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JollyDoc's Shackled City

Lela said:
Oh, yeah, one final thing. When I started reading this installment it occured to me that I could easily place a Pez-like NPC in a certain temple of Tyr in my next campaign. Though I can't garantee the party will ever meet him (they're writing most of the story, not me), it'll be right there waiting for them if they do. Think you could give us some stats to help me out, seeing as you did such a fine job writing up Entropy?

Sure, I can do that. Do you want a 5th level Pez (at the time of the fight with the Stormblades) or a 6th level Pez (where we are in our campaign right now)?
 

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What an outrage !!! Gardrid will have their heads for wrecking the path to his castle and mocking him openly! Those snott-nosed little punks...(rambles on)...

There is nothing like spoiled brats and pompous knights to spark the anger of PCs... :D
 

Neverwinter Knight said:
What an outrage !!! Gardrid will have their heads for wrecking the path to his castle and mocking him openly! Those snott-nosed little punks...(rambles on)...

There is nothing like spoiled brats and pompous knights to spark the anger of PCs... :D


OO. I'd like to see the 6th level version. Maybe just comment on feat chosen at 6th and 5th would be easily known. ?
 

sithramir said:
OO. I'd like to see the 6th level version. Maybe just comment on feat chosen at 6th and 5th would be easily known. ?

Well the funny thing about feat selection and Savage Species is that it is based solely on HD, not on character level. So since Pez only has 12 HD over 20 levels, he only gets 5 feats (1 at 1st, 3rd, 6th, 9th, 12th). So, right now I have two and they are (drum roll please):

1) Armor Proficiency (Light) -- A big, BIG mistake. A worthless feat now, but too late to do anything about it. I should have just taken the armor check penalty of studded leather or chain shirt, b/c I have a MITHRAL chain shirt now with 0 armor check. ARRRGH!!

2) Power Attack -- a very useful feat thus far, great for sundering objects and people.

I'm not sure about my third feat (at character level 8). Right now I'm leaning towards Combat Expertise, though Cleave or Improved Initiative are also options.
 

GPEKO said:
Great stuff JollyDoc, keep it up ! I know the modules and I can't wait to see how a particular PC of yours is going to react to some of the stuff coming up.

I think that you may be referring to the next module in the Path, whose name I will not even name here for fear of giving away too much information. I believe I know which PC you are speaking of as well, and it will indeed be very, very interesting.
 

Editor's Note:

The previous encounter did not even appear in the original adventure as published in Dungeon magazine, but instead comes from the web enhancement from Paizo. Just goes to show that some of the best stuff gets left on the cutting room floor. I encourage anyone who is thinking of running this adventure path to check out the web enhancements.
 

Pez (Dispenser of Justice)
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Medium Outsider (Archon, Good, Lawful, Native)
Hit Dice: 5d8+15 (41 hp)
Initiative: +3
Speed: 40 ft. (8 squares), fly 90 ft. (average)
Armor Class: 21 (+3 Dex, +4 armor, +4 natural), touch 13, flat-footed 18
Base Attack/Grapple: +5/+9
Attack: +1 greatsword +10 melee (2d6+7) or masterwork composite longbow +9 ranged (1d8)
Full Attack: +1 greatsword +10 melee (2d6+7) or masterwork composite longbow +9 ranged (1d8)
Space/Reach: 5 ft/5 ft.
Special Attacks: Spell-like abilities, spells, trumpet
Special Qualities: Damage reduction 5/evil, darkvision 60 ft., resistance to electricity 10, tongues
Saves: Fort +8, Ref +8, Will +9
Abilities: Str 18, Dex 16, Con 17, Int 14, Wis 18, Cha 16
Skills: Concentration +11, Escape Artist +11, Hide +11, Knowledge (Local) +8, Knowledge (Religion) +10, Knowledge (The Planes) +10, Listen +12, Move Silently +11, Sense Motive +12, Spot +12
Feats: Armor Proficiency (Light), Power Attack
Environment: Cauldron (Vilhon Reach)
Organization: Solitary or troupe (Pez, Gardrid, Tilly, Wathros, Rusty)
Challenge Rating: 6 (XP: 16,177)
Treasure: Goods
Alignment: Lawful Good

Appearing as a green, winged elf of supernatural goodness and beauty, the creature is clad in the finiest mithral chain shirt and raises his massive greatsword warily as you approach.

Principality Pez was a full-fledged Trumpet Archon in the service to Tyr, the Just God. However, for reasons he has not disclosed even to his closest companions, Pez fell from the Seven Mounting Heavens of Celestia forced to live in penance among the unwashed masses of the Prime. Pez is currently in a purgatory of sorts and, as he redeems himself with good deed and works, he is slowly regaining his former power and prestige.

To make Pez's life more difficult, the Council of Seraphim has decreed that the Archon can only reveal his true identity to other celestials, never to the humanoids with which he usually associates. Furthermore, his subtype was changed from Extraplanar to Native to prevent his "accidental" banishment to Celestia and to impose the needs of food and sleep upon him.

Currently, Pez is a high ranking cleric in the small town of Cauldron in Vilhon Reach. Though he tries to pass himself off as a winged elf (Avariel) many people have guessed his true heritage. For now, along with a group of like-minded friends, Pez undertakes missions to protect his adopted frontier town from internal and external threats.

Combat

Snice his powers have not returned in full, Pez has had to make many adjustments to his combat style. He focuses heavily on melee, using his trumpet (with its currently reduced range) liberally and to great effect. Prior to combat he prefers to protect himself with abjuration magic and tries to weaken particularly powerful opponents with targeted spells.

Pez's natural weapons, as well as any weapons he wields, are treated as good-aligned and lawful-aligned for purposes of overcoming damage reduction.

Spell-Like Abilities: 1/day -- detect evil, continual flame, message. Caster level 5th.
Spells: Pez can cast divine spells as a 7th level cleric. He has access to the domains of Air, Destruction, Good, Knowledge, Law, and War. The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/5+1/4+1/3+1/2+1; DC 14 + spell level): 0--cure minor wounds (3), detect magic (2); 1st--command (2), cure light wound (2), divine favor, obscuring mist*; 2nd--aid*, cure moderate wounds, endurance, sound burst (2); 3rd--cure serious wounds, dispel magic, magic circle against evil*, magic vestment; 4th--divine power, freedom of movement, holy smite*
Trumpet (Su): Pez's trumpet produces music of utter clarity and, if he wills it, paralyzing awe. All creatures except archons within 5 feet of the blast must succeed on a DC 15 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command his trumpet to become a +1 greatsword as a free action.

Major Magic Items

Cloak of resistance +1, periapt of wisdom +1, 4 potions of cure moderate wounds, potion of haste
 
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