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This is Rasputin the Mesmerist. He's as close on the original as I could make him, but completely different in focus, and is probably the most annoying if not deadly opponent a party can ever face. His weakness, of course, is if somehow the party were immune to mind affecting spells, but if they aren't, they are in for a LONG fight.
Given what Rasputin was in real life, this version of him seems to be the closest to "real world" him in scope of what he was famous for doing - playing his enemies against each other, deflecting blame, and charming new allies.
He's completely from the core books and the adventure itself - no sourcebooks needed!
Grigori Rasputin CR 17
Male human mesmerist 18
NE Medium humanoid (human)
Init +0; Senses Perception +24
----- Defense -----
AC 19, touch 10, flat-footed 19 (+5 armor, +4 natural)
hp 195 (18d8+102)
Fort +12, Ref +13, Will +24
----- Offense -----
Speed 30 ft.
Melee Masterwork dagger +13/+8/+3 (1d4-1/19-20)
Ranged Masterwork nagant m1895 revolver +14/+9/+4 (1d8/×4)
Mesmerist Spells Known (CL 18th; concentration +26)
6th (4/day)— mass hold person (DC 26), overwhelming presence [UM] (DC 26), power word blind, true seeing
5th (5/day)— cloak of dreams [APG] (DC 25), feeblemind (DC 25), mind fog (DC 25), vengeful outrage [UM] (DC 25)
4th (7/day)— dominate person (DC 24), greater forbid action [UM] (DC 24), greater invisibility, old salt's curse [ARG] (DC 22), serenity [UM] (DC 24)
3rd (7/day)— bestow curse (DC 21), crushing despair (DC 23), greater oneiric horror (DC 21), resilient reservoir [ARG], symbol of laughter [ACG] (DC 23), vampiric touch
2nd (7/day)— agonizing rebuke [ARG] (DC 20), blur, hold person (DC 22), invisibility, oppressive boredom [UM] (DC 22), shadow anchor [ARG] (DC 20)
1st (7/day)— Charm Person (DC 21), comprehend languages, doom (DC 19), healing thief [UC], innocence [APG], murderous command [UM] (DC 21)
0 (at will)— bleed (DC 18), detect magic, light, mage hand, touch of fatigue (DC 18), unwitting ally [APG] (DC 20)
----- Tactics -----
Before Combat When facing combat, Rasputin casts True Seeing on himself and Mind Fog across area H6 in preparation for the players' arrival. He uses his Faked Death trick on himself as a safeguard.
During Combat When the party enters area H6 (and the Mind Fog), Rasputin begins by casting Overwhelming Presence. Should any of the party make their saves, he follows up with Mass Hold Person or Dominate Person, depending on how many made it. Once the party is incapacitated, he will proceed to use his Painful Stare ability with his Bleeding Stare and Intense Pain feat, and make a Coup de Grace attack (4d8+9d6, plus 6 bleed damage) with his revolver on the helpless party member that looks weakest. He will continue to do so until the target is dead, and move onto the next weakest character until someone makes their save to resist his initial charms. Once the party is back in play, he will use spells that target specific characters to either eliminate them as threats or make them turn on their friends (Power Word: Blind on a spellcaster, Dominate Person on a fighter, etc.) When low on hit points, he will use his Faked Death trick and attempt to use his wand to heal and set himself up for more of of the same.
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 22
Feats Bleeding Stare, Compounded Pain, Diehard, Fast Learner [ARG], Great Fortitude, Greater Spell Focus (enchantment), Intense Pain, Lightning Reflexes, Spell Focus (enchantment), Spell Penetration, Toughness
Skills Bluff +38, Diplomacy +29, Intimidate +29, Knowledge (arcana) +19, Knowledge (nobility) +10, Knowledge (planes) +20, Knowledge (religion) +20, Perception +24, Sense Motive +24, Spellcraft +19, Use Magic Device +29
Languages Church Slavonic, Common, Russian
SQ bold stares (allure, disorientation, sapped magic, susceptability), glib lie, human mesmerist, hypnotic stare (-3, 30 feet), mental potency, mesmerist tricks (280 feet), mesmerist tricks (astounding avoidance, faked death, false flanker, free in body, mesmeric mirror, misdirection, reflection of weakness, shadow splinter, spatial switch, spectral smoke), painful stare, touch treatment, towering ego +10
Gear Masterwork dagger, Masterwork Nagant m1895 Revolver with 21 metal cartridges, Amulet of Natural Armor +4, Belt of Physical Perfection +2, Bracers of Armor +5, Headband of Mental Prowess +4 (Wis, Cha), Wand of Cure Serious Wounds (40 Charges), Weapon Blanch (Ghost Salt) (5)
----- 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.
+2 towering ego bonus Increase the mesmerist's towering ego bonus by 1/3 point (to a maximum increase of +2).
Allure (Su) Hypnotic stare penalty applies on initiative checks and Perception checks..
Astounding Avoidance (Su) Subject takes no damage from save for half, or half on failure.
Bleeding Stare (+6 bleed) When you trigger your painful stare, target takes 6 bleed damage.
Compounded Pain) You can apply the effects of two stare feats to your painful stares.
Diehard You are stable and can choose how to act when at negative Hp.
Disorientation (Su) Hypnotic stare penalty applies on attack rolls.
Faked Death (18 rounds) (Su) Subject appears to die from attack, but is instead invisible.
False Flanker (Su) Illusory double of you grants ally flanking for 1 turn
Free in Body (Su) Trigger when subject is impeded or grappled to grant freedom of movement for 1 round.
Glib Lie (DC 33) (Su) You are protected from truth-telling magic; CL check to compel truth or detect your lies.
Greater Spell Focus (Enchantment) +1 to the Save DC of spells from one school.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Intense Pain (+6 damage, +3d6 for own attack) (Su) You deal additional damage with your Painful Stare.
Mental Potency (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmeric Mirror (4 duplicates, 18 minutes) (Su) Creates decoy duplicates of subject.
Mesmerist Tricks (280 feet, 17/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Misdirection (Su) Bluff to feint target of subject's attack, denying it Dex bon. to AC.
Painful Stare (+9 damage, +6d6 for own attack) (Su) 1/round, target of hyp. stare takes extra damage from attack.
Reflection of Weakness (DC 27) (Su) Subject reduces ability damage/drain by 2, attacker takes 2 ability damage to ability of your choice.
Sapped Magic (Su) Hypnotic starer penalty applies to DCs of spells and spell-like abilities, and SR.
Shadow Splinter (11 damage) (Su) Redirect part of damage from attack to another creature in range.
Spatial Switch (Su) Trigger on adj. enemy or attack to switch places with subject.
Spectral Smoke (25 feet) (Su) Create illusory smoke cloud, as fog cloud.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Susceptibility (Su) Hypnotic stare applies to Sense Motive vs. Bluff, reduces DC of Diplomacy & Intimidate checks vs. target.
Touch Treatment (Break Enchantment, 11/day) (Su) Remove certain conditions from creature touched.
Towering Ego +10 (Su) Add charisma bonus to Will saves.