Viscount Smoulderburn

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Viscount Smoulderburn
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Chaotic Evil (Will-o'-wisp)

9 Aberration
4 Sorcerer
Size
Small
Speed
50 ft. ft.
Initiative
+16
STR
3
DEX
35
CON
18
INT
16
WIS
22
CHA
22

Skill
24 Mobility
18 Persuasion
20 Perception
48 Stealth

135 experience points

Defense
124 Hit points
AC
37

Flat-footed
24
Touch
31
Fortitude
8
Will
16
Reflex
16

Resistance: 5 Damage Reduction
Exceptions: magic
ENERGY RESISTANCE
5 Cold

Immune to: Energy: Electricity, spell immunity

Vulnerable to: Spells: Magic Missile

Offense
Touch
Range: 2 ft.
Attack: 23 / 23
Damage: 3d8 Electricity

BASE ATTACK BONUS
8 / 3
COMBAT MANEUVER
+5 Bonus 33 Defense

Features and Abilities
?

Analyze Skill: ?

Viscount Smoulderburn is an hostile character in Pathfinder: Kingmaker.

Description[edit | edit source]

Every trapper and bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light – jack o' lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights – but all recognize them as dangerous predators and false guides in the darkness.

Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o'-wisps delight in tempting gullible travelers into dangerous situations. In the wild lands where they're most common, will-o'-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easily be mistaken for lanterns (especially if they can set their traps near actual signal lanterns), allowing them to lure unwary travelers into perilous situations. On rare occasions, will-o'-wisps seeking easier pickings will move into a city and take up residence near gallows or follow along invisibly behind an army in order to harvest the fear of the dying men; why the vast majority choose to remain in the swamps where victims are scarce remains a mystery. Will-o'-wisps only use their electric shock ability under extreme duress, preferring to let other creatures or hazards claim their victims while they float nearby and feast.

Will-o'-wisps can glow any color they choose, but are most frequently yellow, white, green, or blue. They can even vary their luminosity to create patterns – many will-o'-wisps are fond of creating vague skull-like shapes in their glow to further terrify their victims.

Their actual bodies are barely visible globes of translucent spongy material 1 foot across and weighing 3 pounds, capable of emitting light from every surface.

A will-o'-wisp's light is approximately as bright as a torch, and though they do not seem to use sound to communicate with each other, they hear perfectly and can vibrate their bodies rapidly to simulate speech. While vilified by most other sentient creatures, will-o'-wisps are actually quite intelligent, if utterly alien in their reasoning. Sometimes organized into groups called "strings," their society and goals remain complete unknowns to outsiders, as do their origins, though they have sometimes been known to strike bargains with those who can offer them vast quantities of appropriately frightened victims. As will-o'-wisps do not age, and they are effectively immortal unless killed by violence, particularly ancient will-o'-wisps can serve as fantastic repositories of knowledge from the ancient past, although convincing one of these cruel creatures to cooperate with an interrogation can be a trick in and of itself.

Location[edit | edit source]

A fight can be triggered at the Old Sycamore if you rest at the camp with dead bodies top left of the map.

Notes[edit | edit source]

A very difficult fight when you first encounter him. He has a very AC and it will be difficult to hit him at low levels, though it is still possible with the right setup. He will spend several rounds at the start of the battle chain casting Scare, and then will randomly choose a party member to attack, though he will switch targets to whoever engages him in melee first. An Aasimar or another appropriate race with the right heritage can mitigate some of the electrical damage he does.

A level 4 party with at least 3 of the support companions (Harrim, Tristian, Jaethal, or Linzi) and a wand or two of healing will be able to keep your party alive long enough to get through his defenses, though it will take some time. Party members should attempt to cast spells outside of his melee range, as it will provoke an attack of opportunity that may interrupt your spell. Keep your healers behind your meatshield and apply healing spells/abilities when necessary. Once they have exhausted their spell options, they can safely attack, as the Viscount will single-mindedly attack his chosen target for the entire fight.

Failing that, you can always come back later. The reward is hardly worth the effort a low level party will put into it, but the 135 exp is nothing to scoff at.

Loot[edit | edit source]

See Also[edit | edit source]