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ForasCreature 19


UniqueCEMediumHumanHumanoid
Source Pathfinder Kingmaker
Perception +33 (unseen sight)
Languages Aklo, Hallit
Skills Acrobatics +33, Arcana +34, Deception +37, Intimidation +35, Occultism +37, Religion +33, Lore +37
Str +0, Dex +4, Con +2, Int +5, Wis +4, Cha +6

AC 43; Fort +31; Reflex +31; Will +35; resolve
HP 355
Speed 25 feet
Resistances Mental 20

Staff One Action +31 (+26, +21) to hit (magical, staff, two hand d8) 3d4+10 Bludgeoning

Unseen Sight

The ritual Foras led his cultists on allowed them to turn aside time and halt aging, but it required more than the sacrifice of an individual's given name-it required the sacrifice of sight itself. The removal of the eyes symbolized a Thresholder's abandonment of all they had seen before, and with the ritual's completion they gain something greater than mere vision: they gain the Unseen Sight. This is a precise sense that mimics Darkvision yet functions even if the eye sockets themselves are covered. More importantly, the unseen sight allows a Thresholder to see the truth of the world, granting them the ability to see things as they actually are as if they were under the effects of True Seeing, provided they are located within a region under the influence of Yog- Sothoth. Currently in the Stolen Lands, this is limited to the island of Candlemere and the dungeons within it; beyond this area, the Thresholder cultists are Blind. Of course, if their plan to draw Yog-Sothoth into the region succeeds, the region in which the unseen sight functions will increase dramatically.

Outside of Time

Foras exists outside of time; he doesn't age, doesn't need food or drink to survive, and can't be Quickened or Slowed unless he chooses to be.

Resolve

When Foras rolls a success on a Will save, he gets a critical success instead.

Time Siphon (aura, occult)

60 feet Aura

A living creature that enters the aura or ends its turn within it has some of its temporal essence drained away to Yog-Sothoth. It must succeed at a DC 38 will save or become Slowed 1 for 1 round (Slowed 2 on a critical failure). Worshipers of Yog-Sothoth are immune to Time Siphon.

Accelerated Existence

Foras is Quickened 1, and he can use this additional action to Step, Stride, or Sustain a Spell.

Steady Spellcasting

If a reaction would disrupt Foras's spellcasting action, he attempts a DC 15 flat.; on a success, the action isn't disrupted.


Occult Spontaneous Spells (DC 41, +36 to hit)

Cantrips (10th Level): Chill Touch, Dancing Lights, Daze, Prestidigitation, Read Aura
1st Level (4 slots): Color Spray, Magic Missile (2x), Mending, Ray of Enfeeblement, Spider Sting
2nd Level (4 slots): Death Knell, Hideous Laughter, See Invisibility, Touch of Idiocy
3rd Level (4 slots): Enthrall, Hypercognition, Slow (2x), Vampiric Touch
4th Level (4 slots): Confusion (2x), Fly, Read Omens, Telepathy
5th Level (4 slots): Black Tentacles, Crushing Despair, Synesthesia, Tongues
6th Level (4 slots): Feeblemind, Spirit Blast, True Seeing
7th Level (4 slots): Mask of Terror, Visions of Danger, Warp Mind
8th Level (4 slots): Maze, Scintillating Pattern, Uncontrollable Dance
9th Level (4 slots): Overwhelming Presence, Telepathic Demand, Unfathomable Song
10th Level (1 slots): Time Stop

Sorcerer Bloodline Spells (DC 41, +36 to hit)

1st Level: Tentacular Limbs
3rd Level: Aberrant Whispers
5th Level: Unusual Anatomy


The man who would take the name Foras grew up millennia ago among worshipers of Pharasma, yet he came to believe that the Outer Gods were the keys to claiming personal power. He tricked his people's priests into to imparting eldritch truths they would not normally share, then shared them with a few fellow secretive scholars of the occult.

Gathering those whom Foras could manipulate, he retreated to a new stronghold-a location now known as Candlemere. Here, Foras's cult gave up their sight and their souls, only to become trapped with him within their own compound when their leader's brother tracked them down and imprisoned them. Yet even this hasn't stymied Foras, and he continues to this day to work toward his goal of drawing Yog-Sothoth into the world.


Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.