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Defense
AC 21, touch 13, flat-footed 18 (+6 armor, +3 Dex, +2 natural)
HP 113/140 (10d8+60)
Fort +3, Ref +6, Will +4
Defensive Abilities channel resistance +2; DR 15/bludgeoning and magic; Immune cold, electricity, undead traits
Offense
Speed 30 ft.
Melee bite +8 (1d6+1 plus ghoul fever and paralysis), 2 claws +8 (1d6+1 plus paralysis)
Special Attacks paralysis (1d4+1 rounds, DC 20, elves are immune to this effect), Channel Negative Energy (5d6, DC 20, 8/Day)
Statistics
Str 12, Dex 16, Con , Int 15, Wis 4, Cha 21
Base Attack +7; CMB +8; CMD 21
Feats Alertness, Combat Casting, Craft Wondrous Item, Multiattack, Scribe Scroll, Skill Focus (Knowledge [History])
Skills Heal +10, Knowledge (history) +18, Knowledge (Religion) +15, Perception +11, Spellcraft +15
Special Abilities
Disease (Su): Ghoul Fever: Biteinjury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2
consecutive saves. The save DC is Charisma-based. A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who
becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the
flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.
Madness (Ex): Rhorsk uses his Charisma score instead of his Wisdom for all of his Clerical abilities.
Touch of Chaos (Sp): Rhorsk can imbue a target with chaos as a melee touch attack. For the next round, anytime the target rolls a d20, he must
roll twice and take the less favorable result. He can use this ability 8 times per day.
Chaos Blade (Su): Rhorsk can give a weapon touched the anarchic special weapon quality 5 rounds once per day.
Touch of Evil (Sp): Rhorsk can cause a creature to become sickened as a melee touch attack. Creatures sickened by his touch count as good for
the purposes of spells with the evil descriptor. This ability lasts for 5 rounds and he can use this ability 8 times per day.
Scythe of Evil (Su): Rhorsk can give a weapon touched the unholy special weapon quality for 5 rounds once per day.
Skills Acrobatics +18 (+28 to jump without armor), Handle Animal +19, Ride +28
Languages Common
Combat Gear +3 mithril breastplate, +2 heavy steel shield, +2 spell storing bastard sword (vampiric touch CL 10), Belt of Strength +2, ring of
protection +2, boots of striding and springing, potions of cure moderate wounds (2)
Special Abilities
Steadfast Mount (Ex): After BKruss has spent 1 hour practicing with a mount, the mount gains a +4 dodge bonus to AC and a +4 morale
bonus on saves, but only while BKruss is mounted on it or adjacent to it.
Armored Charger (Ex): BKruss no longer suffers armor check penalties on Ride skill checks.
Mounted Mettle (Ex): BKruss and his mount gain a +3 bonus on attack and damage rolls when he is mounted or adjacent to his mount.
Leap from the Saddle (Ex): After BKrusss mount takes a single move, he may attempt a fast dismount (DC 20 Ride check). If he succeeds,
he can take a full attack action.
Relentless Steed (Ex): BKrusss mount does not reduce its speed when wearing heavy barding or carrying a heavy load. BKruss may also
reroll a Ride skill check or a saving throw made by the mount twice per day, but must use the second roll even if it is worse.
Ride Them Down (Ex): BKruss can spur his mount on while readying an attack. If his mount takes a single move, BKruss can make a full
attack, taking his attacks at any point during his mount's movement. If he has the Trample feat, he may substitute an overrun combat maneuver
for each of his attacks. This movement provokes attacks of opportunity against the roughrider but not his mount.
Unavoidable Onslaught (Ex): BKrusss mounted charge is not blocked by friendly creatures or difficult terrain.
Defense
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
HP 79/99 (11d6+33)
Fort +6, Ref +5, Will +7; +4 to poison saves
Defensive Abilities resist fire 10
Offense
Speed 30 ft.
Melee mw dagger +5 (1d4-1/19-20)
Ranged mw light crossbow +8 (1d8/19-20)
Special Attacks corrupting touch, hellfire
Statistics
Str 8, Dex 15, Con 16, Int 12, Wis 10, Cha 17
Base Attack +5; CMB +4; CMD 22
Feats Combat Casting, Defensive Combat Training, Enlarge Spell, Eschew Materials, Greater Spell Penetration, Improved Counterspell, Spell
Penetration
Skills Bluff +17, Diplomacy +11, Intimidate +12, Stealth +6, Spellcraft +15
Gear Staff of Fire 24 charges, mw light crossbow with 20 bolts, mw dagger, amulet of natural armor +1, dark velvet robes worth 250gp
Special Abilities
Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Corrupting Touch (Sp): Vjuss can cause a creature to become shaken as a melee touch attack. This effect persists for 5 rounds and can be
used 6 times per day. Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches
do not stack, but they do add to the duration.
Infernal Resistances (Ex): Vjuss gains resist fire 10 and a +4 bonus on saving throws made against poison.
Hellfire (Sp): Vjuss can call down a column of hellfire once per day. This 10-foot-radius burst does 11d6 points of fire damage. Those caught
in the area of your blast receive a Reflex 18 save for half damage. Good creatures that fail their saves are shaken for 11 rounds.
Liquid Dependency (Ex): An acid wraith must contain contact with water as large as its size constantly or take 2d6 points of damage and lose
its fast healing ability.
Indifferent: If not made or kept at indifferent by Event 11 Bkruss will challenge a PC to a duel. Knowledge (nobility) DC 15 will reveal it is
OK to turn down the challenge since it is at a party. The PC sets the rules for the challenge, losing offends the prince. BKruss offends the
prince win or lose and will not live through the night.
Hemriss: LE Female Half-fiend human rogue 8/assassin 10
Skills: Bluff +25, Disguise +25, Diplomacy +29, Sense Motive +24
Initial Attitude: Unfriendly (Any Diplomacy check that compliments her appearance is at -10)
Hostile: She gives her impressions of the PCs and he immediately gives the order to posion their food
Helpful: She entrust the PC with her suspicion that Miszen has sinister goals at the party and asks the PC for help finding out what it is
Hoff: NE Male Dwarf fighter 11
Skills: Bluff -1, Diplomacy -1, Intimidate +14, Sense Motive -1; Str check +5
Initial Attitude: Unfriendly
Friendly: Hoff challenges the strongest PC to arm wrestle. (Best 2 out of 3 opposed Strength checks). If he loses he becomes Unfriendly, but if
he wins he becomes Helpful
Helpful: Hoff invites the PC to his mercenary band. The PC gains 1 authority point.
Lord Malaven Kilraven: LN Male Human aristocrat 5/fighter 8
Skills: Bluff +11, Diplomacy +13, Initmidate +18, Sense Motive +7
Initial Attitude: Unfriendly
Friendly: Kilraven realizes the PCs arent Zeechs agents and takes note of their actions and words
Helpful: Kilraven seeks to befriend the PCs and in private admits he would like to see Alhaster free of Zeechs rule. He wont ask for help with
a coup, but will ask them to remain in touch. The PCs gain 1 authority Point.
Lashonna: LE very old Vampiric Silver Dragon
Skills: Bluff +17, Diplomacy +28, Initmidate +15, Sense Motive +22
Initial Attitude: Helpful
Mahuudril: CE Female Avolakia sorcerer 14
Skills: Bluff +36, Diplomacy +42, Initmidate +38, Sense Motive +18
Initial Attitude: Hostile
She cannot be swayed by Diplomacy but doesnt let her hatred of the PCs show. If any notice is given to her she feigns illness and leaves the
party as soon as she can without drawing attention.
Professor Montague Marat: N Male Human aristocrat 9
Skills: Bluff +17, Diplomacy +28, Initmidate +15, Sense Motive +22
Initial Attitude: Friendly
Helpful: Puts the PCs up at the Deluxury for a few weeks at his expense.