Rakshasa Sorcerer


Rules Questions


Hiyas!

Let's assume I want to create a Rakshasa Sorcerer Level 6...

CR should be 13 (10 base + 1/2 Class levels); total HD are 16 (giving the creature 2 more stat increases beyond the changes for slapping on a class level (one for HD12, one for HD16); so far so good.

Should SR be 28 (15+CR, as per Rakshasa), 25 (as per base Rakshasa), or 31 (base 25, plus one per CL)? I admit, the latter one gets a tad high for a CR 13 creature.

Our Sorcerer will need a bloodline (hey, let's just assume Rakshasa, it seems most appropriate).

The sorcerer level will stack with the creature's base spellcasting ability (for an effective sorcerer level of 13). Now, will he get his bonus spells known, Bloodline powers, etc as a sixth-level sorcerer, or according to his spellcasting ability? (especially given his Bloodline)


Midnight_Angel wrote:

Hiyas!

Let's assume I want to create a Rakshasa Sorcerer Level 6...

CR should be 13 (10 base + 1/2 Class levels);

Why is it only +1/2 Class levels?

This is something that you should be VERY careful about doing as a DM... even when supported by the rules/guidelines (which I don't think is the current case).

-James

Liberty's Edge

I did the same thing once for a Rakshasa Sorcerer 2. I ruled her racial hit dice counted as Sorcerer levels for the purpose of bloodline abilities, bonus spells, etc., though that probably wasn't right according to this.

Specifically: "If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack."

Meaning, the rakshasa would stack the spellcasting but not the bonus spells and bloodline abilities since those are not inherent to the monster.

Also, As a general rule a creature's resistance should equal its CR + 11.

Basically, you're left with a CR16 rakshasa with an SR27.


In case of Rakshasa it's innate sorcerer level is too low for a CR 10 to be considered it's main asset and thus probably it should not treat spellcaster as key class. Because of this each sorcerer level increases CR by 1/2 instead of 1 until it gets one class level for each of it's orginal CR.


Ah, I just saw that Raksha are officially listed both as 'spell' and 'combat' role, so fighter or sorcerer levels would add 1:1 to the CR... while monk levels wouldn't (since monks don't have a combat job; ha ha ha).

Velcro: Rakshasas seem to have a CR+15 value... that's why I asked.

I wouldn't stack sorcerer levels with racial HD; I'd expand on the fact that a vanilla Rakshasa casts spells like a level 7 sorcerer (coming to an effective sorc level of 13 in my example). What I asked was whether it would be ok to stack the Rakshasa Bloodline effects on the natural Rakshasa Sorcerer level for, well, being a Rakshasa...


Drejk wrote:
In case of Rakshasa it's innate sorcerer level is too low for a CR 10 to be considered it's main asset and thus probably it should not treat spellcaster as key class. Because of this each sorcerer level increases CR by 1/2 instead of 1 until it gets one class level for each of it's orginal CR.

So you think a rakshasa that casts like a 17th level sorcerer should be what CR?

And what CR would a 17th level sorcerer without all of the SR, DR, Natural armor of a rakshasa be?

-James

Liberty's Edge

Midnight_Angel wrote:
Rakshasas seem to have a CR+15 value... that's why I asked

So they do. I missed that. In that case, go with CR+15. It follows.

Adding 6 levels to the innate 7 sorcerer levels sounds good. It's been awhile since I looked at the one I wrote up, but that sounds familiar.


The rakshasa has its CR because of its DR and SR. It is a defensive monster that blast(not necessarily evocation) you with spells.
I would stack the bloodlines. The rules don't really support it since the Rakshasa while casting as a sorcerer does not have actual sorcerer class levels, and the two are different, I think it is cool to do so, but it might warrant an additional CR+1 if you so.


Quote:

Step 2: Add Class Levels

Once you have determined the creature's role, it's time to add class levels. The first step of this process is to modify the creature's ability scores. Creatures with class levels receive +4, +4, +2, +2, +0, and –2 adjustments to their ability scores, assigned in a manner that enhances their class abilities. Creatures with NPC class levels do not receive adjustments to their ability scores.

FAQ
What creatures get max hit points for their first level or first Hit Die? What creatures get favored class bonuses to hit points or skills?

Creatures whose first Hit Die is from a PC-appropriate character class gain max hit points for that Hit Die. The current list of PC-appropriate character classes is alchemist, barbarian, bard, cavalier, cleric, druid, fighter, inquisitor, monk, oracle, paladin, ranger, rogue, sorcerer, summoner, witch, and wizard (including archetypes, subclasses, and other variants of these classes).

Creatures whose first Hit Die is from an NPC class (adept, aristocrat, commoner, expert, warrior) or from a racial Hit Die (such as most monsters) do not get maximum hit points for that Hit Die.

All creatures with class levels (including those with levels in an NPC class or monsters with class levels) may select a favored class and gain the normal favored class benefits. Creatures never gain favored class benefits for racial Hit Dice.

For example, a human warrior 1 could select "warrior" as his favored class and take either the bonus hit point or skill rank for taking a level in that class. A normal bugbear with 3 racial Hit Dice and no class levels has no favored class and no favored class bonuses, but if that bugbear gained a level in rogue, he could choose "rogue" as his favored class and take either the bonus hit point or skill rank for taking a level in that class.

(Source)

Next, add the class levels to the monster, making all of the necessary additions to its HD, hit points, BAB, CMB, CMD, feats, skills, spells, and class features. If the creature possesses class features (such as spellcasting or sneak attack) for the class that is being added, these abilities stack. This functions just like adding class levels to a character without racial Hit Dice.

A monster with class levels always possesses treasure equal to an NPC of a level equal to the monster's final CR (as calculated in Step 3, below). To determine the value of this gear, use the value listed for a heroic NPC of that level, as listed in Table NPC Gear. Once a total GP value is determined, follow the rules for outfitting an NPC as outlined in that section. Gear should help a monster with class levels remain challenging and retain statistics close to those presented on Table: Monster Statistics by CR.
Step 3: Determine CR

Determining the final CR for a creature with class levels requires careful consideration. While adding a class level to a monster that stacks with its existing abilities and role generally adds 1 to its CR for each level taken, adding classes that do not stack is more complicated.

Table: Monsters with Class Levels gives general guidelines regarding which core classes add directly to a monster's abilities based on its role. Classes that are marked “key” generally add 1 to a creature's CR for each level added. Classes marked with a “—” increase a creature's CR by 1 for every 2 class levels added until the number of levels added are equal to (or exceed) the creature's original CR, at which point they are treated as “key” levels (adding 1 to the creature's CR for each level added). Creatures that fall into multiple roles treat a class as key if either of its roles treat the class as key. Note that levels in NPC classes are never considered key.

So if you add 6 levels of sorcerer it should cast spells like a 13th level sorcerer, and count as a CR 16.


james maissen wrote:
Drejk wrote:
In case of Rakshasa it's innate sorcerer level is too low for a CR 10 to be considered it's main asset and thus probably it should not treat spellcaster as key class. Because of this each sorcerer level increases CR by 1/2 instead of 1 until it gets one class level for each of it's orginal CR.

So you think a rakshasa that casts like a 17th level sorcerer should be what CR?

And what CR would a 17th level sorcerer without all of the SR, DR, Natural armor of a rakshasa be?

-James

Right, in this case break point comes earlier than suggested for non-key classes but still think it should be a bit later than for regular key classes - maybe one CR less. I don't think that one Rakshasa Sor10 would be really worth CR 20. Of course this seriously depends on choice of spells and environment but it is always an issue with constructing high CR spellcaster encounters and CR system breaks on this levels anyway.


A maharaja rakshasa (Bestiary 3 pages 226-227) casts spells as an 18th-level sorcerer, and is CR 20.


Here is a quick build. Rakshasa with some serpentine sorc levels (which should stack with rakshasa spells - they cast as sorcerers). CR14, viper familiar not shown. With spells and bloodline abilities he can control humanoids, monstrous humanoids, animals and magic beasts, even undead (via control undead)

The devil prince:

Devil Prince
Male Rakshasa outsider 10 / sorcerer 5
LE Medium outsider (native, shapechanger)
Init +10, Senses darkvision (60 ft.); Perception +23
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DEFENSE
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AC 32, touch 19, flat-footed 25 (+4 armor, +2 deflection, +6 Dex, +1 dodge, +9 natural)
hp 177 (10d10+5d6+105)
Fort +13, Ref +16, Will +14
DR15/good and piercing; SR 25
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OFFENSE
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Speed 40 ft.
Melee claws +18/+18 (1d4+2)
Melee kukri +1 +19/+14/+9 (1d4+3/15-20) plus claw +13 (1d4+1) and bite +13 (1d6+1)
Special Attacks serpent's fang (1d4+2, 11/day, DC 19)
Sorcerer Spells Known (CL 12th; concentration +20)
6th(4/day)-suggestion (mass)(DC 25)
5th(6/day)-dominate person(DC 24), feeblemind(DC 24)
4th(8/day)-confusion(DC 23), dimension door, scrying(DC 22)
3rd(8/day)-displacement(DC 21), hold person(DC 22), lightning bolt(DC 22), suggestion(DC 22)
2nd(8/day)-acid arrow, command undead(DC 20), invisibility(DC 20), minor image(DC 20), see invisibility, delay poison(DC 20)
1st(8/day)-charm person(DC 20), mage armor(DC 19), magic missile, shield, silent image(DC 19), hypnotism(DC 20)
0th(at will)-dancing lights, daze(DC 19), detect magic, ghost sound(DC 18), mage hand, mending(DC 18), message, prestidigitation(DC 18), touch of fatigue(DC 18)
Bloodline serpentine
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TACTICS
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Before combat The Devil Prince attempts to gain allies using dominate person combined with his serpentine bloodline abilities. At the beginning of each morning, he casts mage armor
During combat The Devil Prince prefers to use enchantments - feeblemind, confusion, etc;, or even better, he enjoys However, he will use lethal magic to defend himself if needed.
Base Statistics AC 28, flat-footed 21
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STATISTICS
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Str 14, Dex 22, Con 24, Int 17, Wis 13, Cha 26
Base Atk +12; CMB +14; CMD 33
Feats Alertness, Combat Expertise, Dodge, Eschew Materials, Heighten Spell, Improved Critical (Kukri), Improved Initiative, Martial Weapon Proficiency, Simple Weapon Proficiency, Spell Focus (Enchantment, Evocation), Weapon Finesse
Skills Bluff +36, Diplomacy +29, Disguise +37, Intimidate +29, Perception +23, Perform (Act) +24, Sense Motive +23, Spellcraft +16, Stealth +19
Languages Common, Infernal, Undercommon, Tien, Vudran
SQ arcane bond(familiar), bloodline arcana (effect animal, magical beasts and monstrous humanoids as regular humanoids), change shape, detect thoughts, serpentfriend
Combat Gear Wand of Magic Missile (CL 5th) (50 charges), potion of cure serious wounds, potion of remove blindness/deafness, scroll of heroism
Other Gear kukri +1, circlet of persuasion, cloak of resistance +2, headband of alluring charisma +4, ring of protection +2, silver mirror for scrying worth 1500 gp, 3067.0 gp
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SPECIAL ABILITIES
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Bloodline Arcana Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Bloodline Powers The treacherous and yet hypnotic serpent's blood that flows through you taints your magic with a sinuous and seductive grace.
Cantrips You learn a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Change Shape (Su) You have the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of your own physical qualities.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Detect Thoughts (Su) A rakshasa can detect thoughts as per the spell of the same name. This effect functions at CL 18th. A rakshasa can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent 3 rounds concentrating and thus gains the maximum amount of information possible. The Will save DC to resist this effect is equal to 10 + 1/2 the rakshasa's HD + the rakshasa's Charisma modifier.
Serpent's Fang (Ex) At 1st level, you can grow fangs as a free action. These fangs are treated as a natural weapon inflicting 1d4 points of damage plus your Strength modifier (1d3 if you are Small) plus poison (Bite - injury; save Fort DC 10 + 1/2 your sorcerer level + your Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con damage; cure 1 save). At 5th level, these fangs are considered magical for the purpose of overcoming DR and the poison damage increases to 1d2 Con. At 7th level, your poison requires 2 successful saves to cure. At 11th level, your poison damage increases to 1d4 Con. You can use your fangs for a number of rounds per day equal to 3 + your Charisma modifier.
Serpentfriend (Ex) At 3rd level, you can use speak with animals at will with reptilian animals (including various forms of dinosaurs, lizards, and other cold-blooded creatures), and you gain a viper familiar using your sorcerer level -2 as your effective wizard level.
Serpentine Bloodline Your bloodline carries the lingering stain of ancient serpent races that ruled when the world was young; your forebears were likely favored slaves anointed by their reptilian masters and gifted with their cold cunning and subtle manipulation. While deception and a mesmeric charm are your birthright, you may struggle for truth in spite of your heritage.

Grand Lodge

By the way, you do NOT get 2 ability score points for having hit 16 HD. It's not like it was in 3.X anymore. Instead, a creature as they are presented in their Bestiary entry is the "base" form, and you start counting increments of 4 HD BEYOND whatever their "base" HD is. Here's the text from the rules supporting this:

Monster Advancement wrote:
Once you have determined the number of additional Hit Dice possessed by the creature, use this number to modify its other statistics. Start with ability scores. For every 4 additional Hit Dice gained by the monster, add 1 to one of its ability scores. In addition, make any modifications to its ability scores based on an increase in size, as noted on Table: Size Changes.

The keyword in that bolded text is "additional." If you think I'm reading it wrong, here's James Jacobs confirming it:

Here's the official proof.

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