Saturday, April 17, 2010

Updating Products: The Rogue's Gallery Tavern's Barmaid

I am working on updating Evocative City Sites:: The Rogues Gallery Tavern to the Pafthinder Roleplaying Game. Originally this series had had no statblocks for any system I thought I would post those statblocks here for your amusement. Once I have finished this file will be updated automatically from the current version to the new.



Liseli

Liseli is the server at The Rogue’s Gallery, who I learned, rather quickly, is a demon of some kind, most likely a succubus. It seems she has made a pact to work here until the tavern goes out of business or a 1000 years and a day, whichever comes first. Liseli can change her appearance, so as to appear as virtually anyone, to my eyes she always appeared as both delectable and desirable regardless of her form, mostly as a very attractive human female with an impressive bosom. Not surprisingly, Liseli is a gifted seductress, patrons often purchasing extra drinks just to have her stay near them a little longer. Another unexpected boon is that she never needs to sleep, so she is always on duty applying her charms more frequently.

Liseli enjoys teasing both men and women with her flirtations and shapeshifting, though she is held by her pact, she told me she would stay, none the less, so as to observe the wide variety of villainy she has experienced, thus far. Leseli was extremely engaging and quite open to intimate relationships with any number of patrons, though I found her far too intimidating. I did learn that her demonic victims are strictly limited to non-patrons, and since she is always on duty she can only attack those whose patronage is revoked by Venn. This is very easy to do, actually, as they are often already victims of his poisons.

If you are looking to meet up with someone, Liseli can make an introduction for a price, which can range from coin, to a night of passion; to some of your life force, but betraying her confidence will likely result in loss of patron status and the use of her demonic powers.

Secret: How does Liseli benefit from the pact?

-Once her term of service is done she regains her free will and ownership of her soul allowing her to move on toward apotheosis.

- A ship in a bottle called “The Fallen Star,” which houses a real live miniaturized crew who all sold their souls to her long ago before she lost the bottle.

Elder Fiend Succubus CR 11 XP 12,800

CE medium outsider (chaotic, demon, evil, extraplanar)

Init +6; Senses darkvision 60 ft., detect good; Perception +22,

Aura: 55’ (DC 25, normally suppressed)

Defense

AC 34, touch 27, flat-footed 28

(+11 deflections, +6 Dex, +7 natural)

hp 108 (8d10+64) Regeneration 8 (good)

Fort +10, Ref +12, Will +12

DR 15/cold iron and good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 28

Offense

Speed 60 ft., fly 100 ft. (average)

Melee 2 claws +25 (1d8+4)

Special Attacks command fiend, energy drain, maddening smite, profane gift

Spell-Like Abilities (CL 12th)

Constant—detect good, detect thoughts (DC 23), nondetection, tongues,

At will—charm monster (DC 25), ethereal jaunt (self plus 50 lbs. of objects only), suggestion (DC 24), greater teleport (self plus 50 lbs. of objects only), vampiric touch

1/day—dominate person (DC 26), summon (level 3, 1 babau 67%)

Statistics

Str 19, Dex 23, Con 26, Int 22, Wis 18, Cha 33

Base Atk +8; CMB +14; CMD 28

Feats Agile Maneuvers, Combat Reflexes, Iron Will, Weapon Finesse

Skills Bluff +30, Diplomacy +22, Disguise +22, Escape Artist +14, Fly +17, Intimidate +19, Knowledge (local) +17, Perception +23, Sense Motive +15, Stealth +17;

Racial Modifiers +8 Bluff, +8 Perception

Languages Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.

SQ change shape (alter self, Small or Medium humanoid), objecgt of worship

Special Abilities

Aura of Madness (Su): Liselie is surrounded by an aura of pure psychotic madness. Non-outsiders within the aura must make a Will save (DC 25) or suffer effects identical to that of the confusion spell Caster Level 8th. This ability is normally suppressed so as not to disrupt business at the Rogue’s gallery tavern.

Command Fiend (Su): Liselie can command outsiders with the evil subtype in the same manner in which an evil cleric with the Command Undead feat commands undead. The elder fiend uses its Hit Dice in place of caster levels to determine how many evil outsiders it can command. It can use this ability 14/day

Energy Drain (Su) Liselie drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. Liselie's kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 25 Will save to negate the suggestion. The DC is 25 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Maddening Smite (Su): Once per day Liselie can summon the power of evil to smite a foe of good alignment. To use fiendish smite Leslie makes a normal melee attack to deal +8 points of damage against a good foe. In addition they must make a successful Will save (DC 25) or become insane (as the spell insanity).

Object of Worship (Su) Liselie has accumulated enough divine energy from her cult’s followers to take the first step to deification She can grant clerical spells to her priests the maximum spell level her clerics may cast is 4th level. Furthermore her clerics have access to the Charm, Chaos and Evil domains

Profane Gift (Su) Once per day as a full-round action, Leslie may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. Leslie can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

Blackdyrge’s Templates: Elder Fiend Copyright 2007 Aeryn Rudel, Blackdirge Publishing. All rights reserved.

Monster’s Handbook Copyright 2002 Fantasy Flight Games. All rights reserved

Wednesdays & Woes: Curses! by Mark Gedak

Today we bring you gothic synergy having just released our newest product Restless Souls, we now bring you a few vessals of malevolent malediction.

Curses!

Curses and cursed items are a common part of horror movies and literature. Many a protagonist has succumbed to the misfortune of being cursed for their actions, inaction or simply being in the wrong place at the wrong time. One of my favourite parts of many old school games was the prevalence of cursed items particular within the BECMI series of adventures. Below is a few new cursed items with which to vex your Pathfinder Roleplaying Game players.

RING OF ENERGY ATTRACTION

Aura faint (minor) or moderate (major or greater) abjuration; CL 3rd (minor), 7th (major) or 11th (greater)

Slot ring; Weight

[Description]

This ring appears to be a magical ring of energy resistance except that in addition to providing resistance to one energy type it provides a -5 penalty to all saving throws against the five energy types.

[Creation]

Magic Items ring of energy protection

RING OF VAMPIRIC REGENERATION

Aura strong conjuration; CL 15th

Slot ring; Weight

[Description]

This ring appears to be a magical ring of regeneration except that it carries an additional curse. On any day that the ring heals the character more than ¼ his maximum hit points he will undergo a startling transformation. Two hours after going to sleep, the character temporarily rises as a vampire. The character has no control or memories of his actions as a vampire, but this evil creature will need drink blood to replace the hit points healed by the ring’s magical curse.

[Creation]

Magic Items ring of regeneration

MOONSTONE AMULET

Aura moderate transmutation; CL 10th

Slot neck; Weight ½ lb.

[Description]

This amulet grants you +2 bonus to Strength, Constitution and Wisdom and appears to be an divine amulet of the moon’s grace. However this amulet, carries with it a powerful curse. Any who wear the amulet for a full lunar cycle find themselves afflicted with werewolf lycanthropy as detailed in the Pathfinder Bestiary. This curse can be removed with aremove curse spell but if the curse is removed so is the benefit granted by the amulet. While in hybrid or animal form, the character has no control or memory of his actions and is driven by bestial chaotic evil impulses.

[Creation]

Magic Items amulet of the moon’s grace

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.


Heroes of the Jade Oath (Arcana Evolved) Hardcover/PDF Bundle

Heroes of the Jade Oath (Arcana Evolved) Hardcover/PDF Preorder Bundle

Think Oriental Adventuring is all about accepting your place on The Great Wheel?

Think again!

Heroes of the Jade Oath takes the choices and flexibility of Monte Cook's Arcana Evolved and adds an immersive, fully researched, and instantly playable Oriental background.

So kick karma in the butt and choose your own destiny with Lands of the Jade Oath—the largest setting for Arcana Evolved ever published.

    Heroes of the Jade Oath includes:
  • Detailed information on the new setting Lands of the Jade Oath
  • New marvelous player races like Bakemono, Mandragoran, Qahngol, Shenxue, and Yueren elves and 11 other variants
  • Evocative new character classes like Demon Hunter, Enlightened Scholar, Kensai, Kusa, 7 different Monks, 6 new totem warriors, 4 new witch types, and two new champion causes
  • The new Fung Shui skill and 42 pages of feats including two new feat types Ch’I and Unbound feats
  • Optional Rules for Cinematic Combat, New Combat Rites, Zodiac Signs, Oaths of Power and Villain points
  • Spellcaster options for Sutra Casters, New Spell Templates, and Ch’I
  • A Huge selection of weapons, armor, and alchemic items from the Far East
  • ...and much, much more

Requires the use of Monte Cook's Arcana Evolved

338 pages

The hardcover has a black-and-white interior. The PDF edition is full color. The PDF will automatically be updated to the final (Omega) version when it is released at no additional cost.

Author: Frank Carr
Artists: Claudia Burgos, Jason Rainville, Wayne Anthony Reynolds, Jonathan Roberts, Hugo Solis, Kurt A. Taylor, Jeff Ward, Amanda Webb
Editor: Bill Collins

This product was created as part of the Heroes of the Jade Oath patronage project.

This special preorder bundle works a bit differently than most products here at paizo.com. At checkout, you will immediately be charged the full bundle price, and you will immediately be given access to the Beta PDF. When the finished PDF edition becomes available, you will automatically gain access to that edition. When the final print edition becomes available and is shipped to you, you will be charged the shipping fee.

Order cancellations for this item can only be refunded with store credit.

Restless Souls on sale