Solgar Uncaring
Solgar Uncaring
The world is filled with colorful characters of many hues. Not all within subscribe to black or white; many are shades of grey.
Infamous Adversaries™ characters, by TPK Games™, shows you villains in their true light – insidious. These are not merely NPCs to fill
your game; they are villains in the truest sense of the word, complete with stories that don’t just tell the character’s tale, but enrich
your game. Our adversaries are not villains because they have evil alignments; they are villains because your players will despise
them.
Infamous Adversaries™ contains: one ready to use villain, complete with equipment, a rich background, and a vibrant description. The
Infamous Adversaries™ characters are designed to challenge an entire party; not just in combat, but also through less direct methods
requiring careful planning and confrontation.
Give your players a reason to hate again. You can blame it on us.
CREDITS
Designed & Written by: Malgor the Puppet Master
Editing: Arge, Malgor the Puppet Master, Necroblivion and The Drunken Mime
Cover Design: Necroblivion, Michael Fall
Layout: Necroblivion
Artist: Michael Fall
LEGALESE
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plots, storylines, language, incidents, settings, characters, artwork and trade dress are product identity as defined in the Open
Game License version 1.0a, Section 1(e) and are not Open Content.
Open Content: Except material designated as Product Identity, the contents of Infamous Adversaries are Open Game Content as
defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open
Game Content may be reproduced in any form without written permission.
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CONTACT US
Visit TPK Games and the designers on Facebook or at www.tpkgames.com. In addition, you can email Necroblivion at
Necro@TPKgames.com.
By Malgor the Puppet Master
Filthy, haggard, and vicious, Slogar the Blindness/Deafness (DC 18), Magic Circle against
Uncaring is used as a tale to frighten children Good
into behaving. Followed by his trusted zombie 2nd (4/day) Owl's Wisdom, Inflict Moderate
steed, Daisy Pusher, he leaves blood and pain in Wounds (DC 17), Desecrate, Align Weapon,
his wake as he prepares the world for the Summon Monster II
coming of the end. 1st (6/day) Protection from Good, Cause Fear
(DC 16), Detect Good, Doom (DC 16), Gorum's
SLOGAR THE UNCARING, DOOMSAYER OF THE END Armor, Summon Monster I
Male Half-Orc Cleric 8, CR 7 [EL 8 with Daisy 0th (at will) Resistance, Detect Magic, Bleed
Pusher] (DC 15), Spark (DC 15)
CE Medium Humanoid (Orc)
Init +2; Senses Darkvision (60 feet), Low-Light STATISTICS
Vision, Scent; Perception +14
Str 14/18 (+4), Dex 10 (+0), Con 12/16 (+3), Int
DEFENSE 8 (-1), Wis 18/20 (+5), Cha 14 (+2)
Base Atk +6; CMB +18; CMD 20
AC 21, touch 12, flat-footed 21 (+9 armor, +2 Feats - Combat Casting, Command Undead
deflection) (DC 16), Keen Scent, Weapon Focus: Greataxe
HP 74 (8d8+24) Traits - Bully, Killer
Fort +21, Ref +13, Will +18 Skills Acrobatics -6, Appraise +1, Climb -2,
Escape Artist -6, Fly -6, Intimidate +6,
OFFENSE Perception +9, Ride -6, Spellcraft +6, Stealth -
6, Survival +9, Swim -2 Modifiers: Scavenger
Spd 20 ft. Languages Common, Orc
Melee Bite (Toothy) +5 (1d4+2/20/x2) SQ Aura (Ex), Channel Negative Energy 4d6
Gauntlet (from Armor) +8/+3 (1d3+4/20/x2) (5/day) (DC 16) (Su), Cleric Domain: Chaos,
+3 Greataxe +14/+9 (1d12+9/20/x3) Cleric Domain: Evil, Spontaneous Casting
Unarmed Strike +8/+3 (1d3+4/20/x2) Combat Gear +3 Half Plate, +3 Grayflame
Special Attacks Greataxe
Chaos Blade for 4 rounds, (1/day) Other Gear Cloak of Resistance +2, Headband
Scythe of Evil for 4 rounds, (1/day) of Inspired Wisdom +2, Ring of Protection +2,
Touch of Chaos (8/day) Belt of Physical Might +4
Touch of Evil 4 rounds (8/day)
Cleric Spells Known (CL 8, +8 melee touch, +6 SPECIAL ABILITIES
ranged touch):
4th (3/day) Inflict Critical Wounds (DC 19), Aura (Ex) The Cleric has an aura
Divine Power, Unholy Blight (DC 19), Summon corresponding to his deity's alignment.
Monster IV Channel Negative Energy 4d6 (5/day) (DC 16)
3rd (4/day) Animate Dead, Summon Monster (Su) A good cleric can channel positive energy
III, Inflict Serious Wounds (DC 18), to heal the living and injure the undead; an
evil cleric can channel negative energy to decided by the work done on the material
injure the living and heal the undead. plane.
Chaos Blade for 4 rounds, (1/day) (Su) A melee Slogar would prefer to take victims when
weapon you are holding becomes anarchic. they are isolated and separate from the herd,
Cleric Domain: Chaos Granted Powers - Your making his job easier and spreading just as
touch infuses life and weapons with chaos, much terror as misery. Through his evil
and you revel in all things anarchic. missionary work, his travels have taken him
Cleric Domain: Evil Granted Powers - You are across many lands occupied by a variety of
sinister and cruel, and have wholly pledged races. This serves him a variety of victims
your soul to the cause of evil. from many cultures.
Combat Casting +4 to Concentration checks Only second to his desire to spread evil
to cast while on the defensive. amongst the good races, is the desire to care
Command Undead (DC 16) Channel energy for his ever present mount Daisy Pusher.
can take control of undead. Slogar has had Daisy Pusher for years, and has
Darkvision (60 feet) You can see in the dark cultivated the zombie horse into the perfect
(black and white vision only). companion. Every victim is harvested for
Scavenger +2 trait bonus to Appraise and organs and fed to Daisy Pusher, giving the
Perception to find hidden objects (inc. secret undead steed a taste for flesh.
doors and traps), determine if food is spoiled
or identify a potion by taste.
Scent (Ex) Detect opponents within 15 feet by APPEARANCE
sense of smell.
Scythe of Evil for 4 rounds, 1/day. (1/day) (Su) Slogar is a large half-orc, appearing
A melee weapon you are holding becomes physically closer to his orc ancestors than his
unholy. human ones. Standing almost six and a half
Spontaneous Casting The Cleric can convert feet tall, he strikes an imposing figure in his
stored spells into Cure or Inflict spells. dingy plate mail. All of Slogar’s equipment,
Touch of Chaos (8/day) (Sp) With a melee even his unholy axe, is dingy and dirt covered
touch attack, target takes the lower of 2d20 from lack of proper care. His gray skin and
for each d20 roll for 1 round. black hair add to his intimidating visage. Eyes
Touch of Evil 4 rounds (8/day) (Sp) With a milky from disease and malnutrition, he still
melee touch attack, target is sickened and appears to have perfect vision yet relies on his
counted as good-aligned for the purpose of scent ability to work in total darkness when
[Evil] spells. the opportunity arises. Large yellow tusks
break his mouth open into a perpetual sneer,
and the growls that pass for language with
MOTIVES him can almost pass for unintelligible.
Riding upon Daisy Pusher as he chases
Slogar the Uncaring seeks to further the victims down, he is frightening indeed. Daisy
goals of his evil patron deity. As a wandering Pusher is a large zombie horse of unknown
missionary of True Evil, his goal is to do as breed, with bits of flesh constantly dropping
much damage as possible to the forces of off in rotting chunks. Daisy Pusher also
Good in the time that he has left. Slogar appears to be blind, her eyes long ago having
believes that the end is near, and the final rotted away to empty sockets. Even so, she
battle between Good and Evil can only be gets along just fine with her other senses and
guidance from Slogar.
undead that is supposedly loose to this day.
HISTORY Facts are slim in these reports, but children
are told these tales by parents who wish them
Slogar has been traveling throughout any to behave.
lands he can reach ever since he was exiled Rumors of Slogar and his deeds appear in
from his orc clan, the Bloodfists. He has never more than one place at a time, as well. He
shared what crime was so great to be exiled could be in the south torturing freed slaves in
from an orc clan, and the Bloodfists are no a vile ritual, and at the same time be reported
more, so the story lives only in Slogar’s in the west drowning street urchins and
twisted head. What is known about him is his putting them into the beds of childless
murderous deeds since he embraced his evil parents who are unaware until they wake.
faith. Slogar doesn’t even have a name for his Slogar’s deeds don’t seem to follow any
evil deity, knowing only that it is True Evil. organized approach, he really approaches his
The growth of his clerical powers has been evil as a first come first serve basis; finding
slow, and he is only rewarded with new opportunity when it knocks and making the
powers when he precipitates some most out of every situation to further his
exceptionally vile deed. cause as the final war between Good and Evil
Without a recorded history, exact details of looms ever closer.
his misadventures are slim. What is known
are some of his more nefarious exploits. His
most notorious deed draws the most PERSONALITY
attention: Slogar snuck into an orphanage
during the midnight hour, and murdered Slogar the Uncaring is a vile creature,
every child. Not satisfied with mere murder, having fully forsaken both his orcish and
he led Daisy Pusher into the orphanage and human blood. Nothing is sacred to Slogar,
fed all of the children’s organs to his undead and he sees an opportunity to defile anything
steed. Good as an opportunity.
Other stories are just as vile, if not as When not actively working towards
specific. His favorite daily activity is to advancing his goals, one of his favorite
overtake lone travelers, many times torturing activities is to capture a family, and feed them
them before feeding them to Daisy Pusher. It to Daisy Pusher piece by piece while the
is rumored that he once captured a traveling others watch on in horror.
prince under cover of darkness and fed the Such a chaotic individual would seem to be
prince to Daisy Pusher slowly; one finger and easy to capture or kill, but there is genius in
limb at a time, using his powers to keep the his madness. Slogar is cautious,
prince alive for as long as possible. Daisy understanding the attention his activities
Pusher appears to love these games, and has draw. Rarely will Slogar enter towns,
also been known to choose targets for Slogar preferring the wilderness, abandoned
-- often “bite-sized” children. graveyards or catacombs. Slogar’s sense of
Another report of his activities involved a humor is just as vile as he is wicked.
run-in with a traveling mercenary group: His second favorite sport is to plant Daisy
Surrounding the group with summoned Pusher into regular stables where high quality
monsters and undead, he corralled them all horses are shown or raced. Typically by the
into a shallow bowl between hills. Once they time the owners get to the horses, Daisy
were all together, he lit them aflame and used Pusher has taken apart the quality horses bite
their terror and pain to summon a powerful by delicious bite. Slogar finds this wildly
hilarious, and likes to be seen in these summon as many monsters or undead as he
instances before fleeing for safety in the can and then charge with all the speed he can
wilderness. muster.
If all Slogar wants is to murder, he will
overrun his prey and overwhelm them quickly
NETWORK with magic and monsters. Some are bound to
survive the first few moments of Slogar’s
Slogar has no network of allies or minions attack, and those can be cleaned up with vile
other than those summoned. At times he will pleasure.
use unwitting groups of people or monsters If Slogar’s goal is to capture and practice a
to further his goals, but those unwitting allies vile rite, he will rely on his magic to aid him,
usually end up in Daisy Pusher’s belly before often casting vicious cause harm spells or
they realize how they were used. using monsters that when summoned will
injure instead of kill. Fire is another favorite of
Slogar’s tools as an option to drive his prey
RESOURCES
into Daisy Pusher or other monsters he has
ready and waiting. Starting a brushfire is easy
Slogar doesn’t need resources. His diet
work for a beast of Slogar’s wiles, and is
consists of scavenged meat, often dead
effective when working against large
animals found in the wilderness. From time to
numbers of opponents.
time when he is especially starved, he will join
In melee, Slogar relies heavily on his cleric
Daisy Pusher in her meals, but only when
domains to enhance his abilities. He will make
necessary as he doesn’t want to deny his
his axe unholy, and channel negative energy
pretty pet her pleasures. Money is no object
into as well, as per the Grayflame ability. He
to a creature like Slogar, who simply murders
will immediately attempt to slay any other
and takes what he wants. Slogar finds no
clerics and paladins, savoring the remaining
value in possessions other than his armor,
foes.
weapons, and steed and thus is never
Should an enemy spellcaster be noted,
controlled by those desires.
Daisy Pusher will be commanded to harry
them while they attempt to cast spells.
LAIR
MORALE
Slogar has no single place he calls home.
Wherever his sweet Daisy Pusher is, that is
Slogar is a coward at heart. He will not see
where he calls home.
himself as such, however. Slogar simply
believes himself cautious. Slogar will avoid
TACTICS conflict unless he has the upper hand, never
engaging unless he has the advantage. If he is
Slogar’s most powerful tool is Daisy Pusher. set upon, and obviously in a weaker position,
With her Horseshoes of the Zephyr, she is as he will summon monsters to cover his retreat
quick as the wind. Slogar uses this to good until he can return. He will then dispatch the
advantage. Once he, or Daisy Pusher, has offenders one by one and feed them to Daisy
caught the scent of some prey, he will Pusher.
ADVANCEMENT OPTIONS LORE
I. Slogar the Uncaring is easily used as a AC 25, touch 16, flat-footed 17 (+8 Dex, -2 size,
wandering villain. Due to his cowardly nature +9 natural)
and concern for self-preservation, he is known HP 42 (5d8+5)
to flee an encounter if he doesn’t have the Fort +1, Ref +9, Will +4
upper hand and return at a time of his
choosing to wreak havoc on those who have OFFENSE
thwarted him.
Spd 90 ft.
Melee Bite (Horse, Heavy) +11 (1d6+10/20/x2)
II. Slogar is also useful as an unwitting minion
Hooves x2 (Horse, Heavy) +6 x2
of a greater villain. Since Slogar works for an
(1d8+5/20/x2)
unnamed evil, he is easily dispatched for the
Slam (Zombie) +11 (3d6+15/20/x2)
“greater evil” to cause harm to party
Space 10’; Reach 10’
members who are striving to do good. True
to his tactics, Slogar will come upon the party STATISTICS
when they least expect it in the dark of night
and in a place that Slogar will have the most Str 31 (+10), Dex 26 (+8), Con -, Int -, Wis 10
advantage. (+0), Cha 10 (+0)
Base Atk +6; CMB +18; CMD 20
Feats Toughness
Tricks Attack [Trick], Combat Riding [Trick],
Come [Trick], Defend [Trick], Down [Trick],
Guard [Trick], Heel [Trick]
Skills Fly +4
Languages None
SQ Combat Riding [Trick], Quick Strikes (Ex)
Other Gear Horseshoes of a Zephyr
SPECIAL ABILITIES
contains: one ready to use villain, complete with equipment, a rich background, and a
vibrant description. The characters are designed to challenge an entire party; not
just in combat, but also through less direct methods requiring careful planning and confrontation.
This Infamous Adversary sourcebook contains Slogar the Uncaring, a half-orc cleric doomsayer and his zombie
steed Daisy Pusher.