Mammy graul skills


Rise of the Runelords


I'm converting Hook Mountain Massacre to Pathfinder and I'm a little stuck as to what skills I should give Mammy Graul. I gave the +2 human attribute bonus to her Int (increasing it to 17), which gives her a total of 48 skill ranks. With 8 ranks in each of Fly, Knowledge (arcana), and Spellcraft she still has 24 skill ranks left. What else should she have? Should I just ignore the left-over skill ranks?


This is what I came up with for Mammy. Figured she had to know something about the dead (thus the religion) and was probably pretty good at guessing what was valuable. Not 100% sure on all the math, since I was doing this kind of quick for play.

Spoiler:

Mammy Graul CR 8
4,800 XP
Female ogrekin human wizard (necromancer) 8
CE Medium humanoid (giant)
Init -3; Senses low-light vision, life sight; Perception +0
DEFENSE
AC 17, touch 7, flat-footed 11
(+6 natural, -3 Dex, +4 armor)
hp 75 (8d6+32+13 false life)
Fort +6, Ref -1, Will +6
OFFENSE
Spd 30 ft.
Melee mwk quarterstaff +10 (1d6+7)
SA channel energy 5/day (DC14), grave touch,
Spells Prepared (CL8, +9 touch, +1 ranged touch)
4th - bestow curse (DC18), contagion (DC18), dimension door
3rd - displacement, fly, summon monster III, vampiric touch
2nd - blindness/deafness (DC16), false life, ghoul touch (DC16), mirror image, summon monster II
1st - chill touch (DC15), grease (DC13), mage armor, ray of enfeeblement (DC13), reduce person (DC13), true strike
0 - mage hand, message, detect magic, touch of fatigue (DC14)
Prohibitted Schools abjuration, enchantment
STATISTICS
Str 20+5, Dex 4-3, Con 19+4, Int 15+2, Wis 10+0, Cha 10+0
Base Atk +4; CMB +9; CMD 16 (26 with Grease)
Feats Command Undead, Craft Wand, Craft Wonderous Item, Spell Focus (necromancy), Greater Spell Focus (necromancy)
Wizard Bonus Feats Scribe Scroll, Brew Potion
Skills Appraise +13, Fly +8, Knowledge (arcana) +13, Knowledge (religion) +13, Spellcraft +13
Languages Common, Giant, Abbysal
SQ deformities, power over undead, life sight
Gear potion of cure moderate wounds, scroll of animate dead, wand of magic missile (CL3, 2 missiles, 44 charges), wand of ray of enfeeblement (DC13, 28 charges), wand of vampire touch (2D6, 33 charges), belt of mighty constitution +2, 2 varisian idols (+2hp per HD if used), amulet (25gp)
SPECIAL ABILITIES
Mammy's Deformities (Ex) Mammy's thick layers of blubber increase her natural armor bonus to +6. However, being hideously overweight penalizes her -4 Dex.
Power over Undead (Su) Received Command Undead as a free feat. Can channel to Command, 5 times/day, DC14 to resist.
Grave touch (Sp) As standard action make melee touch attack that causes living creature to become shaken for 4 rounds. Shaken becomes frightened for 1 round if less than 8HD/levels. Can touch 5 times/day.
Arcane Bond Bonded to amulet.


Profession (Gravity Well). Should be enough to make some major gold (pressed latinum) off of providing starship propulsion.


This is a CR 14 version of Mammy Graul for PRPG.

My Players Read Under Pain of Permanent Character Death:

I leave it to you to customize her gear list beyond the basics I've provided here.

Mammy Graul daemon-spawn teifling ogrekin Wizard (Transmutation) 14 CR 14 (38,400 xp)

CE Female Medium Outsider (native) overwhelming aura of chaos & evil

Init -3
Senses darkvision 60', low-light vision, see ethereal and invisible (see invisibility); Perception +14

Defense
AC 24 (incorporeal touch +7 natural armor)
Incorporeal Touch AC 17 (touch +4 mage armor +4 shield)
Touch AC 9 (10 -3 DEX +2 deflection)
hp 182 (14d6 <84> +98 CON)
Fort +14 (base 4 +7 CON +3 resistance), Reflex +4 (base 4 -3 DEX +3 resistance), Will +14 (base 9 +0 WIS +2 Iron Will +3 resistance)
DR 10/adamantine (CL 14 stoneskin); immune magic missiles (shield); Resist cold 5, electricity 5, fire 5
Feint DC 17; Intimidate DC immune (they're Grauls, 'nuff said)

Offense
Speed 5', fly 60' @ +18 Fly skill (fly)
Melee usually in a form of the dragon; base melee attack bonus +12/+7
Ranged +4/-1 attack bonus

Statistics
Str 20, Dex 4, Con 25 (22 +3 physical enhancement), Int 26, Wis 10, Cha 10
Base Attack +7; CMB +12; CMD 21

Feats Scribe Scroll, Spell Focus & Greater Spell Focus - Transmutation, Craft Wand, Craft Wondrous Item, Brew Potion, Eschew Materials, Maximize Spell, Iron Will, Spell Penetration, Feindish Heritage (B), Monstrous Mask (B)

Skills Appraise +25, Bluff +19, Fly +14, Intimidate +22 (+32 to intimidate most of the other Graul clan), Knowledge (arcana, local and planes) +25, Linguistics +25, Perception +14, Spellcraft +25, Stealth +13; Racial Modifiers +2 Bluff, +5 Intimidate, +2 Stealth

Languages Abyssal, Common, Draconic, Dwarven, Elven, Gnome, Halfling, Infernal, Orc and 14 others (from ranks of Linguistics) at the GM's discretion except Druidic; permanent telepathic bond with the rest of the Graul clan - including Muck, as the bond was in place before the nymph's dying curse

SQ Arcane Bond (ring), Cantrips (4), Physical Enhancement (+3 CON), Telekinetic Fist (Sp, 11/day, 1d4+7 B, 30' ranged touch), Change Shape (Su, 14 rounds per day as beast shape III or elemental body II, deformities (blubber, hideously overweight), feindish heritage, monstrous mask, Graul Eater of the Dead (ex, full-round action to eat from a corpse to replenish 1d6+1 hit points; a Medium corpse is sufficient to provide 400 such mouthfuls), Graul Perversion (Su, cured or otherwise benefits from both positive and negative energy effects and spells as though they are positive energy)

Prepared Spells

Prepared Wizard Spells (DC 18 +SL or 20 +SL for transmutation spells; CL 14th; d20+22 concentration) (6+1 ea. 1st – 4th / 4+1 5th & 6th / 3+1 7th) Close range = 60’; Medium range = 240’; Long range = 960’

Cantrips: (4; DC 18) bleed, mage hand, mending and prestidigitation
1st Level: (6+1) shield x2, mage armor, true strike, ray of enfeeblement (DC 19), animate rope* x2 (DC 21), feather fall* and magic missile x9 from 3 mnemonic enhancer spells
2nd Level: (6+1) glitterdust x3 (DC 20), see invisibility, knock* (+24 vs. DC of lock), pyrotechnics* x2 (DC 22)
3rd Level: (6+1) dispel magic, protection from energy x3 <cold, electricity, fire @ 120 points each if pre-cast>, fly*, haste*
4th Level: (6+1) dimensional anchor, resilient sphere (DC 22), enervation x2, mnemonic enhancer* x3 <pre-cast>
5th Level: (4+1) teleport x2, interposing hand, baleful polymorph* (DC 25, prefers Small pigs), telekinesis* (DC 25, no more than 350 lbs, CMB 1 per round at a +22 CMB <bull rush, disarm, grapple/pin or trip> / A 350 pound violent thrust is done at an attack bonus of +15, dealing 14d6 damage with a suitably hard, dense object)
6th Level: (4+1) greater dispel magic, forceful hand, disintegrate* x2 (DC 26)
7th Level: (3+1) grasping hand, horrid wilting x2 (DC 25), control weather*

Gear

+3 mu-mu of resistance, +1 brooch of natural armor +1, +2 ring of protection, Arcane foci: piece of cured leather (mage armor), crystal sphere (resilient sphere), small wooden replica of an archery target (true strike), 50 gp value ivory plaque (mnemonic enhancer), soft glove (hand spells), wing feather (fly), tiny bell and a piece of very fine silver wire (alarm) all worked into a soft leather glove on her left hand.

Spellbook

• * = transmutation
• Cantrips: (abj.) resistance; (conj.) acid splash; (div) detect magic, detect poison; (evoc) dancing lights, flare, light, ray of frost; (necr) bleed, disrupt undead, touch of fatigue; (transm) mage hand, mending, message, open/close; (univ) arcane mark, prestidigitation
• 1st Level: (abj.) alarm, endure elements, protection from good, protection from law, shield; (conj.) grease, mage armor [F], mount, summon monster I, unseen servant; (div.) comprehend languages, detect secret doors, detect undead, identify, true strike [F]; (evoc.) burning hands, floating disk, magic missile, shocking grasp; (necr.) cause fear, chill touch, ray of enfeeblement; (trans.*) animate rope, enlarge person, erase, expeditious retreat, feather fall, jump, magic weapon, reduce person
• 2nd Level: (conj.) glitterdust; (div.) see invisibility; (trans.*) bear’s endurance, bull’s strength, cat’s grace, fox’s cunning, knock, pyrotechnics and whispering wind
• 3rd Level: (abj.) dispel magic, protection from energy; (evoc.) fireball, lightning bolt (trans.) fly, haste, keen edge, magic weapon – greater, slow
• 4th Level: (abj.) dimensional anchor, stoneskin [M: 250 gpv diamond dust]; (evoc.) fire shield, ice storm, resilient sphere; (necr.) enervation; (trans.*) enlarge person – mass, mnemonic enhancer [F: 50 gpv ivory plaque; prepare 3 add’l levels of spells], stone shape
• 5th Level: (conj.) teleport; (div.) telepathic bond; (evoc.) interposing hand; (trans.*) baleful polymorph, telekinesis; (univ.) permanency
• 6th Level: (abj.) dispel magic – greater; (evoc.) forceful hand; (trans.*) disintegrate, flesh to stone, transformation [M: 300 gpv potion of bull’s strength]
• 7th Level: (evoc.) grasping hand; (necr.) horrid wilting; (trans.*) control weather, elemental body IV, form of the dragon II

Enjoy!

And yes, if this is TMI, I apologize in advance.


Wow. I'm thinking of leaving Mammy as a minor boss, so CR 14 may be a bit too tough.


Shad0wdrag0n wrote:
Wow. I'm thinking of leaving Mammy as a minor boss, so CR 14 may be a bit too tough.

It gives you an idea of what kind of skills she may have though, now that you have several rolled together and no longer need Concentration at all.

The Grauls can have *all* kinds of fun 'skills' and 'quirks', so run with it and have fun! ^_^

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