TEXT: 1
  
  2
  Faces of Vathak:
  Survivors
  Author: Matt Roth
  Editors: Landon Winkler
  Copyeditor: Lucus Palosaari
  Design and Layout: Rick Hershey
  Fat Goblin Hoarde: Ben Dowell, Eric Hindley, Ismael Alvarez, J Gray, Jason Owen Black, Jeffrey Swank, 
  John Bennett, Justice Mora, Kalyna Conrad, Kiel Howell, Kim Frandsen, Landon Winkler, Matt Roth, 
  Michael Ritter, Rodney Sloan, Taylor Hubler, Lucus Palosaari, Rick Hershey, and Troy Daniels
  Line Developer: Landon Winkler
  Business Manager: Tristan Hershey
  Publisher: Rick Hershey of Fat Goblin Games
  Faces of Vathak: Survivors © 2017 Fat Goblin Games 
  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 
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  3
  About FAt Goblin GAmes
  Based in South Carolina, USA, Fat Goblin Games was founded in 2011 
  to create Pathfinder Roleplaying Game compatible products. With a focus 
  on high quality production values and providing a creative environment 
  for our team of freelancers (The Fat Goblin Hoarde), Fat Goblin Games has 
  quickly become a recognized force in the world of Third Party Publishers 
  of not just the Pathfinder Roleplaying Game and 5th Edition Fantasy, but 
  also supporting the vs. M Engine and releasing official products for Castle 
  Falkenstein, originally published by R. Talsorian Games. With hundreds 
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  in which gamers can immerse themselves.
   
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  Shadows over Vathak 
  Contents
  Introduction 
  4
  The Faces of Survival 
  5
  Cannibalistic Cleric 
  6
  Covetous Vassal 
  7
  Deathless Raider 
  8
  Fortune’s Foe 
  9
  Grizzled Veteran 
  10
  Half-Life Heretic 
  11
  Marked Scholar 
  12
  Patchwork Butcher 
  13
  Vengeful Remnant 
  15
  Wilderness Hermit 
  16
  
  4
  Introduction
  Surviving in Vathak is no easy task. Between the Spawn of the Old Ones ravaging the land, plagues 
  and blights hanging like shadows, the endless wars raging between Grigoria and its opposition, and 
  the religious inquisitions of the Church of the One True God rooting out perceived heretics, survival 
  takes many forms. To some, survival is nothing more than a means to an end, the opportunity to achieve 
  whatever it is that compels them to keep living. Others are the scarred survivors, the rugged few that have 
  stared calamity in the face and lived to tell the tale. Some are simply the desperate victims of fate, spared 
  by the will of the One True God or the fickle humor of the King of Thieves. Or perhaps survival is no life 
  at all, but a burden or curse they must bear.
  No matter what it is that has driven these survivors to such extremes, there is no limit to the ingenuity 
  and resolve of Vathak’s people. With countless stories to tell and a variety of tactics and tools at their 
  disposal, survivors can be found anywhere beneath the Shadows over Vathak.
  
  5
  the FAces oF survivAl
  The following is but a glimpse of the many 
  survivors clinging to some semblance of life 
  across Vathak, but represent both the desperation 
  and determination required to endure beneath 
  the Shadows over Vathak.
  cr 1
  Deathless Raider (CN bhriota barbarian): Scars 
  are a disfigurement to some, but to others they are 
  marks of survival and tangible proof one is still 
  alive.
  Grizzled Veteran (LN vindari soldier): War sows 
  misery, but it is the survivors that carry the weight 
  of all their fallen comrades.
  cr 2
  Fortune’s Foe (NG romni fighter/fortune-teller): 
  Fate is a fickle thing, and those that dare to defy it 
  play a dangerous game.
  Wilderness Hermit (N romni hunter): 
  Sometimes the safest place from the plagues, wars, 
  and worse that ravage Vathak is hidden away in the 
  world’s most remote places.
  cr 3
  Covetous Vassal (LE dhampir arcanist): Even as 
  the Vampire Lords fell from power and grace, their 
  servants’ loyalty is undying, their service absolute, 
  and their greed unending.
  Half-Life Heretic (CG hauntling occultist): 
  Those that die because of the many dangers of 
  Vathak may yet aid the living, if those with one 
  foot in the grave can lead the way.
  Marked Scholar (CE vindari investigator): The 
  plague of madness is one that few overcome—and 
  those that do may regret their survival.
  cr 4
  Patchwork Butcher (NE wretched reanimator): 
  For the constructed wretched, surviving the worst 
  atrocities against you may mean committing some 
  of your own.
  Vengeful Remnant (NE bhriota warpriest): 
  Escaping the inquisition is akin to escaping the 
  wrath of an angry god, and those that manage to 
  survive emerge with renewed conviction.
  cr 6
  Cannibalistic Cleric (CN ghoul brawler/ex-
  cleric): When duty keeps the clergy from departing, 
  they continue a cursed existence between their god 
  and their animalistic hunger.
  Each of these NPCs is presented in alphabetical 
  order in this book.
  
  6
  cAnnibAlistic cleric
  The battered red-and-white breastplate worn by this 
  gaunt clergyman has not seen true care in some time. The 
  humanoid walks with an uncomfortable, unnatural gait.
  CannibalistiC CleriC 
  Cr 6
  XP 2,400
  Ghoul brawler 2/ex-cleric 3 (Pathfinder Roleplaying 
  Game: Advanced Class Guide)
  CN Medium undead
  Init +3; Senses darkvision 60 ft.; Perception +12
  DeFense
  AC 14, touch 12, flat-footed 12 (+7 armor, +3 Dex, +2 
  natural)
  hp 58 (7 HD; 2d10+5d8+21)
  Fort +7, Ref +7, Will +8
  Defensive Abilities channel resistance +2; Immune 
  undead traits
  OFFense
  Speed 20 ft.
  Melee +1 lord’s hammer +10 (1d12+7) or bite +9 (1d6+4 
  plus disease plus paralysis), 2 claws +9 (1d6+4 
  plus paralysis) or unarmed strike flurry of blows 
  +7/+7 (1d6+4 plus paralysis)
  Ranged dagger +8 (1d4+4/19-20)
  Space 5 ft.; Reach 5 ft. (10 ft. with lord’s hammer)
  Special Attacks brawler’s flurry, martial flexibility 
  4/day, paralysis (1d4+1 rounds, DC 14, elves are 
  immune to this effect)
  taCtiCs
  Before Combat A cannibalistic cleric carries himself 
  with false dignity, masking its deathly form with 
  mundane disguises and acting like a true cleric of 
  the One True God.
  During Combat The cleric fights with its lord’s 
  hammer unless overwhelmed or starving, when 
  its ghoulish nature is revealed through grapples 
  and bites. It uses martial flexibility to adapt to 
  the situation, preferring Improved Trip (for use 
  with its lord’s hammer) or Combat Reflexes if 
  foes move through his threatened reach.
  statistiCs
  Str 18, Dex 17, Con –, Int 11, Wis 18, Cha 16
  Base Atk +5; CMB +9 (+11 grapple); CMD 22 (24 vs. 
  grapple)
  Feats Combat Expertise, Exotic Weapon Proficiency 
  (lord’s hammer), Improved Grapple, Improved 
  Unarmed Strike, Power Attack, Weapon Finesse
  Skills Acrobatics +11, Climb +12, Disguise +8, 
  Perception +12, Stealth +5
  Languages Common
  SQ brawler’s cunning, martial training
  Combat Gear potion of bull’s strength, potion of inflict 
  moderate wounds; Other Gear +1 lord’s hammerSOVPG, 
  +1 breastplate, daggers (5), disguise kit, gold holy 
  symbol, gold shackle ringSOVPG, 80 gp 
  SOVPG These items can be found in Shadows over 
  Vathak: Player’s Guide to Vathak.
  Service to the One True God is often an absolute; 
  a duty that the clergy gladly rises to in order to end 
  the corruption and madness that plagues Vathak. 
  But Vathak is anything but a safe place, and even 
  the blessings of the One True God cannot protect 
  everyone. In time, death claims more than its fair 
  share of priests and returns them to the Church 
  Triumphant. Some, however, refuse to answer 
  that call. Whether cursed by an improper burial 
  or bound to unfinished duties, these clergymen 
  remain trapped between life and death, plaguing 
  the mortal coil with their heretical existence. 
  Serving a God that no longer recognizes them and 
  performing bloody deeds they would never have 
  committed in life, these tenacious clerics have 
  survived death itself.
  
  7
  covetous vAssAl
  Despite the trappings of nobility, the ill-fitting jacket 
  and wrinkled garb look somehow unseemly on this pale 
  humanoid.
  COvetOus vassal 
  Cr 3
  XP 800
  Dhampir arcanist 4 (Pathfinder Roleplaying Game: 
  Advanced Class Guide)
  LE Medium humanoid (half-undead)
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +6
  DeFense
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 20 (4d6+4)
  Fort +2, Ref +5, Will +5; +2 vs. disease, mind-
  affecting effects
  Defensive Abilities negative energy affinity, resist 
  level drain
  Weaknesses light sensitivity 
  OFFense
  Speed 30 ft.
  Melee mwk rapier +2 (1d6–1/18-20)
  Ranged mwk snaphaunce pocket pistol +6 (1d4/x3)
  Special Attacks arcane reservoir (4/7), arcanist 
  exploits (potent magic, quick study), consume 
  spells (2/day)
  Dhampir Spell-Like Abilities (CL 4th; 
  concentration +6)
  3/day—detect undead
  Arcanist Spells Prepared (CL 4th, concentration +6)
  2nd (3/day)—flaming sphere (DC 15)
  1st (5/day)—charm person (DC 14), mage armor, magic 
  missile
  0 (at will)—detect magic, mage hand, message, 
  prestidigitation, ray of frost, read magic
  taCtiCs
  Before Combat An covetous vassal casts mage 
  armor before combat. If expecting a particularly 
  dangerous combat, he uses the quick study 
  exploit to swap charm person for shocking grasp. If 
  the situation demands more finesse than force, he 
  swaps mage armor for a more appropriate spell. 
  During Combat The arcanist is a traditionalist 
  and relies upon magic missile, using his arcane 
  reservoir to further boost its caster level against 
  particularly deadly foes.
  Base Statistics Without mage armor, the arcanist’s 
  statistics are AC 13, touch 13, flat-footed 10 (+3 Dex).
  statistiCs
  Str 8, Dex 16, Con 10, Int 16, Wis 10, Cha 15
  Base Atk +2; CMB +1; CMD 14
  Feats Spell Focus (Evocation), Spell Specialization 
  (magic missile)
  Skills Bluff +8, Knowledge (history, nobility) +10, 
  Perception +6, Spellcraft +10; Racial Modifiers +2 
  Bluff, +2 Perception
  Languages Aklo, Common, Undercommon
  Combat Gear potion of inflict moderate wounds, 
  wand of invisibility (4 charges); Other Gear 
  masterwork rapier, masterwork snaphaunce 
  pocket pistolSOVPG with 10 bullets, cloak of 
  resistance +1, powder flask (10 doses), spellbook 
  (contains prepared spells plus all 0-level spells, 
  plus burning hands, darkness, grease, protective 
  penumbraUM, silent image, and unseen servant), spell 
  component pouch, 70 gp
  UM This spell can be found in Pathfinder Roleplaying 
  Game: Ultimate Magic.
  SOVPG These items can be found in Shadows over 
  Vathak: Player’s Guide to Vathak.
  The disasters that the hardened people of 
  Vathak survive are not always recent, or even their 
  own. Some continue the survivalist traditions of 
  their forefathers, serving masters they have never 
  once met themselves. These 
  individuals, driven away from 
  the light by their ignoble blood 
  and no small share of racism, 
  turn to the stories of old. Their 
  hated blood was once noble, 
  a sign of aristocracy. But 
  when the great kingdoms of 
  the Vampire Lords fell, so 
  too did their rank; their 
  luxurious lifestyles and 
  homelands put to the 
  torch. Even now these 
  covetous vassals yearn 
  for years past, studying 
  the traditions of their 
  ancestors and eking out 
  squalid existences across 
  Vathak—waiting for the 
  moment their masters’ 
  return.
  
  8
  DeAthless rAiDer
  Scars cover this humanoid’s body between the battered 
  plating of its iron-and-bone armor.
  Deathless raiDer 
  Cr 1
  XP 400
  Bhriota barbarian (scarred raider) 2 (Pathfinder 
  Roleplaying Game: Ultimate Combat)
  CN Medium humanoid (human)
  Init +1; Senses Perception +1
  DeFense
  AC 16, touch 9, flat-footed 15 (+7 armor, +1 Dex, –2 rage)
  hp 30 (2d12+12)
  Fort +8, Ref +1, Will +3
  Defensive Abilities tolerance
  OFFense
  Speed 20 ft.
  Melee +1 bhriota war axe +9 (2d4+8/x4)
  Ranged javelin +3 (1d6+5)
  Special Attacks rage (9 rounds/day), rage powers 
  (reckless abandonAPG)
  taCtiCs
  Before Combat A deathless raider rages at the first 
  sign of combat, then applies oil of magic weapon 
  to their bhriota war axe.
  During Combat Deathless raiders charge into 
  combat, hurling javelins and insults at foes that 
  keep their distance.
  Base Statistics Without oil of magic weapon and 
  not raging, the barbarian’s statistics are AC 18, 
  touch 11, flat-footed 17; hp 26; Fort +6, Will +1; 
  Melee bhriota war axe +6 (2d4+4/x4); Ranged 
  javelin +3 (1d6+3); Str 16, Con 17; CMB +6; Skills 
  Climb +3, Swim +3
  statistiCs
  Str 20, Dex 13, Con 21, Int 8, Wis 12, Cha 8
  Base Atk +2; CMB +5; CMD 16
  Feats Heavy Armor Proficiency, Power Attack
  Skills Climb +5, Intimidate +6 (+7 vs. non-
  barbarians), Ride +1, Survival +5, Swim +5; Racial 
  Modifiers +2 Intimidate
  Languages Aklo, Common
  SQ terrifying visage +1, weapon familiarity
  Combat Gear javelins (3), oil of magic weapon, potion 
  of cure light wounds; Other Gear bhriota war axe, 
  masterwork blackened bone armorSOVPG, 59 gp
  APG This rage power can be found in Pathfinder 
  Roleplaying Game: Advanced Player’s Guide.
  SOVPG This item can be found in Shadows over 
  Vathak: Player’s Guide to Vathak.
  Survival is sometimes less an active process 
  and more a simple measure of stalwart fortitude. 
  This is truer nowhere else than in bhriota 
  raiding parties, where the greatest warriors clash 
  against the steel and powder of technologically 
  and numerically superior forces. Those that 
  survive mark their scars and speak fondly of their 
  acquisition; their bodies become a tapestry of 
  their legacy and ability to survive anything that 
  Vathak might throw at them. Often it will be 
  only a single survivor left to tell the tales written 
  upon their skin, and many bhriota warbands that 
  have met untimely ends live on in oral tradition 
  and scarification. Disease, famine, war, and even 
  madness itself may leave marks upon the body, 
  but truly deathless 
  raiders know 
  these only 
  make them 
  stronger. 
  
  9
  Fortune’s Foe
  A lifetime of wisdom and worry have left deep creases 
  along this humanoid’s forehead. Her eyes look on with a 
  sense of weary apathy.
  FOrtune’s FOe  
  Cr 2
  XP 600
  Romni fighter (unbreakable) 2/fortune-teller 1 
  (Pathfinder Roleplaying Game: Ultimate Combat, 
  Shadows over Vathak: Player’s Guide)
  NG Medium humanoid (human)
  Init +2; Senses Perception +2
  DeFense
  AC 19, touch 12, flat-footed 17 (+6 armor, +2 Dex, +1 
  shield)
  hp 24 (3 HD; 2d10+1d6+5)
  Fort +3, Ref +3, Will +4; +1 vs. mind-affecting effects
  Defensive Abilities second sight, unflinching +1
  OFFense
  Speed 20 ft.
  Melee mwk romni crescent sword +5 (1d6+2/19-20)
  Ranged flintlock musket +4 (1d12/x4) or cigarette 
  gun +4 (1d6/x3)
  Special Attacks daily reading (1 creature; 1 reroll)
  Fortune-Teller Spells Known (CL 1st, concentration +3)
  1st (4/day)—embrace destinySOVPG, reading the 
  leavesSOVPG
  0 (at will)—daze (DC 12), ghost sound (DC 12), light, 
  resistance
  taCtiCs
  Before Combat A fortune’s foe uses her daily 
  reading on themselves each morning, unless she 
  has reason to suspect an ally is in danger.
  During Combat The fighter prioritizes protection 
  of allies, even at risk of her own life. They offer 
  potions of cure light wounds to the wounded, saving 
  her most powerful potion for herself.
  Morale A fortune’s foe will flee if reduced below 
  half health unless protecting an ally; otherwise, 
  she will fight to the death.
  statistiCs
  Str 14, Dex 15, Con 10, Int 10, Wis 15, Cha 10
  Base Atk +2; CMB +4; CMD 16
  Feats BodyguardAPG, Combat Reflexes, Diehard, 
  Endurance, Power Attack, Toughness 
  Skills Knowledge (arcana) +6, Sense Motive +7, 
  Spellcraft +6, Survival +7; Racial Modifiers +2 
  Knowledge (arcana), +2 Spellcraft
  Languages Common, Sylvan
  SQ focus technique (card reading)
  Combat Gear potion of cure light wounds (4), potion 
  of cure moderate wounds; Other Gear masterwork 
  chainmail, flintlock musketSOVPG, masterwork 
  light steel shield, masterwork romni crescent 
  swordSOVPG, cigarette gunsSOVPG (2), bullets (20), 
  masterwork fortune-teller’s deckSOVPG, powder 
  horns (2, 10 doses each), 128 gp 
  APG This feat can be found in Pathfinder Roleplaying 
  Game: Advanced Player’s Guide.
  SOVPG These spells and items can be found in 
  Shadows over Vathak: Player’s Guide to Vathak.
  Some think that forewarning means one has 
  an upper hand on the ever-turning wheel of 
  fate. Many fortune-tellers know better than to 
  presume dominance over the future, but some 
  with the gift find themselves unable to look away 
  from impending disaster. Cursed with the gift of 
  prophecy, they work to stay just a single step ahead 
  of misfortune. Common enough to have a place 
  in Romni folklore, these misfortune-tellers are 
  said to be running from The Ghost of the Court 
  of Signs, marked for death and disaster by some 
  unknown force. Whether 
  or not this curse truly 
  exists, there is no 
  doubt that those 
  with minor gifts 
  of sight are often 
  plagued by their 
  eventual inability 
  to prevent 
  disaster—and are 
  left the world-
  weary survivors 
  of the laments 
  they could 
  foretell but 
  never forestall.
  
  10
  GrizzleD veterAn
  This humanoid’s battered armor and world-weary 
  features betray a wealth of experience.
  GrizzleD veteran 
  Cr 1
  XP 400
  Vindari soldier 2 (Shadows over Vathak: Player’s Guide)
  LN Medium humanoid (human)
  Init +2; Senses Perception +0
  DeFense
  AC 19, touch 14, flat-footed 15 (+4 armor, +2 Dex, +2 
  dodge, +1 shield)
  hp 19 (2d10+4)
  Fort +4, Ref +2, Will +2; +2 vs. fear
  OFFense
  Speed 30 ft.
  Melee longsword +5 (1d8+3/19-20) or heavy pick +5 
  (1d6+3/x4)
  Ranged flintlock musket +4 (1d12/x4)
  Special Attacks ambush tactics
  taCtiCs
  Before Combat If ambushing an opponent, the 
  soldier uses an oil of magic weapon on his heavy 
  pick. If not, he uses one on his longsword at the 
  first opportunity.
  During Combat The soldier uses Power Attack and 
  strikes hard, hoping to end a fight and fade back 
  into cover.
  statistiCs
  Str 16, Dex 15, Con 13, Int 12, Wis 10, Cha 8
  Base Atk +2; CMB +5; CMD 17
  Feats Iron Will, Power Attack
  Skills Acrobatics +6, Climb +7, Profession (soldier) 
  +5, Stealth +6, Survival +5
  Languages Common, Sylvan
  SQ drilled teamwork, guerrilla tactics (acrobatics), 
  influence, regiment (guerrilla)
  Combat Gear oil of magic weapon (2), potion of cure 
  light wounds (2); Other Gear masterwork chain 
  shirt, masterwork light steel shield, heavy pick, 
  longsword, flintlock musketSOVPG with 10 bullets, 
  powder horn (10 doses), 25 gp 
  SOVPG This item can be found in Shadows over 
  Vathak: Player’s Guide to Vathak.
  There is no shortage of soldiers sent to war 
  in Vathak, be it defending the frontier against 
  the terrors of the Old Ones, protecting isolated 
  villages from banditry, or quashing rebellion and 
  dissent. But war is not without its dangers, and 
  many of those that venture off to war fail to return. 
  Those that do return grizzled veterans haunted 
  by the memories of war. Having come face to face 
  with their own mortality, these veterans cling 
  to their lives and prioritize tactics maximizing 
  survival instead of traditional military training.
  
  11
  hAlF-liFe heretic
  Tarnished knick-knacks hang from the loose gray robes 
  of this ghostly humanoid.
  halF-liFe heretiC 
  Cr 3
  XP 800
  Hauntling occultist 4 (Pathfinder Roleplaying Game: 
  Occult Adventures)
  CG Medium humanoid (half-undead)
  Init +4; Senses darkvision 60 ft.; Perception +8
  DeFense
  AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 21 (4d8)
  Fort +4, Ref +5, Will +6; +2 vs. disease, mind-
  affecting effects
  Defensive Abilities negative energy affinity
  OFFense
  Speed 30 ft.
  Melee +1 rapier +8 (1d8+2/18-20)
  Ranged mwk light crossbow +8 (1d8/19-20)
  Implement Schools
  Conjuration (mirror, 2 points)—Resonant casting 
  focus; Focus psychic fog, servitor
  Necromancy (bone, 2 points)—Resonant necromantic 
  focus; Focus mind fear, spirit shroud
  Transmutation (weapon, 3 points)—Resonant 
  physical enhancement (+2 Dex); Focus legacy 
  weapon, philosopher’s touch
  Hauntling Spell-Like Abilities (CL 4th)
  1/day—ghost sound, pass without trace, ventriloquism
  Occultist Spells Known (CL 4th, concentration +7)
  2nd (2/day)—cure moderate wounds, false life, weapon 
  of aweAPG
  1st (4/day)—cure light wounds, inflict light wounds, 
  lead bladesAPG
  0 (at will)—grave wordsOA, mage hand, stabilize
  taCtiCs
  Before Combat The occultist prefers to avoid 
  combat, using psychic fog and mind fear to 
  escape if possible. If combat is unavoidable, she 
  uses lead blades and magic weapon on her rapier.
  During Combat The occultist summons a servitor 
  to harry foes while focusing attacks on those that 
  most endanger her allies.
  Base Statistics Without lead blades or magic weapon, 
  the occultist’s statistics are Melee mwk rapier +8 
  (1d6+1/18-20).
  statistiCs
  Str 12, Dex 18, Con 8, Int 16, Wis 13, Cha 10
  Base Atk +3; CMB +4; CMD 17
  Feats Extra Focus PowerOA, Weapon Finesse
  Skills Diplomacy +7, Disguise +7, Knowledge 
  (arcana) +12, Knowledge (history) +12, Knowledge 
  (religion) +10, Perception +8, Spellcraft +10; 
  Racial Modifiers +2 Knowledge (arcana, history)
  Languages Common, Sylvan, Undercommon
  SQ ghost magic, implements (3), magic item skill, 
  mental focus 7/day, object reading, shift focus
  Combat Gear potion of inflict light wounds, potion of 
  protection from evil, scroll of levitate, wand of magic 
  weapon (10 charges); Other Gear masterwork 
  chain shirt, masterwork light crossbow with 20 
  bolts, masterwork rapier, cloak of resistance +1, 
  ghost glassERGH, occultist’s implements, 43 gp 
  APG These spells can be found in Pathfinder 
  Roleplaying Game: Advanced Player’s Guide.
  ERGH This item can be found in Enhanced Racial 
  Guide: Hauntlings.
  OA This spell and feat can be found in Pathfinder 
  Roleplaying Game: Occult Adventures.
  Not everyone has what it takes to survive the 
  countless dangers in Vathak. The untimely 
  demise of so many souls leave faint echoes of the 
  deceased, psychic imprints of the horrors that 
  overcame them. Few are are capable of recognizing 
  these ghost-like remnants, and fewer still have the 
  courage to to study them. Hauntlings, because of 
  their unique condition between the realm of life 
  and death, often have a natural inclination toward 
  the objects resonating with these echoes. Perhaps 
  because part of them has already experienced 
  death, these individuals find power in the icons of 
  the dead, using these haunted relics to empower 
  their own abilities. This heretical use of the 
  improperly interred dead puts them at odds with 
  the clergy—particularly the Exonerated—but 
  these half-dead heretics wish only to use these 
  memories to shield others from similar disaster.
  
  12
  mArkeD scholAr
  An strange scar mars this humanoid’s visage, an 
  unusual blemish on an otherwise scholarly figure.
  MarkeD sChOlar 
  Cr 3
  XP 800
  Vindari investigator (infiltrator) 4 (Pathfinder 
  Roleplaying Game: Advanced Class Guide)
  CE Medium humanoid (human)
  Init +2; Senses Perception +6
  DeFense
  AC 23, touch 14, flat-footed 19 (+5 armor, +2 Dex, +2 
  dodge, +4 shield)
  hp 38 (4d8+15)
  Fort +2, Ref +6, Will +3; +2 vs fear 
  Defensive Abilities trap sense +1
  OFFense
  Speed 30 ft.
  Melee mwk rapier +5 (1d6/18-20) or mwk dagger +5 
  (1d4/19-20)
  Ranged flintlock hellfire pistol +6 (1d6/x4)
  Special Attacks studied combat (+2, 3 rounds), 
  studied strike +1d6
  Investigator Extracts Prepared (CL 4th, 
  concentration +7)
  2nd—aid, alter self
  1st—disguise self (2), fabricate disguiseUI, shield
  taCtiCs
  Before Combat A marked scholar studies his 
  opponents’ techniques and readies studied 
  combat, then gets close with a magical or 
  mundane disguise before striking. If aware 
  combat is imminent, he drinks his extracts of aid 
  and shield.
  During Combat A marked scholar relies on his 
  hellfire pistol, surprising foes with the concealed 
  weapon and catching as many opponents 
  within its scatter cone as possible. He uses 
  his alchemical cartridges against particularly 
  dangerous foes.
  Base Statistics Without aid or shield, the 
  investigator’s statistics are AC 19, touch 14, 
  flat-footed 15 (+5 armor, +2 Dex, +2 dodge); hp 29 
  (4d8+8); Will +3; +2 vs fear; Melee mwk rapier +4 
  (1d6/18-20) or mwk dagger +4 (1d4/19-20); Ranged 
  flintlock hellfire pistol +5 (1d6/x4).
  statistiCs
  Str 10, Dex 15, Con 12, Int 16, Wis 8, Cha 14
  Base Atk +3; CMB +3; CMD 15
  Feats Deceitful, Martial Weapon Proficiency 
  (firearms)
  Skills Bluff +11, Craft (alchemy) +10, Disguise +11, 
  Knowledge (arcana, planes) +10, Perception +6, 
  Sleight of Hand +9, Spellcraft +10, Use Magic 
  Device +9
  Languages Aklo, Common, Undercommon
  SQ alchemy (alchemy crafting +2), influence, 
  inspiration (5/day), investigator talents 
  (underworld inspiration), keen recollection, 
  master of disguise, mimic mastery, swift 
  alchemy, voice mimicry 
  Combat Gear alchemical cartridgesUC (dragon’s 
  breath, 3; entangling shot, 3), potions of cure light 
  wounds (2); Other Gear +1 chain shirt, masterwork 
  dagger, masterwork rapier, flintlock hellfire 
  pistolSOVPG, pellets (10 handfuls), powder horn (10 
  doses), 65 gp 
  SOVPG This item can be found in Shadows over 
  Vathak: Player’s Guide to Vathak.
  UC This equipment can be found in Pathfinder 
  Roleplaying Game: Ultimate Combat.
  UI This spell can be found in Pathfinder Roleplaying 
  Game: Ultimate Intrigue.
  Few victims of Vathak’s horrors bear physical 
  marks of their tormented psyches—only the deep, 
  psychological scars that result from looking too 
  deeply into matters beyond their understanding. 
  Some have personally witnessed the horrors of the 
  Old Ones’ spawn, while others have read forbidden 
  texts salvaged from the pyres that sought to 
  destroy them. Regardless of how the source of 
  their trauma, however, the marks left upon them 
  run deep. These marks are many—hallucinatory 
  visions and voices, fragmented personalities, 
  paranoia, and unpredictable violence. Although 
  they may have survived a brush with madness, 
  these individuals have little chance of ever again 
  living a normal life in Vathak. Many manage to 
  cling to the vestiges of sanity and normalcy until 
  the stress finally overwhelms them, often in an 
  explosive, violent display.
  
  13
  PAtchwork butcher
  Mismatched flesh in various states of decomposure are 
  stitched together to form into humanoid form. Its once-
  pristine doctor’s garments have been stained with blood.
  PatChwOrk butCher 
  Cr 4
  XP 1,200
  Wretched reanimator 5 (Shadows over Vathak: Player’s 
  Guide)
  NE Medium humanoid (half-construct)
  Init +0; Senses Perception +0
  DeFense
  AC 18, touch 10, flat-footed 18 (+7 armor, +1 natural)
  hp 30 (5d6+10)
  Fort +2, Ref +1, Will +4; +2 vs. disease, mind-
  affecting effects, poison, exhaustion, and fatigue
  Defensive Abilities light and dark
  OFFense
  Speed 35 ft.
  Melee mwk morningstar +6 (1d8+4)
  Ranged mwk snaphaunce blunderbuss +3 (1d8)
  Space 5 ft.; Reach 10 ft.
  Special Attacks emergency solution (2d6, DC 16), 
  grotesque minion (2 minutes, 2 CP)
  Reanimator Injections Prepared (CL 5th, 
  concentration +9)
  2nd—bull’s strength, inflict moderate wounds, 
  invisibility
  1st—disguise self (DC 15), expeditious retreat, inflict 
  light wounds (2), long armACG
  taCtiCs
  Before Combat The reanimator injects expeditious 
  retreat and long arm if expecting combat.
  During Combat The reanimator sends his assistant 
  to harry foes while he creates more minions, 
  giving them grappling attacks to subdue foes. If 
  capturing his foes alive seems unlikely, he uses 
  his inflict injections to kill them more quickly.
  Morale The reanimator is obsessed with his 
  semblance of life, and injects invisibility to escape 
  if reduced to 6 hit points or less.
  Base Statistics Without expeditious retreat or long 
  arm, the reanimator’s statistics are Speed 15 ft.; 
  Reach 5 ft..
  statistiCs
  Str 16, Dex 10, Con 13, Int 18, Wis 10, Cha 6
  Base Atk +2; CMB +5 (+7 bull rush, overrun, 
  sunder); CMD 15 (19 vs. bull rush, trip)
  Feats Extra ConstructionSOVPG, Medium Armor 
  Proficiency, Power Attack
  Skills Appraise +12, Craft (alchemy) +12, Heal 
  +8, Knowledge (arcana, nature, religion) +12, 
  Profession (surgeon) +8, Spellcraft +12
  Languages Aklo, Common, Sylvan, Undercommon
  SQ grotesque assistant, reanimator scholarship +2, 
  surgical pool (6)
  Combat Gear blue whinnis poison (3 doses), 
  desiccating lubricantsSOVPG (3), ghast retch 
  flasksSOVPG (3), potion of cure moderate wounds; 
  Other Gear +1 chainmail, masterwork 
  morningstar, masterwork scalpel, masterwork 
  snaphaunce blunderbussSOVPG, formula book, 
  healer’s kit, pellets (10 handfuls), powder flask (10 
  doses), surgeon’s tools, 217 gp 
  SOVPG These items and feat can be found in Shadows 
  over Vathak: Player’s Guide to Vathak.
  ACG This injection can be found in Pathfinder 
  Roleplaying Game: Advanced Class Guide.
  GrOtesque assistant 
  Cr –
  N Small undead
  Init +3; Senses darkvision 60 ft., low-light vision; 
  Perception +8
  Aura sickening (DC 10)
  DeFense
  AC 17, touch 15, flat-footed 13 (+3 Dex, +1 dodge, +2 
  natural, +1 size)
  hp 32 (4d10+10)
  Fort -1, Ref +4, Will +2
  Defensive Abilities evasion; Immune undead traits
  OFFense
  Speed 30 ft.
  Melee slam +8 (1d8), sting +3 (1d4/x3)
  statistiCs
  Str 11, Dex 16, Con –, Int 10, Wis 12, Cha 7
  Base Atk +4; CMB +3; CMD 16
  Feats Dodge, Weapon Finesse
  Skills Climb +2, Perception +8, Stealth +14
  Languages Common (can’t speak)
  SQ construction points (faster, improved 
  damage [slam], piercing attack, sickening, tail), 
  telepathic link
  Terrible rumors follow the wretched 
  wherever in Vathak they may flee, claiming 
  they are abominations and worse. Despite the 
  discriminatory practices they face, however, 
  
  14
  most wretched are good people trying to find a 
  home in the very lands that created them. When 
  disaster strikes, however, some fall into the very 
  stereotypes that plague their kind. Repairing 
  damaged flesh from the bloodied remains of 
  others, these patchwork butchers continue their 
  existence at the expense of others. Preying upon 
  the weak and vulnerable, these mad doctors see 
  themselves as the greatest progenitors of their 
  kind. These wretched are obsessed with their own 
  constructed nature and create more beasts in their 
  own likeness, heal the old, dead flesh on their own 
  body, and constantly seek the secrets necessary to 
  build more of their kind. To them, survival is not 
  enough—they must find new and more ingenious 
  ways to cobble together twisted semblances of life.
  
  15
  venGeFul remnAnt
  Ebony-black chain links encase this grim-looking 
  figure, who wears a curved and vicious obsidian dagger 
  at the hip.
  venGeFul reMnant 
  Cr 4
  XP 1,200
  Bhriota warpriest of Ka’sogrotha 5 (Pathfinder 
  Roleplaying Game: Advanced Class Guide)
  NE Medium humanoid (human)
  Init +4; Senses ; Perception +2
  DeFense
  AC 19, touch 10, flat-footed 19 (+9 armor)
  hp 46 (5d8+20)
  Fort +7, Ref +3, Will +6
  OFFense
  Speed 20 ft.
  Melee mwk greatsword +9 (2d6+7/19-20) or mwk 
  obsidian dagger +10 (1d8+5/19-20)
  Ranged dagger +3 (1d8+5/19-20)
  Special Attacks blessings 5/day, channel negative 
  energy (DC 14, 2/day), fervor 4/day (2d6), sacred 
  weapon (+1, 1d8, 5 rounds/day)
  Warpriest Spells Prepared (CL 5th, concentration 
  +7)
  2nd—bull’s strength, darkness, spiritual weapon
  1st—divine favor (2), face of the devourerSOVPG, 
  protection from good, protection from law
  0 (at will)—bleed, detect magic, light, read magic
  taCtiCs
  Before Combat The warpriest casts bull’s strength if 
  combat is imminent. 
  During Combat The warpriest uses her blessings, 
  focusing attacks on obviously good-aligned foes. 
  She uses fervor to quickly cast spiritual weapon, 
  divine favor, and an appropriate protection spell.
  Morale If reduced below 8 hit points, the warpriest 
  uses darkness and attempts to flee.
  Base Statistics Without bull’s strength, the 
  warpriest’s statistics are Melee mwk greatsword 
  +7 (2d6+4/19-20) or mwk obsidian dagger +8 
  (1d8+3/19-20); Ranged dagger +3 (1d8+3/19-20); Str 
  16; CMB +6.
  statistiCs
  Str 20, Dex 10, Con 16, Int 8, Wis 15, Cha 10
  Base Atk +3; CMB +8; CMD 18
  Feats Combat Casting, Improved Initiative, 
  Lightning Reflexes, Power Attack, Step Up, 
  Weapon Focus (dagger)
  Skills Intimidate +6, Knowledge (religion) +4, 
  Survival +7; Racial Modifiers +2 Intimidate
  Languages Aklo, Common
  SQ aura, blessings (Darkness: enshrouding 
  darkness; Evil: unholy strike), weapon familiarity
  Combat Gear potion of darkvision, potions of cure 
  light wounds (2); Other Gear +1 double mailSOVPG, 
  masterwork greatsword, masterwork obsidianUC 
  dagger, alchemical silver daggers (2), cold 
  iron daggers (2), mithral dagger, silver unholy 
  symbol, 70 gp 
  SOVPG This spell and item can be found in Shadows 
  over Vathak: Player’s Guide to Vathak.
  UC This material can be found in Pathfinder 
  Roleplaying Game: Ultimate Combat.
  Cults and enclaves dedicated to the 
  madness of the Old Ones are not 
  uncommon throughout Vathak, from 
  the shadows of great cities of 
  Grigoria to the battlefront in 
  Khrota. These cults prey upon 
  the weakest in society, offering 
  them opportunities for 
  success, happiness, and to 
  understand themselves. 
  Among many bhriota 
  tribes, traditions exalt 
  the Old Ones as powerful 
  nature spirits. Even once 
  these tribes are destroyed 
  by vindari soldiers or 
  their own masters the 
  most tenacious survive 
  even as angry mobs 
  and stern inquisitors 
  seek to root them out. 
  These individuals have 
  braved fire and fury to 
  survive, and fight with 
  the madness of one whose 
  family and beliefs 
  have both been torn 
  away from them.
  
  16
  wilDerness hermit
  This rugged human watches the horizon warily while 
  a dog stands alert at his side.
  wilDerness herMit 
  Cr 2
  XP 600
  Romni hunter 3 (Pathfinder Roleplaying Game: 
  Advanced Class Guide)
  N Medium humanoid (human)
  Init +7; Senses Perception +8
  DeFense
  AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
  hp 23 (3d8+6)
  Fort +4, Ref +6, Will +3
  OFFense
  Speed 20 ft.
  Melee mwk handaxe +4 (1d6+1/x3)
  Ranged mwk composite shortbow +6 (1d6+1/x3) or 
  flintlock pistol +5 (1d8–1/x4)
  Hunter Spells Known (CL 3rd, concentration +5)
  1st (4/day)—cure light wounds, entangle (DC 13), 
  longstrider, summon nature’s ally I
  0 (at will)—create water, detect magic, guidance, light, 
  mending, purify food and drink
  taCtiCs
  Before Combat A wilderness hermit will drink a 
  potion of pass without trace while moving along 
  frequented trails or tracking wily prey.
  During Combat The hunter uses Deadly Aim from 
  long range, sending her animal companion to 
  slow opponents. If forced into close combat, she 
  fires her pistol before switching to her handaxe. 
  Wilderness hermits prefer to use their animal 
  focus defensively, reacting to the situation with 
  a suitable countermeasure to maximize their 
  chances of survival.
  statistiCs
  Str 12, Dex 17, Con 13, Int 8, Wis 14, Cha 10
  Base Atk +2; CMB +3; CMD 16
  Feats Coordinated ShotACG, Deadly Aim, Improved 
  Initiative, Point-Blank Shot, Precise Shot
  Skills Handle Animal +6, Knowledge (nature) +5, 
  Perception +8, Stealth +7, Survival +10; Racial 
  Modifiers +2 Craft (bows), +2 Survival
  Languages Common, Sylvan
  SQ animal companion (dog), animal focus (3 
  minutes/day), hunter tactics, nature training, 
  track +1, wild empathy +3
  Combat Gear alchemical silver bullets (5), potion 
  of cure moderate wounds, potions of pass without 
  trace (3); Other Gear masterwork composite 
  shortbow (+1 Str) with 20 arrows, masterwork 
  handaxe, masterwork hide, flintlock pistolSOVPG, 
  masterwork backpack, bedroll, powder horn (5 
  doses), silent whistleUE, silk rope, small tent, trail 
  rations (6), waterskin (2), 79 gp 
  ACG This feat can be found in Pathfinder Roleplaying 
  Game: Advanced Class Guide.
  SOVPG This item can be found in Shadows over 
  Vathak: Player’s Guide to Vathak.
  UE This item can be found in Pathfinder Roleplaying 
  Game: Ultimate Combat.
  DOG 
  Cr –
  N Small animal
  Init +3; Senses low-light vision, scent; Perception +5
  DeFense
  AC 20, touch 16, flat-footed 15 (+4 Dex, +1 dodge, +4 
  natural, +1 size)
  hp 19 (3d8+6)
  Fort +5, Ref +7, Will +2
  Defensive Abilities evasion
  OFFense
  Speed 40 ft.
  Melee bite +6 (1d4+4)
  taCtiCs
  Base Statistics Without animal focus (bull), the 
  dog’s statistics are Str 14.
  statistiCs
  Str 16, Dex 18, Con 15, Int 2, Wis 12, Cha 6
  Base Atk +2; CMB +4; CMD 17
  Feats Dodge, Mobility, Coordinated ShotACG
  Skills Acrobatics +8, Perception +5, Survival +5
  SQ animal focus, tricks (attack [any creature], 
  defend, down, flank, guard, heel, stay)
  ACG This feat can be found in Pathfinder Roleplaying 
  Game: Advanced Class Guide.
  Although the cities of Vathak ostensibly insulate 
  one from the horrors of the land, they often fall 
  victim to disasters natural or otherwise. Plague, 
  war, and worse have ravaged towns and cities 
  across Vathak, and the survivors often find their 
  trust in civilization faltering. These rugged 
  individuals have learned that the only ones capable 
  
  17
  of protecting them is themselves. And so they 
  retreat from the world, secluding themselves in 
  isolated hamlets, shadowy forests, and narrow 
  valleys many miles from the nearest town. Only 
  when necessary do they work with others or trade 
  curt words with travelers, preferring a solitary 
  existence where they alone determine their fate.
  
  18
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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: Paizo Publishing, LLC.
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