RkoTitan's Tyrant's Grasp 2E Conversion Thread [Spoilers]


Tyrant's Grasp

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Hey everyone!

My next big path (and only one for the foreseeable future) is going to be Tyrant's Grasp but I'm currently making the effort to convert it to Second Edition. It's slow going but I feel like even if nothing comes of it I will learn the system a lot more while I'm finishing up Jade Regent and WftC.

So here is my google drive doc with my current work on Dead Roads. I would appreciate anyone calling out any major problems with the monster's I've tried to build or the changes I've made.

Thank you!

Dead Roads Conversion

Note: This document intentionally does not contain anything more than relevant dice rolls, creatures and treasure and a conversion for the Obol powers.

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Surprisingly despite plenty of distraction my work trying to do this continues. Thought I would share my latest Frankenstein of a creature for the perusal of others. Any suggestions? Is this thing too weak or too strong? If not I hope that it helps someone else in their conversion if they try.

Witchcrow:

Witchcrow
Creature 3
CE Small, Magical Beast
Perception +8; darkvision
Languages Abyssal, Aklo, Auran
Skills Acrobatics +8, Boneyard Lore +10, Performance +8, Religion +8, Society +6, Survival +12, Stealth +8
Str +1, Dex +4, Con +1, Int +3, Wis +3, Cha +1
Magic Sense (divination, occult) A witchcrow senses magic (without expending an action to cast the detect magic spell) within the listed range.
AC 19, Fort +6, Ref +10, Will +8
HP 45;; Resistance cold 3
Speed 15 feet, fly 40 feet
Melee Single Action beak +12 (finesse, magical), Damage 1d8+2 piercing

Occult Innate Spells DC 20; 5th hypercognition, phantom pain x2, ; 2nd invisibility; mirror image; 1st charm (x3), ventriloquism x 3; Cantrips detect magic, (2nd) speak with animals (birds)

Modified from sea hag
Dread Gaze [2] The hag crow upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the witchcrow.
Critical Success No effect.
Success Sickened 1.
Failure Sickened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
Critical Failure Sickened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.

Apportation [X] Once per day, in large enough groupings (such as a murder), witchcrows can perform cooperative magic to open a glowing ring that leads to somewhere else. This entails a raucous aerial ritual centered on those that wish to make use of this ability. The ritual functions like a teleport spell [heightened 8th].

Note: I have a feeling that a greater teleport or teleportation circle ritual will exist eventually which would obviously replace teleport h8.

The effect stays in place for 1 minute. Most witchcrows loathe using this power, but some offer it as a service, demanding a high price—usually something cherished, extremely valuable, and magical.

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Tooth Fairy:
Tooth Fairy
Creature 0
CE, Tiny, Fey
Perception +6; darkvision
Languages Undercommon
Skills Acrobatics +4, Athletics +2, Crafting +2, Stealth +5, Thievery +5
Str -3, Dex +3, Con +0, Int +0, Wis +2, Cha -2
Items pliers, various teeth
AC 16; Fort +5; Ref +8; Will +6
HP 14; Weaknesses cold iron 2, pliers
Death Throes [X] (primal) 5 feet. When a tooth fairy is killed a cloud of glittering foul smelling dust explodes from their tiny corpses. Creatures who within the radius of the effect are coated in the horrible smelling fluid and could be sickened. The target must make a Fortitude Save DC 15.
Critical Success: No effect
Success: The target gains sickened 1 for 1 round.
Critical Failure: The target gains sickened 2 for 1 round.

Speed 10 feet, 40 ft flying
Melee [1] pliers +8 (agile, finesse), Damage 1d4-3 bludgeoning
Melee [1] bite +8 (agile, finesse, versatile B/P/S) Damage 1d4-3 plus paralysis
Primal Innate Spells DC 16; 2nd invisibility, sleep; Cantrips (1st) prestidigitation

Paralysis (incapacitation, necromancy, occult) Any living creature hit by a tooth fairy’s attack must succeed at a Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC 13 cumulatively decreases by 1 on each such save.

Plier Connection (incapacitation, occult) A tooth fairy is closely tied to it’s pliers. The pliers have hardness 3 and 5 hit points (2 BT). If a Tooth Fairy’s pliers are broken the Tooth Fairy is Clumsy 1 until they repair (requiring of 1 minute of focus for the tooth fairy). If the pliers are destroyed the Tooth Fairy is Clumsy 4 for 1 round and remains Clumsy 2 until they are replaced. (Requires 1 full hour of focus for the Tooth Fairy).

Tricky Thief [3] Provoking a reaction the Tooth Fairy can attempt to impair a target in two specific ways. Both of these actions require an athletics check from the Tooth Fairy against the targets Reflex DC.
The Tooth Fairy uses it’s pliers to pinch the targets finger violently giving them the clumsy 1 condition for 1 hour. Successive uses of this ability increases clumsy by 1.
The Tooth Fairy uses it’s pliers to pull a tooth from the mouth of it’s victim. The target gains persistent damage (bleed) 1 until they receive magical healing or subject to a successful treat wounds action. In addition they gain the toothless condition which increases for every tooth lost applying a penalty to all charisma based interactions until the condition is removed by either returning the tooth to it’s place in the targets mouth and applying magical healing within 10 minutes or a successful treat wounds action and a false tooth.


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I’ll take a stab at it!

Semantical Stuff:
HD doesn’t exist anymore, it’s just levels now. Try and stay away from saying stuff like “sickened X for X rounds,” since reducing the sickened condition is keyed into how it fundamentally works (the same goes for persistent damage). Also, “magical beast” isn’t a thing anymore, just “Beast.” And a creature’s magical abilities should almost exclusively be keyed to a single tradition (why would a tooth fairy’s connection to its pliers be occult and not primal). And “provoking a reaction the tooth fairy...” bothers me for one big reason: reactions are not AoOs. Reactions differ from one another wildly, and the triggers could be anything, so saying that a tooth fairy’s Tricky Thief just “triggers a reaction” is just fundamentally wrong. Give it a trait or something that could trigger a reaction, don’t just say that it does. Sorry if that came off as condescending, but that was the reason for the general reaction vs universal AoO change was to make reacting different and interesting. Also, I would argue that a tooth fairy should be level -1 since CR 1/2 generally equates to level 0 and tooth fairies are CR 1/4, which would equate to level -1 (some exceptions exist, of course, like how lemure devils are now level 0. Anyways, I propose the following as an alternative statblocks for tooth fairies, also, my take on a statblock for a tooth fairy monarch.

Tooth Fairy:
Tooth Fairy Level -1
CE Tiny Fey
Perception: +4
Senses: Darkvision
Languages: Sylvan
Skills: Acrobatics +6, Athletics +6, Teeth Lore +4
Str. -3 Dex. +4 Con. +0 Int. -1 Wis. +0 Cha. +2
Items: pliers

AC: 15
Fort: +2; Ref: +8; Will: +4;
HP 11 (glittery death)
Weaknesses: Cold Iron 3
Glittery Death (evocation, poison, primal): When killed, a tooth fairy explodes into a cloud of sparkling white fairy dust that clings to creatures within 5 feet. This glittery substance has a stench so foul that creatures must attempt a DC 15 Fortitude save.
Success: creature is unaffected
Failure: creature is sickened 1
Critical failure: creature is sickened 2

Speed: 10 feet, Fly 40 feet
Melee: pliers (finesse, reach 5’) +6 (1d6-3 bludgeoning)
Bite (agile, finesse, reach 0’) +6 (1d4-3 piercing plus paralysis)
Primal Innate Spells: DC 14; attack +4
2nd: invisibility, sleep
Cantrip: prestidigitation

Special Abilities
Paralysis (incapacitation, necromancy, primal): A creature bitten by a tooth fairy must make a DC 13 Fortitude save.
Success: creature is unaffected
Failure: creature is paralyzed for 1 round
Critical Failure: creature is paralyzed for 1 minute.

Pliers Connection (primal): A tooth fairy is closely tied to a pair of Medium pliers that it can wield in 2 hands and has learned to accommodate such massive tools while in flight. The pliers have hardness 3 and 5 hit points (2 BT). If a Tooth Fairy is not holding its pliers it becomes Clumsy 1 from its disturbed weight distribution. If a tooth fairy’s pliers are destroyed, it immediately becomes stunned 3. Replacing a set of destroyed pliers requires 1 day of downtime to make a magical connection to a new set of pliers.

Pull Tooth [[A]][[A]] (attack, manipulate): Requirements: The tooth fairy is holding its pliers. Effects: The tooth fairy plunges its pliers into a creature’s mouth and attempts to pull out their tooth. The tooth fairy attempts an Athletics check against the creature’s Fortitude DC.
Critical Success: The tooth fairy painfully rips out two teeth. The target takes 2 persistent bleed and takes a -2 circumstance penalty to Diplomacy and Intimidate, and Deception checks to Lie, for 24 hours or until they are targeted by Treat Wounds and the teeth are reinserted.
Success: as a critical success except the tooth fairy only pulls out one tooth, reducing the persistent damage to 1 and the circumstance penalty to -1.
Critical Failure: The fairy loses its grip on its pliers and accidentally Releases them.

Pinch Finger [[A]] (attack): Requirements: The tooth fairy is wielding its pliers. Effect: The tooth fairy attempts to painfully bring its pliers down on a creature’s finger! The tooth fairy makes an Athletics check against the target’s Reflex DC.
Critical Success: The target is Clumsy 1 for 1 minute.
Success: The target is Clumsy 1 for 1 round.
Critical Failure: The fairy loses its grip on its pliers and accidentally Releases them.

Tooth Fairy Monarch:
Tooth Fairy Monarch Level 3
Rare NE Small Fey
Perception: +10
Senses: Darkvision
Languages: Common, Sylvan
Skills: Acrobatics +9, Athletics +10, Deception +12, Intimidation +10, Teeth Lore +11, Nature +9, Stealth +9
Str. +2 Dex. +4 Con. +3 Int. +0 Wis. +2 Cha. +2
Items: scepter

AC: 19
Fort: +6; Ref: +11; Will: +10; +1 status vs magic
HP 55
Weaknesses: cold iron 5
Defensive Abilities:
Biting Death (evocation, primal): When a tooth fairy monarch dies, it explodes into a cloud of cloud of chattering, biting motes that deals 4d6 piercing damage to creatures within 10’ with a DC 18 Basic Reflex save; on a success a creature is dazzled for 1 round, on a failure they are dazzled for 1 minute.
Reactions:
Gluttonous Hoarding [[R]] (manipulate): Requirements: The tooth fairy monarch is wielding its scepter. Trigger: A non-Tooth fairy monarch finishes a manipulate action against a tooth (such as to Pull Tooth or Interact to pick up a tooth) within reach of the monarch. Release can trigger this reaction as long as what was Released was a tooth. Effect: The tooth fairy monarch quickly swings its scepter to ensure that it is the only one to possess any teeth in its presence. The monarch Interacts to attach the triggering tooth to its scepter, even if the tooth isn’t on his person. If the triggering tooth is in possession of another creature, the monarch attempts to Disarm the creature of the tooth. On a critical success, the tooth is attached to the scepter.

Speed: 20’, Fly 35’
Melee: scepter (magical, versatile P) +12 (2d6+2 bludgeoning)
Bite (agile, finesse) +9 (1d6+2 piercing plus paralysis)
Primal Innate Spells: DC 21; attack +11
2nd: Invisibility, Ventriloquism
1st: Command (X3)
Cantrips (2nd): Daze, Mage Hand, Prestidigitation

Special Abilities
Devour Tooth [[A]] (healing, manipulate, necromancy, primal): A tooth fairy monarch Interacts with its long, sinuous tongue to pick up a tooth within reach that is either unattended or in its possession (such as attached to its scepter). The monarch then eats the tooth, healing a number of hit points equal to twice the tooth fairy monarch’s level (typically 6), gains nourishment as if it had eaten a full meal, and gains a +1 status bonus to spell attack rolls and spell DCs of its primal innate spells.

Out with their Teeth! (auditory): The tooth fairy monarch calls to his subjects and demands the presentation of the most glorious of treasures: teeth. Allies of the tooth fairy monarch within 30’ gain a +2 status bonus to Athletics checks to retrieve teeth (such as to Disarm a creature of a tooth or to use a tooth fairy’s Pull Tooth) for 1 round.

Paralysis (incapacitation, necromancy, primal): As a tooth fairy, but DC 17.

Scepter (primal): A tooth fairy monarch has a magical scepter topped with teeth that functions as a +1 striking Morningstar in the hands of a tooth fairy monarch. This Morningstar is treated as having the disarm trait as long as it’s being used to Disarm a creature of a tooth, and the monarch automatically critically succeeds to Disarm a tooth fairy (but not another monarch) of a tooth. A tooth that touches the tooth fairy monarch’s scepter becomes fastly adhered to it and can only be removed by the monarch if it so chooses to, which it rarely does outside of using Devour Tooth. When a scepter is destroyed, the teeth adhering to it immediately fall to the ground and the monarch is slowed 1 until it spends 1 day of downtime attuning a new scepter to them.


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Just realized a mistake and some weird wording in my statblock for a tooth fairy monarch:

Out with their Teeth! takes a single action to use (which I denote with [[A]]).

Gluttonous Hoarding: Replace "A non-tooth fairy monarch..." with "A creature that is not a tooth fairy monarch..."

Scepter: Replace the third sentence with "A tooth fairy monarch can spend an Interact action to attach a held tooth to its scepter, where it becomes fastly adhered. A tooth adhered to a tooth fairy monarch's scepter can only be removed by the monarch and only if it chooses to, which it rarely does outside of using Devour Tooth."


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And because I apparently have nothing else to do, I decided to test my hand at making some late-game stuff, so here’s the Watcher-Lord and his honor guard. Made the former using the rules for creating PCs, including the starting gear found here, including the little sentence talking about a PC joining mid-level and getting an extra item of their level (because I’m assuming that Ulthun is a decent ways through his 14th level). Also made him Nidalese, as the Lost Omens World Guide made canon. Also gave the honor guard the abilities from the Lastwall Sentry (What the Knights of Ozem are now known as) and modified the Madrid statblock to make them.

Working on Ceto Malderra, but that’s a challenge in and of itself.

Ulthune II:
Watcher-Lord Ulthun II (warrior) Level 14 Champion of Iomedae (paladin)
Unique LG Medium Human(skilled) Humanoid
Perception(e): +21; +2 circumstance bonus to Initiative
Languages: Celestial, Common, Necril, Orcish, Shadowtongue
Skills: Athletics(t) +20, Diplomacy(m) +25, Intimidation(e) +22, Undead Lore(e) +19, Warfare Lore(t) +17, Performance(t) +20, Religion(m) +23, Society(t) +17
Str. 18 Dex. 12 Con. 18 Int. 12 Wis. 16 Cha. 18
Items: 15 gp, +2 resilient full plate, holy avenger w/viper’s fang, greater sturdy shield (Hardness 17, 180 hp, BT 90) w/swift shield cabochon, necklace of fireballs IV, horseshoes of Speed (on mount), platinum crown worth 100 gp, boots of flying, diplomat’s badge, ring of counterspells, +2 greater striking composite shortbow with 20 arrows

AC(m): 38 (40 with shield raised)
Fort(m): +25 (juggernaut); Ref(e): +18 (+20 vs AoEs); Will(m): +24 (divine will); +1 status vs necromancy
HP 218
Resistances: negative 5, slashing 4
Class DC(e): 32
Auras: Aura of Life: 15’
Reactions:
Champion’s Sacrifice [[R]]
Shield Block [[R]]
Retributive Strike [[R]]
Ring of Counterspells [[R]]

Speed: 25
Melee(m): holy avenger (cold iron, good, magical, versatile P) +26 (3d8+7 slashing plus 1d6 good plus 1d6 positive vs undead)
Ranged(m): composite shortbow (deadly 2d10, magical, propulsive, range increment 60’) +22 (3d6+5 piercing)
Divine Focus Spells(e): DC 32; attack +22; 2 points
Lay on Hands
Champion’s Sacrifice

Feats:

Spoiler:
Skill (background): Intimidating Glare
Ancestry (1): General Training (Ride)
Class (1): Ranged Reprisal
Class (2): Shining Oath
Skill (2): Student of the Canon
General (3): Toughness
Class Feature (3): Divine Ally (Shield)
Class (4): Mercy
Skill (4): Group Impression
Ancestry (5): General Training (Diehard)
Class (6): Shield Warden
Skill (6): Glad-Hand
General (7): Toughness
Class (8): Second Ally (Blade)
Skill (8): Recognize Spell
Ancestry (9): General Training (Fleet)
Class (10): Shield of Reckoning
Skill (10): Quick Recognition
General (11): Multilingual
Class (12): Champion’s Sacrifice
Skill (12): Virtuosic Performer (oratory)
Ancestry (13): General Training (Incredible Initiative)
Class (14): Aura of Life
Skill (14): Intimidating Prowess

The Watcher-Lord’s Honor Guard:
Pious Guard Level 9
Uncommon LG Medium Human Humanoid
Perception: +18
Senses: Grave Sense
Languages: Common
Skills: Athletics +20, Diplomacy +19, Undead Lore +16, Religion +18
Str. +4 Dex. +1 Con. +4 Int. +0 Wis. +3 Cha. +3
Items: +1 striking longsword, +1 resilient full plate, lesser sturdy shield (Hardness 12, 120 hp, BT 60)

AC: 28 (30 with shield raised)
Fort: +23; Ref: +15; Will: +18; +1 circumstance vs necromancy
HP 145
Resistances: negative 4, slashing 3
Defensive Abilities:
Necromantic Tenacity
Reactions:
Reactive Shield [[R]]
Retributive Strike [[R]]
Shield Block [[R]]

Speed: 20
Melee: longsword (magical) +21 (2d8+10 slashing)
Divine Focus Spells: DC 28; attack +18; 1 point
Lay on Hands

Special Abilities
Divine ally (shield)


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Alright, finally finished the two versions of Ceto Malderra. Had to make her first instance a higher level to keep with her gear, but I think I sufficiently de-buffed her to make it more fair. Also, I would recommend having her two ancestors in that fight just be elite ghost commoners rather than legit level 9 creatures to avoid disrupting the challenge of the encounter. Another note, she can’t activate her Mail of Luck while raging because it requires concentrating, so I would actually avoid having her rage until after she’s used that ability or until after she’s gone below a certain amount of hit points (like half or something). In both instances the status penalty from being Clumsy 1 from having a Large weapon has been calculated into her statistics.

Ceto Malderra the Fallen:
Ceto Malderra (martial disciple) Level 13 ex-cleric of Iomedae (warpriest)
Unique LN Human(skilled [Undead Lore]) Humanoid
Perception(e): +22; +2 circumstance bonus to Initiative
Senses: See invisibility
Languages: Common, Necril, Orcish
Skills: Athletics(e) +23, Crafting(t) +15, Deception(e) +21, Intimidation(m) +21 or 29 from Assurance, Undead Lore(e) +17, Warfare Lore(t) +15, Religion(m) +23, Society(t) +15
Str. 19 Dex. 12 Con. 19 Int. 10 Wis. 18 Cha. 14
Items: 3 gp, mail of luck, Large +2 greater striking disruptive holy Standard-grade mithral longsword w/fear gem, cape of the mountebank, armbands of athleticism, messenger’s ring, adult gold dragon’s breath potion, greater healing potion, superb repair kit, silver holy symbol of Iomedae

AC(t): 32 (30 while raging)
Fort(e): +22; Ref(e): +18; Will(m): +24 (Resolve);
HP 177 (+17 while raging)
Resistances: acid 5, cold 5, electricity 5, fire 5, force 5, negative 5, positive 5, sonic 5
Reactions:
Attack of Opportunity [[R]]

Speed: 25
Melee(e): Lion’s Paw (good, magical, silver, versatile P) +23 (3d8+7 slashing [3d8+13 slashing while raging] plus 1d6 good plus 1d6 positive vs undead)

Divine Prepared Spells (included for critical specialization DC)(e): DC 31

Special Abilities
Fallen from Iomedae: Ceto’s choosing to fight the PCs has spelled her downfall in the eyes of Iomedae. Ceto’s alignment shifts from LG to LN when she chooses to fight the PCs. Because she is no longer of an allowed alignment by her deity, she loses access to her Divine Spellcasting and Divine Font class features. This does not affect any spells cast upon herself prior to her alignment shift.

Feats:

Spoiler:
Skill (background): Quick Jump
Ancestry (1): Natural Ambition (Healing Hands)
Class (2): Barbarian Dedication (Giant)
Skill (2): Intimidating Glare
General (3): Toughness
Class (4): Channel Smite
Skill (4): Intimidating Prowess
Ancestry (5): General Training (Fleet)
Class (6): Instinct Ability
Skill (6): Multilingual
General (7): Incredible Initiative
Class (8): Basic Fury (Moment of Clarity)
Skill (8): Battle Cry
Ancestry (9): Multitalented (Champion Dedication)
Class (10): Advanced Fury (Swipe)
Skill (10): Terrified Retreat
General (11): Confabulator
Class (12): Advanced Fury (Attack of Opportunity)
Skill (12): Quick Coercion
Ancestry (13): General Training (Assurance [Intimidation])

Before Combat

Spoiler:
Prior to entering the Ossuary of the Fallen, Ceto casts energy aegis and a 5th-level see invisibility on herself.

Ceto the Graveknight:
Ceto Malderra the Graveknight (martial disciple) Level 16 graveknight cleric of Asmodeus (warpriest)
Unique LE Medium Undead(skilled [Undead Lore])
Perception(e): +24+2 status; +2 circumstance bonus to Initiative
Senses: Darkvision
Languages: Celestial, Common, Infernal, Jotun, Necril, Orcish
Skills: Athletics(e) +25+2 status, Crafting(t) +18+2 status, Deception(e) +22+2 status, Intimidation(L) +26+2 status, Undead Lore(e) +20+2 status, Warfare Lore(t) +18+2 status, Religion(m) +26+2 status, Society(t) +20+2 status, Survival(t) +22+2 status
Str. 20 Dex. 12 Con. 20 Int. 12 Wis. 18 Cha. 16
Items: 68 gp, Mail of Luck w/greater resilient rune, Large +2 greater striking “greater flaming” speed unholy standard-grade adamantine mace w/gallows tooth, silver unholy symbol of Asmodeus, +2 greater striking “greater flaming” composite shortbow w/40 arrows, 7th-level wand of harm, rod of negation, Type IV bag of holding

AC(e): 37 (35 while raging)
Fort(m): +29+2 status (fifth doctrine); Ref(e): +22+2 status; Will(m): +28+2 status (Resolve);
HP 223 (+21 while raging) (negative healing, rejuvenation)
Immunities: death effects, disease, fire, paralyzed, poison, precision, unconscious; Resistances: acid 5, cold 5, electricity 5, fire 5, force 5, negative 5, positive 16, sonic 5
Defensive Abilities:
Dark Deliverance
Freedom of movement
Auras:
Sacrilegious Aura (abjuration, Aura, divine, evil): 30’; +22
Reactions:
Attack of Opportunity [[R]]

Speed: 25 (air walk)
Melee(e): mace (adamantine, evil, fire, magical, shove) +27+2 status (3d8+9 bludgeoning [3d8+15 bludgeoning while raging] plus 1d6 evil plus 1d6 fire)
Ranged(t): composite shortbow (fire, magical, propulsive, range increment 60’) +20+2 status (3d6+5 piercing plus 1d6 fire)
Divine Prepared Spells(e): DC 34; attack +24+2 status
8th: Harm (X3), righteous might, divine aura
7th: energy aegis, freedom of movement, Resist energy
6th: air walk, dispel magic, heroism
5th: flame strike, see invisibility, see invisibility
Cantrips: chill touch, daze, detect magic, divine lance, shield

Special Abilities
Devastating Blast (arcane, evocation, mental): 9d12 fire; DC 34 Basic Reflex
Graveknight Curse: DC 36

Feats:

Spoiler:
Skill (background): Quick Jump
Class (Bonus): Deadly Simplicity
Ancestry (1): Natural Ambition (Harming Hands)
Class (2): Barbarian Dedication (Giant)
Skill (2): Intimidating Glare
General (3): Toughness
Class (4): Channel Smite
Skill (4): Intimidating Prowess
Ancestry (5): General Training (Fleet)
Class (6): Instinct Ability
Skill (6): Multilingual
General (7): Incredible Initiative
Class (8): Basic Fury (Moment of Clarity)
Skill (8): Battle Cry
Ancestry (9): Multitalented (Champion Dedication)
Class (10): Advanced Fury (Swipe)
Skill (10): Terrified Retreat
General (11): Confabulator
Class (12): Advanced Fury (Attack of Opportunity)
Skill (12): Quick Coercion
Ancestry (13): General Training (Assurance [Intimidation])
Class (14): Diverse Armor Expert
Skill (14): Multilingual
General (15): Scare to Death

Before Combat

Spoiler:
During her daily preparations, Ceto casts energy aegis and a 5th-level see invisibility (the latter of which she casts again when its duration runs out). If she expects trouble, she casts air walk, freedom of movement, and heroism on herself.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

With the release of the creature creation document a little while ago I've gotten back into my prep for my next game. Problems are almost certain but I gave it a try. This time with the Necrophidius. Also thank you King Trey for all your help. I really appreciate it.

Necrophidius:

Necrophidius
Creature 3
N, Medium, Mindless, Construct
Perception +6; darkvision, low-light vision
Skills Acrobatics +9, Athletics +6, Stealth +10
Str +3, Dex +4, Con +0, Int -4, Wis +1, Cha -2
--------------------
AC 18; Fort +6; Ref +12; Will +9
HP 46; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious, mental.; Resistances piercing 4, slashing 4
--------------------
Speed 25 feet
Melee [1] fangs +10 (agile, finesse), Damage 1d10+6 piercing plus paralysis

Paralysis (incapacitation, necromancy, primal): A creature bitten by a necrophidius must make a DC 17 Fortitude save.
Success: creature is unaffected
Failure: creature is paralyzed for 1 round
Critical Failure: creature is paralyzed for 1 minute.

Dance of Death [two-action] (visual, enchantment, incapacitation, mental, primal) The necrophidius begins a weaving and swaying dance. Each creature within 30 feet that can see the dance must attempt a DC 17 Will Save or suffer the effects below.
Success The creature is unaffected.
Failure The creature is stunned 4.
Critical Failure The creature is stunned 8.

Stables:
(Stables Area)
DC 13 Fort Save
Success No effect
Failure Sickened 1 for 1 minute
Critical Failure Sickened 4 for 1 minute, and Sickened 1 for 1d6+1 minutes after.

Treasure
Wand of Soothe
Boots of Elvenkind

Stained Glass Angel:

Stained Glass Angel
Creature 3
N Medium, Mindless, Construct
Perception +3; Senses darkvision, low-light vision
Skills Acrobatics +5, Athletics +9
Str +4, Dex +2, Con +0, Int -4, Wis +1, Cha -2

AC 19; Fort +12; Ref +6; Will +9
HP 37; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious, mental.; Resistances slashing, bludgeoning, and piercing 4, electricity 6; Weakness sonic 6

--------------------
Speed 30 feet
Melee [1] slam +12 (finesse), Damage 1d8+6 slashing

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With the release of the document cited above I'm going to go back and do some touch ups on all my old builds for creatures in addition to treasure allocations.

Obols:
Obol Rebuild
Resistance Negative Energy equal to current HD. (or 1/2)
+1 Status Bonus to all Saves v.s. Spells with the Negative sub-type.
Character attacks with natural and melee weapons now count as silver and magic for the purposes of overcoming UNDEAD resistances.

A1:

Note: This stuff is really in flux because I've been inspired by the Find the Path Podcast (really good btw) to basically go full survival horror and put the party in their sarcophagi with the stuff they had at a remembrance festival in Roslar's Coffer... or even just in burial shawls. Obviously if someone plays a wizard or alchemist things could get squirrely.
Added one ironshod quarterstaff, a broken suit of chainmail and a morningstar to the tombs.
Crowbar
Flint and Steel
Common Lamp x 3
Hammers x 2
Hooded Lantern
Pint of Oil x 8
Dented Pewter Mug

A2:
Checks
DC 14 Perception Check to find pearls listed below.

Treasure
The ostovite bone chariot in this room’s arm has been grafted to a longsword. Pearls x 3 / 20s each.

Creatures
Ostovite
Creature 1
NE, Tiny, Animal
Perception +6; darkvision
Skills Acrobatics +6, Athletics +3, Stealth +10
Str +0, Dex +4, Con +2, Int -5, Wis +2, Cha -4
--------------------
AC 15; Fort +7; Ref +10; Will +4
HP 19
--------------------
Speed 25 feet
Melee [1] mandibles +7 (finesse), Damage 1d4+2 and 1d6 acid

Bone Chariot
An ostovite presented with a corpse that in life had a rating of 2 or fewer (not counting rating from class levels) and that contains a skeletal structure can spend 1 hour extracting the bones and then softening and reweaving them around itself, creating a deformed and skeletal version of the original creature. This “bone chariot” functions as if the corpse had reanimated and gained the skeleton template, but gains the construct type instead of the undead type and has no will of its own—it moves and attacks at the direction of the ostovite, which rides in its center.

An ostovite cannot use its own attacks while ensconced in its bone chariot, and damage done to a bone chariot does not harm the ostovite until the bone chariot has been reduced to 0 hit points, at which point the skeleton crumbles and the ostovite can attack and be attacked as normal.

Multiple ostovites can combine their abilities to animate the skeletons of larger creatures, so long as they all ride within the same bone chariot—each additional ostovite increases the maximum rating of the corpse that can be animated by this ability by 2.

-

Note: Change to the description of the creature. The ostovite has managed to graft a fine longsword into the arm of its bone chariot for defense purposes.

Bone Chariot Humanoid
Creature -1
NE, Medium, Mindless, Skeleton
Perception +2; (senses of Ostovite)
Skills Acrobatics +1, Athletics +5
Str +3, Dex +2, Con +0, Int -5, Wis +0, Cha +0
Items longsword
--------------------
AC 15; Fort +2; Ref +8; Will +2
HP 5; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
--------------------
Speed 25 feet
Melee [1] claw +6 (agile, finesse), Damage 1d4+2 slashing
Melee [1] longsword +6 (versatile), Damage 1d8+2 slashing

A3:

Treasure
Wand of Create Water
Healer’s Kit
Minor Healing Potion x 5
Silver Holy Symbol of Aroden
Candles x 12

A4:

Checks
DC 15, 18, 22 - Society or Religion
DC 15 - Occultism or Religion

Creatures
Ostovite (See Above)

Treasure
Shortsword (Distinctive)

A5:

Falling Slabs Trap (Adapted from Slamming Door on page 521 CRB)
Stealth DC 16 (trained)
Description Touching the decaying shelves where the stones lay causes them to fall onto an unsuspecting target.
Disable Thievery DC 15 (trained) on the shelves before they are interacted with.
AC 16; Fort +10, Ref +2
Hardness 5, HP 20 (BT 10); Immunities critical hits, object immunities, precision damage
Tumbling Stones [reaction] Trigger Touching any of the stone baring shelves in the room causes them to fall into the adjacent squares.
Effect The stone slabs deal 2d6+5 bludgeoning damage to anyone beneath or adjacent to the shelf when it collapses and pushes them out of its space in a random direction. A creature that succeeds at a DC 17 Reflex save takes no damage and rolls out of the way in a random direction.

Treasure
85s ring
Scroll of Bless x 2

A6:
Checks
DC 20 Athletics to open tomb

Creatures
Bone Cobra
Creature 1
N, Tiny, Construct
Perception +6; darkvision
Skills Acrobatics +7, Athletics +6 (+8 Climb), Stealth +6, Survival +3
Str +1, Dex +4, Con +0, Int -4, Wis +1, Cha -2
--------------------
AC 16; Fort +4; Ref +9; Will +7
HP 20; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 3, electricity 3, fire 3, piercing 2, slashing 2
--------------------
Speed 30 feet
Melee [1] fangs +8 (agile, finesse), Damage 1d6+2 piercing plus slurry

Toxic Slurry
The fangs of the bone cobra spread a toxic slurry that functions exactly like a lesser tanglefoot bag (-10 foot penalty with a DC 17 escape check). Repetitive applications of the slurry are cumulative.

Find the Target
By expending three actions once per day a bone cobra may use this ability to hunt a target within 1 mile and attempt to kill it. This ability otherwise functions like the spell discern location.

A7:
Creatures
Ostovite (as above)

Bone Chariot Horse
Creature 1
N, Large, Mindless, Skeleton
Perception +6; darkvision
Skills Acrobatics +8, Athletics +6
Str +5, Dex +3, Con +2, Int -5, Wis +0, Cha +0
--------------------
AC 15; Fort +10; Ref +7; Will +4
HP 18, Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 3, electricity 3, fire 3, piercing 2, slashing 2
--------------------
Speed 20 feet
Melee [1] hoof +9, Damage 1d8+4 bludgeoning

Treasure
65s bridle

A8:

Ostovite (As Above)

A9:

Flash Beetle (Bestiary)

A10:

Creatures
Mitflit (Bestiary 192)

Animate Hair
Creature -1
N, Tiny Ooze
Perception +5; motion sense 60 feet, no vision
Skills Acrobatics +5, Athletics +2 (+4 to Climb), Stealth +5
Str +0, Dex +3, Con +2, Int -4, Wis +0, Cha -3
--------------------
AC 14; Fort +5; Ref +8; Will +2
HP 8; Resistances: piercing 1, bludgeoning 1, critical hits, mental, precision, unconscious, visual; Weaknesses: fire 1
--------------------
Speed 25 feet, climb 10 feet
Melee [1] slam +6 (agile, finesse), Damage 1d4
Feat Titan Wrestler

Empathy
Animate hair can communicate empathically with a host it is attached to. This empathy allows the animate hair to encourage or discourage certain actions by communicating emotions and urges. It does not allow verbal communication.

Infestation [1]
Animate hair can climb onto and attach itself to a willing or helpless Medium or Small humanoid. The animate hair shares the same 5-foot square as its host’s space. This doesn’t negatively impact the host or the animate hair. Attacks that hit an attached animate hair deal half their damage to the animate hair and half to the host. The animate hair can be removed from its host with a successful Athletics (Grapple) maneuver..

Muderous Whispers [1]
The Animate Hair may cast this ability at will on any target that it has attached itself to. It’s host must make a DC 13 Will Save or be afflicted by the spell paranoia. If the subject passes its save it may not be affected by Murderous Whispers for 24 hours.

A11:

Puzzle
I think this puzzle can be left as is. Maybe up damage to D8.

Other Ways to Access
DC 21 Perception
DC 18 Athletics (Force Open)
DC 22 Thievery

Treasure
Half Plate Armor
Silver Shield, Low-Grade

Creatures
Note: During the fight the party may make a perception check versus the mitflit in A13 trying to spy on this battle.

DC 15 Perception to notice
Giant Cockroach
Creature -1
N, Small, Animal
Perception +5; low-light vision, tremorsense 30 ft (imprecise)
Skills Acrobatics +5, Athletics +4
Str +2, Dex +3, Con +3, Int -5, Wis +0, Cha -4
--------------------
AC 14; Fort +8; Ref +5; Will +2
HP 7
Ferocity [reaction]
--------------------
Speed 25 feet, fly 15 feet
Melee [1] mandibles +8 (agile, finesse), Damage 1d4+1 piercing

A12:

Checks
Religion or Arcana 15 (this id’s the binding runes not the crystal itself)
Spectre Orb
Stealth DC -
Description Touching the orb strikes the character with a burst of negative energy and the image of a howling tormented face..
Disable Occultism DC 17 (trained) on the orb before it is interacted with to harmlessly dissipate the negative energy within.
AC 13; Fort +10, Ref +4
Hardness 5, HP 20 (BT 10); Immunities critical hits, object immunities, precision damage
Negative Blast [reaction] Trigger Touching the orb with their hand (even gloved) causes the orb to blast dark energy into the target.
Effect The orb deals 2d6+5 negative energy damage to anyone touching it. A Reflex DC 17 reduces the damage by half. A critical success means no damage at all.

Treasure
Dagger
6 x Darts
Jasper Frog 19sp

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A13:
Treasure
DC 12 Perception
10 lbs of silver, ivory and gold leaf (260 sp)
Leather Bandolier 40s
Lesser Healing Potions x 4

Creatures
Mitflits (as above)

Barple Stonebreaker
Mitflit Druid 1
LE, Small, Fey, Gremlin
Perception +6; darkvision, scent (imprecise) 30 feet
Languages Undercommon
Skills Intimidation +5, Nature +6, Stealth +5, Survival +6, Underground Terrain Lore +2

Str 12 (+1), Dex 14 (+2), Con 12 (+1), Int 8 (-1), Wis 16 (+3), Cha 14 (+2)
Other Items sickle, sling, padded armor, purse (14 gp; 8 sp)

Self-loathing (emotion, mental) A mitflit’s self-loathing makes it easy to influence. It takes a –4 penalty to its Will DC against checks to Coerce, Demoralize, Make an Impression, and Request.
Vermin Empathy Mitflits can use Diplomacy to Make an Impression on and Request things of arthropods (insects, spiders, scorpions, crabs, and similar invertebrate animals). Most arthropods have a starting attitude of indifferent to mitflits.
Items darts (10), shortsword
--------------------
AC 16; Fort +4; Ref +5; Will +8
HP 15; Weaknesses cold iron 2
--------------------
Speed 20 feet, climb 20 feet
Melee [1] sickle +5 (agile, finesse, trip), Damage 1d4+1 slashing, Claw +5 (agile, finesse), Damage 1d6+1
Ranged [1] sling +5 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning

Primal Innate Spells DC 16; 2nd speak with animals (arthropods only, at will) 1st bane Cantrips (1st) prestidigitation
Primal Druid Primal Spellcasting DC 13, attack +1; 1st fear, grease Cantrips (1st) dancing lights, know direction, produce flame, stabilize, tanglefoot
Feats: Forager, Shield Block
Vengeful Anger (emotion, mental) As long as it isn’t frightened, a mitflit gains a +2 status bonus to damage rolls against a creature that has previously damaged or tormented it.

A14:

Celedon
Creature 1
N, Medium, Construct, Soulbound
Perception +7; darkvision
Skills Performance +7, Occultism +6, Stealth +7
Str +1, Dex +3, Con +4, Int +0, Wis +3, Cha +0
--------------------
AC 16; Fort +7; Ref +10; Will +4
HP 18/26; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
--------------------
Speed 25 feet
Melee [1] shortsword +9 (agile, finesse), Damage 1d6+3 slashing
Primal Innate Spells; DC 14: cantrips: inspire courage, [1st] inspire competence, death’s call, counter performance

A15:

Treasure
Silver Bastard Sword
Athletics DC 15 to remove from Hide

Creature
DC 20 to Notice
Horn Caterpillar
Creature 1
N, Small, Animal
Perception +7; darkvision
Skills Acrobatics +6, Athletics +4, Stealth +6
Str +2, Dex +3, Con +1, Int -5, Wis +1, Cha -4
--------------------
AC 15; Fort +9; Ref +6; Will +2
HP 20
--------------------
Speed 30 feet, climb 30 feet
Melee [1] mandibles +6 (finesse), Damage 1d6+3 piercing, or Bristles +6 (finesse) (1d4+2 plus horn caterpillar venom)
Ranged [1] web +7 (range 30 feet), Effects web trap
Bristle Venom (poison) Saving Throw Fortitude DC 14; Maximum Duration 6 rounds; Stage 1 1d4 poison and sickened 1 (1 round); Stage 2 1d6 poison, clumsy 1, and sickened 1 (1 round); Stage 3 2d6 poison, clumsy 3 (1 minute).
Web Trap A creature hit by the horn caterpillar’s web attack slow 2 until it Escapes (DC 16). If the web attack is a critical the target is slow 3 until it escapes (DC 16)

A16:

87s (in silver and copper)
Scroll of Restoration x 2
Belladonna x 3

A17:

Mirror 15g (8 Bulk)

Part 2:

Umble and Thoot (If I have to worry about the statistics for these creatures my party has just wiped).

Degenerate Unfettered Phantasm
Creature 3
LE, Medium, Phantom
Perception +10; darkvision
Languages Common
Skills Athletics +10, Intimidation +9, Stealth +6
Str +4, Dex +1, Con +4, Int +0, Wis +3, Cha +2
AC 18; Fort +12; Ref +6; Will +9
HP 36; Immunities mental
Not Completely There [R] Trigger When a creature makes an attack the phantom is aware of and it is not flat-footed the creature may activate this ability (before the attack is resolved). Effect The phantom shifts it’s ectoplasmic body and seperates it to attempt and avoid the blow. The attacker gets a -2 to their action to strike for that action.

Speed 25 feet
Melee [1] slam +12, Damage 1d10+6
Incorporeal Step: If a phantom uses stride during that movement it is considered to have the incorporeal trait.
Note: Resistances all damage (except force, or ghost touch; double resistance to non-magical) 5

Phantasmagoric Slam
An unfettered phantom’s attacks are considered magic weapons for the purpose of overcoming resistances. Its attacks have an additional effect based on its emotional focus. Each phantom has one of the following emotional foci. This phantom’s emotional focus is anger, and is already reflected in the statistics above.

Anger: An anger unfettered phantom’s slam attack deals damage equal to 1d10 + its Strength modifier instead of the normal amount of damage (1d8 + 6).

Witchcrow:

Witchcrow
Creature 3
CE Small, Magical Beast
Perception +12; darkvision
Languages Abyssal, Aklo, Auran
Skills Acrobatics +8, Boneyard Lore +10, Performance +8, Occultism +8,, Survival +10, Stealth +8
Str +1, Dex +4, Con +1, Int +3, Wis +3, Cha +1
Magic Sense (divination, occult) A witchcrow senses magic (without expending an action to cast the detect magic spell) within 40 ft.
AC 19, Fort +6, Ref +10, Will +8
HP 33;; Resistance cold 3
Speed 15 feet, fly 35 feet
Melee Single Action beak +10 (finesse, magical), Damage 1d6+5 piercing

Occult Innate Spells DC 20; 5th hypercognition, phantom pain x2, ; 2nd invisibility; mirror image; 1st charm (x3), ventriloquism x 3; Cantrips detect magic, (2nd) speak with animals (birds)

[[Modified from sea hag]]
Dread Gaze [2] The crow gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 17). The target does not need to be able to see the witchcrow.
Critical Success No effect.
Success Sickened 1.
Failure Sickened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
Critical Failure Sickened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.

Apportation [X] Once per day, in large enough groupings (such as a murder), witchcrows can perform cooperative magic to open a glowing ring that leads to somewhere else. This entails a raucous aerial ritual centered on those that wish to make use of this ability. The ritual functions like a teleport spell [heightened 8th].

The effect stays in place for 1 minute. Most witchcrows loathe using this power, but some offer it as a service, demanding a high price—usually something cherished, extremely valuable, and magical.

C1:

Chattering Teeth
Hazard 0
Mechanical Trap
Complexity Simple
Stealth DC 18
Description A stone in the floor has been haphazardly set to cut a thin dirt covered line that ultimately leads to mouldy bag filled with teeth hanging from the ceiling. If this line is cut or the stone depressed the bag will fall and alert tooth fairies in the following areas.
Disable Thievery DC 12 (0 to simply avoid stepping on stone)
AC 15, Fort +5, Ref +1
Stone Hardness 5, HP 20 (BT 10); Line Hardness 1, HP 5 (BT 2); Immunities critical hits, object immunities, precision damage
Reset The line must be reset and the bag refilled

C2:

KingTrey's Build of Tooth Fairy Above

Treasure
Gold Teeth x 5 (15s each)

C3 - See Necrophidius Above

C4 - Stables Area Above

C5 - Stained Glass Angel Above

C6:
DC 16 Acrobatics or Performance check to ascend stairs.
Allowing the removal of teeth provides all the negative circumstances of having one’s teeth removed by a Tooth Fairy (above)

Treasure
Everburning Torch 15g each

C7:

Soulbound Dolls (Bestiary)

Treasure
Wand of Continuation (1st Level Spell)

C9 - Tooth Fairies and Tooth Fairy Monarch (as above)

C10:

Flying Weapons HAZARD 2
MECHANICAL TRAP
Stealth DC 20 (trained)
Description A group of trip wires is attached to a nearby weapons rack. Tripping the wires causes the rack to spring forward throwing weapons at multiple targets .
Disable Thievery DC 18 (trained) on the wires or rack
AC 18; Fort +11, Ref +3
Hardness 8, HP 25 (BT 12); Immunities critical hits, object immunities, precision damage
Flying Weapons [reaction] (attack); A wire is tripped or touched. Effect The rack throws a number of old weapons at the targets.
Ranged spear +14, Damage 2d6+4 piercing to all creatures in area C10.
A target may make a DC 18 Reflex Save to avoid some damage.
Failure: Full Damage
Success: Half Damage
Critical Success: No damage.

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C10 Edit:
Change: Adamantine Warhammer changed to a Retribution Axe.

C11:
Esobok
Creature 3
N Medium, Psychopomp, Monitor
Perception +9; Senses darkvision, lifesense (60 ft)

Skills Acrobatics +8, Athletics +11, Stealth +10
Str +3, Dex +2, Con +4, Int -4, Wis +2, Cha -2
Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range.

AC 18; Fort +10; Ref +7; Will +9
HP 35; Immunities death effects, diseased, sickened; Resistances physical (except adamantine) 2, negative 3; poison 3, cold 3, elec 3
Melee [one-action] jaws +9, Damage 1d8+6 piercing plus Grab
Melee [one-action] claw +9 (agile); Damage 1d6+5 slashing
Pounce [one-action] The esobok Strides and makes a Strike at the end of that movement. If the esobok began this action hidden, it remains hidden until after this ability’s Strike.
Attack of Opportunity [R]

Primal Innate Spells DC 17; 2nd invisibility [3] (self only)
Wrench Spirit [2] If an Esobok begins its turn with a creature grabbed in it’s jaws it may attempt to strip that creature’s soul from it’s body. That creature must make a DC 17 Will Save. While the Esobok has the soul locked in it’s jaws it may not use it’s jaws action. It may, as a free action, release the target’s soul. Every round that the esobok maintains its grip on the soul allows the target to make an additional save.
Success: The creature is unaffected.
Failure: The creature is stunned 1.
Critical Failure: The creature is paralyzed.
Spirit Touch A esobok’s Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.

C12:
Note: Tooth Fairy Rippers lose the manipulate part of their pull tooth actions (to reflect the creatures in the AP having improved steal).

Tooth Fairy Ripper
Creature 1
CE Tiny Fey
Perception: +7, Senses: darkvision
Languages: Sylvan
Skills: Acrobatics +7, Athletics +7, Teeth Lore +5
Str. -3 Dex. +4 Con. +0 Int. -1 Wis. +1 Cha. +3
Items: pliers
AC: 16
Fort: +4; Ref: +10; Will: +7;
HP 19 (glittery death)
Weaknesses: Cold Iron 3
Glittery Death (evocation, poison, primal): When killed, a tooth fairy explodes into a cloud of sparkling white fairy dust that clings to creatures within 5 feet. This glittery substance has a stench so foul that creatures must attempt a DC 15 Fortitude save.
Success: creature is unaffected
Failure: creature is sickened 1
Critical failure: creature is sickened 2

Speed: 10 feet, Fly 40 feet
Melee: pliers (finesse, reach 5’) +6 (1d6-1 bludgeoning)
Bite (agile, finesse, reach 0’) +6 (1d4-3 piercing plus paralysis)
Sneak Attack The tooth fairy ripper deals 1d6 extra precision damage to flat-footed creatures.

Primal Innate Spells: DC 15; attack +6
2nd: invisibility, sleep
Cantrip: prestidigitation

Special Abilities
Paralysis (incapacitation, necromancy, primal): A creature bitten by a tooth fairy must make a DC 14 Fortitude save.
Success: creature is unaffected
Failure: creature is paralyzed for 1 round
Critical Failure: creature is paralyzed for 1 minute.

Pliers Connection (primal): A tooth fairy is closely tied to a pair of Medium pliers that it can wield in 2 hands and has learned to accommodate such massive tools while in flight. The pliers have hardness 3 and 5 hit points (2 BT). If a Tooth Fairy is not holding its pliers it becomes Clumsy 1 from its disturbed weight distribution. If a tooth fairy’s pliers are destroyed, it immediately becomes stunned 3. Replacing a set of destroyed pliers requires 1 day of downtime to make a magical connection to a new set of pliers.

Pull Tooth [[A]][[A]] (attack): Requirements: The tooth fairy is holding its pliers. Effects: The tooth fairy plunges its pliers into a creature’s mouth and attempts to pull out their tooth. The tooth fairy attempts an Athletics check against the creature’s Fortitude DC.
Critical Success: The tooth fairy painfully rips out two teeth. The target takes 2 persistent bleed and takes a -2 circumstance penalty to Diplomacy and Intimidate, and Deception checks to Lie, for 24 hours or until they are targeted by Treat Wounds and the teeth are reinserted.
Success: as a critical success except the tooth fairy only pulls out one tooth, reducing the persistent damage to 1 and the circumstance penalty to -1.
Critical Failure: The fairy loses its grip on its pliers and accidentally Releases them.

Pinch Finger [[A]] (attack): Requirements: The tooth fairy is wielding its pliers. Effect: The tooth fairy attempts to painfully bring its pliers down on a creature’s finger! The tooth fairy makes an Athletics check against the target’s Reflex DC.
Critical Success: The target is Clumsy 1 for 1 minute.
Success: The target is Clumsy 1 for 1 round.
Critical Failure: The fairy loses its grip on its pliers and accidentally Releases them.

C13 - Changed to DC 13 Athletics

C14 - Mimic (Bestiary)

C15
Treasure
Half Plate Armor x 2
- +1 Armor Potency Rune attached to one of the suits.
Tooth Fairy Monarch (Above)
Esobok (Above)

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D1:

Note: There once again seems to be very little evidence of a 'charisma' type damaging condition or disease. Even mummy rot no longer does charisma type damage so I kicked leprosy in favor of filth fever.

Boilborn
Creature 1
N Tiny, Mindless, Ooze
Perception +3; Senses motion sense 60 ft, no vision
Skills Athletics +7
Str +2, Dex -4, Con +5, Int -4, Wis +4, Cha -5
Motion Sense A boilborn can sense nearby motion through vibration and air movement.

AC 10; Fort +10; Ref +2; Will +2
HP 25; Immunities critical hits, precision, unconscious, visual effects, mental.; Resistances acid 3
Death Throes (evocation, disease, primal): [R] When killed, a boilborn explodes all over targets within 10 feet . Targets must succeed on a DC 15 Reflex save or take 2d6 acid damage.
Success: creature takes half damage
Failure: creature takes full damage
Critical failure: creature takes full damage and is subject to filth fever (below).

--------------------
Speed 10 feet, climb 10 feet, swim 10 feet
Melee [1] slam +7 (finesse), Damage 1d4+2 bludgeoning + disease

Filth Fever (disease); The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (1 day); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (1 day); Stage 4 unconscious (1 day); Stage 5 dead

D2:

Hazard
Wonder Years HAZARD 4
MAGICAL TRAP
Stealth DC 20 (Trained)
Description Powerful warding magic tied to the doorway will age any targets within 10 feet if the wrong key is used or if the thievery check to attempt to open the door fails.
Disable Thievery DC 22 (expert) Carefully using a dagger blade to disrupt innocuous swirls and patterns in the wood of the door ensuring that not a single sliver of the wood reaches the floor or the damage will regenerate and the trap will be triggered.
Defenses: Null (This door regenerates any damage. Damaging the door does not trigger the trap.)
Effect The triggering creature and any creatures within 10 feet must attempt a DC 17 Fortitude Save
Success The creature ages 1d4 years.
Failure The creature ages 1d8 years
Critical Failure: The creature ages 1d10 years

Stirges (Bestiary)

D3
Treasure
Decanter 15g
Game 32g

DC 19 Perception (Door)

D4:
Treasure
Frost Vial (moderate) x 6
Feather Token (Holly Bush) x 1

Esipil
Creature 2
NE Tiny Sakhil
Perception: +7, Senses: darkvision, low-light vision
Languages: Abyssal, Celestial, Common, Infernal; telepathy (touch)
Skills: Acrobatics +7, Athletics +4, Intimidation +8, Lore: Ethereal Plane +5, Stealth +11
Str. -2 Dex. +4 Con. +3 Int. +0 Wis. +1 Cha. +1
AC: 17, Fort: +5; Ref: +11; Will: +8;
HP 26, Immune: death effects, disease, fear, poison; Resistance cold 4, elec 4, sonic 4, Weaknesses: good 5,
Look of Fear (primal, aura, fear, visual) 30 feet: When a creature ends its turn in the aura, it must attempt a DC 15 Will save.
Success No Effect
Failure Shaken 1 for 1 round
Critical Failure Shaken 1 for 1 minute
The esipil can deactivate or activate this aura by using a single action, which has the concentrate trait.

Speed: 25 feet
Melee [one-action] jaws +9, Damage 1d6+2 piercing plus Grab
Melee [one-action] claw +9 (agile); Damage 1d4+2 slashing
Bewildering Assault [R] When an espipil’s strike is a critical hit it may confuse the target for 1 round

Occult Innate Spells: DC 15; attack +7
2nd: mirror image [3], 1st: fear [3], Cantrip: mage hand
Call Upon the Host [Ritual] Once a week in a ritual that takes ten minutes of preparation an esipil can open communications with a creature known to it on another plane of existence. The conversation can last up to 1 minute.

D5:

Treasure
Note; I really want to make a goblin item where the worse you use it the more effective it is. This one is going to take some work.
Goblin Fire Drum ITEM 3+
EVOCATION FIRE MAGICAL
Usage held in 2 hands; Bulk 1
A ratty tattered hide drum typically of small size. A goblin fire drum grants you a -1 item bonus to Performance checks while playing music with the instrument.
Activate [two-actions] Interact; Frequency once per day; Effect
You can play the instrument to increase the damage of all fire effects within 30 feet. Make a performance check.
Critical Success No effect. There is a 10 % chance that all combustible items within 30 feet ignite or explode. All goblins within 30 feet must roll a DC 13 Will Save or be sickened 1 for 1 round.
Success ‘Is Ok, Not Goblin Tho’ All Fire effects within 30 feet have their damage increased by 1.
Failure ‘Goblin Song, Good!” All Fire effects within 30 feet have their damage increased by 1.
Critical Failure ‘Goblin Rave, Go!” All Fire effects within 30 feet have their damage increased by 2. There is a 10% chance that all combustible items within 30 feet explode.
The explosion chance above is cumulative for every round that a critical success/failure is rolled even if non-consecutive. This percentage resets 1 minute after the goblin fire drum is no longer played.
Type lesser; Level 3; Price 60 gp
Virtuoso Handheld Musical Instruments x 4

Yeth Hound
CREATURE 3
NE MEDIUM BEAST
Perception +9; darkvision, scent (imprecise) 60 feet
Languages Abyssal or Infernal (can’t speak any language)
Skills Acrobatics +8, Athletics +9, Stealth +8, Survival +9 (+11 to Track)
Str +4, Dex +3, Con +2, Int –2, Wis +2, Cha –2
AC 18; Fort +6, Ref +10, Will +9
HP 40; Weaknesses silver 5
Speed 40 feet; fly 50 ft
Melee [one-action] jaws +13 (magical, evil), Damage 1d10+6 piercing plus sinister bite and Knockdown
Sinister Bite [R] When a yeth hound bites a target that creature must make a DC 17 Will Save.
Success No effect
Failure Shaken 1 for 1 Round
Critical Failure Shaken 1 for 1 Minute
Bay [one-action] (divine, evocation, fear) The yeth hound lets out a terrifying bay that shakes the resolve of the stoutest defenders. All creatures within 300 ft must make a DC 17 Will Save. The effects are different depending on whether the target is already currently under the affect of a [fear] effect (such as the hounds sinister bite].
[No Fear Effect]
Success No effect
Failure Shaken 1 for 1 Round
Critical Failure Shaken 1 for 1 Minute
[Fear Effect]
Bitten
Success No effect
Failure Stunned 1 for One Round
Critical Failure Stunned 3 for One Round

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Things get complicated.

D7
Treasure
Wine Bottle x 5 6g
Wine Bottle x 8 1g 5s

D8:
Treasure
Scythe, kukri, silver shortsword

Nucol
Creature 4
NE Medium Sakhil
Perception: +11, Senses: darkvision, low-light vision, magic sense
Languages: Abyssal, Celestial, Infernal; telepathy 100 ft
Skills: Deception+12, Intimidate +11, Athletics +9, Stealth +11
Str. +6 Dex. +3 Con. +3 Int. +0 Wis. +1 Cha. +3
Magic Sense (divination, occult) A nucol senses magic (without expending an action to cast the detect magic spell) within 60 ft.
AC: 20, Fort: +8; Ref: +14; Will: +11; +1 to all saves vs. magic
HP 55, Immune: death effects, disease, fear, poison; Resistance cold 6, elec 6, sonic 6, Weaknesses: good 5,
Look of Fear (primal, aura, fear, visual) 30 feet: When a creature ends its turn in the aura, it must attempt a DC 18 Will save.
Success No Effect
Failure Frightened 2 for 1 round
Critical Failure Frightened 2 for 1 minute
The nucol can deactivate or activate this aura by using a single action, which has the concentrate trait.

Speed: 35 feet
Melee [one-action] gore +12, Damage 2d8+5 piercing plus nervous consumption
Ranged [two-action] (30 ft) cough +11 Damage (none) plus nervous consumption
Breath Weapon [two-actions] (disease, primal) The nucol unleashes a burst of mucus that potentially infects those within a 15 ft. cone. (DC 16 Reflex).
Failure: Nervous Consumption
Critical Failure: Nervous Consumption, Sickened 1 for 1 rd.

primal Innate Spells: DC 17; attack +9
3rd: remove disease [1] 1st: grease [3], cantrip: tanglefoot

Nervous Consumption [disease, primal] The stupified, clumsy, and unconscious conditions from nervous consumption don't improve on their own until the disease is cured. Saving Throw DC 18 Fortitude; Stage clumsy 1, Stage 2 clumsy 1, stupified 1 (1 day), Stage 3 clumsy 1, stupified 1 (1 day), Stage 4 unconscious (1 day)

Skip Between [teleportation, conjuration] [two actions] Many sahkils can shift between the Ethereal Plane and the Material Plane. This ability is otherwise identical to ethereal jaunt.

Spirit Touch [primal] A nucol’s strikes affect incorporeal creatures as though etched with a ghost touch property rune.

D9:
Treasure
Tablecloth 20s

Giant Flea
CREATURE –1
N SMALL ANIMAL
Perception +5; darkvision
Skills Acrobatics +8, Athletics +4
Str +1, Dex +3, Con +2, Int –5, Wis +0, Cha –2
AC 15; Fort +7, Ref +5, Will +2
HP 7

Speed 25 feet
Melee [one-action] mandibles +7 (agile, finesse), Damage 1d4 piercing plus bile

Uncanny Leap [two actions] The giant flea can move up to 120 feet with a single massive leap. If the giant flea ends it’s movement within melee reach of at least one enemy it can then make a melee strike against that enemy.

Bile [disease] The sickened,and enfeebled conditions of bile can not be cured until the disease is cured. Saving Throw DC 13 Fortitude; Stage 1 Carrier no ill effects (1d4 Days), Stage 2 Sickened 1 (1 Day), Stage 3 Sickened 1, Enfeebled 1 (1 Day), Stage 4 Sickened 1, Enfeebled 1 (1 Day), Stage 5 Unconscious (1 Day), Stage 6 Dead

D10
Treasure
Glasses x 6 (20s each)
Deck of Harrow Cards (25s)
Gambler’s Kit (20s)
Persona Mask (CRB)

D11
Treasure (Society (Decipher Writing)) DC 16
Scroll of Restoration
Scroll of Flaming Sphere

Wasp Swarm (Bestiary)

D12
Treasure
Gem 35g

D13:
Giant Assassin Bug CREATURE 3
N SMALL ANIMAL
Perception +6; low-light vision
Skills Acrobatics +3, Athletics +4, Stealth +9
Str +3, Dex +3, Con +1, Int –5, Wis +0, Cha –3
AC 18; Fort +12, Ref +9, Will +6
HP 45
Speed 25 feet, fly 20 feet
Melee [one-action] jaws +10, Damage 1d8+4 piercing plus poison
Melee [one-action] claw +10 (agile); Damage 1d6+4 slashing
Breath Weapon [two-actions] (poison) The assassin bug sprays a line of viscuous poison over targets in a line stretching 15 feet. Saving Throw Reflex 18.
Failure: See Poison Below
Critical Failure: Poison and Blinded for 1 rd..

Assassin Bug Venom (incapacitation, poison) Saving Throw Fortitude DC 19; Maximum Duration 6 rounds; Stage 1 no effect (1 round); Stage 2 clumsy 2 (1 round); Stage 3 paralyzed (1 round)

D14:
Treasure
Stamp (Chime of Opening / Activated by being rolled)

Wihsaak
Creature 6
NE Medium Sakhil
Perception: +17, Senses: darkvision, low-light vision, magic sense
Languages: Abyssal, Celestial, Infernal; telepathy 100 ft
Skills: Acrobatics +13, Athletics +12, Deception +12, Intimidate+13, Lore: Ethereal Plane+10, Lore: Boneyard+10, Stealth +15
Str. +4 Dex. +5 Con. +4 Int. +0 Wis. +1 Cha. +3
Magic Sense (divination, occult) A nucol senses magic (without expending an action to cast the detect magic spell) within 60 ft.

AC: 23, Fort: +11; Ref: +17; Will: +14; +1 to all saves vs. magic
HP 96, Immune: death effects, disease, fear, poison; Resistance cold 8, elec 8, sonic 8, Weaknesses: good 8,
Look of Fear (primal, aura, fear, visual) 30 feet: When a creature ends its turn in the aura, it must attempt a DC 21 Will save.
Success No Effect
Failure Frightened 2 for 1 round
Critical Failure Frightened 2 for 5 minutes
The wihsaak can deactivate or activate this aura by using a single action, which has the concentrate trait.

Speed: 40 feet, fly 60 feet
Melee [one-action] claws +15, Damage 2d4+7 piercing
Melee [one-action] +2 cold iron bo staff +17 Damage 1d8+9
Attack of Opportunity [R]

Arcane Innate: DC 21, +13
3rd: Stinking Cloud, Suggestion, 2nd: Blur (at will), see invisibility, 1st:(2nd) (swarms only) Summon Animal (2)

Droning Madness [two actions] [audio, madness, primal] The wihsaak flicks its wings several times and then flutters them rapidly. The sound is enticing until… it scares you. Saving Throw DC 21 Will;
Success No effect
Failure Stunned 1 for 1 round.
Critical Failure Paralyzed for 1 round.

Skip Between [teleportation, conjuration] [two actions] Many sahkils can shift between the Ethereal Plane and the Material Plane. This ability is otherwise identical to ethereal jaunt.

Spirit Touch [primal] A nucol’s strikes affect incorporeal creatures as though etched with a ghost touch property rune.

Swarm Walking [passive] A wihsaak ignores the damaging actions of swarms inflicted while within them.

D17:

Fireball Rune Trap from CRB with some mods
EXPLOSIVE RUNES HAZARD 5
EVOCATION FIRE MAGICAL TRAP
Stealth DC 22 (trained)
Description An origami crane with a series of explosive letters written on its interior. They explode when read in a 20 foot radius. radius.
Disable Thievery DC 20 (trained) A small rune must be drawn carefully on the opposite side of the page without triggering the runes.
Or dispel magic (3rd level; counteract DC 20) to counteract the runes
Fireball [reaction] (arcane, evocation, fire); Trigger A living creature enters the sensor area. Effect The runes detonate a fireball
centered on the triggering creature’s square. This is a 3rdlevel fireball spell that deals 6d6 fire damage (DC 22 basic Reflex save).

D19:
Treasure
Scroll of Fire Shield
Scroll of Sanctified Ground
Wand of Summon Fey (Heightened 2nd)
Holy Symbols x 94 1s each
Holy Symbols (Rare) x 16 25s each
Box 90s
14s, 78g

Challenger’s Gloves Item Level 3
UNCOMMON, MAGICAL, ENCHANTMENT
Usage Held in 1 Hand; Bulk L
How Dare You! Ranged [one action]
If you successfully hit your opponent with this thrown glove you get a +1 on strike actions against your target and they recieve a -1 to strike you for the next minute. These bonuses end if anyone except the two creatures attacks them. Both gloves must be worn by the same creature.

Unfettered Phantom
Creature 4
NE, Medium, Phantom
Perception +11; darkvision
Languages Common
Skills Acrobatics + 12, Intimidation +10, Stealth +8
Str +5, Dex +1, Con +5, Int +0, Wis +4, Cha +2
AC 20; Fort +14; Ref +8; Will +11
HP 48; Immunities mental, Resistance 7 (all physical except slashing)
Not Completely There [R] Trigger When a creature makes an attack the phantom is aware of and it is not flat-footed the creature may activate this ability (before the attack is resolved). Effect The phantom shifts it’s ectoplasmic body and seperates it to attempt and avoid the blow. The attacker gets a -2 to their action to strike for that action.

Speed 25 feet
Melee [1] slam +14, Damage 2d6+6 + haunting touch
Incorporeal Step: If a phantom uses stride during that movement it is considered to have the incorporeal trait.
Note: Resistances all damage (except force, or ghost touch; double resistance to non-magical) 5

Phantasmagoric Slam: Fear
Haunting Touch (Fear, Occult) The touch of the phantasm strikes fear into the heart of the stoutest adventurer. Will Save DC 18
Success No Effect
Failure Frightened 1 for 1 round.
Critical Failure Frightened 1 for 1 minute

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

E3
Recall Knowledge (Medicine) DC 18

E4:

Treasure
Scroll of Magic Missile (H3)
Scroll of Fireball
Scroll of Command
Contract 45 gp

Check
Recall Knowledge (Arcana) 15

Effect
Darkness (H6)

Creature
Ratling
Creature 2
CE Tiny Animal
Perception: +11, Senses: darkvision, low-light vision, magic sense
Languages: Aklo, Speak with Rodents, Tongues (see Below)
Skills: Athletics +7, Lore: First World+8, Stealth +11
Str. +1 Dex. +3 Con. +3 Int. +2 Wis. +0 Cha. +2
Magic Sense (divination, occult) A ratling senses magic (without expending an action to cast the detect magic spell) within 60 ft.

AC: 17, Fort: +8; Ref: +11; Will: +4
HP 28, Immune: disease, poison
Evasion When a ratling rolls a success on a Reflex save, it gets a critical success instead.

Speed: 25 ft., burrow 10 ft., climb 15 ft., swim 25 ft.
Melee [one-action] bite +10, Damage 1d6+3 piercing + 1 persistent damage
Sneak Attack A ratling deals an additional 1d6 precision damage to flat‑footed creatures.

Arcane Innate: DC 18, +10
4th: Dimension Door, 3rd: Stinking Cloud, Suggestion, 2nd: spider climb (at will), invisibility (self only) 1st:(2nd) (rat swarm only) Summon Animal (1) Cantrips: (2nd) Detect Magic, Read Aura, Tongues

Natural Huckster [NA] A ratling ignores the requirement that a spell be on it’s spell list in order to cast it from a scroll using the Cast a Spell activity.

E5:

Check
DC 20 Will Save
Recall Knowledge (Occultism) DC 15

Scarlet Spider CREATURE -1
N
Tiny
ANIMAL
Perception +5; darkvision, web sense
Skills Acrobatics +8, Athletics +5, Stealth +6
Str +1, Dex +3, Con +1, Int –5, Wis +0, Cha –4
Web Sense As spider swarm.
AC 17; Fort +4, Ref +8, Will +2
HP 5
Speed 25 feet, climb 25 feet
Melee [one-action] fangs +8 (finesse), Damage 1d4-1 piercing plus scarlet spider venom
Scarlet Spider Venom (poison); Saving Throw Fortitude DC 14; Maximum Duration 6 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d8 poison, enfeebled 1, and flat-footed (1 round); Stage 3 1d10 poison, enfeebled 2, and flat-footed (1 round).

E6
Check
DC 18 Perception check

E7:

Treasure
Spellbook 38.5 g (This spellbook is called The Golden Eyed Muse. It quickly becomes clear that the worker who owned this book had an unhealthy obsession with the curator as evidenced by his (admittedly skilled if racy) drawings of her in the margins of the text along with some far more questionable poetry)
Cantrips shield; 1st alarm, mending, feather fall, jump; summon animal, shocking grasp, sleep; 2nd glitterdust, gust of wind; see invisibility, web, telekinetic maneuver; 3rd lightning bolt
Silverware 30g

Checks
Shove (Athletics) DC 16
Recall Knowledge (Lore: Machines) DC 20
Thievery DC 20

Creatures
Scrivener
Wyrwood alchemist 2
Rare, LE, small, Construct
Perception +6, darkvision, low-light vision
Languages Aklo, Common, Dwarven, Elven
Skills Academia Lore +7, Acrobatics +7, Arcana +7 (+7es, penalties, or modifiers).), Athletics +4, Crafting +7, Nature +6, Occultism +7, Religion +6, Society +7, Stealth +7, Survival +6, Thievery +7
Str +0, Dex +3, Con +1, Int +3, Wis +2, Cha +0
Other Items leather armor, batches of infused reagent, formula book, shortsword, heavy crossbow, bolts x 10, bottled lightning, lesser x 2,
--------------------
AC 19; Fort +7; Ref +9; Will +6
HP 26 Hero Points 1; Immunities bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious
--------------------
Speed 25 feet
Melee [1] sickle +7 (trip, agile, finesse), Damage 1d4 slashing
Ranged [1] bottled lightning, lesser +7 (thrown 20 ft., alchemical, bomb,consumable,electricity,splash), Damage 1d6 electricity plus flat-footed plus 1 electricity splash damage
Ranged [1] heavy crossbow +7 (range increment 120 feet, reload 2), Damage 1d10 piercing

Six Hands [NA] Although this wyrwood has four additional arms grafted on this does not allow for a multitude of strikes. It does however allow the Scrivener to ready an item into its main hands from one of it’s four other hands as a free action.

Feats Alchemical Crafting, Assurance, Cooperative Nature, Quick Bomber, Quick Repair, Rogue Dedication, Student Of The Canon
Other Abilities advanced alchemy, bomber, infused reagents, quick alchemy, surprise attack

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Of all the things I've lost I miss my mind the most...

E11:

Check
DC 16 Will Saving Throw

Creatures
Scriptorium Clerks
Wyrwood rogue 1
Uncommon, LE, Small, Construct
Perception +7
Languages Common, Dwarven, Elven
Skills Academia Lore +5, Acrobatics +7, Arcana +5 (+5es, penalties, or modifiers).), Athletics +3, Crafting +5, Diplomacy +3, Medicine +5, Nature +5, Occultism +5, Religion +5, Society +5, Stealth +7, Survival +5, Thievery +7
Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 14 (+2), Wis 14 (+2), Cha 10 (+0)
Other Items leather armor, unarmored defense, formula book, purse (20 sp; 5 cp)
--------------------
AC 18; Fort +4; Ref +9; Will +7
HP 17 Hero Points 1; bleed, death effects, diseased, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious

Melee [1] slam +7 (agile, finesse), Damage 1d4 bludgeoning
Sneak Attack: The wyrwood attendant deals 1d6 extra precision damage to flat-footed creatures.
Nimble Dodge [R] When you are attacked you may add +2 to your ac.
Surprise Attack: If you used deception or stealth as your initiative then creatures are flat footed to you before they act.
Cooperative Nature: You get a +4 bonus to attempts to aid another.
--------------------
Speed 25 feet
Feats Assurance, Cooperative Nature, Nimble Dodge, Student Of The Canon
Other Abilities sneak attack, surprise attack

Treasures
Dice x 7 (6g each)

E12:

Check
DC 14 Deciper Writing (Society)

Hazard
GNASHING PRESS HAZARD 4
MECHANICAL HAUNT
Stealth DC 23 (trained)
Description This printing press is haunted by an unfortunate scribe who was mauled to death by it. If a creatures moves within the room it is located the press attempts to draw them in with possession.
Disable Thievery DC 21 (trained) to disable the press by removing a crucial mechanical piece; DC 21 religion (trained) to intone a moving eulogy with a distinct mispronunciation both luring the spirit toward it’s eternal reward and taunting it’s mechanical nature.
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, object. (Good attacks ignore hardness)
immunities, precision damage; Weakness good 8
All Work and No Play [reaction] (attack); Trigger entering the room where the press is house. Effect Both The platen of the press begins banging loudly in a rhythmic pattern. The nearest creature must roll a DC 18 Will Save or begin walking toward the press. If that creature reaches the press they will place their hands in the platen and suffer damage..
Melee platen +17 - Damage 4d8+6 bludgeoning; clumsy 1 for 1 hour
Critical clumsy 2 (permanent until a healing spell is cast)
Reset If reduced to 0 hp or disabled the Gnashing Press is up and running once again the following morning.
Destruction The ‘gate’ must be closed and the curator must be moved to make a speech on the behalf of the spirit.

Treasure
Wand of Vampiric Touch
Fancy Paper x 100 (1s each)
Vials of Ink x 6 (3 g each)

E13
Checks
Perception 24
Knowledge Check (Religion) DC 14

Treasure
Candle of Truth

E14
Checks
Knowledge Check (Nature) DC 14

Treasure
Silver Halberd

E15:

Checks
Knowledge Check (Survival) DC 15
As the ‘fruit’ is part of another mechanic I feel no need to create a hazard block for it.

Creatures
Giant Crab Spider CREATURE -1
N
Small
ANIMAL
Perception +5; darkvision, web sense
Skills Acrobatics +8, Athletics +5, Stealth +6
Str +1, Dex +3, Con +1, Int –5, Wis +0, Cha –4
Web Sense As spider swarm.
AC 17; Fort +4, Ref +8, Will +2
HP 9
Speed 25 feet, climb 25 feet
Melee [one-action] fangs +8 (finesse), Damage 1d4 piercing plus crab spider spider venom
Crab Spider Venom (poison); Saving Throw Fortitude DC 14; Maximum Duration 6 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d8 poison, enfeebled 1, and flat-footed (1 round); Stage 3 1d10 poison, enfeebled 2, and flat-footed (1 round)

E16:

Checks
Escape Check (Acrobatics) Dc 14 (Functions as Lesser Tanglefoot Bag)

Hazard
BROKEN SCULPTURE HAZARD 3
MECHANICAL TRAP
Stealth DC 21 (trained)
Description A series of plates (part of a sculpture) attached to tripwires which explode outward into the room.
Disable Thievery DC 21 (trained) to carefully sever the connection between the webbing and the plates
AC 18; Fort +12, Ref +6
Hardness 11, HP 42 (BT 21); Immunities critical hits, object immunities, precision damage
Flying Plates [reaction] (attack); Trigger The trip wire is pulled or
severed. Effect The plates attached to the rod at the center of the room fly outward toward all creatures in the room.
Melee plate +16, Damage 2d10+13 bludgeoning; no multiple attack penalty
Reset manual.

E17:

Treasures
Feather Token: Bird
Feather Token: Chest
Feather Token: Ladder

NIGHTMARE WEB LURKER CREATURE 4
NE MEDIUM ABERRATION EVIL
Perception +12; darkvision, tremorsense (imprecise) 30 feet (creatures touching its web)
Languages Aklo; spider speak
Skills Acrobatics +10, Athletics +10, Crafting +9 (+13 to craft traps and snares), Stealth +14
Str +5, Dex +5, Con +3, Int +1 Wis +3, Cha –1
Spider Speak The web lurker can speak with spiders, with the same effects and limitations as speak with animals.
AC 21; Fort +12, Ref +13, Will +8
Protection:Good (Aura) The Nghtmare web lurker is under the constant effects of protection:good gaining a +1 to ac and savings throws from creatures of that allignment and a +3 to saves against effects that would exert control over the creature.

HP 59
Look of Fear (primal, aura, fear, visual) 30 feet: When a creature ends its turn in the aura, it must attempt a DC 21 Will save.
Success No Effect
Failure Frightened 1 for 1 round
Critical Failure Frightened 1, Stunned 1 for 1 minute
The nightmare web lurker can deactivate or activate this aura by using a single action, which has the concentrate trait.

Spring upon Prey [reaction] Trigger A creature touches the web lurker’s web while the web lurker is on it. Requirement Initiative has not yet been rolled. Effect The web lurker automatically notices the creature and Strides or Climbs before rolling initiative.
Speed 25 feet, climb 25 feet
Melee [one-action] fangs +13 (poison), Damage 1d8+8 piercing plus web lurker venom
Melee [one-action] claw +13 (agile), Damage 1d8+8 slashing
Melee [one-action] web +13, Effect web trap
Web Lurker Venom (poison) Saving Throw Fortitude DC 20; Maximum Duration 10 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and slowed 1 (1 round)
Web Trap A creature hit by the web lurker’s web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape.

Arcane Innate: DC 18, +10
5th: Shadow Walk; 4th: Nightmare [3]; 3rd: Dream Message [3], Suggestion [3]; Mind Reading [3]

Feign Death [R] At any time, including in reaction to an attack, this creature gives the impression that it deceased to draw in potential victims. A DC 18 Perception check is required to identify this ruse.

E18
Check
Request (Diplomacy) DC 20
(Critical Failure) Stupified 1 for 1 Minute
Retry
Stupified 1 for 1 Minute

E19:

Check
Knowledge Check (Society) DC 17

Creature
GUARDIAN SCROLL CREATURE 3
N, TINY, CONSTRUCT
Perception +4; darkvision, low-light vision
Languages Common
Skills Acrobatics +10, Athletics +8
Str +3, Dex +4, Con +2, Int -3, Wis +1, Cha +1

AC 17; Fort +6, Ref +14, Will +6
HP 34; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious, bludgeoning, and falling damage. Resistance: all physical 5 (except magic) Weakness Fire 6
Speed 10 feet, 40 feet fly
Melee [one-action] slice +11 (agile, finesse, magical), Damage 1d6+2 slashing plus grab, plus persistent damage 1
Constrict [one-action] 1d6+2 bludgeoning, Fort DC 18 plus smothering wrap

Smothering Wrap [NA] When a guardian scroll grapples a creature, it entirely covers its opponent’s head with an airtight grip. A creature grabbed by the scroll cannot see, speak (blind condition), or cast spells with verbal components, and it must hold its breath (see Suffocation page 478 CRB). Creatures that don’t speak or breathe through their heads aren’t affected in this manner, nor are those blinded who can see through other means. Any attacks targeting a guardian scroll while it’s constricting its target deal half damage to the scroll and the other half to the grabbed creature.

E20:

Checks
Fall of Madness DC 15 Will Save
Critical Success Not affected
Success Stupified 1 for 1 round
Failure Stupified 1 for 5 minutes
Critical Failure Stupified 1 for 1 hour

Acrobatics Dc 17

Creature
Degenerate Nightgaunt CREATURE 3
N, Medium, Nightgaunt
Perception +4; darkvision, motion sense 60 ft, no vision
Languages Common
Skills Acrobatics +10, Athletics +8, Stealth +10
Str +4, Dex +1, Con +1, Int -3, Wis +1, Cha -1

AC 17; Fort +6, Ref +12, Will +9
HP 34; Immunities visual, cold, effects based on scent, effects based on breathing
Speed 25 feet, 40 feet fly
Melee [one-action] claw +10 (agile, finesse), Damage 1d8+5 slashing plus grab
Clutches [NA] A degenerate nightgaunt ignores bulk and may move itself and its grabbed opponent with ease while flying.
Tickle [manipulate] [one-action] a degenerate nightgaunt may use its tail to tickle an opponent which it has grabbed. DC 17 fortitude save.
Failure: Sickened 1 for 1 round.
Critical Failure: Sickened 1 and Stunned 1 for 1 Round.

E21:

Checks
Will Save DC 20

Treasure
Bracers of Armor
Goggles of Night
Effervescent Ampoule
Skeleton Key
Planar Models 10g

Creature
NIGHTMARE ARANEA CREATURE 5
NE MEDIUM ABERRATION EVIL
Perception +12; darkvision
Languages Common, Aklo, Celestial, Elven, Sylvan
Skills Acrobatics +13, Athletics +11, Deception +13, Intimidate +13, Arcana +10, Lore: Dream Plane +10, Stealth +15
Str +0, Dex +5, Con +2, Int +5 Wis +3, Cha +6

AC 21; Fort +11, Ref +15, Will +8
Protection:Good (Aura) The nightmare aranea is under the constant effects of protection:good gaining a +1 to ac and savings throws from creatures of that allignment and a +3 to saves against effects that would exert control over the creature.

HP 85; Resistance: All physical 6 (except silver); Weakness: Good 6
Look of Fear (primal, aura, fear, visual) 60 feet: When a creature ends its turn in the aura, it must attempt a DC 21 Will save.
Success No Effect
Failure Frightened 1 for 1 round
Critical Failure Frightened 1, Stunned 1 for 1 minute
The nightmare aranea can deactivate or activate this aura by using a single action, which has the concentrate trait.

Speed 40 feet, climb 25 feet, fly 10 feet
Melee [one-action] fangs +11 (poison, agile), Damage 2d4+6 piercing plus aranea venom
Melee [one-action] web +11, Effect web trap
Web Lurker Venom (poison) Saving Throw Fortitude DC 20; Maximum Duration 10 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 1d6 poison, enfeebled 1, and sickened 1 (1 round)
Web Trap A creature hit by the arenea’s web attack is immobilized and stuck to the nearest surface until it succeeds at DC 20 Acrobatics check to Escape.

Arcane Innate: DC 22, +14
5th: shadow walk; 4th: nightmare [3]; 3rd: dream message [3], suggestion [3]; mind reading [3], 2nd: mirror image, hideous laughter , 1st misdirection, sleep, color spray, Cantrips daze, dancing lights, shield, mage hand

Feign Death [R] At any time, including in reaction to an attack, this creature gives the impression that it deceased to draw in potential victims. A DC 19 Perception check is required to identify this ruse.

E22:

Treasure
Soul Scribe Quill Level 4
Uncommon, Negative, Necromancy, Magical
Price 185 gp
Usage One Hand; Bulk L.
When this black and red quill, seeming filled with an endless of suspiciously red ink, is used to write out the tenants of a problem facing the user in relation to a knowledge check [any skill] that character gets a +1 to that subsequent knowledge check
Activate [One Action]
When used to write out the cause of death of a creature of a dying creature within 5 feet that creature is subject to the death knell spell and if they fail their save you receive the benefits whether they die or not.

DREAM GATE HAZARD 5
CONJURATION NEGATIVE MAGICAL GATE
Stealth DC 24 (TRAINED)
Description This large rotating gate must be shut down in a specific way or it can cause serious harm to those nearby.
Disable Knowledge Check (Arcana) DC 22 to carefully disrupt chaotic magical energies and a thievery DC 22 (trained) to disconnect various sources and shut down the device.
AC 22; HP 54, BT 22; Hardness 14; F +15, R+7
Soul Rend [reaction] (arcane, necromancy, negative); Trigger A creature rotates an element of the device in a complete circle or fails an attempt to shut down the device. Effect A pulse of negative energy spreads throughout the room affecting all present characters.
Save DC 21 Fortitude

Critical Success No effect
Success Sickened 1
Failure Drained 1
Critical Failure Drained 2, Doomed 1

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F2:

Shabti monk 2
Common, LN, Medium, Human, Humanoid, Immortal
Perception +5; Darkvision
Languages Common
Skills Acrobatics +6 (Whenever you roll a success using the Balance action, you get a critical success instead.), Athletics +8, Labor Lore +4, Medicine +5, Nature +5, Occultism +4
Str 18 (+4), Dex 14 (+2), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 10 (+0)
Other Items unarmored defense
--------------------
AC 18; Fort +8; Ref +8; Will +7
HP 32 Focus Points 1 Hero Points 1; Resistances +1 to all saves vs. effects that apply the drained or doomed condition
--------------------
Speed 25 feet
Melee [1] fist +8 (nonlethal, agile, finesse), Damage 1d6+4 bludgeoning
Melee [1] tiger claw +8 (agile, finesse, nonlethal, unarmed) Damage 1d8+4 slashing
Critical 1d4 persistent bleed damage
Ranged [1] dart +6 (agile, thrown 20 ft) Damage 1d4+4 piercing

Feats
Hefty Hauler - Bulk limit increased by 2.
Ki Strike (uncommon, monk, transmutation) [one action] You gain a +1 to strike or flurry of blows unarmed and deal an additional 1d6 damage. [force, lawful, negative, or positive]
Steady Balance - If the creature rolls a success on an acrobatics check it is a critical success instead.
Tiger Stance [one action] Attacks become slashing and do 1d8 damage. Criticals cause 1d4 persistent bleed. If a creature with more than 20 feet of movement is in tiger stance it can step 10 feet.

Arcane Innate: DC 15, +6
3rd: suggestion

Other Abilities
Flurry of Blows (flourish, monk) [one action] Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.

Powerful Fist: Your attacks unarmed do 1d6 damage instead of 1d4 and you do not take the -2 penalty for making a lethal attack with a nonlethal weapon.

Immortal: Shabti do not age and cannot die of old age.

Immunity to Undeath: A Shabti creature can not gain the undead trait.

F3:

Treasure
+1 striking dagger
Cloak of elvenkind

GRAVEN GUARDIAN CREATURE 5
N, MEDIUM, CONSTRUCT, EARTH, MINDLESS
Perception +15; darkvision
Skills Athletics +13
Str +5, Dex +4, Con +3, Int –5, Wis +2, Cha –5
AC 22; Fort +10, Ref +14, Will +7; +1 status to all saves vs. magic
HP 53; fast healing 2; Resistances 7 All physical (except adamantine) ; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Weaknesses: Faith Bound

Speed 35 feet
Melee [one-action] fist +15 (magical), Damage 2d8+5 bludgeoning + eternal rest
Melee [one-action] +1 striking (keen) dagger +16 (agile, finesse, magical, evocation, transmutation) 2d4+5 + persistent bleed damage 2 + eternal rest
Note: Crits (if successful hit) on 19
Arcane Innate: DC 19, +11
3rd: haste

Eternal Rest (divine, necromancy) A creature struck by a graven guardian finds its wounds harder to heal. The DC to Administer First Aid to the creature is increased by 5. A spellcaster or item attempting to use healing magic on a creature suffering from an eternal rest must succeed at a DC 19 counteract check or the magic fails to heal the creature.

Faith Bound (divine) A graven guardian cannot attack a creature wearing the symbol of its patron deity unless that creature attacks the graven guardian first.

Magical Weapon (magical, transmuation) If wiedling the weapon of its patron deity the graven guardian treats that weapon as if it has been affixed with the keen weapon rune. When the graven guardian is destroyed or the weapon leaves its grip it loses this quality.

F4:

Treasure
Scroll of False Life
+1 armor potency rune (as described in text for ring)
Elemental Gem (Air)

Creatures
Witchcrows (see above)

BONEWROUGHT WILLOW CREATURE 3
N, LARGE, PLANT
Perception +9; low-light vision, motion sense 60 ft
Languages Arboreal, Common, Sylvan
Skills Athletics +11, Stealth +9 (+14 in forests), Intimidate +13
Str +4, Dex +1, Con +3, Int -3, Wis +1, Cha +3
AC 19; Fort +12, Ref +6, Will +9
HP 50, negative healing; Resistances slashing 5, piercing 5
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] slam +12 (reach 10 feet), Damage 1d10+6 bludgeoning
Spray of Splintered Bones [one-action] (evocation, piercing) The bonewrought willow spews a cone of splintered bones from its maw dealing 4d6 piercing damage to all creatures in a 15-foot cone (DC 19 basic Reflex save). The bonewrought willow can’t use spray of splintered bones again for 1d6+1 rounds.
Bonerattle [two actions] The Bonewrought Willow uses the Demoralize (Intimidate) action against all creatures within 60 ft that can hear the sound of the bones rattling in its boughs.

F6:

Treasure
Citrines x 18 (5g each)

Checks
Make an Impression (Diplomacy) or
Recall Knowledge (Society) DC 21

Creature
AHMUUTH CREATURE 4
N, MEDIUM MONITOR PSYCHOPOMP
Perception +11; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +10, Boneyard Lore +11, Religion +10, Stealth +11, Survival +11
Str +2, Dex +3, Con +3, Int +1, Wis +2, Cha +1
Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range.
AC 20 (22 if shield raised);; Fort +14, Ref +8, Will +11, +1 to saves vs. magic
HP 55; Immunities death effects, disease, poison; Resistances all physical 5 (except adamantine), cold 5, elec 5
Speed 25 feet
Melee [one-action] +1 striking returning dagger +12 (finesse, agile, magical), Damage 2d4+8 piercing plus spirit touch
Ranged [one-action] +1 striking returning dagger +14 (finesse, agile, magical), Damage 2d4+8 piercing plus spirit touch
Attack of Opportunity [reaction]
Shield Block [reaction]

Divine Innate Spells DC 21; +13
5th: Locate, 4th: Talking Corpse, 3rd: Bind Undead [3], Searing Light [3]; 2nd: Silence [3];1st: Heal [3], Cantrips: summon animal 1 (only great horned owl (use stats for eagle)), disrupt undead, chill touch

Spirit Touch A ahmuuth’s Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.

Ectoplasmic Spells - An ahmuuth’s spells ignore the resistances imparted by the incorporeal trait.

Death’s Dagger - While wielding the weapon of her patron deity, a dagger, that weapon is treated as if having a striking and returning rune attached. If the weapon is ever removed from the ahmuuth’s possession it immediately loses these properties.

Animated Defense - An ahmuuth is constantly surrounded by a number of gravestones which it can use to defend itself, although it must still use the Raise Shield action to gain the benefits of their defense. If removed from the ahmuuth’s square or if she is slain the stones become inert.

GIANT RAVEN CREATURE 1
N MEDIUM ANIMAL
Perception +10; low-light vision
Skills Acrobatics +7
Str +1, Dex +4, Con +2, Int –4, Wis +2, Cha +1
AC 16; Fort +7, Ref +9, Will +3; +2 to saves vs. ingested disease
HP 21
Speed 10 feet, fly 60 feet
Melee [one-action] beak +9 (finesse), Damage 1d8+1 piercing

F7

Shabti Monks (As Above)

F8:

Checks
Make an Impression (Diplomacy) DC 20/25

Reedreaper
Fighter 7
LN, Medium, Humanoid
Perception +14 (+16 for initiative checks., +16 to initiative rolls.)
Skills Acrobatics +15 (Whenever you roll a success using the Balance action, you get a critical success instead.), Ancient Osirion Lore +13, Athletics +15, Diplomacy +11, Occultism +9 (+11 to Identify Magic with the mental, possession, prediction, or scrying trait), Politics Lore +9
Str 18 (+4), Dex 14 (+2), Con 18 (+4), Int 10 (+0), Wis 12 (+1), Cha 14 (+2)
Other Items low-grade cold iron chain shirt, unarmored defense, +1 wooden shield, composite shortbow, dagger, scimitar, shield bash, arrows (10)
--------------------
AC 26; Fort +15; Ref +13; Will +12 (Success vs fear effects are treated as a critical success instead.)
HP 106 Hero Points 1
--------------------
Speed 25 feet
Melee [1] dagger +15 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+6 piercing/slashing
Melee [1] scimitar +17 (forceful, sweep), Damage 1d6+7 slashing
Melee [1] shield bash +15 (attached), Damage 1d4+6 bludgeoning
Ranged [1] composite shortbow +13 (deadly d10, propulsive, range increment 60 feet, reload 0), Damage 1d6+4 piercing
Ranged [1] dagger +13 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+6 piercing/slashing
Feats Acute Vision, Additional Lore, Aggressive Block, Cat Fall, Incredible Initiative, Kip Up, Oddity Identification, Powerful Leap, Quick Reversal, Reactive Shield, Shield Block, Shield Warden, Steady Balance
Other Abilities attack of opportunity, battlefield surveyor, bravery, fighter weapon mastery

Arcane Innate: DC 22, +14
3rd: suggestion

Other Abilities
Immortal: Shabti do not age and cannot die of old age.

Immunity to Undeath: A Shabti creature can not gain the undead trait.

F9:

Variant Giant Garden Ooze CREATURE 3
N, MEDIUM, MINDLESS, OOZE
Perception +4; motion sense 60 feet, no vision
Skills Athletics +9, Stealth +13
Str +3, Dex –5, Con +5, Int –5, Wis +0, Cha –5
Motion Sense A variant giant garden ooze can sense nearby motion through vibration and air movement.
AC 18; Fort +12, Ref +6, Will +5
HP 40; Immunities acid, critical hits, mental, precision, unconscious, visual
Speed 15 feet, 15 feet climb
Melee [one-action] pseudopod +12; Damage 1d8+4 bludgeoning plus 1d6 acid

Stink [one action] The variant giant garden ooze shudders and makes a rude sound before releasing a cloud of noxious vapor into the air. DC 18 Fortitude Save
Success No effect
Failure Sickened 1 for 1 minute
Critical Failure Sickened 2 and Stunned 1 for 1 minute

Improved Woodland Stride - A variant giant garden ooze is not impeded by any kind of bog or undergrowth and can move at its normal speed without taking damage or suffering impairments. It can also make such movements through areas magically manipulated to impede motion.

Next up the biggest challenge of the book (as she should be). I guess I'll use the ahmuuth as a template and go... for some kind of sorcerer bloodline.


2 people marked this as a favorite.

Hey man,

This conversion is amazing work. If I ever run this module, I'll probably go 2e, and then this will be solid gold. Thank you for doing this.

Doug M.

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No problem. I will be getting Mictena done near the end of the month once I'm done with NaNoWriMo. :)

Glad any of it can be helpful to anyone.

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F10:

Note: This one was rough. I am sure there are problems with her. In addition I used the playtest version of the witch. She isn't 100% a witch but she does have some of the abilities.

Creature
CATRINA (SPECIFIC) CREATURE 7
N, MEDIUM MONITOR PSYCHOPOMP
Perception +17; darkvision, lifesense 60 feet
Languages Abyssal, Celestial, Infernal, Requian
Skills Acrobatics +15, Boneyard Lore +17, Religion +16, Stealth +18, Occultism +16, Diplomacy +20
Str +2, Dex +6, Con +5, Int +6, Wis +4, Cha +5
Lifesense (divination, divine) A psychopomp senses the vital essence of living and undead creatures within the listed range.
Calming Aura (aura, divine, emotions) A catrina exudes an aura of calm emotions (as the spell) within 30 ft (DC 19).
AC 24; Fort +12, Ref +15, Will +18, +1 to saves vs. magic
HP 95; Immunities death effects, disease, poison; Resistances all physical 7 (except adamantine), cold 8, elec 8
Speed 25 feet
Melee [one-action] slam +16 (finesse, agile), Damage 2d8+8 piercing plus spirit touch
Compel Condemned [two actions] The catrina beckons to her target and asks them to kiss her. Any damage by any source, other than from the catrina ends this effect. Will DC 25
Critical Success: The target completely resists the compulsion.
Success: The target is stunned 1 as it fights off the compulsion
Failure: The target approaches the catrina and when it reaches her attempts to kiss her.

Kiss of Death (death, negative, manipulate) (one action) The catrina gives the target a long and passionate kiss. If the catrina manages to maintain this embrace for three whole rounds and the target takes damage each turn the creature dies. DC 22 Fortitude Save
Critical Success: If under the effect of Compel Condemned the target immediately breaks free.
Success: The target takes no damage.
Failure: The target takes 2d10+9 negative damage.
Critical Failure: The target takes 4d8+9 negative damage and is stunned 1 for one round.

Cackle (auditory, sonic) [one-action]
Requirements You have at least one spell active that has a sustained duration and affects ones or more targets, and you are not fatigued.
You gain the effects of Sustaining a Spell with one or more targets of that spell, as long as the targets can hear you Cackle. As when Sustaining a Spell, Cackling for more than 10 minutes (100 rounds) ends the spell and makes you fatigued unless the spell lists a different maximum duration. If your Cackle is disrupted, the spell immediately ends.

Life Boost (uncommon, healing, necromancy, witch) (two actions)
Range 30 ft; Target 1 Creature
Duration Sustained up to 1 minute
You temporarily bolster the target’s vitality. The target gains fast healing equal to the spell level. The target is then temporarily immune for 24 hours.

Occult Innate Spells DC 22; +14
5th: Tongues (at will), 2nd: Invisibility (at will; self only), illusory creature (h4) [3]; 1st: Cantrips: Dancing Lights

Primal Prepared Spells DC 22, +14
2nd: Resist Energy, Heal H2, Burning Hands H2, Web; 1st: Fleet Step, Fear, Grease, Gust of Wind ; Cantrips: Detect Magic, Electric Arc, Tanglefoot, Stabilize, Prestidigitation

Feats
Familiar’s Tongue
Assurance (Diplomacy)
Counterspell (reaction)
Incredible Initiative
Unmistakable Lore (Boneyard)

Spirit Touch A catrina’s Strikes affect incorporeal creatures as though etched with a ghost touch property rune and deal 1d6 negative damage to living creatures or 1d6 positive damage to undead.
Familiar: This catrina has a raven familiar which is the focus of her patron and spells. This raven familiar can cast the spell spirit link. (See advanced players guide playtest)

Equipment: Brooch of Shielding, Diplomat’s Badge, Wand of Levitate

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Starting up Eulogy for Roslar's Coffer

Book 2 Conversion

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Some Edits:
This morning I checked the Morrigna from 1E and the one in the Bestiary and realized that creature had DR Adamantine and now it doesn't. So I decided to go in and edit the main document by upping the HP for all creatures with DR Adamantine and removing it from their resistances.

This works quite well since I also removed the adamantine warhammer from the Tooth Fairy section (it being a level 13 item). New hp totals below.

Esobok Hp: 50
Ahmuuth Hp: 70
Catrina Hp: 115

In addition I'm going back and forth about the Timelessness quality of the Boneyard given just how much of what I've converted gives conditions, uses poison, or inflicts disease.

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A:

Checks
DC 19 Athletics to push through wall.

Creature
WEEDWHIP CREATURE 2
N MEDIUM MINDLESS PLANT
Perception +9; tremorsense (imprecise) 30 feet
Skills Athletics +9, Stealth +8 (+11 in undergrowth)
Str +1, Dex +4, Con +3 Int –5, Wis +1, Cha –2
Camouflage The weedwhip can hide in natural environments even if it doesn’t have cover. In addition to perception both knowledge check (nature or survival) can be used.
AC 17; Fort +9, Ref +9, Will +5
HP 32; Immunities mental
Stench (aura, olfactory) 30 feet A creature entering the aura or starting its turn in the aura must succeed at a Fortitude save (DC 14)or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.

Speed 10 feet
Melee [one-action] bulb +9 (reach 15 feet), Damage 1d8+2 bludgeoning plus poison

Weedwhip Poison (poison) Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1d6 poison damage; Stage 2 1d6 poison, stunned 1 (1 round)

Poison Sap (poison) Any creature attacking a weedwhip with a slashing or piercing weapon is subjected to it’s poison.

Dig In (one action): By digging it’s bulb into the ground a weedwhip can take the Take Cover action anywhere with pliable soil.

Fog Dome:

Checks
DC 26 Knowledge Check (Arcane)
Cloud Fort Save DC 28
Critical Success Enfeebled 1
Success Enfeebled 1, Poison Damage 3d8
Failure Enfeebled 1, Poison Damage 6d8
Critical Failure Sunned 2, Enfeebled 1, Poison Damage 6d8
Bewildering Mist Survival DC 28

B:

ZOMBIE ELK CREATURE 2
N LARGE ANIMAL
Perception +6; low-light vision, scent (imprecise) 30 feet
Skills Athletics +11
Str +5, Dex +3, Con +4, Int –4, Wis +2, Cha –2
Slow A zombie elk is permanently slowed 1 and can’t use reactions.
AC 17; Fort +8, Ref +5, Will +6
HP 36, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 5, slashing 5
Speed 40 feet
Melee [one-action] gore +9, Damage 1d8+4 bludgeoning
jaws [one-action] (attack); Requirement The zombie elk has a creature grabbed or restrained. Effect The zombie elk makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +9 that deals 1d10+4 piercing damage.

Jando Parr:

Half-orc ranger 6
Common, LN, Medium, Human, Humanoid, Orc
Perception +13 (+15 to Seek your target.); darkvision, low-light vision
Languages Common, Orcish
Skills Acrobatics +12, Crafting +8, Medicine +11, Nature +11, Stealth +14, Survival +14 (+16 to Track your target., On Subsist critical success, can feed twice as many extra people.), Tanning Lore +8, Thievery +12
Str 12 (+1), Dex 19 (+4), Con 16 (+3), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
Other Items +1 studded leather, unarmored defense, +1 longbow, dagger, longsword, arrows (20), coyote cloak, healing potion, minors (2), purse (176 gp; 6 sp)
--------------------
AC 24; Fort +13; Ref +14; Will +13
HP 86 Hero Points 1
--------------------
Speed 25 feet
Melee [1] dagger +14 (versatile S, agile, finesse, thrown 20 ft.), Damage 1d4+1 piercing/slashing
Melee [1] longsword +11 (versatile P), Damage 1d8+1 piercing/slashing
Ranged [1] +1 longbow +15 (deadly d10, volley 30, range increment 200 feet, reload 0), Damage 1d8 piercing
Ranged [1] dagger +14 (versatile S, agile, finesse, thrown 20 ft.), Damage 1d4+1 piercing/slashing
Feats Experienced Tracker, Far Shot, Fast Recovery, Hunted Shot, Hunter's Aim, Orc Sight, Quiet Allies, Survey Wildlife, Swift Tracker, Terrain Stalker, Victorious Vigor
Other Abilities hunt prey, precision (+1d8), trackless step

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.

C1:

Hazard

JANDO’S PIT HAZARD 5
MECHANICAL TRAP
Stealth DC 20 (or 0 if the fronds covering the trap have been removed)
Description A series of tree fronds covers a pit that’s 15 feet square and 20 feet deep. The bottom is filled with spikes.
Disable Thievery DC 0 to remove fronds if the trap is noticed.
AC 19; Fort +15, Ref +9
Fronds Hardness 0, Fronds HP 2 (BT 1); Immunities critical hits, object immunities, precision damage, piercing damage
Pitfall [reaction] Trigger A creature walks onto the fronds. Effect The triggering creature falls in and takes falling damage
(typically 10 bludgeoning damage). That creature can use the Grab an Edge reaction to avoid falling.
Spear [reaction] (attack); A creature falls into the pit. Effect The trap bottom is laden with spikes which can potentially damage a falling creature making an attack against the falling creature or object.
Ranged spear +19, Damage 4d8+10 piercing

Reset Creatures can still fall into the trap, but the fronds must still be replaced.

C2:

Creature
YAOGUAI CREATURE 7
UNCOMMON
N HUGE, MUTANT, BEAST
Perception +14; darkvision, low-light vision
Languages None
Skills Acrobatics +15, Athletics + 17, Stealth +15
Str +6, Dex +2, Con +5, Int -2, Wis +3, Cha +0
AC 25; Fort +17, Ref +15, Will +12, +1 to saves vs. magic
HP 110 with fast healing 7 ; Weaknesses polymorph (see Chaotic Construction); Resistances physical 7, Chaotic Construction
Chaotic Construction (magical, polymorph) This ability has two effects. When a critical strike is made against a Yaoguai there is a 50% chance that strike is downgraded to a regular strike. In addition, when a Yaoguai is struck by a spell with the polymorph trait it is not affected by that spell. It still must make a save against the effect but instead follows the track below.
Success: Not affected
Failure: The Yaoguai loses its resistances and fast healing for 2 rounds.
Critical Failure: As above but in addition the Yaoguai is stunned 2 for 2 rounds.

Speed 35 feet
Melee [one-action] jaws +17, Damage 2d10+6 piercing
Melee [one-action] claw +17 (agile), Damage 2d8+6 slashing
Pounce [one-action] The Yaoguai Strides and makes a Strike at the end of that movement. If the Yaoguai began this action hidden, they remain hidden until after the attack.
Claw Rake [three-actions] The Yaoguai rears back on their hind legs and makes two claw Strikes at the same target, using the same attack bonus as their highest melee attack. If both attacks deal damage, the target takes extra damage equal to one claw Strike.

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Note: I took away the Lurker in Light poison because, given the survival horror nature of this adventure and shadow essence (even in 2E) seems super harsh. I wanted to tone them down a bit. Of course the hunting spider venom makes them flat footed anyway which makes their sneak attack more effective. It's also a level 5 poison as opposed to a level 10. I tried my best with the Loci and I hope I did it justice.

D:

Checks
DC 22 Recall Knowledge (Arcana) or (Religion)

THE TOWN OF ROSLAR’S COFFER HAZARD 9
SPIRIT, LOCI
Stealth DC 0 (The Loci of Roslar’s Coffer manifests to anyone approaching.)
Description The collected experiences of the entire village of Roslar’s Coffer made up entirely of positive energy
Disable (To perform this ritual the three fragments of the loci must be returned) Performance, Religion, or Occult DC 20 (trained) to recite the names of the deceased citizens of Roslar’s Coffer (1st check) and give an appropriate eulogy to ease their passage through the Boneyard to their final reward (2nd Check).
AC 28; Fort +12, Ref +12
HP 36 positive healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or negative; double resistance vs. non-magical)
(If not Disabled)
The Might of the Coffer [reaction] Trigger A creature attempts to cross the threshold of Roslar’s Coffer’s cemetery at any location. This reaction is not limited to a single response per round and the spirit can manifest (in multiple locations at one time if required) and make this reaction at any point surrounding the cemetery.
Effect The spirit throws out a hand and buffets the creature with force. This effect functions as the spell Telekinetic Maneuver (Shove).
Spell Attack +25
(If Disabled)
The Might of the Coffer [three actions] Trigger Successfully finishing the ritual outlined to disable the loci.
Effect Following the ritual the loci bestows the ability to cast the spell Heroism (heightened 9th) 1/day while within the cemetery to all creatures present at the ritual. In addition all undead creatures within the cemetery receive a penalty of -1 to all attack, damage, and saving throws.

E:

Checks
DC 20 Make an Impression (Diplomacy), Coerce (Intimidation), or Perform (Performance)
DC 15 Perception
(After Calming)
DC 22 Recall Knowledge (Any skill except acrobatics and athletics) x 6
DC 10 Recall Knowledge (Religion)

Treasure
Feather Token (Bird)

Creatures
LURKER IN LIGHT CREATURE 5
NE SMALL FEY
Perception +15; low-light vision
Languages Common, Sylvan
Skills Acrobatics +13, Athletics +11, Arcana +11, Nature +10, Occultism +12, Stealth +16, Survival +11
Str +3, Dex +5, Con +4, Int +3, Wis +5, Cha +5
Items dagger
Blend with Light (illusion, primal) In areas of bright light is completely invisible (undetected). The sound of the Lurker in Light’s wings (if it is flying) reduce its status to hidden. In areas with reduced light levels the lurker in light becomes visible though it is subject to normal vision rules.
AC 21; Fort +9, Ref +15, Will +11
HP 58; Immunity blindness; Weaknesses cold iron 5

Speed 25 feet, fly 25 feet
Melee [one-action] dagger +15 (agile, finesse, thrown 10 ft., versatile S), Damage 1d4+10 piercing plus poison
Melee [one-action] claw +15 (agile, finesse) Damage 2d4+6 piercing
Sneak Attack The lurker in light deals 2d6 extra precision damage to flat-footed creatures.
Hunting Spider Venom
Alchemical Consumable Injury Poison
Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d10 poison damage and flat-footed (1 round); Stage 2
1d12 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)

Occult Spontaneous Spells DC 19, +11
4th (1): Dimension Door (self only; beginning and ending in bright light); 3rd (3): Blindness; Cantrips(4th): dancing lights, light, mage hand, ghost sound

RITUAL GATE RITUAL 4
UNCOMMON ABJURATION CONJURATION
Cast 1 hour; Cost 1 or more sacrificial victims (the number of sacrifices must equal the creature rating of the creature to traverse the gate)
Casters 1 or More
Primary Check Occultism (expert); Secondary Checks Arcane, Nature, Survival
Range The First World or the Material Plane; Targets 1 animal, beast, fey, fungus, or plant
Duration see text
Successfully completing the ritual opens a gate over the sacrificed creatures. This functions as plane shift either for one creature that the casters choose (this may be a type of creature not a specific creature) or the casters may use the ritual to pass through the portal to either the material plane or the first world.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Notes: The ghoul inquisitor and the bone golem were particularly difficult. I'm also running out of treasure to give the party that fits the situations. I'm going to have to get inventive in the higher books once everything has stat boosting items and cloaks of resistance. I added alchemist fires to the cultists to give the party a better chance against the swarm in the tomb.

F:

Checks
DC 20 Recall Knowledge (arcana) or (religion)
DC 27 Recall Knowledge (trained) (nature)
After Flower
DC 22 Recall Knowledge (trained) (nature)
DC 26 Recall Knowledge (nature) or (survival) (can be aided)
Slimy Doom changed to Zombie Rot (See page 341 Bestiary)
DC 18 Recall Knowledge (Religion)

Treasure (These items might be a little powerful compared to those in the adventure but given who I’m thinking (from my own narrative) these two people are going to be it fits.)
Ring of the Ram
Ring of Wizardry (type I)

Creature
CRYPT FLOWER CREATURE 7
N LARGE PLANT
Perception +10; Low-Light Vision, Tremorsense (imprecise) 30 ft.
Languages None
Skills Athletics +17
Str +7, Dex +2, Con +3, Int –2, Wis +2, Cha –1
Excavate: A crypt flower can use its shoots to dig rapidly through soil, dirt, sand, or other loose ground. As a result of this constant excavation activity, the ground in a 20-foot radius around a crypt flower is treated as difficult terrain for all creatures except crypt flowers.
AC 24; Fort +18, Ref +12, Will +13
HP 129; Immunities mental; Resistances fire 5
Gushing Wound: Whenever a crypt flower is subject to a strike with piercing or slashing damage that would be considered a critical strike it’s toxic fluids spray out. All adjacent creatures must make a reflex save DC 22 or be affected by Crypt Flower poison (below).
Speed 15 ft.
Melee [one-action] bite +18 (reach 10 feet), Damage 2d10+8 bludgeoning plus Grab
Melee [one-action] vine +18 (reach 20 feet), Damage 2d8+8 bludgeoning plus Grab
Ranged (poison, manipulate, splash) [two-action] toxic splash +13 (20 ft.), Damage (Crypt Flower Poison, All creatures within 5 ft. of the target are affected as well but have a +4 bonus to their saves)
Swallow Whole (one action) (attack) medium, 2d8+8 bludgeoning plus crypt flower poison, Rupture 12
Crypt Flower Poison (anesthetic, poison) Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison damage and clumsy 1 (1 round); Stage 2 1d6 poison damage, clumsy 1, and flat-footed (1 round); Stage 3 2d6 poison damage, clumsy 2, and flat-footed (1 round)

G:

Checks
DC 20 Recall Knowledge (arcane or religion)
DC 25 Perception
(After Fight)
DC 30 Perception (or 0 if pointed out)
DC 15 Coerce (Intimidation)

Treasure
Emeralds x 12 (15g each/180g total)

Creatures
Whispering Way Cultist
Human rogue 4
Common, NE, Medium, Human, Humanoid
Perception +8
Languages Common, Necril, Sylvan, Varisian
Skills Acrobatics +8, Arcana +8, Athletics +12, Crafting +8, Deception +6, Diplomacy +6, Intimidation +6, Occultism +8, Religion +8, Society +8, Stealth +8, Survival +6, Thievery +10, Undead Lore +8, Urgathoa Lore +8
Str 18 (+4), Dex 14 (+2), Con 12 (+1), Int 14 (+2), Wis 10 (+0), Cha 10 (+0)
Other Items studded leather, unarmored defense, alchemist's fire, moderates (2), daggers (4), rapier, bandolier, belt pouch, chalks (10), crowbar, emerald grasshopper, healing potion, lessers (2), religious symbol, wooden, rope (foot)s (50), purse (17sp)
--------------------
AC 20; Fort +7; Ref +10; Will +8 (If you succeed vs a mental effect that attempts to directly control your actions, you critically succeed instead.)
HP 44
--------------------
Speed 25 feet
Melee [1] dagger +10 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+4 piercing/slashing
Melee [1] rapier +10 (disarm, deadly d8, finesse), Damage 1d6+4 piercing
Ranged [1] alchemist's fire, moderate +9 (thrown 20 ft., alchemical, bomb,consumable,fire,infused,splash), Damage 2d8 fire plus 2 persistent fire damage plus 2 fire splash damage
Ranged [1] dagger +8 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4+4 piercing/slashing
Feats Cat Fall, Fighter Dedication, Haughty Obstinacy, Intimidating Glare, Mobility, Powerful Leap, Quick Jump, Sign Language, Student Of The Canon, Twin Feint
Other Abilities deny advantage, ruffian, sneak attack, surprise attack

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.

H:

Checks
DC 18 or 23 Perception

Creatures
(Whispering Way Cultist (as above)

Ghoul Inquisitor
Ghoul Cleric 7
Unique, NE, Medium, Ghoul, Undead
Perception +15 (+17 to Seek your target., +17 to initiative rolls.), Darkvision
Languages Common, Necril
Skills Arcana +9, Athletics +15 (+17 for High Jump and Long Jump actions.), Intimidation +9, Religion +13, Scribing Lore +9, Survival +17 (+19 to Track your target., +18 when in Forest terrain.), Thievery +12
Str 18 (+4), Dex 16 (+3), Con 14 (+2), Int 10 (+0), Wis 18 (+4), Cha 10 (+0)
Other Items +1 scale mail, unarmored defense, alchemist's fire, moderate, striking scythe, backpack, bandolier, belt pouch, boots of bounding, religious symbol, silver, scroll case, scroll of blur, thieves' tools, purse (131 sp)
--------------------
AC 25; Fort +13; Ref +12; Will +15
HP 85, Negative Healing; Immunities death effects, disease, paralyzed, poison, unconscious; Focus Points 1
--------------------
Speed 30 feet
Melee [1] striking scythe +15 (trip, deadly d10), Damage 2d10+4 slashing
Melee [one-action] jaws +13 (finesse), Damage 1d6+4 piercing plus ghoul fever and paralysis
Melee [one-action] claw +13 (agile, finesse), Damage 1d4+4 slashing plus paralysis
Ranged [1] alchemist's fire, moderate +13 (thrown 20 ft., alchemical, bomb,consumable,fire,infused,splash), Damage 2d8 fire plus 2 persistent fire damage plus 2 fire splash damage
Ghoul Fever (disease) Saving Throw Fortitude DC 22; Stage 1 carrier with no ill effect (1 day); Stage 2 2d6 negative damage and regains half as many Hit Points from all healing (1 day); Stage 3 as stage 2 (1 day); Stage 4 2d6 negative damage and gains no benefit from healing (1 day); Stage 5 as stage 4 (1 day); Stage 6 dead, and rises as a ghoul the next midnight.
Paralysis (incapacitation, occult, necromancy) Any living, non-elf creature hit by a ghoul’s attack must succeed at a Fortitude save DC 22 or become paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save.
Swift Leap [one-action] (move) The ghoul jumps up to half its Speed. This movement doesn’t trigger reactions.
Divine Cleric Divine Spellcasting DC 14, attack +4; 4th divine wrath, spiritual weapon 3rd chilling darkness, harm, vampiric touch 2nd death knell, ghoulish cravings, silence 1st goblin pox, harm, ray of enfeeblement Cantrips (4th) chill touch, divine lance, know direction, message, shield
Feats Basic Hunter's Trick, Clever Improviser, Combat Climber, Domain Initiate, Experienced Tracker, Favored Terrain, Harming Hands, Incredible Initiative, Intimidating Glare, Natural Ambition, Ranger Dedication, Shield Block, Student Of The Canon, Terrain Expertise, Toughness, Untrained Improvisation
Other Abilities anathema, divine font, favored terrain (forest), hunt prey, third doctrine

Consume Flesh [one-action] (manipulate) Requirements The ghoul is adjacent to the corpse of a creature that died within the last hour. Effect The ghoul devours a chunk of the corpse and regains 1d6 Hit Points plus 1d6 for every 2 levels it has. It can regain Hit Points from any given corpse only once.
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.

I:

BONE GOLEM CREATURE 8
UNCOMMON, N, LARGE, CONSTRUCT, GOLEM, MINDLESS
Perception +12; darkvision
Skills Athletics +19
Str +5, Dex –1, Con +3, Int –5, Wis +0, Cha –5
AC 26; Fort +18, Ref +14, Will +15
HP 140; Immunities bleed, disease, death effects, electricity, doomed, drained, fatigued, healing, magic (see below), mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistances physical 5 (except adamantine and bludgeoning)
Golem Antimagic harmed by positive (3d8 and slowed 1/1rd, 2d4 and slowed 1/1 rd from areas or persistent damage); healed by negative (3d8 HP and quickened 1/1 rd, area or persistant 2d4 HP and quickened 1/1rd (also ends any slow condition)); raise dead cast on a bone golem removes it’s DR and magic immunity for one minute.
Greater Bone Prison [reaction] Trigger The golem receives healing from negative energy damage and a creature is trapped within its bone prison. Effect All damage that the bone prison has taken is healed and the bones drive inward toward the trapped creature. The creature must make a DC 23 Reflex Save
Critical Failure The creature is subject to the bone golem’s strike damage and is restrained for 1 round.
Failure The creature is subject to the bone golem’s strike damage.
Success The creature takes no damage.
Speed 25 feet
Melee [one-action] fist +20 (magical, reach 10 feet), Damage 2d10+7 bludgeoning
Ranged [one-action] bone prison +18
Bone Prison: If a creature is hit by the Bone Golem’s thrown bones they immediately grow into a prison to confine them. Only one target may be within the bone prison at one time. If the Bone Golem chooses it may end its current prison to attempt to trap another creature. Every round that the creature remains within the prison the bone prison makes a melee strike (+20) at the creature dealing the bone golem’s fist strike damage on a successful strike. A creature may attempt the escape action against a DC 23 or they may break out by exceeding the prison’s break threshold in damage:
HP 30 (BT 15), AC 24, Fort +24, Ref +13, Resistance physical 5 (except adamantine and bludgeoning)

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Notes: For such a group of monumental screw-ups the Coffer Crew were surprisingly difficult to convert. In fact just about everything in today's conversions were difficult to convert except perhaps the negative ward in J1. Anyway. There are some differences in the Coffer Crew lay outs because after the sorcerer I realized it was better to use the conversion guide to build them and then use abilities that they would have gained at those levels to flesh out their powers. As a result instead of damage the archer is more of support. The monk is now a grappler etc.

If anyone sees any major flaws let me know. I'm a little dubious about the xenopterid ability to drain blood being so similar to a vampire but at least I didn't give that power to the vampiric mists.

J1:

Hazard
NEGATIVE WARD HAZARD 7
EVOCATION NEGATIVE MAGICAL TRAP
Stealth DC 30 (expert)
Description An invisible rune creates an invisible, spherical magical sensor with a 20-foot radius.
Disable Thievery DC 30 (expert) to erase the rune without triggering the sensor, or dispel magic (4th level; counteract DC 22) to counteract the rune
Harm [reaction] (arcane, evocation, negative); Trigger A living creature enters the sensor area. Effect The rune blasts the area with a harm spell centered on the triggering creature’s square. This is a 4th level [three action] harm spell that deals 4d8 negative damage (DC 23 basic Will save).

J2:

Checks
DC 15 Perception
DC 20 Recall Knowledge (Lore: Engineering)

Cythriel
animus shade sorcerer 4
Uncommon, NE, Medium, Incorporeal, Undead
Perception +12; low-light vision, Darkvision
Languages Common, Elven, Orcish
Skills Arcana +7 (+8 to checks to Identify Magic and to Decipher Writing of a magical nature.), Deception +10, Intimidation +12, Nature +6 (+7 to checks to Identify Magic and to Decipher Writing of a magical nature.), Occultism +1 (+2 to checks to Identify Magic and to Decipher Writing of a magical nature.), Religion +0 (+1 to checks to Identify Magic and to Decipher Writing of a magical nature.), Stealth +9, Thievery +9, Underworld Lore +7
Str (+2), Dex (+4), Con (+1), Int (+2), Wis (+1), Cha (+5)
Other Items unarmored defense
Mental Schism: An animus shade is immune to all effects that are dependent on alignment.
--------------------
AC 19; Fort +9; Ref +15; Will +12; If you succeed at a saving throw against an emotion effect, treat it as a critical success instead., +1 to saves against emotion effects.
HP 53 negative healing, rejuvenation; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 5 (except force, ghost touch, or positive; double resistance vs. non-magical) Focus Points 1
Mental Static (aura, mental): An animus shade creates a field around itself that impedes the mental abilities of all creatures within 30ft. Those creates must make a Will Save DC 19 while within the aura.
Success No effect
Failure Stupified 1 for 1 minute
Critical Failure Stupified 2 for 1 minute
--------------------
Speed 30 ft fly
Melee [one action] Animus Insinuation +13 (DC 19 Will)
Critical Failure Confused 1 Minute
Failure Confused 1 Round
Success No effect
Ranged [one action] Rend Psyche +13, Damage 2d6+6 negative, Critical: Stunned 1
Primal Sorcerer Spellcasting DC 22, attack +1; 2nd (4 slots) glitterdust, hydraulic push, resist energy, summon elemental 1st (4 slots) burning hands (b damage), fear, fleet step, snowball Cantrips (2nd) dancing lights, prestidigitation, produce flame (b damage), ray of frost, sigil
Feats Charming Liar, Dangerous Sorcery, Forlorn, Group Coercion, Lasting Coercion, Quick Coercion, Reach Spell
Other Abilities blood magic (elemental)

KADRAZ CREATURE 5
NE, MEDIUM, SKELETON, UNDEAD
Perception +12; darkvision
Languages Common, Necril
Skills Acrobatics +12, Athletics +12, Intimidation +10
Str +5, Dex +5, Con +2, Int +0, Wis +3, Cha +2
Items studded leather, composite longbow
AC 21; Fort +12, Ref +14, Will +9
HP 65, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5
Attack of Opportunity [reaction]
Speed 25 feet
Melee [one-action] claw +13 (agile), Damage 1d6+5 slashing
Ranged [one-action] +1 potency composite longbow +15 (range increment 100 feet, deadly d10, propulsive, volley 30 ft.), Damage 1d8+2 piercing
Assissting Shot [one action] With a quick shot, you interfere with a foe in combat. You can use the Aid action with a ranged weapon you wield. Instead of being within reach of the target, you must be within maximum range of the target. An Assisting Shot uses ammunition and incurs penalties just like any other attack.
Double Shot [two actions] You shoot twice in blindingly fast succession. Make two Strikes, each against a separate target and with a –2 penalty. Both attacks count toward your multiple attack penalty, but the penalty doesn’t increase until after you’ve made both of them.
Weapon Master (Bows) You may use the critical weapon specialization abilities of the weapon listed.
Point Blank Shot [one action] (Stance) You take aim to pick off nearby enemies quickly. When using a ranged volley weapon while you are in this stance, you don’t take the penalty to your attack rolls from the volley trait. When using a ranged weapon that doesn’t have the volley trait, you gain a +2 circumstance bonus to damage rolls on attacks against targets within the weapon’s first range increment.

TRONDUS ZOMBIE LORD MONK CREATURE 5
NE, MEDIUM, UNDEAD, ZOMBIE
Perception +15; darkvision
Skills Acrobatics+13, Athletics +13, Intimidate+9, Stealth+12
Str +5, Dex +5, Con +4, Int +2, Wis +2, Cha +0
Items +1 striking handwraps of mighty blows
Mountain (Monk, Stance) [one action] While in Mountain Stance, you gain a +4 status bonus to AC and a +2 circumstance bonus to any defenses against being Shoved or Tripped. However, you have a Dexterity modifier cap to your AC of +0, meaning you don’t add your Dexterity to your AC, and your Speeds are all reduced by 5 feet.
AC 22; Fort +9, Ref +12, Will +15
HP 99, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 5, slashing 5
Speed 30 feet
Melee [one-action] +1 striking handwraps of mighty blows +15, Damage 2d6+5 bludgeoning plus Grab
jaws [one-action] (attack); Requirement The zombie has a creature grabbed or restrained. Effect The zombie makes a jaws unarmed melee Strike against the grabbed or restrained creature with an attack modifier of +15 that deals 1d8+5 piercing damage.
Flurry of Blows (flourish): Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn.
Crushing Grab (monk) Like a powerful constrictor, you crush targets in your unyielding grasp. When you successfully Grapple a creature, you can deal bludgeoning damage to that creature equal to your Strength modifier. You can make this attack nonlethal with no penalty.
Titan Wrestler: You can attempt to Disarm, Grapple, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.

J3:

Checks
DC 22 Perception

Treasure
Ghost Touch Rune

J5:

XENOPTERID SPORE ZOMBIE CREATURE 8
NE, MEDIUM, UNDEAD, ZOMBIE, ANIMAL
Perception +17; darkvision, lifesense 60 ft (imprecise)
Skills Acrobatics+13, Athletics +18, Deception+18 (+21 to impersonate a humanoid), Stealth+17
Str +7, Dex +6, Con +4, Int +3, Wis +3, Cha +6
Entangling Slime (alchemical, natural) A xenopterid spore zombie can produce a sticky, slimy secretion it uses to protect its territory and eggs. The xenopterid can slime up to a 10-foot-square area per day at a rate of 1 square foot per minute. For 1 week thereafter, any creature coming in direct contact with the slime must make a Reflex Save DC 23 or be affected as by a tanglefoot bag (moderate) (a critical failure on this roll acts as if the creature was struck with a critical strike). The escape DC is 23.
AC 26; Fort +19, Ref +13, Will +16
HP 160, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 5
Ferocity [reaction]
Speed 35 feet, climb 15 ft., fly 15 ft.
Melee [one-action] mandibles +20 (agile, finesse), Damage 2d8+9 piercing plus xenopterid poison
Melee [one-action] claws +20 (agile, finesse, deadly d10), Damage 2d8+9 slashing plus grab
Xenopterid Venom (poison); Saving Throw DC 25 Fortitude; Maximum Duration 6 rounds; Stage 1 2d6 poison and clumsy 1 (1 round); Stage 2 2d6 poison damage, clumsy 2, and flat-footed (1 round)
Drink Blood [one-action]; Requirement A grabbed, paralyzed, restrained, or unconscious creature. Effect The xenopterid sinks its mandibles into that creature to drink its blood. This requires an Athletics check against the victim’s Fortitude DC if the victim is grabbed and is automatic for any of the other conditions. The victim is drained 1 and the xenopterid regains HP equal to 10% of its maximum HP, gaining any excess HP as temporary Hit Points. Drinking Blood from a creature that’s already drained doesn’t restore any HP to the xenopterid but increases the victim’s drain value by 1.
A victim’s drained condition decreases by 1 per week. A blood transfusion, which requires a DC 20 Medicine check and sufficient blood or a blood donor, reduces the drain by 1 after 10 minutes.

Spore Burst (disease, poison) [one action] Once per day, a xenopterid can spray a cloud of spores through the area. This deals 2d6 points of damage to the xenopterid spore zombie and creates a cloud of spores that fills an area equal to the spore zombie’s reach. Any creature in this area must succeed at a Fortitude save DC 24.
Critical Failure: Stunned 2 for 1 minute
Failure: Stunned 1 for 1 minute
Success: No effect

J6:

Treasure
Wondrous Figurine (Jade Serpent)

J7:

Check
DC 20 Recall Knowledge (Lore Engineering)

VAMPIRIC MIST CREATURE 3
N, Medium, Water, Aberration
Perception +9; blood scent 60 feet (imprecise), darkvision
Skills Acrobatics +10, Stealth +12
Str -2, Dex +4, Con +3, Int +0, Wis +1, Cha +1
Blood Scent: A vampiric mist is able to track any creature with a ready blood supply within 60 ft.
AC 18 Fort +6, Ref +9, Will +9
HP 48; Immunities critical hits, mental, precision, unconscious, visual; Resistances: all physical 5 (except magic), Weakness Fire 6
Speed 45 feet fly
Melee [one-action] foam touch +11, Damage 1d6+5 persistent damage and blood siphon
Blood Siphon (natural): A vampiric mist’s primary attack is to drink small amounts of blood from the targets it strikes. Any creature that is struck by a vampiric mist needs to make a Fortitude Save DC 19
Critical Failure: Target is Drained 1, and the Vampiric Mist gains 1d10+4 hp, and the its speed increases by 20.
Failure: Target is Enfeebled 1 for 1 Hour, and the Vampiric Mist gains 1d10+4 hp.
Success: Target is Enfeebled 1 for 1 round.
Critical Success: No effect.

J8:

Checks
DC 28 Recall Knowledge (Society or Lore Nobles)

Treasure
Inscribed Tile

J9:

Checks
DC 20 Recall Knowledge (Society or Religion)

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

My background writing in progress. Basically a rough draft.

Avenger of the Coffer:

“Because if I can’t protect Rosler’s Coffer, you’ll be damn sure I’ll avenge it.”
Rosler’s Coffer has suffered a great number of trials over the last few years. First the orcs of the Hold of Belkzen invaded and villagers who didn’t escape their rampage were put to the sword or sold into slavery. The defenders at the Bastion of Light fought to the last to protect the retreating civilians and for years the village remained in the hands of the invaders. When they were finally driven back many of the Coffer’s citizens returned only to find that a massive creature had taken up residence in the Bastion and haunted the area around it.

After several adventuring groups had tried and failed to remove the beast a group of Pathfinders, one of them a former resident of the Coffer, arrived in the village and set out to kill the rampaging beast. It was that same former resident whom you came to idolize in the days that they spent hunting the beast. You followed in the group’s wake marvelling at the life of an adventurer and hoping that you too could one day be just like them. It was when you decided to steal away in the dead of night to watch their final battle when it all unraveled. When you unwittingly caught the creature’s attention your hero saved you at the expense of their own life.

Their last words pleaded with you to protect The Coffer and the people in it.

It’s been two years since that day and you have spent every waking hour of your life preparing to defend the town and it’s people.
Choose two ability boosts. One must be Strength or Charisma, and one is a free ability boost. You’re trained in the Athletics skill and the Society skill. You gain the Assurance (Athletics) skill.

Family of the Coffer:

“I used to be an adventurer like you, and then… love happened.”
You were pretty sure you had a solid future ahead of you in the adventuring profession. You left your home with stars in your eyes and a thousand tales between your ears. “The Five from Sandpoint”, “The Jade Empress”, “The Taldan Razors”, and “The Silver Ravens”. Those tales were all well and good but you were going to be better. You didn’t count on falling in love. Suddenly adventure paled in comparison to a life with your beloved. When they told you about the idyllic town where they grew up and how it would be a great place to raise a child… well their were worse ways to propose. You’ve lived in the Coffer for ten years. You were there for the exodus when the orcs came and you were there for the creature at the Bastion and you’ve raised a child through all of it. You wouldn’t have it any other way.
Choose two ability boosts. One must be Constitution or Intelligence, and one is a free ability boost. You’re trained in the Diplomacy skill and the Cooking Lore skill. You gain the Bargain Hunter skill feat.

Faith of the Coffer:

Required: Follower of Sarenrae
“Somewhere deep down, I wonder if the Bastion of Light can ever shine again.”
You left Rosler’s Coffer years ago. You were a refugee who fled with your family from the oncoming orcs and eventually settled in Vigil. Things were hard for you and your parents and in the end they did not survive the hardships. It was within the faith of Sarenrae that you found solace and hope. It was a kindly halfling priest named Norreth Albo who noticed that despite what little you had you were ever present at service and eager to help those in need. Seeing something in you he offered to take you under his wing and train you in the faith.

When Norreth Albo suggested that his next great mission was to return the light of Sarenrae to the Coffer many of his superiors were supportive but doubtful. Your training finished, he offered you the chance to return to your home and help him rebuild the Bastion of Light. You arrived only recently and were surprised to find that some families you had known before fleeing the war had returned as well. Memories of home came flooding back and you were reminded just how good a place this had been.

If anyone can see the Bastion and the Coffer back into the light it’s Norreth and you’re going to be there to help him.

Choose two ability boosts. One must be Constitution or Wisdom, and one is a free ability boost. You’re trained in the Religion and the Vigil Lore skill. You gain the Student of the Canon skill feat.

Hero of the Coffer:

“Gods help me if these people ever wise up.”
You’ve only been a ‘resident’ of the Coffer for about a year. You’ve never been a particularly moral or upright type of person. In fact, many would claim that you are a filthy criminal and that just about everyone would be better off if you were rotting in a cell. That’s what makes your current situation so strange. About a year ago you and your pals Cythriel, Zondus, and Rozdak got yourselves kicked out of a local bandit group. The boss wasn’t too happy with Cythriel, the meanest damned elf you’ve ever met, telling him he was a waste of space and that folks would be better off if she was in charge.
Well, one swift run through the wood later and you lot had to find somewhere to hold up. Zondus suggested the Coffer. You think it went something like, “It’s a whole town of rubes who are just back to build their town back up,” and, “We could be running the place in a week!”
Unfortunately, that wasn’t exactly true. The Coffer folks didn’t take to Cythriel’s yelling and mostly treated you all like fools.
Things were looking pretty sparse, and a couple of the ‘Coffer Crew’ were suggesting moving on to greener pastures. That’s when your old boss the bandit chief strolled in and started threatening folks.
With no real intention of being noble Cythriel suggested jumping him and getting a bit of revenge.
It didn’t go well.
In the end you were the only one who pulled through. All your idiot friends had gone on to their final rewards.
And yet, The Coffer has, on the whole, agreed that you are a BIG DAMN HERO and can’t stop thanking you for saving everyone’s lives.
At first you were just happy to take all the adulation and the praise and maybe get the hell out before they figured out the truth.
It wasn’t long though before you realized just how good these people were. The Coffer is full of folks who just want to lead a good life and have been dealt a bad rap.
You know very well what that’s like.
Maybe, you can give up all this crime nonsense. Maybe… just maybe you can be just a normal joe who just happens to have ‘hero’ on his list of credentials.
Maybe these people, and this place are worth fighting for.
Choose two ability boosts. One must be Dexterity or Charisma, and one is a free ability boost. You are trained in the Society skill and the Games Lore skill. You gain the Streetwise skill feat.

Blood of the Coffer:

“Shrikes, Forever Faithful.”
There aren’t a huge number of long time blood residents of the Coffer left but you are one of them. To hear your mother Arbella tell it you are as near to royalty as the town can offer. You must have heard the story a thousand times. Ervin Roslar rides off to fight the Whispering Tyrant, a paladin in service to Arazni (back when she was still a herald of Aroden). The man himself didn’t count on returning and declared that the town would be his resting place. He did in fact fall the undead hordes but legend says that his body never made the return trip.
“To the hell’s with those who claim that Roslar was part of some scandal,” your mother would say.
“We are descendants of one of the Red Shrikes and you should be proud!”
It’s on that basis that she has been pushing for years to find herself in position to become the Coffer’s mayor.
You’ve been groomed for years to help your mother see her political goals come to fruition. You’re entirely sure if her promises of your noble bloodline to one of the Red Shrikes is true but if even half the tales that are told about them are true they are a daunting example to live up to.
As the Remembrance Day Festival approaches your mother has been particularly frantic to make sure that it goes well.
Many of the preparations have been at her orders and she hopes that the results will convince the town to elevate her to the position of Mayor in the coming year.
Perhaps once that happens, things can go back to normal.
Choose two ability boosts. One must be Constitution, or Charisma, and one is a free ability boost. You are trained in the Deception and Lore Shining Crusade or Lastwall skills. You gain the Charming Liar feat.

Knight of the Coffer:

“I am a Knight of Ozem, until my dying day. For Lastwall, and for Iomedae.”
You lost everyone when the orcs attacked Roslar’s Coffer. For whatever reason the entirety of your lineage was taken. It was a solitary Knight of Ozem, Ser Alistair Grunvier, who haulted you out of the ruins of the town and carried you crying from the destruction.
Grunvier was set to take you to Castle Everstand to join the rest of the refugees but he noted a fire in you. It was he that suggested that someday, “With hard work,” you could make sure that others would not have to suffer the same fate that you had.
It was he that told you, that someday you could become a Knight of Ozem.
Without hesitation you offered to be the elder Knight’s squire and have served in that capacity for years since. Even when it was said that the Coffer was being resettled you accepted that your mission had become bigger than one town and the entire nation of Lastwall and in the case of The Whispering Tyrant and his minions, all of Golarion needed what protection you could offer.
Today, you are on the cusp of joining the Knights as a full member. Sir Grunvier has also chosen this time to retire from service claiming that you are a fine choice to take his, ‘place on the line’.
With some gentle prodding you were convinced by the old soldier to go home to Roslar’s Coffer for it’s Remembrance Day ceremony.
He suggested that the rebirth of the town would be a good reminder of what the Knights fight for.
Choose two ability boosts. Strength and Wisdom, and one is a free ability boost. You are trained in the Athletics and Lore Knights of Ozem skills. You gain the Hefty Hauler feat.

Stone of the Coffer:

“As Implacable as the Stone They Work”
While some in town claim that they come from the Coffer’s ‘royal’ blood there likely isn’t anyone more deserving of that title in the Coffer than you and your family. You have been able to mark the name of your family for generations back and every generation has been a stone worker. It’s said that your family made the very tomb that Roslar was to be buried in.
A common joke in town is that your family makes tombstones for its youngest members when they turn sixteen. Some members of the family leave but in the end almost all come back and there has always been a mason to work the stone.
You, or your parents, may not be on the council (and surely members of your family have been in the past) but it’s understood that folks turn to you and yours about matters of importance to the Coffer.
The wars came, the family left, and they returned.
Folks are saying that a priest from Vigil is coming down to rebuild the Bastion of Light.
“There is always stone to work,” your mother was fond of saying. Seems she was right.
Choose two ability boosts. Constitution and Wisdom, and one is a free ability boost. You are trained in the Crafting (Stonework) and Lore (Engineering) skills. You gain the Quick Repair feat.

Goblin of the Coffer or Kill Ghost?:

“The Kill Ghost?s are a unique composition of the complete insanity of goblins and the pretentious civility of the modern gentry”
For the majority of their existence, the approximate length of time largely unknown, The Kill Ghost? goblin tribe of southwestern Lastwall were known as the Gutcruncher tribe. They were a local menace and potential allies of the orc hordes of the Hold of Belkzen. It was a chance meeting with a rather boisterous local noble and self-proclaimed ‘friend and confidant of the Knights of Ozem’ named Lord Alphonse Fanshaw of Vigil that would change their worldview and name something of a contentious subject in the region and vigil itself.
When Lord Fanshaw was leading an ill advised ‘sortie’ against the orc forces he was badly injured and lost consciousness. He awoke to find himself in the care of the Gutcrunchers who, as goblins do, were planning to, ‘eat the longshank’.
It was Fanshaw’s incredibly flamboyant and indignant reaction to his capture by goblins that quite possibly saved his life. Espousing a great deal of, ‘Do you know who I am?,” anger the goblins found themselves enamored with his wild mannerisms and bouts of rage.
Lord Fanshaw found himself a long term visitor to the Gutcrunchers while he healed his considerable wounds. His indignant disgust with the lack of amenities became incredibly popular among the Goblins if used in the incorrect context: “You call this tea?!” when asking someone if they want to have tea, “Don’t you know who I am?” when introducing oneself, “I’m surrounded by fools!” when exclaiming the virtues of ones tribe and so on.
While Lord Fanshaw did eventually leave the Gutcrunchers (in quite a huff) he left a lasting impression on them. His exclamations and lamentations that he was not able to ‘face the undead threat’ highest among them. The Gutcrunchers became obsessed with the idea of being ‘proper gentlegobbos’ which, from their time with Fanshaw, was entirely judged on one’s ability to kill undead.
The tribe’s chief came to a decision, wholly supported, that they would now forward be called the Kill Ghost?. In honor of their guest they no longer hunt or harass longshanks (A gentle gob not hunting gentleshank. Only deadshanks!) and have devoted themselves to fighting undeads to be proper gentlegobs. They frequently craft salvaged materials into ‘gentleman-like’ clothing which has lead to a unique outfitting of scrap metal top hats and metal skirts. A mark of distinction is the empty metal loop placed around the eye that only the greatest gentlegobbos wear.
The Kill Ghost?’s have become tenuous allies with the village of Roslar’s Coffer. They send small trading groups to the village from time to time. The town barely tolerates their bizarre behavior and there is contention between the villagers as to whether they should ask a group of the Knights of Ozem to wipe them out or just leave them be.
Choose two ability boosts. Dexterity and Intelligence, and one is a free ability boost. You are trained in the Stealth and Lore (Undead) skills. You gain the Terrain Stalker (Forest) feat.

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Notes:
Past Edits: I listened to the Find the Path podcast last week for TG and the DM came up with a great idea to outfit his party a little bit with his very survival horror approach (something I'm doing in my run as well). Basically the idea is to make Roslar's Coffer in the Boneyard so much a mirror of the real world that one can scrounge equipment depending on long they take searching.

I'm also considering adding elements to raise eyebrows with the group and give kudos to those who pay attention. Like a half-dug hole in the clearing where the nobles are discussing the psychopomps etc.

Today's Build: I mentioned in another thread how I was concerned about the Guecubu. I finally came up with a choice that I think is pretty inventive (pat on back). I am not sure if the rot grub turned out too powerful or good enough but I gave it a shot. None of the conditions felt right. It thought about clumsy... not enough. Drain... too much. Just damage and a possible stun seems good.

I made the daemon's spell lists using the divine spell list but as sorcerers. I think... their lists might be a little weak on damage. Debuffs they are good but... it might require future edits.

Taking a break here at what I consider the mid-point of book 2.

J11:

Checks
DC 20 Recall Knowledge (Lore Engineering)
DC 20 Recall Knowledge (Lore nobles or Religion)

Creatures
GUECUBU CREATURE 8
CE, MEDIUM, EARTH, UNDEAD
Perception +16; darkvision, tremorsense 60 ft
Skills Acrobatics+18, Athletics +20, Nature+16, Stealth +19
Str +7, Dex +6, Con +4, Int +3, Wis +6, Cha +7
AC 27; Fort +16, Ref +13, Will +19
HP 125, negative healing, fast healing 5; Immunities electricity, death effects, disease, mental, paralyzed, poison, unconscious; Resistances all physical 10 (except bludgeoning), cold 10
Broken Ground (aura, earth): A Guecubu causes the ground to ripple and distort within 30 ft of its location. All creatures treat this area as difficult terrain. Guecubu are immune to this effect.
Speed 25 feet, burrow 15 ft., earth glide
[one-action] Melee bite +20, Damage 2d8+10 piercing plus misfortune
Misfortune (curse, luck, necromancy) A creature damaged by the Guecubu’s bite must succeed at a Will save DC 23. On a failure the creature is enfeebled and clumsy 2. If the creature is already afflicted by this curse then they receive Stunned 2 for one round.
Primal Sorcerer Spellcasting DC 23, attack +15; 4th: Shape Stone (at will)
Earth Control (earth, transmutation, manipulate) [two actions] The guecubu can drive it’s arms into the earth and manipulate its aura of Broken Ground. It may manipulate the earth in two ways. For the round following the use of this action the Broken Ground aura does not function. Both effects last 1 round and require a DC 26 Reflex Save
Bladed earth: The ground erupts in blades driving upward at chaotic angles.
Critical Failure: Creatures take 10d6 damage.
Failure: Creatures take 5d6 damage.
Success: Creatures take 2d6 damage.
Critical Success: No damage.
Wave of Earth: The ground roils and builds near the Guecubu and rolls out as a small wave threatening to coat all creatures in viscous mud.
Critical Failure: Creatures are Slowed 2 for 1 minute.
Failure: Creatures are Slowed 1 for 1 minute.
Success: Creatures are Slowed 1 for 1 round.
Critical Success: No effect.

J12
Treasure
Candle of Truth
Potion of Quickness

J13
Treasure
Gold Nodule Aeon Stone

J14:

Checks
Athletics DC 16

Treasure
Steel Shield (Mithral)
Greater Staff of Healing

Hazard
SCREAMING SARCOPHAGUS HAZARD 8
EVOCATION SONIC MAGICAL TRAP
Stealth DC 28 (expert)
Description When the lid of the sarcophagus is lifted the ear splitting sound of a terrified scream fills the chamber.
Disable Thievery DC 28 (expert) to find the faint runes traced on the lip of the sarcophagus and disrupt them without triggering the scream or dispel magic (to erase the rune without triggering the sensor, or dispel magic (4th level; counteract DC 22) to counteract the runes
Sound Burst (Heightened +2)l [reaction] (divine, sonic, evocation); Trigger A creature lifts the sarcophagus lid. Effect The runes detonate a sound burst centered on the triggering creature.
centered on the triggering creature’s square. This is a 4th level Sound Burst spell that deals 4d10 points of damage and depending on the save the target may be deafened. (basic Fort Save DC 25)

J14:

Creatures
VENEDAEMON CREATURE 5
NE MEDIUM DAEMON FIEND
Perception +12; darkvision, magic sense
Languages Common, Daemonic; telepathy 100 feet
Skills Arcana +13, Acrobatics +10, Athletics +10, Deception +13, Intimidation +11, Nature +13, Stealth +12
Str +2, Dex +4, Con +4, Int +6, Wis +3, Cha + 5
Magic Sense (divination, occult) A venedaemon senses magic (without expending an action to cast the detect magic spell) within 60 ft.
AC 19; Fort +9, Ref +12, Will +15; +1 to saves vs magic
HP 62; Immunities death effects; Weaknesses good 10
Speed 25 feet, 25 feet fly
Melee [one-action] tentacles +11 (evil), Damage 2d6+5 bludgeoning plus 1d6 evil
Divine Innate Spells DC 22, Spell Attack +14; 4th dimension door (x3), 3rd dispel magic (x2), slow (x3)
Divine Prepared Spells DC 22, Spell Attack +14;; 3rd: Chilling Darkness, Crisis of Faith, Vampiric Touch, Blindness; 2nd Darkness, Enlarge, See Invisibility, Sound Burst; 1st Bane, Command, Fear, Ray of Enfeeblement; Cantrips: Acid Splash, Chill Touch, Detect Magic, Forbidding Ward, Shield
Arcane Soul-Crush (necromancy, healing, manipulate) [two actions] A venedaemon may consume a held soul gem, allowing it to cast any of its spells known without using a spell slot. For the daemon to use this ability, the consumed gem must contain the soul of a creature with rating equal to or greater than the spell level of the desired spell.

J16
Checks
DC 25 Perception
DC 20 Recall Knowledge (Lore Engineering)

J17:

Checks
DC 25 Perception
LIVING WALL CREATURE 4
N, LARGE, CONSTRUCT, EARTH, MINDLESS
Perception +11; darkvision
Skills Athletics +12
Str +5, Dex –2, Con +5, Int –3, Wis +2, Cha –3
AC 18 (14 when broken); construct wall; Fort +11, Ref +6, Will +10
HP 70, Fast Healing 2; Hardness 7; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, mental, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious; Resistance 7 acid, cold and fire; Weakness 5 slashing
Construct Wall As animated broom, but reduced to AC 15 when broken. (see Bestiary)
Speed 10 feet
Melee [one-action] Wall Fist +14 (magical), Damage 2d8+5 bludgeoning plus Grab
Crushing Push [attack] [two action] A living wall adjacent to a creature that is also adjacent to a barrier (such as a dungeon wall, gate, or another living wall can slam that creature into that barrier for 2d8+10 points of damage. As part of this action the wall may attempt a Grapple (Athletics) check to restrain that character.
Fleshy Link: If two living walls are adjacent to each other they can form a link and coordinate their attacks. When the walls strike they do so simultaneously and the attacks of one creature do not count against the multiple attack penalty of the other. All damage to the combined walls is split evenly and for all purposes it is counted as a creature of its new size (see below).
2-3 = Huge
4-5 = Gargantuan
6+ = Colossal

J19:

Checks
Recall Knowledge DC 20 (Arcane)

Creature
ROT GRUB SWARM CREATURE 7
N LARGE ANIMAL SWARM
Perception +16; tremorsense 60 ft.
Skills Acrobatics +15, Stealth +17
Str –4, Dex +4, Con +6, Int –5, Wis +2, Cha –5
AC 24; Fort +18, Ref +12, Will +10
HP 90; Immunities precision, swarm mind; Weaknesses area damage 5, splash damage 5; Resistances bludgeoning 2, piercing 7, slashing 7
Speed 10
Infestation [one-action] Each enemy in the swarm’s space takes 2d10+8 piercing damage (DC 22 basic Reflex save) and is exposed to infestation. Future exposure to this effect restarts the duration of the infestation.
Critical Failure: Creature is infested with rot grubs for six rounds and takes 8 persistent damage per round as they burrow beneath their skin. Creature is Stunned 2 until rot grubs are removed or effect ends.
Failure: Creature is infested with rot grubs for three rounds and takes 8 persistent damage per round.
Success: No effect
Any type of area damage, a DC 25 medicine check, or a remove curse spell kills all infesting rot grubs and ends the effect.

J20
Checks
DC 22 Recall Knowledge (Religion)
DC 20 Recall Knowledge (Lore Engineering)
DC 40 Perception
DC 35 Disable (Thievery)

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

K1
Checks
DC 35 Perception to find door from cellar.

K2:

Checks
DC 10 Recall Knowledge (Religion)

Treasure
Brooch of Shielding, Potion of Healing (Moderate), Wand of Mindlink

Creatures
Whispering Way Cultist (Area G Above)

WIGHT SORCERER CREATURE 6
LE, MEDIUM, UNDEAD, WIGHT
Perception +14; darkvision
Languages Common, Necril, Aklo
Skills Acrobatics14, Athletics +11, Intimidation +12, Stealth +14, Medicine, Religion+13, Arcana+13
Gear: Healing Potion (Moderate) (Note: Healing Potions do not have the positive or negative tag so by RAW they heal undead), Brooch of Shielding, Wand of Mindlink
Str +3, Dex +2, Con +2, Int +4, Wis +4, Cha +5
AC 22; Fort +14, Ref +12, Will +16
HP 74, negative healing; Immunities death effects, disease, paralyze, poison, unconscious
Final Spite [reaction] Trigger The wight is reduced to 0 Hit Points. Effect The wight makes a Strike before being destroyed. It doesn’t gain any temporary HP from drain life on this Strike.
Speed 25 feet
Melee [one-action] claw +13, Damage 1d6+8 slashing plus drain life
Drain Life (divine, necromancy) When the wight sorcerer damages a living creature with its claw Strike, the wight gains 5 temporary Hit Points and the creature must succeed at a DC 21 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Occult Prepared Spells DC 24, Spell Attack +16; 3rd(3): Vampiric Touch, Slow; 2nd(4): Blur, Ghoulish Cravings, Invisibility; 1st(4): Fear, Mage Armor, Command, Magic Missile, Bane; Cantrips(-): Chill Touch, Dancing Lights, Daze, Detect Magic, Shield

Wight Spawn (divine, necromancy) A living humanoid slain by a wight’s claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn’t have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy.

GRAY REAVER CREATURE 6
NE, LARGE, MINDLESS, UNDEAD, ZOMBIE
Perception +8; darkvision
Skills Athletics +18
Str +7, Dex –1, Con +4, Int –5, Wis +0, Cha –2
Slow As zombie shambler.
AC 21; Fort +16, Ref +9, Will +12
HP 160, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Weaknesses positive 10, slashing 10
Dirge of the Broken Reaver (Aura, Necromantic, Fear, Mental, Auditory): What was the reaver’s weakness in life has, in death, become something of an unintended strength. An air sucking orifice on the creature’s chest pumps in air through the creature’s body and changes it into a haunting and distracting dirge that constantly wheezes through it’s rotting jaws. All creatures within 30 ft must make a Will Save DC 21.
Critical Failure: Confused for 1 Round.
Failure: Stupified 2 for 1 Round.
Success: No effect
Critical Success: The Dirge holds no sway for you. This Gray Reaver’s song can not affect you for 24 hours.
Speed 25 feet
Melee [one-action] Broken Claws +17 (reach 10 feet), Damage 2d10+11 bludgeoning

K5:

Treasure
Rubies x 10 (7.5 g each)

Hazard
CLOUDKILL RUNE HAZARD 9
DEATH NECROMANCY POISON MAGICAL TRAP
Stealth DC 30 (expert)
Description An invisible rune on an altar activates if the altar is touched.
Disable Thievery DC 28 (expert) to erase the rune without triggering the sensor, or dispel magic (4th level; counteract
DC 24) to counteract the rune
Cloudkill [reaction] (arcane, death necromancy, poison); Trigger A creature touches the altar without first disabling the rune. Effect The releases a cloudkill spell centered on the triggering creature’s square. This is a 4th level Cloudkill spell that functions as obscuring mist that fills a 20 ft. radius and moves 10 feet away from the rune every round. Each breathing creature takes 6d8 poison damage (DC 28 basic Fort save).

K6:

Creatures
CRYPT THING CREATURE 5
LE, MEDIUM, UNDEAD
Perception +15; darkvision
Languages Necril, Common
Skills Athletics +13, Intimidate +13, Deception +9, Arcane +8, Lore Engineering +8, Stealth +9
Str +5, Dex +4, Con +2, Int +2, Wis +2, Cha +3
AC 21; Fort +9, Ref +12, Will +15
HP 59, negative healing; Immunities death effects, disease, paralyzed, poison, unconscious; Resistance all physical 9 (except magic); Weaknesses bludgeoning 9
Frightful Presence (aura, emotion, fear, mental) 10 feet, DC 35
Speed 20 feet
Melee [one-action] claw +14, Damage 2d8+5 slashing
Teleporting Burst (arcane, teleportation, manipulate) [2 actions] Once per day a crypt thing can focus it’s dark energy inward until it explodes outward in a 50 ft. radius burst. Any creature caught within the burst must make a Will Save (DC 22).
Critical Failure: Target is teleported away in a random direction (roll 1d8) 1d10 x 100 feet.
Failure: Target is teleported away in a random direction (roll 1d8) 1d12 x 10 feet.
Success: No effect.
Arcane Innate Spells DC 22, Spell Attack +14; 4th dimension door (x3) (self only)

K8:

Checks
DC 23 Perception

Treasure
Cloak of Arachnida x 1
CLOAK OF ARACHNIDA ITEM 6+
INVESTED MAGICAL TRANSMUTATION
Usage worn cloak; Bulk L
This silky black cloak is lined with thicker strands of silvery and sturdy darklands spider silk. When the hood is raised the wearer has a +2 to all fortitude saves against poison effects.
Activate [two-actions] envision, Interact; Frequency once per day;
Effect You pull the cloak’s hood up and gain the benefits of spider climb for 10 minutes or until you pull the hood back down,
whichever comes first.
Type cloak of arachnida; Level 6; Price 230 gp
Type greater arachnida cloak; Level 10; Price 900 gp
The item bonus is +4, and when you activate the cloak you can spider climb (heightened to 5th) for 1 hour and cast the spell web (heightened to 4th level) 1/day.

K9:

Check
DC 28 Perception

Items
Phylactery of Faithfulness
Scorched Holy Symbol of Sarenrae
Explosive Ammunition (crossbow bolts) x 5 (If used by a follower of Sarenrae these bolts have a 50% chance of not being consumed by their blast)
Ivory Box 40g

Creatures
BODAK (VARIANT) CREATURE 8
RARE, CE, SMALL, UNDEAD, BODAK
Perception +16; darkvision
Languages Common
Skills Acrobatics +17, Intimidate +14, Stealth +19
Str +3, Dex +6, Con +3, Int +3, Wis +4, Cha +6
Items Phylactery of Faithfulness, Scorched Silver Holy Symbol of Sarenrae
AC 27; Fort +14, Ref +14, Will +18
HP 135, negative healing; Immunities death effects, disease, paralyze, poison, sleep, electricity; Resistances: Acid 10, Cold 10 Weaknesses Cold Iron 10
Sunlight Vulnerability: A bodak caught in sunlight is stunned 1. This value increases by 1 every round it spends in sunlight. If the bodak ever becomes stunned 3 it is destroyed.
Speed 20 feet
Melee [one-action] claw +18 (agile), Damage 2d8+9 bludgeoning
Death Gaze [two-actions] (necromancy, concentrate, death, visual); The bodak stares at a creature it can see within 30 feet. That creature must attempt a DC 26 Fortitude save.
Critical Failure: You are Doomed 1 for 1 minute, You are Drained 1
Failure: You are Doomed 1 for 1 minute
Success: No effect
Critical Success: The bodak has looked into your eyes and found a firm resolve looking back. The bodak is stunned 1 for 1 round.

K12

Creatures
Wight Sorcerer (See Above)

Treasure
Scroll of Phantasmal Killer
Empty Phials x 24 (2s each)

K14
Check
DC 23 Perception

Treasure
Scroll of Neutralize Poison

K16
Checks
DC 18 (28) Perception
DC 18 (23) Recall Knowledge (Nature)

K17:

DC 33 Force Open (Athletics)

Creature
MUTANT CAVE BEAR CREATURE 8
N LARGE ANIMAL MUTANT
Perception +16; low-light vision, scent (imprecise) 30 feet
Skills Athletics +18, Survival +14
Str +7, Dex +3, Con +6, Int –4, Wis +2, Cha –1
AC 27; Fort +19, Ref +13, Will +14
HP 150 with fast healing 5; Immunities: Poison; Weakness: Spasms
Spasms (Mutation): If the Mutant Cave Bear is required to make a Reflex Save and fails that save it becomes Stunned 1, Clumsy 1, and Flat Footed for 1 Round. If it critically fails that save the duration is extended to 1 minute.
Speed 35 feet
Melee [one-action] jaws +19, Damage 2d10+14 piercing
Melee [one-action] claw +19 (agile), Damage 2d8+12 slashing plus Grab
Mauler The bear gains a +4 circumstance bonus to damage rolls against creatures it has grabbed.
Rush [two-actions] The cave bear Strides and makes a Strike at the end of that movement. During the Stride, it gains a +10-foot circumstance bonus to its Speed.


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I've done some conversations for Last Watch and Gardens of Gallowspire. I have them in a word doc though on onedrive. Its been interesting playing these last two aps in 2e when my group started in 1e.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

L1:

Checks
DC 32 Recall Knowledge (Arcana)

Treasure?
Festering Maw (I don’t see much about this that needs to be changed)

FESTERING SPIRIT ADVANCED CREATURE 9
CE, MEDIUM, GHOST, INCORPOREAL, SPIRIT, UNDEAD
Perception +17; darkvision
Languages Common
Skills Acrobatics +20, Stealth +19
Str –5, Dex +7, Con +5, Int +0, Wis +4, Cha +6
Site Bound
AC 27; Fort +13, Ref +19, Will +18
HP 120, negative healing, rejuvenation; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all damage 10 (except force, ghost touch, or positive; double resistance vs. non-magical)
Attack of Opportunity [reaction]
Stench (aura, olfactory) 20 feet A creature entering the aura or starting its turn in the aura must succeed at a Fortitude save or become sickened 1 (plus slowed 1 as long as itʼs sickened on a critical failure). While within the aura, the creature takes a –2 circumstance penalty to saves against disease and to recover from the sickened condition. A creature that succeeds at its save is temporarily immune for 1 minute.
Rejuvenation (divine, necromancy) Completing the ghost mage’s project allows it to move on to the afterlife.
Speed fly 35 feet
Melee [one-action] ghostly slimy slap +19 (agile, finesse, magical), Damage 2d8+12 negative plus slime
Trample [three-actions] Medium or smaller, body, DC 25 plus slime
Distracting Babble (aura, auditory, enchantment) [one action] This spirit can mutter in a distracting and unnerving way affecting all creatures within 30 ft. All creatures within the area must make a Will Save DC 25.
Critical Failure: Slowed 1 and Flat-Footed for 1 rd.
Failure: Flat-Footed for 1 rd.
Success: No effect.
Slime (necromantic, poison): Revolting slime constantly runs off the form of the festering spirit. DC 25 Fort
Critical Failure: Stunned 2 for 2 rounds.
Failure: Stunned 1 for 1 round.
Success: No effect.

Destroying the Festering Maw
This seems like a complicated system to convert. Further research will have to be done. It may just require an upping of complexity, kp and its thresholds. Inquiring with the discord.

L2:

Checks
DC 23 Perception

Treasure
Scroll of Divine Wrath (Divine)
Scroll of Searing Light (Divine, Heightened 5th)

NEKOMATA CREATURE 6
NE, MEDIUM, BEAST
Perception +17; darkvision, low-light vision, scent (imprecise) 30 feet
Languages Common
Skills Acrobatics +17, Deception +15, Religion +14, Stealth +15
Str +4, Dex +5, Con +3, Int +5, Wis +3, Cha +5
AC 23; Fort +14, Ref +17, Will +11
HP 90; fast healing 5
End the Charade [reaction] (attack); Trigger The nekomata is transformed with perfect copy and another creature moves adjacent to it or takes a hostile action against it. Effect The nekomata reverts to its natural form and can make a Strike against the triggering creature. If the creature was unaware the nekomata was in disguise, that creature is flat-footed against this attack.
Speed 45 feet
Melee [one-action] bite +17, Damage 2d8+9 piercing plus nekomata madness
Melee [one action] claw +13 (agile, finesse), Damage 2d6+7 slashing
Occult Innate Spells DC 25; 3rd Bind Undead (at will); 2nd: Telekinetic Maneuver (x3); 1st: Charm (x3); Cantrips: ghost sound, mage hand
Nekomata Madness (disease, magical) None of the effects of Nekomata Madness can be removed until it is cured; Saving Throw DC 25 Fortitude; Stage 1 carrier with no ill effect (1 day); Stage 2 Fatigued (1 day); Stage 3: Stupefied 2 (1 day); Stage 4; Confused.
Change Shape [one-action] (arcane, concentrate, polymorph, transmutation) The nekomata takes on the specific appearance of any Medium or smaller humanoid or feline who it has seen and whose appearance it remembers. This doesn’t change the nekomata’s Speed or its attack and damage bonuses with its Strikes but might change the damage type its Strikes deal (typically to bludgeoning). Without it’s perfect copy ability, a nekomata relies on the outcome of an Impersonate (Deception) roll to take on the form of a specific creature.
Perfect Copy (arcane, transmutation, polymorph) A nekomata is able to perfectly copy the mannerisms and appearance of the last creature that it struck with its Strike (Bite).

L3
Treasure
Bag of Holding Type I
Trail Rations x 50

L5
Treasure
+1 Resilient Scale Mail
Oil of Mending

L6
Checks
DC 21 Perception

Treasure
+1 Striking Warhammer (Will likely cater this weapon to a specific character and may change the type)

L7:

Checks
DC 18 Recall Knowledge (Lore: Lastwall, Shining Crusade, Ustalav etc)
DC 25 Perception

Treasure
cold iron (low grade) dagger x 2
spellbook containing their prepared spells x 2
- Ant Haul, Chill Touch, Create Water, Daze, Detect Magic, Fear, Floating Disk, Ghost Sound, Grim Tendrils, Light, Mage Armor, Mage Hand, Message, Prestidigitation, Ray of Enfeeblement, Shield, Telekinetic Projectile, Unseen Servant, Invisibility, Mirror Image, Spectral Hand, Touch of Idiocy, Bind Undead, Haste, Paralyze, Vampiric Touch, Confusion, Fly, Phantasmal Killer, Stoneskin
bracers of armor type I (shark tooth charm) x 2
Wand of Floating Disk x 2

Creatures
Note: Given that both of these 8th level wizards can fly and cast mirror image I’ve got concerns about how insanely hard this fight might be. Add in the fact that they have spectral hand and can just continually throw spells down at the party and it might just be too much.

Advanced Skeletal Giant x 1 (Added because of lack of robe of bones. This creature has had bind undead cast on it daily and is masquerading as an experiment laying on a large table converted to an operating platform. The inquisitor found the bodies of an ogre who were apparently was unlucky enough to be caught in the explosion and ensuing dome and this is the result.).

ADVANCED SKELETAL GIANT CREATURE 4
NE, LARGE, MINDLESS, SKELETON, UNDEAD
Perception +12; darkvision
Skills Athletics +15, Intimidation +12
Str +6, Dex +2, Con +4, Int –5, Wis +0, Cha +2
Items Greataxe, Hide Armor
AC 20; Fort +14, Ref +11, Will +8
HP 75, negative healing; Immunities death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 6, electricity 6, fire 6, piercing 6, slashing 6
Speed 30 feet
Melee [one-action] greataxe +15 (sweepl, reach 10 feet), Damage 1d12+10 slashing
Melee [one-action] horns +15 (agile), Damage 1d10+9 piercing
Broad Swipe [two-actions] The giant makes two Strikes with its greataxe against two adjacent foes, both of whom are within its reach. The multiple attack penalty does not increase until after both attacks are resolved.
Terrifying Charge [two-actions] The giant Strides and makes a horns Strike with a +4 circumstance bonus to damage. If the strike hits, the giant attempts to Demoralize the target.

HALF ELF NECROMANCER CREATURE 8
NE, MEDIUM, ELF, HUMAN, HUMANOID
Perception +14; low-light Vision
Languages Common, Draconic, Elven, Goblin, Necril, Undercommon
Skills Acrobatics +16, Arcana +18 (Take only 10 minutes per spell level to learn a spell. In addition use downtime to learn and inscribe new spells.), Crafting +14 (+15 when crafting items of type Alchemy.), Deception +12, Intimidation +12, Occultism +14, Religion +10, Stealth +14, Undead Lore +14
Str +2, Dex +4, Con +2, Int +6, Wis +3, Cha +3
Items cold iron (low grade) dagger, spellbook containing their prepared spells, bracers of armor type I (shark tooth charm),
AC 24; Fort +12, Ref +16, Will +18; +1 vs a spell you had Critical Success in identifying.
HP 98
Speed 25 feet

Melee [one-action] cold iron (low grade) dagger +14 (agile, finesse, versatile S), Damage 1d4+6 piercing
Arcane Prepared Spells DC 26, attack +18; 4th fly, grim tendrils, phantasmal killer, vampiric touch 3rd bind undead x 2, haste, paralyze 2nd invisibility, mirror image, spectral hand, touch of idiocy 1st fear, mage armor, ray of enfeeblement, ray of enfeeblement Cantrips (4th) chill touch, detect magic, light, mage hand, shield, telekinetic projectile

Recognize Spell (reaction) The half elf necromancer recognizes spells swiftly. When a spell is cast from the arcane or divine schools they identify the spell automatically if it is below 6th level and any other arcane or divine spell as a reaction. If an accompanying roll is a critical success then the half elf necromancer gets a +1 to AC and Saves versus that spell.
Quick Recognition (free) As above but 1/day this only counts as a free action.
Steady Spellcasting: A half elf necromancer can take up to 16 points of damage before being required to make a flat check DC 15. If they fail that check they lose the spell.

L8
Treasure
Antitoxin x 10

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Edit Note: Added the create undead ability to Nekomata in the document.

That's a wrap on book 2. Not sure if I'll start book 3 this weekend. I changed quite a bit with this last section. Most notable is the class of the final boss. Full fledged necromancer sorcerer. I hope this is helpful to someone. If anyone sees any problems let me know.

TAVelcro, I don't know if you would be willing to send me any of those conversions you have done or a link or anything but I would greatly appreciate it if you could.

I'm enjoying this process and looking forward to continuing it.

L9:

FEAR RUNE HAZARD 8
FEAR NECROMANCY ENCHANTMENT MAGICAL TRAP
Stealth DC 32 (expert)
Description An invisible rune under a woven mat
Disable Thievery DC 32 (expert) to erase the rune without triggering the sensor, or dispel magic (5th level; counteract
DC 24) to counteract the rune
Cloudkill [reaction] (arcane, fear, necromancy); Trigger A creature walks over the mat without first disabling the rune. Effect The rune releases a fear spell centered on the triggering creature’s square. This is a 5th level Cloudkill spell that lets out a horrifying screech when set off. This may alert others within the area. It affects 5 creatures within a 20 ft radius of the triggering effect. (DC 30 basic Will save).

L11:

Checks
DC 23 Perception

Treasure
+1 striking mace
+1 resilient chain shirt
Unholy symbol of urgathoa
50g papers

Creature
KALAMUK CLERIC CREATURE 9
UNIQUE NE SMALL HUMANOID
Perception +18; darkvision, magic sense
Languages Common, Draconic, Infernal
Skills Acrobatics +18, Arcana +17, Athletics + 13, Deception +18, Medicine +16, Religion+21, Stealth +18
Str +4, Dex +5, Con +6, Int +4, Wis +3, Cha +6
Items: +1 striking mace, +1 resilient chain shirt, unholy symbol of urgathoa
AC 27; Fort +16, Ref +17, Will +21
HP 160; Immunity Poison
Quills: Any creature that takes the Strike action against a pukwudgie with an agile one handed weapon, unarmed, or natural weapon will take 1d6 points of damage. Any creature that uses the Grapple (Athletics) action against a pukwudgie takes 2d6 damage. Both of these actions subject the striking creature to the pukwudgie’s poison.
Attack of Opportunity [reaction]
Speed 35 feet
Melee [one-action] +1 striking mace +19, Damage 2d6+12 bludgeoning
Melee [one-action] claw +18 (agile), Damage 2d6+5 slashing plus poison
Ranged [one-action] quill +18 (40 ft.), Damage 1d6+5 plus poison
Divine Innate Spells DC 28; 5th Fear (h x 3), 3rd bind undead (at will), nondetection; 2nd invisibility (x3), death knell (x3); 1st detect alignment (at will; good only), ray of enfeeblement (x3), , Cantrips: Produce Flame (at will)
Divine Prepared Spells DC 28; 2nd harm (×2), spiritual weapon; 1st command, goblin pox, sanctuary; Cantrips (4th) chill touch, know direction, message, read aura, shield
Pukwudgie Venom (arcane, necromantic, poison) Saving Throw DC 26 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 negative and enfeebled 1 (1 round); Stage 2 2d6 negative, enfeebled 1, and stunned 1 (1 round); Stage 3 3d6 negative, enfeebled 2 and stunned 1 (1 round).
Spawn Undead (arcane, necromancy) A creature killed by a kalamuk’s poison rises as a zombie shambler after 24 hours. That creature is not immediately under the control of the pukwudgie but it recieves a -4 to all saves versus its bind undead spell.
Change Shape [one-action] (concentrate, occult, polymorph, transmutation) The pukwudgie takes on the appearance of any Small humanoid. This doesn’t change the pukwudgie’s Speed or its attack and damage modifiers with its Strikes, but it might change the damage type its Strikes deal (typically to bludgeoning). It typically loses its fangs Strike unless the humanoid form has fangs or a similar unarmed attack.
Sneak Attack The pukwudgie deals an extra 2d6 precision damage to flat-footed creatures.

L12:

Checks
DC 28 Perception

Treasure
(Note: I decided to make this room a bit of a trove for alchemist players as I’ve done very little at this point for them)
purple worm venom x 2
Tanglefoot bag moderate x 3
Frost vial x 2
Sea touch elixir

L15:

DC 23 Recall Knowledge (Arcane)

Treasure
Fade band (on bracers of armor type I)
+1 moderate grade silver dagger
bracers of armor type I
greater hat of the magi (a flatcap)
wand of soothe (heightened 3rd)
potion of healing (greater)
First Level Equipment of PCs
Pouch 6.8g
Iron key
Signet ring
Noble’s outfit

Creatures
Notes: Creating Ju Ju Zombies from your player’s first level sheets. Doing this may have to wait until you have your player’s sheets but using the gm hazard and creature creation doc I am giving a few suggestions below. Info is given in a (high, medium, low) format. Of course if any of these statistics were higher for your characters at level 1 then use that value.

Alignment: NE
Traits: Add Undead Zombie
Perception: +12, +9, +6
Ability Scores: +4, +3, +1 (Increase str and dex by one level here. If it is already high use +6)
Skills: Add (Acrobatics (h), Athletics (m)); +10, +9, +6
Armor Class: 19, 18, 16
Saves: +12, +9, +6
HP: 46, 40, 34 (These values may seem low if you look at the creation docs but they are modified by the Immunities and Resistances)
Immunities: Cold, Electricity, Magic Missiles
Resistances Fire 5, All physical 5 (except Slashing)
Weakness physical (magic) 5
Strikes: +12, +10, +8 (The zombie gains a slam strike that is in line with these statistics
Melee slam (agile, finesse) +?, 1d8+5 bludgeoning
Special Abilities: Remember that these zombies will have all of your 1st level PC’s special abilities (ex: Shield Block etc.)
Spells: For any spellcasting character I would use a DC 20 +12, and for non focused characters I would use 17, +9. Use this rule for special abilities as well.
These zombies should have all of the pc’s first level equipment that they have scavenged from RC.

(Changed our boy here to an undead bloodline sorcerer because witch isn’t finished yet and it was a lot of work I didn’t want to do. With his abilities to use the juju zombies more I think this is an effective build. Also note that I gave him a flatcap greater hat of the magi which will allow him to summon an elemental (i suggest earth) if the juju zombies go down too quickly. Some notes about tactics include using his harm ability to both heal his juju zombies and give himself temp hp. Remember that 5th level harm can be drawn out into a 3 action to heal all undead targets within range. As he is a dhampir this includes him. Grasping grave to slow down enemies.)

DHAMPIR SORCERER CREATURE 9
NE, MEDIUM, DHAMPIR, HUMAN, HUMANOID
Perception +19; darkvision
Languages Common, Necril
Skills Acrobatics +16, Arcana +20, Deception +17, Diplomacy +17, Intimidation +17, Medicine +12, Occultism +16, Performance +15, Religion +12, Society +16, Undead Lore +20
Str +2, Dex +5, Con +2, Int +3, Wis +2, Cha +6
Items +1 standard grade silver dagger, bracers of armor type I (fade band), greater hat of the magi (a flatcap), wand of soothe (heightened 3rd), potion of healing (greater)
AC 25; Fort +15, Ref +18, Will +21; +2 circumstance to all saves vs. disease
HP 115, negative healing; Focus Points 2
Blood of the Night The dhampir’s penalty and Hit Point reduction from the drained condition are reduced as though the condition value were 1 lower.
Speed 25 feet
Melee [one-action] standard grade silver dagger +16 (agile, finesse, versatile S), Damage 1d4+8 piercing
Ranged [one-action] dagger +16 (agile, thrown 10 feet, versatile S), Damage 1d4+8 piercing
Divine Sorcerer Innate DC 28, attack +20; 5th: Undeath’s Blessing, Drain Life, Grasping Grave
Divine Sorcerer Spellcasting DC 28, attack +20; 5th (4 slots) abyssal plague, cloudkill, harm, shadow blast 4th (4 slots) air walk, anathematic reprisal, divine wrath, talking corpse 3rd (4 slots) bind undead, chilling darkness, crisis of faith, vampiric touch 2nd (4 slots) darkness, false life, ghoulish cravings, sound burst 1st (4 slots) bless, command, harm, ray of enfeeblement Cantrips (5th) chill touch, divine lance, forbidding ward, guidance, shield

Blood Magic (Undead): Necromantic energy flows through you or one target. Either you gain temporary Hit Points equal to the spell’s level for 1 round, or a target takes 1 negative damage per spell level (if the spell already deals initial negative damage, combine this with the spell’s initial damage before determining weaknesses and resistances).

Dangerous Sorcery: Your legacy grants you great destructive power. When you Cast a Spell from your spell slots, if the spell deals damage and doesn’t have a duration, you gain a status bonus to that spell’s damage equal to the spell’s level.

Familiar: Raven Named Midnight

Ending:

Treasure
2 Weeks of Trail Rations
A barrel of fresh water
Skins of Ale x 6
+1 striking composite longbow
+1 disrupting longsword (she had a heck of a time throwing this in the cart)
+1 resilient studded leather
standard grade cold iron shortsword
standard grade cold iron rapier
Low grade silver chainmail
Bag of holding type I
Healing potion moderate x 5
Potion of resistance x 2
Potion of leaping
Chest Feather Token
Velvet Bag
Wand of Heal (Heightened 3rd)
Wand of Restoration
Leather Bag - 310 gp
Cart x 1
Donkeys x 2 (named Geb and Aroden… because they’re jackasses? Get it?)

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Work on Book 3 Starts Here

Dead Roads

Eulogy for Roslar's Coffer

Last Watch

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

A:

Explosive Tidings
Checks
DC 23 Recall Knowledge

A.
DC 20 Diplomacy Check

AV
Bonuses
Expert in Religion gives a +4, Master a +6
Evidence
DC 20 Diplomacy Check
Favor
Potion of Greater Healing
Scroll of Restoration
Wand of Heal (Heightened 3rd)
Wand of Restoration

CM
Description
DC 22 Perception
Evidence
DC 30 Make an Impression (Diplomacy)

EZ
Bonuses
Expert +4 (Master +6) for Arcana, Religion, Society, Occultism, or any lore skill
Evidence
DC 20 Make an Impression (Diplomacy)
Favor
Wand of Detect Undead
Scroll of Death Ward
Scroll of Field of Life

RG
Favor
+2 striking halberd

VH
Bonuses
Expert (+4) or Master (+6) Deception or Diplomacy
Evidence
DC 25 Make an Impression (Diplomacy)
Favors
Wand of Magic Missile (Heightened to 5th)

B1
Checks
DC 24 Recall Knowledge (Medicine)
DC 29 Perception

B3:

Checks
DC 24 Perception

Treasure
Ornate seal 7.5g
Malyass Root Paste x 3 (CRB 552)
CLOAK OF FIERY VANISHING ITEM 7+
INVESTED MAGICAL ILLUSION ABJURATION EVOCATION
Usage worn cloak; Bulk L
This thick leather cloak is charred and blackened around the edges and smells faintly of soot. This cloak gives you a +2 to saves v.s. Any effect that causes fire damage.
Activate [reaction] command, Interact; Frequency once per day when targeted by an effect that causes fire damage; Effect An illusory effect makes it appear as if the wearer was consumed by the fiery effect that targeted it. The target becomes invisible (2nd Level Effect) and an illusory pile of burned bones (DC 26 Will Save to disbelieve if interacted with) is left in the character’s place.
Type cloak of fiery vanishing; Level 7; Price 360 gp
Type greater cloak of fiery vanishing; Level 12; Price 1,750 gp
The item bonus is +3, and when the creature vanishes as above they can (if they choose) explode in an 8d6 fireball (DC 30). The triggering character only takes 4d6 damage.

B4:

Treasure
+2 Resilient Full Plate
Pouch 7.5g
Garnet x 2, 5g each

Creatures
Death Priest Creature 9
Common, NE, Medium, Human, Humanoid
Perception +17
Languages Common, Orcish
Skills Acrobatics +13, Deception +13, Intimidation +13, Medicine +15, Religion +19, Undead Lore +15
Str +0, Dex +2, Con +4, Int +0, Wis +4, Cha +2
Other Items unarmored defense, +1 striking crossbow, dagger, bolts (20), bracers of armor I, hat of disguise, healing potion, moderate, wand of air bubble, wand of heal, waterskin, purse (35g 1s)
--------------------
AC 24; Fort +18; Ref +14; Will +20 (When you succeed at a saving throw, treat the outcome as a critical success, If you succeed vs a mental effect that attempts to directly control your actions, you critically succeed instead.); +2 vs a spell you had Critical Success in identifying.
HP 116 Focus Points 1
--------------------
Speed 25 feet
Melee [one action] dagger +13 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4 piercing/slashing
Ranged [one action] +1 striking crossbow +14 (range increment 120 feet, reload 1), Damage 2d8 piercing
Ranged [one action] dagger +13 (versatile S, agile, finesse, thrown 10 ft.), Damage 1d4 piercing/slashing
Battle Medicine (General, Healing, Manipulate, Skill) (one action) Attempt a medicine check on self or adjacent creature (DC 15). Success: That creature regains 2d8 HP.

Divine Cleric Innate Spellcasting DC 27, attack +17; 5th harm x 3, touch of undeath (1 focus point), 1st illusory disguise
Divine Cleric Divine Spellcasting DC 27, attack +17; 5th abyssal plague, divine wrath 4th divine wrath, freedom of movement, resist energy 3rd bind undead, false life, vampiric touch 2nd death knell, ghoulish cravings, heal 1st bane, ray of enfeeblement (2) Cantrips (5th) chill touch, detect magic, divine lance, light, shield

Sap Life (Cleric, Healing) When you cast a harm spell to deal damage to a living creature you regain hp equal to the spell level of your harm spell.
Harming Hands (Cleric) When you cast the harm spell you roll d10s instead of d8s.
Cast Down (Cleric, Concentrate, Metamagic) (one action) If the next action you use is to cast harm or heal to damage one creature, the target is knocked prone if it takes any damage from the spell. Critical Failure: The target takes a -10 status penalty to its speed for 1 minute
Reach Spell (Cleric, Concentrate, Metamagic) (one action) If the next action you use is to cast a spell that has a range increase that spell’s range by 30 feet. If the spell has a range of touch it’s range is now 30 feet.
Recognize Spell (reaction) The death priest recognizes spells swiftly. When a spell is cast from the divine school they identify the spell automatically if it is below 6th level and any other arcane or divine spell as a reaction. If an accompanying roll is a critical success then they gets a +1 to AC and Saves versus that spell.
Quick Recognition (free) As above but 1/day this only counts as a free action.

LIFELEECHER MORTIC CREATURE 8
CE, MEDIUM, HUMANOID, MORTIC, ORC
Perception +13; darkvision
Languages Common, Orc
Skills Athletics +18, Intimidation +16, Stealth +14, Survival +14
Str +7, Dex +4, Con +5, Int +2, Wis +0, Cha +2
Items +1 striking falchion, javelin (6)
AC 25; Fort +19, Ref +16, Will +13 (When you succeed at a saving throw, treat the outcome as a critical success, If you succeed vs a mental effect that attempts to directly control your actions, you critically succeed instead.)
HP 170 negative healing
Attack of Opportunity [reaction]
Mortic Ferocity [reaction] As ferocity but the Mortic can fight on until Wounded 6 before this ability ceases to function.. As a result of it’s condition it will only attack with its bite and claw strikes, it’s leech life ability, and it’s innate death knell spells. The mortic may attempt a DC 25 Will Save to use other abilities during its turn.
Speed 20 feet
Melee [one-action] +1 striking falchion +22 (forceful, sweep), Damage 2d10+12 slashing
Melee [one-action] jaws +21 (agile), Damage 1d8+10 piercing plus life leech
Melee [one-action] claws +21 (agile, finesse), Damage 1d10+10
Ranged [one-action] javelin +18 (thrown 30 feet), Damage 1d6+7 piercing
Life Leech (divine, necromancy) (reaction) When a lifleecher mortic bites a creature it may attempt to draw some of its essence of life sating it’s terrible hunger and possibly increasing its strength. DC 26 Fort Save.
Critical Failure: Target is Drained 2, Mortic has Quickness 2 for 1 minute.
Failure: Target is Drained 1, Mortic has Quickness 1 for 1 minute.
Success: No effect.
Critical Success: The mortic’s gambit is costly. The target strikes it in weak spot stunning it briefly. Mortic is Stunned 1 for 1 round.

Divine Cleric Innate Spellcasting DC 23, attack +15; 2nd death knell x 3

Wight Spawn (divine, necromancy) A living humanoid slain by a lifeleecher mortic’s jaws strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the lifeleecher mortic that killed it. After 24 hours the created wight collapses to the ground inanimate becoming mundane corpses. The spawn of a lifeleecher mortic do not have any of the abilities they had in life.

B5:

Treasure
Fine Breastplate Armor (7) (175s each)
Steel Shield (7)
Longsword (7)
Composite Longbow (7)
Arrows (280)

Creatures
ADVANCED WIGHT CREATURE 4
LE, MEDIUM, UNDEAD, WIGHT
Perception +12; darkvision
Languages Common, Necril
Skills Athletics +13, Intimidation +11, Stealth +8
Str +6, Dex +3, Con +6, Int +2, Wis +5, Cha +4
AC 20; Fort +13, Ref +8, Will +12
HP 65, negative healing; Immunities death effects, disease, paralyze, poison, unconscious
Final Spite [reaction] Trigger The wight is reduced to 0 Hit Points. Effect The wight makes a Strike before being destroyed. It doesn’t gain any temporary HP from drain life on this Strike.
Speed 25 feet
Melee [one-action] claw +14, Damage 1d6+6 slashing plus drain life
Drain Life (divine, necromancy) When the wight damages a living creature with its claw Strike, the wight gains 3 temporary Hit Points and the creature must succeed at a DC 19 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Wight Spawn (divine, necromancy) A living humanoid slain by a wight’s claw Strike rises as a wight after 1d4 rounds. This wight spawn is under the command of the wight that killed it. It doesn’t have Drain Life or Wight Spawn and becomes clumsy 2 for as long as it is a wight spawn. If the creator of the wight spawn dies, the wight spawn becomes a full-fledged, autonomous wight; it regains its free will, gains Drain Life and Wight Spawn, and is no longer clumsy.

C:

Checks
DC 20 Recall Knowledge (Society)
DC 20 Reflex Save (Window) (2d6 Fire or 1d6 Fire; Failing Save does 1d6 persistent fire if the character is not put out)
DC 20 Fortitude (Heat Saves) (increases by 1 each roll)
Critical Failure Stunned 2, 2d6 non lethal, and remaining action is a stride in a random direction.
Failure Stunned 1 and 1d6 nonlethal
Success No effect
(CRB 478 and 519, Smoke)

C1
Checks
DC 26 Reflex Save or 6d6 Damage and catch fire (1d6 persistent), Half on a Save

C2:

Checks
DC 20 Fortitude Save for Smoke (increases by 1 each round)
Critical Failure Character is stunned 3 and takes 2d6 non lethal
Failure Character is stunned 2 and takes 1d6 non lethal
Success no effect
Critical Success Does not need to save each round.

Hazard
FALLING FIRE HAZARD 5
ENVIRONMENTAL FIRE BLUDGEONING
Stealth DC 0 (readily visible)
Description The room is on fire! Fiery debris is falling from the ceiling and puts all who pass through in danger..
Disable Thievery DC 0 Without high level magic or a fire brigade there is no way to conveniently put out the fire.
Fiery Debris [-] (environment, fire); Trigger A living creature enters the dangerous area. Effect Flaming debris falls from the ceiling potentially harming anyone within the area. (DC 24 basic Reflex)
Critical Failure 4d6 fire and bludgeoning damage, the creature is on fire (1d6 persistent fire damage), the creature is stunned 3 as a piece of debris impedes them.
Failure 4d6 fire and bludgeoning damage, the creature is on fire (1d6 persistent fire damage)
Success 2d6 damage
Critical Success No damage!

C3
Creature
Salamander (Bestiary 148)

C4:

Notes: I would keep the save much the same way or use the statistics for steel from the CRB. I would increase the Force Open DC of the safe to 33.

Treasure
Standard Grade Mithral (Steel) Shield
Force Shield
Forge Warden (The Dwarven Forge Mistress will require a DC 28 Make an Impression (Diplomacy) check to give this to anyone but a servant of Torag)

D:

Checks
DC 20 Climb (Athletics) Check
DC 15 Balance (Acrobatics) Check

Treasure
+1 studded leather (2)
+1 composite longbow (2)
shortsword (2)
arrows (100),
purse (32 gp; 9 sp)
+1 striking composite shortbow
+1 striking composite shortbow
Shortsword
+1 shadow studded leather armor (fade band talisman)
greater healing potion
Lesser healing potion (4)
hushing arrows x 4
giant wasp venom x 3
HUSHING ARROW ITEM 5
CONSUMABLE TRANSMUTATION MAGICAL SILENCE
Price 30 gp
Ammunition arrow
Activate [one-action] Interact
Hushing arrows often have shafts of pure ash with golden eagle feather fletching. An activated
sleep arrow deals damage as usual, but a living creature hit by it is subject to the effects of a silence spell (DC 22).
Craft Requirements Supply one casting of silence.

Creatures
Ambush Archers
Human ranger 6
Common, N, Medium, Human, Humanoid
Perception +10 (+12 to Seek your target.)
Languages Common, Orcish
Skills Acrobatics +14, Athletics +11, Crafting +10, Forest Lore +8, Intimidation +10, Nature +8, Society +8, Stealth +12, Survival +8 (+10 to Track your target.), Thievery +12
Str +3, Dex +4, Con +3, Int +0, Wis +0, Cha +2
Other Items lesser healing potion (2), +1 studded leather, unarmored defense, +1 composite longbow, shortsword, arrows (20), purse (2 gp; 9 sp)
--------------------
AC 24; Fort +13; Ref +14; Will +10 (If you succeed vs a mental effect that attempts to directly control your actions, you critically succeed instead.)
HP 92
--------------------
Speed 25 feet
Melee [one action] shortsword +14 (versatile S, agile, finesse), Damage 1d6+3 piercing/slashing
Ranged [one action] +1 composite longbow +15 (deadly d10, propulsive, volley 30, range increment 100 feet, reload 0), Damage 1d8+1 piercing
Longbow Precision: The first time the archer hits with a longbow attack in a round, it deals 1d8 extra precision damage.
Sneak Attack The ambush archer deals an extra 1d6 precision damage to flat-footed creatures.
Hunt Prey (concentrate, ranger) (one action) The archer chooses a single creature as their prey and focuses their attacks against them. They must be able to see or hear the prey, or you must be tracking the prey during exploration. You also ignore the penalty for making ranged attacks within your second range increment against the prey you’re hunting.
You can have only one creature designated as your prey at a time.
Hunted Shot (flourish, ranger) (one action) You take two quick shots against the one you hunt. Make two Strikes against your prey with the required weapon. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to each Strike normally.
Surprise Attacker (ranger) You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.

Hunting Dog
N, Medium, Minion, Beast, Animal
Senses low-light vision, scent (imprecise, 30 feet)
Perception +12
Skills Athletics +11, Acrobatics +12, Intimidation +8, Stealth +12, Survival +12
[one-action] Melee jaws (finesse) +10; Damage 2d8+3 piercing
Str +3, Dex +4, Con +3, Int –4, Wis +2, Cha +0
AC 21; F+11, R+12, W+10
Hit Points 51
Senses low-light vision, scent (imprecise, 30 feet)
Speed 40 feet
Support Benefit Your wolf tears tendons with each opening. Until the start of your next turn, your Strikes that damage creatures your wolf threatens give the target a –5-foot status penalty to its Speeds for 1 minute (–10 on a critical success).

GNOME POISONER CREATURE 8
LE, SMALL, HUMANOID
Perception +16; low-light vision
Languages Common
Skills Deception +16, Diplomacy +14, Stealth +18, Alchemy Crafting +17, Society +17, Craft Clothing +15
Str +2, Dex +6, Con +3, Int +4, Wis +1, Cha +3
Items +1 striking composite shortbow (60 arrows), shortsword, +1 shadow studded leather armor (fade band talisman), greater healing potion, hushing arrows x 4, giant wasp venom x 3
AC 25; Fort +16, Ref +19, Will +13
HP 130
Speed 20 feet
Melee [one-action] shortsword +18 (agile, finesse, versatile S), Damage 1d6+8 piercing plus giant wasp venom
Ranged [one-action] +1 striking composite shortbow +19 (deadly 1d10, magical, propulsive, range increment 60 feet, reload 0), Damage 2d6+7 piercing plus 1d8 poison
Shortbow Precision: The first time the archer hits with a shortbow attack in a round, it deals 1d8 extra precision damage.
Sneak Attack The gnome poisoner deals an extra 2d6 precision damage to flat-footed creatures.
Surprise Attacker (ranger) You spring into combat faster than foes can react. On the first round of combat, if you roll Deception or Stealth for initiative, creatures that haven’t acted are flat-footed to you.
Tenacious Poison (alchemy, poison) Poison applied by the gnome poisoner is expended after four strikes rather than one.
Arrows of Corruption (alchemy, poison) The gnome poisoner has poisoned all of her arrows before this battle dealing additional 1d8 poison damage per strike.

Dark Archive

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I would appreciate anyone who feels like it (who might be thinking of running this themselves) to look at the Vault Breaker and Otyugh Soothsayers to let me know if they are... viable.

D Edit:
POISONED LOCK HAZARD 5
MECHANICAL TRAP
Stealth DC 23 (trained)
Description A a small canister of poisoned mist has been attached to the lock. Attempting to open or attack the gate / or lock causes the canister to spray a 10 foot area with dangerous poison.
Disable Thievery DC 23 (trained) on the wire depressing the canister’s trigger.
AC 19; Fort +17, Ref +15
Hardness 12, HP 50 (BT 25); Immunities critical hits, object immunities, precision damage
Spring [reaction] (attack); Trigger A creature tries to open the gate or attacks the gate without first disabling the device. Effect A poisoned gas is sprayed into a ten foot area extending outward from the door.
Diluted Mindfog Mist (poison); Saving Throw DC 24 Fortitude; Maximum
Duration 6 rounds; Onset 1 round; Maximum Duration 6 rounds; Stage 1 stupefied 2 (1 round); Stage 2 confused and stupefied 3 (1 round); Stage 3 confused and stupefied 4 (1 round)

E
Checks
DC 15 Climb (Athletics)

E2:

Checks
DC 20 Perception (Bodies)
DC 20 Perception or Survival (Battle)
DC 25 Perception (Valuables)

Treasure
257 cp
33 sp
Wand of Lock
Gilded Pipe 25gp
+1 full plate
Bolts of Fabric 58g

Creatures
ADVANCED WRAITH CREATURE 7
LE, MEDIUM, INCORPOREAL, UNDEAD, WRAITH
Perception +16; darkvision, lifesense (60 feet)
Languages Common, Necril
Skills Acrobatics +16, Intimidation +17, Stealth +16
Str –5, Dex +6, Con +2, Int +4, Wis +4, Cha +7
Lifesense (divination, divine) Wraiths sense the vital essence of living and undead creatures within the listed range.
AC 26; Fort +10, Ref +16, Will +16; +1 status to all saves vs. positive
HP 95, negative healing; Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 5 (except force, ghost touch, or positive; double resistance vs. non-magical)
Sunlight Powerlessness A wraith caught in sunlight is stunned 2 and clumsy 2.
Attack of Opportunity [reaction]
Speed fly 40 feet
Melee [one-action] spectral hand +19 (finesse), Damage 2d8+7 negative plus drain life
Drain Life (divine, necromancy) When the wraith damages a living creature with its spectral hand Strike, the wraith gains 7 temporary Hit Points and the creature must succeed at a DC 25 Fortitude save or become drained 1. Further damage dealt by the wraith increases the amount of drain by 1 on a failed save to a maximum of drained 4.
Wraith Spawn (divine, necromancy) A living humanoid slain by a wraith’s spectral hand Strike rises as a wraith spawn after 1d4 rounds. This wraith spawn is under the command of the spectre that killed it. It doesn’t have drain life or wraith spawn and becomes clumsy 2 for as long as it is a wraith spawn. If the creator of the wraith spawn dies, the wraith spawn becomes a full-fledged, autonomous wraith; it regains its free will, gains Wraith Spawn, and is no longer clumsy.

E3
Checks
DC 20 Recall Knowledge (nature or crafting or lore applicaple check)
DC 15 Recall Knowledge (Lore Engineering)

E4:

Check
DC 24 Fortitude Check
Critical Failure: Stunned 1 and Sickened 2 for 1 minute
Failure: Sickened 2 for 2 rounds
Success No effect

SOOTHSAYER OTYUGH CREATURE 7
N, LARGE, ABERRATION
Perception +13; darkvision, scent (imprecise) 30 feet
Languages Common
Skills Acrobatics +13, Athletics +19, Stealth +13 (+16 in lair), Sewer Lore +8
Str +7, Dex +2, Con +5, Int –2, Wis +2, Cha –2
AC 24; Fort +16, Ref +12, Will +14
HP 135; Immunities disease
Stench (aura, olfactory) 40 feet. A creature entering the aura must succeed at a DC 20 Fortitude save or be sickened 1 (plus slowed 1 for the same duration on a critical failure). On a success, the creature is temporarily immune to the sickened and slowed effects of this stench for 1 hour. Regardless of the save, while within the aura, creatures take a –2 circumstance penalty to saves against diseases. An otyugh’s stench is due to the offal and refuse that it wallows in, so cleaning the creature thoroughly (with create water and sufficient scrubbing, for example) deactivates the aura, while a sufficiently plugged nose allows an individual to avoid exposure to the stench.
Speed 20 feet
Melee [one-action] jaws +18, Damage 2d8+10 piercing plus filth fever
Melee [one-action] tentacle +18 (agile, reach 10 feet), Damage 2D6+6 bludgeoning plus Grab
Ranged [two-action] goo spew +16 (alchemical, disease, 20 feet) Damage none plus tanglefoot plus filth fever.
Goo spew: The soothsayer otyugh inhales a wet sound in its throat and spews a ball of disgusting and diseased phlegm at a target. If the attack hits that target is affected as by a greater tanglefoot bag (The otyugh and its allies gain a +2 item bonus to attack rolls, the target takes a –15-foot penalty, and the Escape DC is 28). In addition the target must immediately save against Virulent Filth Fever.
Constrict [one-action] 2d6+6 bludgeoning, DC 26
Reposition [one-action] The otyugh attempts to move all creatures that it has grabbed into other spaces within the reach of its tentacles, rolling a single Athletics check and comparing the result against each creature’s Fortitude DC. On a failure, the creature remains in place, and on a critical failure, the creature is no longer grabbed.
Virulent Filth Fever (disease); The sickened and unconscious conditions from filth fever don’t improve on their own until the disease is cured. Saving Throw DC 28 Fortitude; Stage 1 carrier with no ill effect (1d4 hours); Stage 2 sickened 1 (6 hours); Stage 3 sickened 1 and slowed 1 as long as it remains sickened (12 hours); Stage 4 unconscious (1 day); Stage 5 dead

E5
Checks
DC 40 Disable Device (Thievery)
DC 32 Force Open (Athletics)

Creature
Holy Warrior (Advanced a Knight of Lastwall from Age of Lost Omens Character Guide if needed)

E6:

Checks
DC 23 Perception

Treasure
Dose of Arsenic x 4
Dose of Pesh x 10

PUTRID OOZE CREATURE 11
N, HUGE, MINDLESS, OOZE
Perception +13; motion sense 60 feet, no vision
Skills Athletics +24
Str +8, Dex –5, Con +8, Int –5, Wis +0, Cha –5
Motion Sense As sewer ooze.
AC 19; Fort +24, Ref +10, Will +16
HP 265 (202); Immunities acid, critical hits, mental, piercing, precision, slashing, unconscious, visual; Resistances Electricity 14
Corrosive Mass A creature that hits the pudding with a metal or wooden weapon must succeed at a DC 22 Reflex save or the weapon takes 2d6 acid damage (after dealing damage to the black pudding as normal). Thrown weapons and ammunition take this damage automatically with no save.
Speed 25 feet, climb 15 feet, swim 25 feet; suction
Melee [one-action] pseudopod +24 (reach 10 feet), Damage 2d10+8 bludgeoning plus 3d6 acid, corrosive touch, and Grab
Ranged [one-action] spatter +15 (acid, 25 feet) Damage 6d6 acid, corrosive touch
Constrict [one-action] 2d6+7 bludgeoning plus 2d6 acid, DC 31
Corrosive Touch When the putrid ooze hits a creature with its pseudopod, any acid damage is dealt to the creature’s armor or clothing as well as the creature.
Suction The putrid ooze can climb on ceilings and other inverted surfaces, though such surfaces are difficult terrain for it.

E7
Checks
DC 40 Disable Device (Thievery)
DC 32 Force Open (Athletics)
DC 30 Perception or Survival Check

F. City Sewers
Checks
DC 18 Balance (Acrobatics)
DC 18 Survival

F1

Treasure
+1 Full Plate (emerald grasshopper) x 3
Steel shield x 6
+1 striking longsword (murderer’s knot) x 3
Javelins x 12
Moderate healing potion x 3
Silver Unholy Symbol x 3
Wooden Holy Symbol x 3

Creatures
Vault Breaker

F2
Checks
DC 24 Fortitude Check
Critical Failure: Stunned 1 and Sickened 2 for 1 minute
Failure: Sickened 2 for 2 rounds
Success No effect

Treasure
Checks DC 20 Perception, DC 25 Perception
+1 striking longsword
+1 full plate
Steel shield x 2
50 gp
Silver crown 80 gp
Gloves of Storing

Creatures
Otyugh x 4 (Bestiary)
Adv Otyugh (Advanced, Bestiary)

F3
DC 20 Recall Knowledge (Lore Engineering)
DC 24 Recall Knowledge (Lore Engineering)
DC 24 Athletics
DC 30 Climb (Athletics)

Creature
Deinosuchus (Bestiary 67)

F4:

Checks
DC 32 Force Open (Athletics) (Door)
DC 34 Disable Device (Thievery)

Hazard
TORRENT OF FILTH HAZARD 11
MECHANICAL TRAP
Stealth DC 30 (expert)
Description A cistern behind a sculpture holds a massive amount of diseased sewage. Approaching the sculpture and depressing a pressure plate releases the water impacting the triggering creature, pushing them back and potentially diseasing them.
Disable Thievery DC 28 (expert) on the pressure plate before the door to jam the mechanism and prevent the torrent from being released.
AC 32; Fort +24, Ref +15
Statue Hardness 22, Statue HP 88 (BT 44);; Immunities critical hits, object
immunities, precision damage
Forbid Entry [reaction] (attack, mechanical); Trigger A creature depresses a pressure plate. Effect A line of water shoots from the mouth of the statue impacting all creatures in a 10 foot wide line at the door and expanding outward to 40 feet when it impacts the far wall..
Round 1: Melee Torrent Effective Shove (Athletics) of +22 vs. any creature within the torrent. Damage 6d8 bludgeoning plus filth fever.
Round 2: Melee Torrent Effective Shove (Athletics) of +18 vs. any creature within the torrent. Damage 4d8 bludgeoning plus filth fever.
Round 3: Melee Torrent Effective Shove (Athletics) of +16 vs. any creature within the torrent. Damage 2d8 bludgeoning plus filth fever.
Filth Fever (as Dire Rat but DC 24. In addition anyone who critically fails this save is stunned 1 and sickened 1 for 1 minute).
Reset The trap resets over the course of a week as the cistern refills.

F5:

DC 20 Recall Knowledge (Naure)
DC 25 Recall Knowledge (Religion)

Treasure
+1 Full Plate (emerald grasshopper) x 3
Steel shield x 6
+1 striking longsword (murderer’s knot) x 3
Javelins x 12
Moderate healing potion x 3
Silver Unholy Symbol x 3
Wooden Holy Symbol x 3
Everburning Torch x 2

Creatures
Vault Breaker x 3 (As Above)

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

So I will be updating from this point forward but I will only be placing checks, treasure, and hazards pasted here. I'll be putting the creatures into a master file along with .json files for folks to use the creature builder to tweak them easier.

Creature Builder

Book 1 Edited
Dead Roads


1 person marked this as a favorite.

Long time since I’ve posted here. Been going a bit back and forth on whether or not to post back here, but meh.

Anyway, decided to try my hand at some of the more memorable characters in my opinion: the Council Libertine. I also did the stats for a Daughter of Urgathoa, because why not.

Some notes: Tycha and Gustari are subject to change because the evil champions and cavaliers are coming out in the APG that’s coming out in July-ish so I based them off of stuff from the Playtest (there was an antipaladin in Doomsday Dawn). Due to the lack of a falcata, I had to switch out what weapon Amaretos uses—I liked the idea of him using a weird weapon, so I instead decided to give him a katana because that was the most valid uncommon weapon that gave a feel of “You use that?!” (also because it had the deadly trait); I also would’ve given him Attack of Opportunity, but considering how I made him, I felt that that was overkill. I gave them all (sans Yhalas for obvious reasons) the serrating rune to further emphasize their connection to Lastwall. Also, I’m really bad at making unique actions, so I mostly based them off of PC classes. Finally, I gave these guys perhaps a bit too much gp of gear, so adjust their items as needed.

Daughter of Urgathoa:
Daughter of Urgathoa Level 8
Rare NE Large Undead
Perception: +17
Senses: Darkvision
Languages: Common, Necril
Skills: Acrobatics +16, Athletics +16, Deception +16, Intimidation +18, Urgathoa Lore +18, Religion +18,
Str. +6 Dex. +3 Con. +4 Int. +4 Wis. +5 Cha. +4

AC: 26
Fort: +17; Ref: +15; Will: +19; +1 status vs positive
HP: 145 (negative healing, rejuvenation)
Immunities: death effects, disease, paralyzed, poison, sleep; Weaknesses: good 5
Auras: Aura of Desecration (Aura, divine, necromancy): 20’; undead and worshipers of Urgathoa who are a lower level than the Daughter of Urgathoa gain a +1 status bonus to attack rolls, damage rolls, and saving throws while within the aura.
Reactions: Attack of Opportunity [[R]] (Claw Strike only)

Speed: Fly 30’
Melee: Great Claw (Deadly 1d10, evil, magical, reach 10’, Trip) +20 (2d10+8 slashing plus 1d6 evil plus bubonic plague)
Claw (agile, reach 10’) +20 (2d8+8 slashing)
Divine Prepared Spells: DC 26; attack +18
3rd: Crisis of Faith, False Life, Harm
2nd: Ghoulish Cravings, Resist Energy, Spiritual Weapon
1st: Bane, Command, Goblin Pox
Cantrips (3rd): Detect Magic, Divine Lance, Guidance, Message, Shield

Divine Focus Spells: DC 26; attack +18 (3rd level; 2 points)
Magic’s Vessel
Touch of Undeath

Special Abilities
Domains: A daughter of Urgathoa gains the initial domain spells from two domains belonging to Urgathoa. The Daughter of Urgathoa presented has access to the magic and undeath domains. Daughters of Urgathoa can also pick the spells Urgathoa grants to her clerics.

Bubonic plague (disease, virulent): The drained and fatigued conditions from bubonic plague don’t improve on their own until the disease is cured. DC 23 Fort. Stage 1: drained 1 (1 day). Stage 2: fatigued and drained increases by 1 (1 day)

Gustari Fallenstag:
Gustari Fallenstag Level 13 fighter
Unique NE Medium Undead
Perception: +23
Senses: Darkvision
Languages: Common, Necril
Skills: Athletics +27, Crafting +24, Intimidation +27, Undead Lore +26, Nature +24, Religion +24, Survival +24
Str. +8 Dex. +3 Con. +5 Int. +2 Wis. +5 Cha. +6
Items: +1 striking serrating battleaxe, lesser sturdy shield w/shield spikes, +1 resilient full plate, composite shortbow w/40 arrows, banner with the flag of Geb embroidered in platinum worth 70 gp

AC: 34
Fort: +26; Ref: +23; Will: +20;
HP 235 (negative healing, rejuvenation)
Immunities: acid, death effects, disease, paralyzed, poison, precision, sleep
Auras: Sacrilegious Aura: 30’; +21
Reactions: Attack of Opportunity [[R]]

Speed: 25
Melee: caustic serrating Battle axe (acid, magical, sweep) +27 (2d8+15+1d4 slashing plus 1d6 acid)
Ranged: caustic composite shortbow (acid, deadly 1d10, magical, range increment 60’, propulsive, reload 0) +21 (2d6+11 piercing plus 1d6 acid)
Special Abilities
Banner: Gustari flies the regalia of Geb upon her mount’s back, boosting her allies’ morale. She and all allies within 30’ of the banner who can see the banner gain a +1 circumstance bonus to saves against fear effects. When allies with the frightened condition end their turn within 10’ of the banner and can see the banner, they reduce their frightened condition by 2 instead of 1. If the banner is destroyed, allies who witness its destruction lose all benefits and take a -1 circumstance penalty to saves against fear for 1 minute.

Challenge [[A]] (Open): Gustari selects one foe she can see and proclaims a challenge. Until the start of her next turn, she gains a +2 status bonus to damage rolls against that foe and takes a -1 circumstance penalty to AC against all foes except the target of her challenge. If none of her allies attack the target of her challenge or otherwise assists her before the start of her turn. The challenge’s duration extends until the end of her turn instead of expiring at the start of her turn.

Devastating Blast [[A]][[A]] (acid, arcane, evocation): 7d12 acid; DC 33

Graveknight Curse DC 37

Phantom Steed [[A]][[A]][[A]] (arcane, conjuration, summon): HP 78; AC 30; Fort +22, Ref +19, Will +16

Feats:
Certain Strike [[A]] (press): (as the fighter ability)

Yhalas the Serene:
Yhalas the Serene Level 14 Graveknight Barbarian
Unique CE Medium Undead
Perception: +25
Senses: Darkvision
Languages: Common, Necril
Skills: Athletics +28 (+30 to High Jump or Long Jump), Intimidation +27, Undead Lore +20, Religion +21
Str. +8 Dex. +3 Con. +7 Int. +4 Wis. +5 Cha. +5
Items: rhino hide, +2 greater striking handwraps of mighty blows, boots of bounding, potion of quickness, signet ring bearing the rune of Geb wreathed in flames

AC: 36 (35 while raging)
Fort: +28; Ref: +22; Will: +24;
HP 300 (+21 while raging) (negative healing, rejuvenation)
Immunities: death effects, disease, fire, paralyzed, poison, precision, sleep; Resistances: piercing 10, positive 14, slashing 10
Defensive Abilities:
Dark Deliverance
Deny Advantage (as a Barbarian)
Auras: Sacrilegious Aura: 30’; +22
Reactions: No Escape [[R]] (as a Barbarian)

Speed: 35 (45 while raging)
Melee: greater flaming fist (agile, fire, nonlethal, unarmed) +27 (3d6+14 bludgeoning plus 1d6 fire)
Greater flaming ape fist (grapple, unarmed) +27 (3d10+23 bludgeoning plus 1d6 fire)
Special Abilities
Devastating Blast [[A]][[A]] (arcane, evocation, fire): 8d12 fire; DC 34

Flurry of Blows [[A]]: (as Monk)

Instinct (Animal [ape]): (as a Barbarian)

Powerful Fists (as Monk)

Rage [[A]]: (as a Barbarian)

Ruinous Fists (fire): As per a graveknight’s Ruinous Weapons ability, except it affects Yhalas’s unarmed Strikes.

Unarmed Master: Yhalas gains the critical specializations of her unarmed Strikes.

Feats:
Fast Movement (as Barbarian)
Sudden Charge (as Barbarian)
Sudden Leap (as Barbarian)

Tycha Ghuzmaar:
Tycha Ghuzmaar Level 13
Unique LE Medium Undead
Perception: +20
Senses: Darkvision
Languages: Common, Necril
Skills: Acrobatics +24, Athletics +24, Crafting +22, Deception +22, Intimidation +24, Undead Lore +27, Religion +22, Stealth +27, Thievery +24
Str. +7 Dex. +6 Con. +5 Int. +5 Wis. +4 Cha. +5
Items: platinum signet ring bearing the holy symbol of Arazni atop the rune of Geb worth 50 gp, Standard-grade Mithral shield, +1 resilient Standard-grade mithral breastplate, +1 serrating Standard-grade mithral longsword, 3 doses of purple worm venom

AC: 35 (37 with shield raised)
Fort: +23; Ref: +25; Will: +21;
HP: 230 (negative healing, rejuvenation)
Immunities: Cold, death effects, disease, paralyzed, poison, precision, sleep; Resistances: Positive 13, slashing 2
Defensive Abilities: Dark Deliverance
Deny Advantage (as the Rogue ability)
Auras: Sacrilegious Aura: 30’; +21
Reactions: Shield Block [[R]]

Vengeful Strike [[R]]: Trigger: an enemy damages Tycha. Effect: Tycha gains resistance 15 to all damage against the triggering damage. If the foe is within reach, Tycha can make a melee Strike against them; if he hits the target takes 5 persistent evil damage. Each ally within 15’ of Tycha with the triggering creature within their melee reach can spend a reaction to Strike the target with a -5 penalty.

Speed: 25’
Melee: Frost serrating longsword (Cold, magical, silver, versatile P) +25 (2d8+13+1d4 slashing plus 1d6 cold)
Divine Focus Spells: DC 30; attack +22 (7th; 2 points)
Forced Quiet
Touch of Corruption (acts as a negative energy version of Lay on Hands)

Special Abilities
Devastating Blast [[A]][[A]] (arcane, cold, evocation): 7d12 cold; DC 33

Graveknight Curse: DC 37

Sneak Attack 1d6

Feats:
Twist the Knife [[A]]: (as the rogue ability)

Amaretos Manslayer:
Amaretos Manslayer Level 15
Unique NE Medium Undead
Perception: +26
Senses: Darkvision, See Invisibility
Languages: Common, Necril
Skills: Athletics +27, Arcana +30, Deception +24, Intimidation +30, Undead Lore +30, Nature +25, Occultism +27, Religion +27,
Str. +7 Dex. +5 Con. +6 Int. +7 Wis. +6 Cha. +4
Items: Platinum torc emblazoned with the Barronmor crest worth 25 gp, bracelet of friends, +2 resilient fortification Standard-grade Mithral chainmail, +2 greater striking serrating unholy Standard-grade adamantine katana

AC: 36
Fort: +29; Ref: +26; Will: +27;
HP: 275 (negative healing, rejuvenation)
Immunities: death effects, disease, electricity, paralyzed, poison, precision, sleep; Resistances: Positive 15
Defensive Abilities: Dark Deliverance
Auras: Sacrilegious Aura: 30’; +24

Speed: 25’
Melee: greater shocking serrating katana (adamantine, deadly 2d8, electricity, evil, magical, two-handed d10, versatile P) +28 (3d6+15+1d4 slashing plus 1d6 evil plus 1d6 electricity)
Arcane Prepared Spells: DC 36; attack +28
7th: Fire Shield, Weapon Storm
6th: Chain Lightning, Cloudkill, Vampiric Touch
5th: Black Tentacles, See Invisibility (2)
4th: Dispel Magic, Fly, Shocking Grasp
3rd: Fireball, Lightning Bolt, Magic Missile
2nd: Glitterdust, Mirror Image (2)
1st: True Strike (3)
Cantrips (7th): Detect Magic, Electric Arc, Read Aura, Shield, Telekinetic Projectile

Special Abilities
Devastating Blast [[A]][[A]] (arcane, electricity, evocation): 8d12 electricity; DC 36

Graveknight Curse DC 40

Feats:
Bespell Weapon (as the wizard ability)

Quickened Casting (as the wizard ability)

Before Combat

Spoiler:
Amaretos casts a 5th-level See Invisibility during his daily preparations and a second when the duration of the first runs out.

During Combat

Spoiler:
Amaretos is two-handing his katana prior to combat. Amaretos starts combat by casting cloudkill. On the second round he uses Quickened Casting and casts haste on himself, casts fire shield on himself, then Strides toward the PCs. From there, follow tactics written in the adventure.

Might do the statistics for Lyanthari at a later date; haven’t really decided yet.

Also, good to know that there’s a creature-building tool! Though I’m probably going to stick with my current system of keeping a folder of notes on my phone since my current Strange Aeons group is PbP, but I’m definitely going to use that when I switch my IRL group to 2e.

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

I edited book 2 today in a similar fashion to book 1.
Eulogy for RC

Also, welcome back KingTrey. Man am I glad to see those high level people with names converted. It can be a nightmare. :D

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

And finally book 3 is a current work in progress but here is the link for all the work so far:

Last Watch

Dark Archive

Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Note: No creatures run down in this post. The creatures are in a separate folder on the dropbox and will eventually be consolidated down to a single document once book 3 is completed.
Last Watch Conversion

G1.
Checks
DC 20 Recall Knowledge (Religion or Society)
DC 25 Recall Knowledge (Reigion)

Effect
50g to activate
+1 Sacred Bonus to AC

Treasure
Gold Flaking 30g

G2
Treasure
Gold Inlay and Gems x 4 (20g each)
Rapier x 4

CREATURES
RED CRUSADER GUARDIANS X 4

G3:

A DEMIGOD’S DEMISE HAZARD 9
PERSISTENT, EMOTION, AUDITORY, HAUNT
Stealth DC 27
Description This plaza is haunted by the great sorrow of a traumatic event. Their wails of anguish threaten to deafen and harm the bodies of the living.
Disable Make an Impression (Diplomacy) DC 28 (expert) to step forward and give a moving speech to the phantasmal crowd and to try and assuage their terrible anguish at the loss of their goddess. DC 30 Religion (expert) to exorcize the spirits. Both of these options only appease the spirits for a short time (1 Day or 12 hours if incited by the high priest in G12).
Cacophonous Wail (reaction) (death, emotion, fear, mental, divine): Trigger A creature moves within 30 feet of a crumbling statue in the center of a plaza. Effect: The spirits within the plaza, upon being informed of the death of their patron, wail in anguish. Any creature within the plaza must attempt a DC 28 Will Save.
Critical Success The creature is unaffected.
Success The creature takes half 5d10+10 sonic damage.
Failure The creature takes full 5d10+10 sonic damage and is frightened 1 and deafened for 1 minute.
Critical Failure The creature takes double 5d10+10 sonic damage and is deafened (permanent) frightened 1 for 1 minute.

G4
Checks
DC 30 Perception or 26 Survival (Expert)

CREATURES
Sump Steward

G5
CREATURES
FUNGAL GIANT FLYTRAP (As Bestiary but has suction ability, Added climb speed of 15 and reduced regular speed to 15)

G6:

Checks
DC 15 Recall Knowledge (Society, Lore Nobility, Lore Vigil, Knights of Ozem, Shining Crusade etc.)

Treasure
Lung Bloodstone of The Fallen Goddess ITEM 20
MAJOR ARTIFACT
MAGICAL, ABJURATION, NECROMANCY, LAWFUL
Price Priceless
Usage held in 1 hand; Bulk L

This canopic jar containing the fallen goddess’’s preserved lungs echoes with her sense of duty and the lingering power of the dead god. The bearer of the Lung Bloodstone of the Fallen Goddess gains the haughty obstinancy human heritage feat.
Any character who interacts with the Lung Bloodstone of The Fallen Goddess to learn it’s powers gains access to the spell scholarly recollection (which they cast a number of times per day equal to their class attribute modifier, up to 4 times per day).
A cleric who bonds with the artifact gains a tenuous connection to the holy powers of the long dead god. They gain the domain initiate feat for the knowledge domain. If they already have that feat they gain Advanced Domain and if they have both of those feats then they gain the cleric feat heroic recovery and the bonuses of that feat increase to +10 foot status bonus to speed, +2 status bonus to attack rolls, and +1 status bonus to damage rolls.

G7
Checks
+2 to Swim (Athletics)
DC 25 Diplomacy, Deception, or Intimidation

Treasure
550 CP
350 SP
Silver rings x 6 (25s each)
Jeweled Necklace 40g
Silverware 20g

CREATURE
PELUDA

G9:

Treasure
Ornaments 15s

Hazard
HIGH PRIEST’S PLUNGE HAZARD 11
PERSISTENT, EMOTION, HAUNT
Stealth DC 30
Description This tower is haunted by the spirit of a high priest who took his own life upon the death of his goddess . His spirit attempts to punish the living with the same fate he suffered!
Disable Coercion (Intimidate) DC 28 (expert) to glare at the spirit as it rushes toward them and cause it to recoil from their fury, or
DC 30 Religion (expert) to raise a holy symbol to the spirit and command it to begone! (These options only appease the spirit for some time (1 minute, or 5 rounds if the high priest still controls it)
I’m Taking You With Me! (reaction) (emotion, force, divine): Trigger The spirit uses a telekinetic maneuver (shove) with a +28 modifier against all targets in the room in an effort to throw creatures through a nearby window.
Effect: If any creature would be pushed through the window with the force of the spell they take 5d6 slashing damage and 2d6 persistent damage (bleeding) and immediately fall to the ground below taking 15 points of damage. If the hazard gets a critical success on its attempt the falling characters are denied their reaction to grab the ledge as they fall.

BLADE BARRIER HAZARD 9
EVOCATION FORCE MAGICAL TRAP
Stealth DC 30 (expert)
Description An invisible rune that, if the door is touched, releases a spell down the bridge immediately in front of the door..
Disable Thievery DC 30 (expert) to erase the rune without triggering the sensor, or dispel magic (4th level; counteract
DC 25) to counteract the rune
Blade Barrier [reaction] (arcane, evocation, force); Trigger A creature touches the door upon which the rune has been inscribed. Effect The rune releases a blade barrier across the ridge in front of the door affecting all targets on the bridge This is a 6th level blade barrier spell spell that deals 7d8 force damage (DC 28 basic Reflex save). Note: Due to how narrow the bridge is any character that passes this save may immediately be forced to use their reaction to try and avoid falling from the bridge and taking an additional 15 points of damage.

G10:

Checks
DC 20 Recall Knowledge (Religion)
DC 30 (35) (expert) Make an Impression (Diplomacy)
DC 20 Perception
Treasure
LA QUILL ROUGE ITEM
EVOCATION MAGICAL
Price 700 gp
Usage held in 1 hand; Bulk L
This rapier’s guard resembles a beautiful lotus blossom and its ironwood hilt molded to appear its stem. On command the tip of this weapons blade can be used as a quill with any color ink the user desires. In addition this is a +2 striking rapier that upon a critical strike inscribes the target with sigil spell (heightened to 7th level) either of their choice or as the winged rapier of the fallen goddess. Finally, once per week the wielder can choose to mark a target with a celestial brand (CRB 403) (heightened to 7th level).

CREATURES
GEIST

G11
Checks
DC 33 (expert) Disable Device (Thievery)[

G12:

Checks
DC 22 Perception
DC 33 (expert) Disable Device (Thievery)

Hazards
Rolling Rock HAZARD 10
MECHANICAL TRAP
Stealth DC 25 (A chalk outline around the triggering plate makes it easier to locate)
Description A massive stone spheroid stone falls from the ceiling and rolls toward the triggering plate for the trap only stopping when it hits (and blocks) a door at the far end.
Disable Thievery DC 28 (expert) Once the plate is identified it is easily avoided but carefully prying up the plate on all four sides and lodging stone chips to prevent it from being depressed deactivates the trap.
AC 32; Fort +24, Ref +15
Stone Hardness 22, Hammer HP 120 (BT 60); Plate Hardness 16, Plate HP 54 (BT 27); Immunities critical hits, object
immunities, precision damage
Forbid Entry [reaction] (abjuration, attack, divine); Trigger A creature steps on a concealed plate / panel on the floor. Effect A large sphere / stone falls from the ceiling and rolls toward the plate filling the entire hall and threatening all creatures in its path (4d12+25 bludgeoning). Reflex Save DC 29.
Reset: Manual

G13
Treasure
Rose Crystal (50g)

Creature
STONE GOLEM (Replaced Crystal Golem. Same creature level and less late stage abilities to convert. BESTIARY 187. Note: I still intend to say this is a golem made of crystal. Crystal is a type of stone.)

G15
Treasure
Half plate x 4
Steel shield x 8
+1 striking longsword x 4
Javelins x 16
Moderate healing potion x 4
Silver Unholy Symbol x 4
Wooden Holy Symbol x 4

Creatures
Vault Breaker (As Above) x 4

G16:

Treasure
Longsword (2)
Javelin (15)
Steel Shield (4)
Exotic Incense (10) 15s each
Platinum Mirror 500s
+1 resilient breastplate
Dagger
Flail
Barkskin potion
moderate healing potion
silver unholy symbol of the mad god
spell component pouch
5 broken wooden holy symbols
3 doll’s heads
a dozen rusty sewing needles
4 used tindertwigs
a weathered map of Castle
Keys
wand of heal
wand of see invisibility

CREATURE (Note: The only preparatory spell this character casts before combat (or as soon as possible is magic weapon to make their flail +1 striking.)
MAD PRIEST

G17
Door
Hardness 10, HP 50 (BT 25)

Checks
DC 34 Disable Device (Thievery)

Creature
Crow Wizard

G18:

Checks
DC 30 Deception, Diplomacy, Intimidation

Treasure
Creature

Hazard
HUNGRY MAIDEN HAZARD 7
MECHANICAL TRAP
Stealth DC 24
Description If a target steps on a hidden plate in front of or inside the iron maiden it snaps shut around them..
Disable Thievery DC 27 (expert) to carefully cut the wire connecting the plates to the taut mechanical hinges of the hungry maiden.
AC 22; Fort +20, Ref +12; Hardness 15, HP 60 (BT 30); Immunities critical hits, object immunities, precision damage
Punish the Wicked [reaction] (mechanical); Trigger A target steps in front of or inside the hungry maiden and depresses a pressure plate. Effect The creature is trapped inside and must make a Reflex Save DC 28 or be trapped inside and take 6d6 piercing damage and 2d6 persistent. The doors lock when trap is sprung and if the creature attempts to move within they take 6d6 piercing damage and 2d6 persistent.
Reset Manual

CREATURE
TORTURER BRAWLER

G19

Checks
DC 34 Perception

Creature
Urranag

G20:

Check
DC 45 Perception

Treasure
Creatures

Creatures
Mohrg (2)
Vault Breaker Captain
(Bestial Shadow Squire)

G21
Treasure
Greater Staff of Fire

Part 3

Checks
DC 24 Recall Knowledge (Society or Religion)

H1
CREATURE
Barrier Breaker Troop
Trench Mist


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Alrighty, I’m back again because I like toying around with the monster creation rules and I apparently don’t have enough going on.

Here’s Lyanthari and her bodyguards. Made Lyanthari into a warpriest and her bodyguards into champions of Urgathoa/fighters (because I didn’t really get the whole ranger thing). As before, the stats are subject to change because evil champions are coming out in the APG. I might rebuild Lyanthari as a champion instead of a warpriest cleric because it seems to suit her better (plus it would be redundant to have a warpriest of Urgathoa in the same dungeon as a warpriest of Asmodeus [Ceto]).

Lyanthari:
Lyanthari Level 17 cleric (warpriest) of Urgathoa
Unique NE Large Undead
Perception: +29
Senses: Darkvision
Languages: Common, Necril
Skills: Acrobatics +30, Athletics +30, Deception +30, Diplomacy +30, Intimidation +33, Cooking Lore +28, Urgathoa Lore +33, Religion +30
Str. +9 Dex. +6 Con. +6 Int. +5 Wis. +7 Cha. +6
Items: +1 resilient breastplate, +2 greater striking keen speed amulet of mighty blows

AC: 39
Fort: +29; Ref: +26; Will: +32; +2 status vs positive
HP: 330 (negative healing)
Immunities: death effects, disease, paralyzed, poison, sleep; Resistances: acid 10, cold 10, electricity 10, fire 10, force 10, negative 10, positive 10, sonic 10; Weaknesses: good 10
Class DC:
Defensive Abilities:
Auras: Aura of Desecration (Aura, divine, necromancy): 20’; as a Daughter of Urgathoa
Reactions: Attack of Opportunity [[R]]
Enduring Might [[R]]

Speed: Fly 30’
Melee: Great Claw (Deadly 2d10, evil, magical, reach 10’, Trip) +31 (3d10+13 slashing plus 1d6 evil plus bubonic plague)
Claw (agile, magical, reach 10’) +31 (3d8+13 slashing)
Divine Prepared Spells: DC 38; attack +30
9th: Energy Aegis, Harm (7), Anathematic Reprisal
8th: Dispel Magic, Divine Aura, Mask of Terror
7th: Blade Barrier, True Seeing, Vampiric Exsanguination
6th: Blade Barrier, Freedom of Movement, Heroism
5th: Abyssal Plague, Flame Strike, Divine Wrath
4th: Enhance Victuals, Resist Energy, Status
3rd: Blindness (3)
2nd: Death Knell, Ghoulish Cravings (2)
1st: Command, Ray of Enfeeblement, Sanctuary
Cantrips (9th): Daze, Detect Magic, Divine Lance, Forbidding Ward, Shield

Divine Focus Spells: DC 38; attack +30 (9th level; 3 points)
Athletic Rush
Enduring Might
Overstuff
Take its Course

Special Abilities
Bubonic Plague (disease, virulent): as a Daughter of Urgathoa; DC 35

Great Claw Mastery: Lyanthari has dedicated many lifetimes to the mastery of her scythe-like claw. Lyanthari treats any Strike with her great claw as if it were a Strike from a scythe, such as for gaining the bonus from Replenishment of War.

Feats:
Power Attack [[A]][[A]]: as a fighter

Replenishment of War: as a cleric

Shared Replenishment: as a cleric

Before Combat

Spoiler:
Lyanthari casts energy aegis on herself and status on her allies during her daily preparations. If she is expecting a fight (or is looking for one) she casts heroism and freedom of movement.

During Combat

Spoiler:
Lyanthari begins combat by casting mask of terror on herself and her allies. On the following round she casts divine aura, Flying if necessary into a position to get as many of her allies as possible. From there she engages in melee, using Power Attack to scythe through her foes. She saves at least one focus point to cast take its course on an opponent that contracts her bubonic plague. She avoids using her reaction until an opponent destroys an undead—whether one of her shield beaters or an area of effect spell or effect destroys one of the weaker undead scattered throughout the room—so that she can unleash a devastating anathematic reprisal upon them (though she abandons this tactic in favor of ending her foes with Attacks of Opportunity if she’s brought below half HP).

Vampire Shieldbearer:
Vampire Shieldbearer Level 12 champions of Urgathoa
Rare NE Medium Undead Vampire
Perception: +19
Senses: Darkvision
Languages: Common, Necril
Skills: Athletics +25, Intimidate +25, Urgathoa Lore +25, Religion +22
Str. +7 Dex. +4 Con. +5 Int. +5 Wis. +5 Cha. +6
Children of the Night (divine, enchantment, mental)
Items: moderate sturdy shield (Hardness 15, HP 156, BT 78), +1 striking wounding amulet of mighty blows, +1 splint mail

AC: 34 (36 with shield raised)
Fort: +25; Ref: +19; Will: +22;
HP: 175 (coffin restoration, fast healing 10, negative healing)
Immunities: death effects, disease, paralyzed, poison, sleep; Resistances: physical 10 (except magical silver); Weaknesses: vampire weaknesses
Reactions: Quick Block: 2 reactions; one must be used for Shield Block
NE Champion’s Reaction [[R]]
Mist Escape [[F]]
Shield Block [[R]] plus Aggressive Block [[F]]

Speed: 25’, Climb 25’
Melee: Claw (agile, magical, unarmed) +24 (3d8+9 slashing plus 1d6 persistent bleed plus Grab)
Divine Focus Spells: DC32 ; attack +24 (6th; 2 points)
NE Initial Devotion Spell (assuming negative version of Lay on Hands)
Overstuff

Special Abilities
Change Shape [[A]] (concentrate, divine, polymorph, transmutation): Giant nat with fangs +24 for 3d8+10 piercing plus 1d6 persistent bleed.

Create Spawn (divine, downtime, necromancy)

Divine Ally (shield)

Dominate [[A]][[A]] (divine, enchantment, incapacitation, mental, visual): DC 29

Drink Blood [[A]] (divine, necromancy): When Drinking Blood, the gluttonous vampire regains 25 HP.

Turn to Mist [[A]] (concentrate, divine, transmutation)

Feats:
Aggressive Block

Shield Warden

Quick Block

Dark Archive

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Book 3 initial draft conversion done.
Note: The creatures are in JSON files and pdfs in another folder. I don't want to finalize a document of pdf images until they are fairly complete.

H2
CREATURE
Guard of the City (2)

H3
DC 28 Recall Knowledge (Religion)

Note: With a DC 25 Make an Impression (Diplomacy) check on the five clerics of iomedae here they will use their battle medicine ability to heal a character for 2d8+15 hp. They are saving all their spells for the multitude of wounded here.

H4
Checks
DC 32 Make an Impression (Diplomacy)

Creatures
Guard of the City (5)
Warrior of Vigil

H5
Treasure
Vial of Holy Water x 30

Guard of the City (3)
Warrior of Vigil
Note: This named Warrior of Vigil has a +1 Orichalchum Greatsword (replacing longsword and shield, and attack of opportunity instead of shield block)

H6
Creatures
The cleric here works under the same rules as the clerics in H3 but the DC is 30.

11.
Creatures
The priest here’s supplies are too stretched thin to provide aid.

I2
Checks
DC 24 Perception
DC 45 (Master) Disable Device (Thievery)
DC 26 Recall Knowledge (Religion)
DC 20 Survival
Hazard (Bestow Curse in Text)
Used Pharaoh’s Ward CRB 524

CREATURES
Greater Shadows (3) (Bestiary)

I3:

Check
DC 20 Decipher Writing (Occultism)
DC 30 Perception

Treasure
(Creature)
+2 resilient breastplate
Lyre of building (moderate)
Gold bars (10) (50 g each)
Platinum bracelet 120g
Masterful paintings (11) (20g each)
Agates (400) (1g each)

LYRE OF BUILDING ITEM 7+
ENCHANTMENT MAGICAL
Usage held in 2 hands; Bulk 1
Although this instrument can be any instrument it is most often a lyre or harp. An instrument such as this provides a +2 item bonus to performance checks.
Activate [three actions] Interact; Frequency once per day; Effect Wall of Force (heightened 8th level)
The lyre can be used to summon a wall of force to protect 300 feet of a nearby structure or building for 10 minutes. This defense is not conferred to creatures on or beyond the structure.
Type lesser; Level 7; Price 300 gp
Type moderate; Level 11; Price 1200 gp
Activate [10 minutes] Interact: Frequency once per week;
The item bonus is +4. The lyre summons into being a host of phantasmal workers who begin repairing and constructing nearby buildings at great speed. These workers do a days work for 10 workers 10 minutes. After ten minutes have passed the player must make a performance check DC 26 to continue playing. Each additional 10 minutes requires another check at -5 per roll. Once the player fails the work ceases and the lyre cannot be used for this purpose for a week.
Craft Requirements You must supply a casting of wall of force and mending of the appropriate level.

Creatures
Fallen Knight of Justice
Fallen Ancestor (2)

I4:

Treasure
+1 greatsword
+1 striking flaming longsword
+1 striking halberd
dwarven full plate (worth 60g)
Justice’s Needle (disintegration ballista bolt)
Special: If the target has the undead or fiend trait then their save against its effect is always one step worse. If the target critically fails their save they take the maximum of the bolts effect (120 damage) If the person interacting with the bolt knows the name of the target they can whisper it to the bolt before it is fired. As a result the next strike with the bolt is considered to have true strike against that target.

Creatures
Priestess of Justice
Kalavakus Demon
Clacking Skull Swarm

Event 1
Creature
Writhing Reed

J1.
Creatures
Pathfinder Field Agent (2) (Lost Omens Character Guide 126)

J2
Creature
Pathfinder Field Agent

J4
Creature
Pathfinder Field Agent

Effect
Consecrate (10 Year Version), Daylight

Event 2:

Note: I may have underpowered the nightwing here because I’m concerned regardless of the bright light around the tower affecting it’s light aversion, the shot from the bolt, and the effect of the consecrate it is still a fight somewhat beyond the powers of the party. I’m (at this point) considering giving any divine characters in the party a boon from their god or goddess or just Iomedae. That boon would be a casting of Avatar on that character… which is a 10th level spell but would even things out a bit.

Equipment
+1 greater striking ballista

Effect
Consecrate (10 Year Version, All creatures of Goddess of Justice faith do 1 point of good damage per strike.)

Creature
Nightwing

J5:

Treasure
Bag of Holding Type IV
Healer’s Kit (4)
Antitoxin (2)
Greater Potion of Healing (9)
Ointments 1g

Creature
Cleric of the Traveler

J6
Check
DC 32 Recall Knowledge (Occultism)

Treasure
Tome of True Names

Hazard
FEEBLEMIND RUNE HAZARD 9
ENCHANTMENT, MENTAL, MAGICAL TRAP
Stealth DC 30 (expert)
Description An invisible rune etched inside the cover of an ancient tome.
Disable Thievery DC 30 (expert) to erase the rune without triggering it, or dispel magic (5th level; counteract
DC 25) to counteract the rune
Feeblemindl [reaction] (arcane, enchantment, mental); Trigger: A living creature starts reading the book without disabling the rune. Effect The text is so alien and incomprehensible that it threatens to shatter the mind of the target with a feeblemind directed at the reader. This is a 6th level feeblemind spell that deals 6d6 fire damage (DC 30 basic Will save).

K
Creatures
Mutated Turtle
Draugr Captain
Sodden Draugr Troop

Dark Archive

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

NOTE: All creature JSONs and pdfs are located in the folder at the link. Holidays over I'm back at it!

Gardens of Gallowspire

The Messenger
Checks
DC 28 Recall Knowledge (Arcana)

Creature
Shield Guardian Wood Golem

A:

Creature
Ilorona

Meeting the Goddess
Checks
DC 28 Recall Knowledge (Religion, Society or Appropriate Lore)

Treasure
The Fallen Goddess’ Sting (+1 greater striking holy rapier)
Graveyard Shirt (+2 greater resilient mithral chain shirt, interact: cast protection (evil) as 4th level 1/day)
Crimson Mantle (greater dancing scarf, reaction: feather fall (2/day)
Divine Wings (ring of counterspells)
Soul Minder (pink rhomboid aeon stone; interact: heal (3rd level), restoration, resist energy 1/day)
Bonuses: Good or Lawful Creatures; 1+ pieces Focus Pool +1: Litany Against Wrath; Full: Litany of Righteousness

Creatures
The Fallen Goddess

Into the Lands of the Tyrant
Checks
Survival Checks to Subsist require someone of Master proficiency.

B:

Treasure
(Creatures)
Scroll of Banishment
Scroll of Heroism (6th)

Scroll of
Creatures
Prisoner (stats to be determined later)
Cairn Wight Ranger
Skeleton Guard Troop

C1:

Creature
Horse Thing Warsworn

C2:

Checks
DC 28 Survival (Door Work)
DC 20 Perception or Recall Knowledge (nature) (Jam)

C3:

Checks
(Normal Rules for Cold CRB)

Treasure
38 pp
51 g
2 s
160 cp
Silver holy symbol of Woodland God
Emerald (80 g)
Winged Boots
Iron Medallion Talisman

C9:

Checks
Note: Any negotiations with the Etioling here are subject to the fact that he is currently Stupefied 4. Note also that he must also make flat checks to cast spells.

Treasure
Maps and notes on Lands of Tyrant (20g)
Stores (18g)
Cold Weather Outfit (15)

Creature
Boggle (2)
Etioling

D:

Treasure
Onyx Gems (92) (5g each)
Wand of Vampiric Touch
Murderer’s Knot

Creature
Tomb Giant
Necrograft (4)
(I am going to just replace these four creatures with Zombie Hulks from the Bestiary which increases their Creature Rating and difficulty by 1 but over all this fight needed a bit of a boost and probably still does. Description: The creatures still have three arms and their hands have been modified into shovel sized metal monstrosities and their bodies reinforced with metal.)

E:

DROWNING FAITHFUL HAZARD 11
HAUNT
Stealth DC 32 (trained)
Description A lake’s edge haunted by the spirit of hag who loathed and targeted creatures of faith regardless of their affiliation.
Disable Religion DC 31 (master) to exorcise the spirit or Intimidation DC 31 (expert) to rebuke the spirit and drive it back into the lake.
Suffocation [reaction] (force, death, paralysis, fear, mental, occult);
Trigger A creature moves within 50 feet of the shore of the lake while wearing a holy symbol. Effect The creature is restrained and lifted ten feet from the ground. The creature then must make a Fortitude DC 30.
Critical Failure:The creatures lungs immediately begin filling with water and are required to follow the rules for drowning on page 478 of the CRB.
Failure: The creature begins vomiting water, takes 1d10 negative damage and is stunned 2. Casting spells requires a DC 15 flat check.
Success: The creature resists the spirits attempts to drown it but is still restrained and stunned 1.
Critical Success: The creature is still levitating 10 feet above the ground and may not stride but is not stunned and is not restrained.

Magical effects that allow the breathing of water do not stop this effect. Creatures that are naturally not required to breathe air are not affected.
Note: An appropriate Lore Check or Recall Knowledge Religion DC 31 reveals the relevant details of the haunt and reveals that if the affected creature 'symbolically’ renounces their faith by removing their holy symbol they will be freed.

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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

A lot of really difficult conversions here that just basically came down to converting things on the fly and inventing new abilities. I used KingTreyIII's conversions for the most part for the Graveknights although I did add new abilities. I'm concerned that some of this stuff is too strong for a group of 12th level characters (especially the Dread Wraiths) but edits are for later.

Main Conversion Doc

JSON and Creature PDF Docs

F:

Checks
Page 517-518 CRB with discussions about Extreme Cold and visibility effects of being within fog.

DC 32 (25) Climb (Athletics)
DC 30 Perception (pitons)
DC 44 Perception (cave)

Treasure
82 pp
1356 gp
2683 sp
Rubies (2) (210 gp each)
Bloodstones (94) (2g 5s each)
Floating Shield
+1 striking returning spear

Creature
Male Adult Umbral Dragon

G:

Creature
Note: Due to how PF2 rules work a group of cr4 pegasi would not be able to buck a party of 11th level characters. I made these evil champion pegasi to at least have a chance. Creature Rating 7 is still VERY low and I am considering bumping them up to 8 or maybe even 9.
Wicked Champion Pegasus (6)

Garden of Death
Check
DC 25 Recall Knowledge (Nature or Survival) about nature of plants

Traveling
The ability to subsist or even follow trails or find your way in this region becomes more difficult and requires a character who is MASTER in survival. Class Feats and Focus Spells that function in conjunction with the environment don’t work here unless the character is evil.

TYRANT GARDEN MIASMA POISON 9
INHALED POISON
Activate [one-action] Interact
Saving Throw DC 25 Fortitude; Onset 24 hours; Maximum Duration 3 days or prolonged contact; Stage 1 stupefied 2 (1 day); Stage 2 enfeebled 2 and stupefied 3 (1 day); Stage 3 enfeebled 3 and stupefied 4 (1 day)

H1
Creature
Giant Flytrap (Bestiary)

H2
Treasure
Pendant of Goddess of Justice (50g)

Creature
Leukodaemon (from Bestiary but with the Shape Change ability akin to dopplegangers)
Shambling Mounds (From Bestiary with a single advancement)

H3
Creature
Furcifer

H4:

Treasure
289g
2s
Diamond dust (500g)
Potion of Healing, Greater x 6
Scroll of Remove Curse x 2
Elemental Gem (Fire)

Hazard
Yellow Mold (CRB page 524)

Creature
Yellow Moldwretch (These moldwretch have symbiosis with yellow mold. See it’s entry in the CRB for the effects of its abilities.)

H5
Treasure
Creatures

Creature
The Graveknight Cavalier
Daughters of Undeath

H6
Checks
DC 25 Climb (Athletics)

Creature
Nightwing (See Book 3)

Character Should be Level 12 (Standard Difficulty Class 30)

I1
Creatures
Daughters of Undeath

I2
Check
DC 30 Perception (Crack)
DC 30 Perception (Treasure)

Treasure
Major Mentalist’s Staff

Creature
Gravesludge

I4
Check
DC 35 Perception (hidden passage)

Treasure
Crystal (5s)

Creature
Vampire Mastermind (Page 321 of Bestiary)
Weak Clay Golem (Page 6 and 186 of Bestiary)

I5:

Treasure
Bottle of Air

Hazard
NEGATIVE WARD HAZARD 12
EVOCATION NEGATIVE MAGICAL TRAP
Stealth DC 33 (expert)
Description An invisible rune creates an invisible, spherical magical sensor with a 10-foot radius.
Disable Thievery DC 33 (Master) to erase the rune without triggering the sensor, or dispel magic (5th level; counteract
DC 26) to counteract the rune
Harm [reaction] (arcane, evocation, negative); Trigger A living creature enters the sensor area. Effect The rune blasts the area with a harm spell centered on the triggering creature’s square. This is a 5th level [three action] harm spell (as cast by a creature with harming hands) that deals 4d10+12 negative damage to all creatures within 30 ft. (DC 32 basic Will save).

I6
Treasure
Creatures

Creature
Tempest Guard

I7
Door Statistics?

Treasure
520g
5s
Wand of Resist Energy (4th)
Ring of Wizardry III

I8
Door Statistics?

Treasure
Creatures

Creature
Lastwall Defender (2) (Lost Omens Character Guide pg 122)
Lastwall Sergeant
Tortured Ghost
(A replaced the dybbuk with a cleric based ghost that has the alternate inhabit object and melevolent possession abilities. It has the spellcasting abilities of a 9th level cleric due to the extra abilities and it also has constant detect thoughts to facilitate it’s sneakiness.)

I9
Treasure
Creature

Creature
Serene Barbarian Graveknight

J1
Treasure
Floating Shield

Creature
Skeletal Champion Adult Gold Dragon

J2
Checks
DC 30 Recall Knowledge (Society or Religion)

Treasure
1,160 gp of jewelry and ornate holy symbols
Oathbow (this item is enchanted with a permanent version of a 3rd level Magic Aura spell)

J3:

Checks
DC 35 Diplomacy Check to sell books

Hazard
Replaced Vacuous Grimoire with a Polymorph Hazard from CRB page 525. The glyph is inside of an otherwise innocuous book lined with lead to hide it’s nature. If successful the glyph turns the reader into a rat. If the target critically fails its baleful polymorph save the rat immediately runs to hide from the PCs in a nearby crack in the wall. The exterior of the book has been enchanted with a Magic Aura spell (9th level) to appear as a Tome of Understanding (an item that doesn’t exist but for these purposes permenantly increases intelligence by 2 when read over a 24 hour period.)

Treasure
1200 gp of books
Plot relevant Book

J4:

Checks
DC 30 Perception (Hidden Compartment)
DC 20 Recall Knowledge (Nature) (Solar Eclipse)

Treasure
Wand of Electrocution (5th level spell) (As Wand of Smoldering Fireballs but Lightning Bolt)
(Creatures)

Creature
Tyrant Graveknight
Ghoul Fleshhunter

J5
Creature
Mummified Morrigna

J6:

Check
DC 33 Trick Magic Item (Occult) (operate pyramid)

Creature
Dread Wraith

Hazard
GIVE’M A HAND HAZARD 12
MECHANICAL AND MAGICAL TRAP
Stealth DC 35 (master)
Description A stone used to open a door. When a creature presses their hand to the stone it’s locked in place and if they do not perform the appropriate action their hand may be severed.
Disable Thievery DC 33 (master) to disable the mechanism and open the door without having to press the stone or Thievery DC 35 to unlock the manacles one handed (any failed check to open manacles sets off blade) or Force Open (Athletics) DC 35 to remove hand from manacle before blade drops. (as above, a failed check to do this sets off blade)
AC 30; Fort +24, Ref +15
Hardness 20, HP 84 (BT 42); Immunities critical hits, objectimmunities, precision damage (for stone wall and manacle)
Adamantine Blade [reaction] (attack); Trigger Six actions pass or a thievery check to open manacles fail or the trapped creature attempts to remove their hand and fails or the creature pulls their hand away from the stone rather than pushing forward. Effect The blade drops over the trapped creature’s wrist doing 6d10+27 slashing damage. In addition the creature needs to make a DC 31 Fort Save or their hand is severed.
Note: The manacle opens immediately after the blade drops and if the creature’s hand was severed it falls to the ground, animates and crawls into a nearby hole in the wall to hide. Reset The trap resets immediately.

J7
Check
DC 30 Force Open (athletics) to open sarcophagi

Treasure
Boots of Speed

J8
Check
DC 35 Climb (Athletics)

Creature
Bone Golem (see book 2)

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This marks the end of the First Draft of book 4. I used a lot of KingTreyIII's conversions and added some stuff of my own. I still need to go back and edit Tycha's stuff and try and come up with a unique Tyrant Champion power for him.

On a following post I'm going to share a link to what I envision all of the final conversions looking like for book one. Book 2 still needs some work and 3 and 4 are a real mess but that is what I'm going to be working on for the next few weeks. Book 5 is in the distant future.

Hope that these materials aid someone running Tyrant's Grasp in the future.

K
Creature
Wall Warden

K1:

Check
DC 37 Lore Enineering, Craft, or Trick Magic Item

Treasure
Orange Prism Aeon Stone (replace gem of brightness)
Greater Ring of Energy Resistance (Fire) (replace cloak)

Creature
Wailing Gallowdead

K2
Check
DC 25 Survival

K3:

Check
DC 28 Perception (He’s a fake)

Treasure
(Creature) + bronze helm 15g, +2 resilient bracers of armor, scroll of wall of force (replace scroll of teleport)

Creature
Elite Lich (Bestiary 6, 221)

K4:

Treasure
Dwarven Thrower
Marble Elephant Wondrous Figurine
Cossack of Devotion
Greater Healer’s Gloves
Ring of Climbing (replace crown of blasting)
Greater Knapsack of Halfling Kind (replace book)

Creature
Shining Child (Bestiary 292)

K5:

Check
DC 46 Perception (Phylactery)
DC 25 Perception (treasure)

Treasure
Diamond Earring 20g
Plat Holy Symbol 50g
Book of Poetry 150g
Dice 500g

Creature
Elite Erinys (Bestiary 6, 89; I replaced the Osyluth’s here and will put them in if they appear in a later book)
Conjurer Lich (Mainly a base lich with different items and different spell list. See JSON and pdf)

K6
Check
Decipher Writing DC 25 (Society)

Treasure
Plot Ring

K7:

Note: HP for Reinforced Mirrors
DC 35 Perception to find hidden door
DC 25 Decipher Writing (Society or read necril) (Necril Writing)

Creature
Elemental Avalanche (Bestiary 147)
Elemental Inferno (Bestiary 149)

Hazard
POISONOUS MIRROR HAZARD 12
MAGICAL TRAP POISON
Stealth DC 33 (expert) NOTE: This just indicates the presence of a ‘magically suspended liquid’. If the players ask anyone can roll a DC 30 Recall Knowledge Nature OR you may roll secret for anyone Expert or above.
Description A sheet of mercury has been magically suspended in front of an opening and it will poison anyone who walks through it..
Disable Thievery DC 34 (Thievery) (Master) to disrupt the runes around the door that suspend the liquid, DC 30 Acrobatics to cover with a cloak and leap through the portal without touching the mercury, or a 6th level Dispel Magic DC 25
Weakness Subject to disintegrate and other spells that affect metals
Mercury Poisoning. Requirement A creature steps through the sheet of liquid mercury. Effect:
MERCURY (POISON) Saving Throw DC 33 Fortitude; Onset 1 minute; Maximum Duration 4 hours; Stage 1 enfeebled 1 and stupefied 1 (1 hour); Stage 2 9d6 poison damage enfeebled 2 and stupefied 2 (1 hour); Stage 3 9d6 poison damage enfeebled 4 and confused (1 hour); Stage 4 12d6 poison damage unconscious.

THE RINGED DOOR HAZARD 14
Magical Trap
Stealth DC 35 (Master)
Description A door with a series of rings that must be present (two are missing) and aligned properly to open a door or they blast the room with powerful energies.
Disable - This hazard can not be disabled. It must be successfully opened using the tools provided and clues gathered from the environment.
Eclipse Burst [Reaction] Trigger A creature attempts to open the door with improperly aligned rings. Effect As the spell Eclipse Burst. (8d10 cold damage, and 8d4 negative energy and light sources are dispelled. See spell description in CRB page 334-335 for additional effects)

Creature
Bloody Bones

K9:

Checks
DC 45 Thievery secret door
DC 40 Perception find secret door

Treasure
Greater Sturdy Shield (replace quick block buckler)
Wand of Widening (5th level spell) (replace bouncing metamagic)
Bracers of Armor type II with Eye of Apprehension Talisman
Greater Energy Resistant Armor Rune Formula (Acid) (replace scarab of protection)

Creature
Marut

K10:

Treasure
(Creatures)
1700g in gems
Bracelet of Friends ITEM 15
3200 gp (800 gp per token)
Invested Magical Teleportation
Usage Worn Wrist, Bulk -
This wristlet has a number of small tokens (never more than four) that can vary from user to user. The beads on the bracelet take on humorous caricatures of the creatures they are keyed to. The bracelet provides a +2 to diplomacy checks to make an impression
Activate [one action per bead used]; Frequency as often as the user wishes; Effect A bead is keyed to a specific creature. Only willing creatures can be keyed to the bracelet’s beads.
Activate [one action per bead used]; Frequency Once used the keyed bead goes gray and crumbles to dust; Effect The user calls the being keyed to the bracelet’s beads by name (if they can not speak they can not use the item) and summons them to them as long as they are present on the same plane. They appear somewhere within 10 feet of the user one round after being summoned . The summoned creature must be willing to be affected.

Creature
Magus Graveknight
Necrosage

War of Words:

Checks (Note: This encounter uses old 1E terms like indifferent and hostile. They will just be used for this counter to reflect the kind of checks needed)
Initial -16 to Checks due to honor guard.
DC 40 Diplomacy (Convince the Watcher Lord to delay his attack. A Critical success convinces him to retreat from the region entirely. Otherwise a SECOND CHECK at the same DC is required.)
DC 25 Diplomacy to improve the Watcher Lord’s Attitude and reduce the DC to 35. The DC for this is 5 less if the person making the check is an attractive man or woman, as even in the worst of situations The Watcher Lord is a sucker for a pretty face.
DC 20 Perception (Secret check to assess that The Watcher Lord takes his honor guard’s opinion to heart. Critically succeeding at this check reveals the attitudes of the entire honor guard as well as the alternative skill that can be used to influence them.)
DC 30 Diplomacy (if Honor Guard is Hostile)
DC 27 Diplomacy (if Honor Guard is Unfriendly)
DC 22 Diplomacy (if Honor Guard is Indifferent)
Honor Guard 1 (Ser Edmund Riechart / Lore Lastwall) - Unfriendly
Honor Guard 2 (Ser Lydia Bremen / Society)- Indifferent
Honor Guard 3 (Lord Matteo Redfjord / Occultism) - Unfriendly
Honor Guard 4 (Bazick Broodruk / Intimidation) - Hostile
Honor Guard 5 (Ser Lyssana Elyrian / Nature) - Indifferent
Honor Guard 6 (Ser Seamus Bentwhistle / Performance)- Unfriendly
Honor Guard 7 (Lord Edwin Highbury / Lore Shining Crusade) - Indifferent
Honor Guard 8 (Ser Nahori Akiko / Survival) - Unfriendly
The players get one chance to influence each NPC. They may use either skill (but only the second skill if they are at least expert ranked). If they succeed they erase the NPC’s -2 from the overall -16. If they critically succeed they erase the -2 and add +2.

Treasure
Creatures

Creatures
Watcher Lord
Knight Commander

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Book One
Dead Roads Conversion (Linked Version)

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Prequel
I took a break from conversions and making things pretty to convert the PFS Scenario Reaver's Roar. This adventure takes place in Roslar's Coffer and I intend to make it a prequel adventure for the game. I converted it for an 11th level party. This will also provide a good way to toss my players into the deep end with a high level game. If anyone sees any problems (I can only imagine that there are plenty of problems with the Mythic Red Reaver) please post here.

NOTE: I did add the upper level of the Bastion of Light from EfRC with some flavor text changes and modifications. There are some encounters I built myself along with a darker note about the Twisted Nail orcs that I carried over from some canon I wrote about them post Giantslayer.

Reaver's Roar Conversion

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It's a Two-Fer this weekend. I finished my linkified and edited version of Eulogy for Roslar's Coffer. It may need some more editing but I like its current state. Hope this helps folks planning to run this in 2E

Eulogy for Roslar's Coffer (Linked Version)

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Book 3 gets the same treatment as books 1 and 2. Everything is linked and I did some treasure editing and stat block tuning. I'm thinking this one might still need a little bit of work.

Also I added an alternate ritual version of the fight on the tower against the Nightwing. It commits the cardinal sin of making things more complicated in 2E so I doubt anyone will get use out of it but me. It's there however.

Enjoy

Last Watch (Linked Version)

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I have given book 4 the same treatment as book 3. I did some edits but I still feel shaky on some of the higher level creatures and the loot distribution. Definitely still need to throw down some more edits on this one and maybe book 3. That being said I'm going to go ahead and move on to book 5 sometime this week.

Gardens of Gallowspire (Linked Version)

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Here is my current work on Borne by the Sun's Grace. Definitely not done but sharing it in advance.

Borne by the Sun's Grace (Linked Version)

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