Faces of the Tarnished Souk:

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Rite Publishing Presents: Faces of the Tarnished Souk: Le Loup Solitaire Master Merchants (Designers): Matt Banach and Justin Sluder Guild Masters (Editor): Matt Banach and Steven D. Russell Master Illuminator (Cover Artist): Toby Gregory Apprentice Illuminators (Interior Artwork): Toby Gregory and public domain Lowly Apprentice (Development, Layout, and Publisher): Steven D. Russell Dedication: To Clinton Boomer and Jonathan McAnulty For bringing us the Coliseum Morpheuon. 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 this product. Faces of the Tarnished Souk: Le Loup Solitaire 2011 Steven D. Russell, Open Gaming License Copyright 2007 Wizards of the Coast. All rights reserved, 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.

Le Loup Solitaire The mysterious outlaw and smuggler known only as Le Loup Solitaire sailed into Dream as a starry-eyed boy but was betrayed by his own crew and sold into slavery, destined to one day escape the slave-pits and wage an abolitionist guerrilla war against the most nightmarish odds imaginable. His feral features concealed by the low brim of his cap and the high collar of his trench coat, the only glimpse most people ever catch of this dark gunslinger is a shadowy flutter punctuated by the flash of steel. Le Loup Solitaire is known to be crafty, vicious, and deadly when cornered, but he is most notorious for being one of the only brigands ever known to survive persistent hunting by the fiendish Hounds of Ill-Prophecy, over whom Le Loup exerts an unexpected but undeniable influence. While his daring raids into the slave-pits and gladiatorial barracks are fueled by his deep hatred of slavery, his soul remains forever scarred by the betrayal that taught him, above all else - trust no one. "The Lone Wolf" is a creature of deep grudges, dark emotions, and bitter pessimism, even for those he seeks to help; he rarely holds conversation with any being for more than a few cryptic moments, and only then with an eye upon the exit and a hand upon his weapon. Possessing a secret means of transportation that he uses to smuggle escaped slaves to freedom, this wanted man is sought after by those seeking a means to leave the island without the notice of the Khan of Nightmares, his Hounds, or the omnipresent Voracious Visitor overhead. While mysterious cloaked figures may be a dime a dozen about the Coliseum Morpheuon, no other carries with them the legendary Silvershot, a bladed firearm of wicked genius that Le Loup Solitaire wields with expert and lethal accuracy. Silvershot's terrible secret is that it was created from Le Loup's most self-destructive nightmares, and Le Loup knows deep down that one day his most cherished weapon will be the source of his final, fatal betrayal. Dreamburning and Le Loup Solitaire Hope: Le Loup Solitaire hopes to break the chains of all the slaves who toil in the Coliseum Morpheuon, siccing servant and gladiator alike upon the Khan of Nightmares until the Khan is torn apart and his decadent empire crumbles to dust. Aspiration: Le Loup will never forgive the loathsome pack of nightmare-beasts who inflicted the curse of lycanthropy upon him. He aspires to one day locate the pack, assert his dominance over them, and then slaughter them one and all. Goal: Rankling at their resemblance to himself, Le Loup would like to end the Hounds of Ill-Prophecy s collective servitude to the Khan of Nightmares. This is an expression of his desire never to be subjugated again. In the Tarnished Souk Le Loup Solitaire operates within the Tarnished Souk so that he can hide himself amongst the constantly churning bustle of vendors, visitors, and cargo shipments while he plans his next attack, rescue, or act of sabotage. A paranoid master of both stealth and disguise, he is nearly impossible to locate if he does not wish to be found. However, those who speak ill of the Khan or who visibly stand up to the Hounds of Ill-Prophecy swiftly gain his attention, and sympathizers to his goals know of a secret way to reach him [see Lore, below]. Lore Characters may learn the following information via Diplomacy (Gather Information) or Knowledge (Local) skill checks: [omit werewolf-related information if using the CR 6 version of Le Loup Solitaire] DC 15 - A wanted outlaw called "Le Loup Solitaire" is being hunted by the Hounds of Ill-Prophecy. He is a half-orc werewolf. DC 20 - He is a deadly fighter and rogue, wields a magical firearm, and has been heard shouting "Liberty Or Death!" DC 25 - His signature weapon is a large silver handgun equipped with a vicious bayonet blade. It incorporates magic wands into its barrels, and has been observed shooting acid arrows and rays of fire. DC 35 - He is vulnerable to silver. He has vendettas against the slave-trading Men of Leng and the Hounds of Ill- Prophecy and seems drawn to opportunities to harass them. DC 40 - Abolitionists who sympathize with him gather at The Face, an underground tavern in the Tarnished Souk, and it is believed that Le Loup himself eavesdrops on conversations there. He has a secret means of getting on and off the island. DC 45 - He can be contacted via the following signal: go to The Face in the dead of night, order (and drink) three shots of "Otyugh's Kiss", an incredibly noxious liquor (each shot DC 20 Fortitude save or sickened 1d6 minutes), and then go for a walk in the dark alleyways behind the tavern. How to t use Le Loup Solitaire A team of werewolves competing in the Damnation Epoch is mysteriously murdered a few days before (or during) the tournament and the PCs are tasked with identifying and catching the assassin (Le Loup Solitaire. His motive: revenge). Le Loup Solitaire would zealously assist in any plan to set slaves free by providing muscle, information, or alternative transport (see Coliseum Morpheuon, Chapter 10, Setting the Captives Free ). However, he is not a good team player. Le Loup hates the Khan s regime for enslaving him, and might assist in any plot to attack the Khan or undermine his power (see Coliseum Morpheuon, Chapter 10, Destroying the Umbral Blot and Sympathy for the Devil ). Perhaps it is all a lie - Le Loup Solitaire s crusade is a ruse and he secretly works for the Khan (maybe knowingly, maybe not) to root out the Khan s enemies, and no slave has ever really been set free. The PCs are betrayed. For those without access to high-level travel spells, Le Loup Solitaire s covert form of transportation may be the only means of escape in a pinch. His secret conveyance might be: o A cleverly hidden and stealthily operated apparatus of the crab with some special modifications. o An ancient arcane device beneath the city that enables a nightmarish form of travel similar to shadow walk. o A portal located in the Wood of the Lost, cloaked, and protected by powerful ghosts who have reason to hate the Khan.

Le Loup Solitaire (non-animal form) CR 21 XP 409,600 Male natural werewolf pack lord half-orc fighter 8/rogue 11 NE Medium humanoid (orc, shapechanger) Init +11; Senses darkvision 60 ft., lowlight vision, scent; Perception +28 AC 52, touch 25, flat-footed 52 (+14 armor, +5 deflection, +7 Dex, +1 dodge, +2 luck, +13 natural) hp 254 (21 HD; 8d10+13d8+147) Fort +26, Ref +26, Will +17 (+19 vs. fear) Defensive Abilities bravery +2, improved evasion, improved uncanny dodge, trap sense +3, uncanny dodge; DR 10/silver Speed 50 ft. Melee Silvershot +29/+29/+24/+19/+14 (1d8+13/17-20/x3), bite +19 (1d8+2 plus trip and curse of lycanthropy), or bite +22 (1d8+5 plus trip and curse of lycanthropy), 2 claws +22 (1d6+22) Ranged Silvershot ray +28 (by spell) Special Attacks rend (2 claws, 1d6), sneak attack +6d6 plus 6 bleed, weapon training (heavy blades +1) Before Combat Being a pack lord, Loup is always treated as being in hybrid form unless he assumes animal form, which he almost never does. This is factored into is statistics above and below. During Combat Loup prefers to fight from a distance and make use of his wand rifle. Should he find himself engaged in melee, he makes use of Silvershot's blade. If he is having little difficulty striking his foes, he makes use of his Power Attack feat. Morale Should Loup be reduced to 40 hit points, he curses in abyssal and alternates between fighting defensively and using Spring Attack while maneuvering to reach a point where he can escape. Should Silvershot be destroyed, be assumes animal form and fights to the death. Str 20, Dex 25, Con 24, Int 12, Wis 20, Cha 10 Base Atk +17; CMB +22; CMD 47 Feats Craft Magic Arms and Armor, Dodge, Exotic Weapon Proficiency (wand rifle) B, Greater Sunder, Improved Initiative B, Improved Sunder, Master Craftsman (Craft [gunsmithing]), Mobility B, Power AttackB, Rending Claws*, Skill Focus (Craft [gunsmith], Perception B, Stealth B, Use Magic Device), Spring Attack, Weapon Finesse, Weapon Focus (wand rifle), Weapon Specialization (wand rifle) B Skills Acrobatics +17 (+30 jumping), Bluff +10, Climb +15, Craft (gunsmithing) +20, Diplomacy +10, Disable Device +24, Disguise +10, Escape Artist +17, Intimidate +17, Knowledge (local) +11, Knowledge (planes) +8, Linguistics +8, Perception +28, Sense Motive +19, Stealth +30, Survival +15, Swim +15, Use Magic Device +21; Racial Modifiers +4 Intimidate, +4 Perception, +4 Sense Motive, +4 Stealth Languages Abyssal, Celestial, Common, Draconic, Infernal, Orc, Undercommon SQ alpha, armor training, natural werewolf, rogue talents (bleeding attack, fast stealth, improved evasion, ledge walker, rogue crawl) Combat Gear shortstaff of power, wand of enervation (50 charges), wand of acid arrow (CL 18th, 50 charges); Gear Silvershot, +5 weightless mithral full-plate of greater fire resistance, +1 studded leather trench coat, amulet of natural armor +5, Alpha Cap, vest of resistance +5, boots of striding and springing, ring of protection +5, ring of sustenance *Rending Claws is from Chapter 3 of the Pathfinder Roleplaying Game: Advanced Player's Guide.

Le Loup Solitaire (animal form) CR 21 XP 409,600 Male natural werewolf pack lord half-orc ftr 8/rog 11 NE Medium humanoid (orc, shapechanger) Init +11; Senses darkvision 60 ft., low-light vision, scent; Perception +28 AC 38, touch 25, flat-footed 38 (+5 deflection, +7 Dex, +1 dodge, +2 luck, +13 natural) hp 254 (21 HD; 8d10+13d8+147) Fort +26, Ref +26, Will +17 (+19 vs. fear) Defensive Abilities bravery +2, improved evasion, improved uncanny dodge, trap sense +3, uncanny dodge; DR 10/silver Speed 60 ft. Melee bite +17 (1d8+15 plus trip and curse of lycanthropy), 2 claws +17 (1d6+15) Special Attacks rend (2 claws, 1d6), sneak attack +6d6 plus 6 bleed, weapon training (heavy blades +1) During Combat Loup assumes animal form should Silvershot be destroyed. He uses Power Attack with all attacks while in animal form. Morale Loup fights to the death once he has assumed animal form. Str 20, Dex 25, Con 24, Int 12, Wis 20, Cha 10 Base Atk +17; CMB +22; CMD 47 (51 vs. trip) Feats Craft Magic Arms and Armor, Dodge, Exotic Weapon Proficiency (wand rifle)b, Greater Sunder, Improved Initiative B, Improved Sunder, Master Craftsman (Craft [gunsmithing]), Mobility B, Power AttackB, Rending Claws*, Skill Focus (Craft [gunsmith], Perception B, Stealth B, Use Magic Device), Spring Attack, Weapon Finesse, Weapon Focus (wand rifle), Weapon Specialization (wand rifle) B Skills Acrobatics +17 (+34 jumping), Bluff +10, Climb +15, Craft (gunsmithing) +20, Diplomacy +10, Disable Device +24, Disguise +10, Escape Artist +17, Intimidate +17, Knowledge (local) +11, Knowledge (planes) +8, Linguistics +8, Perception +28, Sense Motive +19, Stealth +30, Survival +15, Swim +15, Use Magic Device +21; Racial Modifiers +4 Intimidate, +4 Perception, +4 Sense Motive, +4 Stealth Languages Abyssal, Celestial, Common, Draconic, Infernal, Orc, Undercommon SQ alpha, armor training, natural werewolf, rogue talents (bleeding attack, fast stealth, improved evasion, ledge walker, rogue crawl) Combat Gear shortstaff of power, wand of enervation (50 charges), wand of acid arrow (CL 18th, 50 charges); Gear Silvershot, +5 weightless mithral full-plate of greater fire resistance, +1 studded leather trench coat, amulet of natural armor +5, Alpha Cap, vest of resistance +5, boots of striding and springing, ring of protection +5, ring of sustenance Alpha Cap Alpha Cap Aura moderate transmutation; CL 8th Slot head; Price 42,000 gp; Weight 1 lb. Description This hat is an excellent addition to the wardrobe of anyone who commands others, whether by force or tact. The wearer gains a +6 enhancement bonus to Charisma, can cloak themselves at will with disguise self, and gains a +4 bonus on Diplomacy and Intimidate skill checks against creatures of the same creature type. Construction Requirements Craft Wondrous Item, disguise self, eagle's splendor; Cost 21,000 gp Silvershot Aura moderate conjuration and transmutation; CL 15th Slot none; Price 214,400 gp; Weight 2 lbs. Description This one of a kind wand rifle has a short triple-barrel and a pistol grip, as well as a razor sharp blade composed of an alloy of adamantine and mithral running from just past the trigger to two inches past the end of the barrel. The third barrel is larger than the other two, and can be used to fit a magical shortstaff, as long as it's no longer than 2 ft. All abilities of the staff are available to silvershot's wielder. Silvershot grants a +3 circumstance bonus to attack rolls with rays fired from it, and functions as a +5 keen orc bane falcata of speed, which the wielder is automatically proficient with. All damage dealing wands loading into Silvershot deal damage as empowered versions of whatever spell they are against creatures with the shapechanger subtype. Construction Requirements Craft Magic Arms and Armor, Craft Wondrous Item, haste, keen edge, righteous might, summon monster I; Cost 107,900 gp Weightless Armor given this enchantment has no weight at all. Weightless armor removes any adjustment for speed from a given armor type and reduces the arcane spell failure percentage chance by 10%. It also decreases the Armor Check penalty by 2 and increases the Max Dex adjustment by 2. Moderate transmutation; CL 7th; Craft Magic Arms & Armor, levitate; Price: +1 bonus for light or medium armor and +2 bonus for heavy armor.

Le Loup Solitaire (humanoid form) CR 13 XP 25,600 Male inflicted werewolf half-orc fighter 7/rogue 6 NE Medium humanoid (orc, shapechanger) Init +7; Senses darkvision 60 ft., low-light vision, scent; Perception +9 AC 24, touch 13, flat-footed 24 (+10 armor, +3 Dex, +1 natural) hp 96 (7d10+6d8+26) Fort +11, Ref +12, Will +8 (+10 vs. fear) Defensive Abilities bravery +2, evasion, trap sense +2, uncanny dodge Speed 30 ft. Melee mwk longsword +15/+10/+5 (1d8+4/19-20) or +1 wand rifle bayonet +15/+10/+5 (1d6+3/19-20) Ranged mwk light crossbow +15 (1d8/19-20) or +1 wand rifle ray +16 (by spell) Special Attacks sneak attack +3d6 plus 3 bleed, weapon training (heavy blades +1) Before Combat Unless surprised, Loup attempts to change to hybrid form before engaging opponents. During Combat Loup prefers to fight from a distance and make use of his wand rifle. Should opponents engage him in melee, he switches to using his longsword at the first opportunity. If he is having little difficulty striking his foes, he makes use of his Power Attack feat with his longsword only. Morale Should Loup be reduced to 35 hit points, he curses in abyssal and alternates between fighting defensively and using Spring Attack while maneuvering to reach a point where he can escape. Str 14, Dex 17, Con 14, Int 12, Wis 14, Cha 6 Base Atk +11; CMB +13; CMD 27 Feats Craft Magic Arms and Armor, Dodge, Exotic Weapon Proficiency (wand rifle) B, Improved Initiative B, Master Craftsman (Craft [gunsmithing]), Mobility B, Power Attack B, Skill Focus (Craft [gunsmith], Use Magic Device), Spring Attack, Weapon Finesse Skills Acrobatics +11, Bluff +5, Climb +9, Craft (gunsmithing) +12, Diplomacy +5, Disable Device +15, Disguise +15, Escape Artist +10, Intimidate +5, Knowledge (local) +8, Knowledge (planes) +6, Linguistics +8, Perception +9, Sense Motive +12, Stealth +11, Survival +12, Swim +9, Use Magic Device +8 Languages Abyssal, Celestial, Common, Draconic, Infernal, Orc, Undercommon SQ armor training 2, change shape (human, hybrid, and wolf; polymorph), lycanthropic empathy (wolves and dire wolves), rogue talents (bleeding attack, fast stealth, ledge walker) Combat Gear wand of acid arrow (CL 7th, 25 charges), wand of scorching ray (CL 7th, 25 charges); Gear +1 wand rifle, +1 studded leather trench coat, +1 weightless mithral full-plate, amulet of natural armor +1, hat of disguise, vest of resistance +2 Le Loup Solitaire (hybrid form) CR 13 XP 25,600 Male inflicted werewolf half-orc fighter 7/rogue 6 NE Medium humanoid (orc, shapechanger) Init +7; Senses darkvision 60 ft., low-light, scent; Perception +9 AC 28, touch 13, flat-footed 28 (+10 armor, +3 Dex, +5 natural) hp 109 (13 HD; 7d10+6d8+39) Fort +12, Ref +12, Will +8 (+10 vs. fear) Defensive Abilities bravery +2, evasion, trap sense +2, uncanny dodge; DR 5/silver Speed 30 ft. Melee mwk longsword +16/+11/+6 (1d8+5/19-20), bite +9 (1d6+1 plus trip) or +1 wand rifle bayonet +15/+10/+5 (1d6+5/19-20), bite +9 (1d6+1 plus trip) Ranged mwk light crossbow +15 (1d8/19-20) or +1 wand rifle ray +16 (by spell) Special Attacks sneak attack +3d6 plus 3 bleed, weapon training (heavy blades +1) Before Combat Unless surprised, Loup attempts to change to hybrid form before engaging opponents. During Combat Loup prefers to fight from a distance and make use of his wand rifle. Should opponents engage him in melee, he switches to using his longsword at the first opportunity. If he is having little difficulty striking his foes, he makes use of his Power Attack feat with his longsword only. Morale Should Loup be reduced to 40 hit points, he curses in abyssal and alternates between fighting defensively and using Spring Attack while maneuvering to reach a point where he can escape. Str 16, Dex 17, Con 16, Int 12, Wis 14, Cha 6 Base Atk +11; CMB +14; CMD 28 Feats Craft Magic Arms and Armor, Dodge, Exotic Weapon Proficiency (wand rifle) B, Improved Initiative B, Master Craftsman (Craft [gunsmithing]), Mobility B, Power Attack B, Skill Focus (Craft [gunsmith], Use Magic Device), Spring Attack, Weapon Finesse Skills Acrobatics +11, Bluff +5, Climb +10, Craft (gunsmithing) +12, Diplomacy +5, Disable Device +15, Disguise +15, Escape Artist +10, Intimidate +5, Knowledge (local) +8, Knowledge (planes) +6, Linguistics +8, Perception +9, Sense Motive +12, Stealth +11, Survival +12, Swim +10, Use Magic Device +8 Languages Abyssal, Celestial, Common, Draconic, Infernal, Orc, Undercommon

SQ armor training 2, change shape (human, hybrid, and -wolf; polymorph), lycanthropic empathy (wolves and dire wolves), rogue talents (bleeding attack, fast stealth, ledge walker) Combat Gear wand of acid arrow (CL 7th, 25 charges), wand of scorching ray (CL 7th, 25 charges); Gear +1 wand rifle, mwk longsword, mwk light crossbow with 20 bolts, +1 studded leather trench coat, +1 weightless mithral full-plate, amulet of natural armor +1, hat of disguise, vest of resistance +2 Le Loup Solitaire CR 6 XP 2,400 Male half-orc fighter 3/rogue 4 NE Medium humanoid (orc) Init +3; Senses darkvision 60 ft.; Perception +7 AC 17, touch 13, flat-footed 17 (+4 armor, +3 Dex) hp 53 (7 HD; 3d10+4d8+14) Fort +6, Ref +8, Will +3 (+4 vs. fear) Defensive Abilities bravery +1, evasion, trap sense +1, uncanny dodge Speed 30 ft. Melee mwk longsword +9/+4 (1d8+3/19-20) or mwk wand rifle bayonet +9/+4 (1d6+2/19-20) Ranged mwk light crossbow +10 (1d8/19-20) or mwk wand rifle ray +10 (by spell) Special Attacks sneak attack +2d6 plus 2 bleed During Combat Loup prefers to fight from a distance and make use of his wand rifle. Should opponents engage him in melee, he switches to using his longsword at the first opportunity. If he is having little difficulty striking his foes, he makes use of his Power Attack feat with his longsword only. Morale Should Loup be reduced to 20 hit points, he curses in abyssal and fights defensively while maneuvering to reach a point where he can escape. Str 14, Dex 17, Con 14, Int 10, Wis 12, Cha 8 Base Atk +6; CMB +8; CMD 21 Feats Craft Magic Arms and Armor, Exotic Weapon Proficiency (wandrifle)b, Master Craftsman (Craft [gunsmith]), Power AttackB, Skill Focus (Craft [gunsmith]), Weapon Finesse Skills Acrobatics +9, Bluff +5, Climb +8, Craft (gunsmithing) +9, Diplomacy +5, Disable Device +13, Disguise +5, Escape Artist +9, Intimidate +5, Knowledge (local) +6, Knowledge (planes) +3, Linguistics +6, Perception +7, Sense Motive +7, Stealth +9, Survival +7, Swim +8, Use Magic Device +5 Pack Lord Template Some afflicted lycanthropes become full-blooded shapechangers, and leaders of others of their kind. Creating a Pack Lord Pack Lord is an acquired template which can only be gained by afflicted lycanthropes. Challenge Rating Same as the base lycanthrope plus the base animal's CR +1. Armor Class Same as the base lycanthrope +4 in all forms. Hit Dice Pack lords gain a number of hit dice equal to their base animals hit dice, and all benefits of them. Special Qualities Pack lords gain the following abilities. Alpha (Ex) Pack lords possess a dominant inner strength and find themselves to possess a natural ease when it comes to controlling others of their kind. With lycanthropes of their exact type (werewolves with werewolves) they gain a +10 bonus on all Charismabased skill checks. With all other types of lycanthropes, they gain a +4 bonus on all Charisma-based skill checks. Natural Lycanthrope (Su) A pack lord becomes a natural lycanthrope, gaining all the benefits of being so. Speed Same as the base lycathrope plus +10 ft. for all speeds except flying, which increases by +20 ft. These increases apply in all forms. Attacks Pack lords who lack a bite or claw attack in hybrid or animal form gain a bite and two claw attacks as a creature one size larger than their current form. Should they possess a bite or claw attacks, they deal damage as a creature one size larger than normal. Special Attacks Pack lords are treated as being in hybrid form while in their humanoid form, but lack any natural weapons they would gain for being in hybrid form. Ability Scores Str +2, Dex +4, Con +4, Wis +6, Cha +2. In addition to these increases, a pack lord's Strength, Dexterity and Constitution are modified by the base animals racial ability modifiers (for example Str +2, Dex +4, Con +4 with wolves). Feats Pack lords gain Skill Focus (Perception) and Skill Focus (Stealth) as bonus feats in addition to any bonus feats their base animal possesses. Skills Pack lords gain a +4 racial bonus on Intimidate, Perception, Sense Motive, and Stealth checks in addition to any racial bonus their base animal possesses. Like racial bonuses stack for pack lords. A pack lord gains skill points for its animal hit dice.

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