Cave Wizard

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** Pathfinder Society GM. 12 posts (16 including aliases). 1 review. No lists. No wishlists. 12 Organized Play characters. 3 aliases.


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Grand Lodge

This might be oversimplistic, but maybe have the Barbarian invest in a backup reach weapon for these types of scenarios?

Grand Lodge

I recommend Planar Binding, it would take a bit more preparation and perhaps a couple of spell substitutions or caster co-operation to work consistently, but I've always felt that calling spells are fairly underutilized. I don't know if you're limited by Bestiary in terms of what creatures you can call, but if you're going for the Shadow theme Sacristan Kytons (B4) are from the Shadow Plane, have 12 HD and can be restrained by a magic circle vs. evil or law while you negotiate for services, your Spell Pen. will likely overcome its SR. Also as a lawful evil outsider they're unlikely to betray you once you've reached an agreement, just be careful of loopholes. Similarly the Shadow template (B4) can be used to create other creatures from the Shadow Plane that you could potentially call, see if your GM is amenable to you calling upon an entity that perhaps has some familial connection to you?

Won't knock Greater Dispel Magic either though, a perfectly good spell to have several times a day.

Mislead is also there if you want Greater Invisibility +

5th level spell recommendations:
- Seeming: A.K.A Disguise Party
- Telekinesis: Turn your fighter into a projectile
- Teleport: Fast travel
- Wall of Force Divide and conquer, plus most incorporeals can't pass through
- Waves of Fatigue No save, hurts most martials, murders barbarians.

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Once Starfinder is released I would love to see a Time Travel AP just so we can fill in some of the Lore gaps in the intervening years. Great Wyrm Time Dragons can travel to any point in time 3 times in their life and take others with them and I wonder what would make them do it? Let's say the well-meaning PCs stop some villainous plot in the present but inadvertently set events in motion that distort the timeline or some such so a grumpy time dragon decides that it's their job to fix it. I think having an opportunity to play around in Golarion's past and future could be a lot of fun.

Also a Nex-based arcane mystery adventure please.

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Intimidating Prowess, Bludgeoner(UC), Enforcer(APG), unless you're married to a non-bludgeoning weapon. As a Half-Orc you could have those feats by your second fighter level, then throw in a level of Thug Rogue (APG) so that they become frightened instead of just shaken if you scare them hard enough.

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So one of the prerequisites for Toxic Spell is the poison use class feature: my question is do abilities that grant an enhanced/expanded form of poison use, but are named something else (i.e. an investigator's Poison Lore) sufficient for satisfying the prerequisite.

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So one of the prerequisites for Toxic Spell is the poison use class feature: my question is do abilities that grant an enhanced/expanded form of poison use, but are named something else (i.e. an investigator's Poison Lore) sufficient for satisfying the prerequisite.

Grand Lodge

Unless the tentacles or a grappling creature can hold onto a body while it's in the ethereal plane I would say blink would effectively make you immune to being grappled since it requires some sort of hold being mantained on the creature. I would say other combat maneuvers suffer from the same 50% miss chance though. A tentacle might grab onto a creature one moment to have it slip away the next while it is ethereal.

I guess my ultimate ruling would be roll the miss chance to determine if the character takes damage from the spell, but otherwise just treat the tentacles as difficult terrain for them.

Grand Lodge

Just as the Pallid Princess escaped the boneyard, so too did Imrijka escape the dull piety of Gravecharge.

Darkest Timeline Imrijka CR 4

Spoiler:
Half-orc Inquisitor of Urgathoa (sacred huntsmaster) 4
NE Medium humanoid (human, orc)
Init +6; Senses darkvision 60ft.; Perception +9

----- Defense -----
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 31 (4d8+16)
Fort +6, Ref +6, Will +7 (+2 Will vs. non-Urgathoa divine spells)

----- Offense -----
Speed 20 ft.
Melee mwk. scythe +5 (2d4+1/x4)
Ranged +1 Longbow +8 (1d8+1/x3)
Special Attacks 5/day bleeding touch, 1/day orc ferocity
Spell-Like Abilities (CL 4th; concentration +6)
At will—detect chaos, detect evil, detect good, detect law

Inquisitor Spells Known (CL 4th; concentration +6)
2nd—(2/day) darkness, invisibility
1st—(4/day)disguise self, heightened awareness, inflict light wounds (DC 13), shield of faith
0 (at will)—acid splash, bleed, brand, detect magic, detect poison, guidance

----- Tactics -----
Before Combat Given time to prepare Imrijka casts heightened awareness and shield of faith on herself and drinks her potion of barkskin.
During Combat Imrijka casts darkness on Brel, letting her undead companion rush into the fray and obscure her enemies’ vision. She assumes the aspect of the tiger and switches Brel to the aspect of the bull. Imrijka prefers to stay at range, using her Friendly Fire feat to provide openings for her festrog to strike
Morale Imrijka never wishes to see the Boneyard, if reduced to 8 hit points or fewer she casts invisibility and flees.
----- Statistics -----
Str 12, Dex 18, Con 12, Int 12, Wis 15, Cha 10
Base Atk +3; CMB +4; CMD 18
Feats Friendly Fire, Point-Blank Shot, Precise Shot
Skills Intimidate +11, Knowledge (arcana) +6 (+8 to identify monsters), Knowledge (dungeoneering) +6 (+8 to identify monsters), Knowledge (nature) +6 (+8 to identify monsters), Knowledge (religion) +8 (+10 to identify monsters), Perception +9, Sense Motive +12, Stealth +7, Survival +8 (+10 to follow tracks) Racial Modifiers +2 Intimidate
Traits amoral mercenary, disdainful defender
Languages Common, Necril, Orc
SQ animal focus 4/day, bleeding touch 5/day, cunning initiative, detect alignment, hunter tactics, monster lore, stern gaze +2, track +2
Combat Gear potion of barkskin, scroll of cure moderate wounds, scroll of inflict moderate wounds, scroll of see invisibility
Other Gear mwk. scythe, +1 longbow, +1 breastplate, cloak of resistance +1 207gp
----- Special Abilities -----
Animal Companion (Ex) See below

Bleeding Touch (Sp) Five times per day Imrijka can cause a living creature to take 1d6 points of damage per round as a melee touch attack. This effect persists for two rounds or until stopped with a DC 15 Heal check or any spell or effect that heals damage.

Hunter Tactics (Ex) Imrijka automatically grants her teamwork feats to her undead companion. The companion doesn't need to meet the prerequisites of these teamwork feats.

Animal Focus (Su) Imrijka can take on one of the following aspects of an animal as a swift action for 4 minutes per day in 1 minute increments. Brel always has one of these aspects active, if Brel is destroyed Imrijka can always have one aspect active in addition to a second aspect active for one minute per day. Bat darkvision to a range of 60 feet. Bear: +2 enhancement bonus to Constitution. Bull: +2 enhancement bonus to Strength. Falcon: +4 competence bonus on Perception checks. Frog: +4 competence bonus on Swim checks and on Acrobatics checks to jump. Monkey: +4 competence bonus on Climb checks. Mouse: evasion, as the rogue class feature. Owl: +4 competence bonus on Stealth checks. Snake: +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. Stag: 5-foot enhancement bonus to base land speed. Tiger: +2 enhancement bonus to Dexterity. Wolf: the scent ability with a range of 10 feet.

Brel CR --

Spoiler:
Beastkin festrog companion
NE Medium undead
Init +1; Senses darkvision 60ft, scent; Perception +5

----- Defense -----
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 36 (4d8+16)
Fort +8, Ref +7, Will +2
Defensive Abilities evasion Immune undead traits

----- Offense -----
Speed 30 ft., four-footed run
Melee bite +7 (1d6+4 plus feed), 2 claws +7 (1d6+4)
Special Attacks charging trip, diseased pustules (DC 16)

----- Tactics -----
See Above

----- Statistics -----
Str 18, Dex 16, Con --, Int 2, Wis 12, Cha 18
Base Atk +3; CMB +7; CMD 20 (24 vs.trip)
Feats Friendly Fire, Power Attack, Improved Natural Attack (claw)
Skills Climb +8, Perception +5, Stealth +7, Survival +2
Languages Common (can’t speak)
SQ charging trip, diseased pustules, evasion, link, share spells
----- Special Abilities -----
Charging Trip (Ex) When Brel hits with its bite after making a charge attack on all fours can attempt to trip its opponent (+4 bonus). This trip does not provoke attacks of opportunity.

Diseased Pustules (Ex) When Brel takes damage from a piercing or slashing weapon, some of its boils rupture, squirting the attacker with puslike fluids. The noxious secretions carry a potent contact disease that causes those infected to break out into painful necrotic boils.
Necrotic Boils Disease -- contact; save Fort DC 16; onset 1 day; frequency 1/day; effect 1d4 Con; cure 1 save.

Four-Footed Run (Ex) Brel can run on all fours at speed of 50 feet if it doesn't hold or carry anything in its hands. When running on all fours, it is treated as if it had the Run feat.

Note: Because the Festrog is a fair bit stronger than the standard animal companion, so for balance purposes I used the base stats for a dog and took away its feed ability.

Sources

Spoiler:
Advanced Class Guide: Sacred Huntsmaster, heightened awareness
Advanced Player’s Guide: Inquisitor, brand
Bestiary: Improved Natural Attack
Bestiary 3: Festrog
Champions of Corruption: Friendly Fire
Hell’s Vengeance Player’s Guide: Amoral Mercenary
Ultimate Campaign: Disdainful Defender

Grand Lodge

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In Memoriam

Name: Alston Luckyn Bilvyn Nirbfiln Flipwidget
Race: Gnome
Class: Alchemist (grenadier)
Alignment: NG
Origin: Joined the rebellion after house Thrune trampled on his right to drink and sell mint tea.
Adventure: In Hell's Bright Shadow
Location: Many Steps Monestary
Cause of Death: Bravery

Spoiler:
After a pitched battle against the Asmodean Redactors, the sivler ravens were smarting from many wounds and glad of a chance to recuperate. Two of the party (Elspeth DeVere P.I. and Alston Flipwidget) had been knocked out by The Lout and others had taken blows from the monks when Nox and her minions of hell appeared. "Rise my friend, the fight is not over yet." said Virgil Flynn, swashbuckler and paladin of Shelyn as he lay his healing hands upon Alston.

Indeed Alston rose and bravely fought against the diabolical forces of Thrune. Before his acidic bombs Nox's pet hell-hound quickly fell, while Virgil and the Lore Oracle Theodosius fought with Nox. Tangled in Virgil's cloak and surrounded by enemies, things looked grim for the captain of the guards. "Leave a path for me!" Alston cried, emboldened by his medium size and mutagenic strength, "I will finish this villain!"

Virgil sidestepped allowing Alston a path to charge. With a furious cry Alston flung himself at Nox, acid dripping from his blade. Alas, the villain swung her glaive at him before he could reach her. Alston fell, a gushing wound in his neck that no healing magic could repair. To add insult to injury Nox fled right before the party could finish her off. Now the silver ravens have a score to settle with her

Grand Lodge

Revised and no longer behaving like a bard:

Grigori Rasputin CR 17

Spoiler:
XP 102,400
Male, middle-aged human mesmerist 18
NE Medium humanoid(human)
Init +4; Senses true seeing; Perception +22
Aura unholy aura (DC 22)

----- Defense -----
AC 30, touch 18, flat-footed 30 (+8 armor +4 deflection +4 insight +4 natural)
hp 184 (18d8+72+2d10+18)
Fort +16, Ref +15, Will +26
Defensive Abilities faked death, stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk. sword cane +13/8/3 (1d6-1),
Ranged mwk. Nagant M1895 revolver +14/9/4 (1d8 x4)
Special Attacks hypnotic stare (-3), painful stare (+9/+6d6)
Mesmerist Spells Known (CL 18th; concentration +26)
6th (4/day)—insanity (DC 26), mass hold person (DC 26), programmed image (DC 24), true seeing
5th (5/day)—cloak of dreams (DC 25) APG*, feeblemind (DC 25), mislead, possession (DC 23)
4th (7/day)—dimension door, dominate person (DC 24), freedom of movement, greater invisibility, solid fog
3rd (7/day)—confusion (DC 23), dispel magic, greater false life UM*, greater oneiric horror (DC 21), nondetection, terrible remorse (DC 23) UM*
2nd (7/day)—babble (DC 22), enthrall (DC 22), glitterdust (DC 20), hold person (DC 22), mirror image, reckless infatuation (DC 22) UM*
1st (7/day)—charm person (DC 21), disguise self, heightened awareness ACG*, lock gaze (DC 21), UC* obscuring mist, ventriloquism (DC 19)
0th (at will)—daze (DC 20), detect magic, detect psychic significance, ghost sound (DC 18), light, 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. As soon as he is aware of intruders in his sanctum he casts freedom of movement, greater false life, nondetection, heightened awareness and programmed image. As the PCs approach, Rasputin prepares for battle with true seeing, mirror image and finally greater invisibility.
During Combat Rasputin’s programmed image is a large-sized illusory duplicate of Rasputin, it’s programming triggers when the image sees any unwelcome visitor enter the presbytery, once triggered it attempts to demoralize as many PCs as possible to further soften their will for Rasputin’s manipulative magics. This can be an opportunity to monologue about how great his power is and how doomed the PCs are. The image is also programmed to laugh off any blows or spells that may strike it. While the PCs are occupied with Rasputin’s illusion, the mad monk studies the PCs then focuses his hypnotic gaze on who he believes to be their strongest martial warrior casting possession on his target. Once he possesses a PC Rasputin casts mislead to move his new body into the most advantageous position while directing the illusory party member to behave as normal. Then he refocuses his gaze and casts dominate person on whoever he believes to be the second-biggest martial threat. If he has time he may also implant spacial switch into his dominated ally activating it if he is about to be attacked. After he has control of the party’s strongest fighters Rasputin begins dismantling the rest, he targets any powerful casters with feeblemind, then rushes in to use his new body to it’s full extent, full attacking any PCs that still threaten him using his painful stare for additional damage. If Rasputin ever senses that the PCs can see him while invisible, he casts solid fog which he can easily navigate with his freedom of movement. Rasputin will then attempt to lure single PCs out of the fog with taunts. He gazes and casts possession on the first PC to emerge. When reduced to 50% (92) hit points he activates his faked death trick. Before leaving invisibility, if he is able, he will implant the trick back into himself and activate it again at 25% (46) of his hit points. At this point he will attempt to use his wand for healing, then re-implant faked death and commence his assault once more. Each time he is resurrected he attempts to feign death at 50% and 25% of his health.
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 15, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 22
Feats Combat Casting Deceitful, Diehard(B), Great Fortitude, Greater Spell Focus (Enchantment), Hidden Presence, Intimidating Glance, Logical Spell Spell Bluff, Spell Focus (Enchantment), Toughness
Skills Bluff +35, Diplomacy +26, Disguise +25, Intimidate +29, Knowledge (arcana) +15, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +20, Sense Motive +20, Spellcraft +15, Stealth +20, Use Magic Device +19

Languages Church Slavonic, Common, Russian
SQ bold stare (disorientation, sapped magic, susceptibility, timidity), glib lie (DC 33), hypnotic stare (-3), manifold tricks (5), mental potency (+3HD), mesmerist tricks (17/day, DC 27; compel alacrity [25 feet], cursed sanction, faked death, fearsome guise, mesmeric mirror [4 images], psychosomatic surge [1d8+9], spacial switch, spectral smoke, spell anticipation [feeblemind]), painful stare (+9/+6d6), touch treatment (11/day, break enchantment), towering ego (+8)
Combat Gear mwk. sword cane UE*, mwk. Nagant M1895 revolver with 21 metal cartridges, chain shirt +4, amulet of natural armor +4, belt of physical perfection +2, headband of mental prowess +4 (Wis, Cha), intuitive metamagic rod, wand of cure critical wounds (17 charges)

Grand Lodge

Slithery D wrote:
Silent metamagic rod?! He doesn't have verbal components, like all psychic casters!

You're quite right, I'm so used to arcane casters...I suppose I'll have to recalculate a couple feats...as well as an item.

Grand Lodge

An alternative version of the Mad Mesmerist for your consideration:

Grigori Rasputin CR 17

Spoiler:
XP 102,400
Male, middle-aged human mesmerist 18
NE Medium humanoid(human)
Init +4; Senses true seeing; Perception +22
Aura unholy aura (DC 22)

----- Defense -----
AC 30, touch 18, flat-footed 30 (+8 armor +4 deflection +4 insight +4 natural)
hp 184 (18d8+72+2d10+18)
Fort +16, Ref +15, Will +26
Defensive Abilities faked death, stitched soul; SR 25 vs. good

----- Offense -----
Speed 30 ft.
Melee mwk. sword cane +13/8/3 (1d6-1),
Ranged mwk. Nagant M1895 revolver +14/9/4 (1d8 x4)
Special Attacks hypnotic stare (-3), painful stare (+9/+6d6)
Mesmerist Spells Known (CL 18th; concentration +26)
6th (4/day)—insanity (DC 26), mass hold person (DC 26), programmed image (DC 24), true seeing
5th (5/day)—cloak of dreams (DC 25) APG*, feeblemind (DC 25), mislead, possession (DC 23)
4th (7/day)—dimension door, dominate person (DC 24), freedom of movement, greater invisibility, solid fog
3rd (7/day)—confusion (DC 23), dispel magic, greater false life UM*, greater oneiric horror (DC 21), nondetection, terrible remorse (DC 23) UM*
2nd (7/day)—babble (DC 22), enthrall (DC 22), glitterdust (DC 20), hold person (DC 22), mirror image, reckless infatuation (DC 22) UM*
1st (7/day)—charm person (DC 21), disguise self, heightened awareness ACG*, lock gaze (DC 21), UC* obscuring mist, ventriloquism (DC 19)
0th (at will)—daze (DC 20), detect magic, detect psychic significance, ghost sound (DC 18), light, 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. As soon as he is aware of intruders in his sanctum he casts freedom of movement, greater false life, nondetection, heightened awareness and programmed image. As the PCs approach, Rasputin prepares for battle with true seeing, mirror image and finally greater invisibility.
During Combat Rasputin’s programmed image is a large-sized illusory duplicate of Rasputin, it’s programming triggers when the image sees any unwelcome visitor enter the presbytery, once triggered it attempts to demoralize as many PCs as possible to further soften their will for Rasputin’s manipulative magics. This can be an opportunity to monologue about how great his power is and how doomed the PCs are. The image is also programmed to laugh off any blows or spells that may strike it. While the PCs are occupied with Rasputin’s illusion, the mad monk studies the PCs then focuses his hypnotic gaze on who he believes to be their strongest martial warrior. He uses his rod and casts silent possession on his target. Once he possesses a PC Rasputin uses still mislead to move his new body into the most advantageous position while directing the illusory party member to behave as normal. Then he takes another round to refocus his gaze and casts silent still dominate person on whoever he believes to be the second-biggest martial threat. If he has time he may also implant spacial switch into his dominated ally activating it if he is about to be attacked. After he has control of the party’s strongest fighters Rasputin begins dismantling the rest, he targets any powerful casters with feeblemind, then rushes in to use his new body to it’s full extent, full attacking any PCs that still threaten him using his painful stare for additional damage. If Rasputin ever senses that the PCs can see him while invisible, he casts solid fog which he can easily navigate with his freedom of movement. Rasputin will then attempt to lure single PCs out of the fog with taunts. He gazes and casts silent possession on the first PC to emerge. When reduced to 50% (92) hit points he activates his faked death trick. Before leaving invisibility, if he is able, he will implant the trick back into himself and activate it again at 25% (46) of his hit points. At this point he will attempt to use his wand for healing, then re-implant faked death and commence his assault once more. Each time he is resurrected he attempts to feign death at 50% and 25% of his health.
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 15, Int 14, Wis 17, Cha 26
Base Atk +13; CMB +12; CMD 22
Feats Deceitful, Diehard(B), Great Fortitude, Greater Spell Focus (Enchantment), Hidden Presence, Intimidating Glance, Silent Spell, Still Spell, Spell Bluff Spell Focus (Enchantment), Toughness
Skills Bluff +35, Diplomacy +26, Disguise +25, Intimidate +29, Knowledge (arcana) +15, Knowledge (nobility) +10, Knowledge (planes) +12, Knowledge (religion) +20, Perception +20, Sense Motive +20, Spellcraft +15, Stealth +20, Use Magic Device +19

Languages Church Slavonic, Common, Russian
SQ bold stare (disorientation, sapped magic, susceptibility, timidity), glib lie (DC 33), hypnotic stare (-3), manifold tricks (5), mental potency (+3HD), mesmerist tricks (17/day, DC 27; compel alacrity [25 feet], cursed sanction, faked death, fearsome guise, mesmeric mirror [4 images], psychosomatic surge [1d8+9], spacial switch, spectral smoke, spell anticipation [feeblemind]), painful stare (+9/+6d6), touch treatment (11/day, break enchantment), towering ego (+8)
Combat Gear mwk. sword cane UE*, mwk. Nagant M1895 revolver with 21 metal cartridges, chain shirt +4, amulet of natural armor +4, belt of physical perfection +2, headband of mental prowess +4 (Wis, Cha), silent metamagic rod UE*, wand of cure critical wounds (17 charges)

Notes on running this type of encounter

Spoiler:
I created this particular build of Rasputin to provide an environment for the PCs that always keeps them guessing, to that end you may want to roll a few will saves for your players (just don't be that GM who rolls behind the screen and then fudges the dice). You may also want to have notes prepared for the player who gets possessed. Let them run Rasputin as their character when he's in their body, it will likely elicit less suspicion and keep the metagaming out of what should be a confounding encounter. Hopefully after "killing" the mad monk 9 times the players will feel as exhausted as they do accomplished.