Shadowborn |
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Finally done. Here we go.
XP 102,400
Male middle-aged human mesmerist (cult master) 18
NE Medium humanoid (human)
Init +0; Senses Perception +14
Aura unholy aura (DC 22)
DEFENSE
AC 26, touch 22, flat-footed 26 (+4 armor, +4 deflection, +4 insight, +4 luck [touch only], +4 natural)
hp 192 (18d8+108)
Fort +16; Ref +17; Will +28; +4 vs. disease
Defensive Abilities stitched soul, towering ego +8; 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)
Special Attacks bold stare (allure, disorientation, sapped magic), hypnotic stare (-3)
Mesmerist Spells Known (CL 18th; concentration +30)
6th (4/day)—power word blind, project image (DC 24), true seeing, waves of ecstasy (DC 26)
5th (7/day)—joyful rapture, mass castigate (DC 25), mass synesthesia (DC 23), mind fog (DC 25), primal regression (DC 25)
4th (7/day)—dominate person (DC 24), enervation, freedom of movement, restoration, serenity (DC 24)
3rd (7/day)—confusion (DC 23), dispel magic, displacement, greater onieric horror (DC 21), terrible remorse (DC 23), vampiric touch
2nd (7/day)—]i]agonizing rebuke[/i] (DC 20), catatonia, glitterdust (DC 20), hold person (DC 22), levitate, silence(DC 20), touch of idiocy
1st (8/day)—anticipate peril, beguiling gift (DC 21), burst of adrenaline, healing thief, murderous command (DC 21), psychic reading, ray of enfeeblement (DC 19)
0 (at will)—bleed (DC 20), detect magic, detect psychic significance, lullaby (DC 20), read magic, unwitting ally (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 faced with combat, Rasputin casts anticipate peril, expeditious retreat, freedom of movement, levitate, and true seeing. Once enemies are in sight, he casts displacement for additional protection before entering combat.
During Combat Rasputin begins combat by catching as many opponents as possible in a mind fog, then attempts to hinder opponents with waves of ecstasy or mass castigate, and turns foes against one another with terrible remorse and murderous command. He will leave melee to his cohort and any other allies in the area if possible. Should he be forced into melee, he will cast defensively, using spells like greater onieric horror or agonizing rebuke to rebuff his attackers, and quickened healing thief on wounded opponents in the hopes of siphoning aid intended for the enemy.
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 Without the benefits provided by the World Engine, Rasputin's statistics are AC 18, touch 10, flat-footed 18; Fort +12, Ref +13, Will +24
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, DiehardB, Expanded Arcana, Great Fortitude, Greater Spell Focus (enchantment), Iron Will, LeadershipB, Lightning Reflexes, Quicken Spell, Spell Focus (enchantment), Toughness
Skills Bluff +29, Diplomacy +33, Heal +12, Intimidate +29, Knowledge (arcana) +16, Knowledge (nobility) +16, Knowledge (planes) +16, Knowledge (religion) +20, Perception +14, Perform (dance) +12, Sense Motive +24, Spellcraft +16, Use Magic Device +29
Languages Church Slavonic, Common, Russian
SQ faithful followers, false healing (11/day, 2d8+8 hp or 1d4 ability dmg, 18 hours), fanatical devotion, insidious personality +9, manifold tricks (5), master tricks (avenge me, die for me, free in body, vision of blood), mesmerist tricks (DC 27; double, extol, false flanker, linked reaction, psychosomatic surge, spectral smoke)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, bracers of armor +4, headband of mental prowess +4 (Wis, Cha), mantle of spores, slippers of cloud walking
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.
Note: With Leadership as a bonus feat provided by his class, Rasputin gains a cohort. The logical choice for this role would be Serafina, but it could also be filled by one of the Brothers Three, or a high-ranking Russian general (a 17th level fighter or or other martial class would fit the role, with appropriate equipment for a Russian soldier as described in the adventure).
Sources: Advanced Players Guide (Expanded Arcana feat), Ultimate Equipment (mantle of spores and slippers of cloud walking), Pathfinder Adventure Path #71 Reign of Winter: Rasputin Must Die!
Bryce Kineman |
Yes I went crazy with the Implements. I regret nothing but the fact it probably distracted me from inputting the information correctly. If it costs me the contest then so be it, Its something I wanted done right(in my opinion) and by god I had fun doing it.
XP 102,400
Male middle-aged human Occultist 18
NE Medium Humanoid (human)
Init +5; Senses Aura Sight, Truesight, Echolocation, Darkvision 60ft,; Perception +21
Aura Unholy Aura (DC 22)
----- Defense -----
AC 31, touch 20, flat-footed 29 (+5 Armor, +4 Deflection, +2 Dodge, +4 Insight, +2 Natural, +4 Shield)
hp 237 (18d8+146)
Fort +23, Ref +12, Will +15
SR 25 vs good
----- Offense -----
Speed 60 ft., fly 90 ft. (perfect)
Melee mwk dagger +13/+13/+8/+3 (1d4-2/19-20)
Ranged nagant m1895 revolver +11/+11/+6/+1 (1d8/×4)
Space 5 ft.; Reach 5 ft.
Occultist Spells Known (CL 18th; concentration +26)
. . 6th (4/day)—analyze dweomer, mass charm monster (DC 26), disintegrate (DC 24), getaway[APG], permanent image (DC 24), greater possession[OA] (DC 25), repulsion (DC 24)
. . 5th (5/day)—mass cure light wounds, major curse[UM] (DC 24), greater dispel magic, dominate person (DC 25), mislead, telekinesis, true seeing
. . 4th (7/day)—confusion (DC 24), dimension door, echolocation[UM], greater false life[UM], freedom of movement, greater invisibility, mind probe[OA] (DC 22),
. . 3rd (7/day)—bestow curse (DC 22), cure serious wounds, dispel magic, displacement, haste, seek thoughts[APG] (DC 21), suggestion (DC 23)
. . 2nd (7/day)— calm emotions (DC 22), darkvision, glitterdust (DC 20), locate object, mirror image, resist energy, spectral hand
. . 1st (7/day)—anticipate peril[UM] (DC 19), cause fear (DC 20), charm person (DC 21), cure light wounds, enlarge person (DC 19), shield, silent image (DC 19)
. . 0 (at will)—daze (DC 20), detect magic, ghost sound (DC 18), purify food and drink (DC 18), resistance, stabilize, touch of fatigue (DC 19)
----- Tactics -----
Before Combat Spending from his transmutation Implement Rasputin Using his magic circles[OA] against lawful or chaotic creatures(depending if he believes the most dangerous party memebers belong to either category), accross the area Within the Thrice-Tenth presbytery (area H6), where Rasputin enjoys the benefits of the World Engine’s unholy aura and insight bonus to his AC. As well as a level of protection with his magic circles. When faced with combat, Rasputin activates his mind over gravity[OA] and casts, anticipate peril[UM], Mislead, freedom of movement, darkvision, echolocation[UM], Greater false life[UM], Resist energy, shield and true seeing. Once enemies are in sight, activates globe of invulnerability[OA], quickness[OA] and casts Repulsion and spectral hand to enable him to use touch attacks beyond the Repulsions perimeter. He also has multiple contingencys to return any implements should they be taken by simply snaping his right or left fingers followed by a word that describes each implement personally to him. Should the World Engine be destroyed, Rasputin uses getaway[APG] to fight another day.
During Combat Under the protection of his repulsion, Rasputin uses his spectral hand on melee fighters to apply his curses, before Trying to turn them against each other with forced alliance[OA], dominate person and confusion. Should any be able to pass his repulsion, he is already floating above his mislead, if that fails he uses telekinesis to throw them into his magic circles[OA] or activates side step or uses dimension door to gain some distance. then follows up with Disintegrate and in desperate cases greater possession[OA] if they still stand within the area of the World Engine. Should he start taking energy damage, outside of what his resist energy is already protecting him from, he uses his energy shield[OA], going so far as to spend 2 points of mental focus to put it up as a immediate action. If wounded, Rasputin casts quickened cure spells while continuing to target enemies with offensive spells, further protecting himself with Mind Barrier[OA].
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 7, Dex 11, Con 23, Int 26, Wis 10, Cha 20
Base Atk +13; CMB +12; CMD 31
Feats Additional Traits, DiehardB, Extra Mental Focus[OA], Great Fortitude, Greater Spell Focus (enchantment), Lunging Spell Touch[ACG], Persuasive, Quicken Spell, Spell Focus (enchantment), Spell Focus (necromancy), Toughness
Traits clever wordplay, precise treatment
Skills Acrobatics +0 (+12 to jump), Bluff +25, Diplomacy +33, Fly +29, Heal +27, Intimidate +29, Knowledge (arcana) +29, Knowledge (history) +23, Knowledge (nobility) +14, Knowledge (planes) +29, Knowledge (religion) +29, Perception +21, Sense Motive +21, Spellcraft +29, Use Magic Device +37
Languages Common, Church Slavonic, Armenian, Latin, German, Italian, Karelian, Russian, Siberian
SQ binding circles, fast circles, focus powers(obey, side step, aegis, danger sight, energy shield, forced alliance, globe of negation, quickness, mind over gravity), implements 7, magic circles, magic item skill, mental focus (28/day), object reading, outside contact (3 names, information or service), shift focus
Other Gear mwk dagger, nagant m1895 revolver[UC], broken bell, amulet of natural armor +2, belt of physical might +4 (Dex, Con), bracers of armor +5, headband of mental prowess +4 (Int, Cha), Scroll of Contingency(x7)(used for retreive item), Retreive item(x7)[classic treasures revisited](Used on implements), animal skin boots, plain silver chain neckalce(holding inside a picture of six girls), russian poetry book (inside author in russian "olga"), wedding ring (intials "g&p" in russian on the inside), faded hand mirror.(inscribed on the back the letter "a" in russian)
----- Special Abilities -----
Abjuration (Broken bell)[OA] Mental Focus:(8) Ressonant Power: Warding Talisman (Su): The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. Base Focus Power: Mind Barrier (Sp): As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. For example, if you are 5th level, the mind barrier protects you from 10 points of damage; if you are hit by an attack that would deal 12 points of damage, the mind barrier is exhausted and you take 2 points of damage. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1. Focus Power(s): Aegis(Su): As a standard action, you can expend 1 point of mental focus and touch a suit of armor or a shield to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum bonus of +4 at 18th level). Enhancement bonuses gained via this ability stack with those of the armor or shield, to a maximum total enhancement bonus of +5. You can also imbue the armor or shield with any one armor or shield special ability that has an equivalent enhancement bonus less than or equal to your maximum bonus granted by this ability by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from aegis) to gain an armor or shield special ability. In either case, these bonuses last for 1 minute. Energy Shield (90 damage)(Sp): As a swift action, you can expend 1 point of mental focus to surround yourself with a shield that protects you from energy damage. Whenever you take acid, cold, electricity, or fire damage, the shield absorbs the damage (as protection from energy). The energy shield can absorb up to 5 points of energy damage per occultist level you possess. This shield lasts for 1 minute or until its power is exhausted. Its effect doesn’t stack with itself, with protection from energy, or with resist energy. You can activate the energy shield as an immediate action by expending 2 points of mental focus instead of 1.Globe of Negation (18 rounds, 18 charges) (Sp): As a standard action, you can expend 3 points of mental focus to create a stationary globe of negation. This globe is 10 feet in diameter and cancels any spell effect that is cast into or through its area. This functions as globe of invulnerability, but it affects spells of any level. The globe can negate a total number of spell levels equal to your occultist level, after which the globe collapses. Spells that exceed the number of remaining levels remove all remaining levels, but are weakened; any creatures targeted by such spells receive a +4 circumstance bonus on any saving throws against the spells’ effects. The globe lasts for a number of rounds equal to your occultist level. It has no effect on spells originating within the globe—only on those that enter its area as or after they are cast.
Aura Sight (Su)[OA] Read the aura of creatures around you, as aura sight.
Binding Circles (DC 34 to spot/disarm, DC 27) (Su)[OA]Whenever the occultist creates a magic circle he can expend 1 additional point of mental focus to make it a binding circle. A binding circle is invisible and counts as a trap. If a living creature of the corresponding alignment steps inside it, the trap triggers and binds the creature inside the circle. While it can move freely within the circle, it can’t leave the circle, make attacks against targets outside the circle, cast spells that cross the circle’s boundary (the circle blocks line of effect from the inside), or use any ability that would allow it to leave the circle or disturb the circle in any way. When the circle traps a creature in this way, the creature can attempt a Ref lex save to dive out of the circle before the magic takes hold (DC = 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier). A creature that can see the circle gains a +4 bonus on this save. If it fails its save, the creature must remain in the circle, although it can attempt a Will save at the same DC at the end of each hour of imprisonment to escape. A binding circle can be spotted with a successful Perception check (DC = 25 + 1/2 the occultist’s level). It can also be disarmed using Disable Device, with the same DC. Anything crossing the boundary of the circle from the outside, such as a weapon, spell effect, or special ability, immediately breaks the circle and frees the creature trapped inside.
Conjuration (Faded Hand Mirror):[OA] Mental Focus:(4) Resonant Power: Casting Focus: The implement empowers the bearer’s ties to the worlds beyond, allowing his spells to maintain their power for a longer period of time. The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell. Base Focus Power: Servitor(su): As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute. Focus Power(s): Side Step (Sp): You can create a temporary fissure in space by expending 1 point of mental focus. You can use this ability as part of a move action taken to move. The fissure begins in any square you designate and allows you to teleport to any other square you can see within 10 feet per occultist level. Stepping between these locations requires you to expend 5 feet of movement, and the movement through the rift does not provoke attacks of opportunity. This otherwise functions as teleport. You must be at least 7th level to select this focus power.
Divination (Poetry Book)[OA] Mental Focus:(0) Resonant Power: Third Eye (Su): The implement allows its bearer to notice that which can’t easily be seen. The implement grants a +1 insight bonus on Perception checks per 2 points of mental focus stored in it, to a maximum bonus equal to the occultist’s level. If the occultist is 3rd level or higher and stores at least 3 points of mental focus in it, the implement also grants low-light vision. If the occultist is 5th level or higher and stores at least 6 points of mental focus in it, the implement also grants darkvision 60 feet. (If the bearer already has darkvision, the implement increases the range of the darkvision by 30 feet.) If the occultist is 7th level or higher and stores at least 9 points of mental focus in it, the implement also grants the effects of see invisibility. If the occultist is 13th level or higher and stores at least 12 points of mental focus in it, the implement also grants blindsense 60 feet. If the occultist is 19th level or higher and stores at least 15 points of mental focus in it, the implement also grants blindsight 30 feet. Base Focus Power: Sudden Insight As a swift action, you can expend 1 point of mental focus to gain an insight into your immediate future. You can use this foreknowledge as a free action before you roll any ability check, attack roll, or skill check to gain an insight bonus on that roll equal to 1/2 your occultist level (minimum +1). You can use your foreknowledge only once per turn, and if it’s not used by the end of your turn, the insight fades and you gain no benefit.Focus Power(s): Danger Sight (Sp): As an immediate action, you can protect yourself from harm by expending 1 point of mental focus. You can use this ability whenever you are the target of an attack or are required to attempt a saving throw against a special ability, spell, or trap. Doing so grants you an insight bonus to your AC or on your saving throw equal to 1/2 your occultist level. This bonus applies only to the next attack against you or saving throw you attempt, and if not applied by the end of the round, the protection fades and you gain no benefit. You must be at least 3rd level to select this focus power.
Enchantment (Plain Silver Necklace)[OA] Mental Focus:(4) Resonant Power: Glorious Presence (Su):The implement invokes the presence of those who have worn it in the past. The implement’s wearer gains a +1 competence bonus on all Charisma-based skill checks and ability checks for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess. Base Focus Power: Cloud Mind (Su): As a standard action, you can expend 1 point of mental focus to cloud the mind of one foe within 30 feet. That foe is dazed for 1 round if the number of Hit Dice it possesses is less than or equal to or your occultist level. If it has more Hit Dice than your occultist level, it is staggered for 1 round instead. The foe can attempt a Will saving throw to negate the effect. Whether or not it succeeds at the save, the target is then immune to this effect for 1 day. This is a mind-affecting effect.Focus Power(s): Forced Alliance (Sp): As a standard action, you can alter a living creature’s mind, causing it to see you as a friend and ally. If the creature is the same creature type as you, this power requires you to expend 1 point of mental focus; if it’s is not, you must expend 2 points instead. The creature can attempt a Will save to negate this effect. If it fails the saving throw, the creature treats you as an ally and doesn’t attempt to harm you (although your allies are not protected). You can call on the creature to aid you directly, but while doing so the creature can attempt a new Will save at the end of each round to end the effect. This effect otherwise lasts 1 round per occultist level you possess. This is a mind-affecting charm effect. Obey (Sp): As a standard action, you can issue a command to one living creature by expending 1 point of mental focus. This functions as command. The target must be within 30 feet and capable of understanding your order. The target can attempt a Will save to negate this effect. If the creature is the same creature type as you, it takes a –2 penalty on this saving throw.
Fast Circles (18 minutes) (Su)[OA] At 16th level, the occultist learns to draw magic circles very quickly. He can draw a magic circle as a full-round action, but any circle drawn in this way has a duration of 1 minute per occultist level (unless it’s drawn in conjunction with the outside contact class feature, in which case it lasts for 10 minutes as normal). If he draws a binding circle in this way, its duration is 1 round per occultist level.
Illusion (Wedding Ring Initials G&P)[OA] Mental Focus:(0) Resonant Power: Distortion (Sp): The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability. Base Focus Power: Minor Figment (Sp): As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.
Magic Circles (Su):[OA] An occultist learns how to draw magic circles. To draw a circle, he must have chalk, salt, blood, powdered silver, or some other appropriate substance at hand (although he can press a magic circle into a softer surface such as dirt or clay). Drawing a circle takes 1 minute and requires the occultist to expend 1 point of mental focus (either generic focus or focus from any one of his implements). Once completed, this circle functions as a permanent magic circle against any alignment of the occultist’s choosing. The circle can’t be against a component of the occultist’s alignment (if he is lawful good, for example, it can’t be a [i/]magic circle against good[/i] or law). The circle remains until its form is physically broken (for example, if the lines are smeared or the salt is scattered). Only a living creature can break the circle; environmental effects can’t break it. An occultist can have only one circle created in this way at a time. If he creates a second circle, the first one loses all its magic powers. This type of magic circle can’t normally be focused inward to bind an outsider.
Mental Focus (28/day) (Su)[OA] You have a pool of points that activate your focus powers.
Necromancy (Finger Bone)[OA] Mental Focus:(0) Resonant Power: Necromantic Focus (Su): The implement grants its possessor greater power over the undead. Whoever possesses the implement can control an additional 2 Hit Dice of undead for every point of mental focus invested in the item (to a maximum number of Hit Dice equal to 4 × your occultist level). Any spellcaster who bears the implement can add it as an additional focus component for a necromancy spell he casts to create undead. If he does so, he can create an additional number of HD of undead equal to the additional HD the implement allows him to control (apply this effect after doubling the HD of undead for desecrate, if applicable). Undead creatures take a –1 penalty on saving throws against spells cast by the bearer of this implement for every 4 points of mental focus invested in this implement. Base Focus Power: Mind Fear (Sp): As a standard action, you can expend 1 point of mental focus to cause a living creature to succumb to fear. The target must be within 30 feet of you, and it can attempt a Will saving throw to negate the effect. If the target fails the save and has a number of Hit Dice less than or equal to yours, it is frightened for 1d4 rounds. If the target fails the saving throw and has a number of Hit Dice greater than yours, it is instead shaken for 1d4 rounds. This is a mind-affecting fear effect.
Object Reading (Su)[OA] Examine an object for 1 minute to learn properties, history, and about last user.
Outside Contact (3 names, information or service) (Su)[OA] The occultist learns the true name of one particular outsider. This outsider can have no more than 3 Hit Dice. Whenever the occultist creates a magic circle, he can expend 1 additional point of mental focus to focus the circle inward and lure that outsider to the circle (similar to using lesser planar binding). The outsider is bound for up to 10 minutes. During this time, the occultist can bargain with the outsider for one piece of information. This requires a payment of at least 20 gp (or items of at least that value that are of interest to the outsider). The bargaining requires the occultist to attempt a Diplomacy or Intimidate check opposed by the outsider’s Sense Motive check. Succeeding at the check by 5 or more reduces this cost to 10 gp. Failure increases the price to 30 gp, whereas failure by 5 or more allows the outsider to escape without giving any information (or receiving payment). The information gained can be anything that might be learned through a divination spell. The information is always correct but is frequently cryptic. It typically takes the outsider 1d3 hours to gather the information, at which point it returns of its own accord to deliver the information as promised. The outsider always resents being used in this way, even if the occultist and the outsider share an alignment component. After the occultist bargains with the outsider, the magic circle loses all power and the outsider is sent back to its home plane. At 12th level and every 4 levels thereafter, the occultist learns to contact one additional outsider of the same type or a different type. Although he can call only one outsider in this way at a time, the occultist can ask such an outsider one additional question per calling for every 4 occultist levels he possesses beyond 8th (to a maximum of four questions at 20th level), all for the same bargaining price. The questions must be in some way related to one another. At 16th level, in lieu of asking questions, the occultist can demand that the outsider deliver a message to any one friendly creature that the occultist knows personally. The occultist can also task the outsider to deliver one object weighing no more than 1 pound. Either of these demands requires an opposed check as described above. Delivery typically takes 1d4 hours, but this period is reduced to 1d6 minutes if the recipient is within 1 mile of the occultist (or even less if the recipient is within sight). The occultist must be able to accurately describe the recipient in both name and appearance. This ability can’t be used to deliver anything to a location, or to enemies or creatures that are unfriendly to the occultist.
Shift Focus, 25 focus) (Su)[OA] Shift focus from one implement to another, but lose 1 point.
Stitched Soul(Su) 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.
Transmutation (Mwk Nagant M1895 Revolver)[OA] Mental Focus:(12) Resonant Power: Physical Enhancement (Su): The implement enhances its bearer’s body. When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement (to a maximum of +2 at 1st level, plus an additional 2 for every 6 occultist levels you possess). Base Focus Power: Legacy Weapon (Su): As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute. Focus Power(s): Mind Over Gravity (Sp): As a standard action, you can expend 1 point of mental focus to give yourself a fly speed of 60 feet with perfect maneuverability. This effect lasts for 1 minute per occultist level you possess. You must be at least 7th level to select this focus power. Quickness (Sp): As a standard action, you can expend 1 point of mental focus to grant supernatural quickness and reflexes to yourself or a willing living creature you touch. This functions as haste, but the bonus to AC and on Reflex saving throws increases to +2. This effect lasts for 1 round per occultist level you possess. You must be at least 5th level to select this focus power.
Implement notes: I bought them using the base 10 gp cost for Implements. I actually have a decent back story for each implement, and to be honest its one of the reasons My entry is so last minute, but I'm not going to include them into this entry. For two reasons.
1. its a lot of information.
2. Rasputin is mysterious. The clues are there in actual history, some people might be able to get really easily, but the point is that the PC's fighting him are more than likely to not have any clue as to the significance to these items. Also I like the level of mystery it adds. but heres a little preview about a random Implement
"she never blamed him for what was happening to them, she was smart and Rasputin knew this too, which is why when she requested that they meet he didn't suspect any ill intent. Rasputin arrived to see her comforting a book, as usual, she looked up from it to Rasputin and smiled."take this" she said. She closed her book got up and left, Rasputin knowing they would likely never meet again".
If you really want me to elaborate on them then just pick mine as the winner and I'll have no choice but too ;p
Kain Gallant |
Here's my entry:
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human mesmerist 18
NE Medium humanoid (human)
Init +0; Senses true seeing; Perception +16
Aura unholy aura (DC 22)
----- Defense -----
AC 22, touch 18, flat-footed 22 (+4 deflection, +4 insight, +4 natural)
hp 192 (18d8+108)
Fort +16, Ref +17, Will +27
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.
Special Attacks bold stare (disorientation, psychic inception, susceptibility, timidity), hypnotic stare (-3), painful stare (+9; +9d6)
Mesmerist Spells Known (CL 18th; concentration +26)
6th (4/day)—mass hold person (DC 26), project image (DC 26), true seeing (DC 26), waves of ecstasy (DC 26) [UM]
5th (5/day)—mass inflict pain (DC 25) [OA], mass synthesia (DC 25) [OA], mind fog (DC 25), phantasmal web (DC 25) [APG], shadow walk (DC 25)
4th (7/day)—dominate person (DC 24), greater invisibility, greater synaptic pulse (DC 24) [OA], mindwipe (DC 24) [OA], telepathy [OA], thoughtsense [OA]
3rd (7/day)—displacement, greater false life [UM], greater oneiric horror (DC 23) [OA], remove blindness/deafness, scrying (DC 21), synaptic pulse (DC 23) [OA]
2nd (7/day)—alter self, blur, lesser restoration, levitate, mirror image, tongues
1st (7/day)—charm person (DC 21), hypnotism (DC 21), ill omen [APG], polypurpose panacea [UM], remove sickness [UM], unnatural lust (DC 21) [UM]
0 (at will)—dancing lights, detect magic, lullaby (DC 20), prestidigitation, read magic, unwitting ally (DC 20) [APG]
----- 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 first casts mind fog over the area where the PCs will enter, remaining out of it. He then casts blur, greater false life, levitate, mirror image, and true seeing. He also implants the levitation buffer mesmerist trick into himself. Right before combat starts, Rasputin then casts greater invisibility.
During Combat Rasputin attempts to hinder opponents with mass hold person and waves of ecstasy, and weaken them with mass inflict pain and mass synthesia. He uses his hypnotic stare against the most dangerous target still active. Rasputin triggers his levitation buffer trick or casts synaptic pulse when he becomes surrounded.
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 30
Feats Combat Casting, Diehard(b), Great Fortitude, Greater Spell Focus (enchantment), Greater Spell Focus (illusion), Intense Pain [OA], Lightning Reflexes, Psychic Healing [OA], Spell Focus (enchantment), Spell Focus (illusion), Toughness
Skills Bluff +33, Diplomacy +29, Heal +15, Intimidate +28, Knowledge (arcana) +18, Knowledge (nobility) +13, Knowledge (planes) +12, Knowledge (religion) +23, Perception +16, Sense Motive +19, Spellcraft +18, Use Magic Device +28
Languages Church Slavonic, Common, Russian
SQ consummate liar (+9), glib lie (DC 33), knacks, manifold tricks (4 tricks), mental potency (3 HD), mesmerist tricks (17/day, 280 ft., DC 27; false flanker, fearsome guise, levitation buffer [+26], mesmeric mirror, misdirection, psychosomatic surge, shadow splinter), masterful tricks (cursed sanction, faked death), touch treatment (11/day), towering ego (+8)
Gear mwk dagger, mwk Nagant M1895 revolver (see page 65) with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, headband of mental prowess +4 (Wis, Cha), ring of protection +4
----- 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.
That thing he sent you |
For my entry as Rasputin was ultimately a chameleon changing to be what ever others wanted why would any one so mercurial behave as if they had one class?
XP 102,400
Male middle-aged human Medium 18 (Spirit Dancer)
NE Medium Humanoid(Human)
Init +8; Senses True Seeing; Perception +13
Aura Unholy Aura (DC 22)
----- Defense -----
AC 30, touch 22, flat-footed 26 (+4 Armor, +4 dexterity, +4 insight, +4 deflection, +4 Enhancement)
hp 201 (18d8+108);
Fort +16, Ref +14, Will +17
Defensive Abilities stitched soul;; SR 25 vs. Good
Weaknesses Influence 1
----- Offense -----
Speed 30 ft.,
Melee mwk Scimitar(Shaska) +18 (1d8+4 18-20/x2),
Ranged +1 Lucky Nagant M1895 revolver +18/+13/+8 (1d8+1/x4)
Space 5 ft.; Reach 5 ft.
Medium Spells Known
6th (4/day when channeling the Archmage or Hierophant)-Disintigrate (DC 24) (When channeling the Archmage only), Harm (DC 24) (When channeling the Hierophant only)
5th (6/day when channeling the Archmage or Hierophant)-Wall of Force (When channneling the Archmage only), Cleanse (When channeling the Hierophant only)
4th (4/day, or 7/day when channeling the Archmage or Hierophant)-Enervation (When channeling the Archmage only), Divine Power (When channeling the Hierophant only), True Seeing, Death Ward, Feeblemind (DC 22), Freedom of Movement, Mind Wipe (DC 22)
3rd (4/day, or 7/day when channeling the Archmage or Hierophant)-Greater Magic Weapon (When channeling the Archmage only), Magic Vestment (When channeling the Hierophant only),Greater Invisibility, Scrying (DC 21), Dimension Door, Dimensional Anchor, Dispel Magic, Heroism,
2nd (5/day, or 7/day When channeling the Archmage or Hierophant)-Levitate (When channeling the Archmage only), Calm Emotions (When channeling the Hierophant only), Bestow Curse (DC 20), Mirror Image, Haste, Heroism, Greater Oneiric Horror (DC 20), Clairvoyance-Clairvoyance
1st (6/day, or 7/day when channeling the Archmage or Hierophant)-Mage Armor (When channeling the Archmage only), Abundant Ammunition (When channeling the Hierophant only), True Strike, Ill Omen, Burst of Insight, Disguise Self, Comprehend Languages, Command (DC 19)
0 (At Will) Arcane Mark (When channeling the Archmage only), Purify Food and Drink (When channeling the Hierophant only), Read Magic, Detect Magic, Resistance, Detect Psychic Significance, Prestidigitation, Stabilize
----- Tactics -----
Before Combat While within the Thrice-Tenth presbytery (area H6) if rasputin is alerted to int.ruders he prepares with Mage Armor, Freedom of Movement, Deathward, Magic Vestment, True Seeing, Haste and Divine power this will use 2 rounds of Spirit dance. In adition Rasputin may want to use either Legendary Archmage, or Legendary Hierophant
to prepare himself if he has enough information to make a reasonable prediction to the PC's strengths Afterwards Rasputin Will not wait for the adventures to come to him
but will attack from within the safety of the World Engine's Unholy Aura. Using the Champion Spirit and his revolver if they are farther away or using the Marshal if his allies are nearby potentially both for a round if the situation presents itself.
During Combat At long range 400-200 feet Rasputin will use likely use the Champion and his revolver to attack maybe adding in the Marshal for more damage. At mid Range 200-60 feet Rasputin will use the Archmage and disintegrate as well as ranged debuffs and Revolver full attacks .
If the Pcs are right on top of him he will instead use greater invisibility and the ultimate trickster polymorph ability to assume the form of a Kamadan, or Dragonne combined with the Champion spirits sudden attack and pounce to deliver large amounts of damage to dangerous targets.
Alternatively Rasputin may rely on the Hierophant to bolster his undead allies using channel energy, cleanse and harm to keep his allies around and fighting longer. To protect himself Rasputin will often change Spirits as it is free action that requires a him to spend a round of spirit dance for this purpose the guardian gives the spirit bonus to AC, Fort, and, Reflex Save while the Hierophant's spirit bonus applies to will saves.
Finally Rasputin will use the Guardians Supreme Spirit ability only as a last resort to stop something far worse than being killed. Finally through out the fight Rasputin will avoid being tied up preferring to engage at range and avoid be exposed for to long typically using his medium spells to protect himself. If forced into a dedicated melee Rasputin will typically rely on the Trickster Supreme power to assume the form of a large magical beast typically a Kamadan, Sleipnir, or Dragonne.
If he uses the Sleipnir form He will typically use the breath weapon a 30 ft cone that functions as prismatic spray (DC 24). The other form he will likely pounce or full attack.
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 18, Dex 18, Con 20, Int 12, Wis 11, Cha 26
Base Atk +13; CMB +17 ; CMD 39
Feats Great FOrtitude, Iron Will, Toughness, Power Attack, Deadly Aim, Point-Blank Shot, Precise Shot, Quicken Spell, Improved Initiative, Diehard (Bonus Feat)
Skills Linguistics +8, Diplomancy +26, Heal +16, Bluff +26, Sense Motive +20, Perception +13, Knowledge (Religion) +18, Spellcraft +19, Knowledge (Nobility)
Languages Church Slavonic, Common, Russian, Latin, Classic Arabic, Ignan
SQ (SU)Spirit Dance (44 Rounds), (SU)Spirit Aura , (SU)Spirit Troika, (SU)Attacca, (SU)Spirit Bonus (+5) only applies while Rasputin uses spirit dance, (SU)Spirit Surge (1d8) only applies While Rasputin uses spirit dance,
(SU)Spirit Power (Lesser) only applies while Rasput uses Spirit Dance, (SU)Spirit Power (Intermediate) only applies while Rasputin Uses Spirit Dance, (SU)Spirit Power (Greater) only applies while Rasputin uses spirit dance,
(SU)Spirit Power (Supreme) only applies while Rasputin uses spirit dance, (SU)Haunt Channeler (9d6), (SP)Location Channel (18 Rounds), (SP)Connection Channel, (SU)Propitiation, (SP)Ask the Spirits, (SP)Astral Journey
Spirit Abilities
Archmage
Archmage Arcana (Lesser, SU): All spells chosen are included in the spells known list, Arcane Surge (Intermediate, Su):Rasputin gains one influence every time this ability is used,
Wild Arcana (Greater, Su):Rasputin gains one influence every time this ability is used, Legendary Archmage (Supreme, Su): 1/day and only if Rasputin did not use another 1/day Supreme Spirit Power
Champion
Champion's Prowess (Lesser, Su), Sudden Attack (Intermediate, Su), Fleet Charge (Greater, Su), Legendary Champion (Supreme, Su):Chosen Feats are Rapid Reload, and Far Shot
Guardian
Guardian's Shield (Lesser, Su), Absorb Blow (Intermediate, Su): DR 9/- and sonic/fire/acid/cold/electricity resistance 9,Sudden Block (Greater, Su),
Legendary Guardian (Supreme, Su): 1/day and only if Rasputin did not use another 1/day Supreme Spirit Power
Hierophant
Divine Surge (Lesser, Su):Spells chosen are included in the spell list, Energy Font (Intermediate, Su):Negative energy 9/day 9d6 (DC27),
Overflowing Grace (Greater, Su):Profane bonus, Legendary Hierophant (Supreme, Su): 1/day and only if Rasputin did not us anothe 1/day Supreme Spirit Power
Marshal
Seance Boon (SU):Rasputin and all of his allies have chosen the champions seance boon,Marshal's Order (Lesser, Su)
Inspiring Call (Intermediate, Su): +5 as a swift action, Decisive Strike (Greater, Su):Rasputin gains one influence every time this ability is used, Legendary Marshal (Supreme, Su)
Trickster
Seance Bonus (SU): Rasputin has chosen Knowledge(Nobility) and all of his allies have chosen Intimidate, Trickster's Edge (Lesser, Su):Rasputin has chosen Knowledge(Planes) +22 ;Use Magic Device +29
Surprise Strike (Intermediate, Su), Transfer Magic (Greater, Su): 1/day ability to choose the d20 result of a skill check may only be used if Rasputin did not use another 1/day Supreme Spirit power; but Rasputin may always use the Greater Polymorph power
Gear
Belt of Physical Perfection +4, Headband of Alluring Charisma +6, +1 Lucky Nagant M1895 revolver with 28 metal cartridges, Amulet of Mighty Fists +1
----- 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.
Souces Sleipnir, Kamadan, Draggone Bestiary 3
Lucky Ultimate Equipment
Abundant Ammunition is Ultimate Combat
Ill omen, Cleanse Advanced Players Guide
The rest is Pathfinder Core Rulebook or Occult Adventures.
Natan Linggod 327 |
For my entry as Rasputin was ultimately a chameleon changing to be what ever others wanted why would any one so mercurial behave as if they had one class?
** spoiler omitted **...
I was actually thinking of doing Spirit Dancer as my entry. Glad I decided to go with another, your's looks pretty good. :)
Corneleus Idaho |
Yes I went crazy with the Implements. I regret nothing but the fact it probably distracted me from inputting the information correctly. If it costs me the contest then so be it, Its something I wanted done right(in my opinion) and by god I had fun doing it.
So what if it's wordy? Post it anyway. That's what Psychometry is for, reading into the history of artifacts that no bards wrote songs about. Everything leaves a psychic impression. You took the time to write it, you might as well show off your stuff.
Curaigh |
I had a similar realization last night. I wrote down the 13th & prioritized another writing assignment (due 11:59 on the 12th). Then I went to finish this last night & wondered do I have three hours or 27...? (A friend thought 27 :)
It needs more work, but doable if the deadline is actually tonight.
Good luck to the rest of you. :)
Blayde MacRonan |
Well, after much debate, I decided to take one final look at my entry. I'm glad I did, because it needed to be cleaned up. And since I was going to do that, I might as well tinker with it one last time to see if my idea for the cassock would work out better.
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human medium (reincarnated medium) 18 (Pathfinder RPG Occult Adventures pg 30, 93)
NE Medium humanoid (human)
Init +0; Senses true seeing; Perception +13
Aura unholy aura (DC 22)
----- Defense -----
AC 26, touch 20, flat-footed 26 (+4 armor, +4 deflection, +4 insight, +2 luck [touch only], +4 natural)
hp 201 (18d8+108)
Fort +14, Ref +10, Will +21
Defensive Abilities stitched soul; Immune possession, death effects, and negative energy; SR 25 vs. good
Weaknesses influence penalty (-6 on all Charisma checks and Charisma-based skill checks involving worshipers of faith other than the hierophant spirit's, except checks to convert)
----- Offense -----
Speed 30 ft.
Melee mwk dagger +13/+8/+3 (1d4-1/19-20)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/x4) or channel ray +13 touch 9d6 negative energy (Will DC 29 half)
Special Attacks channel negative energy 9/day (Will DC 27 half, 9d6), ease passage, shared séance, sudden strike
Medium Spells Known (CL 18th; concentration +24)
6th (4/day) – antilife shell*, mass inflict moderate wounds* (Will DC 24, half)
5th (5/day) – flame strike* (Ref DC 23), mass inflict light wounds* (Will DC 23, half)
4th (7/day) – dismissal, inflict critical wounds* (Will DC 22, half), remote viewing, spiritual ally, summon monster V, true seeing, unholy blight* (Will DC 22)
3rd (7/day) – adjustable disguise, aura alteration (Will DC 21), call spirit (Will DC 21), inflict serious wounds* (Will DC 21, half), mindscape door (Will DC 21), searing light*, thaumaturgic circle, vampiric touch
2nd (7/day) – analyze aura (Will DC 20), death knell* (Will DC 20 negates), greater oneiric horror (Will DC 20), inflict moderate wounds* (Will DC 20, half), placebo effect (Will DC 20), purge spirit (Will DC 21), sessile spirit (Will DC 20), spectral hand
1st (7/day) – calm spirit (Will DC 19), charge object, comprehend languages, heightened awareness, inflict light wounds* (Will DC 20, half), murderous command* (Will DC 19), psychic reading, quintessence (Will DC 20)
0 (at will) – bleed* (Will DC 18), detect magic, detect psychic significance, ghost sound, light, mage hand, read magic
* treated as divine 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. He channels a hierophant spirit through a séance. When faced with combat, Rasputin casts spiritual ally, true seeing and activates trance of three to allow his champion spirit to enter him as a secondary spirit. 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 his opponents with greater oneiric horror and spiritual ally and turn foes against each other with murderous command before laying waste with such deadly effects as channeled negative energy rays, flame strike and unholy blight. Those that engage him in melee combat find him to be a cagey fighter, taking full advantage of any Strength damage incurred when attacked by good creatures and the champion's sudden attack spirit power.
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 30
Feats Feats Channel Ray, Combat Casting, Diehard<sup>B</sup>, Improved Channel, Improved Initiative, Iron Will, Great Fortitude, Lightning Reflexes, Logical Spell, Spirit Focus (Hierophant), Toughness<sup>B</sup>
Skills Bluff +20, Diplomacy +29, Intimidate +20, Knowledge (arcana) +14, Knowledge (nobility) +20, Knowledge (planes) +14, Knowledge (religion) +23, Perception +24, Sense Motive +24, Spellcraft +14, Use Magic Device +20
Languages Church Slavonic, Common, Russian
SQ ask the spirit, astral journey, channel self (hierophant), lingering spirit, nothing is taboo, propitiation, spirit bonus +6 (Wisdom checks, Wisdom-based skill checks, and Will saves), spirit mastery, spirit surge 3/day (1d8), spirit warding, trance of three (champion)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +4, belt of physical perfection +2, cassock of the Black Monk, headband of mental prowess +4 (Wis, Cha)
----- Cassock of the Black Monk -----
Aura strong transmutation; CL 12th
Slot body; Price 36,000 gp; Weight 1 lb.
Description
This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt's hem. The cassock of the Black Monk grants a +4 armor bonus and a +2 luck bonus to the wearer’s touch AC against firearm attacks. In addition, while wearing the cassock, a medium channeling the Hierophant spirit gains access to spirit mastery (Pathfinder RPG Occult Adventures pg. 33) and may use it as if he had it as a normal class feature. If the wearer already has spirit mastery, he can use spirit surge one additional time per day. This ability has no effect if worn by a non-medium. If the wearer is a medium but is not channeling the Hierophant spirit, once per day he can cast a spell with the Intuitive Spell feat (Pathfinder RPG Occult Adventures pg. 136) as a standard action that does not increase the level of the spell. This ability has no effect if the wearer is a non-oracle.
Construction
Requirements Craft Wondrous Item, bullet shield, enshroud thoughts; Cost 18,000 gp.
----- Special Abilities -----
Ask the Spirits (Sp) Rasputin can send his consciousness to the Astral Plane any number of times to ask the spirits for advice, as if using contact other plane to contact the Astral Plane. He automatically succeeds on the Intelligence check to avoid the decrease to his Intelligence and Charisma.
Astral Conduit (Su) Rasputin can enter a deep coma in order to project himself on the Astral Plane as astral projection, except he can project only himself, he can't enter other planes, and his projected gear has no magical properties.
Channel Self (Su) Rasputin is essentially a bodiless spirit using influence to possess his own spiritless body. The more influence Rasputin has over his body, the more powerful he becomes.
Each day he can perform a séance at a location as normal to focus on one of his potential future legends. Séances take 1 hour to perform and require his concentration. At the end of a séance, Rasputin channels that legendary potential as strongly as possible into his body to serve as his spirit for the day. He gains the spirit's listed séance boon, lesser spirit power, intermediate spirit power, greater spirit power, and supreme spirit power. After 24 hours, Rasputin loses contact with his spirit's potential legend and can perform another séance. The spirit gains 3 points of influence over his body, to a maximum of 6 points. Since he is possessing his own body, Rasputin doesn't lose control at 5 or more points of influence, though he still suffers the legend's influence penalty as normal at 3 or more points of influence. All effects and abilities that normally increase or decrease (such as spirit surge or spirit powers) have the opposite effect on Rasputin; this does not apply to the abilities of the reanimated medium archetype. He cannot choose to channel a weaker spirit to avoid losing influence from using spirit surge. Rasputin's body enters a deathlike coma should he reach 0 points of influence and he is helpless for 24 hours, after which he reverts to 1 point of influence if the body is still alive, but can't perform another séance for 24 hours.
Ease Passage (Su) As long as his body is intact, it's easy for Rasputin to return to it. He takes only 1 negative level instead of 2 from raise dead.
Lingering Spirit (Su) Rasputin's spirit lingers for up to 1 round after death before departing if he spends 1 point of influence. If he died of hit point damage, healing works on his body during the intervening round and can bring him back to life. Once the spirit departs, the breath of life spell continues to work for 1 additional round, even though Rasputin has been dead for more than 1 round.
Nothing Is Taboo (Ex) Unlike other mediums, Rasputin does not possess the taboo class feature.
Propitiation (Su) Rasputin has learned hidden techniques and rites that allow him to mollify his channeled spirit once per day, increasing its influence over him by 1 point (to a maximum of 6 points of influence).
Overflowing Grace (Greater, Su) When Rasputin heals a creature to full hit points or a creature already at full hit points with his negative energy, that creature gains a +1 profane bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Shared Séance (Su) Rasputin can request his allies to be present for his séance. A character counts as present so long as he maintains physical contact with another present character and willfully opens himself to the spirit; he can take other actions during this time. All present allies gain the channeled spirit's séance boon for 24 hours.
Spirit Bonus (Su) When Rasputin channels his hierophant spirit, he gains a +5 bonus on Wisdom checks, Wisdom-based skill checks, and Will saves.
Spirit Mastery (Ex) Rasputin is a legend among spirits, particularly lesser spirits. He can use his spirit surge ability an additional two times per day to reduce his spirit's influence over him.
Spirit Surge (Su) After failing a d20 roll that was modified by his spirit bonus, Rasputin can reduce his spirit's influence by 1 point in order to add 1d8 to check's result without taking an action. This can cause the check to succeed instead of fail. He must be conscious and aware to use this ability, and Rasputin can use this ability at most once per round.
Spirit Warding (Su) Rasputin can ward himself from other spirits and the grave's call. He is immune to possession, death effects, and negative energy.
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 hit points equal to or greater than his current Constitution 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 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.
Sudden Attack (Intermediate, Su) Whenever Rasputin takes a full-attack action, he gains one additional attack at his highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn't stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.
Trance of Three (Su) Rasputin can reduce his spirit's influence over him by 1 point in order to allow a portion of his legendary spirit from another potential legend to enter him for 19 rounds, granting him the intermediate spirit power from another legend. If that power has limited number of uses per day, he must keep track of the remaining uses even after the secondary spirit is gone; if Rasputin calls the secondary spirit again that day, it can grant the remaining uses of that power. If he uses an ability that incurs influence, it actually reduces that amount of influence over his primary spirit, not the secondary spirit. Rasputin doesn't gain the benefits of his spirit bonus from the secondary spirit. He can end the trance of three early as a free action.
I went back and made changes to bring up the presentation for a better look than I had done previously. I also used the opportunity to fine tune my math, which meant adjusting Rasputin's saves and hit points. I then, of course, took one last shot at redoing the Cassock of the Black Monk. By trading out divine favor for bullet shield as a requirement for creating it, I was able to take the +6 deflection bonus and break it up into a +4 armor bonus and a +2 luck bonus that applied only to touch AC. And while the luck bonus is lower than previous, he at least has a higher overall AC as well as a higher flat-footed AC as a result. It unfortunately meant upping the cost of the item, but I thought that to be an acceptable consequence given what he gets out of it.
DM Beckett |
Grigori Rasputin, The Mad Monk CR 17
XP 102,400
LN (or LE in Vigilante Persona) Medium outsider (native), Cleric (Separatist) [UM] of Belial [ISG] 9/Monk 2/Vigilanty 1[Playtest]/Mesmerist 6[OA]
Init +8; Senses darkvision 60 ft.; Perception +12
Aura -
----- Defense-----
AC 28, touch 25, flat-footed 20 (+3 armor, +4 Dex, +4 dodge, +7 Wis)
hp 147 (18d8+54)
Fort +14, Ref +17, Will +24; +2 resistance bonus vs. poison, +1 Luck bonus vs. traps
Defensive Abilities evasion; Resist acid 5, cold 5, electricity 5; S.R. -
----- Offense-----
Speed 30 ft.
Melee
unarmed strike +9/+4/-1 (1d8+1 plus 1d4 bleed) or
unarmed strike flurry of blows +8/+8/+3/-2 (1d8+1 plus 1d4 bleed)
Space 5ft; Reach 5ft
Special Attacks bold stare (sapped magic[OA]), channel negative energy 5/day (DC 16, 5d6), flurry of blows, hidden strike, hypnotic stare (-2), manifold tricks (2 tricks), mental potency (+1), mesmerist tricks 5/day (false flanker, mask misery, psychosomatic surge, shadow splinter), painful stare (+3 or +2d6), stunning fist (7/day, DC 25)
Spell-Like Abilities (CL 18th; concentration +20)
1/day—daylight
Domain Spell-Like Abilities (CL 9th; concentration +15)
At will—charming smile (DC 20, 9 rounds/day)
9/day—copycat (7 rounds), dazing touch
Mesmerist Spells Known (CL 6th; concentration +8)
2nd (4/day)—blistering invective [UC] (DC 14), catatonia [OA], false life, honeyed tongue[APG]
1st (5/day)—burst of insight [OA], charge object[OA], comprehend languages, heightened awareness [ACG]
0 (at will)—dancing lights, daze (DC 12), detect psychic significance[OA], ghost sound (DC 12), message, prestidigitation
Cleric (Separatist) Spells Prepared (CL 9th; concentration +15)
5th—false vision[D], hunter’s blessing [ISG], insect plague
4th—aura of doom [UM] (DC 20), blessing of fervor [APG] (DC 20), freedom of movement, heroism [D]
3rd—dispel magic, invisibility purge, magic vestment, prayer, suggestion [D] (DC 19)
2nd—bear's endurance, calm emotions (DC 18), death knell[D] (DC 18), grace[APG], instrument of agony[UC], shared sacrifice (DC 18), silence (DC 18)
1st—air bubble[UC], bless, cause fear[D] (DC 17), command (2, DC 17), endure elements, shield of faith
0 (at will)—create water, detect poison, enhanced diplomacy, read magic
D Domain spell; Domains Charm, Trickery
----- Tactics -----
Before Combat Rasputin has already cast Endure Elements as well as Extended Magical Vestment on his clothing using his Metamagic Rod of Extend Spell. If he believe combat is unavoidable, Rasputin will attempt to use his Wand of Invisibility and Copycat Domain Ability to step away and cast further spells until the deception is revealed, beginning with Extended Freedom of Movement, Blessing of Fervor [APG], Hunter's Blessing (Human and Urban) [ISG], Extended Heroism, False Life, and finally Bear's Endurance before entering direct combat. While casting, he will attempt to target obvious spellcasters with Hypnotic Stare as much as possible.
During Combat Rasputin generally tries to avoid combat if able. If forced into combat, he tries to avoid revealing any tactical edges he has until the most opportune moment, so will not utilize abilities such as Evasion, Deflect Arrows or Improved Unarmed Strike until he is certain that doing so will cause jaws to drop in panic. He prefers deception and appearing weak to draw in foes before revealing his capability. When Rasputin no longer feels he is in real danger, he takes exceeding glee in utilizing terror and fear to intimidate and terrorize would-be foes, and attempts to utilize Death Knell as early as he reasonably can for the mystic terror and dark powers it brings.
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 12, Dex 18, Con 16, Int 14, Wis 22, Cha 14
Base Atk +11; CMB +9 (+13 disarm); CMD 37 (39 vs. disarm)
Feats Belier's Bite [CEoD], Combat Expertise, Combat Reflexes (5/round), Deflect Arrows, Dodge, Eschew Materials, Greater Disarm, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Intimidating Glance[OA], Snatch Arrows, Stunning Fist
Skills Acrobatics +11, Appraise +10, Bluff +25, Climb +5, Diplomacy +8 (+10 to use the hypnotism skill unlock), Disable Device +10 (+15 to disarm traps), Disguise +2 (+22 to appear as part of polite society while in your social identity), Escape Artist +8, Heal +10, Intimidate +10 (+14 in your area of renown while in your vigilante identity), Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (engineering) +7, Knowledge (geography) +3, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +3, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +9, Linguistics +6, Perception +12, Sense Motive +15, Sleight of Hand +11 (+13 to conceal the ring in a search), Spellcraft +10, Stealth +20, Swim +5, Use Magic Device +8; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Abyssal, Aklo, Celestial, Russian, Infernal
SQ alternate identity, consummate liar +3, forbidden rite (trickery), seamless guise, social talent (renown), touch treatment 5/day (Moderate), vigilante specialization (stalker)
Combat Gear extend metamagic rod, wand of cure light wounds, wand of detect secret doors, wand of invisibility; Other Gear [i]headband of inspired wisdom +4, monk's robe, necklace of adaptation, snakeskin tunic[UE], trackless boots [SD], trapspringer's gloves [UE], unholy symbol tattoo (Belial)[APG], hypnotist's pocket watch[OA], masterwork thieves' tools, royal outfit, thieves' ring, 3,650
----- Ecology -----
Environment Earth (or alternate Material Plane), mainly where his enemies will least expect
Organization solitary or with 2d4 noncombatant female followers
Treasure standard
----- Special Abilities-----
Alternate Identity You can assume different identities.
Belier's Bite When you damage an opponent with an unarmed strike, you deal an extra 1d4 bleed damage.
Charming Smile (9 rounds/day, DC 20) (Sp) As a swift action, cast charm person with short duration and higher DC (Will neg).
Cleric Channel Negative Energy 5d6 (5/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Consummate Liar +3 Counts as Combat Expertise for some feats.
Copycat (9/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white vision only).
Dazing Touch (9/day) (Sp) Melee touch attack dazes foe for 1 rd, Immune if more HD than your level.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Hidden Strike +1d8/+1d4 Extra damage against unaware foes, d4s vs. flat-footed or flanked foe.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Intimidating Glance You can attempt to demoralize the target of your hypnotic stare as a swift action.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (3 tricks, 160 feet, 5/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Painful Stare (+3 or +2d6) (Su) 1/round, target of hypnotic stare takes extra damage from attack.
Renown +4 (The Mad Monk) (Ex) Renowned in one community of up to 200 people.
Sapped Magic (Su) Hypnotic stare penalty applies to DCs of spells and spell-like abilities, and SR.
Seamless Guise (Ex) +20 circumstance bonus to appear as part of polite society.
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.
Stunning Fist (7/day, DC 25) You can stun an opponent with an unarmed attack.
Touch Treatment (Moderate, 5/day) (Su) Remove certain conditions from creature touched.
[UM] = Ultimate Magic
[ISG] = Pathfinder Campaign Setting Inner Sea Gods
[SD] = Second Darkness Adventure Path
[OA] = Occult Adventures
[CEoD] = Cheliax, Empire of Devils
DM Beckett |
Erm, unfortunately, it WAS specified that only Occult Adventures classes are allowed. Not even the Ocult archetypes were available. That was part of the reason I dropped out, there were really only three "real" options, Psychic, Medium, and Mesmerist (at a stretch).
•One entry per poster. Employees of Paizo, their immediate family members, and persons with whom such employees are domiciled are ineligible. Anyone who is currently employed full-time as a designer for a game company is ineligible. Anyone with a cover credit on a hardcover RPG book is ineligible. Anyone who has a design credit in 3 or more of Paizo's Pathfinder products is ineligible.
•You must post your entries in this blog's discussion thread.
•All entries due Midnight, September 13th, 2015, Paizo time.
•Entries must be in the following format: SPOILER
•Entry must be CR 17, must use a character class from Occult Adventures, and must include the stitched soul special ability.
•You may use any Paizo-published material, but you must cite your sources.
•Selection of avatar art is subject to Paizo.com's Community Guidelines.
I see "a" not "all"? Not sure what you mean? I see nothing at all about Archetypes.
If that was some kind of hidden requirement somewhere else, that either should have been corrected above or needs to not be counted for the contest. If so, that's pretty jacked up. That's just punishing those that actually read the rules and favoring those with inside knowledge.
DM Beckett |
I just double checked to be certain.
He Must Die—Again!
Thursday, August 27, 2015
The arrival of Pathfinder Roleplaying Game: Occult Adventures with its host of psychic magic and class options means new ways to tell stories for the world of Golarion (and beyond). But what about some of our older adventures, particularly one about a Very Infamous Monk? Are you ready for a Design Challenge?
When Occult Adventures first made its way through playtesting, one question I often thought was, "How could our older adventures be retold with these new options?" Being a rather large fan of Russian fairy tales and folk lore, I am quite fond of the Reign of Winter Adventure Path, so of course, I immediately gravitated towards that one to pick for this Design Challenge.
What does this mean to you? It means I have thrown the gauntlet to everybody who loves creating stat blocks, whether you're they type who spends hours poring over new archetypes, class combinations, and gear selection, or just like putting together a fun NPC for your group to face. "Pray tell, Liz, what is the rules of this duel?" you might ask.
You get to make this guy, Grigori Rasputin, but this time, using one of the new character classes from Occult Adventures.
How are you getting Only Occult Adventures, No Archetypes, only One Class? How is that even a Design Challenge?
JHiggs25 |
I just double checked to be certain.
He Must Die—Again!
Thursday, August 27, 2015The arrival of Pathfinder Roleplaying Game: Occult Adventures with its host of psychic magic and class options means new ways to tell stories for the world of Golarion (and beyond). But what about some of our older adventures, particularly one about a Very Infamous Monk? Are you ready for a Design Challenge?
When Occult Adventures first made its way through playtesting, one question I often thought was, "How could our older adventures be retold with these new options?" Being a rather large fan of Russian fairy tales and folk lore, I am quite fond of the Reign of Winter Adventure Path, so of course, I immediately gravitated towards that one to pick for this Design Challenge.
What does this mean to you? It means I have thrown the gauntlet to everybody who loves creating stat blocks, whether you're they type who spends hours poring over new archetypes, class combinations, and gear selection, or just like putting together a fun NPC for your group to face. "Pray tell, Liz, what is the rules of this duel?" you might ask.
You get to make this guy, Grigori Rasputin, but this time, using one of the new character classes from Occult Adventures.
How are you getting Only Occult Adventures, No Archetypes, only One Class? How is that even a Design Challenge?
It was stated elsewhere in the thread that you only may use an Occult Adventures class or an archetype of that class. You may multiclass, but within the confines of those limits. If someone could actually find and quote it, it would be appreciated.
Rynjin |
Yeah, Chris Lambertz clarified later in the thread. Near the top of page two I think.
Edit: It was Liz Courts, mid page 1.
Ra-Ra-Rasputin, Russia's TPK Machine.
*nods at Gorbacz for that particular line*
Also, since it came up elsewhere, all of his class levels must come from Occult Adventures. If you wanna go crazy and make him multiclassed, have at it. :D
On Archetypes:
Diminuendo wrote: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.
And a final one on the World Engine:
ElMustacho wrote:Do we have to assume that he's in the same location as in the AP? He has some circumstance bonuses from being near *********. Are they preserved?I'm going to say "yes."
She said there's going to be other, similar challenges later on, so I've opted to wait until then when the restrictions aren't quite as strict (hopefully). Especially given the numerous statblock errors in Razputin's original one making it an uphill battle as-is.
Cuuniyevo |
Rynjin, by my reading, archetypes of Occult Adventures classes are not out of bounds at all. In the post you quoted, Liz said no archetypes "of non-occult classes".
Unfortunately, there probably isn't enough time for DM Beckett to rework their entry, but archetypes such as "Cult Master", "Reanimated Medium", "Toxitician", or "Psychic Duelist" seem to be allowed, for those interested.
Charlie Bell RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16 |
2 people marked this as a favorite. |
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human mesmerist 18
NE Medium humanoid (human)
Init +10; Senses thoughtsense; Perception 22
Aura unholy aura (DC 22)
----- Defense -----
AC 26, touch 23, flat-footed 25 (+4 armor, +4 deflection, +1 Dex, +4 insight, +4 luck [touch only], +3 natural)
hp 184 (18d8+100)
Fort +15, Ref +18, Will +24
Defensive Abilities stitched soul; SR 25 vs. good
----- Offense -----
Speed 30 ft.
Melee mwk dagger +12/+7/+2 (1d4–2/19-20)
Ranged mwk Nagant M1895 revolver +15/+10/+5 (1d8/×4)
Special Attacks bold stares (allure, disorientation, sluggishness, susceptability), hypnotic stare (-3), manifold tricks (5 tricks), mental potency (+3), mesmerist tricks 17/day (astounding avoidance, compel alacrity, cursed sanction [DC 27], mask misery, mesmeric mirror, psychosomatic surge, reflection of weakness [DC 27], spatial switch, spectral smoke [DC 27], spell anticipation), painful stare (+9 or +6d6)
Mesmerist Spells Known (CL 18th; concentration +26)
6th (4/day)—greater create mindscape (DC 24), greater hostile juxtaposition (Ultimate Combat, DC 24), mass charm monster (DC 26), overwhelming presence (Ultimate Magic, DC 26)
5th (5/day)—mass suggestion (DC 25), mind fog (DC 25), mislead, psychic asylum
4th (7/day)—denounce (Advanced Player's Guide, DC 24), dominate person (DC 24), freedom of movement, greater synaptic pulse (DC 24), thoughtsense
3rd (7/day)—confusion (DC 23), glibness, greater false life (Ultimate Magic), isolate (DC 21), mindscape door (DC 21), nondetection
2nd (7/day)—anticipate thoughts (DC 20), enthrall (DC 22), lesser restoration, mirror image, misdirection, placebo effect (DC 20)
1st (7/day)—anticipate peril (Ultimate Magic, DC 19), charm person (DC 21), discern next of kin (Advanced Class Guide, DC 19), hypnotism (DC 21), ill omen (Advanced Player's Guide), illusion of calm (Ultimate Combat, DC 19)
0 (at will)—daze (DC 20), detect magic, detect poison, detect psychic significance, mage hand, prestidigitation
----- 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. At the start of each day, he implants a cursed sanction trick on Serafina, each of the Brothers Three, and himself. Prior to combat, he activates his wand of mage armor and casts anticipate peril, freedom of movement, glibness, greater false life, illusion of calm, mislead, nondetection, and thoughtsense. He also casts misdirection to appear as an inanimate object to any detect spells that penetrate nondetection.
During Combat Rasputin begins combat by using his Surprising Combatant feat to Bluff opponents into thinking he will not attack. He then targets an obvious spellcaster with hypnotic stare, followed by a quickened ill omen and mind fog. He proceeds to use multi-target and area effect enchantments such as greater synaptic pulse, overwhelming presence, mass charm monster, mass suggestion, and persistent confusion to debilitate foes and turn them against each other. He delivers coups de grace, using his revolver and painful stare, to helpless PCs. If attacked, he triggers his cursed sanction trick against the attacker and targets him or her on his next turn with hypnotic stare and dominate person. If any PC manages to detect him despite mislead and nondetection, he activates his eversmoking bottle and uses thoughtsense to continue targeting PCs. He uses greater create mindscape to create a veiled mindscape, appearing as the interior of Baba Yaga's Dancing Hut, to capture any PCs who seem to be protected from his enchantments. He then escapes using mindscape door and attacks, using painful stare, any PC whose mind is trapped.
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 7, Dex 12, Con 16, Int 13, Wis 12, Cha 26
Base Atk +13; CMB +11; CMD 30
Feats Combat Casting, Diehard(B), Great Fortitude, Greater Spell Focus (enchantment), Improved Initiative, Intense Pain, Lightning Reflexes, Persistent Spell (Advanced Player's Guide), Quicken Spell, Spell Focus (enchantment), Surprising Combatant (Blood of the Moon)
Skills Bluff +38, Diplomacy +29, Heal +19, Intimidate +29, Knowledge (local) +13, Knowledge (nobility) +13, Knowledge (religion) +22, Perception +22, Spellcraft +13, Use Magic Device +20
Languages Church Slavonic, Common, Russian
SQ consummate liar +9, faith healing (Heal), glib lie (DC 33), hypnotism (Diplomacy), read aura (Perception), touch treatment 11/day (greater, break enchantment)
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, amulet of natural armor +3, belt of mighty constitution +2, cassock of the black monk, eversmoking bottle, headband of alluring charisma +6, wand of mage armor (16 charges)
----- 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.
Cassock of the Black Monk
Aura strong transmutation; CL 12th
Slot body; Price 36,000 gp; Weight 1 lb.
Description
This ankle-length black robe, cut in the style favored by Orthodox priests, bears little outward ornamentation beyond its gold buttons, though subtle occult symbols embroidered in black thread decorate the skirt's hem. The cassock of the Black Monk grants a +4 luck bonus to the wearer’s touch AC. In addition, spells cast by a mesmerist who wears the robe ignore abjurations that protect against possession and mental control, such as protection from evil. This ability has no effect if worn by a non-mesmerist.
Construction
Requirements Craft Wondrous Item, dispel magic, divine favor; Cost 18,000 gp.
I can't wait to do this for the boss from Shadows of Gallowspire :)
Natan Linggod 327 |
Grigori Rasputin CR 17
XP 102,400
Male middle aged human Tome eater Occultist 18
NE Medium Humanoid (human)
Init +0; Senses Arcane Sight, Low light vision; Perception +20
Aura unholy aura (DC 22)
----- Defense -----
AC 24, touch 14, flat-footed 24 (+2 armor, +4 enhancement, +4 deflection, +4 insight)
hp 166 (18d8+90);
Fort +20, Ref +12, Will +19
Defensive Abilities stitched soul; SR 25/Good; DR 5/non lethal;
----- Offense -----
Speed 30 ft.
Melee mithral dagger +14/+9/+4 (1d4+1/19–20)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/×4)
Special Attacks
Occultist Spells Known (CL 18th; concentration +29)
6th (4/day) planar binding, cloak of dreams (DC 23), greater possession (DC 23), repulsion (DC 23), prediction of failure (DC 23), transformation
5th (5/day) cure light wounds(mass), greater command (DC 22), unwilling shield (DC 22), greater dispel magic, commune, air walk(communal)
4th (7/day) dimension door, mindwipe (DC 21), charm monster (DC 21), confusion (DC 21), poison (DC 21), wreath of blades (DC 21), contact other plane, echolocation
3rd (7/day) cure serious wounds, suggestion (DC 20), healing thief (DC 20), thaumaturgic circle, arcane sight, magic vestment
2nd (7/day) ablative barrier, inflict pain (DC 19), spectral hand, bullet shield, analyze aura, disfiguring touch (DC 18)
1st (7/day) cure light wounds, murderous command (DC 18), inflict light wounds, hex ward, diagnose disease, liberating command
----- 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 habitually casts magic vestment, ablative barrier every day. When faced with combat he casts air walk (communal) dividing the duration between himself and his two barghests and echolocation. Once enemies are in sight he activates Spirit Shroud (add 26 temporary hit points to his total), Glode of Negation and Servitor to summon a **Vanth Psychopomp. If he expects a lot of ranged attacks, he activates his haunted shoes concealment effect.
During Combat Rasputin casts greater command(flee) as soon as the PCs are within range. He commands the psychopomp to attack anyone who passed their Will save.
Then sends the Barghests in to attack any obvious casters or the lightest armoured people. He then casts repulsion and spectral hand to cast disfiguring touch to penalize Will saves. Rasputin attempts to disrupt his opponents efforts with murderous command, confusion and suggestions spells and similar focus powers. He intersperses these with penalizing focus powers and spells such as inflict pain and psychic curse. Once the Globe of Negation is fully expended, he uses air walk and Side Step to maneuver around the battle. When he takes damage for the first time, he uses unwilling shield on whoever hurt him and healing thief on the most likely person to get healed. If someone manages to overcome the repulsion, Rasputin casts wreath of blades, activates telekinetic mastery and attempts to trip, pull or bull rush opponents into staying within the whirling blades. If the psychopomp is slain, Rasputin summons another outsider to best take advantage of his opponents weaknesses. Rasputin freely uses his focus points and consumes a scroll to replenish them unless he has the chance to consume an enemy’s scroll. (see Devour books and scrolls below)
After his first death, Rasputin fights using as many spells as he can so as not to waste slots if he is killed again.
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 11, Con 17, Int 26, Wis 14, Cha 17
Base Atk +13; CMB +14 ; CMD 24
Feats Combat Casting, Craft Scroll, DiehardB, Expanded Arcana, Great Fortitude, Iron Will, Lightning Reflexes, Persuasive, Extra Mental Focus (2), Toughness
Skills Bluff +23, Craft (calligraphy) +14, Diplomacy +28, Heal + 12, Intimidate +25, Knowledge (arcana) +20, Knowledge (history) + 20, Knowledge (nobility) +17, Knowledge (planes) +28, Knowledge (religion) +28, Perception +19, Sense Motive +23, Spellcraft +24, Use Magic Device +35
Languages Church Slavonic, Common, Russian, Latin, French, Infernal, Abyssal, Celestial
SQ Bonded tome, Devour books and scrolls, resonant powers (Warding Talisman +3; Third eye +1, low light; Glorious Presence +2; Physical enhancement +2 dex)
Gear 4 mithral daggers (502 gp each), mwk Nagant M1895 revolver with 21 metal cartridges, belt of physical might (Str, Con) +4, headband of mental prowess +4 (Int, Cha), pair of canine statuettes (50 gp), Bible (implement), scrolls: greater dispel magic, prediction of failure , cure serious wounds x2, lesser talisman of healing power x2, lesser talisman of good fortune, *charm bracelet (looks like a rosary wrapped around his wrist), *haunted shoes
100609
----- 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
Magic Item Skill Rasputin gains half his occultist levels as a bonus on Use Magic Device.
Word Sense Rasputin is constantly under the effect of read magic. Additionally, he can automatically detect the general topic of a piece of writing, and whether that writing is a magical scroll or tome, simply by looking at it. If he spends 1 round concentrating on a text within 30 feet per 100 pages of the text, he can gain a sense of a text's contents as if he had skimmed the text.
Mental Focus (29 points)
Abjuration (6) Warding Talisman, Mind Barrier, Globe of Negation, Planar Ward.
Conjuration (5) Casting Focus, Servitor, Psychic Fog, Side Step.
Divination (3) Third Eye, Sudden Insight.
Enchantment (5) Glorious Presence, Cloud Mind, Forced Alliance, Mental Discord, Obey.
Necromancy (6) Necromantic Focus, Mind Fear, Flesh Rot, Pain Wave, Psychic Curse, Spirit Shroud.
Transmutation (4) Physical Enhancement (+2 Dex), Legacy Weapon, Telekinetic Mastery
Bonded Tome A tome eater forms a supernatural bond with a specific book which serves as his implement component to cast occultist spells of all schools she knows. Rasputin uses the bible he received when he joined the clergy.
As part of casting an occultist spell, a tome eater can expend 1 point of mental focus tied to the appropriate school to increase the spell's caster level by 1 or increase the spell's DC by 1. Rasputin can do this 4 times a day.
Devour books and scrolls Once per day a tome eater can devour a spell scroll or a book to regain mental focus, which he can divide as he likes among his schools of magic, to a maximum of the amount of mental focus he assigned to that school at the beginning of the day. If he devours a scroll, a tome eater regains a number of points of mental focus equal to the spell level of the highest-level spell contained on the scroll. If he devours a non-magical book that contains at least 100 pages of written text and is worth at least 25 gp, a tome eater regains 1 point of mental focus. If he devours a magical book, he regains a number of points of mental focus equal to half the caster level of the item. If the tome eater devours a spellbook with at least 50 pages of spells of 1st level or higher, he regains 4 points of mental focus. Rasputin can use Devour as a move action.
A tome eater can devour an enemy's spell when an enemy within 30 feet attempts to cast a spell from a scroll. This ability works as the counterspell action as if the tome eater were using dispel magic, though the tome eater doesn't need to cast a spell to counter the enemy's spell. Rasputin may use this as an immediate action.
He can devour the enemy's scroll without spending any additional actions if he hasn't devoured a scroll or book yet that day. Alternatively whenever Rasputin successfully uses this ability to counter a spell being cast from a scroll, he can choose to turn the spell back on its caster (as spell turning) instead of devouring the scroll. He can do this whether or not he has devoured a scroll or book yet that day. He may counter or turn a scroll spell 4 times a day.
Barghest watchdogs Rasputin has two barghests serving as guards, whom he summoned using planar binding. He has given them permission to consume any of his enemies who fall in battle so they may break off fighting in order to spend their full round consuming the body.
Unless otherwise noted, all content is from the Core rulebook, Bestiary, “Rasputin must Die” and Occult Adventures.
* Ultimate Equipment
** Bestiary 4
Deadkitten |
XP 102,400
Male Middle-Aged Human Mesmerist 16 (Occult Adventures), Variant Multi-Class Magus (Pathfinder Unchained) /Rogue Simple Template (Pathfinder Monster Codex)
NE Medium Humanoid(Human)
Init +3; Senses True Seeing; Perception +19
Aura zzUnholy Aura (DC 22)
----- Defense -----
AC 32, touch 19, flat-footed 29 (+6 Armor,+3 Dex,+4 Natural,+4 Deflection,+4 Insight,+1 Luck)
hp 184 (16d8+112)
Fort +14, Ref +17, Will +21
Defensive AbilitiesStitched Soul;Evasion;Improved Uncanny DodgeSR 25 vs. Good
----- Offense -----
Speed 30 ft., fly ## ft. (zzManeuverability)
Melee mwk dagger+10/+5/+0 (1d4–2/19–20) +(8d6 Sneak Attack)+ (5d6 Painful Stare)
Ranged mwk Nagant M1895 revolver +15/+10/+5 (zz1d8/x4)+(8d6 Sneak Attack)+(5d6 Painful Stare)
Space 5 ft.; Reach 5 ft.
Mesmerist Spells Known (CL 16th; Concentration +23)
6th (2/Day) True Seeing, Charm Monster, Mass
5th (4/Day) Mind Fog, Cloak of Dreams, Shadow Evocation, Unwilling Shield
4th (5/Day) Dimension Door, Freedom of Movement, Hold Monster, Shadow Conjuration, Restoration
3rd (7/Day) Vampiric Touch, Glibness, Dispel Magic, Displacement, Major Image
2nd (7/Day) Blistering Invective, Knock, Mirror Image, Silence, Tongues, Invisibility
1st (7/Day) Ill Omen, Anticipate Peril, Unseen Servant, Hypnotism, Expeditious Retreat, Obscuring Mist
0(At Will) Dancing Lights, Prestidigitation, Mage Hand, Detect Magic, Read Magic, Detect Psychic Significance
----- Tactics -----
Before Combat Rasputin prepares for combat by casting True seeing, Anticipate Peril, Displacement, and Silence on himself while also using two castings of Shadow Evocation to mimic the spells Tiny Hut (Pathfinder RPG Core Rulebook) and Blacklight (Pathfinder Chronicles Campaign Setting), both centered before the World Engine with him inside. Rasputin also Implants the Mesmerist Trick Spell Anticipation within himself and expends a use of Dispel Magic for its use. If Rasputin can get the PCs within range before combat he opens with a casting of Charm Monster, Mass and Unwilling Shield.
During Combat Raspuitn uses a point from his Arcane Pool to enchant his Revolver with a +4 Enhancement Bonus, if the Pcs successfully close into melee or Rasputin runs out of ammunition he enhances his Dagger instead. Rasputin Prefers to stay at range and use his Prescient Attack Magus Arcana to trigger Sneak Attacks with his Revolver. If at lower than ½ HP, Rasputin will cast Vampiric Touch and close with a PC to use his Spellstrike ability, preferably at a PC he has affected with his Prescient Attack Arcana. He prefers to focus on one PC at a time with his use of Hypnotic Stare and Painful Stare abilities.
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 07, Dex 16, Con 20, Int 13, Wis 11, Cha 24
Base Atk +12/+7/+2; CMB +10 CMD 22
Feats Toughness (Pathfinder RPG Core Rulebook), Diehard (Pathfinder RPG Core Rulebook), Intimidating Glance(Occult Adventures), Weapon Finesse (Pathfinder RPG Core Rulebook), Fatiguing Stare (Occult Adventures), Precise Shot(Pathfinder RPG Core Rulebook)
Skills)Bluff +34, Diplomacy +26, Intimidate +25,Kowledge(Nobility) +12, Knowledge(Religion) +12, Linguistics +5,Perception +19,Sense Motive +19, Spellcraft +12, Stealt +22, Use magic Device +18
LanguagesCommon, Russian, Church Slavonic
SQ Consummate Liar, Hypnotic Stare -3,Knacks, Painful Stare +5d6, Towering Ego, Touch Treatment (Greater), Mental Potency, Glib Lie, Touch Treatment (Break Enchantment), Manifold Tricks (4), Arcane Pool (8 points), Spellstrike, Magus Arcana (Prescient Attack, Quickened Magic),Rogue Talents (Snipers Eye, Resiliency)
Bold Stare (Psychic Inception, Sapped Magic, Disorientation, Susceptibility),
Mesmerist Tricks (Mesmeric Mirror, Mask Misery, Spectral Smoke, Meek Façade, Compel Alacrity, Levitation Buffer, Faked Death, Spell Anticipation, Greater Mask Misery)
Gear Headband of Alluring Charisma +6(Ultimate Equipment), Belt of Mighty Constitution +4(Ultimate Equipment), Amulet of Natural Armor +4(Ultimate Equipment), Jingasa of the Fortunate Soldier (Ultimate Equipment), Boots of Speed(Ultimate Equipment), mwk Nagant M1895 Revolver (Rasputin Must Die!), mwk Dagger (Ultimate Equipment), 21 metal cartridges(Ultimate Equipment). 26,000Gp
----- 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 does his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.
Sources Pathfinder RPG Core Rulebook, Occult Adventures, Advanced Players Guide, Ultimate Magic, Ultimate Equipment, Pathfinder Unchained, Pathfinder Monster Codex
*Drops MIC*
.......Comes back over, Picks it right back up.*
I used a combination of Variant Multi-classing and the Class Simple Templates to get around the restriction of Occult Adventures Classes.
He should be spot on for almost everything CR wise with his abilities other than health. I honestly got Lazy with the gold and decided to consider the leftover amount jewels from the Royal Family.
Rannald |
1 person marked this as a favorite. |
This is my take on Rasputin, trying to keep as close as thematically possible with the originally tactics. This stresses more of his tenuous hold on life, and plays on his seemingly miraculous ability to return from the dead. Rasputin is shifting between the spirit and the flesh, clawing his way back to life as many times as he can. Of course with the formless adept archetype and formless body class ability, this increases the difficulty of killing Rasputin and with the reanimated medium archetype, he can even become something of a reoccurring villain after the Reign of Winter.
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human medium (reanimated medium) 3/psychic (formless adept) 15 (Occult Adventures)
NE Medium humanoid (human)
Init +0; Senses Perception +23
----- Defense -----
AC 26, touch 19, flat-footed 25 (+6 armor, +4 deflection, +1 Dex, +4 insight, +1 natural)
hp 177 (18 HD; 15d6+3d8+108)
Fort +16, Ref +12, Will +20; +2 bonus vs. mind-affecting or +4 if possession
Defensive Abilities stitched-soul
Weaknesses influence penalty
----- Offense -----
Speed 30 ft.
Ranged mwk nagant m1895 revolver +11/+6 (1d8/×4)
Special Attacks phrenic amplifications (dispelling pulse, mimic metamagic, subordinate spell), phrenic pool (15 points), seance boon (trickster), shared seance, spirit (Trickster, 3 influence)
Psychic Spell-Like Abilities (CL 15th; concentration +19)
. . 1/day—detect thoughts (DC 19), telepathic bond
Medium (Reanimated Medium) Spells Known (CL 3rd; concentration +11)
. . 0 (at will)—detect magic, grave words, guidance, mage hand
Psychic (Formless Adept) Spells Known (CL 15th; concentration +19)
. . 7th (4/day)—finger of death (formless body only) (DC 21), reverse gravity, telekinetic sphere (formless body only) (DC 21), waves of ecstasy (DC 21)
. . 6th (6/day)—antilife shell, blade barrier (DC 20), disintegrate (formless body only) (DC 20), enemy hammer (formless body only) (DC 20), ethereal jaunt
. . 5th (6/day)—contact other plane, dominate person (formless body only) (DC 19), greater forbid action (DC 19), synapse overload (formless body only) (DC 19), true seeing, wall of ectoplasm (DC 19)
. . 4th (7/day)—freedom of movement, scrying (DC 18), sending, shadow step (formless body only), telekinesis (formless body only), terrible remorse (DC 18)
. . 3rd (7/day)—clairaudience/clairvoyance, dispel magic, gaseous form (formless body only), mental barrier II, thought shield II, vampiric touch (formless body only)
. . 2nd (7/day)—enthrall (DC 16), hold person (DC 16), levitate (formless body only), minor image (DC 16), silence (DC 16), spectral hand, stricken heart (formless body only)
. . 1st (7/day)—chill touch (formless body only) (DC 15), command (DC 15), entropic shield, expeditious retreat (formless body only), mind thrust I (DC 15), murderous command (DC 15), unseen servant
. . 0 (at will)—bleed (DC 14), detect poison, detect psychic significance, ghost sound (DC 14), read magic, resistance, stabilize, telekinetic projectile, virtue
----- Tactics -----
Before Combat
Within the Thrice-Tenth presbytery, Rasputin enjoys the benefits of the Worlds Engine's unholy aura and insight bonus to his AC. When faced with combat, Rasputin will activate his formless body and cast entropic shield, freedom of movement, levitate, and true seeing. Once enemies are in sight, he casts antilife shell and spectral hand 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 terrible remorse and murderous command, before laying waste with such deadly spells as blade barrier and enemy hammer. Rasputin will also attempt to possess the strongest combatants, turning them against their allies. He will use subordinate spell to link simple spells like command or hold person to blade barrier and antilife shell. He relies on his talisman's to provide healing in this battle.
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 12, Con 18, Int 18, Wis 14, Cha 26
Base Atk +9; CMB +9; CMD 28
Feats Combat Casting, Craft Wondrous Item, Diehard, Eclectic, Fast Learner, Great Fortitude, Iron Will, Persuasive, Spirit Sense, Toughness
Skills Acrobatics +2, Bluff +25, Diplomacy +30, Escape Artist +2, Fly +2, Heal +23, Intimidate +25, Knowledge (arcana) +15, Knowledge (nobility) +10, Knowledge (planes) +10, Knowledge (religion) +20, Perception +23, Ride +2, Sense Motive +16, Spellcraft +16, Stealth +2, Survival +8, Use Magic Device +25
Languages Celestial, Common, Church Slavonic, Daemonic, Russian
SQ channel self, channeled spirit (trickster), detect thoughts, dowsing (survival), ease passage, faith healing (heal), formless body: blurred body, formless body: gasous body, formless body: incorporeal, formless spell, hypnotism (diplomacy), manifestation points, ability scores, phrenology (knowledge [arcana]), prognostication (sense motive), psychic possession, read aura (perception), spirit bonus (+1 on Dexterity checks, skill checks, and Reflex saves), spirit surge +1d6, telepathic bond, trickster's edge (Knowledge (nobility), Knowledge (planes), +3 ranks)
Combat Gear ring of foe focus; Other Gear metal cartridge (21), mwk nagant m1895 revolver, +6 bracers of armor, belt of physical perfection +2, cloak of the yeti, headband of mental prowess +4 (Int, Cha), talisman of healing power, lesser (3), talisman of life's breath, greater
----- Ecology -----
contest mentions this was to be included, but this part is for monsters. This build of Rasputin is still very much still a NPC, but just in case..
Environment NPC found on in Russia on Earth, or within a demiplane.
Organization NPC with allies
Treasure see gear above
----- Special Abilities -----
Channel Self (Su) Base influence is 3, max is 6 and reverse influence effects for most abilities.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Detect Thoughts (Sp) Cast detect thoughts, or expend 1st or higher spell slot to do so.
Diehard You are stable and can choose how to act when at negative Hp.
Dispelling Pulse (Ex) 1 pool: target of spell is affected by targeted dispel magic.
Dowsing (Survival, 1/day) You can produce mysterious writing that pertains to the immediate future.
Ease Passage (Su) Raise dead imposes only 1 negative level.
Faith Healing (Heal, 1/day) Temporarily suspend or remove curses, diseases, and ability damage.
Formless Body: Blurred Body (11 minutes/day) (Su) You can act under the effect of a blur spell.
Formless Body: Gasous Body (11 minutes/day) (Su) You can act under the effect of a gaseous form spell.
Formless Body: Incorporeal (11 rounds/day) (Su) You can act become incorporeal
Formless Spell (Su) 1 pool: Cast standard-action spell as part of action to assume formless body.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Manifestation Points, Ability Scores ([none], 37/psychic duel) Every combatant begins a psychic duel with a pool of MP equal to the combatant’s HD + the average of her Intelligence, Wisdom, and Charisma scores.
Mimic Metamagic (Ectoplasmic Spell, Quicken Spell) (Ex) Spend points from your pool to apply selected metamagics.
Phrenic Pool (15/day) (Su) Pool of points you can use to modify psychic spells as they're cast.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Psychic Possession (DC 21) (Su) You can attempt to possess a creature while using incorporeal body.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Shared Seance (Su) Can share the Seance bonus with others.
Spell Resistance (25 vs. good) You have Spell Resistance.
Spirit Bonus +1 (Su) Gain a bonus based on the type of spirit you host.
Spirit Sense +5 bon on chks to notice haunts. When tar inc crea with cor spl or eff, have 75% of aff targ.
Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success.
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.
Subordinate Spell (Ex) 1+spell level to cast second spell at same time. (Max level -5)
Talisman of healing power, lesser (1 uses) Reduced to half hp or less, regain 4d8+7 hit points automatically.
Talisman of life's breath, greater First time wearer dies, breath of life effect.
Telepathic Bond (Sp) Cast telepathic bond, or expend 4th or higher spell slot to do so.
Notes
I kept him at a 20 point build, but as a human took the alternate trait of dual talent and added +2 to charisma and constitution. I pushed the boundaries on the items he had crafted, and realize that some of these items he might have had help creating or had received from his sister in aiding her with her plan.
Nathan Monson |
My Entry.
XP 102,400
Male middle-aged human Spiritualist (Fractured Mind) 18
NE Medium humanoid (human)
Init +0; Senses true seeing; Perception +13
Aura unholy aura (DC 22)
----- Defense -----
AC 32, touch 18, flat-footed 32 (+6 armor,+4 Shield +4 deflection, +4 insight, +4 natural)
HP 192 (18d8+108)
Fort +16,Ref +12, Will +20; +8 vs. ,mind-affecting effects.
Defensive Abilities stitched soul; SR 25 vs. good
----- Offense -----
Speed 30 ft.
Melee mwk dagger +13/+8/+3 (1d4–1/19–20) Ectoplasmic Tendrils (Can be used as a Swift Action)
Ranged mwk Nagant M1895 revolver +14/+9/+4 (1d8/×4)
Spell like Ability’s (CL 18; concentration +26)
1/day - Spell Immunity
3/day – Entropic Shield, Resist Energy
4/day – Sanctuary(DC 17)
Spiritulist spells known (CL 18th; concentration +26)
6th (4/day) — Dispel magic, Disintegrate (DC 23), Ectoplasmic Eruption (DC 23), True seeing, Unwilling Shield (DC 23)
5th (5/day)—Cloudkill (DC 22), Suffocation (DC 22), Dominate Person (DC 22), Mages Faithfull Hound, Mind Fog, Vampiric Shadow Shield , Waves of Fatigue
4th (7/day) — Black Tentacles (DC 21), Cure Critical Wounds, Entrap Spirit (DC21), Greater Invisibility, Mindwipe (DC 21), Spiritual Ally
3rd (7/day)— Blinndness/Deafness (DC 20), Cure Serious Wounds, Ectoplasmic Snare(DC 20), Force Punch(DC 20), Protection from Energy, Spirit-Bound Blade, Slow
2nd (7/day)— Cure Moderate Wounds, Lesser Restoration, Life Pact, Spectral Hand, Spiritual Weapon, Touch of Idiocy (DC19), Twilight Haze
1st (7/day)— Anticipate Peril, Burst of Adrenaline, Burst of Insight, Cure Light Wounds, Compel hostility (DC19), Endure Elements, Telempathic Projection (DC 19)
0 (at will)— Detect Magic, Guidence, Mage Hand, Open/Close, Read magic, 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. At the beginning of each day, Rasputin casts endure elements on himself; when he becomes aware that the PCs are in the area, he casts Mages faithful hound just outside the door to warn him of their approach. When faced with combat, Rasputin activates his bonded manifestation in ectoplasmic form and casts true seeing, Entropic Shield, anticipate peril and Spirit bounund blade on his Revolver; if he is aware of any elements or spells favored by the PCs, he casts Spell immunity and Protection from energy to counter them
During CombatOn the first round of Combat Rasputin casts Ectoplasmic Eruption, trying to catch as may PCs as possible within the effect, on the second round he follows it up with Cloudkill on the trapped PCs. Until his first death, Rasputin tries to stay away from the pcs hindering them with black tentacles, mind fog, and Waves of Fatigue, while relying on his minions to finish them off. Once he dies for the first time or more than half of his minions are dead whichever happens first, Rasputin manifests his Phantom in ectoplasmic form, sending it to attack the Pcs, while supporting it with powerful spells like suffocation , dominate person and disintegrate . Once he has died for the second time, Rasputin recalls his Phantom back into his consciousness using Phantom recall, and activates his incorporeal bonded manifestation; and uses his fly speed to avoid tacks from the PCs while trying to finish them off with the revolver and ectoplasmic spells. 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, and uses Force Punch to get them away from him.
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 30
Feats Combat Casting, Craft Wondrous Item, DiehardB, Ectoplasmic Spell, Emotional Conduit, Expanded Arcana , Focused Phantom, Great Fortitude, Iron Will, Persuasive, Quicken Spell
Skills Bluff +25, Diplomacy +30, Intimidate +25, Knowledge (arcana) +15, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +13, Sense Motive +16, Spellcraft +15, Use Magic Device +25
[/b]Languages[/b] 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, 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.
Imminent Apotheosis[b] Rasputin is on the cusp of claiming his mother’s Mythic power, and as such his bond with his Phantom is stronger than normal; Rasputin can manifest his phantom as a move action, or as an immediate action when he dies; In addition, the phantom is not banished back to the ethereal plane until Rasputins Final Death.
[b]Sources
Core Rulebook, Ultimate Combat, Ulltimate Magic, Advanced Players Guide, Advanced Class Guide, Occult Adventures
I tried to keep Rasputins stats mostly the same, I thought it would be cool to have each phase of the fight feel differently, so I gave him different tactics for each one. I added a new ability called Imminent Apotheosis to get around the annoying death restrictions on the Phantom, and to make sure he could actually do what I wanted him to do. to make up for it I just removed the cassock of the black monk without replacing its value.
Curaigh |
Grigori Rasputin CR 17
Male aasimar occultist 18
NE Medium humanoid (human) and outsider (native)
but I did not have as much time as I thought I would this week, and a promising avatar just couldn't push this any higher on the priority list. Still it was a fun exercise :)
Brandon Hodge Contributor |
1 person marked this as a favorite. |
What a fantastic set of entries!
I didn't want to comment too much while the contest was in progress, lest I corrupt the whole process, but just wanted to let everyone know that I'm duly impressed and can't wait to start really reading through now that all the entries. It's kind of intimidating, actually, and choosing between the entries is going to be really tough! I'm not the only judge, but my role is mostly going to be gauging which entries hit the best thematic fits with both the adventure's needs and historical Rasputin. Looks like I've got my work cut out for me!
Brandon Hodge Contributor |
4 people marked this as a favorite. |
So this morning I continue my descent into the entries, and loving what I'm seeing so far. I think for all contestants, you can see just how tough this really is for writers, and the sorts of design hurdles I had to tackle when writing Rasputin Must Die. It's hard enough just trying to create a memorable villain for an AP adventure. There's always such scrutiny from the rabid fans of Paizo's Adventure Paths and you always want to deliver. And I'd learned some hard lessons earlier in my career about a villain's role in an adventure. Because, as it turns out, you don't really get to know a villain when they (and in the case of my first AP work, Shadows of Gallowspire) are literally the last guy you fight in the tallest tower, who might last 5 rounds, if he's lucky. Not a lot of depth in the PCs' experience or interaction there.
So I approached this one knowing from the get-go that I wanted to follow a model more like what I'd done in Dead Heart of Xin, and have a villain you really get to know. And what an opportunity and a head-start, because in this case, it just so happened that everyone already knew this adventure's villain, and Rasputin's reputation would already far precede him. And that was a lot to live up to, as well, getting both the history right, and trying to present a fantastic (and very high-level) version of the Mad Monk that would make sense with what we already knew about him.
And my role as one of the judges is to gauge exactly that. Did your entry consider the many interactions Rasputin needs to have with PCs to make the adventure successful, and have some insurance for him to sidestep the instant death that can often befall villains that make their presence known too early in adventures (PCs are a wily, clever bunch, after all!)? Did it take into account the historical abilities attributed to Rasputin that readers will expect to see? Are your class choices, abilities, and spell selections appropriate so that if fans decide to substitute the published statblock for the winning entry, it'll fit somewhat seamlessly?
So that's my role. I won't be reviewing accuracy of mechanics or statblock math--that's another judge's role--but will be looking for certain thematic checkpoints, and submitting my recommendations based on that review. So wish me--and all the entrants--good luck!!!
Brandon Hodge Contributor |
Alright! So, I've reviewed 16 entries on pages 1-4, and have the 14 left on page 5, so I'm just a tad over halfway there this morning. So here are my thoughts so far:
WOW. So much to consider. Again, my review of these submissions are very light on mechanics, but heavy on theme. So I'm paying a lot of attention to class selection, spell and ability use, and general inclusions to these statblocks that work toward getting Rasputin "right."
But it turns out what's "right" for Rasputin shifts with each new entry, and that's fantastic! I find myself pleasantly surprised at some of the choices that initially caused my nose to wrinkle a little, but had me nodding in agreement of the choices by the end. I was actually surprised to not see more multi-class entries with some mesmerist class levels sprinkled in, even while I personally prefer straight-class choices.
I loved some of the backstories of occultist implements. Great flavor all around and a fantastic class choice. But mesmerist is kind of a no-brainer, too, and there are some builds here that would give parties absolute fits. I was impressed with the theme on a couple of entries that went the reanimated medium archetype route--really a perfect fit for Rasputin given what we know about his death, and a couple went with spiritualist and that was a fine fit, too. Those that went the psychic class route were able to most closely hew to the original statblock and abilities displayed in the published encounters, but there was a wide variety in choosing disciplines that all fit great, which really demonstrates the thematic versatility of that class that got a little redundancy-guff from fans during playtesting.
At least two submissions backed off abilities they could have otherwise put to use, knowing that their class and ability choices could have really been a touch too troublesome for PCs, even at this high level (like 40+ ACs, etc). I really respect those choices, because as designers we want to ensure that players have fun, and having the skills to recognize when too much of a challenge is too much (especially a challenge that springs back to life multiple times!) is an important consideration for game designers, even when you want to "beat" other entries in a contest. Kudos!
I also find myself really liking entries that shift tactics between Rasputin's deaths. It's like you're getting 3 villains in one, and that's a rare opportunity for GMs and PCs alike to experience!
Many entrants really did their homework on Rasputin's life, too, and you can see this in some of the tactics sections, a cohort, and occultist implements. Always happy when I see those considerations in a contest like this.
Lastly, I really liked when an entry called out the occult skill unlocks. One of the design intents for Rasputin is to emulate the historical figure, and we can cover the real-life Rasputin's rumored abilities with those unlocks alone, in most cases, without the mad monk having to cast a single spell, so props to those that keyed in on that, because it allowed you to cover those real-life abilities just by using skills and explore new territory with class selection.
So, I'll continue through the day and hopefully have my top selections in to Liz before the day's out, and the other judges will take it from there and start gauging statblock accuracy and other considerations to pick a winning entry. Continued good luck to all, and congrats to all the GMs out there who now have an INCREDIBLE array of statblocks to choose from to use in their adventures, no matter who wins!!!
Misroi |
Just out of curiosity, did anyone give their Rasputin an adamantine breastplate to make up for the AC shortfall after losing that oracle mystery? I briefly toyed around with giving Rasputin some stats of my own, but very quickly realized I was out of my depth, and only got about this far. I was leaning towards an adamantine breastplate that was crafted from debris he collected after the Tunguska Event. Because Tunguska.
Deadkitten |
Yea I definitely could have went a different route with how I built my version than I could have otherwise because I could have been too good.
I Originally thought that a Mesmerist 15 with the Simple Sorcerer (Arcane) bloodline would have been a great fit thematically. However the Initial Build was going to end up using the Template, A robe of Arcane Heritage, and Spell Perfection to operate. However, I thought that a Save or Die caster with DCs in the 30's was not a fun encounter to face, despite it being thematic for Rasputin.
And yes Misori, I did give Rasputin a Breastplate to shore up his defenses. I honestly agonized over whether to add it or not because I wasn't sure if it made sense for him to wear it, but apparently breastplates were still in use at the time and he NEEDED the AC bump.
Brandon Hodge Contributor |
2 people marked this as a favorite. |
Tunguska.
I think I talked about this on one of the radio shows once, but I tried hard to work some time-shifting cataclysmic event into the adventure that would have accounted for the Tunguska Event. Since it was 10 years previous on the timeline, my thought was that the impact event was actually Baba Yaga's Hut briefly arriving on Earth while skipping through time before coming to rest in 1918. But we decided that time-hopping wasn't a property of the Hut, so I had to discard that fun little nugget. =-)
Corneleus Idaho |
Misroi: Gave him a magic breastplate. Wanted to add some steampunk-esq tech to make him a little more Hellboy Rasputin inspired, but the mechanics would have to be invented for it to work the way I wanted, unless I pulled out some third party rules, which I believe was also against the rulesof the contest.
Brandon:
Misroi |
I know you mentioned it on these boards somewhere, because I knew you wanted to involve Tunguska and couldn't make it happen. This seemed like an opportune way of tying the Event back into the story, however tangentially.
Not a bad solution. Mithril was an obvious choice, but I didn't care for the "Elf-steel" to be found in early 20th Century Russia. It seemed a weird break from the continuity to me that using skymetal from the Tunguksa Event somehow didn't. To each their own, though.
Best of luck!
Turin the Mad |
Tunguska.
I think I talked about this on one of the radio shows once, but I tried hard to work some time-shifting cataclysmic event into the adventure that would have accounted for the Tunguska Event. Since it was 10 years previous on the timeline, my thought was that the impact event was actually Baba Yaga's Hut briefly arriving on Earth while skipping through time before coming to rest in 1918. But we decided that time-hopping wasn't a property of the Hut, so I had to discard that fun little nugget. =-)
That and the AP itself would have had to account for the Hut's arrivals elsewhere generating cataclysmic impacts. ;)
Liz Courts Community Manager |
Illrigger |
I will be reviewing entries this weekend and selecting a winner after consulting my planchette and communing with various and sundry otherworldly entities. Expect news about this next week!
*Casts Mind Fog*
Good luck on that will save, Liz!
Turin the Mad |
However, I thought that a Save or Die caster with DCs in the 30's was not a fun encounter to face, despite it being thematic for Rasputin.
People seem to consistently underestimate the durability of high-level PCs (in this case, 14th level PCs) that take some care before booting open that last set of doors. Even running the semi-tolerable iconic group (Feiya, Imrijka, Lini and Valeros) against my submission they pulled off a victory half of the time.
A better-optimized group shouldn't have as much trouble with him.