Night's Dark Terror: Pathfinder (D&D 3.75e) Conversion
Night's Dark Terror: Pathfinder (D&D 3.75e) Conversion
Night's Dark Terror: Pathfinder (D&D 3.75e) Conversion
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
Introduction
This
is
a
direct
conversion
of
the
module
B10:
Night's
Dark
Terror
(TSR9149)
to
Pathfinder
system
(often
called
D&D
3.75e)
system
published
by
Paizo.
This
module
is
set
as
a
wilderness
adventure
taking
place
in
Dymrak
Forests,
and
later
as
a
city
adventure
in
the
Town
of
Threshold,
and
finally
into
the
Lost
Valley
of
Hutaaka.
This
module
takes
place
in
the
world
of
Mystara
and
it
is
specifically
tied
to
Karameikos.
Further
information
for
this
setting
is
from
Gazetteer
1:
The
Grande
Duchy
of
Karameikos
by
Aaron
Allston
and
Kingdom
of
Karameikos
boxed
set
by
Jeff
Grubb
and
Aaron
Allston.
Stat-‐Blocks
The
stat
blocks
are
modeled
after
early
D&D3e
adventures
in
Dungeon
Magazine,
as
they
are
more
concise
and
utilize
fewer
pages
to
detail
out
the
characters
in
this
module.
For
spell
listings,
underlined
spells
are
bonus
spells
provided
by
domain
or
school
of
magic
specialization.
A.
Non-‐Player
Characters
Conversion
Notes:
For
Linguistic
accuracy
of
the
Traldaran
(Daco-‐Romanian
language
analogue),
I
utilized
the
following
names
(in
order
of
presentation):
• Petre
for
Pyotr
• Daria
for
Darya
• Taras*
• Alfana**
• Irina
• Matei
for
Matvey
• Cosmina
for
Kuzma***
• Marică
for
Masha
• Stelian
for
Stellios
• Grigore
for
Gregor
• George
for
Yuri*****
• Grigoruș
(Grigorush)
for
Grisha
• Grigoraș
(Grigorash)
for
Grishkal
• Ștefan
(Shtefan)
for
Stephen
*
name
Taras
or
Tarasios
(Ταρασιος)
of
Thyatian
origin
meaning
from
Taras,
the
son
of
a
Sea
Immortal.
**
name
Alfana
(Ælfnoð)
of
Hattian
origin
meaning
"bold
elf"
***
name
Cosmina
if
feminine
form
of
Thyatian
name
of
Kosmas
(Κοσμας)
meaning
"order,
decency"
****
name
George
(pronounced
jorj
or
yorj)
is
a
transliteration
of
the
Thyatian
name
Georgios
(Γεωργιος),
meaning
farmer
or
earthworker.
Page 1 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
A.1
Clan
of
Petre
The
NPCs
in
their
daily
lives
may
not
be
wearing
armor.
In
this
situation,
subtract
any
armor
or
shield
bonus
from
regular
AC
and
flat-‐footed
AC.
Petre,
male
human
Fighter
5:
CR
4;
Medium-‐size
humanoid
(human);
HD
5d10+10;
hp
44;
Init
+1;
Spd
30
ft.;
AC
18,
touch
11,
flat-‐footed
17
(+4
armor,
+1
Dex,
+3
shield);
Atk
melee
+11
(1d8+7/19-‐20,
longsword
+1)
or
ranged
+8
(1d8+3/×3,
mwk
composite
longbow,
110
ft.);
BA
+5,
CMB
+8,
CMD
19;
AL
NG;
SV
Fort
+5,
Ref
+2,
Will
+2
(+1
vs.
fear);
Str
16,
Dex
13,
Con
12,
Int
10,
Wis
13,
Cha
13.
Skills:
Climb
+7,
Handle
Animal
+8,
Intimidate
+5,
Linguistics
+1,
Perception
+1,
Profession
(stable
master)
+5,
Ride
+9,
Survival
+5,
Swim
+7;
Feats:
Far
Shot,
Point-‐blank
Shot,
Rapid
Shot,
Shield
Focus,
Weapon
Focus
(longbow),
Weapon
Focus
(longsword),
Weapon
Specialization
(longsword)
Special
Abilities:
Far
Shot
–
suffer
-‐1
penalty
per
full
range
increment
instead
of
-‐2
penalty;
Point-‐Blank
Shot
-‐
+1
to
attack/damage
within
30
ft.;
Rapid
Shot
–
extra
attack
with
ranged
weapons,
each
at
-‐2
to
attack;
Shield
Focus
–
+1
shield
bonus
to
AC;
Weapon
Training
(Blades,
Heavy)
–
+1
to
attack/damage/CMB/CMD
Languages:
Common
(Thyatian),
Traldaran
Possessions:
mwk
chain
shirt,
light
steel
shield
+1,
mwk
composite
longbow
(+3
Str),
longsword
+1,
5
arrows
+1.
Development:
As
the
clan
head,
Petre
is
the
pivot
of
negotiations
with
the
party.
He
is
known
to
be
fatherly,
brave,
honest,
decisive,
a
good
leader,
and
a
good
horseman.
Notes:
Should
Petre
use
one
of
the
magical
arrows,
it
will
only
add
an
extra
+1
enhancement
bonus
to
damage,
for
a
total
of
1d8+4
per
arrow.
The
+1
enhancement
bonus
to
attack
from
the
masterwork
weapon,
does
not
stack
with
other
enhancement
bonuses,
and
is
also
already
included
in
the
stat
block.
Daria,
female
human
expert
1/fighter
2:
CR
2;
Medium-‐size
humanoid
(human);
HD
1d8+2d10+2;
hp
26;
Init
+2;
Spd
30
ft.;
AC
15,
touch
13,
flat-‐footed
12
(+2
armor,
+2
Dex,
+1
dodge);
Atk
melee
+4
(1d4/19-‐20,
dagger)
or
ranged
+5
(1d6/×3,
shortbow);
BA
+2,
CMB
+2,
CMD
15;
AL
LG;
SV
Fort
+3,
Ref
+2,
Will
+2
(+1
vs.
fear);
Str
10,
Dex
14,
Con
10,
Int
15,
Wis
10,
Cha
11.
Skills:
Intimidate
+6,
Knowledge
(arcana)
+8,
Linguistics
+11,
Perception
+0,
Profession
(cook)
+6,
Profession
(librarian)
+4,
Ride
+8,
Spellcraft
+6,
Use
Magic
Device
+5;
Feats:
Dodge,
Point-‐blank
Shot,
Skill
Focus
(Linguistics),
Weapon
Finesse,
Weapon
Focus
(shortbow).
Special
Abilities:
Point-‐Blank
Shot
–
+1
to
attack/damage
within
30
ft.
Languages:
Common
(Thyatian),
Traldaran,
Ylari,
Dwarven,
Elven,
Gnome.
Possessions:
leather
armor,
dagger,
shortbow.
Development:
As
the
wife
of
Petre,
hostess
to
any
guests,
Daria
ensures
that
the
adventurers
are
well
taken
care
of,
but
she
will
be
the
first
to
chide
them
if
they
make
a
nuisance
of
themselves.
She
is
slightly
haughty,
but
down-‐to-‐earth
with
friends.
She
is
known
to
be
loyal,
an
excellent
cook,
good
horsewoman,
and
good
at
understanding
cryptic
codes.
Taras,
male
human
expert
1/fighter
3:
CR
3;
Medium-‐size
humanoid
(human);
HD
1d8+3d10+3;
hp
34;
Init
+2;
Spd
30
ft.;
AC
19,
touch
13,
flat-‐footed
16
(+3
armor,
+2
Dex,
+1
dodge,
+3
shield);
Atk
melee
+8
(1d8+3/×3,
mwk
battleaxe)
or
ranged
+5
(1d6/×3,
shortbow,
60
ft.);
BA
+3,
CMB
+6,
CMD
19;
AL
NG;
SV
Fort
+3,
Ref
+3,
Will
+3
(+1
vs.
fear);
Str
16,
Dex
14,
Con
10,
Int
12,
Wis
10,
Cha
10.
Skills:
Handle
Animal
+5,
Knowledge
(geography)
+8,
Knowledge
(local)
+8,
Knowledge
(nature)
+8,
Perception
+0,
Ride
+7,
Survival
+5;
Feats:
Combat
Reflexes,
Dodge,
Mobility,
Shield
Focus,
Weapon
Focus
(battleaxe).
Special
Abilities:
Combat
Reflexes
(3
AoO/rd)
–
extra
attacks
of
opportunity,
even
when
flat-‐footed;
Mobility
–
+4
to
AC
vs.
AoO
provoked
move
in/out
of
threatened
area;
Shield
Focus
–
+1
shield
to
AC
Languages:
Common
(Thyatian),
Traldaran.
Possessions:
leather
armor
+1,
heavy
wooden
shield,
mwk
battleaxe,
shortbow.
Development:
Taras
is
the
eldest
son
of
Petre,
and
should
Petre
pass
away,
Taras
will
become
the
new
clan
head.
Taras
will
encourage
the
adventurers
to
take
action
against
the
goblins
and
will
go
with
the
party
to
search
for
the
horses.
Taras
can
be
described
as
enthusiastic,
having
a
good
sense
of
humor,
and
will
befriend
fighters
(+10
circumstance
bonus
on
Diplomacy
checks
with
fighters
or
other
martial
characters),
but
has
a
deep
mistrust
of
arcane
casters
and
elves
(-‐10
circumstance
penalty
on
Diplomacy
checks
for
elves,
magical
creatures,
or
arcane
spell
casters).
Taras
is
known
as
an
excellent
horseman
and
has
good
knowledge
of
the
area.
Page 2 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
Alfana,
female
human
expert
2:
CR
½;
Medium-‐size
humanoid
(human);
HD
2d8+2;
hp
13;
Init
-‐1;
Spd
30
ft.;
AC
9,
touch
9,
flat-‐footed
9
(-‐1
Dex);
Atk
melee
+0
(1d4-‐1/19-‐20,
dagger);
BA
+1,
CMB
+0,
CMD
9;
AL
LG;
SV
Fort
+0,
Ref
-‐1,
Will
+3;
Str
8,
Dex
9,
Con
11,
Int
15,
Wis
10,
Cha
16.
Skills:
Bluff
+8,
Diplomacy
+8,
Handle
Animal
+13,
Heal
+5,
Knowledge
(nature)
+7,
Perception
+0;
Profession
(cook)
+5,
Profession
(gardener)
+5,
Profession
(herbalist)
+5,
Profession
(stable
master)
+5,
Ride
+1;
Feats:
Animal
Affinity,
Skill
Focus
(Handle
Animal).
Languages:
Common
(Thyatian),
Traldaran,
Darokin
Possessions:
dagger.
Development:
Alfana
is
the
wife
of
Taras.
She
is
well
known
for
her
uncanny
ability
to
tame
horses
and
has
a
good
chance
to
tame
any
horses
that
Loshad
has
made
wild
with
Handle
Animal
(DC17)
check.
She
is
known
to
be
gentle,
sensitive,
and
intelligent.
Irina,
female
human
cleric
of
Petra
2/expert
1:
CR
2;
Medium
humanoid
(human);
HD
3d8+2;
hp
23;
Init
+1;
Spd
30
ft.;
AC
16,
touch
13,
flat-‐footed
15
(+2
armor,
+2
deflection,
+1
Dex,
+1
shield);
Atk
melee+1
(1d4,
light
hammer)
or
ranged
+3
(1d4,
mwk
sling);
BA
+1,
CMB
+1,
CMD
14;
AL
LG;
SV
Fort
+3,
Ref
+1,
Will
+8;
Str
10,
Dex
13,
Con
10,
Int
10,
Wis
16,
Cha
12.
Skills:
Diplomacy
+5,
Handle
Animal
+6,
Heal
+9,
Linguistics
+4,
Perception
+5,
Ride
+5,
Sense
Motive
+14,
Spellcraft
+4;
Feats:
Alertness,
Extra
Channel,
Skill
Focus
(Sense
Motive).
Cleric
Spells
Prepared
(*/2+1,
CL
2nd,
concentration
+5,
melee
touch
+1,
range
touch
+2):
Domains
–
Good,
Healing;
0
–
guidance,
light,
resistance,
stabilize;
1st
–
bless,
protection
from
evil,
sanctuary
(DC
14),
shield
of
faith.
Special
Abilities:
Cleric
Channel
Positive
Energy
1d6
(4/day,
DC
12)
(Su);
Rebuke
Death
(6/day)
(Sp)
–
as
standard
action,
touch
heals
1d4+1
damage;
Touch
of
Good
+1
(6/day)
(Sp)
–
grant
+1
to
skill
checks,
ability
checks
and
saving
throws
for
1
round.
Languages:
Common
(Thyatian),
Traldaran.
Possessions:
leather
armor,
light
wooden
shield,
light
hammer,
mwk
sling,
ring
of
protection
+2.
Development:
Irina
is
the
daughter
of
Petre.
She
is
known
to
be
perceptive,
inquisitive,
and
is
a
good
horsewoman.
He
is
known
for
ability
to
sense
lies,
which
can
be
used
to
deter
characters
from
making
rash
statements
or
claims.
Matei,
male
human
expert
1:
CR
⅓;
Small-‐size
humanoid
(human);
HD
1d8+1;
hp
6;
Init
+4;
Spd
20
ft.;
AC
15,
touch
15,
flat-‐footed
11
(+4
Dex,
+1
size);
Atk
melee
-‐1
(1d2-‐2
nonlethal,
unarmed
strike
provoking
AoO);
BA
+0,
CMB
-‐3,
CMD
11;
AL
CN;
SV
Fort
+0,
Ref
+4,
Will
+1;
Str
14,
Dex
13,
Con
13,
Int
10,
Wis
12,
Cha
10.
Skills:
Acrobatics
+8,
Bluff
+5,
Climb
+2,
Diplomacy
+5,
Escape
Artist
+10,
Handle
Animal
+5,
Perception
+3,
Ride
+8,
Stealth
+17;
Feats:
Skill
Focus
(Stealth),
Stealthy.
Languages:
Common
(Thyatian),
Traldaran,
Ylari.
Possessions:
dirty
grey
smock,
leather
trousers.
Development:
Matei
is
Petre's
youngest
son
(10
years
of
age)
and
is
a
potential
source
of
great
mischief,
where
his
misadventures
might
require
him
to
be
rescued.
He
is
secretive,
quiet,
prefers
the
company
of
animals
(especially
horses)
to
people,
and
is
a
fair
horseman.
Page 3 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
Cosmina,
female
human
cleric
of
Zirchev
4:
CR
3;
Medium-‐size
humanoid
(human);
HD
4d8;
hp
28;
Init
+0;
Spd
30
ft.;
AC
10,
touch
10,
flat-‐footed
10;
Atk
melee
+2
(1d3-‐1
nonlethal,
unarmed
strike
draws
AoO);
BA
+3,
CMB
+2,
CMD
12;
AL
NG;
SV
Fort
+4,
Ref
+1,
Will
+8;
Str
8,
Dex
10,
Con
10,
Int
14,
Wis
18,
Cha
10.
Skills:
Knowledge
(arcana)
+9,
Knowledge
(history)
+9,
Knowledge
(local)
+14,
Knowledge
(nature)
+14,
Knowledge
(nobility)
+7,
Knowledge
(planes)
+7,
Knowledge
(religion)
+7,
Linguistics
+6,
Spellcraft
+6;
Feats:
Scholar
(Knowledge
[local],
Knowledge
[nature]),
Skill
Focus
(Knowledge
[local]),
Skill
Focus
(Knowledge
[nature]).
Cleric
Spells
Prepared
(*/4+1/3+1,
CL
4th,
concentration
+8,
melee
touch
+2,
range
touch
+3):
Domains
–
Animal,
Knowledge;
0
–
create
water,
detect
magic,
detect
poison,
purify
food
and
drink
(DC
14);
1st
–
bless,
comprehend
languages,
detect
evil,
magic
weapon,
obscuring
mist,
sanctuary;
2nd
–
detect
thoughts
(DC
16),
hold
person
(DC
16),
status,
summon
monster
II.
Special
Abilities:
Animal
Companion
Link
(Ex);
Channel
Positive
Energy
2d6
(3/day,
DC
12)
(Su);
Lore
Keeper
(At
will)
(Sp)
–
by
touch,
learn
about
a
creature
with
a
Knowledge
check
result
of
23;
Share
Spells
with
Companion
(Ex);
Speak
with
Animals
(7
rounds/day)
(Sp).
Languages:
Common
(Thyatian),
Traldaran,
Elven,
Halfling.
Development:
Cosmina
is
Petre's
mother.
She
knows
many
legends
concerning
the
area,
such
as
how
to
summon
Loshad.
She
is
stern
with
adults
and
kind
to
children
and
halflings
(thinks
they
are
children),
mutters,
and
she
is
suspicious
of
non-‐Lawful
clerics.
Cosmina's
Animal
Companion,
horse:
CR
1;
Large
animal;
HD
2d8+4;
hp
4;
Init
+1;
Spd
50
ft.;
Space
10
ft,
Reach
5
ft.;
AC
14,
touch
10,
flat-‐footed
13
(+1
Dex,
+4
natural,
-‐1
size);
Atk
melee
+3
(1d4+3,
bite)
and
melee
-‐
2/-‐2
(1d6+1,
hooves);
BA
+1,
CMB
+5,
CMD
16
(20
vs.
trip);
AL
N;
SV
Fort
+5,
Ref
+4,
Will
+1;
Str
16,
Dex
13,
Con
15,
Int
2,
Wis
12,
Cha
6.
Skills:
Acrobatics
+5
(+9
to
jump
with
a
running
start,
+13
to
jump),
Perception
+5;
Feats:
Run.
Special
Abilities:
Low-‐Light
Vision;
Scent
(Ex).
Marică,
female
human
expert
1:
CR
⅓;
Medium-‐size
humanoid
(human);
HD
1d8+1;
hp
8;
Init
+0;
Spd
30
ft.;
AC
10,
touch
10,
flat-‐footed
10;
Atk
—;
BA
+0,
CMB
+0,
CMD
10;
AL
LG;
SV
Fort
+0,
Ref
+0,
Will
+3;
Str
10,
Dex
10,
Con
10,
Int
12,
Wis
13,
Cha
16.
Skills:
Craft
(Poetry)
+5,
Diplomacy
+7,
Handle
Animal
+7,
Knowledge
(history)
+5,
Perform
(oratory)
+7,
Perform
(sing)
+12,
Perform
(string
instruments)
+9,
Ride
+4;
Feats:
Prodigy
(Perform[sing],
Perform[string
instruments];
Skill
Focus
(Perform
[sing]).
Possessions:
green
and
blue
checked
dress,
dark
blue
apron.
Development:
Marică
is
the
widow
of
Hakos.
She
is
distraught
following
the
deaths
of
her
father
and
husband.
She
likes
poetry
and
songs,
and
she
is
fascinated
by
elves
(+10
circumstance
bonus
to
Diplomacy
for
elves).
She
loathes
violence,
and
always
urges
non-‐violent
solutions.
She
is
a
good
horsewoman,
and
can
sing
beautifully
as
well
as
play
the
Traldaran
string
instruments,
like
the
Ţitera
(Thitera),
Cobza,
Zongura.
Stelian,
male
human
expert
1:
CR
⅓;
Medium-‐size
humanoid
(human);
HD
1d8+1;
hp
6;
Init
+0;
Spd
30
ft.;
AC
10,
touch
10,
flat-‐footed
10;
Atk
melee
+0
(1d6,
club)
or
ranged
+0
(1d4,
sling);
BA
+1,
CMB
+3,
CMD
14;
AL
LG;
SV
Fort
+0,
Ref
+0,
Will
+2;
Str
10,
Dex
10,
Con
10,
Int
16,
Wis
10,
Cha
14.
Skills:
Appraise
+10,
Bluff
+3,
Craft
(gemcutting)
+7,
Craft
(jewelry)
+7,
Knowledge
(arcana)
+9,
Knowledge
(history)
+9,
Knowledge
(local)
+7,
Knowledge
(nature)
+7,
Knowledge
(planes)
+7,
Perform
(oratory)
+6;
Feats:
Scholar
(Knowledge[arcana],
Knowledge[history]),
Skill
Focus
(Appraise)
Languages
Common
(Thyatian),
Ylari,
Draconic,
Elven
Possessions:
club,
sling,
stones.
Development:
Stelian
is
the
servant
and
can
be
an
alternative
source
of
legends.
He
is
able
to
identify
and
value
gems
and
jewelry
found
by
the
party.
Tactics:
If
attacked
in
melee,
Stelian
will
improvise
and
use
something
as
a
club.
Page 4 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
A.2
Refugees
of
Ilyakana
Grigore,
male
human
Fighter
3;
CR
2;
Medium-‐size
humanoid
(human);
HD
3d10+6;
hp
28;
Init
+4;
Spd
30
ft.;
AC
13,
touch
10,
flat-‐footed
13
(+2
armor,
+1
shield);
Atk
melee
+7
(1d8+3/×3.
battleaxe);
BA
+3,
CMB
+6,
CMD
16;
AL
CN;
SV
Fort
+4,
Ref
+1,
Will
+1
(+1
vs.
fear);
Str
17,
Dex
10,
Con
13,
Int
13,
Wis
10,
Cha
12.
Skills:
Climb
+6,
Craft
(carpentry)
+7,
Intimidate
+6,
Perception
+0,
Profession
(woodcutter)
+6,
Ride
+3,
Survival
+4,
Swim
+6;
Feats:
Cleave,
Combat
Expertise,
Improved
Initiative,
Power
Attack,
Weapon
Focus
(battleaxe).
Special
Abilities:
Cleave
–
successful
attack
against
foe
grants
extra
attack
on
adjacent
target
at
same
attack
bonus,
but
take
-‐2
AC;
Combat
Expertise
±1
–
bonus
AC
in
exchange
for
an
equal
penalty
to
AC;
Power
Attack
-‐
1/+2
–
subtract
from
attack
to
add
to
damage.
Languages:
Common
(Thyatian),
Traldaran
Possessions:
leather
armor,
light
wooden
shield,
battleaxe.
Development:
Grigore
is
a
loud-‐voiced
extrovert
that
is
good-‐natured.
He
is
a
carpenter
and
is
the
boss
at
a
lumber
camp
from
Ilyakana.
George,
male
human
Fighter
1;
CR
½;
Medium-‐size
humanoid
(human);
HD
1d10+2;
hp
12;
Init
+0;
Spd
30
ft.;
AC
13,
touch
10,
flat-‐footed
13
(+2
armor,
+1
shield);
Atk
melee
+5
(1d6+4,
throwing
axe)
or
ranged
+1
(1d6+4,
throwing
axe,
10
ft.);
BA
+1,
CMB
+5,
CMD
15;
AL
LG;
SV
Fort
+3,
Ref
+0,
Will
-‐1;
Str
18,
Dex
10,
Con
13,
Int
12,
Wis
9,
Cha
7.
Skills:
Skills
Craft
(armor)
+5,
Craft
(blacksmith)
+5,
Craft
(bows)
+5,
Craft
(weapons)
+5,
Perception
-‐1;
Feats:
Distance
Thrower,
Point-‐blank
Shot,
Weapon
Focus
(handaxe).
Special
Abilities:
Distance
Thrower
–
reduce
ranged
penalties
for
thrown
weapons
by
2;
Point-‐Blank
Shot
–
+1
to
atk/dmg
within
30
ft.
Languages:
Common
(Thyatian),
Traldaran
Possessions:
leather
armor,
light
wooden
shield,
throwing
axe.
Development:
George
is
a
moody,
taciturn
blacksmith
(can
make
horse
shoes,
farm
implements)
and
weaponsmith
(can
make
swords,
daggers,
axes,
maces,
spears,
bows,
and
arrows)
that
doesn't
like
to
horse
around.
Gregorush
and
Gregorash
(twins),
male
human
Fighter
1
(2);
CR
½;
Medium-‐size
humanoid
(human);
HD
1d10+5;
hp
15;
Init
+1;
Spd
30
ft.;
AC
12,
touch
12,
flat-‐footed
10
(+1
Dex,
+1
dodge);
Atk
melee
+5
(1d6+3/×3,
handaxe);
BA
+1,
CMB
+4,
CMD
16;
AL
CN;
SV
Fort
+3,
Ref
+1,
Will
+0;
Str
16,
Dex
13,
Con
12,
Int
10,
Wis
10,
Cha
10.
Skills:
Climb
+7,
Linguistics
+1;
Profession
(woodcutter)
+4,
Perception
+0;
Feats:
Dodge,
Toughness,
Weapon
Focus
(handaxe)
Languages:
Common
(Thyatian),
Traldaran.
Possessions:
handaxe.
Development:
Gregorush
and
Gregorash
are
twins.
They
do
not
have
any
armor
or
a
shield,
just
a
hand
axe.
George,
male
human
Fighter
1;
CR
½;
Medium-‐size
humanoid
(human);
HD
1d10+2;
hp
12;
Init
+0;
Spd
30
ft.;
AC
13,
touch
10,
flat-‐footed
13
(+2
armor,
+1
shield);
Atk
ranged
+1
(1d6+4,
throwing
axe);
BA
+1,
CMB
+5,
CMD
15;
AL
LG;
SV
Fort
+3,
Ref
+0,
Will
-‐1;
Str
18,
Dex
10,
Con
13,
Int
12,
Wis
9,
Cha
7.
Skills:
Skills
Craft
(armor)
+5,
Craft
(blacksmith)
+5,
Craft
(bows)
+5,
Craft
(weapons)
+5,
Perception
-‐1;
Feats:
Distance
Thrower,
Point-‐blank
Shot,
Weapon
Focus
(handaxe).
Special
Abilities:
Distance
Thrower
–
reduce
ranged
penalties
for
thrown
weapons
by
2;
Point-‐Blank
Shot
–
+1
to
atk/dmg
within
30
ft.
Languages:
Traldaran
Possessions:
leather
armor,
light
wooden
shield,
throwing
axe.
Development:
George
is
a
moody,
taciturn
blacksmith
(can
make
horse
shoes,
farm
implements)
and
weaponsmith
(can
make
swords,
daggers,
axes,
maces,
spears,
bows,
and
arrows)
that
doesn't
like
to
horse
around.
A.3
Miscellaneous
Page 5 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
Ștefan
(Shtefan),
male
human
expert
1/fighter
5:
CR
5;
Medium-‐size
humanoid
(human);
HD
1d8+5d10+5;
hp
49;
Init
+3;
Spd
30
ft.;
AC
15,
touch
13,
flat-‐footed
12
(+2
armor,
+3
Dex);
Atk
melee
+8
(1d8+3/19-‐20,
longsword)
or
ranged
+11
(1d6+6/×3,
mwk
composite
shortbow,
70
ft.);
BA
+5,
CMB
+8,
CMD
21;
AL
CN;
SV
Fort
+4,
Ref
+4,
Will
+3
(+1
vs.
fear);
Str
16,
Dex
16,
Con
10,
Int
10,
Wis
10,
Cha
13.
Skills:
Appraise
+5,
Bluff
+7,
Diplomacy
+9,
Intimidate
+5,
Knowledge
(local)
+4,
Linguistics
+1,
Perception
+0,
Profession
(merchant)
+6,
Ride
+9,
Sense
Motive
+5,
Survival
+4;
Feats:
Deadly
Aim,
Far
Shot,
Point-‐blank
Shot,
Precise
Shot,
Rapid
Shot,
Weapon
Focus
(shortbow),
Weapon
Specialization
(shortbow).
Special
Abilities:
Deadly
Aim
-‐2/+4
–
Trade
a
penalty
to
ranged
attacks
for
a
bonus
to
ranged
damage;
Far
Shot
–
Halve
the
range
increment
penalty
for
extended
range;
Point-‐Blank
Shot
–
+1
to
atk/dmg
within
30
ft;
Precise
Shot
–
no
penalty
when
shooting
into
melee;
Rapid
Shot
–
extra
attack
with
ranged
weapons
where
each
attack
is
at
-‐2;
Weapon
Training
(Bows)
+1
(Ex)
–
+1
atk,
dmg,
CMB,
CMD
with
Bows
Languages:
Common
(Thyatian),
Traldaran
Possessions:
leather
armor,
longsword,
mwk
composite
shortbow
(+3
Str).
Development:
Ștefan
is
friendly,
brave,
honest,
and
it
is
he
that
recruits
the
party
members
at
the
start
of
the
adventure.
After
joining
the
adventurers
at
Xitaqa,
he'll
accompany
the
party
to
the
Lost
Valley.
After
his
experiences
with
at
Xitaqa,
he
is
obsessed
with
the
desire
to
find
the
Lost
Valley
and,
particularly,
to
reach
it
before
Golthar.
Ștefan
has
can
provide
information
about
what
lies
on
the
way
to
Threshold
from
his
experiences
in
traveling
this
route
before.
A.4
Loshad
Note:
Loshad
[лошадь]
means
horse
in
Russian,
so
using
such
a
word
like
this
for
multilingual
persons
would
sound
like
the
following
in
this
passage:
"The
stallion
is
actually
Horse,
a
horsse
in
horse
form,
checking
on
the
welfare
of
PCs'
horses"
(WE4,
page
14).
Loshad,
male
chevall:
CR
6;
Large
monstrous
humanoid
(shapechanger);
HD
7d10+21;
hp
60;
Init
+8;
Spd
50
ft.;
Space
10
ft.,
Reach
5
ft.;
AC
19,
touch
13,
flat-‐footed
15
(+2
armor,
+4
Dex,
+4
natural,
-‐1
size);
DR
10/silver;
Atk
melee
+12/+7
(1d8+5/19-‐20,
mwk
longsword)
and
melee
+11
(1d8+5/x3,
2
hooves)
or
ranged
+11/+6
(1d8+5/×3,
mwk
composite
longbow);
BA
+7,
CMB
+13,
CMD
27
(31
vs.
trip);
AL
N;
SV
Fort
+5,
Ref
+9,
Will
+9;
Str
20,
Dex
18,
Con
16,
Int
10,
Wis
18,
Cha
12.
Skills:
Acrobatics
+4
(+8
to
jump
with
a
running
start,
+12
to
jump),
Diplomacy
+5
(+9
to
change
attitude
vs.
horses),
Intimidate
+8,
Knowledge
(nature)
+7,
Perception
+14,
Survival
+13;
Feats:
Combat
Reflexes,
Endurance,
Improved
Initiative,
Run
Spell-‐Like
Abilities
(CL
7th;
concentration
+8):
1/day
–
summon
nature's
ally
III
(horses
only)
Special
Abilities:
Change
Shape
(Centaur,
Horse)
(Su);
Combat
Reflexes
(5
AoO/round)
–
extra
AoE/rd,
even
if
flat-‐footed;
Damage
Reduction
(10/silver);
Darkvision
(60
feet);
Endurance
–
+4
to
Fort
saves;
Horse
Empathy
+4
(Ex);
Run
–
run
5x
your
and
keep
Dex
when
running.
Languages:
Traldaran,
Elven,
Sylvan
Possessions:
leather
armor,
mwk
composite
longbow
(+5
Str),
mwk
longsword,
ring
of
invisibility.
Development:
Loshad
roams
the
open
lands
east
and
north
of
Kelvin.
His
sole-‐concerns
are
with
the
welfare
of
horses.
The
party
may
meet
him
on
several
occasions
(WE4
and
WE6).
Tactics:
Loshad
will
almost
always
observe
the
players
while
invisible.
Should
Loshad
enter
combat
while
invisible,
he
will
gain
a
+2
bonus
to
attack
rolls
against
sighted
opponents,
and
ignore
Dexterity
bonuses
to
armor
class1
on
their
opponent.
Attackers
will
have
to
locate
the
area
where
Loshad
is
using
a
Perception
check2
before
they
can
attack.
Once
the
location
is
located,
the
attacker
will
have
a
50%
chance
to
miss
(or
25%
for
those
with
Blind-‐Fight
feat)
as
the
Loshad
has
full
concealment
while
invisible.
Horses,
Wild
(3):
CR
2;
Large
animal;
HD
2d8+10;
hp
19;
Init
+4;
Spd
50
ft.;
Space
10
ft.,
Reach
5
ft.;
AC
15,
touch
13,
flat-‐footed
11
(+4
Dex,
+2
natural,
-‐1
size);
Atk
melee
+5
(1d4+5,
bite),
melee
+0
(1d6+2,
2
hooves);
BA
+1,
CMB
+7,
CMD
21
(35
vs.
trip);
AL
N;
SV
Fort
+5,
Ref
+9,
Will
+9;
Str
20,
Dex
18,
Con
21,
Int
2,
Wis
17,
Cha
11.
Skills:
Acrobatics
+4
(+8
to
jump
with
a
running
start,
+12
to
jump),
Perception
+8;
Feats:
Endurance,
Run.
Special
Abilities:
Endurance
–
+4
to
Fort
saves;
Low-‐Light
Vision;
Run;
Scent
(Ex).
1
http://paizo.com/pathfinderRPG/prd/glossary.html#invisible
2
http://paizo.com/pathfinderRPG/prd/glossary.html#invisibility
Page 6 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
A.5
The
Iron
Ring
(Inelul
de
fier)
Golthar,
Master
of
the
Iron
Ring,
male
human
Wizard
6:
CR
5;
Medium-‐size
humanoid
(human);
HD
6d6+6;
hp
32;
Init
+7;
Spd
30
ft.;
AC
16,
touch
16,
flat-‐footed
12
(+2
deflection,
+3
Dex,
+1
dodge);
Atk
melee
+3
(1d4/19-‐20,
dagger)
or
ranged
10'
+7
(1d4-‐1);
BA
+3,
CMB
+3,
CMD
19
or
21;
AL
CE;
SV
Fort
+2,
Ref
+5,
Will
+7;
Str
10,
Dex
17,
Con
10,
Int
18,
Wis
14,
Cha
10.
Skills:
Diplomacy
+5,
Fly
+12,
Intimidate
+6,
Knowledge
(arcana)
+9,
Knowledge
(geography)
+9,
Knowledge
(history)
+9,
Knowledge
(local)
+9,
Knowledge
(nature)
+9,
Knowledge
(nobility)
+9,
Knowledge
(planes)
+9,
Knowledge
(religion)
+9,
Linguistics
+9,
Perception
+2,
Sense
Motive
+4,
Spellcraft
+12;
Feats:
Combat
Casting,
Dodge,
Improved
Initiative,
Mobility,
Scribe
Scroll,
Silent
Spell.
Wizard
Spells
Prepared
(*/4/4/3,
CL
6th,
concentration
+10,
melee
touch
+3,
ranged
touch
+6):
0
–
acid
splash,
daze
(DC
14),
ray
of
frost,
touch
of
fatigue
(DC
14);
1st
–
mage
armor,
magic
missile,
shield,
sleep
(DC
15);
2nd
–
cat's
grace,
mirror
image,
see
invisibility,
web
(DC
16);
3rd
–
haste,
hold
person
(DC
16),
stinking
cloud.
Special
Abilities:
Arcane
Bond
on
iron
ring
(1/day)
(Sp)
–
allows
the
caster
to
cast
any
one
spell
from
spell
book;
without
the
bonded
item,
the
caster
must
make
Concentration
check
(DC
20
+
spell
level)
or
loose
the
spell
he
is
normally
trying
to
cast;
Combat
Casting
–
+4
to
Concentration
checks
to
case
while
on
the
defensive;
Hand
of
the
Apprentice
(Su)
(6/day)
–
as
a
standard
action,
Golthar
can
throw
his
dagger
(Int
bonus
to
attack)
and
have
it
instantly
return;
Mobility
–
grants
a
+4
dodge
bonus
against
attacks
of
opportunity
for
moving
out
of
or
within
a
threatened
area;
Silent
Spell
–
permits
casting
any
spell
without
verbal
components
at
the
expense
of
increasing
the
spell
level
by
+1.
Thus
a
silent
sleep
spell
counts
as
a
level
2
spells
for
spell
preparation.
Languages:
Common
(Thyatian),
Traldaran,
Dwarven,
Elven,
Goblin,
Gnoll,
Orc
Possessions:
dagger,
arcane
bond
ring,
ring
of
protection
+2,
chain
belt
Spellbook
(inclusive
of
spells
prepared):
1st
–
color
spray,
magic
missile,
magic
weapon,
obscuring
mist,
ray
of
enfeeblement;
3rd
–
fly.
Tactics:
Golthar
will
have
Mage
Armor
(+4
armor
bonus)
cast,
which
last
for
6
hours.
If
Golthar
is
about
to
go
into
combat,
we'll
prepare
Cat's
Grace
(+4
Dex
bonus)
and
Shield
(+4
shield
bonus).
If
Golthar
is
not
prepared,
he
will
attempt
to
cast
shield
on
himself,
unless
the
party
is
particularly
dangerous,
he'll
try
to
disable
them
with
sleep,
hold
person,
web,
and
stinking
cloud.
His
general
tactics
are
to
cast
spells
at
a
range,
and
if
combat
is
not
going
well
as
planned,
he
will
try
to
fly
away
(using
spell
from
arcane
bond).
Effect
AC
touch
flat-‐footed
CMD
Reflex
range*
normal
(no
spells)
16
16
12
19
+5
+6
Mage
Armor
(default)
20
16
16
19
+5
+6
Mage
Armor
+
Shield
24
16
20
19
+5
+6
Mage
Armor
+
Cat's
Grace
22
18
16
21
+7
+8
Mage
Armor
+
Cat's
Grace
+
Shield
26
18
20
21
+7
+8
*
range
includes
both
throwing
a
dagger
or
using
ranged
touch
spells
Karllag,
master
of
the
Iron
Ring,
male
human
Evoker
6:
CR
5;
Medium-‐size
humanoid
(human);
HD
6d6+12;
hp
38;
Init
+3;
Spd
30
ft.;
AC
15,
touch
15,
flat-‐footed
11
(+1
deflection,
+3
Dex,
+1
dodge);
Atk
melee
+3
(1d6-‐1,
mwk
quarterstaff);
BA
+3,
CMB
+2,
CMD
17;
AL
CE;
SV
Fort
+4,
Ref
+5,
Will
+7;
Str
9,
Dex
17,
Con
14,
Int
16,
Wis
14,
Cha
11.
Skills:
Appraise
+9,
Fly
+9,
Knowledge
(arcana)
+7,
Knowledge
(dungeoneering)
+7,
Knowledge
(engineering)
+7,
Knowledge
(geography)
+7,
Knowledge
(history)
+7,
Knowledge
(local)
+7,
Knowledge
(nature)
+7,
Knowledge
(nobility)
+7,
Knowledge
(planes)
+7,
Knowledge
(religion)
+7,
Linguistics
+12,
Perception
+8,
Profession
(torturer)
+7,
Sleight
of
Hand
+9,
Spellcraft
+12;
Feats:
Combat
Casting,
Combat
Expertise,
Dodge,
Elemental
Spell,
Fast
Study,
Scribe
Scroll.
Arcane
School
Spell-‐Like
Abilities
(CL
6th;
concentration
+9):
6/day—force
missile
(1d4+3)
Evoker
Spells
Prepared
(*/4+1/4+1/3+1,
CL
6th,
concentration
+9,
melee
touch
+2,
range
touch
+6):
Opposition
Schools
–
Abjuration,
Necromancy;
0
–
dancing
lights,
detect
magic,
flare
(DC
13),
ray
of
frost;
1st
–
charm
person
(2,
DC
14),
mage
armor,
magic
missile,
shocking
grasp;
2nd
–
defensive
shock,
flaming
sphere
(DC
15),
mirror
image,
see
invisibility,
web
(DC
15);
3rd
–
hold
person
(DC
16),
lightning
bolt
(DC
16),
lightning
bolt
(DC
16),
slow
(DC
16).
Special
Abilities:
Arcane
Bond
(Masterwork
quarterstaff)
(1/day)
(Sp)
–
can
case
any
spell
in
spell
book,
loss
of
bonded
item
requires
Concentration
(DC20
+
spell
level)
to
cast
spells;
Combat
Casting
–
+4
to
Concentration
checks
to
cast
while
on
the
defensive;
Combat
Expertise
+/-‐1
–
bonus
to
AC
in
exchange
for
an
Page 7 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
equal
penalty
to
attack;
Elemental
Spell
(Fire)
–
Karllag
can
cast
a
spell
with
half
or
all
its
damage
type
replaced
with
this
fire
damage
type;
Fast
Study
–
can
prepare
all
spells
for
the
day
in
15
minutes
instead
of
1
hour;
Force
Missile
(1d4+3,
6/day)
(Sp)
–
as
a
standard
action,
magic
missile
strikes
a
foe;
Intense
Spells
(+3
damage)
(Su)
–
Evocation
spells
deal
listed
extra
damage.
Languages:
Common
(Thyatian),
Traldaran,
Dwarven,
Elven,
Gnoll,
Gnome,
Goblin,
Halfling,
Orc,
Sylvan.
Possessions:
arcane
bond
mwk
quarterstaff,
ring
of
protection
+1.
Spellbook
(inclusive
of
spells
prepared):
1st
–
color
spray,
shield,
sleep;
2nd
–
invisibility,
knock,
levitate;
3rd
–
dispel
magic.
Development:
Karllag
is
Golthar's
replacement
should
Golthar
be
forced
into
early
retirement.
Jolenta,
Reaver
of
the
Iron
Ring,
female
human
Cleric
4:
CR3;
Medium
humanoid
(human);
HD
4d8+4;
hp
31;
Init
+0;
Spd
30
ft.;
AC
16,
touch
10,
flat-‐footed
16
(+4
armor,
+2
shield);
Atk
melee
+5
(1d8+2,
heavy
mace
+1);
BA
+3,
CMB
+4,
CMD
14;
AL
CE;
SV
Fort
+4,
Ref
+1,
Will
+8;
Str
12,
Dex
10,
Con
11,
Wis
18,
Cha
16.
Skills:
Bluff
+8,
Diplomacy
+7,
Disguise
+8,
Heal
+8,
Linguistics
+5,
Ride
+0,
Sense
Motive
+8,
Spellcraft
+5,
Stealth
+5,
Use
Magic
Device
+4;
Feats:
Extra
Channel,
Improved
Channel,
Selective
Channeling.
Cleric
Spells
Prepared
(*/4+1/3+1,
CL
4th,
concentration
+8,
melee
touch
+4,
ranged
touch
+3):
Domains
–
Charm,
Trickery
(Deception);
0
–
bleed
(DC
14),
detect
magic,
guidance,
light;
1st
–
cause
fear
(DC
15),
charm
person
(DC
15),
command
(DC
15),
cure
light
wounds
(2);
2nd
–
hold
person
(2,
DC
16),
mirror
image,
silence
(DC
16)
Special
Abilities:
Aura
(Ex);
Cleric
Channel
Negative
Energy
2d6
(8/day,
DC
17)
(Su)
–
heals
undead
and
harms
living
in
burst
surrounding
Jolenta;
Dazing
Touch
(7/day)
(Sp)
–
melee
touch
attack
dazes
foe
for
1
round,
immune
if
more
HD
than
your
level;
Selective
Channeling
(3
targets)
–
exclude
targets
from
the
area
of
Jolenta's
Channel
Energy;
Spontaneous
Casting
–
Jolenta
can
convert
any
non-‐domain
spell
prepared
into
inflict
spell;
Sudden
Shift
(7/day)
(Su);
Sudden
Shift
(7/day)
(Su)
–
as
an
immediate
action
after
being
missed
by
a
melee
attack,
teleport
up
to
10'
away,
within
the
reach
of
the
attacker.
Languages:
Common
(Thyatian),
Traldaran,
Elven
Possessions:
scroll
(bless,
cure
light
wounds,
silence),
chain
shirt,
light
steel
shield
+1,
heavy
mace
+1.
Gactis,
male
human
Rogue
4:
CR
3;
Medium-‐size
humanoid
(human);
HD
4d8+12;
hp
36;
Init
+3;
Spd
30
ft.;
AC
14,
touch
14,
flat-‐footed
14
(+3
Dex,
+1
dodge);
Atk
melee
+8
(1d4+4/19-‐20,
dagger
+2)
or
ranged
+6
(1d6+2/x3,
composite
shortbow,
70
ft.);
BA
+3,
CMB
+4,
CMD
19;
AL
CN;
SV
Fort
+3,
Ref
+7,
Will
+1;
Str
14,
Dex
16,
Con
14,
Int
11,
Wis
10,
Cha
10.
Skills:
Acrobatics
+8,
Appraise
+4,
Bluff
+4,
Climb
+6,
Diplomacy
+4,
Disable
Device
+10,
Disguise
+7,
Escape
Artist
+8,
Intimidate
+4,
Knowledge
(local)
+5,
Linguistics
+4,
Perception
+7,
Sense
Motive
+4,
Sleight
of
Hand
+10,
Stealth
+10,
Swim
+6,
Use
Magic
Device
+7;
Feats:
Dodge,
Talented
Magician,
Weapon
Focus
(dagger).
Special
Abilities:
Evasion
(Ex)
–
Reflex
save
takes
no
damage
instead
of
half
damage;
Major
Magic
(Jump,
3/day)
(Sp);
Minor
Magic
(Prestidigitation,
4/day)
(Sp);
Sneak
Attack
+2d6;
Trap
Sense
+1
(Ex);
Trapfinding
+2;
Uncanny
Dodge
(Ex)
–
retain
Dex
bonus
to
AC
when
flat-‐footed.
Languages:
Common
(Thyatian),
Traldaran
Possessions:
potion
of
haste,
potion
of
invisibility,
dagger
+2,
composite
shortbow
(+2
Str),
mwk
shortsword,
thieves'
tools.
A.6
Threshold
Sergeant
Arthol,
male
human
Fighter
5:
CR
4;
Medium-‐size
humanoid
(human);
HD
5d10+25;
hp
66;
Init
-‐1;
Spd
30
ft.;
AC
19,
touch
9,
flat-‐footed
19
(+8
armor,
-‐1
Dex,
+2
shield);
Atk
melee
+12
(1d8+8/19-‐20,
longsword
+2);
BA
+5,
CMB
+8,
CMD
17;
AL
LN;
SV
Fort
+7,
Ref
+0,
Will
+1
(+1
vs.
fear);
Str
16,
Dex
9,
Con
16,
Int
13,
Wis
10,
Cha
13.
Skills:
Skills
Climb
+3,
Handle
Animal
+5,
Intimidate
+5,
Knowledge
(dungeoneering)
+5,
Knowledge
(engineering)
+5,
Knowledge
(local)
+6,
Perception
+5,
Profession
(soldier)
+4,
Ride
+0,
Survival
+4,
Swim
+3;
Feats:
Combat
Expertise,
Combat
Reflexes,
Improved
Feint,
Toughness,
Twinned
Feint,
Weapon
Focus
(longsword),
Weapon
Specialization
(longsword).
Special
Abilities:
Combat
Expertise
±2
–
bonus
to
AC
in
exchange
for
an
equal
penalty
to
attack;
Combat
Reflexes
(1
AoO/round)
–
extra
AoO
and
even
when
flat-‐footed;
Improved
Feint
–
make
Bluff
check
to
feint
as
move
action
instead
of
standard
action;
Twinned
Feint
–
successful
feint
against
foe
in
reach,
can
make
Page 8 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
additional
feint
against
adjacent
foe,
-‐2
AC
until
next
turn;
Weapon
Training
(Blades,
Heavy)
+1
(Ex)
–
+1
Attack,
Damage,
CMB,
CMD
with
Heavy
Blades.
Languages:
Common
(Thyatian),
Traldaran
Possessions:
chainmail
+2,
mwk
heavy
steel
shield,
longsword
+2
Development:
..
Mafka
–
Reaver
of
the
Iron
Ring,
Female
Human
Rog
5:
CR4;
Medium
Humanoid;
HD
5d8+10;
hp
38;
Spd
30
ft.;
AC
14
(+2
armor,
+2
Dex),
Touch
12,
Flat-‐Footed
14;
Atk
+5
(1d6+1);
BA
+3,
CMB
+4,
CMD
16;
SA;
SQ
grand
hoax,
natural
born
liar,
rogue
talents
(convincing
lie,
esoteric
scholar);
AL
NE;
SV
Fort
+2,
Ref
+6,
Will
+1;
Str
13,
Dex
15,
Con
12,
Wis
10,
Cha
15
Skills:
Acrobatics
+6,
Appraise
+6,
Bluff
+12,
Climb
+5,
Diplomacy
+12,
Disguise
+12,
Escape
Artist
+6,
Intimidate
+12,
Linguistics
+6,
Perception
+8,
Perform
(act)
+10,
Perform
(oratory)
+10,
Profession
(fortune-‐
teller)
+8,
Sense
Motive
+8,
Sleight
of
Hand
+10,
Stealth
+8,
Swim
+5,
Use
Magic
Device
+6;
Feats:
Deceitful,
Fast
Learner,
Persuasive,
Rhetorical
Flourish
Special
Abilities:
Convincing
Lie
(4
days)
(Ex)
–
deceived
listener
is
convinced
of
Mafka's
story,
that
Mafka's
Bluff
skill
modifier
is
used
by
the
listener
in
convincing
a
future
questioner
of
Mafka's
story.
If
the
listener's
Bluff
skill
is
better
than
Mafka's,
then
the
listener
will
use
his
ability
and
a
+2
bonus
to
convince
others
of
the
story.
This
effect
last
for
4
days;
Esoteric
Scholar
(1/day)
(Ex)
–
Once
per
day,
Mafka
may
attempt
a
Knowledge
check,
even
when
she
is
not
trained
in
that
Knowledge
skill;
Evasion
(Ex)
When
a
successful
saving
throw
for
half
damage
is
made,
no
damage
is
taken;
Natural
Born
Liar
(Ex)
–
Creatures
deceived
by
a
Bluff
check
take
a
-‐2
penalty
vs.
Mafka's
Bluff
checks
for
24
hours;
Rhetorical
Flourish
–
A
successful
Bluff
check
used
to
change
topics
or
other
verbal
misdirection
will
grant
a
+4
bonus
on
the
next
Diplomacy
check
against
the
creature.
A
failed
Bluff
checks
by
5
or
more
grants
a
-‐2
to
future
Diplomacy
checks.
This
ability
can
be
used
to
retry
a
Diplomacy
check
at
a
-‐4
penalty
on
the
Bluff
check
in
the
attempt;
Rumormonger
(2/week)
(Ex)
–
Bluff
can
be
used
to
spread
a
rumor
through
a
community
that
can
cause
harm
upon
her
foes
with
a
successful
Bluff
check.
If
this
check
succeeds,
the
community
accepts
this
as
fact
within
one
week.
A
successful
check
by
5
or
more
than
the
DC
decreases
the
time
for
the
rumor
to
spread
by
1d4
days,
and
a
filed
check
mean
the
rumor
failed
to
take
traction.
A
failed
check
by
5
or
more
causes
the
opposite
of
the
rumor
or
some
other
competing
theory
involving
the
rumor's
subject
to
take
hold;
Sneak
Attack
+3d6
–
Attacks
deal
extra
damage
for
flanked
foes
or
if
the
foe
is
flat-‐footed;
Uncanny
Dodge
(Ex)
Retain
Dex
bonus
to
AC
when
flat-‐footed.
Possessions:
masterwork
short
sword,
potion
of
flying,
and
non-‐magical
crystal
ball.
Development:
Mafka
appears
as
a
fortuneteller
to
lure
the
adventures
to
a
deserted
inn.
She
is
intelligent
and
cunning,
and
can
cause
serious
damage
to
a
party
through
her
powers
of
manipulation.
Page 9 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
Languages:
Common(Traldaran),
Elven,
Gnoll.
Possessions:
leather
armor
+1,
light
shield,
khopesh
+2,
scroll
with
bestow
curse,
cure
serious
wounds
(x2),
remove
curse.
Tactics:
Unlike
most
clerics
of
Pflarr,
Kforedz
has
negative
channeling
in
order
to
have
more
command
over
undead,
and
thus
can
at
will
convert
spontaneously
any
non-‐domain
spell
to
an
inflict
damage
spell
of
the
appropriate
level.
Her
negative
channeling
will
harm
living
creatures
and
heal
undead
creatures.
Development:
Kforedz
is
naturally
aloof
and
haughty,
but
capable
of
great
tact
and
charm.
Following
the
disappearance
of
the
High
Priest
during
the
Traldaran
attack
on
the
Temple,
Kforedz
now
leads
the
Hutaakans.
Kforedz
will
do
her
and
her
people,
and
will
paint
a
convince
picture
of
the
Traldar
as
ungrateful
barbarians,
who
repaid
years
of
enlightened
patronage
with
hatred
and
bloodshed.
She
might
even
hint
at
the
existence
of
an
ancient
Hutaakan
prophecy,
which
foretold
the
arrival
of
the
party
as
saviors
of
the
last
remnants
of
their
culture.
As
a
last
resort,
she
will
offer
the
adventurers
a
jeweled
Star
of
Pflarr,
but
will
not
accompany
them
under
any
circumstances.
Unbeknown
to
the
adventurers,
Kforedz
will
take
the
opportunity
o
animate
dead
to
send
against
the
Traldans.
She
will
never
admit
to
this
ability.
Guri-‐ben-‐kaal,
tribal
leader,
male
human
Fighter
7:
CR
6;
Medium-‐size
humanoid
(human);
HD
7d10+14;
hp
62;
Init
+3;
Spd
30
ft.;
AC
18,
touch
14,
flat-‐footed
14
(+3
armor,
+3
Dex,
+1
dodge,
+1
shield);
Atk
melee
+10/+5
(1d6+6/×3,
handaxe)
and
melee
+10
(1d6+6/×3,
handaxe)
or
ranged
+10/+5
(1d6+4,
shortspear);
BA
+7,
CMB
+10,
CMD
24;
AL
CN;
SV
Fort
+6,
Ref
+5,
Will
+2
(+2
vs.
fear);
Str
16,
Dex
16,
Con
12,
Int
10,
Wis
10,
Cha
14.
Skills:
Intimidate
+12,
Linguistics
+1,
Perception
+0,
Ride
+13,
Survival
+9;
Feats:
Combat
Reflexes,
Dodge,
Double
Slice,
Mobility,
Two-‐weapon
Defense,
Two-‐weapon
Fighting,
Weapon
Focus
(handaxe),
Weapon
Specialization
(handaxe),
Wind
Stance.
Special
Abilities:
Combat
Reflexes
(4
AoO/round)
–
extra
AoO
and
even
when
flat-‐footed;
Mobility
–
+4
to
AC
vs.
AoO
provoked
by
moving
out/through
a
threatened
area;
Two-‐Weapon
Defense
–
+1
shield
bonus
while
wielding
2
weapons.
+2
when
doing
so
defensively;
Weapon
Training
(Axes)
+1
(Ex)
–
+1
Attack/Damage/CMB/CMD
with
Axes;
Wind
Stance
Move
–
move
more
than
5
ft
grants
20%
concealment
against
ranged
attacks.
Languages:
Middle-‐Traldaran,
Hutaakan.
Possessions:
studded
leather,
handaxe,
handaxe,
shortspears
Development:
Shrewd
and
cunning,
but
swift
to
anger
and
easily
insulted.
Tribal
Bodyguards,
male
human
fighter
2
(4):
CR
1;
Medium-‐size
humanoid
(human);
HD
2d10+4;
hp
20;
Init
+1;
Spd
30
ft.;
AC
15,
touch
12,
flat-‐footed
13
(+2
armor,
+1
Dex,
+1
dodge,
+1
shield);
Atk
melee
+5
(1d6+2/×3,
handaxe)
or
ranged
+4
(1d6+2,
shortspear);
BA
+1,
CMB
+4,
CMD
16;
AL
CN;
SV
Fort
+4,
Ref
+1,
Will
+0
(+1
vs.
fear);
Str
15,
Dex
13,
Con
12,
Int
12,
Wis
10,
Cha
10.
Skills:
Climb
+6,
Ride
+5,
Perception
+0,
Survival
+5,
Swim
+6;
Feats:
Dodge,
Point-‐blank
Shot,
Weapon
Focus
(handaxe),
Weapon
Focus
(shortspear).
Special
Abilities:
Point-‐Blank
Shot
–
+1
to
attack/damage
rolls
with
ranged
weapons
within
30
feet.
Languages:
Middle-‐Traldaran,
Hutaakan.
Possessions:
leather
armor,
light
wooden
shield,
handaxe,
shortspear
Page 10 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
B.
Optional
Encounters
Throughout
the
module,
different
regions
may
have
optional
encounters,
and
these
stat
blocks
are
referenced
toward
the
end
of
the
module.
Bats,
Giant
(2-‐5):
CR
1;
Medium
animal;
HD
2d8+4;
hp
16;
Init
+1;
Spd
5
ft.,
fly
30
ft.
(good);
AC
14,
touch
11,
flat-‐footed
13
(+1
Dex,
+3
natural);
Atk
melee
+3
(1d6+3,
bite);
BA
+1,
CMB
+3,
CMD
14;
AL
CN;
SV
Fort
+5,
Ref
+6,
Will
+2;
Str
14,
Dex
13,
Con
14,
Int
2,
Wis
14,
Cha
5.
Skills:
Acrobatics
+1
(-‐11
to
jump),
Fly
+9,
Perception
+13;
Feats:
Lightning
Reflexes,
Skill
Focus
(Perception)
Special
Abilities:
Blindsense
(20
feet)
(Ex);
Low-‐Light
Vision.
Page 11 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
C.
New
Monsters
Note:
The
language
Common
refers
to
the
common
language
of
the
land
as
it
was
before
the
invasion
of
Thyatis,
i.e.
before
Traldara
was
renamed
to
Karameikos,
and
so
Common
refers
to
the
Traldaran
language.
Thus,
isolated
creatures
will
not
know
the
common
trading
language
of
Thyatian.
Integrated
creatures,
ones
that
interact
with
humans
on
a
regular
basis,
would
know
Thyatian
as
the
Common
language,
and
if
they
have
an
Int
12+
or
1
rank
in
Linguistics,
they
can
known
both
Traldaran
and
Thyatian.
Page 12 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
space
CHEVALL
(HORSE
FORM)
by
Joaquín
Menchaca
N
Large
monstrous
humanoid
(shapechanger)
Init
+8;
Senses
darkvision
60
ft.,
scent;
Perception
+14
DEFENSE
AC
19,
touch
13,
flat-‐footed
15
(+2
armor,
+4
Dex,
+4
natural,
-‐1
size)
hp
60
(7d10+21)
Fort
+5,
Ref
+9,
Will
+9
DR
10/silver
OFFENSE
Speed
50
ft.
Melee
bite
+11
(1d4+5),
2
hooves
+6
(1d6+2)
Space
10
ft.;
Reach
5
ft.
Spell-‐Like
Abilities
(CL
7th;
concentration
+8)
1/day—summon
nature's
ally
III
(horses
only)
STATISTICS
Str
20,
Dex
18,
Con
16,
Int
10,
Wis
18,
Cha
12
Base
Atk
+7;
CMB
+13;
CMD
27
(31
vs.
trip)
Feats
Combat
Reflexes,
Endurance,
Improved
Initiative,
Run
Skills
Acrobatics
+4
(+8
to
jump
with
a
running
start,
+12
to
jump),
Diplomacy
+5
(+9
to
change
attitude
vs.
horses),
Intimidate
+8,
Knowledge
(nature)
+7,
Perception
+14,
Survival
+13
SQ
change
shape
(centaur,
horse);
horse
empathy
a
Page 13 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
C.2
Hutaakan
HUTAAKAN
by
Joaquín
Menchaca
CR
⅓
XP
135
N
Medium
humanoid
Init
+3;
Senses
low-‐light
vision;
Perception
+7
DEFENSE
AC
17,
touch
13,
flat-‐footed
14
(+2
armor,
+3
Dex,
+1
natural,
+1
shield)
hp
7
(1d10+1)
Fort
+2,
Ref
+3,
Will
+1
OFFENSE
Speed
30
ft.
Melee
khopesh
+4
(1d8+2/19-‐20)
or
2
claws
+3
(1d4+2)
Ranged
shortspear
+4
(1d6+2)
STATISTICS
Str
14,
Dex
16,
Con
10,
Int
10,
Wis
12,
Cha
8
Base
Atk
+1;
CMB
+3;
CMD
16
Feats
Weapon
Focus
(khopesh)
Skills
Perception
+7,
Stealth
+10
Languages
Common,
Custom
Language
ECOLOGY
Environment
any
Organization
pair,
squad
(3-‐4),
patrol
(5-‐8),
or
war
party
(10-‐40)
Treasure
standard
(leather,
light
shield,
khopesh,
shortspear,
other
treasure)
The
Hutaakans
are
a
race
of
tall,
slender,
humanoid
creatures
with
jackal-‐like
heads.
Their
bodies
are
exactly
like
those
of
humans
except
that
their
hands
and
feet
are
narrow
with
claw-‐like
nails.
Hutaakan
Characters
Hutaakans
are
defined
by
their
class
levels—they
do
not
possess
racial
Hit
Dice.
All
hutaakans
have
the
following
traits.
+2
Dexterity,
+2
Wisdom,
-‐2
Charisma:
Hutaakans
are
nimble,
but
are
a
haughty,
callous
race.
Medium:
Hutaakans
are
Medium
creatures,
and
have
no
bonuses
or
penalties
due
to
their
size.
Normal
Speed:
Hutaakans
have
a
base
speed
of
30
feet.
Low-‐Light
Vision:
Hutaakans
can
see
twice
as
far
as
normal
in
dim
light.
Low-‐light
vision
is
color
vision.
Outdoors
on
a
moonlit
night,
Hutaakans
can
see
as
well
as
they
can
during
the
day.
Sneaky:
Hutaakans
have
+4
racial
bonus
on
Stealth
checks.
Keen
Senses:
Hutaakans
have
+2
racial
bonus
on
Perception
checks.
Stalker:
Perception
and
Stealth
are
always
class
skills.
Armor:
Hutaakans
have
a
+1
natural
armor
bonus.
Weapon
Familiarity:
Hutaakans
are
proficient
with
the
khopesh
and
scimitar.
Languages:
Hutaakans
begin
play
speaking
Hutaakan.
Hutaakans
with
high
Intelligence
scores
can
choose
any
of
these
bonus
languages:
Common,
Gnoll,
and
Lupin.
Page 14 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
HUTAAKAN
COMMONER
by
Joaquín
Menchaca
CR
⅓
XP
135
N
Medium
humanoid
Init
+2;
Senses
low-‐light
vision;
Perception
+7
DEFENSE
AC
14,
touch
13,
flat-‐footed
11
(+2
Dex,
+1
dodge,
+1
natural)
hp
5
(1d6+1)
Fort
+0,
Ref
+2,
Will
+1
OFFENSE
Speed
30
ft.
Melee
dagger
+0
(1d4/19-‐20)
or
club
(1d6)
or
khopesh
+0
(1d8/19-‐20)
or
2
claws
+0
(1d4)
Ranged
sling
+0
(1d4)
or
dagger
+0
(1d4/19-‐20)
or
club
(1d6)
STATISTICS
Str
10,
Dex
14,
Con
10,
Int
10,
Wis
12,
Cha
8
Base
Atk
+1;
CMB
+0;
CMD
12
Feats
Simple
Weapon
Proficiency
(dagger)
Skills
Perception
+7,
Stealth
+10
Languages
Common,
Custom
Language
ECOLOGY
Environment
any
Organization
pair,
squad
(3-‐4),
patrol
(5-‐8),
or
war
party
(10-‐40)
Treasure
standard
(khopesh,
dagger,
other
treasure)
The
Hutaakan
commoner
are
represent
the
non-‐militant
general
population,
the
mundane
everyday
people
that
support
society.
They
can
be
armed
with
any
assortment
of
weapon,
club,
sling,
dagger,
or
khopesh.
Page 15 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
HUTAAKAN
PRIEST
by
Joaquín
Menchaca
CR
1
XP
400
N
Medium
humanoid
Init
+1;
Senses
low-‐light
vision;
Perception
+10
DEFENSE
AC
14,
touch
10,
flat-‐footed
13
(+2
armor,
+1
Dex,
+1
natural)
hp
15
(2d8+2)
Fort
+3,
Ref
+1,
Will
+6
OFFENSE
Speed
30
ft.
Melee
khopesh
+2
(1d8/19-‐20)
or
2
claws
+1
(1d4)
Ranged
sling
+2
(1d4)
Special
Attacks
channel
positive
energy
4/day
(DC
11,
1d6),
hand
of
the
acolyte
(6/day)
Domain
Spell-‐Like
Abilities
(CL
1st;
concentration
+4)
At
will—lore
keeper
(19)
Cleric
Spells
Prepared
(CL
1st;
concentration
+4)
D
1st—bless,
command
(DC
14),
comprehend
languages
0
(at
will)—detect
magic,
guidance,
light
D
Domain
spell;
Domains
Knowledge,
Magic
STATISTICS
Str
10,
Dex
12,
Con
10,
Int
10,
Wis
16,
Cha
12
Base
Atk
+1;
CMB
+1;
CMD
12
Feats
Weapon
Focus
(khopesh)
Skills
Perception
+10,
Stealth
+10
Languages
Common,
Custom
Language
ECOLOGY
Environment
any
Organization
pair,
squad
(3-‐4),
patrol
(5-‐8),
or
war
party
(10-‐40)
Treasure
standard
(leather,
khopesh,
sling,
other
treasure)
SPECIAL
ABILITIES
Hand
of
the
Acolyte
(6/day)
(Su)
As
a
standard
action,
melee
weapon
strikes
at
foe
in
30
ft.
with
Wis
for
attack
bonus
instead
of
Str.
Lore
Keeper
(At
will)
(Sp)
By
touch,
can
learn
about
a
creature
with
a
Knowledge
check
result
of
19.
Cleric
Channel
Positive
Energy
1d6
(4/day,
DC
11)
(Su)
Positive
energy
heals
the
living
and
harms
the
undead.
Hutaakan
priests
worship
Pflarr,
an
amoral
neutral
deity
of
crafts
and
Hutaakan
people.
Like
other
clerics
with
positive
cleric
st
channel
ability,
Hutaakan
priest
can
use
spontaneous
casting
to
convert
any
non-‐domain
1
level
spell
to
a
cure
light
wounds
spell.
Worshippers
of
Pflarr
Pflarr,
Neutral
Deity
(Eternal
of
Energy);
AL
TN;
Domains:
Artifice,
Knowledge,
Magic,
Protection,
Rune;
Weapon:
Khopesh
Page 16 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
C.3
Optional
Encounter
Monsters
These
are
monsters
that
mentioned
in
Optional
Encounters
and
do
not
yet
have
entries
in
Pathfinder
system.
Bat
Giant
by
Joaquín
Menchaca
CR
1
XP
400
N
Medium
animal
Init
+1;
Senses
blindsense
20
ft.,
low-‐light
vision;
Perception
+6
DEFENSE
AC
14,
touch
11,
flat-‐footed
13
(+1
Dex,
+3
natural)
hp
16
(2d8+4)
Fort
+5,
Ref
+6,
Will
+2
OFFENSE
Speed
5
ft.,
fly
30
ft.
(good)
Melee
bite
+3
(1d6+3)
STATISTICS
Str
14,
Dex
13,
Con
14,
Int
2,
Wis
14,
Cha
5
Base
Atk
+1;
CMB
+3;
CMD
14
Feats
Lightning
Reflexes,
Weapon
Focus
(bite)
Skills
Acrobatics
+1
(-‐11
to
jump),
Fly
+9,
Perception
+13;
Racial
Modifiers
+4
Perception
when
using
blindsense
ECOLOGY
Environment
any
temperate
or
tropical
Organization
solitary,
pair,
or
colony
(3–8)
Treasure
incidental
Page 17 of 18
Night's
Dark
Terror
Pathfinder
(D&D
3.75e)
Conversion
By
Joaquín
Menchaca
(2015-May)
D.
Magic
Items
Here
is
an
inventory
of
magic
items,
in
case
DMs
may
want
to
control
the
flow
of
magic
items
to
PCs,
provide
alternative
items
or
methods
of
acquisition,
and
add
background
stories.
Magic
Item
NPC
Notes
arrows
+1
(5)
Petre
(Pyotr)
Non
–Player
Character
chainmail
+2
Sergeant
Arthol
Non
–Player
Character
dagger
+2
Gactis
Non
–Player
Character
khopesh
+2
Kforedz
Non
–Player
Character
leather
armor
+1
Taras
Non
–Player
Character
leather
armor
+1
Gactis
Non
–Player
Character
leather
armor
+2
Kforedz
Non
–Player
Character
longsword
+1
Petre
(Pyotr)
Non
–Player
Character
longsword
+2
Sergeant
Arthol
Non
–Player
Character
mace,
heavy
+1
Jolenta
Non
–Player
Character
potion
of
fly
Mafka
Non
–Player
Character
potion
of
haste
Gactis
Non
–Player
Character
potion
of
invisibility
Gactis
Non
–Player
Character
ring
of
invisibility
Loshad
Non
–Player
Character
ring
of
protection
+1
Irina
Non
–Player
Character
ring
of
protection
+1
Karllag
Non
–Player
Character
ring
of
protection
+2
Golthar
Non
–Player
Character
shield,
light
steel
+1
Jolenta
Non
–Player
Character
shield,
light
steel
+1
Petre
(Pyotr)
Non
–Player
Character
Page 18 of 18