RuneSkyr |
There are no stats on Kyton Demagogues, from what I've seen, so I decided to take a stab at giving one stats, for my campaign. Tell me what you guys think.
Barravoclair, Lady of the Final Gasp
With rusted hooks protruding from her scalp like blood-soaked antlers, this vision of a mutilated woman embodies a horrific, awe-inspiring beauty.
1,529,200 XP CR:24/MR:10
LE Medium Outsider (Kyton Demagogue)
Init +11, Sense: Dark Vision (200 ft.) True Seeing
AC: 41, touch 20, flat-footed 31(+10 Dex, +21 natural)
DR: 20/Good, Silver
SR: 35 Immune: Cold, Fear Effects, Non-Leathal Damage, Pain
679 HP (30d10+529)
Fort+35, Ref+31, Will+32
Speed: 40 ft. (8 Squares), Fly 50 ft. (Perfect)
Melee: 2 claws +34 unarmed (2d6+10 plus pain 19-20x2)
Special Attacks: Spontaneous Perforation (DC 32), Gaze of the Demagogue (40 ft. DC 35)
Spell-Like Abilities: (CL: 20th Concentration +31)
Constant: True Seeing
At Will: Greater teleport (Self plus 50 lbs. of objects only), Inflict Critical Wounds (DC 29), Shadow Walk, Telekinesis (DC 30)
3/day: Blade Barrier (DC 31), Dimensional Lock, Forcecage (DC 32), Greater Shadow Evocation (DC 33), Heal (Self only), Insanity (DC 32), Mass Inflict Critical Wounds (DC 33), Plane Shift (DC 32), Shades (DC 33), Greater Symbol of Pain (DC 30), Wall of Force, Inflict Critical Wounds (Mythic, DC 29)
1/day:binding (DC 33), trap the soul (DC 33), Mass Inflict Critical Wounds (Mythic, DC 33), Heal (Self only, Mythic)
Str 30, Dex 30, Con 38, Int 42, Wis 35, Cha 39;
Base Atk 24; CMB +34 (+38 grapple); CMD 49
Feats: Combat Casting, Combat Expertise, Combat Reflexes, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Spell Penetration
Skills: Bluff +34, Diplomacy +34, Fly +12, Heal +28, Intimidate +34, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Knowledge (planes) +29, Knowledge (religion) +16, Perception +34, Sense Motive +28, Spellcraft +29, Stealth +31, Use Magic Device +31
Languages: Common, Infernal; telepathy 100 ft.
Environment: Any (Plane of Shadow) Organization: Solitary
Treasure: Triple
Immune to Pain (Su): Barravoclair is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain and other similar effects at the GM's discretion.
Pain (Su): Any creature struck by Barravoclair’s natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist her spell-like and extraordinary abilities. The save DC is Constitution-based. Furthermore, any unsoakable damage her spell like abilities produce bypasses mythic damage reducing abilities, unless stated otherwise.
Spontaneous Perforation (Ex): Before combat starts and initiative rolls are made, all creatures in opposition of Barravoclair must make a Reflex save as hooked chains shoot from the ground beneath them and the sky above them, in an attempt to skewer the creatures. Those who fail the save take 5d4 damage and are impaled upon the chains, as barbed hooks hoist them 10 ft. into the air. Every round they remain in the chains, the creatures take 1d4 unsoakable damage and are unable to move, unless they pull themselves free by succeeding a Str check (DC 29). If the creature succeeds the check, they fall 10 ft. Normal rules upon falling apply. The creature is free of the chains, but the barbed hooks remain imbedded in the skin causing 1d4 unsoakable damage for any action made on the creature’s turn. The hooks can be removed with a Heal check (DC 26) allowing the creature to move normally, without restriction.
Gaze of the Demagogue (Ex): A creature that succumbs to Barravoclair's gaze becomes enthralled by her for 1d4 rounds as it finds itself longing for the indulgence of its newfound goddess. At the beginning of every round the creature remains enthralled, they must make a Will save (DC 35) or take 1d4+ their Str Mod in unsoakable damage, as the creature uses its hands to rend its own flesh in her name. Until the effect of the gaze has subsided, the creature is unable to make any other actions that round. This is a mind-affecting charm effect.
Greater Symbol of Pain (Ex): This spell acts like the spell Symbol of Pain, however the symbol’s area of effect is expanded to 300 ft.
I had a pic to go with it involving something that looked like a demonic druid. All rights to their respected owners and all that.
Zhangar |
Hmmm.
The demagogues are meant to be in line with demon lords, empyreal lords, and great old ones...
So for baseline stats you should remove the 10 mythic ranks (rather, she's a rank 10 mythic critter while in her realm, with 10 surges and access to mythic versions of all spell-like powers while in the realm), and make her a CR 26 or higher critter with appropriate stats.
Also, domains. She gets four domains and four subdomains, because she's a demigoddess. The domains don't do HER any good, but they matter for any clerics or inquisitors that serve her.
I'd also suggest adding a couple more powers in the vein of Spontaneous Perforation or Gaze of the Demagogue, and make those drastically meaner/weirder (like bleeding 1d6 wisdom drain) - she's possibly facing PCs that can chuck 900 point unresistable fireballs or whatever the hell got pulled off in the optimization threads, so don't be afraid to make it nuts.
Other than that, a worthy endeavor. Statting up eldritch abominations is always fun.
RuneSkyr |
Alright. I did some retooling of abilities, added some new ones, and gave a description of her appearance and faith. I think this works out better.
Barravoclair, Lady of the Final Gasp
With rusted hooks protruding from her scalp like blood-soaked antlers, this vision of a mutilated woman embodies a horrific, awe-inspiring beauty.
2,529,200 XP CR:28
LE Medium Outsider (Kyton Demagogue)
Init +11, Sense: Dark Vision (200 ft.) True Seeing
AC: 46, touch 26, flat-footed 31(+16 Dex, +21 natural)
DR: 20/Good, Silver
SR: 35 Immune: Cold, Fear Effects, Non-Leathal Damage, Pain, Ability
Damage, Ability Drain
879 HP (30d10+729)
Fort+35, Ref+31, Will+32
Speed: 40 ft. (8 Squares), Fly 50 ft. (Perfect)
Melee: 2 claws +48 unarmed (2d6+20 plus pain 19-20x2)
Special Attacks: Spontaneous Perforation (DC 32), Perforation, Gaze of the Demagogue (40 ft. DC 35), Nightmare’s Embrace
Spell-Like Abilities: (CL: 20th Concentration +31)
Constant: True Seeing, Freedom of Movement
At Will: Greater teleport (Self plus 50 lbs. of objects only), Inflict Critical Wounds* (DC 29), Shadow Walk, Telekinesis (DC 30)
3/day: Blade Barrier* (DC 31), Dimensional Lock, Forcecage (DC 32), Greater Shadow Evocation (DC 33), Heal* (Self only), Insanity (DC 32), Mass Inflict Critical Wounds* (DC 33), Plane Shift (DC 32), Shades (DC 33), Greater Symbol of Pain (DC 30), Wall of Force
1/day:binding (DC 33), trap the soul (DC 33)
*Barravoclair can use the mythic version of this ability in her realm.
Str 50, Dex 42, Con 38, Int 42, Wis 35, Cha 39;
Base Atk 24; CMB +44 (+48 grapple); CMD 70
Feats: Combat Casting, Combat Expertise, Combat Reflexes, Improved Critical (claws), Improved Initiative, Iron Will, Lightning Reflexes, Skill Focus (Perception), Spell Penetration
Skills: Bluff +34, Diplomacy +34, Fly +12, Heal +28, Intimidate +34, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Knowledge (planes) +29, Knowledge (religion) +16, Perception +34, Sense Motive +28, Spellcraft +29, Stealth +31, Use Magic Device +31
Languages: Common, Infernal; telepathy 100 ft.
Environment: Any (Plane of Shadow) Organization: Solitary
Treasure: Triple
Immune to Pain (Su): Barravoclair is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain and other similar effects at the GM's discretion.
Pain (Su): Any creature struck by Barravoclair’s natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist her spell-like and extraordinary abilities. The save DC is Constitution-based. Furthermore, any unsoakable damage her spell like abilities produce bypasses mythic damage reducing abilities, unless stated otherwise.
Spontaneous Perforation (Ex): Before combat starts and initiative rolls are made, all creatures in opposition of Barravoclair must make a Reflex save as hooked chains shoot from the ground beneath them and the sky above them, in an attempt to skewer the creatures. Those who fail the save take 5d4 damage and are impaled upon the chains, as barbed hooks hoist them 10 ft. into the air. Every round they remain in the chains, the creatures take 2d6 unsoakable damage and are unable to move, unless they pull themselves free by succeeding a Str check (DC 29). If the creature succeeds the check, they fall 10 ft. Normal rules upon falling apply. The creature is free of the chains, but the barbed hooks remain imbedded in the skin causing 2d6 unsoakable damage for any action made on the creature’s turn. The hooks can be removed with a Heal check (DC 32) allowing the creature to move normally, without restriction.
Perforation (Ex): This spell acts like the spell Spontaneous Perforation, however it can be cast as a standard action against a single target.
Gaze of the Demagogue (Ex): A creature that succumbs to Barravoclair's gaze becomes enthralled by her for 1d4 rounds as it finds itself longing for the indulgence of its newfound goddess. At the beginning of every round the creature remains enthralled, they must make a Will save (DC 35) or take 1d4+ their Str Mod in unsoakable damage, as the creature uses its hands to rend its own flesh in her name. Until the effect of the gaze has subsided, the creature is unable to make any other actions that round. After the initial effects of the gaze have worn off, for a number of rounds equal to the number of rounds the creature was enthralled, the creature takes 1d4 bleeding damage to their wisdom score. During this wisdom damage, the creature cannot be affected again by this spell. This is a mind-affecting charm effect.
Nightmare’s Embrace (Ex): On a successful grapple, Barravoclair immediately casts Gaze of the Demagogue against the grappled creature. If the gaze is successful, the creature takes 5d4+20 damage, as hooked chains burst from Barravoclair’s back and enter the creature allowing her to exact her own twisted vision of lustful satiation. Every round the creature is enthralled by her gaze, after the effects of the gaze have been resolved for the round, Barravoclair deals an additional 5d4+20 damage, gaining health equal to the amount of damage dealt by her embrace. Any attacks made against Barrovoclair have a 50% chance to hit the grappled creature instead. After the gaze has ended on the creature’s next turn or if the gaze fails, they may attempt to break away from Barrovoclair’s grapple (CMD 70). If the creature successfully breaks away, the hooks remain in the creature’s body, dealing 2d6 unsoakable damage for any action made on the creature’s turn. The hooks can be removed with a Heal check (DC 32) allowing the creature to move normally, without restriction.
Greater Symbol of Pain (Ex): This spell acts like the spell Symbol of Pain, however the symbol’s area of effect is expanded to 300 ft.
This Kyton Demagogue appears as a deathly pale, slender woman, with large rusted hooks jutting out from behind her ears, curving upward to form a twisted mockery of antlers. The only clothing she wears is a long black skirt split down the middle that reaches several inches past her ankles. Her lower and upper torso, breasts, neck and parts of her face have symbols and patterns carved out of her flesh in symmetrical perfection.
Barrovoclair’s Faith
Kytons, dark cultists, and self-mutilating psychopaths worship Barrovoclair. Evil clerics and antipaladins often view her as a symbol of indulgence, inflicting cruelties upon themselves and those less enlightened in her name. Her sacred places are dark caves, crypts, and dungeons wherever a combination of bodily tortures and blood-soaked orgies can take place without interruption. Barrovoclair’s holy symbol is that of a beating heart, with hooks on the ends of chains pulling from the center, tearing the heart open to allow blood to seep out. Her favored weapon is the spiked chain. She grants access to the Chaos, Destruction, Madness, and Charm domains, and access to the Lust, Torture, Insanity, and Nightmare subdomains.
mswbear |
looks good except that most Kyton have regeneration (good/silver, or good and silver). In other words any damage done to them that is not good or silver regenerates.
hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons)
I would give her Regeneration 20
I would also give her the grab ability so she gets a free grapple attempt on a successful claw attack as well as improved grapple and other feats that boost her grapple CMB score
Edit: other good feats to consider - chokehold, neckbreaker, bonebreaker, jawbreaker, improved grapple, greater grapple, (improved unarmed strike, stunning fist for pre-reqs or wave them because you are the GM and can do that, although I would drop iron will and lightening reflexes since her saves already pretty high).
I would also give her the ability to use black tenticles as a spell like ability (mythic in her own realm)
second edit: sorry I thought it said "of the final grasp" and not "final gasp" so you could ignore my advice on the whole grappling thing although a Kyton who chokes the breath from your lungs sounds interesting.
RuneSkyr |
looks good except that most Kyton have regeneration (good/silver, or good and silver). In other words any damage done to them that is not good or silver regenerates.
Kyton, Eremite wrote:hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons)
I would give her Regeneration 20
I would also give her the grab ability so she gets a free grapple attempt on a successful claw attack as well as improved grapple and other feats that boost her grapple CMB score
Edit: other good feats to consider - chokehold, neckbreaker, bonebreaker, jawbreaker, improved grapple, greater grapple, (improved unarmed strike, stunning fist for pre-reqs or wave them because you are the GM and can do that, although I would drop iron will and lightening reflexes since her saves already pretty high).
I would also give her the ability to use black tenticles as a spell like ability (mythic in her own realm)
second edit: sorry I thought it said "of the final grasp" and not "final gasp" so you could ignore my advice on the whole grappling thing although a Kyton who chokes the breath from your lungs sounds interesting.
Lol, no problem. Anyway I've done a 3rd and possibly final revision of Barravoclair. I decided instead of a natural weapon to give her a +5 spiked chain with some fitting enchants on it. Also took your advice and gave her Regeneration. I wish I knew how to just posts pdfs or something.
blahpers |
Umbral Reaver wrote:'Unsoakable' is not a Pathfinder rule.Do you know another way of putting it? If so let me know.
Not sure what you're going for. What constitutes soakable damage? Are you simply stating that any damage bypasses DR while the target is pain-wracked (or all the time)?
RuneSkyr |
RuneSkyr wrote:Not sure what you're going for. What constitutes soakable damage? Are you simply stating that any damage bypasses DR while the target is pain-wracked (or all the time)?Umbral Reaver wrote:'Unsoakable' is not a Pathfinder rule.Do you know another way of putting it? If so let me know.
Hmm... Wait. I can fix it.
RuneSkyr |
blahpers wrote:Hmm... Wait. I can fix it.RuneSkyr wrote:Not sure what you're going for. What constitutes soakable damage? Are you simply stating that any damage bypasses DR while the target is pain-wracked (or all the time)?Umbral Reaver wrote:'Unsoakable' is not a Pathfinder rule.Do you know another way of putting it? If so let me know.
Ok how's this?
Pain (Su)
Any creature struck by Barravoclair’s attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist her spell-like and extraordinary abilities. The save DC is Constitution-based. Furthermore, damage dealt automatically every round by her special attacks and spell like abilities bypasses regular and mythic damage reduction, unless stated otherwise.
I also removed the parts involving "Unsoakable" damage, and just made it damage per round.
RuneSkyr |
Alright! With the help of a few people (and some decent sleep), I think I have my creation finalized!
Barravoclair, Lady of the Final Gasp
With rusted hooks protruding from her scalp like blood-soaked antlers, this vision of a mutilated woman embodies a horrific, awe-inspiring beauty.
4,915,200 XP CR: 28
LE Medium Outsider (evil, extraplanar, lawful, Kyton Demagogue)
Init +11, Sense: Dark Vision (200 ft.) True Seeing
AC: 47, touch 26, flat-footed 31(+16 Dex, +21 natural)
DR: 20/Good, Silver
SR: 35 Immune: Cold, Fear Effects, Non-Lethal Damage, Pain, Ability Damage, Ability Drain
879 HP (30d10+729) Regeneration 25 (good weapons and spells, silver weapons)
Fort+35, Ref+31, Will+32
Speed: 30 ft. (8 Squares), Fly 50 ft. (Perfect)
Melee: +5 Impact, Unholy, Vicious Spiked Chain +53, +48, +43, +38 (3d4+25+2d6 unholy+2d6, plus pain 19-20x2)
Special Attacks: Spontaneous Perforation, Perforation, Gaze of the Demagogue (40 ft. DC 35), Nightmare’s Embrace
Spell-Like Abilities: (CL: 20th Concentration +31)
Constant: True Seeing, Freedom of Movement
At Will: Dimensional Lock, Greater teleport (Self plus 50 lbs. of objects only), Inflict Critical Wounds* (DC 29), Shadow Walk, Telekinesis (DC 30)
3/day: Blade Barrier* (DC 31), Forcecage (DC 32), Greater Shadow Evocation (DC 33), Heal* (Self only), Insanity (DC 32), Mass Inflict Critical Wounds* (DC 33), Plane Shift (DC 32), Shades (DC 33), Greater Symbol of Pain (DC 30), Wall of Force
1/day: Binding (DC 33), Trap the Soul (DC 33)
*Barravoclair can use the mythic version of this ability in her realm.
Str 50, Dex 42, Con 38, Int 42, Wis 35, Cha 39;
Base Atk 28; CMB +48 (+50 grapple); CMD 74
Feats: Combat Casting, Combat Expertise, Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain), Improved Critical (Spiked Chain), Improved Initiative, Skill Focus (Perception), Spell Penetration, Weapon Focus (Spiked Chain)
Skills: Bluff +34, Diplomacy +34, Fly +12, Heal +28, Intimidate +34, Knowledge (arcana) +16, Knowledge (dungeoneering) +16, Knowledge (nature) +16, Knowledge (planes) +29, Knowledge (religion) +16, Perception +34, Sense Motive +28, Spellcraft +29, Stealth +31, Use Magic Device +31
Languages: Common, Infernal; telepathy 100 ft.
Environment: Any (Plane of Shadow)
Organization: Solitary
Treasure: Triple
Immune to Pain (Su): Barravoclair is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain and other similar effects at the GM's discretion.
Pain (Su): Any creature struck by Barravoclair’s attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist her spell-like and extraordinary abilities. The save DC is Constitution-based. Furthermore, damage dealt automatically every round by her special attacks and spell like abilities bypasses regular and mythic damage reduction, unless stated otherwise.
Spontaneous Perforation (Ex): Before combat starts and initiative rolls are made, Barravoclair makes a melee attack against all opposing creatures’ flat-footed AC, as hooked chains shoot from the ground beneath them and the sky above them, in an attempt to skewer the creatures. Those struck take her weapon damage and are impaled upon the chains, as barbed hooks hoist them 10 ft. into the air. Every round they remain in the chains, the creatures take her weapon damage minus her Str modifier (+20) and are unable to move, unless they pull themselves free by succeeding a Str check (DC 39). If the creature succeeds the check, they fall 10 ft. Normal rules upon falling apply. The creature is free of the chains, but the barbed hooks remain imbedded in the skin causing 2d6 damage every round. The hooks can be removed with a Heal check (DC 32) allowing the creature to move normally, without restriction.
Perforation (Ex): This spell acts like the spell Spontaneous Perforation, however it can be cast as a standard action against a single target at their full AC.
Gaze of the Demagogue (Ex): As a swift action, Barravoclair targets a single creature at a time with this ability. A creature that succumbs to Barravoclair's gaze becomes enthralled by her for 1d4 rounds as it finds itself longing for the indulgence of its newfound goddess. At the beginning of the first round, the creature must make a Will save (DC 35). If the creature fails, it unequips any armor it is wearing. For every round the creature remains enthralled after the first, if they fail another Will save, the creature deals 1d4+ their Str Mod in damage to itself, as the creature uses its hands to rend its own flesh in her name. This damage bypasses all damage reducing abilities. Until the effect of the gaze has subsided, the creature is unable to make any other actions that round. After the initial effects of the gaze have worn off, for a number of rounds equal to the number of rounds the creature was enthralled, the creature takes 1d4 bleeding damage to their wisdom score. During this wisdom damage, the creature cannot be affected again by this spell. This is a mind-affecting charm effect.
Nightmare’s Embrace (Ex): On a successful grapple, Barravoclair immediately casts Gaze of the Demagogue against the grappled creature. If the gaze is successful, the creature takes her weapon damage, as hooked chains burst from Barravoclair’s back and enter the creature allowing her to exact her own twisted vision of lustful satiation. Every round the creature is enthralled by her gaze, after the effects of the gaze have been resolved for the round, Barravoclair deals additional weapon damage minus her Str modifier (+20), gaining health equal to the amount of damage dealt by her embrace. Any attacks made against Barrovoclair during her embrace have a 50% chance to hit the grappled creature instead. After the gaze has ended on the creature’s next turn or if the gaze fails, they may attempt to break away from Barrovoclair’s grapple (CMD 74). If the creature successfully breaks away, the hooks remain in the creature’s body, dealing 2d6 damage every round. The hooks can be removed with a Heal check (DC 32) allowing the creature to move normally, without restriction.
Greater Symbol of Pain (Ex): This spell acts like the spell Symbol of Pain, however the symbol’s area of effect is expanded to 300 ft.
Background
Barrovoclair is the self-proclaimed goddess of Pain, Lust, and Submission. Her greatest pleasure comes from exploiting the frailties of the broken hearts of men. She takes men who either die of broken hearts, or kill themselves out of grief, and brings their souls into the Shadow Plane to become her Thralls. There, these men go through a prolonged series of tortures and sexual assaults, conducted by the Lady herself. Once they have adapted and began to derive pleasure from her treatments, she cuts them loose and never strikes, touches, or acknowledges them again. These tortured men remain around her, pleading to be given that which they have now become addicted to. These attempts are in vain, as she will always refute them, leaving them silent and still, in their malcontent. On occasion, one of her Thralls will corner her and, in their rage-laced hunger, attempt to force themselves on her. If they are strong enough to stay her hand, she will continue to struggle against them, but only moderately. Not enough to impede them, but enough to grant them the illusion of control. Once this Thrall has had its way with the Lady, she willingly embraces them; deeming them ready to be released upon the Material Plane as a newly wrought Kyton, and Thrall of Barrovoclair.
Appearance
This Kyton Demagogue appears as a deathly pale, slender woman, with large rusted hooks jutting out from behind her ears, curving upward to form a twisted mockery of antlers over her hairless head. The only clothing she wears is a long black skirt split down the middle that reaches several inches past her ankles. Her lower and upper torso, breasts, neck and parts of her face have symbols and patterns carved out of her flesh in symmetrical perfection.
Barrovoclair’s Faith
Kytons, dark cultists, and self-mutilating psychopaths worship Barrovoclair. Evil clerics and antipaladins often view her as a symbol of indulgence, inflicting cruelties upon themselves and those less enlightened in her name. Her sacred places are dark caves, crypts, and dungeons wherever a combination of bodily tortures and blood-soaked orgies can take place without interruption. Barrovoclair’s holy symbol is that of a beating heart, with hooks on the ends of chains pulling from the center, tearing the heart open to allow blood to seep out. Her favored weapon is the spiked chain. She grants access to the Chaos, Destruction, Madness, and Charm domains, and access to the Lust, Torture, Insanity, and Nightmare subdomains.
Zhangar |
My apologies, a last few things --
You're way short of feats - only have 9 out of 16 or so. =P Quickened dispelling (as a screw-you to someone with Freedom of Movement) could be nice, among other things.
I'd also raise her caster level on SLAs to match her CR, keeping it consistent with demon lords and Great Old Ones.
I'd also give her some arbitrary ability that lets her use her Grab ability against anything of any size, because the lady tying some colossal dragon into a bleeding, howling knot seems right.
RuneSkyr |
This is very, very good. My only point of contention is that you can't be Lawful Evil and grant the Chaos domain.
Very good point. Looking back, I honestly don't see why I gave her the Chaos domain.
My apologies, a last few things --
You're way short of feats - only have 9 out of 16 or so. =P Quickened dispelling (as a screw-you to someone with Freedom of Movement) could be nice, among other things.
I'd also raise her caster level on SLAs to match her CR, keeping it consistent with demon lords and Great Old Ones.
I'd also give her some arbitrary ability that lets her use her Grab ability against anything of any size, because the lady tying some colossal dragon into a bleeding, howling knot seems right.
Gave her some feats to match her ability, and came up with an ability to satisfy your needs. Modified caster level. Will post soon.
RuneSkyr |
Not posting the whole thing again, just what I changed.
3/day: Blade Barrier* (DC 31), Dimensional Lock, Forcecage (DC 32), Greater Dispel Magic (DC 33), Greater Shadow Evocation (DC 33), Heal* (Self only), Insanity (DC 32), Mass Inflict Critical Wounds* (DC 33), Plane Shift (DC 32), Shades (DC 33), Greater Symbol of Pain (DC 30), Wall of Force
Feats: Combat Casting, Combat Expertise, Combat Reflexes, Diehard, Endurance, Exotic Weapon Proficiency (Spiked Chain), Improved Critical (Spiked Chain), Improved Initiative, Lunge, Power Attack, Maximize Spell (Mass Inflict Critical Wounds), Quicken Spell (Inflict Critical Wounds), Quicken Spell (Greater Dispel Magic), Spell Penetration, Toughness, Weapon Focus (Spiked Chain)
Shackles of Barravoclair: Any creature unable to move via Perforation or Spontaneous Perforation is considered grappled for all intents and purposes. This allows her to target a creature with Nightmare’s Embrace without having to make a grapple check against them. Furthermore, Barravoclair’s grappling ability is not hindered by the size of the creature she is attempting to grapple, allowing her Perforation or Spontaneous Perforation to grapple even creatures of colossal size.
Barrovoclair’s Faith
Kytons, dark cultists, and self-mutilating psychopaths worship Barrovoclair. Evil clerics and antipaladins often view her as a symbol of indulgence, inflicting cruelties upon themselves and those less enlightened in her name. Her sacred places are dark caves, crypts, and dungeons wherever a combination of bodily tortures and blood-soaked orgies can take place without interruption. Barrovoclair’s holy symbol is that of a beating heart, with hooks on the ends of chains pulling from the center, tearing the heart open to allow blood to seep out. Her favored weapon is the spiked chain. She grants access to the Law, Destruction, Madness, and Charm domains, and access to the Lust, Torture, Insanity, and Nightmare subdomains.
RuneSkyr |
RuneSkyr |
Just finished her description text and one of her abilities. I won't post any of her abilities or stats yet, until they're finished, but I will give you the flavor text.
Wrapped in bloodied bandages, her body is bound with barbed-wire and blackened leather straps. She holds out a free, outstretched arm, covered in scars and scabs. Within the black strands of hair covering her face, you can see eyes of purest blue staring back at you.
RuneSkyr |
Just about done with her abilities. For now I shall give you her background and her faith description.
Background
Demon to some, angel to others. Vevelor of the Broken Dream is an enigma of compassion and cruelty. Vevelor visits the nightmares of the innocent whose hearts have been blackened by betrayal, torture, and other inhuman acts. She offers these tortured souls power and the chance for vengeance, and her offer is rarely refused. Upon accepting her, these humans become oracles of her will. Divine conduits that project and extend the influence of her Eclipse. They continue to do so, until their thirst for vengeance is sated. Once they have exacted their vengeance, Vevelor pulls them into the Eclipse, welcoming them with open arms. She then takes them into her nightmare, where their minds and bodies are reshaped into horrific representations of their broken psyches. The remaining minds of these nightmarish aberrations are compelled to follow her will, as they feel eternally indebted to her. All she asks for in return is that they become part of her nightmare, extending her will to other tortured souls, so that they too can know her “mercy”.
Appearance
This Kyton Demagogue appears as a young woman almost completely wrapped in bloody bandages, obscuring her body from view. Loops of black leather and barbed wire hold her legs together. One of her arms is belted over her chest, like a straitjacket. Her other arm is free and unbandaged, exposing various scars and sores throughout. The bandaging reaches up to her chin, and the rest of her face hides behind her long and black, unkempt hair. Her deep blue eyes are just visible through the strands, and there is a strange, almost unnerving innocence in them.
Vevelor’s Faith
Kytons, wronged humans, and mutilated victims are known to worship Vevelor. Oracles are usually chosen as conduits for her will, and Assassins view her as an angel of vengeance. Her sacred places are Asylums, Ruined buildings, and the minds of broken hearts. Vevelor’s holy symbol is that of a frightened, bloodshot eye with crimson tears welling up to be shed. Her favored weapon is the chakram. Vevelor grants access to the Darkness, Destruction, Evil, and Madness domains, and the Night, Torture, Kyton, and Nightmare subdomains.
Myrryr |
Mmm, for Barravoclair you really should give her a few more immunities. Notably immunity to mind-affecting effects (one single failed dominate monster spell and suddenly the PC's have a bit more than you might like), or, considering her portfolio of Submission, maybe anyone trying to cast a mind-affecting spell on her is instead subject to it being spell-turned automatically?
Also every Demon Lord entry (not much else to compare to for her power level) that has a weapon, tends to have a unique weapon artifact. Like Riftcarver for Deskari or Shadowkiss for Nocticula. So buffing her own spiked chain to an artifact and giving it some unique ability could also be nice.
Lastly, I recommend buffing the crap out off her HP. Maximizing the HD (she's immortal so it's nto like she doesn't have time to retrain that) and then giving her some unique passive that just adds HPs. As a mythic boss, she's an antagonist of mythic players... who see her 300 hp and laugh because that doesn't even take a full-round action to destroy.
RuneSkyr |
Mmm, for Barravoclair you really should give her a few more immunities. Notably immunity to mind-affecting effects (one single failed dominate monster spell and suddenly the PC's have a bit more than you might like), or, considering her portfolio of Submission, maybe anyone trying to cast a mind-affecting spell on her is instead subject to it being spell-turned automatically?
Also every Demon Lord entry (not much else to compare to for her power level) that has a weapon, tends to have a unique weapon artifact. Like Riftcarver for Deskari or Shadowkiss for Nocticula. So buffing her own spiked chain to an artifact and giving it some unique ability could also be nice.
Lastly, I recommend buffing the crap out off her HP. Maximizing the HD (she's immortal so it's nto like she doesn't have time to retrain that) and then giving her some unique passive that just adds HPs. As a mythic boss, she's an antagonist of mythic players... who see her 300 hp and laugh because that doesn't even take a full-round action to destroy.
There are some interesting points made here, but keep in mind that I'm trying to make these as legitimate as possible. Barravoclair has more hit points than Cthulhu, and nearly the same AC at a lower CR. Turning her weapon into an artifact does make sense, however. Also the mind reversal effect is interesting, though with her will save it may not be needed. I may alter her to have an immunity to mind altering effects.
Myrryr |
Myrryr wrote:There are some interesting points made here, but keep in mind that I'm trying to make these as legitimate as possible. Barravoclair has more hit points than Cthulhu, and nearly the same AC at a lower CR. Turning her weapon into an artifact does make sense, however. Also the mind reversal effect is interesting, though with her will save it may not be needed. I may alter her to have an immunity to mind altering effects.Mmm, for Barravoclair you really should give her a few more immunities. Notably immunity to mind-affecting effects (one single failed dominate monster spell and suddenly the PC's have a bit more than you might like), or, considering her portfolio of Submission, maybe anyone trying to cast a mind-affecting spell on her is instead subject to it being spell-turned automatically?
Also every Demon Lord entry (not much else to compare to for her power level) that has a weapon, tends to have a unique weapon artifact. Like Riftcarver for Deskari or Shadowkiss for Nocticula. So buffing her own spiked chain to an artifact and giving it some unique ability could also be nice.
Lastly, I recommend buffing the crap out off her HP. Maximizing the HD (she's immortal so it's nto like she doesn't have time to retrain that) and then giving her some unique passive that just adds HPs. As a mythic boss, she's an antagonist of mythic players... who see her 300 hp and laugh because that doesn't even take a full-round action to destroy.
'Rules legal' when it comes to mythic mobs means 'rules suicidal.' Take a look at Deskari for example. Against a party of 4 lvl 20, mythic tier 10 players, he doesn't last a round. If there's a diviner wizard in the party, he never even gets to act.
Cthulu is the much the same way. This is more a problem with mythic than anything else though heh. PC's scale atrociously high. It's absurd heh.
There's a rewrite on the WotR forum for making the monsters actually challenging to a mythic party. The changed Deskari for example had a demonic aura that had 10hp per CR (290) that whenever Deskari took damage from any source, the source did equal damage to what attacked him, bypassing all resistances/immunity. A really nice way of preventing insta-gibs.
That said, if you leave out mythic PC's, then yeah she looks pretty scary.
RuneSkyr |
RuneSkyr wrote:Myrryr wrote:There are some interesting points made here, but keep in mind that I'm trying to make these as legitimate as possible. Barravoclair has more hit points than Cthulhu, and nearly the same AC at a lower CR. Turning her weapon into an artifact does make sense, however. Also the mind reversal effect is interesting, though with her will save it may not be needed. I may alter her to have an immunity to mind altering effects.Mmm, for Barravoclair you really should give her a few more immunities. Notably immunity to mind-affecting effects (one single failed dominate monster spell and suddenly the PC's have a bit more than you might like), or, considering her portfolio of Submission, maybe anyone trying to cast a mind-affecting spell on her is instead subject to it being spell-turned automatically?
Also every Demon Lord entry (not much else to compare to for her power level) that has a weapon, tends to have a unique weapon artifact. Like Riftcarver for Deskari or Shadowkiss for Nocticula. So buffing her own spiked chain to an artifact and giving it some unique ability could also be nice.
Lastly, I recommend buffing the crap out off her HP. Maximizing the HD (she's immortal so it's nto like she doesn't have time to retrain that) and then giving her some unique passive that just adds HPs. As a mythic boss, she's an antagonist of mythic players... who see her 300 hp and laugh because that doesn't even take a full-round action to destroy.
'Rules legal' when it comes to mythic mobs means 'rules suicidal.' Take a look at Deskari for example. Against a party of 4 lvl 20, mythic tier 10 players, he doesn't last a round. If there's a diviner wizard in the party, he never even gets to act.
Cthulu is the much the same way. This is more a problem with mythic than anything else though heh. PC's scale atrociously high. It's absurd heh.
There's a rewrite on the WotR forum for making the monsters actually challenging to a mythic party. The changed Deskari for...
This is assuming you're throwing mythic tiers at them like they are candy. You have to take into account what it actually takes to become mythic, and how much you legitimately have to go through to get there.
RuneSkyr |
I would just like to add that I edited this post with an explanation involving what it would take to be able to survive the first round and for some reason the forum decided to just toss the whole speech. It involved a PC tailored specifically against Barravoclair, and how even with stats focused on one aspect would still have the party relying on natural 20s to survive, which isn't a good strategy in general.
RuneSkyr |
She is finished. Ladies and gents, I give you...
Vevelor of the Broken Dream
Wrapped in bloodied bandages, her body is bound with barbed-wire and blackened leather straps. She holds out a free, outstretched arm covered in scars and sores. Within the black strands of hair covering her face, you can see eyes of purest blue staring back at you.
4,915,200 XP CR: 28
LE Medium Outsider (evil, extraplanar, lawful, Kyton Demagogue)
Init +18, Sense: Dark Vision (200 ft.) True Seeing
AC: 45, touch 24, flat-footed 31(+14 Dex, +21 natural)
DR: 20/Epic, Good and Silver
SR: 35
Immune: Mind Altering Effects, Death Effects, Non-Lethal Damage, Pain, Ability Damage, Ability Drain
847 HP (38d8+695)
Fast Healing 25 (good weapons and spells, silver weapons)
Fort+31, Ref+32, Will+35
Speed: 30 ft., Fly 50 ft. (Perfect)
Melee: 5 Barbed Lashings +42(2d6+14+1d6 bleed, plus entangle (DC 35), plus pain)
Special Attacks: Gaze of the Demagogue (40 ft. DC 37), Twisted Gathering, Rending Sever (DC 35)
Spell-Like Abilities: (CL: 28th Concentration +31)
Constant: True Seeing, Freedom of Movement
At Will: Greater teleport (Self plus 50 lbs. of objects only), Shadow Walk, Telekinesis (DC 30)
3/day: Blade Barrier (DC 31), Dimensional Lock, Forcecage (DC 32), Greater Dispel Magic (DC 33), Greater Shadow Evocation (DC 33), Harm (DC 33), Heal (Self only), Insanity (DC 32), Mass Inflict Critical Wounds (DC 33), Plane Shift (DC 32), Shades (DC 33), Greater Symbol of Pain (DC 32), Wall of Force
1/day: Create Demiplane, Greater
Str 39, Dex 38, Con 35, Int 42, Wis 50, Cha 42;
Base Atk 28; CMB +42; CMD 66
Feats: Ability Focus (Gaze of the Demagogue), Ability Focus (Greater Symbol of Pain), Bleeding Critical, Combat Expertise, Combat Reflexes, Critical Focus, Eldritch Claws, Hover, Improved Critical (Barbed Lashings), Improved Initiative, Improved Natural Armor, Improved Natural Attack, Power Attack, Toughness, Weapon Finesse
Skills: Diplomacy +34, Disguise +34, Fly +22, Heal +28, Intimidate +28, Knowledge (geography) +16, Knowledge (planes) +29, Knowledge (religion) +16, Linguistics +15, Perception +34, Sense Motive +30, Spellcraft +29, Stealth +31, Use Magic Device +26
Languages: Common, Infernal; telepathy 200 ft.
SQ: Eclipse, Barbed Terrain, Writhing Cords
Environment: Urban (Astral Plane)
Organization: Solitary
Treasure: Triple
Immune to Pain (Ex): Vevelor is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain and other similar effects at the GM's discretion.
Pain (Ex): Any creature struck by Vevelor’s attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist her spell-like and extraordinary abilities. The save DC is Constitution-based. Furthermore, damage dealt automatically every round by her special attacks, terrain, and spell like abilities bypasses regular and mythic damage reduction, unless stated otherwise.
Eclipse (Su): Vevelor is able to distort the world into a nightmarish version of itself. This ability acts similar to Create Demiplane, Greater, except it only lasts for one hour and occurs again after seven hours have passed. This environment cannot be dispelled in any way and affects everything within a ten mile radius of Vevelor. The beginning of the Eclipse is signaled by a darkness surrounding the area, removing all forms of light for a few moments. This darkness even goes so far as to eclipse the sun, blotting it out entirely, hence the name. Nothing can be seen from within this darkness, and any attempts to perceive the surrounding area fail. When light returns, it only does so in small amounts, such as torches or similar small lights rekindling. The Eclipse is a magical “Dead Zone”. All forms of arcane and divine magic are rendered ineffective for the duration of the Eclipse. This includes any magical items, or weapons and armor with magical enchantments on them. The enhancement bonuses on weapons and armor remain. At the end of the Eclipse, the magical properties of the items return. Any buildings or structures within the area are warped into derelict forms, covered in bloody stains and rust. If there are no buildings or structures around, the eclipse generates temporary structures, envisioned from Vevelor’s twisted mind. Some of these environmental changes include parts of the ground forming into metal grating with the sound of grinding metal or steam heard from below. In other places, the structures look almost like caging. Regardless of any structural changes, only small light sources can be found anywhere. Darkness is the most prominent element in the environment. At the edge of the affected area, the demiplane drops off into an infinite void. Most non-humanoid creatures in the area are unaware of the Eclipse’s existence. They are able to perceive the darkness that ushers in the Eclipse, but nothing more. The light just returns to normal, until the end of the hour, when the darkness returns for that brief moment. Humanoid creatures are the only ones able to perceive the darkness and enter the Eclipse. These creatures do so simply by entering the area on the Material Plane where the Eclipse will take place and remain there. If they enter the area during the time of the Eclipse, they will find that nothing has changed, but on the moment of the Eclipse’s end, the darkness will spread as usual and those who survived the Eclipse will appear. It is because of this that it is theorized that the environment itself is not changed. Instead, it is believed the humanoid creatures within the area of influence are transported to an astral form of the surrounding environment, corrupted by Vevelor’s perspective. The creatures that once wandered the area are replaced with humanoid aberrations. Some of these creatures are similar in shape to humans, whereas others are deformed human pieces rearranged into horrific structures. Surviving the hour of the Eclipse is not enough to escape its influence. Within the Eclipse, it is possible to find “Safe Zones”. These areas usually take the form of small rooms with prominent light and fully enclosed walls. When the hour of the Eclipse nears the end, the noise of straining metal intensifies and it begins to sound as though the environment is coming apart. If a creature is in one of these “Safe Zones”, these sounds are greatly dulled, almost silent. After a few moments, the darkness will return and vanish, like it did an hour ago. When the darkness leaves, the creatures will find themselves back in the Material Plane, close to an area in which they hid. If a creature is unable to find a “Safe Zone”, they remain within the Eclipse after the hour has passed. During this, time moves differently, and there are no “Safe Zones” to be found. What constitutes as an hour in the Material Plane translates to a day within the Eclipse. The creature must survive seven days, before their next one-hour window to escape. Vevelor’s presence can be felt within the center of the Eclipse, however this is usually just one of her chosen oracles and not Vevelor herself. Only in the Eclipse after the normal Eclipse hour has passed can Vevelor be found and engaged. Any attempt to locate Vevelor outside of the Eclipse will yield no results. Upon the defeat of Vevelor or the oracle at the center of the Eclipse, the Eclipse immediately ends, and all creatures not native to the Eclipse are thrown back onto the Material Plane at the location they entered the Eclipse. Oracles of Vevelor are much easier to defeat than Vevelor herself, as most of them are usually non-combatants protected by a number of native aberrations.
Barbed Lashings (Ex): Vevelor’s method of attacking involves utilizing a nigh infinite supply of barbed wire through telekinesis, acting as her natural weapons. Her extensive knowledge of the human anatomy allows her to pinpoint vital areas of the body, allowing her attacks to cause bleeding damage. Due to the numerous number of attacks as well as the supply of her barbed wire, creatures are easily entangled by any successful attack made by Vevelor.
Barbed Terrain (Ex): Before combat starts and initiative rolls are made, Vevelor surrounds the ground with tangled cords of razor-sharp barbed wire. This effect reaches out to a radius of 200 feet, centered on Vevelor. The area affected is considered difficult terrain for the purpose of determining movement. If a creature attempts to move in this terrain, they must succeed an Acrobatics check (DC 10+5 for each square the creature attempts to move). This check is Dexterity-based. Failing this check causes the terrain to deal 2d6 piercing damage and 1d6 bleed damage to the creature, as well as entangling the creature. Additionally, any creature that moves more than five feet on its turn provokes an attack of opportunity from Vevelor's natural attack.
Writhing Cords (Ex): The barbed wire of the surrounding area twists with the slightest motion or thought from Vevelor. As such, Vevelor treats her Barbed Terrain the same as her natural weapon and can make a full attack action with her natural weapons against anyone within the terrain.
Gaze of the Demagogue (Ex): As a swift action, Vevelor targets a single creature at a time with this ability. A creature that succumbs to Vevelor's gaze becomes enthralled by her for 1d4 rounds as it finds itself longing for the indulgence of its newfound goddess. At the beginning of the first round, the creature must make a Will save (DC 37). If the creature fails, it is compelled to take a movement action toward Vevelor. During this movement, the creature forgoes its own safety, taking the terrain damage as normal, as well as provoking Vevlor’s attack of opportunity. Until the effect of the gaze has subsided, the creature is unable to make any other actions that round. After the initial effects of the gaze have worn off, for a number of rounds equal to the number of rounds the creature was enthralled, the creature takes 1d4 bleeding damage to their wisdom score. During this wisdom damage, the creature cannot be affected again by this spell. This is a mind-affecting charm effect.
Twisted Gathering (Su): Once per battle, Vevlor may summon any number of aberrations to fight alongside her. The total number of hit dice for these creatures cannot exceed half of Vevelor’s total hit dice, but this can be used to summon any aberration native to her Eclipse, from several small creatures (1 HD) to one large creature (19 HD).
Rending Sever (Ex): This ability may target any one creature that meets one of these requirements:
- The creature is still entangled by her terrain after three rounds.
- The creature has suffered three or more consecutive natural attacks by Vevelor.
- The creature is currently subject to Vevlor’s gaze for longer than two rounds.
Using the barbed cords at her disposal, Vevlor makes a combat maneuver against the creature, as she wraps her target with these barbed wires. If the combat maneuver is successful, the creature must succeed a fortitude save or die, as its limbs are torn from its body.
Greater Symbol of Pain (Su): This spell acts like the spell Symbol of Pain, however the symbol’s area of effect is expanded to 300 ft.
Background
Demon to some, angel to others. Vevelor of the Broken Dream is an enigma of compassion and cruelty. Vevelor visits the nightmares of the innocent whose hearts have been blackened by betrayal, torture, and other inhuman acts. She offers these tortured souls power and the chance for vengeance, and her offer is rarely refused. Upon accepting her, these humans become oracles of her will. Divine conduits that project and extend the influence of her Eclipse. They continue to do so, until their thirst for vengeance is sated. Once they have exacted their vengeance, Vevelor pulls them into the Eclipse, welcoming them with open arms. She then takes them into her nightmare, where their minds and bodies are reshaped into horrific representations of their broken psyches. The remaining minds of these nightmarish aberrations are compelled to follow her will, as they feel eternally indebted to her. All she asks for in return is that they become part of her nightmare, extending her will to other tortured souls, so that they too can know her “mercy”.
Appearance
This Kyton Demagogue appears as a young woman almost completely wrapped in bloody bandages, obscuring her body from view. Loops of black leather and barbed wire hold her legs together. One of her arms is belted over her chest, like a straitjacket. Her other arm is free and unbandaged, exposing various scars and sores throughout. The bandaging reaches up to her chin, and the rest of her face hides behind her long and black, unkempt hair. Her deep blue eyes are just visible through the strands, and there is a strange, almost unnerving innocence in them.
Vevelor's Faith
Kytons, wronged humans, and mutilated victims are known to worship Vevelor. Oracles are usually chosen as conduits for her will, and Assassins view her as an angel of vengeance. Her sacred places are Asylums, Ruined buildings, and the minds of broken hearts. Vevelor’s holy symbol is that of a frightened, bloodshot eye with crimson tears welling up to be shed. Her favored weapon is the chakram. Vevelor grants access to the Darkness, Destruction, Evil, and Madness domains, and the Night, Torture, Kyton, and Nightmare subdomains.
RuneSkyr |
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Hey, Sorry it's been a while. Deployments suck sometimes.
Anyways, I've updated Barravoclair and completed Velelor in the time I've been gone. They are linked below. I hope you all enjoy.