Etward RitalsonCreature 9
Source Pathfinder Adventure Path: Gatewalkers
Perception +18
Languages Aklo, Common, Elven, Erutaki, Hallit, Varisian, Telepathy 30 Feet
Skills Lore +19, Arcana +17, Crafting +19, Deception +18, Medicine +20, Occultism +21, Society +19, Survival +18
Str +1, Dex +3, Con +1, Int +4, Wis +3, Cha +2
AC 28; Fort +16; Reflex +18; Will +20;
HP 140
Speed 25 feet
Dagger
+19 (+15, +11) to hit (agile, finesse, magical, versatile s) 2d4+4 PiercingDagger
+19 (+15, +11) to hit (agile, magical, thrown 10, versatile s) 2d4+4 PiercingModerate Alchemist's Fire
+19 (+14, +9) to hit (splash) 2d8 Fire + 2 Fire + 2 FireInfused Items
Etward carries the following infused items, which last for 24 hours or until the next time he makes his daily preparations:
- Alchemist's Fire (Moderate) (8)
- Cognitive Mutagen (Moderate)
- Comprehension Elixir (Greater) (2)
- Elixir of Life (Moderate) (6)
- Psychic Colors Elixir
- Vat-Grown Brain
- Winter Wolf Elixir (Lesser) (2)
When Etward casts Dream Message and targets a gatewalker (like one of the PCs), he manifests inside the character's dream, appearing as he does when he cast the spell. (Typically, Etward disguises himself as a saumen kar when he does this, to further unnerve the target.) Rather than send a message to the target of a dream invasion, Etward can instead sift through the target's recent memories to gain a vague idea of what they did and where they were in the past 24 hours. This leaves the target feeling somewhat unsettled when they wake but causes no lasting harm.
Nightmarish Attack
(illusion, mental, occult)Requirements Etward has used Dream Invasion on the target at some point in the past
Effect Etward draws upon a target's deepest fears and capitalizes upon the nature of their nightmares in an attempt to do them grievous harm. He attempts a melee dagger Strike against a target, and as he does so, that target briefly sees Etward's appearance change to reflect their deepest fear. Someone who's afraid of fire might see Etward and his dagger catch aflame. A person who fears darkness might see Etward transform into a rolling wave of enveloping darkness. A character who's afraid of snakes might witness Etward's dagger and entire arm turn into a serpent. Use your knowledge of the character's past and the specific dream invasions they may have endured during this campaign to make each Nightmarish Attack feel unique and frightening. Etward inflicts an additional 5d6 mental if he hits with the dagger Strike, and his dagger strike gains the following additional failure effect.
Failure The target takes 2d6 mental.
Use Occult ScrollsEtward can Cast a Spell from scrolls, as long as it's an occult spell of 5th level or lower.
Occult Innate Spells (DC 28, +20 to hit)
Cantrips (5th Level): Daze, Detect Magic, Read Aura, Telekinetic Projectile
2nd Level: Telekinetic Maneuver
3rd Level: Dream Message
4th Level: Nightmare, Vision of Death
5th Level: Telekinetic Haul
Rituals
Traits
A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.