B6conv400 PDF
B6conv400 PDF
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Introduction
This
is
a
direct
conversion
of
the
module
B6:
The
Veiled
Society
(TSR9096)
to
Pathfinder
system
(often
called
D&D
3.75e)
system
published
by
Paizo.
This
module
is
set
in
the
capital
city
of
Karameikos:
Specularum,
which
is
set
in
the
campaign
world
of
Mystara.
However,
this
module
can
be
adapted
to
any
city
in
any
campaign.
Some
characters
mentioned
in
the
module
that
have
no
statistics
will
be
specified
here.
Additionally
names
from
the
appropriate
culture,
i.e.
Traldaran
or
Thyatian
from
historical
central
eastern
European
and
Byzantium
cultures
respectively,
have
been
documented
should
the
DM
need
these.
Notes
provided
for
the
encounter
where
appropriate.
Some
material
referenced
from
Gazetteer
1:
The
Grande
Duchy
of
Karameikos
by
Aaron
Allston
and
Kingdom
of
Karameikos
boxed
set
by
Jeff
Grubb
and
Aaron
Allston.
These
are
not
needed
in
order
to
utilize
the
material.
Thanks
to
Mystara
mailing
lists
for
comments
and
contributions.
Update
This
is
a
continuation
of
conversion
work
around
2002
to
2003
for
D&D
3e,
as
it
was
the
new
system
at
the
time.
The
target
system
is
Pathfinder
as
it
continues
the
evolution
of
D&D
3e
rule
system
and
continues
to
publish
material
for
this
system
under
an
Open
Gaming
License:
http://paizo.com/pathfinderRPG/prd/.
Overview
The
underlying
plot
of
this
module
is
to
throw
players
into
the
middle
constant
power
struggles
of
Radu,
Vorloi,
and
Tornescu.
I
strongly
encourage
DMs
to
play
out
class,
race,
and
clan
strife
and
prejudices,
so
that
players
can
be
pulled
to
different
clans.
This
module
focuses
on
the
three
families:
Tornescu:
Old
Traldaran
noble
family
that
is
generally
good
hearted,
but
at
times
is
seen
as
smug
and
arrogant
towards
lesser
people.
Family
is
not
loyal
to
Duke,
but
will
not
necessarily
move
against
the
Duke
or
risk
anything
that
would
disrupt
the
family’s
harmony
and
prosperity.
The
Tornescu
family
has
longstanding
rivalries
with
Radu
clan.
Radu:
Old
Traldaran
noble
family
that
will
use
whatever
means
to
assert
their
power
and
influence.
Not
favorably
disposed
toward
the
Duke
or
other
Thyatian
nobility,
and
often
at
odds
with
other
noble
families,
especially
Vorloi.
Vorloi:
Family
that
detests
old
Traldaran
nobility
and
strongly
supports
the
Duke.
Family
made
success
in
Thyatis,
and
has
returned
to
their
original
homeland
to
secure
a
trading
business.
They
have
used
their
support
and
influence
with
the
Duke’s
family
to
insert
themselves
into
politics
at
the
expense
of
established
Traldaran
nobility.
Page 1 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
The
two
major
human
races,
not
really
covered
in
the
module
are:
Thyatian:
The
conquerors
and
ruling
government
are
from
Thyatis,
and
thus
the
official
state
language
is
Thyatian
(Common).
In
the
last
30
years,
Duke
Stefan
Karameikos
III
was
granted
autonomous
dominion
over
this
land,
and
has
granted
court
Baronial
titles
to
Thyatian
nobles.
Traldaran:
The
dominant
and
historical
population
of
this
land
is
Traldaran
and
the
most
common
spoken
language
is
Traldaran,
which
has
recently
developed
a
written
form
from
the
Thyatian
alphabet.
This
is
a
description
of
Specularum
in
Pathfinder
terms.
Most
of
this
information
is
extracted
from
Gazetteer
1:
The
Grande
Duchy
of
Karameikos
by
Aaron
Allston
(TSR
9193,
ISBN
0-‐088038-‐391-‐
7):
Specularum
(Metropolis):
standard;
AL
LN;
225,000
gp
limit;
Assets
756,000
gp;
Population
63,480;
Mixed
(90%
human*,
7%
elf**,
2%
halflings,
1%
other***)
Authority
Figures:
Lord
Lucas
Tormandros,
the
Townsmaster,
male
human
War5;
Duke
Stefan
Karameikos
III,
male
human
Ftr11/Art4
Other
Notable
Figures:
Aleksander
Torenescu,
leader
of
the
Tornescu
clan,
male
human
Art2;
Boris
Tornescu,
Tornescu
clan,
male
human
Art2/War2;
Anton
Radu,
leader
of
the
Radu
clan,
male
human
Rog12;
Philip
Vorloi,
leader
of
the
Vorloi
clan,
male
human
Ftr2/Exp2;
Lord
Dmitrios,
Prince
of
Beggars,
male
human
Rog2/War3;
Aleksyvev
Nikelnevich,
Partriarch
of
the
Church
of
Traladara,
male
human
Clr11;
Sergyve,
Cult
of
Halav,
male
human
Clr9;
Lord
Olliver
Jowett,
Patriarch
of
The
Church
of
Karameikos
in
Specularum,
Master
of
the
Order
of
the
Griffon,
human
male
Clr16
*
66%
Traldarans,
27%
Thyatians,
17%
mixed/other
**
98%
of
elves
are
Calarii,
2%
other
***
60%
dwarves,
40%
gnomes
Page 2 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Skills:
Bluff
+7,
Diplomacy
+7,
Disguise
+7,
Linguistics
(Forgery)
+5,
Gather
Information
+7,
Intimidate
+7,
Perform
(Ventriloquism)
+7,
Sense
Motive
+5;
Feats:
Coordinated
Maneuvers,
Improved
Unarmed
Strike
Special
Abilities:
Coordinated
Maneuvers
–
combat
maneuvers
get
+2
competence
bonus
on
CMB,
+4
competence
bonus
if
breaking
away
from
grapple
when
coordinating
attacks
with
another
that
has
this
ability;
Improved
Unarmed
Strikes
–
unarmed
strikes
do
not
cause
attacks
of
opportunity
and
can
be
lethal.
Possessions:
Leather
armor,
dagger
Tactics:
Dumitru
will
try
to
goad
the
lead
bearer
to
strike
one
of
them.
Once
one
of
there
is
attack,
both
will
attack
the
lead
bearer
with
non-‐lethal
damage.
Development:
Emil
will
hope
to
break
up
the
procession,
so
that
future
blame
can
be
thrown
onto
the
Tornescu
clan
for
future
plots
of
Clan
Radu.
Emil
Atonescu,
tall
agitator
(Radu),
Male
human
Exp2:
CR
½;
Medium-‐size
humanoid
(human);
HD
2d8+11;
hp
24;
Init
+1;
Spd
30
ft.;
AC
13;
Atk
+3
melee
(1d3+2,
unarmed
strike);
BA
+1,
CMD
+3,
CMD
14;
AL
LN;
SV
Fort
+3,
Ref
+1,
Will
+3;
Str
14,
Dex
12,
Con
16,
Int
8,
Wis
10,
Cha
10.
Skills:
Acrobatics
+6,
Climb
+7,
Craft
(rope)
+1,
Escape
Artist
+6,
Intimidate
+5,
Swim
+7;
Feats:
Coordinated
Maneuvers,
Improved
Unarmed
Strike
Special
Abilities:
Coordinated
Maneuvers
–
combat
maneuvers
get
+2
competence
bonus
on
CMB,
+4
competence
bonus
if
breaking
away
from
grapple
when
coordinating
attacks
with
another
that
has
this
ability;
Improved
Unarmed
Strikes
–
unarmed
strikes
do
not
cause
attacks
of
opportunity
and
can
be
lethal.
Possessions:
Leather
armor,
dagger
Tactics:
Once
the
lead
bearer
attacks
any
of
them,
Emil
will
attempt
to
grapple
the
lead
bearer
and
hold
him,
so
that
Dumitru
can
take
punches
at
him.
Marian
Ibanescu,
the
Lead
bearer
(Tornescu),
male
human
Art4;
CR
2;
Medium-‐size
humanoid
(human);
HD
4d8+8;
hp
31;
Init
+2;
Spd
30
ft.;
AC
15,
touch
13,
flat-‐footed
12
(+2
armor,
+2
Dex,
+1
dodge);
Atk
+5
melee
(1d6+2,
club);
BA
+3,
CMB
+5,
CMD
18;
AL
LN;
SV
Fort
+3,
Ref
+3,
Will
+4;
Str
14,
Dex
14,
Con
14,
Int
10,
Wis
10,
Cha
10.
Skills:
Appraise
+7,
Bluff
+7,
Diplomacy
+7,
Intimidate
+7,
Knowledge
(nobility)
+7,
Sense
Motive
+7;
Feats:
Blind-‐Fight,
Dodge,
Mobility
Possessions:
Leather
armor,
dagger,
procession
rod
(club)
Development:
The
lead
bearer
simply
wants
to
conduct
the
procession,
and
doesn’t
pay
head
to
rubble
or
lesser
peasants.
DMs
are
encouraged
to
play
up
the
smug
arrogant
of
nobility
to
thicken
the
plot.
Servants
of
Vorloi,
Male
human
Com3
(3);
CR
1;
Medium-‐size
humanoid
(human);
HD
3d6+3;
hp
17;
Init
+1;
Spd
30
ft.;
AC
13,
flat-‐footed
12
(+2
armor,
+1
Dex);
Atk
+2
melee
(1d3+1,
unarmed
strike);
BA
+1,
CMB
+2,
CMD
13;
AL
LN;
SV
Fort
+2,
Ref
+2,
Will
+2;
Str
12,
Dex
12,
Con
12,
Int
12,
Wis
12,
Cha
12.
Skills:
Diplomacy
+4,
Craft
+7,
Perception
+7,
Profession
+10,
Sense
Motive
+4;
Feats:
Armor
Proficiency
(Light),
Improved
Unarmed
Strike,
Skill
Focus
(Profession)
Special
Abilities:
Improved
Unarmed
Strikes
–
unarmed
strikes
do
not
cause
attacks
of
opportunity
and
can
be
lethal.
Development:
If
the
player
characters
to
not
intervene,
the
servants
of
Vorloi
will
attempt
to
break
up
the
scuffle.
Later
development
in
the
module
is
in
reaction
towards
the
interference
of
the
Vorloi
clan
in
this
incident.
If
the
player
characters,
intervene
this
plot
development
is
lost.
As
a
fix,
either
another
intervention
incident
can
be
creatively
added
to
the
module,
or
the
DM
can
tip
the
balance,
adding
more
Radu
clan
members,
so
that
help
from
the
Vorloi
is
needed.
Page 3 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
The
cutpurse
will
attempt
to
take
something
unnoticed
with
a
DC
20
Sleight
of
Hand
check.
The
victim
makes
a
Perception
check
opposed
to
the
Sleight
of
Hand
check
to
notice
the
attempt.
Cutpurse
(Iancu),
male
human
Rog5:
CR
4;
Medium-‐size
humanoid
(human);
HD
5d8-‐5;
hp
26;
Init
+5;
Spd
30
ft.;
AC
18,
touch
16,
flat-‐footed
18
(+2
armor,
+5
Dex,
+1
dodge);
Atk
+9
melee
(1d4/19-‐20,
mwk
dagger);
BA
+3,
CMB
+3,
CMD
19;
AL
CN;
SV
Fort
+0,
Ref
+9,
Will
+0;
Str
10,
Dex
20,
Con
9,
Int
13,
Wis
8,
Cha
12.
Skills:
Bluff
+9,
Climb
+8,
Diplomacy
+9,
Disable
Device
+17,
Disguise
+9,
Escape
Artist
+13,
Intimidate
+9,
Linguistics
+9,
Perception
+7,
Sleight
of
Hand
+18,
Stealth
+13;
Feats:
Deft
Hands,
Dodge,
Mobility,
Skill
Focus
(Sleight
of
Hand),
Weapon
Finesse
Special
Abilities:
Evasion
(Ex)
–
successful
Reflex
save
for
half
damage
means
no
damage
is
taken;
Fast
Fingers
(2/day)
(Ex)
–
can
roll
2d20
for
Sleight
of
Hand
check
and
take
the
better
result;
Mobility
–
+4
to
AC
vs.
AoO
provoked
by
moving
out
of
or
through
a
threatened
area;
Sneak
Attack
+3d6,
Trap
Sense
+1
(Ex),
Trapfinding
+2
–
bonus
to
find/disable
traps,
including
magical
ones;
Uncanny
Dodge
(Ex)
–
retain
Dex
bonus
to
AC
when
flat-‐footed
Possessions:
masterwork
leather
armor,
masterwork
dagger
Tactics:
This
rogue
will
look
for
easy
targets
and
attempt
to
re-‐allocate
funds
from
the
players.
This
event
takes
place
after
the
scuffle
mentioned
in
the
Festival
of
Lucor,
as
chasing
thieves
through
the
city
will
lead
away
from
the
main
plot
element.
Page 4 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Special
Abilities:
Feint
Partner
–
when
ally
successfully
feints,
opponent
looses
Dex
bonus
against
the
thug's
next
attack;
Sneak
Attack
+1d6,
Trapfinding+1
Possessions:
leather
armor,
shortsword
Tactics:
These
thugs
hide
in
the
shadows
and
wait
until
the
recruiter
makes
an
offer,
then
they
come
out
of
the
shadows
and
try
to
look
menacing
to
help
the
player
character
agree
to
the
recruiter's
demands.
Development:
Cosman,
Damian,
and
Aurel
for
the
muscle
needed
for
Bogdan
in
case
any
adventurers
get
out
of
hand.
Page 5 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Development:
The
hobgoblins
are
native
to
western
Thyatis
and
have
migrated
through
Dymrak
forest
into
this
region
several
years
ago.
Recently,
a
small
band
of
hobgoblins
have
established
themselves
within
the
city
through
underground
passages
Naked
Men
(4),
male
human
Com1:
CR
—;
Medium-‐size
humanoid
(human);
hp
3;
Init
+0;
Spd
30
ft.;
AC
10;
Atk
+0
(1d3-‐1,
unarmed
combat);
AL
LN;
SV
Fort
+0,
Ref
+0,
Will
+0;
Str
11,
Dex
10,
Con
10,
Int
10,
Wis
12,
Cha
10.
Skills:
Acrobatics
+2,
Profession
(farmer)
+4,
Swim
+4;
Feats:
Run,
Skill
Focus
(Profession)
Languages:
Traldaran.
Development:
The
human
slaves
are
Traldaran
peasants
collected
from
farmsteads
within
the
vicinity.
NOTE:
This
can
be
a
tie-‐in
to
any
adventures
involving
Iron
Ring,
or
events
from
B10:
Night's
Dark
Terror.
These
hobgoblins
can
from
Vlackkag
tribe
(mentioned
in
B10)
or
a
rival
tribe.
Some
ideas
for
goblinoid
tribes
are
on
Pandius,
e.g.
http://pandius.com/karagobl.html.
Page 6 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
beam
with
a
Reflex
save
(DC
15);
otherwise
they’ll
be
buried
under
the
dirt
of
the
ceiling
falling
on
top
of
them.
When
the
ceiling
falls
down
on
the
player
characters,
they
will
suffer
1d6
points
of
damage,
Reflex
save
(DC
15)
for
half
damage.
If
the
characters
hold
the
beam
and
stop
it
from
slipping
(Strength
check
DC
15),
then
they
are
immobile
until
they
are
able
to
wedge
or
fit
the
beam
into
place
(Strength
DC
25).
While
immobile,
attackers
get
a
+4
bonus
to
melee
attack,
and
the
player
characters
lose
their
Dexterity
bonus
and
any
dodge
bonus
to
AC.
If
the
characters
are
buried
under
the
dirt,
it’ll
take
a
standard
action
to
dig
themselves
out
fully
and
a
move
equivalent
action
to
standup.
While
buried
within
the
dirt,
they
will
be
prone
and
immobile,
and
so
the
kobolds
will
be
able
get
a
+8
bonus
to
melee
attacks,
and
the
player
characters
lose
their
Dexterity
bonus
and
any
dodge
bonus
to
AC.
However,
all
characters
trapped
also
get
a
bonus
+4
to
their
AC
as
they
are
half-‐covered
in
dirt
and
rocks.
3.
The
Investigation
This
small
section
discusses
how
to
proceed
with
the
investigation,
which
is
probably
needed
to
prove
the
player
character’s
innocence.
Page 7 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Iionel
Lucescu,
a
tribune,
male
human
Ftr13:
CR
12;
Medium-‐size
humanoid
(human);
HD
13d10+39;
hp
128;
Init
+3;
Spd
30
ft.;
AC
30,
touch
16,
flat-‐footed
26
(+8
armor,
+2
deflection,
+3
Dex,
+1
dodge,
+6
shield);
Atk
+21/+16/+11
melee
(1d8+14/19-‐20
plus
1d6
fire,
flaming
longsword+2)
and
+20
melee
(1d4+4,
heavy
shield
+2
bash)
or
ranged
+18
(1d8+4/19-‐20,
light
crossbow
+2
of
seeking,
80')
or
ranged
+18/+13/+8
(1d4+7/x2,
ricochet
hammer,
20');
BA
+13,
CMB
+18,
CMD
34;
AL
LG;
SV
Fort
+14,
Ref
+11,
Will
+9
(+3
vs.
fear);
Str
18
(20),
Dex
16,
Con
14,
Int
14,
Wis
12,
Cha
10.
Skills:
Acrobatics
+8,
Climb
+17,
Intimidate
+12,
Perception
+14,
Ride
+18,
Sense
Motive
+6,
Survival
+12,
Swim
+8;
Feats:
Expertise,
Dodge,
Greater
Shield
Focus,
Greater
Weapon
Focus
(longsword),
Greater
Weapon
Specialization
(longsword),
Improved
Shield
Bash,
Mobility,
Shield
Focus,
Shield
Master,
Shield
Slam,
Spring
Attack,
Two-‐weapon
Fighting,
Weapon
Focus
(longsword),
Weapon
Specialization
(longsword),
Whirlwind
Attack
Special
Abilities:
Armor
Training
3;
Bravery
+3
(Ex);
Combat
Expertise
±4
–
bonus
to
AC
in
exchange
for
an
equal
penalty
to
attack;
Deflect
Arrows
–
DC20
or
more,
1/round
to
deflect
arrow;
Improved
Shield
Bash
–
get
shield
bonus
while
using
Shield
Bash;
Mobility
–
+4
to
AC
vs.
AoO;
Shield
Focus
–
+1
Shield
AC;
Shield
Master
–
No
off-‐hand
penalties
for
shield
bashes,
add
a
shield's
enhancement
bonus
to
attack
rolls;
Shield
Slam
–
Shield
Bash
attack
gives
a
free
bull
rush
on
a
hit;
Spell
Resistance
(13);
Spring
Attack
–
ability
to
move-‐
attack-‐move
when
attacking
with
a
melee
weapon;
Weapon
Trainings
(heavy
blades
+3,
crossbows
+2,
hammers
+1)
(Ex)
–
bonus
to
Attack,
Damage,
CMB,
CMD;
Whirlwind
Attack
–
Instead
of
making
a
full
attack,
you
attack
all
foes
in
reach.
Languages:
Thyatian
(Common),
Traldaran,
Elven
(Calarii)
Possessions:
breastplate
+2
(SR
13),
heavy
steel
shield
+2
of
arrow
deflection,
flaming
longsword
+2,
belt
of
giant
strength
+2,
cloak
of
resistance
+4,
ring
of
protection
+2,
light
crossbow
+2
of
seeking.
Tactics:
The
tribune
will
attack
with
lethal
damage
if
threatened,
otherwise
use
non-‐lethal
damage.
If
surrounded,
he'll
use
his
whirlwind
attack,
otherwise
maneuver
in
position
to
avoid
being
flanked
so
he
can
attack
with
full-‐attack
using
both
sword
and
shield
bashing.
If
opponents
run
away,
or
are
at
a
distance,
or
there
are
spell
casters
involved,
he'll
throw
his
hammer.
This
can
strike
three
different
opponents.
If
the
opponents
are
invisible
or
have
some
for
of
concealment
or
more
than
80
feet
away,
he'll
use
his
light
crossbow.
Development:
The
knight
has
been
given
the
mission
to
escort
the
party
to
the
Church
of
Karameikos
to
verify
their
innocence
or
to
the
dungeons
to
be
tortured.
Though,
if
the
players
decide
not
to
see
the
cleric,
then
Iionel
will
express
his
sorrow
about
the
player
characters
future
suffering,
and
will
kindly
plead
they
reconsider.
Background:
Iionel
is
knight
from
the
Order
of
the
Griffen
that
is
acting
as
a
tribune
for
Lord
Lucas
Tormandros,
the
Townsmaster.
Iionel
has
the
look
and
mannerisms
of
nobility,
but
has
come
from
a
humble
background.
Iionel
through
his
hard
work
and
honorable
deeds
was
able
to
serve
the
Church
on
numerous
missions
and
was
latter
allowed
into
the
order.
Now,
Iionel
runs
minor
errands
for
the
church
within
Karameikos,
while
other
Thyatian
knights
are
allowed
to
take
more
glorious
quests
in
the
name
of
the
Church.
This
is
something
Iionel
painfully
aware
of.
NOTE:
Yes,
this
character
is
exotic
and
exceptional.
It
is
meant
to
assure
that
the
player
characters
are
kept
in
check.
Iionel
can
act
as
a
NPC
benefactor,
offering
advice
or
introducing
players
to
NPCs
and
adventures.
The
module
only
specifies
a
tribune,
but
gives
no
further
details.
Thus
this
is
non-‐canon.
Additionally,
on
Mysara3E
discussions,
there
was
no
agreement
to
how
the
Order
of
the
Griffon
would
be
represented.
4.
Riot
Members
of
the
Veiled
Society
start
a
riot
directing
blame
to
the
Tornescu
family,
in
an
attempt
to
lose
face
in
the
eyes
of
the
Duke
and
other
powers.
The
riot
is
ultimately
successful
and
is
being
suppressed
by
the
Duke’s
guard.
The
player
characters
are
caught
in
the
middle.
Page 8 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
The
player
characters
can
attempt
to
escape
at
this
point
or
stay
and
fight.
Those
characters
that
leave
have
a
1-‐
3
chance
that
a
horseman
attacks
the
player
character.
There
are
initially
29
horsemen,
as
one
falls
off
his
horse
after
being
struck
by
a
stone.
Two
more
horsemen
arrive
after
2
rounds.
Once
the
horsemen
charge,
their
line
will
be
broken,
and
the
player
characters
have
the
opportunity
to
escape.
(page
9
of
B6
for
full
description).
Horsemen,
male
human
War1
(32):
CR
⅓;
Medium-‐size
humanoid
(human);
HD
1d10+2;
hp
10;
Init
+2;
Spd
20
ft.
(armor)
or
50
ft.
(mounted);
AC
19,
touch
12,
flat-‐footed
17
(+6
armor,
+2
Dex,
+1
shield);
Atk
+2
(1d8+1/19-‐20,
longsword);
BA
+1
CMB
+2,
CMD
14;
AL
LN;
SV
Fort
+3,
Ref
+2,
Will
+0;
Str
12,
Dex
14,
Con
13,
Int
13,
Wis
10,
Cha
10.
Skills:
-‐3
(-‐7
to
jump),
Climb
+0,
Handle
Animal
+4,
Intimidate
+4,
Perception
+0;
Ride
+1;
Feats:
Mounted
Combat,
Ride-‐by
Attack
Special
Abilities:
Mounted
Combat
(1/round)
-‐
once
per
round
horsemen
can
attempt
to
negate
a
hit
to
the
mount
in
combat;
Ride-‐By
Attack
-‐
horsemen
can
move-‐attack-‐move
when
charging
mounted.
Languages:
Common
(Thyatian),
Traldaran
Possessions:
breastplate,
light
steel
shield,
longsword,
light
horse
(combat
trained)
Development:
Once
melee
begins,
the
horsemen
will
charge
the
crowd
blindly
slashing
their
sabers.
War
Horses
(32):
CR
1;
Large
Animal;
HD
2d8++;
hp
15;
Init
+2;
Spd
50
ft.;
Space
10
ft.,
Reach
5
ft.;
AC
11,
touch
11,
flat-‐footed
9
(+2
Dex,
-‐1
size);
Atk
+3
melee
(1d4+3,
hooves);
BA
+1,
CMB
+5,
CMD
17
(21
vs.
trip);
AL
N;
SV
Fort
+6,
Ref
+5,
Will
+1;
Str
16,
Dex
14,
Con
17,
Int
2,
Wis
13,
Cha
7.
Skills:
Acrobatics
+2
(+6
to
jump
with
a
running
start,
+10
to
jump),
Perception
+6;
Feats:
Endurance,
Run
Special
Abilities:
Combat
Riding
[Trick]
–
animal
has
been
trained
to
bear
a
rider
into
combat;
Endurance
-‐
+4
to
a
variety
of
fort
saves,
skill,
and
ability
checks,
sleep
in
Lt/Med
armor
with
no
fatigue;
Low-‐Light
Vision;
Run
–
run
5x
speed
in
light/medium
armor
or
4x
speed
in
heavy
armor,
and
keep
Dex
while
running;
Scent
(Ex)
–
detect
opponents
within
15+
feet
by
sense
of
smell
Tricks:
Attack,
Combat
Riding,
come,
Defend,
Down,
Guard,
Heel
Commoners,
male
or
female
human
Com1
(100):
CR
½;
Medium-‐size
(human)
or
Small-‐
size
humanoid
(human
child);
hp
3;
Init
+0;
Spd
30
ft.;
AC
10,
touch
10,
flat-‐footed
(+0
size
for
adults
or
+1
size
for
children);
Atk
+0
(1d4/19-‐20,
dagger;
1d4,
stone;
1d6,
staff;
or
1d4-‐3,
piece
of
fruit);
AL
varies;
SV
Fort
+0,
Ref
+0,
Will
+0;
Str
10,
Dex
10,
Con
10,
Int
12,
Wis
10,
Cha
12.
Skills:
Climb
+4,
Craft
+7,
Profession
+6,
Swim
+4;
Feats:
Skill
Focus
(Craft),
Skill
Focus
(Profession)
Tactics:
The
commoners
take
up
poles,
clubs,
rocks,
rotten
fruit,
and
daggers.
The
crowd
will
respond
to
the
charging
horsemen
by
hurling
stones
and
swinging
sticks.
The
commoners
up
front
will
attempt
to
pull
the
horsemen
from
their
horses,
which
will
succeed
on
a
melee
touch
attack
opposed
to
the
horseman’s
Ride
check
(“Tripping
a
Mounted
Opponent”,
page
139
of
the
Player’s
Handbook).
The
commoners’
tactics
are
completely
random
and
chaotic.
Many
commoners
will
stay
and
pummel
the
guards
while
brandishing
staves
or
clubs
for
subdual
damage.
Once
there
is
a
clear
escape
route,
many
of
the
commoners
will
try
to
flee
in
random
directions.
A
few
commoners
(1-‐
4
on
20)
will
be
caught
in
the
frenzy
or
maybe
even
have
malicious
intent,
and
will
remain
to
physically
harm
the
guards
for
actual
damage.
Roughly
one
in
four
commoners
have
a
dagger.
Development:
After
the
defeat
of
the
horsemen,
all
player
characters
that
helped
in
the
endeavor
will
be
swept
up
by
the
commoners
and
hailed
as
heroes
of
the
common
people.
4.2
Escape
The
party
can
leave
the
scene
and
follow
the
orator
trying
to
sneak
away.
If
the
party
does
not
follow
the
orator
and
tries
to
escape
the
market,
they
will
encounter
columns
of
marching
halberdiers.
If
any
characters
pound
on
a
door,
a
young
woman
ushers
them
in,
while
the
halberdiers
march
on.
(Refer
to
page
9)
Page 9 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Soldiers,
male
human
War1
(15):
CR
⅓;
Medium-‐size
humanoid
(human);
1d10+1;
hp
8;
Init
+1;
Spd
30
ft.;
AC
15,
touch
11,
flat-‐footed
14
(+4
armor,
+1
Dex);
Atk
melee
+4
(1d10+3/×3,
halberd);
BA
+1,
CMB
+3,
CMD
14;AL
LN;
SV
Fort
+2,
Ref
+1,
Will
-‐1;
Str
15,
Dex
12,
Con
11,
Int
10,
Wis
8,
Cha
9.
Skills:
Climb
+4,
Intimidate
+3,
Perception
-‐1,
Swim
+4;
Feats:
Pack
Attack,
Weapon
Focus
(halberd)
Special
Abilities:
Pack
Attack
–
if
adjacent
ally
has
this
feat,
you
can
make
a
5'
step
regardless
if
expended
a
move
action.
Languages:
Common
(Thyatian)
Possessions:
chain
shirt,
halberd
Officer,
male
human
Ftr3:
CR
2;
Medium-‐size
humanoid
(human);
HD
3d10+3;
hp
25;
Init
+1;
Spd
20
ft.
(armor);
AC
21,
touch
12,
flat-‐footed
19
(+6
armor,
+1
Dex,
+1
dodge,
+3
shield);
Atk
longsword
+5
(1d8+1/19-‐
20);
BA
+3,
CMB
+4,
CMD
16;
AL
LN;
SV
Fort
+3,
Ref
+2,
Will
+2
(+1
vs.
fear);
Str
12,
Dex
13,
Con
10,
Int
13,
Wis
12,
Cha
12.
Skills:
Acrobatics
-‐4
(-‐8
to
jump),
Climb
+2,
Diplomacy
+4,
Intimidate
+7,
Perception
+1,
Survival
+7;
Feats:
Combat
Expertise,
Dodge,
Pack
Attack,
Shield
Focus,
Weapon
Focus
(longsword)
Special
Abilities:
Combat
Expertise
±1
–
bonus
to
AC
in
exchange
for
an
equal
penalty
to
attack;
Pack
Attack
–
ally's
attack
allows
you
to
take
a
5-‐foot
step;
Shield
Focus
–
+1
shield
AC.
Languages:
Common
(Thyatian),
Traldaran
Possessions:
breastplate,
heavy
steel
shield,
longsword
Page 10 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
He
can
be
more
easily
persuaded
though
through
Intimidation
(DC15)
with
a
+5
circumstance
bonus
for
any
damage
or
sub-‐dual
damage
done
to
him,
and
another
+5
circumstance
bonus
if
players
are
creative
and
mix
tactics
using
a
combination
of
Diplomacy
and
Intimidation,
e.g.
good
cop,
bad
cop.
Once
convinced
to
cooperate,
he
will
reveal
is
role
to
stir
up
trouble
for
the
Tornescu.
Further
information
will
require
a
mix
of
diplomacy
and/or
intimidation.
He
can
knows
the
following:
• Veiled
Society
meets
in
underground
chamber
under
Blue
Water
Mead
Hall
o Secret
Entrance
in
Blue
Water
Mead
Hall
near
the
waterfront.
o Confident
that
there
are
other
secret
entrances,
but
does
not
know.
o Can
provide
rough
map
• Details
about
Meetings
o Normally
20
members
meet,
all
members
anonymous,
leaders
unknown
o Meeting
will
be
held
tomorrow
night
• Murders
of
Lucia
Vorloi:
o Akarios
the
Shipwright
o Zachariah
Boestes
Page 11 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Page 12 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
5.
Employment
Either
the
Veiled
Society
or
the
Tornescu
clan
will
hire
Player
characters.
The
players
working
for
the
Tornescu
are
to
escort
a
Tornescu
noble
through
the
city,
while
player
characters
working
for
the
Veiled
Society
are
to
assassinate
the
Tornescu
noble.
Simion
Tornescu,
male
human
Art3:
CR
1;
Medium-‐size
humanoid
(human);
HD
3d8+6;
hp
26;
Init
+1;
Spd
30
ft.;
AC
15,
touch
13,
flat-‐footed
12
(+2
armor,
+2
Dex,
+1
dodge);
Atk
+4
melee
(1d4+2/19-‐20,
dagger)
or
+4
ranged
(1d4+2/19-‐20,
dagger);
BA
+2,
CMB
+4,
CMD
17;
AL
LG;
SV
Fort
+2,
Ref
+3,
Will
+6;
Str
14,
Dex
14,
Con
14,
Int
13,
Wis
16,
Cha
14
Skills:
Bluff
+8,
Diplomacy
+11,
Knowledge
(geography)
+5,
Knowledge
(history)
+5,
Knowledge
(local)
+5,
Knowledge
(nobility)
+5,
Linguistics
+5,
Perception
+12,
Ride
+6,
Sense
Motive
+11;
Feats:
Alertness,
Dodge,
Skill
Focus
(Diplomacy)
Languages:
Thyatian
(Common),
Traldaran,
Elven
Equipment:
leather,
3
daggers
Development:
Simion
is
on
a
mission
to
build
alliances
with
Thyatian
nobility
as
well
as
make
peace
with
the
Vorloi
through
indirect
channels.
Beggars,
male
human
Rog1
(10):
CR
½;
Medium-‐size
humanoid
(human);
HD
1d8+5;
hp
13;
Init
+3;
Spd
30
ft.;
AC
17,
touch
13,
flat-‐footed
14
(+3
armor,
+3
Dex,
+1
shield);
Atk
+0
melee
(1d8+1/19-‐20,
longsword)
or
+2
range
(1d4+1/19-‐20,
dagger);
BA
+0,
CMB
+1,
CMD
14;
SA
Sneak
Attack
+1d6;
AL
NG;
SV
Fort
+1,
Ref
+5,
Will
+0;
Str
12,
Dex
16,
Con
12,
Int
11,
Wis
10,
Cha
10.
Skill:
Acrobatics
+5,
Bluff
+4,
Diplomacy
+4,
Disguise
+4,
Perception
+4,
Perform
(act)
+4,
Sleight
of
Hand
+5.
Stealth
+5;
Feats:
Martial
Weapon
Proficiency
(longsword),
Toughness,
Weapon
Focus
(longsword).
Special
Abilities:
Sneak
Attack
+1d6
–
attacks
deal
extra
damage
if
flank
foe
or
if
foe
is
flat-‐footed;
Trapfinding
+1
–
bonus
to
find
or
disable
traps,
including
magical
ones.
Languages:
Traldaran.
Equipment:
studded
leather,
buckler,
longsword
dagger
Tactics:
The
beggars
will
surround
Simion
and
protect
him
at
all
costs.
Player
characters
within
the
party
are
free
to
devise
any
strategy
they
deem
fit
to
protect
Simion,
such
as
scouting.
The
Veiled
Society
Men
will
be
divided
into
three
groups,
where
they
will
wait
completely
motionless
and
out
of
the
way.
The
player
characters
have
two
chances
to
notice
the
hidden
attackers,
Perception
check
opposed
to
Stealth
checks.
If
the
party
notices
any
movement,
they
will
not
be
surprised
during
the
ambush.
As
players
move
toward
the
designated
kill
zone,
and
Flaviare
Cosmescu
has
his
darkness
rock
prepared,
players
have
a
chance
to
notice
that
they
cannot
they
cannot
see
to
the
end
of
the
street
and
that
it
seems
unusually
dark
ahead
with
a
Perception
DC
15.
If
the
players
enter
the
darkened
area,
or
stop
before
it,
the
ambush
begins.
Veiled
Society
Men,
male
human
Ftr1
(15):
CR
½;
Medium-‐size
humanoid
(human);
HD
1d10+2;
hp
12;
Init
+1;
Spd
30
ft.;
AC
15,
touch
11,
flat-‐footed
15
(+3
armor,
+1
Dex,
+1
shield);
Atk
+2
melee
(1d8+1/19-‐20,
longsword)
or
+2
range
(1d4+1/19-‐20,
dagger);
BA
+1,
CMB
+2,
CMD
13;
AL
NE;
SV
Fort
+4,
Ref
+1,
Will
+1;
Str
13,
Dex
12,
Con
14,
Int
10,
Wis
12,
Cha
10.
Skills:
Acrobatics
+0,
Climb
+3,
Perception
+2,
Stealth
+0;
Feats:
Blind-‐Fight,
Cleave,
Power
Attack
Special
Abilities:
Blind-‐Fight
–
re-‐roll
misses
due
to
concealment;
Cleave
–
if
you
hit
a
foe,
adjacent
target
can
be
hit,
but
take
a
-‐2AC),
PowerAttack
-‐1/+2
–
subtract
from
attack
roll,
add
to
damage;
Languages:
Traldaran
Equipment:
studded
leather,
buckler,
longsword
Tactics:
The
Veiled
Society
thugs
and
hired
player
characters
will
be
equally
dispersed
into
three
groups
hiding
and
awaiting
the
signal
for
an
ambush.
Characters
will
have
to
make
an
opposed
Perception
check
with
a
-‐
-‐15
circumstance
penalty
for
nighttime
conditions
(exceptions
to
those
with
Low-‐light
or
Darkvision)
against
the
Veiled
Society
Men's
Stealth
check.
These
fighters
will
always
take
the
opportunity
to
cleave,
and
for
soft
targets
(leather
or
less
armor),
they
will
use
PowerAttack.
Page 13 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Flaviare
Cosmescu,
Veiled
Society
Leader,
male
human
Clr3:
CR
2;
Medium-‐size
humanoid
(human);
HD
3d8+3;
hp
22;
Init
+1;
Spd
20
ft.;
AC
19,
touch
11,
flat-‐footed
18
(+6
armor,
+1
Dex,
+2
shield);
Atk
+8
melee
(1d8+6,
heavy
mace
+1);
BA
+2,
CMB
+7,
CMD
18;
AL
NE;
SV
Fort
+3,
Ref
+2,
Will
+5;
Str
18
(20),
Dex
12,
Con
12,
Int
9,
Wis
14,
Cha
14.
Skills:
Acrobatics
-‐5
(-‐9
to
Jump),
Bluff
+6,
Perception
+2,
Spellcraft
+4,
Stealth
+1;
Feats:
Blind-‐fight,
Cleave,
Power
Attack,
Selective
Channeling
Spells
Prepared
(*/3+1/2+1,
CL3,
concentration
+5,
melee
touch
+7,
range
touch
+4):
Domains
–
Darkness,
Trickery
(Deception);
0
–
bleed
(DC12),
guidance,
resistance,
virtue;
1st
–
bless,
command
(DC13),
obscuring
mist,
protection
from
good;
2nd
–
darkness,
hold
person
(DC14),
mirror
image
Special
Abilities:
Blind-‐Fight
–
re-‐roll
misses
due
to
concealment;
Cleave
–
hit
a
foe,
can
attack
adjacent
target
with
same
attack
bonus
but
at
-‐2
AC;
Darkness
Variant
Channeling
1d6
(5/day,
DC
13)
(Su)
-‐
centered
on
the
cleric
(optionally
excluding
himself
and
two
allies)
do
a
30'
radius
burst
causing
1d6
to
living
creatures,
healing
1d6
to
undead
creatures,
and
darkening
the
area
by
one
step
for
1
minute;
Power
Attack
-‐1/+2
-‐
subtract
from
attack
roll
to
add
to
damage;
Sudden
Shift
(5/day)
(Su)
–
as
immediate
action
after
being
missed
by
a
melee
attack,
teleport
up
to
10'
away
within
reach
of
attacker,
Touch
of
Darkness
(1
round,
5/day)
(Sp)
–
with
melee
touch
attack,
target
suffers
20%
miss
chance.
Equipment:
breastplate,
heavy
steel
shield,
Gauntlets
of
Ogre
Power
(+2
strength),
Heavy
Mace
+1
Languages:
Traldaran
Tactics:
The
leader's
goal
is
to
kidnap
or
kill
Simion,
ignoring
players
and
beggars
when
possible.
He
will
seek
to
darken
any
area
that
leads
to
the
advantage
in
getting
to
Simion
and
then
escaping.
In
preparation,
Flaviare
casts
darkness
on
a
stone
and
tosses
it
into
a
center
area,
and
signals
for
the
attack
once
the
players
enter
the
darkened
area.
He'll
approach
from
the
forward
group,
while
two
groups
approach
from
behind
the
players.
By
the
time
the
players
reach
the
darkened
area,
darkness
will
have
a
remaining
1-‐2
minutes
duration.
The
affects
of
darkness
at
night
will
cause
all
creatures
in
the
darkness
to
have
total
concealment
(50%
miss
chance)
unless
they
have
Darkvision,
and
non-‐magical
sources
of
light
will
grant
no
illumination.
Furthermore,
those
in
the
darkness
are
considered
blinded
and
loose
all
Dex
bonuses
to
AC
and
suffer
a
-‐2
penalty
to
AC.
As
the
party
approaches
from
a
distance,
Flaviare
will
see
cast
beneficial
spells,
such
as
mirror
image
(1d4+1
images
for
3
minutes),
protection
from
good
(+2
deflection
and
+2
save
vs.
good
for
3
minutes,
AC21,
CMD
21,
Fort
+5,
Ref
+4,
Will
+7).
After
this,
depending
on
circumstance,
he'll
cast
hold
person
on
particularly
powerful
opponent,
command
a
martial
character
drop
their
weapon
or
cause
Simion
to
flee.
The
ultimate
goal
is
to
capture
or
slay
Simion,
and
so
Flaviare's
tactics
are
oriented
toward
disabling
or
delaying
the
beggars
and
party
members.
Once
Simion
is
removed,
or
the
group's
numbers
are
such
that
there
is
no
chance
of
success,
Flaviare
will
signal
a
retreat
and
cast
obscuring
mist.
Development:
Flaviare’s
mission
is
to
stop
the
Tornescu
from
building
any
alliances,
and
further
the
plans
to
pit
the
Tornescu
and
Vorloi
against
each
other
by
disclosing
that
the
Tornescu
hired
him
to
carry
about
the
murder
of
Lucia
Vorloi.
This
is
even
believable
as
Flaviare
has
red
hair.
Page 14 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
6.
Further
Investigation
The
player
characters
can
use
their
skills
or
utilize
skills
from
NPCs
to
get
further
information.
Note
that
gathering
information
with
Diplomacy
takes
several
hours,
where
the
other
skills
can
retrieve
the
information
immediately.
If
characters
do
not
have
ideas
and
are
having
a
bad
day
with
die
rolls,
they
can
use
library
or
other
records
offices
to
reference
information
and
gave
a
+10
circumstance
bonus
to
the
Knowledge
rolls.
Optionally,
some
coin
(as
in
gold
pieces)
can
add
a
circumstance
bonus;
The
coinage
is
used
for
bribes,
gifts,
alcohol,
hirelings,
etc.
to
help
with
chances.
• Red
Hair
o Knowledge
(nobility)
(DC15)
(One
roll
per
family)
–
will
reveal
that
no
family
member
in
houses
of
Tornescu,
Radu,
or
Vorloi
have
red
hair.
o Diplomacy
/
Gather
Information,
(DC
10)
–
will
reveal
the
same
information.
• Pitch
o Profession
(sailor)
or
Profession
(fisherman),
(DC10)
–
will
be
familiar
that
pitch
is
used
in
sealing
boats.
o Diplomacy
/
Gather
Information,
(DC10)
–
will
note
the
four
major
suppliers
are
all
down
in
the
water
front.
• Blood
o Intelligence
(DC
10)
–
will
deduce
that
with
the
blood
mixed
in
with
red
hair
will
not
that
the
attacker
with
red
hair
was
injured
badly.
• Ring
o Knowledge
(nobility),
(DC10)
–
notes
that
the
ring
is
from
the
Tornescu
family.
o Knowledge
(nobility),
(DC20)
–
can
identify
that
the
ring
belongs
to
Stephanos
Tornescu.
o Knowledge
(local)
(DC15)
or
Diplomacy
/
Gather
Information
(DC10)
–
can
find
the
gossip
about
how
Lucia
spurned
Stephanos
advances.
• Writing
o Linguistics
(DC30)
–
to
decipher
that
the
writing
means
Radu
• Wine
(Trouscan
Estate)
o Profession
(vinificator)
(DC10),
Profession
(innkeeper)
(DC10),
Profession
(barrister)
(DC10),
or
Knowledge
(local)
(DC10)
–
will
note
that
the
seal
for
the
wine
is
from
Trouscan
Estate
and
is
from
a
remote
location
and
is
imported.
o Diplomacy
/
Gather
Information
(DC20)
–
will
note
that
House
Radu
imports
this
wine,
and
sell
it
to
a
few
waterfront
inns
and
to
Aristo,
the
Wine
Merchant
on
Vinter's
Lane.
o Diplomacy
/
Gather
Information
(DC10)
or
Knowledge
(local)
(DC10)
–
will
note
that
just
the
places
where
it
is
sold.
• Rope
o Knowledge
(sailor)
(DC10)
or
Craft
(Rope)
(DC5)
–
will
note
the
this
type
of
rope
is
used
in
ships
and
other
heavy
lifting
situations
Page 15 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
6.2
Wine
Merchant
Customers
Below
is
a
list
of
Aristo’s
clients
that
he
recalls.
These
have
been
further
detailed
in
this
supplement.
In
some
cases,
gold
might
add
a
circumstance
bonus
in
Diplomacy
checks.
Heranthes,
the
Cobbler,
male
human
Com5:
CR
3;
Medium-‐size
humanoid
(human);
HD
5d6+15;
hp
37;
Init
+1;
Spd
30
ft.;
AC
11,
touch
11,
flat-‐footed
(+1
Dex);
Atk
melee
+4
(1d4+1/19-‐20,
dagger);
BA
+2,
CMD
+3,
CMD
14;
AL
LN;
SV
Fort
+2,
Ref
+2,
Will
+1;
Str
12,
Dex
13,
Con
12,
Int
14,
Wis
11,
Cha
11.
Skills:
Climb
+7,
Craft
(leather)
+12,
Craft
(shoes)
+15,
Perception
+8,
Ride
+8,
Swim
+7;
Feats:
Prodigy
(Craft[leather],
Craft[shoes]),
Simple
Weapon
Proficiency
(dagger),
Skill
Focus(Craft[shoes]),
Toughness,
Weapon
Focus
(dagger)
Languages:
Thyatian
(Common),
Traldaran,
Alphatian
Development:
Heranthes
lives
in
the
Old
quarter
part
of
town
where
he
has
struggled
to
survive
and
provide
for
his
family.
He
is
very
mistrustful
of
any
Thyatians,
especially
nobility,
as
he
has
witnessed
atrocities
against
fellow
kinsmen
committed
by
merciless
Thyatians.
As
such,
any
attempts
with
Bluff,
Diplomacy
suffers
a
-‐10
circumstance
penalty.
Heranthes
bought
fine
wine
to
celebrate
the
anniversary
with
his
wife
and
also
a
new
job
he
has
acquired,
which
he’ll
reveal
if
asked
politely
using
a
Diplomacy
(DC15)
or
Intimidate
(DC25).
Goodman
Christos:
Male
human
Com2:
CR
½;
Medium-‐size
humanoid
(human);
hp
14;
Init
+1;
Spd
30
ft.;
AC
13,
touch
11,
flat-‐footed
12
(+2
armor,
+1
Dex);
Atk
+1
(1d4/19-‐20,
dagger);
BA
+1,
CMB
+1,
CMD
12;
AL
NG;
SV
Fort
+1,
Ref
+1,
Will
+2;
Str
10,
Dex
12,
Con
12,
Int
12,
Wis
14,
Ch
12.
Skills:
Profession
(Brewer)
+7,
Profession
(Cook)
+7,
Profession
(Herbalist)
+7,
Profession
(Inn
Keeper)
+10;
Feats:
Light
Armor
Proficiency,
Simple
Weapon
Proficiency
(dagger),
Skill
Focus
(Profession
[Inn
Keeper]).
Languages:
Thyatian
(Common),
Traldaran
Development:
Goodman
Christos
is
remarkable
in
that
coming
from
rather
humble
means,
was
able
to
acquire
an
Inn
through
a
gamble
at
age
16.
He
remodeled
the
Inn,
especially
in
the
cellar
area,
and
opened
the
Rattlebone
Inn.
The
inn
was
an
instant
success,
and
is
known
as
one
of
the
more
rowdy
of
Inns.
Christos
is
well
known
in
many
bars
especially
Rattlebone
Inn,
where
hides
the
fact
that
he
is
the
proprietor.
Unknown
to
many
is
that
he
runs
an
underground
fight-‐club
where
mercenaries
can
test
their
skills
amongst
other
challengers.
Unknown
to
even
Christos
is
that
there
are
several
secret
tunnels
made
by
the
Veiled
Society
connecting
to
his
underground
facility.
The
Veiled
Society
has
become
aware
of
his
operation,
and
they
want
to
get
in
on
all
of
the
action.
The
town
guards
are
aware
of
this
operation
as
well,
and
oftentimes
gamble
on
the
fights,
and
so
wouldn’t
take
too
kindly
if
operations
were
disrupted.
Christos
is
secretive
about
his
operations
(Sense
Motive
(DC15)
to
know
he
is
hiding
something)
and
his
purchase
of
wine
and
will
not
reveal
any
information
without
a
Diplomacy
(DC35)
or
Intimidate
(DC45),
unless
the
players
offer
proof,
which
gives
a
+10
circumstance
bonus.
Otherwise
Christos
states
that
his
business
is
his
business.
Goodman
Christos
does
not
want
it
to
be
known
that
he
is
the
proprietor
of
Rattlebone
Inn,
as
this
can
draw
undo
attention,
namely
from
Veiled
Society.
One
of
Goodman
Christos’
favorite
hobbies
is
sampling
and
experimenting
with
new
kinds
of
teas
and
herbal
remedies.
He
will
pay
handsomely
for
imported
teas
and
new
recipes.
This
can
be
an
area
of
opportunity
for
the
player
characters.
Akarios,
the
Shipwright,
male
human
Exp2
(unprepared):
CR
½;
Medium-‐size
humanoid
(human);
HD
2d8+6;
hp
19;
Init
+2;
Spd
30
ft.;
AC
13,
touch
13,
flat-‐footed
10
(+2
Dex,
+1
dodge);
Atk
+4
melee
(1d4+3/19-‐20,
dagger);
BA
+1,
CMB
+4,
CMD
17;
AL
CE;
SV
Fort
+2,
Ref
+2,
Will
+2;
Str
16,
Dex
14,
Con
14,
Int
12,
Wis
9,
Cha
9.
Skills:
Climb
+8,
Craft
(carpentry)
+6,
Craft
(locks)
+6,
Craft
(ships)
+6,
Disable
Device
+7,
Perception
+4,
Profession
(sailor)
+4,
Stealth
+7;
Feats:
Dodge,
Mobility.
Languages:
Thyatian
(Common),
Traldaran
Equipment:
dagger
Development:
Akarios
will
be
encountered
at
his
at
his
job
working
on
a
ship
in
the
docks,
or
in
the
dockyard.
He
is
very
suspicious
of
everyone
especially
after
the
murder
of
Lady
Lucia
Vorloi,
but
will
not
run
when
the
players
encounter
him.
He
will
attempt
to
quietly
slip
out
at
the
end
of
the
day’s
work,
make
sure
he
is
not
followed,
and
then
head
for
the
Blue
Mead
Hall
to
inform
his
compatriots.
If
questioned
about
the
wine,
Akarios
will
mention
that
he
bought
the
wine
for
a
celebration
(True).
Page 16 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Theodoric
Angulsta,
male
human
Com1:
CR
⅓;
Medium-‐size
humanoid
(human);
HD
1d6+2;
hp
8;
Init
+1;
Spd
30
ft.;
AC
12,
touch
11,
flat-‐footed
11
(+1
armor,
+1
Dex);
Atk
+1
(1d4+1/19-‐20,
dagger);
BA
+0,
CMB
+1,
CMD
12;
AL
NG;
SV
Fort
+1,
Ref
+1,
Will
+1;
Str
12,
Dex
12,
Con
12,
Int
12,
Wis
12,
Con
12.
Skills:
Climb
+5,
Perception
+10,
Ride
+5,
Swim
+5;
Feats:
Skill
Focus
(Perception).
Languages:
Common
(Thyatian),
Traldaran
Development:
Theodoric
is
at
a
point
in
his
life
where
he
needs
to
decide
his
future,
and
understands
that
it
is
not
with
in
Specularum.
He
dreams
of
adventures
of
grandeur,
and
when
encounters
the
player
characters,
he’ll
most
certainly
want
to
come
along
for
the
ride.
He
will
try
to
persuade
the
characters
to
let
him
join
their
group,
explaining
that
he
is
“always
alert”,
and
failing
that,
he'll
try
to
appeal
to
the
party’s
sense
of
pity:
“Gee,
Didn’t
you
ever
want
to
be
a
hero
when
you
were
young.
Just
give
me
a
chance,
I
won’t
let
you
down.”
He’ll
also
try
to
appeal
to
Traldaran
player
characters,
“It’s
hard
to
make
it
in
a
Thyatian
dominated
world.”
Theodoric
purchased
the
wine
to
impress
his
friends
that
he
was
a
big-‐time
adventurer.
Seraphim,
the
Minstrel,
male
human
Exp3:
CR1;
Medium-‐size
humanoid
(human);
HD
3d8+6;
hp
21;
Init
+1;
Spd
30
ft.;
AC
11,
touch
11,
flat-‐footed
10
(+1
Dex);
Atk
+3
melee
(1d4+1/19-‐20,
dagger);
BA
+2,
CMB
+4,
CMD
14;
AL
NG;
SV
Fort
+2,
Ref
+2,
Will
+4;
Str
12,
Dex
12,
Con
12,
Int
12,
Wis
12,
Ch
12.
Skills:
Knowledge
(geography)
+6,
Knowledge
(history)
+6,
Knowledge
(local)
+9,
Knowledge
(nobility)
+6,
Knowledge
(religion)
+6,
Perception
+1,
Perform
(dance)
+6,
Perform
(keyboard
instruments)
+10,
Perform
(oratory)
+7,
Perform
(percussion
instruments)
+10,
Perform
(string
Instruments)
+1,
Perform
(wind
instruments)
+7;
Feats:
Skill
Focus
(Knowledge
[local]),
Skill
Focus
(Perform
[keyboard
instruments]),
Skill
Focus
(Perform
[percussion
instruments]).
Languages:
Thyatian
(Common),
Traldaran
Development:
Seraphim
is
a
struggling
minstrel
that
is
found
in
lesser
popular
bars
and
inns,
or
is
on
the
streets
peddling
for
a
coin
or
two.
He
is
always
eager
for
an
audience,
but
many
times
his
audiences
donate
money
just
to
have
him
cease
such
noise.
He
is
slightly
delusional
in
that
he
thinks
he
is
the
greatest
minstrel
of
the
century,
and
sees
himself
someday
playing
in
the
Duke’s
court.
He
spends
his
coins
on
eccentric
indulgencies
including
fine
wine.
7.
The
Chase
As
the
characters
continue
their
investigation,
the
Veiled
Society
will
make
a
bold
move
and
attack
the
player’s.
Players
through
the
investigation
can
find
the
hideout,
but
if
not
the
players
will
be
given
the
answer
through
interrogation
or
a
note
found
on
one
of
the
dead
opponents.
Page 17 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
7.2
Booth
Acrobatics
(DC30)
to
jump
past
the
obstacle
without
delay,
otherwise
the
characters
are
spending
two
rounds
to
get
past
the
obstacle.
7.2
Crowd
The
players
could
by
pass
the
crowd
by
making
getting
to
the
rooftops
through
an
Acrobatics
(DC24)
or
Climb
(DC10).
After,
the
player
characters
will
need
to
jump
from
building
to
building
with
Acrobatics
(DC5)
checks.
Buildings
more
than
10
feet
apart
require
Acrobatics
(DC15)
and
buildings
more
than
20
feet
apart
require
Acrobatics
(DC25)
to
jump
across.
A
player
character
can
attempt
to
move
through
the
crowd
by
making
an
Acrobatics
(DC13)
every
5-‐foot
square;
otherwise
their
movement
speed
is
halved.
Players
can
otherwise
attempt
to
overrun
(combat
maneuver)
to
move
through
occupied
squares,
see
Combat,
Moving
Through
a
Square.
7.2
Cart
Characters
can
make
a
Reflex
save
(DC10)
to
avoid
the
cart
or
a
Reflex
save
(DC20)
to
catch
the
cart.
Those
that
fail
the
save
are
knocked
down.
If
the
cart
is
not
stopped,
it
will
plummet
further
and
injure
people.
7.3
Guard
Henric,
the
giant
guard,
male
human
Bbn3:
CR
2;
Medium-‐size
humanoid
(human);
HD
3d12+12;
hp
38;
Init
+3;
Sped
40
ft.;
AC
17,
touch
13,
flat-‐footed
17
(+4
armor,
+3
Dex);
Atk
+8
melee
(2d6+6/19-‐20,
greatsword),
BA
+3,
CMB
+7,
CMD
20;
AL
CG;
SV
Fort
+5,
Ref
+4,
Will
+1;
Str
18,
Dex
16,
Con
14,
Int
7,
Wis
10,
Cha
9
Skills:
Acrobatics
+6
(+10
to
jump),
Climb
+6,
Intimidate
+3,
Perception
+6,
Survival
+4,
Swim
+6;
Feats:
Extra
Rage,
Toughness,
Weapon
Focus
(greatsword)
Special
Abilities:
Fast
Movement
(Ex);
Guarded
Stance
+1
(2
rounds)
(Ex)
–
bonus
to
dodge
vs.
melee;
Rage
(16
rounds/day)
(Ex);
Uncanny
Dodge
–
do
not
loose
Dex/Dodge
bonus
while
flat-‐footed.
Languages:
Traldaran
Tactics:
Henric
stands
mobile
as
long
as
the
player
characters
do
not
advance
or
attack.
Otherwise,
Henric
enrages
and
fights
to
the
death.
Background:
Henric
was
actually
born
in
the
Lost
Valley
of
Hutaaka,
but
has
no
recollection
of
how
he
wandered
from
his
home
Henric,
as
he
is
so
named,
was
discovered
in
the
wild,
raised
by
wolves.
The
Radu
family
took
pity
upon
him
and
has
raised
him.
He
has
the
honor
to
serve
as
guard
and
bouncer.
Henric
can
rage
for
16
rounds,
and
after
raging,
he
is
fatigued
for
the
same
amount
of
rounds
he
was
enraged.
Below
are
the
blocks
describe
raging
and
fatigued
modes.
Henric,
the
giant
guard,
male
human
Bbn3
(raging):
CR
2;
Medium-‐size
humanoid
(human);
HD
3d12+18;
hp
44;
Sped
40
ft.;
AC
15,
touch
11,
flat-‐footed
15
(+4
armor,
+3
dex,
-‐2
rage);
Atk
+10
melee
(2d6+9/19-‐20,
greatsword),
BA
+3,
CMB
+9,
CMD
20;
AL
CG;
SV
Fort
+7,
Ref
+4,
Will
+3;
Str
22,
Dex
16,
Con
18,
Int
7,
Wis
10,
Cha
9
Skills:
Acrobatics
+6
(+10
to
jump),
Climb
+8,
Intimidate
+3,
Perception
+6,
Survival
+4,
Swim
+8
Henric,
the
giant
guard,
male
human
Bbn3
(fatigued):
CR
2;
Medium-‐size
humanoid
(human);
HD
3d12+12;
hp
38;
Init
+2;
Sped
40
ft.;
AC
16,
touch
12,
flat-‐footed
16
(+4
armor,
+2
Dex);
Atk
+7
melee
(2d6+4/19-‐20,
greatsword),
BA
+3,
CMB
+6,
CMD
18;
AL
CG;
SV
Fort
+5,
Ref
+3,
Will
+1;
Str
16,
Dex
14,
Con
14,
Int
7,
Wis
10,
Cha
9
Skills:
Acrobatics
+5
(+9
to
jump),
Climb
+5,
Intimidate
+3,
Perception
+6,
Survival
+4,
Swim
+5
Page 18 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
8.
The
Chambers
of
the
Veiled
Ones
This
section
is
the
layer
of
the
Veiled
Society.
The
players
will
face
the
final
climatic
moment
in
this
section.
Page 19 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
8.3
Sirenflower
Passage
(Room
4)
Sirenflower:
CR4;
Large
plant;
HD
5d8+15;
hp
40;
Init
+6;
Spd
0
ft.;
Space
10
ft.,
Reach
10
ft.;
AC
17,
touch
11,
flat-‐footed
15
(+2
Dex,
+6
natural,
-‐1
size);
Atk
melee
(1d6+7
+
grab,
slam);
BA
+3,
;
CMB
+9
(+13
grapple),
CMD
21
(can't
be
tripped);
AL
N;
SV
Fort
+7,
Ref
+3,
Will
+3;
Str
20,
Dex
14,
Con
16,
Int
—,
Wis
14,
Cha
16.
Skills:
Disguise
+12,
Perception
+2;
Feats:
Improved
Initiative,
Skill
Focus
(Disguise),
Weapon
Focus
(slam)
Special
Abilities:
Energy
Resistance,
Acid
(20);
Engulf
(Ex);
Plant
Traits
–
immunity
to
Mind-‐Affecting,
Paralysis,
Poison,
Polymorph,
Sleep,
and
Stunning;
Tremorsense
(60
feet)
–
Sense
things
and
creatures
without
seeing
them.
Tactics:
The
Sirenflower
is
a
fungus
is
disguised
as
a
flower,
which
it
hopes
to
use
to
lure
opponents.
Opponents
can
make
an
opposed
Perception
check
to
notice
that
the
flower
is
attached
to
a
larger
organism.
Once
opponent
is
near
the
flower,
will
attempt
to
engulf
the
opponent.
Page 20 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Henric,
the
giant
guard,
male
human
Bbn3
(raging):
CR
2;
Medium-‐size
humanoid
(human);
HD
3d12+18;
hp
44;
Sped
40
ft.;
AC
15,
touch
11,
flat-‐footed
15
(+4
armor,
+3
dex,
-‐2
rage);
Atk
+10
melee
(2d6+9/19-‐20,
greatsword),
BA
+3,
CMB
+9,
CMD
20;
AL
CG;
SV
Fort
+7,
Ref
+4,
Will
+3;
Str
22,
Dex
16,
Con
18,
Int
7,
Wis
10,
Cha
9
Skills:
Acrobatics
+6
(+10
to
jump),
Climb
+8,
Intimidate
+3,
Perception
+6,
Survival
+4,
Swim
+8
Henric,
the
giant
guard,
male
human
Bbn3
(fatigued):
CR
2;
Medium-‐size
humanoid
(human);
HD
3d12+12;
hp
38;
Init
+2;
Sped
40
ft.;
AC
16,
touch
12,
flat-‐footed
16
(+4
armor,
+2
Dex);
Atk
+7
melee
(2d6+4/19-‐20,
greatsword),
BA
+3,
CMB
+6,
CMD
18;
AL
CG;
SV
Fort
+5,
Ref
+3,
Will
+1;
Str
16,
Dex
14,
Con
14,
Int
7,
Wis
10,
Cha
9
Skills:
Acrobatics
+5
(+9
to
jump),
Climb
+5,
Intimidate
+3,
Perception
+6,
Survival
+4,
Swim
+5
Page 21 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Cartha
Radu,
male
human
Ftr6:
CR
5;
Medium-‐size
humanoid
(human);
HD
6d10+24;
hp
70;
Init
+3;
Spd
30
ft.;
AC
22,
touch
15,
flat-‐footed
18
(+6
armor,
+1
deflection,
+3
Dex,
+1
dodge,
+1
shield);
Atk
+13/+8
melee
(1d8+8/19-‐20,
longsword+2);
BA
+6,
CMB
+9,
CMD
24;
AL
NE;
SV
Fort
+8,
Ref
+5,
Will
+2
(+2
vs
fear);
Str
16,
Dex
16,
Con
16,
Int
13,
Wis
10,
Cha
10.
Skills:
Acrobatics
+5,
Disguise
+3,
Linguistics
+7,
Perception
+6,
Ride
+7;
Feats:
Combat
Expertise,
Combat
Reflexes,
Dodge,
Mobility,
Spring
Attack,
Weapon
Focus
(longsword),
Weapon
Specialization
(longsword),
Whirlwind
Attack.
Special
Abilities:
Combat
Expertise
±2
–
bonus
AC
in
exchange
for
penalty
to
attack;
Combat
Reflexes
–
4
AoO/round;
Mobility
–
+4
AC
vs.
AoO
by
move
in/out
threatened
square;
Spring
Attack
–
can
move,
attack,
move);
Weapon
Training
(Blades,
Heavy)
+1
(Ex),
Whirlwind
Attack
–
instead
of
making
a
full
attack,
attack
all
foes
in
reach.
Languages:
Common
(Thyatian),
Alphatian,
Darokin,
Elvish,
Gnomish,
Hulean,
Traldaran,
Ylari
Possessions:
mwk
breastplate,
mwk
light
steel
shield,
longsword
+2,
ring
of
protection
+1
Development:
Cartha
has
seen
his
plans
come
to
fruition
in
his
plot
to
take
over
Radu
clan
through
the
murder
of
Anton
(which
is
really
Anton's
double).
Cartha,
upon
seeing
the
players
enter
the
room,
will
attempt
to
slay
the
players,
and
if
the
fight
does
not
go
well,
he
will
fight
is
way
past
the
player
characters
and
flee.
Tactics:
Cartha
is
intelligent
and
will
attempt
to
disable
the
most
dangerous
players,
starting
with
obvious
spell
casters,
then
move
toward
martial
characters.
If
he
is
surrounded
or
flanked,
he'll
do
a
whirlwind
attack.
Page 22 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
A.
New
Monster
SIREN
FLOWER
(by
Joaquín
Menchaca)
CR
4
XP
1,200
N
Large
plant
Init
+6;
Senses
low-‐light
vision,
tremorsense
60
ft.;
Perception
+2
DEFENSE
AC
17,
touch
11,
flat-‐footed
15
(+2
Dex,
+6
natural,
-‐1
size)
hp
40
(5d8+15)
Fort
+7,
Ref
+3,
Will
+3
Immune
plant
traits;
Resist
acid
20
OFFENSE
Speed
0
ft.
Melee
slam
+8
(1d6+7
plus
grab)
Space
10
ft.;
Reach
10
ft.
Special
Attacks
engulf
STATISTICS
Str
20,
Dex
14,
Con
16,
Int
—,
Wis
14,
Cha
16
Base
Atk
+3;
CMB
+9
(+13
grapple);
CMD
21
(can't
be
tripped)
Feats
Improved
Initiative,
Skill
Focus
(Disguise),
Weapon
Focus
(slam)
Skills
Disguise
+12
ECOLOGY
Environment
temperate
forests,
jungle,
and
underground
Organization
solitary,
pair,
or
patch
(2-‐4)
Treasure
incidental
SPECIAL
ABILITIES
Engulf
(Ex)
If
a
siren
flower
begins
its
turn
with
an
opponent
at
least
one
size
categories
smaller
than
itself
grappled
into
its
center,
it
can
close
its
jaws
completely
around
the
foe
by
making
a
new
combat
maneuver
check
(as
though
attempting
to
pin
the
foe).
If
it
succeeds,
it
engulfs
the
prey
and
inflicts
1d6+7
points
of
damage
and
1d6
acid
damage
as
the
cavity
floods
with
digestive
enzymes.
The
seal
formed
is
airtight,
so
an
engulfed
creature
risks
suffocation.
Engulf
is
a
special
form
of
pinning,
and
an
engulfed
creature
can
escape
in
the
same
way
as
he
can
from
being
pinned,
but
since
an
engulfed
creature
is
contained
wholly
inside
the
plant's
jaws,
the
siren
flower's
victim
cannot
be
targeted
by
effects
or
attacks
that
require
line
of
sight
or
line
of
effect.
A
siren
flower
that
is
grappling
or
pinning
a
foe
cannot
attack
other
targets,
but
is
not
otherwise
hindered.
The
siren
flower
is
a
large
carnivorous
fungus
that
has
developed
the
disguise
of
a
normal
looking
plant.
It
captures
its
prey
by
luring
creatures
toward
its
center.
To
do
this,
the
plant
emits
scents
and
lights.
The
scents
are
similar
to
those
near
the
plant,
particularly
fragment
flowers
or
rotting
meats.
The
light
is
a
pale
glowing,
no
brighter
than
a
candle
at
its
best.
Page 23 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
C.
Alternatives
to
Characters
in
Plotline
These
are
some
alternative
character
data
blocks
that
may
provide
more
richer
or
challenging
experience.
I
will
update
this
section
as
I
come
across
alternatives.
C.1
Employment
In
the
original
module,
for
the
section
on
Employment,
the
story
placed
ten
Rogues
(level
1)
against
fifteen
Fighters
(level
1).
In
a
pure
combat
situation,
especially
when
enhanced
by
a
cleric,
the
fighters
may
pose
a
too
high
of
a
challenge.
If
this
is
a
problem,
or
alternatively,
if
players
are
already
at
level
2,
and
the
opponents
in
this
case
might
be
too
easy,
here's
an
alternative:
Beggars,
male
human
Rog1/Ftr1
(10):
CR
1;
Medium-‐size
humanoid
(human);
HD
1d8+1d10+6;
hp
22;
Init
+3;
Spd
30
ft.;
AC
18,
touch
14,
flat-‐footed
14
(+3
armor,
+3
Dex,
+1
dodge,
+1
shield);
Atk
+3
melee
(1d8+1/19-‐20,
longsword)
or
+4
range
(1d4+1/19-‐20,
dagger);
BA
+1,
CMB
+2,
CMD
16;
SA
Sneak
Attack
+1d6;
AL
NG;
SV
Fort
+3,
Ref
+5,
Will
+0;
Str
12,
Dex
16,
Con
12,
Int
11,
Wis
10,
Cha
10.
Skill:
Acrobatics
+6,
Bluff
+5,
Diplomacy
+5,
Disguise
+4,
Perception
+5,
Perform
(act)
+4,
Sleight
of
Hand
+5,
Stealth
+5;
Feats:
Dodge,
Toughness,
Weapon
Focus
(longsword).
Languages:
Traldaran.
Equipment:
studded
leather,
longsword,
dagger
Veiled
Society
Men,
male
human
Ftr2
(15):
CR
1;
Medium-‐size
humanoid
(human);
HD
2d10+4;
hp
20;
Init
+1;
Spd
30
ft.;
AC
16,
touch
11,
flat-‐footed
15
(+3
armor,
+1
Dex,
+2
shield);
Atk
+4
melee
(1d8+1/19-‐20,
longsword)
or
+3
range
(1d4+1/19-‐20,
dagger);
BA
+2,
CMB
+3,
CMD
14;
AL
NE;
SV
Fort
+5,
Ref
+1,
Will
+1
(+1
vs.
Fear);
Str
13,
Dex
12,
Con
14,
Int
10,
Wis
12,
Cha
10.
Skills:
Acrobatics
+1,
Climb
+4,
Perception
+3,
Stealth
+1;
Feats:
Cleave,
Power
Attack,
Weapon
Focus
(longsword)
Special
Abilities:
Bravery
+1
(Ex),
Cleave
–
if
you
hit
a
foe,
adjacent
target
can
be
hit,
but
take
a
-‐2AC;
Power
Attack
±2
–
subtract
from
attack
roll,
add
to
damage;
Shield
Focus
(+1
AC)
Languages:
Traldaran
Equipment:
studded
leather,
buckler,
longsword,
dagger
Page 24 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
D.
Pre-‐Generated
Characters
Here
are
some
pre-‐generated
Mystara
characters
for
this
B6:
The
Veiled
Society.
These
are
ready-‐to-‐go
as
can
be
used
as
is
or
used
as
a
reference
for
other
characters.
Conversion
Notes:
For
normalization,
the
BECMI
ability
modifiers
and
Pathfinder
(as
well
as
D&D3e,
D&D3.5e,
and
other
d20
systems)
ability
modifiers
are
different.
For
example,
5,
6,
9,
15,
17,
and
18
in
BECMI
will
be
7,
9,
10,
12,
14,
and
16
in
Pathfinder.
These
confer
a
perspective
-‐2,
-‐1,
+0,
+1,
+2,
and
+3.
Races
in
Pathfinder
also
have
ability
modifiers
based
on
race,
with
humans
adding
+2
to
any
ability,
which
was
put
into
the
primary
ability
for
the
class.
The
abilities
were
adjusted,
so
that
the
class
will
not
be
hindered,
and
were
allocated
to
this
the
20
points
(High
Fantasy)
for
Ability
Score
Costs
documented
at
• http://paizo.com/pathfinderRPG/prd/gettingStarted.html#ability-‐scores.
Conversion
Notes:
Here's
an
example
implementation
of
Traldaran
Immortals
that
were
used
in
creating
PCs:
• Halav
(LG)
o Favored
weapons
are
swords
and
spears
(specifically
shortsword
and
shortspear)
o Domains
are
Artifice,
Good,
Law,
Strength,
and
War.
For
• Petra
(LG)
o Favored
weapons
are
maces
and
hammers
(heavy
mace
or
warhammer)
o Domains
of
Good,
Healing,
Nobility,
Liberation,
and
Protection.
• Zirchev
(NG)
o Favored
weapons
are
bows.
o Domains
of
Animal,
Knowledge,
Magic,
Plant,
Rune
The
Characters
Cleric
of
Petra,
female
human
Cleric
of
Petra
1:
CR
½;
Medium-‐size
humanoid
(human);
HD
1d8;
hp
8;
Init
+0;
Spd
30
ft.;
AC
15,
touch
10,
flat-‐footed
15
(+3
armor,
+2
shield);
Atk
+1
melee
(1d8+1,
heavy
mace);
BA
+0,
CMB
+1,
CMD
8;
AL
LG;
SV
Fort
+2,
Ref
+0,
Will
+6;
Str
12,
Dex
10,
Con
10,
Int
13,
Wis
18,
Cha
14.
Skills:
Diplomacy
+6,
Heal
+8,
Knowledge
(history)
+5,
Linguistics
+5,
Perception
+4,
Spellcraft
+5;
Feats:
Channel,
Turn
Undead
Cleric
Spells
Prepared
(*/2+1,
CL1,
concentration
+5,
melee
touch
-‐2,
range
touch
+0):
Domains
–
Good,
Healing;
0
–
light,
purify
food
and
drink
(DC
14),
stabilize;
1st
–
bless,
command
(DC
15),
protection
from
evilD
Special
Abilities:
Aura
(Ex);
Cleric
Channel
Positive
Energy
1d6
(7/day,
DC
12)
(Su)
–
Positive
energy
heals
the
living
and
harms
the
undead;
negative
has
the
reverse
effect;
Freedom
Variant
Channeling
(±1
Sacred)
–
Bonus
to
escape
artist
checks,
CMB
checks
to
escape
a
grapple,
and
saving
throws
against
becoming
entangled,
paralyzed,
or
slowed;
Rebuke
Death
1d4
(7/day)
(Sp)
–
As
a
standard
action,
touch
heals
1d4
damage
to
negative
HP
target;
Spontaneous
Casting
–
channel
stored
spell
energy
to
heal;
lose
any
prepared
spell
that
is
not
an
orison
or
domain
spell
in
exchange
for
cure
spell;
Touch
of
Good
+1
(7/day)
(Sp)
–
grant
+1
to
skill
checks,
ability
checks
and
saving
throws
for
1
rd.;
Turn
Undead
(DC
12)
–
Your
Channel
Energy
can
make
undead
in
30
ft
flee
for
1
min.
Languages:
Common
(Thyatian),
Traldaran,
Elven
Possessions:
studded
leather,
heavy
wooden
shield,
heavy
mace,
96
royals
(gp)
Notes:
Player
must
decide
if
variant
channeling
option
will
be
used
during
the
character's
creation
(before
play).
For
regular
channeling,
the
PC
can
heal
for
1d6.
For
variant
channeling,
the
channeling
heals
1d3
instead,
and
gets
the
variant
channeling
bonus
until
the
end
of
the
next
turn.
Page 25 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Fighter,
male
human
Fighter
1:
CR
½;
Medium-‐size
humanoid
(human);
HD
1d10+2;
hp
12;
Init
+2;
Spd
30
ft.;
AC
18,
touch
12,
flat-‐footed
16
(+4
armor,
+2
Dex,
+2
shield);
Atk
+6
melee
(1d8+4/19-‐20,
longsword);
BA
+1,
CMB
+5,
CMD
17;
AL
LG;
SV
Fort
+3,
Ref
+2,
Will
+0;
Str
18,
Dex
14,
Con
13,
Int
10,
Wis
10,
Cha
12.
Skills:
Intimidate
+5,
Linguistics
+1,
Perception
+0,
Survival
+4;
Feats:
Cleave,
Power
Attack,
Weapon
Focus
(longsword)
Special
Abilities:
Cleave
–
If
you
hit
a
foe,
attack
an
adjacent
target
at
the
same
attack
bonus
but
take
-‐2
AC;
Power
Attack
-‐1/+2
–
You
can
subtract
from
your
attack
roll
to
add
to
your
damage
Languages:
Common
(Thyatian),
Traldaran
Possessions:
chain
shirt,
heavy
wooden
shield,
longsword,
53
royals
(gp)
Elf
of
Calarii
Clan,
male
elven
Fighter
1:
CR
½;
Medium
humanoid
(elf);
HD
1d10+1;
hp
11;
Init
+2;
Spd
30
ft.;
AC
14,
touch
12,
flat-‐footed
12
(+2
armor,
+2
Dex);
Atk
+1
melee
(1d8+1/19-‐20,
longsword)
or
+4
ranged
(1d8/x3,
longbow,
100
ft.)
or
+3
ranged
(1d4+1/x2,
dart,
20
ft.);
BA
+1,
CMB
+2,
CMD
14;
AL
LG;
SV
Fort
+3,
Ref
+2,
Will
+1
(+2
vs.
enchantments);
Str
7,
Dex
8,
Con
14,
Int
19,
Wis
16,
Cha
7.
Skills:
Appraise
+5,
Handle
Animal
+3,
Knowledge
(nature)
+5,
Linguistics
+5,
Perception
+3,
Spellcraft
+5
(+7
to
identify
magic
item
properties),
Survival
+5;
Feats:
Point-‐blank
Shot,
Weapon
Focus
(longbow).
Special
Abilities:
Elven
Immunities
(Sleep)
–
You
are
immune
to
magic
sleep
effects;
Elven
Magic
–
+2
to
spellcraft
checks
to
determine
the
properties
of
a
magic
item;
Low-‐Light
Vision
–
See
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail;
Point-‐Blank
Shot
–
+1
to
attack
and
damage
rolls
with
ranged
weapons
at
up
to
30
feet.
Languages:
Common
(Thyatian),
Traldaran,
Draconic,
Elven,
Gnoll,
Gnome,
Goblin.
Possessions:
leather
armor,
dart,
longbow,
longsword,
arcane
bond
ring,
artisan's
tools
(craft[bow]),
74
royals
(gp),
5
cronas
(sp).
Halfling,
male
halfing
Fighter
1:
CR
½;
Medium
humanoid
(halfling);
HD
1d10;
hp
10;
Init
+3;
Spd
20
ft.;
AC
17,
touch
15,
flat-‐footed
13
(+2
armor,
+3
Dex,
+1
dodge,
+1
size);
Atk
melee
+5
(1d4+2/19-‐20);
BA
+1,
CMB
+2,
CMD
16;
AL
CG;
SV
Fort
+3,
Ref
+4,
Will
+0
(+2
vs.
fear);
Str
14,
Dex
16,
Con
10,
Int
14,
Wis
8,
Cha
14.
Skills:
Acrobatics
+6
(+2
to
jump),
Bluff
+3,
Climb
+4,
Diplomacy
+3,
Linguistics
+3,
Perception
+1;
Feats:
Dodge,
Weapon
Finesse.
Special
Abilities:
Fearless
–
+2
racial
bonus
vs
Fear
saves.
Languages:
Common
(Thyatian),
Traldaran,
Dwarven,
Gnome,
Hin
(Halfling).
Possessions:
leather
armor,
shortsword,
thieves'
tools,
125
royals
(gp)
Cleric
of
Halav,
male
human
Cleric
1:
CR
½;
Medium-‐size
humanoid
(human);
HD
1d8+2;
hp
10;
Init
+3;
Spd
30
ft.;
AC
18,
touch
12,
flat-‐footed
16
(+4
armor,
+2
Dex,
+2
shield);
Atk
melee
+2
(1d8+2/19-‐20,
longsword);
BA
+0,
CMB
+2,
CMD
14;
AL
LG;
Fort
+3,
Ref
+2,
Will
+5;
Str
14,
Dex
14,
Con
13,
Int
10,
Wis
16,
Cha
12.
Skills:
Craft
(weapons)
+4,
Linguistics
+4,
Perception
+3,
Spellcraft
+4;
Feats:
Extra
Channel,
Warrior
Priest.
Cleric
Spells
Prepared
(*/2+1,
CL1,
concentration
+4,
melee
touch
-‐2,
range
touch
+0):
Domains
–
Strength,
War;
0
–
detect
magic,
mending,
stabilize;
1st
–
bane
(DC
14),
magic
weapon,
shield
of
faith.
Special
Abilities:
Aura
(Ex);
Battle
Rage
+1
(6/day)
(Sp)
–
touch
ally
to
grant
+1
to
a
melee
dmg
for
1
rd.;
Cleric
Channel
Positive
Energy
1d6
(4/day,
DC
11)
(Su)
–
Positive
energy
heals
the
living
and
harms
the
undead;
negative
has
the
reverse
effect;
Spontaneous
Casting
–
channel
stored
spell
energy
to
heal;
lose
any
prepared
spell
that
is
not
an
orison
or
domain
spell
in
exchange
for
cure
spell;
Strength
Surge
(6/day)
(Sp)
–
Grant
+1
to
a
melee
attack
or
strength
check;
Strength
Variant
Channeling
(±1
Sacred)
–
bonus
to
all
Strength-‐based
checks,
combat
maneuver
checks
that
rely
on
Strength,
Strength-‐based
skills,
and
Strength
checks.
Languages:
Common
(Thyatian),
Traldaran
Possessions:
chain
shirt,
heavy
wooden
shield,
longsword,
13
royals
(gp).
Notes:
Player
must
decide
if
variant
channeling
option
will
be
used
during
the
character's
creation
(before
play).
For
regular
channeling,
the
PC
can
heal
for
1d6.
For
variant
channeling,
the
channeling
heals
1d3
instead,
and
gets
the
variant
channeling
bonus
until
the
end
of
the
next
turn.
Page 26 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Dwarf
of
Stronghollow
Clan,
male
dwarven
Fighter
1:
CR
½;
Medium-‐size
humanoid
(dwarf);
HD
1d10+3;
hp
13;
Init
+0;
Spd
20
ft.;
AC
15,
touch
10,
flat-‐footed
15
(+3
armor,
+2
shield);
Atk
melee
+5
(1d10+3/×3,
dwarven
waraxe);
BA
+1,
CMB
+4,
CMD
14
(18
vs.
bull
rush,
18
vs.
trip);
AL
LG;
SV
Fort
+4,
Ref
+0,
Will
+1
(+2
vs.
poison,
spells,
and
spell-‐like
abilities);
Str
16,
Dex
11,
Con
15,
Int
14,
Wis
13,
Cha
8.
Skills:
Acrobatics
-‐2
(-‐6
to
jump),
Appraise
+2
(+4
to
assess
nonmagical
metals
or
gemstones),
Handle
Animal
+3,
Intimidate
+3,
Perception
+1
(+3
to
notice
unusual
stonework),
Ride
+2,
Survival
+5;
Feats:
Shield
Focus,
Weapon
Focus
(dwarven
waraxe)
Special
Abilities:
Darkvision
(60
feet)
–
You
can
see
in
the
dark
(black
and
white
vision
only);
Defensive
Training
–
+4
Gain
a
dodge
bonus
to
AC
vs
monsters
of
the
Giant
subtype;
Greed
–
+2
to
Appraise
to
determine
price
of
non-‐magic
goods
with
precious
metals
or
gemstones;
Hatred
–
+1
racial
bonus
to
attacks
vs
Goblinoids/Orcs.;
Shield
Focus
–
+1
Shield
AC;
Stonecunning
–
+2
bonus
to
Perception
vs.
unusual
stonework.
Free
check
within
10
feet.
Languages:
Traldaran,
Common
(Thyatian),
Dwarven,
Goblin,
Orc
Possessions:
studded
leather,
light
wooden
shield,
dwarven
waraxe,
117
royals
(gp)
Magic-‐User,
female
human
Wizard
1:
CR
½;
Medium
humanoid
(human);
HD
1d6+4;
hp
10;
Init
+3;
Spd
30
ft.;
AC
13,
touch
13,
flat-‐footed
10
(+3
Dex);
Atk
melee
-‐1
(1d4-‐1/19-‐20,
dagger)
or
-‐1
(1d6-‐1,
quarterstaff)
or
ranged
+2
(1d4-‐1/19-‐20,
dagger,
10
ft.);
BA
+0,
CMB
-‐1,
CMD
12;
AL
CN;
SV
Fort
+0,
Ref
+3,
Will
+3;
Str
9,
Dex
16,
Con
10,
Int
18,
Wis
12,
Cha
9.
Skills:
Appraise
+8,
Knowledge
(arcana)
+8,
Knowledge
(history)
+8,
Knowledge
(local)
+8,
Knowledge
(nobility)
+8,
Linguistics
+8,
Perception
+1,
Profession
(scribe)
+5,
Spellcraft
+8;
Feats:
Fast
Learner,
Scribe
Scroll,
Toughness.
Wizard
Spells
Prepared
(*/2,
CL1,
concentration
+5,
melee
touch
-‐1,
range
touch
+3):
0
–
detect
magic,
ghost
sound
(DC
14),
ray
of
frost;
1st
–
color
spray
(DC
15),
mage
armor.
Special
Abilities:
Empathic
Link
with
Familiar
(Su)
–
You
have
an
empathic
link
with
your
Arcane
Familiar;
Familiar
Bonus
–
+3
to
sight-‐based
Perception
checks
in
shadows,
you
gain
the
Alertness
feat
while
your
familiar
is
within
arm's
reach;
Hand
of
the
Apprentice
(7/day)
(Su)
–
as
a
standard
action,
throw
melee
weapon
(use
Int
instead
of
Dex)
and
instantly
returns;
Share
Spells
with
Familiar
–
can
cast
spells
with
a
target
of
"You"
on
the
familiar
with
a
range
of
touch.
Languages:
Common
(Thyatian),
Traldaran,
Elven,
Draconic,
Gnome,
Goblin.
Possessions:
dagger,
quarterstaff,
68
royals
(gp).
Spellbook:
In
addition
to
spells
prepared,
1st
–
Burning
Hands,
Comprehend
Languages,
Endure
Elements,
Magic
Weapon,
Ray
of
Enfeeblement,
Shield
Companions:
Owl
(Arcane
familiar)
Arcane
Familiar
of
Magic-‐User,
male
owl:
CR
⅓;
Tiny
magical
beast
(animal);
HD
1d8;
hp
5;
Init
+3;
Spd
10
ft.,
fly
40
ft.
(average);
Space
2
ft.;
Reach
0
ft.;
AC
16,
touch
15,
flat-‐footed
13
(+3
Dex,
+1
natural,
+2
size);
Atk
melee
+5
(1d4-‐2,
talon);
BA
+0,
CMB
+1,
CMD
9;
AL
N;
SV
Fort
+2,
Ref
+5,
Will
+4;
Str
6,
Dex
17,
Con
11,
Int
6,
Wis
15,
Cha
6.
Skills:
Acrobatics
+3
(-‐5
to
jump),
Appraise
-‐1,
Fly
+7,
Linguistics
-‐1,
Perception
+10,
Spellcraft
-‐1,
Stealth
+15;
Racial
Modifiers
+4
Perception,
+4
Stealth;
Feats:
Weapon
Finesse
Special
Abilities:
Improved
Evasion
(Ex)
–
no
damage
on
successful
reflex
save;
half
on
failed
save;
Low-‐
Light
Vision
–
see
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail.
Page 27 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
D.2
Module's
Level
2
Starting
Characters
These
are
the
same
seven
pre-‐generated
player
characters
in
B6:
The
Veiled
Society
at
their
2nd
level
in
their
careers.
If
DM
decides
to
start
at
level
2,
these
will
be
the
starting
characters.
Otherwise,
this
can
be
a
guide
to
show
their
2nd
level
of
progression
or
used
as
NPCs
in
this
or
another
adventure.
Conversion
Notes:
The
BECMI
(Original
Dungeons
&
Dragons)
racial
classes
of
Elf
and
Halfling
are
actually
multiclass
characters
in
Pathfinder,
with
the
Elf
as
a
Fighter/Wizard,
and
a
Halfling
as
a
Fighter/Rogue.
This
section
shows
them
as
multiclass
characters,
which
is
a
2nd
level
character
with
a
class
level
in
Fighter
and
a
class
level
in
either
Rogue
or
Wizard.
The
Characters
Cleric
of
Petra,
female
human
Cleric
of
Petra
2:
CR
1;
Medium-‐size
humanoid
(human);
HD
2d8+1;
hp
15;
Init
+0;
Spd
30
ft.;
AC
15,
touch
10,
flat-‐footed
15
(+3
armor,
+2
shield);
Atk
+2
melee
(1d8+1,
heavy
mace);
BA
+1,
CMB
+2,
CMD
12;
AL
LG;
SV
Fort
+3,
Ref
+0,
Will
+7;
Str
12,
Dex
10,
Con
10,
Int
13,
Wis
18,
Cha
14.
Skills:
Diplomacy
+6,
Heal
+8,
Knowledge
(arcana)
+5,
Knowledge
(history)
+5,
Knowledge
(nobility)
+5,
Knowledge
(religion)
+5,
Linguistics
+5,
Perception
+4,
Sense
Motive
+8,
Spellcraft
+5;
Feats:
Channel,
Turn
Undead
Cleric
Spells
Prepared
(*/2+1,
CL2,
concentration
+6,
melee
touch
+2,
range
touch
+1):
Domains
–
Good,
Healing;
0
–
detect
magic,
light,
purify
food
and
drink
(DC
14),
stabilize;
1st
–
bless,
command
(DC
15),
protection
from
evil,
shield
of
faith
Special
Abilities:
Aura
(Ex);
Cleric
Channel
Positive
Energy
1d6
(7/day,
DC
9)
(Su)
–
Positive
energy
heals
the
living
and
harms
the
undead;
negative
has
the
reverse
effect;
Freedom
Variant
Channeling
(±1
Sacred)
–
Bonus
to
escape
artist
checks,
CMB
checks
to
escape
a
grapple,
and
saving
throws
against
becoming
entangled,
paralyzed,
or
slowed;
Rebuke
Death
1d4+1
(7/day)
(Sp)
–
As
a
standard
action,
touch
heals
1d4+1
damage
to
negative
HP
target;
Spontaneous
Casting
–
channel
stored
spell
energy
to
heal;
lose
any
prepared
spell
that
is
not
an
orison
or
domain
spell
in
exchange
for
cure
spell;
Touch
of
Good
+1
(7/day)
(Sp)
–
grant
+1
to
skill
checks,
ability
checks
and
saving
throws
for
1
rd.;
Turn
Undead
(DC
13)
–
Your
Channel
Energy
can
make
undead
in
30
ft.
flee
for
1
min.
Languages:
Traldaran,
Common
(Thyatian)
Possessions:
studded
leather,
heavy
wooden
shield,
heavy
mace,
96
royals
(gp).
Notes:
Player
must
decide
if
variant
channeling
option
will
be
used
during
the
character's
creation
(before
play).
For
regular
channeling,
the
PC
can
heal
for
1d6.
For
variant
channeling,
the
channeling
heals
1d3
instead,
and
gets
the
variant
channeling
bonus
until
the
end
of
the
next
turn.
Fighter,
male
human
Fighter2:
CR
1;
Medium-‐size
humanoid
(human);
HD
2d10+4;
hp
20;
Init
+2;
Spd
30
ft.;
AC
19,
touch
13,
flat-‐footed
16
(+4
armor,
+2
Dex,
+1
dodge,
+2
shield);
Atk
+7
melee
(1d8+4/19-‐20,
longsword);
BA
+2,
CMB
+6,
CMD
19
(+1
vs.
fear);
AL
LG;
SV
Fort
+4,
Ref
+2,
Will
+0;
Str
18,
Dex
14,
Con
13,
Int
10,
Wis
10,
Cha
12.
Skills:
Craft
(armor)
+4,
Intimidate
+5,
Knowledge
(dungeoneering)
+4,
Linguistics
+1,
Ride
+2,
Perception
+0,
Survival
+4;
Feats:
Cleave,
Dodge,
Power
Attack,
Weapon
Focus
(longsword)
Special
Abilities:
Cleave
–
If
you
hit
a
foe,
attack
an
adjacent
target
at
the
same
attack
bonus
but
take
-‐2
AC;
Power
Attack
-‐1/+2
–
You
can
subtract
from
your
attack
roll
to
add
to
your
damage
Languages:
Traldaran,
Common
(Thyatian)
Possessions:
chain
shirt,
heavy
wooden
shield,
longsword,
artisan's
tools
(Craft[armor]),
48
royals
(gp)
Elf
of
Calarii,
male
elven
Fighter
1/Wizard
1:
CR
1;
Medium
humanoid
(elf);
HD
1d6+1d10+2;
hp
16;
Init
+2;
Spd
30
ft.;
AC
14,
touch
12,
flat-‐footed
12
(+2
armor,
+2
Dex);
Atk
+2
melee
(1d8+1/19-‐20,
longsword)
or
+4
ranged
(1d8/x3,
longbow,
100
ft.)
or
+3
ranged
(1d4+1/x2,
dart,
20
ft.);
BA
+1,
CMB
+2,
CMD
14;
AL
LG;
SV
Fort
+3,
Ref
+2,
Will
+3
(+2
vs.
enchantments);
Str
12,
Dex
14,
Con
12,
Int
18,
Wis
12,
Cha
9.
Skills:
Appraise
+8,
Climb
+5,
Craft
(bows)
+8,
Handle
Animal
+3,
Intimidate
+3,
Knowledge
(arcana)
+8,
Knowledge
(nature)
+8,
Linguistics
+8,
Perception
+3,
Profession
(herbalist)
+5,
Ride
+6,
Spellcraft
+8
(+10
to
identify
magic
item
properties),
Survival
+5,
Swim
+5;
Feats:
Point-‐blank
Shot,
Scribe
Scroll,
Weapon
Focus
(longbow).
Wizard
Spells
Prepared
(*/2,
CL1,
concentration
+5,
melee
touch
+2,
range
touch
+3):
0
–
detect
magic,
disrupt
undead,
open/close
(DC
14);
1st
–
mage
armor,
sleep
(DC
15)
Page 28 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Special
Abilities:
Arcane
Bond
(Ring)
(1/day)
(Sp)
–
Use
arcane
bond
ring
to
cast
any
spell
in
your
spellbook.
Without
it,
Concentration
required
to
cast
spells
(DC20
+
spell
level);
Elven
Immunities
(Sleep)
–
You
are
immune
to
magic
sleep
effects;
Elven
Magic
–
+2
to
spellcraft
checks
to
determine
the
properties
of
a
magic
item;
Hand
of
the
Apprentice
(7/day)
(Su)
–
As
a
standard
action,
throw
melee
weapon
(use
Int
instead
of
Dex)
and
instantly
returns;
Low-‐Light
Vision
–
See
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail;
Point-‐Blank
Shot
–
+1
to
attack
and
damage
rolls
with
ranged
weapons
at
up
to
30
feet.
Languages:
Common
(Thyatian),
Traldaran,
Draconic,
Elven,
Gnoll,
Gnome,
Goblin.
Possessions:
dart,
longbow,
longsword,
arcane
bond
ring,
artisan's
tools
(craft[bow]),
spellbook,69
royals
(gp),
5
cronas
(sp).
Spellbook:
In
addition
to
spells
prepared,
1st
–
Charm
Person,
Gravity
Bow,
Magic
Missile,
Mount,
Shield,
Shocking
Grasp.
Halfling,
male
halfing
Fighter
1/Rogue
1:
CR
1;
Medium
humanoid
(halfling);
HD
1d8+1d10;
hp
15;
Init
+3;
Spd
20
ft.;
AC
17,
touch
15,
flat-‐footed
13
(+2
armor,
+3
Dex,
+1
dodge,
+1
size);
Atk
melee
+5
(1d4+2/19-‐20,
shortsword);
BA
+1,
CMB
+2,
CMD
16;
AL
CG;
SV
Fort
+3,
Ref
+6,
Will
+0
(+2
vs.
fear);
Str
14,
Dex
16,
Con
10,
Int
14,
Wis
8,
Cha
14.
Skills:
Acrobatics
+10
(+6
to
jump),
Bluff
+6,
Climb
+4,
Diplomacy
+6,
Disable
Device
+9,
Disguise
+6,
Escape
Artist
+7,
Knowledge
(local)
+6,
Linguistics
+6,
Perception
+1,
Sleight
of
Hand
+8,
Stealth
+12,
Use
Magic
Device
+6;
Racial
Modifiers
+2
Acrobatics,
+2
Climb,
+2
Perception;
Feats:
Dodge,
Weapon
Finesse.
Special
Abilities:
Fearless
–
+2
racial
bonus
vs
Fear
saves.;
Sneak
Attack
–
+1d6
Attacks
deal
extra
damage
if
flank
foe
or
if
foe
is
flat-‐footed;
Trapfinding
–
+1
Gain
a
bonus
to
find
or
disable
traps,
including
magical
ones.
Languages:
Common
(Thyatian),
Traldaran,
Dwarven,
Gnome,
Hin
(Halfling).
Possessions:
leather
armor,
shortsword,
thieves'
tools,
125
royals
(gp).
Cleric
of
Halav,
male
human
Cleric
of
Halav
2:
CR
1;
Medium-‐size
humanoid
(human);
HD
2d8+4;
hp
17;
Init
+6;
Spd
30
ft.;
AC
18,
touch
12,
flat-‐footed
16
(+4
armor,
+2
Dex,
+2
shield);
Atk
melee
+3
(1d8+2/19-‐20,
longsword);
BA
+1,
CMB
+3,
CMD
15;
AL
LG;
SV
Fort
+4,
Ref
+2,
Will
+6;
Str
14,
Dex
14,
Con
13,
Int
10,
Wis
16,
Cha
12.
Skills:
Appraise
+4,
Craft
(weapons)
+4,
Diplomacy
+5,
Heal
+7,
Linguistics
+4,
Perception
+3,
Spellcraft
+4;
Feats:
Extra
Channel,
Improved
Initiative.
Cleric
Spells
Prepared
(*/3+1,
CL2,
concentration
+5,
melee
touch
+3,
range
touch
+3):
Domains
–
Strength,
War;
0
–
detect
magic,
light,
mending,
stabilize;
1st
–
bane
(DC
14),
command,
magic
weaponD,
shield
of
faith.
Special
Abilities:
Aura
(Ex);
Battle
Rage
+1
(6/day)
(Sp)
–
touch
ally
to
grant
+1
to
a
melee
dmg
for
1
rd.;
Cleric
Channel
Positive
Energy
1d6
(6/day,
DC
12)
(Su)
–
Positive
energy
heals
the
living
and
harms
the
undead;
negative
has
the
reverse
effect;
Spontaneous
Casting
–
channel
stored
spell
energy
to
heal;
lose
any
prepared
spell
that
is
not
an
orison
or
domain
spell
in
exchange
for
cure
spell;
Strength
Surge
(6/day)
(Sp)
–
Grant
+1
to
a
melee
attack
or
strength
check;
Strength
Variant
Channeling
(±1
Sacred)
–
bonus
to
all
Strength-‐based
checks,
combat
maneuver
checks
that
rely
on
Strength,
Strength-‐based
skills,
and
Strength
checks.
Languages:
Traldaran,
Common
(Thyatian)
Possessions:
chain
shirt,
heavy
wooden
shield,
longsword,
artisan's
tools
(Craft[weapons]),
13
royals
(gp).
Notes:
Player
must
decide
if
variant
channeling
option
will
be
used
during
the
character's
creation
(before
play).
For
regular
channeling,
the
PC
can
heal
for
1d6.
For
variant
channeling,
the
channeling
heals
1d3
instead,
and
gets
the
variant
channeling
bonus
until
the
end
of
the
next
turn.
Dwarf
of
Stronghollow
Clan,
male
dwarven
Fighter
2:
CR
2;
Medium-‐size
humanoid
(dwarf);
HD
2d10+6;
hp
25;
Init
+0;
Spd
20
ft.;
AC
15,
touch
10,
flat-‐footed
15
(+3
armor,
+2
shield);
Atk
melee
+6
(1d10+3/×3,
dwarven
waraxe);
BA
+2,
CMB
+5,
CMD
15
(19
vs.
bull
rush,
19
vs.
trip);
AL
LG;
SV
Fort
+5,
Ref
+0,
Will
+1
(+1
vs.
fear,
+2
vs.
poison,
spells,
and
spell-‐like
abilities);
Str
16,
Dex
11,
Con
15,
Int
14,
Wis
13,
Cha
8.
Skills:
Acrobatics
-‐2
(-‐6
to
jump),
Appraise
+2
(+4
to
assess
nonmagical
metals
or
gemstones),
Craft
(weapons)
+6,
Handle
Animal
+3,
Intimidate
+3,
Knowledge
(dungeoneering)
+6,
Knowledge
(engineering)
+6,
Perception
+1
(+3
to
notice
unusual
stonework),
Profession
(engineer)
+5,
Ride
+2,
Survival
+5;
Feats:
Combat
Expertise,
Shield
Focus,
Weapon
Focus
(dwarven
waraxe).
Special
Abilities:
Combat
Expertise
+/-‐1
–
Bonus
to
AC
in
exchange
for
an
equal
penalty
to
attack;
Darkvision
(60
feet)
–
You
can
see
in
the
dark
(black
and
white
vision
only);
Defensive
Training
–
+4
Gain
a
dodge
bonus
to
AC
vs
monsters
of
the
Giant
subtype;
Greed
–
+2
to
Appraise
to
determine
price
of
non-‐magic
Page 29 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
goods
with
precious
metals
or
gemstones;
Hatred
–
+1
racial
bonus
to
attacks
vs
Goblinoids/Orcs.;
Shield
Focus
–
+1
Shield
AC;
Stonecunning
–
+2
bonus
to
Perception
vs.
unusual
stonework.
Free
check
within
10
feet.
Languages:
Traldaran,
Common
(Thyatian),
Dwarven,
Goblin
Possessions:
studded
leather,
light
wooden
shield,
dwarven
waraxe,
artisan's
tools(Craft[weapons]),
117
royals
(gp)
Magic-‐User,
female
human
Wizard
2:
CR
1;
Medium
humanoid
(human);
HD
2d6+5;
hp
16;
Init
+3;
Spd
30
ft.;
AC
13,
touch
13,
flat-‐footed
10
(+3
Dex);
Atk
melee
+0
(1d4-‐1/19-‐20,
dagger)
or
+0
(1d6-‐1,
quarterstaff)
or
ranged
+4
(1d4-‐1/19-‐20,
dagger,
10
ft.);
BA
+1,
CMB
+0,
CMD
13;
AL
NG;
SV
Fort
+0,
Ref
+3,
Will
+4;
Str
9,
Dex
16,
Con
10,
Int
18,
Wis
12,
Cha
9.
Skills:
Appraise
+8,
Craft
(alchemy)
+8,
Knowledge
(arcana)
+8,
Knowledge
(dungeoneering)
+8,
Knowledge
(engineering)
+8,
Knowledge
(geography)
+8,
Knowledge
(history)
+8,
Knowledge
(local)
+8,
Knowledge
(nature)
+8,
Knowledge
(nobility)
+8,
Knowledge
(planes)
+8,
Knowledge
(religion)
+8,
Linguistics
+8,
Perception
+1,
Profession
(astronomer)
+5,
Profession
(scribe)
+5,
Spellcraft
+8;
Feats:
Fast
Learner,
Scribe
Scroll,
Toughness.
Wizard
Spells
Prepared
(*/2,
CL2,
concentration
+6,
melee
touch
+0,
range
touch
+4):
0
–
detect
magic,
detect
poison,
ghost
sound
(DC
14),
ray
of
frost;
1st
–
color
spray
(DC
15),
mage
armor,
shield.
Special
Abilities:
Empathic
Link
with
Familiar
(Su)
–
You
have
an
empathic
link
with
your
Arcane
Familiar;
Familiar
Bonus
–
+3
to
sight-‐based
Perception
checks
in
shadows,
you
gain
the
Alertness
feat
while
your
familiar
is
within
arm's
reach;
Hand
of
the
Apprentice
(7/day)
(Su)
–
as
a
standard
action,
throw
melee
weapon
(use
Int
instead
of
Dex)
and
instantly
returns;
Share
Spells
with
Familiar
–
can
cast
spells
with
a
target
of
"You"
on
the
familiar
with
a
range
of
touch.
Languages:
Common
(Thyatian),
Traldaran,
Elven,
Draconic,
Gnome,
Goblin.
Possessions:
dagger,
quarterstaff,
48
royals
(gp).
Spellbook:
In
addition
to
spells
prepared,
1st
–
Burning
Hands,
Comprehend
Languages,
Endure
Elements,
Magic
Weapon,
Ray
of
Enfeeblement,
Shield
Companions:
Owl
(Arcane
familiar)
Arcane
Familiar
of
Magic-‐User,
male
owl:
CR
⅓;
Tiny
magical
beast
(animal);
HD
1d8;
hp
5;
Init
+3;
Spd
10
ft.,
fly
40
ft.
(average);
Space
2
ft.;
Reach
0
ft.;
AC
16,
touch
15,
flat-‐footed
13
(+3
Dex,
+1
natural,
+2
size);
Atk
melee
+5
(1d4-‐2,
talon);
BA
+0,
CMB
+1,
CMD
9;
AL
N;
SV
Fort
+2,
Ref
+5,
Will
+4;
Str
6,
Dex
17,
Con
11,
Int
6,
Wis
15,
Cha
6.
Skills:
Acrobatics
+3
(-‐5
to
jump),
Appraise
-‐1,
Fly
+7,
Linguistics
-‐1,
Perception
+10,
Spellcraft
-‐1,
Stealth
+15;
Racial
Modifiers
+4
Perception,
+4
Stealth;
Feats:
Weapon
Finesse
Special
Abilities:
Improved
Evasion
(Ex)
–
no
damage
on
successful
reflex
save;
half
on
failed
save;
Low-‐
Light
Vision
–
see
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail.s
Page 30 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Elf
of
Vyalia
Clan,
female
elven
Ranger
1:
CR
½;
Medium
humanoid
(elf);
HD
1d10+1;
hp
11;
Init
+3;
Spd
30
ft.;
AC
15,
touch
13,
flat-‐footed
12
(+2
armor,
+3
Dex);
Atk
melee
+2
(1d8+1/19-‐20,
longsword)
or
dagger
+2
(1d4+1/19-‐20,
dagger)
or
ranged
+2
(1d4+1/19-‐20,
dagger,
10
ft.)
or
ranged
+4
(1d8/×3,
longbow,
100
ft.);
BA
+1,
CMB
+2,
CMD
15;
AL
N;
SV
Fort
+2,
Ref
+5,
Will
+2
(+2
vs.
enchantments);
Str
12,
Dex
16,
Con
10,
Int
15,
Wis
14,
Cha
13.
Skills:
Climb
+5,
Craft
(bows)
+6,
Handle
Animal
+5,
Heal
+6,
Perception
+8,
Spellcraft
+6
(+8
to
identify
magic
item
properties),
Stealth
+7,
Survival
+6;
Feats:
Deadly
Aim
Special
Abilities:
Deadly
Aim
-‐1/+2
–
Trade
a
penalty
to
ranged
attacks
for
a
bonus
to
ranged
damage;
Elven
Immunities
-‐
Sleep
–
You
are
immune
to
magic
sleep
effects;
Elven
Magic
–
+2
to
Spellcraft
checks
to
determine
the
properties
of
a
magic
item;
Favored
Enemy
(Magical
Beasts
+2)
(Ex)
–
+2
to
rolls
vs.
Favored
Enemy
(Magical
Beasts)
foes;
Low-‐Light
Vision
–
See
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail;
Track
+1
–
Add
the
listed
bonus
to
survival
checks
made
to
track;
Wild
Empathy
+2
(Ex)
–
Improve
the
attitude
of
an
animal,
as
if
using
Diplomacy.
Languages:
Common
(Thyatian),
Traldaran,
Elven,
Goblin
Possessions:
leather
armor,
dagger,
longbow,
longsword,
artisan's
tools,
68
royals
(gp)
Gnome
of
Highforge,
male
gnomish
Rogue
1:
CR
½;
Small
humanoid
(gnome);
HD
1d8;
hp
8;
Init
+3;
Spd
20
ft.;
AC
14,
touch
14,
flat-‐footed
11
(+3
Dex,
+1
size);
Atk
-‐1
melee
(1d8-‐2/19-‐20,
longsword)
or
-‐1
ranged
(1d8-‐2/x3,
longbow,
100
ft.)
or
+0
ranged
(1d4-‐2/x2,
dart,
20
ft.);
BA
+0,
CMB
-‐1,
CMD
12;
AL
CG;
SV
Fort
+0,
Ref
+5,
Will
+0
(+2
vs.
illusions);
Str
10,
Dex
16,
Con
10,
Int
16,
Wis
10,
Cha
12.
Skills:
Acrobatics
+7
(+3
to
jump),
Bluff
+5,
Climb
+4,
Craft
(mechanical)
+9,
Disable
Device
+10,
Disguise
+5,
Escape
Artist
+7,
Linguistics
+7,
Perception
+6,
Sleight
of
Hand
+9,
Stealth
+11;
Feats:
Deft
Hands,
Spell-‐Like
Abilities
(CL4;
concentration
+2)
–
1/day
-‐
dancing
lights,
ghost
sound
(DC
12),
prestidigitation,
speak
with
animals.
Special
Abilities:
Defensive
Training
–
+4
Gain
a
dodge
bonus
to
AC
vs
monsters
of
the
Giant
subtype;
Hatred
–
+1
Gain
a
bonus
to
attack
vs
goblinoid/reptilian
humanoids;
Low-‐Light
Vision
–
See
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail;
Sneak
Attack
+1d6
–
Attacks
deal
extra
dam
if
flank
foe
or
if
foe
is
flat-‐footed;
Trapfinding
+1
–
Gain
a
bonus
to
find
or
disable
traps,
including
magical
ones.
Languages:
Common
(Thyatian),
Traldaran,
Draconic,
Elven,
Gnome,
Goblin,
Sylvan
Possessions:
artisan's
tools,
thieves'
tools,
35
royals
(gp)
Monk,
female
human
Monk
1:
CR
½;
Medium
humanoid
(elf);
HD
1d8+1;
hp
9;
Init
+3;
Spd
30
ft.;
AC
18,
touch
18,
flat-‐footed
14
(+3
Dex,
+1
dodge,
+4
Wis);
Atk
melee
+0
(1d6,
unarmed
strike)
or
melee
-‐1/-‐1
(1d6,
unarmed
strike
flurry
of
blows);
BA
+0,
CMB
+0,
CMD
18;
AL
LN;
SV
Fort
+2,
Ref
+5,
Will
+6;
Str
10,
Dex
16,
Con
10,
Int
10,
Wis
18,
Cha
10.
Skills:
Climb
+4,
Heal
+5,
Linguistics
+1,
Perception
+8,
Stealth
+7;
Feats:
Crushing
Blow,
Dodge,
Eclectic,
Improved
Unarmed
Strike,
Stunning
Fist.
Special
Abilities:
Crushing
Blow
(-‐4)
–
Stunning
Fist
reduces
target's
AC;
Flurry
of
Blows
-‐1/-‐1
(Ex)
–
As
full-‐round
action,
higher
BAB
and
combo
unarmed
as
if
two-‐weapon
fighting;
Improved
Unarmed
Strike
–
Unarmed
strikes
don't
cause
attacks
of
opportunity,
and
can
be
lethal;
Stunning
Fist
(1/day,
DC
15)
–
You
can
stun
an
opponent
with
an
unarmed
attack.
Languages:
Common
(Thyatian),
Common
(Hulean)
Possessions:
35
royals
(gp)
Bard,
male
halfing
Bard
1:
CR
½;
Small
humanoid
(halfling);
HD
1d8+1;
hp
9;
Init
+2;
Spd
20
ft.;
AC
13,
touch
13,
flat-‐footed
11
(+2
Dex,
+1
size);
Atk
melee
shortsword
+0
(1d4-‐1/19-‐20,
shortsword)
or
ranged
+3
(1d3-‐1,
sling,
50
ft.);
BA
+0,
CMB
-‐2,
CMD
10;
AL
CG;
SV
Fort
+1,
Ref
+5,
Will
+4
(+2
vs.
fear);
Str
9,
Dex
14,
Con
10,
Int
14,
Wis
12,
Cha
18.
Skills:
Skills
Acrobatics
+8
(+4
to
jump),
Climb
+1,
Disguise
+8,
Escape
Artist
+6,
Linguistics
+6,
Perception
+7,
Perform
(wind
instruments)
+8,
Sleight
of
Hand
+6,
Stealth
+10;
Feats:
Well-‐prepared.
Bard
Spells
Known
(*/2,
CL1,
concentration
+3,
melee
touch
+0,
range
touch
+3):
0
–
lullaby
(DC
14),
prestidigitation,
summon
instrument,
unwitting
ally
(DC
14);
1st
–
charm
person
(DC
15),
summon
monster
I.
Special
Abilities:
Bardic
Knowledge
+1
(Ex)
–
Add
+1
to
all
knowledge
skill
checks;
Bardic
Performance
(standard
action,
8
rounds/day)
–
Your
performances
can
create
magical
effects:
countersong,
distraction,
fascinate
[DC
14],
inspire
courage
+1;
Fearless
–
+2
racial
bonus
vs
Fear
saves;
Well-‐Prepared
(Sleight
of
Hand)
–
DC
10+
gp
cost
check
and
you
"happen"
to
have
the
desired
item
on
your
person.
Page 31 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Languages:
Common
(Thyatian),
Traldaran,
Elven,
Goblin,
Halfling
Possessions:
shortsword,
sling,
sling
bullets
(10),
87
royals
(gp),
8
cronas
(sp).
Page 32 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Skills:
Acrobatics
+5
(+13
to
jump),
Escape
Artist
+7,
Perception
+1,
Stealth
+16
(+20
in
Undergrowth);
Feats:
Stealthy
Special
Abilities:
Low-‐Light
Vision
–
see
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail;
Scent
(Ex)
–
detect
opponents
within
15+
feet
by
sense
of
smell;
Trip
(Ex)
–
can
make
a
trip
attempt
on
a
successful
attack.
Gnome
of
Highforge,
male
elven
Rogue
1/Illusionist
1:
CR
1;
Small
humanoid
(gnome);
HD
1d6+1d8;
hp
14;
Init
+3;
Spd
20
ft.;
AC
14,
touch
14,
flat-‐footed
11
(+3
Dex,
+1
size);
Atk
-‐1
melee
(1d8-‐2/19-‐20,
longsword)
or
-‐1
ranged
(1d8-‐2/x3,
longbow,
100
ft.)
or
+0
ranged
(1d4-‐2/x2,
dart,
20
ft.);
BA
+0,
CMB
-‐1,
CMD
12;
AL
CG;
SV
Fort
+0,
Ref
+5,
Will
+2
(+2
vs.
illusions);
Str
10,
Dex
16,
Con
10,
Int
16,
Wis
10,
Cha
12.
Skills:
Acrobatics
+7
(+3
to
jump),
Bluff
+5,
Climb
+4,
Craft
(mechanical)
+9,
Diplomacy
+5,
Disable
Device
+10,
Disguise
+5,
Escape
Artist
+7,
Knowledge
(arcana)
+7,
Knowledge
(engineering)
+7,
Linguistics
+7,
Perception
+6,
Profession
(engineer)
+4,
Sleight
of
Hand
+9,
Spellcraft
+7,
Stealth
+11,
Use
Magic
Device
+5;
Feats:
Deft
Hands,
Scribe
Scroll
Arcane
School
Spell-‐Like
Abilities
(CL2;
concentration
+3)
-‐
6/day
–
blinding
ray
Spell-‐Like
Abilities
(CL2;
concentration
+3)
–
1/day
-‐
dancing
lights,
ghost
sound
(DC
12),
prestidigitation,
speak
with
animals.
Illusionist
Spells
Prepared
(*/2+1,
CL1,
concentration
+3,
melee
touch
+1,
range
touch
+4):
0
–
daze
(DC
13),
ray
of
frost,
resistance;
1st
–
color
spray
(DC
15),
mage
armor,
sleep
(DC
14).
Special
Abilities:
Arcane
Bond
(Wand)
(1/day)
(Sp)
–
Use
object
to
cast
any
spell
in
your
spellbook.
Without
it,
Concentration
required
to
cast
spells
(DC20
+
spell
level);
Blinding
Ray
(6/day)
(Sp)
–
As
a
standard
action,
ranged
touch
vs
foe
in
30
ft
blinds
for
1
rd
(dazzles
if
more
HD);
Defensive
Training
–
+4
Gain
a
dodge
bonus
to
AC
vs
monsters
of
the
Giant
subtype;
Extended
Illusions
(+1
rds)
(Su)
–
Increase
duration
of
illusion
spells
by
1/2
level
(permanent
at
20);
Hatred
–
+1
Gain
a
bonus
to
attack
vs
goblinoid/reptilian
humanoids;
Low-‐Light
Vision
–
See
twice
as
far
as
a
human
in
low
light,
distinguishing
color
and
detail;
Opposition
Schools
(Divination,
Necromancy)
–
You
must
spend
2
slots
to
cast
spells
these
schools;
Specialized
School
(Illusion);
Sneak
Attack
+1d6
–
Attacks
deal
extra
dam
if
flank
foe
or
if
foe
is
flat-‐footed;
Trapfinding
+1
–
Gain
a
bonus
to
find
or
disable
traps,
including
magical
ones.
Languages:
Common
(Thyatian),
Traldaran,
Draconic,
Elven,
Gnome,
Goblin,
Sylvan
Possessions:
arcane
bond
wand;
artisan's
tools,
thieves'
tools,
spellbook,
135
royals
(gp)
Spellbook:
In
addition
to
spells
prepared,
1st
–
disguise
self,
illusion
of
calm,
silent
image
Monk,
female
human
Monk
1/Cleric
1:
CR
1;
Medium
humanoid
(elf);
HD
2d8+2;
hp
18;
Init
+3;
Spd
30
ft.;
AC
18,
touch
18,
flat-‐footed
14
(+3
Dex,
+1
dodge,
+4
Wis);
Atk
melee
+0
(1d6,
unarmed
strike)
or
melee
-‐1/-‐
1
(1d6,
unarmed
strike
flurry
of
blows);
BA
+0,
CMB
+0,
CMD
18;
AL
LN;
SV
Fort
+5,
Ref
+6,
Will
+9;
Str
10,
Dex
16,
Con
10,
Int
10,
Wis
18,
Cha
10.
Skills:
Climb
+5,
Heal
+8,
Linguistics
+4,
Perception
+9,
Stealth
+8;
Feats:
Crushing
Blow,
Dodge,
Eclectic,
Improved
Unarmed
Strike,
Stunning
Fist.
Cleric
Spells
Prepared
(*/2+1,
CL1,
concentration
+5,
melee
touch
+0,
range
touch
+3):
Domains
–
Strength,
Protection
(Defense);
0
–
detect
poison,
guidance,
resistance;
1st
–
magic
weapon,
shield,
shield
of
faith.
Special
Abilities:
Battle/Wrath
Variant
Channeling
(±1
Sacred)
–
bonus
to
damange
and
critical
hit
confirmation;
Cleric
Channel
Positive
Energy
1d6
(3/day,
DC
10)
(Su)
–
Positive
energy
heals
the
living
and
harms
the
undead;
negative
has
the
reverse
effect;
Crushing
Blow
(-‐4)
–
Stunning
Fist
reduces
target's
AC;
Deflection
Aura
(1
rounds,
1/day)
(Su)
–
20'r
aura
grants
+2
AC
and
+2
CMD;
Flurry
of
Blows
-‐1/-‐1
(Ex)
–
As
full-‐rd
action,
higher
BAB
and
combo
unarmed
as
if
two-‐weapon
fighting;
Improved
Unarmed
Strike
–
Unarmed
strikes
don't
cause
attacks
of
opportunity,
and
can
be
lethal;
Strength
Surge
(7/day)
(Sp)
–
Grant
+1
to
a
melee
attack
or
strength
check;
Stunning
Fist
(1/day,
DC
15)
–
You
can
stun
an
opponent
with
an
unarmed
attack.
Languages:
Common
(Thyatian),
Common
(Hulean)
Possessions:
70
royals
(gp)
Notes:
Player
must
decide
if
variant
channeling
option
will
be
used
during
the
character's
creation
(before
play).
For
regular
channeling,
the
PC
can
heal
for
1d6.
For
variant
channeling,
the
channeling
heals
1d3
instead,
and
gets
the
variant
channeling
bonus
until
the
end
of
the
next
turn.
Tactics:
Shield
and
Shield
of
Faith
spells
will
change
Armor
class
to
the
following:
AC
24,
touch
20,
flat-‐
footed
20
(+2
deflection,
+3
Dex,
+1
dodge,
+4
shield,
+4
Wis).
Shield
of
Faith
adds
+2
to
CMD.
Magic
Weapon
adds
+1
to
attack
and
damage
with
unarmed
strike.
Page 33 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
Bard,
male
halfing
Bard1/Sorcerer1:
CR
1;
Small
humanoid
(halfling);
HD
1d6+1d8+1;
hp
14;
Init
+2;
Spd
20
ft.;
AC
13,
touch
13,
flat-‐footed
11
(+2
Dex,
+1
size);
Atk
melee
shortsword
+0
(1d4-‐1/19-‐20,
shortsword)
or
ranged
+3
(1d3-‐1,
sling,
50
ft.);
BA
+0,
CMB
-‐2,
CMD
10;
AL
CG;
SV
Fort
+1,
Ref
+5,
Will
+6
(+2
vs.
fear);
Str
9,
Dex
14,
Con
10,
Int
14,
Wis
12,
Cha
18.
Skills:
Acrobatics
+8
(+4
to
jump),
Climb
+1,
Craft
(jewelry)
+6,
Disguise
+8,
Escape
Artist
+6,
Linguistics
+6,
Perception
+7,
Perform
(wind
instruments)
+9,
Profession
(cook)
+5,
Sleight
of
Hand
+6,
Stealth
+10,
Use
Magic
Device
+8;
Feats:
Eschew
Materials,
Well-‐prepared.
Bard
Spells
Known
(*/2,
CL1,
concentration
+3,
melee
touch
+0,
range
touch
+3):
0
–
lullaby
(DC
14),
prestidigitation,
summon
instrument,
unwitting
ally
(DC
14);
1st
–
charm
person
(DC
15),
summon
monster
I.
Sorcerer
Spells
Known
(*/4,
CL1,
concentration
+3,
melee
touch
+0,
range
touch
+3):
0
–
disrupt
undead,
drench
(DC
14),
ghost
sound
(DC
14),
root;
1st
–
ear-‐piercing
scream
(DC
15),
mage
armor.
Special
Abilities:
Bardic
Knowledge
+1
(Ex)
–
Add
+1
to
all
knowledge
skill
checks;
Bardic
Performance
(standard
action,
8
rounds/day)
–
Your
performances
can
create
magical
effects;
Beguiling
Voice
(7/day)
(Ex)
–
At
1st
level,
you
can
use
the
sound
of
your
voice
to
lull
a
target
creature
into
taking
no
action.
This
ability
acts
as
the
daze
spell,
except
it
is
language
dependent,
has
a
duration
of
1
round,
and
affects
a
living
creature
whose
Hit
Dice
do
exceed
your
sorcerer
level;
Bloodline
Arcana
(Maestro)
–
cast
spell
with
verbal
component
and
no
somatic
or
material
component,
treat
your
caster
level
as
if
it
were
one
level
higher;
Bloodline
Powers
(Maestro)
–
use
songs
in
your
head
to
create
magical
effects;
Eschew
Materials
–
Cast
spells
without
materials,
if
component
cost
is
1
royal
(gp)
or
less;
Fearless
–
+2
racial
bonus
vs
Fear
saves;
Well-‐Prepared
(Sleight
of
Hand)
–
DC
10+
gp
cost
check
and
you
"happen"
to
have
the
desired
item
on
your
person.
Languages:
Common
(Thyatian),
Traldaran,
Elven,
Goblin,
Halfling
Possessions:
shortsword,
sling,
sling
bullets
(10),
artisan's
tools,
82
royals
(gp),
8
cronas
(sp).
Page 34 of 35
THE
VEILED
SOCIETY
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-Apr)
F.
Change
History
Ver.
Date
Author
Notes
.100
200212
Joaquin
Initial
Draft
.110
200212
Joaquin
Text
description
of
clans/Races,
City
Details
.120
200212
Joaquin
Update
city
detail
(Mystara
Mailing
List)
.121
200212
Joaquin
Update
city
detail
(Mystara3E
Yahoo
Group)
.200
200212
Joaquin
Documented
NPC
characters
in
Investigation
.230
20030219
Joaquin
Updated
Kobold
and
other
encounters
.300
20150413
Joaquin
Initial
Restart
(in
process
of
converting
DnD3e
stats
to
PF
stats)
.301
20150416
Joaquin
Added
Cartha,
Zweis,
Estaish,
Antonic,
Giant
Guard,
NPCs,
etc.
.302
20150417
Joaquin
Added
notes
on
skill
usage
and
ambush
section,
cleric
leaders,
others
.303
20150419
Joaquin
Dirty
Fighter,
Soldiers,
Commoners,
Zombies
,
Horsemen/Horses,
tribune
.304
20150429
Joaquin
PreGen
Characters,
Corrections,
Kobolds
revised
.400
20150427
Joaquin
PreGen
PCs
revised,
Corrections,
New
Monster
(Siren
Flower)
Page 35 of 35