Saturday, April 17, 2010

Tuesdays & Tasks: Faradian of Questhaven [



Illustration by Arthur Wang

This article converts a monster that appears in Race for the Crystal Fold to ourQuesthaven setting for the Pathfinder Roleplaying Game

You see a massive muscular humanoid well over 12 feet tall, He wears massive, gleaming spiked plate armor, carrying a huge dire axe with four fingered hands, its helm’s has a permanent visor with no slits apparently blinding the creature, though its overly large mouth and pointed teeth are quite visible, the flesh around its mouth is pale white.

Faradian CR8 XP 4,800
CG Large Monstrous Humanoid
Init +5, Senses Blindsight 60ft.; Perception +14;
Languages common, grynloc

Defense
AC 34 touch 14, flat-footed 33

(–1 size, +1 Dexterity, +4 insight, +8 natural, +12 armor)

hp 85 (9d8+45)
Fort +12 Ref +11 Will +17;

Immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight

Offense
Speed 30 ft. (6 squares)
Melee Large dire merciful masterwork greataxe +20/+15 melee (2d8+9+1d6) and bite +13 melee (1d8+2)

Space 10 ft.; Reach 10 ft.
Base Atk +9; CMB +21, CMD 27
Special Atk Ensorcel weapon, dazzle, precognitive flashes

Spell-like Abilites: At Will-mage hand; 3/day telekenisis


Tactics

Combat: Faradians are straightforward but intelligent combatants. They attempt to infuse their weapons with magic before they enter combat, and then blast with their dazzle ability before closing for melee. They rarely use telekinesis in a fight, saving it for more practical purposes. If forced into a lethal confrontation by the PCs it fights to the death and shows no mercy. In battle, it can turn savage and do anything to emerge victorious.

Morale: Fearless, the Faradian can see the future in referance to the PCS he knows when to stay and fight and knows when to leave.

Statistics
Str 20, Dex 12, Con 21, Int 17, Wis 21, Cha 19

SQ -
Feats Combat Expertise, Greater Disarm, Improved Disarm, Iron Will, Weapon Focus (greataxe)

Skills Climb +17, Craft (weaponsmithing) +12, Intimidate +14, Jump +14, Knowledge (geography) +13, Knowledge (history)+13, Perception +14, Survival +15

Possessions : Large dire masterwork greataxe, +4 plate armor with armor spikes

Special Abilites

Ensorcel Weapon (Sp): A faradian can, once per day, grant its weapon a single +1 or +2 magical weapon quality of its choice (currently Merciful) for up to 10 rounds. Doing so is a standard action.

Dazzle (Su): 3/day the faradian can create a brilliant flash of multiple lights in a 10-foot radius burst daze all creatures in the area effect a succesful Will Save (DC 18) negates this effect.Faradin are immune to this effect.

Precognitive Flashes (Su): Faradians can see into the future, but they have no control over what they see. What they see is always bad, though not necessarily about them personally. In a given encounter, there is a 25 percent chance that the faradian has seen something ahead of time that pertained to the encounter. In such a case, they gain a +4 insight bonus to attack rolls, saving throws, checks, and Armor Class. They might also (at the DM’s discretion) know an opponent’s weakness, likely tactics, or some other vital bit of information ahead of time. For all encounters with PCs the percentage increases to 100% and is included in the stat block above.

FARADIAN LORE

Characters with Delve the Collective Memory, and Knowledge (dangerous beasts or history), can learn more about faradian. When a character makes a successful check, the following lore is revealed, including the information from lower DCs.

DC Result

DC 18: This monstrous huminoid is a Faradian living by their own strange code, the faradians are as enigmatic as they are fearsome. These towering warriors are as likely to murder a seemingly innocent person as they are to help someone in distress.

DC 23: The faradians are not what they once were. Long ago they served as allies and friends of the Adamantine Resistance of days past. As such, they were also close companions of the grynlocs . Former farmers and hearders trained by the mages of the Adamantine Resistance to be elite faithful bodyguards with a few sorcerous tricks enchanting weapons, dazzle, and telekinesis. Their special connection to the akashic memory, ensured that, all other faradians would share their knowledge, as would their future generations. When the Dark Emperor conqured the Questhaven he tortured the Faradian but could not break them. Finally, he cursed the faradians with flashes of the future, but only terrible aspects of what could be.

DC 28: Their assistance helps others alter or avoid the terrible events still to come. This knowledge sometimes calls for strange—even violent or evil—acts, from a nonfaradian perspective, but they do not care, and they never explain themselves. Thus, today faradians enjoy a sinister and fearsome reputation. Though few in number, those who remain appear immortal and ageless.


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