Mokmurian

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Goblin Squad Member. Pathfinder Adventure Path Subscriber. Organized Play Member. 42 posts (181 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.



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Pathfinder Adventure Path Subscriber

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.

Spoiler:

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.


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Pathfinder Adventure Path Subscriber

Looks interesting. Want to know more about the "clothy" feel to their spells.