Night's Dark Terror: Pathfinder (D&D 3.75e) Conversion

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Night's

 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.  

A.7  Hutaaka  Valley  


 
Kforedz,   female   hutaakan   cleric   of   Pflarr   8:  CR  7;  Medium-­‐size  humanoid  (human);  HD  8d8+8;  hp  58;  
Init   +2;   Spd   30   ft.;  AC   18,   touch   13,   flat-­‐footed   15   (+3   armor,   +2   Dex,   +1   dodge,   +1   natural,   +1   shield);   Atk   melee  
+11/+6  (1d8+4/19-­‐20,  khopesh   +2)  or  melee  +8  (1d4+2,  2  claws);  BA  +6,  CMB  +8,  CMD  21;  AL  NE;  SV  Fort  +8,  
Ref  +6,  Will  +12;  Str  14,  Dex  14,  Con  10,  Int  10,  Wis  19,  Cha  12.  
Skills:   Diplomacy   +5,   Heal   +8,   Knowledge   (arcana)   +4,   Knowledge   (history)   +4,   Knowledge   (planes)   +4,  
Knowledge   (religion)   +4,   Linguistics   +4,   Perception   +14,   Sense   Motive   +8,   Spellcraft   +4,   Stealth   +10;   Feats:  
Combat  Casting,  Command  Undead,  Dodge,  Weapon  Focus  (khopesh).  
Cleric   Spells   Prepared   (*/5+1/4+1/4+1/3+1,   CL   8th,   concentration   +12,   melee   touch   +8,   range   touch   +8):  
Domains  –  Artifice,  Protection;  0  –  detect  magic,  guidance,  light,  spark  (DC  14);  1st   –  bless,  cause  fear  (DC  15),  
cure  light  wounds  (2),  protection  from  evil,  sanctuary  (DC  15);  2nd  –  bull's  strength,  hold  person  (2,  DC  16),  shield  
other,  silence  (DC  16);  3rd  –  animate  dead,  cure  serious  wounds,  prayer,  protection  from  energy,  remove  disease;  4th  
–  cure  critical  wounds,  holy  smite  (DC  18),  poison  (DC  18),  spell  immunity.  
Special   Abilities:   Artificer's   Touch   1d6+4   (7/day)   (Sp)   –  melee   touch   attack   deals   1d6+4   damage   to  
objects   or   constructs,   bypassing   8   hardness;   Aura   of   Protection   (8   rounds/day)   (Su)   –   30   ft.   aura   grants  
Energy   Resistance   5   and   a   +1   deflection   bonus   to   AC;   Cleric   Channel   Negative   Energy   4d6   (4/day,   DC   15)  
(Su)   –  Negative   energy   heals   the   undead   and   harms   the   living;   Combat  Casting   –  +4   to   Concentration   checks   to  
cast  while  on  the  defensive;  Command  Undead  (DC  15)  –  Channel  energy  can  take  control  of  undead;  Dancing  
Weapons   (4   rounds,   1/day)   (Su)   –  Touched   weapon   temporarily   becomes   dancing;   Low-­‐Light   Vision   –  see  
twice  as  far  as  a  human  in  low  light,  distinguishing  color  and  detail;  Resistant   Touch   +2   (7/day)   (Sp)   –  As  a  
standard  action,  touch  ally  to  grant  Protection  domain's  resist  boon  (+2  all  saves)  for  1  min,  but  lose  own  bonus.  

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.  

C.1  Chevall  (Horsse)  


Note:   The   word   cheval   in   French   means   horse,   so   this   name   might   seem   ridiculous   to   anyone   speaking   a  
Romance  language.    For  the  linguistically  challenged,  imagine  purposefully  calling  the  race  horsse.  
 
CHEVALL  (CENTAUR  FORM)  by  Joaquín  Menchaca   CR  6  
XP  2,400  
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  longsword  +11/+6  (1d8+5/19-­‐20),  2  hooves  +6  (1d6+2)  
Ranged  longbow  +10/+5  (1d8/×3)  
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  
Languages  Common,  Elven,  Sylvan  
SQ  undersized  weapons,  change  shape  (centaur,  horse);  horse  empathy  
ECOLOGY  
Environment  temperate  forests  
Organization  solitary,  pair,  or  band  (3-­‐10)  
Treasure  standard  (leather,  longsword,  longbow,  other  treasure)  
SPECIAL  ABILITIES    
Undersized   Weapons   (Ex)   Although   a   chevall   is   Large,   its   upper   torso   is   the   same   size   as   that   of   a   Medium   humanoid.   As   a  
result,  chevalls  wield  weapons  as  if  they  were  one  size  category  smaller  than  their  actual  size  (Medium  for  most  chevalls).  
Change   Shape   (Su)   Chevalls   have   two   forms—a   centaur   form   and   a   horse   form.   Equipment   will   meld   between   centaur   and  
horse  form.  A  chevall  can  shift  to  the  other  form  as  a  move-­‐equivalent  action.  
Horse   Empathy   (Ex)   In   any   form,   chevalls   can   communicate   and   empathize   with   horses.   They   can   use   Diplomacy   to   alter   a  
horse's  attitude,  and  when  so  doing  gain  a  +4  racial  bonus  on  the  check.  
 
Chevalls  concern  themselves  with  striving  for  the  good  of  all  horses.    They  often  go  about  in  horse  form,  checking  on  the  welfare  
of  horses  in  the  service  of  humanoids.    If  a  chevall  finds  a  horse  that  is  unhappy  with  its  master  (e.g.  because  of  maltreatment  or  
neglect),  the  chevall  will  not  rest  until  it  has  freed  the  animal.    Chevalls  hate  wolves,  and  are  the  blood  enemies  of  were-­‐wolves.  
   
 
   

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  
 

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