SlimGauge |
1 person marked this as a favorite. |
Dylos wrote:Any chance Occult Adventures will be in the PRD before this contest ends?I really, really, really hope so, but that largely depends on how many fires I have to put out.
Calls in Air Support for Liz.
Liz Courts Community Manager |
1 person marked this as a favorite. |
are Archetypes of non-occult classes allowed, assuming they are from the Occult Adventures book? (such as the Psychic Detective Investigator Archetype or the Psychic Bloodline for Sorceror)
No—the classes must be from Occult Adventures.
Wait....wouldn't the old Dragon Magazines for 3.5 technically count as "Paizo published material" in this regard?
As much as I want to say yes, I'm going to have to go with "no"—we don't own the IP on that and we can't reproduce any of the content legally.
The original version of Rasputin had his own unique Oracle mystery. Can our version have its own unique archetype/other sort of Occult modification?
No new mechanics—statblock only!
As far as point buy goes, follow Brandon's lead here.
Liz Courts Community Manager |
5 people marked this as a favorite. |
My favorite part of this blog post: "Paizo time"
The longer I've worked here, the more I'm convinced that the Paizo offices are caught in a Maelstrom-fueled eddy where time flows differently. Sadly, it often works against us, rather than for us.
I'm still trying to get the proteans to understand that.Farrindor |
Man, that lack of Ectoplasmic Armor really hurts his AC...
There are ways, and ways, to accommodate this... One just needs to be tricksy! (Which is why it will take me a while to submit an answer, despite preferring to be 'first' in category however I decide to proceed. So many choices!)
I will also note the timing of this contest with RPGSS getting exciting... arggg! :)
Phylotus |
Phylotus wrote:Man, that lack of Ectoplasmic Armor really hurts his AC...There are ways, and ways, to accommodate this... One just needs to be tricksy! (Which is why it will take me a while to submit an answer, despite preferring to be 'first' in category however I decide to proceed. So many choices!)
I will also note the timing of this contest with RPGSS getting exciting... arggg! :)
Yes, but doing so and staying in budget is hard :-P Bracers of Armor are expensive (I say Bracers of Armor cause he already has a +4 Amulet of Natural Armor and a +4 deflection bonus from the Unholy Aura). Currently trying to make ends meet with Mage Armor and Shield.
Shisumo |
Evil Midnight Lurker wrote:Bardess wrote:I don't plan to enter, but I can't see how he could possibly not be a Mesmerist. :DPsychic or Spiritualist? One's easier and straight, the other is bizàrre and fascinating...
Ahh, decisions, decisions...Mesmerist seems the first choice (Cult Master in particular), but since have already been posted 2 Mesmerist builds, I'm thinking to do something different.
Plus, Mesmerists can't cast his higly destructive spells and play with ectoplasm...
I don't know if this will play into the contest judging or not, but I don't think his encounter is well suited to a mesmerist either.
kevin_video |
1 person marked this as a favorite. |
Phylotus wrote:Man, that lack of Ectoplasmic Armor really hurts his AC...There are ways, and ways, to accommodate this... One just needs to be tricksy! (Which is why it will take me a while to submit an answer, despite preferring to be 'first' in category however I decide to proceed. So many choices!)
I will also note the timing of this contest with RPGSS getting exciting... arggg! :)
I'm in the same boat. As soon as Paizo announced it on their Twitter, I went "Pfft. Challenge accepted." I'm starting to regret that.
Blayde MacRonan |
Yeah, the lack of ectoplasmic armor really hurts. When I redid him for my game, it already been taken into account using Automatic Bonus Progression (at +2 character level). I had completely forgotten about it when I converted my build over for this, and thus didn't take that into consideration, forcing me to go back and remove the armor bonus.
I'm actually more proud of my version of the black monk's cassock that I came up with for this challenge. For months, I'd been struggling with this very item, but last night it just hit me like a ton of bricks how I should do it. Magic item creation is usually not something I'm good at, but I think this time it came out okay.
Liz Courts Community Manager |
2 people marked this as a favorite. |
Farrindor wrote:I'm in the same boat. As soon as Paizo announced it on their Twitter, I went "Pfft. Challenge accepted." I'm starting to regret that.Phylotus wrote:Man, that lack of Ectoplasmic Armor really hurts his AC...There are ways, and ways, to accommodate this... One just needs to be tricksy! (Which is why it will take me a while to submit an answer, despite preferring to be 'first' in category however I decide to proceed. So many choices!)
I will also note the timing of this contest with RPGSS getting exciting... arggg! :)
It's almost like I planned it that way...
Liz Courts Community Manager |
5 people marked this as a favorite. |
I think everyone's getting too hung up on keeping the encounter largely the same with a different class.
A different class is, naturally, going to lend itself to a very different sort of playstyle.
His Tactics section is very much going to change.
Exactly. Different classes require a different approach to a situation. :)
Blayde MacRonan |
I agree, Rynjin, in that a different class lends a different playstyle. For my part, the build for my game has a vastly different feat selection that makes him more mobile and his tactics reflected that. Even the one I did for this contest has somewhat different tactics than the original (it has to, as my build doesn't have access to 7th level or higher spells).
But, and I stress this, that was for my game.
For this, I'm not trying to reflect my group's decidedly aggressive playstyle or trying to show the Paizo staff how to do a 'proper optimized build' (and before you get offended, I'm not saying that's what you're trying to do in either case). I'm just trying to pay homage to what was written for a friendly contest to get a unique avatar. It's all in good fun, man. :)
John Benbo RPG Superstar 2011 Top 8 |
XmarkXalanX |
Here's my submission.
XP 102,400
Male middle-aged human spiritualist (fractured mind) 18
Init +0; Senses true seeing; Perception +10
Aura unholy aura (DC 22)
----- Defense -----
AC 32, touch 18, flat-footed 32 (+6 armor, +4 deflection, +4 insight, +4 natural, +4 shield)
hp 192 (18d8+108)
Fort +21, Ref +12, Will +20; +4 vs. domination, mind-affecting and possession
Defensive Abilities stitched soul; SR 25 vs. good
----- Offense -----
Speed 30 ft.
Melee mwk dagger +13/+8/+3 (1d4-1/19-20), or ectoplasmic tendrils +19/+19 (2d8+2)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/x4)
Spell-Like Abilities (CL 18; concentration +26)
1/day—death ward (DC 27)
3/day—bless, spiritual weapon
4/day—command (DC 27)
Spiritualist Spells Known (CL 18; concentration +26)
6th (4/day)—ectoplasmic eruption (DC 23), harm (DC 23), repulsion (DC 23), true seeing
5th (5/day)—incorporeal chains (CMB +20), mass pain strike (DC 22), wall of ectoplasm (DC 22), waves of fatigue
4th (6/day)—black tentacles (DC 21), cure critical wounds, freedom of movement, possession (DC 21), telekinetic maneuver (CMB +26)
3rd (6/day)—bestow curse (DC 20), cure serious wounds, ectoplasmic snare (DC 20), speak with dead, tongues, vampiric touch (DC 20)
2nd (6/day)—catatonia, cure moderate wounds, ghost whip, invisibility, levitate, spectral hand
1st (7/day)—cure light wounds, discern next of kin (DC 19), endure elements, identify, phantom blood, touch of gracelessness (DC 19)
0 (at will)—daze (DC 18), detect magic, read magic, resistance, stabilize, telekinetic projectile
----- Tactics -----
Before Combat Within the Thrice-Tenth presbytery (area H6), Rasputin enjoys the benefit of the Wold Engine's unholy aura and insight bonus to his AC. When faced with combat, Rasputin activates his bonded manifestation in ectoplasmic form and casts freedom of movement, levitate, and true seeing. Once enemies are in sight, he casts repulsion and spectral hand to enable him to use touch attacks beyond the fields perimeter.
During Combat Under the protection of his repulsion, Rasputin attempts to hinder opponents with touch of gracelessness and black tentacles and turn foes against each other with possession. In the event that possession fails, he lays waste to the enemies with ectoplasmic eruption, ectoplasmic snare, harm, incorporeal chains, mass pain strike, telekinetic maneuver, and wall of ectoplasm. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells. Should an enemy come into melee range with Rasputin, he assaults them with the ectoplasmic tendrils granted by his bonded manifestation.
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 Combat Casting, Craft Wondrous Item, Diehard^B, Ectoplasmic Spell, Great Fortitude, Iron Will, Lightning Reflexes, Logical Spell, Persuasive, Quicken Spell, Toughness
Skills Bluff +19, Diplomacy +24, Intimidate +14, Knowledge (arcana) +12, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +10, Sense Motive +18, Spellcraft +15, Use Magic Device +17
Languages Church Slavonic, Common, Russian
SQ bonded manifestation (39 rounds/day), bonded senses, emotional power, etheric tether, fused consciousness, greater spiritual interference, phantom, phantom recall (4/day), shared consciousness (Skill Focus [Diplomacy, Sense Motive]), spiritual bond
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, greater talisman of healing power, 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.
Using the fractured mind archetype, he is still able to use Charisma as his main casting stat, and replaces useless (for him) class features for a number of handy spell-like abilities. He never seems to manifest his phantom; he only utilizes it through the bonded manifestation. Through bonded manifestation, he gets to keep a decent armor and shield bonus to his AC by using the ectoplasmic form, keeping his stats more in-line with his original stats.
Instead of keeping the (now) useless cassock of the black monk, I opted to give him a greater talisman of healing power to make it that much more of a challenge to kill him the first time.
I also decided to keep his spells as close to the original as I could get with a spiritualist. Repulsion instead of antilife shell, wall of ectoplasm instead of blade barrier, etc. His tactics are mostly the same as well.
Distant Scholar |
The more I try at Kineticist Rasputin, the less sense it makes. But I'm amused, so I'll keep at it and post when I'm done.
I suppose you could make this Rasputin.
Turin the Mad |
Grigori Rasputin CR 17
XP 102,400
Male Middle-aged Advanced Human Psychic 17 (Pathfinder RPG Bestiary 294, Mythic Adventures 113, Occult Adventures 60, Unchained 46, 156)
NE Medium Humanoid (human)
Init +5; Senses see invisibility, thoughtsense 60 ft.; Perception +58
Aura unholy aura (DC 22)
----- Defense -----
AC 42, incorporeal touch 36, touch 23, flat-footed 37, flat-footed incorporeal 31, flat-footed touch 18 (10 +6 toughened natural armor +9 attuned force-effect armor +4 shield +4 deflection +4 insight +5 Dexterity); haste AC 43, incorporeal touch 37, touch 24 (+1 dodge)
hp 164 (17d6 [62] +102); fast healing 2
Fort +16, Ref +17, Will +20
Defensive Abilities deathless, moment of prescience precast (+17), stitched soul; Immune bleed, nauseated, sickened; Resist variable 30 by spells used; SR 25 against spells cast by good creatures and good spells
----- Offense -----
Speed 30 ft. = 60 ft. with haste
Melee +3 attuned dagger +12/+7; +13/+13/+8 with haste (1d4+4/19—20)
Ranged +5 attuned reliable Nagant M1895 revolver +18/+13 firing dispelling seeking named adamantine bullets (1d8+22/x4: 4d8+37; natural 20 confirmed critical hit instead deals 4d8+88)—Deadly Aim +15/+10 (1d8+28/x4: 4d8+61; natural 20 confirmed critical hit instead deals 4d8+124) and targeted dispel check with each bullet at a +22 bonus
- Revolver with haste +19/+19/+14 — +16/+16/+11 using Deadly Aim
Special Attacks Agonizing Wound (su) 8/day (DC 29), Painful Reminder (su) (3d6 nonlethal, swift, 8/day), Power from Pain (su) (regain a maximum of 3 phrenic pool/day via Painful Reminder)
Spell-like Abilities
13/day—Live On (swift - personal 7d6 hp lay on hands plus exhausted, fatigued, poisoned (+14), and staggered mercies) (CL 14th; concentration +19, +23 defensively)
1+/day—detect thoughts (DC 22 or higher), telepathic bond (CL 17th, concentration +22, +26 defensively)
Psychic Spells Known (CL 17th; concentration +28, +32 defensively)
- 8th Level (DC 29, 5/day) horrid wilting, moment of prescience, psychic crush IV
- 7th Level (DC 28, 8/day) limited wish, project image, simulacrum, waves of exhaustion
- 6th Level (DC 27, 8/day) antilife shell, contingency, ego whip IV, mass inflict pain
- 5th Level (DC 26, 8/day) contact other plane, explode head, greater forbid action, synapse overload, wall of ectoplasm
- 4th Level (DC 25, 8/day) deathless, mass pain strike, named bullet, persistent vigor, thoughtsense
- 3rd Level (DC 24, 9/day) dispel magic, haste, protection from energy, speak with dead, vampiric touch
- 2nd Level (DC 23, 9/day) acute senses, mirror image, pain strike, resist energy, sculpt simulacrum, see invisibility
- 1st Level (DC 22, 9/day) endure elements, magic missile, persuasive goad, psychic reading, shield, true strike
- Knacks (DC 21) detect magic, detect poison, detect psychic significance, grave words, lullaby, prestidigitation, read magic, sift, telekinetic projectile
----- Tactics -----
Before Combat Rasputin has a contingency that triggers an Extended deathless spell upon himself when his stitched soul ability first resurrects him. He casts endure elements and moment of prescience at the start of every day. When faced with combat, he casts Extended acute senses, Extended see invisibility; named bullet on all seven of the bullets loaded in his revolver as well as resist energy and protection from energy in accordance with what information he has regarding the characters’ capabilities. Extended antilife shell, Extended mirror image, Extended shield and Extended thoughtsense are cast a minute or two before he anticipates their entry into H6. Additionally, Rasputin casts Extended deathless, Extended haste and Extended persistent vigor just prior to their entry into his sanctum. This leaves Rasputin with 4 8th level, 7 6th level, 5 5th level, 0 4th level, 6 3rd level, 8 2nd level and 8 1st spell slots, not counting however many spell slots he uses to cast protection from energy and resist energy. Additional spell slots will have been used in previous confrontations with his foes if they are able to press their assault into area H6 during the same day of game time.
During Combat Under the protection of his Extended antilife shell, Rasputin first attempts to hinder his foes with waves of exhaustion, mass inflict pain then greater forbid action (attack) before tearing into them with horrid wilting, psychic crush and ego whip. Foes that are looking quite a bit worse for the wear are targeted with explode head. Quickened dispel magic, live on and his revolver round out his combat tactics. Foes that demonstrate spell resistance he will use his relentless casting phrenic amplification to improve his chances of penetrating that defense. Based on his initial encounters with the characters determines when he uses overpowering mind or both overpowering mind and relentless casting by means of dual amplification to impede as many of his foes as he can with a single casting of greater forbid action or attempt to deliver a fatal blow with psychic crush. He will deplete his phrenic pool as rapidly as possible to crush the interlopers once they reach H6.
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 13, Dex 21, Con 19, Int 32, Wis 17, Cha 20
Base Atk +8/+3; CMB +9; CMD 32, 33 with haste
Feats Combat Casting, Craft Wondrous Item, Deadly Aim, Die Hard (Bonus), Ectoplasmic Spell, Extend Spell, Great Fortitude, Iron Will, Lightning Reflexes, Quicken Spell, Simple Weapons Proficiency (class), Toughness
Skills Bluff +25, Diplomacy +25, Disguise +22, Heal +20, Intimidate +25, Knowledge (arcana) +31, Knowledge (local) +31, Knowledge (planes) +31, Knowledge (religion) +31, Perception +28 (+58 with acute senses), Sense Motive +28, Spellcraft +31, Stealth +22, Survival +20, Use Magic Device +22
Background Skills Appraise +15, Knowledge (geography) +24, Knowledge (history) +24, Knowledge (nobility) +24
Occult Skill Unlocks dowsing +20, faith healing +20, hypnotism +25, phrenology +31, prognostication +28, psychometry +15, read aura +28 (+58 with acute senses)
Languages Aklo, Ancient Greek, Arabic, Church Slavonic, Common (Taldane), English, French, German, Hebrew, Latin, Necril, Russian, Transitus Fluvii
SQ Psychic Discipline (Pain): Phrenic Pool 13; Phrenic Amplifications: Dual Amplification (ex), Overpowering Mind (su), Relentless Casting (su), Will of the Dead (su); Power from Pain (su), Telepathy 100 ft. (su)
Gear +1 reliable Nagant M1895 revolver, 4 diamonds (1,500 gp each) for limited wish, ivory statuette of himself (1,500 gp) for contingency, +4 bracers of armor, 14 spare metal cartridges with adamantine firearm bullets (1d8+5/x4 — Deadly Aim 1d8+11/x4), 7 loaded metal cartridges with +1 dispelling seeking adamantine firearm bullets (+22 dispel check), mwk dagger, 900 gp of semi-precious gems, 87 gp equivalent of precious metal ruble coins
----- Ecology -----
Environment Akuvskaya Monastery, Siberia, Russia, Earth
Organization Solitary plus minions
Treasure Automatic Bonus Progression (17th level: +4 deflection, +4 toughening, +5 resistance, +5 armor attunement, +5 or +4/+3 weapon attunement, +2/+4/+4 physical prowess, +6/+2/+2 mental prowess); halved NPC 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 once his deathless spell has either expired or been dispelled, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell, triggering his contingency. 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.
Milo v3 |
2 people marked this as a favorite. |
XP 102,400
Male middle-aged human reanimated medium 18
NE Medium humanoid (human)
Init +1; Senses Perception +15
Aura unholy aura (DC 22)
----- Defence -----
AC 24, touch 16, flat-footed 22 (+2 dex, +4 insight, +4 armour, +4 natural armour)
HP 246 (18d8+162);
Fort +15, Ref +10, Will +15
Defensive Abilities stitched soul; Immune death effects, possession, and negative energy;
----- Offence -----
Speed 30 ft.
Melee mwk dagger +14/+9/+4 (1d4/19–20)
Ranged +3 Nagant M1895 revolver +18/+13/+8 (1d8+3/×4)
Space 5 ft.; Reach 5 ft.
Medium Spells Known (CL 18; concentration +26)
4th (4/Day)—Create Mindscape, Feeblemind (DC 22) Freedom of Movement, Mass Inflict Pain, Trueseeing
3rd (4/Day)—Dispel Magic, Displacement, Fly, Scrying, Sending, Summon Monster IV
2nd (5/Day)—Bestow Curse (DC 20), Clairaudiance/Clairvoyance, False Life, Hold Person (DC 20), Levitate, Placebo Effect
1st (6/Day)—Command (DC 19), Invigorate, Murderous Command (DC 19), Reduce Person, Summon Monster I, Unseen Servant
0 (at-will)—Bleed (DC 18), detect magic, detect psychic significance, grave words, mage hand, and read magic
----- 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. Rasputin is either channelling the archmage if alone, but the marshal if allies are amongst him. When faced with combat, Rasputin casts Displacement, Fly, Freedom of Movement, and Trueseeing.
During Combat During combat, the mad monk casts debuffing spells, and either buffs his allies or attempts to annihilate the opponents. If channelling the archmage, he places walls of ectoplasm and uses his supreme spirit power to casts either gate or time stop. When Rasputin first dies and comes back from the dead he likely changes to channel the heirophant, or regains some spent influence. Upon his second death, Rasputin will probably return channelling the guardian.
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 25, Int 12, Wis 14, Cha 26
Base Atk +13; CMB +13; CMD 25
Feats Combat Casting, Craft Wondrous Item, Diehard(b), Ectoplasmic Spell, Great Fortitude, Lightning
Reflexes, Iron Will, Spirit Focus (Guardian, Heirophant, Trickster), Toughness
Skills ; Bluff +24, Diplomacy +24, Heal +10, Intimidate +21, Knowledge (arcana) +14, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +14, Linguistics +5, Perception +15, Sense Motive +13, Spellcraft +14, Use Magic Device +21; Unlocks: Automatic Writing (augury) +5, Faith Healing +10, Hypnotism +24, Phrenology +14, Prognostication (bibliomancy) +13, Read Aura +15.
Languages Church Slavonic, Common, Russian
SQ Ask the Spirits, Astral Journey, Channel Self (6 Influence), Ease Passage, Lingering Spirit, Propitiation, Shared Seance, Spirit Bonus +5, Spirit Surge 1d8, Spirit Warding, Trance of Three
----- Ecology -----
Environment Special (See Pathfinder #71)
Organization Special (See Pathfinder #71)
Treasure mwk dagger, +3 Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, +4 bracers of armour, headband of alluring charisma +6, and clear ioun stone.
----- Special Abilities -----
Shifting Spirit (Su): Whenever rasputin returns from death through his stitched soul ability, he may spend a free action to either immediately perform a séance to change the legendary spirit he his channeling, or increase his current spirits influence by 1 as if he had used propitiation.
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.
----- Archmage Statistics -----
Spirit Surge: While archmage is channelled, the mad monk can make spirit surges for concentration checks, intelligence checks, and intelligence-based skill checks.
Concentration +31
Intelligence Checks +6
Seance Boon Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target.
Skills Bluff +24, Diplomacy +24, Heal +10, Intimidate +21, Knowledge (arcana) +19, Knowledge (nobility) +9, Knowledge (planes) +14, Knowledge (religion) +19, Linguistics +10, Perception +15, Sense Motive +13, Spellcraft +19, Use Magic Device +21; Unlocks: Automatic Writing (augury) +10, Faith Healing +10, Hypnotism +24, Phrenology +19, Prognostication (bibliomancy) +13, Read Aura +15.
Medium Spells Known (CL 18; concentration +26)
6th (4/day)—Disintegrate (DC 24)
5th (5/day)—Wall of Ectoplasm
4th (7/day)—Create Mindscape, Feeblemind (DC 22) Freedom of Movement, Mass Inflict Pain, Mindwipe (DC 22), Trueseeing
3rd (7/day)—Dispel Magic, Displacement, Fly, Pellet Blast, Scrying, Sending, Summon Monster III
2nd (7/day)—Bestow Curse (DC 20), Clairaudiance/Clairvoyance, False Life, Hold Person (DC 20), Levitate, Placebo Effect, Web (DC 20)
1st (7/day)—Command (DC 19), Invigorate, Mindlink, Murderous Command (DC 19), Reduce Person, Summon Monster I, Unseen Servant
0 (at-will)—Bleed (DC 18), detect magic, detect poison, detect psychic significance, grave words, mage hand, and read magic
Influence Penalty: If Rasputin is channelling the archmage with 3 or more influence, he takes some penalties altering his statistics further:
Init -1
Melee mwk dagger +9/+4/-1 (1d4-5/19–20)
Ranged +3 Nagant M1895 revolver +13/+8/+3 (1d8-2/×4)
Melee Attack +8/+3/-2
Ranged Attack +10/+5/+0
Constitution Checks +2
Strength Checks -5
Skills Bluff +24, Climb -5, Diplomacy +24, Heal +10, Intimidate +21, Knowledge (arcana) +19, Knowledge (nobility) +9, Knowledge (planes) +14, Knowledge (religion) +19, Linguistics +10, Perception +15, Sense Motive +13, Spellcraft +19, Swim -5, Use Magic Device +21; Unlocks: Automatic Writing (augury) +10, Faith Healing +10, Hypnotism +24, Phrenology +19, Prognostication (bibliomancy) +13, Read Aura +15.
Spirit Surge: While champion is channelled, the mad monk can make spirit surges for attack rolls, non-spell damage rolls, strength checks, strength-based skill checks, and fortitude saves.
Fort +20
Melee mwk dagger +19/+14/+9 (1d4+7/19–20)
Ranged +3 Nagant M1895 revolver +23/+18/+13 (1d8+10/×4)
Melee Attack +18/+13/+8
Ranged Attack +20/+15/+10
Strength Checks +5
Seance Boon You gain a +2 bonus on all non-spell damage rolls (this is included in the champion statistics above).
Skills Bluff +24, Climb +5, Diplomacy +24, Heal +10, Intimidate +21, Knowledge (arcana) +14, Knowledge (nobility) +4, Knowledge (planes) +11, Knowledge (religion) +14, Linguistics +5, Perception +15, Sense Motive +13, Spellcraft +14, Swim +5, Use Magic Device +21; Unlocks: Automatic Writing (augury) +5, Faith Healing +10, Hypnotism +24, Phrenology +14, Prognostication (bibliomancy) +13, Read Aura +15.
Influence Penalty: If Rasputin is channelling the champion with 3 or more influence, he takes some penalties altering his statistics further:
Init -1
Medium Spells Known (CL 13; concentration +23)
4th (3/Day)—Create Mindscape, Feeblemind (DC 22) Freedom of Movement, Mass Inflict Pain, Trueseeing, +2
3rd (3/Day)—Dispel Magic, Displacement, Fly, Scrying, Sending, Summon Monster IV
2nd (4/Day)—Bestow Curse (DC 20), Clairaudiance/Clairvoyance, False Life, Hold Person (DC 20), Levitate, Placebo Effect
1st (5/Day)—Command (DC 19), Invigorate, Murderous Command (DC 19), Reduce Person, Summon Monster I, Unseen Servant
0 (at-will)—Bleed (DC 18), detect magic, detect psychic significance, grave words, mage hand, and read magic
Intelligence Checks -4
Skills Bluff +24, Climb +5, Diplomacy +24, Heal +10, Intimidate +21, Knowledge (arcana) +9, Knowledge (nobility) -1, Knowledge (planes) +6, Knowledge (religion) +9, Linguistics +0, Perception +15, Sense Motive +13, Spellcraft +9, Swim +5, Use Magic Device +21; Unlocks: Automatic Writing (augury) +0, Faith Healing +10, Hypnotism +24, Phrenology +9, Prognostication (bibliomancy) +13, Read Aura +15.
Spirit Surge: While guardian is channelled, the mad monk can make spirit surges for constitution checks, and fortitude saves.
AC 29, touch 21, flat-footed 27 (+2 dex, +4 insight, +4 armour, +4 natural armour, +5 spirit)
Constitution Checks +12
Fort +20, Ref +15
CMD 26
Seance Boon +1 bonus to CMD (this is included in the above guardian statistics).
Influence Penalty: If Rasputin is channelling the guardian with 3 or more influence, he takes some penalties altering his statistics further:
Init -1
Melee mwk dagger +14/+9/+4 (1d4-5/19–20)
Ranged +3 Nagant M1895 revolver +18/+13/+8 (1d8-2/×4)
Spell Damage Rolls -5
Spirit Surge: While heiropphant is channelled, the mad monk can make spirit surges for wisdom checks, wisdom-based skill checks, and will saves.
Will +20
Wisdom Checks +7
Skills ; Bluff +24, Diplomacy +24, Heal +15, Intimidate +21, Knowledge (arcana) +14, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +14, Linguistics +5, Perception +20, Sense Motive +18, Spellcraft +14, Use Magic Device +21; Unlocks: Automatic Writing (augury) +5, Faith Healing +15, Hypnotism +24, Phrenology +14, Prognostication (bibliomancy) +18, Read Aura +20.
Seance Boon Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects.
Medium Spells Known (CL 18; concentration +26)
6th (4/day)—Heal, Mass Cure Moderate Wounds
5th (5/day)—Flame Strike, Mass Cure Light Wounds
4th (7/day)—Create Mindscape, Cure Critical Wounds, Feeblemind (DC 22) Freedom of Movement, Mass Inflict Pain, Restoration, Trueseeing
3rd (7/day)—Cure Serious Wounds, Dispel Magic, Displacement, Fly, Scrying, Sending, Summon Monster III, Wind Wall
2nd (7/day)—Bestow Curse (DC 20), Clairaudiance/Clairvoyance, Cure Moderate Wounds, False Life, Hold Person (DC 20), Levitate, Placebo Effect, Spiritual Weapon
1st (7/day)—Command (DC 19), Cure Light Wounds, Endure Elements, Invigorate, Murderous Command (DC 19), Reduce Person, Summon Monster I, Unseen Servant
0 (at-will)—Bleed (DC 18), Detect Magic, Detect Psychic Significance, Grave Words, Mage Hand, Read Magic, Stabilise, Virtue
Influence Penalty: If Rasputin is channelling the heirophant with 3 or more influence, he takes some penalties altering his statistics further:
Init -1
Melee mwk dagger +10/+5/+0 (1d4/19–20; non-lethal)
Charisma Checks towards non-Christians: +3
Skills ; Bluff +24, Diplomacy +24, Heal +15, Intimidate +21, Knowledge (arcana) +14, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +14, Linguistics +5, Perception +20, Sense Motive +18, Spellcraft +14, Use Magic Device +21; Towards non-Christians: Bluff +19, Diplomacy +19, Intimidate +16 Unlocks: Automatic Writing (augury) +5, Faith Healing +15, Hypnotism +24, Phrenology +14, Prognostication (bibliomancy) +18, Read Aura +20.
Spirit Surge: While marshal is channelled, the mad monk can make spirit surges for charisma checks, charisma-based skill checks, and spirit surge rolls.
Charisma Checks: +13
Skills ; Bluff +29, Diplomacy +29, Heal +10, Intimidate +26, Knowledge (arcana) +14, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +14, Linguistics +5, Perception +15, Sense Motive +13, Spellcraft +14, Use Magic Device +26; Unlocks: Automatic Writing (augury) +5, Faith Healing +10, Hypnotism +29, Phrenology +14, Prognostication (bibliomancy) +13, Read Aura +15.
SQ Ask the Spirits, Astral Journey, Channel Self (6 Influence), Ease Passage, Lingering Spirit, Propitiation, Shared Seance, Spirit Bonus +5, Spirit Surge 1d8+5, Spirit Warding, Trance of Three
Influence Penalty: If Rasputin is channelling the marshal with 3 or more influence, he takes some penalties altering his statistics further:
Init -1
Wisdom Check -3
Skills ; Bluff +29, Diplomacy +29, Heal +5, Intimidate +26, Knowledge (arcana) +14, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +14, Linguistics +5, Perception +10, Sense Motive +8, Spellcraft +14, Use Magic Device +26; Unlocks: Automatic Writing (augury) +5, Faith Healing +5, Hypnotism +29, Phrenology +14, Prognostication (bibliomancy) +8, Read Aura +10.
----- Trickster Statistics -----
Spirit Surge: While trickster is channelled, the mad monk can make spirit surges for dexterity checks, dexterity-based skill checks, and reflex saves.
Reflex Saves +15
Dexterity Checks +7
Seance Boon +1 to Spellcraft checks
Skills (Seance Boon and Tricksters) ; Bluff +24, Diplomacy +24, Heal +10, Intimidate +21, Knowledge (arcana) +14, Knowledge (nobility) +4, Knowledge (planes) +10, Knowledge (religion) +14, Linguistics +5, Perception +20, Sense Motive +13, Spellcraft +20, Use Magic Device +21; Unlocks: Automatic Writing (augury) +5, Faith Healing +10, Hypnotism +24, Phrenology +14, Prognostication (bibliomancy) +13, Read Aura +20.
Influence Penalty: If Rasputin is channelling the trickster with 3 or more influence, he takes some penalties altering his statistics further:
Init -1
Reanimated medium because of him being so mythically hard to kill, plus it lets him do amazing survival stuff at the same time as being an occult mage, and able to do acts of healing (through faith healing, spells granted by heirophant, and energy channelling). He gets immunity to things like death effects, and has abilities so that when he is revived from raise dead he only gains one negative level. He also can do things like see the future through understanding of the bible and sometimes have different mechanics based on if other people are Christian. Finally, I think it's interesting to have an opponent who changes mid-battle.
Jessica Catalan Organized Play Line Developer |
4 people marked this as a favorite. |
XP 102,400
Male middle-aged human occultist 18
NE Medium humanoid (human)
Init +0; Senses Perception +16
Aura unholy aura (DC 22)
----- Defense -----
AC 33, touch 18, flat-footed 29 (+7 armor, +4 deflection, +4 insight, +4 natural, +4 shield)
hp 214 (18d8+108+22 temporary)
Fort +19, Ref +10, Will +18
Defensive Abilities stitched soul; DR 10/adamantine; SR 25 vs. good
----- Offense -----
Speed 30 ft., fly 60 ft. (perfect)
Melee mwk scimitar +13/+8/+3 (1d6-1/18-20)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/x4)
Occultist Spells Known (CL 18th; concentration +25)
6th (4/day)—chain lightning (DC 23), disintegrate (DC 22), harm (DC 22), heal, mass charm monster (DC 23), mass inflict moderate wounds (DC 22), repulsion (DC 22),
5th (5/day)—dominate person (DC 22), fire snake (DC 22), greater dispel magic (DC 21), mass inflict light wounds (DC 21), telekinesis, teleport, unwilling shield (DC 21)
4th (6/day)—charm monster (DC 21), cure critical wounds, death ward, echolocation, etheric shards (DC 21), inflict critical wounds (DC 20), stoneskin,
3rd (6/day)—bestow curse (DC 19), cup of dust (DC 19), cure serious wounds, lightning bolt (DC 20), protection from energy, riding possession (DC 19), suggestion (DC 20)
2nd (6/day)—aversion (DC 19), burning gaze (DC 19), cure moderate wounds, enter image, lesser animate dead, node of blasting (DC 18), spectral hand
1st (6/day)—burning hands (DC 18), charm person (DC 18), cure light wounds, inflict light wounds (DC 17), sculpt corpse (DC 17), shield, vocal alteration (DC 17)
0 (at will)—bleed (DC 16), daze (DC 17), grave words, 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. Throughout this area and the World Engine (Area H7) he has also cast etheric shards. In the Transept (Area H5) he draws a binding circle targeting good creatures. When faced with combat, he activates his mind over gravity, spirit shroud and globe of negation focus powers as well as casts stoneskin, shield and protection from energy, if appropriate. Once enemies enter Akuvskaya Monastery he activates his servitor focus power to summon a shadow demon to aid the Brothers Three in the defense of the Transept (area H5). He casts unwilling target and repulsion before engaging enemies.
During Combat Rasputin begins combat by turning his enemies into allies with spells like dominate person and mass charm monster. He hinders enemies who resist him with bestow curse and his psychic curse focus power. Afterwards, he relies heavily on his energy ray and energy blast focus powers, as well as his evocations spells, shaping them as necessary with his shape mastery focus power to prevent damage to the surrounding machinery of the Thrice-Tenth Presbytery (Area H6) and the World Engine (Area H7). If at any time someone approaches the World Engine he casts aversion on them in order to protect it.
When fighting alone he activates his psychic fog focus power. After his stoneskin has been discharged, anytime Rasputin is damaged by a melee attack he activates his mind barrier focus power as an immediate action. He casts his melee touch spells only if he is out of ranged spells, and casts spectral hand before using them. When running low on mental focus and offensive spells he activates his legacy weapon focus power on his revolver.
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 24, Wis 13, Cha 20
Base Atk +13; CMB +12; CMD 30
Feats Diehard^B, Extra Mental Focus (x3), Improved Iron Will, Iron Will, Skill Focus (bluff), Skill Focus (diplomacy), Spell Focus (enchantment), Spell Focus (evocation), Toughness
Skills Appraise +18, Bluff +23, Diplomacy +26, Disable Device +8, Escape Artist +5, Fly +15, Heal +13, Intimidate +17, Knowledge (arcana) +22, Knowledge (engineering) +16, Knowledge (geography) +13, Knowledge (history) +22, Knowledge (nobility) +19, Knowledge (planes) +22, Knowledge (religion) +22, Perception +16, Perform (oratory) +17, Sense Motive +16, Sleight of Hand +9, Spellcraft +22, Use Magic Device +29
Languages Church Slavonic, Common, Czech, Old East Slavic, Polish, Russian, Ukrainian
SQ aura sight, binding circles (DC 26), fast circles, focus powers (cloud mind [DC 25], energy blast [11d6, DC 25], energy ray [9d6], globe of negation, legacy weapon [+4], mind barrier, mind over gravity, obey [DC 25], psychic curse [DC 25], psychic fog, servitor, shape mastery, spirit shroud [1d6+18]), implements (abjuration, conjuration, enchantment, evocation, necromancy [x2], transmutation), knacks, magic circles, magic item skill, mental focus (31), object reading, outside contact 3, shift focus
Gear +3 glamered chain shirt, mwk scimitar, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, headband of mental prowess +4 (Cha, Int), ring of curing, scholar’s ringtalisman of freedom, talisman of good fortune, talisman of healing power
----- Special Abilities -----
Mental Focus (Su) Rasputin can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of focus invested in them. The allocation of his mental focus within his implements for the day is as follows:
Ancient slavic obereg protection amulet Abjuration, mental focus 10, resonant power (warding talisman)
Clay figurine of a domovoi Conjuration, mental focus 3, resonant power (casting focus)
Bronze censer from Akuvskaya Monastery Enchantment, mental focus 0, resonant power (glorious presence [inactive])
Gnarled oak wand from a forgotten witch’s tomb Evocation, mental focus 12, resonant power (intense focus)
Fingerbone of Tsar Nikolas II and Polished skull of the monk Iliodor Necromancy, mental focus 3, resonant power (necromantic focus)
Belt spun from the hair of a norn Transmutation, mental focus 3, resonant power (physical enhancement)
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.
kevin_video |
Same here. I'm trying to speed read through the AP so I'll have a better chance at this, but I can't afford all of them at once. I know you don't need to, but with so many done already I feel it'll give me a more accurate shot. Regardless, I may have to step down on my attempt. It's going to be too easy to replicate someone else's build.
wxcougar |
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human psychic 18
NE Medium humanoid (human)
Init +0; Senses telepathy (100 ft), true seeing;
Perception +23
Aura unholy aura (DC 22)
----- Defense -----
AC 27, touch 19, flat-footed 27 (+8 armor, +4 deflection, +4 insight, +1 natural)
hp 173 (18d6+108)
Fort +16, Ref +12, Will +19; +2 vs domination, mind-affecting effects, and possession
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 +10/+5 (1d8/x4)
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)—Microcosm (DC 27), Wish
8th (6/day)—Dream Voyage (DC 26), Moment of Prescience, Psychic Crush IV (DC 26)
7th (7/day)—Ethereal Jaunt, Finger of Death (DC 25), Reverse Gravity (DC 25), Waves of Ecstasy (DC 25)
6th (7/day)—Antilife Shell, Blade Barrier (DC 24), Cloak of Dreams (DC 24), Curse, Major (DC 24), Mind Thrust VI (DC 24), Permanent Image (DC 24)
5th (7/day)—Contact Other Plane, Forbid Action, Greater (DC 23), Id Insinuation IV (DC 23), Nightmare (DC 23), True Seeing (DC 23)
4th (8/day)—Freedom of Movement (DC 22), Oneiric Horror, Greater (DC 22), Scrying (DC 22), Sending, Sleepwalk (DC 22)
3rd (8/day)—Clairaudience/Clairvoyance, Deep Slumber (DC 21), Dispel Magic, Ectoplasmic Snare (DC 21), Force Punch (DC 21)
2nd (8/day)—Enthrall (DC 20), Levitate, Oneiric Horror (DC 20), Paranoia (DC 20), Silence (DC 20), Spectral Hand
1st (8/day)—Command (DC 19), Entropic Shield, Forbid Action (DC 19), Magic Missile, Sleep (DC 19), Telepathic Projection (DC 19)
0 (at will)—Bleed (DC 18), Detect Magic, Detect Poison, Ghost Sound (DC 18), Prestidigitation, Read Magic, Resistance (DC 18), Stabilize (DC 18), Telekenetic Projectile
Psychic Discipline dream
----- 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 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 paranoia, before laying waste with such deadly effects as blade barrier, psychic crush IV, finger of death and mind thrust VI.
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 26, Wis 14, Cha 17
Base Atk +9; CMB +8; CMD 18
Feats Combat Casting, Craft Wondrous Item, Diehard^B, Expanded Arcana, Furious Spell, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Skill Focus (Bluff), Toughness
Skills Bluff +30, Craft (alchemy) +21, Diplomacy +28, Heal +20, Intimidate +25, Knowledge (arcana) +20, Knowledge (engineering) +13, Knowledge (geography) +13, Knowledge (history) +13, Knowledge (local) +15, Knowledge (nobility) +21, Knowledge (planes) +29, Knowledge (religion) +29, Perception +23, Sense Motive +23, Sleight of Hand +18, Spellcraft +29, Use Magic Device +21
Languages Church Slavonic, Common, English, French, German, Infernal, Necril, Romanian, Russian
SQ phrenic pool 12, phrenic amplification (focused force [Su], mind touch [Su], overpowering mind [Ex], space-rending spell [Su], synaptic shock [Su] undercast surge [Su], will of the dead [Su]), detect thoughts, skill unlock (faith healing [heal], hypnotism [diplomacy]), telepathic bond
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +1, belt of physical perfection +2, bracers of armor +8, headband of mental prowess +4 (Int, Cha),
----- Special Abilities -----
Detect Thought (Sp At 2nd level, a psychic can use detect thoughts as a spell-like ability once per day. She can also expend any unused spell slot of 1st level of higher to cast detect thoughts. If she does so, she uses the level of the spell slot expended to determine the Will save DC.
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.
Telepathic Bond (Sp) At 9th level, a psychic can use telepathic bond as a spell-like ability once per day, using her psychic level as her caster level. She can't leave herself out of a bond created in this way. She can also expend any unused spell slot of 4th level or higher to cast telepathic bond. Casting the spell using a higher-level spell slot gives no benefit on its own, but the psychic can apply metamagic feats that would increase the spell level to the appropriate level.
Citations
Advanced Players Guide: Expanded arcana feat, Spells (cloak of dreams, sleepwalk)
Occult Adventures: Psychic class, Furious spell feat, Spells (microcosm, dream voyage, psychic crush IV, psychic thrust VI, id insinuation IV, oneiric horror [greater], ectoplasmic snare, oneiric horror, telepathic projection, telekinetic projectile)
Reign of Winter #71: Rasputin Must Die: Nagant M1895 revolver
Ultimate Combat: Metal cartridges
Ultimate Magic: Spells (waves of ecstasy, curse [major], forbid action [greater], force punch, forbid action)
When trying to figure out which class to pick, I was mainly drawn to the psychic. I could see how mesmerist would be good due to his historical description as a charismatic man and the mention of his stare, but I wanted to do something different. With psychic being an intelligence based class instead of charisma, I decided to swap around his mental stats from the original stat block to make intelligence the highest of the three mental stats followed by charisma and then wisdom. It still captures the charismatic man, but also shows that he is very smart. A good quality for a con man.
For his feats and spells, I tried to emulate his original feel as well as make sure all the important spells were still available that was utilized in the Adventure Path. I tended toward a lot of mind-affecting spells as well as some damage dealing spells that fit the manipulation of life theme (be it mental or physical). I had a hard decision between two Psychic Disciplines as I liked the feel of both Self-Perfection and Dream. I ultimately went with Dream as it fit the manipulation of others better. Though I was sad to lose akashic form as a bonus 9th level spell. It made me laugh to think that it would be 1 more time the PCs would have to kill him. That said, I made sure to give him wish as a 9th level spell due to Brandon Hodges mentioning that miracle can "work miracles" in regards to his higher Constitution score.
One of the things that Rasputin was known for was helping heal Alexei. With him not being an oracle and no longer having access to healing magic, I decided to give him full ranks in heal and utilize the spell unlock faith healing. I also gave him craft alchemy along with sleight of hand in order to manipulate any "illness" Alexei may or may not have had.
For Rasputin's equipment, I wanted to keep it similar to what he had in his original stat block but needed to replace the cassock as it was not beneficial to him now that he was no longer an oracle. With the loss of the ectoplasmic armor, I decided to go with bracers of armor +8 and a lower version of the amulet of natural armor. I kept in mind that magic items would be very difficult to obtain considering magic on earth is quite a bit rare (to perhaps non-existent depending on who you ask). While all the magic items were wondrous items (which fit with his craft wondrous item feat), he did not have all the necessary spells - in particular barkskin. With a high Use Magic Device skill, and the assistance of some of his contacts, I figured he obtained the necessary scrolls to make his own magic items that he currently has on him.
Entryhazard |
1 person marked this as a favorite. |
I mainly had wish for the reason stated in the creation comment. If someone wanted to focus his 3 castings on microcosm they could or use the slots to use metamagic on 8th level spells.
I read that you gave him Wish as an equivalent to Miracle and this is ok, but Miracle in its lesser effects (replicating spells mainly) doesn't have a material component, while with Wish you have to shell out a 25000 GP diamond anyways, so I was saying that in order to use Wish at all the material might be needed to be included in its gear.
wxcougar |
That is a good point. In this case, I went with him having used it for his higher Con (which is why he doesn't have the component anymore. It takes time to gather that much diamond again :)). The limited budget kept me from having it available for the combat but felt it worked as a good flavor spell.
Illrigger |
1 person marked this as a favorite. |
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
XP 102,400
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.
Naal |
1 person marked this as a favorite. |
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human occultist 18 (Pathfinder RPG Occult Adventures 46)
NE Medium humanoid (human)
Init +12; Senses aura sight, darkvision 60 ft., low-light vision, true seeing; Perception +22
Aura unholy aura (DC 22)
----- DEFENSE -----
AC 38, touch 21, flat-footed 35 (+10 armor, +4 deflection, +3 Dex, +4 insight, +3 natural, +4 shield)
hp 180 (18d8+96)
Fort +20, Ref +14, Will +20
Defensive Abilities 10% displacement, freedom of movement, stitched soul; DR 10/adamantine (150 points); SR 30
----- OFFENSE -----
Speed 20 ft., fly 30 ft.
Melee mwk scimitar +16/+11/+6 (1d8+3/15–20)
Ranged mwk Nagant M1895 revolver +17/+12/+7 (1d8/x4)
Implement Schools
Abjuration (old crucifix, 10 points)—Resonant warding talisman (+5)*; Focus aegis (+4)*, energy shield (90 points), globe of negation (18 levels), mind barrier (36 points)
Conjuration (Anastasia's first doll, 0 points)—Resonant casting focus (+0); Focus servitor (VI)
Divination (spyglass, 6 points)—Resonant third eye (+3)*; Focus danger sight (+9), mind eye (18 minutes), sudden insight (+9)
Enchantment (censer, 4 point)—Resonant glorious presence (+2)*; Focus binding pattern (9 rounds, DC 27), cloud mind (DC 27), forced alliance (DC 27)
Evocation (branding iron, 0 points)—Resonant intense focus (+0); Focus energy ray (9d6)
Illusion (stolen wedding ring, 2 points)—Resonant distortion 10%*; Focus masquerade (3 hours), minor figment (18 minutes), shadow beast (IX)
Transmutation (Cossack captain's dagger, 6 points)—Resonant physical enhancement (+4 Str)*; Focus legacy weapon (+4), quickness (18 rounds), size alteration (18 rounds), telekinetic mastery (18 rounds)
Occultist Spells Known (CL 18th; concentration +26)
6th (4/day)—chain lightning (DC 24), cloak of dreams** (DC 24), enemy hammer** (DC 24), forbiddance (DC 24), greater scrying, heal, project image
5th (5/day)—greater forbid action** (DC 23), mislead (DC 23), overland flight, lesser planar binding, spell resistance*, true seeing, wall of force
4th (7/day)—contact other plane, dimension door, etheric shards (DC 22), freedom of movement, hold monster (DC 22), parchment swarm (DC 22), stoneskin*, wandering star motes** (DC 22)
3rd (7/day)—cure serious wounds, dispel magic, lesser age resistance***, retrocognition, slow (DC 21), suggestion (DC 21), twilight knife**, vision of hell** (DC 21)
2nd (7/day)—apport object, demand offering (DC 20), locate object, mirror image, pilfering hand**, resist energy, weapon of awe** (DC 20)
1st (7/day)—anticipate peril***, burning hands (DC 19), lead blades***, mount, murderous command** (DC 19), shield, vanish**
0 (at will)—create water, daze (DC 18), detect magic, ghost sound (DC 18), mage hand, resistance, 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. Rasputin casts overland flight and lesser age resistance upon waking up, fills the area between H5 and H6 with etheric shards, and casts apport object on his scimitar. When combat starts on area H3, Rasputin casts freedom of movement, stoneskin**, anticipate peril***, shield, lead blades***, and resist energy and/or energy shield depending on what kind of energy attacks the party has used while he has monitored them via project image or greater scrying. After combat on the other side of the pews ends, Rasputin orders the Brothers Three to attack, activates his globe of negation and casts spell resistance, true seeing, and weapon of awe, and activates aegis (switching one +1 to defiant versus the most aggressive or numerous race present). If the Brothers are dropping too fast, Rasputin either casts a wall of force to hinder enemies or uses shadow beast to keep the intruders busy.
During Combat Initially Rasputin remains within his globe of negation and hinders his enemies with wandering star motes, greater forbid action, hold monster, slow, vision of Hell (followed later by scimitar attacks with weapon of awe on it), binding pattern, or murderous command. If targets turn out to be resistant to initial mental attacks, he switches to chain lightning, enemy hammer and parchment swarm. Once he has sufficiently disrupted them or runs out of spell slots or the enemy closes in, he activates size alteration and quickness, uses legacy weapon with bane or an elemental damage improvement, and wades in with his scimitar, focusing on one target and using twilight knife to flank. Debilitating effects and wounds are negated with dispel magic, cure serious wounds or heal, but after his initial preparations Rasputin prefers to stay on the offense. If disarmed, he recalls his scimitar by apport object. If an enemy seems to wield a dangerous object or weapon, he uses pilfering hand to acquire it. Rasputin uses mind barrier, danger sight, and energy shield to block attacks as immediate or swift actions to frustrate his enemies and to buy time to finish his preparations, and bracelet of second chances to soften the blows that inevitably will get through.
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.
Base Statistics If Rasputin's mental focus points are unassigned, his statistics are Senses aura sight, true seeing; {b]AC[/b] 34, touch 21, flat-footed 31 (+6 armor, +4 deflection, +3 Dex, +4 insight, +3 natural, +4 shield); Fort +15, Ref +9, Will +15; Melee mwk scimitar +14/+9/+4 (1d8/15–20); Str 10; CMB +13; CMD +34; Skills Bluff +19, Climb +3, Diplomacy +22, Intimidate +19, Perception +19, Swim +3, Use Magic Device +28.
----- STATISTICS -----
Str 16, Dex 16, Con 18, Int 26, Wis 14, Cha 13
Base Atk +13; CMB +15; CMB 36
Feats Bleeding Critical, Craft Wondrous Item, Critical Focus, Diehard (bonus feat), Expanded Arcana (stoneskin, slow), Extra Focus Power, Extra Mental Focus, Improved Critical (scimitar), Improved Initiative, Iron Will, Toughness
Skills Acrobatics +18 (+14 when jumping), Bluff +21, Climb +5, Diplomacy +24, Escape Artist +18, Fly +21 (+30 with overland flight), Heal +12, Intimidate +21, Knowledge (arcana, local, nobility) +17, Knowledge (planes, religion) +20, Linguistics +12, Perception +22, Ride +2, Sense Motive +18, Spellcraft +25, Survival +5, Swim +5, Use Magic Device +30
Languages Abyssal, Aklo, Church Slavonic, French, Greek, Infernal, Latin, Russian, Skald, Terran
SQ binding circles, fast circles, implements 7, magi circles, magic item skill, mental focus (28), object reading, outside contact (3), shift focus
Combat Gear bead of force; Other Gear mwk breastplate, mwk scimitar, mwk Nagant M1895 revolver (see page 65) with 21 metal cartridges, amulet of natural armor +3, belt of physical might +4 (Dex, Con), bracelet of second chances (7 beads remaining), headband of vast intelligence +6 (Acrobatics, Escape Artist, Fly, Abyssal, Aklo, Terran), jaunt boots, 500 gp worth of granite and diamond dust, 500 gp worth of eye oinment, teeny-weeny Rasputin dolls (10)
*this ability's effects have been calculated into Rasputin's statistics.
**the source of this spell is neither Pathfinder RPG Core Rulebook or Occult Adventures, and is listed below
***both of the above
Advanced Player's Guide: cloak of dreams, enemy hammer, lead blades, twilight knife, vanish, wandering star motes, weapon of awe.
Ultimate Combat: pilfering hand.
Ultimate Magic: age resistance (lesser), anticipate peril, forbid action (greater), murderous command, vision of Hell.
15-point buy, pre-race scores 10, 12, 13, 14, 13, 12
Note that middle-age penalties are negated by magic.
01 Implements: abjuration, enchantment. Feats: Extra Mental Focus, Toughness. Focus power: aegis.
02 Implement: divination.
03 Feat: Iron Will. Focus power: danger sight.
04 Boost Intelligence.
05 Feat: Improved Initiative: Focus power: forced alliance.
06 Implement: illusion.
07 Feat: Extra Focus Power. Focus powers: mind eye, masquerade.
08 Boost Intelligence.
09 Feat: Craft Wondrous Item. Focus power: energy shield.
10 Implement: transmutation.
11 Feat: Improved Critical (scimitar). Focus power: quickness.
12 Boost Intelligence. Focus power: binding pattern.
13 Feat: Critical Focus. Focus power: shadow beast.
14 Implement: conjuration.
15 Feat: Bleeding Critical. Focus power: globe of negation.
16 Boost Constitution.
17 Feat: Expanded Arcana. Focus power: size alteration.
18 Implement: evocation. Focus power: telekinetic mastery.
Favored class bonuses: 1-6 HP, 7-18 new focus power.
HP: 180 = 8 + 17 x 4.5 + 6 favored + 18 feat + 72 Con.
Skill points: 234 = 18 x (4 occultist + 1 human + 5 Int) + 54 effective from headband of vast intelligence.
CMD: 10 +13 bab +2 Str +3 Dex +4 deflection +4 insight
The interesting thing was that he had to be self-sufficient with his magic items, so everything needed to be craftable with just one feat. (I made an assumption that there are few magic shops in Earth that could supply what he wanted, so he made every item himself, with advice from otherplanar entities.)
Russian is native language. Other Earth languages were thrown in as bonus languages from high Intelligence. Skald was learned from Intelligence boosts as discussions with Elvanna continued, and Infernal is from Linguistics. Abyssal, Aklo, and Terran are from the headband. This may not be RAW, but they are easily removed if they are not.
As far as I can tell, Expanded Arcana should work for Occultist. My guess is the spells are tied to existing implements. If this turns out not to be legal, discard the extra spells and DR, and switch the feat to Spell Focus (Enchantment).
Granite/diamond dust is for stoneskin, eye oinment for true seeing, and the teeny-weeny Rasputin dolls (which look like bristle-bearded hobgoblins and are probably not cute) are for project image.
Rasputin is described as charismatic, and this guy has Cha 12. Wryyyy? Because at Cha 12 he is still more likable than the avarage muzhik, and every story grows when it is told repeatedly. After a few years in court, everyone says ”he must be very charismatic to be allowed here, because there is no way some dirty farmer is allowed to just hover around the tsarina unless there is something special about him”. No noble wants to admit a wild-bearded hobgoblin has gotten close to the rulers by being clever, but rustic charm is acceptable.
Of course, this Rasputin is smart. He plays a fool to most people he meets (Bluff), spouts wisdom (Religion, Nobility), and if somebody questions his presence, stares at them until they go away (Intimidate). If they come back later with a friend, it's time for forced alliance, binding pattern, and stabbing. This Rasputin is also paranoid. He has multiple layered defenses which take time to activate, so he will count on henchmen or surprise to buy him time to do that. If he fails, he either retreats by dimension door or unleashes a shadow beast or a servitor. (Note that teleportation and conjuration effects do not work in the battle location, so he has left the conjuration pool empty.)
A favored tactic in the past was to use masquerade on a valet, use suggestion to send him away, and get close to a target. Then threaten, bribe, kill, or lie until he got what he wanted. Rasputin only drops masquerade if he really wants to make an impression, which is usually terminal to the target. Usually the valet returns only to find out he is now considered a murderer or a blackmailer, which is usually terminal to the valet. Rasputin does not care.
This Rasputin starts with abjuration and enchantment implements. Neither the crucifix or the censer are Rasputin's own. His envy and greed made him steal them from a higher-ranking priest, and these emotions along with his birthright opened his occult potential. The divination implement is a small spyglass stolen from a retired naval officer. Just as it expands and enhances regular vision, Rasputin found out that he could metaphysically allow it to extend his own senses. At this point, his methods were set, but not every theft resulted in useful implements. He made enemies. While he could kill some, others were too powerful, so he needed allies. As a muzhik, the only way to get allies powerful enough was to insinuate himself into noble ranks, which turned out to be easy for a smart man.
Rasputin's illusion implement is a wedding ring with small diamonds, stolen from the cold hand of the lesser noblewoman who functioned as a steppingstone into higher nobility. His transmutation implement is a dagger of a decorated Cossack captain who tried to stand against the mad monk and paid with his life. This is also where he got his scimitar and breastplate, which are worn only out of town, with the breastplate hidden under a cassock.. Rasputin's conjuration implement is the only tool that was not born out of murder, greed, or envy. While he could never tell anyone Anastasia was his daughter, something in her first doll resonated with the final remnants of a decent man. As a result, Rasputin's conjuration spells are mostly beneficial. This did not last. His thirst for power made him find his final implement in the torture chambers under St. Petersburgh, where his repeated use of a branding iron formed a mystical link to it.
Some of the spell choices are suboptimal. Enemy hammer could be replaced with disintegrate, and twilight knife is not the most powerful spell available. They are intended to be somewhat thematical, and I find angry telekinetic Rasputin more in character than poof-you're-gone Rasputin. He is paranoid and smart, but he is also intensely proud, and sees everyone else as stupid blind fools. He may sometimes recognize a threat intellectually, but believes that anyone who is not fazed by his occult abilities is a doddering intellectual who deserves to be cut down by scimitar in an bloody spectacle for now bowing down to his betters.
Rasputin has no respect for anyone, and the only person who can expect mercy from him is Anastasia. Even his half-sister is nothing more than an additional steppingstone. And now that he has climbed all the way to the top and kicked his mother off her throne, he will not stand aside and walk down.
Illrigger |
The spells per level line up, but there are a lot of other discrepancies in the original character. I can't figure out where 8 of his his HP, or the +4 insight bonus to AC are coming from, for example. He's also got 26 points of ability score adds, far above the normal Heroic NPC numbers or even the PCs. He was very frustrating to try to RE and rebuild, and I ended up just keeping the ability scores and trying to get as close as I could on the rest.
Illrigger |
The insight bonus and bonus hp are likely both the result of the area he's encountered in (see the "Before Combat" section in the stat block above).
Right you are about the AC, I missed that in the area description. I can't find any reference to the extra HPs, though, except in the stat block itself. I am wondering if maybe an effect was removed for balance purposes and the character never got adjusted.
I also realized I forgot to apply the middle age mods, and after shifting the initial +2 from CHA to CON as a result was able to get him down to 20 points. It's all starting to make a little more sense.
Illrigger |
I've made some corrections to my above character by following all of the rules (something the published version apparently doesn't do, or at least leaves out some details on). It also adds in some details I left off of the original. This one matches the published version in every possible way.
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human mesmerist 18
NE Medium humanoid (human)
Init +0; Senses True Seeing; Perception +22
Aura Unholy Aura (DC 22)
----- Defense -----
AC 27, touch 18, flat-footed 27 ((+5 armor, +4 natural, +4 Deflection, +4 Insight)
hp 166 (18d8+90)
Fort +11, Ref +11, Will +22
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)
Space 5 ft.; Reach 5 ft.
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), silence (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 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 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 most likely to resist him or interfere with his abilities. He will continue to do so until the target is dead, and move onto the next 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 17, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 22
Feats Bleeding Stare, Compounded Pain, Diehard, Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Penetration, Intense Pain, Spell Focus (enchantment), Spell Penetration, Toughness
Skills Bluff +38, Diplomacy +27, Intimidate +27, Knowledge (arcana) +12, Knowledge (nobility) +6, Knowledge (planes) +10, Knowledge (religion) +15, Perception +24, Sense Motive +24, Spellcraft +20, Use Magic Device +28
Languages Church Slavonic, Common, Russian
SQ bold stares (allure, disorientation, sapped magic, susceptibility), consummate liar, dual talent, glib lie, 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 +8
Combat Gear wand of cure serious wounds; Other Gear metal cartridge (21), mwk dagger, mwk Nagant M1895 revolver, amulet of natural armor +4, belt of physical perfection +2, bracers of armor +5, 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.
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 staire 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.
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 dmg/drain by 2, attacker takes 2 abil. dmg. 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) Triger 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) Hyp. stare applies to Sense Motive vs. Bluff, reduces DC of Diplo & Intim checks vs. target.
Touch Treatment (Break Enchantment, 11/day) (Su) Remove certain conditions from creature touched.
Towering Ego +8 (Su) Add charisma bonus to Will saves.