Prince Kasiya

The Ringmaster of Blood's page

1 post. Alias of andreww.


About The Ringmaster of Blood

The Ringmaster is responsible for running each Arena match and for publicising it to the masses of the City. He never sleeps, is always working and travels the City calling to one and all to make sure they tune in and watch the heroics.

Stat Block:

I provide a stat block here just to give an example of the sort of silliness you see at Level 20|MR10.

The Ringmaster
Male venerable samsaran vetala bard (magician) 20/Archmage 10 (Pathfinder Campaign Setting: Inner Sea Bestiary 54, Pathfinder RPG Advanced Player's Guide 82, Pathfinder RPG Bestiary 4 230)
NE Medium undead (augmented humanoid, samsaran)
Init +45; Senses darkvision 60 ft., low-light vision; Perception +44

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Defense
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AC 57, touch 29, flat-footed 48 (+13 armor, +5 deflection, +9 Dex, +5 enhancement, +9 natural, +6 shield)
hp 553 (20d8+450); fast healing 5
Fort +32, Ref +26, Will +26; +2 vs. death effects, negative energy effects, negative levels
Defensive Abilities channel resistance +4, fortification 75%, hard to kill, lifebound, mythic saving throws, unstoppable; DR 10/good, 10/magic; Immune undead traits; Resist electricity 10, fire 10
Weaknesses vetala weaknesses

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Offense
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Speed 30 ft., climb 30 ft., fly 40 ft. (good)
Melee +5 hanbo +23/+18/+13 (1d6+8) or
Melee 2 claws +13 (1d6+1 plus paralysis)

Special Attacks arcane metamastery[MA] (4 spell slots), archmage arcana (wild arcana), bardic performance 63 rounds/day (swift action; deadly performance [DC 41], distraction, dweomercraft, fascinate [DC 41], inspire competence +6, inspire greatness, inspire heroics, mass suggestion [DC 41], metamagic mastery, soothing performance, spell suppression, suggestion [DC 41]), drain prana, force of will, malevolence, mythic power (23/day, surge +1d12), paralysis, possess corpse, wild arcana[MA]

Spell-Like Abilities (CL 20th; concentration +41)
. . 1/day—comprehend languages, deathwatch, stabilize

Bard (Magician) Spells Known (CL 20th; concentration +41)
. . 6th (9/day)—chain lightning[M] (DC 41), contingency[M], dirge of the victorious knights[M,ISWG] (DC 37), irresistible dance[M] (DC 37), janni's jaunt[M] (DC 37), sonic form[ACG]
. . 5th (10/day)—bard's escape[APG], cloak of dreams[APG] (DC 36), greater dispel magic, mass mydriatic spontaneity (DC 40), overland flight, mass suggestion (DC 36)
. . 4th (10/day)—ball lightning[APG] (DC 41), break enchantment[M], dimension door, dominate person[M] (DC 35), emergency force sphere, enervation[M], greater invisibility
. . 3rd (10/day)—battering blast (DC 38), beacon of luck, dispel magic[M], fly[M], glibness, haste[M]
. . 2nd (10/day)—blistering invective[M,UC] (DC 37), invisibility[M], mirror image, resist energy[M], silence[M] (DC 33), suggestion[M] (DC 33)
. . 1st (11/day)—charm person (DC 32), ear-piercing scream[M,UM] (DC 36), expeditious retreat, feather fall, heightened awareness[ACG], mage armor[M], saving finale[M,APG] (DC 36)
. . 0 (at will)—detect magic, ghost sound (DC 31), mage hand, message, open/close (DC 31), prestidigitation
. . M mythic spell

Domains community, darkness, evil, magic
Sub-Domains education, night, corruption, alchemy

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Statistics
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Str 17, Dex 28, Con —, Int 26, Wis 28, Cha 52
Base Atk +15; CMB +18; CMD 42

Feats Alertness, Blind-fight, Dazing Spell[APG], Deceitful, Elemental Spell[APG], Empower Spell, Extra Path Ability[M], Greater Spell Focus (evocation), Greater Spell Penetration, Improved Counterspell, Improved Initiative[M], Mythic Spell Lore[M], Noble Scion of War[ISWG], Quicken Spell, Skill Focus (Disguise), Spell Focus[M], Spell Penetration[M], Spell Perfection (ball lightning)[APG]

Skills Acrobatics +32, Bluff +48, Climb +11, Diplomacy +44, Disguise +62, Escape Artist +32, Fly +36, Handle Animal +41, Intimidate +44, Linguistics +31, Perception +44, Perform (act) +34, Sense Motive +44, Sleight of Hand +32, Spellcraft +41, Stealth +40, Use Magic Device +54; Racial Modifiers +8 Disguise, +8 Perception, +8 Sense Motive, +8 Stealth

Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Celestial, Common, Cyclops, Draconic, Dwarven, Elder Thing, Elven, Ettin, Giant, Gnome, Halfling, Ignan, Infernal, Mi-go, Necril, Orvian, Protean, Samsaran, Sphinx, Sylvan, Terran, Thriae, Treant, Undercommon

SQ amazing initiative, arcane bond - object, channel power[MA], competent caster[MA], component freedom[MA], component freedom[MA], coupled arcana[MA], enduring armor[MA], extended performance, immortal, legendary hero, magical talent, masterpieces (pageant of the peacock), mystic past life[ARG], mythic spellcasting[MA], recuperation, true archmage, wand mastery - caster level, wand mastery - cha bonus

Combat Gear wand of dispel magic (50 charges), wand of enervation (50 charges); Other Gear mwk heavy fortification mithral buckler, hanbo, 86,744 gp
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Arcane Bond - Object (1/day) At 5th level, a magician gains the arcane bond ability as a wizard. He may not choose a familiar or a weapon as a bonded item. This ability replaces lore master.
Arcane Metamastery (4 spell slots) (Su) Use 1 power to apply a known metamagic (up to listed spell slot adjustment) to any spell for 10 rnds for free.
Bardic Performance (swift action, 63 rounds/day) Your performances can create magical effects.
Blind-Fight Re-roll misses because of concealment, other benefits.
Channel Power (Su) Use 1 power for +50% dam, 2x duration, ignore SR & -4 to saves (-2 if mythic) on spell.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Climb (30 feet) You have a Climb speed.
Competent Caster (Ex) Concentration checks for arcane spells auto succeed (unless highest level castable).
Component Freedom (2 components) (Ex) Ignore focus, material, somatic, or verbal components when casting spells (up to max listed).
Coupled Arcana (Ex) When using an arcane ability, also use a mythic ability which is as fast or faster.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Drain Prana (DC 41) (Su) Grappled target takes 1d4 Cha damage and modify memory. (Will neg)
Elemental Spell (Acid) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enduring Armor +13 (Su) Armor of force grants armor bonus equal to 3 + your tier.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Extended Performance (Su) Sacrifice a spell slot to extend a performance beyond concentration by the slot's level.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fly (40 feet, Good) You can fly!
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 75% You have a chance to negate critical hits on attacks.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Counterspell Use a spell of the same school 1+ levels higher to Counterspell.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Legendary Hero (Su) One use of mythic power is regained each hr.
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Magical Talent +10 (1/day) (Ex) You add half your bard level to Knowledge (arcana), Spellcraft, and Use Magic Device checks
Malevolence (DC 31) (Su) Take control of helpess living creature's body. (Will neg)
Mystic Past Life (Bard [Magician]) You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class’s key ability score bonus (Wisdom for clerics, and so on). The spells must be t
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Noble Scion of War You are a member of a proud noble family.
Pageant of the Peacock As a standard action, +4 to bluff, and can use that skill for Int skills and checks.
Paralysis (DC 41) (Ex) Creature struck by claws is paralyzed 1d4+1 rounds. (Will neg, elf immune)
Possess Corpse (Su) Take control of a corpse, animating it as a zombie or skeleton.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Perfection (Ball Lightning) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Surge (1d12) (Su) Use 1 power to increase any d20 roll by the listed amount.
True Archmage (SR 35 vs. Arcane spells) (Ex) Non-mythic foes save vs. your spells twice. Gain SR, if it blocks a spell, regain 1 power.
Undead Traits Undead have many immunities.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
Vetala Weaknesses Vetalas cannot tolerate the sound of prayers or religious mantras recited by those truly faithful to a good deity. Any character with a good-aligned deity can force a vetala to recoil by dramatically praying as a standard action. Praying doesn'{/i
Wand Mastery - Caster Level (Ex) Use your caster level in place of a wand's caster level.
Wand Mastery - CHA Bonus (Ex) Add your CHA bonus to the save DC of a wand.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).