Jobrandon's page

Organized Play Member. 10 posts. No reviews. No lists. No wishlists. 1 Organized Play character.



1 person marked this as a favorite.

Presenting something extremely stupid, and my entry for the beastmass: Morin, the Parasitic Soul

Morin:

Statblock
Morin(Currently in the body of an Eremite)
Male Human Sorcerer (Arcane Bloodline) 20
CN Medium humanoid (human)
Init +36; Senses darkvision 60 ft.; blindsight 40 ft.; Perception +36
--------------------
Defense
--------------------
AC 47, touch 23, flat-footed 36 (+4 Armor +11 Dex, +20 natural +2 Luck)
hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons)
Fort +26, Ref +27, Will +28
DR 15/good and silver; Immune mind-affecting effects, cold, fear effects, nonlethal damage, pain; SR 31; Spell Turning(1d4+6)
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good) ;earth glide
Melee Longspear +24 (1d8+18) or 2 slams +23(2d6+12 plus pain)
Special Attacks unnerving gaze (30 ft., DC 41); Dominate (30 ft, DC 41)
Spell-Like Abilities (CL 20th; concentration +43)
1/day—Grace
2/day—Shield of Faith
3/day—Deathwatch, Resistance
Sorcerer (Arcane Bloodline) Spells Known (CL 21st; +44 concentration):
9th (9/day)— Wish(DC 40), Parasitic Soul(DC 44, 52 boosted), Mass Suffocation( DC 44), Spellbane
8th (9/day)—Power Word Stun, Maze, Summon Monster VIII, Greater Bestow Curse(DC 43), Dimensional Lock, Summon Monster VIII, Horrid Wilting(DC 43), Prediction of Failure(DC 39)
7th (9/day)—Greater Teleport, Greater Arcane Sight , Finger of Death(DC 42), Plane Shift(DC 38), Control undead(DC 42), Artificer’s Curse(DC 38)
6th (9/day)—True Seeing, Chains of Light(DC 37), Greater Dispel Magic, Banshee Blast(DC 41), Eyebite(DC 41), Repulsion(DC 38)
5th (10/day)—Overland flight, Suffocation(DC 40), Grand Destiny, Permanency, Fickle Winds, Wall of Light(DC 36), Wracking Ray(DC 40)
4th (10/day)—Dimension Door, Enervation, Boneshatter(DC 39), Fear(DC 39), Animate Dead, Emergency Force Sphere, Greater Invisibility, Dimensional Anchor, Echolocation
3rd (10/day)—Dispel Magic, Displacement, Haste, Storm Step, Fireball(DC 34), Chain of Perdition, Accursed Glare(DC 38), Spellsword(POSK), Heroism(POSK)
2nd (10/day)—Invisibility, Abrupt Maneuver, Acid Arrow, Resist Energy, Mirror Image, Command Undead, Burst of Radiance, Glitterdust(DC 33)
1st (11/day)—Identify, Mage Armor, Shield, Protection from Evil, Protection from Good, Blood Money, Anticipate Peril, Ray of Enfeeblement(DC 36), Heightened Awareness, Death Knell(DC 36, ROSK)
0 (at will)—Detect Magic, Read Magic, Light, Message, Mage Hand, Acid Splash, Prestidigation, Detect Poison, Ghost Sound, Dancing Lights, Mending, Arcane Mark

Dominate (Su)
Morin can crush a humanoid opponent's will as a standard action. Anyone Morin targets must succeed on a DC 41 Will save or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Immune to Pain (Su)
An eremite is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain, another eremite's pain attack, or similar effects at the GM's discretion.

Pain (Su)
Any creature struck by an eremite's natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist the eremite's spell-like and extraordinary abilities. The save DC is Constitution-based.

Shadow Traveler (Ex)
When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.

Unnerving Gaze (Ex)
A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a DC 41 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect

--------------------
Statistics
--------------------
Str 34, Dex 33, Con 30, Int 18, Wis 20, Cha 52
Base Atk +10; CMB +22; CMD 47
Feats
Alertness, Eschew Materials, Noble Scion, Varisian Tattoo(Abjuration), Demonic Obedience(Zura), Still Spell, Spell Focus(Necromancy), Leadership, Persistent Spell, Greater Spell Focus(Necromancy), Spell Focus(Abjuration), Thanatopic Spell, Spell Specialization(Spellbane), Quicken Spell, Still Spell, Spell Perfection(Spellbane)

Traits: Gifted Adept (Spellbane), Fortune’s Favored, Indomitable Faith
Drawbacks: Family Ties(Korin)

Skills; +39 Bluff , +36 Diplomacy, +17 Fly, +30 Intimidate, +32 Knowledge[Arcana], +10 Knowledge[Dungeoneering], +10 Knowledge[Engineering], +10 Knowledge[History], +10 Knowledge[Local], +10 Knowledge[Nature], +12 Knowledge[Nobility], +32 Knowledge[Planes], +32 Knowledge[Religion], +10 Linguistics, +39 Perception, +12 Sense Motive, +32 Spellcraft, +26 Swim, +39 Use Magic Device Racial Modifiers; +8 Swim

Languages: Common, Celestial, Infernal, Abbysal, Draconic, Necril

SQ arcane bond, (familiar, greensting scorpion), bloodline [arcane], bloodline arcana(+1 DC for metamagic spells that increase spell level), New Arcana, Arcane Apotheosis, Aversion to Garlic, Aversion to Holy Symbols

Spells/Buffs
Spell Slots before buffing:
11/10/10/10/10/9/9/9/9
Spell Slots after buffing:
6/10/6/8/8/8/7/7/9
Daily Buff Spells(5 Vesments needed):
The spells(except for freedom of movement) listed here are with unmodified spell levels. This is because of the use of extend metamagic rods.
Level 9: Extended Aroden’s Spellbane (CL 40)
Level 8: Moment of Prescience(CL 29)*, Mind Blank(CL 30)*
Level 7: Extended Spell Turning(2/day CL 30)*
Level 6: Getaway(CL 29)*
Level 5: Extended Grand Destiny(2/day CL 29), Life Bubble(CL 22)**, Extended Freedom of Movement(2/day CL 22)**
Level 4: Ride the Waves(CL 22)**, Extended Echolocation(2/day, CL 29)
Level 3: Extended Spellsword(2/day CL 29), Extended Heroism(2/day CL 29)
Level 2: Delay Poison(CL 22)**
Level 1: Deathwatch(CL 20), Extended Heightened Awareness(2/day CL 29), Mage Armor(CL 30), Death knell(2/day)

The spell Aroden’s Spellbane has a 3 day duration and is not factored into the spell slot total.

Permanent Buff Spells
Parasitic Soul CL 41 DC 52
Imbue with Spell Ability(2x Shield of Faith, 1x Grace) CL 22**
Hardening on the Adamantine-covered Gem holding Morin’s Soul(CL 38)*
Hardening on the backup Adamantine-covered Gem(CL 38)*
Lengthy Buff Spells:
Polymorph Any Object(Medium Earth Elemental) CL 29
Genius Avaricious CL 29
Sequester on Parasitic Soul gem CL 32
Sequester on Portable Hole CL 32
Persistent Mask Dweomer on Parasitic Soul CL 30 DC 42
Persistent Mask Dweomer on Sequester CL 30 DC 42
Persistent Mask Dweomer on Sequester CL 30 DC 42
Persistent Mask Dweomer on Hardening CL 30 DC 42
Persistent Mask Dweomer on Hardening CL 30 DC 42
Contingency(Dispel magic) CL 31

Spells marked with a * are sorcerer spells cast through a mnemonic vestment
Spells marked with a ** are cleric spells cast by the cohort, Korin

Spellbane prevents the functioning of Spellbane, Source Severance, Antimagic Field, Mage’s Disjunction, Dispel Evil, Wish, Limited Wish and Miracle

All gear that does not need to be removed/held in hand/taken out is assumed to be subsumed into the polymorph any object form. The exceptions being the ring of Spell Knowledge I[Death Knell] and the Mnemonic vestments

Caster level buffs(generic)
+2 Enhanced Magic from Create Greater Demiplane(currently only used for Parastic Soul)
+3 Sharesister
+1 Death knell
+1 Arcane beacon from the Arcane subdomain(can’t have both +1 CL and +1 DC)
+1 to +4 Pure Magic Aura from the Nethys Deicific Obedience
+4 Karma Beads, Prayer
+1 Orange Prism Ioun Stone
+1 Aether
+1 Mumia
+1 Altar of Nethys
Spellbane Specific
+1 Gifted Adept
+1 Varisian Tattoo
+2 Spell Specialization
+3 Spell Perfection(double Varisian Tattoo and Spell Specialization)
Parasitic Soul Specific
+3 Deathwine on a Potion of Cure Moderate Wounds
Save DC Buffs
+2 School Power from Arcane Bloodline(Necromancy only)
+1 Spell Focus(Necromancy and Abjuration only)
+1 Greater Spell Focus(Necromancy only)
+1 Arcane Beacon(can’t have both +1 CL and +1 DC)
+3 Sharesister
+2 Ring of Transcendant Spells(3/day)

Parasitic Soul setup
1)Cast Genius Avaricious
2)Create a Greater Demiplane with the Enhanced Magic(death) trait
3)Ready up Dweomer’s Essence and a Thanatopic Onyx metamagic gem
4)Equip an Orange Prism Ioun stone, a ring of Transcendant Spells and take out a Staff of the Master
5)Pray at the Altar of Nethys(Parasitic Soul)
6)Use a Scroll of Arcane Concordance
7)Have Korin cast Sharesister
8)Cast Death Knell on a dying Bunny
9)Take some Aether
10)Take some Mumia
11)Activate Karma Prayer Beads
12)Apply the Advanced template through Zura’s Demonic Obedience
13)Cast Deathwine on a potion of CMW
14)Cast Sure Casting
15)Drink the potion of CMW
16)Apply the Advanced template through Zura’s Demonic Obedience
17)Have Korin continuously activate and deactivate pure magic aura, fishing for a 4 CL increase. If successful, also activate Arcane Beacon
18)Cast Parasitic Soul, using Dweomer’s Essence and the Thanatopic Onyx. Use the Staff of the Master to apply Persistent Spell for free and use Transcendant Spell to increase the DC and SR penetration
19) Have Korin cast Gate, summoming a Kyton Eremite
20) Take control of said Kyton Eremite
DC: 53 (10 Base +9 Spell +23 CHA, +2 School power, +1 Arcane Concordance, +1 Spell Focus, +1 Greater Spell Focus, +3 Sharesister, +1 Arcane Beacon, +2 Transcendant)
CL: 41 (20 level +2 Demiplane, +1 Death knell, +3 Deathwine, +3 Sharesister, +4 Karma Beads, +1 Ioun, +1 Aether, +1 Mumia, +1 Altar of Nethys, +4 Pure magic Aura
SR Penetration: 53(41 CL, +5 Sure Casting, +5 Dweomer’s Essence, +2 Transcendant)

Personal Demiplanes
Personal Demiplane 1: Storage space/bunny living(bountiful, gate[to portable hole], Magic[enhanced death magic], Structure[Peaceful breek], Energy[minor positive], Morphic, Time[flowing half time])
Personal Demiplane 2: Featureless plain(Magic[Dead Magic])

Stats Explained
ATTRIBUTES:
20 Point-Buy
STR 7 (7 Base, -6 age +6 vampire)/ STR 30 (30 Base +4 Polymorph Any Object)
DEX 9 (11 Base +4 Vampire -6 Age)/DEX 33 (27 Base +6 Belt)/
CON -/ CON 30 (30 base)
INT 18 (13 Base, +3 Age, +2 Vampire)
WIS 20 (15 Base, +3 Age, +2 Vampire)
CHA 52 (18 base, +2 Racial +5 Wish +6 Headband +3 Age +5 Level +5 Genius Avaricious +4 Profane Pact +4 Vampire)

The Vampire template was made permanent by kidnapping a random humanoid and subsequently raising him as a vampire. When he raised, Morin used control undead and then told the vamp to turn Morin into a vampire and then jump into a river

Initiative: +36 (21 Cha, 4 Familiar, 2 Luck, 1 Ioun, 4 Dueling, 4 Banner )

Caster Level Checks: +21 (20 Level, 1 Orange Prism Ioun stone)

Concentration: +44 (21 CL, 21 Int, 2 Luck)

Vs. Spell Resistance: +21 (21 CL)
Spell DC: 31 (10 Base, 21 Cha, excluding Spell Level)

Fort Save: +26 (6 Base, 10 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun)

Reflex Save: +27 (6 Base, 11 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun)

Will Save: +28 (+29) (12 Base, 5 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun, 1 Trait)

CMB: +23 (10 BAB, 12 Strength, 1 Ioun)

CMD: 46 (10 Base, 10 BAB, 12 Str, 11 Dex, 2 Luck, 1 Ioun)

Equipment
Combat Gear 169800(EX vestments)
Head: Jingasa of the fortunate soldier 5000 GP
Headband: +6 Headband of Alluring Charimsa 36,000 GP
Neck: Amulet of Natural Armor +1 2000 GP
Eyes: Eyes of the Eagle 2500 GP
Shoulders: Cloak of Resistance +5 25,000 GP
Chest: Quickrunner’s Shirt 1000 GP
Body: Mnemonic Vestment(see other gear)
Weapon: +1 Longspear of Dueling 18,300 GP
Belt: +6 Belt of Incredible Dexterity 36,000 GP
Bracer:
Hands: Gloves of Storing 10,000 GP
Boots: Sandals of quick reaction 4000 GP
Ring 1: Ring of Transcendant Spells 30,000 GP
Ring 2: Ring of Spell Knowledge I[Death knell]
Metamagic Rods 52,500 GP: Greater Extend 24,500 GP , Extend 2x 22,000 GP, Lesser Extend 2x 6000 GP
Ioun Stones 60,000 GP: Orange Prism 30,000 GP , Pale Green Prism 30,000 GP
Other Gear 229,500 GP: Staff of the Master 30,000 GP, 3x Karma Prayer Beads 60,000 GP, Ebon Wayfinder 18,000 GP, Handy Haversack 2,000 GP, Stone of Good Luck 20,000 GP, Ring of Spell Knowledge II[Mask Dweomer], Ring of Spell knowledge I[Death Knell] 1500 GP 6000 GP, Banner of the Ancient Kings 18,000 GP, Portable Hole 20,000 GP, Altar of Nethys 8000 GP, 3x Thanatopic Onyx(custom metamagic gem) 6000 GP, 8x Mnemonic Vestments 40,000 GP
Pages of Spell Knowledge 21,000 GP: Spellsword 9000 GP, Heroism 9000 GP, Heightened Awareness 1000 GP, Mage Armor 1000 GP, Shield 1000 GP
Battle Scrolls 21225 GP: 3 Scrolls of Invisibility Purge 1125 GP, 3 Scrolls of Heal 4950 GP, 3 Scrolls of Anti-incorporeal Shell 2100 GP, 3 Scrolls of Timestop 11475, 3 Scrolls of Arcane Concordance 1575
Mnemonic Scrolls 82650 GP: See list below
Wands 13,750 GP: Wands of Lesser Restoration 4500 GP, Wand of Detect Animals 750 GP, Wand of Bless Weapon 750 GP, Wand of True Strike 750 GP, Wand of Desecrate 7000 GP,
Long Term/Emergency Spell Prep 3400 GP: 3 Doses of Numia 1500 GP, 50 doses of Aether 1000 GP, 3 Potions of CMW 900 GP,
Expended Items 184865: 2 Doses of Aether 40 gp, 1 Dose of Numia 500 GP, 1 Potion of CMW 300 GP, 6000 GP worth of Genius Avaricious offerings, 10,000 GP worth of Gate Components, Permanency Diamond Dust 62,500 GP, Wishes Diamond Dust 125,000 GP, Thanatopic Onyx 2000 GP, Dweomer’s Essence 500 GP, Scroll of Arcane Concordance 525 GP
Expensive Spell Components 11,000: 20 Silver Mirrors 2000 GP, 1000 GP worth of Eye Ointment, 3000 GP worth of Onyx, 3000 GP worth of Diamond Dust, 4x Dweomer’s Essence 2000 GP
Expensive Foci 5400: Cold Iron Scepter 1000 GP, Ivory statuette of Marin 1500 GP, Ruby and Gold Lens 1500 GP, 1x Magic Jar 100 GP, 2x Magic jar coated in Adamantine 1200 GP, 4x Soul gem 100 GP
Other 400 GP: 200 Bunnies 400 GP
Spells cast for Rings 20 GP: Death knell 10 GP, Mask Dweomer 10 GP
=877970
With 2030 GP leftover.

Scrolls
(2 spells) 1st (50 gp)
Protection from Chaos
Protection from Law
(3 spells)2nd(450 GP)
Create Treasure map
Death Knell
See Invisibility
(11 spells)3rd(4125 GP)
Aura Sight
Blood Rage
Create Soul Gem
Deathwine
Magic circle against good, evil, lawful and chaotic
Sharesister
Tongues
Wind Wall
(3 spells)4th(1400 GP)
Detect Scrying
Remove Curse
(6 spells)5th(6750 GP)
Break Enchantment
Fabricate
Fickle Winds
Lesser Planar Binding
Mage’s Private Sanctum
Telepathic bond
(6 spells)6th(11550 GP)
Analyze dweomer
Contingency
Create Undead
Genius Avaricious
Getaway
Hardening
Repulsion
(5 spells)7th(11375 GP)
Control Construct
Greater Scrying
Sequester
Simulacrum
Spell Turning
(8 spells)8th(24000 GP)
Create Greater Undead
Discern Location
Greater Planar Binding
Heart of the Mammoth
Mind Blank
Moment of Prescience
Polymorph any object
Temporal Stasis
(6 scrolls)9th(22950)
Clashing Rocks
Create Demiplane, Greater
Dominate monster
Gate
Mage’s Disjunction
Mage's Magnificent enclosure

List of Equipment on Person(other gear is in demiplane):
All Combat Gear
Metamagic Rods: Ectoplasmic Spell
Ioun Stones: Orange Prism, Pale Green Prism
Other Gear: Staff of the Master, 1x Karma Prayer Beads, Ebon Wayfinder, Handy Haversack, Stone of Good Luck, Banner of the Ancient Kings, Portable Hole, 3x Thanatopic Onyx, 3x Mnemonic Vestments
Pages of Spell Knowledge: Spellsword, Heroism, Heightened Awareness, Death Knell, Mage Armor, Shield
Battle Scrolls: 3 Scrolls of Invisibility Purge, 3 Scrolls of Heal, 3 Scrolls of Anti-incorporeal Shell, 3 Scrolls of Timestop, 3 Scrolls of Arcane Concordance
Mnemonic Scrolls: See list below
Wands: Wands of Lesser Restoration, Wand of Bless Weapon, Wand of True Strike, Wand of Desecrate
Expensive Spell Components: 1000 GP worth of Eye Ointment, 1000 GP worth of Onyx, 4x Dweomer’s Essence
Expensive Foci: Cold Iron Scepter, Ivory statuette of Marin, Ruby and Gold Lens, 1x Magic Jar, 1x Magic jar coated in Adamantine, 4x Soul gem(1 of which holds familiar)
1st
Protection from Chaos
Protection from Law
2nd
Create Treasure map
See Invisibility
3rd
Aura Sight
Blood Rage
Create Soul Gem
Magic circle against good, evil, lawful and chaotic
Tongues
Wind Wall
4th
Remove Curse
5th
Break Enchantment
Fickle Winds
Telepathic bond
6th
Analyze dweomer
Create Undead
Repulsion
7th
Control Construct
Sequester
Spell Turning
8th
Create Greater Undead
Discern Location
Heart of the Mammoth
Polymorph any object
Temporal Stasis
9th
Clashing Rocks
Dominate monster
Gate
Mage’s Disjunction
Mage's Magnificent enclosure

Backstory
Morin was a grand necromancer, and as all grand necromancers desired more and more power. This power was eventually granted to him by Zura. Unbeknownst to him, at the price of his free will. If it wasn’t for Korin, his brother and high priest of Nethys, temporarily severing the connection, he would have stayed under her control forever. But Morin could only channel so much of Nethys’ power, and Zura was a vampire queen that had just been robbed of one of her strongest pawns. They would need an incantation so strong that even the queen of vampires herself wouldn’t be able to break it.They created a gem with an outer layer of magically reinforced adamantine that Morin would use to abandon his body, protect his soul and project his mind.

Cohort
Korin, Level 7 Cleric/Level 10 Exalted of Nethys

Notable equipment owned by Korin:
Prayer Karma Beads
Orange Prism Ioun Stone
Portable hole with a gate to Morin’s private demiplane
Several wands of Message
Notable Feats:
Deicific Obedience
Extend Spell

Notable Spells:
All Spells notified as ‘cast by cohort’
Greater Scrying
Sharesister

Permanent Greater Demiplane(Key feature: Wizard’s school, Bountiful)

Korin is an extremely powerful cleric of the god Nethys. He runs a school, located on a demiplane he created, aiming to teach any who will listen about magic. All students enrolled are also followers of Morin. If PC classes are allowed, the students are a mix of Clerics of Nethys and dedicated arcane casters, along with a few commoners as staff. If only NPC races are allowed, the students consist of almost entirely adepts, with a few commoners as staff.

Notes
ACTIVATABLES
Ring of Transcendant Spells: 3/day +2 SR penetration and +2 DC for a spell
Grand Destiny: 4/spell +4 competence to attack roll, CL check, saving throw or skill check
Moment of Prescience: +25 insight bonus to a single attack roll, combat maneuver check, opposed ability check or skill check, or saving throw. Alternatively, gain a +25 insight bonus to AC against a single attack
Contingency: When I cast feather fall or say ‘dispel self’, cast Greater Dispel Magic on me at the start of my next turn against any spell on that is not cast by me or Korin.
Heightened Awareness: 1/spell +4 Initiative
Getaway: 1/spell swift action teleport to a safe location designated at the spell's casting(in general, a place with lots of living creatures on the material plane)

When Morin is doing dangerous stuff, such as the beastmass, Korin casts greater scrying on him and uses his wands of message to stay in contact.

Spell turning usually only cast when expecting battle, so as to avoid unnecessary wealth loss.

While Morin does have blood money, any advantage he would have gained from doing so(free permanencies and such) is also factored into WBL.

The gem that holds Morin's soul is usually swallowed by him(any damage from stomach acids being reduced to 0 because of the 39 hardness the adamantine surrounding the gem has)

Bunny Math:
Food for 1 medium person is enough for 4 rabbits.(as per pathfinder sizing). The demiplane contains enough food to sustain 420 medium creatures, or 1640 bunnies.

There was once a pest of rabbits in Australia, in which it was assumed that female rabbits get 18-30 new young during the pest per year
X=Number of Rabbits
0,5X=number of female rabbits
((18+30)/2)/12*0,5X=
X=Amount of new rabbits/rabbit/month
When X=90 we have 90 new rabbits/month
Add 60 extra for rabbits killed in the 1st month and you get 150 rabbits. Round up to 200 to be safe.

I'll show that he can finish porpentine's challenge later(working out equipment took way too damn long). The Solar and Ancient Gold Dragon can already be chalked up as a win though, as they're forced to make a DC 41 will save every round or become paralyzed and start taking wisdom drain. Same would happen with the Balor and Pit fiend, but sadly they know they should probably close their eyes.