Lord Snow |
So, the group I'm GMing is about to arrive to the Arkonas, and I'm wandering how I should handle things for my Pathfinder conversion.
In the original, 3.5 D&D version of the adventure, the Rakshasa are treated as CR 8 creatures, in spire of the "official" version in the monsters manual that treats them as CR 10 creatures. The argument was that they lack in offensive powers, and therefore are not as much of a challenge as they would otherwise be. Some of the encounters include Raskshasas with class levels - like Viamanda, a 6th level monk.
Supposedly, the Rakshasas were fixed for the PF bestiary - they are still CR 10. Should I use them as CR 8 critters? or should I treat them as CR 10? if so, should I maybe apply some CR reducing templates or something? How did you people handle this?
Puna'chong |
This is probably super late, but for posterity I made the Arkonas pretty deadly. Especially Glorio. I figured they'd have to be relatively high level in order to maintain their secrecy and power within the city. Besides, if your PCs decide they want to fight Glorio they should definitely get what's coming to them.
In my campaign, at least, Glorio has designs on the PCs and plans to use them to basically become the next king of Korvosa. He recognizes that they're great pawns in dethroning Ileosa, but he needs them alive to defeat her (without there really being any links back to him, should they perish) and do the dirty work while he gets his new world order set up. He also needs Neolandus alive to "legitimize" his rule, as only a seneschal can declare a new or interim king. I'm not sure if that's actually the case as far as Korvosa fluff goes, but I figured it made a lot of sense. And really adds to why Glorio would want to keep him alive in the first place. Vimanda, on the other hand, wants to see Glorio's plans ruined. Partly as a sort of sibling rivalry (she'd prefer to be the queen, after all), and partly because Rakshasas are naturally selfish creatures. Great reason for the two to be fighting their little shadow war when the PCs approach.
Bahor ("Glorio") Arkona CR 12
XP 19,200
Male Rakshasa Rogue (Knife Master) 13 (Pathfinder RPG Ultimate Combat 0)
LE Medium outsider (native, rakshasa)
Init +10; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 32, touch 18, flat-footed 26 (+6 armor, +6 Dex, +8 natural, +2 deflection)
hp 195 (13d8+91)
Fort +14, Ref +17, Will +10
Defensive Abilities blade sense, evasion, improved uncanny dodge; SR 15
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Offense
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Speed 30 ft.
Melee +2 human-bane kukri +18/+13 (1d4+8/15-20 plus 2d6 vs. Human)
Special Attacks detect thoughts, sneak attack +7d6
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Statistics
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Str 16, Dex 22, Con 24, Int 16, Wis 16, Cha 18
Base Atk +9; CMB +12; CMD 30
Feats Combat Expertise, Disengaging Feint[UC], Greater Feint, Improved Critical (kukri), Improved Feint, Improved Initiative, Leadership, Martial Weapon Proficiency (kukri), Weapon Finesse[ISWG], Weapon Focus (kukri)
Skills Acrobatics +17, Appraise +19, Bluff +24, Climb +7, Diplomacy +20, Disable Device +13, Disguise +28, Escape Artist +22, Knowledge (local) +19, Linguistics +9, Perception +19, Sense Motive +19, Sleight of Hand +22 (+28 to conceal a light blade, +26 to conceal a weapon), Stealth +22, Use Magic Device +17; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Kelish, Shoanti, Tien, Undercommon, Varisian, Vudrani
SQ hidden blade, rogue talents (black market connections, coax information, honeyed words, hunter's surprise, rumormonger, underhanded)
Combat Gear wand of darkness, wand of dispel magic, wand of hold person (heightened 4th), wand of invisibility, wand of knock, wand of suggestion; Other Gear +2 glamered mithral chain shirt, +2 human-bane kukri, amulet of natural armor +2, belt of physical perfection +2, boots of speed, cloak of resistance +3, glove of storing, headband of alluring charisma +4, ring of freedom of movement, ring of protection +2, third eye
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TRACKED RESOURCES
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Boots of speed (10 rounds/day) - 0/10
Freedom of Movement (Constant) - 0/0
Honeyed Words (3/day) (Ex) - 0/3
Hunter's Surprise (1/day) (Ex) - 0/1
Rumormonger (4/week) (Ex) - 0/4
Underhanded (4/day) (Ex) - 0/4
Wand of darkness - 0/50
Wand of dispel magic - 0/50
Wand of hold person (heightened 4th) - 0/50
Wand of invisibility - 0/50
Wand of knock - 0/50
Wand of suggestion - 0/50
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Special Abilities
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Black Market Connections (Ex) A rogue with this talent gains better access to magic items from black market connections. She treats every settlement as one size greater (see Table 15-1 on page 461 of the Core Rulebook) for the purpose of determining the gp limit of the bas
Blade Sense +4 (Ex) +4 dodge bonus to AC vs. attacks made against you with light blades
Boots of speed (10 rounds/day) Affected by haste
Coax information (Ex) Can use Bluff or Diplomacy to force an opponent to act friendly.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 14) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Disengaging Feint Feint lets you move your speed without provoking attacks of opportunity
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Hidden Blade +6 +6 bonus on Slight of Hand checks to conceal a light blade.
Honeyed Words (3/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Hunter's Surprise (1/day) (Ex) Against chosen adjacent foe, all attacks are sneak attacks for 1 rd.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Uncanny Dodge (Lv >=17) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 17+.
Leadership (Base Score 17) You attract loyal companions and devoted followers.
Ring of freedom of movement This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Construction
Requirements: Forge Ring, freedom of movement; Cost 20,000 gp
Rumormonger (4/week) (Ex) A rogue with this talent can attempt to spread a rumor though a small town or larger settlement by making a Bluff check. She can do so a number of times per week equal to her Charisma modifier (minimum 0). The DC is based on the size of the settlemen
Sneak Attack +7d8/+7d4 +7d8 damage with a dagger-like weapon if you flank your target or your target is flat-footed.
Spell Resistance (15) You have Spell Resistance.
Underhanded (4/day) (Ex) A rogue with this talent gains a +4 circumstance bonus on all Sleight of Hand checks made to conceal a weapon. Furthermore, if she makes a sneak attack during the surprise round using a concealed weapon that her opponent didn't know about, she does n
Weapon Finesse Use Dex modifier instead of Str modifier with light weapons.
He's big and wicked and has lovely rogue abilities for being a mastermind. I do have a houserule that Weapon Finesse adds Dex mod to damage as a swift action, so that's calculated in. In my game he's been essentially fighting a shadow war against Ileosa and moving as many pawns as he could around. Devargo also became my Emperor of Old Korvosa, because the PCs had a serious hate on for him. It made sense in our world, too, that he'd see the chaos and think the Arkonas are weak and now is a perfect time to strike. I really wanted to play up how beneficial a deal with Glorio could be, and with his bluff being so ridiculously high (and him getting rerolls, too) combined with some reasons they felt were pretty legitimate, the PCs ate up his story. "Oh no, help, I'm trapped in my own home by this vicious Rakshasa Vimanda. She's using me to get what she wants, but I'm just a rich dude with mundane talents. Kill her, help me, and I'll see you rewarded!"
Vimanda I made a Hungry Ghost // Qinggong Monk. The party didn't have much trouble with her in a straight fight, but she used her abilities and the dungeon pretty well, and seriously ticked off my players. Her gaseous form ability was really killer, as she would trap PCs in rooms and flip switches, catching them alone and coming through the walls. It's been a while since I ran this encounter, so there might be some houserule things in the stat blocks that I'm not 100% aware of right now. I do know that I had a good in-game reason as to why the PCs couldn't loot all of Vimanda's gear, and I think it had to do with her Rakshasa transformation powers. Not sure though.
Vimanda ("Melyia") Arkona CR 6
XP 2,400
Rakshasa Monk (Hungry Ghost Monk, Qinggong Monk) 7 (Pathfinder RPG Advanced Player's Guide 0; Pathfinder RPG Ultimate Magic 0)
LE Medium outsider (native, rakshasa)
Init +9; Senses darkvision 60 ft.; Perception +13
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Defense
--------------------
AC 23, touch 21, flat-footed 17 (+5 Dex, +2 natural, +1 deflection, +1 dodge, +4 untyped)
hp 98 (7d8+42)
Fort +13, Ref +12, Will +10; +2 vs. enchantment spells and effects
Defensive Abilities evasion; SR 15
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Offense
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Speed 50 ft.
Melee +1 flaming burst temple sword +11 (1d8+7/19-20 plus 1d6 fire) and
. . unarmed strike +10 (1d8+4)
Special Attacks detect thoughts, flurry of blows, ki strike, cold iron/silver, ki strike, magic, life funnel, steal ki
Spell-Like Abilities (CL 7th; concentration +9)
. . —barkskin (self only, 1 ki)
. . —cloak of winds (self only, 2 ki)
. . —gaseous form (self only, 1 ki)
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Statistics
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Str 19, Dex 20, Con 22, Int 17, Wis 16, Cha 14
Base Atk +5; CMB +11 (+13 disarm); CMD 30 (32 vs. disarm)
Feats Combat Expertise, Combat Reflexes, Dodge, Improved Disarm, Improved Initiative, Improved Unarmed Strike, Mobility, Power Attack, Punishing Kick[APG], Vicious Stomp[UC], Weapon Focus (temple sword)
Skills Acrobatics +15, Bluff +6, Climb +12, Disguise +10, Escape Artist +15, Intimidate +12, Knowledge (history) +13, Perception +13, Sense Motive +13, Stealth +15, Swim +9; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Undercommon, Varisian, Vudrani
SQ ac bonus, fast movement, ki defense, ki pool, maneuver training, unarmed strike
Combat Gear ring of counterspells; Other Gear +1 flaming burst temple sword, amulet of natural armor +2, belt of giant strength +2, boots of levitation, cloak of resistance +2, glove of storing, ring of protection +1
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TRACKED RESOURCES
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Ki Pool (Su) - 0/6
Levitate (At will) - 0/0
Punishing Kick (Push 5', 7/day, DC 16) - 0/7
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Cloak of Winds (self only, 2 Ki) (Sp) Self only. Costs 2 ki points to activate.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 12) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flurry of Blows +5/+5/+0 (Ex) Make Flurry of Blows attack as a full rd action.
Gaseous Form (self only, 1 Ki) (Sp) Self only. Costs 1 ki point to activate.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Cold Iron/Silver (Su) If you have ki remaining, unarmed strikes count as cold iron and silver to overcome DR.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Life Funnel (7 HP) (Su) If you confirm a critical or reduce a living enemy to 0 HP or less, heal 7 hp.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Punishing Kick (Push 5', 7/day, DC 16) You can push or knock down an opponent with an unarmed attack.
Ring of counterspells Counters this spell when it's cast on you.
Spell Resistance (15) You have Spell Resistance.
Steal Ki (Ex) If you confirm a critical or reduce a living enemy to 0 HP or less, restore 1 Ki point.
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Vicious Stomp When opponent falls prone, it provokes an attack of opportunity from you
Marik Whiterose |
I've been working on converting CotCT to Pathfinder and have just completed Book 3. Here is my take on Bahor and Vimanda.
Bahor (AKA Glorio Arkona) CR 15
XP 51,200
Rakshasa Rogue 10 (Pathfinder RPG Bestiary 0)
LE Medium outsider (native, shapechanger)
Init +10; Senses darkvision 60 ft.; Perception +27
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Defense
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AC 37, touch 20, flat-footed 30 (+4 armor, +4 shield, +6 Dex, +9 natural, +3 deflection, +1 dodge)
hp 230 (10d10+10d8+130)
Fort +12, Ref +20 (+3 bonus vs. traps), Will +10
Defensive Abilities evasion, improved evasion, improved uncanny dodge, trap sense +3; DR 15/good, 15/piercing; SR 25
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Offense
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Speed 40 ft.
Melee +2 kukri +26/+21/+16/+11 (1d4+4/15-20) and
. . bite +23 (1d6+2) and
. . claw +23 (1d4+2)
Special Attacks detect thoughts, sneak attack +5d6
Sorcerer Spells Known (CL 7th; concentration +11):
. . 3rd (5/day)—fly, lightning bolt (DC 17)
. . 2nd (7/day)—invisibility, scorching ray, web (DC 16)
. . 1st (7/day)—charm person (DC 15), mage armor, obscuring mist, protection from good, ray of enfeeblement (DC 15)
. . 0 (at will)—acid splash, arcane mark, detect magic, mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 15, Dex 22, Con 22, Int 12, Wis 10, Cha 18
Base Atk +17; CMB +19; CMD 42 (39 vs. bull rush, 39 vs. dirty trick, 39 vs. disarm, 39 vs. drag, 39 vs. feint, 39 vs. grapple, 39 vs. overrun, 39 vs. pull, 39 vs. push, 39 vs. reposition, 39 vs. steal, 39 vs. sunder, 39 vs. trip)
Feats Alertness, Combat Reflexes, Defensive Combat Training, Dodge, Improved Critical (kukri), Improved Initiative, Mobility, Spring Attack, Weapon Finesse, Weapon Focus (kukri)
Skills Bluff +31, Diplomacy +27, Disguise +35, Intimidate +27, Knowledge (local) +24, Knowledge (nobility) +11, Perception +27, Sense Motive +17, Stealth +29; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Vudrani
SQ change shape, rogue talents (charmer, convincing lie, honeyed words, improved evasion, slippery mind), trapfinding +5
Combat Gear wand of illusory script (22 charges), wand of shield (34 charges); Other Gear +2 kukri, belt of mighty constitution +2, boots of speed, ring of protection +3
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Special Abilities
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Boots of speed (10 rounds/day) Affected by haste
Change Shape (any humanoid, alter self) (Su) You can change your form.
Charmer (3/day) (Ex) Can roll 2d20 for Diplomacy check and take the better result.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Convincing Lie (9 days) (Ex) When a rogue with this talent lies, she creates fabrications so convincing that others treat them as truth. When a rogue with this talent successfully uses the Bluff skill to convince someone that what she is saying is true, if that individual is que
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Thoughts (DC 19) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Honeyed Words (3/day) (Ex) Can roll 2d20 for Bluff check and take the better result.
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Uncanny Dodge (Lv >=14) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 14+.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Slippery Mind (Ex) If you fail a save vs an Enchantment spell/effect, can re-save next rd.
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (25) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Trap Sense +3 (Ex) +3 bonus on reflex saves and AC against traps.
Trapfinding +5 Gain a bonus to find or disable traps, including magical ones.
Wand of illusory script (22 charges) Add this item to create a wand of a chosen spell.
Wand of shield (34 charges) Add this item to create a wand of a chosen spell.
Vimanda (AKA Melyia Arkona) CR 13
XP 25,600
Female Rakshasa Monk 6 (Pathfinder RPG Bestiary 0)
LE Medium outsider (native, shapechanger)
Init +9; Senses darkvision 60 ft.; Perception +17
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Defense
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AC 32, touch 19, flat-footed 26 (+4 shield, +5 Dex, +9 natural, +1 dodge, +3 untyped)
hp 168 (10d10+6d8+86)
Fort +13, Ref +17, Will +14; +2 vs. enchantment spells and effects
Defensive Abilities evasion; DR 15/good, 15/piercing; Immune disease; SR 25
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Offense
--------------------
Speed 70 ft., fly 60 ft. (good)
Melee +1 ki focus shock kukri +21/+16/+11 (1d4+4/15-20 plus 1d6 electricity) and
. . bite +19 (1d6+3) and
. . claw +19 (1d4+3) and
. . unarmed strike +20/+15/+10 (1d8+3)
Ranged javelin of lightning +19 (1d6+3) and
. . javelin of lightning +19 (1d6+3) and
. . javelin of lightning +19 (1d6+3)
Special Attacks detect thoughts, flurry of blows, ki strike, magic, stunning fist (8/day, DC 22)
Sorcerer Spells Known (CL 7th; concentration +10):
. . 3rd (5/day)—fly, suggestion (DC 16)
. . 2nd (7/day)—invisibility, locate object, scorching ray
. . 1st (7/day)—charm person (DC 14), expeditious retreat, magic missile, ray of enfeeblement (DC 14), shield
. . 0 (at will)—acid splash, detect poison, ghost sound (DC 13), mage hand, mending, message, prestidigitation
--------------------
Statistics
--------------------
Str 16, Dex 20, Con 20, Int 10, Wis 14, Cha 16
Base Atk +14; CMB +19 (+21 disarm); CMD 36 (38 vs. disarm)
Feats Ability Focus (stunning fist), Combat Reflexes, Deflect Arrows, Dodge, Improved Critical (kukri), Improved Disarm, Improved Initiative, Improved Unarmed Strike, Mobility, Stunning Fist, Weapon Finesse, Weapon Focus (kukri), Weapon Focus (unarmed strike)
Skills Acrobatics +18 (+24 to jump), Bluff +26, Disguise +30, Perception +17, Perform (Dance) +16, Sense Motive +15, Stealth +18; Racial Modifiers +4 Bluff, +8 Disguise
Languages Common, Infernal, Vudrani
SQ ac bonus, change shape, fast movement, high jump, ki defense, ki pool, maneuver training, purity of body, slow fall, stunning fist (stun), unarmed strike
Other Gear +1 ki focus shock kukri, javelin of lightning, javelin of lightning, javelin of lightning
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Special Abilities
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AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Change Shape (any humanoid, alter self) (Su) You can change your form.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (15/piercing) You have Damage Reduction against all except Piercing attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Detect Thoughts (DC 18) (Su) A rakshasa can detect thoughts as per the spell of the same name (CL 18th). It can suppress or resume this ability as a free action. When a rakshasa uses this ability, it always functions as if it had spent three rounds concentrating and thus
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+20') The Monk adds 10 or more feet to his base speed.
Flight (60 feet, Good) You can fly!
Flurry of Blows +4/+4/-1 (Ex) Make Flurry of Blows attack as a full rd action.
High Jump (+6/+26 with Ki point) (Ex) +6 to Acrobatics checks made to jump.
Immunity to Disease You are immune to diseases.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Defense (Su) A monk can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Ki Strike, Magic (Su) If you have ki remaining, unarmed strikes count as magic to overcome DR.
Maneuver Training (Ex) CMB = other BABs + Monk level
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Purity of Body (Ex) At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.
Slow Fall 30' (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Spell Resistance (25) You have Spell Resistance.
Stunning Fist (8/day, DC 22) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun, Fatigue) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d8) The Monk does lethal damage with his unarmed strikes.
Lakesidefantasy |
Here are my Arkonas converted to Pathfinder. I pretty much just converted Glorio straightforward, but I made Melyia into a star throwing ninja.
Male rakshasa rogue 8
LE Medium outsider (native); CR 14
Init +11; Senses darkvision 60 ft; Perception +15
Languages Common, Infernal, Undercommon, Vudran
DEFENSE
AC 30 (+2 trap, +4 mobility), Touch 21 (+2 trap, +4 mobility), Flat -; (+3 deflection, +7 Dex, +1 dodge, +9 natural)
Fort +12, Ref +20 (evasion, +2 trap), Will +13
Special improved uncanny dodge, Mobility, trap sense (+2), uncanny dodge, DR 15/good and piercing; SR 25
Hit Dice 10d10+8d8+126+8; hp 228
OFFENSE
Speed 40 ft, Crawl 20 ft, stand up
Melee +2 kukri +25/+20/+15/+9 (15x +4 plus blind, 1d4+5) and claw +18 (x2 +4 plus blind, 1d4+1) and bite +18 (x2 +4 plus blind, 1d6+1)
Special Blinding Critical (F26), boots of speed (haste 10 rd), Combat Reflexes (plus 7), Critical Focus (+4), detect thoughts (W20), Spring Attack, sneak attack +4d6
Spells Known (CL 7th, concentration +12)
3rd (5/day)—lightning bolt (R18), suggestion (W18)
2nd (7/day)—acid arrow, invisibility, minor image
1st (7/day)—charm person (W16), mage armor, magic missile, shield, silent image
Cantrips—dancing lights, detect magic, ghost sound (W15), mage hand, mending, message, prestidigitation
STATISTICS
Str 16, Dex 24, Con 24, Int 15, Wis 15, Cha 21
Attack +16; CMB +19; CMD 37
Feats Blinding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Dodge, Improved Critical (kukri), Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Finesse
Skills (-0 armor); Bluff +30, Diplomacy +29, Disable D. +7 (+4 trap), Disguise +37, Intimidate +26, K. (local) +23, K. (nobility) +20, Perception +23 (+4 trap), Perform (?) +29, Sense Motive +23, Stealth +28; Racial +4 Bluff, +8 Disguise
Special change shape (any humanoid, alter self), rogue talents (combat trick, finesse rogue, rogue crawl, stand up), trapfinding +4
Gear +2 kukri, wand of illusory script (22 charges), wand of shield (34 charges), belt of mighty constitution +2, ring of protection +3, boots of speed, third eye, ring of keys (opens all locks in and under Arkona Palace)
Female rakshasa ninja 4
LE Medium outsider (native, shapechanger); CR 12
Init +11; Senses darkvision 60 ft; Perception +16
Languages Common, Infernal, Vudran
DEFENSE
AC 27, Touch 17, Flat-; (+1 armor, +7 Dex, +9 natural)
Fort +11, Ref +18, Will +11
Special Deflect Arrows, uncanny dodge; DR 15/good and piercing; SR 25
Hit Dice 10d10+4d8+98+4; hp 178
hp 178 (DR)
OFFENSE
Speed 40 ft
Melee +1 wakizashi +21/+16/+11 (15x, 1d6+3) and claw +15 (1d4+2) and bite +15 (1d6+2) or Stunning Fist +20 (1d3+2 plus stunned, F17)
Ranged +1 shocking shuriken +21/+16/+11 (1d2+3 plus 1d6 electricity) or flurry of stars +19/+19/+19/+14/+9 (1d2+3 plus 1d6 electricity)
Special Attacks Combat Reflexes (plus 7), detect thoughts, flurry of stars, ki pool (6 ), sneak attack (2d6), Stunning Fist (2 /day, F17)
Spells Known (CL 7th, concentration +11)
3rd (5/day)—fly, suggestion (W16)
2nd (7/day)—invisibility, locate object, scorching ray
1st (7/day)—charm person (W14), magic missile, expeditious retreat, ray of enfeeblement (F14), shield
0—acid splash, detect poison, ghost sound (W13), mage hand, mending, message, prestidigitation
STATISTICS
Str 14, Dex 24, Con 24, Int 13, Wis 17, Cha 19
Base Atk +13; CMB +15; CMD 32
Feats Combat Reflexes, Deflect Arrows, Improved Critical (wakizashi), Improved Initiative, Improved Unarmed Strike, Mantis StyleB, Stunning Fist, Weapon Finesse
Skills (armor); Acrobatics +18, Bluff +25, Diplomacy +24, Disguise +34, Heal +7, Perception +20, Perform +20, Sense Motive +20, Stealth +24 (+2 ninja); Racial +4 Bluff, +8 Disguise
Special change shape (any humanoid, alter self), ninja tricks (flurry of stars, style master), no trace (+2)
Gear silken ceremonial armor, +1 wakizashi, 20 +1 shocking shuriken, jewelry, 1d100 gp, 1d100 sp
Puna'chong |
Why do Glorio and Viamenda not have DR?
Mostly because it's just a number I've internalized for the encounter. I made these for my own reference, so there are probably bits where an enterprising DM will need to double check. I also don't have any Bestiary stuff on my Hero Lab, so I just did a Rakshasa custom race, which doesn't give them a number for DR.
Jason S |
I'd say leave them as is.
If during the flow of combat, however, they seem to be a bit much, just mentally subtract 1 or 2 from every roll, and lower thier HP a little bit.
What he said. I also made everyone fairly deadly.
Especially Glorio, I made him a ninja (with greater invisibility trick), I know they are just going into this guns blazing and I want to punish that. I want them to need either Vimanda or Glorio (to defeat the other guy) and I want one of them to survive (ideally).
Drogos |
I made Glorio an Investigator [Mastermind] to be played as a more devious villain in the vain of Moriarty and Vimanda as a Slayer to play her as more mobile. I can post the stats if anybody else is interested in them.
Most certainly interested. I'm starting the AP next month and I have a lot of converting to do.
Link-Bot |
Bellona |
AwesomenessDog |
Kennesty wrote:Oh damn, I seem to have missed these. Here is my Escape from Old Korvosa's Character Compendium. I'm almost done my History in Ashes.
Link-Bot wrote:Sadly, that link is no longer active. :(
*BEEP BOOP*
It has been *checks notes* eight years. Generally if someone has something community use that you like, you should save your own copy of it because the internet is not as permanent as people think it is.