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Dark Souls Bestiary - the Asylum to Anor Londo


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Thanks Rysky! It is appreciated.

Hm. No one else posted any suggestions.

Hmm. Hmm. Hmm.

Ah!

Siegmeyer/Siegward of Caterina CR 3
LG medium humanoid (undead)
Init -1; Senses Perception +0
DEFENSE
AC 22, touch 9, flat-footed 22 (+10 armor, -1 dex, +1 helm, +2 shield)
hp 38 (4d10+12)
Fort +7, Ref +1, Will +2
Resist acid 10, cold 10, electricity 10, fire 10
OFFENSE
Speed 20 ft.
Melee bastard sword +10 (1d10+5/19-20)
w/challenge or glorious challenge +10 (1d10+9/19-20)
Special Attacks challenge 2/day, order (foolhardy rush, glorious challenge)
STATISTIC
Str 18, Dex 8, Con 14, Int 13, Wis 10, Cha 12
Base Atk +4; CMB +7; CMD 16
Feats exotic weapon proficiency (bastard sword), weapon focus (bastard sword)
Skills Climb +4, Diplomacy +8, Intimidate +6, Knowledge (local) +7, Knowledge (nobility) +5, Sense Motive +7
Languages Common
SQ order (order of the flame), resolve, soul purchases (+1 weapon, +1 armor, +1 shield, +1 resistance), weapon expertise
Gear mwk fullplate, mwk spiked light steel shield, mwk bastard sword, speckled stoneplate ring

I know he technically uses a Greatsword, but one-handed greatsword use in Pathfinder is basically impossible for anyone other than Barbarians, and I think we can all agree that Sieg is no Barbarian. And I couldn't do the large bastard sword trick again because Sieg is not from Anor Londo (and thus not a nephilim).

Silver Crusade

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Umm, I could definetly see Siegmeyer as Barbarian :3


Rysky wrote:
Umm, I could definetly see Siegmeyer as Barbarian :3

Really? Honorable full-plate wearing Sieg who challenges demons and tentacled monstrosities while sounding like a British Gentleman? And who suggested (in DS3) peaceful cooperation with the Giant Archer?

I don't get Barbarian off of that at all.

Still, that is one of the beauties of Pathfinder - if you have a concept in mind, there are lots (often dozens) of different ways to achieve the concept.

Sovereign Court

Yeah hope she will feel better as for some suggestions:

-Ice Stallion (DS2)

-Highlord Wolnir (DS3)

Silver Crusade

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Zelgadas Greyward wrote:
Rysky wrote:
Umm, I could definetly see Siegmeyer as Barbarian :3

Really? Honorable full-plate wearing Sieg who challenges demons and tentacled monstrosities while sounding like a British Gentleman? And who suggested (in DS3) peaceful cooperation with the Giant Archer?

I don't get Barbarian off of that at all.

Still, that is one of the beauties of Pathfinder - if you have a concept in mind, there are lots (often dozens) of different ways to achieve the concept.

Barbarians aren't automatically dishonorable or unfriendly :3

And Siegmeyer (from 1) was a lot more about charging into challenges than thinking things through like Siegward was.


Rysky wrote:
Barbarians aren't automatically dishonorable or unfriendly :3

I didn't intend to imply that they were. One of my favorite barbarians ever was from a webcomic (the name of which I can't remember) where the barbarian was a high int character who preferred diplomacy and planning - and actively avoided using his rage (since it was the kind where he could not tell friend from foe).

My point was more that, while Siegmeyer is reckless, he never struck me as out of control. He is a very controlled person choosing to do risky things for personal glory and self-enrichment. While he could just be choosing to never use his rage class feature, that doesn't really lend itself to a good build.

Rysky wrote:
And Siegmeyer (from 1) was a lot more about charging into challenges than thinking things through like Siegward was.

True. Which is why I gave him a class where charging at challenges is literally one of his class features. :p

Eltacolibre wrote:

Yeah hope she will feel better as for some suggestions:

-Ice Stallion (DS2)

-Highlord Wolnir (DS3)

High Lord Wolnir coming up.

I should have said - I am not touching on DS2 at this time. For various reasons, mostly including the fact that the only thing I plan to use from DS2 in my upcoming game is someone's name.


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Eltacolibre wrote:

-Highlord Wolnir (DS3)

As requested...

High Lord Wolnir CR 14
NE gargantuan undead
Init +5; Senses darkvision 60 ft.; Perception +27
DEFENSE
AC 29, touch 3, flat-footed 28 (+1 dex, +1 helm, +25 natural, -8 size)
hp 230 (20d8+140)
Fort +12, Ref +7, Will +18; +4 channel resistance
DR 10/blunt and magic; Immune acid, bleed, cold, poison;
OFFENSE
Speed 20 ft.
Melee claws +23/+23 (2d8+16), slam +23 (2d8+16)
or sword +23 (6d6+16)
Special Attacks dark cloud (fog spread 20 ft radius, Ref 21, 4d6 acid per round), summon skeletons
STATISTIC
Str 43, Dex 13, Con --, Int 14, Wis 18, Cha 23
Base Atk +15; CMB +39; CMD 50
Feats Awesome Blow, Critical Focus, Improved Bull Rush, Improved Critical (longsword), Improved InitiativeB, Improved Vital Strike, Power Attack, Quick Draw, Staggering Critical, Toughness, Vital Strike
Skills Craft (alchemy) +25, Knowledge (history) +22, Knowledge (nobility) +22, Perception +27
Languages Common
SQ half a man
Special Abilities
Bracelet Phalacteries (Su): Wolnir's life force is contained in his three bracelets, reminants of the three crowns he acquired to become the high lord. If these three bracelet phalacteries are sundered, Wolnir dies, his soul pulled into the abyss. Each of these bracelets has AC 33, 23 HP, and hardness 20.
Dark Cloud (Su): Wolnir can, as a standard action, emit a cloud of acidic gas that harms those within it. The cloud fills a 20 ft area around him and discipates after 1d4 rounds. Wolnir must wait an additional 1 round after the cloud discipates before producing another.
Half a Man (Ex): Wolnir, while gargantuan, is actually the upper half of a colossal sized skeleton who has lost his lower half. As such, his natural and manufactures weapons are colossal sized and deal damage as such. Wolnir also takes colossal size penalties to hit and AC (and bonuses to CMB and CMD).
Summon Skeletons (Su): Wolnir can summon skeletons to aid him in battle. He may summon two CR 9 skeletons (see the DS1 Catacombs section of the Bestiary) to fight for him. If these skeletons are destroyed, he must wait 1d4 rounds before summoning more.

Enjoy!

Anyone else?

Silver Crusade

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The croco-dogs of Irithyll?


Rysky wrote:
The croco-dogs of Irithyll?

You know, I could have sworn I already did that one, but looking back, I couldn't find it anywhere. So sure! That one will be my next critter, since "today" is over now.

Silver Crusade

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Yay!


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Rysky wrote:
Yay!

Sulyvahn's Beast CR 12

CE huge aberration
Init +0; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 26, touch , flat-footed (+18 natural, -2 size)
hp 171 (18d8+90)
Fort +6, Ref +6, Will +11;
OFFENSE
Speed 50 ft.
Melee bite +21 (2d8+15), bite +19 (4d6+15 plus grab)
STATISTIC
Str 30, Dex 11, Con 21, Int 3, Wis 15, Cha 17
Base Atk +13; CMB +25; CMD 35
Feats awesome blow, cleave, great cleave, improved bull rush, improved natural attack (3), multiattack, power attack
Skills Perception +23
SQ powerful bites
Special Abilities
Powerful Bites (Ex): Sulyvahn's beast deals 1.5 times strength damage with its two bite attacks, even though its second bite is considered a secondary attack.

Silver Crusade

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Cool!

Don't forget the lighting breath though :3


Rysky wrote:

Cool!

Don't forget the lighting breath though :3

**makes a face**

You know, the DS3 wiki really sucks compared to the DS1 wiki.

When I was stating the DS1 monsters, I could literally look at their exact resistances and full move sets (sometimes with animated gifs of the attack).

DS3 wiki? I'm lucky if any of the attacks or resistances are mentioned, and if they are, they are vague as hell.

Case in point - there was no mention of lightning breath on the wiki. It literally only mentioned a bite attack. **sigh**

Fortunately, breath weapons are easy to do.

So 10d8 electrical damage (for 45 average, right in the middle for CR 12). DC 24 is a bit high, but it will do.

Is it a cone or a line?

Silver Crusade

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Big sweeping line.

I use Fextralife.


Rysky wrote:

Big sweeping line.

I use Fextralife.

What do you mean by sweeping? A lot of the other "sweeping lines" I've statted as cones because they cover a cone-shaped area, even if they are emitted as a line.

Also, I've jumped over to Fextralife a few times, but I tend to go to the other one (wikia) first because Fextralife doesn't always use the official names for the monsters, and I'm trying to.

Silver Crusade

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Ah Okies.

And yeah, points head at one direction. Blasts. Turns head.


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Rysky wrote:

Ah Okies.

And yeah, points head at one direction. Blasts. Turns head.

Here we go:

Special Attacks breath weapon (40 ft. cone, Ref 24, 10d8 electricity)


Once again - I have a couple of days where I will be off work and spending a good deal of time sitting around watching TV, so if anyone has any monster requests from Dark Souls 3 (or DS1 for that matter), let me know and I will do my best to work on those monsters.


What about anything from the Ringed city DLC like Midir? Unless you've made him and I just missed it.


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I'm not overly familiar with the Ringed City DLC yet, but I can look into it. Midir request accepted!

Meanwhile, here's the Old Demon King. This build could also replace my previous entry for the Demon Firesage (aka HD increased Asylum demon) if one prefers a Firesage that actually has fire attacks.

-

Old Demon King CR 15
CE huge outsider (chaos)
Init +1; Senses darkvision 60 ft.; Perception +23
DEFENSE
AC 29, touch 9, flat-footed 28 (+1 dex, +20 natural, -2 size)
hp 225 (18d10+126)
Fort +11, Ref +6, Will +11;
DR 10/good; Immune fire, Resist acid 10, cold 10, electricity 10
Vulnterability negative energy
OFFENSE
Speed 40 ft.; fly 60 ft (clumsy)
Melee hammer +22/17/12/7 (3d6+9 plus 2d6 fire)
w/ power attack +22/+12/+7/+2 (3d6+24 plus 2d6 fire)
w/vital strike +22 (12d6+9 plus 2d6 fire)
Special Attacks fire ring (30 ft radius, Ref 23, 14d6 fire), lava breath (30 ft cone, Ref 25, 14d6 fire)
Spell-Like Abilities (CL 16)
at will - fireball (DC 17)
3/day - delayed blast fireball (DC 21), empowered fireball (DC 17), firestorm (DC 22)
1/day - meteor swarm (DC 23)
STATISTIC
Str 22, Dex 12, Con 22, Int 19, Wis 15, Cha 18
Base Atk +18; CMB +26; CMD 37
Feats cleave, empowered spell-like ability (fireball), furious focus, great cleave, greater vital strike, improved vital strike, power attack, toughness, vital strike
Skills Bluff +25, Fly +10, Diplomacy +25, Intimidate +25, Knowledge (arcana) +25, Knowledge (planes) +25, Knowledge (religion) +25, Perception +23, Sense Motive +23, Spellcraft +25
Languages Abyssal, Common, Infernal
Special Abilities
Burning Weapon (Su): Any weapon held by the Old Demon King deals 2d6 fire damage in addition to its normal damage.
Fire Ring/Lava Breath (Su): While these two abilities work in different ways, both draw on the same source of flame within the demon. As such, after using one of these abilities, the Old Demon King must wait 1d4 rounds before using either of them again.

Variant: Stray Demon - remove all spell-like abilities. Keep fire ring and breath weapon, but switch the elements to blunt damage for the breath weapon and cold damage for fire ring (making it cold ring).


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Naoki00 wrote:
What about anything from the Ringed city DLC like Midir? Unless you've made him and I just missed it.

Nope, you haven't missed it - I haven't yet played Dark Souls 3 (saving it for this fall/winter), so all my DS3 enemies are based on the Wiki and Let's Plays, and none of my preferred LPers have played Ringed City yet. One of them HAS it, but hasn't gotten to it yet, so it's just a matter of time.

Anyway, here's Midir. Hope you like him. (Him? Her? not sure).

Darkeater Midir CR 19
N colossal dragon (fire)
Init +0; Senses darkvision 60 ft.; Perception +33
DEFENSE
AC 36, touch 2, flat-footed 36 (+34 natural, -8 size)
hp 337 (25d12+175)
Fort +0, Ref +0, Will +0;
DR 15/magic; Immune acid, fire, negative energy, negative levels, poison; Resist cold 20
Vulnerable electricity
OFFENSE
Speed 50 ft.; fly 250 ft. (clumsy)
Melee bite +29 (4d8+18), claws +29/+29 (4d6+12), tail whip +27 (4d6+18)
Special Attacks breath weapon (60ft cone, DC 28, 24d6 fire), crush (DC 28), dark beam (120 ft line, DC 28, 24d8 negative energy), dark explosion (30 ft. radius, DC 26, 20d8 negative energy), mass affinity, tail sweep (2d8)
STATISTIC
Str 34, Dex 10, Con 22, Int 17, Wis 21, Cha 17
Base Atk +25; CMB +45; CMD 55
Feats awesome blow, cleave, flyby attack, great cleave, greater vital strike, hover, improved bullrush, improved vital strike, multiattack, power attack, snatch, toughness, vital strike
Skills Appraise +31, Diplomacy +31, Fly +12, Intimidate +31, Knowledge (nobility) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Survival +33
Languages Abyssal, Celestial, Common, Draconic, Infernal
Special Abilities
Dark Beam (Su): This ability effectively acts as a second breath weapon with its own timer, usable every 1d4 rounds, reflex for half, DC constitution based. Once per day, Midir can activate both his fire breath and his dark beam in the same around with the same standard action. Afterwards, both breath weapons are delayed for 1d4+1 rounds, each rolled individually, and Midir is staggered for 1 round.
Dark Explosion (Su): As a full-round action, Midir can charge dark energy around him, releasing it in a short-distance blast immediately around him. This attack is particularly easy to dodge, taking a -2 racial penalty to the Reflex DC, and a successful reflex save avoids the attack completely.
Mass Affinity (Su): As a standard action, Midir can create a large group of humanity masses to attack his foes. This ability functions like magic missile, except that it produces 10 projectiles that deal 1d6+1 negative energy damage each. The projectiles also move more slowly than magic missile, unerringly following their target for up to 3 rounds before dissipating. The projectiles move 30 ft. per round, meaning that a creature can avoid them by staying more

-

So there you go.

I will say, I kinda wish that the people who made Dragonlance CS for 3.5 had updated to Pathfinder since they had some great Breath Weapon feats that would have fit Midir very well.

Keep the requests coming! You all don't need to wait until I finish one before requesting another - I can work on more than one at once.

Silver Crusade

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Sister Friede?


Rysky wrote:
Sister Friede?

Here you go. And I did Father Ariendal too since they're kind of a set.

-

Sister Friede/Elfriede CR 16
?? medium humanoid (undead)
Init +5; Senses Perception +2
DEFENSE
AC 35, touch 20, flat-footed 29 (+12 armor, +4 deflection, +5 dex, +1 dodge, +3 natural)
hp 152 (16d8+80)
Fort +17, Ref +13, Will +10; evasion
Immune cold; Resist acid 20
Defensive Abilities restored by fire
OFFENSE
Speed 30 ft.
Melee +5 scythe +26/+21/+16 (2d4+17/x4)
w/ freezing burst and bane +28/+23/+18 (2d4+19/x4 plus 2d6 bane plus 1d6 cold)
Ranged darkfire scorching ray +17/+17/+17 (4d6 fire/untyped)
Special Attacks arcane pool (14 pts), counterstrike, greater spell combat, magus arcana (arcane accuracy, bane blade, devoted blade, pool strike [+6d6], spells shield)
Magus Spells Known (CL 16, concentration +22)
6th (2/day) - chains of fire (DC 22), freezing sphere (DC 22)
5th (4/day) - cone of cold (DC 21), fire snake (DC 21), greater bladed dash, teleport
4th (5/day) - dimension door, greater invisibility, ice storm (DC 20), stoneskin, wall of ice
3rd (6/day) - displacement, elemental aura, fireball (DC 19), keen edge, slow (DC 19)
2nd (7/day) - effortless armor, frigid touch, ice slick, invisibility, scorching ray, umbral weapon
1st (7/day) - blurred movement, burning hands (DC 17), chill touch, frostbite, snowball (DC 17), vanish
0 (at will) - dancing lights, daze (DC 16), detect magic, ghost sound, light, ray of frost
STATISTIC
Str 24, Dex 20, Con 18, Int 13, Wis 14, Cha 22
Base Atk +12; CMB +19; CMD 24
Feats armor focus, combat expertise, dodge, greater weapon focus (scythe)B, mobility, quickdrawB, spring attack, toughness, weapon focus (scythe), weapon specialization (scythe)B, whirlwind attack
Skills Bluff +20, Diplomacy +20, Knowledge (arcana) +14, Spellcraft +14
Languages Abyssal, Celestial, Common
SQ dark sign, fighter training, improved spell recall, medium armor, soul purchases (+6 Str, +6 Dex, +6 Con, +6 Wis, +6 Cha; +5 weapon, +5 armor, +4 deflection, +3 natural, +3 resistance)
Gear mithrial breastplate, friede's diadem, mwk great scythe
Special Abilities
Black Flame (Su): All fire spells that Friede casts are infused with black flame - half of the damage they deal is untyped divine damage, similar to flame strike.
Restored by Fire (Su): Sister Friede is healed by fire. Any fire damage dealt to her instead heals her an equal number of HP. Friede automatically fails any save against spells that deal fire damage. However, spells that deal fire mixed with a second damage type (such as blackflame, flame strike, or plasma damage) deal damage as normal, with no reduction or absorption for the fire component.

Design Note: Sister Friede has a unique magus archetype. She does not get spellstrike, and as such, she cannot cast spells through her weapon. Nor does she gain heavy armor proficiency or knowledge pool. Instead, she gains evasion as a ranger (when wearing medium armor) and quickdraw as a bonus feat. Finally, she casts spells spontaneously using charisma rather than preparing spells and casting with int. As such, she cannot prepare metamagic ahead of time - she can only use metamagic as a full-round action.
The abilities "Black Flame" and "Restored by Fire" are "alternative racial abilities" due to Sister Friede's unique background.
Sister Friede is a CR higher than normal due to player WBL

.

Father Ariandel CR 14
CE large undead
Init +0; Senses darkvision 60 ft.; Perception +26
DEFENSE
AC 28, touch 9, flat-footed 28 (+19 natural, -1 size)
hp 210 (20d8+120)
Fort +13, Ref +8, Will +15;
DR 10/good; Resist cold 20, electricity 20
OFFENSE
Speed 30 ft.
Melee huge bowl +21/+16/+11 (2d6+10 plus 1d6 fire)
w/power attack +21/+12/+7 (2d6+22plus 1d6 fire)
Special Attacks fire breath (30 ft cone; DC 20, 18d6 fire)
STATISTIC
Str 24, Dex 10, Con -, Int 13, Wis 17, Cha 20
Base Atk +15; CMB +23; CMD 33
Feats cleave, furious focus, great cleave, great fortitude, improved vital strike, lightning reflexes, power attack, skill focus (craft [painting]), toughness, vital strike
Skills Craft (painting) +27, Intimidate +28, Knowledge (religion) +24, Perception +26, Sense Motive +26
Languages Abyssal, Celestial, Common
SQ world painter
Special Abilities
Flaming Blood Bowl (Su): Father Ariandel's bowl of blood and fire can be wielded by Father Ariandel as a two-handed melee weapon without any penalties for improvised weaponry. The bowl counts as a flaming weapon, dealing 1d6 fire damage per hit.
World Painter (Su): Father Ariandel painted the world of Ariandel, as did those before him, as will those after him. This effectively functions as create demiplane except that the area is much, much larger than even the greater version of that spell. The exact dimensions of the painted world are left to the GM to decide.

-

On alignments - I left Friede's as ?? because I honestly have no idea what alignment she would be. I list Ariandel as CE because he is is both insane (C) and undead (E). I realize that hollows/undead being evil is not always a thing in Dark Souls (Anri being a full on good-aligned hollow, for example), but close enough, I think, in this case.

Any other requests?


Hmm.. He does have a 'Pour flaming blood over oneself' thing although that might just be for effect.


MannyGoblin wrote:
Hmm.. He does have a 'Pour flaming blood over oneself' thing although that might just be for effect.

Isn't that how he activates his breath weapon? He pours the bowl over his face and then breath/spits it back out at the player?

Silver Crusade

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Is Father Ariandel and the corvians Undead?


Rysky wrote:
Is Father Ariandel and the corvians Undead?

Yes - in that they are living corpses afflicted with rot. So close enough.

In the case of the Corvian Knights (which I'm currently working on) and Father Ariandel, they are specifically undead outsiders. So technically Father Ariandel should have a (extraplanar) subtype next to his undead type, but I forgot to note it.


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Corvian Knight CR 12
NE medium undead (extraplanar)
Init +5; Senses darkvision 60 ft.; Perception +20
DEFENSE
AC 28, touch 15, flat-footed 19 (+6 armor, +3 dex, +1 dodge, +8 natural)
hp 157 (15d8+90)
Fort +10, Ref +10, Will +11
DR 10/slashing; Resist Cold 10, Electricity 10
Vulnerable fire
OFFENSE
Speed 30 ft.; fly 60 ft. (poor)
Melee wings +21/+21/+21 (1d8+13 plus grab)
Ranged throwing daggers +15/+15/+10/+5 (1d4+11)
Special Attacks fast wings, snatch
STATISTIC
Str 30, Dex 20, Con -, Int 13, Wis 15, Cha 21
Base Atk +11; CMB +; CMD
Feats Alertness, Flyby Attack, Improved Grapple, Improved Unarmed Strike, Point Blank Shot, Rapid Shot, Snatch, Toughness
Skills Fly +19, Intimidate +23, Knowledge (religion) +19, Perception +20, Sense Motive +20
Languages Abyssal, Common
SQ magic feathers, powerful snatch
Special Abilities
Bladed Wings (Ex): As a full-attack action, a corvian knight can attack three times with the blades attached to the tips of its wings. These blades have been enchanted to deal increased damage, functioning as +3 magic weapons, but only for the purpose of damage. These blades are fused directly into the corvian and cannot be used by any other creature.
Powerful Snatch (Ex): A corvian knight gains the Snatch feat even though it does not meet the prerequisites.

-

It was pointed out by an LPer that the Corvian Knight has the same moveset as the Crow Demons for DS1, so that's where I started.

Also, I went to make Wilheim, but he's basically just a very lawful Dark Wraith.


Zelgadas Greyward wrote:
Naoki00 wrote:
What about anything from the Ringed city DLC like Midir? Unless you've made him and I just missed it.

Nope, you haven't missed it - I haven't yet played Dark Souls 3 (saving it for this fall/winter), so all my DS3 enemies are based on the Wiki and Let's Plays, and none of my preferred LPers have played Ringed City yet. One of them HAS it, but hasn't gotten to it yet, so it's just a matter of time.

Anyway, here's Midir. Hope you like him. (Him? Her? not sure).

Darkeater Midir CR 19
N colossal dragon (fire)
Init +0; Senses darkvision 60 ft.; Perception +33
DEFENSE
AC 36, touch 2, flat-footed 36 (+34 natural, -8 size)
hp 337 (25d12+175)
Fort +0, Ref +0, Will +0;
DR 15/magic; Immune acid, fire, negative energy, negative levels, poison; Resist cold 20
Vulnerable electricity
OFFENSE
Speed 50 ft.; fly 250 ft. (clumsy)
Melee bite +29 (4d8+18), claws +29/+29 (4d6+12), tail whip +27 (4d6+18)
Special Attacks breath weapon (60ft cone, DC 28, 24d6 fire), crush (DC 28), dark beam (120 ft line, DC 28, 24d8 negative energy), dark explosion (30 ft. radius, DC 26, 20d8 negative energy), mass affinity, tail sweep (2d8)
STATISTIC
Str 34, Dex 10, Con 22, Int 17, Wis 21, Cha 17
Base Atk +25; CMB +45; CMD 55
Feats awesome blow, cleave, flyby attack, great cleave, greater vital strike, hover, improved bullrush, improved vital strike, multiattack, power attack, snatch, toughness, vital strike
Skills Appraise +31, Diplomacy +31, Fly +12, Intimidate +31, Knowledge (nobility) +31, Knowledge (religion) +31, Perception +33, Sense Motive +33, Survival +33
Languages Abyssal, Celestial, Common, Draconic, Infernal
Special Abilities
Dark Beam (Su): This ability effectively acts as a second breath weapon with its own timer, usable every 1d4 rounds, reflex for half, DC constitution based. Once per day, Midir can activate both his fire breath and his dark beam in the same around with the same standard action. Afterwards, both breath weapons are delayed for 1d4+1 rounds, each rolled...

This is pretty awesome actually yeah! I was looking for a nasty 'dark' dragon for a dark souls theme game I'm gonna run sometime.


Naoki00 wrote:
This is pretty awesome actually yeah! I was looking for a nasty 'dark' dragon for a dark souls theme game I'm gonna run sometime.

Thanks! I haven't done many dragons for Dark Souls just because most Dragons in Dark Souls are mechanically no different from normal Pathfinder Dragons. Midir was different enough that I felt it warranted a proper write up (similar to the Gaping Dragon).

If you want a lower (or higher) CR version of Midir, it should be possible to adjust his age category. He's built as "ancient" (I balanced him against Ancient Red and Ancient Umbral) so one could adjust up or down from there based on the chart in the Bestiary.


Did Pontiff Sulyvahn get statted? He's an interesting case.


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Icyshadow wrote:
Did Pontiff Sulyvahn get statted? He's an interesting case.

Yup - he's on the previous page.

Or, for convenience, right here:

Pontiff Sulyvahn CR 14
CE Large undead
Init +4; Senses darkvision 60 ft.; Perception +27
DEFENSE
AC 29, touch 14, flat-footed 24 (+5 armor, +4 dex, +1 dodge, +10 natural, -1 size)
hp 210 (20d8+120)
Fort +16, Ref +14, Will +20; +4 channel positive
Immune acid, bleed, cold, poison; SR 18
OFFENSE
Speed 40 ft.
Melee profaned greatsword +23/+18/+13 (2d6+11 plus 1d6 fire/17-20), greatsword of judgement +23/+18/+13 (2d6+11 plus 1d6 cold/17-20)
Ranged cold scorching ray +18/+18/+18 touch (4d6 cold)
Spell-Like Abilities (CL 15, CL 17 vs SR)
at will - cold scorching ray
3/day - cone of cold (DC 21), freezing sphere (DC 22)
STATISTIC
Str 30, Dex 19, Con -, Int 21, Wis 19, Cha 22
Base Atk +15; CMB +26; CMD 40
Feats combat expertise, dodge, doubleslice, greater two-weapon fighting, improved critical (greatswords), improved two weapon fighting, mobility, spring attack, two weapon fighting, whirlwind attack
Skills Bluff +26, Diplomacy +26, Intimidate +29, Knowledge (arcana) +28, Knowledge (nobility) +25, Knowledge (religion) +28, Perception +27, Sense Motive +27, Spellcraft +28
Languages Abyssal, Celestial, Common, Draconic, Infernal
SQ massive blade grip
Gear robes of the archmagi, profaned ultra greatsword (+1 flaming burst), greatsword of judgement (+1 frost burst),
Special Abilities
Massive Blade Grip (Ex): Pontiff Sulyvahn treats medium greatswords as if they are light weapons designed for his size.


Been a while.

Anyway, I was watching my favorite Blind LPer go through the Irithyll Dungeon section of DS3, and that got me thinking about Jailers.

That thing where they drain Max HP with a look - how would one implement that, I wondered. I've already made Con damage into Toxic, so how to represent a loss of Max HP?

And then it came to me. Negative Levels. I have used them almost nowhere else, and they do "reduce you until you die" similar to the Jailer's gaze.

And wouldn't you know it, but there's an already built undead in Pathfinder that causes Negative Levels with their gaze.

Bodaks.

Advanced Bodaks, at CR 9, are just about right for Jailers. Rearrange a few feats, give them a flaming heavy mace for their pokers, and they're basically done. Or, if one wanted them a bit tougher and more size appropriate, both the Advanced and Giant templates for a tough CR 10.

If one wanted to be closer to the game, make the Bodak's negative levels only last a minute or so, but make it save-less - every round they look at you, you take a negative level.

(also, if Bodak negative levels are already save-less, then never mind that statement - I'm doing this from my memory of Bodaks, so I might have a few minor errors in this musing)

Anyway, that's it for today. I have been pretty busy lately, so I haven't been able to spend much time on this. Still, if anyone has any requests for DS3 (or DS1 stuff I missed), then let me know.


While I think that bodaks do make good jailers be careful with them, I absolutely hate the jailers from a game design standpoint


Question: does anyone know of a gaming mini that resembles a Firekeeper?

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber

Which one?


This thread is pure gold.
PURE.
GOLD.

Love it.

Are we ever going to see Manus or Black Dragon Kalameet?


I know it's kind of silly, but would you consider stating up a Giantdad enemy? It would be interesting to see him as a barbarian or bloodrager with the fire bloodline.


Hubaris wrote:

This thread is pure gold.

PURE.
GOLD.

Love it.

Are we ever going to see Manus or Black Dragon Kalameet?

Thanks!

And actually I already did both of those.

Manus is CR 19 and back in the Oolacile section. Kalameet is short since there is already a dragon that does basically everything Kalmeet does, so I just said "use this dragon at this age" and that was it. Should be in the same section.


Angry Wizard wrote:
I know it's kind of silly, but would you consider stating up a Giantdad enemy? It would be interesting to see him as a barbarian or bloodrager with the fire bloodline.

GiantDad is a PVP build right? I avoid PVP (and basically all online multiplayer in all games, not just Dark Souls) so I only know of GiantDad in a fairly vague sense.

Also, wouldn't a GiantDad technically be a PC build in a tabletop game?


Rysky wrote:
Which one?

Well, any of the humanoid ones really (other than the Darkmoon Lady since she wears armor), but with preference for the Fire Keeper from DS3. So one that looks like Anastasia or Shanalote would work too.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Roleplaying Guild, Tales Subscriber; Pathfinder Comics Subscriber
Zelgadas Greyward wrote:
Rysky wrote:
Which one?
Well, any of the humanoid ones really (other than the Darkmoon Lady since she wears armor), but with preference for the Fire Keeper from DS3. So one that looks like Anastasia or Shanalote would work too.

*nods*

I'll keep an eye out for one.


Zelgadas Greyward wrote:
Angry Wizard wrote:
I know it's kind of silly, but would you consider stating up a Giantdad enemy? It would be interesting to see him as a barbarian or bloodrager with the fire bloodline.

GiantDad is a PVP build right? I avoid PVP (and basically all online multiplayer in all games, not just Dark Souls) so I only know of GiantDad in a fairly vague sense.

Also, wouldn't a GiantDad technically be a PC build in a tabletop game?

Ahh I suppose so then.


Platemail,Greatsword(shocking burst)= GiantDad


Hm. That does give me an idea for the other Dark Souls thread - Resins. Ie, one-use items that make a weapon temporarily flaming, shocking, etc.

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