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Astomoi

These creatures appear to be made of solidified darkness. They do not eat or drink. They are accustomed to an ascetic, monastic life. They were cast out of the realm of Hoom for the sin of yearning, failing to free themselves of desire. The Astomoi accepted their god’s judgement as just and continued their quest for enlightenment. There was a time of unease when the Abbot stepped down, but the new Abbess seems to be handling the transition well.

This currency takes the form of strands of silver rings. 12 astomoi rings = 1 standard gold

20 rings = 1 strand

Music

Town Music

Battle Music

Services

Apothecary - Ambrose sells bottled smoke which replicates the effect of potions when inhaled. He keeps a workshop in a tidy wooden hut by the abbey courtyard.

Smith - Isnard mostly offers tools but can be commissioned for weapons and armor. He works in the abbey courtyard in an open-air forge.

Tailor - Araignée sells hardy and serviceable clothes from her booth in the courtyard. She does not accept commissions.

Library - Faustin can most often be found studying in the library. He can be commissioned for enchantments.

Abbey - The Abbess can most often be found in her office overlooking the courtyard under the bell tower. The astomoi eat while they work, so while there is no dining area, there is a food line. The abbey also maintains a wing of monk’s cells that usually has a few rooms open for a consideration. There are bathing facilities but no toilets.

NPCs

Astomoi Abbess

Female Astomoi Chaplain 20

LG Medium Humanoid(astomoi)

Init +4; Senses Darkvision 60(blind), Scent; Perception +24

DEFENSE

AC 32, touch 29, flat-footed 26

HP 146

Fort +9, Ref +12, Will +16; -20 vs disease and inhaled poison, +7 vs Enchantment, can reroll a failed save vs Enchantment 1 round later

Spell Resistance 21

OFFENSE

Speed 30

Melee Merciful Dancing Quarterstaff +12/+7 (1d4+1d6+2 nonlethal/x2)

Ranged Merciful +4 Sling +20/+15 (1d4+1d6+4+6 nonlethal/x2)

Special Attacks

Gravitas: 17/day 10d6+7 temporary HP to 10 allies or self within 80ft for 13 rounds, or inflict nonlethal damage 10d6+7 Will DC 27 for half.

Absolute Charisma: creatures that are immune to mind-affecting effects that have a language are subject to Chaplain's spells and abilities but get +5 to resist.

Chaplain Spells Prepared (CL 20; Concentration +27)

6th (DC 23) 6/day - Brilliant Inspiration, Mass Charm Monster, Euphoric Tranquility, Geas/Quest, Heal

5th (DC 22) 6/day - Breath of Life, Foe to Friend, Joyful Rapture, Mass Suggestion, Resonating Word

4th (DC 21) 6/day - Cure Critical Wounds, Denounce, Hold Monster, Sending, Serenity, Stay the Hand

3rd (DC 20) 7/day - Charm Monster, Cure Serious Wounds, Deep Slumber, Lesser Geas, Good Hope, Terrible Remorse

2nd (DC 19) 7/day - Calm Emotions, Cure Moderate Wounds, Gallant Inspiration, Hold Person, Honeyed Tongue, Suggestion

1st (DC 18) 7/day - Cure Light Wounds, Forbid Action, Remove Fear, Sanctuary, Sleep, Ventriloquism

0th (DC 17) at will - Detect Magic, Detect Poison, Guidance, Read Magic, Stabilize, Virtue

STATISTICS

Str 14, Dex 22, Con 16, Int 22, Wis 18, Cha 24

Base Atk +10; CMB +12; CMD 28

Feats Eschew Materials

Skills Craft(pottery) +19, Diplomacy +30(+10 to gather information), Heal +27, Intimidate +20, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +9, Knowledge (local) +9(+10 to gather information), Knowledge (nature) +6, Knowledge (nobility) +9, Knowledge (planes) +6, Knowledge (religion) +9, Perception +24, Perform (Comedy) +20, Profession (Abbess) +27, Sense Motive +27, Spellcraft +19, Stealth +21

Languages: Telepathic (can speak to other languages but cannot understand)

SQ

Mouthless: don't need to eat or drink, instead absorbing nutritional essence telepathically, this also applies to potions but not ingested poisons.

Gravitas: 17/day 10d6+7 temporary HP to 10 allies or self within 80ft for 13 rounds, or inflict nonlethal damage 10d6+7 Will DC 27 for half.

Elocutionary Talents: Gravitas modifications (Allay Injuries: allies recover 27 HP instead of granting temporary HP, does not end Bleed or harm undead, 1/day. Clear Mind: remove Fascinated, Dazed, Confused, or Stunned instead of granting temporary HP for 1d4 minutes. Hearten: instead of granting full temporary HP, grant 27 temporary HP, for as long as these HP persist allies gain +5 to save vs Fear and on attack rolls. Projection. Quell Fear: instead of granting temporary HP, remove Shaken, Cowering, Frightened, and Panicked conditions for 1d4 minutes. Vigor: instead of granting regular temporary HP, grant 27 temporary HP and while they last allies can ignore Fatigued, Staggered, and Exhausted conditions.).

Absolute Charisma: can affect creatures that are immune to mind-affecting effects that have a language are subject to Chaplain's spells and abilities but get +5 to resist.

Gear Merciful Dancing Quarterstaff, Merciful +4 Sling, Greater Shadow Parade Armor, Belt of Physical Perfection +6, Mantle of Spell Resistance, Boots of Teleportation, Headband of Mental Superiority +6, Bracers of Armor +8, Ring of Protection +5

Astomoi Seeker

Astomoi Shadow 5

LG Medium Humanoid(astomoi)

Init +4; Senses Darkvision 60(blind), Scent; Perception +9

DEFENSE

AC 19, touch 14

HP 41

Fort +3, Ref +5, Will +5; -2 to save vs disease or inhaled poison

OFFENSE

Speed 30

Melee Keen Shortsword +5 (1d6+2/17-20x2)

Ranged Corrosive Shortbow +7 (1d6+1d6acid+4/x3)

Special Attacks

Shadowcraft: small illusions within 10ft, silent and odorless, Concentration +4 to maintain, Will DC 14 to disbelieve.

Misdirection: Bluff roll to feint in combat to deny opponent Dex bonus to AC for next ally attack before end of Shadow's next turn.

Counterattack: when missed by melee attack, make an attack of opportunity 7/day.

STATISTICS

Str 14, Dex 18, Con 14, Int 14, Wis 12, Cha 8

Base Atk +3; CMB +5; CMD 19

Feats Combat Expertise

Skills Acrobatics +12, Bluff +7, Climb +10, Disguise +7, Escape Artist +12, Intimidate +7, Perception +9, Sense Motive +9, Stealth +16, Survival +9

Languages Telepathic (can speak to other languages but cannot understand)

SQ

Telepathic Senses: Darkvision 60(otherwise blind), Telepathy counts for verbal spell components but not for audible components.

Mouthless: don't need to eat or drink, instead absorbing nutritional essence telepathically, this also applies to potions but not ingested poisons.

Shadow Power: Silent Step (no penalty for moving full speed during Stealth).

Gear Keen Shortsword, Corrosive Shortbow, Leather Lamellar +1, sleeves of many garments, if outside town Bag of Holding I, Traveler's Any-Tool, campfire bead, Collapsible Bathtub, bedroll, blanket, soap, small tent, silk rope, everclear, trail rations x10, incense, vision toad, tiny cage, waterskin x4, cooking kit, gambler's kit, masterwork survival kit, perfume kit, mithral 1lb, platinum 1lb, 291 Silver Strands, 4 Silver Rings