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Garnfellow's World [Updated 12.26.05]

Olive said:
I know you use a number of monsters in your campaign, so I was wondering how the paucity of magical wealth effects the PCs in their struggles against such.

An excellent question, Olive.

In all honesty, there was a lot of fudging through encounters during my first year or so using 3e . . . as opposed to the almost constant fudging under the AD&D ruleset. It’s probably only been in the last year and a half that I’ve felt reasonably confident in designing encounters for this group. Here are a few observations/adjustments that I use to help balance things out:

1. Monsters are fairly rare. Much as I love to make and tinker with them, the campaign is supposed to have a low-magic, low-power feel. Probably 2/3 of all our adventures solely involve mundane opponents and encounters with human NPCs. And because monsters are so rare and remarkable, the players normally have plenty of opportunities to research and scout out their opponents -- often given them a critical strategic edge going into battle.

2. I use free form XP awards, which I find encourages roleplaying and in-game solutions that do not involve combat. So if the players can find a way to trick, banish, entrap, or otherwise circumvent a monster, I will reward them just as if they fought the beastie toe-to-toe.

3. Because monsters are rare and XP awards are free-form, a typical Frilond session does not involve the standard 4 encounters of EL X strength. We might have one or two political/roleplaying encounters, one or two minor combat encounters, and then the one big fight with the monster. As such, when the PCs hit the big showdown, they are usually in pretty good shape as far as spells, hit points, and other resources.

4. As you notice, the group is considerably larger than the standard four-member party. I find that the extra numbers (and all the attendant class abilities) tend to balance out the lack of magic items.

5. What's sauce for the goose . . . I also reduce NPC and monster magic items, so they are slightly weaker than ones straight out of the DMG.
 

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Some Monsters From Our Campaign

As Olive noted, I've already posted a few monsters from the campaign on the EnWorld boards:



And here's a former PC, killed by Cacus:

Marcus Atwater the Lamarite (http://www.enworld.org/forums/showthread.php?t=70851)
 
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Vandoren the Minstrel

Vandoren: Brd 12; HD 12d6+3; hp 45; Init +4; Spd 40 ft; AC 13, touch 10, flat-footed 13; BAB +9; Grp +9; Atk +10 melee (1d6/19-20, short sword) or +9 ranged (1d8/19–20, light crossbow); Full Atk +10/+5 melee (1d6/19–20, short sword) or +9/+4 ranged (1d8/19–20, light crossbow); SA spells; SQ bardic knowledge +14, bardic music (countersong, fascinate, inspire courage +2, inspire competence, inspire greatness, song of freedom, suggestion) 12/day; SV Fort +4, Ref +8, Will +9; Str 10, Dex 10, Con 10,Int 14, Wis 12, Cha 19.

Skills and Feats: Bluff +7, Climb +0, Concentration +9, Craft (Alchemy) +6, Decipher Script +5, Diplomacy +9, Disguise +7, Gather Information +8, Hide +0, Jump +5, Knowledge (History) +5, Knowledge (Nobility and Royalty) +5, Knowledge (Religion) +5, Listen +1, Move Silently +0, Perform (Psaltery) +21, Speak Language (Tynan) +8, Spellcraft +11, Spot +3, Swim +0; Heighten Spell, Improved Initiative, Point Blank Shot, Rapid Reload, Spell Focus (evocation), Toughness.

Bardic Knowledge (Ex): Vandoren may make a special bardic knowledge check to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.

Bardic Music: Vandoren can use his song or poetics to produce magical effects on those around him.

Countersong (Su): Vandoren can counter magical effects that depend on sound by making a Perform check for each round of countersong. Any creature within 30 ft. of him who is affected by a sonic or language-dependent magical attack may use Vandoren’s Perform check result in place of his or her saving throw if desired. Countersong lasts for 10 rounds.

Fascinate (Sp): Vandoren can cause a single creature within 90 ft. that can see and hear him to become fascinated with him. His Perform check result is the DC for the opponent’s Will save. Any obvious threat breaks the effect. Fascination lasts 10 rounds.

Inspire Competence (Su): An ally within 30 ft. who can see and hear Vandoren gets a +2 competence bonus on skill checks with a particular skill for as long as he or she can hear the music.

Inspire Courage (Su): Each ally who can hear Vandoren receive a +2 morale bonus to saves against charm and fear effects and a +1 morale bonus to attack and weapon damage rolls The effect lasts for 5 rounds after the ally can no longer hear him.

Inspire Greatness (Su): After hearing Vandoren sing for a full round, a creature within 30 feet gains +2 Hit Dice (d10s that grant temporary hit points), +2 competence bonus on attacks, and +1 competence bonus on Fortitude saves. The effect lasts until 5 rounds after the creature can no longer hear Vandoren.

Song of Freedom (Sp): Vandoren can use music or poetics to create an effect equivalent to the break enchantment spell (caster level 12th). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. Vandoren can’t use song of freedom on himself.

Suggestion (Sp): Vandoren can make a suggestion (as the spell) to a creature he has already fascinated. A DC 19 Will save negates the effect.

Spells Known (3/4/4/4/3, DC 14 + spell level): 0—dancing lights, daze, ghost sound, know direction, light, lullaby; 1—charm person, cure light wounds, disguise self, ventriloquism; 2—blur, cat’s grace, silence, sound burst*; 3—gaseous form, glibness, haste, invisibility sphere; 4—cure critical wounds, rainbow pattern, shout*. * Evocation spell. The save DC, where applicable, is 15.

Possessions: masterwork studded leather armor, masterwork short sword, boots of striding and springing, potion of vision, +1 dagger, wand of fear (9 charges), dust of appearance, PLUCKSOME, a magic psaltery (see below).

An attractive young man, Vandoren is a wandering minstrel from Canglen and former companion to Clement; the two met while attending cathedral school. Vandoren is literate and obviously well-bred: his father, Dunstan, was once a knight in the employ of Lord Charles of Antace, and is now a prominent and influential member of the chancellery of Bishop Martin. Vandoren is a talented singer of songs and maker of jests; he plays the psaltery, a musical instrument that is held in front of the chest while the strings are plucked.

His faithful dog, Achrach:

Achrach: Weredrican Sheephound; CR 2; Medium Animal; HD 2d8+8; hp 20; Init +2; Spd 40 ft; AC 16, touch 12, flat-footed 14; BAB +1; Grp +5; Atk +5 melee (1d6+4, bite); Full Atk +5 melee (1d6+4, bite); SQ low-light vision, scent; AL N; SV Fort +7, Ref +5, Will +1; Str 19, Dex 14, Con 19, Int 2, Wis 12, Cha 8.

Skills and Feats: Jump +8, Listen +4, Spot +4, Swim +4, Survival +4*; Alertness, Track(b). * Achrach a +4 racial bonus on Survival checks when tracking by scent.

Low-Light Vision (Ex): Acrach can see twice as far as normal in dim light and can see outdoors on a moonlit night as well as during the day.

Scent (Ex): Achrach can detect approaching enemies, sniff out hidden foes, and track by sense of smell.
 
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Vandoren's Faerie-Made Psaltery, Plucksome

We're using Monte Cook's nifty intelligent item rules from the Book of Eldritch Might III to stat out Vandoren's enchanted pasltery:

Plucksome: intelligent masterwork psaltery, 2nd level; Tiny Construct; HD 2d1+5; hp 7; Init -2; AC 7; SA spell-like abilities; SQ communication (empathy), construct traits, hardness 5, object traits, perception (hearing); AL NG; SV Fort +3, Ref +3, Will +3; Str –, Dex –, Con –, Int 6, Wis 11, Cha 14.

Skills and Feats: Listen +1, Sense Motive +2, Perform +7; Detect Creature (fey), Skill Focus (perform).

Spell-like Abilities: 1/day—ghost sound (DC 12), sleep (DC 13). 2nd-level caster.

Communication (empathy): Plucksome only understands one-word sorts of ideas or emotions, and can convey the same. It does so only mentally, however, to anyone holding it.

Construct Traits: Plucksome is immune to all mind-affecting, poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Plucksome is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and immediately destroyed when reduced to 0 hit points or less. Since it was never alive, Plucksome cannot be raised or resurrected.

Hardness (Ex): Whenever Plucksome takes damage, subtract 5 from the damage. Only damage in excess of its hardness is deducted from the Plucksome’s hit points.

Object Traits (Ex):: As an inanimate object, Plucksome automatically fails all Reflex saves. Electricity and ranged weapon attacks deal half damage to Plucksome; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damages; divide the damage dealt by 4 before applying the hardness.

Perception (hearing): Plucksome can hear as well as a human and is vulnerable to auditory effects.

Plucksome is a cunningly crafted psaltery, given by the Fair Folk to Vandoren for his exceptional performance at the Ormsnine Tree. Plucksome has a mirthful, capricious personality, greatly enjoying the company of intelligent creatures, becoming sullen and even surly if left alone for very long. Plucksome can play back any song it has ever heard, and can communicate through its music or by making notes. The style of the music indicates mood.
 
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Dominic Gadling

And here's the most recent addition to our band of PCs, the consortes:

Dominic Gadling: male Wiz 8; HD 8d4+19; hp 42; Init +2; Spd 30 ft; AC 14, touch 12, flat-footed 12; BAB +4; Grp +2; Atk +2 melee (1d6-3, quarterstaff); Full Atk +2 melee (1d6-3, quarterstaff) or +6 ranged (1d4-3, dagger); SA spells; SV Fort +4, Ref +6, Will +6; Str 5, Dex 14, Con 14, Int 18, Wis 10, Cha 15.

Skills and Feats: Appraise +9, Bluff +6, Climb -3, Concentration +13, Diplomacy +4, Gather Information +6, Hide +2, Jump -3, Knowledge (arcana) +14, Listen +1, Profession (merchant) +10, Spellcraft +17, Spot +0, Swim -3; Lightning Reflexes, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness, Weapon Focus (quarterstaff).

Spells Prepared (4/5/4/4/3, DC 14 + spell level): 0—daze, detect magic, light*, ray of frost*; 1—burning hands*, magic missile* (2), shield, sleep; 2—arcane lock, darkvision, locate object, scorching ray*; 3—dispel magic, fly, lightning bolt* (2); 4—polymorph, wall of fire* (2). * Evocation spell. The save DC, where applicable, is 15 + spell level.

Possessions: wand of charm person, heightened (3rd level spell, 17 charges), bracers of armor +2.

A recent arrival in Upchurch, Dominic dresses as a traveling merchant. He appears to be, like Valerius, a philosopher and student of ars magica.
 

Well, for now that’s it for our PCs. It should be noted that this group has become, arguably, the most powerful single collection of characters in their entire region. There are several individual NPCs who are considerably more powerful than any one individual in this group -- as we’ll see shortly. But the PCs represent an unprecedented concentration of high level characters, magic items, as well as arcane /and/ divine power. And this curious circumstance is already drawing the wanted and unwanted attention of other powerful personalities.

And keep in mind, the core PCs all started nearly 10 years ago as 0-level characters fighting feral dogs and 0-level bandits. So they deserve a little respect!
 

And Now for Some Villains!

The PCs all live on the Frounter, a large area of wild borderlands, similar to Eastern Europe in the twelfth century. The Frounter is the last bastion between the civilized lands and the teeming nations of ruck-men.

The ruck-men are one of the recurring adversaries of our game. They occupy a niche somewhat like orcs and somewhat like the Mongols -- a much-feared collective of savage, barbaric raiders. A central question of the campaign has been, are the ruck-men just evil D&D-style humanoids, or are they actually degenerate humans, capable of being redeemed?

The ruck-men, it turns out, are indeed human: the cursed descendants of Canem and Larith, mythic figures who were instrumental in the original Fall of Man. Male rucks generally look and act much like standard orcs: coarse-featured and filthy, they tend to be crude, cruel, violent, treacherous, and greedy. Female rucks are rarely seen and look completely different -- like tall, beautiful, but otherwise normal human women. But the ruck-wives are generally of a cold and wicked nature, and they are powerful sorceresses and makers of poison.

The Church of the Five, the main religious institution of the civilized lands, knows of the true origin of the ruck-men, but has kept it a closely-guarded secret. The Church has taught that the ruck-men are nothing but despised abominations and should be exterminated. An entire military-religious order, the Seeker Knights, has sprung up to fulfill this directive.

But this teaching may (or may not) be contrary to the actual will of the Five. Perhaps the Five wish to see this lost tribe redeemed and rejoin the rest of humanity. The PCs have already discovered that individual ruck-men can be converted to Pentianity, and they have begun actively promoting a rapidly growing religious revival among the ruck-men. These activities will increasingly put the PCs at odds with their own Church.

Under the leadership of the dread King Tereus, the ruck-men have successfully launched an invasion that has captured a third of the Frounter. And in response, the Church is about to declare a crusade against the ruck-men.
 
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King Tereus

The King is easily the most feared figure on the entire Frounter. He single-handedly united many disparate tribes of ruck-men into a single nation, and he has been the architect of their devastating invasion. He is infamous for his cruelty, intolerance of dissent, and hatred of the Pentian world.

The PCs have never encountered King Tereus directly, but they have already faced many of his proxies. Tereus had seven sons, wicked ruck-princes who are nearly as feared as their father: Argus, Briareus, Busirane, Nestor, Proteus, Serapis, and Typhon. Of these seven sons, four have already fallen: Proteus was killed during the invasion several years ago, and then Mendelor himself killed Prince Briareus in single combat. Prince Argus was recently captured and is currently imprisoned, and the PCs have helped Prince Nestor convert to worship of the Five.

King Tereus, though, has a great secret, a secret that not even his sons know. Tereus is actually an angel, originally sent by the Five over two hundred years ago to forcibly convert the ruck-man tribes. However, while on earth he was corrupted. After slaying several ruck-man chieftains, Tereus found that the idolatrous rucks clamored to worship him directly. And he was all-too-eager to accept their adulation.

Tereus was built using rules from Sean K Reynold’s most excellent Anger of Angels supplement. (I can’t recommend this book highly enough if you’re using a cosmology that in any way resembles Judaism, Christianity, or Islam.) Tereus is a malakim angel, with the Outcast and Rebellious templates applied. Many of his feats are also from either Anger of Angels or the Epic Level Handbook. The Resounding Blow feat is from the Book of Exalted Deeds. His scabbard of venoms is from the Book of Eldritch Might II.

====

KING TEREUS CR 24
Male rebellious malakite fighter 18
N Medium outsider (extraplanar)
Init +6; Senses darkvision 60 ft, low-light vision; Listen +5, Spot +5
Aura courage
Languages Celestial, Common, Ruckish0
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AC 27, touch 16, flat-footed 24
hp 234 (20 HD); DR 10/magic
Resist acid 10, cold 10, fire 10
Immune electricity, fear, petrification
SR 29
Fort +20 (+24 vs. poison), Ref +11, Will +9
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Spd 30 ft
Melee +3 flaming ruckblade of speed +34/+29/+24/+19/+34 (2d4+21/15–20 plus 1d6 fire and poison) or +3 flaming ruckblade of speed with 10-point Power Attack +24/+19/+14/+9/+24 (2d4+41/15–20 plus 1d6 fire and poison)
Ranged mwk shortbow +23/+18/+13/+8 (1d6/x3)
Base Atk +20; Grp +27
Atk Options Great Cleave, Power Attack, Resounding Blow
Special Atk poison (DC 16, 1d4 Con/1d4 Con)
Spell-Like Abilities (CL 2nd): At will—light, virtue; 1/day—bless weapon (personal weapon only), true strike
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Abilities Str 24, Dex 15, Con 23, Int 10, Wis 10, Cha 16
SQ fighter equivalence
Feats Cleave, Epic Weapon Focus (ruckblade), Epic Weapon Specialization (ruckblade), Great Cleave, Greater Weapon Focus (ruckblade), Greater Weapon Specialization (ruckblade), Improved Critical (ruckblade), Improved Damage Reduction, Improved Energy Resistance, Improved Initiative, Improved Spell Resistance, Minor Spell Resistance, Power Attack, Power Critical (ruckblade), Resounding Blow, Weapon Focus (ruckblade), Weapon Specialization (ruckblade).
Skills Bluff +8, Craft (swordmaking) +5, Handle Animal +8, Intimidate +32, Jump +9, Knowledge (religion) +5, Knowledge (the planes) +5, Listen +5, Move Silently +4, Ride +12, Spot +5
Possessions Scarander, +3 flaming ruckblade of speed, major cloak of displacement, ring of protection +3, +4 scale mail, belt of giant strength +4 (reflected in statistics above), amulet of health +4 (reflected in statistics above), scabbard of venoms, masterwork shortbow and 20 arrows.
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Aura of Courage (Su): Each ally within 10 feet of Tereus gains a +4 morale bonus on saving throws against fear effects. This ability functions while Tereus is conscious, but not if he is unconscious or dead.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d4 Con. A blade sheathed in Tereus’s scabbard of venoms, when removed, is coated with a single dose of this poison. The scabbard can produce only 10 doses of poison each day.
Fighter Equivalence (Ex): Tereus counts his outsider Hit Dice as fighter levels to determine what feats he can take.
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Physical Description: King Tereus is a large, imposing humanoid dressed in scale mail made of a glittering, copper-colored metal. In public he always wears a great hawk mask that conceals his entire face, made of the same material as his armor. He has large, black, immaterial wings that are normally folded back, opening up only when he is enraged.
 
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Prince Busirane

Prince Busirane is a terror of the Frounter, a savage and merciless warrior given to fits of furious rage and senseless violence. His armies were the vanguard of the invasion, and his troops sacked Derwich castle and murdered all of its inhabitants. Busirane's greatest weakness is that his wrath often causes him to become unhinged and commit serious tactical mistakes. Busirane has a special hatred for the wizard Valerius, who once grievously wounded the prince with a blast of magical fire.

Busirane was built using the Berserk prestige class from Deities and Demigods. He also has the following feats from the Miniatures Handbook: Greater Powerful Charge, Powerful Charge, and Reckless Charge.

===

Prince Busirane: male ruck Bbn 11/Ftr 4/Berserk 1; CR 16; HD 11d12+33 plus 4d10+12 plus 1d12+3; hp 163; Init +1; Spd 40 ft; AC 20, touch 12, flat-footed 19; BAB +15; Grp +19; Atk +23 melee (2d4+11/15–20, +3 ruckblade); Full Atk +23/+18/+13 melee (2d4+11/15–20, +3 ruckblade) or +16/+11/+6 ranged (1d6+4, javelin); SA battle fury 1/day, greater rage 3/day, poison; SQ DR 2/—, fast movement, improved uncanny dodge, low-light vision, movement bonus, trap sense +3; AL CE; SV Fort +17, Ref +5, Will +5; Str 19, Dex 12, Con 16, Int 11, Wis 9, Cha 16.

Skills and Feats: Climb +3, Handle Animal +14, Intimidate +22, Jump +3, Listen +6, Ride +16, Survival +6, Swim +3; Cleave, Greater Powerful Charge, Improved Critical (ruckblade), Power Attack, Powerful Charge, Reckless Charge, Reckless Offense, Weapon Focus (ruckblade), Weapon Specialization (ruckblade).

Battle Fury (Ex): Busirane can enter battle fury as a standard action. While in battle fury, the following changes to his statistics are in effect: (Str 25, Con 22, AC -2, +48 hit points, +3 to all melee attacks and damage or +4 damage with ruckblade, Fort save +20, Will save +8, Climb +6, Jump +6, Swim +6).

While in this fury, Busirane cannot use skills or abilities that require patience. This fit of battle fury lasts 9 rounds. Busirane cannot willingly come out of a fury. In order to avoid attacking a friend or innocent bystander, Busirane must make a Will save (DC 15 + The number of rounds already in the fury). If there are no longer any beings in sight, Busirane randomly attacks walls, rocks, trees, doors, or anything else he can see. At the end of the fury, Busirane is fatigued (Str 17, Dex 10, -1 to AC, -1 to all melee attacks and damage, Ref save +6, Climb +2, Jump +2, Ride +15, Swim +2, can't charge or run) for the duration of that encounter. Busirane can only fly into a fury once per encounter.

Greater Rage (Ex): While Prince Busirane rages, the following changes to his statistics are in effect: (Str 25, Con 22, AC -2, +48 hit points, +3 to all melee attacks and damage or +4 damage with ruckblade, Fort save +20, Will save +8, Climb +6, Jump +6, Swim +6). His fit of rage lasts 9 rounds. At the end of the rage, Busirane loses the rage modifiers and restrictions and becomes fatigued (Str 17, Dex 10, -1 to AC, -1 to all melee attacks and damage, Ref save +6, Climb +2, Jump +2, Ride +15, Swim +2, can't charge or run) for the duration of the current encounter.

Poison (Ex): Injury, DC 13, initial damage 1 point Strength, secondary damage 1d3 Strength.

Improved Uncanny Dodge (Ex): Busirane retains his Dexterity bonus to AC even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. Busirane cannot be flanked except by a 15th- or higher level rogue.

Trap Sense (Ex): Busirane has an intuitive sense that alerts him to danger from traps, giving him a +3 bonus on Reflex saves made to avoid traps and a +3 dodge bonus to AC against attacks made by traps.

Possessions: GOLGATH, +3 ruckblade, +3 chainmail, necklace of protection +1, cloak of resistance +1, potion of bear's endurance, potion of bull's strength, potion of cure moderate wounds, potion of invisibility, 1 dagger, 4 javelins, 119 gp.

Physical Description: Prince Busirane is a very tall, broadly built figure. He has small, dark eyes, a shock of wild black hair, and a grim visage.

Tactics: Busirane will typically begin an encounter by raging and then charging directly at the most powerful opponent before him using his Reckless Offense, Reckless Charge, and Greater Powerful Charge feats, regardless of whether he might draw attacks of opportunities; if Busirane reaches his target, he will use an 8-point Power Attack. During such a charge Busirane is -10 to AC, +1 to melee attack, and does +24 damage plus an additional 2d6 damage.

While engaged in melee, Busirane typically uses an 8-point Power Attack each round, increasing this to a 9-point Power Attack if he is raging or frenzied, and a 10-point Power Attack if he is both raging and frenzied. If Busirane’s opponent has an AC of 30 or more, the prince will forego a Power Attack completely.

If Busirane is particularly goaded or frustrated in battle, he will use his greater rage and battle fury abilities together with Reckless Offense. When using both abilities, the following changes to his statistics are in effect: (Str 31, Con 28, AC -8, +96 hit points, +8 to all melee attacks, +6 damage (+9 damage with ruckblade), Fort save +23, Will save +11, Climb +9, Jump +9, Swim +9). His fit lasts 12 rounds. At the end of the rage, Busirane loses the modifiers and restrictions and becomes exhausted (Spd 20 ft, Str 13, Dex 6, -3 to AC, -3 to all melee attacks and damage, -3 to all ranged attacks, Ref save +4, Climb +0, Jump +0, Ride +13, Swim +0, can't charge or run) for the duration of the current encounter.
 
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Hecatesseus, Master Wizard

Hecatesseus is a powerful, sneering, and thoroughly despicable magician in the employ of Prince Busirane. The self-styled Master Wizard tangled with the PCs at the siege of Antace. With the nearly limitless backing of Prince Busirane’s treasury, Hecatesseus has been able to finance the creation of a series of magical constructs, culminating in the Mighty Servant of Hecatesseus.

Hecatesseus is currently occupied in attempts to reactivate the remains of a great, animated iron colossus that had been destroyed in antiquity. Such a magical weapon could prove decisive in the ruckish invasion.

Hecatesseus has the Sudden Silent metamagic feat from the Miniatures Handbook, the Improved Toughness feat from the Monster Manual III as well as a special wizard version of the cleric spell animate objects.

====

Hecatesseus: male Wiz16; CR 16; HD 16d4+48; hp 91; Init +5; Spd 30 ft; AC 19, touch 13, flat-footed 18; BAB +8; Grp +8; Atk +9 melee (1d6, quarterstaff); Full Atk +9/+4 melee (1d6, quarterstaff); SA spells; SQ familiar benefits, improved familiar (construct); AL CN; SV Fort +11, Ref +10, Will +14; Str 10, Dex 12, Con 14, Int 21, Wis 10, Cha 6.

Skills: Bluff +6, Concentration +18, Craft (alchemy) +15, Craft (bronzeworking) +11, Decipher Script +13, Disguise +2 (+4 when being observed), Escape Artist +5, Intimidate +5, Knowledge (arcana) +24, Knowledge (history) +15, Knowledge (the planes) +13, Listen +0, Spellcraft +21, Spot +0.

Feats: Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Greater Spell Focus (evocation), Improved Familiar, Improved Initiative, Improved Toughness, Quicken Spell, Scribe Scroll, Spell Focus (evocation), Sudden Silent.

Familiar Benefits: Hecatesseus has a construct familiar named Castus. He gains the benefits of the Alertness feat when it is within arm's reach. He also gains the following benefits.

Empathic Link (Su): Hecatesseus has an empathic link with Castus out to a distance of up to one mile. Hecatesseus cannot see through Castus's eyes, but the two of them can communicate telepathically. Because of the empathic link between Castus and Hecatesseus, Hecatesseus has the same connection to an item or place that Castus does.

Deliver Touch Spells (Su): Castus can deliver touch spells for Hecatesseus. When Hecatesseus casts a touch spell, Castus can be designated as the "toucher." (Hecatesseus and Castus have to be in contact at the time of casting.) Castus can then deliver the touch spell just as Hecatesseus could. As normal, if Hecatesseus casts another spell, the touch spell dissipates.

Scry on Familiar (Sp): Hecatesseus may scry on Castus (as if casting the scrying spell) once per day.

Share Spells (Su): At Hecatesseus's option, he may have any spell he casts on himself also affect Castus. Castus must be within 5 feet at the time. If the spell has a duration other than instantaneous, the spell stops affecting Castus if it moves farther than 5 feet away. The spell's effect will not be restored even if Castus returns to Hecatesseus before the duration would otherwise have ended. Additionally, Hecatesseus may cast a spell with a target of "You" on Castus (as a Touch range spell) instead. Hecatesseus and Castus can share spells even if the spells normally do not affect animals.

Wizard Spells Prepared (4/6/5/5/5/5/3/3/2): 0—detect magic, flare (DC 17), mage hand, prestidigitation; 1—burning hands (DC 18), magic missile (2), obscuring mist, ray of enfeeblement (+9 ranged touch); 2— darkness, invisibility, levitate, web (DC 17); 3—dispel magic (2), lightning bolt (DC 20), slow (DC 18), suggestion (DC 18); 4—confusion (DC 19), crushing despair (DC 19), shout (DC 21), wall of ice (DC 21); 5—baleful polymorph (DC 20), cone of cold (DC 22), feeblemind, quickened magic missile, teleport; 6—quickened blindness/deafness (DC 17), chain lightning (DC 23), quickened ray of enfeeblement; 7—prismatic spray (DC 24), quickened fireball (DC 20); 8—quickened enervation (+9 ranged touch), maze.

Possessions: bracers of armor +6, ring of protection +2, cloak of resistance +4, amulet of health +4 (reflected in statistics above), headband of intellect +2 (reflected in statistics above), robe of scintillating colors.

Tactics: Hecatesseus is a very intelligent but arrogant and cowardly opponent. He will seek to flee (using teleport) with Castus if he is reduced below 40 hit points. After casting each spell he will command the opponents to throw down their weapons and surrender against his superior might. His round-by-round tactics are as follows:

Prior to combat: Hecatesseus will cast the following spells on himself, sharing the effects with Castus: stoneskin, cat’s grace, protection from good, and spell turning. While these are in effect, the following changes apply: Init +7; AC 21, touch 15, flat-footed 18; SQ damage reduction 10/adamantine, +2 on saves and AC against good opponents, protection from mental control, warded against summoned monsters, turn 1d4+6 levels of spells back against the caster; Ref Sv +12; Dex 16; Escape Artist +7.

Round 1: Activate his robe of scintillating colors, cast maze on lead fighter up to 65 ft distant, quickened enervation on nearest wizard (+11 ranged touch attack up to 65 ft distant, target gains 1d4 negative levels).

Round 2: Cast prismatic spray (DC 24) and quickened fireball (DC 20) against nearest cluster of opponents. His robe provides 10% concealment and affects all onlookers within 30 ft: each round at the beginning of their turn, onlookers must make a DC 16 Will save or be dazed for 1d4+1 rounds (A dazed creature can take no actions, but has no penalty to AC.).

Round 3: Cast chain lightning (DC 23) and quickened blindness (DC 17) against nearest spellcaster. His robe provides 20% concealment.

Round 4: Cast baleful polymorph (DC 20) against nearby spellcaster and quickened ray of enfeeblement (+11 ranged touch) against lead fighter. His robe provides 30% concealment.

Round 5: Cast cone of cold (DC 20) in a 60 ft cone and quickened magic missile (5 missiles doing 1d4+1 each). His robe provides 40% concealment.

Physical Description: Hecatesseus appears as a tall, bald man with a jet black beard and mustache. He has a sneering, homely face and dresses in purple and gold robes.

Personality Traits: Arrogant, greedy, cowardly.

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Hecatesseus’ familiar is a unique construct, built by taking a human child and adding the “Magical Construct” template from the Book of Eldritch Might I.

Castus: unique construct familiar; CR 4; Tiny Construct; HD 1d10 (effective 16d10); hp 39; Init +0; Spd 15 ft; AC 32, touch 12, flat-footed 32; BAB +8; Grp +1; Atk +11/Full Atk +11 melee (1d3+1, slam); Space/Reach 2-1/2 ft/0 ft; SA slow; SQ construct traits, darkvision 60 ft, improved evasion, speak with master; SR 21; AL N; SV Fort +5, Ref +5, Will +9; Str 13, Dex 10, Con —, Int 13, Wis 9, Cha 1.

Skills and Feats: Bluff +3, Climb +3, Concentration +16, Craft (alchemy) +11, Craft (bronzeworking) +7, Decipher Script +9, Disguise -1 (+1 when being observed), Escape Artist +4, Intimidate +2, Jump +3, Knowledge (arcana) +20, Knowledge (history) +11, Knowledge (the planes) +9, Listen +1, Spellcraft +17, Spot +1; Alertness.

Slow (Su): Castus can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful DC 13 Will save to negate. The ability is otherwise the same as the spell.

Construct Traits: Castus is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Castus is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less. Since it was never alive, Castus cannot be raised or resurrected.

Improved Evasion (Ex): If Castus is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Speak with Master (Su): Castus and Hecatesseus can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Physical Description: Castus is a little bronze man, standing only two feet tall and fashioned in the image of his master, the wizard Hecatesseus.
 
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Into the Woods

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