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    Tis conversion uses the White Wol / Arthaus Ravenlot Players Handbook, V3.5Campaign Setting; this is reerred to as the RHB in this conversion and assumesyou own a copy.

    Tis is a an submission and its contents are completely unocial. Some charac-ters, places, likenesses and other names may be copyright Wizards o the Coast orWhite Wol.

    Te majority o this conversion waswritten and designed byDamien Mc GurrellYou may know him as ugly child or brass on message boards, he lives in Dublin onthe dreary island o Ireland. Which is only aintly similar to the domain o epest.

    Art was by scar Prez Alonso

    scar has been playing roleplaying games or twenty years, and Ravenlot since itcame out. He lives in Madrid, in lovely Spain. His illustrations can be seen here,

    http://perso.wanadoo.es/osper73/

    Many thanks to,

    Rachel Cullen or editing.

    Beckett, Freehold DM, Mairkurion, Nermal2097 and Sigurd or suggestions, criti-sism and in some cases mechanics on the Pazio boards.

    wo Irish Ravenlot groups playing in the Paridon campaign and Te Expedition.John Kennedy, Jim Monagle (Harry Te Hatchet Hastings), Anthony OReilly(Te o), Dave McNally (Skins), Damien Galagher (Bertrum Cooke), TeresaHarney (Lizzy), Stu (Caleb) and Matty.

    Mistnder

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    Mistnder

    Contents

    Races .................................................... 4

    Modied Feats ...................................... 6

    Modied Skills ..................................... 7

    Equipment ........................................... 8

    Base Classes ......................................... 9

    Prestige Classes .................................. 16

    Powers Checks .................................... 27

    Magic .................................................27

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    Why Mistnder?

    As it stands the last complete version o the Ravenlot setting is the materials presented byArthaus under the Sword and Sorcery imprint and in the 3.5 version o D20 system. Tisdocument is a companion to those who wish use those materials while using the PathnderRoleplaying Game System.

    I you plan on running a Ravenlot Game using this document there a ew books you may nduseul. Te Ravenlot Players Handbook (v3.5 Campaign Setting), Denizens o Dread (v3.5Core Creature Rulebook) and Te Ravenlot Dungeon Masters Guide all represent the last corerules and setting o Ravenlot in 3.5. Te Pathnder Roleplaying Game: Core Rulebook andTe Pathnder Bestiary are suggested when using the Pathnder Roleplaying Game.

    Ravenlot is a setting o gothic horror. A mist shrouded land where villains are given power, buthave an inability to grasp what they most desire. Ravenlot is an oubliette, seemingly watchedover by Dark Powers. Te mist that surrounds the land and the very earth itsel is cursed itis under the sway o these dark powers. Some see the Land o the Mists as a prison, a ckleexperiment or even a crucible where the resolve o heroes is tested.

    Ravenlot may be used as a ull setting where the players are permanent residents o this dreadrealm. Te mists however are restless and may drit over any campaign setting, giving yourplayers a taste o a weekend in hell, beore retreating.

    You have my thanks or reading.

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    Races

    Hereater ollows a description o two o the unique racesthat inhabit Ravenlot. Also detailed is a description othe xenophobic nature o the people o the world.

    CalibanCaliban are poor twisted souls, twisted by evil magicwhile still in their mothers womb. When born they areseen as an ill omen or a community and oten cast out.Tey vary in appearence, but are generally always ugly.Common eatures are twisted or over sized arms, unusual

    patches o hair and irregular tusks. Oten due to theirupbringing they stick to the shadows and are oten earulor violent recluses.

    +2 Str

    -2 Cha

    +2 to One Ability Score: Caliban characters get a +2bonus to one ability score o their choice at creation torepresent their varied nature.

    Medium: Caliban are Medium creatures and have no

    bonuses or penalties due to their size.

    Base Speed:30 eet

    Darkvision (Ex):Caliban can see in the dark up to 60eet.

    Disturbing (Ex): Caliban receive a racial bonus equal totheir Outcast Rating on Intimidate skill checks due totheir tainted nature.

    Tainted Blood (Ex): Caliban do not count as humansor any eect related to race. But are instead counted ashumanoids.

    Concealed (Ex): Caliban receive a +2 racial bonus tostealth and always consider stealth a class skill.

    Tainted by the Supernatural (Ex):Caliban treat theirCharisma score as 2 points higher or all sorcerer andoracle class abilities.

    Outcast Rating: 5

    Languages: Caliban begin play speaking the language

    o the domain where they were born. Caliban with highIntelligence scores can choose to learn domain languageso domains they have had contact with.

    Outcast RatingsTe people o the dread realms are suspicious andinsular; strangers or those born dierent are viewedwith mistrust. An individuals outcast ratingrepresents how dierent, strange or untrustworthythey are seen as by others. For example a young girlwho lives alone and is rumoured to be a witch mayhave a middling to high outcast rating; while alocal black smith may have an outcast rating o 0.

    Outcast ratings act as a penalty to diplomacy, blu,perorm and as a bonus to intimidate checks, equalto the level o the outcast rating. Each race alsohas a base outcast rating as a general guide to theiroutcast rating in a human or strange community.

    Some communities may be more or lessxenophobic than others and as such outcast ratingscould be considered to be higher or lower. Outcastratings or usual individuals are to be decidedby the GM. An outcast rating may be loweredor raised by public actions o good or evil. Suchactions may only lower an outcast rating by 1 butmay be raised by 1-3, as the people o the dreadrealms are quick to judge and slow to change theirminds.

    Te GM may rule that a creature is consideredtoo strange or a comunnity to deal with socially.A good guideline is that any creature that youwould judge to have a outcast rating o 10 or morewould not be able to interact meaningully in acommunity.

    Base Racial Outcast Rating

    Aasimar - OR 2Dwar - OR 3

    El - OR 3Gnome - OR 2

    Goblin - OR 6Hal-El - OR 1Halfing - OR 1iefing - OR 7

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    Hal-VistaniHal-Vistani as a group are a mingling o Vistani bloodand that o giorgio (a common human). Hal-Vistani are

    treated as separate rom other Vistana, called giomorgo,but are still more readily accepted among the Vistanithan with other humans. Tey are oten the result oscandalous aairs and sometimes the child can beunwanted. Sometimes it is even abandoned at the stepso a parents house or the reside o a camp. Teir Vistanaparents nomadic lie can be harsh or the child and otenthe giorgio may settle down in a human community whenthey come to their majority. Giorgio generally inherittheir Vistani parents angular eatures, dark hair and olivecomplexions.

    +2 Wis

    -2 Char

    +2 to One Ability Score: Hal-Vistani characters get a+2 bonus to one ability score o their choice at creation torepresent their varied nature.

    Medium: Hal-Vistani are medium creatures and have nobonuses or penalties due to their size.

    Base Speed: 30t

    Not of the Blood (Ex): For all special abilities and eects,Hal-Vistani are considered Human. Tey receive none othe racial traits o humans.

    Survivor (Ex): Hal-Vistani have a +2 Racial bonus onSurvival checks. Hal-Vistani may re-roll any attemptto light a re (in any weather conditions) or rolls not tobecome lost while in the mist. Tey may pick the best othe two rolls.

    Moon Madness (Su): During the period o the ullmoon each month, the Hal-Vistani suers a -2 morale

    penalty on Wisdom. During this period i the Hal-Vistani is indoors they are shaken and when outdoorsgain a +5t morale bonus on their base speed.

    Tribe (Ex): Choose one tribe where the Vistani parentoriginated and apply the ollowing traits to your character.

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    Canjar ribe

    +2 Racial bonus on Spellcraft checks.

    +4 Racial bonus on learning a new spell.

    Corvara ribe

    +2 Racial bonus on Disable Device checks.

    +2 Racial bonus on Sense Motive checks.

    Equaar ribe

    +2 Racial bonus on Handle Animal checks.

    +2 Racial bonus on Ride checks.

    Kamii ribe

    +2 Racial bonus on metal-based Crafts checks.

    Appraise check to identify a metal in detail.

    Naiat ribe

    +2 Racial bonus on Perform and Diplomacy checks.

    Vatraska ribe

    +2 Racial bonus on Heal checks.

    +2 Racial bonus on Profession (herbalist) checks.

    Zarovan ribe

    +2 Racial bonus on Ride checks.

    You may re-roll your Initiative checks, but must take thesecond result.

    Outcast Rating: 2. Tis may be reduced by 2 with a DC15 Disguise check.

    Languages: Hal-Vistani begin play speaking thelanguage o the domain where they were born. I theHal-Vistani was raised amongst the Vistani they willalso have learned Patterna. Hal-Vistani with highIntelligence scores can choose to learn domain languageso domains they have had contact with.

    Please reer to the Ravenlot 3.5 Core Campaign Settingor new eats available or characters in Ravenlot. Please

    adopt the ollowing changes to those eats when usingthem with the Pathnder ruleset. Also described here areadditional eats or use with Pathnder in the sinsisterlands o Ravenlot and some changes to Pathnder eats.

    Cold One (RHB)

    You must have gained a negative level rom an energydrain attack to gain this eat. Your slowed metabolismloses 1 hit point every 2 rounds i you are reduced to -1 orless hit points.

    Exotic Weapon Prociency (Firearms)

    Firearms are widespread in the more advanced domainso Ravenlot.

    Prerequisites: Originates rom a domain cultural level 8+

    Benets:Tis eat grants prociency with all rearmsdetailed in the entry on equipment.

    Ghostsight (RHB)

    Ethereal creatures must succeed at a perception check torealise that you are not on the Near Ethereal.

    Haunted (RHB)

    Te geist allows you a second roll on Perception checks.

    Hypnotherapy

    Prerequisites: Heal 3 Ranks, Wisdom 13, Knowledge(religion) or Sense Motive 1 Rank.

    Benets: You can use the Heal skill or additionalpurposses (as listed in the skill entry or Hypnosis).Additionally gain a +2 insight bonus on madness saves.

    Leadership

    Te leadership eat is altered in Ravenlot. When

    applying modiers to your leadership score ignore themodiers or cruelty and recruiting a cohort o a dierentalignment. yrants can easily attract ollowers andlieutenants. When attracting a cohort or ollower theymay be o any alignment and you are unaware o theiralignment.

    Tings Man was not Meant to Know!

    Benet:You get a +2 bonus on all Knowledge(dungeoneering) and Knowledge (religion) skill checks.

    I you have 10 or more ranks in one o these skills, thebonus increases to +4 for that skill.

    Feats

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    Skills

    Craft (Gunsmith):Individuals using rearms in Ravenlot must spend timeand care tending to their weapons. At the start o eachday a rearm must be cared or using crat gunsmith inorder to unction.

    I the weapon is kept in a clean dry enviroment the DCo care is 10.

    I the weapon is kept in a wet or unsecured location theDC o care is 15.

    Heal:

    Add this eature to the heal skill i you posses theHypnotherapy eat.

    Hypnosis

    Tis use o the heal skill takes 1 hour per attempt andreplicates the eects o the hypnotism spell with only onetarget. Te DC o this check is 15 + the targets will savemodier. I the target is unwilling you must rst attemptto hide your intentions with a blu check and may only

    make one attempt with such an individual per day. Ithis skill is used in a loud or distracting environment add+2 to the DC. I you use a prop such as a pocket watchor crystal ball the DC is reduced by 2; but an unwillingindividual has a +2 to sense motive to appose yourattempt to hide your intentions.

    Hypnosis may also be used to aid in the recovery othose who have ailed a madness save. You may make anattempt to aid recovery once per week with a particularindividual. Te DC o your check is the DC o the

    madness save that individual ailed. I you are successulyou may restore one ability that has been penalised bythe ailed madness save by 1 point and decrease the DCo the individuals recovery check by one. In additionthe individual treated may make an immediate recoverycheck.

    Knowledge (Planes):

    Knowledge (Planes) is consulted when dealing with thenature o the realm o dread itsel. Knowledge regardingthe dark powers, darklords and the nature o domains are

    covered by this skill. Such a skill is a powerul and rareresource or heroes and is treated as a cross class skill evenby classes that receive all knowledge skills as class skills.

    o gain ranks or urther ranks in this skill the GM may

    ask that the character engage in exhaustive research withappropriate study material. Another route by whichplayers may be allowed to gain ranks in this skill isthrough a grim realisation when conronted with one othe many unique horrors o Ravenlot.

    Knowledge checks regarding planes other than Ravenlot,the plane o shadow and the ethereal plane have theirDCs increased by 10 or residents o Ravenlot. ravellersrom other planes have no such increase, but instead havetheir DCs regarding the nature o Ravenlot increased by20.

    Linguistics:

    Learn a Language:

    Whenever you put a rank into this skill, you learn to

    speak and read a new language i you have been exposedto it through the written word and conversation orat least a month. I you have not been exposed to thelanguage in one medium you cannot use that mediumuntil you have been exposed in this way or at least amonth.

    For example,

    Emilio De Levkarest is a Borcan nobleman and has readextensively and has some Darkoneese riends. He wishes tolearn Darkonese, he places a rank into Linguistics and studieshis books. He also starts to engage his riends rom Darkon inconversation in stumbling Darkonese. At the end o the monthhe has mastered Darkonese.

    Emilios sister , Camilla, is learning Darkonese rom the samebooks, yet she lacks his social connections. As such she cannotconverse with speakers o Darkonese. She studies or a monthand places a rank into the Linguistics skill. She can read andwrite Darkoneese, but cannot carry on a conversation orunderstand one.

    Tere is no common or trade language in the DreadRealms. Instead choose the language o their domain inplace o Common.

    Please note the revised list o available languages, (initalics you will notice a real world language which thedomain language is similar to. Use this as a guide toaccents and it is merely or role-playing purposes).

    Akiri (Harakir) Egyptian

    Avergnite (Staunton Blus) Probably English

    Balok Romanian

    Darkonese Latin

    Dwarven German

    Elven Welsh

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    Falkovnian German

    Forfarian (Forlorn) Scots Gaelic (Scottish)

    Gnomish Greek/Latin

    Heldannic (Graben Island, Nocturnal Sea) Nordic

    Lamordian German (with a Swiss accent)

    Mordentish, High French

    Mordentish, Low Anglo Saxon

    Patterna any and all (Te Vistani Language)

    Pharazian Arabic

    Rajian (Sri Raji) Hindi

    Tepestani (Tepest) Gaeilge (Irish)

    Vaasi Norwegian/Danish

    Vos (Vorostokov) Russian

    Below are described Firearms available or use inRavenlot.

    Te Pistol

    Reliable wheellock mechanisms have made the handpistol a duelists weapono choice in the civilized landso the core. Tey are muzzle loaded and easier to care orand cheaper than longer range rearms.

    Te Musket

    A musket is a muzzle loaded rife, common due to it'srelative cheapness compared to the military rife. You arealso rarely without ammunition with the musket; as mostdebris will do at a pinch.

    Te Military Rife

    Not in common use due to its price. Te military rifeis a breach loading, acurate and eective but hard tocare or rife. It is not likely to be seen in its intendeduse (or military scouts), but more likely to be seen witharistocratic game hunters. It has become quite the ad inDementlieu to hold shooting parties and hunt wild boar.

    Equipment

    Weapon Cul. Cost Damage Crit. Range Increment Weight ype

    Pistol 9 250gp 1d10 x3 50t 3lb PiercingBullets, Pistol

    (10)

    3+ 3gp - - - 2lb -

    Musket 8+ 500gp 2d6 x3 150t 10lb PiercingCartridges,

    Musket (10)*3+ 3gp - - - 2lb -

    Military Rife 9 650gp 2d8 x3 150t 10lb PiercingBullets, Rife

    (10)3+ 3gp - - - 2lb -

    *A musket is usually loaded with pre-made paper cartridges, but may instead be loaded with other projectiles such as stonesand glass and a measure o gun powder. In these cases the weapon only does 2d4 damage and on an attack roll o a 1 jamsrequiring a ull-round action to clear, which provokes an attack o opportunity.

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    BarbarianRage:Te dark powers o Ravenlot want a barbarian togive in to his lust or violence and attempt to cloud theminds o barbarians while they rage. When a barbarianwishes a rage to end they must make a will save with aDC 10+ the number o rounds the barbarian has raged

    that day. When no enemies present themselves or no cleargoal is apparent, a rage continues. A barbarian in sucha rage must continue to attack the bodies o their allenenemies or their allies i they seem to present a threat byinterering. Te barbarian may not add the bonus to willsaves gained rom raging to this save, however the bonusrom indomitable willdoes apply to this save.

    Rage Powers:

    Animal Fury, Use o the rage power Animal Fury leavesa barbarian open to their animalistic and destructive

    tendencies. Tey must take a powers check or GrievousAssault.

    Moment of Clarity Tis rage power may only be used once

    a day.

    Primal Mind (Ex): Barbarians are more in touch withtheir primitive nature and the primal mind. Tis leavestheir minds open to terrors they cannot conceive. Teyhave a -4 penalty on madness saves. is also allowsbarbarians to notice a bad eeling whenever they enter a

    sinkhole o evil, the reality wrinkle o a end or while inthe presence o a hag.

    BardSpells: Magic is altered within Ravenlot in some cases.Please reer to the magic section.

    Bardic Knowledge: Te Bardic Knowledge classeature is not as reliable as usual between the domainso Ravenlot. Te bard does not receive any bonus to

    Knowledge skills in an unamiliar domain. A bard mustspend at least a ull month in the company o residentsor ormer residents o a domain, to receive hal his bardicknowledge bonus. Ater 6 months in the company oresidents or ormer residents o a domain, this bonusincreases to its normal level.

    Healing Spells: Te dark powers oten seem to toy witha bards ability to save others. When casting a healingspell a bard much take a caster level check versus DC 15+ the level o the spell to be cast. I this check ails, a bard

    ails to cast the spell. I DMs nd this rule too harsh,one option would be to only apply it during dramaticallyappropriate moments. Tis has the advantage o givingthe players the impression that the dark powers are ckle

    Base Classes

    Te mist domain is primarily avaiable to clerics o Ezra. She matyred hersel to the mists, to protect the innocentrom the horrors that dwell there.

    Granted Powers:Te mists have become more amiliar to you than to most, you are under the constant eect oendure elements.

    Fear Not! (Sp): As a standard action, while within a misty area or the misty border o a domain you may grant allallies within 30 t a +3 resistance bonus to Will saves. Tis eect lasts or rounds equal to your cleric levels.

    Clinging Mist (Su): From 8th level, while in a misty area or misty border o a domain the mist clings and coilsaround you. Your miss chance while within mist is increased to 50%.

    Domain Spells: 1stobscuring mist, 2nd og cloud, 3rd gaseous orm, 4th solid og, 5th mind og, 6th

    wind walk, 7th greater teleport, 8th screen, 9th imprisonment.

    Te Mist Domain

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    When using the Pathnder base classes in Ravenlot

    apply the ollowing changes. Below you will see not onlyalterations to existing classes but new class eatures to beintroduced to the base classes.

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    and sadistic.

    Deadly Perormance: When a bard uses this abilityto slay a victim they must take a powers check orPremeditated Murder.

    ClericSpells: Magic is altered within Ravenlot in some cases.Please reer to the magic section.

    Hidden Soul: Clerics o an evil alignment may choose toworship a good deity or aith. Evil clerics o good deitiesor aiths may choose, as a neutral cleric does, whether tochannel positive or negative energy. Tey may also choose,as a neutral cleric does, whether to spontaneously castcure or infict spells.

    Higher Standards:When clerics o the good alignmentmake a powers check they do so at double the usualchance o ailure.

    DruidO the Land: A druid is more linked to the land they livein than others; as such they are more susceptible to therealms sinister nature. I a druid is within 10 miles o asinkhole o evil or an area blighted by a hag, they sense

    and contact the corruption. Tey then take a will savewith a DC depending on the intensity o the corruption(table below) I they ail their save their alignment movesone step along the morale axis toward evil;

    Good >Neutral > Evil

    I they ail their save by 5 or more they are moved 2 stepsalong the morale axis to Evil. Tis eect lasts until thedruid leaves the area but he only has to take this save oncea day or a particular corruption; the druid is allowed aresh save daily to regain their ormer alignment. Any

    bonuses or penalties that aect madness saves aect thissave.

    Sinkhole Rating 3 DC15

    Sinkhole Rating 4 DC20

    & Hags Blight

    Sinkhole Rating 5 DC25

    Spells: Magic is altered within Ravenlot in some cases.Please reer to the magic section.

    Nature Bond: An animal companion is not a dreadcompanion, but may be infuenced by the darklord o adomain. I the druids animal companion alls under adarklords control, it fees conused away rom its masteror ear o harming them. It takes no action against itsmaster and allies but can merely shadow their master ata distance. I a druid is or ever becomes evil their currentanimal companion fees, not to return. An evil druid may

    then attract a dread companion.Woodland Stride: Tis ability does not allow a druid tocross closed domain borders.

    rackless Step: A druid with this ability may still betracked by any creature with the Scent special.

    Wildshape: A druid is limited in their choices o theorms they assume with Wildshape. Tey may onlychoose orms native to the domain that they are currentlyin. I the druid is o sucient level they may always

    assume an elemental orm. In addition to animals, when adruid uses Wildshape to unction as any beast shape spell,they may assume the orm o non-swarm vermin. You arestill limited by the abilities granted by the beast shape

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    spell and your choice in orms is still limited to creatureswithin the domain that they start the day in.

    Venom Immunity: Does not render you immune to theeects o a closed domain border.

    FighterBonus Feats: Fighter adds Back to the Wall, Courage,Dead Man Walking and Jaded to their list o possiblebonus eats.

    Replace the current Bravery class eature with the below.

    Bravery (Ex): Starting at 2nd level, a ghter gains a +1bonus on Will saves against Horror and Fear (including

    magical ear eects). Tis bonus increases by +1 or everyour levels beyond 2nd.

    MonkStill Mind:Te bonus rom Still Mind also eectsMadness saves.

    High Jump:Te bonus granted to acrobatics checks romspending a point rom a monks ki pool is reduced to +10.

    Purity o Body:Tis class eature does not protect a monkrom diseases caused by a Darklord, a closed domainborder or a curse (this includes lycanthropy).

    Diamond Body:Tis ability does not render a monkimmune to the eects o a closed domain border.

    Abundant Step: Tis ability does not allow travel acrossclosed domain borders.

    Quivering Palm: In most cases use o this ability to slaya victim at a later time is consider Premeditated Murderand may require a powers check.

    imeless Body: A monk who gains this ability andreaches their appointed time o death rom old age maybe oered a deal o sorts rom the dark powers. No directcommunication with the dark powers occurs, but a weekbeore the monks appointed time o death rom old agethey know their time is near. At the moment o theirappointed time o death they choose whether to remainalive. I they choose to remain alive their alignment shitsto evil and are now considered an NPC. Apply the Lichtemplate to such an individual without the Rejuvenationsupernatural ability.

    Perect Sel: A good or evil monk who gains this abilitygains a reality wrinkle as an evil or good outsider. Teinitial radius o the wrinkle is 1,000t per level. I themonk fails any powers checks, add 1d4 corruption pointsand halve the wrinkles radius.

    I a monk who chooses to remain alive ater their

    appointed time o death with the imeless Body classeature gains this class eature, their type still changesto outsider, but they must choose between their Lichdamage reduction and the damage reduction. In additionsuch individuals gain 4 corruption points and halve theusual reality wrinkle radius.

    PaladinPaladins are a rare and special thing in Ravenlot,beacons o good and deenders o the ordinary olk o

    a realm. Unortunately, shining so brightly, they attractthe attention o not only the helpless, but also those whowould stalk them. No one chooses the route o a paladin,it is merely who they are. In some cases a paladin may noteven know that they are a warrior o light.

    Higher Standards:When paladins make a powers checkthey do so at double the usual chance o ailure.

    Detect Evil: Tis ability unctions as Detect Chaos or asDetect Evil in the case o evil outsiders.

    Divine Grace:Tis ability has the additional eect othe paladins charisma modier being added as a sacredbonus to Diplomacy when dealing with those o a goodalignment. Tis bonus becomes a penalty when dealingwith those o an evil alignment.

    Aura o Courage:Te paladin remains immune to ear oa magical nature, but still must take Fear saves. Tey add a+2 sacred bonus to all such saves.

    Divine Health: Tis class eature does not protect apaladin rom diseases caused by a Darklord or curse (this

    includes lycanthropy).Mercy: Mercy is somewhat strained in Ravenlot andcannot remove conditions inficted by a Darklord, curseor interaction with a closed domain border.

    Spells: Magic is altered within Ravenlot in some cases.Please reer to the magic section.

    Divine Bond: I the paladin chooses to use this classeature to gain a mount, the mount is a dread companion.

    Te paladin may only use the celestial spirit section o

    this class eature i a close riend or loved one has died.Te spirit summoned rom the mists to aid the paladinis the spirit o this loved one. I a weapon bonded with a

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    spirit is destroyed, the paladin may call on another lovedone to aid them; but the original spirit is now lost in themist orever.

    Te paladin is under a -1 to all rolls in the 30-day periodater losing their mount or spirit, not just attack anddamage rolls.

    Aura o Faith: Tis class eature only allows good-alignedindividuals to treat their attacks as good-aligned.

    Aura o Righteousness:Tis ability does not allow thepaladin to ignore compulsion eects caused by a closeddomain border.

    Holy Champion: Upon gaining this class ability thepaladin is under an eect similar to the spell Sympathy,with an area o 100t around the Darklord o the domainas the target. Tis eect does not cause elation or positivesensations nor does it create a desire to touch or possessthe Darklord. It does however cause the paladin to eelthat a time o reckoning or their destiny approaches.Te area o the eect moves with the Darklord and thepaladin may take a DC 25 sense motive check to sensethe direction the eect is in.

    Disruption: Te very presence o a paladin in theirdomain is an irritation to a domains Darklord. TeDarklord o a domain may make a sense motive check(DC 25- the paladins level) to ascertain the paladinslocation within their domain. Te Darklord gains

    an approximate location within 1 mile (in the towno Ludendor or in the mountains to the north oeueldor ), and may use this ability once a day. In thepresence o a paladin a Darklord may ascertain that apaladin stands beore them with a sense motive check(DC 20- the paladins level). I the paladin reaches 20thlevel a Darklord at will knows the paladins locationautomatically and within 100t. Te Darklord o a realmmay not detect a paladin i they remain on hallowedground.

    RangerSolitary: Rangers as isolated gures have less experiencewith people and have oten lost touch with the nicetieso social interaction. Rangers have a -2 on all diplomacy,sense motive and linguistics rolls related to paperworkand documentation. In addition, unless or until a rangersavoured terrain becomes urban they receive a -2 penaltyon all perception rolls in a city or large town; as they areunaccustomed to its hustle and bustle.

    Favoured errain: A ranger may still be tracked by anycreature with the Scent special ability in their avouredterrain.

    Hunters Bond: In the case o bond with allies orhunting companions, the ranger must travel with or beaccompanied by an individual or at least a week to grantthat individual any bonus rom this class eature. Tis is amatter o trust and instruction by the ranger.

    An animal companion is not a dread companion, but may

    be infuenced by the Darklord o a domain. I the rangersanimal companion alls under a Darklords control, it feesconused away rom its master or ear o harming them.It takes no action against its master and allies but canmerely shadow their master at a distance. I a ranger is orever becomes evil their current animal companion fees,not to return. An evil ranger may then attract a dreadcompanion. In most towns a ranger with an obvious wildanimal companion has their outcast rating increased by 1,domesticated animals cause no such eect.

    Spells: Magic is altered within Ravenlot in some cases.

    Please reer to the magic section.Woodland Stride:Tis ability does not allow you to crossclosed domain borders.

    RogueGreed: Rogues are prone to sel interest and the darkpowers are more aware o their wants than the wants oother individuals. When a rogue takes a powers check as aresult o an action that the rogue knows will result in thegain o wealth, power or knowledge or them, increase thechance o ailure by 2%.

    Rogue alents:

    Te ollowing rogue talents and advanced talents arealtered in Ravenlot

    Bleeding Attack: Use o this bloody ability requires apowers check or grievous assault.

    Crippling Strike: Use o this sadistic ability requires apowers check or Grievous Assault.

    Add this rogue talent as an option or rogues.

    Hold It Together (Ex): A rogue with this talent may delaythe eects o a horror or ear save or a number o roundsequal to their Intelligence modier. I a rogue is using thistalent to delay one type o save they may not delay theother. Tis ability is usable once per save.

    Master Strike: When a rogue uses the Master Strikeability to paralyze a victim they must take a powers check

    or Routine orture. When a rogue uses this ability to slaya victim they must take a powers check or PremeditatedMurder.

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    SorcererBelow is the mist bloodline; a new bloodline option orsocerrers in Ravenlot. Also below are the changes to bemade to current Pathnder bloodlines in Ravenlot.

    Spells: Magic is altered within Ravenlot in some cases.Please reer to the magic section.

    Te Mist Bloodline

    Tose who have become lost in the mist emerging ina new realm are never the same again. Teir blood ischanged; inused with the very stu o the plane o dread.Tey oten settle in their new domain and have childrensimilarly tainted.

    Class Skill: SurvivalBonus Spells: Obscuring Mist (3rd), See Invisibility(5th), ongues (7th), Solid Fog (9th), Cloudkill (11th),Shadow Walk (13th), Insanity (15th), Screen (17th),Etherealness (19th).

    Bonus Feats: Silent Spell, Dead Man Walking (RHB),Ghostsight (RHB), Ethereal Empathy (RHB), MistSense (VR Guide to the Mists), Spacial Fugue (VRGuide to the Mists), Misted Magic (VR Guide to theMists).

    Bloodline Arcana: Whenever you cast a spell o theIllusion school, you gain a 20% miss chance or 1 round/level.

    Bloodline Powers: You can call upon the ckle powers othe mists and the creatures that dwell within them.

    Unnerving or Restive ouch (Sp): Starting at 1st level, youcan make a melee touch attack as a standard action thatcauses a living creature to take a -2 morale penalty or +2morale bonus to ear and madness saves or a number orounds equal to 1/2 your sorcerer level (minimum 1). Youcan use this ability a number o times per day equal to 3 +your Charisma modier.

    At Home in the Mist (Ex): At 3rd level, you gain resist cold5 and +2 morale bonus on survival checks. At 9th level,your resistance to cold increases to 10 and your moralebonus to survival increases to +5.

    Part o the Mist(Sp): At 9th level, you can assume gaseousorm or 1 round per sorcerer level every day. It is astandard action, which does not provoke an attack oopportunity, to assume this orm. Tis duration does not

    need to be consecutive, but it must be used in 1 roundincrements.

    Greater Part to Play (Su): At 15th level, the dark powersrecognise that you have a part to play within the dreadrealms. Once per day, when an attack or spell that causesdamage would result in your death, you may attempt aDC 20 Will save. I successul, you are instead reduced to1 hit points and are automatically stabilized. e mistsenvelope you and you are transported to another domainwithin the realms (DMs choice).

    Mistborn (Ex): At 20th level, you truly are a creature othe mists. You gain the Mist Subtype.

    e Aberrant Bloodline

    Long Limbs: Increase your Outcast Rating by 3

    Unusual Anatomy: Requires you to drastically changeyour diet; slugs, animal brains, boneless seaood and oal,all raw, are now the only palatable oods. I you attemptto eat any other oodstus you are sickened or 12 hours.Your blood is now blue.

    Aberant Form: Increase your Outcast Rating by 7.

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    e Abyssal Bloodline

    Class Skill: Your bloodline class skill is Climb.

    Your voice becomes husky and almost crackles like re,increase your Outcast Rating by 2

    Add 5% to all powers checks.

    Bonus Spells: Every time you gain access to a newbloodline bonus spell, take a powers check as i youlearned a new evil spell. I that spell is already evil doublethe chance o ailure.

    Each time you use a non passive inernal bloodline powertake a 3% powers check.

    e Arcane Bloodline

    Class Skill: You may not choose Knowledge (the planes)as this class skill.

    Arcane Bond: Any bonded object is a sinister possessionand any amiliar is a dread companion.

    Arcane Apotheosis: Whenever you use this ability tospend less charges rom magic items that require charges,you may instead tap into a pact made by the dark powers.Instead o sacricing spell slots to retain a charge you maytake a 3% powers check, i the use o this item requires apowers check add the 3% to that powers check. Te dark

    powers only use this power to entice and you may nolonger use it i you become evil.

    Celestial Bloodline

    Higher Standards:When a sorcerer with this bloodlinemake a powers check they do so at double the usualchance o ailure.

    Heavenly Fire: Use o this ability to heal may cause aFear save among the people o Ravenlot.

    Wings o Heaven:Wings gained rom this bloodlineability are broken and pathetic to look upon. You may fyat a speed o 30t with a maneuverability o clumsy.

    Te Destined Bloodline

    Within Reach: I you make use o this bloodline ability,there is a 50% chance that, though you are saved, you areenveloped by the mist and transported to another domain.Tis occurs on the end o the round ollowing the use othis ability, unless you are roused by an ally.

    Destiny Realized:You may be detected by the Darklord

    o a domain as a paladin o your level.

    Te Elemental Bloodline

    Dread Element: All eects that you create where yourelement is used (spells, bloodline powers) are cosmetically

    changed.Air Eects = Gouts o mists and ogs.

    Earth Eects = Grave earth, bones and tombstones.

    Fire Eects = Burning bones, ames and splinters o wood.

    Water Eects = Unclean volumes o blood.

    Te Fey Bloodline

    Fey bloodline sorcerers are almost always changelingslet in place o a normal child or born o an illicit aair.Either way the seelie or unseelie want them back.

    Woodland Stride: Fey creatures can clearly see a traila ey bloodline sorcerer has blazed. I you are travellingthrough undergrowth (such as natural thorns, briars,overgrown areas, and similar terrain) creatures o the Feytype have a +10 to detect and track you.

    Fleeting Glance: Creatures o the Fey type may still seeyou and you are only granted a 20% miss chance when

    using this ability.Soul o the Fey: When you use this ability to shadowwalk or shadow walk by other means, all creatures othe Fey type within 10 miles know you have entered theplane o shadows.

    Te Inernal Bloodline

    All Inernal bloodline sorcerers have a voice that rumbleslike distant thunder; increase your Outcast Rating by 2.

    Add 5% to all powers checks.

    Bonus Spells: Every time you gain access to a newbloodline bonus spell, take a powers check as i youlearned a new evil spell. I that spell is already evil doublethe chances o ailure.

    Each time you use a non passive Inernal bloodline powertake a 3% powers check.

    Te Undead Bloodline

    You have some telling link to your Undead bloodline, adeathly pallor or disturbing gaze, increase your OutcastRating by 2.

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    Bonus Spells: Every time you gain access to a newbloodline bonus spell, take a powers check as i youlearned a new Necromatic spell. I that spell is alreadynecromantic double the chances o ailure.

    Each time you use a non passive inernal bloodline powertake a 3% powers check.

    WizardTe wizard has the ollowing changes to its class eaturesin Ravenlot.

    Spells: Magic is altered within Ravenlot in some cases.Please reer to the magic section.

    Arcane Bond:

    Any wizards amiliar is a dread companion.

    Sinister Possession

    In the case o a bonded item all such items are cursedby the Dark Powers and become a sinister possession.Sinister possessions are a lens and ocus to a wizardsnegative impulses, they are motivated by their ownsurvival and being in the company o a wizard o power.Sinister possessions are always evil but do not impose

    negative levels on owners o a dierent alignment.Sinister possessions have a +5 to Ego. When it isrst used by the wizard, roll once on the IntelligentItem Powers table and hal the result or a ree power(essentially results 01-50% are acceptable).

    Wizards may use the sinister possessions o other

    wizards but must discard their own in order to do so. Ia sinister possessions owner dies, or the item is replaced,the object reverts to being an ordinary masterwork itemo the appropriate type, until it is picked up by anotherwizard (its personality, ego and powers remain the same).Discarding a sinister possession requires a will save versusthe DC = Ego o the item; this may be attempted onceper week. Sinister possessions o dead wizards otenbelieve themselves to be those said same wizards trappedin an item.

    Sinister possessions may once per day cast any one spell

    that the wizard has in his spellbook and is capable ocasting, even i the spell is not prepared while in thewizards presence but o its own volition. Tis replaces abonded items ability to be used to cast such a spell. Whenthe item is enchanted by the wizard, count the amountspent in enchantment as increases in the possessionsintelligence, wisdom or charisma scores.

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    In this section we see a number o unique paths or char-acters in Ravenlot to ollow. Tese classes are varied andrepresent just a small section o the various organisations,ocupations and unortunate circumstances that have ahome in the dread realms.

    Te Anchorite

    Te Anchorite Order is the priesthood o Ezra. Ezra wasa mortal woman who martyred hersel to the mists to actas a guardian or mankind. Her anchortites have manyroles. Tey are wandering priests, healers, scholars andpillars o communities. Tere are many ractured sects oEzra with a variety o moral views and interpretations oher teachings; but all call on her aid rom the mists.

    Requirements

    o qualiy to become a member o the Anchorite Order, acharacter must ulll all the ollowing criteria.

    Base Attack Bonus: +3.

    Skills:Diplomacy 5 ranks, Knowledge (Religion) 5 ranks.

    Special:Must be able to cast 2nd-level divine spells andchannel energy. Must worship Ezra.

    Hit Die: d8.

    Class Skills

    Te clerics class skills are Appraise (Int), Crat (Int),Diplomacy (Cha), Heal (Wis), Knowledge (Geography)(Int), Knowledge (Local) (Int), Knowledge (religion)(Int), Linguistics (Int), Proession (Wis), Sense Motive(Wis), Spellcrat (Int), Survival (Wis).

    Skill Ranks per Level: 2 + Int modier.

    Class Features

    All o the ollowing are Class Features o the anchoriteprestige class.

    Weapon and Armor Prociency: Anchorites are pro-

    cient with all simple weapons, light armor, medium armor,heavy armor and shields (except tower shields). Tey arealso procient with the longsword.

    Heavy Metal: A member o the Anchorite Order may

    not wear light or medium armour. Members o the orderwear either heavy armor, to show the zeal o their order toact as protectors o the aith, or none at all to show theirtrust in the protection that Erza provides.

    Evil Dead: Levels in the Anchorite Order stack or thepurposes o the Channel Energy class eature. When a

    member o the order channels positive energy, this actiononly heals the living and does not eect undead. Do notcount levels in this class or the purpose o the use o theurn Undead eat.

    Spells per Day : At the indicated levels, an anchoritegains new spells per day as i he had also gained a levelin a divine spellcasting class he belonged to beore add-ing the prestige class. He does not, however, gain otherbenets a character o that class would have gained,except or additional spells per day, spells known (i he isa spontaneous spellcaster), and an increased eective level

    o spellcasting. I a character had more than one divinespellcasting class beore becoming an ancorite, he mustdecide to which class he adds the new level or purposeso determining spells per day.

    Candle Communion (Su): Beginning at 1st level theanchorite may perorm a ritual to contact anothermember o the clergy o Ezra, as i using the spellSending once per day. Te anchorite requires a quietspot and a lit candle to perorm this 15 minute ritual.It is required that the member o the clergy they wishto contact perorms this same ritual (whether theyhave levels in the Anchorite Order or not) and at apreordained time, such as dusk. A Darklord may sever allsuch communication by closing the borders o their realm.

    Detect Corruption (Su):With a successul DC 20wisdom check, an anchorite can tell with a touch i awilling individual has ever ailed a powers check andwhether they are still upon the path o corruption. I thisability is ever used on a darklord or evil outsider they take1d6 wisdom damage and must take a madness check (DCto be decided by the GM).

    Shield of Ezra (Sp): At 3rd level the anchorite may spendone o their uses o channel energy, as a move action, togain DR 5/silver or a number o rounds equal to theirwisdom modier. At 6th and 9th level this damage reduc-tion increases by 5.

    Ezras Veil (Su):At 4th level, the anchorite gains a +4bonus on saving throws against spells and spell-likeabilities rom the enchantment school.

    See Invisibility (Sp): At 5th level the anchorite may castSee Invisibility at will as a spell like ability.

    Mist Walking (Su): Once per month when reaching 7thlevel the anchorite may travel on oot rom one domainto another adjacent domain by walking into the misty

    Prestige Classes

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    Level BAB Fort Re Will Special

    1 +0 +1 +0 +1 Heavy Metal, Evil Dead, Candle Communion +1 Divine Casting2 +1 +1 +1 +1 Detect Corruption +1 Divine Casting3 +2 +2 +1 +2 Shield o Ezra (DR 5/ silver) +1 Divine Casting4 +3 +2 +1 +2 Ezras Veil +1 Divine Casting5 +3 +3 +2 +3 See Invisibility +1 Divine Casting6 +4 +3 +2 +3 Shield o Ezra (DR 10/ silver) +1 Divine Casting7 +5 +4 +2 +4 Mistwalking +1 Divine Casting8 +6 +4 +3 +4 Absolution +1 Divine Casting9 +6 +5 +3 +5 Shield o Ezra (DR 15/ silver) +1 Divine Casting

    10 +7 +5 +3 +5 Ezras Will +1 Divine Casting

    Te Anchorite

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    border. Tey may bring additional travellers up to theiranchorite level in number. Tis does not allow access toother islands or clusters in the mists.

    Absolution (Su): At 8th level, an anchorite may attemptto remove the rst stage o corruption o a willingrepentant individual. Te target must attempt a DC

    20 Will save to remove the corruption and receives apermanent negative level (even i he passes the Will save).Tis process takes a ull night rom dusk till dawn andmay only be attempted by the anchorite once a month.

    Ezras Will (Su): A 10th level a member o the AnchoriteOrder may attempt to open the borders o a domain or 1minute. Te anchorite makes an opposed will roll againstthe darklord who has closed their domain. I the attemptails and the anchorite is within the darklords domain,the darklord knows the anchorites exact location untildawn the ollowing day. Tis ability may be used once per

    day.

    Te Avenger

    Te Avenger is a prestige class entered into by an indi-vidual who has suered greatly at the hands o another.

    Tey have suered a terrible emotional event such as theloss o a loved one to violence, nancial ruin o a parent orkidnap o a child. Tey become lled with cold rage anddetermination to bring whoever is responsible to what-

    ever justice they see t.

    Requirements

    o qualiy to become an avenger, a character must ulllall the ollowing criteria.

    Base Attack Bonus: +2.

    Skills: Survival 5 ranks

    Feats:Weapon Focus (any type o sword)

    Special: Must have suered a great tragedy, such as theviolent death o a loved one.

    Hit Die: d10

    Class Skills

    Te avengers class skills are Climb (Str), Diplomacy(Cha), Escape Artist (Dex), Handle Animal (Cha),Intimidate (Cha), Proession (Wis), Ride (Dex), SenseMotive (Wis), Survival (Wis), and Swim (Str).

    Skill Ranks per Level: 2 + Int modier.

    Class Features

    All o the ollowing are Class Features o the Avengerprestige class.

    Weapon and Armor Prociency: Avengers gain pro-

    ciency with all swords.Nemesis (Ex): Some one person has done you a greatwrong. Perhaps they have murdered your wie or perhapsthey have ruined your ather leaving him a shell o a man.

    Level BAB Fort Re Will Special

    1 +1 +1 +0 +0 Nemesis, Vengeance Feat2 +2 +1 +1 +1 rack, State o Focus3 +3 +2 +1 +1 Vengeance Feat4 +4 +2 +1 +1 I Will Find You!5 +5 +3 +2 +2 Vengence Feat6 +6 +3 +2 +2 Quarry 7 +7 +4 +2 +2 Vengence Feat8 +8 +4 +3 +3 remendous Focus9 +9 +5 +3 +3 Vengence Feat10 +10 +5 +3 +3 Avatar o Retribution

    Te Avenger

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    Tis person is your nemesis and you have sworn to endthem. You gain bonuses rom this class when combating,ollowing or dealing with your nemesis. I at any pointyour nemesis dies or it reveals that your nemesis wasnot the person ultimately responsible or your personaltragedy you may choose another who is responsible or

    wronged you in a similar ashion. I no such individualexists you do not receive any o the bonuses relating toyour nemesis.

    Vengeance Feat (Ex): At 1st level, and at every odd levelthereater, an avenger gains a bonus eat in addition tothose gained rom normal advancement. Tese bonuseats must be selected rom those listed as combat eats,except in the case o eats in which you choose a weapon(such as weapon ocus, improved critical, etc), in thesecases the avenger must choose a sword o some sort.

    Upon reaching 5th level, and 9th level, an avenger canchoose to learn a new bonus eat in place o a bonus eathe has already learned. In eect, the avenger loses thebonus eat in exchange or the new one. Te old eat can-not be one that was used as a prerequisite or another eat,prestige class, or other ability. An avenger can only changeone eat at any given level and must choose whether ornot to swap the eat at the time he gains a new bonus eator the level.

    Track (Ex): At 2nd level, the avenger adds hal theirlevel (minimum 1) to Survival skill checks made to ol-

    low or identiy tracks. Te levels rom the classes thatgrant rack stack to determine the bonus to survival skillchecks.

    State of Focus (Ex): At 2nd Level, the avenger can entera state o ocus and concentration. Starting at 2nd level,an Avenger can Focus or a number o rounds per dayequal to 4 + her Wisdom modier. At each level after2nd, they can rage or 2 additional rounds. emporaryincreases to wisdom such as those gained rom spellslike Owls Wisdom do not increase the total number orounds that an avenger can ocus per day. An avenger can

    enter a State o Focus as a ree action. Te total numbero rounds o ocus per day is renewed ater restingor 8 hours, although these hours do not need to beconsecutive.

    When in a State of Focus an avenger gains a +4 moralebonus to her Strength, as well as a +2 morale bonus onWill saves and a +10 eet morale bonus to their basespeed. When in this state o ocus the avenger mustchoose a task to complete to the exclusion o all else, thistask must be described in 25 words o less. Examples

    could be, Survive this battle to hunt down the CountPrendervilleor Discover the entrance to the lair o the Beasto Pirate Bay. Tis state o ocus may only be entered ithe avenger has a current Nemesis.

    I Will Find You! (Ex): At 4th level the Avenger may ndthe trail o their Nemesis. Spells and abilities that rendertheir Nemesiss tracks unreadable, such as Pass Withoutrace, the rangers Favoured errain and the druids

    rackless Step, do not unction as written and merely add+5 to the DC to ollow and spot the tracks.

    Quarry (Ex): At 6th level, an avenger can, as a standardaction, denote one target within his line o sight as hisQuarry. Whenever he is ollowing the tracks o hisQuarry, an avenger can take 10 on his Survival skillchecks while moving at normal speed, without penalty.In addition, he receives a +2 insight bonus on attackrolls made against his Quarry, and all critical threats areautomatically conrmed. An avenger can have no morethan one Quarry at a time and the creature must be hisnemesis or a known agent o his nemesis. He can dismissthis eect at any time as a ree action, but he cannotselect a new Quarry for 24 hours. If the avenger seesproo that his Quarry is dead, he can select a new Quarry

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    ater waiting 1 hour.

    Tremendous Focus (Ex):When the avenger reaches 8thlevel when in their state o ocus, the morale bonus totheir Strength increases to +6; the morale bonus on theirWill saves increases to +3 and the morale bonus on theirbase speed increases to +20 eet.

    Avatar of Retribution (Ex):Te avenger upon reaching10th level becomes their own wrath incarnate.When incombat with their Nemesis or agents o their Nemesisthey gain DR5/- and the eects o the Diehard eat. Forthe duration o the combat the avenger is immune tobeing stunned, dazed, panicked or rightened. In additionthe avenger may treat any sword weapon they wield ashaving double the threat range o a weapon o that typeand also its damage multiplier is increased by 1, whenstriking their Nemesis or agents o their Nemesis.

    Te Detective

    Detectives are individuals who seek to solve mysteries.Tey can be employed by a local constabulary or merelygiven permision to proceed with their investigations.Oten the more culturally advanced domains procduce

    such individuals; the city o Paridon or example putsgreat trust in their watch and the realms greatest detectiveresides in Dementlieu.

    Level BAB Fort Re Will Special

    1 +1 +1 +0 +0 Scene o the Crime, Proessional Courtesy 2 +2 +1 +1 +1 Fugitive Bonus +1 (+1d6)3 +3 +2 +1 +1 rack, Detection4 +4 +2 +1 +1 Uncanny Dodge5 +5 +3 +2 +2 Fugitive Bonus +2 (+2d6)6 +6 +3 +2 +2 Improved Uncanny Dodge7 +7 +4 +2 +2 Investigative Feat8 +8 +4 +3 +3 Fugitive Bonus +3 (+3d6)9 +9 +5 +3 +3 Investigative Feat10 +10 +5 +3 +3 Slippery Mind, Youre Wondering Why Ive

    Gathered You Here

    Te Detective

    Requirements

    o qualiy to become a detective, a character must ulllall the ollowing criteria.

    Alignment: Any Lawul.

    Base Attack: +3

    Feats: Alertness

    Skills: Sense Motive 5

    Class Skills

    Te detectives class skills (and the key ability or eachskill) are Appraise(Int), Blu (Cha), Climb (Str), Crat(Alchemy) (Int), Diplomacy (Cha), Disguise (Cha),Escape Artist (Dex), Intimidate (Cha), Knowledge(Local) (Int), Knowledge (History) (Int), Lingustics (Int),Perception (Wis), Proession (Detective) (Wis), Sense

    Motive (Wis), Sleight o Hand (Dex), Stealth (Dex),Swim (Str).

    Skill Ranks at Each Level: 8 + Int modier.

    Class Features

    All o the ollowing are Class Features o the Detectiveprestige class.

    Weapon and Armor Prociency: Detectives gainprociency with hand-crossbows, short-swords and saps.Tey also gain prociency with light armor but not with

    shields.Scene of the Crime (Ex): Detectives may assess a crimescene and discover some o the motives and small details

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    about the criminals involved. Each such check requiresa perception check to assess the scene, the DC o thischeck is determined by the lack o evidence at a scene,the amount o time that has passed and the amount oobscuring irrelevant inormation at the scene. An easyscene is a DC 20 perception check (For example, wherethere is a corpse, the murder weapon and a calling card).

    A moderately dicult scene is a DC 25 perception check(a murder that has taken place in a stable, with a corpseand with the murder weapon missing). A dicult sceneis a DC 30 perception check (the murder took placeelsewhere and the body was moved to a crossroads, thebody has no obvious cause o death and there is nothingstolen rom the corpse).

    Following the perception check the detective may make aSense Motive check to ascertain the ollowing.

    Determine Race DC 15

    Determine Gender DC 20

    Determine Base Class DC 25

    Determine Vague Notion o Motive DC 30

    In the case o determining the motive, the detectiveascertains whether the motive was Money, Revenge,Madness, Love, the threat o Violence, Sel-Deence,Governmental (or example a soldier taking orders) oranother general motivation determined by the GM.Tis check may by made only once per crime scene.

    You receive a +2 insight bonus to this check i you havepreviously investigated a scene caused by the samecriminal, this is not cumulative.

    Professional Courtesy (Ex): Te detective nds it easierdealing with members o a law enorcement body oragency. Tis is a +2 insight bonus on Blu, Diplomacyand Sense Motive when dealing with individuals in theseorganisations.

    Fugitive Bonus (Ex): At 2nd level, the detective gainsan insight into those he pursues. I the detective has

    investigated a crime scene and ascertained at least thecriminals base class or i the detective has ollowed anindividual unseen or 12 hours, they gain an advantagein combating them. Te detective receives a +1 bonusto attack rolls, combat maneuver rolls, combat maneuverdeence and +1d6 precision based damage. Tis bonusincreases at 5th level to +2 to attack rolls and +2d6precision based damage and at 8th level to +3 to attackrolls and +3d6 precision based damage.

    In addition the detective receives a +2 insight bonus onBlu, Perception, Sense Motive and Survival when usedagainst the target (this bonus does not increase withlevel).

    Detection (Ex):Te detective becomes a procientalchemist at 3rd level. Using a detective kit (which coststhe same as a masterwork alchemist kit) he may use theollowing eects rom spells at will, these however are notspell eects and require 1 minute o concentration to setup using various chemicals. Te detective may detect thelingering aura o magic and undead (though they may not

    understand their meaning i they have not encounteredthem beore). Tey may also detect the lingering aurao evil outsiders and aberations, as Detect Evil(thoughthey may not understand their meaning i they have notencountered them beore). Te detective may also detectanimals and plants; and detect poison with this ability.

    Investigative feat (Ex): At 3rd level the detectivegains a bonus investigation eat with additional bonusinvestigation eats at 7th and 9th level. Te bonus eatsare drawn rom the ollowing list: Skill Focus (SenseMotive), Skill Focus (Perception), Alertness, Deceitul,Fleet, Persuasive.

    Uncanny Dodge (Ex):At 4th level, a detective gainsthe class ability Uncanny Dodge as the barbarian classeature. I a detective already has Uncanny Dodge rom adierent class, she automatically gains Improved UncannyDodge (see below) instead.

    Improved Uncanny Dodge (Ex): At 6th level and higher,a detective gains the class ability Improved UncannyDodge as the barbarian class eature. I a character alreadyhas Uncanny Dodge (see above) rom another class, thelevels rom the classes that grant uncanny dodge stack todetermine the minimum rogue level required to fank thecharacter.

    Slippery Mind (Ex): At 10th level and higher, a detectivegains the class ability Slippery Mind as the rogueadvanced talents. I the detective already has the SlipperyMind advanced talent, they receive an additional +2morale bonus to all Will saves.

    Youre Wondering Why Ive Gathered You Here (Ex):Te detective at 10th level gains an ability similar to the

    Bards Fascinate bardic music special ability. Te detectiveis required to expose an explanation o who he thinksis the perpetrator o a crime and the line o logic thatbrought the detective to this conclusion. Te criminalin question is under a -5 penalty to break ree o theascination and the ascination lasts only as long as thedetective remains explaining. Tis is a non-magical mind-eecting eect. Te detective can use this ability times perday equal to their Int modier.

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    Te Night Lord

    Te night lord is a darklords trusted lieutenant or thrall.Tey have shown promise by being violent or ecient intheir Lords service. Tey attract and control the brutesquads and spy networks o their darklords and act asenorcers in their domains.

    (Tis is intended as a NPC class and it is unlikely to fnd along term player character night lord)

    Requirements

    Alignment: Any Evil

    Base Attack Bonus: +7

    Feats: Leadership, Mounted CombatSkills: Knowledge (Te Planes) 3, Ride 5.

    Special:Te night lord must have a patron darklord whohas accepted them as a vassal or right hand man.

    Class Skills

    Te night lords class skills (and the key ability or eachskill) are Handle Animal (Cha), Heal (Wis), Intimidate

    (Cha), Knowledge (the Planes) (Int), Knowledge (Local)(Int), Knowledge (Religion) (Int), Perception (Wis), Ride(Dex), Sense Motive (Wis).

    Skill Ranks at Each Level: 2 + Int modier.

    Class Features

    All o the ollowing are Class Features o the night lordprestige class.

    Weapon and Armor Prociency: Night lords gain noprociency with any weapon or armor.

    Serve Me (Su): Beginning at 1st level, or the purposeso the Leadership eat a night lord may use their wisdommodier in place o their charisma modier.

    Trample: At 1st level the night lord gains the rampleeat as a bonus eat.

    Twisted Minions (Su):At 2nd level your minionsbecome strong but at a cost to their souls and humanity.Any ollowers or cohorts you attract due to the leadership

    eat are always evil. Tey receive a +2 to their strength andconstitution and -2 to a mental ability o your choice.

    Channel Energy (Negative) (Su): At 3rd level the nightlord may channel energy as an evil cleric o 2 levels lower.I they are already granted the ability to channel negativeenergy by another class, levels o night lord stack or thesepurposes.

    Command Undead: At 3rd level, the night lord gains theCommand Undead eat as a bonus eat.

    Know My Lords Will (Sp): At 4th level, the night lordmay contact their patron darklord. Te may use Sendingas a spell like ability 3 times a day, with their darklord asthe target.

    My Lords Creature (Su):At 4th level, the night lordloses 2 points o charisma permanently. Tey receive theFrightul Presence special quality, with a Will save DC o(DC 10 + 1/2 Level + Wis modier). Te night lord nowno longer take Fear, Horror and Madness saves.

    Serve Me in Death (Su): At 5th level, whenever one

    o the night lords ollowers die, they may have themrise again as a Bloody Skeleton or a Plague Zombie.Te night lord is then ree to attract new ollowers. Ithe night lords cohort dies they may have the cohortrise again as a Skeletal Champion. Tese undead areautomatically under the night lords control.

    My Lords Favour (Su): At 5th level, a night lord gains abonus equal to her Wisdom bonus (i any) on all savingthrows. Tis does not stack with other class eatures thatgrant an untyped bonus equal to an ability modier, butinstead grants a +2 to the highest bonus.

    Level BAB Fort Re Will Special

    1 +1 +1 +0 +0 Serve Me, rample2 +2 +1 +1 +1 wisted Minions3 +3 +2 +1 +1 Channel Energy (Neagative), Command

    Undead4 +4 +2 +1 +1 Know My Lords Will, My Lords Creature5 +5 +3 +2 +2 Serve Me In Death, My Lords Favour

    Te Night Lord

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    Te Stage Magician

    Stage magicians can be ound throughout Ravenlot.Tey are oten ound in travelling shows or circuses. Teyare oten obsessed with their work and the manipulation

    o a crowds perceptions. Stage magicians are requentlynoticed by the dark powers or their unique skills inmesmerism. Te dark powers regularly tempt suchindividuals with increased control over their audiences.

    Requirements

    o qualiy to become a stage magician, a character mustull all the ollowing criteria.

    Skills: Blu 4 ranks, Disguise 4 ranks.

    Special: Bardic Perormance, Well-Versed

    Hit Die: d8

    Class Skills

    Te stage magicians class skills (and the key ability oreach skill) are Appraise(Int), Blu (Cha), Crat (Int),Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex),Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge(Nobility) (Int), Knowledge (Local) (Int), Lingustics(Int), Perception (Wis), Perorm (Cha), Proession (StageMagcian) (Wis), Sense Motive (Wis), Sleight o Hand

    (Dex), Spellcrat (Int), Stealth (Dex), Use Magic Device(Cha).

    Skill Ranks at Each Level: 6 + Int modier.

    Weapon and Armor Prociency:Stage magicians gainprociency with all whips and no armor.

    Spells per Day: At the indicated levels, a stage magi-cian gains new spells per day as i he had also gained alevel in an arcane spellcasting class he belonged to beoreadding the prestige class. He does not, however, gain any

    other benet a character o that class would have gained,except or additional spells per day, spells known (i he isa spontaneous spellcaster), and an increased eective levelo spellcasting. I a character had more than one arcanespellcasting class beore becoming a stage magician, hemust decide to which class he adds the new level or pur-poses o determining spells per day.

    Hypnotisim:Te stage magician has the Hypnotisim eatas a bonus eat. Te stage magician may also use Perorm(Oratory) in place o the Heal skill or the purposes oHypnotism. A stage magicians Hypnotism attempt take

    15 minutes.Ventriloquism (Sp):Whenever you use the Mage Hand0 level spell you may simultaneously use the Ghost Sound0 level spell, to make an object move, react and speak as iit were alive. You may make +2 on blu checks or such ause with a puppet.

    Puppet Master (Ex): At 2nd level the stage magiciangains the ability to plant a trigger in any subject that theyhave successully hypnotised beore. Te trigger may beone o the ollowing; a gesture, word or piece o music.

    Tere are two uses o this eect, the trigger may cause atarget to perorm an action as the spell suggestion or tocause the target to all into a hypnotic state. Te stage

    Te Stage Magician

    Level BAB Fort Re Will Special

    1 +0 +0 +1 +1 Hypnotism, Ventriloquism +1 Arcane Casting2 +1 +1 +1 +1 Puppet Master +1 Arcane Casting3 +2 +1 +2 +2 Dummy +1 Arcane Casting4 +3 +1 +2 +2 Rushed Mesmerist +1 Arcane Casting5 +3 +2 +3 +3 Gaudy Magic +1 Arcane Casting6 +4 +2 +3 +3 Magic Cabinet +1 Arcane Casting7 +5 +2 +4 +4 Alter Sel (at will) +1 Arcane Casting8 +6 +3 +4 +4 Mass Puppet Master +1 Arcane Casting9 +6 +3 +5 +5 Hide in Plain Sight +1 Arcane Casting

    10 +7 +3 +5 +5 House o Wax +1 Arcane Casting

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    magician may only plant one such trigger in an individualand i the trigger is pointed out to the individual theymay make a save versus the stage magicians original skillcheck result to shake o the trigger temporarily. I theindividual shakes o the trigger 5 times, the trigger is nolonger in place. Tis is a mind aecting eect.

    Dummy (Su): Te stage magician gains a homunculusdread companion. Tey notice their ventriloquist dummyhas gotten up and started walking or that one has arrived.Tis homunculus is always mute and has no fy speed. Testage magician suers no damage i the homunculus diesand i it does die, an identical replacement arrives in oneweek. Te stage magician may improve the homunculusby adding HD using the Crat (leather) skill but does notrequire the crat construct eat or any o the prerequisitespells. Such HD cost 2,000 gp.

    Rushed Mesmerist (Ex):At 4th level the stage magi-

    cian gains the ability to make a hypnosis attempt as a ullround action.

    Gaudy Magic (Su): At 5th level the stage magiciansspells become more famboyant and exciting. Any spellwith a visual display has the appearance o that eectdoubled. For example Glitterdust has a 10-t.-radiusspread o the eect o the spell. I the stage magician castsGlitterdust the creature aected by the spell remains thesame, but the visual display o the spell is increased to a20t-radius spread. Tis ability may not be suppressed.

    Magic Cabinet (Su):Te stage magician at 7th level canconstruct a pair o magical cabinets, these cost 1000 gpeach. Tese cabinets, once the door is closed, act as thespell eleportation Circle3 times per day. Te cabinets arelarge enough to accommodate one medium individualwith a medium load and will only unction i there is asingle creature within. Every time the teleportation eectis used in a day there is a cumulative 1% chance thata clone, as the spell Clone, will be created. As with allclones within Ravenlot, i the original remains alive theclone created is evil and driven to destroy the original.

    Alter Self (Sp): At 7th level the stage magician may castAlter Selat will as a spell like ability.

    Mass Puppet Master (Ex): At 8th level the stagemagician can plant a trigger in the minds o an audiencethat they are perorming beore as the Puppet Masterclass eature. Te GM may give the stage magician anaverage DC or an audience and may require additionalrolls or strong willed NPCs and or players. Tis is amind aecting eect.

    Hide in Plain Sight (Su): At 9th level, a stage magiciancan use the Stealth skill even while being observed. Aslong as he is within 10 eet o some sort o shadow, astage magician can hide himsel rom view in the openwithout having anything to actually hide behind. Hecannot, however, hide in his own shadow.

    House of Wax (Su): When a stage magician reaches 10thLevel, once per day they may create a Simulacrum, as thespell Simulacrum, out o wax. Tis duplicate is unaware oits nature and i created with a vial o the originals blood

    as a component; has all the memories o the originalwhen the blood was drawn. Only one such duplicateo a individual creature can be created at any one time.Te process o creating this duplicate takes 1 hour tocomplete and requires 100gp in components no matterthe HD o the duplicate created. Te wax duplicates havea vulnerability to re. ake the stage magicians characterlevel as the caster level or the purposes o limiting whothe magician can create a simulacrum o. Te magicianmay only create duplicates o medium or small creatures.

    Level BAB Fort Re Will Special

    1 +1 +1 +0 +0 Scholars Knowledge, Book Learning2 +2 +1 +1 +1 Librarian, Area o Study 3 +3 +2 +1 +1 Educated4 +4 +2 +1 +1 Improved Skill Focus5 +5 +3 +2 +2 Head Librarian, Wary Intellect

    Te Scholar

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    Te ScholarTe scholar is a common sight in the more culturallyadvanced domains in the dread realms. Scholars tend togeneralise rather than specialise in any particular area ostudy. Tey are oten librarians or acedemics, but theirstudies oten lead to dark places that are best let alone.

    Hit Die: d6.

    Requirements

    o qualiy to become a Scholar, a character must ulll allthe ollowing criteria.

    Skills: Linguistics 3 ranks, Knowledge (any two) 3 ranksin each.

    Feats: Skill Focus (any two Knowledge skills)

    Class Skills

    Te scholars class skills (and the key ability or eachskill) are Appraise (Int), Diplomacy (Cha), Crat (Book-

    binding) (Int), Knowledge (all skills taken individually)(Int), Linguistics (Int), Perception (Wis), Perorm (Cha),Proession (usually Librarian, Academic or Scribe) (Wis),Sense Motive (Wis)

    Skill Ranks at Each Level: 6 + Int modier.

    Class Features

    All o the ollowing are Class Features o the Scholarprestige class.

    Weapon and Armor Prociency: Scholars gain no pro-ciency with any weapon or armor.

    Scholars Knowledge (Ex): A scholar adds his classlevel to all Knowledge skill checks and may make allKnowledge skill checks untrained. Levels in this classstack with levels in any other class that grants BardicKnowledge, but does not grant the Bardic Knowledgeclass ability itsel.

    Book Learning (Ex): A cholar may learn how to speak alanguage without being exposed to conversation, they mayinstead consult the written word or a month.

    Librarian (Ex):Te scholar gains a specialised library,they must house this library in an abode or a carriage.Choose one Knowledge skill or Linguistics (whendeciphering writing or a message in an unamiliar orarchaic language), you have +4 insight bonus to yourchosen skill check when consulting the library or at least

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    3 hours.

    Area of Study (Ex): A scholar at 2nd level gains access toan additional class skill. Tis class skill relates to a singlearea o study that the scholar chooses rom the ollowinglist,

    Biology Heal

    Chemistry Craft (alchemy)

    Education Intimidate

    Geography Climb

    Life Science Survival

    Physics Fly (though the means must be provided).

    Sociology Blu

    Educated (Ex): From 3rd level, the scholar treats their

    Intelligence score as 2 points higher or the purpose oacquiring skill ranks each level. Tis ability aects skill

    ranks gained this level.

    Improved Skill Focus (Ex): At 4th level, whenever thescholar receives a bonus rom the Skill Focus eat, theyreceive an additional +1 to that bonus.

    Head Librarian (Ex): At 5th level, the scholar maychoose two additional Knowledge skills or linguistics

    (when deciphering writing or a message in an unamiliaror archaic language) to be aected by the Librarian classability. In addition the scholar need only consult theirlibrary or an hour to receive the insight bonus. Eectso this class ability do not stack. Each time you choose askill check type, it applies to a new type o skill check.

    Wary Intellect (Ex): At 5th Level, the scholar may addtheir Intelligence modier as an insight bonus to Fear,Horror and Madness saves.

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    Tese are additions and changes to the powers checksystem as eatured in the RHB.

    Creating Evil Magic Items

    Crating an evil magic item carries a signicant chanceo ailure o a powers check. An evil magic item, unlikea spell, remains to cause more harm over and over again.Powers checks or crating an evil magic item are equalto the combined chance o ailure or all spells needed to

    crat the item. I the item is reusable, divide the cost tocrat the item by 150 (rounding up) and add this gure tothe total chance o ailure.

    For example a wizard wishes to crat a Hand o Glory,which requires the spell Animate Dead. is is a 4thlevel spell for the wizard and so has a 4% powers check.In addition this item can be reused; the cost to crat theitem is 4000gp. 4000 divided by 150 equals 27 (roundedup). Te total powers check or creating this item is 31%(27+4).

    Tese are additions, changes and a general guide onhow magical eects are altered in Ravenlot. For a morecomprehensive list o changes to particular spells, pleasereer to the RHB.

    Death Efects and Negative Energy

    Using negative energy to harm or kill another isconsidered a orm o assault or murder. Add 2% to anypowers check caused by such an action.

    Any creature killed by a spell with the death descriptor orby negative energy has a 50% chance o rising again as anundead creature o the GMs choice.

    Divination

    Divining ones uture in Ravenlot is an unreliable art.Spells such as Augury, that attempt to discover somethingo the uture, automatically ail or produce a reasonablebut misleading version o events or advice. Full vistani are

    the only individuals to avoid this muddling o divination.

    Powers Checks Magic

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    Spells that scry or sense locations or creatures at adistance, such as Arcane Eye or Scrying, produce ascrying sensor near the target. Such a sensor is visiblewith a DC 18 Perception check. Eects that target thesenses (or example gaze attacks and bardic perormance

    eects) will be able to aect the diviner as i they werepresent.

    Evil

    All spells with the evil descriptor require a powers check.Spells with the evil descriptor are heightened by one levelwithout cost, a domain or the plane itsel may urtherenhance these spells in some cases.

    Mind Aecting

    In Ravenlot i you compel a creature to commit anact through mind aecting means, it is you who areresponsible or the act. As such i you cause a creatureyou have magically dominated or hypnotised to murderthen it is you who are required to take a powers check ormurder.

    Whenever you are trying to aect a mind alreadycontrolled or infuenced by a darklord, add that darklordscharisma modier (i positive) to the targets Will save.

    Te dark powers o Ravenlot have allowed undeadcreatures with intelligence scores to project alse thoughtsi it is aware that its thoughts are being read.

    Any attempt to contact an alien mind, such as the mindo an aberration, an elemental, an outsider, a plant ora creature suering a madness eect, may result in aMadness save.

    Illusion (Shadow)

    When dealing with shadow magic in Ravenlot, applythe Empower Spell metamagic eat. However when suchmagic ends, the caster must make a Will save versus theirown spell DC. I they ail, the spell creates a ree willedand hostile Shadow with HD equal to the spell level.

    Necromancy

    In Ravenlot, necromancy is playing with the very natureo lie and death and the energies that control it. Any

    necromancy spell, that doesnt create undead or requireyou to manipulate your own or anothers lie-orce, doesnot require a powers check (such as Deathwatch or Halt

    All other necromancy spells are empowered as i aectedby the Empower Spell metamagic eat and require apowers check equal to their spell level. I a spell is bothnecromantic and evil, the powers check is equal to twiceits spell level.

    Using Extra Dimensional SpacesExtra dimensional spaces, such as the spell Rope rick ora bag o holding, are not considered separate to a domain.Divination spells still unction on objects and creatureswithin the space.

    Extra dimensional spaces that have multiple entrancesand exits in dierent domains or are particularly largeor comortable, oten attract the attention o the darkpowers. While within such a space, a ailed powers check

    results in the space being ormed into a domain with theindividual who ailed the powers check as its darklord.Tese spaces may not be accessed i a domains border isclosed.

    eleportation

    No spell below 6th level may cross a domain border;spells above this level may do so but may only span onedomain at a time. For example i you wish to teleport toLamordia rom Mordent, you must rst teleport to the

    intervening domain Dementlieu. No spell may teleportinto a domain with a closed border.

    ransmutation

    In Ravenlot, a creature that must go through a physicalor magical transormation, such as changing shape ia werewol or coming under the eects o a BaleulPolymorph spell, goes through a painul, bone crunchingand horric display when changing shape. Tis processcauses the creature transorming great discomort but no

    actual pain. During the change, the changed creaturemust take a DC 15 Fortitude save or become shaken or1d4 rounds. Individuals observing the transformationmust make a Horror save DC 15. Voluntarytransormations such as that o a natural werewol haveno debilitating eects but may still provoke a Horror savein observers.

    Weather

    Darklords with control o weather within their domains

    may cause any weather eecting spell to succeed or ailto any degree. Tese darklords are also aware when suchspells are cast but not the location or identity o the

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