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He Must Die—Again!

Thursday, August 27, 2015

The arrival of Pathfinder Roleplaying Game: Occult Adventures with its host of psychic magic and class options means new ways to tell stories for the world of Golarion (and beyond). But what about some of our older adventures, particularly one about a Very Infamous Monk? Are you ready for a Design Challenge?

When Occult Adventures first made its way through playtesting, one question I often thought was, "How could our older adventures be retold with these new options?" Being a rather large fan of Russian fairy tales and folk lore, I am quite fond of the Reign of Winter Adventure Path, so of course, I immediately gravitated towards that one to pick for this Design Challenge.

What does this mean to you? It means I have thrown the gauntlet to everybody who loves creating stat blocks, whether you're they type who spends hours poring over new archetypes, class combinations, and gear selection, or just like putting together a fun NPC for your group to face. "Pray tell, Liz, what is the rules of this duel?" you might ask.

You get to make this guy, Grigori Rasputin, but this time, using one of the new character classes from Occult Adventures.


Grigori Rasputin returns—but as what? You get to decide!

For reference, here's his original stat block, as it appeared in "Rasputin Must Die!":

Spoilers for Reign of Winter AP:

Grigori Rasputin  CR 17

XP 102,400
Male middle-aged human oracle 18
NE Medium humanoid (human)
Init +0; Senses true seeing; Perception +13
Aura unholy aura (DC 22)

Defense

AC 32, touch 22, flat-footed 32 (+10 armor, +4 deflection, +4 insight, +4 luck [touch only], +4 natural)
hp 192 (18d8+108)
Fort +16, Ref +12, Will +20; +4 vs. death effects, domination, mind-affecting effects, and possession
Defensive Abilities stitched soul; SR 25 vs. good

OFFENSE

Speed 30 ft.
Melee mwk dagger +13/+8/+3 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/×4)
Oracle Spells Known (CL 18th; concentration +26)
9th (3/day)—astral projection, miracle (DC 27)
8th (6/day)—fire storm (DC 26), mass cure critical wounds, moment of prescience, stormbolts (DC 26)
7th (7/day)—blasphemy (DC 25), destruction (DC 25), ethereal jaunt, mass cure serious wounds, regenerate, reverse gravity (DC 25), vision, waves of ecstasy (DC 25)
6th (7/day)—antilife shell, blade barrier (DC 24), harm (DC 24), heal, mass cure moderate wounds, project image
5th (7/day)—contact other plane, flame strike (DC 23), greater forbid action (DC 23), mass cure light wounds, slay living (DC 23), telekinesis, true seeing
4th (8/day)—cure critical wounds, divine power, freedom of movement, scrying, sending, terrible remorse (DC 22), unholy blight (DC 22)
3rd (8/day)—bestow curse (DC 21), blindness/deafness (DC 21), clairaudience/clairvoyance, cure serious wounds, dispel magic, searing light
2nd (8/day)—cure moderate wounds, death knell (DC 20), dread bolt (DC 20), enthrall (DC 20), hold person (DC 20), levitate, minor image (DC 20), silence (DC 20), spectral hand
1st (8/day)—command (DC 19), cure light wounds, entropic shield, forbid action (DC 19), murderous command (DC 19), remove sickness (DC 19), unseen servant
0 (at will)—bleed (DC 18), detect magic, detect poison, ghost sound (DC 18), guidance, light, mage hand, read magic, resistance, stabilize, virtue
Mystery occult

TACTICS

Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin activates his ectoplasmic armor revelation and casts entropic shield, freedom of movement, levitate, moment of prescience, and true seeing. Once enemies are in sight, he casts antilife shell and spectral hand to enable him to use touch attacks beyond the field’s perimeter.
During Combat Under the protection of his antilife shell, Rasputin attempts to hinder opponents with reverse gravity and waves of ecstasy and turn foes against each other with terrible remorse and murderous command, before laying waste with such deadly effects as blade barrier, blasphemy, destruction, harm, stormbolts, and unholy blight. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

STATISTICS

Str 9, Dex 11, Con 19, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 30
Feats Combat Casting, Craft Wondrous Item, DiehardB, Ectoplasmic SpellB, Expanded Arcana (2), Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Quicken Spell, Toughness
Skills Bluff +25, Diplomacy +30, Intimidate +25, Knowledge (arcana) +15, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +13, Sense Motive +16, Spellcraft +15, Use Magic Device +25
Languages Church Slavonic, Common, Russian
SQ oracle’s curse (haunted), revelations (ectoplasmic armor [+10, 18 hours/day], project psyche, shroud of retribution [3/day, 1d8+9], spectral spells [4/day], spirit walk [2/day, 18 rounds], sure soul [+4])
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, cassock of the Black Monk, headband of mental prowess +4 (Wis, Cha)

SPECIAL ABILITIES

Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Your entry will be judged on presentation and adherence to theme, and to help me with that, I've brought in the man responsible not only for the original Pathfinder version of the Mad Monk, but was also one of the lead consultants on Occult Adventures as well: Brandon Hodge!

But what is the reward for all of your hard work? Something we've never offered before: A custom Paizo.com avatar with art selected from Occult Adventures, along with $25 in store credit. On Paizo.com, a custom avatar means either being a Paizo employee (or the subject of whim by a Paizo employee), so this is a rare opportunity for a unique avatar that nobody else has!

Now, onto the rules:

  • One entry per poster. Employees of Paizo, their immediate family members, and persons with whom such employees are domiciled are ineligible. Anyone who is currently employed full-time as a designer for a game company is ineligible. Anyone with a cover credit on a hardcover RPG book is ineligible. Anyone who has a design credit in 3 or more of Paizo's Pathfinder products is ineligible.
  • You must post your entries in this blog's discussion thread.
  • All entries due Midnight, September 13th, 2015, Paizo time.
  • Entries must be in the following format:
    Stat Block Format:

    [b]Grigori Rasputin  CR 17[/b]
    [b]XP 102,400[/b]
    zzAlignment zzSize zzType
    [b]Init[/b] +##; [b]Senses[/b] zz, zz,; Perception +##
    [b]Aura[/b] zz (## ft., DC ##)

    [b]----- Defense -----[/b]
    [b]AC[/b] ##, touch ##, flat-footed # (+## zzModifier, +##zzModifier)
    [b]hp[/b] ## (##d##+##); fast healing ##
    [b]Fort[/b] +##, [b]Ref[/b] +##, [b]Will[/b] +##
    [b]Defensive Abilities[/b] ##/zzAbility; [b]DR[/b] ##/zzMaterial; [b]Immune[/b] zz; [b]Resist[/b] zz ##, zz ##; [b]SR[/b] ##
    [b]Weaknesses[/b] zz, zz

    [b]----- Offense -----[/b]
    [b]Speed[/b] ## ft., fly ## ft. (zzManeuverability)
    [b]Melee[/b] zzAttacktype +## (zzDamage plus zzOthereffect), zzAttacktype +## (zzDamage)
    [b]Ranged[/b] zzAttacktype +## (zzDamage)
    [b]Space[/b] ## ft.; [b]Reach[/b] ## ft.
    [b]Special Attacks[/b] zz, zz
    [b]Spell-Like Abilities[/b] (CL ##zz; concentration +##)
    At will—[i]zz[/i], [i]zz[/i]
    1/day—[i]zz[/i], [i]zz[/i]

    [b]----- Tactics -----[/b]
    [b]Before Combat[/b] zzBeforeCombat
    [b]During Combat[/b] zzDuringCombat
    [b]Morale[/b] On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

    [b]----- Statistics -----[/b]
    [b]Str[/b] ##, [b]Dex[/b] ##, [b]Con[/b] ##, [b]Int[/b] ##, [b]Wis[/b] ##, [b]Cha[/b] ##
    [b]Base Atk[/b] +##; [b]CMB[/b] +## (+## zzConditionalmaneuverbonus); [b]CMD[/b] ## (## vs. zzManeuvername)
    [b]Feats[/b] zzFeatname, zzFeatname
    [b]Skills[/b] zzSkillname +##, zzSkillname +## (+## zzCondition); [b]Racial Modifiers[/b] +## zzSkillname, +## zzSkillname when zzCondition
    [b]Languages[/b] zzLanguage
    [b]SQ[/b] zz

    [b]----- Ecology -----[/b]
    [b]Environment[/b] zzClimate zzTerrain
    [b]Organization[/b] zz, zz, or zz
    [b]Treasure[/b] zzCategory

    [b]----- Special Abilities -----[/b]
    [b]zzName (Ex/Sp/Su)[/b] zzDescription

  • Entry must be CR 17, must use a character class from Occult Adventures, and must include the stitched soul special ability.
  • You may use any Paizo-published material, but you must cite your sources.
  • Selection of avatar art is subject to Paizo.com's Community Guidelines.

Remember, all entries must be in by September 13th, 2015. Good luck in designing the Mad Monk Rasputin, and letting us kill him again—or try to!

Liz Courts
Community Manager

More Paizo Blog.
Tags: Brandon Hodge Craig J Spearing Design Challenge Occult Adventures Pathfinder Adventure Path Pathfinder RPG Reign of Winter
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Whew. It's done.
EDIT: Thank you, Illrigger. I corrected the starting stats using the rules for heroic arcane NPCs (changing Wis with Cha).

Rasputin the Occult Priest:

Grigori Rasputin CR 17
XP 102,400
Male middle–aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses true seeing; Perception +23
Aura unholy aura (DC 22)

----- Defense -----
AC 32, touch 24, flat-footed 30 (+4 armor, +4 deflection, +2 Dexterity, +4 insight, +4 morale [touch only], +4 natural, +4 shield)
hp 117 (18d6+18+18)
Fort +14, Ref +15, Will +22 (+4 resistance bonus from unholy aura/resilience of the faithful; +1 luck bonus from prayer aura [+2 vs. good opponents])
Defensive Abilities stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +9/+4 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +12/+7 (1d8/×4)
Spell-Like Abilities (CL 18th; concentration +22/+26 when casting defensively or grappled)
1/day- detect thoughts (DC 15), telepathic bond
Psychic Spells Known (CL 18th; concentration +26/+30 when casting defensively or grappled)
9th (3/day)– miracle (DC 27), psychic image (DC 27)
8th (6/day)– bilocation, fool’s forbiddance (DC 26), moment of prescience, planar ally, greater, psychic crush IV (DC 26)
7th (7/day)– ectoplasmic eruption (DC 25), finger of death (DC 25), greater scrying (DC 25), hold person, mass (DC 25), spell turning, waves of ecstasy (DC 25)
6th (7/day)– antilife shell, blade barrier (DC 24), ethereal jaunt, inflict pain, mass (DC 24), mental barrier V, psychic surgery
5th (7/day)– commune, plane shift (DC 23), possession (DC 23), synaptic pulse, greater (DC 23), spell resistance (DC 23), true seeing (DC 23), wall of ectoplasm (DC 23)
4th (8/day)– freedom of movement (DC 22), guardian of faith (DC 22), overwhelming presence (DC 22), scrying (DC 22), sending, telekinesis (DC 22), terrible remorse (DC 22)
3rd (8/day)– agonizing rebuke (DC 21), blink, claraudience/clairvoyance, ectoplasmic snare (DC 21), haste (DC 21), magic vestment (DC 21), protection from energy (DC 21)
2nd (8/day)– anticipate thoughts (DC 20), blindness/deafness (DC 20), enthrall (DC 20), ghost whip, levitate, oneiric horror (DC 20), placebo effect (DC 20), spiritual weapon
1st (8/day)– anticipate peril (DC 19), bless, command (DC 19), invigorate (DC 19), mage armor (DC 19), murderous command (DC 19), shield, sow thought (DC 19)
0 (at will)– bleed (DC 18), daze (DC 18), detect magic, detect poison, detect psychic significance, ghost sound (DC 18), mage hand, read magic, resistance (DC 18), stabilize (DC 18), telekinetic projectile
Discipline Faith*

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts freedom of movement, levitate, mage armor, moment of prescience, shield, and true seeing. Once enemies are in sight, he activates his prayer aura and casts antilife shell.
During Combat Under the protection of his antilife shell, Rasputin attempts to hinder opponents with ectoplasmic eruption, fool’s forbiddance, mass hold person, overwhelming presence and waves of ecstasy, turn foes against each other with terrible remorse and sow thought, before laying waste with such deadly effects as blade barrier, psychic crush IV, finger of death, mass inflict pain, greater synaptic pulse, and oneiric horror; he modifies his offensive spells with overpowering mind, synaptic shock and mimic metamagic, while using blink to become an even less easy target.
If wounded, Rasputin converts spell slots in quickened cure spells while continuing to target enemies with offensive spells. Should the World Engine be destroyed, Rasputin protects himself with spell turning, protection from energy, spell resistance, and ongoing mental barrier V, trying to cast a second moment of prescience with defensive prognostication if he can. He retains his +4 resistance bonus on saves from resilience of the faithful even if the unholy aura is dispelled.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 15, Con 13, Int 26, Wis 19, Cha 18
Base Atk +9; CMB +8 CMD 28
Traits Called, Indelible Ire
Feats Combat Casting, Craft Wondrous Items, DiehardB, Expanded Phrenic Pool, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Psychic Healing, Quicken Spell, Toughness
Skills Bluff +24, Diplomacy +28, Intimidate +28, Knowledge (arcana) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +23, Sense Motive +23, Spellcraft +27, Use Magic Device +21
Languages Aklo, Church Slavonic, Common, French, Greek, Latin, Romanian, Russian, Ukrainian; telepathy 100 ft.
SQ discipline powers (deity*, divine energy [4 points], resilience of the faithful +4, prayer aura), phrenic amplifications (defensive prognostication, mimic metamagic [ectoplasmic spell, furious spell], ongoing defense, overpowering mind, synaptic shock), phrenic pool (15 points)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, cassock of the Black Monk, headband of mental prowess +4 (Int, Wis; Diplomacy, Use Magic Device), onyx crucifix (divine focus)

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Cassock of the Black Monk
Aura strong enchantment; CL 12th
Slot body; Price 34,000 gp; Weight 1 lb.
Description
This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt’s hem. The cassock of the Black Monk grants a +4 morale bonus to the wearer’s touch AC. In addition, while wearing the cassock, a character with the spontaneous casting class feature or a psychic with the Faith discipline can convert his spells into both cure and inflict spells, regardless of his alignment.
Construction Requirements Craft Wondrous Item, dispel magic, moment of greatness; Cost 17,000 gp

* Nobody knows for sure which deity Rasputin worships. It could be the War Horseman Szuriel, or Queen Elvanna (considered a mythic creature); or maybe he could just worship himself, his own enormous ego.

Starting ability scores:
8
14
12
15
13
10
Modifiers: race, middle age, advancement, magic items, and an inherent +4 (on Intelligence) provided by a miracle (as Brandon said before).
He has some redundant abilities, but thanks to this he can be a formidable opponent even after the World Engine's destruction.

Shadow Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber

FYI, these are the rules that are used to make NPCs, even these boss critters. The difference between bosses and normal heroic NPCs is that bosses use PC figures for equipment.

Creating NPCs

Dark Archive

1 person marked this as a favorite.

I cannot in good conscience enter this contest. It would require me to read the book prior to having played through it. We are likely 5 sessions or so behind whenever this is, no idea. Not going to risk the metagame.

Please have more contests like this in the future, hopefully they'll be in adventures I have already played.

Thank you for this opportunity.

Community Manager

3 people marked this as a favorite.
Dieben wrote:
Please have more contests like this in the future, hopefully they'll be in adventures I have already played.

That is definitely the plan!


Aaaargh. I left the Cha score too high (forgot that the headband enhances two abilities, not three!) Okay, once again:

Rasputin the Occult Priest (this time for real):

Grigori Rasputin CR 17
XP 102,400
Male middle–aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses true seeing; Perception +23
Aura unholy aura (DC 22)

----- Defense -----
AC 32, touch 24, flat-footed 30 (+4 armor, +4 deflection, +2 Dexterity, +4 insight, +4 morale [touch only], +4 natural, +4 shield)
hp 117 (18d6+18+18)
Fort +14, Ref +15, Will +22 (+4 resistance bonus from unholy aura/resilience of the faithful; +1 luck bonus from prayer aura [+2 vs. good opponents])
Defensive Abilities stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +9/+4 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +12/+7 (1d8/×4)
Spell-Like Abilities (CL 18th; concentration +20/+24 when casting defensively or grappled)
1/day—detect thoughts (DC 13), telepathic bond
Psychic Spells Known (CL 18th; concentration +26/+30 when casting defensively or grappled)
9th (3/day)– miracle (DC 27), psychic image (DC 27)
8th (6/day)– bilocation, fool’s forbiddance (DC 26), moment of prescience, planar ally, greater, psychic crush IV (DC 26)
7th (7/day)– ectoplasmic eruption (DC 25), finger of death (DC 25), greater scrying (DC 25), hold person, mass (DC 25), spell turning, waves of ecstasy (DC 25)
6th (7/day)– antilife shell, blade barrier (DC 24), ethereal jaunt, inflict pain, mass (DC 24), mental barrier V, psychic surgery
5th (7/day)– commune, plane shift (DC 23), possession (DC 23), synaptic pulse, greater (DC 23), spell resistance (DC 23), true seeing (DC 23), wall of ectoplasm (DC 23)
4th (8/day)– freedom of movement (DC 22), guardian of faith (DC 22), overwhelming presence (DC 22), scrying (DC 22), sending, telekinesis (DC 22), terrible remorse (DC 22)
3rd (8/day)– agonizing rebuke (DC 21), blink, claraudience/clairvoyance, ectoplasmic snare (DC 21), haste (DC 21), magic vestment (DC 21), protection from energy (DC 21)
2nd (8/day)– anticipate thoughts (DC 20), blindness/deafness (DC 20), enthrall (DC 20), ghost whip, levitate, oneiric horror (DC 20), placebo effect (DC 20), spiritual weapon
1st (8/day)– anticipate peril (DC 19), bless, command (DC 19), invigorate (DC 19), mage armor (DC 19), murderous command (DC 19), shield, sow thought (DC 19)
0 (at will)– bleed (DC 18), daze (DC 18), detect magic, detect poison, detect psychic significance, ghost sound (DC 18), mage hand, read magic, resistance (DC 18), stabilize (DC 18), telekinetic projectile
Discipline Faith*

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts freedom of movement, levitate, mage armor, moment of prescience, shield, and true seeing. Once enemies are in sight, he activates his prayer aura and casts antilife shell.
During Combat Under the protection of his antilife shell, Rasputin attempts to hinder opponents with ectoplasmic eruption, fool’s forbiddance, mass hold person, overwhelming presence and waves of ecstasy, turn foes against each other with terrible remorse and sow thought, before laying waste with such deadly effects as blade barrier, psychic crush IV, finger of death, mass inflict pain, greater synaptic pulse, and oneiric horror; he modifies his offensive spells with overpowering mind, synaptic shock and mimic metamagic, while using blink to become an even less easy target.
If wounded, Rasputin converts spell slots in quickened cure spells while continuing to target enemies with offensive spells. Should the World Engine be destroyed, Rasputin protects himself with spell turning, protection from energy, spell resistance, and ongoing mental barrier V, trying to cast a second moment of prescience with defensive prognostication if he can. He retains his +4 resistance bonus on saves from resilience of the faithful even if the unholy aura is dispelled.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 15, Con 13, Int 26, Wis 19, Cha 14
Base Atk +9; CMB +8 CMD 28
Traits Called, Indelible Ire
Feats Combat Casting, Craft Wondrous Items, DiehardB, Expanded Phrenic Pool, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Psychic Healing, Quicken Spell, Toughness
Skills Bluff +22, Diplomacy +26, Intimidate +26, Knowledge (arcana) +26, Knowledge (nobility) +26, Knowledge (planes) +26, Knowledge (religion) +26, Perception +23, Sense Motive +23, Spellcraft +27, Use Magic Device +19
Languages Aklo, Church Slavonic, Common, French, Greek, Latin, Romanian, Russian, Ukrainian; telepathy 100 ft.
SQ discipline powers (deity*, divine energy [4 points], resilience of the faithful +4, prayer aura), phrenic amplifications (defensive prognostication, mimic metamagic [ectoplasmic spell, furious spell], ongoing defense, overpowering mind, synaptic shock), phrenic pool (15 points)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, cassock of the Black Monk, headband of mental prowess +4 (Int, Wis; Diplomacy, Use Magic Device), onyx crucifix (divine focus)

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Cassock of the Black Monk
Aura strong enchantment; CL 12th
Slot body; Price 34,000 gp; Weight 1 lb.
Description
This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt’s hem. The cassock of the Black Monk grants a +4 morale bonus to the wearer’s touch AC. In addition, while wearing the cassock, a character with the spontaneous casting class feature or a psychic with the Faith discipline can convert his spells into both cure and inflict spells, regardless of his alignment.
Construction Requirements Craft Wondrous Item, dispel magic, moment of greatness; Cost 17,000 gp

* Nobody knows for sure which deity Rasputin worships. It could be the War Horseman Szuriel, or Queen Elvanna (considered a mythic creature); or maybe he could just worship himself, his own enormous ego.

RPG Superstar 2014 Top 32

1 person marked this as a favorite.

I have not read a single page of occult adventures or reign of winter yet so this might be interesting but....I have til the 13th to research and I think this would be a good challenge for me. Let's do it.


I am very much amazed by the many approaches that are used in this thread. And that they somehow all work.
I really can't say which is my favorite :O

Community Manager

Sertaki wrote:

I am very much amazed by the many approaches that are used in this thread. And that they somehow all work.

I really can't say which is my favorite :O

I KNOW! It's gonna be a rough go. :D


Liz Courts wrote:
Dieben wrote:
Please have more contests like this in the future, hopefully they'll be in adventures I have already played.
That is definitely the plan!

I think I'm going to drop out of this one if that's the case. Too many inconsistencies in this guy's statblock and I'm not really feeling anything that's not functionally identical to something already posted.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber; Pathfinder Battles Case Subscriber; Pathfinder Comics Subscriber
Liz Courts wrote:
Dieben wrote:
Please have more contests like this in the future, hopefully they'll be in adventures I have already played.
That is definitely the plan!

I had a question about this... is it all right if I PM you about it?


Grigori Rasputin:

Grigori Rasputin CR 17
XP 102,400
Male middle-aged human psychic 18
NE Medium humanoid (human)
Init +11; Senses arcane sight, true seeing; Perception +23
Aura unholy aura (DC 22)

----- Defense -----
AC 28, touch 20, flat-footed 26 (+4 armor, +2 dexterity, +4 deflection, +4 insight, +4 natural)
hp 158 (18d6+93)
Fort +18, Ref +16, Will +21, +4 vs. mind-affecting effects
Defensive Abilities mind blank, stitched soul; SR 26

----- Offense -----
Speed 30 ft.
Melee mwk dagger +13/+8 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +16/+11 (1d8/×4)
Spell-Like Abilities (CL 18th)
1/day—detect thoughts (DC 19)
1/day—telepathic bond
Psychic Spells Known (CL 18th; concentration +26)
9th (3/day)—telekinetic storm (DC 27), time stop
8th (6/day)—greater possession (DC 26), moment of prescience, orb of the void (DC 26), psychic crush IV (DC 26)
7th (7/day)—insanity (DC 26), grasping hand (DC 25), greater arcane sight, limited wish, mass hold person (DC 26), mind blank
6th (7/day)—contingency, greater dispel magic, greater heroism, psychic surgery, repulsion (DC 24), thought shield V
5th (7/day)—dominate person (DC 25), explode head (DC 23), mind thrust V (DC 23), modify memory (DC 24), song of discord (DC 24), true seeing, wall of force
4th (8/day)—aura of doom (DC 22), black tentacles, dimension door, divination, mental barrier III, named bullet, scrying (DC 22)
3rd (8/day)—babble (DC 22), borrow fortune, dispel magic, displacement, excruciating deformation (DC 21), fly, vampiric touch (DC 21)
2nd (8/day)—alter self, euphoric cloud (DC 20), hold person (DC 21), locate object, mirror image, paranoia (DC 20), placebo effect, resist energy
1st (8/day)—anticipate peril, command (DC 20), disguise self (DC 19), ear-piercing scream (DC 19), mage armor, murderous command (DC 20), persuasive goad (DC 19), sow thought (DC 20)
0 (at will)—dancing lights, detect magic, detect psychic significance, grave words, mage hand, message, prestidigitation, read magic, sift
Psychic Discipline abomination

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. Each morning, Rasputin casts mage armor, mind blank, and moment of prescience. He has a contingency active to cast psychic surgery when intelligence damage or a mind-affecting effect prevents him from casting spells. When faced with combat, he casts greater arcane sight, greater heroism, true seeing, mirror image, anticipate peril, and up to three named bullets if time permits. Once enemies are in sight, he casts time stop and then casts black tentacles, grasping hand, aura of doom, and repulsion to disable as many enemies as possible, miming widen metamagic if necessary.
During Combat Rasputin prefers to turn his enemies upon each other using quickened dominate person, song of discord, and greater possession. He uses greater arcane sight to identify which opponents are not protected against mind control. If forced to engage his enemies, he dispatches nearby targets with quickened hold person and a coup de grace with a named bullet, teleporting adjacent to them using space-rending spell if necessary. If Rasputin is being overwhelmed, he activates his dark half discipline power and his spectral shroud to gain a host of new defenses. Limited wish is used only in an emergency to heal himself via restoration or breath of life.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 8, Dex 14, Con 18, Int 26, Wis 14, Cha 18
Base Atk +9; CMB +8; CMD 28
Feats Combat Casting, Craft Wondrous Item, Diehard^B, Improved Initiative, Logical Spell, Persuasive, Quicken Spell, Reach Spell, Spell Focus (enchantment), Spell Perfection (dominate person), Toughness
Skills Bluff +25, Diplomacy +29, Fly +6, Intimidate +29, Knowledge (arcana) +23, Knowledge (geography) +16, Knowledge (local) +23, Knowledge (nature) +16, Knowledge (nobility) +23, Knowledge (planes) +23, Knowledge (religion) +23, Linguistics +12, Perception +23, Sense Motive +23, Spellcraft +23, Use Magic Device +19
Languages Church Slavonic, Common, English, French, German, Russian; telepathy 100 ft.
SQ phrenic pool (13 points), phrenic amplifications (intense focus, ongoing defense, undercast surge, space-rending spell, mime-metamagic [Persistent Spell, Widen Spell]), discipline powers (dark half [16 rounds/day], morphic form, psychic safeguard)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, headband of mental prowess +4 (Wis, Cha), spectral shroud, diamond worth 1,500 gp, diamond dust worth 250 gp

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Notes on the Build:

The goal was for Rasputin to be able to control and disable players without irrevocably removing them from the fight. The spells on this list can be dispelled or mitigated in some way, unlike some control spells such as plane shift, maze, or microcosm.

At the same time, the ability to use his swift action for quickened spells or teleporting, his move action for the orb or hand, and his standard action for normal spells should allow him to keep up in action economy with the players.

He has additional spells known due to choosing the human favored class bonus from levels 4 to 18.


And I just noticed that the Knowledge abilities should have 27 ranks (16 + 3 +8). Oh well. Whoever reads or copies it, remember to correct please...


Okay. I ALSO had forgot to put in the bonus skill ranks for being human. Check everything thrice? More check everything ten times, expecially when you know that you always are too much in a hurry...
Whatever...

Rasputin the Occult Priest (Third Time is Right Time?):

Grigori Rasputin CR 17
XP 102,400
Male middle–aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses true seeing; Perception +25
Aura unholy aura (DC 22)

----- Defense -----
AC 32, touch 24, flat-footed 30 (+4 armor, +4 deflection, +2 Dexterity, +4 insight, +4 morale [touch only], +4 natural, +4 shield)
hp 117 (18d6+18+18)
Fort +14, Ref +15, Will +22 (+4 resistance bonus from unholy aura/resilience of the faithful; +1 luck bonus from prayer aura [+2 vs. good opponents])
Defensive Abilities stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +9/+4 (1d4–1/19–20)
Ranged mwk Nagant M1895 revolver +12/+7 (1d8/×4)
Spell-Like Abilities (CL 18th; concentration +20/+24 when casting defensively or grappled)
1/day- detect thoughts (DC 13), telepathic bond
Psychic Spells Known (CL 18th; concentration +26/+30 when casting defensively or grappled)
9th (3/day)– miracle (DC 27), psychic image (DC 27)
8th (6/day)– bilocation, fool’s forbiddance (DC 26), moment of prescience, planar ally, greater, psychic crush IV (DC 26)
7th (7/day)– ectoplasmic eruption (DC 25), finger of death (DC 25), greater scrying (DC 25), hold person, mass (DC 25), spell turning, waves of ecstasy (DC 25)
6th (7/day)– antilife shell, blade barrier (DC 24), ethereal jaunt, inflict pain, mass (DC 24), mental barrier V, psychic surgery
5th (7/day)– commune, plane shift (DC 23), possession (DC 23), synaptic pulse, greater (DC 23), spell resistance (DC 23), true seeing (DC 23), wall of ectoplasm (DC 23)
4th (8/day)– freedom of movement (DC 22), guardian of faith (DC 22), overwhelming presence (DC 22), scrying (DC 22), sending, telekinesis (DC 22), terrible remorse (DC 22)
3rd (8/day)– agonizing rebuke (DC 21), blink, claraudience/clairvoyance, ectoplasmic snare (DC 21), haste (DC 21), magic vestment (DC 21), protection from energy (DC 21)
2nd (8/day)– anticipate thoughts (DC 20), blindness/deafness (DC 20), enthrall (DC 20), ghost whip, levitate, oneiric horror (DC 20), placebo effect (DC 20), spiritual weapon
1st (8/day)– anticipate peril (DC 19), bless, command (DC 19), invigorate (DC 19), mage armor (DC 19), murderous command (DC 19), shield, sow thought (DC 19)
0 (at will)– bleed (DC 18), daze (DC 18), detect magic, detect poison, detect psychic significance, ghost sound (DC 18), mage hand, read magic, resistance (DC 18), stabilize (DC 18), telekinetic projectile
Discipline Faith*

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts freedom of movement, levitate, mage armor, moment of prescience, shield, and true seeing. Once enemies are in sight, he activates his prayer aura and casts antilife shell.
During Combat Under the protection of his antilife shell, Rasputin attempts to hinder opponents with ectoplasmic eruption, fool’s forbiddance, mass hold person, overwhelming presence and waves of ecstasy, turn foes against each other with terrible remorse and sow thought, before laying waste with such deadly effects as blade barrier, psychic crush IV, finger of death, mass inflict pain, greater synaptic pulse, and oneiric horror; he modifies his offensive spells with overpowering mind, synaptic shock and mimic metamagic, while using blink to become an even less easy target.
If wounded, Rasputin converts spell slots in quickened cure spells while continuing to target enemies with offensive spells. Should the World Engine be destroyed, Rasputin protects himself with spell turning, protection from energy, spell resistance, and ongoing mental barrier V, trying to cast a second moment of prescience with defensive prognostication if he can. He retains his +4 resistance bonus on saves from resilience of the faithful even if the unholy aura is dispelled.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 15, Con 13, Int 26, Wis 19, Cha 14
Base Atk +9; CMB +8 CMD 28
Traits Called, Indelible Ire
Feats Combat Casting, Craft Wondrous Items, DiehardB, Expanded Phrenic Pool, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Psychic Healing, Quicken Spell, Toughness
Skills Bluff +23, Diplomacy +27, Intimidate +27, Knowledge (arcana) +29, Knowledge (nobility) +29, Knowledge (planes) +29, Knowledge (religion) +29, Perception +25, Sense Motive +25, Spellcraft +29, Use Magic Device +20
Languages Aklo, Church Slavonic, Common, French, Greek, Latin, Romanian, Russian, Ukrainian; telepathy 100 ft.
SQ discipline powers (deity*, divine energy [4 points], resilience of the faithful +4, prayer aura), phrenic amplifications (defensive prognostication, mimic metamagic [ectoplasmic spell, furious spell], ongoing defense, overpowering mind, synaptic shock), phrenic pool (15 points)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, cassock of the Black Monk, headband of mental prowess +4 (Int, Wis; Diplomacy, Use Magic Device), onyx crucifix (divine focus)

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Cassock of the Black Monk
Aura strong enchantment; CL 12th
Slot body; Price 34,000 gp; Weight 1 lb.
Description
This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt’s hem. The cassock of the Black Monk grants a +4 morale bonus to the wearer’s touch AC. In addition, while wearing the cassock, a character with the spontaneous casting class feature or a psychic with the Faith discipline can convert his spells into both cure and inflict spells, regardless of his alignment.
Construction Requirements Craft Wondrous Item, dispel magic, moment of greatness; Cost 17,000 gp

* Nobody knows for sure which deity Rasputin worships. It could be the War Horseman Szuriel, or Queen Elvanna (considered a mythic creature); or maybe he could just worship himself, his own enormous ego.

So until now we have 12 entries. 4 psychics (all with different disciplines), 3 mesmerists (1 mythic multiclass mesmerist/kineticist), 2 occultists, 2 mediums (both Reincarnated), and 1 spiritualist...


Hmm what to do. The best way to replace the AP's Rasputin is with a psychic but a mesmerist fits the real life Rasputin so much better.


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If you're going to split the baby pick a Dream Psychic who is surreptitiously putting people to sleep and then manipulating them that way before he wakes them up. "Oh, you nodded off. Do you feel any strange desire to do things for me?"

For either a mesmerist or dream psychic I like Greater Spell Focus (Enchantment), Extend Spell, Persist Spell, Quicken Spell, Spell Perfection. Your perfected spell should be either Mass Suggestion (for free quicken) or if you're a dream psychic maybe Cloak of Dreams (for free quicken or if you've got time in advance perfection). Perfected versions of these spells are going to have a DC of 19+casting attribute (20+ for Psychic with Cloak of Dreams, 23+ if you blow max Phrenic Pool to use Overpowering Mind), and it just gets worse if a Mesmerist is staring at you or it's a persisted version requiring two saves.

Tactics should be to put up persisted Cloak of Dreams and Greater Invisibility, walk next to people to put them to sleep, quicken Mass Suggestion to tell those out of range to go for a walk, cast other spells or attack as needed, coup de grace once everyone present is asleep.

This is easier/nastier for the Mesmerist, since he can combine with Compel Alacrity trick to ensure he can walk up on people, use his stare to make it even tougher for one of them to avoid falling asleep, and he can attack with a useful stare feature, too. (Maybe Bleeding Stare so that guy is a lower coup de grace priority as he bleeds out for 6 points per round for 10 rounds. Does the party heal him or wake him first?)

The dream Psychic spin on this is that once only one sleep is left alive he uses Waking Dream to take over that persons body and go hunt the rest of the party who he Suggested take a brief walk. "Hi guys, Rasputin is dead, but so are the other guys. Come help me clean up?"

Grand Lodge

Rynjin wrote:
Liz Courts wrote:
Dieben wrote:
Please have more contests like this in the future, hopefully they'll be in adventures I have already played.
That is definitely the plan!
I think I'm going to drop out of this one if that's the case. Too many inconsistencies in this guy's statblock and I'm not really feeling anything that's not functionally identical to something already posted.

I'm doing the same thing. I know it's a revision that we're making, but what's presented doesn't completely make sense so nothing I come with can mimic it properly to make up with any of the wild and strange additions and subtractions, even with the original creator giving us the sound bytes. Even with that, the math doesn't add or match up with the rules that are in the books. There's a lot of special circumstances in the mix.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

I'm almost done with my build but would like some clarification on formatting from anyone knowledgeable about it.

1.) If you have the same bonus from different sources and they're of different strengths, but the higher one only applies to some attacks, how do you represent it? In this particular case, I'm looking at the deflection bonus to AC. +4 from unholy aura is a given but as a nod to history (and a nice little tactical advantage), I'd like to give my entry bullet shield, which at his level comes to +7. So would I write it as:

a.) +# armor, +4 deflection [+7 vs. ranged]…

OR

b.) +# armor, +4 deflection [+3 vs. ranged]…?

OR

c.) ?

2.) we're supposed to cite sources, and I'm wondering what the best way to do that is. I've been putting [APG], [OA] etc. in the italics with the spell names and feats but don't know how to use superscript on the forum. Would it be cleaner to list sources at the end, outside the statblock?

3.) Is retraining allowed in (not-yet-Soviet) Russia or should I be strict about feat selection and when their requirements are filled?


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In addition to my notes above, I wanted to point out that a Dream Psychic Rasputin could combine the following affects with his Stitched Soul to require that he be killed (or dispelled from an inhabited body) a total of 7 times.

1. Cast Akashic Form
2. Cast Greater Possession (real body disappears, takes over PC)
2. Mind Swap (takes over another PC, puts that PC's mind in the body of the possessed PC).
3. Waking Dream (Dream discipline ability) to take over the mind of a sleeping PC (caused through Cloak of Dreams).

Muahaha! If he pulled this off you'd have two PCs comatose, and one in the wrong body. With those remaining you'd have to:

1. Dispel Waking Dream, or kill the PC host.
2. Dispel Mind Swap, or kill PC host. (This one is tricky. I think the Mind Swap victim can kill the Possessed body he's inhabiting in order to get his body back and force your body out of Greater Possession early, but the rules are complicated/unclear and this is an unlikely move.)
3. Dispel Greater Possession, or kill the PC host.
4. Kill Rasputin. His Akashic Form kicks in, and he's back.
5. Kill Rasputin. His Stitched Soul kicks in, and he's back.
6. Kill Rasputin, His Stitched Soul kicks in, and he's back, but not quite as stong.
7. Kill Rasputin. He's finally really dead, congrats!

Regular 18th level Dream Psychics can only force enemies without access to Dispel Magic to kill him five times, and then only if they will kill three of their allies. Weak, needs a buff.


Wow, even without stitched soul, having to kill the big bad 4 times in one fight would tick my players off to no end.

I love it.

Silver Crusade

Pathfinder Roleplaying Game Subscriber

I may follow the example put forth by Bardess and give my build one last go over, because I know I didn't include FCB for Rasputin in mine. And I may have finally something I could do to bring that AC closer to where it is in the original stat block.

But then again I may not...

Hard to make that call, especially since this is just a fun contest.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Okay, time to stop fiddling and push it out:

Spoiler:
Grigori Rasputin CR 17

XP 102,400
Male middle-aged human psychic 18
NE Medium humanoid (human)
Init +2; Senses thoughtsense; Perception +26
Aura unholy aura (DC 22), prayer aura (40ft.)

----- Defense -----
AC 29, touch 25, flat-footed 27 (+4 armor, +4 deflection, +4 enhancement, +2 Dex, +4 insight)(+3 deflection vs. ranged)
hp 173 (18d6+108)
Fort +15, Ref +13, Will +19; +2 vs. scrying and mind-reading)
Defensive Abilities stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee cold iron dagger +7/+2 (1d4-2/19-20)
Ranged mwk Nagant M1895 revolver +13/+8 (1d8+1/×4)
Psychic Spells Known (CL 18th; concentration +28)
9th (3/day)—divide mind [OA], miracle (DC 27)
8th (6/day)—greater possession [OA] (DC 26), prediction of failure [UM] (DC 26), greater planar ally
7th (7/day)—ectoplasmic eruption [OA] (DC 25), foe to friend [APG] (DC 25), greater hostile juxtaposition [UC] (DC 25), psychic crush III [OA] (DC 25), greater scrying (DC 25)
6th (7/day)—antilife shell, envious urge [UM] (DC 24), geas/quest, withdraw affliction [OA], unwilling shield [APG] (DC 24), psychic surgery [OA]
5th (7/day)—explode head [OA] (DC 23), greater command (DC 23), id insinuation IV [OA] (DC 23), song of discord (DC 23), thought shield IV [OA], commune
4th (8/day)—mental barrier III [OA], mind thrust IV [OA] (DC 22), telekinesis (DC 22), thoughtsense [OA] , guardian of faith [ACG]
3rd (8/day)—agonizing rebuke [ARG] (DC 21), dispel magic, hostile levitation [UC] (DC 21), slow (DC 21), magic vestment
2nd (8/day)—bullet shield [UC], oneiric horror [OA] (DC 20), paranoia [OA] (DC 20), seek thoughts [APG] (DC 20), suggestion (DC 20), spiritual weapon
1st (8/day)—discern next of kin [ACG] (DC 19), ill omen [APG], illusion of calm [UC] (DC 19), mage armor, murderous command [UM] (DC 19), bless
0 (at will)—detect magic, detect poison, ghost sound (DC18), light, mage hand, read magic, resistance, telekinetic projectile [OA], virtue
Spell-Like Abilities (CL 18th; concentration +28)
1/day—detect thoughts DC 20), telepathic bond
Psychic Discipline faith

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts bullet shield, illusion of calm, mage armor, magic vestment, and thoughtsense. Once enemies are in sight, he casts seek thoughts and attempts to engage in conversation and uncover weaknesses to exploit later. If he believes he is about to be attacked, or if he feels there is nothing further to be gained by conversation, he casts divide mind and spiritual weapon.

During Combat Rasputin keeps his prayer aura discipline power and divide mind up at all times once combat has started. He attempts to toy with his enemies' fears and insecurities in order to turn them against one another and deflect attention from himself, first casting song of discord and then paranoia, murderous command, or envious urge on anyone who resists. After taking damage, he targets the enemy he considers to be the weakest with unwilling shield, and casts agonizing rebuke, oneiric horror, or psychic crush on whoever deals the most damage to him. If approached in close range, he casts antilife shell, slow, and hostile levitation to keep his opponents at bay. After being brought back to life by stitched soul for the first time, he begins to use greater possession, greater command, and his damaging spells while offering to protect and empower anyone who joins him willingly.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 7, Dex 14, Con 18, Int 26, Wis 18, Cha 14
Base Atk +9; CMB +7; CMD 27
Feats Careful Speaker [ISWG], Combat Casting, Diehard, Expanded Arcana [APG] (2), Hidden Presence [OA], Intrusive Presence [OA], Manipulative Presence[OA], Persistent Spell [APG], Signature Skill (heal) [PU], Toughness
Skills Bluff +24, Diplomacy +24, Heal +19, Intimidate +24, Knowledge (arcana) +22, Knowledge (nobility) +30, Knowledge (planes) +22, Knowledge (religion) +30, Perception +26, Profession (Doctor) +18, Sense Motive +26, Spellcraft +30, Use Magic Device +9
Languages Abyssal, Balachka (Cossack Dialect), Church Slavonic, Common, French, Greek, Infernal, Latin, Russian; telepathy 100 ft.
SQ discipline powers (deity [Szuriel], divine energy, resilience of the faithful [+4], prayer aura [18 rounds]), phrenic amplifications (mind shield, mindtouch, ongoing defense, overpowering mind, synaptic shock)
Gear cold iron dagger, mwk Nagant 1895 revolver with 21 metal cartridges, belt of physical might +4 (Dex, Con), headband of mental prowess +4 (Int, Wis), lesser talisman of freedom, lesser talisman of healing, ring of mind shielding, tunic of careful casting

----- Special Abilities -----
Stitched Soul (Su) Rasputin's soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells.) Only after Rasputin is slain for a third time do his soul's stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Now I can read all the other entries. :D


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Pathfinder Adventure Path Subscriber

Spoiler:

Comments: At first, it seems like mesmerist is the obvious class. However, antilife shell is the cornerstone of Rasputin's strategy, so he is a psychic. To have as much similarities with the following stat block as he originally had, I've given him the pain discipline so that he has some means of healing himself, and tried to keep as many of the same spells as possible. I had thought about different strategies, but given that he potentially has allies who can take part in the battle, this is what I've ended up with. (I'm sorry that I don't know how to create a superscript effect.) BTW, I have "the workings" available if needed.

Enjoy!

Grigori Rasputin CR 17
XP 102,400
Male middle-aged human psychic 18 (Pathfinder RPG Occult Adventures 60)
NE Medium humanoid (human)
Init +5 (+14 with anticipate peril and held dagger); Senses true seeing; Perception +24
Aura unholy aura (DC 22)
----- Defense -----
AC 34, touch 19, flat-footed 33 (+11 armor, +4 deflection, +1 Dex, +4 insight, +4 natural)
hp 191 (18d6+126; 220 with greater false life)
Fort +18, Ref +14, Will +19
Defensive Abilities stitched soul; SR 25 vs good
----- Offense -----
Speed 30 ft., fly 60 ft. (Good)
Melee +5 duelingUE dagger +14/+9 (1d4+5/19-20)
Ranged mwk Nagant M1895 revolver +11/+6 (1d8/x4)
Special Attacks agonized wounds (6/day, W-DC 27, 3 rounds), lay on hands (12/day; 9d6; self only), mercy (blinded, diseased, nauseated, shaken), painful reminder (6/day; 3d6 damage), phrenic amplification (focused force, overpowering mind, will of the dead; major: dual amplification, mimic metamagic [Ectoplasmic Spell, Logical Spell]), phrenic pool (12 points), power from pain (maximum 3/day)
Psychic Spells Known (CL 18th; concentration +26)
9th (3)—divide mindOA, mass suffocationAPG (F-DC 27)
8th (6)—horrid wilting (F-DC 26), maze, moment of prescience
7th (7)—mind blank, project image (W-DC 25), waves of ecstasyUM (W-DC 25), waves of exhaustion
6th (7)—antilife shell, blade barrier (R-DC 24), ethereal jaunt, mass inflict painOA (W-DC 24)
5th (7)—contact other plane, explode headOA (F or R-DC 23), greater forbid actionUM (W-DC 23), synapse overloadOA (F-DC 23), wall of force
4th (8)—freedom of movement, greater false lifeUM, lesser age resistanceUM, mass pain strikeAPG (F-DC 22), sending
3rd (8)—clairaudience/clairvoyance, dispel magic, displacement, fly, vampiric touch
2nd (8)—darkvision, detect mindscapeOA, hold person (W-DC 20), pain strikeAPG (W-DC 20), spectral hand, silence (W-DC 20)
1st (8)—alarm, anticipate perilUM, endure elements, persuasive goadUM (F-DC 19), remove fear, unseen servant
0—detect magic, detect poison, flare (F-DC 18), ghost sound (W-DC 18), light, lullaby (W-DC 18), mage hand, message, read magic
Psychic Discipline pain
Psychic Spell-Like Abilities (CL 18th; concentration +26)
1/day—detect thoughts (W-DC 20), telepathic bond
----- Tactics -----
Before Combat Every day, Rasputin casts greater false life, lesser age resistance, and mind blank. Within the Thrice-Tenth presbytery (area H6), he enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. When faced with combat, Rasputin casts anticipate peril, freedom of movement, fly, moment of prescience, and true seeing. After casting these spells, he holds his dagger in one hand (to gain the bonus to Initiative), and waits. Once enemies are in sight, he casts antilife shell, and then casts divide mind (to cast spells of 5th level or lower as a swift action each round), and quickened displacement. He drops his dagger (a free action) after Initiative has been rolled.
During Combat Under the protection of his antilife shell, Rasputin’s first action is to cast maze against any obviously powerful divine spellcaster and a swift action greater forbid action (“attack”) with a +3 save DC (using the overpowering mind amplification with six phrenic points). If there is another obviously powerful divine spellcaster, he casts maze again on the following round. He follows up with waves of ecstasy, and thereafter casts spells such as horrid wilting, mass suffocation, waves of ecstasy, or waves of exhaustion. He also casts swift action spells of 5th level or lower such as explode head or spectral hand to enable him to use touch attacks beyond the field’s perimeter, followed up by vampiric touch, as best fits his situation at the time. If Rasputin (and his allies) manage to defeat non-mazed enemies, he then casts blade barrier (boosted by the focused force amplification) centered on where those enemies were, and follows up with (additional) non-enhanced blade barriers; once those enemies reappear, he does his best to destroy them. If wounded, Rasputin might use his lay on hands ability as a swift action to self heal, while continuing to target enemies with offensive spells, but not if he needs the swift actions to cast more offensive spells. He tries to avoid melee combat.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.
----- Statistics -----
Str 10, Dex 12, Con 20, Int 26, Wis 16, Cha 17
Base Atk +9; CMB +9; CMD 20
Feats Armor Proficiency (Light, Medium), Combat Casting, Craft Wondrous Item, DiehardB, Ectoplasmic SpellAPG, Great Fortitude, Improved Initiative, Lightning Reflexes, Psychic DefenderOA, Toughness
Skills Bluff +27, Diplomacy +27, Fly +21 (+34 with fly cast), Intimidate +27, Knowledge (arcana, religion) +29, Knowledge (nobility, planes) +20, Perception +24, Sense Motive +21, Spellcraft +29, Use Magic Device +24
Languages Abyssal, Aklo, Celestial, Church Slavonic, Common, Giant, Infernal, Russian, Sylvan; telepathy 100 ft.
SQ telepathic bond, telepathy
Combat Gear scroll of mindscape doorOA (2); Gear glamered mithril breastplate (appears as a black cassock), mwk duelingUE dagger*, mwk Nagant M1895 revolver (AP 71, page 65) with 20 metal cartridges, bracers of the merciful knightUE*, circlet of persuasion, jewelry (worth 1,500 gp), ring of sustenance, spell component pouch, eye ointment (worth 1,000 gp, for true seeing), 20 replicas of Grigori (worth 100 gp, for project image; stored in his backpack), pouch with 112 gp worth of mixed coins and gems; Automatic Bonus Progression armor attunement +5, deflection +4, mental prowess +6/+2/+2, physical prowess +6/+2/+2, resistance +5, toughening +4, weapon attunement +5 (dagger). Note: The automatic progression rules are from the Pathfinder RPG Pathfinder Unchained book, pages 156-7.
* These items are cursed, having intermittent functioning. They only function within one mile of the Akuvskaya Monastery (ruined or otherwise).

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Some notes on my build:

• Abilities are 20-point buy without any inherent bonuses, relying on equipment to boost his ability scores instead.
• Hit points are as follows: 6 (1st level) + 3.5x17 (average subsequent levels) + 18 (favored class) + 18 (toughness) + 72 (Con modifier).
• I decided to avoid boosting AC too much because it could make the fight too difficult. With the right buffs and equipment, Rasputin can easily reach over 40 AC, which unfairly demands that the players manage to disable or dispel his defenses to land any blows at all. Instead, my entry relies on Mental Barrier to avoid the worst blows, which uses up his spellcasting resources and results in a fairer fight. This is especially true because it uses an immediate action, blocking him from using a swift action to cast an extra spell with divide mind. It creates a serious dilemma for Rasputin, having to decide whether he wants to focus on offense or defense.
• The official Rasputin appears to have a Heroic NPC's wealth by level plus 25% for having a crafting feat. My entry does not have any crafting feats, so I tried to stay within a couple percent of the suggested WBL.

Lantern Lodge

M1k31 wrote:
I'm surprised no "occultist"(or even partial occultist) builds have appeared yet... I mean he is using rare items that could be used as implements.

I have been thinking the same thing. Still working out the kinks. Occultist is a difficult class to wrap your head around.

Also, I'm not sure where the original Rasputin is getting his excess of stat bonuses from.

Lantern Lodge

Been working on this for over a week now. Probably riddled with errors as I am exhausted and it's 2:30 in the morning. Oh well, let me know what you think?

Spoiler:

Grigori Rasputin CR 17
XP 102,400
LE Medium Middle-Age Humanoid (Human) Occultist 18
Init +2; Senses true seeing, aura sight, low-light vision, darkvision 60 ft, Perception +25
Aura unholy aura (DC 22)
----- Defense -----
AC 23, touch 19, flat-footed 22 (+10 armor, +1 dex,+4 deflection, +4 insight, +4 natural armor )
hp 183 (18d8+90);
Fort +20, Ref +12, Will +18; +4 vs death effects, domination, min-affecting effects, and possession
Defensive Abilities stitched soul; danger sight Immune electricity SR 25 vs good spells
----- Offense -----
Speed 20 ft., fly 60ft. (perfect maneuverability)
Melee masterwork dagger +13/8/3 (1d4), touch attack +12
Ranged mwk Nagant M1895 +15/10/5 (1d8 / x4), ranged touch attack +14
Space 5 ft.; Reach 5 ft.
Special Attacks energy ray (30 ft line, 9d6 element, DC 27), energy blast (20 ft radius, 11d6 element DC 27), mind fear, psychic curse, glorious presence, cloud mind, forced alliance,
Occultist Spells Known (CL 18th; concentration +30)
6th (4/day)—contingency, charm monster (mass) (DC 23), disintegrate (DC 23), forbiddance (DC 23), heal, scrying (greater) (DC 23), temporary resurrection
5th (5/day)— dispel magic (greater) (DC 22), suffocate, suggestion (mass) (DC 22), telekinesis, teleport, true seeing, wall of force
4th (7/day)— cure critical wounds, death ward, freedom of movement, ice storm (DC 21), mind probe (DC 21), mind wipe (DC 21), planar adaption
3rd (7/day)— arcane sight, bestow curse (DC 20), lightning bolt (DC 20), cure serious wounds, magic vestment, protection from energy, suggestion (DC 20)
2nd (7/day)—aversion (DC 20), apport object, bullet shield, chill metal (DC 20), locate object, spectral hand, sound burst (DC 20)
1st (7/day)—charm person (DC 19), cure light wounds, murderous command (DC 19), hex ward, negate aroma, sculpt corpse, shocking grasp
Cantrips (at will)—bleed (DC 18) , dancing lights, daze (DC 18), detect magic, purify food and drink, resistance, stabilize
----- Tactics -----
Before Combat Once every two weeks, Rasputin casts a contingency (temporary resurrection on himself. In the event that his body is dead for more than an hour, temporary resurrection is cast upon his body. Inside the Twice Tenth Presbytery Rasputin (Area H6) enjoys the benefits of the World Engine’s unholy aura and insight bonus to AC. A magic circle against law is drawn on the floor as an added precaution. Rasputin then activates Mind Barrier and Mind Over Gravity, and casts freedom of movement, death ward, protection from energy (electricity) and true seeing
During Combat When his enemies are advancing on him, Rasputin casts spectral hand and wall of force in order to cast touch spells from behind the safety of his barrier. Rasputin stalls for time by taunting the party. Rasputin attempts to hinder opponents with suggestion (mass) urging the party to give up this pointless search for his mother and return to Golarion and turn foes against each other with murderous command. While continuing to mock the party with details of his nefarious plans, he casts arcane sight to identify any powerful buffs ahead of time. Through his spectral hand, Raspuin casts dispel magic (greater) targeting creatures with buffs and magic items. He casts bestow curse followed by icestorm. He activates his Globe of Negation if it looks like the enemy is close to breaking through the wall of force. When the shield goes down he will use his energy blast focus ability (favoring electricity, but switching up the element if the party appears resistant) and while using his Danger Sense ability to avoid damage as much as possible. If Rasputin’s glove runs out of power, he will cast lightningbolt targeting himself, to recharge the battery. If forced to focus on the most dangerous party member, he casts targeting spells like suffocate or mind wipe for casters. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently. Once a week he casts Contingency: Temporary Resurrection which activates when Rasputin has remained dead for one hour, leaving him one day to obtain a proper resurrection from his followers before dying. Afterwards he goes into hiding to plot his revenge. Do I smell a Mythic Adventures sequel?
----- Statistics -----
Str 9, Dex 13, Con 19, Int 27, Wis 13, Cha 18
Base Atk +13; CMB +12; CMD 23
Feats Combat Casting, Craft Magical Arms and Armor, Diehard, Extra Mental Focus [3], Great Fortitude, Implement Focus (Necromancy), Iron Will, Lightning Reflexes, Quicken Spell
Skills Appraise +27, Diplomacy +25, Disable Device +22, Fly +22, Knowledge (arcana) 29, Knowledge (engineering) +29, Knowledge (history) +29, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +16, Perception +25, Sense Motive +22, Spellcraft +29, and Use Magic Device +25.
Languages Russian, Church Slavic, Latin, English, German, French, Ioborian, Common, Infernal, Celestial, Draconic
SQ necromantic focus, stitched soul, sudden insight, third eye
Gear belt of mental prowess (Int, Cha) +4, Rasputin’s Glove (see below), legacy weapon, mind over gravity, belt of physical prowess +2 (dex, con), hand mirror, prayer ropes (+2 dex from focus), rosary, crucifix, bible, masterwork dagger
----- Special Abilities -----
Stitched Soul(Su) Rasputin’s Soul is stitched to his body with the threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hitpoints equal to or greater than his constitution score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk agains comes back to life 1d6 rounds later, as if the target of raise dead spell (upon returning, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain a third timedo his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.
Implements (Su) Each of Rasputin’s implements has a special historical or personal significance.
Abjuration Implement- “Crucifix”: Focus- 5: This simple wooden cross was formerly the property of a paladin who carried it as his holy symbol during the crusades. After returning, the man founded a church in France before falling ill and bequeathing it to his successor. The crucifix was later gifted to the royale family. After some time collecting dust, Rasputin convinced the Tsar to give him the artifact. The item also fuctions as an amulet of natural armor +4.
Conjuration Implement- “Hand Mirror” Focus- 1: After his apparent final death, Rasputin arose from the grave to the witness of only the grave keeper who had been performing his nightly rounds. After quickly dispatching the oaf, Rasputin used the sculpt corpse spell to alter his appearance and left the decoy in his grave. It was this corpse that was later exhumed and set ablaze on a funeral pyre leaving none the wiser, save for Rasputin’s half-sister, Elvanna. The Queen of Irrisen thought her dear half-brother would be the perfect lure for her trap. This mirror was specially crafted with the Irriseni Mirror Sight Spell. Enhanced with the queen’s magic, it is capable of sending visual and auditory messages both ways to the sister mirror (possessed by Elvanna) and works regardless of distance or plane. The mirror can be used to contact Queen Elvanna by holding the mirror and invoking her name.
Divination Implement- “Bible” Focus- 7: Like many members of the faith, Rasputin turns to the holy scripture for guidance and comfort. The text is written in the Latin language. Rasputin reads to his children every night. See? He’s not a total ass hat.
Enchantment Implement- "Rosary" Focus-1: This rosary was recovered from a convent that burned to the ground in St Petersburg. Though there are none alive who witnessed the event and the cause of the fire was never truly determined, the history of this item can be determined through Prognostication. Succeeding at an Appraise check DC 25 or more paints the gruesome tale of a nun swayed by dark forces. A strong demonic influence was wrought upon this woman that slowly drove her insane. Her final act of desperation was to seal the evil within as she burned everyone alive including herself.
Evocation Implement- “Right Hand of the Mad Monk” Focus- 10: Rasputin experimented with new emerging technologies and was fascinated by the potential destructive properties of Tesla’s inventions. Rasputin theorized the possibility of miniaturizing the destructive forces of the World Engine for military use. Though this cumbersome device is composed of a +4 breastplate that functions as a housing for a large battery wired to an oversized gauntlet. When active, the large coils protruding from the back of the breastplate pulsate with arched electricity generating a magnetic field that grants the wearer +4 deflection bonus to AC. The device depletes one charge per hour.
The Right Hand of the Black Monk was designed to regulate the flow of electrical energy through the body and can convert 20 points of electricity damage directed at the user, converting it into one charge. Excess electrical damage is taken normally. If an Occultist uses this device as his evocation implement, he can spend a charge instead of a point of mental focus to fire an energy ray (electricity only). He also counts as having the Implement Focus (evocation) feat. The Right Hand of the Black Monk only functions if both components are worn together, taking up both the glove and armor item slots. Rasputin’s Glove can hold 5 charges.
Necromancy Implement- “Rasputin's Favorite Toy” Focus-5: One of Rasputin’s most noted artifacts was an item exhumed from his own flesh during a particularly intimate assembly which left the mad monk dead once again. The assailant absconded with the implement into the underground where it was kept as a center piece for her cult and revered as a fertility charm. The implement was recovered not long after the monk was resurrected. It took some time before the cult realized that had been worshipping a sea cucumber. Rasputin’s implement is charged with a necromantic focus, which is particularly potent being that it is a piece of his own flesh. He is very protective of his toy and keeps it on him at all times. He cries when they take it away.
Transmutation Implement- “Prayer Ropes” Focus- 3: This cord is a common accessory of the clergy that is worn over the shoulders. Several of these ropes were made in the same fashion for other monks in Rasputin’s order. Though they appear identical, close examination reveals the material of Rasputin’s is clearly superior.

Build Notes
Running it: I am currently running this Adventure Path all the way through. I’ve changed much of the content already to reflect some odd choices the party has made. I intend of expanding on the Occult Classes through the rest of Rasputin Must Die.
Anastasia: When I started the game, one of the party members decided to make a character based on Anastasia. At first I thought it was a bad idea since the character appeared in a later in the adventure. Then I thought, how weird would it be if Rasputin used an Occult Ritual to separate Anastasia into two girls to repress her memory. The whimsical bard/oracle was then transported to Taldor, Golarion, while the timid girl is kept in Russia, closely guarded by Alexei.
The Brothers Three I intend on replacing with three Aero Kinetiscists. The back story behind that involves two soldiers and a street rat that were exposed to the energies of the World Engine and developed kinetic abilities. The Brothers 3 will still be used, but I believe Nosferatu would sleep during the day and feed at night.

problems I ran into: I think there was a great deal I was missing as far as the original build’s AC and CMD. I can’t account for +6 bonus. I assume it has something to do with an Oracle class feature that I read wrong, but it would help if I knew how I could replicate that for my build.
Rasputin’s Steampunk arm was an idea I had to replace the Cassock of the Mad Black. Though I’m fairly certain the game mechanics for it are sound, I’m not sure if the science that inspired it is correct. I’m a cartoonist, not a physicist. I tried to keep it as useful to the Occultist as the Cassock was to the Oracle. My party will find little use for it, as they have no Occultist in the party.

Shadow Lodge

Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild Subscriber
Corneleus Idaho wrote:
M1k31 wrote:
I'm surprised no "occultist"(or even partial occultist) builds have appeared yet... I mean he is using rare items that could be used as implements.

I have been thinking the same thing. Still working out the kinks. Occultist is a difficult class to wrap your head around.

Also, I'm not sure where the original Rasputin is getting his excess of stat bonuses from.

He uses the Heroic NPC stat array, with his racial bonus in CON and all his level bonuses in CHA. The rest is equipment. Took me a long time to figure that out. :(

Lantern Lodge

Okay, so the

Spoiler:
32 AC
comes from what bonuses?

Contributor

2 people marked this as a favorite.

Geez, you folks are brutal! Keep up the fantastic entries--wish I'd had all these toys to play with!


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Corneleus Idaho wrote:
Okay, so the ** spoiler omitted ** comes from what bonuses?

Spoiler:
10 base + 10 oracle revelation + 8 world engine + 4 amulet = 32. The boost to touch AC is from his cassock.

On that subject though, I noticed that in my haste to finally post my build (after 4am @_@), I made some typos in my entry's AC. I had been playing around with the idea of having natural armor thrown in there (as well as alternate sources and different amounts of Dex), and forgot to clean it up before posting.

My entry's AC should be amended to read::
AC 28, touch 20, flat-footed 26 (+4 armor, +4 deflection, +4 enhancement, +2 Dex, +4 insight)(+3 deflection vs. ranged)


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Brandon Hodge wrote:
Geez, you folks are brutal! Keep up the fantastic entries--wish I'd had all these toys to play with!

That's the whole idea. ;)

Lantern Lodge

Cuuniyevo wrote:
Corneleus Idaho wrote:
Okay, so the ** spoiler omitted ** comes from what bonuses?

** spoiler omitted **

On that subject though, I noticed that in my haste to finally post my build (after 4am @_@), I made some typos in my entry's AC. I had been playing around with the idea of having natural armor thrown in there (as well as alternate sources and different amounts of Dex), and forgot to clean it up before posting.

** spoiler omitted **

Right... the 10 base. This is what I get for posting at 3 am.

Lantern Lodge

My calculations were a bit off. Here is the corrected version of Rasputin, Occultist

Spoiler:

Grigori Rasputin CR 17
XP 102,400
LE Medium Middle-Age Humanoid (Human) Occultist 18
Init +2; Senses true seeing, aura sight, low-light vision, darkvision 60 ft, Perception +25
Aura unholy aura (DC 22)
----- Defense -----
AC 32, touch 22, flat-footed 32 (10 base, +10 armor, +4 luck (touch only), +4 deflection, +4 insight, +4 natural armor)
hp 201 (18d8+108);
Fort +20, Ref +11, Will +17; +4 vs death effects, domination, min-affecting effects, and possession
Defensive Abilities stitched soul; danger sight Immune electricity SR 25 vs good spells
----- Offense -----
Speed 20 ft., fly 60ft. (perfect maneuverability)
Melee masterwork dagger +13/8/3 (1d4-1), touch attack +12
Ranged mwk Nagant M1895 +14/9/4 (1d8 / x4), ranged touch attack +13
Space 5 ft.; Reach 5 ft.
Special Attacks energy ray (30 ft line, 9d6+5 element, DC 27), energy blast (20 ft radius, 11d6+5 element DC 27), mind fear, psychic curse, glorious presence, cloud mind, forced alliance,
Occultist Spells Known (CL 18th; concentration +30)
6th (4/day)—contingency, charm monster (mass) (DC 23), disintegrate (DC 23), forbiddance (DC 23), heal, scrying (greater) (DC 23), temporary resurrection
5th (5/day)— dispel magic (greater) (DC 22), suffocate, suggestion (mass) (DC 22), telekinesis, teleport, true seeing, wall of force
4th (7/day)— cure critical wounds, death ward, freedom of movement, ice storm (DC 21), mind probe (DC 21), mind wipe (DC 21), planar adaption
3rd (7/day)— arcane sight, bestow curse (DC 20), lightning bolt (DC 20), cure serious wounds, magic vestment, protection from energy, suggestion (DC 20)
2nd (7/day)—aversion (DC 20), apport object, bullet shield, chill metal (DC 20), locate object, spectral hand, sound burst (DC 20)
1st (7/day)—charm person (DC 19), cure light wounds, murderous command (DC 19), hex ward, negate aroma, sculpt corpse, shocking grasp
Cantrips (at will)—bleed (DC 18) , dancing lights, daze (DC 18), detect magic, purify food and drink, resistance, stabilize
----- Tactics -----
Before Combat Once every two weeks, Rasputin casts a contingency (temporary resurrection on himself. In the event that his body is dead for more than an hour, temporary resurrection is cast upon his body. Inside the Twice Tenth Presbytery Rasputin (Area H6) enjoys the benefits of the World Engine’s unholy aura and insight bonus to AC. A magic circle against law is drawn on the floor as an added precaution. Rasputin then activates Mind Barrier and Mind Over Gravity, and casts freedom of movement, death ward, protection from energy (electricity) and true seeing
During Combat When his enemies are advancing on him, Rasputin casts spectral hand and wall of force in order to cast touch spells from behind the safety of his barrier. Rasputin stalls for time by taunting the party. Rasputin attempts to hinder opponents with suggestion (mass) urging the party to give up this pointless search for his mother and return to Golarion and turn foes against each other with murderous command. While continuing to mock the party with details of his nefarious plans, he casts arcane sight to identify any powerful buffs ahead of time. Through his spectral hand, Raspuin casts dispel magic (greater) targeting creatures with buffs and magic items. He casts bestow curse followed by icestorm. He activates his Globe of Negation if it looks like the enemy is close to breaking through the wall of force. When the shield goes down he will use his energy blast focus ability (favoring electricity, but switching up the element if the party appears resistant) and while using his Danger Sense ability to avoid damage as much as possible. If Rasputin’s glove runs out of power, he will cast lightningbolt targeting himself, to recharge the battery. If forced to focus on the most dangerous party member, he casts targeting spells like suffocate or mind wipe for casters. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently. Once a week he casts Contingency: Temporary Resurrection which activates when Rasputin has remained dead for one hour, leaving him one day to obtain a proper resurrection from his followers before dying. Afterwards he goes into hiding to plot his revenge. Do I smell a Mythic Adventures sequel?
----- Statistics -----
Str 9, Dex 11, Con 19, Int 26, Wis 14, Cha 17
Base Atk +13; CMB +12; CMD 23
Feats Combat Casting, Craft Magical Arms and Armor, Diehard, Extra Mental Focus [3], Great Fortitude, Implement Focus (Necromancy), Iron Will, Lightning Reflexes, Quicken Spell
Skills Appraise +27, Bluff +21*, Diplomacy +24, Disable Device +22, Fly +22, Knowledge (arcana) 29, Knowledge (engineering) +29, Knowledge (history) +29, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +16, Perception +25, Sense Motive +23, Spellcraft +29, Survival +20*, and Use Magic Device +24.
Languages Russian, Church Slavic, Latin, English, German, French, Ioborian, Common, Infernal, Celestial, Draconic
SQ necromantic focus, stitched soul, sudden insight, third eye, legacy weapon, mind over gravity
Gear mwk dagger, mek Nagant M1895 revolver with 21 metal cartridges, belt of mental prowess +4 (Int, Wis), Right Hand of the Mad Monk (see below), belt of physical perfection +2, hand mirror, prayer ropes, rosary, crucifix, bible, masterwork dagger, amulet of natural armor +4
----- Special Abilities -----
Stitched Soul(Su) Rasputin’s Soul is stitched to his body with the threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hitpoints equal to or greater than his constitution score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk agains comes back to life 1d6 rounds later, as if the target of raise dead spell (upon returning, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain a third timedo his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.
Implements (Su) Each of Rasputin’s implements has a special historical or personal significance.
Abjuration Implement- “Crucifix”: Focus- 5: This simple wooden cross was formerly the property of a paladin who carried it as his holy symbol during the crusades. After returning, the man founded a church in France before falling ill and bequeathing it to his successor. The crucifix was later gifted to the royale family. After some time collecting dust, Rasputin convinced the Tsar to give him the artifact.
Conjuration Implement- “Hand Mirror” Focus- 1: After his apparent final death, Rasputin arose from the grave to the witness of only the grave keeper who had been performing his nightly rounds. After quickly dispatching the oaf, Rasputin used the sculpt corpse spell to alter his appearance and left the decoy in his grave. It was this corpse that was later exhumed and set ablaze on a funeral pyre leaving none the wiser, save for Rasputin’s half-sister, Elvanna. The Queen of Irrisen thought her dear half-brother would be the perfect lure for her trap. This mirror was specially crafted with the Irriseni Mirror Sight Spell. Enhanced with the queen’s magic, it is capable of sending visual and auditory messages both ways to the sister mirror (possessed by Elvanna) and works regardless of distance or plane. The mirror can be used to contact Queen Elvanna by holding the mirror and invoking her name.
Divination Implement- “Bible” Focus- 7: Like many members of the faith, Rasputin turns to the holy scripture for guidance and comfort. The text is written in the Latin language. Rasputin reads to his children every night. See? He’s not a total ass hat.
Enchantment Implement- Rosary Focus-1: This rosary was recovered from a convent that burned to the ground in St Petersburg. Though there are none alive who witnessed the event and the cause of the fire was never truly determined, the history of this item can be determined through Prognostication. Succeeding at an Appraise check DC 25 or more paints the gruesome tale of a nun swayed by dark forces. A strong demonic influence was wrought upon this woman that slowly drove her insane. Her final act of desperation was to seal the evil within as she burned everyone alive including herself.
Evocation Implement- “Right Hand of the Mad Monk” Focus- 10: Rasputin experimented with new emerging technologies and was fascinated by the potential destructive properties of Tesla’s inventions. Rasputin theorized the possibility of miniaturizing the destructive forces of the World Engine for military use. Though this cumbersome device is composed of a +4 breastplate that functions as a housing for a large battery wired to an oversized gauntlet. When active, the large coils protruding from the back of the breastplate pulsate with arched electricity generating a magnetic field that grants the wearer +4 luck bonus to the wearer's touch AC. The device depletes one charge per hour.
The Right Hand of the Black Monk was designed to regulate the flow of electrical energy through the body and can convert 10 points of electricity damage directed at the user, converting it into one charge. Excess electrical damage is taken normally. If an Occultist uses this device as his evocation implement, he can spend a charge instead of a point of mental focus to fire an energy ray (electricity only). He also counts as having the Implement Focus (evocation) feat. The Right Hand of the Black Monk only functions if both components are worn together, taking up both the glove and armor item slots. Rasputin’s Glove can hold 5 charges. Price: 76,350 gp. Requirements: Craft Magical Arms and Armor, protection from energy, and Energy Ray Focus Power, Cost: 38,175 gp
Necromancy Implement- “Rasputin's Favorite Toy” Focus-5: One of Rasputin’s most noted artifacts was an item exhumed from his own flesh during a particularly intimate assembly which left the mad monk dead once again. The assailant absconded with the implement into the underground where it was kept as a center piece for her cult and revered as a fertility charm. The implement was recovered not long after the monk was resurrected. It took some time before the cult realized that had been worshipping a sea cucumber. Rasputin’s implement is charged with a necromantic focus, which is particularly potent being that it is a piece of his own flesh. He is very protective of his toy and keeps it on him at all times. He cries when they take it away.
Transmutation Implement- “Prayer Ropes” Focus- 3: This cord is a common accessory of the clergy that is worn over the shoulders. Several of these ropes were made in the same fashion for other monks in Rasputin’s order. Though they appear identical, close examination reveals the material of Rasputin’s is clearly superior.

Build Notes
Running it: I am currently running this Adventure Path all the way through. I’ve changed much of the content already to reflect some odd choices the party has made. I intend of expanding on the Occult Classes through the rest of Rasputin Must Die.
Anastasia: When I started the game, one of the party members decided to make a character based on Anastasia. At first I thought it was a bad idea since the character appeared in a later in the adventure. Then I thought, how weird would it be if Rasputin used an Occult Ritual to separate Anastasia into two girls to repress her memory. The whimsical bard/oracle was then transported to Taldor, Golarion, while the timid girl is kept in Russia, closely guarded by Alexei.
The Brothers Three I intend on replacing with three Aero Kinetiscists. The back story behind that involves two soldiers and a street rat that were all exposed to the energies of the World Engine and developed kinetic abilities. I think Rasputin would have more of a direct sway over his minions, using Mass Suggestion and Mass Charm Monster to influence them. The brothers three probably still are there, but they would serve a different purpose than as Rasputin’s personal body guards.

build notes:
Rasputin’s Steampunk arm was an idea I had to replace the Cassock of the Mad Black. Though I’m fairly certain the game mechanics for it are sound, I’m not sure if the science that inspired it is correct. I’m a cartoonist, not a physicist. I tried to keep it as useful to the Occultist as the Cassock was to the Oracle. My party will find little use for it, as they have no Occultist in the party.

Lantern Lodge

Nope. Still don't think it's correct...

Grand Lodge

Pathfinder Adventure Path Subscriber

An alternative version of the Mad Mesmerist for your consideration:

Grigori Rasputin CR 17

Spoiler:
XP 102,400
Male, middle-aged human mesmerist 18
NE Medium humanoid(human)
Init +4; Senses true seeing; Perception +22
Aura unholy aura (DC 22)

----- Defense -----
AC 30, touch 18, flat-footed 30 (+8 armor +4 deflection +4 insight +4 natural)
hp 184 (18d8+72+2d10+18)
Fort +16, Ref +15, Will +26
Defensive Abilities faked death, stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk. sword cane +13/8/3 (1d6-1),
Ranged mwk. Nagant M1895 revolver +14/9/4 (1d8 x4)
Special Attacks hypnotic stare (-3), painful stare (+9/+6d6)
Mesmerist Spells Known (CL 18th; concentration +26)
6th (4/day)—insanity (DC 26), mass hold person (DC 26), programmed image (DC 24), true seeing
5th (5/day)—cloak of dreams (DC 25) APG*, feeblemind (DC 25), mislead, possession (DC 23)
4th (7/day)—dimension door, dominate person (DC 24), freedom of movement, greater invisibility, solid fog
3rd (7/day)—confusion (DC 23), dispel magic, greater false life UM*, greater oneiric horror (DC 21), nondetection, terrible remorse (DC 23) UM*
2nd (7/day)—babble (DC 22), enthrall (DC 22), glitterdust (DC 20), hold person (DC 22), mirror image, reckless infatuation (DC 22) UM*
1st (7/day)—charm person (DC 21), disguise self, heightened awareness ACG*, lock gaze (DC 21), UC* obscuring mist, ventriloquism (DC 19)
0th (at will)—daze (DC 20), detect magic, detect psychic significance, ghost sound (DC 18), light, prestidigitation

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. As soon as he is aware of intruders in his sanctum he casts freedom of movement, greater false life, nondetection, heightened awareness and programmed image. As the PCs approach, Rasputin prepares for battle with true seeing, mirror image and finally greater invisibility.
During Combat Rasputin’s programmed image is a large-sized illusory duplicate of Rasputin, it’s programming triggers when the image sees any unwelcome visitor enter the presbytery, once triggered it attempts to demoralize as many PCs as possible to further soften their will for Rasputin’s manipulative magics. This can be an opportunity to monologue about how great his power is and how doomed the PCs are. The image is also programmed to laugh off any blows or spells that may strike it. While the PCs are occupied with Rasputin’s illusion, the mad monk studies the PCs then focuses his hypnotic gaze on who he believes to be their strongest martial warrior. He uses his rod and casts silent possession on his target. Once he possesses a PC Rasputin uses still mislead to move his new body into the most advantageous position while directing the illusory party member to behave as normal. Then he takes another round to refocus his gaze and casts silent still dominate person on whoever he believes to be the second-biggest martial threat. If he has time he may also implant spacial switch into his dominated ally activating it if he is about to be attacked. After he has control of the party’s strongest fighters Rasputin begins dismantling the rest, he targets any powerful casters with feeblemind, then rushes in to use his new body to it’s full extent, full attacking any PCs that still threaten him using his painful stare for additional damage. If Rasputin ever senses that the PCs can see him while invisible, he casts solid fog which he can easily navigate with his freedom of movement. Rasputin will then attempt to lure single PCs out of the fog with taunts. He gazes and casts silent possession on the first PC to emerge. When reduced to 50% (92) hit points he activates his faked death trick. Before leaving invisibility, if he is able, he will implant the trick back into himself and activate it again at 25% (46) of his hit points. At this point he will attempt to use his wand for healing, then re-implant faked death and commence his assault once more. Each time he is resurrected he attempts to feign death at 50% and 25% of his health.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 11, Con 15, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 22
Feats Deceitful, Diehard(B), Great Fortitude, Greater Spell Focus (Enchantment), Hidden Presence, Intimidating Glance, Silent Spell, Still Spell, Spell Bluff Spell Focus (Enchantment), Toughness
Skills Bluff +35, Diplomacy +26, Disguise +25, Intimidate +29, Knowledge (arcana) +15, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +20, Sense Motive +20, Spellcraft +15, Stealth +20, Use Magic Device +19

Languages Church Slavonic, Common, Russian
SQ bold stare (disorientation, sapped magic, susceptibility, timidity), glib lie (DC 33), hypnotic stare (-3), manifold tricks (5), mental potency (+3HD), mesmerist tricks (17/day, DC 27; compel alacrity [25 feet], cursed sanction, faked death, fearsome guise, mesmeric mirror [4 images], psychosomatic surge [1d8+9], spacial switch, spectral smoke, spell anticipation [feeblemind]), painful stare (+9/+6d6), touch treatment (11/day, break enchantment), towering ego (+8)
Combat Gear mwk. sword cane UE*, mwk. Nagant M1895 revolver with 21 metal cartridges, chain shirt +4, amulet of natural armor +4, belt of physical perfection +2, headband of mental prowess +4 (Wis, Cha), silent metamagic rod UE*, wand of cure critical wounds (17 charges)

Notes on running this type of encounter

Spoiler:
I created this particular build of Rasputin to provide an environment for the PCs that always keeps them guessing, to that end you may want to roll a few will saves for your players (just don't be that GM who rolls behind the screen and then fudges the dice). You may also want to have notes prepared for the player who gets possessed. Let them run Rasputin as their character when he's in their body, it will likely elicit less suspicion and keep the metagaming out of what should be a confounding encounter. Hopefully after "killing" the mad monk 9 times the players will feel as exhausted as they do accomplished.


Silent metamagic rod?! He doesn't have verbal components, like all psychic casters!


Cool idea!

Grand Lodge

Pathfinder Adventure Path Subscriber
Slithery D wrote:
Silent metamagic rod?! He doesn't have verbal components, like all psychic casters!

You're quite right, I'm so used to arcane casters...I suppose I'll have to recalculate a couple feats...as well as an item.

Lantern Lodge

A Logical Metamagic Rod would work. Emotion effects really seem to be taking off and since Rasputin was probably very capable of swaying emotions, it would make sense if he would take precautions to keep his own emotions in check.

Sovereign Court

Pathfinder Starfinder Adventure Path Subscriber

Grigori Rasputin:

Grigori Rasputin CR 17
XP 102,400
Male middle-aged human occultist 18
NE Medium humanoid (human)
Init +0; Senses blindsight 40 ft., true seeing; Perception +21,
Aura unholy aura (DC 22)
----- Defense -----
AC 34, touch 18, flat-footed 34 (+8 armor, +4 deflection, +4 insight, +4 natural, +4 shield)
hp 210 (18d8+126)
Fort +21, Ref +11, Will +18
Defensive Abilities stitched soul; DR 5/- (nonlethal); SR 25 vs. good
----- Offense -----
Speed 20 ft., fly 30 ft. (overland flight)
Melee mwk sword cane +13/+8/+3 (1d6-1/19-20)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/x4)
Occultist Spells Known (CL 18th; concentration +27)
6th (4/day)—blade barrier (DC 27), chain lightning (DC 27),charm monster (mass) (DC 25), disintegrate (DC 25), heal, prediction of failure (DC 25), repulsion (DC 25)
5th (6/day)—cone of cold (DC 26), dispel magic (greater), overland flight, suggestion (mass) (DC 24), teleport, true seeing, wall of force
4th (7/day)—contact other plane, cure critical wounds, echolocation, fire shield, freedom of movement, mindwipe (DC 23), resilient sphere
3rd (7/day)—cloak of winds, cure serious wounds, fireball (DC 24), hold person (DC 22), magic vestment, retrocongnition, talismanic implement
2nd (7/day)—ablative barrier, analyze aura, burning gaze (DC 23), defensive shock, demand offering, disfiguring touch, node of blasting (DC 21)
1st (8/day)—burning hands (DC 22), cure light wounds, expeditious retreat, forbid action[i] (DC 20), [i]heightened awareness, shield, shocking grasp
0 (at will)—daze (DC 19), detect psychic significance, light, purify food and drink, resistance, stabilize, telekinetic projectile
----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. At the beginning of each day Rasputin casts the following spells: ablative barrier, magic vestment, and overland flight. When faced with combat he casts: cloak of winds[i], [i]defensive shock, echolocation, freedom of movement, heightened awareness, shield, and true seeing. When enemies are in sight he casts repulsion and activates his globe of negation focus power.
During Combat Under protection from his repulsion, Rasputin hinders opponents with forbid action and wall of force and turns them against each other with suggestion, mass. He destroys his enemies with potent magic enhanced by the intense focus resonant power of his evocation implement. Using blade barrier, chain lightning, cone of cold, and fireball as well as his energy blast focus power. He uses his metamagic rod to empower his highest level spells. Rasputin uses a combination of healing spells, teleport, and abjuration focus powers to help himself while wounded.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.
----- Statistics -----
Str 9, Dex 10, Con 20, Int 28, Wis 11,Cha 18
Base Atk +13; CMB +12; CMD 30
Feats Craft Wondrous Item, DiehardB, Extra Mental Focus (x4), Greater Spell Focus (evocation), Skill Focus (Bluff), Skill Focus (Diplomacy), Skill Focus (Intimidate), Spell Focus (evocation), Toughness
Skills Bluff +29, Diplomacy +32, Heal +18, Intimidate +29, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (nobility) +27, Knowledge (planes) +30, Knowledge (religion) +30, Perception +21, Profession (faith healer) +21, Sense Motive +21, Spellcraft +30, Use Magic Device +35
Languages Church Slavonic, Common, German, Khanty, Mansi, Polish, Russian, Ukrainian
SQ aura sight, binding circles (DC 28), focus powers (cloud mind, energy blast [11d6, DC 28], energy ray [9d6], energy shield, flesh meld [4d8+18], globe of negation, legacy weapon [+4], mind barrier, obey [DC 28], servitor, side step, sudden insight, sudden speed, telekinetic mastery, wall of power[2d6+18]), implements (abjuration, conjuration, divination, enchantment, evocation x2, transmutation), magic circles, mental focus (35), object reading, outside contact (3 outsiders), shift focus
Gear mwk sword cane, mwk Nagant M1895 revolver with 21 metal cartridges, mwk armored coat, amulet of natural armor +4, belt of physical might +2 (Str, Dex), headband of mental prowess +4 (Int, Cha), lucky horseshoe, rod of metamagic, Empower (normal)
----- Special Abilities -----
Mental Focus(Su) Rasputin has 35 points of mental focus stored into his implements as follows
Abjuration implement, mental focus 6 points, resonant power warding talisman (Su)
Mwk armored coat, this armored coat looks like a monk’s cassock but is lined with plates repurposed from the armor of past tsars.
Conjuration implement, mental focus 0 points, resonant power casting focus (Su)
Cup of the Cross, this cup has been fashioned from the True Cross.
Divination implement, mental focus 0 points, resonant power third eye (Su)
Vedmak hair headband of mental prowess +4 (Int, Cha)
Enchantment implement, mental focus 2 points, resonant power glorious presence (Su)
Rusalka pearl amulet of natural armor +4
Evocation implement, mental focus 18 points, resonant power intense focus (Su)
Rod of metamagic, Empower (normal), this rod was fashioned from the handle of Perun’s Axe.
Evocation implement, mental focus 0 points, resonant power intense focus (Su)
Gloves of Veles
Transmutation implement, mental focus 9 points, resonant power physical enhancement (Su) (Con)
Zamj hide belt of physical prowess +2 (Str, Dex)
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.


Pathfinder Companion Subscriber

Here is my entry (man, picking thematically appropriate spells for an npc is always a lot of work!):

Girgori Rasputin:

Grigori Rasputin CR 17
XP 102,400
Male middle-aged human Mesmerist 18
NE Medium humanoid (human)
Init +2; Senses Perception +22

----- Defense -----
AC 28, touch 20, flat-footed 26 (+4 Armor, +4 Deflection, +2 Dex, +4 Insight, +2 Luck [vs. Firearm attacks only], +4 Natural Armor)
hp 162 (18d8+90)
Fort +10, Ref +14, Will +21

----- Offense -----
Speed 30 ft.
Melee Dagger +14/9/4 (1d4damage/19-20)
Ranged mwk Nagant M1895 revolver +15/10/5 (1d8/x4)
Space 5 ft.; Reach 5 ft.
Spells (CL 18; concentration +26)
6th (x/day)—insanity (DC 26), irresistible dance (dc 26), overwhelming presence (dc 26), power word blind (DC 26)
5th (x/day)—feeblemind (dc 25), mind fog (dc 25), primal regression (dc 25), vengeful outrage (dc 25), waves of fatigue
4th (x/day)—dominate person (dc 24), enervation, phantasmal killer (dc 24), steal power (dc 22), synapse overload (dc 22)
3rd (x/day)—bestow curse (dc 21), Crushing Despair (dc 23), confusion (dc 23), Dispel Magic, see invisibility, terrible remorse (dc 23)
2nd (x/day)—Agonizing rebuke (dc 20), blistering invective (dc 20), false life, oneiric horror (dc 20), stricken heart (dc 20), tongues
1st (x/day)—demand offering (dc 21), forbid action (dc 21), hideous laughter (dc 21), mental block (dc 21), murderous command (dc 21), paranoia (dc 21)
0 (At will)—daze (dc 20), detect magic, detect poison, ghost sound, prestidigitation, touch of fatigue (dc 18)

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. He begins each day with Curse Sanction master trick active on himself.
During Combat Rasputin begins combat by targeting what he feels is the most dangerous enemy with his Hypnotic Gaze and then casting [/i] Overwhelming Awe[/i]. During Combat, he will cast mind fog for a chance to lower will save bonuses, while shifting his gaze the the most dangerous threat as necessary. Should he believe one person to be an overwhelming threat, he will instead target them with his hypnotic stare and cast phantasmal killer on them.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 10, Dex 14, Con 16, Int 14, Wis 13, Cha 27
Base Atk +13; CMB +13; CMD 33
Feats Compound Pain, Excoriating Stare, Extended Spell, Extended Stare, Fatiguing Stare, Greater Spell Focus (Enchantment), Quicken Spell, Spell Focus (Enchantment), Toughness
Skills Bluff +37, Diplomacy +28. Intimidate +28, Knowledge (Religion) +23, Knowledge (Nobility) +23, Perception +22, Sense Motive +22, Sleight of Hand +23, Spellcraft +23.
Languages Church Slavonic, Common, Russian
SQ Bold Stare (Disorientation, Sapped Magic, Sluggishness, Timidity), Consummate Liar, Glib Lie, Hypnotic Stare -3, Manifold Tricks, Masterful Tricks (Cursed Sanction, Faked Death, Free in Body, Spell Anticipation, Visions of Blood), Mental Potency, Mesmerist Tricks(Astounding Avoidance, Fearsome Guise, Levitation Buffer, Mask Misery, Reflection of Weakness, Shadow Splinter), Painful Stare, Stitched Soul, Touch Treatment(Break Enchantment), Towering Ego
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, Cassock of the Mad Monk (see Gunman's Duster), headband of Alluring Charisma +6, Cloak of Resistance +1, Sleeves of Many Garments.

----- Special Abilities -----
[b]Stitched Soul (Su)[b] Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.


Grigori Rasputin:
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human mesmerist (cult leader) 18
NE Medium humanoid (human)
Init +4; Senses; Perception +22
Aura unholy aura (DC 22)

----- Defense -----
AC 26, touch 17, flat-footed 26 (+7 armor, -1 dex, +2 natural armor, +4 deflection, +4 insight)
hp 198 (18d8+126);
Fort +16, Ref +14, Will +25
Defensive Abilities stitched soul, towering ego +9; SR 25 vs. good

----- Offense -----
Speed 20 ft.
Melee mwk dagger +12/+7/+2 (1d4-2/19-20)
Ranged mwk Nagant M1895 revolver +13/+8/+3 (1d8/x4)
Space 5 ft by 5 ft.; Reach 5 ft.
Special Attacks hypnotic stare (-3, 30 feet)

Mesmerist Spells Known (CL 18th; concentration +27)
6th (4/day) create mindscape (greater) (DC 27), hold person (mass) (DC 27), overwhelming presence (DC 27), true seeing
5th (6/day) feeblemind (DC 26), suggestion (mass) (DC 26), mind fog (DC 26), primal regression (DC 26)
4th (7/day) dominate person (DC 25), command (greater) (DC 25), invisibility (greater) (DC 25), arcane eye, mind wipe (DC 25)
3rd (7/day) confusion (DC 24), crushing despair (DC 24), displacement (DC 24), false life (greater), synestesia (DC 24), triggered suggestion (DC 24)
2nd (7/day) blistering invective (DC 21), haunting mists (DC 23), hold person (DC 23), invisibility (DC 23), mirror image, oneiric horror (DC 23)
1st (8/day) anticipate peril, command (DC 22), deja vu (DC 22), heightened awareness, ill omen, mental block (DC 22)
0 (at will) detect magic, ghost sound (DC 21), light, message, read magic, touch of fatigue (DC 19)

----- Tactics -----
Before Combat Rasputin scouts the characters by using arcane eye and his world engines' scrying to get as much as possible information about routines, spell casts and tactics. He treats Serafina as his cohort to use fanatical stare if she happens to remain alive in the final battle. Just before the combat, he casts true seeing, false life (greater), anticipate peril, heightened awareness and lastly invisibility. If he believes that the characters are very powerful enemies, he also casts from his scrolls antilife shell, heroism, shield, spell turning, stoneskin and cat's grace. He implants on himself compel alacrity.
During Combat Rasputin enjoys the benefits of many spells to increase his chance of acting first during the combat. In the first round he casts quickened blistering invective, draws his rod of focused spell and casts persistent confusion. In the following rounds he casts mind fog, mind wipe, crushing despair and haunting mists in conjunction with his hypnotic stare to lower as much as possible the saving throws of each party member. If the characters are composed by a majority of spell casters, Rasputin also casts feeblemind and primal regression. If any member of the party is too powerful and must be eliminated immediately, Rasputin casts quickened ill omen and persistent dominate person on the target, ordering him to immediately run away from combat, to leave any possession and to finally go to sleep. In any moment when Rasputin is alone and realizes that his enemies are not able to fight him, he extract the scroll of summon monster VIII, moves into a better position and in the following round summons greater earth elementals to kill the characters. If Rasputin believes that the party is weakened enough, he casts overwhelming presence and start to coup-the-gracing with his revolver each helpless target, ignoring any other target if they aren't capable of saving their friends. If his initial mesmerist trick goes off, Rasputin replaces it with faked death, triggered at 0 hit points, allowing his armor to heal him back to positive hit points. While invisible he places on himself astounding avoidance, and then he resumes his standard tactics. When possible, Rasputin places on himself compel alacrity. When he dies and turns back with raise dead he switches to a more defensive pattern, casting displacement, mirror image, greater invisibility and greater false life.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul and his armor to preserve his life, and fights to the death up to four times until slain permanently.

----- Statistics -----
Str 7, Dex 9, Con 22, Int 14, Wis 13, Cha 28
Base Atk +13; CMB +11; CMD 20
Feats Diehard (Bonus), Eschew Materials, Greater Spell Focus (Enchantment, Illusion), Improved Initiative, Leadership (Bonus), Lightning Reflexes, Marked for Glory, Persistent Spell, Quicken Spell, Spell Focus (Enchantment, Illusion),
Skills Bluff +30, Diplomacy +39, Intimidate +30, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (religion) +23, Perception +22, Spellcraft +23, Use Magic Device +30
Languages Church Slavonic, Common, Russian
SQ bold stares (allure, sapped magic, susceptibility), faithful followers, false healing, fanatical devotion, fanatical stare, glib lie, hypnotic stare (-3, 30 feet), insidious personality (+9), mental potency, mesmerist tricks (280 feet), mesmerist tricks (astounding avoidance, cursed sanction, compel alacrity, faked death, free in body, gift of will, psychosomatic surge, reflection of weakness, spectral smoke, spell anticipation), towering ego +9
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, chain shirt +3 (determination), headband of alluring charisma +6, amulet of natural armor +2, belt of mighty constitution +4, ioun stone, dusty rose prism - cracked, ioun stone, nacreous gray sphere - cracked ~ con, lesser bouncing metamagic rod, lesser focused metamagic rod, lesser reach metamagic rod, scroll (antilife shell), scroll (heroism), scroll (shield), scroll (spell turning), scroll (summon monster vii), scroll (blade barrier), scroll (stoneskin), scroll (cat's grace) (3)

----- Ecology -----
Environment Baba Yaga's Prison
Organization Solitary or group (any nearby survivor)
Treasure None, but see Gear

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.


Notes on build:
For the stat array I just used the old array, modified by a different equipment. Surprisingly Rasputin now has a better concentration check. I treat him as a full caster (-3 on Will saves from hypnotic stare on a caster that almost always target Will is like having 9th level spellcasting).
Massive penalties can be achieved with this build: penalties on Will saves easily sums to 15. Blistering invective and hypnotic stare don't even allow a save (blistering invective gives a save for the damage, not for the demoralization). One could drop eschew materials for spell perfection to give another +2 on DCs for one spell, but I think they are high enough.
Marked for glory gives the flavor of being destined for mythic ascension.

If you have any question, please let me know.


A cult master at last! I was looking forward to that! If you make old Greg as a Mesmerist, it seems a must!

Grand Lodge

Pathfinder Adventure Path Subscriber

Revised and no longer behaving like a bard:

Grigori Rasputin CR 17

Spoiler:
XP 102,400
Male, middle-aged human mesmerist 18
NE Medium humanoid(human)
Init +4; Senses true seeing; Perception +22
Aura unholy aura (DC 22)

----- Defense -----
AC 30, touch 18, flat-footed 30 (+8 armor +4 deflection +4 insight +4 natural)
hp 184 (18d8+72+2d10+18)
Fort +16, Ref +15, Will +26
Defensive Abilities faked death, stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk. sword cane +13/8/3 (1d6-1),
Ranged mwk. Nagant M1895 revolver +14/9/4 (1d8 x4)
Special Attacks hypnotic stare (-3), painful stare (+9/+6d6)
Mesmerist Spells Known (CL 18th; concentration +26)
6th (4/day)—insanity (DC 26), mass hold person (DC 26), programmed image (DC 24), true seeing
5th (5/day)—cloak of dreams (DC 25) APG*, feeblemind (DC 25), mislead, possession (DC 23)
4th (7/day)—dimension door, dominate person (DC 24), freedom of movement, greater invisibility, solid fog
3rd (7/day)—confusion (DC 23), dispel magic, greater false life UM*, greater oneiric horror (DC 21), nondetection, terrible remorse (DC 23) UM*
2nd (7/day)—babble (DC 22), enthrall (DC 22), glitterdust (DC 20), hold person (DC 22), mirror image, reckless infatuation (DC 22) UM*
1st (7/day)—charm person (DC 21), disguise self, heightened awareness ACG*, lock gaze (DC 21), UC* obscuring mist, ventriloquism (DC 19)
0th (at will)—daze (DC 20), detect magic, detect psychic significance, ghost sound (DC 18), light, prestidigitation

----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. As soon as he is aware of intruders in his sanctum he casts freedom of movement, greater false life, nondetection, heightened awareness and programmed image. As the PCs approach, Rasputin prepares for battle with true seeing, mirror image and finally greater invisibility.
During Combat Rasputin’s programmed image is a large-sized illusory duplicate of Rasputin, it’s programming triggers when the image sees any unwelcome visitor enter the presbytery, once triggered it attempts to demoralize as many PCs as possible to further soften their will for Rasputin’s manipulative magics. This can be an opportunity to monologue about how great his power is and how doomed the PCs are. The image is also programmed to laugh off any blows or spells that may strike it. While the PCs are occupied with Rasputin’s illusion, the mad monk studies the PCs then focuses his hypnotic gaze on who he believes to be their strongest martial warrior casting possession on his target. Once he possesses a PC Rasputin casts mislead to move his new body into the most advantageous position while directing the illusory party member to behave as normal. Then he refocuses his gaze and casts dominate person on whoever he believes to be the second-biggest martial threat. If he has time he may also implant spacial switch into his dominated ally activating it if he is about to be attacked. After he has control of the party’s strongest fighters Rasputin begins dismantling the rest, he targets any powerful casters with feeblemind, then rushes in to use his new body to it’s full extent, full attacking any PCs that still threaten him using his painful stare for additional damage. If Rasputin ever senses that the PCs can see him while invisible, he casts solid fog which he can easily navigate with his freedom of movement. Rasputin will then attempt to lure single PCs out of the fog with taunts. He gazes and casts possession on the first PC to emerge. When reduced to 50% (92) hit points he activates his faked death trick. Before leaving invisibility, if he is able, he will implant the trick back into himself and activate it again at 25% (46) of his hit points. At this point he will attempt to use his wand for healing, then re-implant faked death and commence his assault once more. Each time he is resurrected he attempts to feign death at 50% and 25% of his health.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 9, Dex 11, Con 15, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 22
Feats Combat Casting Deceitful, Diehard(B), Great Fortitude, Greater Spell Focus (Enchantment), Hidden Presence, Intimidating Glance, Logical Spell Spell Bluff, Spell Focus (Enchantment), Toughness
Skills Bluff +35, Diplomacy +26, Disguise +25, Intimidate +29, Knowledge (arcana) +15, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +20, Sense Motive +20, Spellcraft +15, Stealth +20, Use Magic Device +19

Languages Church Slavonic, Common, Russian
SQ bold stare (disorientation, sapped magic, susceptibility, timidity), glib lie (DC 33), hypnotic stare (-3), manifold tricks (5), mental potency (+3HD), mesmerist tricks (17/day, DC 27; compel alacrity [25 feet], cursed sanction, faked death, fearsome guise, mesmeric mirror [4 images], psychosomatic surge [1d8+9], spacial switch, spectral smoke, spell anticipation [feeblemind]), painful stare (+9/+6d6), touch treatment (11/day, break enchantment), towering ego (+8)
Combat Gear mwk. sword cane UE*, mwk. Nagant M1895 revolver with 21 metal cartridges, chain shirt +4, amulet of natural armor +4, belt of physical perfection +2, headband of mental prowess +4 (Wis, Cha), intuitive metamagic rod, wand of cure critical wounds (17 charges)


Pathfinder Adventure Path, Companion, Modules, Roleplaying Game Subscriber

I've been enjoying the various builds (need to study the Occult book before I can try one of my own though I do plan on using one of these, perhaps the winner should my long delayed home game of RoW finally get to Rasputin) but one thing I have noted - many of these builds use no unique or otherwise interesting magic items - instead focusing all of Rasputin's wealth various of the general items (or on items to try to get his AC close to the original Oracle build's AC).

I think if I were to attempt this I would want Rasputin to have at least one, possibly more than one fairly unique and interesting magic items - something more like his original cloak than just regular items.

For my home game I think I'll also need to boost Rasputin a bit to keep him level with the party by that point - most likely I'll do this by giving him one or two mythic levels as I think that should make the challenge suitably epic - but I have to think through all of that.

My other comment is I've seen a LOT of builds that suggest that Rasputin's tactics will involve 4-5+ spells that he will cast before engaging with the players (not cast in advance but tactics he would use in the first rounds of combat). At least at every high level table I've seen few to any BBEG's last that many rounds. I think I'd prefer builds that use a combination of long duration buffs he always has active and specific tactics in the early parts of the combat (or spells he casts before combat via having scryed on the party or otherwise having advance warning - say a means of linking with allies etc). Followed by how he manages the action economy - either swift action spells, allies or other methods (being Mythic for example). Even against Level 14-15 PCs I doubt that spells like invisibility will be significant problems for the PCs (anti-lfe shell on the other hand can be an issue as could be the Unholy Aura).

(though for Antilife shell if your PC's have many Native Outsiders the Antilife shell won't be much of a barrier - as far as i know it doesn't apply to native outsiders like Aasimar, Tieflings or any of the elemental races. (since Aasimars etc are of Type Outsider they aren't effected since Outsiders are specifically noted as not being effected by Antilife Shell)


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
Rycaut wrote:

I've been enjoying the various builds (need to study the Occult book before I can try one of my own though I do plan on using one of these, perhaps the winner should my long delayed home game of RoW finally get to Rasputin) but one thing I have noted - many of these builds use no unique or otherwise interesting magic items - instead focusing all of Rasputin's wealth various of the general items (or on items to try to get his AC close to the original Oracle build's AC).

I think if I were to attempt this I would want Rasputin to have at least one, possibly more than one fairly unique and interesting magic items - something more like his original cloak than just regular items.

This contest has stated previously "no new mechanics", which I believe includes no new magic items.


Pathfinder Adventure Path, Companion, Modules, Roleplaying Game Subscriber

Sure but there are 100's (1000's?) of items that aren't new ones (and the original character did have a new item). There are also plenty of ways to make a magic item which are perfectly legal and aren't "new" items - an intelligent item for example might be interesting (though the pricing may prohibit that) but my point is there has to be more flavorful items than just some stat boosting and AC boosting items. (admittedly the original character had a bunch of those with just one unique item - and some revelations that were useful as alternatives to having magic armor)

Lantern Lodge

Turin the Mad wrote:


This contest has stated previously "no new mechanics", which I believe includes no new magic items.

Makes sense. I'm having too much trouble fixing the steampunk arm anyway. Going to just scrap that. Still, it would be nice if Greg had a nice occult item to replace the Cassock of the Black Monk.

Lantern Lodge

Okay, last revision. I promise.

Spoiler:

Grigori Rasputin CR 17
XP 102,400
LE Medium Middle-Age Humanoid (Human) Occultist 18
Init +0; Senses true seeing, aura sight, low-light vision, darkvision 60 ft, Perception +25
Aura unholy aura (DC 22)
----- Defense -----
AC 32, touch 18, flat-footed 32 (10 base, +10 armor, +4 deflection, +4 insight, +4 natural armor)
hp 201 (18d8+108);
Fort +20, Ref +11, Will +17; +4 vs death effects, domination, min-affecting effects, and possession
Defensive Abilities stitched soul; danger sight Immune electricity SR 25 vs good spells
----- Offense -----
Speed 20 ft., fly 60ft. (perfect maneuverability)
Melee masterwork dagger +13/8/3 (1d4-1), touch attack +12
Ranged mwk Nagant M1895 +14/9/4 (1d8 / x4), ranged touch attack +13
Space 5 ft.; Reach 5 ft.
Special Attacks energy ray (30 ft line, 9d6+5 element, DC 27), energy blast (20 ft radius, 11d6+5 element DC 27), mind fear, psychic curse, glorious presence, cloud mind, forced alliance,
Occultist Spells Known (CL 18th; concentration +30)
6th (4/day)—contingency, charm monster (mass) (DC 23), disintegrate (DC 23), forbiddance (DC 23), heal, scrying (greater) (DC 23), temporary resurrection
5th (5/day)— dispel magic (greater) (DC 22), suffocate, suggestion (mass) (DC 22), telekinesis, teleport, true seeing, wall of force
4th (7/day)— cure critical wounds, death ward, freedom of movement, ice storm (DC 21), mind probe (DC 21), mind wipe (DC 21), planar adaption
3rd (7/day)— arcane sight, bestow curse (DC 20), lightning bolt (DC 20), cure serious wounds, magic vestment, protection from energy, suggestion (DC 20)
2nd (7/day)—aversion (DC 20), apport object, bullet shield, chill metal (DC 20), locate object, spectral hand, sound burst (DC 20)
1st (7/day)—charm person (DC 19), cure light wounds, murderous command (DC 19), hex ward, negate aroma, sculpt corpse, shocking grasp
Cantrips (at will)—bleed (DC 18) , dancing lights, daze (DC 18), detect magic, purify food and drink, resistance, stabilize
----- Tactics -----
Before Combat Once every two weeks, Rasputin casts a contingency (temporary resurrection on himself. In the event that his body is dead for more than an hour, temporary resurrection is cast upon his body. Inside the Twice Tenth Presbytery Rasputin (Area H6) enjoys the benefits of the World Engine’s unholy aura and insight bonus to AC. A magic circle against law is drawn on the floor as an added precaution. Rasputin then activates Mind Over Gravity, and casts freedom of movement, death ward, and true seeing
During Combat When his enemies are advancing on him, Rasputin casts spectral hand and wall of force in order to cast touch spells from behind the safety of his barrier. Rasputin stalls for time by taunting the party. Rasputin attempts to hinder opponents with suggestion (mass) urging the party to give up this pointless search for his mother and return to Golarion and turn foes against each other with murderous command. While continuing to mock the party with details of his nefarious plans, he casts arcane sight to identify any powerful buffs ahead of time. Through his spectral hand, Raspuin casts dispel magic (greater) targeting creatures with buffs and magic items. He casts bestow curse againsts foes he finds most threatening followed by icestorm. If Rasputin's initial defenses are circumvented he activates his Globe of Negation. He then unleashes energy blast focus ability (favoring electricity, but switching up the element if the party appears resistant) while using his Danger Sense ability to avoid damage as much as possible. If forced to focus on the most dangerous party member, he casts targeting spells like suffocate or mind wipe for casters. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently. Once a week he casts Contingency: Temporary Resurrection which activates when Rasputin has remained dead for one hour, leaving him one day to obtain a proper resurrection from his followers before dying. Afterwards he goes into hiding to plot his revenge. Do I smell a Mythic Adventures sequel?
----- Statistics -----
Str 9, Dex 11, Con 19, Int 26, Wis 14, Cha 17
Base Atk +13; CMB +12; CMD 23
Feats Combat Casting, Craft Magical Arms and Armor, Diehard, Extra Mental Focus [3], Great Fortitude, Implement Focus (Necromancy), Iron Will, Lightning Reflexes, Quicken Spell
Skills Appraise +27, Bluff +21*, Diplomacy +24, Disable Device +22, Fly +22, Knowledge (arcana) 29, Knowledge (engineering) +29, Knowledge (history) +29, Knowledge (planes) +29, Knowledge (religion) +29, Linguistics +16, Perception +25, Sense Motive +23, Spellcraft +29, Survival +20*, and Use Magic Device +24.
Languages Russian, Church Slavic, Latin, English, German, French, Ioborian, Common, Infernal, Celestial, Draconic
SQ necromantic focus, stitched soul, sudden insight, third eye, legacy weapon, mind over gravity
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, +4 breastplate, amulet of natural armor +4, belt of mental prowess +4 (Int, Wis), ring of protection +4, belt of physical perfection +2, hand mirror, prayer ropes, rosary, crucifix, bible, masterwork dagger
----- Special Abilities -----
Stitched Soul(Su) Rasputin’s Soul is stitched to his body with the threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hitpoints equal to or greater than his constitution score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk agains comes back to life 1d6 rounds later, as if the target of raise dead spell (upon returning, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain a third timedo his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.
Implements (Su) Each of Rasputin’s implements has a special historical or personal significance.
Abjuration Implement- “Crucifix”: Focus- 5: This simple wooden cross was formerly the property of a paladin who carried it as his holy symbol during the crusades. After returning, the man founded a church in France before falling ill and bequeathing it to his successor. The crucifix was later gifted to the royale family. After some time collecting dust, Rasputin convinced the Tsar to give him the artifact.
Conjuration Implement- “Hand Mirror” Focus- 1: After his apparent final death, Rasputin arose from the grave to the witness of only the grave keeper who had been performing his nightly rounds. After quickly dispatching the oaf, Rasputin used the sculpt corpse spell to alter his appearance and left the decoy in his grave. It was this corpse that was later exhumed and set ablaze on a funeral pyre leaving none the wiser, save for Rasputin’s half-sister, Elvanna. The Queen of Irrisen thought her dear half-brother would be the perfect lure for her trap. This mirror was specially crafted with the Irriseni Mirror Sight Spell. Enhanced with the queen’s magic, it is capable of sending visual and auditory messages both ways to the sister mirror (possessed by Elvanna) and works regardless of distance or plane. The mirror can be used to contact Queen Elvanna by holding the mirror and invoking her name.
Divination Implement- “Bible” Focus- 7: Like many members of the faith, Rasputin turns to the holy scripture for guidance and comfort. The text is written in the Latin language. Rasputin reads to his children every night. See? He’s not a total ass hat.
Enchantment Implement- Rosary Focus-1: This rosary was recovered from a convent that burned to the ground in St Petersburg. Though there are none alive who witnessed the event and the cause of the fire was never truly determined, the history of this item can be determined through Prognostication. Succeeding at an Appraise check DC 25 or more paints the gruesome tale of a nun swayed by dark forces. A strong demonic influence was wrought upon this woman that slowly drove her insane. Her final act of desperation was to seal the evil within as she burned everyone alive including herself.
Evocation Implement- “Right Hand of the Mad Monk” Focus- 10: Rasputin experimented with new emerging technologies and was fascinated by the potential destructive properties of Tesla’s inventions. Rasputin theorized the possibility of miniaturizing the destructive forces of the World Engine for military use. Though the gauntlet appears daunting, the technology was never fully developed. It is just as effective as a focus for evocation.
Necromancy Implement- “Rasputin's Favorite Toy” Focus-5: One of Rasputin’s most noted artifacts was an item exhumed from his own flesh during a particularly intimate assembly which left the mad monk dead once again. The assailant absconded with the implement into the underground where it was kept as a center piece for her cult and revered as a fertility charm. The implement was recovered not long after the monk was resurrected. It took some time before the cult realized that had been worshipping a sea cucumber. Rasputin’s implement is charged with a necromantic focus, which is particularly potent being that it is a piece of his own flesh. He is very protective of his toy and keeps it on him at all times. He cries when they take it away.
Transmutation Implement- “Prayer Ropes” Focus- 3: This cord is a common accessory of the clergy that is worn over the shoulders. Several of these ropes were made in the same fashion for other monks in Rasputin’s order. Though they appear identical, close examination reveals the material of Rasputin’s is clearly superior.

Lantern Lodge

Rycaut wrote:

My other comment is I've seen a LOT of builds that suggest that Rasputin's tactics will involve 4-5+ spells that he will cast before engaging with the players (not cast in advance but tactics he would use in the first rounds of combat). At least at every high level table I've seen few to any BBEG's last that many rounds. I think I'd prefer builds that use a combination of long duration buffs he always has active and specific tactics in the early parts of the combat (or spells he casts before combat via having scryed on the party or otherwise having advance warning - say a means of linking with allies etc). Followed by how he manages the action economy - either swift action spells, allies or other methods (being Mythic for example). Even against Level 14-15 PCs I doubt that spells like invisibility will be significant problems for the PCs (anti-lfe shell on the other hand can be an issue as could be the Unholy Aura).

(though for Antilife shell if your PC's have many Native Outsiders the Antilife shell won't be much of a barrier - as far as i know it...

If you have read the Adventure Path...

Spoiler:
Rasputin is guarded by 3 Nosferatu Anti Paladins, a Crucified Ghost, and every window in the building is a stain glass golem. He has plenty of time to see the PCs and start buffing as they enter the abbey. With the tight layout, I'm surprised he doesn't attack while the party is fighting the Nosferatu. He is literally in close range.
Sovereign Court

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Pathfinder Adventure Path, Card Game, Class Deck, Starfinder Adventure Path Subscriber

Phew - finally finished. This was a ton of work.

My entry for the contest:

Grigori Rasputin  CR 17
XP 102,400
Male middle-aged human cult leader mesmerist 18
NE Medium humanoid (human)
Init +0; Senses Perception +22
Aura unholy aura (DC 22)

----- Defense -----
AC 23, touch 18, flat-footed 23 (+5 armor, +4 deflection, +4 insight)
hp 165 (18d8+72)
Fort +15, Ref +16, Will +26
Defensive Abilities stitched soul, towering ego +9; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk dagger +11/+6/+1 (1d4-2/19-20)
Ranged mwk Nagant M1895 revolver +13/+8/+3 (1d8/x4)
Special Attacks bold stare (disorientation, sapped magic, susceptibility), fanatical stare (+4), hypnotic stare (-3), mental potency, mesmerist tricks (die for me, faked death, fearsome guise, free in body, gift of will, meek façade, mental fallback, mesmeric mirror, psychosomatic surge, reflection of weakness)
Mesmerist Spells Known (CL 18th; concentration +24)
6th (4/day)—demand, overwhelming presence (UM), project image, true seeing
5th (6/day)—cloak of dreams (APG), feeblemind, primal regression (OA), psychic asylum (OA)
4th (7/day)—freedom of movement, greater synaptic pulse (OA), phantasmal killer, restoration, thoughtsense (OA)
3rd (7/day)—bestow curse, confusion, dispel magic, displacement, fear, synaptic scramble (OA)
2nd (7/day)—aversion (OA), false life, levitate, mirror image, pilfering hand (UC), placebo effect (OA)
1st (8/day)—faerie fire, heightened awareness (ACG), ill omen (APG), psychic reading (OA), quintessence (OA), vanish (APG)
0 (at-will)—dancing lights, detect magic, detect psychic significance (OA), light, prestidigitation, read magic

----- Tactics -----
Before Combat Rasputin casts cloak of dreams, displacement, false life, freedom of movement, levitate and mirror image. These effects are not factored into his statistics.
During Combat Rasputin uses his stare to try to get his spells to stick on the PCs. He uses spells like confusion, overwhelming presence and primal regression to try to stop the PCs from acting properly. If a PC is being particularly troublesome, then they become the target of phantasmal killer.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul to preserve his life, and fights to the death again and again until slain permanently.

----- Statistics -----
Str 7, Dex 11, Con 14, Int 15, Wis 13, Cha 28
Base Atk +13; CMB +11; CMD 30
Feats Combat Casting, Create Wondrous Item, Ectoplasmic Spell (APG), Great Fortitude, Greater Spell Focus (Enchantment), Leadership, Quicken Spell, Skill Focus (Bluff), Skill Focus (Diplomacy), Skill Focus (Heal), Spell Focus (Enchantment), Spell Perfection (Ill Omen) (APG), Toughness
Skills Bluff +36, Diplomacy +45, Heal +25, Intimidate +30, Knowledge (arcana) +23, Perception +22, Sense Motive +22, Spellcraft +23, Use Magic Device +30
Languages Church Slavonic, Common, Russian
SQ faithful followers, false healing, fanatical devotion, glib lie, insidious personality
Gear belt of physical might +2 (Dex, Con), +1 moderate fortification chain shirt, headband of alluring charisma +6, lucky horseshoe, mask of mesmerist (OA), ring of immolation (AP11), talisman of danger sense (OA), talisman of healing power (OA), talisman of warrior's courage (OA)

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Hmm… This seems incomplete. What's the point of being a cult master if you don't have a cult?

My entry, Part 2:

Remember - this actually happened!

Rasputin's rise to power had as much to do with his alluring charisma as his reported faith healing. He would often read the health auras of the people who were brought to him to determine how to heal them, while at the same time reading the emotion auras of the friends and family who brought him in to see how he could manipulate them into gaining social capital. This strategy gained him lots of temporary followers and temporary fame, but he needed another foothold to make progress.

That's when Rasputin met Anna. When reading her auras, he found something unusual - the lines extending from her health aura were acting weird. Instead of standing straight out or drooping down, they were quivering like a diseased animal. Rasputin interpreted this that there was a great pain inside of her, something that couldn't be cured with a simple spell or a herbal remedy. Instead, he taught her to use it instead as a power source. He taught her how she could project that pain onto other people, how she could use it to change the world around her, and by doing these things it would lessen the pain on herself.

Anna was absolutely delighted by Rasputin's teachings. She was soon stuck in a loveless marriage and her husband Alexander became the first target of her powers. Her husband figured out what was happening and broke up the marriage in complaint, but no one would listen thanks to some well-placed rumors of impotency and sexual perverseness. Anna often did her job, acting as a go-between Rasputin and the Tsarina and therefore keeping Rasputin in the minds of the royal family. Soon Rasputin's and Anna's power over the Tsarina grew, and therefore, also over the rest of the family and the rest of Russia.

Anna was not privy to the details to Rasputin's death, but by this point she was an expert at lying about Rasputin and his intentions. She continued to live in Russia for a time, escaping the Bolsheviks' ire by being deemed too naïve and unintelligent to be any threat. However, not only did the Bolsheviks underestimate Anna's power, so too did Anna underestimate Rasputin's, and when she saw him again in 1918 she was thoroughly surprised. He described that he was interested in claiming a new source of power this time - one not focused on political and social capital but one focused on mystical and technological power. Once again, he would need help from someone who was well connected - this time not via social ties, but by her ties between her mind and her body. Anna graciously accepted, forming a simulacrum of herself before using dream travel to show up in Akuvskaya Monastery. She was where she was supposed to be - by Rasputin's side once more.

Anna Vyrubova, Rasputin's Cohort  CR -
XP - (included in Rasputin's)
Female human psychic 16
N Medium humanoid (human)
Init +0; Senses Perception +2

----- Defense -----
AC 17, touch 11, flat-footed 16 (+5 armor, +1 deflection, +1 natural)
hp 130 (16d6+64)
Fort +11, Ref +8, Will +15
Weaknesses wheelchair bound

----- Offense -----
Speed 20 ft.
Melee mwk dagger +7/+2 (1d4-1/19-20)
Ranged mwk Nagant M1895 revolver +8/+3 (1d8/x4)
Special Attacks agonizing wound (5/day), painful reminder (3d6, 5/day), phrenic amplifications (mimic metamagic (empower, quicken), ongoing defense, overpowering mind, turning shield, undercast surge), phrenic pool (10)
Spell-Like Abilities (CL 16th; concentration +22)
1/day—detect thoughtstelepathic bond
Psychic Spells Known (CL 16th; concentration +22)
8th (3/day)—horrid wilting, psychic crush IV (OA)
7th (5/day)—tower of iron will III (OA), simulacrum, waves of exhaustion
6th (7/day)—dream travel (OA), contingency, mass inflict pain (OA), mental barrier V (OA)
5th (7/day)—explode head (OA), life bubble (APG), psychic asylum (OA), spell resistance, synapse overload (OA)
4th (7/day)—black tentacles, break enchantment, dimension door, mass pain strike (APG), thoughtsense (OA)
3rd (7/day)—analyze aura (OA), dispel magic, displacement, heroism, vampiric touch
2nd (8/day)—bullet ward (ACG), false life, mirror image, pain strike (APG), pilfering hand (UC), resist energy
1st (8/day)—burst of insight (OA), comprehend languages, heightened awareness (ACG), ill omen (APG), magic missile, persuasive goad (UM)
0 (at-will)—daze, detect magic, detect psychic significance, light, mage hand, read magic, resistance, stabilize, virtue
Discipline pain

----- Tactics -----
Before Combat Anna casts heroism on both herself and Rasputin, while also casting displacement, false life, heightened awareness, life bubble, mirror image, and spell resistance. These are not factored into her statistics.
During Combat Anna attempts to do as much damage to the PCs as possible, making liberal use of quickened explode head combined with horrid wilting and psychic crush.
Morale Anna fights until her contingency whisks her away, her pain overcoming her and stopping her from doing anything else.

----- Statistics -----
Str 8, Dex 10, Con 16, Int 22, Wis 14, Cha 14
Base Atk +8; CMB +7; CMD 18
Feats Combat Casting, Empower Spell, Fearsome Spell (OA), Great Fortitude, Lightning Reflexes, Quicken Spell, Spell Focus (Necromancy), Spell Perfection (Explode Head) (OA), Toughness
Skills Bluff +21, Diplomacy +21, Heal +18, Knowledge (arcana) +25, Knowledge (nobility) +25, Knowledge (religion) +25, Sense Motive +21, Spellcraft +25
Languages Common, Russian
SQ lay on hands (8/day, 6d6), mercies (dazed, nauseated, sickened, stunned), power from pain (2/day)
Gear amulet of natural armor +1, bead of force, belt of mighty constitution +2, +1 mithral chain shirt, cloak of resistance +3, headband of mental prowess (Int, Wis) +2, lesser persistent metamagic rod (UE), ring of protection +1, wand of cure light wounds, wand of enervation (22 charges)

----- Special Abilities -----
Contingency When Anna is brought down to 25 hit points remaining, she dimension doors away.
Wheelchair Bound (Ex) Anna can only move around with her wheelchair. Her speed is reduced by 10 feet and she cannot move unless both hands are free.

I'm nearly as good of a historian as Brandon Hodge, but I tried to make this fit in well with established history. Because of course, this actually happened.

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