Ridiculous custom made monsters.


Homebrew and House Rules


One day a friend and I were discussing how much we enjoyed Pathfinder over 3.5. At some point in the conversation, he said something along the lines of "I do kinda miss ridiculous multiclassing though. Sometimes I wanna make something crazy, like a Oni/Blackguard/Kensai/Sorcerer."

I then proceeded to make this abomination just for fun and managed to include it as an enemy during our high level campaign. While the classes he listed don't work well together at all, the 2 level dip in Antipaladin resulted in some ludicrous saves.

I gave him a throwing returning katana that could still full attack with at ranged because it returned his hand instantly rather than at the beginning of his next turn. Cheesy houseruled custom items are the best! :D

To top off the hilarity even more, I had PCgen give him a random name. I didn't realize it was set to US 1990 Census, so yeah...

I now present

Dale:

Dale
Male Oni (Ogre Mage) Outsider 8 / Antipaladin 2 / Magus 4 / Sorcerer 5
CE Large outsider (oni, giant, shapechanger)
Init +9; Senses Darkvision, Low-Light Vision, Perception+23
Aura Aura of Evil
DEFENSE
AC 26, touch 11, flat-footed 24 (+10 armor, +2 Dex, +5 natural, -1 size)
hp 269 (8d10)+(2d10)+(4d8)+(5d6)+176, Regeneration 5 (acid or fire)
Fort +28, Ref +15, Will +24, +2 vs. poison
Spell Resistance 19
OFFENSE
Speed 30 ft. Fly 40 ft. (Good)
Melee katana +2 Okairi (large/returning/throwing) (two handed) +27/+22/+17 ((two handed) 2d6+17/15 -20)
Ranged katana +2 Okairi (large/returning/throwing/thrown) +22/+17/+12 (2d6+12/15-20)
Ranged longbow (composite/large/strength rating+7) +19/+14/+9 (2d6+7/x3)
Special Attacks Spell Combat, Spellstrike,
Spell-Like Abilities: charm monster ( DC 20, 1/day) cone of cold ( DC 21, 1/day) darkness ( at will) deep slumber ( DC 19, 1/day) fly ( DC 19, at will) gaseous form ( 1/day) invisibility ( DC 18, at will)
Known Sorcerer Spells (CL 7th, concentration +13):
2nd (6/day) - blur (DC 18) , mirror image (DC ) , bull's strength (DC 18)
1st (8/day) - magic missile , protection from good (DC 17) , shield (DC ) , true strike (DC ) , cause fear (DC 17)
0th (at will) - acid splash , bleed (DC 16) , ghost sound (DC 16) , light , mage hand , message
Antipaladin Spells Prepared (CL 2nd, concentration +7):
Magus Spells Prepared (CL 4th, concentration +6):
STATISTICS
Str 31, Dex 21, Con 27, Int 14, Wis 12, Cha 22
Base Atk +15; CMB +26; CMD 41
Feats Arcane Strike, Armor Proficiency, Heavy, Armor Proficiency, Light, Armor Proficiency, Medium, Combat Expertise, Combat Reflexes, Eschew Materials, Improved Critical (Katana), Improved Initiative, Martial Weapon Proficiency, Power Attack, Quick Draw, Shield Proficiency, Simple Weapon Proficiency, Toughness, Two-Handed Thrower
Skills Acrobatics (Jump/Underground) +5, Appraise +2, Bluff +28, Climb +5, Craft (Untrained) +2, Diplomacy +6, Disguise +17, Fly +16, Heal +1, Intimidate +17, Knowledge (Arcana) +13, Perception +23, Perform (Untrained) +6, Sense Motive +12, Spellcraft +24, Stealth -4, Survival +1, Swim +5, Use Magic Device +17,
Languages Common, Giant
Archetypes Kensai,
SQ Abyssal Bloodline, Arcane Accuracy, Arcane Pool (4/day), Aura of Evil, Bloodline Arcana, Canny Defense, Cantrips, Cantrips, Change Shape (Small, Medium or Large Humanoid; Alter Self of Giant Form I), Claws, Darkvision, Demon Resistances, Detect Good, Diminished Spellcasting, Fly, Kensai Weapon Proficiency (Katana (Double Walking Stick)), Low-Light Vision, Magus Arcana, Perfect Strike, Regeneration 5 (acid or fire), Smite Good, Touch of Corruption, Weapon and Armor Proficiency, Weapon Focus (Katana), Weapon Focus,
Gear katana +2 (large/returning/throwing); belt of physical perfection +2; cloak of etherealness; o-yoroi +2 (large); arrows (20/large); Longbow (Composite/Large/Strength Rating+7) ;
SPECIAL ABILITIES (edited down)
Arcane Accuracy (Su) You can expend 1 point from your arcane pool as a swift action to grant yourself a +2 insight bonus on all attack rolls until the end of your turn.
Arcane Pool (Su) You have a reservoir of mystical arcane energy that you draw upon to fuel your powers and enhance your weapon. This arcane pool has 4 points. The pool refreshes once per day when you prepare your spells. You can expend 1 point from your arcane pool as a swift action to grant any weapon you are holding a +1 enhancement bonus for 1 minute. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves.
Aura of Evil (Ex)
Canny Defense (Ex) At 1st level, when a kensai is wielding his chosen weapon, he gains the canny defense ability. This is identical to the duelist prestige class ability of the same name (Core Rulebook 382), save that his chosen weapon may be of any type.
Change Shape (Su) You have the ability to assume the appearance of creatures similar in shape to your true form, but retain most of your own physical qualities.
Demon Resistances (Ex) You gain Electricity Resistance 5 and a +2 bonus on saving throws made against poison.
Detect Good (Sp) At will, you can use Detect Good, as the spell.
Fly (Sp) You can Fly, as per the spell, as a constant ability. Constant spell-like abilities function at all times but can be dispelled. Constant spell-like abilities can be reactivated a as a swift action.
Perfect Strike (Ex) At 4th level, when a kensai hits with his chosen weapon, he can spend 1 point from his arcane pool in order to maximize his weapon damage. Don't roll for damage-the weapon deals maximum damage. This affects only the weapon's base damage dice, not additional damage from sneak attack, magical weapon properties, spellstrike, or critical hits. If the kensai confirms a critical hit, he can instead spend 2 points from his arcane pool to increase his weapon's critical multiplier by 1. This ability replaces spell recall.
Regeneration (Ex) You are difficult to kill. You heal damage at 5 points per round, as with fast healing, but you cannot die as long as your regeneration is still functioning (although you still fall unconscious when their hit points are below 0). Acid or fire causes your regeneration to stop functioning on the round following the attack. During this round, you cannot heal any damage and can die normally. Attack forms that don't deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. You can regrow lost portions of you body and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally.
Smite Good (Su) You can call out to the dark powers to crush the forces of good 1 times per day. As a swift action, you choose one target within sight to smite. If this target is good, you add +6 to your attack rolls and +2 on all damage rolls made against the target of your smite. If the target of Smite Good is an outsider with the good subtype, a good-aligned dragon, or a good creature with levels of cleric or paladin, the bonus to damage on the first successful attack increases to +4. Regardless of the target, Smite Good attacks automatically bypass any DR the creature might possess. In addition, while Smite Good is in effect, you gains a +6 deflection bonus to your AC against attacks made by the target of the smite. If you target a creature that is not good, the smite is wasted with no effect. The Smite Good effect remains until the target of the smite is dead or the next time you rest and regain your uses of this ability.
Spell Combat (Ex) You can cast spells and wield your weapons at the same time. This functions much like two-weapon fighting, but the offhand weapon is a spell that is being cast. To use this ability, you must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, you can make all of your attacks with your melee weapon at a -2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If you cast this spell defensively, you can decide to take an additional penalty on your attack rolls, up to your Intelligence bonus, and add the same amount as a circumstance bonus on your concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. You can choose to cast the spell first or make the weapon attacks first, but if you have more than one attack, you cannot cast the spell between weapon attacks.
Spellstrike (Ex) Whenever you cast a spell with a range of "touch" from the magus spell list, you can deliver the spell through any weapon you are wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If you make this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19-20, or 18-20 and modified by the keen weapon property or similar effects), but the spell effect only deals x2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Special Weapon: “Okairi” +2 Large, returning, throwing Katana. Special ability: Return thrown weapon as a free action and it happens immediately.

Yes, Dale. A fearsome name for an Oni warrior xD. He's become a legend among my group now. Do you guys have any similar stories? How about any silly abominations you've come up with when having way too much spare time and a monster building program?


There are some wierd ass names that that nameset can generate though. :)


Hazmir.
The Half-Acid elemental, Boss template, Inquisitor 8, Fighter 4.

(To get a Half-Acid elemental, use the Half-fire elemental template from one of the 3.5 Plane guides and turn all the fire damage to acid).
(The boss template Maximises then doubles the HP value, grants a +2 bonus on saving throws and the ability to spend Hero points to break magical Control effects (All my bosses get at least 2 hero points).

This crazy thing had a whopper of spell like abilities, spells and feats and fought with a Bastard sword to deadly effect. At full-character wealth and finely tuned as a final boss to a story he reached CR 16 despite only being 12th level.

I used a feat (Minor spell mastery i think it was called) to turn a 1st level spell (Divine favor) into a spell like ability, then Quicken spell like ability from the Beastiary to quicken it, que OP theme music. This along with a few other buff effects gave him a rather menacing visual effect, with acidic halo's and wings and what not.

Then when Mythic adventures was released he became the deadly marshal of his potent horde of chemically rendered zombies.

He never got to his big dramatic fight scene though (only a large number of very threatening and dangerous brawls and skirmishes, he didnt get scryed-fryed caus the players were afraid of him turning the tables on them i think), the players suffered a TPK at the hands of a chapter boss against whom they flung themselves woefully unprepared.


Haha quicken spell like ability. That's pretty dirty xD. I wish I could have fought that.

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