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37 – The Beggar’s Pearl

Prep Checklist

Area Minis Base Size # of minis1-2 3-4 6-7

Act I Dwarf Medium 1 1 1Act I Mites Small 2 4 4Act I Giant Ant Medium 1 1 1II.6 Giant Ant Medium 1 2 4II.7 Derro Small 1 2 2II.7 Goblin Small 1 - -II.7 Orc Medium - 1 -II.7 Troll Large - - 2II.8 Mites Small 1 3 3

II.12 Mites Small 10 10 10II.12 Derro Small 15 15 15II.12 Lady Morilaeth Medium 1 1 1II.12 Servant Mites Small 2 4 -II.12 Servant Derro Small - - 4II.12 Summoned Fiendish

MinotaurLarge - - 1

II.12 Summoned Dire Bat Large - - 1

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ACT I: Torvic’s Cave

Perception: DC 17 – Hear fighting inside cave

Barricade: wooden boughs lashed together with rawhideHardness 4hp 13 DC 18 to smash

Torvic Scrathmane

Male dwarf expert 2LN Medium humanoidInit +0; Senses darkvision 60 ft.; Perception –1DEFENSEAC 9, touch 9, flat-footed 9 (-1 Dex)hp 15 (currently –1) (2d8+2)Fort +1, Ref -1, Will +1; +2 vs. poison, spells, and spell-like abilitiesDefensive Abilities: defensive training, hardy, stabilityOFFENSESpeed 20 ft.Melee battleaxe +1 (1d8)Special Attacks: hatred (+1 attack vs orcs and goblins)TACTICSBase Statistics When the PCs encounter him, Torvic has been awake for days and was tortured with fungal concoctions from which he has not recovered. He is fatigued. If given the chance to recover, Torvic has a Strength score of 13, a Dexterity score of 10, and a Charisma score of 9. Torvic’s current Charisma score is the result of 3 points of Charisma damage from Lady Morilaeth’s night terrors ability.STATISTICSStr 11 Dex 8, Con 13, Int 12, Wis 10, Cha 6Base Atk +1; CMB +2; CMD 12 (16 vs bull rush or trip)Feats: Power AttackSkills: Appraise +6 (+2 on items with precious metals or gemstones), Disable Device +4, Knowledge (dungeoneering)+6, Knowledge (engineering) +6, Knowledge (nature) +6,Linguistics +6, Perception –1, Stealth +4Languages: Common, Dwarven, Orcish, Terran, UndercommonSQ: stonecunningGear: mining tools, ragged clothing, rusty battleaxe, assorted nonmagical scrolls

Power Attack (Combat)Benefit: –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Defensive Training (Combat)Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.

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Tier 1–2 (CR 2)Mites (2) CR 1/4

LE Small feyInit +1; Senses darkvision 120 ft., low-light vision, scent;Perception +5DefenseAC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)hp 3 (1d6)Fort +0, Ref +3, Will +3DR 2/cold ironWeaknesses: light sensitivityOffenseSpeed 20 ft., climb 20 ft.Melee dagger +0 (1d3–1/19–20)Ranged dart +2 (1d3–1)Special Attacks: hatredSpell-Like Abilities (CL 1st)

At will—prestidigitation1/day—doom (DC 10)

TacticsDuring Combat The mites first order their ant minion to attack using their vermin empathy ability, and then cast doom on the first two PCs that enter the cave. After that they assault the PCs from range with darts.Morale If the ant dies, the mites both flee in terror.StatisticsStr 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8Base Atk +0; CMB –2; CMD 9Feats: Point-Blank ShotSkills: Climb +7, Handle Animal +0, Perception +5, Ride +2,Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleightof Hand, +4 StealthLanguages: UndercommonSQ: vermin empathy +4Special AbilitiesHatred (Ex) Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes.Vermin Empathy (Ex) This ability functions as a druid’s wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.

Giant Ant (worker) CR 1

N Medium verminInit +0; Senses darkvision 60 ft., scentPerception +5DefenseAC 15, touch 10, flat-footed 15; (+5 natural)hp 18 (2d8+9)Fort +6, Ref +0, Will +1Immune: mind-affecting effectsOffenseSpeed 50 ft., climb 20 ft.Melee bite +3 (1d6+2), sting +3 (1d4+2)TacticsDuring Combat Once ordered, the giant ant attacks the nearest PC and always mindlessly attacks whatever PC is closest.Morale The ant fights to the death.StatisticsStr 14, Dex 10, Con 17, Int —, Wis 13, Cha 11Base Atk +1; CMB +3; CMD 13 (21 vs. trip)Feats: ToughnessSkills: Climb +10, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 Survival

Vermin TraitsVermin possess the following traits (unless otherwise noted in a creature’s entry).• Mindless: No Intelligence score, and immunity to all mindaffecting effects (charms, compulsions, morale effects, patterns, and phantasms). A vermin-like creature with anIntelligence score is usually either an animal or a magical beast, depending on its other abilities.• Darkvision 60 feet.• Proficient with its natural weapons only.• Proficient with no armor.• Vermin breathe, eat, and sleep.

Fey TraitsA fey possesses the following traits (unless otherwise noted in a creature’s entry).• Low-light vision.• Proficient with all simple weapons and any weapons mentioned in its entry.• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types.Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.• Fey breathe, eat, and sleep.

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.Dazzled Condition: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

DoomSchool necromancy [emotion, fear, mind-affecting]Level antipaladin 1, cleric/oracle 1, inquisitor 1; Domain demon (chaos, evil) 1Casting Time 1 standard actionComponents V, S, DFRange medium (100 ft. + 10 ft./level)Target one living creatureDuration 1 min./levelSaving Throw Will negates; Spell Resistance yesThis spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (nomatter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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Tier 3–4 (CR 4)Mites (4) CR 1/4

hp 3 each (See Tier 1-2)

Giant Ant CR 2

N Medium verminInit +0; Senses darkvision 60 ft., scentPerception +5DefenseAC 15, touch 10, flat-footed 15; (+5 natural)hp 18 (2d8+9)Fort +6, Ref +0, Will +1Immune: mind-affecting effectsOffenseSpeed 50 ft., climb 20 ft.Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)TacticsDuring Combat Once ordered, the giant ant attacks the nearest PC and always mindlessly attacks whatever PC is closest.Morale The ant fights to the death.StatisticsStr 14, Dex 10, Con 17, Int —, Wis 13, Cha 11Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)Feats: ToughnessSkills: Climb +10, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 SurvivalSpecial AbilitiesPoison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save

Tier 6-7 (CR 7)Mites (4) CR 1/4

hp 3 each (See Tier 1-2)

Giant Ant (Drone) CR 3

N Medium verminInit +0; Senses darkvision 60 ft., scentPerception +5DefenseAC 19, touch 10, flat-footed 19; (+9 natural)hp 22 (2d8+13)Fort +8, Ref +2, Will +3Immune: mind-affecting effectsOffenseSpeed 50 ft., climb 20 ft., fly 30 ft (average)Melee bite +5 (1d6+4 plus grab), sting +5 (1d4+4 plus poison)TacticsDuring Combat Once ordered, the giant ant attacks the nearest PC and always mindlessly attacks whatever PC is closest.Morale The ant fights to the death.StatisticsStr 16, Dex 12, Con 19, Int —, Wis 15, Cha 13Base Atk +3; CMB +5 (+9 grapple); CMD 17 (25 vs. trip)Feats: ToughnessSkills: Climb +12, Perception +7, Survival +7; Racial Modifiers +4 Perception, +4 SurvivalSpecial AbilitiesPoison (Ex) Sting—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save

Fly (Dex; Armor Check Penalty)Table: Flying Maneuver DCsFlying Maneuver Fly DCMove less than half speed and remain flying 10Hover 15Turn > 45° by spending 5 feet of movement 15Turn 180° by spending 10 feet of movement 20Fly up at a greater than 45° angle 20

You generally need only make a Fly check when you are attempting a complex maneuver. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a Fly check. The difficulty of these maneuvers varies depending upon the maneuver you are attempting, as noted on the following chart.

Common UsesAvoid Falling After Being Attacked:You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature’s movement.Avoid Falling After Collision:If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.Negate Falling Damage:If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision. See Falling Damage if you fail this check.

ModifiersHigh Wind Speeds:Table: Wind Effects on FlyingForce Speed Checked Blown Away PenaltyLight 0–10mph — — —Moderate 11–20 — — —Strong 21–30 Tiny — –2Severe 31–50 Small Tiny –4Storm 51–74 Medium Small –8Hurricane 75–174 Large Medium –12Tornado 175+ Huge Large –16“Checked” creatures size or smaller DC 20 Fly check to move at all so long as the wind persists.“Blown away” creatures size or smaller DC 25 Fly check or be blown back 2d6×10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

ActionNone. A Fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.

ModifiersFly Speed: Creatures with a fly speed treat the Fly skill as a class skill. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability. Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks.Clumsy –8 Poor –4 Average +0 Good +4 Perfect +8Size: A creature larger or smaller than Medium takes a size bonus or penalty on Fly checks depending on its size category:Fine +8 Dimin +6 Tiny +4 Small +2 Large –2Huge –4 Gargant –6 Colossal –8Feats: If you have the Acrobatic feat, you get a +2 bonus on Fly skill checks. If you have 10 or more ranks in this skill, the bonus from the Acrobatics feat increases to +4.

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ACT II: THE GALLERY OF WONDERS

Area 1:

Secret Door (All Tiers)Type: MechanicalPerception: DC 15Dwarven Signs must be pressed in order:Glory – Kings – Found – Art – SupportDisable Device: DC 20 (pry runes free or find combination on Trovic’s parchment scraps)

Tier 1–2 (CR 1)Wall of the Humbled King CR 1Type: mechanicalPerception: DC 20 (Crown holds an empty gem setting)Disable Device: DC 20 (place pearl in setting)EffectsTrigger: touchReset: automatic resetEffect: CMB +10 (push 5, 2d6 falling damage)DC 20 Reflex save avoidsmultiple targets (all targets in a 10-ft.-by-5-ft. area)

Tier 3–4 (CR 4)Wall of the Humbled King CR 4Type: mechanicalPerception DC 25 (Crown holds an empty gem setting)Disable Device DC 20 (place pearl in setting)EffectsTrigger touchReset automatic resetEffect CMB +15 (push 5, 4d6 falling damage)DC 20 Reflex save avoidsmultiple targets (all targets in a 10-ft.-by-5-ft. area)

Tier 6–7 (CR 7)Wall of the Humbled King CR 7Type mechanicalPerception DC 29 (Crown holds an empty gem setting)Disable Device DC 20 (place pearl in setting)EffectsTrigger touchReset automatic resetEffect CMB +20 (push 5, 6d6 falling damage)DC 20 Reflex avoidsmultiple targets (all targets in a 10-ft.-by-5-ft. area)

Area 6:

Tier 1–2 (CR 2)Giant Ant CR 2

N Medium verminInit +0; Senses darkvision 60 ft., scentPerception +5DefenseAC 15, touch 10, flat-footed 15; (+5 natural)hp 18 (2d8+9)Fort +6, Ref +0, Will +1Immune: mind-affecting effectsOffenseSpeed 50 ft., climb 20 ft.Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus poison)TacticsDuring Combat The ant mindlessly attacks the nearest foe each round.Morale The ant fights to the death.StatisticsStr 14, Dex 10, Con 17, Int —, Wis 13, Cha 11Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)Feats: ToughnessSkills: Climb +10, Perception +5, Survival +5; Racial Modifiers +4 Perception, +4 SurvivalSpecial AbilitiesPoison (Ex) Sting—injury; save Fort DC 14; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save

Tier 3-4 (CR 4)Giant Ant (2) CR 2

hp 18 (see Tier 1-2)

Tier 6-7 (CR 7)Giant Ant (Drone) (4) CR 3

N Medium verminInit +0; Senses darkvision 60 ft., scentPerception +5DefenseAC 19, touch 10, flat-footed 19; (+9 natural)hp 22 (2d8+13)Fort +8, Ref +2, Will +3Immune: mind-affecting effectsOffenseSpeed 50 ft., climb 20 ft., fly 30 ft (average)Melee bite +5 (1d6+4 plus grab), sting +5 (1d4+4 plus poison)TacticsDuring Combat Once ordered, the giant ant attacks the nearest PC and always mindlessly attacks whatever PC is closest.Morale The ant fights to the death.StatisticsStr 16, Dex 12, Con 19, Int —, Wis 15, Cha 13Base Atk +3; CMB +5 (+9 grapple); CMD 17 (25 vs. trip)Feats: ToughnessSkills: Climb +12, Perception +7, Survival +7; Racial Modifiers +4 Perception, +4 SurvivalSpecial AbilitiesPoison (Ex) Sting—injury; save Fort DC 16; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save

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Area 7:

Tier 1–2 (CR 3)Tnarat CR 3

Male DerroThis pale blue humanoid has bulging white eyes, wild hair, four fingered hands, stands 3 feet tall and weighs 70 pounds.CE Small humanoid (derro)Init +6; Senses darkvision 60 ft.; Perception +0DefenseAC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)hp 25 (3d8+12)Fort +5, Ref +3, Will +6SR 14Weaknesses: vulnerability to sunlightOffenseSpeed 20 ft.Melee short sword +5 (1d4)Ranged repeating light crossbow +5 (1d6/19–20 plus poison)Special Attacks: sneak attack +1d6Spell-Like Abilities (CL 3rd)

At will—darkness, ghost sound (DC 13)1/day—daze (DC 13), sound burst (DC 15)

TacticsDuring Combat Tnarat casts darkness and then wields his crossbow from cover. He hesitates to use sound burst, lest the spell damage his treasured lab equipment. Tnarat would rather capture foes than kill them.Morale If brought to below 10 hit points, Tnarat flees.StatisticsStr 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16Base Atk +2; CMB +1; CMD 13Feats: Improved Initiative, Weapon FinesseSkills: Perception +0, Stealth +9Languages: Aklo, UndercommonSQ: madness, poison useSpecial AbilitiesMadness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisd modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 prepoisoned bolts at all times.Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Kinlunik, Goblin Thrall CR 1/3

Male goblin warrior 1NE Small humanoid (goblinoid)Init +6; Senses darkvision 60 ft.; Perception –1DefenseAC 16, touch 13, flat-footed 14 (+2 armor, +2 Dex, +1 shield, +1 size)hp 6 (1d10+1)Fort +3, Ref +2, Will –1OffenseSpeed 30 ft.Melee short sword +2 (1d4/19–20)Ranged short bow +4 (1d4/×3)TacticsDuring Combat Kinlunik stays near Tnarat and fights to keep the PCs away from his derro master.Morale Kinlunik fights to the death as long as Tnarat is alive. He flees if Tnarat is killed.StatisticsStr 11, Dex 15, Con 12, Int 10, Wis 9, Cha 6Base Atk +1; CMB +0; CMD 12Feats: Improved InitiativeSkills: Ride +10, Stealth +10, Swim +4; Racial Modifiers +4Ride, +4 StealthLanguages: Goblin, Undercommon

Spell Resistance (EX)Spell resistance (abbreviated SR) is the extraordinary ability to avoid being affected by spells. Some spells also grant spell resistance.To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature's spell resistance. The defender's spell resistance is like an Armor Class against magical attacks. If the caster fails the check, the spell doesn't affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature's next turn. At the beginning of the creature's next turn, the creature's spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).A creature's spell resistance never interferes with its own spells, items, or abilities.A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.Spell resistance does not stack, but rather overlaps.

When Spell Resistance AppliesEach spell includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does.Targeted Spells:Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature's spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.Area Spells:Spell resistance applies if the resistant creature is within the spell's area. It protects the resistant creature without affecting the spell itself.Effect Spells:Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.

Spell resistance can protect a creature from a spell that's already been cast. Check spell resistance when the creature is first affected by the spell.Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature's mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Spell-resistant creatures can be harmed by a spell when they are not being directly affected.Spell resistance does not apply if an effect fools the creature's senses or reveals something about the creature.Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren't subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.

Successful Spell ResistanceSpell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell's effect on another creature. Spell resistance prevents a spell from disrupting another spell.

Against an ongoing spell that has already been cast, a failed check against spell This file uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This file is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com

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resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.Tier 3–4 (CR 5)Tnarat and Sterik CR 3

Male Derro (2)This pale blue humanoid has bulging white eyes, wild hair, four fingered hands, stands 3 feet tall and weighs 70 pounds.CE Small humanoid (derro)Init +6; Senses darkvision 60 ft.; Perception +0DefenseAC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)hp 25 (3d8+12)Fort +5, Ref +3, Will +6SR 14Weaknesses: vulnerability to sunlightOffenseSpeed 20 ft.Melee short sword +5 (1d4)Ranged repeating light crossbow +5 (1d6/19–20 plus poison)Special Attacks: sneak attack +1d6Spell-Like Abilities (CL 3rd)

At will—darkness, ghost sound (DC 13)1/day—daze (DC 13), sound burst (DC 15)

TacticsDuring Combat Both derros cast darkness on the first roundof combat and then wield their crossbows from cover. Theyhesitate to use sound burst, lest the spell damage theirtreasured lab equipment. Both would rather capture foes than kill them.Morale If brought to below 10 hit points, Tnarat and Sterik flee.StatisticsStr 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16Base Atk +2; CMB +1; CMD 13Feats: Improved Initiative, Weapon FinesseSkills: Perception +0, Stealth +9Languages: Aklo, UndercommonSQ: madness, poison useSpecial AbilitiesMadness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisd modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 prepoisoned bolts at all times.Vulnerability to Sunlight (Ex) A derro takes 1 point of Con

damage after every hour it is exposed to sunlight.Kinlunik, Orc Thrall CR 1/2

Male orc warrior 1 This savage creature looks like a bestial version of a savagehuman, with green-gray skin and greasy black hair.CE Medium humanoidInit +0; Senses darkvision 60 ft.; Perception –1DefenseAC 13, touch 10, flat-footed 13 (+3 armor)hp 6 (1d10+1)Fort +3, Ref +0, Will –1Defensive Abilities: ferocityWeakness: light sensitivityOffenseSpeed 30 ft.Melee falchion +5 (2d4+4/18–20)Ranged javelin +1 (1d6+3)StatisticsStr 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6Base Atk +1; CMB +4; CMD 14Feats: Weapon Focus (falchion)Skills: Intimidate +2Languages: Undercommon, OrcSQ: weapon familiarityTacticsDuring Combat Kinlunik stays near Tnarat and fights to keep the PCs away from his derro masters.Morale Kinlunik fights to the death as long as the derros are alive. He flees if they are both dead.

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.Dazzled Condition: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

Ferocity (Ex) A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.Staggered Condition: A staggered creature may take a single move action or standard action each round (but not both, nor can he take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.

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Darkness

School evocation [darkness]Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wizard 2Casting Time 1 standard actionComponents V, M/DF (bat fur and a piece of coal)Range touchTarget object touchedDuration 1 min./level (D)Saving Throw none; Spell Resistance noThis spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.Non-magical light sources do not increase the light level within the spell's area, regardless of whether the light source is in the area or outside the area.

Ghost SoundSchool illusion (figment); Level bard 0, magus 0, sorcerer/wizard 0Casting Time 1 standard actionComponents V, S, M (a bit of wool or a small lump of wax)Range close (25 ft. + 5 ft./2 levels)Effect illusory soundsDuration 1 round/level (D)Saving Throw Will disbelief; Spell Resistance noGhost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character.The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.

Tier 6–7 (CR 8)Tnarat and Sterik CR 3

Male Derro (2)This pale blue humanoid has bulging white eyes, wild hair, four fingered hands, stands 3 feet tall and weighs 70 pounds.CE Small humanoid (derro)Init +6; Senses darkvision 60 ft.; Perception +0DefenseAC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)hp 25 (3d8+12)Fort +5, Ref +3, Will +6SR 14Weaknesses: vulnerability to sunlightOffenseSpeed 20 ft.Melee short sword +5 (1d4)Ranged repeating light crossbow +5 (1d6/19–20 plus poison)Special Attacks: sneak attack +1d6Spell-Like Abilities (CL 3rd)

At will—darkness, ghost sound (DC 13)1/day—daze (DC 13), sound burst (DC 15)

TacticsDuring Combat Both derros cast darkness on the first roundof combat and then wield their crossbows from cover. Theyhesitate to use sound burst, lest the spell damage theirtreasured lab equipment. Both would rather capture foes than kill them.Morale If brought to below 10 hit points, Tnarat and Sterik flee.StatisticsStr 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16Base Atk +2; CMB +1; CMD 13Feats: Improved Initiative, Weapon FinesseSkills: Perception +0, Stealth +9Languages: Aklo, UndercommonSQ: madness, poison useSpecial AbilitiesMadness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisd modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 prepoisoned bolts at all times.Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

Kinlunik and Gardak, Troll Thralls CR 5

Male trolls (2)This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.CE Large humanoid (giant)Init +2; Senses darkvision 60 ft., low-light vision, scent;Perception +8DefenseAC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)hp 63 (6d8+36)regeneration 5 (acid or fire)Fort +11, Ref +4, Will +3OffenseSpeed 30 ft.Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)Space 10 ft.; Reach 10 ft.Special Attacks rend (2 claws, 1d6+7)StatisticsStr 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6Base Atk +4; CMB +10; CMD 22Feats: Intimidating Prowess, Iron Will, Skill Focus (Perception)Skills: Intimidate +9, Perception +8Languages: Giant, UndercommonTacticsDuring Combat The trolls stay near Tnarat and fight to keep the PCs away from their derro masters.Morale The trolls fight to the death as long as the derros are alive. Should both derros fall, one troll stays to fight the PCs and the other flees to area 12 to warn Lady Morilaeth.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (nomatter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

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Daze

School enchantment (compulsion) [mind-affecting]; Level bard 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0Casting Time 1 standard actionComponents V, S, M (a pinch of wool or similar substance)Range close (25 ft. + 5 ft./2 levels)Target one humanoid creature of 4 HD or lessDuration 1 roundSaving Throw Will negates; Spell Resistance yesThis spell clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.Dazed Condition: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.

Sound BurstSchool evocation [sonic]Level bard 2, cleric/oracle 2Casting Time 1 standard actionComponents V, S, F/DF (a musical instrument)Range close (25 ft. + 5 ft./2 levels)Area 10-ft.-radius spreadDuration instantaneousSaving Throw Fortitude partial; Spell Resistance yesYou blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round. Creatures that cannot hear are not stunned but are still damaged.Stunned Condition: A stunned creature drops everything held, can't take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.

Regeneration (Ex) A creature with this ability is difficult to kill. Creatures with regeneration heal damage at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning (although creatures with regeneration still fall unconscious when their hit points are below 0). Certain attack forms, typically fire and acid, cause a creature’s regeneration to stop functioning on the round following the attack. During this round, the creature does not heal any damage and can die normally. The creature’s descriptive text describes the types of damage that cause the regeneration to cease functioning.Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.

Rend (Ex) If it hits with two or more natural attacks in 1 round, a creature with the rend special attack can cause tremendous damage by latching onto the opponent’s body and tearing f lesh. This attack deals an additional amount of damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. The additional damage is usually equal to the damage caused by one of the attacks plus 1-1/2 the creature’s Strength bonus.

Area 8:Tier 1–2 (CR 2)Tifer CR 1/2Male mite rogue 3LE Small feyInit +3; Senses darkvision 120 ft., low-light vision, scent;Perception +7DefenseAC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)hp 24 (1d6+3d8+4)Fort +2, Ref +8, Will +3Defensive Abilities: evasion, trap sense +1DR 2/cold iron;Weaknesses: light sensitivityOffenseSpeed 20 ft., climb 20 ft.Melee short sword +5 (1d4+1/19–20)

or 2 short swords +3 (1d4+1/19–20)Ranged dart +6 (1d3+1)Special Attacks: hatred, sneak attack +2d6Spell-Like Abilities (CL 1st)

At will—prestidigitation1/day—doom (DC 10)

StatisticsStr 12, Dex 17, Con 13, Int 8, Wis 11, Cha 10Base Atk +2; CMB +2; CMD 15Feats: Point-Blank Shot, Two-Weapon Fighting, Weapon Focus (shortsword)Skills: Climb +12, Craft (trapmaking) +6, Handle Animal +4,Perception +7, Ride +7, Sleight of Hand +14, Stealth +18; Racial Modifiers +4 Sleight of Hand, +4 StealthLanguages: UndercommonSQ: trapfinding, vermin empathy +4, weapon trainingGear: 12 darts, 2 small short swords, studded leather armor,masterwork thieves’ tools, key to area 9

Pit Trap CR 1Type mechanicalPerception DC 20Disable Device DC 20Effects Trigger locationReset manualEffect 20-ft.-deep pit (2d6 falling damage)DC 20 Reflex avoidsmultiple targets (all targets in a 10-ft.-square area)

Tier 3–4 (CR 3)Tifer CR 1/2Male mite rogue 3hp 24 (see Tier 1–2)

Apprentice Trapmakers (2) CR 1/4Male mites (Pathfinder RPG Bestiary 207)hp 3 eachLE Small feyInit +1; Senses darkvision 120 ft., low-light vision, scent;Perception +5DefenseAC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)hp 3 (1d6)Fort +0, Ref +3, Will +3DR 2/cold ironWeaknesses: light sensitivityOffenseSpeed 20 ft., climb 20 ft.Melee dagger +0 (1d3–1/19–20)Ranged dart +2 (1d3–1)Special Attacks: hatredSpell-Like Abilities (CL 1st)

At will—prestidigitation1/day—doom (DC 10)

TacticsDuring Combat Tifer’s apprentices help him by casting doom onthe nearest PCs and helping him to flank.Morale Tifer’s apprentices flee if their master is killed.StatisticsStr 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8Base Atk +0; CMB –2; CMD 9Feats: Point-Blank ShotSkills: Climb +7, Handle Animal +0, Perception +5, Ride +2,Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleightof Hand, +4 StealthLanguages: UndercommonSQ: vermin empathy +4Special AbilitiesHatred (Ex) Mites receive a +1 bonus on attack rolls against dwarves or gnomes.

Pit Trap CR 1Type mechanicalPerception DC 20Disable Device DC 20Effects Trigger locationReset manualEffect 20-ft.-deep pit (2d6 falling damage)DC 20 Reflex avoids

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multiple targets (all targets in a 10-ft.-square area)Tier 6–7 (CR 6)Tifer, Pestin, and Gralt CR 1/2Male mite rogues 3hp 24 each (Use the stats for Tifer, Tier 1–2)

Spiked Pit Trap CR 5Type mechanicalPerception DC 25Disable Device DC 20EffectsTrigger locationReset manualEffect 20-ft.-deep pit (2d6 falling damage); pit spikes (Atk +20 melee, 2d4 spikes per target for 1d4+1 damage each); DC 20 Reflex avoidsmultiple targets (all targets in a 10-ft.-square area)

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.Dazzled Condition: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

DoomSchool necromancy [emotion, fear, mind-affecting]Level antipaladin 1, cleric/oracle 1, inquisitor 1; Domain demon (chaos, evil) 1Casting Time 1 standard actionComponents V, S, DFRange medium (100 ft. + 10 ft./level)Target one living creatureDuration 1 min./levelSaving Throw Will negates; Spell Resistance yesThis spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Scent (Ex) This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location.A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (nomatter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Evasion (Ex)At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Area 12:

Tier 1–2 (CR 3)Lady Morilaeth CR 2

Female nightmare creature elf cleric of Lamashtu 2CE Medium humanoid (elf )Init +6; Senses darkvision 120 ft., low-light visionPerception +4Aura fear aura (60 ft., DC 14), frightful presence (30 ft., DC 14)DefenseAC 21, touch 14, flat-footed 19 (+6 armor, +2 deflection, +2 Dex, +1 shield)hp 16 (2d8+4)regeneration 5 (silver or good – halt for 1 round)Fort +4, Ref +2, Will +5;

+2 saves vs. good creatures+2 saves vs. enchantment spells and effects+4 saves vs. illusion effects

Defensive Abilities: protection from goodDR 5/silver or goodImmune: illusion spells and effectsOffenseSpeed 20 ft., fly 10 ft. (perfect)Melee dagger +2 (1d4+1/19–20) or cold iron rapier +2 (1d6+1/18-20)Ranged mwk longbow +4 (1d8/x3)Special Attacks: channel negative energy (1d6, DC 14, 4/day), night terrorsSpell-Like Abilities (CL 2nd; concentration +4)

3/day—detect thoughts, dream, nightmare, suggestion;1/day—shadow walk

Domain Spell-Like Abilities (CL 2nd; concentration +4)5/day—copycat (2 rounds)5/day—vision of madness (+/–1)

Cleric Spells Prepared (CL 2nd, concentration +4)1st—bane (DC 13), cause fear (DC 13), cure light wounds, disguise self (DC 13)0 (at will)—detect magic, detect poison, stabilize, virtue

Domains: Madness, TrickeryTacticsBefore Combat If Lady Morilaeth detects the PCs she castsdisguise self to change her appearance to that of a derro, albeit the tallest derro in the room.During Combat Once disguised, Morilaeth joins the revelers,hoping to get close to the PCs and surprise them withchanneled negative energy. Morilaeth is aware of the effect her fear aura will have on the mites and derros—namely, when she uses it, most of them will run from the room—and she doesn’t hesitate to use it. Nor does she hesitate to use

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her channel negative energy ability to injure both the PCs and the revelers.While fighting, Morilaeth repeatedly screams, “You will dream of me!”Morale If reduced to less than 5 hit points, Lady Morilaethretreats to area 13 to regenerate. If she’s unable to make it, she uses feign death and regenerates.StatisticsStr 12, Dex 14, Con 12, Int 14, Wis 15, Cha 17Base Statistics AC 19, touch 14, flat-footed 17 (+6 armor, +2 Dex,+1 shield) versus non-good creaturesBase Atk +1; CMB +2; CMD 14Feats: Improved InitiativeSkills: Bluff +9, Craft (sculpture) +6, Fly +7, Heal +6, Intimidate +9, Linguistics +7, Stealth +9Racial Modifiers +6 Stealth, +6 Intimidate, +2 PerceptionLanguages Aklo, Common, Elven, UndercommonSQ: aura, elven magic, feign deathCombat Gear: potion of cure light wounds, scroll of aid; Other Gear: masterwork breastplate, masterwork buckler, dagger, masterwork longbow with 20 arrows, cold iron rapier, antitoxin, blackened silver holy symbol of Lamashtu, noblewoman’s robes, 4 parchment pages filled with Lamashtu holy scripts, silver necklace (100 gp value), silver ring bearing Lamashtu’s symbol (50 gp value), spell component pouchSpecial AbilitiesFeign Death (Ex) (DC 14) Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.Night Terrors (Su) See below.Protection from Good (Su) A nightmare creature gains a +2deflection bonus to AC and a +2 resistance bonus on savesagainst attacks by good creatures. Furthermore, it is immuneto any attempt by a good creature to posses, charm, orinfluence it.

Lady Morilaeth’s Servants (2) CR 1/4

Male mites LE Small feyInit +1; Senses darkvision 120 ft., low-light vision, scent;Perception +5DefenseAC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)hp 3 (1d6)Fort +0, Ref +3, Will +3DR 2/cold ironWeaknesses: light sensitivityOffenseSpeed 20 ft., climb 20 ft.Melee dagger +0 (1d3–1/19–20)Ranged dart +2 (1d3–1)Special Attacks: hatredSpell-Like Abilities (CL 1st)

At will—prestidigitation1/day—doom (DC 10)

TacticsDuring Combat The mites try to move around the party and fling darts at poorly-armored characters.Morale The mites fight to the death.StatisticsStr 8, Dex 13, Con 11, Int 8, Wis 13, Cha 8Base Atk +0; CMB –2; CMD 9Feats: Point-Blank ShotSkills: Climb +7, Handle Animal +0, Perception +5, Ride +2,Sleight of Hand +9, Stealth +13; Racial Modifiers +4 Sleightof Hand, +4 StealthLanguages: UndercommonSQ: vermin empathy +4Special AbilitiesHatred (Ex) Mites receive a +1 bonus on attack rolls against humanoid creatures of the dwarf or gnome subtype due to special training against these hated foes.Vermin Empathy (Ex) This ability functions as a druid’s wild empathy, save that a mite can only use this ability on vermin. A mite gains a +4 racial bonus on this check. Vermin are normally mindless, but this empathic communication imparts on them a modicum of implanted intelligence, allowing mites to train Medium vermin and use them as mounts. Vermin empathy treats swarms as if they were one creature possessing a single mind—a mite can thus use this ability to influence and direct the actions of swarms with relative ease.

Tier 3–4 (CR 5)Lady Morilaeth CR 2

Female nightmare creature elf cleric of Lamashtu 2CE Medium humanoid (elf )Init +6; Senses darkvision 120 ft., low-light visionPerception +4Aura fear aura (60 ft., DC 14), frightful presence (30 ft., DC 14)DefenseAC 21, touch 14, flat-footed 19 (+6 armor, +2 deflection, +2 Dex, +1 shield)hp 16 (2d8+4)regeneration 5 (silver or good – halt for 1 round)Fort +4, Ref +2, Will +5;

+2 saves vs. good creatures+2 saves vs. enchantment spells and effects+4 saves vs. illusion effects

Defensive Abilities: protection from goodDR 5/silver or goodImmune: illusion spells and effectsOffenseSpeed 20 ft., fly 10 ft. (perfect)Melee dagger +2 (1d4+1/19–20) or cold iron rapier +2 (1d6+1/18-20)Ranged mwk longbow +4 (1d8/x3)Special Attacks: channel negative energy (1d6, DC 14, 4/day), night terrorsSpell-Like Abilities (CL 2nd; concentration +4)

3/day—detect thoughts, dream, nightmare, suggestion;1/day—shadow walk

Domain Spell-Like Abilities (CL 2nd; concentration +4)5/day—copycat (2 rounds)5/day—vision of madness (+/–1)

Cleric Spells Prepared (CL 2nd, concentration +4)1st—bane (DC 13), cause fear (DC 13), cure light wounds, disguise self (DC 13)0 (at will)—detect magic, detect poison, stabilize, virtue

Domains: Madness, TrickeryTacticsBefore Combat If Lady Morilaeth detects the PCs she castsdisguise self to change her appearance to that of a derro, albeit the tallest derro in the room.During Combat Once disguised, Morilaeth joins the revelers,hoping to get close to the PCs and surprise them withchanneled negative energy. Morilaeth is aware of the effect her fear aura will have on the mites and derros—namely, when she uses it, most of them will run from the room—and she doesn’t hesitate to use it. Nor does she hesitate to use her channel negative energy ability to injure both the PCs and the revelers.

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While fighting, Morilaeth repeatedly screams, “You will dream of me!”Morale If reduced to less than 5 hit points, Lady Morilaethretreats to area 13 to regenerate. If she’s unable to make it, she uses feign death and regenerates.StatisticsStr 12, Dex 14, Con 12, Int 14, Wis 15, Cha 17Base Statistics AC 19, touch 14, flat-footed 17 (+6 armor, +2 Dex,+1 shield) versus non-good creaturesBase Atk +1; CMB +2; CMD 14Feats: Improved InitiativeSkills: Bluff +9, Craft (sculpture) +6, Fly +7, Heal +6, Intimidate +9, Linguistics +7, Stealth +9Racial Modifiers +6 Stealth, +6 Intimidate, +2 PerceptionLanguages Aklo, Common, Elven, UndercommonSQ: aura, elven magic, feign deathCombat Gear: potion of cure light wounds, scroll of aid; Other Gear: masterwork breastplate, masterwork buckler, dagger, masterwork longbow with 20 arrows, cold iron rapier, antitoxin, blackened silver holy symbol of Lamashtu, noblewoman’s robes, 4 parchment pages filled with Lamashtu holy scripts, silver necklace (100 gp value), silver ring bearing Lamashtu’s symbol (50 gp value), spell component pouchSpecial AbilitiesFeign Death (Ex) (DC 14) Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.Night Terrors (Su) See below.Protection from Good (Su) A nightmare creature gains a +2deflection bonus to AC and a +2 resistance bonus on savesagainst attacks by good creatures. Furthermore, it is immuneto any attempt by a good creature to posses, charm, orinfluence it.

Lady Morilaeth’s Servants (4) CR 1/2

Male mite rogues 3hp 24 each (Use the stats for Tifer, area 8, Tier 1–2)LE Small feyInit +3; Senses darkvision 120 ft., low-light vision, scent;Perception +7DefenseAC 17, touch 14, flat-footed 14 (+3 armor, +3 Dex, +1 size)hp 24 (1d6+3d8+4)Fort +2, Ref +8, Will +3Defensive Abilities: evasion, trap sense +1DR 2/cold iron;Weaknesses: light sensitivityOffenseSpeed 20 ft., climb 20 ft.Melee short sword +5 (1d4+1/19–20)

or 2 short swords +3 (1d4+1/19–20)Ranged dart +6 (1d3+1)Special Attacks: hatred, sneak attack +2d6Spell-Like Abilities (CL 1st)

At will—prestidigitation1/day—doom (DC 10)

StatisticsStr 12, Dex 17, Con 13, Int 8, Wis 11, Cha 10Base Atk +2; CMB +2; CMD 15Feats: Point-Blank Shot, Two-Weapon Fighting, Weapon Focus (shortsword)Skills: Climb +12, Craft (trapmaking) +6, Handle Animal +4,Perception +7, Ride +7, Sleight of Hand +14, Stealth +18; Racial Modifiers +4 Sleight of Hand, +4 StealthLanguages: UndercommonSQ: trapfinding, vermin empathy +4, weapon trainingGear: 12 darts, 2 small short swords, studded leather armor,masterwork thieves’ tools

Light Sensitivity (Ex) Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.Dazzled Condition: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls and sight-based Perception checks.

DoomSchool necromancy [emotion, fear, mind-affecting]Level antipaladin 1, cleric/oracle 1, inquisitor 1; Domain demon (chaos, evil) 1Casting Time 1 standard actionComponents V, S, DFRange medium (100 ft. + 10 ft./level)Target one living creatureDuration 1 min./levelSaving Throw Will negates; Spell Resistance yesThis spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Tier 6–7 (CR 8)Lady Morilaeth CR 6

Female nightmare creature elf cleric of Lamashtu 6 CE Medium humanoid (elf )Init +6; Senses darkvision 120 ft., low-light vision Perception +5Aura fear aura (60 ft., DC 16)frightful presence (30 ft., DC 16)DefenseAC 23, touch 14, flat-footed 21 (+7 armor, +2 Dex, +2 deflection, +2 shield)hp 48 (6d8+18)regeneration 5 (silver or good – halt for 1 round)Fort +6, Ref +6, Will +8

+2 saves vs. good creatures+2 saves vs. enchantment spells and effects+4 saves vs. illusion effects

Defensive Abilities: protection from goodDR 5/silver or good;Immune illusion spells and effectsOffenseSpeed 20 ft., fly 10 ft. (perfect)Melee cold iron rapier +5 (1d6+1/18-20)Ranged +1 longbow +7 (1d8+1/x3)Special Attacks: channel negative energy (3d6, DC 16, 4/day), night terrorsSpell-Like Abilities (CL 6th; concentration +9)

3/day—detect thoughts, dream, nightmare, suggestion;1/day—shadow walk

Domain Spell-Like Abilities (CL 6th; concentration +9)6/day—copycat (6 rounds)6/day—vision of madness (+/–3)

Cleric Spells Prepared (CL 6th; concentration +9)3rd—blindness/deafness (DC 16), dispel magic, invisibility, summon monster III2nd—cure moderate wounds, hold person (DC 15), invisibility, silence (2)1st—bane (DC 16), cause fear (DC 16), cure light wounds (2), disguise self (DC 14)0 (at will)—detect magic, detect poison, stabilize, virtue

Domains Madness, TrickeryTacticsBefore Combat If Lady Morilaeth detects the PCs she castsdisguise self to change her appearance to that of a derro, albeit the tallest derro in the room.During Combat Once disguised, Morilaeth joins the revelers,hoping to get close to the PCs and surprise them withchanneled negative energy. Morilaeth is aware of the effect her fear aura will have on the mites and derros—namely, when she uses it, most of them will run from the room—and

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she doesn’t hesitate to use it. Nor does she hesitate to use her channel negative energy ability to injure both the PCs While fighting, Morilaeth repeatedly screams, “You will dream of me!”Morale If reduced to less than 5 hit points, Lady Morilaethretreats to area 13 to regenerate. If she’s unable to make it, she uses feign death and regenerates.StatisticsStr 12, Dex 14, Con 12, Int 14, Wis 16, Cha 17Base Statistics AC 21, touch 12, flat-footed 19 (+7 armor, +2 Dex, +2 shield) versus non-good creaturesBase Atk +4; CMB +5; CMD 17Feats: Improved Initiative, Lightning Reflexes, ToughnessSkills: Bluff +7, Craft (sculpture) +7, Fly +6, Heal +9, Intimidate +12, Linguistics +6, Stealth +13Racial Modifiers: +6 Stealth, +6 Intimidate, +2 PerceptionLanguages: Aklo, Common, Elven, UndercommonSQ: aura, elven magic, feign deathCombat Gear: scroll of aid, scroll of lesser planar allyOther Gear: +1 breastplate, +1 buckler, +1 longbow with 20arrows, cold iron rapier, blackened silver holy symbol ofLamashtu, noblewoman’s robes, 4 parchment pages filledwith Lamashtu holy scripts, silver necklace (100 gp value),silver ring bearing Lamashtu’s symbol (50 gp value), spellcomponent pouchSpecial AbilitiesFeign Death (Ex) (DC 14) Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.Night Terrors (Su) See below.Protection from Good (Su) A nightmare creature gains a +2deflection bonus to AC and a +2 resistance bonus on savesagainst attacks by good creatures. Furthermore, it is immuneto any attempt by a good creature to posses, charm, orinfluence it.

Lady Morilaeth’s Servants (3) CR 3

Male DerroThis pale blue humanoid has bulging white eyes, wild hair, four fingered hands, stands 3 feet tall and weighs 70 pounds.CE Small humanoid (derro)Init +6; Senses darkvision 60 ft.; Perception +0DefenseAC 17, touch 13, flat-footed 15 (+2 armor, +2 Dex, +2 natural, +1 size)hp 25 (3d8+12)Fort +5, Ref +3, Will +6SR 14Weaknesses: vulnerability to sunlightOffenseSpeed 20 ft.Melee short sword +5 (1d4)Ranged repeating light crossbow +5 (1d6/19–20 plus poison)Special Attacks: sneak attack +1d6Spell-Like Abilities (CL 3rd)

At will—darkness, ghost sound (DC 13)1/day—daze (DC 13), sound burst (DC 15)

TacticsDuring Combat The derros plunge as many of the PCs aspossible into darkness, following up with sound burst.They then work together to flank and sneak attack one PCat a time.Morale The derros fight to the death.StatisticsStr 11, Dex 15, Con 18, Int 10, Wis 5, Cha 16Base Atk +2; CMB +1; CMD 13Feats: Improved Initiative, Weapon FinesseSkills: Perception +0, Stealth +9Languages: Aklo, UndercommonSQ: madness, poison useSpecial AbilitiesMadness (Ex) Derros use their Charisma modifier on Will saves instead of their Wisd modifier, and are immune to insanity and confusion effects. Only a miracle or wish can remove a derro’s madness. If this occurs, the derro gains 6 points of Wisdom and loses 6 points of Charisma.Poison Use (Ex) Derros are not at risk of poisoning themselves when handling poison. They use Medium spider venom to poison their crossbow bolts, and generally carry 10 prepoisoned bolts at all times.Vulnerability to Sunlight (Ex) A derro takes 1 point of Con damage after every hour it is exposed to sunlight.

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Nightmare TemplateNightmare creatures have an unnatural link to the most terrifying parts of the Dimension of Dreams, allowing them to turn others' dreams into nightmares and sow fear even in the waking world. Corrupted by their power, they become evil and use their abilities to torment their enemies and abuse creatures weaker than themselves. Eventually this dream connection corrupts the creature's appearance into a bizarre caricature of its original form.A nightmare creature uses its ability to control dreams to confuse and frighten its target with horrendous imagery—visions of failure or betrayal and horrific scenes of murder and death. A nightmare creature may even allow the target to think it is in control of the dream or has awakened from a nightmare, only to snatch away that hope and send its target into a downward spiral of misery and self-doubt. The most wicked nightmare creatures tend to become ghosts if slain, returning again and again to haunt their chosen victims.

"Nightmare creature" is an acquired or inherited template that can be added to any creature with Intelligence and Charisma scores of at least 6 (referred to hereafter as the base creature). Most nightmare creatures were once aberrations, fey, humanoids, or outsiders. A nightmare creature uses the base creature's statistics and abilities except as noted here. If the base creature has 10 or more Hit Dice, it instead becomes a nightmare lord (see below).

CR: Same as the base creature +1.Alignment: Any evil.Type: If the base creature is an outsider, it gains the evil subtype.Senses: A nightmare creature gains darkvision 120 feet.Speed: Same as the base creature. If the base creature does not have a fly speed, the nightmare creature gains a fly speed of 10 (perfect maneuverability) as a supernatural ability.

Defensive Abilities: A nightmare creature gains DR 5/good or silver and the following defensive abilities.Feign Death (Ex)Whenever a nightmare creature is unconscious, it appears dead. A conscious nightmare creature can also make itself appear dead as an immediate action. Any creature that physically interacts with a nightmare creature feigning death must succeed at a Heal check or Will saving throw (DC 10 + 1/2 the nightmare creature's Hit Dice + the nightmare creature's Intelligence or Charisma modifier, whichever is higher) to recognize it is actually alive.Illusion Resistance (Ex)A nightmare creature automatically disbelieves illusions (no saving throw required) and has a +4 bonus on saving throws to resist illusion effects.Regeneration 5 (Ex)Good-aligned weapons, silver weapons, and spells with the good descriptor cause a nightmare creature's regeneration to stop functioning for 1 round.

Special Attacks: A nightmare creature gains several special attacks. Save DCs are equal to 10 + 1/2 the nightmare creature's Hit Dice + its Charisma modifier unless otherwise noted. The nightmare creature's caster level is equal to its total Hit Dice (or the caster level of the base creature's spell-like abilities, whichever is higher).Fear Aura (Su)All creatures within a 60-foot radius that see or hear a nightmare creature must succeed at a Will save or be shaken for as long as they are within the aura. Whether or not the save is successful, that creature cannot be affected again by the same nightmare creature's fear aura for 24 hours. This is a mind-affecting fear affect.Frightful Presence (Su)This ability activates when the nightmare creature charges, attacks during a surprise round, or succeeds at a DC 15 Intimidate or Perform check. Its frightful presence has a range of 30 feet.Night Terrors (Su)Once a nightmare creature enters a target's mind with its dream or nightmare spell-like ability, it can attempt to control the target's dream. If the target fails a Will saving throw, it remains asleep and trapped in the dream world with the nightmare creature. Thereafter, the nightmare creature controls all aspects of the dream. Each hour that passes, the target can attempt another saving throw to try to awaken (it automatically awakens after 8 hours or if the nightmare creature releases it). The target takes 1d4 points of Charisma damage each hour it is trapped in the dream; if it takes any Charisma damage, it is fatigued and unable to regain arcane spells for the next 24 hours. The target dies if this Charisma damage equals or exceeds its actual Charisma score.

Spell-Like Abilities: A nightmare creature gains the following spell-like abilities:Constant—protection from good;3/day—detect thoughts, dream, nightmare, suggestion;1/day—shadow walk.

Ability Scores: Dex +4, Int +2, Cha +4.

Skills: A nightmare creature gains a +4 racial bonus on Intimidate and Stealth checks.

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Domain Spell-Like Abilities

Copycat (Sp): You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Vision of Madness (Sp): You can give a creature a vision of madness as a melee touch attack. Choose one of the following: attack rolls, saving throws, or skill checks. The target receives a bonus to the chosen rolls equal to 1/2 your cleric level (minimum +1) and a penalty to the other two types of rolls equal to 1/2 your cleric level (minimum –1). This effect fades after 3 rounds. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Spell-Like Abilities

Detect Thoughts (DC 14/15)School divination [mind-affecting]; Level alchemist 2, bard 2, inquisitor 2, sorcerer/wizard 2, summoner 2, witch 2; Domain knowledge 2Casting Time 1 standard actionComponents V, S, F/DF (a copper piece)Range 60 ft.Area cone-shaped emanationDuration concentration, up to 1 min./level (D)Saving Throw Will negates; see text; Spell Resistance noYou detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can't see the creatures whose thoughts you are detecting.3rd Round: Surface thoughts of any mind in the area. A target's Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts.Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

DreamSchool illusion (phantasm) [mind-affecting]; Level alchemist 5, bard 5, sorcerer/wizard 5Casting Time 1 minuteComponents V, SRange unlimitedTarget one living creature touchedDuration see textSaving Throw none; Spell Resistance yesYou, or a messenger you touch, send a message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient's dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.Once the message is delivered, the messenger's mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient's dream and deliver the message.If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient's dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.Creatures who don't sleep or don't dream cannot be contacted by this spell.

The messenger is unaware of it’s own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always failing any saving throw) while in the trance.

Nightmare (DC 17/18)School illusion (phantasm) [mind-affecting, evil]; Level alchemist 5, bard 5, sorcerer/wizard 5; Domain madness 5, sleep 6Casting Time 10 minutesComponents V, SRange unlimitedTarget one living creatureDuration instantaneousSaving Throw Will negates; see text; Spell Resistance yesYou send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.The difficulty of the save depends on your knowledge the subject and the physical connection (if any) you have to that creature.Knowledge Will Save ModifierNone* +10Secondhand (you have heard of the subject) +5Firsthand (you have met the subject) +0Familiar (you know the subject well) -5Connection Will Save ModifierLikeness or picture -2Possession or garment -4Body part, lock of hair, bit of nail, etc. -10*You must have some sort of connection to a creature of which you have no knowledge.Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.You are defenseless, both physically and mentally, while in the trance. (You always fail Will saving throws, for example.)Creatures who don't sleep (such as elves, but not half-elves) or dream are immune to this spell.

Suggestion (DC 15/16)School enchantment (compulsion) [language-dependent, mind-affecting]; Level bard 2, sorcerer/wizard 3, witch 3; Domain charm 3, devil (evil, law) 3Casting Time 1 standard actionComponents V, M (a snake's tongue and a honeycomb)Range close (25 ft. + 5 ft./2 levels)Target one living creatureDuration 1 hour/level or until completedSaving Throw Will negates; Spell Resistance yesYou influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.A very reasonable suggestion causes the save to be made with a penalty (such as -1 or -2).

Shadow WalkSchool illusion (shadow) [shadow]; Level alchemist 6, bard 5, sorcerer/wizard 6; Domain darkness 6Casting Time 1 standard actionComponents V, S

Range touchTargets up to one touched creature/levelDuration 1 hour/level (D)Saving Throw Will negates; Spell Resistance yes

To use the shadow walk spell, you must be in an area of dim light. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can't make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It's impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10 x 100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10 x 1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

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Cleric Spells:

O-Level:

StabilizeSchool conjuration (healing); Level cleric/oracle 0, druid 0, inquisitor 0, witch 0Casting Time 1 standard action Components V,SRange close (25 ft. + 5 ft./2 levels) Target one living creatureDuration instantaneous Saving Throw Will negates (harmless); Spell Resistance yes (harmless)Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature is automatically stabilized and does not lose any further hit points. If the creature later takes damage, it continues dying normally.

VirtueSchool transmutation; Level cleric/oracle 0, druid 0, inquisitor 0, paladin 1Casting Time 1 standard actionComponents V, S, DFRange touchTarget creature touchedDuration 1 min.Saving Throw none; Spell Resistance yes (harmless)With a touch, you infuse a creature with a tiny surge of life, granting the subject 1 temporary hit point.

1st – Level:

Bane (DC13/16)School enchantment (compulsion) [emotion, fear, mind-affecting]; Level antipaladin 1, cleric/oracle 1, inquisitor 1Casting Time 1 standard actionComponents V, S, DFRange 50 ft.Area 50-ft.-radius burst, centered on youDuration 1 min./levelSaving Throw Will negates; Spell Resistance yesBane fills your enemies with fear and doubt. Each affected creature takes a -1 penalty on attack rolls and a -1 penalty on saving throws against fear effects. Bane counters and dispels bless.

Cause Fear (DC 13/16)School necromancy [emotion, fear, mind-affecting]; Level antipaladin 1, bard 1, bloodrager 1, cleric/oracle 1, inquisitor 1, sorcerer/wizard 1, witch 1; Domain daemon 1, death 1; Bloodline abyssal 1Casting Time 1 standard actionComponents V, SRange close (25 ft. + 5 ft./2 levels)Target one living creature with 5 or fewer HDDuration 1d4 rounds or 1 round; see textSaving Throw Will partial; Spell Resistance yesThe affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune to this effect. Cause fear counters and dispels remove fear.FrightenedA frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.ShakenA shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.

Cure Light Wounds (1d8 + 2/1d8 + 5)School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1, druid 1, inquisitor 1, paladin 1, ranger 2, witch 1Casting Time 1 standard actionComponents V, SRange touchTarget creature touchedDuration instantaneousSaving Throw Will half (harmless); see text; Spell Resistance yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply Spell Resistance, and can attempt a Will save to take half damage.

Disguise Self (DC 13/14)School illusion (glamer); Level alchemist 1, antipaladin 1, bard 1, inquisitor 1, sorcerer/wizard 1; Domain trickery 1Casting Time 1 standard actionComponents V, SRange personalTarget youDuration 10 min./level (D)You make yourself - including clothing, armor, weapons, and equipment - look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your creature type (although you can appear as another subtype). Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person or gender.The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment. If you use this spell to create a disguise, you get a +10 bonus on the Disguise check. A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

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2nd – Level:

Cure Moderate Wounds (2d8 + 6)School conjuration (healing); Level alchemist 2, bard 2, cleric/oracle 2, druid 3, inquisitor 2, paladin 3, ranger 3, witch 2; Domain healing 2This spell functions like cure light wounds, except that it cures 2d8 points of damage + 1 point per caster level (maximum +10).

Hold Person (DC 15)School enchantment (compulsion) [mind-affecting]; Level antipaladin 2, bard 2, bloodrager 3, cleric/oracle 2, inquisitor 2, sorcerer/wizard 3, witch 2Casting Time 1 standard actionComponents V, S, F/DF (a small, straight piece of iron)Range medium (100 ft. + 10 ft./level)Target one humanoid creatureDuration 1 round/level (D); see textSaving Throw Will negates; see text; Spell Resistance yesThe subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity. A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can't swim and may drown.ParalyzedA paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can't swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through.

Invisibility (6 minutes)School illusion (glamer); Level alchemist 2, antipaladin 2, bard 2, inquisitor 2, magus 2, sorcerer/wizard 2, summoner 2; Domain trickery 2; Bloodline arcane 2Casting Time 1 standard actionComponents V, S, M/DF (an eyelash encased in gum arabic)Range personal or touchTarget you or a creature or object weighing no more than 100 lbs./levelDuration 1 min./level (D)Saving Throw Will negates (harmless) or Will negates (harmless, object); Spell Resistance yes (harmless) or yes (harmless, object)The creature or object touched becomes invisible. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your

allies can see the subject, unless you can normally see invisible things or you employ magic to do so.Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as swimming in water or stepping in a puddle). If a check is required, a stationary invisible creature has a +40 bonus on its Stealth checks. This bonus is reduced to +20 if the creature is moving. The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.

Silence (DC 15, 6 rounds)School illusion (glamer); Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2Casting Time 1 roundComponents V, SRange long (400 ft. + 40 ft./level)Area 20-ft.-radius emanation centered on a creature, object, or point in spaceDuration 1 round/level (D)Saving Throw Will negates; see text or none (object); Spell Resistance yes; see text or no (object)Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use Spell Resistance, if any. Items in a creature's possession or magic items that emit sound receive the benefits of saves and Spell Resistance, but unattended objects and points in space do not. Creatures in an area of a

silence spell are immune to sonic or language-based attacks, spells, and effects.

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3rd – Level:

Blindness-Deafness (DC 16)School necromancy [curse]; Level antipaladin 2, bard 2, bloodrager 2, cleric/oracle 3, sorcerer/wizard 2, witch 2; Domain darkness 2Casting Time 1 standard actionComponents VRange medium (100 ft. + 10 ft./level)Target one living creatureDuration permanent (D)Saving Throw Fortitude negates; Spell Resistance yesYou call upon the powers of unlife to render the subject blinded or deafened, as you choose.BlindedThe creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.DeafenedA deafened character cannot hear. He takes a –4 penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Dispel MagicSchool abjuration; Level antipaladin 3, bard 3, cleric/oracle 3, druid 4, inquisitor 3, magus 3, paladin 3, sorcerer/wizard 3, summoner 3, witch 3; Domain magic 3; Bloodline arcane 3Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Target or Area one spellcaster, creature, or objectDuration instantaneousSaving Throw none; Spell Resistance noYou can use dispel magic to end one ongoing spell that has been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, or to counter another spellcaster's spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can't be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. The effect of a spell with an instantaneous duration can't be

dispelled, because the magical effect is already over before the dispel magic can take effect.You choose to use dispel magic in one of two ways: a targeted dispel or a counterspell.Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make one dispel check (1d20 + your caster level) and compare that to the spell with highest caster level (DC = 11 + the spell's caster level). If successful, that spell ends. If not, compare the same result to the spell with the next highest caster level. Repeat this process until you have dispelled one spell affecting the target, or you have failed to dispel every spell.For example, a 7th-level caster casts dispel magic, targeting a creature affected by stoneskin (caster level 12th) and fly (caster level 6th). The caster level check results in a 19. This check is not high enough to end the stoneskin (which would have required a 23 or higher), but it is high enough to end the fly (which only required a 17). Had the dispel check resulted in a 23 or higher, the stoneskin would have been dispelled, leaving the fly intact. Had the dispel check been a 16 or less, no spells would have been affected.You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect.If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by summon monster), you make a dispel check to end the spell that conjured the object or creature.If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.You automatically succeed on your dispel check against any spell that you cast yourself.Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell.

Summon Monster IIISchool conjuration (summoning); Level antipaladin 3, bard 3, cleric/oracle 3, sorcerer/wizard 3, witch 3Casting Time 1 roundComponents V, S, F/DF (a tiny bag and a small candle)Range close (25 ft. + 5 ft./2 levels)Effect one summoned creatureDuration 1 round/level (D)Saving Throw none; Spell Resistance noThis spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list. You choose which kind of creature to summon, and you can choose a different one each time you cast the spell.A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. Creatures summoned using this spell cannot use spells or spell-like abilities that duplicate spells with expensive material components (such as wish).When you use a summoning spell to summon a creature with an alignment or elemental subtype, it is a spell of that type. Creatures on Table: Summon Monster marked with an "*" are summoned with the celestial template, if you are good, and the fiendish template, if you are evil. If you are neutral, you may choose which template to apply to the creature. Creatures marked with an "*" always have an alignment that matches yours, regardless of their usual alignment. Summoning these creatures makes the summoning spell's type match your alignment.

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Summoned Creature: Dire BatDire Bat (CR 2)

N Large fiendish animalInit +2; Senses blindsense 40 ft., darkvision 60 ft.; Perception +12 DefenseAC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, -1 size)hp 22 (4d8+4) Fort +5, Ref +6, Will +3SR 7Fiendish - Resist Cold and Fire 5 OffenseSpeed 20 ft., fly 40 ft. (good)Melee bite +5 (1d8+4) Special Attack Smite good StatisticsStr 17, Dex 15, Con 13, Int 2, Wis 14, Cha 6Base Atk +3; CMB +7; CMD 19Feats: Alertness, StealthySkills: Fly +9, Perception +12, Stealth +4; Racial Modifiers: +4 Perception when using blindsense Special AbilitiesSmite good 1/day as a swift action (adds CHA bonus (+0) to attack rolls and damage bonus equal to HD (+4) against good foes; smite persists until target is dead or the fiendish creature rests).

Planar Ally, LesserSchool conjuration (calling) [see text]; Level cleric/oracle 4Casting Time 10 minutesComponents V, S, M (offerings worth 500 gp plus payment, see text), DFRange close (25 ft. + 5 ft./2 levels)Effect one called outsider of 6 HD or lessDuration instantaneousSaving Throw none; Spell Resistance noBy casting this spell, you request your deity to send you an outsider (of 6 HD or less) of the deity's choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature's name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature's alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to 1 day per caster level, requires a payment of 1,000 gp per HD.A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature's ethos, it may halve or even waive the payment.At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Half-Fiend Minotaur CR 6

This fiendish figure, complete with bat wings, claws, a fanged bull's head, and cloven feet, bellows a roar of challenge.CE Large outsider (native)Init +2; Senses darkvision 60 ft.Perception +14DefenseAC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)hp 57 (6d10+24)Fort +8, Ref +7, Will +6Defensive Abilities: natural cunningDR 5/magicImmune poisonResist acid 10, cold 10, electricity 10, fire 10SR 17OffenseSpeed 30 ft., fly 60 ft. (average)Melee greataxe +11/+6 (3d6+9/×3), bite +6 (1d8+3), gore +6 (1d6+3)Space 10 ft.; Reach 10 ft.Special Attacks: smite good 1/day, powerful charge (gore +13, 2d6+9)Spell-Like Abilities (CL 6th)

3/day—darkness;1/day—desecrate, unholy blight (DC 14)

StatisticsStr 23, Dex 14, Con 19, Int 9, Wis 12, Cha 10Base Atk +6; CMB +13; CMD 25Feats: Great Fortitude, Improved Bull Rush, Power AttackSkills: Fly +0, Intimidate +9, Knowledge (religion) +5, Perception +14, Stealth +7, Survival +14Racial Modifiers: +4 Perception, +4 SurvivalLanguages: Giant

Natural Cunning (Ex)Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells and prevents them from ever becoming lost. Further, they are never caught flat-footed.

Powerful Charge (Ex)When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and amount of damage from the attack is given in the creature’s description.ChargeCharging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.Movement During a ChargeYou must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. If you move a distance equal to your speed or less, you can also draw a weapon during a charge attack if your base attack bonus is at least +1.You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). You must move to the closest space from which you can attack the opponent. If this space is occupied or otherwise blocked, you can't charge. If any line from your starting space to the

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ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can't charge. Helpless creatures don't stop a charge.If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent.You can't take a 5-foot step in the same round as a charge.If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.Attacking on a ChargeAfter moving, you may make a single melee attack. You get a +2 bonus on the attack roll and take a –2 penalty to your AC until the start of your next turn.A charging character gets a +2 bonus on combat maneuver attack rolls made to bull rush an opponent.Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.Weapons Readied against a Charge: Spears, tridents, and other weapons with the brace feature deal double damage when readied (set) and used against a charging character.

DarknessSchool evocation [darkness]Level antipaladin 2, bard 2, cleric/oracle 2, inquisitor 2, magus 2, sorcerer/wiz 2Casting Time 1 standard actionComponents V, M/DF (bat fur and a piece of coal)Range touchTarget object touchedDuration 1 min./level (D)Saving Throw none; Spell Resistance noThis spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.Non-magical light sources do not increase the light level within the spell's area, regardless of whether the light source is in the area or outside the area.

Unholy BlightSchool evocation [evil]; Level cleric/oracle 4, inquisitor 4; Domain evil 4Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Area 20-ft.-radius spreadDuration instantaneous (1d4 rounds); see textSaving Throw Will partial; Spell Resistance yesYou call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness. Only good and neutral (not evil) creatures are harmed by the spell.The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.Sickened

The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

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