TEXT: 1
  and Chocolates
  Bleeding 
  Hearts and 
  Chocolates
  Fat Goblin Games
  
  2
  Bleeding Hearts
  Credits
  Fat Goblin Team Authors
  Chris Bayes, Eric Hindley, John Bennett, Justice Mora, Kalyna Conrad,
   Lucus Palosaari, Nick Esposito, Rick Hershey, Troy Daniels, Tyler Beck
  Art and Design: Rick Hershey
  Publisher: Fat Goblin Games
  Bleeding Hearts and Chocolates © 2015 Fat Goblin Games. 
  All Rights Reserved
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for 
  more information on the Pathfinder® Roleplaying Game. Paizo, Publishing, LLC does 
  not guarantee compatibility, and does not endorse the product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® 
  Roleplaying Game and the Pathfinder® Roleplaying Game Compatibility Logo are 
  trademarks of Paizo Publishing, LLC, and are used under the Pathfinder® Roleplaying 
  Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for 
  more information on the compatibility license.
  Open Game Content: All material — including but not limited to art, place and 
  character names, character and setting descriptions, background, and new class de-
  scriptions—is Product Identity. All other content is considered Open Game Content.
  
  3
  and Chocolates
  Table of Contents
  Contents
  Love Hurts                                                       4
  Put a Spell on You                                           5
  The Date Night from Hell                                 8
  Madam Estella                                                 12
  The Mother & Daughter Heartbreakers              16
  Coralin Lightbreeze the Seductive Spectre      
   22
  Demiplane of Cacao 
                                    24
  
  4
  Bleeding Hearts
  Love Hurts
  Campaign Traits for 
  Lovers
  Alluring
  You have the art of turning a passing glance into 
  love.
  You receive a +2 trait bonus on Diplomacy 
  checks with those who find you attractive. You can 
  use daze once per day as a spell-like ability, with a 
  caster Level equal to your character level.
  Childhood Crush
  You’ve never had the guts to act on it, but for as 
  long as you can remember, you’ve had a crush on 
  one of the NPCs. Someday, maybe you’ll be able to 
  earn the NPC’s love, but for now, you’re content to 
  spend time in the NPC’s proximity, or even to do 
  things for the NPC that might earn you a word of 
  thanks or a smile.
  You gain a +1 trait bonus on all attack rolls 
  against foes that threaten your crush. Once per 
  day, you may attempt to earn a kind word or a 
  smile from the NPC whom you have a crush on 
  by making a DC 15 Charisma check. If you’re 
  successful, the elation and joy at the attention gives 
  you a +1 trait bonus on all saving throws for the 
  remainder of the day. If you’re ever lucky enough 
  to win the NPC’s love, this +1 trait bonus on 
  saving throws applies at all times, as long as your 
  relationship remains active.
  Love Lost
  Someone you loved was knifed to death in a dark 
  alley one night. You were called to the scene by the 
  guard to identify the body, and as rough as that was 
  for you, you also noticed a ring was missing from 
  the body. Whoever murdered your loved one stole 
  that ring—you’re convinced of it. You’ve done some 
  investigation on your own and recently found the 
  ring for sale at a local merchant. Although, to your 
  great frustration, you can’t afford yet to buy it back, 
  the merchant did tell you from whom he purchased 
  the ring. It seems likely this criminal is the one who 
  killed your loved one, or at the very least knows 
  who did. The only problem is finding him.
  Widowed: The murder victim was a lover. With 
  your lover’s death, a part of you died as well, 
  leaving you haunted, grim, and prone to dark 
  musings. You gain a +2 bonus on Intimidate 
  checks.
  Unswaying Love
  Your resolute devotion to your significant other 
  protects you from those who would manipulate 
  you.
  You gain a +2 trait bonus on saving throws 
  against charm or compulsion effects.
  
  5
  and Chocolates
  Put a Spell 
  on You
  Kiss of Unrequited Love
  School enchantment (compulsion) [mind-
  affecting]; Level red mantis assassin 4, bard 4 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level, plus see text
  Saving Throw Will negates; Spell Resistance yes
  The verbal and somatic components of a 
  kiss of unrequited love spell are designed to be 
  indistinguishable from amorous advances towards 
  the target of the spell. A successful Spellcraft check 
  (DC 19) can still identify the spell for what it is, 
  although the observer must first oppose your Bluff 
  check with a Sense Motive check. If the target fails 
  to resist this spell, he becomes tragically enamored 
  with you, but at the same time becomes convinced 
  that through some terrible shortcoming of his 
  own he is never be able to win your love. On his 
  next action, the despair of this unrequited love 
  forces the victim of the spell to attempt suicide. 
  He immediately attempts a coup de grace against 
  himself, using the most powerful melee weapon at 
  his disposal to take the action.  He automatically 
  hits himself and scores a critical hit.  If he survives, 
  he must still make a Fortitude save (DC 10 + 
  damage dealt) or die. If the victim has the sneak 
  attack ability, he applies his sneak attack damage to 
  this self-inflicted wound.  A victim with a natural 
  attack or the ability to deal lethal damage with an 
  unarmed attack can use this attack in place of a 
  melee weapon.
  If the victim cannot secure a melee weapon, he 
  dedicates all of his activity towards securing the 
  closest available melee weapon in as efficient a 
  method as possible, resorting to disarm attempts 
  or even magic if necessary.  A victim restrained 
  from performing the coup de grace or securing 
  a melee weapon instead devotes all of his efforts 
  towards escaping so he can fulfill his compulsion.  
  This compulsion persists for one round per caster 
  level. The compulsion also ends as soon as the 
  victim makes the coup de grace attack on himself, 
  providing he survives the suicide attempt. Once 
  the compulsion is started, the range at which it 
  continues is unlimited as long as the caster and the 
  subject are on the same plane.
  Mantle of Love
  School abjuration; Level cleric/oracle 2, paladin 2
  Casting Time 1 standard action
  Components V, S, F (a heart-shaped ruby worth 
  50 gp)
  Range touch
  Target one living creature
  Duration 1 min./level
  Saving Throw Will negates (harmless);              
  Spell Resistance yes (harmless)
  You imbue the target creature with the protective 
  love of your deity, protecting him from harm by 
  granting him a +4 morale bonus on all saving 
  throws. The spell ends if you and the target move 
  out of sight of one another.
  Memory of Love
  School enchantment (compulsion) [mind-affect-
  ing]; Level bard 2, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 min.
  Saving Throw Will negates; Spell Resistance yes
  A memory of a loved one (mother, spouse, etc.)  
  overwhelms the target every time he looks at you, 
  preventing him from physically harming you. His 
  feelings are directed only toward you – not your 
  
  6
  Bleeding Hearts
  companions. The spell’s effect is broken if you 
  attack the target. The target receives a new Will 
  save every round to shake off the spell’s effects.
  Lifebond
  School divination; Level cleric/oracle 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one creature
  Duration permanent
  Saving Throw Will negates (harmless);             
  Spell Resistance yes (harmless)
  The target creature permanently knows the 
  relative position and condition of his true love, 
  and is able to monitor her as if by a status spell. 
  Lifebond only works if the target of the spell and 
  the creature he designates as his true love are 
  actually both in love with each other; if the love 
  is not true and mutual, the spell fails. Lifebond is 
  most often cast on both lovers so they can monitor 
  each other.
  Heartache
  School enchantment (compulsion) [mind-affect-
  ing]; Level bard 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a silk string tied around 
  your finger)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 min.
  Saving Throw Will negates; Spell Resistance yes
  You trigger in the target a memory of love lost 
  or rejection. This overwhelming memory leaves 
  the target shaken for one minute, though she will 
  receive a new save on each round to shake off the 
  effects of the spell. If the target makes her initial 
  Will save, she will only be shaken for one round.
  
  7
  and Chocolates
  I am so lonely I can hardly bear it. As one needs 
  happiness so have I needed love; that is the deep-
  est need of the human spirit. And as I love you 
  utterly, so have you now become the whole world 
  of my spirit. It is beside and beyond anything that 
  you can ever do for me; it lies in what you are, 
  dear love — to me so infinitely lovely that to 
  be near you, to see you, hear you, is now the only 
  happiness, the only life, I know. How long these 
  hours are alone!
  Yet is good for me to know the measure of my 
  love and need, that I may at least be brought to 
  so govern myself as never to lose the love and 
  trust that you have given me.
  Dear, let us make and keep our love more beau-
  tiful than any love has ever been before.
  Forever, dearest one.
  
  8
  Bleeding Hearts
  The Date 
  Night from 
  Hell 
  A Valentine’s Day Side 
  Adventure
  Introduction
  Love is in the air and your PCs no doubt want a 
  part of it. If you’re looking for a fun little night out, 
  look no further! Below is a quick little Valentine’s 
  Day-themed adventure.
  This is an encounter-based adventure geared 
  towards a party of 4 4th-level PCs. It follows the 
  story of a priestess (or priest) of He That Feeds In 
  Darkness–an ancient god of lust who feeds on the 
  energies of those killed by the ones they desire–in 
  her (his) quest to provide her (his) god with his 
  annual Valentine’s day sacrifice. 
  The Invitation
  The PCs are enjoying a well-deserved ale in a 
  local tavern on Valentine’s Day after a tiring day of 
  adventuring when they are approached by a man or 
  woman, depending on which one would better suit 
  your party, but using the same stats and name as 
  below. (Note that for simplicity sake, this document 
  will refer to the female version of Ashly). Ashly is 
  incredibly beautiful, with flowing blond hair and 
  mysterious sea-green eyes. She carries herself with 
  the confidence of one who knows she is desired but 
  is still humble enough to be appealing.
  Ashly Denarian  
   
   
        CR 5
  XP 1,600
  Human cleric (priest(ess) of He That Feeds In 
  Darkness 6
  LE Medium humanoid (human)
  Init +6; Senses Perception +6
  Defense
  AC 13, touch 13, flat-footed 10 (+2 Dex, +1 
  dodge)
  hp 36 (6d8+6)
  Fort +6, Ref +4, Will +8
  Offense
  Speed 30 ft.
  Melee +2 mithral dagger +6 (1d4+2/19-20)
  Special Attacks channel negative energy 7/day 
  (DC 17, 3d6)
  Domain Spell-Like Abilities (CL 6th; concentration 
  +7)
     4/day—dazing touch, touch of darkness (3 
  rounds)
  Cleric Spells Prepared (CL 6th; concentration +7)
     2nd—blindness/deafness (blindness only)[D] 
  (DC 13), darkness, hold person (DC 13), unde-
  tectable alignment (DC 13)
     1st—bane (DC 12), charm person[D] (DC 12), ob-
  scuring mist, shield of faith, summon monster I
     0 (at will)—bleed (DC 11), create water, detect 
  magic, light
     D Domain spell; Domains Charm, Darkness
  Statistics
  Str 10, Dex 14, Con 13, Int 8, Wis 12, Cha 18
  Base Atk +4; CMB +4; CMD 17
  Feats Alertness, Blind-fight, Dodge, Improved 
  Initiative, Iron Will
  Skills Acrobatics +1 (-3 to jump), Bluff +5, Di-
  plomacy +8, Disguise +5, Escape Artist +0, 
  Linguistics +6, Perception +6, Sense Motive +8, 
  Spellcraft +3, Stealth +1
  Languages Common, Dwarven, Elven, Gnome, 
  Halfling
  Other Gear +2 mithral dagger, mwk manacles, sil-
  ver holy symbol of He That Feeds In Darkness, 
  wand of cure light wounds (35 charges)
  
  9
  and Chocolates
  Ashly casts undetectable alignment on herself and 
  singles out whichever member of the party looks 
  most ready to succumb to her wiles. She cozies up 
  to the PC of her choice and begins seducing them. 
  She will start by casting charm person, shower them 
  with compliments, and follow up by using her 
  diplomacy to sweeten the pot if necessary. Once she 
  is certain that the chosen victim is ready, she slips 
  a vial of oil of taggit (save DC15 or unconscious) 
  and a potion of elixir of love (DC 14 Will save)–just 
  to be sure–and gives a signal to two burly men in 
  black and red robes across the room.
  The two men rush the table and grab the 
  unconscious victim, dragging them out the door 
  with Ashly close on their heels. They focus on 
  escaping with their selected victim, so they will 
  run unless cornered, in which case they’ll fight just 
  enough to get away.
  Acolyte of He That Feeds In Darkness           CR 3
  XP 800
  Male human cleric of He That Feeds In Darkness 
  1/fighter 3
  LE Medium humanoid (human)
  Init +5; Senses Perception +3
  Defense
  AC 15 touch 11, flat-footed 14 (+1 Dex)
  hp 37 (4 HD; 1d8+3d10+12)
  Fort +7, Ref +2, Will +3 (+1 vs. fear)
  Offense
  Speed 30 ft.
  Melee mwk dagger +7 (1d4+2/19-20)
  Special Attacks channel negative energy 5/day 
  (DC 12, 1d6)
  Domain Spell-Like Abilities (CL 1st; concentration 
  +1)
     3/day—dazing touch, touch of darkness (1 
  round)
  Cleric Spells Prepared (CL 1st; concentration +1)
     0 (at will)—create water, detect magic, light
     D Domain spell; Domains Charm, Darkness
  Statistics
  Str 15, Dex 12, Con 15, Int 8, Wis 10, Cha 15
  Base Atk +3; CMB +5; CMD 16
  Feats Alertness, Blind-fight, Improved Initiative, 
  Toughness, Weapon Finesse, Weapon Focus 
  (dagger)
  Skills Acrobatics +2, Climb +6, Escape Artist +2, 
  Intimidate +8, Linguistics +3, Perception +3, 
  Sense Motive +6, Stealth +2, Swim +6
  Languages Common, Elven
  SQ armor training 1
  Combat Gear potion of cure moderate wounds; 
  Other Gear chain shirt, mwk dagger
  
  10
  Bleeding Hearts
  The Chase
  The PCs chase the kidnappers out into the night, 
  following them through darkened streets and 
  down alleys until they turn down a lane marked 
  Seductress’ Alley. The party rounds the corner just 
  in time to see the kidnappers duck into a doorway 
  at the far end of the dead-end road, but they have 
  bigger problems. 
  As they round the corner into the narrow 
  cobblestone alley, framed on both sides by tall, dark 
  walls, five scantily-clad women in various states of 
  decay lurch from the shadows, blocking the party’s 
  way. The zombie prostitutes snarl and extend their 
  claw-like hands towards the PCs.
  Zombie Prostitute (5) 
       (CR ½ each)
  (see “Zombie” in the Pathfinder Roleplaying 
  Game Bestiary)
  XP 200
  hp 12
  The Ritual
  Once the prostitutes have been dispatched, the 
  party manages to get to the door the kidnappers 
  went through. The door is locked (DC 12) and 
  trapped. 
  The Acolyte’s Door 
  (CR 1)
  XP 400
  Type mechanical; Perception DC 20; Disable 
  Device DC 20
  Trigger trying to turn the door handle; Reset 
  manual
  Effect Atk +10 ranged (1d3 plus Black Adder 
  Venom)
  Once they are through t-he door they stumble into a 
  dark hallway that smells heavily of incense with a faint, 
  metallic undertone of blood. Chanting can be heard 
  coming from the far end of the hall. The opening 
  glows with the firelight of the room beyond.
  As the party reaches the mouth of the hallway 
  the room beyond comes into view. It is a large, 
  hexagonal room. The ceiling looms twelve feet 
  overhead and is covered in a complex painting 
  depicting a man wooing a woman who holds a 
  shining dagger behind her back as a dark, shadowy 
  shape with glowing red eyes looms over them. 
  The walls are painted black and the only light in 
  the room comes from three small braziers, one 
  centered on every second wall. The center of the 
  room is dominated by an altar crafted out of a solid 
  block of glossy obsidian. It is fashioned to resemble 
  a bed with pillows. 
  The captured party member lies on the altar, 
  their clothes and armor piled in a heap at the foot 
  of the bed. They are covered with a black silk sheet. 
  They are just starting to regain their senses as their 
  friends enter, but they are still entranced by Ashly 
  and won’t do anything to help their friends.
  Ashly stands on the opposite side of the altar, 
  arms raised, wearing a flowing black silk robe. A 
  large silver disc hangs around her neck, bearing an 
  image that looks like the shadow creature on the 
  ceiling.  It has two deep red garnets for eyes
  If they escaped, the two men who were at the 
  tavern stand on either end of the altar (at the head 
  and foot of the bed) and an additional two acolytes 
  dressed the same way stand facing Ashly. 
  As soon as the party is in the doorway, Ashly will 
  stop her incantation and point at the party with 
  a cry of “Kill the unfaithful who have sullied this 
  holy place!”
  The four acolytes attack the party as Ashly tries 
  to finish her incantation.
  Acolyte of He That Feeds In Darkness      CR 3
  XP 800 each
  Male human cleric of He That Feeds In Darkness 
  1/fighter 3 (See previous listing for full stats)
  hp 37 each
  
  11
  and Chocolates
  Ashly Denarian        
   
        CR 5
  XP 1600
  Human cleric of He That Feeds In Darkness 6 (See 
  previous listing for full stats)
  hp 36 each
  Once Ashly and the cultists have been defeated, 
  the party will be able to free their friend. The 
  altar room will yield the obsidian altar (worth 
  5,000 GP, weighs 500lbs), one silver holy symbol 
  of He That Feeds In Darkness with red garnet 
  eyes (worth 125gp), four wooden holy symbols of 
  He That Feeds In Darkness, Five black silk robes 
  (each worth 30gp), one black silk sheet, and one 
  ceremonial golden dagger inlaid with five fire opals 
  (worth 400gp).
  Harlot Sweets
  These amber-colored lozenges instill within the user a slightly increased agility and enhance 
  both physical beauty and speech. So named for the fact that prostitutes often abuse the drug, 
  harlot sweets are gaining popularity among certain circles in the aristocracy as well.
  Type drug (ingested); Addiction moderate, Fortitude DC 18
  Effects 1 hour; +1d4 Cha and +1 Dex
  Damage 1d2 Int damage
  Price 60 gp
  
  12
  Bleeding Hearts
  Items Commonly Sold by 
  Madam Estella
  Prices listed below are “standard” market prices. 
  Madam Estella frequently researches her potential 
  clients and tries to swindle them for as much as she 
  possibly could. Few market in such trade, as most 
  would see the maker of a magic item that entranced 
  someone as guilty as the one employing it. At least 
  double the listed price for any of these items sold 
  by Estella, and otherwise increase the asking price 
  to be fitting the station of the person requesting it 
  (a king’s ransom for a king, for instance).
  Most of the following items Estella has at least 
  one or more “on hand.” The eyes of charming is one 
  that she knows she could construct (and possibly 
  has before) but it is so costly to even make, she 
  would only “make to order” with the money 
  upfront. Many of the mundane or alchemical items 
  she has she sells as if they were magical in nature, 
  when they are in fact mostly to help a customer 
  get over their fear of rejection or to bolster their 
  confidence (though some have more nefarious 
  uses).
  Madam Estella’s Inventory
  Item
  Marketprice
  Alchemist’s KindnessUE
  1 gp
  Cordial of love
  1,500 gp
  Elixir of love
  150 gp
  Eyes of charmingUE
  56,000 gp
  Fortifying brew ACG
  20 gp
  Lozenge of the songbirdACG
  50 gp
  Philter of loveAPG
  3,000 gp
  False token
  Special
  APG Pathfinder Roleplaying Game: Advanced Player’s 
  Guide
  ACG Pathfinder Roleplaying Game: Advanced Class 
  Guide
  UE Pathfinder Roleplaying Game: Ultimate Equipment
  Madam 
  Estella
  Purveyor of Love 
  Potions and Charms
  While her father left her substantial wealth, 
  Estella’s long life as a tiefling and dark tutelage 
  under her “mother,” the erodaemon Aurelia, 
  have lead to the self-styled “Madam Estella” to 
  turn toward a life of becoming a world-renown 
  provider of powerful love potions and charms that 
  can ensnare the hearts of any. Until recently, she 
  has always tried to walk the careful line of only 
  providing items to those of lower station in life, 
  only “helping” the elite out either secretively or 
  when the kinds of arrangements she is disrupting 
  can be done safely. 
  In a world where it is well-know direct 
  manipulations of emotions are possible via 
  magic, Madam Estella has always been careful to 
  rarely employ straight “love potions” or simple 
  compulsion magics when it wasn’t necessary. Most 
  of the desperate people that come to her don’t 
  seek a specific person, but just anyone, and simple 
  charms that enhance the wearer’s confidence with 
  themselves, or give them glibness to speak well can 
  be more effective than a charm person spell. 
  As often as not, Madam Estella charges 
  exorbitant prices for little more than sugar-water 
  and meaningless nick-knacks. Those she realizes 
  she can actually swindle for great wealth, she’ll 
  brew proper elixirs of love or even the occasional 
  philter of love, but these are for either those truly 
  desperate creatures that are destined to have their 
  hearts broken, or for those able to afford her 
  increases prices. Though simple greed would be an 
  evil enough rationale for her lifestyle, she hides a 
  much deeper and darker goal overall related to her 
  mother’s natural abilities.
  
  13
  and Chocolates
  Alchemist’s Kindness
  Price 1 gp; Weight –
  Favored by young rakes and other well-to-do 
  inebriates, this crystalline powder resembles salt. 
  Mixed with water, it makes a fizzing cocktail that 
  eliminates the effects of a hangover within 10 
  minutes of drinking it.
  For many of Estella’s clients, this cheap (offered 
  as a “free” remedy) item is their first taste of 
  her “power” as a master alchemist. If the clients 
  don’t show up drunk and broken hearted on her 
  doorstep, she’s always willing to get them that way, 
  then “cure” them of their hangover while she milks 
  information out of them and wins their trust.
  Cordial of Love
  Price 1,500 gp; Slot none; Aura moderate en-
  chantment; CL 9th; Weight –
  The strong but sweet alcohol-tainted liquid 
  causes the character drinking it to become 
  enraptured with the first creature he or she sees 
  after consuming the draft (as charm person—
  the drinker must be a humanoid of Medium or 
  smaller size, Will DC 16 negates). The drinker’s 
  attitude toward that creature becomes helpful. If 
  a romantic attraction is possible toward the first 
  person viewed, the drinker falls in love with that 
  person. Otherwise, the drinker’s love is a platonic 
  adoration. The effects of the cordial are permanent 
  unless removed by a break enchantment, dispel 
  magic, limited wish, miracle, remove curse, or wish.
  This item represents the pinnacle of “love 
  potions” that Estella could create without the aid 
  of her mother. Even then, it still requires the use 
  of one of her precious scrolls of permanency or her 
  mother.
  CONSTRUCTION REQUIREMENTS
  Cost 750 gp
  Craft Wondrous Item, Heightened Spell, charm 
  monster, permanency
  Elixir of Love
  Price 150 gp; Slot none; Aura faint enchantment; 
  CL 4th; Weight --
  This sweet-tasting liquid causes the character 
  drinking it to become enraptured with the first 
  creature he or she sees after consuming the draft 
  (as charm person—the drinker must be a humanoid 
  of Medium or smaller size, Will DC 14 negates). 
  The charm effect wears off in 1d3 hours.
  As only a temporary effect, Estella is likely only 
  to employ this option for her clients that she feels 
  actually could have the person fall in love OR when 
  her intention completely is to let them have their 
  heartbreak as they experience a few hours of bliss 
  followed by bitter rejection.
  CONSTRUCTION REQUIREMENTS
  Cost 75 gp
  Craft Wondrous Item, charm person
  
  14
  Bleeding Hearts
  Eyes of Charming
  Price 56,000 gp; Slot eyes; Aura moderate en-
  chantment; CL 7th; Weight --
  These two crystal lenses fit over the user’s eyes. 
  The wearer is able to use charm person (one target 
  per round) merely by meeting a target’s gaze. Those 
  targets failing a DC 16 Will save are charmed as per 
  the spell. Both lenses must be worn for the magic 
  item to take effect.
  CONSTRUCTION REQUIREMENTS
  Cost 28,000 gp
  Craft Wondrous Item, Heighten Spell, charm 
  person
  Fortifying Brew
  Price 20 gp; Weight 1 lb.
  This liquid causes a pleasant warming sensation 
  when consumed. For the next hour, you gain a +2 
  morale bonus on saving throws against fear. Using 
  more than 1 dose within 24 hours causes you to 
  become nauseated for 1 hour.
  Estella markets this as a magical potion of 
  confidence, which she sells as a means for people to 
  get over their fear of rejection and to so much as 
  speak to the person they are interested in.
  Lozenge of the Songbird
  Price 50 gp; Weight –
  This honey-coated candy is made of soothing 
  reagents. If eaten, it takes 1 round to begin 
  working, then grants a +2 alchemical bonus on all 
  Perform (sing) checks for 1 hour.
  Estella is always careful to grant this item only 
  to those with natural singing ability, she has 
  convinced many a hopeful that music is the way to 
  a lover’s heart.
  Philter of Love
  Price 3,000 gp; Slot none; Aura strong enchant-
  ment; CL 15th; Weight --
  This potent preparation causes a creature 
  who drinks it to fall madly in love with the first 
  creature he or she perceives after consuming it. The 
  drinker’s attitude toward that creature becomes 
  helpful. If a romantic attraction is possible toward 
  the first person viewed, the drinker falls in love 
  with that person. Otherwise, the drinker’s love is 
  a platonic adoration. The effects of the philter are 
  permanent unless removed by a break enchantment, 
  dispel magic, limited wish, miracle, remove curse, or 
  wish.
  As this is a potentially permanent solution to 
  forcing someone to love you, Estella rarely even 
  admits she knows how to brew it, but for the right 
  price (at least 9,000 gp), she’s willing to “share 
  this secret recipe” which she claims was taught to 
  her by the Gods of Love themselves. The power of 
  these philters is slightly beyond her normal reach, 
  but Estella has been able to produce them with 
  her mother’s direct help and a stack of scrolls of 
  permanency her father left behind.
  CONSTRUCTION REQUIREMENTS
  Cost 1,500 gp
  Craft Wondrous Item, charm monster, perma-
  nency
  False Token
  Price Special; Weight –
  Often, all Estella’s clientele need is the confidence 
  to try to talk to the one they love. When Estella 
  feels this is the case, she’ll employ a number of 
  almost nonsensical options for how to “inspire” 
  confidence in the potential client. This may take 
  the form of giving them a “magical” token to wear 
  like a scarf or pin, having them pass their chosen 
  one a simple gift like a “special” flower or pastry, 
  or it could be a draught of little more than rosehips 
  and sugar-water. Regardless of the form of his item, 
  it has no actual magical power – instead the person 
  employing the placebo token gains a +2 morale 
  bonus on any one check related to talking to the 
  object of their desire. This may be a +2 against a 
  fear effect to get over their shyness, a +2 to Bluff or 
  Diplomacy to speak eloquently, or any other check 
  as the gamemaster sees fit. Creatures wearing a 
  
  15
  and Chocolates
  token or other semi-permanent item gain an on-
  going +1 morale bonus as long as they think that 
  the token or placebo is still in effect.
  These types of trinkets, tokens, and fake potions 
  are Estella’s bread and butter. She excels at talking 
  someone up, making them believe her, and then 
  her selling them some overpriced junk she claims 
  will have some mystical benefit. She often sees 
  this as her favorite trick as well because even if its 
  unsuccessful, she can always make up a million 
  excuses for how the person failed to employ the 
  token correctly, rather than it being her fault --- 
  which only compounds the self-loathing of the 
  broken-hearted.
  Adventure Hooks
  Any of the following scenarios gives the players 
  a reason to investigate Madam Estella, and anyone 
  that looks even a little behind the scenes of what 
  the Madam is selling will quickly discover much 
  more is going on than simple hedge magic. These 
  situations are always exacerbated as Estella’s 
  mother, Aurelia, longs to be free of her daughter 
  and will often allow things to run amok if she can.
  Assumed Sorcery!: Despite how careful Madame 
  Estella is in her dealings, some recent sudden 
  change of heart between important people in 
  a neighboring country (be it princes, nobles, 
  senators, or what have you) is assumed to be the 
  work of “dark magic” and the players are asked to 
  investigate Madame Estella, whom has a reputation 
  for such things.
  Mother’s Meddling: Growing weary of her long 
  practical enslavement to her daughter, Aurelia has 
  let it slip that her daughter is meddling in ways 
  that are unbecoming. She may hint at demonic 
  rituals or the use of pact magic to ensnare and 
  charm people, but one way or another the players 
  are alerted that Madame Estella is having Infernal 
  dealings.
  Desperate for Love: One of the players has 
  become hopelessly, desperately in love with 
  someone that they don’t even think knows they 
  exist. They hear of Madame Estella and her 
  wonder-working and approach her for help.
  Misplaced Love: Someone got a hold of a 
  powerful philter of love, and used it incorrectly! 
  The players are asked to help either the person that 
  got the wrong target, or someone whom accidently 
  used one of Madam Estella’s items and is now head-
  over-heels for the wrong person.
  Missing Loved One: A loved one has gone 
  missing, and for some reason Madame Estella is 
  believed to be the culprit. This may even turn out 
  to be true, as Madame Estella has taken prisoners 
  before when confronted by people so that she can 
  have her pet Pip soul lock them.
  Scaling Encounters
  The following statistic blocks are presented to 
  allow a gamemaster to build their own scenario 
  using Madam Estella and her menagerie of 
  potential helpers. These helpers include a 
  powerful erodaemon (CR 11), which is capable of 
  summoning ceustodaemons (CR 6, each) and her 
  personal familiar, a cacodaemon. As a CR 7 threat 
  by herself (or with her familiar) Estella can put up 
  a decent fight for lower level characters by turning 
  them on one another. That said, for higher level 
  characters, letting her mother Aurelia in on the 
  fight can be a solid combat for a mid to high level 
  party. The fact that three or more ceustodaemons 
  could be summoned by Mommy Dearest also 
  could act as great hack-n-slash bait for players just 
  looking for something to kill, while characters that 
  like to talk their way into and out of trouble could 
  have great fun with matching wits and spells with 
  Madam Estella and her mother.
  
  16
  Bleeding Hearts
  The Mother 
  & Daughter
   Heartbreakers
  After losing his wife in a tragic experiment with 
  his magic, a powerful but unwise wizard attempted 
  a dark summoning he only barely understood from 
  a defeated cultist’s texts that promised to bring to 
  you “the person whom you desire most.” While 
  he thought he had received his wife again, the 
  erodaemon Aurelia had in fact taken on the wife’s 
  form and was merely playing the part, bound by the 
  magic of his spell to serve the wizard as his faithful 
  wife. Initially this conflicted with the erodaemon’s 
  nature, as a personification of death by heartbreak, 
  but Aurelia soon realized that her new “husband” 
  had great troves of magical knowledge and that she 
  could feed on the wizard’s slow realization that not 
  only was this “thing” not truly his wife, but that 
  he had violated all trust with his former wife – an 
  ultimate betrayal. 
  The wizard denied anything was wrong for 
  decades, dragging on his self-imposed suffering 
  when Aurelia produced a daughter for him. Clearly 
  twisted at birth, Estella was born with a sallow skin 
  and a single black ram’s horn protruding from her 
  head. It was with his “daughter’s” birth that the 
  wizards heart finally not only broke but shattered. 
  Thinking she were free with the wizard’s death, 
  Aurelia turned to leave her misbegotten spawn to 
  starve with her father’s corpse when she realized 
  the dark ritual of the wizard now bound her to 
  serve Estella. 
  Still trapped by the dark ritual’s magic, Aurelia 
  became a begrudging mother and protector of 
  Estella, and though she’s been trying to groom her 
  daughter to emulate her mother’s dark ambitions, 
  she has never cared for the child that has grown to 
  a twisted woman. Hiding her nature as a tiefling 
  and relying on the wealth and magic left to her 
  by a father she never knew, Estella believes she is 
  “preparing” herself to become an erodaemon like 
  her mother, unaware that Aurelia would be just 
  as pleased to have her devoted daughter die of a 
  broken heart, finding out she was raised solely for 
  this purpose.
  Estella, a Tiefling Manipulator Enchantress
  XP 3,200
  Tiefling manipulatorAPG (enchanter variant) 8
  NE Medium outsider (native)
  Init +3; Senses darkvision; Perception +7
  DEFENSE
  AC 19, touch 14, flat-footed 16 (+4 armor, +1 
  deflection, +3 Dex, +1 natural)
  hp 40 (8d6+10)
  Fort +4, Ref +6, Will +8
  Resist cold 5, electricity 5, fire 5
  OFFENSE
  Speed 30 ft.
  Melee quarterstaff +4 (1d6)
  Ranged dagger +7 (1d4/19–20)
  Special Attacks shape emotions (8 rounds/day)
  Arcane School Spell-Like Abilities (CL 8th; 
  concentration +12)
  7/day—beguiling touch (Will DC 18)
  Enchanter Spells Prepared (CL 8th; concentration 
  +12)
  4th—confusion (DC 19), crushing despair (DC 
  19), greater invisibility, phantasmal killer (DC 
  18)
  3rd—deep slumber (DC 18), dispel magic, hold 
  person (DC 18), suggestion (2, DC 18)
  2nd—daze monster (DC 17), hideous laughter 
  (DC 17), invisibility, touch of idiocy (DC 17), 
  unnatural lustUM
  1st—charm person (2, DC 16), color spray (DC 
  15), delusional prideUM (DC 16), mage armor, 
  shield
  0 (at will)—daze (DC 15), mage hand, prestidigi-
  tation, touch of fatigue (DC 14)
  Opposition Schools divination, necromancy
  UM Pathfinder Roleplaying Game: Ultimate Magic
  
  17
  and Chocolates
  TACTICS
  Before Combat Estella typically tries not to 
  engage in combat unless absolutely pressed to 
  it, in which case she tries to get her mother’s 
  attention and casts mage armor.
  During Combat Estella uses charm person, confu-
  sion, and suggestion to turn opponents against 
  each other. By casting greater invisibility on 
  herself, she can remain hidden while she 
  manipulates her targets. She uses her staff of 
  charming as well as hold person as needed. She 
  willingly puts her familiar in harm’s way to save 
  herself if needed.
  Base Statistics Without mage armor, Estella’s 
  statistics are AC 15, touch 14, flat-footed 12.
  STATISTICS
  Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12
  Base Atk +4; CMB +4; CMD 18
  Feats Craft Wondrous Item, Heighten Spell, Im-
  proved Familiar (cacodaemon), Iron Will, Scribe 
  Scroll, Spell Focus (enchantment)
  Skills Bluff +9 (beguiling liar, +4 racial bonus to 
  convince an opponent what they are saying is 
  true when they tell a lie), Diplomacy +7, Knowl-
  edge (arcana) +15, Knowledge (local, nobility) 
  +11, Knowledge (planes) +7, Perception +7, 
  Sense Motive +12, Spellcraft +15
  Languages Common, Abyssal, Draconic, Elven, 
  Gnome, Infernal
  SQ arcane bond (cacodaemon), darkness (CL 
  8) 1/day, prehensile tail alternate racial trait, 
  enchanting smile
  Combat Gear potion of cure moderate wounds, 
  potion of invisibility, scrolls of permanency (10), 
  scroll of suggestion, staff of charming; Other 
  Gear dagger, amulet of natural armor +1, cloak 
  of resistance +1, ring of protection +1, spell-
  book, a dozen or more soul gems (see Pip for 
  more information) 303 gp
  SPECIAL ABILITIES
  Beguiling Touch (Sp) Seven times per day, Estella 
  can charm a living creature by touching it. 
  Creatures with more Hit Dice than her wizard 
  level (8) are unaffected, as are creatures in 
  combat and those with an attitude of hostile 
  
  18
  Bleeding Hearts
  toward her. Creatures receive a Will saving 
  throw (DC 18) to negate the effect. Creatures 
  that fail their save are affected by charm mon-
  ster for 8 rounds. This is a mind-affecting effect. 
  Shape Emotions (Su) Estella can emit a 30-foot 
  aura to either ward off or welcome emotional 
  influence for 8 rounds per day. If Estella choos-
  es to ward, she and her allies within this aura 
  receive a +4 morale bonus on saves against 
  mind-affecting spells and effects, and any fear 
  effects targeting her or her allies are reduced 
  by one step (shaken has no effect, frightened 
  becomes shaken, and panicked becomes fright-
  ened). If she choses to enhance emotional 
  influence, enemies within the aura receive a –2 
  penalty on saves against mind-affecting spells 
  and effects. These rounds do not need to be 
  consecutive.
  APG Pathfinder Roleplaying Game: Advanced 
  Player’s Guide
  Pip, Estella’s CacodaemonB2 Familiar         CR 2
  XP 600 (normally, but is a familiar)
  NE Tiny outsider (daemon, evil, extraplanar) 
  familiar
  Init +4; Senses darkvision 60 ft., detect good, 
  detect magic; Perception +7
  B2 Pathfinder Roleplaying Game: Bestiary 2
  DEFENSE
  AC 20, touch 12, flat-footed 20 (+8 natural, +2 
  size)
  hp 20 (counts as 8HD familiar); fast healing 2
  Fort +3, Ref +5 (improved evasion near master), 
  Will +7
  DR 5/good or silver; Immune acid, death effects, 
  disease, poison; Resist cold 10, electricity 10, 
  fire 10
  OFFENSE
  Speed 5 ft., fly 50 ft. (perfect)
  Melee bite +7 (1d4+1 plus disease) 
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks soul lock
  Spell-Like Abilities (CL 6th; concentration +7)
  Constant—detect good, detect magic
  At will—invisibility (self only)
  3/day—lesser confusion (DC 12)
  1/week—commune (CL 12th, six questions)
  TACTICS
  Before Combat Pip can normally be found invis-
  ible and in the form of a lizard or snake, hiding 
  within Estella’s clothes. He most often begins 
  combat aware of what has been going on, but 
  invisible and waitin for a chance to strike out.
  During Combat Pip fights people whom attack 
  his master without abandon, using his confu-
  sion spell-like ability occasionally even before 
  revealing himself (or before combat if he can), 
  and then sicks himself on the clearest threat 
  to Estella so she can escape or help put him 
  down. Left to his own devices, he will always 
  choose to soul lock a recently dead enemy, 
  though he often waits for permission from Es-
  tella before doing so, in case a certain creature 
  is preferred over another. Estella collects his 
  soul gems thinking from false information from 
  her mother that she can “cash them in” with 
  daemons to gain powers, and they pair have 
  been known to dispose of more than one body 
  down his vacuous gullet, even going so far as to 
  take someone prisoner to kill and soul lock the 
  next day.
  STATISTICS
  Str 12, Dex 11, Con 13, Int 9, Wis 13, Cha 12
  Base Atk +4; CMB +2; CMD 13
  Feats Improved Initiative, Lightning Reflexes
  Skills Bluff +9, Fly +18, Knowledge (planes) +5, 
  Perception +7, Stealth +14
  Languages Abyssal, Common, Infernal; telepathy 
  100 ft.
  SQ change shape (lizard or venomous snake, 
  polymorph), improved evasion, shared spells, 
  empathic link (Estella), deliver touch spells
  SPECIAL ABILITIES
  Disease (Su) Cacodaemonia: Bite—injury; save For-
  titude DC 12; onset 1 day; frequency 1/day; effect 
  1d2 Wisdom damage, cure 2 consecutive saves. 
  In addition to the normal effects of the disease, 
  as long as a victim is infected, Pip can telepathi-
  cally communicate with the creature over any 
  distance (as long as they remain on the same 
  plane).
  
  19
  and Chocolates
  Soul Lock (Su) Once per day as a full-round ac-
  tion, Pip can ingest the spirit of any sentient 
  creature that has died within the last minute. 
  This causes a soul gem to grow inside of his 
  gut, which he can regurgitate as a standard 
  action. A soul gem is a fine-sized object with 
  1 hit point and hardness 2. Destroying a soul 
  gem frees the soul within, though it does not 
  return the deceased creature to life. This is a 
  death effect. Any attempt to resurrect a body 
  whose soul is trapped in a soul gem requires a 
  DC 12 caster level check. Failure results in the 
  spell having no effect, while success shatters 
  the victim’s soul gem and returns the creature 
  to life as normal. If the soul gem rests in an 
  unholy location, such as that created by the 
  spell unhallow, the DC of this caster level check 
  increases by +2. The caster level check DC is 
  Charisma-based.
  Any evil outsider can, as a standard action, ingest 
  a soul gem. Doing so frees the soul within, but 
  condemns it to one of the lower planes (though 
  the soul can be returned to life as normal). The 
  outsider gains fast healing 2 for a number of 
  rounds equal to its Hit Dice.
  About Cacodaemons
  The least of daemonkind, cacodaemons spawn 
  from eddies of angry, violent, and demented souls 
  amid the mists of Abaddon. Dim-witted but utterly 
  evil, they endlessly seek to cause pain and indulge 
  their hunger for mortal souls. Many more powerful 
  fiends keep cacodaemons as pets, if only to be able 
  to harvest the tiny creatures’ soul gems.
  Aurelia, Erodaemon of Abaddon    CR 11
  XP 12,800
  NE Medium outsider (daemon, evil, extraplanar)
  Init +9; Senses darkvision 60 ft., detect good, 
  detect thoughts; Perception +20
  DEFENSE
  AC 25, touch 16, flat-footed 19 (+5 Dex, +1 dodge, 
  +9 natural)
  hp 147 (14d10+70)
  Fort +9, Ref +14, Will +12
  DR 10/good or silver; Immune acid, death effects, 
  disease, poison; Resist cold 10, electricity 10, 
  fire 10; SR 22
  OFFENSE
  Speed 30 ft.
  Melee bite +19 (1d6+4 plus 1d4 Charisma drain), 
  2 claws +19 (1d6+4)
  Special Attacks object of desire, wilting kiss
  Spell-Like Abilities (CL 14th; concentration +20)
  Constant—detect good, detect thoughts, 
  tongues
  At will—death knell (DC 18), greater teleport 
  (self plus 50 lbs. of objects only), unnatural 
  lustUM (DC 18)
  3/day—desecrate, quickened crushing despair 
  (DC 20), enervation, suggestion (DC 19)
  1/day—modify memory (DC 20), summon (level 
  4, 1d3 ceustodaemons 35%), utter contemp-
  tUM (DC 20)
  UM Pathfinder Roleplaying Game: Ultimate Magic
  TACTICS
  Before Combat Aurelia typically tries not to 
  engage in combat unless absolutely pressed to 
  it, in which case she tries to get her daughter’s 
  attention and summons ceustodaemons.
  During Combat Aurelia uses her spell-like abilities 
  often first before moving into melee combat. 
  Once she has joined combat at that level, she 
  is vicious and enjoys in particular tearing out 
  creatures hearts. Aurelia is bound by magic to 
  not allow her daughter to come to harm, but 
  how involved she needs to be in combat is a 
  slippery slope. She may focus all of her atten-
  tion on a single creature in lieu of defending 
  her daughter from getting stabbed in the back 
  by a rogue, as this would free her potentially 
  from being bound. If she does not believe the 
  attackers can best her daughter for any reason, 
  she does not hesitate to give it her all and 
  appear to caring and protective mother figure 
  that Estella wants her to be.
  
  20
  Bleeding Hearts
  STATISTICS
  Str 18, Dex 21, Con 21, Int 19, Wis 16, Cha 22
  Base Atk +14; CMB +19; CMD 34
  Feats Agile Maneuvers, Deceitful, Dodge, Im-
  proved Initiative, Quicken Spell-Like Ability 
  (crushing despair), Skill Focus (Bluff), Weapon 
  Finesse
  Skills Bluff +33, Diplomacy +23, Disguise +24, 
  Intimidate +23, Knowledge (local) +21, Knowl-
  edge (planes) +21, Perception +20, Sense Mo-
  tive +20, Sleight of Hand +22, Stealth +22
  Languages Abyssal, Draconic, Infernal; telepathy 
  100 ft., tongues
  SPECIAL ABILITIES
  Object of Desire (Su) While using her detect 
  thoughts ability, Aurelia can see into the mind 
  of a humanoid and identify the person the 
  target most desires, whether it be a lost loved 
  one or an object of lust. As a full-round action, 
  Aurelia can change into the form of this desired 
  person as long as the target is a Small, Medi-
  um, or Large humanoid. She gains a +20 bonus 
  on its Disguise and Bluff checks to imperson-
  ate that person and avoid being detected as 
  a fraud, but spells like true seeing negate this 
  effect as normal. This effect ends if Aurelia 
  attacks any creature. Actions that could reveal 
  her as a fraud (such as performing an action 
  that the imitated person would obviously not 
  do, like cast a spell or speak Infernal) require 
  Aurelia to make an immediate Bluff check to 
  continue the impersonation, with her losing 
  some or all of its bonus depending on the se-
  verity of the breach (GM’s discretion).
  Wilting Kiss (Su) An erodaemon can draw a 
  mortal into a state of obsession with its kiss. An 
  unwilling victim must be grappled before the 
  erodaemon can use this ability. A creature af-
  fected by this kiss must make a DC 23 Will save 
  or become obsessed with the erodaemon, an 
  obsession the erodaemon feeds on. Each round 
  the target is more than 30 feet away from the 
  erodaemon, it must make an additional DC 23 
  Will save. Failing the save means that the sheer 
  pain of her absence deals 1 point of Charisma 
  drain to the subject that round. Succeeding 
  at the Will save two consecutive times ends 
  the effects of this ability. Spells such as dispel 
  magic and break enchantment end this effect. 
  The save DC is Charisma-based.
  Aurelia appears to be a particularly tall (almost 
  6 feet) but slender (roughly 100 lbs.) half-elven 
  woman in her middle ages. This appearance 
  however is a guise based on the form of the wizard’s 
  wife and her daughter’s view of her “mother.” In her 
  true form as an erodaemon, she retains the slim 
  half-elf body with long, dark hair, but adds first a 
  pair of pitch black ram’s horns to the crown of her 
  head. Her skin alters from healthy tan to a subtle 
  blue-white, with elaborate scarified tattoos, and a 
  serpentine tail sprouts from her spine with its own 
  fanged maw. Her hands and feet are withered and 
  blackened talons as if the flesh had been scorched 
  from them by Infernal flames. Finally, and often 
  most disturbing, a third, unblinking red eye dots 
  her forehead which she uses to peer into the souls 
  of mortals.
  While the dark ritual of the wizard actually 
  bound her to his will (as per a planar binding spell), 
  its transference to her daughter diminished its 
  effects. Aurelia is under no compulsion to listen 
  to the commands of Estella, but she is bound by 
  certain rules left as final commands by the wizard 
  before her death. Aurelia must be “a loving mother 
  to Estella”, and “raise her to be a proper woman, 
  like Aurelia” in addition to a few other specifics 
  which all lead to Aurelia being essentially unable 
  to allow Estella to come to harm thru neglect 
  (including by taking another lover of her own, 
  meaning Aurelia has been unable to ply her trade), 
  she has no compulsion to defend or come to 
  the aid of her daughter if for instance a party of 
  adventurers were to attack.  In fact, Aurelia longs 
  for such a moment to occur, where she can turn on 
  her daughter at that moment, and shatter her heart 
  like she did her fathers. Whether this would free 
  her on the mortal plane, send her back to Abaddon 
  with her cache of soul gems, or even end her own 
  life is uncertain to Aurelia, but even death at this 
  point might be preferable than another lifetime as 
  a mother. 
  
  21
  and Chocolates
  About Erodaemons
  Erodaemons personify death by heartbreak. 
  These fiends pose as mortals, insert themselves 
  into the lives of their victims, and slowly destroy 
  them. They break apart marriages, kill children 
  or cause them to leave their families, destroy 
  reputations, extinguish faith, curdle family ties, 
  and bit by bit savor the slow disintegration of their 
  victims’ emotional well-being and consequent 
  physical deterioration. Every tear shed, every 
  sobbing woman, and every grieving man brings a 
  rapturous smile to an erodaemon’s face, because 
  when a mortal dies of heartbreak and grief, the 
  erodaemon feasts upon the tortured soul.
  In lieu of having Aurelia (a CR 11 creature) 
  join any particular fight, a gamemaster can 
  have her send in one or more of the following 
  ceustodaemons as cannon fodder that she 
  summoned to aid her daughter.
  CeustodaemonsB2, Cannon-Fodder-a-Plenty
  XP 2,400 (normally, but are typically summoned 
  creatures)
  NE Large outsider (daemon, evil, extraplanar)
  Init +1; Senses darkvision 60 ft., detect good, 
  detect magic, see invisibility; Perception +15
  B2 Pathfinder Roleplaying Game: Bestiary 2
  DEFENSE
  AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natu-
  ral, –1 size)
  hp 68 (8d10+24)
  Fort +9, Ref +3, Will +8
  DR 10/good or silver; Immune acid, death ef-
  fects, disease, mind-affecting effects, paralysis, 
  poison, polymorph effects, sleep effects; Resist 
  cold 10, electricity 10, fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +11 (2d6+4), 2 claws +11 (1d6+4)
  Space 10 ft.; Reach 10 ft. 
  Special Attacks breath weapon (30-ft. cone; 6d6 
  fire damage; Reflex DC 17 for half; usable once 
  every 1d4 rounds)
  Spell-Like Abilities (CL 8th; concentration +10)
  Constant—detect good, detect magic, see invis-
  ibility
  At will—dimension door
  3/day—dispel magic, fly
  1/day—hold monster (DC 17), slow (DC 15)
  STATISTICS
  Str 18, Dex 13, Con 16, Int 11, Wis 14, Cha 15
  Base Atk +8; CMB +13; CMD 24
  Feats Alertness, Blind-Fight, Power Attack, Step 
  Up
  Skills Bluff +13, Intimidate +11, Knowledge 
  (planes) +9, Perception +15, Sense Motive +15, 
  Stealth +8, Survival +9
  Languages Abyssal, Infernal; telepathy 100 ft.
  SQ drawn to service
  SPECIAL ABILITIES
  Drawn to Service (Su) When brought to another 
  plane with a planar binding or planar ally spell 
  (or any similar calling effect), ceustodaemons 
  take a –5 penalty on the initial Will save and 
  on their Charisma check to refuse service. 
  Ceustodaemons also take a –5 penalty on saves 
  against binding, planar binding, and other 
  spells designed to bind a creature to a particu-
  lar plane as long as the daemon is commanded 
  to serve as a guardian for a single area or small 
  complex.
  About Ceustodaemons 
  Some claim the Four Horsemen created these 
  creatures to serve as summoning fodder. Others 
  believe that they form from neutral evil souls 
  who commit suicide. Wherever the truth lies, 
  ceustodaemons find themselves on the Material 
  Plane more often than any other daemon, as they 
  are easily pressured into service—many call these 
  creatures “guardian daemons” as a result. Yet in the 
  back of their wicked minds, ceustodaemons always 
  think about escaping their bonds and ripping to 
  shreds the ones who summoned them.
  
  22
  Bleeding Hearts
  Coralin 
  Lightbreeze
  the Seductive Spectre     
  Coralin Lightbreeze      
   
        CR 7
  XP 3,200
  Elf ghost aristocrat 7 (Pathfinder RPG Bestiary)
  NE Medium undead (humanoid, elf, incorporeal)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  Defense
  AC 17, touch 17, flat-footed 13 (+3 deflection, +3 
  Dex, +1 dodge)
  hp 59 (7d8+28)
  Fort +5, Ref +5, Will +5; +2 vs. enchantments
  Defensive Abilities channel resistance +4, incor-
  poreal, rejuvenation; Immune undead traits
  Offense
  Speed fly 30 ft. (perfect)
  Melee corrupting touch (7d6, Fort DC 16 half)
  Special Attacks corrupting touch, malevolence 
  (DC 18)
  Statistics
  Str —, Dex 16, Con —, Int 13, Wis 10, Cha 16
  Base Atk +5; CMB +8; CMD 22
  Feats Ability Focus (malevolence), Dodge, Persua-
  sive, Toughness
  Skills Bluff +13, Diplomacy +15, Fly +11, Intimi-
  date +5, Knowledge (geography) +11, Knowl-
  edge (history) +11, Knowledge (nobility) +11, 
  Perception +10, Spellcraft +11 (+13 to identify 
  magic item properties), Stealth +11; Racial 
  Modifiers +10 Perception, +8 Stealth, +2 Spell-
  craft to identify magic item properties
  Languages Common, Draconic, Elven
  SQ elven magic
  Gear mwk rapier, belt of incredible dexterity +2, 
  noble’s outfit, jewellery (worth 250 gp) (note 
  that this gear is on the remains of Corelin 
  Lightbreeze, and the ghost himself cannot use 
  them)
  Special Abilities
  Rejuvenation (Su) Ghosts can return after a few 
  days. If the Seductive Spectre is destroyed, he 
  will return to life in 2d4 days. There are two 
  ways to lay him to rest permanently: the first 
  is to let him possess a man, and then someone 
  must defeat the possessed host in an honor-
  able duel. The second is to have the ghost le-
  gitimately fall in love and engage in a romantic 
  relationship. When a truly loving relationship is 
  consummated, Corelin’s ghost will fade away to 
  its eternal rest.
  In life, Coralin Lightbreeze was a man who was 
  in love with falling in love. He drifted through the 
  elven courts for years, engaging in one scandalous 
  tryst after another. In reality, what Corelin believed 
  was love was nothing more than lust. He would fall 
  deeply, madly in love with a woman and pursue 
  her ardently for months, or sometimes years, 
  before dropping her by the wayside as a new lovely 
  creature caught his eye. 
  Finally his reckless ways caught up with him. He 
  seduced a daughter of the elven king, a beautiful 
  maiden princess, sullying her reputation and 
  ruining her potential political marriage to a son 
  from a rival house. He narrowly avoided the 
  gallows–saved only by the pleas of the princess for 
  her lover–and found himself exiled instead.
  When his scandalous lifestyle finally saw him 
  ejected from his homeland, he roamed the world, 
  lost, dejected, and alone. He took up drinking and 
  fighting and settled for seducing barmaids and 
  shopkeeper’s daughters. That is, until he caught the 
  eye of a noblewoman looking for fun in the slums. 
  Suddenly he found a new aristocracy longing for 
  his passion and latched onto the human courts with 
  renewed gusto. Here he could live life as a race of 
  wild passion—the short lives and shorter memories 
  of these human nobles let Coralin indulge in his 
  lustful ways with unrelenting vigor. He soon found 
  himself engaging in illicit activities with many 
  
  23
  and Chocolates
  of the court’s wives, mothers, and daughters. His 
  skill with his rapier was the only reason he carried 
  on as well as he did. Duels of honor were the in 
  vogue way to render judgement in the court, and 
  none could match his speed and poise. Add to this 
  his tendency to use magic to bolster his skills and 
  sometimes to outright cheat, and his honor was 
  unimpugnable by the laws of the land, even if the 
  truth of his guilt was well-known by all. 
  Soon enough–too soon for Coralin–noblemen 
  among the court grew tired of the elf’s antics. A 
  scheme was hatched. The men bribed a particular 
  lady of the night to feign falling prey to his 
  seductive ways. As they lay together, she slid a 
  dagger into his ribs, grazing his heart. Corelin’s 
  rage was enormous and he spat curses even as 
  he tried to choke the life out of his assassin. The 
  lady barely escaped with her life as the elf slid into 
  death. The noblemen of the court unceremoniously 
  dumped the body into a deep, long-dry well, and 
  his body still rots there today.
  Unfortunately for the courts, the story of 
  Corelin does not end here. His lusty, vengeful 
  spirit rose a week later. He prowls the halls of the 
  castle, possessing any nobleman he can find in 
  order to continue his carnal conquests. Though a 
  generation has passed, and the power of his spirit 
  ebbs and flows, tales still ring through the halls 
  of the Seductive Spectre; a ghastly presence that 
  sometimes possesses noblemen at the height of 
  passion, stealing their pleasure for its own.
  
  24
  Bleeding Hearts
  demiplane of 
  Cacao
  Somewhere in the Astral plane is a small 
  demiplane, no larger than a big island: the 
  demiplane of Cacao. In this fabled place grow 
  thousands of cacao-trees amidst lush jungles. On 
  this plane dwell chocolate giants and the spirits of 
  deceased Caco-Guardians. This island is home to 
  the Cacao-God.
  However beware, because the place is not just 
  a chocolaty paradise, but contains with its own 
  dangers.
  Travel to the Demiplane of 
  Cacao
  The Demiplane of Cacao can be reached through 
  a pool in the Astral plane, which color is (you 
  guessed it!) chocolate brown. Otherwise, Magic 
  Cacao Beans can create cacao trees which also act 
  as a portal to the Demiplane of Cacao.
  The Demiplane of Cacao has the following traits:
  Gravity: Normal gravity. The Demiplane of Cacao has gravity similar to that of the Material 
  Plane. The usual rules for ability scores, carrying capacity, and encumbrance apply.
  Time: Normal time. Time passes here the same as it does on the Material Plane. One hour on 
  the Demiplane of Cacao equals one hour on the Material Plane.
  Size: Finite size. The Demiplane of Cacao is a mountainous tropical island about 100 miles long, 
  and 25 miles across.
  Elemental Trait: None are dominant though many areas are fire dominant.
  Mildly Neutral-Aligned.
  Enhanced Magic: All spells that have the Chocolate descriptor are empowered, extended, and 
  maximized. All other spells function normally.
  Travelers always reach the Demiplane of Cacao 
  the same way, whatever means they use to get there.
  That is, they always “emerge” from a seemingly 
  infinite sea of clouds, on the shores of a vast 
  mountainous and tropical island covered with 
  jungles. There is no water around the island, only 
  clouds. If one jumps into that sea, he will fall and 
  eventually find himself in the Astral Plane. If one 
  came climbing a magical cacao tree, going back 
  that way will bring him back to the Material Plane 
  after having gone through the sea of clouds first.
  Demiplane of Cacao Inhabitants
  The Demiplane of Cacao is home primarily to 
  cloud giants whose skin is deep brown in color, and 
  who exclusively eat cacao-based foods. 
  Typical wildlife is found through out the jungles, 
  except that predators are not great cats or wild 
  beasts, but giant insects. Few other supernatural 
  monster are native to the Plane. However, an 
  occasional succubus sometime wanders in this 
  place looking for cacao beans. 
  The main inhabitant of the Demiplane of Cacao 
  is the Cacao God; a deity of lesser status (demi-god 
  
  25
  and Chocolates
  or similar) who lives in a great chocolate castle on 
  the highest valley of the highest mountain. The 
  castle is guarded by huge golems of chocolate.
  Features of the              
  Demiplane of Cacao
  The weather always remains the same on this 
  mythical island: a clear blue and sunny sky during 
  the day; a dark blue quiet sky with a very light 
  rain during the night. This island is entirely 
  mountainous, and covered with lush jungles. There 
  is nonetheless eternal snow on the highest peaks.
  The jungles contain a rich vegetation, not only 
  cacao-trees. Nonetheless, the caco-trees grow 
  everywhere, but the Xucolotl variety is found 
  only in the highest valleys. It is possible to come 
  to this plane to collect cacao beans, but this has a 
  tendency to attract angry/hungry denizens of the 
  plane (giants insects, chocolate giants, etc.). There 
  is also a problem with the fact that along with the 
  four well known variety of cacao trees that are 
  found on the material plane, a poisonous variant 
  indistinguishable at first sight from the normal 
  ones is found on this Demiplane. There is typically 
  a 25% chance that any cacao bean harvested on 
  the Demiplane of Cacao reveals as poisonous once 
  ingested. Note however, that these varieties cannot 
  grow on the material plane. Natives of the plane are 
  immune to the poisonous effects of these varieties.
  All over the island are scattered a few stone 
  castles of enormous size where reside cloud giants.
  There is also in a hidden valley a strange cottage 
  which belongs to a hag (green hag of maximum 
  strength). This cottage is in fact entirely made of 
  edible materials, that all contain chocolate one way 
  or another: cakes, candy, etc. The cottage can be 
  eaten, and is thus a favorite of children. Because 
  the cottage is highly magical, insects, pests, 
  rodents, and other animals do not try to eat it. The 
  Hag never eats her cottage but uses it as a bait to 
  attract imprudent travelers (preferably of small size 
  like halflings) whom they eat voraciously. If the hag 
  is killed and her cottage destroyed, a new hag will 
  appear with a new cottage 2d4 months later.
  The main feature of the Demiplane of Cacao 
  however, is the Chocolate Castle. This castle of 
  towers and buildings is entirely made of chocolate 
  rather than stone. This chocolate may be gnawed 
  at (it is very solid), but regenerates continuously so 
  anyone who would feast on it may not deteriorate 
  the construction.
  Creatures of the        
  Demiplane of Cacao
  Chocolate Golem   
   
        CR 7
  XP 3,200
  N Large construct
  Init -1; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  Defense
  AC 20, touch 8, flat-footed 20 (-1 Dex, +12 natu-
  ral, -1 size)
  hp 79 (9d10+30)
  Fort +3, Ref +2, Will +3
  DR 10/adamantine and bludgeoning; Immune 
  construct traits, magic
  Offense
  Speed 20 ft.
  Melee 2 slams +13 (2d8+5)
  Space 10 ft.; Reach 10 ft.
  Special Attacks encase
  Statistics
  Str 20, Dex 9, Con —, Int —, Wis 11, Cha 1
  Base Atk +9; CMB +15; CMD 24
  Languages none
  Ecology
  Environment any
  Organization solitary or gang
  Treasure none
  Special Abilities
  Encase (Ex) Twice per day, chocolate golems 
  can vomit liquid chocolate on opponents. The 
  liquid can encase creatures of humanoid size or 
  
  26
  Bleeding Hearts
  smaller and hardens within the round it engulfs 
  its victim. Upon a successful ranged touch at-
  tack, the victim must make a DC 14 Reflex save 
  (Constitution-based) or become trapped in the 
  mixture.
   Breaking out of the chocolate requires a DC 18 
  Strength check. If a character fails to break out 
  of the encasement, he may suffocate, as per 
  the rules in the Pathfinder®Roleplaying GameTM 
  Core Rulebook.
  Immunity to Magic (Ex) A chocolate golem is 
  immune to any spell or spell-like ability that al-
  lows spell resistance. In addition, certain spells 
  and effects function differently against the 
  creature, as noted below.
   Any magical attack against a chocolate golem 
  that deals fire damage slows a chocolate golem 
  (as the slow spell) for 2d6 rounds (no save).
   Any magical attack against a chocolate golem 
  that deals cold damage heals 1 hit point for 
  every 3 damage it would normally inflict. If 
  this healing exceeds the golem’s normal hit 
  point total, it gains any excess as temporary hit 
  points.
   A chocolate golem gets no saving throw against 
  magical attacks that deal cold damage.
  Chocolate golems are generally housed within a 
  structure, such as a tower wall, and are blend in 
  with the structure.
  They attack anything coming within 5 feet of 
  them, including small animals that get too close to 
  the creatures’ home structure.
  Construction
  A chocolate golem’s body must be baked from 
  800 pounds of chocolate. The chocolate is 
  treated with magical powders and unguents 
  worth at least 500 gp.
  Chocolate Drop Swarm  
   
        CR 8
  XP 4,800
  N Diminutive ooze (swarm)
  Init +3; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 17 (+3 Dex, +4 size)
  hp 91 (14d8+28)
  Fort +4, Ref +8, Will +5
  Immune to weapon damage, swarm traits, ooze 
  traits
  OFFENSE
  Speed 20 ft.
  Melee swarm (2d6 + 2d6 acid + slow)
  Space 10 ft.; Reach 0 ft.
  Special Attacks distraction
  STATISTICS
  Str 3, Dex 18, Con 14, Int —, Wis 12, Cha 2
  Base Atk +10; CMB —; CMD —
  Skills —
  SPECIAL ABILITIES
  Distraction (Ex): Spellcasting while within the 
  area of the chocolate drop swarm requires a 
  concentration check (DC 20 + spell level). Using 
  skills that need patience and concentration 
  requires a Will save (DC 20).
  Slow (Ex): At the beginning of its turn, any crea-
  ture engulfed by the swarm must make a DC 16 
  Reflex save or be slowed (as per the spell) due 
  to the chocolate drop attaching to its body.
  ECOLOGY
  Environment: any
  Organization: solitary or infestation (2–8)
  Treasure: none
  Like most oozes, chocolate drop were 
  whimsically named for the dessert they resemble. 
  They look like pale, truncated cones about two 
  inches tall and four to six inches across. Chocolate 
  drop move by hopping, making an adorable “blep! 
  blep!” sound as they do. If they find something 
  potentially edible, they’ll nuzzle up against it (also 
  adorable) to give it a taste, then latch on and start 
  digesting it (not so adorable).“ Individual 
  
  27
  and Chocolates
  chocolate drops are not much of a threat, 
  but they tend to travel in packs of several 
  hundred, and a major infestation can include 
  tens or hundreds of thousands. They scour 
  whatever land theyʼre in, leaving swaths of 
  partially-digested ruin in their wake.
  Chocolate drops have no real tactics; they 
  simply move toward food with single-minded 
  determination, and try to avoid harm where 
  possible.
  
  28
  Bleeding Hearts
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave 
  Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: 
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  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
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  Jonathan Tweet, Monte Cook, and Skip Williams.
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  Vallese.
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  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: 
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  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
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  Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean 
  K Reynolds, and Russ Taylor.
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  Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael 
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  Schneider, Amber E. Scott, Tork Shaw, James L. Sutter, Jerome Virnich.
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  Renie.
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  David A. Eitelbach, Russ Taylor, JD Wiker, Keri Wiker, and Hank Woon
  Villains: Rebirth. Copyright 2003, Bastion Press, Inc. Author: James Jacobs.
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  2011, Paizo Publishing, LLC; Author: Todd Stewart.
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  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Gingerbread Golem ©2013, Christina Stiles Presents; Author Christina Stiles.
  Netbook of Chocolate Copyright 2002 Paul Bartlett and Dominique Crouzet.
  Cooking with Class Copyright 2011, Empty Room Studios.
  Bleeding Hearts and Chocolate © 2015 Fat Goblin Games.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Bleeding Hearts and Chocolates.pdf