Wednesday, September 24, 2014

The Witchknight: An Inquisitor Archetype for Pathfinder

Rather than serving a deity or a church, a witchknight is an inquisitor in service to an occult patron the likes of those which grant witches their heathen power. Whereas witches are specialists in using their arcane powers to befuddle and jinx their enemies, the witchknight blends such eldritch crafts with martial pursuits in order to serve their mysterious lords in different ways.


Weapon and Armor Proficiency: The witchknight gains proficiency with one martial weapon of her choice. This replaces the inquisitor’s proficiency with her deity’s favored weapon.

Witch Training
A witchknight treats her witchknight levels as witch levels for the purpose of meeting feat prerequisites.


Patron Spells
A witchknight selects a patron from the list of witch patrons at 1st level.
As a witchknight increases in level, the witchknight’s patron adds new spells to the witchknight’s list of spells known. She learns the first patron spell at 2nd level, the second patron spell at 5th level, the third patron spell at 8th level, the fourth patron spell at 11th level, the fifth patron spell at 14th level, and the sixth patron spell at 17th level. The rest of the patron spells are not considered to be part of the witchknight’s spell list.
This ability replaces Domain.


Judgment
A witchknight gains the following judgment in addition to the normal list of inquisitor judgments.
Hexing (Su): When the witchknight scores a critical hit against the target of this judgment, she may cast one of her hexes on the target as an immediate action.


Familiar
At 1st level, a witchknight is granted a familiar by her patron. This is identical to the witch’s familiar class feature; the witchknight uses her inquisitor level to determine her effective witch level for the purpose of determining her familiar’s abilities. The witchknight's list of spells known, including patron spells, is stored in her familiar; she must commune with her familiar each morning to regain her spell slots.


This ability replaces Monster Lore.


Hex
At 3rd level, a witchknight learns one hex from the witch’s list of hexes. This is otherwise identical to the witch’s hex class feature, except that the witchknight uses her Wisdom modifier to determine her hexes’ save DCs and she learns a new hex at 6th level and every 3 levels thereafter.
This ability replaces Solo Tactics and Teamwork Feats.


Major Hex
Starting at 12th level, and every 3 levels thereafter, the witchknight may select a major hex from the witch’s list whenever she could learn a new hex.
This ability replaces Greater Bane.

______________________________________________________________

Changelog
9/24/14: Gets Bane back. Loses Monster Lore for a Familiar. Must commune with Familiar to get spells.
9/25/14: Witch Training added.

Thursday, September 18, 2014

The Gunmetal Mystic: A Monk Archetype for Pathfinder

From the weapon adept to the zen archer, many monks understand that physical weapons can be vessels for their skills and ki. The gunmetal mystic is simply keeping up with the times, blending their ancient fighting traditions with the cool metal of the present. They find that bullets can channel their ki energy into a devastating strike, and it is said that their foes fall as if lightning from god had smote them down.


Weapon and Armor Proficiency: The gunmetal mystic is proficient with all firearms in addition to the normal monk proficiencies.


Gunsmith
At 1st level, a gunmetal mystic gains a battered firearm identical to the one gained by a gunslinger. The gunmetal mystic also gains Gunsmithing as a bonus feat. This ability replaces the bonus feat gained at 1st level.


Grit
At 1st level, a gunmetal mystic gains the gunslinger’s grit ability. At the start of each day, a gunmetal mystic gains a number of grit points equal to his Wisdom bonus (minimum 1). A gunmetal mystic gains the gunslinger’s quick clear and gunslinger's dodge deeds. In addition, a gunmetal mystic with the Stunning Fist, Elemental Fist, or Punishing Kick feat may use those feats with firearm attacks as if they were unarmed strikes. This ability replaces Stunning Fist.

Flurry of Blows
A gunmetal mystic may use this ability with a combination of unarmed strikes, firearm attacks, and pistol whips (once he gains the pistol whip deed at 3rd level). However, he may only make one firearm attack and one pistol whip in a single flurry, and must use unarmed strikes for the other attacks. A firearm attack made as part of a flurry of blows does not provoke an attack of opportunity from its target if it is threatening the gunmetal mystic; however, it still provokes from other creatures threatening him.

Bonus Feats
A gunmetal mystic gains a bonus grit feat at 2nd level and every 4 levels thereafter. He must meet all the prerequisites for the feat, using his monk level as his effective gunslinger level. This ability replaces the normal bonus feats gained at those levels.


Pistol-Whip
At 3rd level, a gunmetal mystic gains the gunslinger’s pistol-whip deed. When making a pistol whip, he may use his unarmed strike damage die if it is higher than the pistol whip damage die and treat it as an unarmed strike for the purpose of using his ki pool to overcome damage reduction. This ability replaces maneuver training.


Ki Pool
At 4th level, a gunmetal mystic can treat ki points as grit points for any gunslinger deed gained through this archetype. In addition, his ki pool allows his firearm to be treated as magic, cold iron, silver, lawful, and adamantine at the appropriate levels for the purpose of overcoming damage reduction as if it were an unarmed strike. This ability modifies ki pool.


Lightning from God (Su)
At 4th level, a gunmetal mystic may spend 1 ki point as a swift action to imbue the next firearm attack he makes within 1 round with his inner power. If the attack hits, it deals an extra 1d6 points of damage; this damage comes from pure ki power and bypasses all damage reduction. This damage is not multiplied on a critical hit. At 8th level and every 4 levels thereafter, the additional damage increases by 1d6, to a maximum of 5d6 at 20th level. This ability replaces Slow Fall.


Targeting
At 7th level, a gunmetal mystic gains the gunslinger’s targeting deed. This ability replaces wholeness of body.


Lightning Reload
At 11th level, a gunmetal mystic gains the gunslinger’s lightning reload deed. This ability replaces diamond body.


Slinger’s Luck
At 15th level, a gunmetal mystic gains the gunslinger’s slinger’s luck deed. This ability replaces quivering palm.

Stunning Shot
At 19th level, a gunmetal mystic gains the gunslinger's stunning shot deed. This ability replaces empty body.

Tuesday, September 2, 2014

One-Shot: Liberation of the Emerald City

Liberation of the Emerald City: An Eberron Adventure for 7th Level Characters

The PCs are taking a lightning rail from the Mror Holds back south, planning on passing through the Talenta Plains and the Mournland on the way back to Sharn. Near the southern border of Karrnath, the train passes through a large town called Vulyar - at least, it’s supposed to. Outside the town, a group of men in plate armor under green tabards are blocking the rails; they wear the distinctive half-helms and wooden shields of the Order of the Emerald Claw, a well-known Karrnathi nationalist terrorist organization. They force everyone out of the train and announce that their organization has occupied this city as the first step in a Karrnathi revolution, and they attempt to take everyone on the train prisoner and drag them back to the city. The party may either comply, becoming prisoners and having their equipment taken, or kill the soldiers and enter the city themselves, or flee, becoming enemies of the new Vulyar on the outside.

If the PCs comply: The soldiers, led by one Sir Gerus, search all the passengers and remove their valuables and any weapons; an Emerald Claw mage puts them in a bag of holding. The soldiers then chain everyone up and march them back to the city gates. They are taken through the city and can see other groups of prisoners being marched around, as well as “free” citizens standing around looking terrified and tired from labor. Eventually they reach the prison and are placed in separate cells.

If the PCs do not comply: The soldiers attack and the PCs kill them or flee. They could take the refugees to the nearest city, Vedykar, which is a day’s walk away. Once there, they presumably warn the leaders of the threat in Vulyar, but the leaders are unwilling to send a whole army to combat the situation. Instead, they send a small strike force back with the PCs to get inside the city. The mayor of Vedykar has the idea for the PCs to pose as prisoners to get inside, find any resistance movement, then break out and let the soldiers in.

Alternatively, and perhaps most likely, the PCs will send the refugees on their way alone and enter the city themselves. There is a small side tunnel through the city walls guarded by a couple of soldiers. When the PCs enter the city, they could either sneak around or attack and try to free some of the prisoners. If they attack, their battle is long and hard with many soldiers and mages, but it is possible to kill all of the enemies around the entrance to the city. However, this will cause the city to go on high alert; add a few extra soldiers to each future encounter.

After the battle as they explore the city, or if they sneak past the soldiers, they find a seemingly-abandoned bar called the Bargewright Inn that appears to be a good place to hide out. A perception check reveals a secret passage in the floor leading down to the resistance headquarters, where they meet Haven as detailed below.

The following is the scenario in case the PCs are captured. In the prison are many other prisoners, naturally. If the PCs talk to them, they meet a young red-haired man named Raeburn who is quite friendly, and says he used to be a blacksmith. They may learn from him that the Emerald Claw freed most of the actual criminals who were here and let them join their ranks; the rest were taken off to be executed. These criminals make up the bulk of the Claw’s forces. All of these prisoners now are awaiting judgement; they will either join the Emerald Claw if they seem willing and able, be “freed” to forced labor if they seem harmless, or be executed if they seem dangerous. It seems the Claw needs a large amount of labor for some project, but none of the prisoners know what it is. After about an hour, Raeburn is taken away for execution; as the guards are coming, he tells the PCs to seek out his sister Haven if they somehow get free. Haven is still free and running the resistance movement in secret; she used to be captain of the guard here, and now is the highest-ranking surviving official.

After about another hour, two guards come for the PCs. They have been judged to be dangerous based on the amount of weapons and equipment found on them when they were brought in, so their execution has been expedited. This is the chance for the PCs to escape and reclaim their equipment, which is in another room of the guardhouse they’re in. It’s on the PCs to actually escape; one tactic they could use is dressing up in Emerald Claw uniforms. Once they’re away from the guardhouse it becomes easier to escape detection. Once outside they see the labor project the Claw has everyone working on: a huge pit to dump all the executed bodies in, growing larger all the time. They have clerics there reanimating the corpses and arming them from the town’s barracks, making an undead army. From there they must find Haven and her resistance movement; they’re hiding out beneath an abandoned bar, the Bargewright Inn. If the PCs are dressed as Emerald Claw officers, the resistance fighters are hostile at first and the PCs must convince them of their good intent. Haven looks quite a lot like her brother, but is less friendly and more business; once the PCs earn her trust, however, she opens up more.

She outlines her plan, saying that there are two targets that must be hit to cripple the occupation: the military center at the barracks, and the administration, led by a Blood of Vol priest holed up in the city hall. Haven’s group isn’t nearly large enough or trained enough to take on either of those, but with the PCs and their skills there, she can team up with them and form an elite strike group to hit one at a time. She tells them about the leading priest there, a man named Delwyn who is fond of unusual creatures and is bound to have a couple of dangerous pets with him. She also describes the military leader, a giant of a man known as Sir Derrick who is rumored to possess some unusual power that makes his men terrified of him. She wants to free all the prisoners while they attack the guardhouse, arming them and letting them loose to kill the unprepared soldiers, but she lets the PCs decide which target to hit first and lets them give input on the tactical plan.

Sir Derrick is at the top of the guardtower which has 3 floors. The first floor is easy to take, since it only has one man at a desk. The second floor has about six guards; if they attack at night, they will be sleeping. The top floor houses Sir Derrick, his pet war dog, and four elite soldiers. Sir Derrick is a psychic warrior, so he may give the PCs quite a bit of trouble. Delwyn is in the city hall, accompanied by a few bodyguards. He has a couple of pets with him - one displacer beast and one ankheg.

When both Derrick and Delwyn are dead, and the former prisoners hold the barracks, restoring order to the city becomes academic. The undead soldiers they were creating don’t have orders yet, so they can be simply destroyed. Haven takes command, as the highest-ranking military officer remaining, and the military will appoint a mayor at some point soon. She thanks the PCs for their service and offers them permanent positions on her elite guard; if they don’t accept, she still rewards them and grants them permanent welcome in this city.


Emerald Claw Elite Soldier, human Fighter 5
LE Medium Humanoid (human)
Str 18, Dex 14, Con 15, Int 13, Wis 12, Cha 8
HD 5d10+10 (60 hp)
Initiative +6
Speed 20 ft.
AC 22 (+1 dex, +9 armor, +2 shield) Touch 11 FF 21
BAB/CMB/CMD: +5/+9 (+11 trip)/21
Attack: Flail +12 (d8+11) or longbow +7 (d8+4/x3)
Weapon Training (Flail) +1
Feats: Weapon Focus (flail), Power Attack, Combat Expertise, Improved Trip, Improved Initiative, Weapon Specialization (flail), Furious Focus
Fort +6, Ref +3, Will +2 (+3 vs. fear)
Equipment: Masterwork flail, +1 half-plate, masterwork heavy steel shield, composite longbow [+4], 2 potions of Cure Moderate Wounds

Emerald Claw Mage, human Necromancer 4
NE Medium Humanoid (human)
Str 7, Dex 14, Con 14, Int 20, Wis 14, Cha 7
HD 4d6+8 (32 hp)
Initiative +2
Speed 30 ft.
AC 16 (+2 dex, +4 mage armor) Touch 12 FF 14
BAB/CMB/CMD: +2/+0/12
Attack: Dagger +0 (d4-2/19-20) or touch spell +0 or ranged touch +4
Arcane Bond (Ring)
Opposition Schools: Illusion, Divination
Grave Touch 8/day (shaken 2 rounds, then frightened 3 rounds if touched again)
Spells/day: 0-4 1-6 2-5 DC 15+level
0: Bleed, Detect Magic, Dancing Lights, Flare
1: Mage Armor, Bungle, Burning Hands, Ray of Enfeeblement, Ray of Enfeeblement, Burning Disarm
2: Create Pit, Flaming Sphere, False Life, Ghoul Touch
Feats: Spell Focus (necromancy), Command Undead, Improved Initiative, Scribe Scroll, Spell Penetration
Fort +3, Ref +3, Will +6
Equipment: Dagger, 2 potions of Cure Moderate Wounds, Scroll of Summon Monster III

Delwyn, human Priest of Vol 8
LE Medium Humanoid (human)
Str 7, Dex 14, Con 14, Int 8, Wis 20, Cha 4
HD 8d6+24 (72 hp) 47
Initiative +6
Speed 30 ft.
AC 14 (+2 dex, +1 natural, +1 deflection) Touch 13 FF 12
BAB/CMB/CMD: +4/+2/14
Attack: Ranged touch attack +6 or touch attack +2
Channel negative energy 4d6 5/day DC 16
Primary dogma: Death (Undead) (+1 CL necromancy spells)
Secondary dogmas: Nobility (leadership) (add Wis to Leadership), Magic (+1 CL dogma spells)
Spells/day 0-5 1-7 2-5 3-5 4-4 DC 15+level
0: Bleed, Detect Magic, Guidance, Mending, Resistance
1: Bless, Burning Disarm, Command, Cure Light Wounds, Doom, Murderous Command, Shield of Faith
2: Admonishing Ray, Cure Moderate Wounds, Dread Bolt, Hold Person, Sound Burst
3: Prayer, Dispel Magic, Bestow Curse, Searing Light, Stone Shape
4: Enervation, Enervation, Blessing of Fervor, Empowered Dread Bolt
Feats: Improved Initiative, Empower Spell, Toughness, Spell Focus (Necromancy), Spell Focus (Enchantment)
Fort +4, Ref +3, Will +11
Equipment: Blood of Vol unholy symbol, Amulet of Natural Armor +1, Ring of Protection +1, Belt of Dexterity +2

Displacer Beast
LE Large Magical Beast
Str 18, Dex 15, Con 16, Int 5, Wis 12, Cha 3
HD 6d10+18 (78 hp) 1
Initiative +2
Speed 40 ft.
AC 17 (-1 size, +2 dex, +5 natural, +1 dodge) Touch 12 FF 14
BAB/CMB/CMD: +6/+11/23
Attack: 2 tentacles +9 (d6+4) and bite +4 (d8+2)
Displacement 50%
+2 saves vs. targeted magical ranged attacks except touch attacks
Feats: Alertness, Dodge, Stealthy
Fort +8, Ref +7, Will +3

Zombie Displacer Beast
NE Large Undead
Str 20, Dex 14, Wis 10, Cha 10
HD 8d8+8 (72 hp)
Initiative +2
Speed 40 ft. (Can’t run or charge)
AC 14 (-1 size, +2 dex, +3 natural) Touch 11 FF 12
BAB/CMB/CMD: +6/+12/24
Attack: Slam +10 (d8+5) and 2 tentacles +5 (d6+2) and bite +5 (d8+2)
DR 5/slashing
Staggered
Feats: Toughness
Fort +3, Ref +5, Will +6

Ankheg
N Large Magical Beast
Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
HD 3d10+12 (42 hp) 10
Initiative +0
Speed 30 ft. Burrow 20 ft.
AC 16 (+7 natural, -1 size) Touch 9 FF 16
BAB/CMB/CMD: +3/+7 (+11 grapple)/17
Attack: Bite +5 (2d6+4 plus 1d4 acid and grab)
Spit acid (30 ft. line, 4d4 acid, reflex 14 half, no acid damage on bite for 6 hours)
Feats: Skill Focus (Perception), Toughness
Fort +6, Ref +3, Will +2

Sir Derrick, human Psychic Warrior 8
LE Medium Humanoid (human)
Str 18, Dex 12, Con 16, Int 8, Wis 16, Cha 0
HD 8d8+24 (88 hp) 67
Initiative +7
Speed 20 ft.
AC 22 (+7 armor, +2 natural, +2 deflection, +1 dex) Touch 13 FF 21
BAB/CMB/CMD: +6/+10/21
Attack: Greatsword +13/8 (2d6+8/19-20) or power attack +13/6 (2d6+14/19-20). +2 attack and +3 damage when psionically focused.
Mind Knight Path: Call Weaponry, Inertial Armor
Trance: +2 initiative, +2 called weapon attack and damage
Maneuver: attack 3 adjacent creatures
Martial Power
Power points: 18
Powers known: 10 DC 13+level
1: Biofeedback, Empty Mind, Metaphysical Weapon, Inevitable Strike, Stomp
2: Dissolving Weapon, Hustle, Strength of My Enemy
3: Empathic Feedback, Mental Barrier
Feats: Power Attack, Psionic Meditation, Psionic Weapon, Furious Focus, Weapon Focus (Greatsword), Improved Initiative, Hustle Power, Deep Impact
Fort +9, Ref +2, Will +5
Equipment: 3 potions of Cure Moderate Wounds, Cognizance Crystal 3, +2 Amulet of Natural Armor, +2 Ring of Protection, +2 Belt of Dexterity

Emerald Claw Foot Soldier, human Fighter 3
LE Medium Humanoid (Human)
Str 17, Dex 13, Con 14, Int 8, Wis 12, Cha 10
HD 3d10+6 (36 hp) 6
Initiative +5
Speed 20 ft.
AC 20 (+1 dex, +6 armor, +3 shield) Touch 11 FF 19
BAB/CMB/CMD: +3/+6/16
Attack: Longsword +7 (d8+3/19-20) or power attack +6 (d8+5/19-20) or shortbow +4 (d6+3/x3)
Feats: Weapon Focus (longsword), Shield Focus, Power Attack, Improved Initiative, Point-Blank Shot
Fort +5, Ref +1, Will +2 (+3 vs. fear)
Equipment: Longsword, chain mail, heavy wooden shield, composite shortbow [+3]

Sunday, August 17, 2014

One-Shot: Den of the Werewolves

Den of the Werewolves: An Eberron Adventure for 6th Level Characters

Candlewood is a small village in Breland, right on the border of the King's Forest. It contains about 100 people who mainly make their living on surrounding farms, with a few artisans who work with wood and leather brought in by local loggers, huntsmen, and trappers, the most prominent of which being one Conrad MacDougal. It's a quiet, peaceful place... until recently. A couple of mysterious disappearances have occurred in the past few weeks - first, a young woman named Maria, and then the village blacksmith Monroe.

The PCs arrive one day in Candlewood and are greeted by the mayor, Conrad, and a few other concerned citizens, including the families of some of the disappeared ones - officially, at least. In reality, the arrival of such brave and powerful adventurers brings the attention of the entire village. Mayor Jacobi is quite friendly but rather all business; he explains the situations and asks the PCs to investigate the disappearances, ask around, look for clues, and find the missing villagers - or their bodies. By asking around and investigating, the PCs discover that both Maria and Monroe were seen going into the forest before disappearing after hearing some mysterious noises. Conrad warns the PCs not to go into the forest, that it’s too dangerous, but they presumably don’t listen and he then insists on guiding them through the area for their protection.

Conrad leads them through the woods for about an hour; he is a nice, jolly man and likes making conversation. He leads them into a small clearing; to one side is a large patch of bare dirt and a shovel laying on the ground. He picks up the shovel and starts digging; after about ten minutes he reaches into the hole, hefts something out, and turns around and throws it on the ground. It's a naked human male that seems to have been decomposing for over three weeks. Conrad says that this is the werewolf that bit him, and that he himself is the one the villagers have been seeing. However, he claims not to be responsible for the disappearances - he says another werewolf is stalking the woods, from the same tribe as the first, out for revenge at him killing its brother. He implores them to come with him to eliminate the werewolf tribe before any more disappearances.

If the party believes Conrad's story, he asks them to help him eliminate the werewolf tribe to save the village. If they don't believe him and either try to kill him or report him to the village, they will probably succeed and he will die. If they kill him, they are attacked by a second werewolf (Lupita) leading two others on their way back, confirming his story. They will be unable to find the wolf tribe on their own, and a little over a week later they hear that a village on the border of the King's Forest has been mysteriously destroyed, all its residents either killed or disappeared. They will have to track the wolves back to their tribe, but the wolves will have increased in number and the party won't have Conrad's help, so their success is slim unless they get creative.

Assuming the party believes Conrad and helps him, he says to go after them immediately so as to surprise the werewolves during the day when they're sleeping. However, while they're talking in the clearing, they are attacked by three werewolves. Their leader, Lupita, identifies Conrad as the man who killed her brother and refused to come into the fold after being transformed, and says something about getting him out of their way so their plans can succeed unopposed. After defeating those three, Conrad says to take one alive - they'll need it to find the rest of the tribe. Lupita is fierce and loyal - she won't give her new tribe up easily. It's up to the PCs to interrogate her and get her to lead them back to her family. She may give them some information, that there are eight or ten werewolves in the tribe. She also warns them that going up against Chief Zylo will be certain death, especially if they kill her.

When they eventually arrive in the large clearing, most of the werewolves are sleeping on the ground (if at night) or sitting around eating a fresh kill (if day); two are patrolling the outside area. The wolves apparently prefer not to use their human forms, as all of them are hybrids. A number of apparent children are present in the group as well. It's up to the PCs to formulate a plan of attack - Conrad is no tactician. If one of the wolf guards survives the surprise round, he howls and awakens the tribe. However, about half the wolves stay behind and protect the children rather than charging their attackers, including a very large one carrying a tribal staff.

Once half the wolves are dead and the party approaches the rest with the children, the large leader speaks to them. He implores them to stop, that these are the last lycanthropes in Eberron and what the party is doing will be genocide; the survival of this race is at stake with their plan. The werewolves planned to attack the town on the next full moon (in about a week) and convert as many villagers to werewolves as possible, then continue growing their race from there. It's up to the party to decide what to do from there, but Conrad wants to slaughter them all and the party may have to stop him from attacking if they choose to spare the wolves. It is possible to talk the leader into taking the tribe away from the village and abandoning their plan in exchange for their lives.

Conrad, human werewolf (afflicted) Ranger 4, human form
Conrad seems like any other jolly woodsman. He is a mountain of a man, almost seven feet tall and with enormous muscles and a huge brown beard. His protective armor is wrapped beneath a plaid flannel shirt, and his axe and shield are simple yet functional. He is genial and friendly, eager to meet new people and carry on conversations about any topic.
CG Medium Humanoid (Human, Shapechanger)
Str 20, Dex 15, Con 17, Int 8, Wis 14, Cha 7
HD 4d10+12 (52 hp)
Initiative +2 (+4 in forest)
Speed 20 ft.
AC 19 (+6 armor, +1 shield, +2 dex) Touch 12 FF 17
BAB/CMB/CMD: +4/+8/20
Attack: Battleaxe +9 (d8+5/x3) or power attack +7 (d8+9/x3)
Full attack: Battleaxe +7 and shield bash +6 (d4+2 plus bull rush) or power battleaxe +5 and power shield bash +4 (d4+4 plus bull rush)
Favored enemy: humanoid (shapechanger) +2
Favored terrain: forest +2
Combat style: Weapon and Shield
Hunter's Bond: Companions
Feats: Two-Weapon Fighting, Power Attack, Endurance, Shield Slam, Improved Shield Bash
Spells prepared 1-0+1
1: Cure Light Wounds
Change Shape
Fort +6, Ref +6, Will +3
Equipment: masterwork breastplate, masterwork light spiked wooden shield, +1 battleaxe

Conrad, human werewolf (afflicted) Ranger 4, hybrid form
Unfortunately, Conrad has more trouble controlling his transformations than many other werewolves, often transforming every night regardless of the moon. He regresses to a primal state and stalks the woods for prey, but retains enough of his mind to avoid attacking people. This might not hold true if he transforms due to combat damage.
CG Medium Humanoid (Human, Shapechanger)
Str 18, Dex 15, Con 14, Int 8, Wis 14, Cha 7
HD 4d10+8 (48 hp) 40
Initiative +2 (+4 in forest)
Speed 20 ft.
AC 23 (+6 armor, +1 shield, +2 dex, +4 natural) Touch 12 FF 21
BAB/CMB/CMD: +4/+9/21
Attack: Battleaxe +10 (d8+6/x3) or power attack +8 (d8+10/x3)
Full attack: Battleaxe +8 and shield bash +7 (d4+2 plus bull rush) and bite +4 (d6+2 and trip) or power battleaxe +6 and power shield bash +5 (d4+4 plus bull rush) and power bite +2 (d6+4 and trip)
Favored enemy: humanoid (shapechanger) +2
Favored terrain: forest +2
Combat style: Weapon and Shield
Hunter's Bond: Companions
Feats: Two-Weapon Fighting, Power Attack, Endurance, Shield Slam, Improved Shield Bash
Spells prepared 1-0+1
1: Cure Light Wounds
Change Shape
DR 5/silver
Fort +7, Ref +6, Will +3
Equipment: masterwork breastplate, masterwork light spiked wooden shield, +1 battleaxe

Werewolf Soldier, human werewolf (afflicted) Fighter 2, hybrid form
Some of these warriors were once Candlewood villagers; others were born werewolves and raised by the tribe. Regardless, they are all fearsome and fearless combatants.
CE Medium Humanoid (human, shapechanger)
Str 18, Dex 16, Con 17, Int 7, Wis 14, Cha 8
HD 2d10+6 (26 hp)
Initiative +3
Speed 20 ft.
AC 23 (+4 natural, +3 dex, +6 armor) Touch 13 FF 20
BAB/CMB/CMD: +2/+6/19
Attack: Falchion +7 (2d4+6/18-20) and bite +2 (d6+2 and trip)
Power Attack: Falchion +7 (2d4+9/18-20) and bite +1 (d6+3 and trip)
Bravery +1
DR 10/silver
Feats: Power Attack, Furious Focus, Cleave
Fort +6, Ref +3, Will + 2
Equipment: Masterwork falchion, masterwork breastplate

Werewolf Mage, human werewolf (afflicted) Transmuter 4, hybrid form
Wherever this strange one came from, its natural gifts supplement its magical training quite well, granting him more survivability than your average spellcaster.
CE Medium Humanoid (human, shapechanger)
Str 15, Dex 16, Con 18, Int 20, Wis 12, Cha 7
HD 4d6+16 (40 hp)
Initiative +6
Speed 30 ft.
AC 18 (+5 natural, +3 dex) Touch 13 FF 15
BAB/CMB/CMD: +2/+4/16
Attack: Bite +4 (d6+3 and trip)
DR 10/silver
Bonded object: amulet
Battleshaping +1
Spells prepared 0-4 1-4+2 2-3+1 DC 15+level
0: Resistance, Acid Splash, Bleed, Mage Hand
1: Burning Disarm, Enlarge Person, Color Spray, Ray of Sickening, Grease
2: Aboleth's Lung, Ghoul Touch, Spectral Hand, Mirror Image
Feats: Spell Focus (Transmutation), Improved Initiative
Fort +6, Ref +5, Will +6
Equipment: Amulet of Natural Armor +1, Cloak of Resistance +1

Lupita, human werewolf (natural) Slayer 6, hybrid form
This lithe and deadly warrior dresses in studded leather for agility and is fond of dastardly poisons and backstabbing. She is Zylo's loyal mate and has two children with him. Her twin brother was also a werewolf, but he was killed after attacking and infecting Conrad, leaving Lupita out for revenge.
CE Medium Humanoid (human, shapechanger)
Str 15, Dex 20, Con 17, Int 12, Wis 10, Cha 6
HD 6d10+18 (78 hp)
Initiative +10 (+12 in forest)
Speed 30 ft.
AC 23 (+4 armor, +4 natural, +5 dex) Touch 15 FF 18
BAB/CMB/CMD: +6/+8/23
Attack: Scimitar +12/7 (d6+6/18-20) and bite +3 (d6+1 and trip)
DR 10/silver
Favored Target +2
Terrain Mastery (forest) +2
Poison Use
Sneak Attack +2d6
Feats: Weapon Finesse, Dervish Dance, Improved Initiative
Fort +8, Ref +10, Will +2
Equipment: +1 scimitar, +1 studded leather, blue whinnis poison x2, giant wasp poison x2

Zylo, human dire werewolf (natural) Druid 7, hybrid form
The patriarch of the wolf clan, Zylo's age and origin are unknown. He is a massive nine foot tall black-furred monstrosity, far greater in stature and might than the average werewolves. He is obsessed with achieving a return of the lycanthropes on Eberron and will do anything to make it happen.
NE Large Humanoid (human, shapechanger)
Str 22, Dex 15, Con 19, Int 12, Wis 22, Cha 14
HD 7d8+28 (84 hp)
Initiative +6
Speed 20 ft.
AC 22 (-1 size, +5 natural, +2 dex, +1 dodge, +6 armor) Touch 12 FF 20
BAB/CMB/CMD: +5/+12/24
Attack: Spear +11 (2d6+10/x3) and bite +6 (d8+3 and trip) or bite +11 (d8+9 and trip)
Wolf domain
DR 10/silver
Spells prepared 0-4 1-6+1 2-4+1 3-3+1 4-2+1 DC 16+level
0: Detect Poison, Flare, Guidance, Mending
1: Entangle, Hydraulic Push, Obscuring Mist, Cure Light Wounds, Produce Flame, Mudball, Hunter's Howl
2: Chill Metal, Flaming Sphere, Resist Energy, Lockjaw, Bloodhound
3: Aqueous Orb, Poison, Wind Wall, Aspect of the Wolf
4: Cure Serious Wounds, Moonstruck, Strong Jaw
Feats: Improved Trip, Improved Initiative, Lightning Reflexes, Weapon Focus (Bite), Dodge
Fort +9, Ref +6, Will +11

Equipment: +1 spear, +2 hide armor

Thursday, August 7, 2014

The Horned Warden: A Paladin Archetype for Pathfinder

Paladins are called to serve the ideals of law and good, and the horned warden is no different. Rather than taking up shining steel to guard the values of civilization, however, this paladin finds his calling in the arms of Mother Gaia. Nature needs a sworn guardian just as much as the world of men does, and the horned warden is blessed with druid-like abilities to safeguard the wilderness.


Alignment and Code of Conduct: In addition to the standard paladin code, a horned warden must respect and cherish nature and protect it against all who would do it harm. He must not take more than his share from the natural world, nor may he slay an animal for a purpose other than food or clothing or to protect others from it, and then only after attempts to pacify it have failed.


Class Skills: The horned warden does not gain Knowledge (Nobility) as a class skill; he replaces it with Knowledge (Nature), Knowledge (Geography), and Survival.


Weapon and Armor Proficiency: The horned warden is prohibited from wearing metal armor or using metal shields. If he uses such a prohibited item, he cannot cast spells or use any of his supernatural or spell-like class features (including base paladin class features) for as long as he uses it and for 24 hours thereafter.


Smite Evil
Rather than dealing double damage on the first hit against evil dragons, evil outsiders, and undead, the horned warden’s smite deals double damage on the first hit against aberrations, constructs, and undead. He may use smite evil against aberrations and constructs as if they were evil, regardless of their alignment. This ability alters the existing Smite Evil class feature.


Wild Empathy
The horned warden gains this ability at 2nd level, as the druid class feature. This ability replaces Divine Grace.


Trackless Step
The horned warden gains this ability at 3rd level, as the druid class feature. This ability replaces Aura of Courage.


Spells
A horned warden treats all spells on both the paladin and ranger spell lists as paladin spells, and may prepare ranger spells in his daily spell slots. This ability replaces Channel Positive Energy.


Nature Bond
At 5th level, a horned warden forms a bond with nature. This bond takes the form of a single cleric domain, selected from the following list: Air, Animal, Earth, Fire, Plant, Water, Weather, or an Animal or Terrain domain. When determining the powers granted by this domain, the horned warden’s effective cleric level is equal to his paladin level. A horned warden that selects this option also receives additional domain spell slots of each level he can cast (1 through 4), just like a cleric. He must prepare the spell from his domain in this slot. He does not gain access to higher-level domain spells than 4th level, and they are not considered to be part of his spell list. This ability replaces Divine Bond.


Favored Enemy
At 8th level, a horned warden may select one favored enemy, as the ranger class feature. This enemy must be chosen from the list of Aberration, Construct, Outsider (Evil), or Undead. The bonuses granted by the horned warden’s favored enemy do not increase as he goes up in level. This ability replaces Aura of Resolve.


Venom Immunity
At 11th level, a horned warden gains immunity to all poisons. This ability replaces Aura of Justice.