Fhang

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Since playing Pathinder in-person lately has been difficult (for obvious reasons), I've been spending a lot of time messing around with updating old characters and such, which led me to looking at one of my favourite thematic creatures from Minions: Fearsome Foes, the Devil Doll.

That said, while thematically, the creature is fantastic (a tiny devil sent from Hell to corrupt children with a high potential for good or evil), it's statistics were somewhat off, in that familiar 3rd party way. Below are two conversions; a raw 3.0 - 3.5 - Pathfinder conversion of the monster, and a personalized version to bring it's stats and abilities to (hopefully) more in line with what is expected by CR and creature type.

I'd love to get some feedback on the revised version regarding it's CR and general balance.

Raw Conversion:

Devil Doll (PF - Raw Conversion) CR 7
3,200 XP
LE Tiny Outsider (devil, evil, extraplanar, lawful)
Init: +8; Senses: Darkvision 60ft., see in darkness; Perception +11
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DEFENSE
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AC: 27, touch 21, flat-footed 18 (+8 Dex, +1 Dodge, +6 Natural, +2 Size)
hp: 6d10+6 (39hp)
Fort +3, Ref +13, Will +7
DR 5/Good; Immune: fire, poison; Resist: acid 10, cold 10; SR 18 (CR+11)
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OFFENSE
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Speed: 20ft
Melee: Blade +16/+11 (1d4+3/19-20 plus poison)
Special Attacks: Enthrall, Poison
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STATISTICS
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Str 16, Dex 27, Con 13, Int 17, Wis 15, Cha 21
Base Atk +6; CMB +12; CMD 25
Feats: Dodge, Weapon Finesse (Blade), Improved Critical (Blade)
Skills: Acrobatics +17, Bluff +14, Disguise +14, Escape Artist +17, Craft +0, Knowledge (Planes) +12, Perception +11, Sense Motive +11, Sleight of Hand +17, Stealth +25
Languages: Common, Celestial, Draconic, Infernal; telepathy (owner only) 100ft.
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SPECIAL ABILITIES
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Air of Innocence (Su): The doll does not radiate magic, law, or evil. Only the doll's owner or those with true seeing can detect the true nature of the doll. If the doll's nature is discovered by anyone, even with true seeing, they must make a DC 18 Will save or immediately forget what they just discovered.

Dimensional Pocket (Su): The doll has a 1 cubic ft dimensional space it can store it's blade and any other small objects in. The pocket is undetectable by normal means. If the doll is killed, the pocket collapses, and any items stored in it are lost.

Enthrall (Su): There is a 10% cumulative chance each day that a devil doll bonds with a new owner. Once bonded, the child is enthralled by the doll, and trust it implicitly, even if proven false. The child does everything in it's power to defend the doll if it is under attack or being taken away from the child. The bond can only be broken by a limited wish or similar magic or by the death of either the doll or the child.

Poison (Su): Blade-injury; save Fort DC 18 (10 + 1/2hd + Cha); frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save
The blade of a devil doll is enchanted with a magical poison. The weapon is attuned to the doll and does not run out of doses as long as it remains in the doll's possession. If removed from the doll, the poison on the blade fades after 1 day.


Some weirdness I noted with the raw conversion based on it's CR:

  • Incredibly low HP
  • Incredibly high AC
  • High attack bonus, but very low damage with no other real combat options
  • Abysmal Fort save

Modified version:

Devil Doll (PF - Modified) CR 6
2,400 XP
LE Tiny Outsider (devil, evil, extraplanar, lawful)
Init: +5; Senses: Darkvision 60ft., see in darkness; Perception +11
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DEFENSE
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AC: 22, touch 18, flat-footed 16 (+5 Dex, +1 Dodge, +4 Natural, +2 Size)
hp: 6d10+12 (45hp)
Fort +4, Ref +10, Will +7
DR 5/Good or Silver; Immune: fire, poison; Resist: acid 10, cold 10; SR 17 (CR+11), Air of Innocence
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OFFENSE
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Speed: 20ft
Melee: Blade (Tiny Machete) +14/+9 (1d3+5/19-20 plus poison)
Special Attacks: Enthrall, Poison, Sneak Attack +3d6
Spell-Like Abilities (CL 6th; concentration +10)
Constant - detect good
At Will - greater teleport (self plus 50 lbs. of objects only), mage hand, message
3/day - command, vanish, ventriloquism
1/day - darkness, suggestion (DC 17, enthrall target only)
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STATISTICS
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Str 7, Dex 20, Con 14, Int 17, Wis 15, Cha 19
Base Atk +6; CMB +9; CMD 17
Feats: Weapon Finesse (Blade), Weapon Focus (Blade), Slashing Grace
Skills: Acrobatics +14, Bluff +13, Disguise +13, Escape Artist +14, Craft +0, Knowledge (Planes) +12, Perception +11, Sense Motive +11, Sleight of Hand +14, Stealth +22
Languages: Common, Celestial, Draconic, Infernal; telepathy (owner only) 100ft.
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SPECIAL ABILITIES
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Air of Innocence (Su): The devil doll is under the constant effects of a nondetection spell, and receives a +10 bonus on Disguise checks to appear to be an inanimate doll as per disguise self. If the doll's nature is discovered, it may as an immediate action attempt to affect all applicable targets as per Memory Lapse (DC 15). Regardless of whether a target succeeds or fails this save, it may not be affected by this ability again for 24 hours.

Dimensional Pocket (Su): The doll has a 1 cubic ft dimensional space it can store it's blade and any other small objects in. The pocket is undetectable by normal means. If the doll is killed, the pocket collapses, and any items stored in it are lost.

Sneak Attack (Ex) Anytime a devil doll’s opponent is denied his Dexterity bonus to AC, or if a devil doll flanks its opponent, it deals an extra 3d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.

Enthrall (Su): The devil doll may select a single creature with an Int score of 3 or higher that is below the Adult age threshold for their species. Each day the devil doll remains within the target's possession, it may force the target to make a Will save (DC 16) or be permanently affected by charm person. This effect can only be broken by break enchantment or stronger magic or by the death of either the doll or the child.

Poison (Su): Blade-injury; save Fort DC 16 (10 + 1/2hd + Cha); frequency 1/round for 6 rounds; effect 1d3 Con; cure 1 save
The blade of a devil doll is enchanted with a magical poison. The weapon is attuned to the doll and does not run out of doses as long as it remains in the doll's possession. If removed from the doll, the poison on the blade fades after 1 day.


Changes to the modified version:

  • Redistributed stats to bring some values closer to average
  • Stole Sneak Attack from the Salikotal Devil to improve combat effectiveness
  • Added some thematically appropriate spell-like abilities, as the only devil with no spell-like abilities at all is the Lemure
  • Reworded Air of Innocence and Enthrall to use actual Pathfinder spell effects rather than potentially vague or percentage based abilities


As indicated in the title, roughly 90% of all combat encounters our party faces are against a single APL +2 to +5 monster of some sort. Additionally, (and this mostly irks me because I'm the only one who owns a set of books, meaning I literally bought some books specifically for him to use) the DM mostly likes to use the Bestiary as a 'reference' to figure out roughly what stats his custom horror-terrors should have, rather than using actual published monsters. Don't get me wrong, in moderation that's fine, but this is nearly every single combat encounter. Oh, and the one encounter in this entire campaign (which has run from level 5 to 15) that was against more than one monster was 5 of the same monster. Lovely variety there.

I've already sat down and talked to him about this, and have done the same with some of the other players. One guy built a Barbarian around massive intimidate and group intimidate skills, and just doesn't ever get a chance to use them. I'm playing a utility buff/debuff Mystic Theurge and aside from Haste at the start of combat and some horribly inefficient emergency healing, I'm pretty much useless, as monsters usually have to roll a 2 or higher to pass my save-or-suck spells.

Really, I'm looking for suggestions on how to convince this DM that:
A) Actually using the bestiary is a good thing.
B) Variety and multiple-monster encounters are worth the extra planning time.
C) Action economy is IMPORTANT. Most of his big-bad's only get one to three rounds of attacks before dropping.

And to answer the obvious question, he's the only guy DM'ing something other than 4th Ed in this tiny city, and actually is pretty good aside from this.

Honestly the only thing I can think of at this point is trying to build a character who's nearly invincible against single large opponents but who could be taken down by a group, and then just stomping everything with it until he gets the hint.


Due to some recent losses, our group is extremely small at the moment, and actively hunting for several new players. We're running a high-powered custom setting using Pathfinder with some 3.5 material. The party is currently 8th level, but contains only two members. The game runs on Saturdays from around 6pm to 12am, though we may be open for rescheduling if necessary.

For a bit of info on the current party and some of the ridiculous crap we've gotten up to, check my post in this thread.

If interested, please just reply here for now, and we can work out further contact information.

I'd also be interested in any suggestions as to where else online I can hunt for players.