Mark Seifter Designer |
3 people marked this as a favorite. |
The Sanitizer is a dashing and incredibly sizeable masked gentleman with an alternative body image. Every night, he flies through the streets, counseling people and providing psychological assistance and generally striking fear into the heart of those who traumatize others. But no one suspects that during the day, he is really mild-mannered…
The Sanitizer CN (CE in his social identity) Colossal aberration (chaotic, evil, Great Old One) vigilante (stalker) 10
Init +15; Senses darkvision 60 ft., true seeing; Perception +52
Aura unspeakable presence (300 ft., DC 40)
DEFENSE
AC 49, touch 29, flat-footed 44 (+12 deflection, +5 Dex, +10 insight, +20 natural, –8 size)
hp 1002 (46d8+792); fast healing 30
Fort +32, Ref +36, Will +40
Defensive Abilities freedom of movement, immortality, insanity (DC 40), non-euclidean; DR 20/epic and lawful; Immune ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification; Resist acid 30, electricity 30, fire 30, sonic 30; SR 41
OFFENSE
Speed 60 ft., fly 200 ft. (average), swim 60 ft.
Melee 2 claws +43 (4d6+24/19–20 plus grab), 4 tentacles +43 (2d10+35/19–20 plus grab)
Space 40 ft.; Reach 40 ft.
Special Attacks cleaving claws, constrict (3d6+24), dreams of madness, hidden strike (5d6/5d4), mythic power (10/day, surge +1d12), powerful blows (tentacle), startling appearance, tentacles, trample (2d8+30, DC 52)
Spell-Like Abilities (CL 30th; concentration +42)
Constant—freedom of movement, true seeing
At will—astral projection, control weatherM, dreamM, greater dispel magic, greater teleport, insanity (DC 29), nightmareM (DC 29), sendingM
3/day—antipathy (DC 30), demand (DC 30), quickened feeblemind, gate, weird (DC 31)
1/day—implosion (DC 31), summon (level 9, 2d4 star-spawn of The Sanitizer 100%), symbol of insanity (DC 30), wishM
STATISTICS
Str 58, Dex 21, Con 45, Int 31, Wis 36, Cha 34
Base Atk +34; CMB +66 (+68 bull rush, +70 grapple or sunder); CMD 105 (107 vs. bull rush or sunder)
Feats Ability Focus (nightmare), Awesome Blow, Combat Reflexes, Craft Wondrous Item, Critical Focus, Flyby Attack, Greater Sunder, Greater Vital Strike, Hover, Improved Bull Rush, Improved Critical (claw), Improved Critical (tentacle), Improved Sunder, Improved Vital Strike, Persuasive, Power Attack, Quicken Spell-Like Ability (feeblemind), Skill Focus (Bluff), Skill Focus (Diplomacy), Skill Focus (Disguise), Skill Focus (Sense Motive), Staggering Critical, Vital Strike
Skills Bluff +61 (+65 in social identity), Diplomacy +65 (+69 in social identity), Disguise +61 (+81 to keep his identity secret), Fly +36, Intimidate +55, Knowledge (arcana) +49, Knowledge (dungeoneering, engineering, geography, history, nature, planes, religion) +46, Perception +52, Sense Motive +55 (+59 in social identity), Spellcraft +49, Swim +70, Use Magic Device +48
Languages Aklo, Celestial, Dark Folk, Flail Snail, Hon-La, Polyglot, Russian, Senzar, Sylvan, Triaxan, Vudrani; telepathy 300 ft.
SQ compression, dual nature, greater starflight, loyal aid (deep one guidance counselors), many guises, otherworldly insight, renown (greater), social grace (Bluff, Diplomacy, Sense Motive), vigilante specialization (stalker), vigilante talents (hide in plain sight, mighty ambush [DC 39], mockingbird, pull into the shadows, twisting fear)
ECOLOGY
Environment any
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Cleaving Claws (Ex) A single attack from one of The Sanitizer's claws can target all creatures in a 10-foot square. Make one attack roll; any creature in the area whose AC is equal to or lower than the result takes damage from the claw.
Dreams of Madness (Su) When The Sanitizer uses his nightmare spell-like ability on a creature with one or more ranks in a Craft or Perform skill, he also afflicts the creature with maddening dreams. In addition to the effect of nightmare, the target must succeed at a DC 40 Will save or contract a random insanity (Pathfinder RPG GameMastery Guide 250). This is a mind-affecting effect. A creature that already has an insanity is immune to this ability. The save DC is Charisma-based.
Greater Starflight (Su) The Sanitizer can survive in the void of outer space, and flies through outer space at incredible speeds. Although the exact travel time will vary from one trip to the next, a trip within a solar system normally takes The Sanitizer 2d6 hours, and a trip beyond normally takes 2d6 days (or more, at the GM's discretion).
Immortality (Ex) If The Sanitizer is killed, his body immediately fades away into a noxious cloud of otherworldly vapor that fills an area out to his reach. This cloud blocks vision as obscuring mist, but can't be dispersed by any amount of wind. Any creature in this area must succeed at a DC 45 Fortitude save or be nauseated for as long as it remains in the cloud and for an additional 1d10 rounds after it leaves the area. The Sanitizer returns to life after 2d6 rounds, manifesting from the cloud and restored to life via true resurrection, but is staggered for 2d6 rounds (nothing can remove this staggered effect). If slain again while he is staggered from this effect, The Sanitizer reverts to vapor form again and his essence fades away after 2d6 rounds, returning to his tomb in R'lyeh until he is released again. The save DC is Constitution-based.
Non-Euclidean (Ex) The Sanitizer does not exist wholly in the physical world, and space and time strain against his presence. This grants The Sanitizer a deflection bonus to AC and a racial bonus on Reflex saves equal to his Charisma modifier (+12). His apparent and actual position are never quite the same, granting him a 50% miss chance against all attacks. True seeing can defeat this miss chance, but any creature that looks upon The Sanitizer while under the effects of true seeing must succeed at a DC 40 Will save or be afflicted by a random insanity (this is a mind-affecting effect). The save DC is Charisma-based.
Tentacles (Ex) The Sanitizer's tentacles are a primary attack.
Unspeakable Presence (Su) Failing a DC 40 Will save against The Sanitizer's unspeakable presence causes the victim to immediately die of fright. This is a death and fear effect. A creature immune to fear that fails its save against The Sanitizer's unspeakable presence is staggered for 1d6 rounds instead of killed. The save DC is Charisma-based.
Mark Seifter Designer |
Mark: next you should stat up a Great Wyrm Red Dragon Vigilante... by day he is the grumpy old regular CE black dragon; by night he is a dashing CN dragon that flies around with tiny mask over his eyes and cheerfully attempts to rob bakeries blind (apple pies are his favorite!)
:)
My next one will probably be "The Neck Protector." When he was young, his parents were killed in a dark alley by a vorpal sword with a sickening snicker-snack. He was helpless to prevent their deaths, but he trained and trained. And now, with eyes ablaze, he scours the world for vorpal swords and sunders them, to protect the necks of the innocent...but of course he refuses to use swords himself after that fateful night. His disguise is made more difficult by the fact that there is definitionally only one of him for every world...he is...THE NECK PROTECTOR!
Excaliburproxy |
Purple Dragon Knight wrote:My next one will probably be "The Neck Protector." When he was young, his parents were killed in a dark alley by a vorpal sword with a sickening snicker-snack. He was helpless to prevent their deaths, but he trained and trained. And now, with eyes ablaze, he scours the world for vorpal swords and sunders them, to protect the necks of the innocent...but of course he refuses to use swords himself after that fateful night. His disguise is made more difficult by the fact that there is definitionally only one of him for every world...he is...THE NECK PROTECTOR!Mark: next you should stat up a Great Wyrm Red Dragon Vigilante... by day he is the grumpy old regular CE black dragon; by night he is a dashing CN dragon that flies around with tiny mask over his eyes and cheerfully attempts to rob bakeries blind (apple pies are his favorite!)
:)
The gods damn that beamish boy that besmirched your bloodline so boisterously.
Mark Seifter Designer |
4 people marked this as a favorite. |
Another possibility: Freedom Guy. This daring CN vigilante fights for freedom for all things. His tragic story: Before he was even born, a horrible team of fire-based mutants, one good, and one evil locked his father away for crimes he hadn't (yet) committed. Now, with only his vigilante abilities and literally unbeatable regeneration to protect him, Freedom Guy fights for freedom, justice, and the Andoran way, hoping to free everyone who was ever imprisoned, eventually including a final journey to the Pit of Gormuz to save his long lost father.
Alexander Augunas Contributor |
Another possibility: Freedom Guy. This daring CN vigilante fights for freedom for all things. His tragic story: Before he was even born, a horrible team of fire-based mutants, one good, and one evil locked his father away for crimes he hadn't (yet) committed. Now, with only his vigilante abilities and literally unbeatable regeneration to protect him, Freedom Guy fights for freedom, justice, and the Andoran way, hoping to free everyone who was ever imprisoned, eventually including a final journey to the Pit of Gormuz to save his long lost father.
By day, Freedom Guy is actually a mild-mannered, somehow socially accepted Motherless Tiefling.
JakBlitz |
Mark Seifter wrote:Another possibility: Freedom Guy. This daring CN vigilante fights for freedom for all things. His tragic story: Before he was even born, a horrible team of fire-based mutants, one good, and one evil locked his father away for crimes he hadn't (yet) committed. Now, with only his vigilante abilities and literally unbeatable regeneration to protect him, Freedom Guy fights for freedom, justice, and the Andoran way, hoping to free everyone who was ever imprisoned, eventually including a final journey to the Pit of Gormuz to save his long lost father.By day, Freedom Guy is actually a mild-mannered, somehow socially accepted Motherless Tiefling.
Or the Tarrasque take your pick.
Thrawn007 RPG Superstar Season 9 Top 16 |
Mark: next you should stat up a Great Wyrm Red Dragon Vigilante... by day he is the grumpy old regular CE black dragon; by night he is a dashing CN dragon that flies around with tiny mask over his eyes and cheerfully attempts to rob bakeries blind (apple pies are his favorite!)
:)
I'll be honest, I created a CN/CE Brass Dragon Lich Vigilante as an experiment for some PFS style scenario outlines. Seems to do everything I want it to do, which is scary. Might have to submit to the next open call.
Purple Dragon Knight |
Purple Dragon Knight wrote:I'll be honest, I created a CN/CE Brass Dragon Lich Vigilante as an experiment for some PFS style scenario outlines. Seems to do everything I want it to do, which is scary. Might have to submit to the next open call.Mark: next you should stat up a Great Wyrm Red Dragon Vigilante... by day he is the grumpy old regular CE black dragon; by night he is a dashing CN dragon that flies around with tiny mask over his eyes and cheerfully attempts to rob bakeries blind (apple pies are his favorite!)
:)
That's the thing about the Vigilante: it grows on you, and it offers brand new ways to deal with players problems... ;)
The fact that a one level dip in this makes the creature invisible to scrying attempts is just plain sick... (maybe a bit too easy if you ask me, and might result in an escalation of masked vigilantes across the planet... Commissioner Gordon and the Joker were right: Batman *did* start a thing)
Purple Dragon Knight |
Let's see Scrying:
Effect magical sensor
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
You can observe a creature at any distance. If the subject succeeds on a Will save, the spell fails. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge Will Save Modifier
None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5
Connection Will Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10
*You must have some sort of connection (see below) to a creature of which you have no knowledge.
If the save fails, you can see and hear the subject and its surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can't attempt to scry on that subject again for at least 24 hours.
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As per the parts I bolded above, I recommend scrying on a vigilante identity when the target is in social identity mode should grant the target +15 on it's Will save (i.e. considered on another plane and as if the caster has no knowledge of the target). It shouldn't be automatic! (i.e. the target can still roll a 1! but +15 should give the target a good chance)
Same goes for the reverse (when scryer looks for social identity while the target is in vigilante id mode)
For all divination spells, I recommend wording be provided along the lines of the nondetection spell (see bolded modified nondetection wording, below). THIS WOULD PREVENT ONE LEVEL DIPS IN VIGILANTE AIMED AT GETTING ARTIFACT LEVEL NONDETECTION ABILITY!
Because of his dual identity, if a divination is attempted against the vigilante, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the vigilante class level. If the divination is attempted on the social identity when the target is under the vigilante identity (or vice-versa), the DC is 15 + the vigilante class level.
So for all divination spells use bolded paragraph above; if the spell is "scrying" and the caster level is successful, target gets a +15 to its Will save if in the other identity...