Monster / NPC creation help!


Advice


So if i understand it correctly NPCs that use class levels are made using -1CR(-2 if NPC class), while bestiary mobs have a flat CR rating that use HD differently. The creature that has class levels use its HD as level, while creatures can have higher HD at the same CR. On top of all that, templates can be added for various things that adjust CR for some added benefits. I'm playing a construct crafter wizard("Puppets"), and my GM gave me the go ahead to use the custom construct rules.

Help me make a body to house my soul!!

Here's the deal. My character has his own selfless goal that i've been working towards the entire time, and have been playing to fit this into his personality and play. At the end of the day, no matter why, he's transferring his soul into a construct using the soul focus(Soulbound Shell) construct special ability.

Help me make a body to house my soul!!

Jack is a pacifist, and as far as play goes i've really abused dimension door quite a bit as a means to save people(party or otherwise). I want to make a body that can help me be incredibly defensive and unkillable. Not only that, but someway to abuse that fact. I like the thought of getting into melee with a singled out humanoid and casting Resilient Sphere, trapping him and me in a 10ft sphere where we can have some alone time, since there's no way a singular enemy would be able to hurt me, let alone kill.

Any fun defensive build ideas? Can be martial based, feats, monster abilities, class abilities, spells, etc..

Help me make a body to house my soul!!


Warning: this is not meant to be a useful build. It might serve your purpose, but I highly recommend that anyone making a real character not do this.
Second warning, after re-reading everything I just wrote: I don't actually know the rules behind what you're doing, so I don't know if either of these are eligible. If you could post a link to the soul focus(Soulbound Shell) construct special ability, that would be very helpful.

Paladin 2/Rogue 4/Monk 5/Cleric 9. Drop levels in reverse order (cleric, then monk, etc) until this is at the right level. This gives you a solid boost to saves (from Paladin's divine grace), improved evasion and improved uncanny dodge (rogue/monk), some trap bonuses (rogue), decent combat skills (paladin/monk), and you're your own buffer and healer (cleric).

Details!:
Your Charisma is a very important stat, followed by Str, and then Wis or Dex. You will not wear armor, and will fight with your unarmed strikes. If you didn't take any levels of Monk, instead wear the best armor you can find and fight with a +1 merciful greatsword or some other nonlethal weapon (to fit with being a pacifist). Focus on mobility for your rogue tricks - fast stealth and ledge walker are great. Your monk bonus feats depend on your chosen combat style, but grappling is probably great for subduing foes. Flurry with a sneak attack, and then grapple. For cleric, choose Irori as your deity (Healing and Strength for domains), and focus your spells on self-buffs and healing.

Oh, let's do a monster approach too. Half-dragon (silver) worm that walks albino cave solifugid (CR 8).

Details!:
Everyone loves a climb speed, and you have one! You also have all kinds of racial bonuses to Perception and Stealth, the two best skills. Since you're a pacifist, I'm pretty sure you're good-aligned, which means you fight evil things, so you want to deal cold damage (evil outsiders are least resistant to cold). Hence, silver or white for your dragon color. Oh, and now you can fly, and have a nice set of immunities, and a huge boost to your ability scores. Finally, worm that walks has that nasty prerequisite of being evil... see if you can get your GM to waive that because this one is being made rather than coming about spontaneously. Now you also have blindsight, immunity to crits and flanking, DR 15/--, fast healing 8, and immunity to disease, paralysis, poisons, and sleep. With Diehard as a bonus feat, you can also start taking things like Stalwart to boost your DR. All in all, this is a highly resistant build, on top of all of its attack potential.
If you want the CR higher, just add some more templates. Advanced Resolute Celestial Giant Half-Dragon Worm that Walks Albino Cave Solifugid, anyone? (CR 12, if you care).


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So it didn't turn out as pretty as it sounded, but here's the stat block for the monster I suggested. I was bored, so I went ahead and built it.
I built this as though it were an actual monster. I don't know if there are any strange adjustments because of your circumstances, but if there are, they are not included here. Just so you know.

Stat Block:

The Wormy Dragon Spider CR 8
XP 4,800

N Medium Vermin (augmented)
Init: +3; Senses: low-light vision, darkvision 60 ft., blindsight 30 ft.; Perception +5
DEFENSE
AC 16, touch 16, flat-footed 10 (+3 Dex, +2 insight, +1 dodge)
hp 81 (6d8+54), fast healing 8
Fort: +13; Ref: +5; Will: +2
DR 15/--; Defensive Abilities: worm that walks traits;
Immune: sleep, paralysis, cold, disease, poison;
OFFENSE
Speed: 50 ft., climb 30 ft., fly 100 ft. (average)
Melee: slam +11 (1d4+7 + grab), or greatsword +11 (2d6+7)
Space: 5 ft.; Reach: 5 ft.
Special Attacks: pounce, breath weapon (30-ft cone, 6d6 cold, Reflex DC 21 half), discorporate, squirming embrace
STATISTICS
Str 24; Dex 17; Con 27; Int 2; Wis 11; Cha 4
BAB +4; CMB +11 (+19 grapple); CMD 22 (26 vs grapple)
Feats: Diehard, Dodge, Toughness, Martial Weapon Proficiency (greatsword)
Skills: Climb +11, Perception +15, Sense Motive +8, Stealth +16; Racial Modifiers: +12 Perception, +12 Stealth, +8 Sense Motive
Languages: Common
SQ: tenacious
ECOLOGY
Environment: any underground
Organization: solitary, pair, or colony (3-6)
Treasure: none
SPECIAL ABILITIES
Discorporate (Su): A Wormy Dragon Spider can collapse into a shapeless swarm of worms as a free action. All held, worn, and carried items fall and its Strength score drops to 1. The Wormy Dragon Spider functions as a swarm while discorporated, with a reach of 0 feet (size stays at 5 feet). It loses its slam attack and all special abilities and special attacks, but can make a swarm attack that deals damage equal to its engulf attack (2d6+10). It can reform as a full-round action.
Squirming Embrace (Ex): If a Wormy Dragon Spider grapples a foe, as a swift action, it can cause a swarm of worms to squirm over the grappled creature. These worms deal automatic swarm damage (2d6+10) with no attack roll needed. If a creature takes damage, it is also subject to the swarm’s distraction ability, and must make a Fortitude save (DC 21) or be nauseated for 1 round.
Only one target may be embraced at a time, but it does not have to be grappled to maintain the embrace. If the Wormy Dragon Spider moves more than 5 feet from the swarm or dismisses the swarm (a free action), the swarm dies. Any area attack that damages the swarm or any severe or stronger wind effect that affects the swarm’s target kills the swarm.
Worm that Walks Traits: A Wormy Dragon Spider is immune to critical hits and flanking. Reducing it to 0 hit points forces it to discorporate and staggers the Wormy Dragon Spider until it gets above 0 hit points. Negative hit points mean it’s dying. It is immune to any physical spell of effect that targets a specific number of creatures. Mind-affecting effects that target single creatures work normally. The Wormy Dragon Spider is also vulnerable (+50%) to area attacks, such as fireball. A Wormy Dragon Spider is also treated as a Fine creature for wind effects.


SanKeshun wrote:

So it didn't turn out as pretty as it sounded, but here's the stat block for the monster I suggested. I was bored, so I went ahead and built it.

I built this as though it were an actual monster. I don't know if there are any strange adjustments because of your circumstances, but if there are, they are not included here. Just so you know.

** spoiler omitted **...

i love that so much! And oddly enough the CR is spot on for what i need. Dude, i never even thought about worm that walks as even a possibility, but now that you point it out so elegantly itll fit so perfect.

I'm ganna play around with that

THANKS


side note: Even though he's a pacifist, hes not really. Its more a basic word i use to describe his attitude in and out of fights. He avoids confrontation, and lets his team do the heavy lifting. He doesnt run from fights, or try and stop them, but he doesnt actually get his hands dirty himself. Thats why defensive builds are my focus atm, and ill branch from there.

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