalodon like maw of the vessel.
Kenwight is an urdefhan half-fiend spawn of a conjured daemon and an urdefhan female. He has risen to his high position of power rapidly and with vicious efficiency. This ruthlessness has earned him his prize, the Deathtoll, part Megalodon Ghost Shark, part urdefhan ship, capable of submerging and reappearing anywhere within 1 mile at will, as well as being able to go to the Ethereal Plane for 10 minutes every day.

Merchant Vessels.:

The delightfully identical name for the The Moon's Vengeance makes me want to build up this crew. They will likely be of the Spire or one of the land dwelling settlements around Azlant. The Kelpie's Crossing is delightful and the cannonball ogunpowder ooze idea came from thinking about this one. I am dreading building the Pride of the Seventh Sea but I know I want this one. That is simply to awesome of an idea to pass up. And Oakheart is just to weird to pass up

1. Merchant Ship - - Kelpie's Crossing - - (Andoran merchant caravel)
DEFENSE: Init +4, AC 16, touch 2; Hardness 5, hp 810 (sails 480), Save +9
OFFENSE: Maximum Speed 120 ft. Ranged; crew 20 light crossbows +3 (1d8/19–20), CMB +10; CMD 20, Ramming Damage 5d8
CREW: Captain Polly Threeteeth (CN female human oozemorph shifter 8) Profession [sailor] +10; First Mate Ketra Semoo (CN female human rogue 5), 20 sailors, 10 oozes, usually below decks in the bilge), EQUIPMENT: 20 light crossbows with 200 bolts (mobile), 25 boarding axes (weapons locker), standard rudder, standard keel, ram, standard sails; heavily patched, sturdy hull, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)
Poorly maintained and lacking obvious defenses, the Kelpie's Crossing looks as though it tries to avoid pirates by being too poor to attack. That's true only up to a point; those who board the vessel can find themselves stepping in a slick of oil which then tries to eat them. Polly can get the cooperation of oozes and keeps a number on the ship.
The reputation and the appearance of the ship is such that few will buy passage or transport for their goods on it. Polly can be a willing accomplice in underhanded or illegal schemes for the coin to keep it sailing.

2. Mercenary Ship - - The Moon's Vengeance (II) - - (Varisian sailing ship)
DEFENSE: Init +6, AC 18, touch 5; Hardness 5, hp 1,450 (sails 750), Save +12
OFFENSE: Maximum Speed 120 ft. Acceleration 30 ft., Ranged 20 light ballistae +3 (3d8/19–20), 1 standard catapult +7 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Laurence (LN female half-elf swashbuckler 7) 7 ship’s officers (LN human fighter 2/ rogue 3), 50 pirates (NE human fighter 2), 30 sailors (minimum 15)
EQUIPMENT: 20 light ballistae with 200 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 3 points of plunder (ship’s arsenal and stores)
Unrelated to the above The Moon's Vengeance and very, very irritated by the coincidence of names. Captain Laurence and her crew see themselves as honest soldiers, for all they work as mercenaries. Fast cargo and passenger delivery is their other line of work.

3. Merchant Ship - - Oakheart - - (Chelish small sailing ship)
DEFENSE: Init +6, AC 17, touch 2; Hardness 5, hp 810 (sails 480), Save +10
OFFENSE: Maximum Speed 120 ft. Ranged 10 light ballistae +9 (3d8/19–20) , 1 standard catapult +7 (6d6), CMB +10; CMD 20, Ramming Damage 5d8
CREW: Klaus the Carver (CG male dwarf dwarven scholar bard 10) Profession [sailor] +20; First Mate Daisy (CG wyrwood wizard 6), 20 poppets tirelessly crew the Oakheart.
EQUIPMENT: Ranged 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, 60 squares of sails (two masts), Cargo 2 points of plunder (ship’s arsenal and stores)
Some may sneer at Klaus and his ship, calling it the Ship of Lost Dolls for his preoccupation with 'rescuing' lost or discarded statues and similar then animating them, but Klaus is a canny businessman and doesn't hold it against them. The cost of animating an entire crew is substantial but he makes enough to cover the costs.
Due to limited cargo space, Klaus operates primarily as a courier, delivering letters, contracts, treaties and the like and he’s not above skimming the items for information he can make use of or turn a profit on. As a result, Klaus and Daisy have picked up a great deal of information about ruins Azlanti and other useful bits of knowledge that only a select few are aware of. Klaus will charge through the nose before he parts with any of it though.

4. Merchant Ship - - Pride of the Seventh Sea - - (Varisian sailing ship)
DEFENSE: INIT +7, AC 18, touch 2; Hardness 7, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 100 ft. Ranged 10 light ballistae +5 (3d8/19–20), 2 standard catapults +6 (6d6), CMB +20; CMD 30, Ramming Damage 10d8
CREW: Captain Indrani (NG female sea singer bard 7), Profession [sailor] +14), Commander Teriltan (N male elf haunt collector occultist 7), 2 ship’s officers (N human skald 4), 2 ship’s officers (NG dwarf cleric 4), 40 sailors (minimum 20)
EQUIPMENT: 10 light ballistae with 300 bolts (port and starboard), 1 standard catapult with 25 stones (aft), broad rudder, extended keel, magically treated sails, ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 7 points of plunder (ship’s arsenal, trade goods, cast-off ancient metal and stores).
With masts and rails made of metal salvaged from Azlanti ruins the Pride gleams in the sunlight. An odd effect of the ancient metal is that if the ship passes too close to a haunt the haunt may attach itself to the ship rather than its original location. The old hands among the crew know this very well and amuse themselves with newcomers' reactions until Teriltan shows up to deal with the matter.
Due to the heavy metal on-board the Pride is slightly slower than the average Varisian ship. Currently Captain Indrani is trying to salvage and trade for enough of the ancient metal to reinforce the keel and ram of the shining Pride.
Other
I have already expressed my excitement for this group of ships. And that excitement is still there.

5. Pirate Hunter - - Gold Kissed Pearl - - CR 10 Munavri man-o’-war (sailing ship)
DEFENSE: Init +8 AC 20, touch 10; Hardness 10, hp 1,620 (sails 960), Save +16, capable of teleporting between the Arcadian Ocean and the Sightless Sea 3/day.
OFFENSE: Maximum Speed 120 ft. Ranged 20 heavy ballistae +10 (4d8/19–20), 2 standard catapults +9 (6d6), CMB +27; CMD 37, Ramming Damage 10d8
CREW: Captain Francesca Caviezel (LG female half-dragon munavri paladin 10; Profession [sailor] +20) Commander Lazlo Kurl (LG male munavri cleric 6), 14 ship’s officers (NG munavri fighter 2/expert 3), 120 munavri free soldiers (NG munavri fighter 3), 60 sailors (minimum 20)
EQUIPMENT: 20 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (both fore), broad rudder, extended keel, magically treated sails, ram, rapid deploy silk sails, sturdy hull, 120 squares of violet sails (four masts), Cargo 8 points of plunder (ship’s arsenal and stores)
The polished, powerful violet-sailed, intricately carved ivory ship is part of the Munavri initiative to destroy the Urdefhan presence in the Sightless Sea, be they pirate or otherwise. The Pearl’s ability to teleport grants her a tremendous advantage when combating other vessels.
Captain Francesca Caviezel is a half gold dragon munavri paladin held in high esteem by much of the munavri race. Her part draconic heritage makes her a formidable combatant, resulting in her being a feared captain of the Sightless Sea. So much so, the Urdefhan flee the sight of her Gold Dragon flag unless they out number her. Francesca’s kind heart is only over matched by her tenacity.

6. Smuggler’s Vessel, Elemental - - The Corbi - - (Varisian sailing ship)
DEFENSE: Init +8, AC 20, touch 5; Hardness 7, hp 1,200 (sails 600), Save +14
OFFENSE: Maximum Speed 240 ft. Acceleration 60 ft., Ranged 5 light ballistae +5 (3d8/19–20), CMB +25; CMD 35, Ramming Damage 5d8
CREW: Captain Elias Corbi (N male human rogue10; Profession [sailor] +20) 5 ship’s officers (LE human expert 3 / rogue 3), 10 pirates (NE human fighter 3), 20 sailors (minimum 10)
EQUIPMENT: 5 light ballistae with 100 bolts (port, starboard and aft), 1 standard catapult with 15 stones (fore), broad rudder, shallow keel, magically treated sails, light ram, rapid deploy silk sails, sturdy hull, 90 squares of sails (three masts), Cargo 10 points of plunder (ship’s arsenal and smuggled stores)
This already sleek and fast smugglers vessel is also powered by a water elemental, effectively doubling its speed or rigging the ship for silent running at normal speed.
Captain Elias Portran was once a Chelish Naval captain when his Patrol boat was sunk by pirates. Injured, he was floating on the remnants of his ship when he was found by a female sylph smuggler called Corbi. She nursed him back to health and they fell in love. Corbi continued to smuggle but was betrayed while she was on land, and promptly hung for being a pirate. Elias, distraught, took her name for his last in remembrance. He has been smuggling and upgrading their ship ever since. He holds no love for the Chelish Navy.

7. Ghostship - - The Silver Maiden - - Roaming Rift to many places - - “Ghostship stories have been floating around forever about ghostships encountered in every corner of the seas. Why, in my day, I was sailing along the Arcadian Ocean, when up in air for all to see, an enormous ship sailing some 200 leagues above me. Why I had such a start, I know my tongue plain dried up! Now I was mighty uncomfortable wit' it smack dab right above me but then a saw a second ship IN-THE-AIR! An' it was tacking straight for us! I mean them, them fellers' above me, so I turned port an' picked up a few knots. An' the ships above me turned an' matched my course an' speed! I was struck dumber than my first mate, Willie. I would've changed course again but I knew it was too late, an the second ship, why it was as transparent as colored glass! I thought they would collide above me and rain so much debris around me I’d be sunk fer sure. THAT DIDN'T HAPPEN. That second ship, the smaller ship, hit the bigger ship in the aft, an' done sucked up that bigger ship, masts and all…
partial decree of the august bodies of Such & Such; "...are of the opinion that the second ship, the, er, Ghostship was in fact an extra-dimensional vessel that served as a gateway to another plane, and based on the stars and moons lunar alignment, the Plane of Air..."
The great ghostship, The Silver Maiden has a history buried in antiquity, but everyone who’s encountered her agrees there is an animate silver figurehead of a maiden with cascading hair that turns to crashing waves. Some believe they can predict where she’ll be seen next, and where intersecting her path will take them. This has yet to be proven.

Ports and associated things.:

Both of these are going to be so much fun. A creepy ship graveyard! And the option to go to the Astral Plane if they players are willing to either pay or do a favor is delightful!

1. Riven Isle - - Random Portal - - This isle is nearly divided in two, as if by a blade neatly piercing a coin but not splitting either end. The end result a ravine of enormous proportions. The most curious thing is what can be found in the ravine; more than a hundred shattered and broken sailing ships. With no water way available it will be a mystery to anyone as to how the vessels arrived in this state. This dry ship graveyard is inhabited by various undead, ghouls & ghasts chief among them. There are also a couple vampires and one lich that make their homes in the shadowed recesses of the ravine. The undead are made up of Darklands and Sightless Sea indigenous peoples to include Aquatic Elves, Derro, Drow, Duergar, Gillmen, Locathahs, Merfolk, Munavri, Sahuagin, Serpentfolk, Tritons and Urdefhan. The majority of which either have slashed throats or puckered piercing wounds on their bodies. They were all victims of Captain Maluster Darkholm one way or another, before he teleported their ships into the ravine (see 76. Pirate Ship - - Eclipse All Light - - for details on Captain Maluster Darkholm).
Deep in the debris and detritus of these ships is a fractured magical portal mirror. The mirror's magic is still functional despite the crack, but its range is reduced to the islands of the Shattered Continent and its exit locale completely random.

Pirate Ship - - Eclipse All Light - - CR 10 (Drow sailing ship)
DEFENSE: INIT +7, AC 18, touch 5; Hardness 5, hp 1,215 (sails 720), Save +14
OFFENSE: Maximum Speed 120 ft. Ranged 10 heavy ballistae +5 (4d8/19–20), 2 standard catapults +6 (6d6), CMB +25; CMD 35, Ramming Damage 10d8
CREW: Captain Maluster Darkholm (CE male drow magus 6/ rogue 4; Profession [sailor] +20), Commander Pyrjerolm Darkholm (CE male drow fighter 8), 10 ship’s officers (CE drow magus 6), 80 pirates (CE drow fighter 3), 40 sailors (minimum 20)
EQUIPMENT: 10 heavy ballistae with 300 bolts (port and starboard), 2 standard catapults with 50 stones (fore and aft), broad rudder, extended keel, magically treated sails, quick release piercing ram, rapid deploy sails, sturdy hull, 90 squares of sails (three masts), Cargo 9 points of plunder (ship’s arsenal and pirated goods).
Eclipse All Light is a mat-black vessel enchanted with a variety of non-detection spells and countermeasures. It can go invisible and lay a false water wake via hallucinatory terrain 3 times per day for 1 minute each use. The ship can also cast deeper darkness at the pilots will.
Captain Maluster Darkholm is wiry, whip-quick and fights in-close with a rapier that absorbs blood. Maluster is an otherwise forgettable dark elf. This is an affection he purposely cultivates. He likes to blend in, as much as a drow elf can, using disguise kits and a hat of disguise. Even among other Darkholm elves he is virtually anonymous. Maluster is meticulous and never leaves evidence of his doings. He leaves no trace of himself and no one but Maluster knows how he disposes of his victims or their ships.
He possesses an artifact of the Darkholm, a tiny adamantine bell called the Anvilknell that when struck against the hull, can teleport any ship of 3-masted size or smaller to a massive ravine on a smallish island (called the Riven Isle) in the Shattered Continent, creating its own ship graveyard on dry land.

2. Port Mercy - - Portal to Astral Plane - - This Port Town is named after Mr. Edna Mercy Cross, who owns much of the town, including the Tavern, Mercy's Mooring. Now Mercy is NEVER, EVER called Edna. The only people that call him Edna are the Noob’s that get tricked into calling him by his real first name. The various patrons actually run a pool to see who, and how long they’ve been on the island before they foul up and say Mercy’s first name to his face. Mercy will well and truly deck the snot out of the offender without warning. If the fool wishes to take offence at the rebuttal, Mercy simply asks if they want blood or satisfaction. If they say blood, Mercy will do his level best to not kill the fool, but accidents happen, even in a fair fight. If they say satisfaction, one of the many women in the bar will offer to satisfy them and then some. If the PC takes the offer then everyone relaxes. If the PC doesn’t get the hint, Mercy tells the PC to step outside and find a goat to satisfy him. At this point Mercy will hear no more and offer to kick the fools arse, and he really will try to kill him.
This port-town is actually a smugglers port frequented by pirates and smugglers as well as regular merchant vessels. The real trick is Mercy’s Mooring. Any vessel tied to this magical Mooring shrinks the boat and cargo in all its dimensions to 1 foot in diameter. The boat will stay this way until it comes into contact with enough water for it to float in. The smugglers of the Port pay a hefty fee based on cargo to use Mercy’s Mooring. Mercy has a modest collection of ships on the shelves of his taproom, and no one knows how he got them or if they came from his magical mooring.
Mercy Cross has another secret; he owns a magical mirror that gives him unfettered access to the Astral Plane. For a price, he’ll let the PC’s use it, too.

[spoiler=Encounters]
I am excited for these ones. And I have made notes on the Fields of Sorrow. One player has requested a desert island. I aim to make him regret that request :)

1. On the Tide Tonight (CR 5) (or adjust CR to taste) This event occurs shortly after the PCs have departed an island. The encounter should occur when the PCs’ ship is in the open ocean shortly before eight bells, the end of the late-night watch and the beginning of the morning watch (about 4 a.m.).
Creatures: Three sahuagin, members of the tribe that dwells in one of numerous coves, have been sent to reconnoiter the area and to prey upon lone ships that can be surprised. They clamber onto deck and attempt to silently murder any sailors on watch before slipping back overboard with their victims in tow. If the PCs are on watch, allow Perception checks to detect the sahuagin’s stealthy boarding party before they attack. Otherwise, or unless the PCs have posted more than two sailors on watch or taken other unusual precautions, assume that the raid is successful and goes unnoticed until the next watch comes on deck and finds only a few bloodstains. A DC 17 Survival check reveals a few wet prints in the shape of a webbed and clawed humanoid foot, which PCs who succeed at a DC 15 Knowledge (nature) can identify as the tracks of sahuagin. If the PC's stay in the general area, the sahuagin return in greater numbers a week later.
Morale: If two sahuagin are killed, the survivor leaps overboard and flees. If a sahuagin is in danger of being captured alive, it swallows a puffer fish spine hidden in its mouth, causing it to choke to death on the toxin and preventing it from revealing anything about its tribe
Treasure: One of the sahuagin wears a necklace of golden coral and strange, silvery metal with blue-black whorls worth 1,500 gp. The silvery metal is a platinum alloy known as “deep platinum”.
DEEP PLATINUM . . . courtesy of SKULLS & SHACKLES: Raiders of the Fever Sea
This rare platinum alloy is characterized by blue-black whorls of an almost disturbing aspect, and is virtually unknown to those living above the surface of the sea. It is actually mined from platinum deposits in the deepest ocean trenches, where it is tainted by exposure to poisonous deep sea vents called “black smokers.” Only aboleths, krakens, or even stranger creatures of the ocean depths can recover this metal from these fathomless trenches. On land, deep platinum has the same value as normal platinum, but it is of inestimable value to undersea races such as the sahuagin, who often ascribe religious or magical qualities to the rare metal.

2a.Desert Isle - - Event #1 - - Ancient Ruins/Tombs - - Sand dune covered desert island, populated by tribes of the Kasatha having trouble with an Azlanti Mummy. The tribe of Kasatha tried to loot a Tomb of some forgotten Mystic-come-Queen. The Mummy tirelessly pursues them because of an item (your choice) they'd taken. After the mummy is dealt with the tribe might take them to a tomb that's ripe for looting (and probably has more mummies and other stuff guarding it).

2b. Desert Isle - - Event #2 - - Sand Traps - - Sightless Sea - - Topography looks like a desert island, complete with sand dunes, weathered and eroded structures. All over the isle are sand traps that suck the PC's down. Let the PC’s think they’re drowning in sand. In reality they are being sucked down a sand chute into a MASSIVE underground cavern, into a lightless naval battle between the MUNAVRI & the horrific URDEFHAN.
While the PC's are treading water after their big splash into the Sightless Sea, give them details on the look of the violet-sailed, intricately carved ivory ship doing battle with a semi-transparent undead whale. After befriending the Munavri they can earn the privilege to sail one of the ivory ships, and eventually find a gate that takes them back to the surface ocean or the Plane of Water... I am both super excited for this encounter and dreading building it.

3. The Fields of Sorrow - - Nothing lives here, no animals or even bugs. I want the essence of the place to move around.
There is a powerful undead roaming the islands. Through its wanderings, it’s been idly using its circle of death spell-like ability. And it’s not even doing it maliciously, it’s just bored. There’s a lich that's become disenchanted with its unlife. The arrival of the PC's does wonders for its mood, as it now has something to challenge it. Previously it was just letting the roaming isles move it from isle to isle, trailing a swath of death.
There can be areas that it has traveled though the party could encounter and then if they get hooked into the idea of following it then maybe they can put an end to it. Without the destruction of the phylactery it cannot truly be killed. The Phylactery is an item the PC's are already carrying. Potent enough that the player's wouldn't just sell it outright. I'd make this either weapon or armor. Not a roaming island but a roaming creature. I have had a thought on what it might be but I have to find the info so I will post that later. From what I remember they are kind of like the Druid version of a Lich. I cannot find them on line so I have a massive amount of notes to look though. But mechanically they do what the creature described does. It travels around and gradually erodes all life in the area. It is kind of an anti-druid. A Druid of Death!

4. Wild Magic - - These are mostly going to be random areas. Some will be obvious, and others will simply not be.

5. Earthfall - - The Colosseum - - The day of Earthfall keeps repeating in the Colosseum; and the PC's can affect the outcome of the gladiatorial games by participating in them. Now how they come to be connected to the games is by the ingenious intervention of one Koernelis Plynt. This enterprising tiefling actually shipwrecked on this relatively small section of isles a few years ago and quite accidentally discovered he could influence the events of the games by introducing new participants to the games master. Since then he's slowly been building up a nest egg by fixing the matches with new participants and convincing them the matches are not to the death. An irredeemable gambler, Plynt is constantly betting and losing his nest egg.

6. Cyclops Graveyard - - The fact that Cyclops eventually descended into blood-thirsty, cannibalistic barbarity, made the Graveyard idea take a decidedly different turn in my eyes. The reason people have discovered the Graveyard is the size of the bones but a search of the surrounding area would find very few smaller skeletons since giant ghouls tend to eat smaller corpses whole. Is something eating giant-sized cyclopes'? Are those cyclops-sized teeth marks on those cyclops bones?
Are you looking up right now, just noticing that big cloud that's not moving with the wind? In fact, it's not moving at all.
Just to pound home that point, another partially intact cyclopean skeleton slams into the ground around them.

Islands:

Reptile island and the Crystal Reef are one of my favorites. I mentioned having a dino island to one of my players and the look on her face was amazing. She got so excited! If you can think of settlements or encounters to put on any of these islands I am all ears.

1. Bilith-Vel Museum - - It talks about constructs that have rotted and no longer work along with a ghostly janitor that still wonder the halls. There is a lovely module called the Gallery of Evil in this one many of the fights are the creatures of paintings. I want the maintenance constructs to have warped. The paintings have come to life but what else would I put in there. Trompe L'oeil, & id portrait.
I am thinking magic kept this place very much as it was. The city of Bilith-Vel is ideal for its locale. This place was once a holy site of Acavan, the moon goddess. It also says it was home to a sisterhood of influential witches called the Inward Eye. There were banking consortiums, and home to the empires second largest armada. Acavan’s battle mount, an ancient lunar dragon by the name of Rezallian, now guards this place and is a creature wracked with grief at the loss of her mistress.
Much of this city is going to be still standing and I want the museum to be here. And there will be an actual ship graveyard here as well. Along with numerous temples. Plus the dragon but what else can I put in this city or the roughly 100ish mile island it is on. This place is in the lower parts of the Shattered continent.
I recommend a rival group of adventuring tomb raiders. And make it so they are recurring rivals that always have ready a means of escape from the PC's. In fact, introduce a likable, useful NPC to the party that convinces them to let him/her travel with them for a time (a few levels worth at least). The NPC turns out to be a mole that feeds information to the rival tomb raiders about the PC's pursuits. Keep in mind this was a museum, with items that were old and priceless before the Earthfall.

2. Bilith-Vel - - Hag’s Coven - - It also says it was home to a sisterhood of influential witches called the Inward Eye. The hags came up for me for three reasons. The dream element brought the dreamthief Hag. The Night Hag from wanting to use them in my last campaign and finding them interesting. And lastly because the AP has an encounter with them though at lower levels and I am going to change that. So the Cyclops of the Ghol-Gan Empire tended towards prophesies and the hag the AP has is rather opposed with it to. She has one in captivity for that purpose.
Witch with the slumber hex and ability focus to quietly put all members of the party to sleep on the Dreaming Islands.

3. Crystal Reef Isle - - The waters around Crystal Reef Isle are crystal clear (visibility 320 feet), but the island is surrounded by unique clear crystal coral reefs, which lie between 5 and 25 feet beneath the surface and imposes a -5 circumstance penalty on Perception checks made to detect the crystalline reefs. Despite the beauty, however, the tides around the island are vicious, particularly along the western shore. Even on calm days, the DC of Swim checks is the same as in rough water (DC 15), and creatures that fail a Swim check by 5 or more are dragged farther out to sea at a rate of 30 feet per round by the strong currents.
The real danger is in both the waters and the jungle of the isle. There are perhaps hundreds of crystal oozes inhabiting the area, but their presence may be what has caused the clear crystal coral growths.
The majority of the isle is covered in thick jungle- considered dense forest with heavy undergrowth. Unless they are using one of the few narrow paths traversing the jungle, characters traveling through the jungle must make DC 16 Survival checks to avoid becoming lost.

4. Riddled Isle - - Riddled with caves and tunnels the stony isle appears to be a great chunk of holey cheese. Some caves lead to tunnels that lead to caves that lead to submerged tunnels that lead to the darklands or the surface. The isle is also infested with purple worms near the surface, testifying to the degree that the stone has been compromised. A veritable maze, some tunnels lead deep into the stone, all the way to the darklands. The shallow surface of this particular isle is home to warring tribes of kobolds & goblins. If the PC’s can rid one or the other of the wrathful little humanoids, they may gain ready guides to the darklands, for a short while.
They might even find their way to a sphinx and its riddles.

5. Crystal Isle - - The people of that era populating the isle were instantaneously turned to full color crystal statues (Golems of Glass), some broken, with a very few still mobile and carrying out the tasks they were taking when the deep impact occurred.
I have really jagged island in the lower center of my map that I think I will be putting this one on. And I am going to love describing this place. I am borrowing from a book I read for this place. It was one of the Guild Wars books, Ghosts of Ascalon. When I read that chapter on the fields of glass I knew I wanted something like that in a game.

6. Smallest Continent - - Everything living here is smaller than usual, use the young template. Deeper within they're even smaller, you can look down on forests of ancient trees no taller than your knees. At the very center there's a stone which will shrink anyone touching it to match the nearby ankle-height forests. A quick identify or similar will suggest that this will be permanent if the characters don't leave within 24 hours. Delightful Alice in Wonderland themes. I am thinking this will be one of the much smaller islands.

7. Island of the Clock Tower - - island itself is home to only a rather out-of-place baroque tower, which is filled to the brim with ticking clocks of all shapes and sizes. Next to each clock is a placard with a name engraved on it. I am not sure where to put this one yet but I really like the visuals of it.

8. Isle of the Beautiful Lights - - On this island there's a colony of miniature dragons which tales say will bond with the first person they see after hatching. The tales aren't wrong, and who doesn't want a mini-dragon of their own? They're incomplete however. When the hatchlings grow up (after a couple of years assuming plenty of food) they transform into their adult shape, a will o' wisp, which has no attachment to their former bond/owner. If they die from violence and the body isn't entirely destroyed they rise as a will o' wisp with the young template 1d4 rounds later, same deal.
Treat the hatchlings as pyraustas with the aberration type (but no stat changes from that), knowing whatever language was most spoken around their egg. Possibly a couple of languages in a household or adventuring party with mixed use of languages. If the tales wouldn't be enough to attract your PCs they might follow an offer to buy the eggs, or be investigating the mysterious death of a girl and the disappearance of her mini-dragon. Now to beside to keep it the same or turn this into Pern because dragons are awesome!

9.Reptile Isle - - This isle is populated almost exclusively by Lizardfolk and Dinosaurs. The expansion of other humanoid races and changing climate has pushed them into the margins of the world over the past few millennia. Not a warlike race, they often find themselves pitted against land-hungry humans and the violent xill, especially now, with the resurgence of explorers invading the swamps and marshlands of this particular island. They only wish to be left alone but the appearance of another race is making the situation untenable. The viciously evil Serpentfolk coming up from the depths of sunken structures.
On that note I found the Reptoid. I won’t be using the lore listed but I am thinking they are a better version of kobolds. Kind of how the Serpentfolk have changed these creatures has changed as well.

10. Isle of Obsidian Towers - - Black Cabal - - This group of silent and stealthy mothmen keeps watch over the shattered fate of Azlant. They stand in silent vigils along the shores of an island of black sand, perched on massive obsidian towers simply known as the Fulcrums. Sometimes, they're seen flying off to some unknown location or turning inwards as if focusing on something at the center of the island.
Mothmen are known to manipulate fate and change the courses of causality. Perhaps these ones are trying to reverse Azlant's destruction, or even harness the power of Earthfall to induce an apocalypse in the present day? Their true goals are inscrutable but surely far-reaching.
Azlant existed in an age of myth, after all. Such a powerful fate draws mothmen to it like... well, a moth to flame.

11. The Island of the Sun Temple - - The island where the Sun Temple once stood and where Andoran’s last attempt to colonize Azlant along the north eastern side of Azlant, about three hundred miles north. It is a fairly large island, roughly 150 miles by 150 miles. The eastern shore is about 50 miles out of shallow waters filled with rocky spires and littered with broken ships.
Despite being in the norther parts of Azlant this island is never cold. The waters around the island are always warm and the island itself is covered in a thin steam. Thick jungle and sudden sheer cliffs make up most of this heavily shattered island. And there is a steady incline as this was once a mountain. Near the center of the island is a massive lake, almost 2 miles wide and nearly three miles long. There is a thick river that reaches out to the south ocean and even though the waters rush out towards the ocean this lake never depletes. Filling this steaming lake are shattered landmasses.
Strange lights flicker among the fragmented shrines and beckon the unwary deeper into the tangled undergrowth of the island. Smoldering auroras halo the ruins even in the bright of day, and the burn of ozone permeates the air. Towering spires and copulas penetrate the island’s thick canopy, dwarfing more recent human habitations built among the once-glorious edifices of the old empire. An enormous, bronze-mounted lens transits the island in a lazy and wandering orbit, its focused beam setting vegetation alight and carving trails like cauterized wounds through the dense foliage. Everywhere are the crumbling walls of a ruined civilization—some built in strange, sharp angles, others curved like sections of spheres. Above all looms the imposing edifice of the Sun Temple, perched on high, rocky ground scorched black by the searing beams of the gigantic lens. Occasionally, the mysterious device pauses in its orbit bringing its light to bear on the cracked crystalline dome of the grand temple, which causes the halo of its smoldering aurora to flare menacingly as magma-like oozes flow forth from the temple’s yawning, eye-shaped gate, like tears of living flame.
The waters are filled with aggressive sharks and reefclaws. While the hot jungle is has the normal creatures along with botflies, magma oozes, and fire mephitis. Ghosts, willow-o-wisps, fire elementals, and demons can be found throughout the island The broken city is inhabited by the various descendants of the survivors of shipwrecks, including the ones from Andoran’s last attempt. The larger population are the devotee’s to Nuruu’gal, an insatiable protoplasmic godling that is part of Nurgal. These people are infected with a parasitic oozes that grant them a detect thoughts ability along with extra limbs, eyes, etc. The truly devote can be blessed to become a Shinning Child.
The other and smaller group is loyal to Abadar, people who have refused to serve Nuruu’gal. And their leader is a cleric of Abadar. Kjel Vanderholt is a descendant of Andoran and does what he can with those unfortunate enough to crash on these shores. But the need to exterminate Nuruu’gal keeps him from trying to rally everyone into making a makeshift boat and fleeing to a nearby island. His parents died trying to slay the godling and he has made it his life goal to purge that creature from the Material world.
All kinds of humanoids make up both groups as most of the inhabitants came over on ship that crashed on the shores and that can be a motley crew at best. The generations roll by. Simply by location Tieflings are very common as are ifirt. This is due to the demonic and fiery nature of the island.
The book says to stat Nuruu’gal using the variant abilities for a shoggoth just more fiery as it is a glowing, burning mass of raw solar protoplasm. And I figure they, as they will be mythic by then should be able to go after it with some aid from the locals. This should be a massive battle.
There are ways to hurt it before hand and I kinda wanna see what happens. Assuming this is one of the first places they go. It is not far from their home and it was mentioned that the people funding this expedition want to know what happened. Plus it will help set the tone for how dangerous Azlant is assuming they don’t figure that out with the Aboleth’s. I have two of them to battle it out with coming up. So I am hoping to kind of start their exploration of Azlant with a battle with a proto godling the Azlanti called forth but could not control.

[spoiler=Roaming islands]

1.Roaming Island - - Basrakal - - A strange location in the Maelstrom. The island itself is, I think, going to be a really peaceful and calm place with just weird scenery. [b]I am wanting this to be a small island, like less than a mile, and very not dangerous. It just roams around Azlant. Not sure what I want the inciting incident that transports anything living on it to Basrakal to be but I know I want something. Either sleeping. Or maybe just walking to the trees. Maybe something more dramatic. Not sure.[/url]

2. Roaming Island - - The Ocean Above to the Sightless Sea - -

3. Roaming Island - - Cryo-Prison Transport Isle - - Now for this there is a roaming isle that stores inmates until transport to the Moonscar. There is also a rotation and a long line of "parolee's" who were supposed to be released at least millennia ago. There's even a lever marked "Today" that will free 5 at a time, with all of their possessions! Cryogenic storage of people starting from D&D magic I might build off meld with stone. It wouldn't necessarily require ongoing power the way cryogenics would, and it could have similar visuals if the device doing it merged people into glass or crystal. If it was intended to be something unpleasant for prisoner’s maybe instead make it work like the time Han Solo was embedded in carbonite. I play with nerds and will really have to put some thought into how to have a reanimated Azlanti come about. I love the idea of it but there needs to be some planning. [b]Basically a floating prison with people trapped in time. I am still not sure if I want to use this one just because that is a lot of Azlanti running around but it is still tempting.

4. Roaming Island - - Sapphire Isle - - This isle is inhabited by an Azata, a Ghaele to be precise, summoned to a cold iron circle every night, from dusk ‘til dawn. Now Ghaeles are strong hunters, courtly and knightly, and pursue great foes. For centuries Gluciar has been forcibly summoned to this circle and restricted to this lush green island, he has hunted down every predator on the island and is quite bored. If introduced to warrior-hunter types he is interested in hearing about their greatest challenges. Eventually he comes up with a way to ease his boredom, asking the PC’s to repopulate the verdant island with new predator types, in mated pairs if they can manage it. If they can’t he asks if they could manage summoning him to a locale where he can pursue dragons or fiends. In return he offers a special reward to them, a special Sapphire Ooze. This ooze he has been wearing as armor for millennia. This particular ooze appears to be made of glittering sapphire crystals and provides protection as if it were a +5 mithral breastplate. This isle is also home to this oozes offspring, while not as potent as the parent sapphire ooze, they still provide protection as if they were a mithral breastplate.
Unknown to Gluciar, if he can slay a dragon or a fiend, the curse summoning him to the isle will end. If this happens, Gluciar credits the PC’s with breaking the curse and is in their debt. He will agree to 3 future summoning’s with a specific task. I still love this idea and I will be using it. Somehow I will get my players there. I did have one player request being part of a ship wreck so I could do it that way.

5. Roaming Island - - Spider Island - - Realm of Achaekek - - On this island we have numerous varieties of spiders, spider-swarms, giant black widow spiders, scarlet-spiders, phase-spiders, ogre-spiders and many more. In fact there are so many spiders it’s hard to see how they might survive without sufficient sustenance. Perhaps they prey on each other. And they do, to a certain extent. But they also have another food source. There is a gate on the island that leads to the realm of Achaekek, He Who Walks in Blood, god of assassins, the Mantis God. On occasion a giant mantis passes through the gate and there is a feast on Spider Island. Sometimes it’s an errant follower falling through the gate, other times it’s a test of Achaekek’s followers, the Red Mantis assassins, to see if their belief is enough to get them off the island alive. This is a terrifying location. But I am interested. Assuming it works with the story at the time. Cause this would be a late game location.

Rifts:

1. Island of Portals - - This island is a nexus of all the islands of the shattered continent, from the moment of Earthfall. There are obvious portals to every isle in the area and these appear to be one-way portals away from this nexus. On the island is a little old human man named Dor. Dor is uniquely able to find any portal in the network via some unknown affinity to the portals. If there is someone seeking a way to a given Island, a sample of the soil or water from the isle in question is all he needs to find the corresponding portal. Taking a portal designated by Dor, always leads to the right island, even if that isle has since moved from its last known location. Finding the right island via mere description is chancier. According to Dor, this island ‘touches’ every island, but is ‘untouchable’. This means it cannot be used as a memorized location to teleport to. Attempting to do so automatically teleports those making the attempt randomly to one of the other shattered continent isles. Anyone attempting to touch or harm Dor is affected as though they went through a portal of Dor’s choice.
So I have a bunch of islands and a massive one in the center that is kinda like a really big and spiky almost closed crescent. Marked on my map are a few of the big impact location and the biggest one is what created the massive bay in the middle of the island. It is a over three hundred miles from shore to shore all around. Not sure if I want this little island to be in that massive body of water or somewhere on the big island, which is about 800 miles from edge to edge. But I do believe I want it to be a very small island that houses an ancient temple to Onos who is called the ‘God of Many Doors’. Dor would likely be a cleric of Onos or one of Onos’s servants

2. The Four Corners - - Elemental Planes - - Within this inner plane floats an island suspended above a swirling gaseous haze at the crossroads of the Planes of Air and Water, Earth and Fire. It is home to a vast fiery desert, rocky canyons and rivers, and a large mountain which looms ominously above. The Four Corners is a planar intersection that can lead to any one of the aforementioned elemental planes or even be an exit point from those planes. And on occasion, it intersects with the Material Plane, in the Shattered Continent of Azlant. This Island is inhabited by Elementals of all four elements. The inner plane is ideal for those who wish to capture Elementals to power their Airships and other technology.

First world
I love the Fey and I am rather attached to both of these locations. The Cold-Snap Isle is clearly for a little later in the game as that place is a death trap before they even get to the linnorm. But the Forest of the First World could be a lower one.

1. Forest of the First World - - Rift to the First World: Summer Court - - A wood infused with the magic of life and summer itself, an enchanted forest containing creatures such as elves, centaurs, satyrs, nymphs, unicorns, pegasi, minotaurs, harpies, wolves, bears, and many others. Magic here is raw, wild, and untamed, and any number of spirits and ancient primal powers might be hidden within. The trees are likely to be gigantic ancient plants that let little light shine through to the forest floor, and some may be weird and magical.

2. Cold-Snap Isle - - Rift to the First World: Winter Court - - The choppy waters and beach of this island are coated in jagged ice flows. The weather is so frigid and blizzard strewn that it is truly a shock to the system. Through the lulls in the snow storms towers of ice can be seen in the distance. The layers of snow are 5' deep or deeper in places. Foot prints tell of bare feet capering in the snow. BARE FEET, in this frozen wasteland. Then there are the large clawed draconic tracks. Those tracks wouldn't be so ominous were it not for the splashes of red in the snow.
The isle is frozen due to the icy linnorn gradually affecting the isle it lives on. The linnorn has been there for thousands of years and it came over though a rift to the First World. It came over during the age of darkness. There are icy dryads, winter-touched pixies, polar owlbears, etc.
Good story line would be the PC's running into the Summer Courts entourage on the Cold-Snap Isle, who are trying to claim the isle from the Winter Court. The Summer Courts entourage mistakes the PC's as representatives of the Winter Court, and battle ensues. Eventually drawn by the sounds of combat the freezing Linnorm rampages in and... [Scene].

Fire plane
1. Ash Island - - Rift to Plane of Fire - - Thick layers of ash and soot coat this isle. Occasional plumes of fire and thick black smoke obscure the sight of large powerfully built wolf headed humanoids (use Hell Hound, Nessian as a template for the humanoid) the size of a large draft horse, with ebony fur and burning, fiery red eyes. They seem to be wearing fire scorched chain-mail. On this isle there are scores of caves and dens covering the landscape as well as hundreds of thick trunked fire resistant trees. Here is my obvious rift to either the Plane of Fire, Hell, or the Abyss.

Water Plane
1. The Archipelago’s Aquifer - - Rift to the Plane of Water - - The Darklands are a desert. Some locations have water in abundance, but one could wander through unmapped tunnels for months without finding any moisture at all. Most underground species need water too, so expect places where water accumulates or flows freely, to be infested with dangerous life forms, and/or actively guarded from intruders. Some water sources provide drinkable water, but many are contaminated with sulfur or other mineral solutions or hazardous parasites that make the water unsafe to drink. And thus we have this island. The funnel of water to the Darklands.
Water seeps down through permeable layers (aquitards), until it reaches a layer of impervious rock or clay (aquiclude or aquifuge), through which the water cannot descend any further. Fresh water accumulates here and flows much like rivers on top of this layer. These hollows are saturated, being filled entirely with water, or they are unsaturated, eroding expansive cave systems by underground rivers. Located below the impervious layer of rock which forms the bedrock of an aquifer, could be other layers of permeable / impervious rock, holding more aquifers, the deeper one goes.
The Aquifer can be very useful or very dangerous. They often provide an unlimited supply of fresh drinkable water. Adventurers should be careful however, when excavating their own underground stronghold, especially when digging upwards. Should they hit upon an aquifer unexpectedly, the new struck well will flood all the levels below it, drowning everyone and making it inaccessible. Of course, collected water could also be used as a trap to drown unwanted intruders. Pre-installed pumps could empty flooded corridors, leaving the drowned corpses for easy and risk-free looting.

2. Sightless Sea - - Rift to the Plane of Water - - As to underwater the campaign will take them under water for a little while. Beyond that they will be on a boat quite a bit so they will end up in the water. And if they peruse the Aboleth plot line later they may spend a lot of the campaign underwater and in the Darklands. In the Sightless Sea and a few other places. But beyond that I have plans to take them to the Plane of Water. But for locations under water I want to have some Merfolk, Undine, and Gillman settlements. There will be some sunken cities in a few spots and if they want to there are lots of ship graveyards.

Air plane
1. Island Thunderstruck - - Rift to Quasi-Elemental Plane of Lightning - - There is such a cacophony of noise on this island that casters experience a 25% chance of miscasting spells with verbal components. The reason for the thunderous noise is obvious; there is a spar of highly metallic ore attracting continuous lightning strikes to the area. Occasionally the electricity grounds out to the path of least resistance, say for instance, a raised sword or axe, dealing 3d6 points of damage to the wielder and force a DC15 Reflex save to hold onto the weapon. Suits of plate-mail have been known to attract bolts too, forcing a DC17 Fortitude save or be stunned for 1 round. Gonna tie this one to a specific spot in the Plane of Air. The rift opens to a massive storm in the plane of air. Not sure if I want the storm effects to be what takes them over or if I want an actual rip in reality. Cause if it is the lightening, and I love the thematic of that. But trying to make sure to hit everyone, with some many casters in the party, is gonna be difficult. Besides elementals what would live here?[b]

Earth plane
1. Head-Hunter's Divide - - Rift to Plane of Earth - - This isolated island is heavily populated by many jungle indigenous species. Ahool, Anhana, Arboreal Grappler, Banderlog, Biloko, canopy creeper, Cephalophore, Charau-Ka, Chemosit, Cyclops, Decapus, Derhii, Drake- Jungle, Giant- Jungle, Girallon, Jaculi, Kech, Kongamato, Lizardfolk, Margay, Miengu, Mngwa, Moonflower, Mosquito Swarm Bloodhaze, Naga- guardian, Ngoga, Nirento, Sabosan, Serpentfolk- Degenerate, Tabaxi, Tiberolith, Treant, and the head-hunting cannibal tribes of the Xothotak to name a few. Then there are the ancient, overgrown ruins in the depths of the jungle, belonging to Azlanti, Cyclopean and Serpentfolk alike. So even if one were to ignore the lines of spiked heads and survive the island dwellers, what traps lie unsprung? [b]Freaking dangerous jungle!

2. Living Metal Island - - Rift to the Plane of Earth - - w/Shabti The ground, the coral, all flora and fauna. Everything here is organic metal. I am thinking there will be a rift to the Plane of Earth and the First World. The combination of the two is bizarre phenomenon happened.

Other Planes

1. The Dark Light Tree - - Positive & Negative Energy Planes - - This strange black tree with leaves of light is an anchor point between life and death, the positive energy plane and the negative energy plane. From here the dead or the living may reincarnate, souls may be drawn back from oblivion, and the realms of the dead may be traversed. The Dark Light Tree can act as a touchstone usable to go to either Plane. The Tree itself roams the isles, appearing near areas where death is prevalent, or life is abundant. If a creature recently deceased has a part of its body touched to one of the leaves of light, they can be raised, reincarnated or resurrected. This only works while the leaf is still attached to the Tree that leaf then evaporates into motes of light. Any destroyed undead buried among the dark roots of the Tree respawns in one day.

2. Purgatory Isle - - Rift to Astral Plane - - On the Astral Plane a massive spire stretching deep into the silver expanse of the Astral Plane from the surface of the Outer Sphere, beckoning unfettered monads on the River of Souls toward their final destinations in the afterlife. At the pinnacle of this spire is Purgatory, a necropolis of graveyards, mausoleums, and solemn courts dedicated to the goddess of death. This island is but a splinter of that vast necropolis, where undead mingle with the living. Even vampires walk openly and have living hangers-on that are just aching to be bitten for a taste of danger and euphoria. Here the living and intelligent undead mix openly without conflict, even worship together, the goddess of death.

3. Coral Cauldron - - Rift to the Maelstrom - - This island is completely walled-off by wall of coral so tall it boggles the mind. There is evidence of other explorer’s abandoned climbing gear. There is even evidence of bodies/bones stuck in the wall, some impaled on jags of coral, others seemingly partially absorbed by the wall. If seen from the air, the wall appears to be 50' paces thick and at least 250' paces high. The inside of the wall is filled with water so clear you can see nearly 150' down, filled with all sorts of water flora & fauna.
The ability to fly is one way they can try to get up over it but I am thinking the winds should be super strong to make that just as dangerous. Other than the visuals of the isolated ecosystem I am not sure what to here beside the rift to and from the Plane of Water or a Rift to the Maelstrom and the coral is the way it was contained. With it leading to the Maelstrom it would be a goal for the devotees of pirates with it being Besmara’s home. I love this. It is a static location and guaranteed way to get to the Maelstrom. The visuals of this place is stunning. And the lore opportunities are delightful. With the issues between the Mordant Elves and Shieldwarden Olhondias I am hoping this is a location they will want to check out. Olhondias is one of the few creatures that was alive long before Earthfall and he holds a lot of possible information.

4. Acrolan, the City of Broken Glass - - Rift to the Ethereal Plane - - It is one of the Seven Secret Cities, this being the one on Azlant. This place is an easy option to get them to the Ethereal Plane or at least have a chance of getting there. Plus all the fun lore they could learn if they get there. To earn that right though there are a series of psychic tests they have to pass and I have no clue at the moment what those would be

5. Mirror Isle - - Rift to the Dimension of Dreams - - mirror of opposition/doppleganger. Little, hard to notice mirrors floating around. So that at times they will see part of themselves reflected in the air. There may be a rift to the Shadow plane or the Dimension of Dreams here. But the main predator here is going to be a kind of doppelganger, one that makes a closer copy. As in copying class features. But it loses a point or more of con per day so long as the original lives. Still love it! The troupe of fighting yourself is one of my favorites!

6. Rift to the Dimension of Dreams - - . The Dream Travel spell. Along with if there was a rift to the Dimension of Dreams then sleeping near it might have it happen. Along with curses in a location could do it too. There is the safer spell Dream Voyage. Occult can let that happen. Though it all does not have to lead to the Dimension of Dreams The Dimension of Dreams is vaguely described and going to be a lot of fun and even more work.

7. Heart of Fire Island - - Rift to Infernal Plane - - A volcanic island has a gate within driving its volcanism. Not to the plane of elemental fire, no; this one leads to somewhere far worse, deep in the Hells. Thankfully only the smallest creatures can come through but seeds of infernal vegetation have sprouted in places, and the wasps may gather into hellwasp swarms if humanoids dally too long on the island. This can be a lower level one or a higher level one.

8. Abaddon Island - - Summoning Circle to the Abyss - - On this ruined and debris strewn island is a creature called the demon king, Basileiva, the angel of the abyss, the angel of the bottomless pit. Basileiva is using an ancient demonic summoning circle deep in the bowels of this island. Each day he can call forth 1d4 demons to the summoning circle causing the island to ripple and fold on itself, changing the debris field each time. At this point the demons are confined to the isle, but the magic of the circle is expanding slowly and exponentially. If the demons are not sent back through this circle of magic or killed, this rift could potentially burst, releasing a horde of demonic creatures, possibly creating a second Worldwound.

9. Roaming Isle - - Isle of Eternal Night - - Rift to Shadow Plane - - 1-Way Portal to The Humble Association of Fishers of the Blue Cliffs - - The isle is completely encompassed in magical darkness and populated with blind humanoid lizard-like predators that hunt by sound and scent (use tiger, dire as template for humanoid). These predatory creatures are cold-blooded and of little interest to the vampires that visit the isle. The Humble Association of Fishers of the Blue Cliffs makes frequent trips to this isle. . I am thinking this will be one of the islands that move. And it will move around a lot. It is the link to basically Vampire Nirvana. And they have to earn it by not only finding the island but surviving long enough to find the rift. I only want one Rift to Abyssal Realm of Nesh so this one loses out. It will be one of the places people get confused about and think it is Sanguine Night but it leads to the Shadow Plane instead and there are those who were willing to settle.

10. Rift to Shadow Plane - - Other options are rifts in dark places like caves.

Settlements:

1. Aesocar’s Bastion - - The settlement here is based around a tradition of healers and defenders of all that is good. While they provide healing and protection to stray adventurers and other travelers they've seen few such, and they generally don't leave their island since their people tend not to come back. Unknown to them they have an enemy. A cult of Asmodeus has laid long and slow plans which have guided traders away from their island to isolate them, assassinated their people who have left, and made at least one traitor on the Bastion. Their final stroke may arrive soon; will your band of adventurers thwart the slavers coming?
Pretty sure I know where I am putting this and it is a while away for them but it could be a great ally for them to have later on it the game.
So I want to keep this place as is because I love it. It is going to be one of the forts set up by a much larger settlement. That settlement I know it is going to be a coastal city and it will be a big city. It is largely a peaceful population, but they will have a small navy that patrols the section of Azlant that they protect. Aesocar’s Bastion is in that area.
Aesocar is the main religion of the big city but Abadar, Gozrah, Jaidi, and Shelyn are gonna be prevalent too. I may put a small cult to Sicva in there as well since most places are gonna have something evil in them and this one is a fun Deity.
Population wise I am thinking a fair amount of Sylph, Oread, Undine, Ifrit, Elf, Dwarf, Ghoran, Gathlain, Wyrwood, Strix, Aasimar, Tiefling, Reptoid (which I am using as a variant of Kobolds but the Azlanti version)
Concerning the Bastion I want it to be fairly small. Largely worship of Aesocar. Possibly a few others but that means the person is a follower of a few Deities and Aesocar is one of them. I am thinking a small island, maybe a mile long. Pretty rocky. A tiny little port. Most of their food would come from the ocean and the small tilled plots of land amid the rocks. Not a location most people would opt to live in but there would have either been relics of Aesocar found there, or a temple. Possibly a small and now contained rift to the Positive Energy plane, which makes healing stronger.

2. The Darkholm - - Deep inside this island is a stronghold housed in a massive stalactite over 5 miles in diameter at its narrowest point and extending 37 miles into a bottomless chasm for all intents and purposes. The fortress is called the Darkholm, many refer to it as Deepest Inverted Spire as a jibe toward the Mordant Spire. While it does not embody the dark majesty of Zirnakaynin, the Darkholm engenders that dark quivering first trickle of fear to shear dread once you realize where you are. It is from here the drow launch raids to the surrounding areas, above ground and in the Darklands, for artifacts of the Azlanti Empire. Tens of thousands of cruel and cunning drow elves, whom are hostile towards intruders of any sort including drow from other regions, reside within the City-Spike and the surrounding tunnels of the cavern constitute the much of the non-drow population not allowed in the stalactite. Most of the population is trained as magus or priestesses with the exception here and there. The House Darkholm is perhaps the most prolific drow House in the history of Golorion, successfully raiding other Darklands drow cities for young, impressionable drow minds to bend to the will of the Darkholm since Earthfall. No one seems to know what that purpose might be.
Titles •••••••• The City-Spike, Deepest Inverted Spire, The Darkholm
Nation •••••• Darklands
Region •••••• Sekamina
Size •••••••••• Metropolis
Population ••30,554
Demographics ••• 75% drow, 5% duergar, 5% troglodyte, 3% dark folk, 2% tiefling, 4% derro, 1% serpentfolk, 5% other
Government •••••• 1 Noble house, Darkholm
Alignment ••••••••• Chaotic evil

3. Shipwreck Trading Post - - For the people exploring the isles. While they all provide their services for a price, there are occasions where they may trade for knowledge and stories of the PC's adventures
Captain Grumby- the Retired Rogue Pirate; knows the waters in the area and can provide rough maps to certain islands or water hazards.
First mate Willie, the Swashbuckler; guy to go to for a lead on interesting events and bizarre occurrences. His stories sometimes lead to rare prizes.
Nobleman Sir Thurston the Hunter and provider of provender for his friends.
His wife Lovey, the Cleric and healer of the PC's woes.
Beautiful Ginger, the Bard; highly knowledgeable on all matters Azlanti.
Hinckley, the Wizard crafter; specializes in creating wondrous items, rings, wands and upgrading weapons & armor.
Virtuous Summer, the Alchemist- purveyor of all things alchemical.

4. Earthfall - - Settlement - - I am wanting a few ruined locations to be stuck in a loop, constantly reliving the Earthfall. This could give the party a good view of Azlanti life and also a first eye view of the Earthfall. It is like a haunt of epic proportions.
Let them interact with the settlement, make purchases, gather information, no one knows that Earthfall is about to happen, not even the player's. Everything feels real until the meteors come down. Let it end with the Earthfall incident. Give it a few days for everything to reset/restart. But those purchases they made, are they real or lost to the cataclysm? do they still have the change from those purchases? Real, very rare, Azlanti Coin? What might that be worth to a collector?

4. The City of Golden Gates - - Which was the capital apparently. And the target of the Earthfall. In the Manual of City-Building, which is one of the religious texts of Abadar, this city is described as the closest to perfection. Outshined only by the examples in Abadar’s Vault, which contain the perfect versions of so many things. The city was said to be built on a massive 500ft tall hill that was surrounded by verdant forests. At the summit of the hill were the emperor’s personal residence and gardens which had a well in the center of ever flowing water that flowed in four directions and fell in cascades into a moat like canal that kept the imperial grounds separate from the rest of the city. “From this deep canal, four channels led the water though the four quarters of that level of the city to cascades that in turn supplied another encircling canal.” Ultimately there were four rings that separated the city by class.
This place was on the eastern side of the country. And the throne was called ‘the throne of glass’. This city suffered a direct hit during Earthfall. There are said to dragons, savage and cannibalistic morlocks, and even more fun are the devils, demons, and it says worse without saying what worse is that are still bound to this location by long dead rituals or that linger after being freed. Many of them battling for the throne. And apparently there are priest of Abadar that make pilgrimages to this city and a small community has grown there in the lower rings. Intent on keeping the fires burning for the right person to bring safety and glory back to this once perfect city. So that is the part that is still above water. With the city suffering a direct hit half of it is now a cliff and much of the land around it is sunken to create a shallowish bay. Nereids, merfolk, sahuagin, and water elements are apparently in abundance in this area. That well has created an aquatic war zone outside city limits. And deep under the city, where that glorious water comes from are two alghollthus and a rift to the Inverted Sea.

5. Cannibal Cliff Dwellings Caldera - - Inhabited by primitive humanoids clutching spears in hand. Their skin tone seems to change colors shifting to match their surroundings. The Xothotak are a savage race of head-hunting cannibals that make their homes deep the dense jungle of this island. This particular tribe numbers in the thousands and has adapted to the caldera and has built cliff-dwellings using the skulls they collect in the walls. These cannibals conduct raids into civilized settlements when food, women and sacrifices are scarce. Captured men, women and children are beaten, bound and forced into slavery for a period of time, before being sacrificed to one of the Xothotak's dark gods by being thrown into the deepest steam pits of the caldera or served as a meal at a Xothotak banquet. As primitive as they are, the Xothotak probably have the best grasp of the currents and routes to many of the isles in the shattered continent, which in turn aids in the success of their raids. ( ͡° ͜ʖ ͡°) yummy!

Organizations / Groups:

I love all three of these groups and I shall be using them!

1. Order of Azrael - - This exclusively female order of warriors and casters specialize in hunting evil outsiders. The primary goal of the Order is not unlike the Mendev Crusaders, to destroy demons. While the Mendev Crusaders organize in literal demon slaying crusades, the Order of Azrael accomplish by stealth and cunning. They travel the world and the planes in anonymity; prepared at all times to strike should an evil outsider surface. They're main secret headquarters is located in Kenabres near the Worldwound. The Order of Azrael is virtually unheard of away from Kenabres and its demon infested environment. This outpost in the shattered continent is perhaps an aberration, as the area is not known for the demonic presence of Mendev's Worldwound.
Also called 'Angels of Death', they usually hunt in quads of four, and it has been documented that a single quad decimated three score demons on their home plane in a matter of hours. They have been known to hunt goodly outsiders for the right incentive. They tend to use holy bane weapons such as crossbows and a wide assortment of daggers.

2. The Humble Association of Fishers of the Blue Cliffs - - If there's one thing vampires will want in an archipelago its reliable transport across the water. The Fishers were suborned and controlled long ago to this end. Any of their boats carrying six or more crew will include a vampire spawn among their number, and any leaders in the association must be supported by one of the Revered - full vampires. Besides simple fishing, the Fishers transport goods and people between islands and some of them have engaged in piracy, with the help of their Revered I am thinking this will be a smaller island thing. It seems the Fishers can find the Isle of Eternal Night through some undisclosed means no matter where it roams.

3. Silent Brotherhood of Asmodeus - - This island is surrounded by a fixed ring of silence extending outward 150’. Once one gets past this area of silence anyone can hear the sonorous hum of a continuous chant maintaining the silenced area. The Brotherhood is made up of devotees of Asmodeus based in a tradition of assassination and hunting down the members and allies of Aesocar’s Bastion in a steady war of attrition. The Brotherhood goes to great lengths to keep its presence on its island secret and there are Hunting Packs of assassin teams training on the isle to kill any and all interlopers. Aside from extreme secrecy, those who do know of the Silent Brotherhood know that they are known for ability to eliminate their targets in deadly silence. Recently, the Brotherhood has pulled back almost all of its agents to the isle for the final death stroke on the populous of Aesocar’s Bastion.

Planes Stuff:

1. The Plane of Air - - the Airship Graveyard - - The furious wind currents pushed all of the airships together into the eye of a ginormous tornado, where the airships have collided and collected for eons, leaving a slowly (comparatively) spinning tower of airships. And with enough searching and climbing or jury-rigging one might be able to find a working Airship. Also keep in mind, it’s a graveyard- what happened to the passengers?

Possible End Game:

1. VS. the Cheliaxian Navy - - This is a possible ending and a campaign in and of its self. I may have a few glimpses of it but I think I will leave it for a follow up campaign should they prove able to settle in Azlant and want to play something like this.

2. VS. a mass of slumbering Aboleths and Veiled Masters - - And if this is not the route they follow this will be in the Cheliaxian Navy thing as well.

3. Roaming Island - - Sanguine Night - - Rift to the Abyssal Realm of Nesh - - This is a small round island that is found in a thick mist that drifts across the waves. And the fog is the only thing visible at water level, from the air, or even under the waves. Nothing but a thick fog for miles. Most of the locals know to avoid it if they are unlucky enough to see it. Death waits in fog that moves like that, just drifting slowly though the ocean. As you enter the mist it grows thicker until you barely see a foot in-front of you and a light source only gives about another foot or two in which to see shapes in. The thick fog is about half a mile long and will require quite a few checks to not get lost in it (there are boats that litter the sea floor and a few that house lost spirits that might be encountered). Once you have made your way through the thickest part of the fog it begins to rapidly clear up, slowly if you are back on the ocean side.
But if you make it through regardless of what time of day it was when you entered the fog it is dark. But you cannot see the stars, only a thick haze above you. You can see an island not that far ahead of you, maybe 100 feet from the edge of the dissipating for to the dark shores. But the waters are smooth and easy as you row your way to the shore. Pitch black sand covers the coastline all around the island. And the beach is anywhere from 10 to 20 ft. in some area’s to 100ft in others. But regardless of the length of the black beach there is a dense forest looming. Not so dense that you have to hack your way through. There are at least three Gallows Tree’s in this forest. Many of the other dangers on the island are crimson deaths, Blood Pudding , Vampiric Mist , any of the blood themed plants bloody bones, and some of the incorporeal undead like geists or groaning spirits. And after the heroes have battled their way to through the dangers of the forest they find themselves at the heart of the island. A massive moss covered hill which has a rift in reality at its peak.
The creature that guards the rift to Nesh is going to be an enhanced Doombat most likely with some levels in cleric and some mythic abilities. I will be mixing it with the Dread Vampire template and the Eternal template. The only way it can be given a permanent death is to seal the rift. The only way through the rift is to kill the creature or bargain with it and it is far less likely to bargain if you have a pulse. The area the rift is in is a massive clearing at the heart of the island and the whole area is raised up on a big hill made of the crushed bones of those that failed to enter the rift. A big moss covered bone hill filled with tantalizing treasures that if the victorious get distracted looking for the rift guardian will rise again.
I only assume they will make it to this lovely place if they pursue the Vampire plot line. And if they don’t there is always the option of a second campaign set years in the future. Teleportation magic, in or out, will always drop you in the thickest part of the fog, and this time without a boat.

Abyssal Realm of Nesh - - Zura the Demon Lord - - Zura now calls the mountainous Abyssal realm of Nesh her home. Nesh has a large number of villages inhabited by captured humanoids harvested from the Material Plane. They are, for the most part, unaware that they dwell deep in the Abyss, except the leaders, who are rewarded by Zura's minions to keep the truth hidden. When the players explore it they may just get caught up in the return trip to Nesh.
Great way to bring in the vampires and take a trip to Abyss. I may have the Isle of Eternal Night have a rift to Nesh all on its own. This could be the place Vampires are being drawn to.

Set locations:

1. Aroden’s Rock - - The Rock is on the eastern periphery on a mountain the Azlanti named Merthuretz, which as a heavily forested mountain and is now one of the tallest locations on the Shattered Continent. This mountain had legends about it that predate the Azlanti people. And this was where the then mortal Aroden lead as many people to hopeful safety during Earthfall. It did give a name to Aroden’s weapon, the Azlanti Diamond which was a crystalline sword he forged as a badge of office for the next emperor. So Aroden was a crafter. He and the people he was leading, and they are listed as Azlanti and some of their former enemies, hewed as many trees as they could for boats to sail away in. All the while they had to battle twisted Fey that had made this mountain their home. The fay were twisted due to a creature, a forgotten god called Ugruskkogg, that had supposedly according to the Fey “been a part of Azlant since its highest mountains had been but an unsullied plain upon the floor of an ancient ocean.”

2. Ugruskkogg - - Deep in the mountains of a then ancient cave was an enormous petrified ammonite the size of a castle door. The place was littered with sacrifice to the fossilized god. And its shell was a swirl of maddening patterns that dug into the minds of those that saw it leaving only madness behind. It still lived but was trapped in its stone form. From accounts Aroden left in Absolom after he became a God there were no blows struck or spells cast in that cave. Many tales and legends suggest a deal was struck. Probably not a good one as Aroden and the people he was with remained on that island for half a decade before sailing away. The forests of Merurtertz’s are still inhabited with murderous fey. The foundations of the shipyards and the crude builds the refugees lived in are still there. And sleeping while in those peaks lead to dreams that call you to have an audience with that ancient entity, which the book labels ‘as old as the planet itself.’ So suggestions on what to happen there would be great or what Ugruskkogg would want would be delightful.

3. Lone Skyscraper - - This structure was more than 70 levels high, but the upper portions were sheared away in the Earthfall. Each level above the first appears to be cut from the same mold and are virtually identical to each other. There are a row of six airshafts connected to every level as well as metallic ropes or cables piled down on the first few levels. There are two stair wells that also connect to each level. The windows of each level are clouded by weather, filth and debris. Each level has four strange ports and more than a few have some kind of conveyance or carriages parked in the ports. Many of the lower levels show signs of recent habitation, but there appears to be no one here now. As for the greater heights, the top 15 levels or so are inhabited several tribes of Strix, the greatest heights reserved for the strongest tribe and the leaders of the tribes nesting here.

4. Sunken Tower - - This structure is nearly identical to the Lone Skyscraper save that the building materials of the past have basically mineralized via osmosis with the darklands environment. The structure has penetrated 67 stories into the marsh, leaving the last 7 stories above ground. While some levels have filled with mud and water, others mineralized; there are spaces that have been excavated by darklands indigenous races, such as drow and duergar on the shallower levels, serpentfolk and derro in the mid-depths and aboleths and Veiled Masters in the deepest levels. There is near constant fighting between these races and others over the levels of this sunken skyscraper but none of the surface worlders have discovered why. The few surfacers that have delved the depths for answers have never returned with answers, only with madness.

5. The Petrified Forest - - This island is covered by a verdant forest. However, here and there all over the island there are petrified trees and strange tracks leading to them. There are two sets of tracks; one large and apparently malformed, the other like some man-sized serpent followed the larger tracks. Further into the forest there are humanoid bodies felled by arrows. The trail leads to a vast clearing where there is a large half circle of these large and huge-sized petrified trees. Beyond this clearing, in the regular forest, are statues of men, some wounded by arrows, others seemingly paralyzed by fright. Farther into these woods are burned out settlements, many dead, felled by arrows and still more statues in various stages of fright and retreat.
Eventually the PC's will realize this island was under siege by medusae, quite a few of them, as their snake tails have left trails all over the island. Are there any survivors? Will the PC's cut and run in the face of being turned to stone? Will the PC's realize the petrified trees are really Treants protecting the humanoids?

6. Moonscar Prison - - Borrowing from the Moonscar module. In that I will use the maps they have and probably the sucubi that are kidnapping people. Along with the idea of the prison the Azlanti used it for originally for.

Weird Category:

1. Dead Magic - - The Final Exhale - - Bubbles of dead magic frozen in the water, like air bubbles floating to the surface except not that easy to see, the final exhale of a dying god. If the PC's figure out a way to follow these "bubbles of dead magic" to their source, the coral-ed over body of said dead (your choice of) god. Inside the coral are massive caverns with remnants of old magic, so potent and pure, a place where crafted items can become especially powerful. Known and spoken of by very, very, few, this last up-swell of magic is heavily protected by Aboleths, Aquatic Elves, Gillmen, Gutaki, Iku-Tursos, Locathahs, Merfolk, Sahuagin, Sea Hags, Siyokoys & Tritons. I will likely have this place be where Azmarnen blinked out of existence. The death or the vanishing of a God is a big deal and crafting was mentioned and his title was ‘The Father of Invention’. And he was a God of Magic and creation. So I rather like the fit.

2. Massive Airship - - Cloud Mountain - - Plane Shifts to Abyssal Realm of Nesh - - Zura magically plane shifts one of the Mountains of Nesh to the material plane with some form of cloud magic. She then uses her Cloud Mountain to harvest humanoids to transport back to Nesh to populate the villages she uses for feeding. Many of her minions are undead; quite a few Ghoul Cyclopes that get her leavings and discard the bones through garbage chutes. Some of her victims are harvested from Cyclops villages in Nesh. Zura has gone undetected for millennia because her Cloud Mountain stays on the material plane at most days at a time every decade or so to replenish the villages back in the Abyssal realm of Nesh.
EDIT: What if its not a mountain of Nesh but a piece of the Shattered Continent? Flipped into the air? ;-)

3. Thanatotic Cyclops Titans - - Titanic Demon Larder - - Rift to the Abyss - - There are no humanoids on this island. There are hundreds of horses, buffalo, sheep, cattle, swine, and goats; all pleasantly plump and getting plumper. Strangely it looks as though the grass regrows to a certain height no matter how much the herds eat. There are even dogs herding the different animals, keeping them separate.
After watching for a time, a titanic disembodied demon-like hand appears from nowhere snatching up two fat pigs, then vanishes. It appears again, and grabs one of the party! Fortunately the barbarian still has his great-axe in hand and takes a whack! While he gets dropped on his head, the titanic barely bleeding hand vanishes. The next thing the party sees is a titanic disembodied eye, then hears a giant disembodied voice that would be high and piping were it not so devastatingly loud and booming, saying in Azlanti "Mommy, I think we got bugs in the larder again!"
Now, the owner of that voice is just a child, imagine the parent. This one should teach the players that retreat is not a bad thing in the face of overwhelming odds!


And for the characters your posted. I love the magus dispite how horribly designed the class is. First class I played in Pathdfinder and so delightfully complicated. The Frost Touch is a nice build. And can work really well with a bad touch Witch and those are crazy easy to build and run.

Alchemists are always fun. The whole hitting touch AC makes them do freaking dangerous! The mindchemist is one I am less familiar with but I will give it a read though.

Barbarians are always fun to play so I love him and he is precious!

I really want to be better with understanding the gunslinger.

And the Dare Devil is a cool build.

Even if I do not use them all together I will still use them. Their stats have been saved.

Very likely to keep the Magus, Alchemsit, and Witch with the Cavalier.

The group that I am wanting, now that I have had a little more time to think about it, should be kinda good. For Chelaxian's. I am wanting a cures or a taint in the Aerie that turned them into greedy marauders. Possibly a Chelish ship that had gotten in though a patrolled gape and had been exploring the inner parts of Azlant.

Garlock and a few others survived and ended up in the Aerie. Should be a fun challenge for the players to either figure out that these people, from an enemy nation, are being effected by something and are no longer themselves. Or to have learned of the fact after the bloody fight and realize they killed people they could have tried to save.

Morality has quickly become a really big deal with this group.


i like how you organized the story-lines, i may change my format.

you may notice the characters have 2 FLAWS and 2 EXTRA FEATS.
this is an optional tool in Hero Lab; you can have up to 2 flaws, each flaw grants you an extra feat.
Devereaux the Daredevil also has some AP granted feats and traits


I did notice that and I will likely move around feats, spells, and skills as need be.


just a few more NPC's

Bhaal- Musket Master/Mysterious Stranger:
Bhaal
Rakshasa-spawn tiefling gunslinger (musket master, mysterious stranger) 6 (Pathfinder Player Companion: Blood of Fiends 23, Pathfinder RPG Bestiary 264, Pathfinder RPG Ultimate Combat 9, 50, 51)
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 24, touch 15, flat-footed 21 (+6 armor, +3 Dex, +2 luck, +1 natural, +2 shield)
hp 58 (6d10+18)
Fort +7 (+1 trait bonus vs. drugs or poisons), Ref +9, Will +4 (+1 trait bonus vs. mind-affecting effects)
Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee unarmed strike +5/+0 (1d3-1 nonlethal)
Ranged (L) +1 spellbane ironwood double-barreled musket +8/+8/+3 (3d6+14/×4 plus 2d6 vs. spellcasters)
Special Attacks deeds (deadeye, fast musket, focused aim, gunslinger initiative, pistol-whip, steady aim), grit (4), powerful build
--------------------
Statistics
--------------------
Str 8, Dex 19, Con 14, Int 10, Wis 10, Cha 18
Base Atk +6; CMB +5; CMD 21
Feats Deadly Aim, Gunsmithing[UC], Point-Blank Shot, Precise Shot (scaling), Rapid Reload, Rapid Reload, Rapid Shot, Vital Strike (scaling)
Traits cosmic caravan (the star gazer), reactionary, secret revolutionary (cheliax)
Flaws deaf, partial, grudge keeper
Skills Acrobatics +10 (+6 to jump), Bluff +10 (+8 for 24 hours when you fail an opposed Charisma based check), Diplomacy +5 (+3 for 24 hours when you fail an opposed Charisma based check), Disguise +4 (+2 for 24 hours when you fail an opposed Charisma based check), Intimidate +8 (+6 for 24 hours when you fail an opposed Charisma based check), Knowledge (dungeoneering) +2, Knowledge (engineering) +5, Perception +9, Ride +8, Sleight of Hand +8, Stealth +5, Survival +6
Languages Abyssal, Common
SQ fiendish sprinter[ARG], gunsmith, musket training, prehensile tail[ARG], stranger's fortune, vain
Other Gear +2 mithral chain shirt, +1 mithral sainte, +1 spellbane ironwood double-barreled musket[UC], 10,950 gp
--------------------
Tracked Resources
--------------------
Grit Pool (4/day) - 0/4
Stranger's Fortune (4/day) (Ex) - 0/4
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fiendish Sprinter 10-ft speed bonus when using charge, run or withdraw.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Musket Training (+4, misfire value -2) (Ex) Starting at 5th level, a musket master increases her skill with two-handed firearms. She gains a bonus on damage rolls equal to her Dexterity modifier, and when she misfires with a two-handed firearm, the misfire value increases by 2 instead of 4. Ev
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Powerful Build Can function as one size larger where advantageous.
Precise Shot (Scaling) You don't get -4 peanlty to hit when shooting or throwing into melee.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rapid Reload (Double-barreled musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Reload (Musket) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stranger's Fortune (4/day) (Ex) Ignore a firearm misfire.
Vain -2 to Cha checks for 24h after failing an opposed Cha check
Vital Strike (Scaling) Standard action: x2 weapon damage dice.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Maul- Geokineticist:
Maul FireStone 6th
Male duergar tyrant geokineticist 6 (Pathfinder Campaign Setting: Occult Bestiary 23, Pathfinder RPG Occult Adventures 10)
CE Medium humanoid (dwarf)
Init +5; Senses darkvision 120 ft.; Perception +11
--------------------
Defense
--------------------
AC 26, touch 16, flat-footed 22 (+4 armor, +3 Dex, +1 dodge, +2 luck, +4 natural, +2 shield)
hp 75 (6d8+42)
Fort +11, Ref +8, Will +4; +4 vs. psychic spells, +2 bonus vs. spells and spell-like abilities
Defensive Abilities psychic resilience; DR 5/adamantine; Immune paralysis, phantasms, poison; SR 17
Weaknesses light sensitivity
--------------------
Offense
--------------------
Speed 20 ft., climb (earth and stone surfaces) 20 ft.
Special Attacks kinetic blast, metakinesis (empower)
Psychic Magic (CL 6th; concentration +7)
. . 5 PE—ironskin (2 PE), mind thrust I[OA] (1 PE, DC 12)
Kineticist Wild Talents Known
. . Defense—flesh of stone
. . Infusions—entangling infusion (DC 21), extended range, kinetic blade
. . Blasts—earth blast (3d6+14)
. . Utility—basic geokinesis, earth climb, earth walk, jagged flesh
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 23, Int 12, Wis 14, Cha 5
Base Atk +4; CMB +4; CMD 20 (24 vs. bull rush, 24 vs. trip)
Feats Ability Focus (entangling infusion), Deadly Aim, Dodge, Eater Of The Dead, Point-Blank Shot
Traits cosmic caravan (the star gazer), erratic malefactor, reactionary
Flaws paranoid, selfish
Skills Acrobatics +12 (+8 to jump), Appraise -1, Bluff -5, Climb +16, Craft (tattoo) +10, Diplomacy -5, Disguise -5, Escape Artist +1, Fly +1, Heal +0, Intimidate -5, Knowledge (dungeoneering) +5, Perception +11, Ride +1, Sense Motive +0, Stealth +16, Survival +0, Swim -2; Racial Modifiers +4 Stealth
Languages Common, Dwarven, Orc, Undercommon
SQ burn (2 points/round, max 9), elemental overflow +2, gather power, infusion specialization 1, internal buffer 1, meticulous, slow and steady, stability, telekinetic adept
Other Gear chain shirt, heavy wooden shield, 43 gp
--------------------
Tracked Resources
--------------------
Burn 2/round (6 nonlethal/burn, 9/day) - 0/9
Erratic Malefactor (1/day) - 0/1
--------------------
Special Abilities
--------------------
Burn 2/round (6 nonlethal/burn, 9/day) Burn HP to gain greater effects on your wild talents.
Climb (20 feet, earth and stone surfaces) You have a climb speed, but only on limited surfaces.
Damage Reduction (5/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earth Blast (Sp) Level 3; Burn 0
Earth Climb (Su) Gain a climb speed on earth and stone
Earth Walk (Su) Ignore difficult terrain due to rocks, earth or mud
Eater of the Dead If you consume a corpse, you gain hit points.
Elemental Overflow (Ex) Gain a bonus to hit and damage with your blast when you use burn.
Entangling Infusion (DC 21) Your blast can entangle a foe.
Extended Range Kinetic blast has range of 120ft.
Gather Power (Su) Move: reduce the burn cost of a blast by 1 or Full-round: reduce the burn cost of a blast by 2
Immunity to Paralysis You are immune to paralysis.
Immunity to Phantasms You are immune to Phantasms.
Immunity to Poison You are immune to poison.
Infusion Specialization 1 (Ex) Reduce burn cost of blasts with infusions by 1
Internal Buffer 1 (Su) Store burn for use later
Jagged Flesh (Sp) Natural and Unarmed attacks against you cause 1d6 damage.
Kinetic Blade (One-Handed Weapon) Create a blade of pure energy.
Kinetic Blast (Sp) The kineticist can unleash her kinetic blast at a range of 30 feet at will.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Metakinesis (Su) By accepting burn you affect your kinetic blast as if using a metamagic ability.
Meticulous -2 on all untrained skill checks
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Psychic Resilience (Ex) +4 to saves vs. psychic spells
Slow and Steady Your base speed is never modified by armor or encumbrance.
Spell Resistance (17) You have Spell Resistance.
Stability +4 Gain bonus to CMD vs. bull rush/trip while standing on ground.
Telekinetic Adept You have access to the basic abilities of a telekineticest.

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

Jaak the Swift- Internal Alchemist / Vivisectionist:
Jaak the Swiftling 6th aasimar
Male versatile human alchemist (internal alchemist, vivisectionist) 6 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 18, 20)
CE Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 69 (6d8+36)
Fort +10, Ref +10, Will +5; +4 vs. disease, +4 bonus vs. poison, +2 trait bonus vs. charm and compulsion
Defensive Abilities fortification 75%, uncanny dodge; Resist disease resistance, acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee tentacle +8 (1d4+1 plus 3d6 sneak attack and grab)
Special Attacks powerful build, sneak attack +3d6
Alchemist (Internal Alchemist, Vivisectionist) Extracts Prepared (CL 6th; concentration +8)
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 20, Int 14, Wis 16, Cha 10
Base Atk +4; CMB +5 (+9 grapple); CMD 19
Feats Brew Potion, Deadly Aim, Extra Discovery[APG], Extra Discovery[APG], Point-Blank Shot, Weapon Finesse
Traits birthmark, local tough, reactionary
Flaws brash, glory hound
Skills Acrobatics +9, Bluff +2, Diplomacy +2, Disable Device +11, Escape Artist +6, Heal +7, Intimidate +1, Knowledge (arcana) +7, Knowledge (nature) +7, Perception +11, Sense Motive +7, Sleight of Hand +12, Stealth +10, Survival +10 (+14 in urban and underground settings), Use Magic Device +7; Racial Modifiers +2 Sense Motive, +2 Sleight of Hand, +2 Stealth
Languages Common, Dwarven, Elven
SQ alchemy (alchemy crafting +6), breath mastery, cruelty, discoveries (preserve organs[UM], preserve organs[UM], preserve organs[UM], tentacle[UM], wings[UM]), gutter rat[ARG], heart of the slums[ARG], heart of the streets[APG], imperious human[ARG], mixed heritage[ARG], mutagen (+4/-2, +2 natural armor, 60 minutes), poison use, scion of humanity[ARG], silver tongued[ARG], truespeaker[ARG], versatile human[ARG]
Other Gear darkleaf cloth leather armor, 150 gp
--------------------
Tracked Resources
--------------------
Wings (6 minutes/day) - 0/6
--------------------
Special Abilities
--------------------
Alchemy +6 (Su) +6 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Cruelty If there is a dying or helpless foe within 30 ft, -2 to attack foes that aren't dying or helpless.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disease Resistance +4 (Ex) +4 to save vs. Disease.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Fortification 75% You have a chance to negate critical hits on attacks.
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Gutter Rat Often second-class citizens living in sprawling ghettos and slums, these humans work hard to eke out an existence in a city. Replace the skilled racial trait with heart of the slums and the bonus feat racial trait with mixed heritage (heart of the st
Heart of the Slums +4 Survival in underground/urban environments. Save twice vs. disease, and take the better roll.
Heart of the Streets +1 AC while adjacent to at least two allies. Crowds do not count as difficult terrain.
Imperious Human Hailing from either an empire, an emerging nation, or a controlling city-state, these humans are arrogant expansionists, absorbing others to their causes and culture. Replace the skilled racial trait with silver tongued and the bonus feat racial trai
Mixed Heritage Often human civilization is defined by more than one characteristic. A human with this trait may select a second “Heart of the” racial trait. This replaces the bonus feat racial trait.
Mutagen (DC 15) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 60 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Powerful Build Can function as one size larger where advantageous.
Preserve Organs 75% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damag
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Tentacle The alchemist gains a prehensile, armlength tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, th
Truespeaker Learn two languages for each rank you put in Linguistics.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Wings (6 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

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

Pnevraam - Grenadier:
Pnevraam Notz'O'Gren
Male lava gnome alchemist (grenadier) 8 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Monster Codex)
CG Small humanoid (gnome)
Init +5; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+6 armor, +3 Dex, +3 shield, +1 size)
hp 67 (8d8+24)
Fort +10 (+1 trait bonus vs. drugs or poisons), Ref +11, Will +4 (+1 trait bonus vs. mind-affecting effects); +2 trait bonus vs. charm and compulsion
--------------------
Offense
--------------------
Speed 20 ft.
Melee gauntlet (from armor) +4/-1 (1d2-1) or
. . mwk gnome piston maul +5/+0 (1d8-1) or
. . unarmed strike +4/-1 (1d2-1 nonlethal)
Ranged bomb +13 (5d6+8 fire) or
. . paueliel heavy crossbow +12 (1d8+1/19-20)
Special Attacks bomb 17/day (4d6+7 fire, DC 23)
Alchemist (Grenadier) Extracts Prepared (CL 8th; concentration +15)
. . 3rd—displacement, haste (2), protection from energy
. . 2nd—cat's grace (3), delay poison, invisibility, see invisibility
. . 1st—enlarge person (2, DC 18), reduce person (4, DC 18)
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 14, Int 24, Wis 10, Cha 9
Base Atk +6; CMB +2; CMD 17
Feats Ability Focus (bomb), Craft Wondrous Item, Endurance, Extra Bombs[APG], Martial Weapon Proficiency (piston maul, gnome), Point-Blank Shot, Rapid Shot, Throw Anything, Weapon Focus (bomb)
Traits birthmark, reactionary, secret revolutionary (cheliax)
Flaws noncombatant, provincial
Skills Acrobatics +10 (+6 to jump), Appraise +12, Craft (alchemy) +15 (+23 to create alchemical items), Craft (poison) +15, Diplomacy -1 (-5 vs. law-abiding citizens (except enemies of the authority that accused you)), Disable Device +15, Fly +15, Heal +5, Knowledge (arcana) +15, Knowledge (dungeoneering) +10, Knowledge (nature) +15, Knowledge (planes) +10, Knowledge (religion) +10, Perception +11, Sleight of Hand +10, Spellcraft +15, Use Magic Device +10
Languages Abyssal, Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Orc, Sylvan
SQ alchemical weapon, alchemy (alchemy crafting +8), directed blast, discoveries (directed bomb, explosive bomb, precise bombs [7 squares], strafe bomb[UM]), infamous, master tinker[APG], mutagen (+4/-2, +2 natural armor, 80 minutes), swift alchemy
Combat Gear iron cobra gauntlet[UE], wand of cure moderate wounds (20 charges), wand of invisibility (5 charges), wand of restoration (25 charges); Other Gear +1 mithral kikko armor[UC], +2 mithral sainte, mwk gnome piston maul, paueliel heavy crossbow, carpet of flying i, cloak of resistance +2, handy haversack, headband of vast intelligence +4, alchemist's lab, masterwork thieves' tools, 150 gp
--------------------
Tracked Resources
--------------------
Bomb 4d6+7 (17/day, DC 23) (Su) - 0/17
Iron cobra gauntlet (3/day) - 0/3
Wand of cure moderate wounds (20 charges) - 0/20
Wand of invisibility (5 charges) - 0/5
Wand of restoration (25 charges) - 0/25
--------------------
Special Abilities
--------------------
Alchemical Weapon (Swift Action) (Su) Add the effects of an alchemical liquid or powder to weapon.
Alchemy +8 (Su) +8 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 4d6+7 (17/day, DC 23) (Su) Thrown Splash Weapon deals 4d6+7 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Directed Blast (Su) Bomb does damage in 20 ft cone, attack vs. one foe and rest take splash dam.
Directed Bomb (Su) The alchemist can cause his bombs to splash in a 15-foot cone instead of a 5-foot-radius burst. The alchemist chooses the direction of the cone. If the attack misses, roll an additional 1d8 to determine the direction of the blast from where the bomb
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Infamous -4 to diplo vs. law-abiding citizens.
Master Tinker You are proficient with any weapon you have personally crafted.
Mutagen (DC 21) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 80 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 7 squares from splash damage of your bombs.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Strafe Bomb (80 ft.) (Su) The alchemist can throw bombs that splash in a 40-foot line rather than affecting a radius. The line starts at the alchemist and extends away from him in the direction he chooses. The alchemist designates one creature in the squares affected by the l
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Nimble - Master of Many Styles / Nimble Guardian / Qinggong Monk:
Nimble
Male human monk (master of many styles, nimble guardian, qinggong monk) 7 (Pathfinder RPG Advanced Race Guide 92, Pathfinder RPG Ultimate Combat 59, Pathfinder RPG Ultimate Magic 51)
LN Large humanoid (human)
Init +3; Senses low-light vision, scent; Perception +11
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 16 (+1 Dex, +1 monk, +4 natural, -1 size, +2 Wis)
hp 73 (7d8+35)
Fort +8, Ref +6, Will +7
Defensive Abilities defensive aid
--------------------
Offense
--------------------
Speed 60 ft.
Melee unarmed strike +11 (2d6+7) or
. . bite +11 (2d6+7 plus grab), 2 claws +12 (1d8+7 plus grab), 2 claws +12 (2d6+7 plus grab)
Space 10 ft.; Reach 5 ft.
Special Attacks pounce, rake (2 claws +12, 2d6+7 plus grab), stunning fist (7/day, DC 15)
Monk Spell-Like Abilities (CL 7th; concentration +5)
. . —barkskin (self only, 1 ki)[UM]
--------------------
Statistics
--------------------
Str 22, Dex 12, Con 16, Int 12, Wis 14, Cha 7
Base Atk +5; CMB +14 (+18 grapple); CMD 26
Feats Catfolk Exemplar (sharp Claws)[ARG], Dragon Ferocity[UC], Dragon Style[UC], Feral Combat Training[UC], Horn Of The Criosphinx, Improved Natural Attack (claw), Improved Unarmed Strike, Janni Style[UC], Multiattack, Racial Heritage[APG], Stunning Fist, Weapon Focus (claw)
Traits cosmic caravan (the star gazer), finding haleen, reactionary
Flaws implacable, tactless
Skills Acrobatics +11 (+23 to jump), Escape Artist +11, Intimidate +8, Knowledge (history) +6, Knowledge (religion) +11, Perception +11, Perform (dance) +6, Stealth +7, Swim +10
Languages Common, Thassilonian
SQ defensive mastery, fast movement, fuse style, guardian feline, hedonistic, ki pool (5 points cold iron, magic, silver), maneuver training, nimble reflexes
Other Gear +1 amulet of mighty fists, 150 gp
--------------------
Special Abilities
--------------------
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the nor
Defensive Aid (5/day) (Ex) Grant ally +4 to AC or a Reflex saving throw up to Wis mod times a day.
Defensive Mastery (Ex) When using defensive aid, spend 1 ki point to negate damage taken on ally's successful reflex save.
Dragon Ferocity +3, 1d4+6 rds Gain bonus on unarmed attacks, and you can cause opponents to be shaken
Dragon Style +2 vs. sleep, paralysis, and stun, first unarmed strike in a rd deals 1.5x Str, and can ignore difficult terrain/allies when charging.
Fast Movement (+20 ft.) The Monk adds 10 or more feet to his base speed.
Feral Combat Training (Claw) Use Improved Unarmed Strike feats with chosen natural weapon.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Grab: Bite or Claw (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Guardian Feline (Su) Spend 2 ki points to change into feline form as beast shape II or III (9th level).
Hedonistic If you do not gain a reward in a day, you are fatigued for 4h the next day (Fort DC 20 negates)
Horn of the Criosphinx Add 2x your Str bonus to damage rolls on charges while wielding a two handed weapon.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Janni Style Take only a -1 AC penalty when charging, flanking opponents only gain +1 attack bonus against you
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Nimble Reflexes (Ex) At 3rd level, a nimble guardian gains a +2 bonus on all Reflex saving throws. This ability replaces still mind.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack Costs 1 ki point to activate.

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 b
Racial Heritage (Catfolk) You count as another race for the purpose of prerequisites.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Stunning Fist (7/day, DC 15) You can stun an opponent with an unarmed attack.
--------------------
Nimble Guardian guide
Lately I've been working on a character concept and from it grew a build that has turned into something rather spectacular. Now that its finished (more or less), I wanted to toss it out there for others to dissect, gather ideas from and enjoy in whole or in part. A slight disclaimer - I generally only work on builds that are both fun and effective to play throughout their career, from level 1 on up. This one takes a little while to get its footing, serving as a solid but only average character in terms of power until it acquires its defining ability in Feline Guardian at 7th. It also offers a great deal more variation, as once you reach 9th, there are a number of ways you can evolve based on your personal preference and play style.

Concept:

The gist if the build is to combine the unarmed strikes of the Monk and the pouncing, raking abilities of a Dire Tiger with a number style feats to maximize the potential of both. The build is extremely MAD initially, but after your first attribute spread, its all about Strength.

Race & Class:

The Nimble Guardian is a racial archetype for Catfolk, and while Catfolk are a very strong race with some excellent options, they are actually suboptimal for this build. Moreover, as one of the more 'obscure' races, there are many groups in which they will not be allowed. Fortunately there is a cure for that - the Racial Heritage feat will open up this archetype for you while at the same time granting you the benefit of the Human's FCB and additional skill ranks. It also allows you to flavor the concept in a wide variety of ways rather than being stuck in the 'I'm a cat person who can turn into a cat' meme. Another solid choice here would be Half-Orc (who also qualify for the Racial Heritage feat) - you'll have to figure out where that extra feat is going to come from, but Darkvision and +2 to saving throws is a pretty strong argument.

In addition to the Nimble Guardian archetype, you will also be stacking the Master of Many Styles and the Quinggong Monk archetype as well.

Attributes:

As I said, this build is rather MAD. Under such circumstances I prefer a broad approach, seeking the best value for my point buy rather than specializing and trying to 'make do' with weaknesses in other areas. With a 20 point buy, racial modifications and level bonuses, this is what the attributes would look like for me:

STR - 15 (+2 racial bonus, +1 @ 4th, 8th, 12th, 16th and 20th level)
DEX - 14
CON - 14
INT - 12
WIS - 14
CHA - 7

Traits:

The default Reactionary makes a good choice here, though Fist of the Society might as well, given the benefits of Ki powers. Alas, you can't take both due to fact that they are both from the Combat category, so I chose Birthmark as the second option, gaining a +2 to saves vs. Charm and Compulsion effects. Saving throws are a strength of this character and there's no reason to shy away from making them even better. If you're going the Half-Orc route, then Fortune's Favored goes here.

Feats:

What follows is a level by level explanation of feats taken, why, and how they work together:

1st - Racial Heritage: Catfolk
1st - Catfolk Exemplar (Human bonus feat)
1st - Improved Unarmed Strike (Monk bonus feat)
1st - Dragon Style (MoMS bonus feat)
2nd - Janni Style (MoMS bonus feat)

Racial Heritage opens up the archetype while Catfolk Exemplar gives you claws. As you will come to see, claws are very important in this build and, in this case, in addition to giving you two natural attacks right off the bat, it sets the table for you to take Weapon Focus: Claws which is itself a prerequisite for Feral Combat Training.

Dragon Style and Janni Style are your first two style feats. In addition to setting up the ones that will be taken later, they give you enhanced mobility - especially when charging, which will be important - and some additional defenses against a variety of threats like Flanking, Sleep and Paralysis.

3rd - Weapon Focus: Claws
5th - Feral Combat Training

Feral Combat Training is really the feat that makes the rest of this build go. Essentially what it does is allow you to treat any claw attacks as unarmed strikes. This opens a number of doors which will become more clear as we progress.

6th - Janni Rush (MoMS bonus feat)

Janni Rush allows you to roll double the normal number of damage die when charging and making an attack with Unarmed Strike. So now, if you charge - which Dragon Style allows you to do even over difficult terrain or through allies - you deal 2d4+STR with your claw attack instead of 1d4, thanks to the benefit of Feral Combat Training. An extra d4 of damage here or there might now seem like much, but just wait.

7th - Multiattack

Now here's where things get interesting. 7th level is also the level that grants the defining class feature 'Guardian Feline' - namely, you get the ability to turn into a Large-sized cat pretty much at will. Your choice will logically be a Dire Tiger

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Bertious wrote:

New here great thread :D

Odd thought seeming ordinary island except the trees are made of stone with leaves of snow and ice or crystal and the mountains are wood with green leaves covering them like snow. :D

113. Stonetell's Island This island is seemingly ordinary from a distance. But there is something wrong here. On closer inspection the trees are made of stone with leaves of crystal and the earth is bark-like with green leaves covering ground like snow. Riverbeds run with flame. The rain falls in such a deluge that breathing is near impossible without magical assistance. There are Elemental Lords inhabiting the isle, representing earth, air, flame, water and wood. Stonetell, an Elemental Lord of Earth, travels from stone tree to stone tree, trying to convince adventurers to help correct the discontinuity occurring on the island before the chaos spreads.


EDIT: I added an Airship stat block to the Cloud Mountain entry.
p.s. EDIT: What if it’s not a Mountain of Nesh but a piece of the Shattered Continent? Flipped into the air and caught on a cloud during Earthfall?

13. Massive Airship - - Cloud Island - - Plane Shifts to/from Abyssal Realm of Nesh - -
DEFENSE: INIT +6, AC 22, touch 2; Hardness 20, hp 24,300 (no sails), Save +18
OFFENSE: Maximum Speed 120 ft. Ranged 100 heavy ballistae +6 (4d8/19–20), 20 standard catapults +7 (6d6), CMB +35; CMD 45, Ramming Damage 10d12
EQUIPMENT: 100 heavy ballistae with 3000 bolts (port, starboard, fore and aft), 20 standard catapults with 500 stones (port, starboard, fore and aft), no rudder needed, Cargo 25 points of plunder (ship’s arsenal, stores and goods). Many doors and chests are trapped to keep them off-limits to “guests”.
CREW: Zura the Demon Lord; Profession [sailor] +20), Commander C’Bouth (CE male vampire cyclops bloodrager 15), 10 officers (CE cyclops brawler 10), 70 servant (CE cyclops ghoul), 20 servant (CE cyclops ghast), 75 servant (CE ghoul fighter 3), 25 servant (CE ghast bloodrager 3), 50 servant (CE human vampire rogue 3), 25 servant (CE dwarf vampire artificer 3), 50 servant (CE tiefling vampire barbarian 3), 95 living body servants, 450 living charmed slaves, including cyclops

Zura wears a crown that magically controls and can plane shift one of the shards of the Shattered Continent to the material plane with some form of cloud magic. She then uses her Cloud Island to harvest humanoids to transport back to Nesh to populate the villages she uses for feeding. Many of her minions are undead; quite a few ghoul cyclops that get her leavings and are ordered to discard the bones through garbage chutes. Some of her victims are harvested from cyclops villages in Nesh. Zura has gone undetected for millennia because her Cloud Island stays on the material plane at most days at a time every few years or so to replenish the villages back in the Abyssal realm of Nesh.


Freaking awesome! Sorry I had a head injury at work and I am really foggy so I have been hiding recently. The NPCs have been saved.

Stonetell Island is really cool and I love it

Cloud island is precious!


Deaths Adorable Apprentice wrote:

Freaking awesome! Sorry I had a head injury at work and I am really foggy so I have been hiding recently. The NPCs have been saved.

Stonetell Island is really cool and I love it
Cloud island is precious!

ouch! sorry to hear that. get better soon.

Bertious wrote:

New here great thread :D

Odd thought seeming ordinary island except the trees are made of stone with leaves of snow and ice or crystal and the mountains are wood with green leaves covering them like snow. :D

Bertious had a good idea here, i just took me a minute to work out the details for Stonetell's Island.

as for Cloud Island, since its essentially a massive airship i figured it was about time i treated it like one.
check out the ship thread, about six new additions.


Going to the ship thread for thievery in a moment. And the fog in my brain is finally clearing


a two-weapon-whip-tripping-weapon-disarming son of a poxied whore. ;-)

Knot :

Male versatile human (Tian-Min) fighter (lore warden) 7/inquisitor (spellbreaker, thieftaker) of Calistria 2/rogue (bandit, pirate) 8
(Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Player's Guide 38, Pathfinder RPG Ultimate Combat 52, 71, 72)
N Medium humanoid (human)
Init +12; Senses darkvision 60 ft.; Perception +30
--------------------Defense--------------------
AC 20, touch 17, flat-footed 16 (+2 deflection, +3 Dex, +1 dodge, +3 natural, +1 sacred)
hp 146 (17 HD; 10d8+7d10+51)
Fort +15, Ref +14, Will +14 (+1 vs. fear); +2 vs. fear and mind-affecting, +1 vs. fear and mind-affecting
Defensive Abilities evasion, fortification 25%, unflinching +2; DR 10/adamantine
--------------------Offense--------------------
Speed 60 ft., swim 90 ft.
Melee +1 mariner's lifesurge scorpion whip +24/+24/+19/+14 (1d4+14 +1d8 plus 2d6 vs. evil) or
. . +1 dueling ghost touch spell storing scorpion whip (aa) +24/+24 (1d4+10)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 dueling ghost touch spell storing scorpion whip, 10 ft. with +1 mariner's lifesurge scorpion whip)
Special Attacks fearsome strike, judgment 1/day, sneak attack +4d6 +2 Str damage, weapon training (flails +1)
Domain Spell-Like Abilities (CL 2nd; concentration +7)
. . 8/day—copycat (2 rounds)
Inquisitor (Spellbreaker, Thieftaker) Spells Known (CL 2nd; concentration +7)
. . 1st (4/day)—bane (DC 16), cure light wounds, true strike
. . 0 (at will)—acid splash, detect magic, detect poison, disrupt undead, stabilize
. . Domain Trickery
--------------------Statistics--------------------
Str 25, Dex 16, Con 16, Int 13, Wis 20, Cha 8
Base Atk +14; CMB +28 (+30 disarm, +33 trip); CMD 42 (44 vs. disarm, 44 vs. trip)
Feats Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (whip), Fury’s Fall, Greater Serpent Lash, Improved Trip, Improved Whip Mastery[UC], Piranha Strike, Sap Adept[UC], Sap Master[UC], Sea Legs[UC], Serpent Lash, Skill Focus (Profession [sailor]), Stand Still, Two-weapon Fighting, Weapon Finesse, Weapon Focus (whip), Weapon Specialization (whip), Whip Mastery[UC]
Traits besmara's blessing, prehensile whip, whip specialist
Flaws NearSighted: -1 Perception/Ranged Attacks per 20'
Flaws Selfish: DC 15 Will save to aid another before self
Skills Acrobatics +25 (+37 to jump), Bluff -1 (+1 to Feint), Climb +18, Craft (rope) +12, Craft (weapons) +12, Diplomacy +0, Disable Device +10, Escape Artist +10, Knowledge (geography) +15, Knowledge (nature) +15, Perception +30, Profession (sailor) +40, Sense Motive +6, Sleight of Hand +11, Stealth +23, Survival +13, Swim +30, Use Magic Device +10
Languages Common, Dwarven, Minkaian, Tien
SQ ambush, know thy enemy, rogue talents (combat trick, crippling strike, finesse rogue), strong-willed, swinging re-position, thief-taker's tracer, umbral unmasking, urban tracking, versatile human[ARG]
Combat Gear mask of the mantis[ISWG], potion of haste (2), potion of invisibility (2), wand of cure serious wounds (CL 10th, 23 charges), wand of greater invisibility (19 charges), wand of haste (29 charges), wand of magic missile (maximized, cl 9); Other Gear +5 light fortification mithral buckler, +1 dueling ghost touch spell storing scorpion whip (aa), +1 mariner's lifesurge scorpion whip, belt of incredible dexterity +4, cloak of the manta ray, efficient quiver, gloves of swimming and climbing, handy haversack, ring of feather falling, robe of infinite twine[UE], masterwork thieves' tools, masterwork tool, masterwork tool, 318,366 gp
--------------------Tracked Resources--------------------
Besmara's Blessing (1/week) - 0/1
Copycat (8/day) (Sp) - 0/8
Fearsome Strike (1 rounds, 1/day) (Ex) - 0/1
Feather Fall (Constant) - 0/0
Judgment (1/day) (Su) - 0/1
Mask of the mantis (3 charges) - 0/3
Potion of haste - 1/2
Potion of invisibility - 1/2
Stoneskin - 0/16
Wand of cure serious wounds (CL 10th, 23 charges) - 0/23
Wand of greater invisibility (19 charges) - 0/19
Wand of haste (29 charges) - 0/29
Wand of magic missile (maximized, CL 9) - 0/50
-------------------Special Abilities--------------------
Ambush (Ex) When able to act in the suprise round, can take a move, standard, and swift action.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Copycat (8/day) (Sp) Create a single mirror image duplicate
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Damage Reduction (10/adamantine) You have Damage Reduction against all except Adamantine attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fearsome Strike (1 rounds, 1/day) (Ex) Critical with sneak attack frightens target for 1 rounds.
Fortification 25% You have a chance to negate critical hits on attacks.
Fury’s Fall When making a trip attack, add your Dexterity bonus to your CMB.
Greater Serpent Lash Extra trip/disarm can be vs. anyone in reach, re-position foes in any direction.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Whip Mastery Threaten with your whip and grasp Tiny objects
Inquisitor (Spellbreaker, Thieftaker) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Know Thy Enemy (Standard Action) (Ex) Knowledge check vs. 1 foe to gain +2 to att & weapon dam for encounter.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Sap Adept Gain bonus damage on nonlethal attacks,
Sap Master Deal twice your sneak attack damage when dealing nonlethal damage
Serpent Lash Gain extra trip/disarm with whip on success, whips re-position at -4 CMB.
Sneak Attack +4d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Stand Still When taking an AoO, you can make a combat maneuver check to end opponent's movement instead of attacking.
Strong-Willed (Ex) At 1st level, a spellbreaker is able to stand strong against magical effects that seek to control, compel, or persuade her. The spellbreaker rolls twice and takes the best result when making a Will saving throw against a mind-affecting effect. This a
Swim (90 feet) You have a Swim speed.
Swinging Re-position (Ex) Can move 5 feet as a free action after a charge or bull rush when masts and riggings are present.
Thief-Taker's Tracer (Sp) Touch a creature or object to remain aware of the distance to and direction of the target.
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Unflinching +2 (Ex) +2 save vs. fear and mind-affecting effects
Urban Tracking (Ex) You can use Diplomacy to gather information to track down a missing person, suspect or other individual within a community.
Versatile Human While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Weapon Training (Flails) +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails
Whip Mastery Using a whip does not provoke attacks of opportunity
------------------------------------------------------------

Mariner’s Vicious Whip of Life and Death
Aura strong necromancy; CL 12th, Slot —; Price 50,000 gp; Weight 2 lbs.
DESCRIPTION
This +1 Seaborne Vicious whip is constructed out of incredibly thin, interwoven strands of mithral and adamantine.
A seaborne weapon functions easily in watery environments. With the weapon in hand, the wielder gains a bonus on Swim checks equal to twice the weapon's enhancement bonus. In addition, the wielder does not take the normal penalties to attack and damage rolls imposed by being underwater, as if he were subject to the spell freedom of movement.
As a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder.
When it is used to attack, it makes an unnerving buzzing sound not unlike a cloud of startled flies taking flight from a ripe corpse. When a whip of life and death strikes a creature, the creature suffers an additional 1d8+1 points of negative energy damage (if the target is alive) or 1d8+1 points of positive energy damage (if the target is undead). This additional damage harms anyone struck by the whip, regardless of their armor or natural armor bonus (the normal nonlethal damage caused by the whip is still blocked by an armor bonus of +1 or higher or +3 natural armor bonus).
A whip of life and death can draw positive and negative energy directed at its wielder into itself, storing it for later release. The whip can store such energy from one attack at a time, and the wielder is unaffected by any such attack that is absorbed by the whip. The whip releases this stored energy the next time it strikes a target, causing triple the normal energy damage (3d8+3) for that attack. Until this energy is discharged, the whip cannot absorb further energy.
If the carrier of the whip is subjected to an opposing energy attack while the whip contains energy, both energy types cancel each other out in a burning flash of energy. This causes 2d8+2 points of damage to the wielder (positive or negative, whichever would damage the target more). A character who can channel positive or negative energy can, as a standard action, charge a whip of life and death by using one of his channel energy uses for the day.
The wielder of a whip of life and death gains a +2 bonus to all saving throws against attacks utilizing positive or negative energy.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, cure light wounds, inflict light wounds, ability to channel positive or negative energy; Cost 25,000 gp.

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In honor of my wonderful obsession with natural attacks,

Octavio :

Male hobgoblin alchemist (internal alchemist, vivisectionist) 15/monk 5
(Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Bestiary 175, Pathfinder RPG Ultimate Magic 18, 20)
LE Medium humanoid (goblinoid)
Init +4; Senses Perception +30
--------------------Defense--------------------
AC 29, touch 25, flat-footed 27 (+2 Dex, +2 monk, +4 natural, +11 Wis)
hp 163 (20d8+60)
Fort +16, Ref +15, Will +21
Defensive Abilities evasion, fortification 75%, uncanny dodge; Immune cold, disease, nonlethal damage, paralysis, poison, sleep
--------------------Offense--------------------
Speed 30 ft.
Melee unarmed strike +22/+17/+12 (1d10+20 plus 8d6 sneak attack) or
. . unarmed strike flurry of blows +22/+22/+17/+12/+7 (1d10+20 plus 8d6 sneak attack) or
. . 4 claws +22 (1d8+20 plus 8d6 sneak attack), 4 claws +22 (1d8+20 plus 8d6 sneak attack), gore +22 (1d6+20 plus 8d6 sneak attack), tentacle +17 (1d4+16 plus 8d6 sneak attack and grab)
Special Attacks flurry of blows, sneak attack +8d6 +2 Str damage, stunning fist (9/day, DC 31)
Alchemist (Internal Alchemist, Vivisectionist) Extracts Prepared (CL 15th; concentration +19)
. . 5th—monstrous physique III[UM], overland flight, regenerate
. . 4th—fire shield (2), freedom of movement, stoneskin (2)
. . 3rd—displacement (2), haste (2), thorn body[APG] (2)
. . 2nd—invisibility, pains of the past (2, DC 16), protection from arrows, see invisibility, spider climb
. . 1st—enlarge person (3, DC 15), long arm[ACG] (3)
--------------------Statistics--------------------
Str 10, Dex 14, Con 16, Int 18, Wis 32, Cha 9
Base Atk +14; CMB +12 (+16 grapple); CMD 39
Feats Brew Potion, Combat Reflexes, Crushing Blow[UC], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Extra Discovery[APG], Improved Natural Attack (claw), Improved Unarmed Strike, Ki Diversity (dim Mak), Piranha Strike, Skill Focus (Stealth), Stunning Fist, Weapon Finesse
Traits accelerated drinker, indomitable faith, reactionary
Flaws dishonest, disinherited
Skills Acrobatics +15 (+20 to jump), Climb +7, Craft (alchemy) +15 (+30 to create alchemical items), Craft (locks) +8, Disable Device +20, Escape Artist +11, Fly +20, Heal +15, Knowledge (arcana) +9, Knowledge (history) +9, Knowledge (nature) +9, Perception +30, Ride +8 (+13 regarding elephant-like creatures), Sense Motive +15, Sleight of Hand +15, Spellcraft +15, Stealth +25, Survival +15, Swim +10, Use Magic Device +15; Racial Modifiers +2 Climb, +2 Ride
Languages Common, Draconic, Goblin, Infernal
SQ alchemy (alchemy crafting +15), bandy-legged[ARG], breath mastery, cognatogen (+6/+4/-2, +4 natural armor, 15 hours), discoveries (cognatogen[UM], combine extracts, crippling strike, feral mutagen, greater cognatogen[UM], mummification[UM], preserve organs[UM], preserve organs[UM], preserve organs[UM], spontaneous healing[UM], tentacle[UM], vestigial arm[UM], vestigial arm[UM], wings[UM]), fast movement, high jump, ki pool (16 points magic), maneuver training, monk vows (vow of celibacy[UM], vow of silence[UM], vow of truth[UM]), mutagen (+4/-2, +2 natural armor, 15 hours), pit boss[ARG], poison use, slow fall 20 ft., torturous transformation, umbral unmasking
Combat Gear experimental cognatogen (grand), oil of magic vestment +5, potion of barkskin +5, potion of mage armor, potion of magic fang, greater +5 (2), potion of protection from arrows 10/magic, potion of remove blindness/deafness, potion of shield of faith +5; Other Gear +1 guided amulet of mighty fists, belt of physical perfection +2, demonic implant: demon talon, demonic implant: demon talon, headband of inspired wisdom +6, helm of the mammoth lord[UE], monk's robe, vest of stable mutation[UE], 2,033 gp
--------------------Tracked Resources--------------------
Cognatogen: Wis+4, Int+3, Cha+2, Physical Attr -2, +3 Nat AC. - 0/1
Detect Animals or Plants (elephant-like only, At will) - 0/0
Endure Elements (vs cold only, Constant) - 0/0
Ki Pool (16/day) (Su) - 0/16
Oil of magic vestment +5 - 0/1
Potion of barkskin +5 - 0/1
Potion of mage armor - 0/1
Potion of magic fang, greater +5 - 1/2
Potion of protection from arrows 10/magic - 1/1
Potion of remove blindness/deafness - 0/1
Potion of shield of faith +5 - 1/1
Speak with Animals (elephant-like only, At will) - 0/0
Spontaneous Healing (35 HP/day) - 0/35
Stunning Fist (9/day, DC 31) - 0/9
Wings (15 minutes/day) - 0/15
--------------------Special Abilities--------------------
Alchemy +15 (Su) +15 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bandy-Legged +2 to CMD against bull rush or trip while on solid ground.
Breath Mastery At 1st level, the internal alchemist can control his breath and the flow of vital energy within his body. Without preparation, he can hold his breath for a number of minutes equal to his Constitution score (after this, he must begin making Constituti
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Combine Extracts Place two formulae into one extract.
Crippling Strike (Ex) Your sneak attacks do 2 points of Strength damage.
Crushing Blow (-11) Stunning Fist reduces target's AC
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.
Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate.
Flurry of Blows +14/+14/+9/+4/-1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Fortification 75% You have a chance to negate critical hits on attacks.
Grab: Tentacle (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Cognatogen The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one mental ability score (Intelligence, Wisdom, or Charisma), and a +4 alchemical bonus to a second mental ability score. The alchemist takes a -2 penalty on both a
High Jump (+5/+25 with ki point) (Ex) +5 to Acrobatics checks made to jump.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Nonlethal Damage You are immune to Nonlethal 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.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Diversity (Dim Mak) You have trained at the feet of the masters of the Kusari-Gama, a secret society of monk warriors. With their secrets you have mastered new ways to apply your ki.
Ki Pool (16/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
Mummification The alchemist has mastered preserving flesh and applied this knowledge to his own body, turning himself into an undeadlike creature. After learning this discovery, the alchemist must perform a 30-day regimen of a special diet, rigorous exercise, and
Persistent Cognatogen (DC 21) (Su) Mutagen adds +4 to a mental & -2 to a physical attribute, and +2 nat. armor for 15 hours.
Persistent Mutagen (DC 21) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 15 hours.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Pit Boss +1 on maneuver checks to disarm or trip with a whip.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Preserve Organs 75% The alchemist learns how to preserve and protect his vital organs, reducing the chance of a mortal wound. When a critical hit or sneak attack is scored on the alchemist, there is a 25% chance that the critical hit or sneak attack is negated and damage
Slow Fall 20 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (35 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Stunning Fist (9/day, DC 31) You can stun an opponent with an unarmed attack.
Tentacle The alchemist gains a prehensile, arm length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round.
Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract. When he uses this extract, he injects it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as p
Umbral Unmasking You cast no shadow (DC 15 Perception to notice)
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vestigial Arm The alchemist gains a new arm (left or right) on his torso. The arm is fully under his control and cannot be concealed except with magic or bulky clothing. The arm does not give the alchemist any extra attacks or actions per round, though the arm can
Vow of Celibacy (+1 ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group. A celibate
Vow of Silence (+1 ki) The monk must speak no words and attempt to be quiet in his actions. Accidental noises and the sounds of battle (such as the sound of a fist or weapon striking an opponent) do not affect his vow, though most monks with this vow choose their weapons a
Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
Wings (15 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level. These minutes do not need to be consecutive, but they must be spent in 1-min

------------------------------------------------------------
In honor of my wonderful obsession with natural attacks, I decided to go ahead and post my build for making an incredible Mr. Hyde Alchemist. The entire point of this setup is to take advantage of the incredible amount of accuracy that primary natural attacks provide, as well showing everyone how to properly balance out a great melee-based alchemist.
Now, to start things off, I would first like to point out what type of archetypes I recommend when using this build. In my personal opinion, the Vivisectionist and Internal Alchemist archetypes are probably the best way to go, though I understand why some of you might be attracted to the Beastmorph archetype.
The truth is though, aside from gaining pounce, the beastmorph archetype really doesn't provide you with any other spectacular benefits (at least in my opinion). Oh sure, you can gain a lot of neat benefits when you drink your mutagen, like flying and such, but there are a lot of other easy ways of obtaining those same abilities. All in all, I really do think the beastmorph archetype is HIGHLY overrated, but that doesn't mean you can't use it if you don't want to.
Anyways, now that we have established the type of archetypes we're using, lets try and figure out what type of race we should select. Now again, there are a lot of good options for the alchemist, but in my humble opinion, I seriously would encourage one of the following races...
Human (I would recommend selecting the 'dual talent' racial trait)
Elf, Tiefling, Hobgoblin,
Each of the above races are very well suited for becoming powerful melee-based alchemists. However, I personally find myself favoring the Hobgoblin more than any of the others, and my reason for this is very simple: a hobgoblin alchemist can pretty much fill all the roles of a rogue. Because goblinoids gain 'stealth' as a class skill, and because a hobgoblin gets an incredible +4 to stealth, I find that the hobgoblin alchemist makes a great substitute for the 'skill monkey' of the party.
Furthermore, the hobgoblin provides a nice boost in stats without ever penalizing any of your ability scores. All in all, I'd say it is an incredible choice for an alchemist, and the added benefit of speaking goblin and having darkvision is just the icing on the cake. Of course, I won't deny that a human with 'dual talent' could probably have better stats, but I still think a hobgoblin is a better choice.
Once we have selected our race, its time to go ahead and get our stats out of the way. Again, assuming we have a 15 point buy in (and that we have selected hobgoblin as our race) our stats should probably look something like this...
STR 16 DEX 14 CON 14 INT 14 WIS 10 CHA 7
These are pretty solid stats given our race and class, with a nice good mixture of offensive and defensive capabilities. Charisma is obviously useless to us, so there isn't any real reason to try and maintain it.
From here, its time to start selecting our feats, traits, discoveries, and magic items. My recommendations for all of them are as follows...
Feats
1. Toughness
3. Power Attack
5. Extra Discovery: Infusion
7. Extra Discovery: Healing Touch
9. Extra Discovery: Preserve Organs
11. Extra Discovery: Vestigial Arms
13. Extra Discovery: Vestigial Arms
15. Extra Discovery: Extend Potion
17. Extra Discovery: Eternal Potion
19. Combat Reflexes
Traits
Reactionary
Indomitable Faith
Discoveries
2. Feral Mutagen
4. Spontaneous Healing
6. Wings
8. Combine Extracts
10. Mummification
12. Greater Mutagen
14. Tentacle
16. Grand Mutagen
18. Improved Initiative
20. True Mutagen/Preserve Organs/Preserve Organs
Useful Magic Items
Cloak of Resistance
Helm of the Mammoth Lord
Amulet of Mighty Fists
Vest of Stable Mutation
Belt of Physical Perfection
Demon Talons (x2)
Headband of Vast Intellect
Ring of Evasion
Alright, before we continue, I imagine that I probably need to do a little bit of explaining, particularly in regards to using the vestigial arms and tentacle discovery.
There has been an ongoing debate about whether or not a player can actually use these 'additional limbs' to make natural attacks or not. Now, from what I have gathered (and debated about) in many other threads is the following: both the tentacle discovery and vestigial arms can be used in place of attacks you could normally make. In other words, if you have a BAB of +11, you are allowed to make 3 attacks. Therefore, in order to use 2 vestigial arms and the tentacle discovery, you must have the required BAB in order to make an attack with all 3 of them.
Anyway, the only reason I bring this up is because I'll need to explain how my alchemist is able to end up with 6 primary natural attacks and 1 secondary natural attack.
For starters, the Feral Mutagen discovery grants the alchemist 3 primary natural attacks (2 claws and 1 bite). However, if you take the vestigial arm discoveries, you can also use 'demon talons' to basically 'cut off' your vestigial arms and replace them with 'claw attacks'

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mythic character from Wrath of the Righteous adventure path

Destrachis :

Male drow noble arcane trickster 10/magus (kensai) 6/rogue (knife master, scout) 4/Trickster 10
(Pathfinder RPG Advanced Player's Guide 134, Pathfinder RPG Bestiary 115, Pathfinder RPG Ultimate Combat 55, 72, Pathfinder RPG Ultimate Magic 9)
CG Medium humanoid (elf)
Init +25; Senses darkvision 120 ft.; Perception +34
--------------------Defense--------------------
AC 39, touch 28, flat-footed 23 (+6 armor, +10 Dex, +6 dodge, +5 natural, +2 sacred)
hp 263 (20 HD; 10d6+10d8+160)
Fort +22, Ref +30, Will +22; +4 vs. effects that cause you to lose your grip on weapons, +2 vs. enchantments, +2 sacred bonus vs. insanity or confusion effects, +2 sacred bonus vs. death effects, +2 vs. magic cold effects and spells with the cold descriptor., +4 and one size larger to resist effects of wind
Defensive Abilities blade sense +1, canny defense +6, evasion, hard to kill, mythic saving throws, unstoppable; DR 2/—; Immune sleep; SR 31
Weaknesses dependancy, light blindness
--------------------Offense--------------------
Speed 30 ft.
Melee redeemer +28/+23/+18 (1d4+11/18-20 plus 2d6 vs. evil) or
. . soulshear +13/+8/+3 (1d10+3/×3) or
. . unarmed strike +24/+19/+14 (1d3+10 nonlethal)
Space 5 ft.; Reach 5 ft. (10 ft. with soulshear)
Special Attacks arcane pool (+2, 17 points), force of will, magus arcana (arcane accuracy[UM], close range[UM], prescient attack[UC], ranged spell shield), mythic power (23/day, surge +1d12), scout's charge, sneak attack +8d6, spell combat, spellstrike
Spell-Like Abilities (CL 20th; concentration +20)
. . Constant—detect magic
. . At will—dancing lights, deeper darkness, faerie fire, feather fall, levitate
. . 1/day—dispel magic[M], divine favor, suggestion (DC 13)
Magus (Kensai) Spells Prepared (CL 18th; concentration +32)
. . 6th—disintegrate[M] (2, DC 30), vacuum ball
. . 5th—greater bladed dash (2), kinetic force (DC 29), overland flight, screaming star (DC 29)
. . 4th—black tentacles[M], excruciating grasp (DC 28), greater invisibility, phantasmal killer[M] (DC 28), retaliatory missile, steam jet (DC 28), stoneskin[M] (2), warrior's insight
. . 3rd—aberrant essence[M], blink[M], counterattack, displacement (2), elemental grasp[M], hemophilia (DC 27), hydraulic torrent[M,APG], piercing bolt, scoundrel's guidance, vampiric touch[M]
. . 2nd—frigid touch[UM], glitterdust (2, DC 26), mirror image[M], pains of the past[M] (DC 26), scorching ray[M], shooting star, web (DC 26)
. . 1st—dizzying bolt[M] (2, DC 25), long arm[ACG], ray of the eclipse[M], shocking grasp[M], true strike, unerring weapon[UC], weaponwand
. . 0 (at will)—acid splash, arcane mark, disrupt undead, ghost sound (DC 24)
. . M mythic spell
--------------------Statistics--------------------
Str 12, Dex 30, Con 22, Int 38, Wis 16, Cha 10
Base Atk +12; CMB +24 (+26 disarm); CMD 41 (47 vs. disarm, 45 vs. sunder)
Feats Accomplished Sneak Attacker, Agile Maneuvers, Armor Focus, Butterfly's Sting, Combat Expertise, Critical Focus, Death From Above[UC], Extra Arcana[UM], Extra Arcana[UM], Intensified Spell[APG], Maximize Spell, Mythic Spell Lore[M], Mythic Spell Lore[M], Mythic Spell Lore[M], Nimble Moves, Piercing Spell[UM], Piranha Strike, Quicken Spell, Skill Focus (Perception), Spell Penetration[M], Spell Perfection (dizzying bolt)[APG], Weapon Finesse[M], Weapon Focus (kukri)
Traits chance encounter, magical lineage, wayang spell hunter
Flaws arrogant, shadowblood dependancy, exiled
Skills Acrobatics +33, Bluff +0 (+2 to Feint), Craft (alchemy) +37, Diplomacy +23, Disable Device +20, Escape Artist +33, Fly +33, Intimidate +23, Knowledge (arcana) +30, Knowledge (dungeoneering) +37, Knowledge (local) +37, Knowledge (planes) +37, Knowledge (religion) +37, Perception +34, Sleight of Hand +33 (+35 to conceal a light blade), Spellcraft +37, Stealth +33 (+37 in cold weather.), Survival +23, Use Magic Device +23; Racial Modifiers +2 Perception
Languages Abyssal, Aklo, Ancient Osiriani, Aquan, Azlanti, Celestial, Common, Daemonic, Draconic, Elven, Gnome, Goblin, Sakvroth, Undercommon, Wayang
SQ amazing initiative, bloody streak, chosen weapon, darklands stalker[ARG], deadly dodge[MA], fleet charge[MA], hidden blade, immortal, impromptu sneak attack, invisible thief, legendary hero, legendary item[MA], legendary item[MA], legendary power, legendary surge, mirror dodge[MA], mythic bond, paranoid, perfect strike, poison use, precision critical[MA], ranged legerdemain, recuperation, rogue talents (combat trick, finesse rogue), shadow stealth[MA], slayer's cyclone[MA], supreme trickster, surprise spells, titan's bane[MA], tricky spells, undetectable, unyielding, wall run[MA]
Combat Gear jaunt boots[UE], pearl of power (2nd level), pearl of power (3rd level), potion of reduce person (5), scabbard of keen edges, spellstrike gloves[UE], vampiric gloves[UE], wand of cure serious wounds, wand of keen edge, wand of mirror image, wand of restoration, wand of silence; Other Gear +5 vs. outsiders-defiant darkleaf cloth padded armor, redeemer, soulshear, +6 outsiders-defiant resonating bracers of armor, amulet of natural armor +5, belt of physical might +6 (Dex, Con), cape of free will +5/+6[MA], gloves of dueling[APG], goz mask[ISWG], habit of the winter explorer, handy haversack, headband of mental prowess +6 (Int, Wis), righteous medal of agility, righteous medal of clarity, righteous medal of valor, righteous medal of vigor, ring of wizardry iii, ring of wizardry iv, shadowblood, terendelev's scales (sacred weaponry), 150 gp
--------------------Tracked Resources--------------------
Align Weapon (good/law only, can affect nat weapons, 3/day) - 0/3
Amazing Initiative (1/round) (Ex) - 0/1
Arcane Pool +2 (17/day) (Su) - 0/17
Chance Encounter (1/day) - 0/1
Dancing Lights (At will) - 0/0
Deeper Darkness (At will) - 0/0
Detect Magic (Constant) - 0/0
Dispel Magic (1/day) - 0/1
Divine Favor (1/day) - 0/1
Endure Elements (cold only, Constant) - 0/0
Faerie Fire (At will) - 0/0
Feather Fall (At will) - 0/0
Goz mask (6 10 minute inc/day) - 0/6
Impromptu Sneak Attack (2/day) (Ex) - 0/2
Invisibility, Greater (At will) - 0/0
Invisible Thief (10 rounds/day) (Su) - 0/10
Jaunt boots (3/day) - 0/3
Keen Edge (3/day) - 0/3
Legendary Power (4/day) - 0/4
Levitate (At will) - 0/0
Mythic Power (23/day, Surge +1d12) - 0/23
Pearl of power (2nd level, 1/day) - 0/1
Pearl of power (3rd level, 1/day) - 0/1
Potion of reduce person - 0/5
Resonating (3/day) - 0/3
Shadowblood - 0/10
Spellstrike gloves (3/day) - 0/3
Suggestion (1/day) - 0/1
Tricky Spells (5/day) (Su) - 0/5
Vampiric gloves (3/day) - 0/3
Vanish (in cold weather only, 1/day) - 0/1
Wand of cure serious wounds - 0/50
Wand of keen edge - 0/50
Wand of mirror image - 0/50
Wand of restoration - 0/50
Wand of silence - 0/50
--------------------Special Abilities--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Accuracy +14 (Su) 1 Arcane Pool: +14 to attack rolls until the end of your turn.
Arcane Pool +2 (17/day) (Su) Infuse own power into a held weapon, granting enhancement bonus or selected item powers.
Blade Sense +1 (Ex) +1 dodge bonus to AC vs. attacks made against you with light blades.
Bloody Streak (Su) After doing sneak attack damage, spend 1 power to increase by 1d6 each round.
Butterfly's Sting You can forgo a critical hit in order to pass it on to an ally.
Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical and give that crit to an ally.
Canny Defense +6 (Ex) +INT bonus to AC (max Kensai level).
Chosen Weapon (Kukri) Kensai abilities only function when wielding a weapon of this type.
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Critical Focus +4 to confirm critical hits.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Darklands Stalker Move through difficult terrain without penalty while underground.
Darkvision (120 feet) You can see in the dark (black and white only).
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Death from Above Gain +5 bonus on attack rolls when charging from higher ground or flying
Drow Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+10 bonus, bypass all DR).
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Hidden Blade +2 +2 bonus on Sleight of Hand checks to conceal a light blade.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Impromptu Sneak Attack (2/day) (Ex) You can declare any melee or ranged attack to be a sneak attack.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Invisible Thief (10 rounds/day) (Su) You can use greater invisibility as a free action.
Legendary Hero (Su) One use of mythic power is regained each hr.
Legendary Power (4/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power,
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Mirror Dodge (Su) When hit by an attack, spend 1 power to teleport 30 ft, leaving behind illusiory duplicate.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Paranoid Aid Another DC 15 for attempts to help you.
Perfect Strike (Ex) Use 1 arcane pool to maximize weapon dam, or 2 for +1 to crit multiplier.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use (Ex) You do not risk poisoning yourself accidentally while poisoning a weapon.
Precision Critical (Ex) On critical hit, doube extra precision damage dice.
Prescient Attack (Su) 1 Arcane Pool: Deny target Dexterity bonus against attacks.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Ranged Legerdemain (Su) Can use Disable Device or Sleight of Hand from 30 ft away, but +5 DC.
Ranged Spell Shield +14 (Su) 1 Arcane Pool: +14 to your or an ally within 30 feet's AC until the end of your next turn.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Shadow Stealth (Ex) No Stealth penalty for full speed in darkness. Spend 1 power to teleport from darkness to darkness.
Slayer's Cyclone (Ex) Attack target as full-round action. If target hit and flat-footed, move and attack again.
Sneak Attack +8d8/+8d4 +8d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Spell Perfection (Dizzying Bolt) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Spell Resistance (31) You have Spell Resistance.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
Supreme Trickster (Su) Non-mythic foes are always flat footed vs. you. If roll 20 on opposed skill vs. mythic, gain 1 power.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Spells You can add your sneak attack damage to spells against flat-footed targets.
Titan's Bane (Ex) Move through space of creature two sizes larger without AoO, can share its space.
Tricky Spells (5/day) (Su) You can cast a spell without verbal or somatic components.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Unyielding A legendary item with this ability has double the hardness of a typical item of its type and triple the hit points. Furthermore, it's immune to all attempts to sunder it made by non-mythic creatures. This is a persistent ability.
Wall Run (Ex) You can move across vertical surfaces as if they were floors.

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Knot is fun. An interesting class mix and I love whip builds even though I never seem to get to use them.

Octavio is brutal and I like it. I am not super familiar with many of the archetypes for the alchemist but I love it!

Destrachis is delightful and I love everything about it! I love the Mythic rules cause balance is sane and thats boring. I love the Magus and have never hand a chance to play with the Arcane Trickster. Not sure where I want to put this high level beast but I am going to put them somewhere.


another batch of high level characters
another mythic Wrath of the Righteous character, by Jimmy

Greyson Shadowbreaker :

Male human paladin 16/Champion 7
LG Medium humanoid (human)
Init +12; Senses Perception +11
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
--------------------Defense--------------------
AC 43, touch 18, flat-footed 41 (+14 armor, +6 deflection, +1 Dex, +1 dodge, +4 natural, +7 shield; +2 deflection vs. evil, +2 deflection vs. evil, +2 deflection vs. evil)
hp 228 (16d10+143) (currently 180)
Fort +22, Ref +15, Will +18; +2 trait bonus vs. fear; +2 resistance vs. evil, +2 resistance vs. evil, +2 resistance vs. evil
Defensive Abilities evasion, hard to kill, mythic saving throws; DR 5/good; Immune charm, disease, fear; SR 21
--------------------Offense--------------------
Speed 50 ft. (40 ft. in armor)
Melee cold iron gladius +26/+26/+21/+16/+11 (1d6+39/19-20) or
. . cold iron light flail +26/+26/+21/+16/+11 (1d8+39) or
. . holy avenger +31/+31/+26/+21/+16 (1d8+44/17-20/×3) or
. . mwk warhammer +27/+27/+22/+17/+12 (1d8+39/×3) or
. . radiance +27/+27/+22/+17/+12 (1d8+40/17-20/×3)
Special Attacks force of will, mythic power (17/day, surge +1d10), protection variant channeling 7/day (DC 24, 8d6 plus 4 channel bonus), smite evil 6/day (+6 attack and AC, +16 damage)
Paladin Spell-Like Abilities (CL 16th; concentration +22)
. . At will—detect evil
Paladin Spells Prepared (CL 13th; concentration +19)
. . 4th—restoration, symbol of healing[UM]
. . 3rd—dispel magic, fire of judgment[APG] (DC 19), prayer
. . 2nd—bull's strength, litany of righteousness[UC] (DC 18), communal protection from evil[UC], resist energy, righteous vigor[APG] (DC 18)
. . 1st—bless, challenge evil[APG] (DC 17), cure light wounds, knight's calling[APG] (DC 17), lesser restoration
--------------------Statistics--------------------
Str 26, Dex 12, Con 18, Int 10, Wis 10, Cha 23
Base Atk +16; CMB +26; CMD 42
Feats Cleave, Cleaving Finish[UC], Devastating Strike[UC], Extra Path Ability[M], Improved Critical[M], Improved Initiative, Improved Vital Strike, Power Attack[M], Toughness[M], Vital Strike[M]
Traits courageous, rich parents, touched by divinity
Skills Acrobatics -5 (-1 to jump), Diplomacy +14, Heal +6, Intimidate +8, Knowledge (dungeoneering) +2 (+4 to navigate underground), Knowledge (local) +2, Knowledge (nobility) +5, Knowledge (planes) +3, Knowledge (religion) +6, Perception +11, Sense Motive +5, Spellcraft +4, Survival +3 (+5 to avoid becoming lost), Use Magic Device +7
Languages Common
SQ always a chance[MA], amazing initiative, critical master[MA], critical master[MA], divine bond (weapon +4, 3/day), extra mythic feat[MA], lay on hands 14/day (8d6), legendary item[MA], maximized critical[MA], mercies (cursed, diseased, paralyzed, poisoned, sickened), mythic smite[MA], recuperation, sudden attack[MA], to the death[MA]
Combat Gear boots of speed, necklace of fireballs vii, potion of bull's strength (2), potion of cure serious wounds, potion of enlarge person (2), potion of haste (2), potion of heroism (4), potion of lesser restoration, wand of enlarge person, holy water; Other Gear +5 full plate, +5 heavy steel shield, holy avenger, radiance, cold iron gladius[UC], cold iron light flail, mwk warhammer, amulet of natural armor +4, belt of giant strength +6, headband of alluring charisma +4, ring of evasion, ring of protection +5, stole of the inheritor, talisman of true faith, backpack, bedroll, belt pouch, compass[APG], flint and steel, good meal (per day) (30), grappling hook, hemp rope (50 ft.), signal horn[APG], silver holy symbol of Sword with Sun, sunrod (4), 5,536 gp, 9 sp
--------------------Special Abilities--------------------
Always a Chance (Ex) You don’t automatically miss when you roll a 1 on an attack roll.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Critical Master (Mythic) (Ex) Automatically confirm critical hits and do maximum damage.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Devastating Strike Deal extra damage when using Vital Strike bonus
Divine Bond (Weapon +4, 16 mins, 3/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (8d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Maximized Critical (Ex) Maximise the weapon dice on a critical hit.
Mercy (Cursed) (Su) When you use your lay on hands ability, it also removes curses, as per the remove curse spell at a caster level of your Paladin level.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Poisoned) (Su) When you use your lay on hands ability, it also neutralizes poisons, as per the neutralize poison spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Smite (Su) Recover 1 smite w/mythic power, attacks vs. evil creatures bypass DR for rest of turn.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Protection Variant Channeling (±4 Sacred) AC bonus/penalty
Protection Variant Channeling 8d6 plus 4 channel bonus (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (6/day) (Su) +6 to hit, +16 to damage, +6 deflection bonus to AC when used.
Spell Resistance (21) You have Spell Resistance.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +7 bonus and bypass all DR.
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
To the Death (Ex) Staggered not unconscious when below 0 HP, but take 1 damage if you act.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Vital Strike [Mythic] Vital Strike multiplies dam bonus by number of extra weapon dice rolled.
--------------------
Greyson has always had a unique standing within the order of Paladins. His father was well known, a Paladin of Imodea, at one point he was appointed head of the order, but stepped down after Gideon was born. In his fathers, he has served the goddess well and decided that it was time for a family to carry on the blood line of the house of Shadowbreaker. As soon as he could walk Greyson was instructed in the ways of the light and in the worshiping of Imodae. Once he was a teenager he went to train at the Cathedral, It was a grueling 10 years. During that time Greyson started to have these dreams....at first he dismissed them as his mind playing tricks on him because of all of his training. But after while the dreams became more vivid....wondering if there was something wrong with him he brought it up to his father. He expected his father to dismiss him, however this wasn't the case. His father took him into his study and explained to him that he had the same dreams when he was his age. From that moment and the moment he became a Full-Fledged Paladin, he knew he had found his way....to bring Imodae's light to the darkness and banish the demonic hordes back to where they came from.

Quote: "Come you Devil Spawn! Show me what passes for fury amongst your misbegotten kind!"

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

the Crysto-Prison Transport Isle has people frozen in time? remember how Captain America was frozen in time? what if the party frees him from the island? a hero of old walks Golarion again. my character from Mummy's Mask

Captain Azlant :

Male aasimar (pureblooded Azlanti) brawler (shield champion) 7/monk (monk of the sacred mountain, war scholar) 5/paladin (undead scourge) 2
(Pathfinder RPG Advanced Class Guide 23, 86, Pathfinder RPG Advanced Player's Guide 114, 117, Pathfinder RPG Bestiary 7)
LG Medium outsider (native)
Init +15; Senses darkvision 60 ft.; Perception +18
--------------------Defense--------------------
AC 44, touch 31, flat-footed 36 (+10 armor, +1 deflection, +3 Dex, +5 dodge, +2 luck, +1 natural, +2 shield, +10 untyped bonus)
hp 156 (14 HD; 5d8+9d10+70)
Fort +22, Ref +18, Will +25; +2 vs. death, energy drain, negative energy, or necromancy spells
Defensive Abilities iron limb defense; Resist negative energy 5
--------------------Offense--------------------
Speed 60 ft.
Melee +1 gauntlet (from armor) +21/+16/+11 (1d6+24 plus 2d6 vs. evil) or
. . +1 gauntlet (from armor) flurry of blows +19/+19/+19/+14/+9 (1d6+24 plus 2d6 vs. evil) or
. . unarmed strike +21/+16/+11 (2d6+24 plus 2d6 vs. evil) or
. . unarmed strike flurry of blows +19/+19/+19/+14/+9 (2d6+24 plus 2d6 vs. evil) or
. . shield punch +25/+20/+15 (3d6+28 plus 2d6 vs. evil) or
. . shield punch flurry of blows +23/+23/+23/+18/+13 (3d6+28 plus 2d6 vs. evil)
Special Attacks brawler's flurry, close weapon mastery, knockout 1/day (DC 16), martial flexibility 6/day, smite evil 1/day (+4 attack and AC, +2 damage), stunning fist (13/day, DC 27), throw shield
Paladin Spell-Like Abilities (CL 2nd; concentration +6)
. . At will—detect evil
--------------------Statistics--------------------
Str 10, Dex 16, Con 18, Int 12, Wis 30, Cha 18
Base Atk +12; CMB +21 (+23 disarm); CMD 45 (47 vs. disarm)
Feats Agile Maneuvers, Crushing Blow[UC], Deadly Aim, Equipment Trick (shield), Improved Shield Bash, Improved Unarmed Strike, Piranha Strike, Point-Blank Shot, Scorpion Style, Shield Master, Shield Slam, Shield Snag, Stir Up The Waters To Catch A Fish, Stunning Fist, Tandem Trip[UC], Toughness, Two-weapon Fighting, Weapon Finesse
Traits cosmic caravan (the star gazer), outlander - exile, reactionary
Flaws oblivious, one-eyed
Skills Acrobatics +15 (+27 to jump), Bluff +4 (+6 to Feint), Climb +0 (+4 to catch yourself on wall or slope when falling if you have a shield equipped), Diplomacy +8, Escape Artist +10, Heal +14, Knowledge (arcana) +10 (+20 to identify the abilities and weaknesses of creatures), Knowledge (history) +5 (+15 to identify the abilities and weaknesses of creatures), Knowledge (local) +5 (+15 to identify the abilities and weaknesses of creatures), Knowledge (nature) +10 (+20 to identify the abilities and weaknesses of creatures), Knowledge (planes) +15 (+25 to identify the abilities and weaknesses of creatures), Knowledge (religion) +15 (+25 to identify the abilities and weaknesses of creatures), Linguistics +10, Perception +18, Sense Motive +18, Survival +11, Use Magic Device +15
Languages Ancient Osiriani, Azlanti, Common, Draconic, Elven, Sakvroth, Shadowtongue, Simple Sign, Sphinx, Thassilonian, Varisian
SQ ac bonus, attached, bastion stance, battle focus, brawler's cunning, deathless spirit[ARG], fast movement, insanity points (0; effective Wis 24/24), ki pool (16 points magic), lay on hands 5/day (1d6), martial training, monk vows (vow of celibacy[UM], vow of cleanliness[UM], vow of silence[UM], vow of truth[UM]), monster lore +10, rapid planning, returning shield, scion of humanity[ARG], solo tactics, truespeaker[ARG]
Combat Gear jingasa of the fortunate soldier[UE], quick runner's shirt[UE], wand of cure moderate wounds, wand of cure serious wounds, wand of death ward (32 charges), wand of prestidigitation (19 charges), wand of prestidigitation (50 charges); Other Gear +5 burdenless stanching mithral kikko armor[UC], quickdraw shield[APG], +1 guided holy amulet of mighty fists, blinkback belt[UE], cloak of resistance +2, headband of inspired wisdom +6, monk's robe, gunsmith's kit[UC], 73,885 gp
--------------------Special Abilities--------------------
AC Bonus (+10) The War Scholar adds his Wisdom bonus to AC and CMD, more at higher levels.
Agile Maneuvers Use DEX instead of STR for CMB
Attached (Shield) If your attachment is threatened, -1 Will & -2 save vs. fear
Bastion Stance (except mind-affecting or teleportation) (Ex) Cannot be moved if you start and end the round in the same space.
Battle Focus (Ex) Spend a move action to gain your wisdom modifier to damage.
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Brawler's Flurry +10/+10/+5/+0 (Ex) Can make full attack & gain two-wep fighting, but only with unarmed strike, close, or monk wep.
Close Weapon Mastery (Ex) Weapons of the close group deal dam as unarmed strike at -4 levels.
Crushing Blow (-10) Stunning Fist reduces target's AC
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deathless Spirit +2 saves vs. death, necromancy, and negative energy effects, and don't lose hp from negative levels.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Energy Resistance, Negative energy (5) You have the specified Energy Resistance against Negative Energy attacks.
Fast Movement (+30 ft.) You add 10 or more feet to his base speed.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Iron Limb Defense (Ex) +2 Shield AC if you start and end your turn in the same space.
Justice/Law Variant Channeling (±1 Sacred) Perception, Sense Motive, attack & save bonus/zone of truth
Ki Pool (16/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Knockout (1/day, DC 16) (Ex) Declare before attack, if hit then foe is unconscious 1d6 rds (Fort neg), resave each rd.
Lay on Hands (1d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Martial Flexibility (swift action, 6/day) (Ex) As a Swift action, gain a combat feat for 1 min. More gained for greater actions.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-reqs and effects.
Monster Lore +10 (Ex) +10 to Knowledge checks when identifying the weaknesses of creatures.
Piranha Strike -4/+8 You can subtract from your attack roll to add to your damage with light weapons.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Planning (Ex) You can study the scene to give your allies bonuses in combat.
Returning Shield (Ex) Thrown shield ricochets off multiple surfaces (or foes) to return.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Scorpion Style (DC 27) As a standard action, unarmed strike reduces foe's land speed to 5 ft for 10 rds (Fort neg).
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stir Up The Waters To Catch A Fish If your ally threatens an opponent, you can perform a special combat maneuver.
Stunning Fist (13/day, DC 27) You can stun an opponent with an unarmed attack.
Tandem Trip When you make a trip against an opponent threatened by any ally, roll twice and take the higher result
Throw Shield (Ex) Gain the benefit of Far shot when throw shields. Can use certain maneuvers at range.
Truespeaker Learn two languages for each rank you put in Linguistics.
Vow of Celibacy (+1 ki) The monk must abstain from all sexual and intimate physical activity. A monk with this vow takes it to an extreme, refusing to even share a room with another person, or sleeping on the opposite side of a camp from other people in a group.
Vow of Cleanliness (+1 ki) A monk undertaking this vow must wash daily. He must change into fresh clothes daily or shortly after his robes become dirty. His appearance must be kept immaculate, including either neatly braiding or shaving off his hair (and, for male monks, maint
Vow of Truth (+1 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where
--------------------
FLAW Oblivious: The character takes a -2 penalty to initiative rolls and a -2 to Perception checks. The character may not take the Alertness feat (see below).
------------
FLAW One-Eyed: The character’s depth perception is practically non-existent, resulting in -3 penalties to Acrobatics, ranged and visual-based Perception checks.
------------
The Throwing Shield ability of the Shield Champion will allow you throw a light quickdraw shield as a free action.
Add the Blinkback Belt, which can teleport thrown weapons back to the belt immediately after an attack is resolved.
So you draw the shield from the belt as a free action, throw it as an attack action, and it immediately teleports back to the belt.
------------

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

A little something for Living Metal Island, originally played in Mummy’s Mask by Jim

J'Imhotep :

Male shabti warpriest of Sekhmet 18 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 5 227)
CN Medium outsider (native)
Init +4; Senses darkvision 60 ft.; Perception +26
--------------------Defense--------------------
AC 36, touch 16, flat-footed 34 (+13 armor, +4 deflection, +1 Dex, +1 dodge, +7 shield)
hp 183 (18d8+90)
Fort +19, Ref +14, Will +23
Defensive Abilities immune to undeath, resist level drain, sacred armor (+4, 18 minutes/day); DR 3/—; Immune disease
--------------------Offense--------------------
Speed 30 ft. (20 ft. in armor)
Melee +4 guided battleaxe +22/+17/+12 (2d6+20/×3)
Special Attacks blessings 12/day (Healing: fast healing, powerful healer, War: battle lust, war mind), channel positive energy 8/day (DC 27, 6d6), fervor 17/day (6d6), sacred weapon (2d6, +4, 18 rounds/day)
Spell-Like Abilities (CL 18th; concentration +20)
. . 1/day—suggestion (DC 15)
Warpriest Spells Prepared (CL 18th; concentration +26)
. . 6th—battlelink, harm (DC 24), heal (2)
. . 5th—divine ray (2), flame strike (DC 23), mass ghostbane dirge[APG] (DC 23), raise dead
. . 4th—blessing of fervor[APG] (2, DC 22), divine power, holy smite (DC 22), communal protection from energy[UC], smite foe (2)
. . 3rd—deadly juggernaut[UC], dispel magic, invisibility purge, life shield, prayer (2), spellforged sinews III
. . 2nd—burst of radiance (DC 20), energy missile, ghostbane dirge[APG] (DC 20), hold person (DC 20), holy ice weapon[ACG], silence (DC 20), spiritual weapon
. . 1st—bless, divine favor (2), shield of faith (2), valiant resolve, weapons against evil
. . 0 (at will)—create water, crystal symbol, detect magic, mending, stabilize
--------------------Statistics--------------------
Str 18, Dex 18, Con 18, Int 12, Wis 27, Cha 14
Base Atk +13; CMB +13; CMD 36
Feats Channel Smite, Delayed Channeling, Devastating Strike[UC], Dodge, Guided Hand[UC], Improved Devastating Strike[UC], Improved Vital Strike, Power Attack, Saving Shield[APG], Selective Channeling, Shield Focus, Toughness, Versatile Channeler[UM], Vital Strike, Weapon Focus (battleaxe), Weapon Focus (cestus)
Traits muscle of the society, rich parents, trap finder
Skills Acrobatics -2 (-6 to jump), Disable Device +6, Heal +14, Knowledge (history) +22, Knowledge (religion) +17, Perception +26, Spellcraft +22
Languages Ancient Osiriani, Common
SQ immortal, past-life knowledge, shattered soul
Combat Gear staff of healing; Other Gear +4 adamantine full plate, +4 heavy steel shield, +4 guided battleaxe, amulet of natural armor +3, belt of physical perfection +4, cloak of resistance +4, mask of the forgotten pharaoh, phylactery of positive channeling, ring of protection +4, masterwork thieves' tools, 4,020 gp
--------------------Special Abilities--------------------
Blessings (12/day) (Su) Pool of power used to activate Blessing abilities.
Channel Smite Channel energy can be delivered through a Smite attack.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Delayed Channeling You can delay the onset of your channeled energy.
Devastating Strike Deal extra damage when using Vital Strike bonus
Fervor (6d6, 17/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Guided Hand May use Wisdom modifier for attack rolls with favored weapon
Immortal (Ex) You do not age naturally, and cannot die of old age.
Immune to Undeath (Ex) You cannot become undead, spells/effects that would make you undead have no effect.
Immunity to Disease You are immune to diseases.
Improved Devastating Strike Gain bonus on rolls to confirm critical hits
Past-Life Knowledge (Ex) Treats all Knowlege skills as class skills.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Resist Level Drain (Ex) No penalties from energy drain, dies if reduced to neg. levels = HD. No save to remove neg. lvs.
Sacred Armor +4 (18 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +4 (18 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shattered Soul (Ex) Bringing Shabti back to life requires CL check = DC 10 + Shabti's HD.
Versatile Channeler Channel both positive and negative energy
Versatile Warpriest Channel Positive Energy 6d6 (8/day, DC 27) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Vital Strike Standard action: x2 weapon damage dice.

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

also originally played in Mummy’s Mask by Larry

Heshluum :

Male half-orc barbarian (breaker) 16 (Pathfinder RPG Advanced Player's Guide 78)
CN Medium humanoid (human, orc)
Init +8; Senses darkvision 60 ft.; Perception +9
--------------------Defense--------------------
AC 30, touch 17, flat-footed 27 (+9 armor, +4 deflection, +3 Dex, +4 natural)
hp 229 (16d12+112)
Fort +19, Ref +13, Will +9; +2 trait bonus vs. effects that cause sleep or paralysis, +2 trait bonus against death effects.
Defensive Abilities improved uncanny dodge, indomitable will, orc ferocity; DR 4/—
--------------------Offense--------------------
Speed 30 ft. (20 ft. in armor)
Melee +3 disruption ghost touch icy burst transformative adamantine lucerne hammer +24/+19/+14/+9 (1d12+12 plus 1d6 cold) or
. . +3 ghost touch icy burst keen transformative adamantine greataxe +25/+20/+15/+10 (1d12+12/19-20/×3 plus 1d6 cold) or
. . quarterstaff +22/+17/+12/+7 (1d6+9)
Ranged +3 composite shortbow +23/+18/+13/+8 (1d6+6/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +3 disruption ghost touch icy burst transformative)
Special Attacks destructive, greater rage (39 rounds/day), rage powers (ground breaker[APG], guarded life[APG], increase damage reduction +1, regenerative vigor[UC], renewed vigor 4d8+5, renewed vitality[UC], smasher[APG], strength surge +16)
--------------------Statistics--------------------
Str 22, Dex 18, Con 20, Int 10, Wis 11, Cha 9
Base Atk +16; CMB +22; CMD 40
Feats Blind-fight, Cleave, Cleaving Finish[UC], Great Cleave, Improved Initiative, Lunge, Power Attack, Toughness
Traits bellis axe master, blood of dragons, resurrected
Skills Acrobatics +20 (+16 to jump), Climb +8, Heal +5, Intimidate +1, Knowledge (dungeoneering) +4, Knowledge (engineering) +6, Knowledge (history) +1, Knowledge (local) +1, Knowledge (nature) +4, Linguistics +1, Perception +9, Ride +5, Sense Motive +3, Stealth +2, Survival +18, Swim +7; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Orc
SQ orc blood
Combat Gear +2 flight arrows[APG] (50), hand of glory, potion of cure light wounds (2), potion of cure moderate wounds (3), potion of cure serious wounds (4), potion of lesser restoration (5), acid, alchemist's fire (6), antitoxin (4), caltrops, oil (5), slow burn arrow (16), tanglefoot bag; Other Gear +4 scale mail, +2 buckler, +3 composite shortbow (+3 Str), +3 disruption ghost touch icy burst transformative adamantine lucerne hammer[APG], +3 ghost touch icy burst keen transformative adamantine greataxe, arrows (20), quarterstaff, amulet of natural armor +4, belt of physical might +4 (Str, Con), cloak of resistance +4, efficient quiver, handy haversack, necklace of adaptation, ring of evasion, ring of freedom of movement, ring of protection +4, swarmbane clasp[UE], backpack, belt pouch, belt pouch, belt pouch, blanket[APG], chalk (10), earplugs[APG], flint and steel, grappling hook, hammer, hemp rope (100 ft.), iron spike[APG] (5), marbles[APG], mirror, piton (5), pot, soap, sunrod (8), tindertwig (5), torch (10), trail rations (5), twine (50')[APG] (2), waterproof bag[UE], waterproof bag[UE], waterskin, whetstone, 12,495 gp, 4 sp, 6 cp
--------------------Special Abilities--------------------
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Cleaving Finish Make additional attack if opponent is knocked out
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Destructive (+8) (Ex) + 1/2 barbarian level to sunder damage.
Ground Breaker (5 ft. radius, 1/rage, DC 15) (Ex) 1/rage, make surrounding area difficult and attempt to knock down adjacent creatures.
Guarded Life (16 hp) (Ex) If reduced below 0 hp, convert some damage to non-lethal and auto-stabilize.
Improved Uncanny Dodge (Lv >= 20) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 20+.
Increase Damage Reduction +1 (Ex) While raging, your DR increases by 1.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
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.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rage (39 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Regenerative Vigor (Fast Healing 2) (Ex) After using renewed vigor rage power and until the current rage ends, gain fast healing 2.
Renewed Vigor 4d8+5 Hp (1/day) (Ex) As a standard action while raging, you can heal yourself the listed amount.
Renewed Vitality (8 ability damage/penalty, 1/day) (Ex) When raging, ignore 8 points of ability penalty or damage.
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Strength Surge +16 (1/rage) (Ex) As an imm action, gain a bonus to one STR check, CMB or CMD.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
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played in Reign of Winter by Chris, who is a Deadpool fanatic

Wadarian :

Male azata-blooded aasimar (musetouched) ninja (scout) 16 (Pathfinder Player Companion: Blood of Angels 22, Pathfinder RPG Advanced Player's Guide, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Combat 13)
CN Medium outsider (native)
Init +14; Senses darkvision 60 ft.; Perception +19
--------------------Defense--------------------
AC 27, touch 17, flat-footed 20 (+7 armor, +6 Dex, +1 dodge, +3 natural)
hp 164 (16d8+64)
Fort +13, Ref +23, Will +11
Defensive Abilities improved evasion; Resist acid 5, cold 5, electricity 5, fire 10
--------------------Offense--------------------
Speed 30 ft.
Melee +1 ghost touch impact keen adamantine katana (hotjo) +17/+12/+7 (2d8+7/17-20) or
. . unarmed strike +16/+11/+6 (1d3+4 nonlethal)
Ranged +1 ghost touch silversheen shuriken +21/+16/+11 (1d2+5) or
. . composite shortbow +20/+15/+10 (1d6/×3)
Special Attacks scout's charge, skirmisher, sneak attack +8d6
Ninja Spell-Like Abilities (CL 16th; concentration +19)
. . 1 ki—shadow clone[UC]
--------------------Statistics--------------------
Str 18, Dex 26, Con 16, Int 10, Wis 10, Cha 16
Base Atk +12; CMB +16 (+17 bull rush); CMD 35
Feats Dodge, Extra Ki, Extra Ninja Trick, Extra Ninja Trick, Improved Initiative, Mobility, Power Attack, Spring Attack
Traits freed slave (andoran), reactionary
Skills Acrobatics +27, Bluff +22, Climb +23, Diplomacy +5, Disable Device +27, Disguise +8, Escape Artist +27, Intimidate +16, Perception +19, Stealth +37, Use Magic Device +12; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ ki pool (13 points), light steps, ninja tricks (assassinate [DC 21][UC], evasion[UC], fast stealth, forgotten trick[UC], ghost step[UC], improved evasion, invisible blade[UC], ki charge[UC], shadow clone[UC], vanishing trick[UC]), no trace +5, poison use
Combat Gear feather token (catapult), feather token (catapult), feather token (catapult), feather token (catapult), feather token (tree), feather token (tree), feather token (tree), feather token (tree), ring of invisibility; Other Gear +3 fire resistance mithral chain shirt, +1 ghost touch impact keen adamantine katana (hotjo), +1 ghost touch silversheen shuriken (50), greater Humans slaying arrow, greater Undead slaying arrow (2), arrows (20), composite shortbow, amulet of natural armor +3, bag of holding iv, belt of physical might +4 (Str, Dex), cloak of resistance +5, ring of chameleon power, slippers of spider climbing, 4,158 gp
--------------------Tracked Resources--------------------
+1 ghost touch silversheen shuriken - 8/50
Arrows - 0/20
Disguise Self (At will) - 0/0
Feather token (catapult) - 0/1
Feather token (catapult) - 0/1
Feather token (catapult) - 0/1
Feather token (catapult) - 0/1
Feather token (tree) - 0/1
Feather token (tree) - 0/1
Feather token (tree) - 0/1
Feather token (tree) - 0/1
Invisibility (At will) - 0/0
Ki Pool (13/day) (Su) - 0/13
Shadow Clone (1 ki) (Su) - 0/1
Slaying arrow, greater (Humans) - 0/1
Slaying arrow, greater (Undead) - 1/2
Slippers of spider climbing (10 minutes/day) - 0/10
--------------------Special Abilities--------------------
Assassinate (DC 21) (Ex) Can kill unaware foe with a prepared sneak attack (Fort neg).
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Forgotten Trick (16 rounds) (Ex) 2 Ki: learn one ninja trick for 16 rounds.
Ghost Step (80 feet) (Su) 1 Ki: pass through walls as if incorporeal.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Invisible Blade (Su) Considered under the effects of greater invisibility when using vanishing trick.
Ki Charge (5d6 fire damage, DC 21) (Ex) 1 Ki: thrown weapon deals fire damage in 5-ft. burst (Ref half).
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Light Steps (Ex) When moving up to x2 normal movement, you may ignore difficult terrain and can move over any surface.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
No Trace +5 (Ex) Survival DCs to track you are at +5, gain +5 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Scout's Charge (Ex) Charge attacks deal sneak attack damage as though foe is flat-footed.
Shadow Clone (1 ki) (Su) 1 Ki: create 1d4 shadowy duplicates of self as mirror image.
Skirmisher (Ex) After move 10 ft, first attack deals sneak attack damage as though foe is flat-footed.
Sneak Attack +8d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 16 rounds.

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sadly, i seem to have dried up all my island ideas. hope the NPC's help.

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