How would you build Razmir, the false / living God


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DwarfMan Esq. wrote:
I really don't get why people would recommend builds that break the 19 levels of wizard he's already got going for him... The whole point of his character is that he's Just a powerful wizard who's got a cult of personality around him. I guess people just don't think pure wizards can cut the mustard anymore

I guess most people got it in their head that you can't be godlike with only having class levels, despite all the godlike things a 19th level character is capable of.


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What if Razmir really is a god? Maybe he is a god of deception pretending to be a wizard who is pretending to be a god? He became a god by pulling off a hoax of pretending to be a god, but if anyone finds out the truth he loses his divinity and becomes mortal. As long as no one finds out the whole truth he remains a god.

He is deceiving people on multiple levels. The first level is pretending to be a deity, but he leaves enough clues to allow doubt. Those that look into it further are deceived into believing he is a not really a god but is a fraud. His quest for the sun orchid elixir is just a diversion because he really does not need it.

I know it is a ridiculous idea but for some reason it just popped up in my head that maybe he is really a god.


^I suppose that would be one way of getting around divine rules against deities directly messing around with mortal affairs . . . .

Dark Archive

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Just because Golarion is *crawling* with powerful wizards, and not nearly as many high level sorcerers, I like the idea of Razmir being a super-high level sorcerer.

He'll never get the arcane discovery for immortality, if he even knows it exists, because, not a wizard! He's got amazing charisma, and, well, he's not dumb, exactly, but he's not exactly a rocket scientist, either. Fortunately it doesn't take being a rocket scientist to run one of the River Kingdoms (and he's probably as smart as or smarter than most of them what do). :)

As a sorcerer, he's got a pretty limited bag of tricks, boosted by various work-arounds, but they are good tricks, and he can UMD just about *anything* he wants to fake.

He's also got a few (heavily dominated) people who stand in for him, from time to time, and they have different bags of tricks, so it's entirely possible that 'Razmir' has been seen casting mesmerist spells, or giving a speech with bardic performance, or even pushing out some divine oracular spells, which just adds to his divine mystique, as the vast, vast majority of even his highest-ranking priests don't know about the occasional stand-ins, and therefore believe that Razmir can, demonstrably, do *anything,* and must indeed be a god.


What I really don't understand, is why he isn't immortal already. He's capable of casting 9th level spells and has the resources of a nation and a church at his disposal. What more does he need?


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VRMH wrote:
What I really don't understand, is why he isn't immortal already. He's capable of casting 9th level spells and has the resources of a nation and a church at his disposal. What more does he need?

One more level and/or a mythic tier.


VRMH wrote:
What I really don't understand, is why he isn't immortal already. He's capable of casting 9th level spells and has the resources of a nation and a church at his disposal. What more does he need?

Something that PCs can interfere with somehow. I mean, he's a Big Bad, after all, and the whole point of them is that their ill-laid schemes will be frustrated by a bunch of heroes...


VRMH wrote:
What I really don't understand, is why he isn't immortal already. He's capable of casting 9th level spells and has the resources of a nation and a church at his disposal. What more does he need?

One more PC group . . . just one more PC group . . . .


I'd give Razmir a custom greater silent & still metamagic "rod" (possibly taking the form of a heavy ring or bracelet, so he can wear it instead of needing to grip it) - allowing him to cast wish without actually saying anything.

Of course, that's 25K a pop for every display of "divinity," so he shouldn't do it often.

I figured his sacking of that one city involved a lot of scrolls, though I suppose opening a gate to the Plane of Fire might get acceptable results. After all, you can open a Gate a few hundred feet away from yourself, staying well out of any harmful effects that may pour forth...


Or maybe more easily, just choose to sack a city that is build out of tinder. One Incendiary Cloud with Extend Spell and a Greater Metamagic Rod of Widen Spell applied, and the whole thing is giong to go up in flame. Periodically cast Pyrotechnics (choosing the sparks option, and preferably with Widen spell applied) to hasten the spread and make people think that more fire is raining from the sky. Wide-area illusion of raining fire would help as well, so that people trying to stop the fire waste their efforts on the wrong targets.


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Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Pawns, Roleplaying Game Subscriber; Starfinder Charter Superscriber

Shame he wasn't an arcane sorcerer. Then he could have made this and had infinite wish power.

Casual Viking wrote:
Did Razmir cause the rain of fire over Melcat, or did he predict it, and lay his plans accordingly?

Damn. Beat me to it.

Razmir didn't need to destroy Melcat. Melcat was already doomed. He just followed the meteor for a time, then stepped onto the scene after the fact.

"Worship me or perish in fire!"

He gets ignored.

Meteor crashes down killing most everyone.

Survivors spread Razmir's lies for him.


^Of course, given enough time and resources to prepare, a high-level spellcaster might well be able to modify the course of a meteor . . . .

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Ravingdork wrote:

Razmir didn't need to destroy Melcat. Melcat was already doomed. He just followed the meteor for a time, then stepped onto the scene after the fact.

"Worship me or perish in fire!"

He gets ignored.

Meteor crashes down killing most everyone.

Survivors spread Razmir's lies for him.

That would be a hilarious setting element for a game in which the GM wants the Divination school to be taken seriously.

"Yeah, just lucky I guess, that the earth split open and destroyed the capitol building just after I said to the crowd, 'And if the rulers be false, let the earth swallow them up!' And now I'm god-emperor."


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When I statted out Razmir, I made the obvious connection and statted him as a Veiled Master masquerading as a human whose purpose was to observe humanity to determine whether it needed another meteor in the face. The religion, the elixir, the nation was all an ostentatious cover for his spying.

Razmir CR 23
XP 819,200
Veiled master pathfinder savant 9/wizard (spell sage) 10 (Pathfinder RPG Advanced Class Guide 133, Pathfinder RPG Adventurer's Guide, Pathfinder RPG Bestiary 6 270)
LE Medium aberration (aquatic, shapechanger)
Init +10; Senses darkvision 120 ft., glyph-finding; Perception +42
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Defense
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AC 42, touch 21, flat-footed 36 (+5 armor, +3 deflection, +6 Dex, +2 luck, +16 natural)
hp 447 (35 HD; 19d6+16d8+290)
Fort +25, Ref +25, Will +32; +9 vs. writing-based magical traps
Immune electricity, mind-affecting effects; Resist cold 20, fire 10; SR 25
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Offense
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Speed 30 ft., swim 80 ft.
Melee staff of power +29/+24/+19/+14 (1d6+11)
Space 5 ft.; Reach 5 ft. (10 ft. with tentacles, 10 ft. with claw)
Special Attacks delayed suggestion
Spell-Like Abilities (CL 20th; concentration +26)
Constant—mage armor
At will—detect thoughts (DC 18), dominate person (DC 21), hypnotic pattern (DC 18), illusory wall (DC 20), mirage arcana (DC 21), persistent image (DC 21), programmed image (DC 22), project image (DC 23), veil (DC 22)
3/day—dominate monster (DC 25), geas/quest (DC 22), mass suggestion (DC 22), quickened dominate person (DC 21)
Pathfinder Savant Spell-Like Abilities (CL 9th; concentration +15)
At will—analyze dweomer
4/day—identify (swift action)
Sorcerer Spells Known (CL 13th; concentration +19)
6th (4/day)—symbol of persuasion (DC 25)
5th (6/day)—symbol of pain (DC 24), teleport
4th (7/day)—dimension door, phantasmal killer (DC 20), symbol of slowing[UM] (DC 23)
3rd (7/day)—clairaudience/clairvoyance, hold person (DC 19), nondetection, secret page
2nd (8/day)—blindness/deafness (DC 18), invisibility, levitate, symbol of mirroring[UM] (DC 20), touch of idiocy
1st (8/day)—charm person (DC 17), comprehend languages, erase, ray of enfeeblement (DC 17), silent image (DC 17)
0 (at will)—arcane mark, dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, message, read magic, touch of fatigue (DC 16)
Wizard (Spell Sage) Spells Prepared (CL 19th; concentration +29)
1st—cause fear (DC 21), cloak of secrets, grease, magic missile (2), sleep (DC 21)
0 (at will)—bleed (DC 20), detect magic, light, read magic
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Statistics
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Str 22, Dex 22, Con 27, Int 31, Wis 19, Cha 22
Base Atk +21; CMB +27; CMD 48
Feats Aquatic Spell[UW], Arcane Strike, Combat Casting, Combat Expertise, Craft Staff, Craft Wondrous Item, Empower Spell, Enlarge Spell, Eschew Materials[B], Extend Spell, Heighten Spell, Improved Initiative, Lightning Reflexes, Magical Aptitude, Persistent Spell[APG], Piercing Spell[UM], Quicken Spell, Quicken Spell-Like Ability (dominate person), Scribe Scroll, Silent Spell, Still Spell, Widen Spell
Skills Appraise +23, Bluff +16, Diplomacy +16, Fly +10, Heal +5, Intimidate +44, Knowledge (arcana) +52, Knowledge (dungeoneering) +27, Knowledge (engineering) +27, Knowledge (geography) +22, Knowledge (history) +29, Knowledge (local) +23, Knowledge (nature) +29, Knowledge (nobility) +23, Knowledge (planes) +32, Knowledge (religion) +23, Linguistics +18, Perception +42, Sense Motive +39, Spellcraft +56, Stealth +25, Swim +33, Use Magic Device +52; Racial Modifiers master scholar
Languages Aboleth, Abyssal, Aklo, Androffan, Aquan, Azlanti, Common, Cyclops, Daemonic, Draconic, Dwarven, Elder Thing, Elven, Infernal, Sylvan, Undercommon; telepathy 300 ft.
SQ adept activation, analyze dweomer, change shape (any Small or Medium form; greater polymorph), dispelling master, esoteric magic, focused spells, quick identification, runemastery, scroll master, sigil master, silence master, spell study, spellcasting master, swift transformation, symbol master
Combat Gear robe of the archmagi (black), staff of power; Other Gear amulet of natural armor +5, crimson sphere ioun stone (3), khepresh of refuge, orange prism ioun stone, ring of inner fortitude (greater)[UE], ring of spell turning, wizard starting spellbook
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Special Abilities
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Adept Activation (Ex) Can always take 10 on Use Magic Device, except when activate blindly. Rolling 1 is not auto-fail.
Analyze Dweomer (Sp) Use analyze dweomer as a spell-like ability.
Aquatic Spell Spell functions normally underwater.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Expertise +/-6 Bonus to AC in exchange for an equal penalty to attack.
Consume Memory (DC 24) (Su) Bitten creatures gain one negative level, and you learn some of their memories. (Fort neg)
Darkvision (120 feet) You can see in the dark (black and white only).
Delayed Suggestion (DC 19) (Sp) You can implant a delayed suggestion in a dominated creature.
Dispelling Master (Su) Spont cast dispel magic spells or add to known spells, heal from dispelling.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Energy Resistance, Cold (20) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Enlarge Spell Increase spell ranges. +1 Level.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Esoteric Magic (Ex) Add chosen spell (any list) to base spellcasting class' spell list.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Focused Spells (2/day) (Su) When casting a spell can increase CL by 4.
Glyph-Finding (Ex) Use Spellcraft to find written magic traps only, otherwise as trapfinding.
Heighten Spell Increases spell level to effective level desired.
Human form (Su) You can change your form.
Immunity to Electricity You are immune to electricity damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Master Scholar (+4) (Ex) Can always take 10 on Knowledge (arcana) and Spellcraft.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Quick Identification (Sp) As a swift, use identify as a spell like ability.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Quicken Spell-Like Ability (Dominate Person) Spell-like ability is cast as a swift action up to 3/day.
Runemastery (Ex) Word or symbol spells never require material or focus component and save DC +1 (+2 for Disable Device).
Scroll Master (Su) Use own CL instead of item's for scrolls/spell completion.
Sigil Master (+9) (Su) Gain bon vs. written magic trap, if triggered by you, may not go off if save.
Silence Master (3/day) (Su) Silently activate comm word, spell trig/comp item. Activate to cast spell as silent metamagic rod.
Silent Spell Cast a spell with no verbal components. +1 Level.
Slime (DC 26) (Ex) Contact turns flesh into clear, slimy membrance (Fort neg.) that must be kepts moist and reducing Con by 4
Spell Resistance (25) You have Spell Resistance.
Spell Study (2/day) (Su) Spontaneously cast Brd/Clr/Drd spell over 1 rd/spell level, costs 2 slots of same level or higher.
Spellcasting Master (10 rounds, 3/day) (Ex) As a swift action, spellcasting does not provoke AoO for next rd and conc spells last listed duration beyond cease conc.
Still Spell You can cast a spell with no somatic components. +1 Level.
Swift Transformation (Su) A veiled master can use its change shape ability as a swift action.
Swim (80 feet) You have a Swim speed.
Symbol Master (+2) (Su) +2 to Perception and Disable DCs for symbol spells you cast.
Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.
Thoughtlance (DC 24) (Su) Four touch attacks do 2d6 elec. and staggered 2 round, plus difficult casting. (Will partial)
Widen Spell Alter area of a burst, emanation, line or spread spell. +3 Levels.


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Paizo has made it clear full deities should not be statted.


Pathfinder Adventure Path Subscriber
Set wrote:
Just because Golarion is *crawling* with powerful wizards...

Actually no, Golarion is not crawling with lvl 17+ wizards, we know about a few because they tend to make good BBEG but there not really that many of them, unless you count those who are dead/somewhere else/sleeping/imprisoned. Razmir is a wizard, most probably an illusionist with access to metamagic rods/feats. A level 19 illusionist can con most people, especially commoners. And with metamagic even an incediary cloud can be quite devastating for a backward duchy from the River Kingdoms.


Razmir, the Living God wrote:
Paizo has made it clear full deities should not be statted.

And I've adhered to their wishes *tips hat*.

Dark Archive

Zane Ordo wrote:
As Razmir is the endgame boss for my campaign, I had to build him in the same fashion as the players built their characters. He concentrates mostly on his mental attributes. Paizo did not specify that Razmir had a specialty school, which led me to build him as a universalist wizard level 19. As Razmir seeks immortality and has yet to achieve it, I applied mythic tier 8. For anyone interested, I will be posting the stats I came up with when I finish building him.


Spook205 wrote:

Thing does 6d6 fire damage (which gets halved against structures) in a 20ft radius. For 1.8 minutes at his level.

Hardly epic destruction.

With that he basically inflicted dire injury upon a tavern.

It also has a duration of 19 rounds, during which it moves.

Fires tend to spread. Once you've set a structure on fire, it will continue burning.

Basically 3-4 incendiary clouds, a handful of Walls of Fire, a few elder fire elementals.

Once enough of the city is burning, it will continue to do so until there is nothing left to burn.

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