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2,400 xp

Male Human Fighter 5 Rogue 1

NE Medium Undead

Init +6; Senses Darkvision (60 feet); Percep on +0 DEFENSE

AC 21, touch 12, fl at-footed 19 (+6 armor, +2 Dex, +3 natural)

hp 45 (5d10+1d8+6)

Fort +4, Ref +5, Will +1

Defensive Abili es Bravery +1, Channel Resistance +4; DR 5/magic or slashing; Immune cold, electricity, magic missile, Undead Traits; Resist fi re 10

OFFENSE

Speed 30 .

Melee +1 Longsword +14 (1d8+13/19-20/x2) and Slam (Zombie, Juju) +6 (1d6+3/20/x2)

5480646 Special A acks Sneak A ack +1d6

STATISTICS

Str 23, Dex 14, Con -, Int 10, Wis 10, Cha 10 Base Atk +5; CMB +11; CMD 23

Feats Cleave, Furious Focus, Improved Ini a ve, Ou lank, Power Attack -2/+4, Precise Strike, Toughness, Weapon Focus: Longsword, Weapon Specializa on: Longsword

Skills Acroba cs -2, Climb +19, Escape Ar st -2, Fly -2, In midate +9,

Ride -2, Sense Mo ve +9, Stealth +7, Swim +2

Languages Common

SQ Armor Training 1 (Ex), Trapfi nding +1

Combat Gear +1 Longsword, Chainmail

SPECIAL ABILITIES

Armor Training 1; Bravery +1 (Ex); Channel Resistance +4; Trapfi nding +1; Undead Traits; Weapon Training: Blades, Heavy +1

Furious Focus If you are wielding a weapon in two hands, ignore the power a ack penalty for your fi rst a ack of each turn.*

Ou lank Flanking bonus increases to +4 if the other fl anker also has this feat, and ally gets an AoO if you score a cri cal hit against the target.*

Precise Strike +1d6 precision damage for melee damage if fl anking the same target as an ally with this feat.*

TACTICS

Kemnon’s Elite were created by zombifying a successful and lethal band of sellswords that worked together for years prior to their demise. In death, as in life, they fi ght as a well-trained unit. The Elite

* Pathfi nder® Roleplaying Game: Advanced Player’s Guide™

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a empt to fl ank their targets and refuse to blindly pursue if the party retreats. If the party tries to fl ee, the Elite take cover behind the door and wait for the opportune moment to strike. They fi ght un l destroyed.

Area 14

Th is cavernous chamber spreads out into the shadow, its ceiling stretching up into the blackness beyond your vision. Massive pillars stand evenly throughout the unwholesome chapel. A sinister throne, red as blood, stands near a door to the North, fl anked by two treasure chests. A slender fi gure in black sits rigidly upon the throne, its fi sts clenching as you approach. At long last, this is the lair of Mort Kemnon, conqueror of the lands West of the Eventide, Consort to Demons and the Butcher of Westhaven.

A necromancer of surpassing might, Kemnon has consolidated his power in just under a month without donning the Mask of Death. While he has no love for the Hierophant of Therin (and plans to make a huecuva of the blasphemer when he and his legion march on Whitetower), their alliance of purpose keeps Kemnon secure in the knowledge that any paladin or priest of Therin raising a hand against him does so without the backing of divine power.

The interference of the PCst is a clear setback to his plans so Kemnon has li le interest in conversa on. He taunts them a bit, however, fulfi lling his need for old-

paizo.com #3830741, Kyle Scott <[email protected]>, Jan 18, 2016 fashioned monologuing. To in midate his foes, Kemnon casts a fl ashy spell making

it look like he has stolen the party’s divine powers. In actuality, this merely sends a magical message to the Hierophant that the heroes have arrived in Kemnon’s 957888 lair. It is the Heirophant himself who cuts off any divine help to the PCs. Kemnon, of course, waits for the proper drama c moment to cast his spell. Should the party avoid conversa on, Kemnon casts the spell prior to any combat beginning.

The party will likely have ques ons. Use the following as a guide:

Mort Kemnon! (or some inferior gree ng…)

“Uninvited guests.” The dread necromancer grins horribly.

Your reign of terror ends here! By the light of Therin you shall fall. “What good is the light of your goddess? She cannot help you… here.” The necromancer’s hands glow with pinkish light as he draws them apart. Any holy symbols of Therin fi zzle and spark impotently as the connec on between image and goddess is severed.

No! We’re… “Doomed.”

If your players have matched you line-for-line through this scene, a er the following dialogue, Luster may cast Web over the door to Area 14a, restraining the zombies on the other side for 8 rounds with automa c success.

A series of guttural groans and shouts come from a side passage. Th ree of Kemnon’s elite troops charge toward the chapel.

5480646 957889

If the line-for-line con nues:

Face us necromancer!

“Face my bodyguards…mortals.” A trio of fi gures set out from behind Kemnon’s throne. A warrior clad in plate. A rogue, daggers drawn. A cleric, staff at the ready. All with eyes glowing white. Wounds criss-cross their bodies but none bleed. These heroes dared to cross Kemnon and lost. Now they exist in eternal torment and give you a glimpse of your future, should you fail.

If your players con nued to match line-for-line, award a Greater

Heroism eff ect as cast by a level 20 wizard.

TURK — CR 10

XP 9,600

NE Medium Undead

Init +6; Senses Percep on 0

AC 36, touch 14, fl at-footed 34

hp 75

Fort +8, Ref +5, Will +3

Defensive Abili es DR 5/magic and slashing; Channel Resistance +4,

fi re resistance 10. Immune to cold, electricity, and magic missile.

OFFENSE

Speed 30 .

Melee +2 Defending Ba leaxe, 1d8+13 x3, +23/+18

5480647 Ranged Mwk Mighty Composite(+4) Longbow, 1d8+5 x3, 14/9 Space 5 .

STATISTICS

Str 25, Dex 12, Con –, Int 10, Wis 10, Cha 10

Base Atk +10; CMB +17 (+19 for disarm); CMD 28 (30 vs disarm)

Feats Cleave, Combat Exper se, Improved Disarm, Shield Focus, Greater Shield Focus, Weapon Focus Ba leaxe, Greater Weapon Focus Ba leaxe, Weapon Specializa on Ba leaxe, Toughness, Step up, Improved Cri cal Ba leaxe, Power A ack, Improved Ini a

ve

Skills Climb +24, Indimidate +10, Survival +6, Swim +16

Languages Common

TREASURE

Amulet of Natural Armor +2; Belt of Physical Might, Str & Con +2;

Ring of Protec on +2; +3 Full Plate; +3 Heavy Wooden Shield; +2

Defending Ba leaxe; Mty Comp Longbow (+4 str), 25 arrows

FASTIDION — CR 10

XP 9,600

NE medium humanoid (juju zombie) Cleric 10

Init +5; Senses Percep on +8 DEFENSE

AC 23, touch 13 fl at-footed 22

hp 62

Fort +8, Ref +7, Will +17

Defensive Abili es DR 5/magic and slashing; Channel Resistance +4,

fi re resistance 10. Immune to cold, electricity, and magic missile.

OFFENSE

Speed 30 .

Melee +1 Disrup on Quarterstaff , 1d6+1, 10/5

Ranged +1 Undead Bane Light Crossbow, 1d8+1, 19-20x2, 9/4

Space 5x5

Special A acks Channel Nega ve Energy 5d6, DC 18 4/day; Bleeding Touch (Melee touch +9 for 1d6 bleed damage for 4 rounds. DC 15

Heal check of magical healing stops); Touch of Evil (Melee touch +9 causes touched creature to

paizo.com #3830741, Kyle Scott <[email protected]>, Jan 18, 2016 become sickened. Creatures touched count as good for the

purpose of spells with the evil descriptor. 11/day); Scythe of Evil (Give touched weapon the unholy weapon property for 4 rounds.

1/day)

STATISTICS

Str 14, Dex 12, Con 10, Int 14, Wis 26, Cha 13 Base Atk +7; CMB +7; CMD 19

Feats: Channel Smite, Improved Channel, Iron Will, Improved Iron Will, Lightning Refl exes, Selec ve Channeling, Improved Ini a ve, Toughness

Skills Appraise +15, Climb +10, Heal +21, Knowledge (Arcana) +9,

Knowledge (History) +9, Knowledge (Nobility) +9, Knowledge (Planes) +9, Knowledge (Religion) +9, Percep on +8, Sense Mo ve

+21, Spellcra +15

Languages Common, Celes al, Ignan

SQ Cleric Domains: Death and Evil

SPECIAL ABILITIES

Cleric Spells Known (CL 10, 7 melee touch, 7 ranged touch):

5 (3/day, DC 23)—slay living x2; infl ict light wounds, mass; com- 957889 mune

4 (5/day, DC 22)—poison, spell immunity x2, divina on, unholy blight, summon monster IV

3 (5/day, DC 21)—protec on from energy, speak with dead, animate

dead, glyph of warding, helping hand, prayer

2 (6/day, DC 20)—death knell, augury, desecrate, silence, darkness,

hold person, zone of truth

1 (6/day, DC 19)—protec on from good x2, bane x2, entropic shield,

sanctuary x2

0 (at will, DC 18)—bleed, read magic, detect magic, guidance

TREASURE

+1 Undead Bane Light Crossbow, +1 Disrup on Quarterstaff , +2 Mithral Light For fi ca on Chainmail, Amulet of Natural Armor +2, Headband of Inspired Wisdom +4, Ring of Protec on +2

RENNARD — CR 10

XP 9,600

NE Medium Undead

Init 7; Senses ; Percep on 13 DEFENSE

AC 25, touch 19, fl at-footed 19

hp 62

Fort +4, Ref +15, Will +3

Defensive Abili es DR 5/magic and slashing, Channel Resistance +4, fi re resistance 10. Immune to cold, electricity, and magic missile.

paizo.com #3830741, Kyle Scott <[email protected]>, Jan 18, 2016

OFFENSE

Speed 30 .

Melee Dagger of Subtlety 1d4+3, 19-20x2, +17/+12. [+21/+16 vs fl at footed]

Ranged Dagger of Subtlety 1d4+3, 19-20x2, +17 range 10 . [+21 vs fl at footed]

Space 5 .

Special A acks Sneak A ack 5d6+4 STATISTICS

Str 14, Dex 26, Con 10, Int 14, Wis 10, Cha 13 Base Atk 7; CMB +9; CMD 25

Feats Improved Ini a ve, Toughness, Combat Exper se, Improved Feint, Greater Feint, Skill Focus: Stealth, Stealthy, Weapon Focus: Dagger

Skills Acroba cs 25, Appraise 13, Bluff 14, Climb 23, Cra Traps 7,

Disable Device 25, Disguise 14, Escape Ar st 18, In midate 14,

Percep on 13, Sense Mo ve 14, Slight of Hand 19, Stealth 41, Use Magic Device 14

Languages Common, Draconic, Infernal

SPECIAL ABILITIES

Finesse Rogue, Fast Stealth, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, Opportunist, Crippling Strike,

Trapfi nding, Trap Sense 3

TREASURE

Dagger of Subtlety* (As Sword of Subtlety from CRB), +2 Improved Shadow Leather Armor, Belt of Incredible Dexterity +2, Boots of El-

5480648 venkind, Minor Cloak of Displacement, Ring of Protec on +2, Ring

of Maniacal Devices, Bag of Holding (Type IV), Wand of Cure Light Wounds (31 charges), 4,526 gp

5480648

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