Beruflich Dokumente
Kultur Dokumente
theGOW
Page |1
Introduction 2
Celluloid-Inspired Monsters 3
Cursed Item 6
Event 8
Exhumed Monsters 8
Legendary Weapon 13
Location 15
Magical Incantation 16
Master of Life 17
- Harro East 19
Witch Hexes 20
Witch Patron 21
- Suriel 21
Vampiric Otyugh 22
Open Game License 23
Introduction
The undead, demons, malignant ghosts stalk the Lands of GOW. In the late fall, just before the
first flakes of winter, the veil between the worlds grows thin. Necromancers feel a surge in
power, spirits manifest for
longer periods, and those who
revel in horror and blood find
themselves even more driven
to commit foul deeds.
Once Tezum decides to act, he uses magic jar to Fort +7, Ref +13, Will +9
possess a creature (most often the boards Defensive Abilities incorporeal; DR 10/cold iron
owner). He enjoys frightening people, and or good; Immune cold, electricity, poison;
knows his fear ability often makes victims more Resist acid 10, fire 10; SR 17
susceptible to magic jar. If successful, he goes Weaknesses sunlight powerlessness
on a rampage of destruction until sent back to [Offense]
the board or the host is slain. His insanity is so Speed fly 40 ft. (perfect)
great he keeps Suriels Witch-Board on him so Melee 2 claws +13 touch (1d6 plus 1d6 cold),
he can return to the board if the host dies bite +13 touch (1d8 plus 1d6 cold)
rather than returning to the Abyss. Special Attacks pounce, sprint, shadow blend
Spell-Like Abilities (CL 10th)
Suriels Witch-Board conveys several benefits to At-will deeper darkness, fear (DC 20), greater
the user. As a full-round action the user can teleport (self-only), telekinesis (DC 21)
employ the witch-board to answer a question as 3/day shadow conjuration (DC 20), shadow
if he had cast the augury spell. (A wrong answer evocation (DC 21)
may indicate Tezum lied or the user 1/day magic jar (DC 21), summon (level 3, 1
misinterpreted the response.) Once per day the shadow demon 50%)
user may also employ this item to provide [Statistics]
information gathered through a locate item Str --, Dex 22, Con 21, Int 18, Wis 18, Cha 23
spell. Base Atk +7; CMB +13; CMD 29
Also, Tezum can manipulate the plancette to Feats Blind-Fight, Combat Reflexes, Improved
answer questions as if the wielder possessed Initiative, Lightning Reflexes
Tezums bonuses to Knowledge (local) and Skills Acrobatics +16, Bluff +16, Fly +24,
Knowledge (planes). This requires a full-round Knowledge (local) +14, Knowledge (planes) +14,
action. Perception +22, Sense Motive +14, Stealth +18;
Racial Modifiers +8 Perception
In addition, any creature holding or carrying the Languages Abyssal, Common; telepathy 100 ft.
board and planchette on his person gains [Special Abilities]
darkvision 60 ft. If he already has darkvision he Sprint (Ex) Once per minute, Tezum increase its
adds 30 ft. to the range. fly speed to 240 feet for 1 round.
Shadow Blend (Su) During any conditions other
Suriels Witch Board than bright light, Tezum can disappear into the
Aura strong enchantment; CL 15th shadows as a move-equivalent action,
Slot none; Weight 2 lbs. effectively becoming invisible. Artificial
Construction illumination or light spells of 2nd level or lower
Requirements Craft Wondrous Item, binding. do not negate this ability.
Sunlight Powerlessness (Ex) Tezum is utterly
powerless in bright light or natural sunlight and
Tezum CR 8 (XP 4,800) flees from it. If Tezum is caught in such light it
Advanced Shadow Demon cannot attack and can take only a single move
CE Medium outsider (chaotic, demon, evil, or attack action. When Tezum possesses a
extraplanar) creature using magic jar it is not harmed by
Init +10; Senses darkvision 60 ft.; Perception sunlight, but if it is struck by a sunbeam or
+22 sunray spell while possessing a creature, Tezum
[Defense] is driven out of its host automatically.
AC 22, touch 22, flat-footed 16
(+6 deflection, +6 Dex)
hp 73 (7d10+35)
Constitution damage each round it is held, until it becomes a normal pitchfork if the
dead. creature is slain. If the original scarecrow
Moonlight Flight (Su) The blood scarecrow can had no farming tool, the animating spirit
fly 60 feet per round with perfect will locate the nearest such item and
transform it. No matter what farm tool is
manoeuvrability, but only during the night.
found, it always changes to become a
Paralysing Fear (Su) The blood scarecrow can
pitchfork. No blood scarecrow has ever
focus all of its rage and lust for vengeance into a dispatched its enemies with a hoe.
single, terrifying force, which contorts its visage. Because the returning spirit is tainted by
This allows the creature to make a gaze attack evil, no matter the alignment of the
against single target. This is a mind- affecting original soul, it tends to be very broad in
fear effect with a DC of 15. If the target fails the its definition of vengeance, as well as
save, he will be both frightened and paralysed extremely sadistic. It seeks out friends,
for 2d6 rounds. The blood scarecrow may only relatives and lovers of those who killed it
target one creature per day with this ability. The before wreaking its final revenge on those
directly responsible.
save DC is Charisma-based.
A blood scarecrow prefers to find
Pitchfork (Su) The blood scarecrow can victims alone. It will rarely attack a group,
transform any Medium metal farming tool (a even if the entire group is composed of
scythe, a hoe, a pitchfork, a shovel) into a +1 those whom it desires to kill. It has the
keen throwing pitchfork with a touch. This item nearly infinite patience of the dead. Once
reverts to normal if the blood scarecrow is slain, it has a solitary target, it uses its
or if a second implement is transformed. It also paralysing fear ability, then hurls its
loses all magical properties if it is wielded by pitchfork, then closes to melee range and
any but the blood scarecrow who created it. uses its suffocate attack. If it feels it has
time and is much more powerful than its
Summon Crows (Su) Three times per day, but
target, it may choose to kill them more
only when outside during the night, the blood
slowly, but it will not linger if there is a
scarecrow may summon 2d4 fiendish crows. chance of being caught or of the target
These creatures remain for four rounds. The escaping. It will only use its summon
blood scarecrow will do this only if it is crows ability if it is forced to fight against
outnumbered or overpowered, and the crows more than one opponent, or against an
will serve to cover its escape. opponent clearly more powerful than it is.
hiding places in nooks and crannies and cracks The people of Avandrool prayed to their king,
in the ground. Romdhas, for deliverance. Instead of hiring
In combat, ragged wraiths use their priests to cure the populace he gathered his
incorporeal forms to the fullest. They use their court (including his personal healer, the
lifesense power to locate prey, then hide in the kingdoms arch-curate) and sequestered himself
ground or the stone of a corridor wall. When an inside his holiday palace far from the capital and
enemy passes, the wraith slashes at him with its the wailing mobs.
tendrils. The main body of the wraith stays King Romdhas brought with him secretaries,
hidden, giving it total cover from enemy attacks. grooms, cooks, valets, jugglers, actors, singers,
concubines and guards. He intended to wait out
the plague in opulence and entertainment. At
his command enough food for three months
was stocked in the palaces larders and the
doors to the compound nailed shut. No one
would enter or leave, eliminating the possibility
some wayward person would bring infection.
By the third day Romdhas was bored.
Confinement wore on him, and he wished to be
out and about, basking in the admiring glow of
his people. Realizing such a venture would be
suicide he commanded that a costume ball be
held that night, with a prize for the best
costume.
That evening, Romdhas became even more
bored. His court possessed no imagination. The
women dressed as angels and the men dressed
as knights. He sleepily regarded them as they
passed before his chair, yawing at each
Legendary Weapon uninspired iteration. Then a man dressed as
Reapers Scythe death strode into the ballroom. His clothes
No creature avoids death. The wealthy and were black as night and he carried a black
powerful believe they can sustain their lives scythe that nevertheless gleamed silver along
indefinitely with the right magic or medicine, the blade.
but nothing avails when the grim reaper sets We have a winner, Romdhas shouted, glad
about his task. The reapers scythe was created someone had the temerity to adorn themselves
to ensure no man or creature escapes this in such an impertinent costume. Good sir,
eventual fate. Whether it spawns from a deity reveal yourself and claim your prize, Romdhas
of mortality, or personifies the phenomena of said.
death is unknown. Its first appearance is The figure removed his hood to reveal a skull.
recorded thus. A fleshless hand pointed at Romdhas and the
South of Kesh, in the kingdom of Avandrool, king collapsed, his skin bursting with black
there raged a horrible plague. The pestilence carbuncles and spraying yellow pus.
spread like wildfire, sickening and killing within The gathered crowd attempted to flee, but
hours. Men and women died in the street, or at with each sweep of the scythe, the revelers died
labor, or in the middle of dinner. Death was horrible, agonizing deaths. Weeks later, when
grotesque large black nodules burst through a the plagues survivors broke down the palaces
victims skin and he vomited blood before door all that was found were scattered bones
collapsing into a writhing, fetal ball. and a black scythe that seemed to radiate an air
Location
When a spellcaster of at least 5th level spends
The Black Stone more than a day within 1 mile of the Black
The Black Stone is an encounter site that can be Stone, he receives a dream that night. In the
placed in any area where the PCs intend to dream a disembodied voices demands he make
spend some time adventuring and exploring. a sacrifice to the stone. The person must make
The item might be the remnant of a dead a DC 18 Will save or come under
civilization or left over when the locations a geas/quest effect (CL 13th). This effect forces
original inhabitants retreated in the face of new the PC to make a blood sacrifice to the stone
settlers. The PCs might find it while moving the next night. While he or she should be
through a forest or when called in to investigate sleeping the PC kidnaps another creature, binds
a series of kidnappings and murders. The Black them to the black rock and cuts the victims
Stone might also sit at the top of a of wizards throat. The PC will awake with the memory of a
tower or in the center of a long-lost horrible dream, but wont recall any details.
subterranean city. For 24 hours afterward whenever the PC
Whatever the case, the Black Stone works casts a spell it acts at 1d4 caster levels higher
best if its effects are slowly revealed over the than the PC but does not require extra time or
course of a few weeks, and especially if a PC higher spell slots. Each time the PC casts a spell
succumbs to the stone. While the affected he is fatigued for 1 round, as the extra energy
character enjoys his enhanced power, a grisly channelled through him overwhelms his system.
murderer strikes a nearby village or works his Each night the PC rests he succumbs to the
way through the partys underlings. Only with Black Stones compulsion and must slay a
time should the culprits identity become creature upon its surface. If prevented from
known. doing so, he takes the requisite penalties as per
The Black Stone exudes an air of menace and the geas/quest spell.
dread. Depending on the culture and those who Each successful sacrifice drains the PC of 1d4
once employed it (or still do), it can be either an points of Charisma. This loss does not affect the
upright pillar jutting from the earth or a broad characters spell-casting ability, but does cause
slab like an altar. In either case, the stone penalties on Charisma-based skills. Once the
appears made of ebony and weathered runes character reaches 0 Charisma he turns into a
carved into its surface suggest a sinister morlock with a number of barbarian levels
purpose. equal to the former PCs total character level
A DC 25 Knowledge (arcana) or Knowledge and joins the other thralls of the Black Stone
(religion) check reveals the Black Stone was that inhabit the area.
once used in ritual sacrifice. Depending on the
campaign, it might once have served a sect
dedicated to a god of chaos or madness, or was
used to enhance the power of a wizard or
summoner. A DC 30 Knowledge (arcana) or
Knowledge (religion) check reveals the name of
this god or evil arcane caster.
The Black Stone hungers for life-energy.
Former victims lurk nearby but they are no
longer any use to it, having all turned into
morlocks (see Pathfinder Bestiary) after falling
under the stones influence. The Black Stone
requires powerful, sentient creatures to carry
out its desires.
Class Features
The following are class features of the master of
life prestige class.
Bomb (Su) The master of lifes class level stacks
with his alchemist level to determine the
number of bombs her can create and the Reflex
save DC for splash damage. Additionally the
bomb damage increases at the 2nd, 4th, 6th and
8th levels respectively.
they were intelligent. The master of life must be 2nd- alter self, barkskin, bears endurance, vomit
at least 7th level to learn this discovery. swarm
Plague Zombie Reanimation: When a master 1st- bombers eye, enlarge person, expeditious
of life creates a reanimation potion, the retreat, shield
animated zombie will instead rise as a plague [Statistics]
zombie (as per the plague zombie template). Str 10, Dex 14, Con 6, Int 18, Wis 11, Cha 14
Relentless Zombie Reanimation: When a Base Atk +8; CMB +8; CMD 20
master of life creates a reanimation potion, the Feats Brew Potion, Diehard, Elven Accuracy,
animated zombie gains all the features of the Endurance, Heroic Recovery, Throw Anything
fast zombie template plus a climb speed equal Skills Craft (alchemy) +20, Heal +11, Knowledge
to its base land speed, the scent special ability (arcana) +15, Knowledge (nature) +15,
and a +4 racial bonus to track by scent and two Perception +13, Spellcraft +15, Survival +11, Use
additional hit dice. The master of life must be at Magic Device +13; Racial Modifiers +2
least 7th level to learn this discovery. Perception
Undead Transformation (Su) At 10th level, the SQ alchemy (swift), discovery (acid bomb, feral
master of lifes close association with undead mutagen), elven magic, extract, mutagen,
transforms him into a creature that is no longer poison use, weapon familiarity
completely alive. He has no Constitution score Gear amulet of natural armor +1, cloak of
(however if his Constitution was previously resistance +1 , potion of cure moderate wounds
higher than his Charisma, his Charisma score is (2), spell component pouch, 2000 gp in gems.
increased to match his old Constitution), he
gains darkvision 60 ft. and all undead Harro never was very good at being an elf. The
immunities. He may apply his undead resistance other near immortal members of his race never
bonus to all saves against channel energy understood his preoccupation with death.
effects. When his was caught defiling an elven burial
mound in search of fresh hosts to work with he
Sample Master of Life was exiled from his home.
Harro East, Master of Life CR 4 (1,200 XP) Having lost his homeland, Harro adopted the
Male elven alchemist 5/master of life 3 human style name of Harro East and moved to
Init +2; Senses low-light vision; Perception +13 the city. Setting up an alchemy shop near a local
[Defense] graveyard, Harro has had many opportunities to
AC 13, touch 12, flat-footed 11 improve his study of life and death. When
(+2 Dex, +1 natural) locating proper species became too difficult he
hp 20 (8d8-16) would fulfill his need to study be poison some
Fort +6, Ref +7, Will +4; +2 vs. enchantment, +4 of the local homeless people, travellers or
vs. poison, +2 vs. undead adventurers in search of potions.
Immune sleep Harro quickly learned that his powers over life
[Offense] and death allowed him to not only animate
Speed 30 ft. humanoid creatures but any corporeal creature
Melee mwk longsword +9/+4 (1d8/19-20) at all. To that end, he keeps on hand in his shop
Ranged +1 longbow +11/+6 (1d8+1/x3) or bomb a number of recently killed wolverines that he
+10 (4d6+4 fire) can animate to act as his guardians. He refers to
Special Attacks bomb/reanimations 12/day this fiendish fast zombies as his hounds.
(3d6+4 fire or acid, DC 18; or fiendish fast
zombie [4 HD max]), throw anything * Due to Harros low hit point and armor class
Alchemist Extracts Prepared (CL 8th; his challenge rating has been reduced to 4. Even
concentration +12) at this level, when player characters encounter
3rd- beast shape I, cure serious wounds him, he should have several zombie minions.
Harro is a very weak opponent as written but if Curse of the Ages (Su): The witch can cause a
he has time to prepare he could have twelve creature to prematurely age. The target takes a
hounds to fight for him plus he could enhance -2 penalty to attacks, damage and Strength-
himself with barkskin (+3 natural), shield (+3 based skills and checks for 1 round. This penalty
shield) and bears endurance (to increase hp to increases by -2 at 8th level and at 16th level. A
36). Fortitude save negates the effect.
Corpse Body (Su): The witch can make herself
Master Easts Hounds appear as a withered, desiccated corpse. Her
Fast Fiendish Zombie Wolverine appearance is so unsettling creatures must
NE Medium undead (augmented animal, evil) make a Will save or become shaken for 1 round.
Init +3; Senses low-light vision, darkvision 60 ft., Unintelligent undead ignore the witch when she
scent; Perception +0 is in this state.
[Defense] Spirit Whispers (Su): Invisible entities surround
AC 17, touch 13, flat-footed 14 the witch, constantly whispering secrets to her.
(+3 Dex, +4 natural) She gains a +2 bonus to any Knowledge check
hp 22 (4d8+4) and can make Knowledge checks untrained. The
Fort +1, Ref +3, Will +4 witch may use this ability a number of times per
Immune undead traits; Resist cold 5, fire 5; SR 6 day equal to her Intelligence modifier.
[Offense] Wasting (Su): A witch can place a wasting
Speed 40 ft., burrow 10 ft., climb 10 ft. curse on any creature within 60 ft., causing it to
Melee 2 claws +5 (1d6+3), bite +5 (1d6+3) slowly wither and die. The target takes 2 points
Special Attacks quick strikes of Constitution damage. A Fortitude save
[Statistics] negates the effect. Each day the target must
Str 17, Dex 17, Con --, Int --, Wis 10, Cha 10 make a Fortitude save or lose an additional 2
Base Atk +2; CMB +4; CMD 16 (20 vs. trip) points of Constitution. This ability damage does
Feats Toughness not heal until the target ends the hex with a
Skills Climb +11 successful save.
[Special Abilities] Know Past Wrongs (Su): The witch can view
Quick Strikes (Ex) Whenever one of the hounds the past actions of any creature within 30 ft.
takes a full attack action, it can make one She can see events the target has performed
additional claw attack as its full attack bonus. within the previous 24 hours. She only sees and
hears events from a gross perspective, such as
Witch Hexes the characters theft of the dukes signet ring.
Hex Sight (Su): The witch can determine if a She can not discern fine details such as the text
creature or an area is under the hex of another of a book the target read before the theft. Also,
witch. The subject of hex sight must be visible the witch only views events the target was also
to the witch and within 30 ft. If the witch aware of at the time. The witch would not see
succeeds on a caster-level check against the the duke observing the theft from behind the
witch who cast the hex, she may also learn facts curtains in his bedroom. At 8th level the witch
about the witch as if she had cast a commune can observe events from as far back as 48 hours
spell. The witch must be at least 4th level to prior to using this ability.
take this hex. Weapon Hex (Su): The witch can imbue a
Lame (Su): The witch causes a creatures legs touched weapon with one of the following
to curl and wither, hobbling them. The creature special qualities: bane, keen, vicious, or
takes a -10 ft. penalty to its speed for a number wounding. This special enhancement lasts for 1
of rounds equal to the witchs Intelligence round. At 8th level and 16th level the duration
modifier (minimum 1). This penalty increases to of this ability increases by 1 round.
-15 ft. at 8th level and -20 ft. at 16th level.
Witch Patron 3rd arcane sight, bestow curse (DC 21), fly,
Vengeance pain strike (DC 19), vampiric touch (DC 21)
The witch is feared for her ability to curse those 2nd alter self, augury, blindness/deafness (DC
who cross her path. Some witches make this 20), create pit (DC 20), death knell (DC 20), see
their specialty. They enter into a pact with a invisibility
force that serves creatures who desire to punish 1st burning hands, cure light wounds, identify,
others for a wrong done to them or a loved one. mage armor, ray of enfeeblement (DC 19), touch
The service of a vengeance witch does not of gracelessness (DC 17)
come lightly. Vengeance witches exact a steep 0 bleed (DC 18), detect magic, mending,
price, and one not made of gold. These witches resistance
often demand a favor in return, one odious to [Statistics]
the performer, but not an act that causes the Str 8, Dex 12, Con 10, Int 22
person to violate their alignment. (20), Wis 17, Cha 16 (14)
A witch with a patron of vengeance can learn Base Atk +6; CMB +5; CMD 18
the following additional spells from her familiar. Feats Craft Wondrous Item, Extra Hex, Greater
Spell Focus (necromancy), Improved Initiative,
Vengeance 2nd touch of gracelessness, 4th Iron Will, Spell Focus (necromancy), Toughness
pox pustules, 6th keen edge, 8th contagion, Skills Bluff +18, Craft +22, Diplomacy +16,
10th hungry pit, 12th harm, 14th Disguise +16, Knowledge (arcana) +22,
phantasmal revenge, 16th earthquake, 18th Knowledge (planes) +22, Perception +16,
implosion. Spellcraft +22, Use Magic Device +19
Languages Abyssal, Common, Draconic, Infernal
Sample Vengeance Witch SQ familiar (viper), hex sight, know past wrongs
Suriel CR 13 (25,600 XP) Combat Gear wand of hold person(13 charges,
Female human witch (vengeance) 13 CL 5th), potion of cure moderate wounds
CE Medium humanoid (human) Gear bracers of armor +2, headband of mental
Init +5; Senses darkvision 60 ft., see invisibility; prowess +2 (Intelligence, Charisma), hand of
Perception +16 glory, ring of resistance +2 (as cloak), ring of
[Defense] protection +2, ring of freedom of movement,
AC 15, touch 13, flat-footed 14 scroll of phantasmal killer (CL 10th)
(+2 armor, +2 deflection, +1 Dex)
hp 58 (13d6+13) Most of the time Suriel the Witch appears as an
Fort +6, Ref +7, Will +15 unremarkable middle-aged woman -- neither fat
Defensive Abilities freedom of movement nor thin, neither beautiful nor ugly. About her
[Offense] there is air of menace, perhaps cast by her
Speed 30 ft. penetrating gaze that seems to pierce an
Melee masterwork dagger +6 (1d4-1) individual to his soul. She wanders the
Ranged masterwork light crossbow +7 (1d8) countryside dispensing cheap wards and charms
Special Attacks hex DC 22 (agony, curse of the to the peasantry accepting a few coins or a meal
ages, lame, evil eye, wasting, waxen image) as payment. A traveler passing Suriel on the
Witch Spells Prepared (CL 13th) road might assume she was simply a commoner
7th phantasmal revenge (DC 23) out for a stroll.
6th eyebite (DC 24), harm(DC 24), summon However, Suriels reputation is widely
monster VI known. Those who desire revenge for some
5th baleful polymorph (DC 21), cure critical wrong, recompense for an evil committed
wounds, hungry pit (DC 21), suffocate (DC 23) against them can always trust Suriel to show up
4th arcane eye, black tentacles, contagion (DC when they are at their most angry, ready to
22), dimension door, enervation (DC 22)
bargain away anything, even their soul, for DR 10/magic and silver; Immune disease,
justice. undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
It is then her true evil emerges. She promises
whatever the individual desires but demands a Speed 30 ft.
high price in exchange. She knows the best time Melee bite +12 (1d8+7 plus disease plus
to convince a person to accept the bargain she energy drain), 2 tentacles +7 (1d6+3 plus
grab plus energy drain)
offers when passion clouds their judgement
Space 10 ft.; Reach 10 ft. (15 ft. with
and emotions hold sway. Her greatest tentacle)
enjoyment comes when she can persuade Special Attacks blood drain, children of the
usually kind and gentle people to go against night (rat swarms only), constrict (tentacle,
their better natures for the ephemeral 1d6+3), create spawn, dominate (DC 13),
energy drain (2 levels, DC 13)
satisfaction of revenge. Everyone regrets paying
Suriels final price. Str 24, Dex 14, Con -, Int 7, Wis 15, Cha 10
Suriel avoids melee combat. If attacked she Base Atk +6; CMB +11 (+15
flees, but then returns days (or sometimes even grapple); CMD 22 (24 vs. trip)
Feats Ability Focus (disease), AlertnessB,
months or years) later in disguise and secretly Combat ReflexesB, DodgeB, Improved
curses her enemies so she can enjoy watching InitiativeB, Lightning ReflexesB, Stealthy,
their slow painful deaths. Those who cross her ToughnessB, Weapon Focus (tentacle)
path die. Skills Bluff +8, Escape Artist +4, Perception
+25, Sense Motive +12, Stealth +8; Racial
The Suriel presented here is near the height
Modifier +8 Bluff, Perception, Sense Motive,
of her powers. She has made darkvision and see Stealth
invisibility permanent on herself. She hasnt yet Languages Common
constructed her witch-board, but in a year or SQ change shape (dire bat or crocodile, beast
two she will be of a high enough level. shape I), gaseous form, shadowless, spider
climb