
Seiryū, The Kung Fu Dragon |

Edit: I keep thinking about Draven ults from LoL...
Draaaaaven is the primary inspiration of this character's theme and personality. :P

![]() |

I have added a Tactics, Weaknesses, Possibly Fun Stuff, and Hopefully Terrifying End Game. All is copied here for your convenience. Also added two special abilities
Special Powers:
Mother of Beasts: Mistress can cast any summoning spell she knows, has prepared, can cast unprepared through an ability, or has access to through a magic item as a move action if she so desires.
Companion of Legend: Mistress’s Druid level to determine the strength of her Animal companion is equal to her HD.
I'm trying to come up with something super thematic for the others... no luck yet.
Tactics:
Primary - Summon all the things. She has a huge number of feats augmenting her casting ability, including two Epic feats, meaning she can cast a Pestilent area spell spell as her lead off, automatically summoning 35 HD worth of vermin swarms (no one of which is over 9 HD) in the area, then uses her move action to summon her favored minion (if he’s not there already) or a lvl 17 Empowered, Maximized SNA with Versatile SNA for 6 elder elementals all with the aerial, aqueous, chthonic, fiery, or primordial templates, leading to some crazy options. She needs to summon the swarms all over any spell casters to provoke many concentration checks. These swarms will be augmented with her feats, making them mythic and have DR 5/epic and all that. This is to force the casters to not focus on her.
The summoned forces are to keep the beat sticks busy. She has Escape Route so that she can move with impunity through the spaces adjacent to her summoned friends.
Another Summoning tactic would be to Summon 8 animals (like T-rexes) from the lvl 7 menu and pre-cast (via Summoned Spell epic feat) Atavism, Mass, giving them the Advanced template in addition to the templates above. You can have advanced, augmented, superior, flying or earth burrowing T-rexes that attack with their reach out of the soil or air and are very hard to counter attack unless you have good reach or an excellent archer. Yes, you can. And that only takes up a 11th and a 14th slot. We haven’t even touched the 15th, 16th, and 17th slots. Oh, and did I mention that her lvl 20 Skald/15 Bard (effective 20 bard) Adamantine Golem with Lingering Song and a Banner of the Ancient Kings is playing for something like +10 or more to hit and damage and Hasting for everyone, making these things an actual threat that must be dealt with before you get a crack at her?
So, her weaknesses:
Multiple disables all at once. She can get rid of several with spells like Heal and her ability to transfer conditions, but they can really slow her down.
Antimagic. It’s not the end-all on her like it is for most. Her Domain Immunity grants her immunity to antimagic field and Mage’s Disjunction, but it will still shut down many of her spell effects and do a number on her cohort. Note that this tactic will only slow things down for them. Like I said, it’s not the end game by any stretch. I am interpreting the interaction rather strictly as well. It could be interpreted to mean that the spell has no effect on her collective as well.
Banishment and the like. It makes her sad.
Time. This is not a rocket tag fight. This is a war of attrition. She is designed to be a long-fight villain (I hope). One where the whole table sits back and sighs at the end followed by relieved chuckles and maybe a glass of orange juice. The longer this goes, the weaker her summons get. The weaker they get, the easier it is to blast through them/banish them, etc. The easier it is to do that, the closer you get to her.
Possibly fun stuff:
Fine Form Feat: You know that mosquito that the party just can’t kill that keeps buzzing around the campfire and that just made the save (and survived) against the fireball the annoyed evocation sorcerer just nuked it with? Hehehehehehe
That dog has been following us for a long time. Why not adopt it as a pet!
Seriously, with all the deception and cloaking abilities she has from Inveigler and Infiltrator Inquisitor and such she could totally hide out as just about any pet the party wanted to adopt. Wild shape at will for 20 hours each...
Plant shape. The party swears that tree is following them.
The hopefully terrifying End Game
If you want to incorporate it, Mistress can cast Persistent Extended Command Plants that lasts 70 days (a 7th lvl spell) Command 13 Yellow Musk Creepers per casting. Feed them would-be adventurers. Profit.
This is where her story comes in. She has been feeding a special Yellow Musk Creeper for decades. It is now enormous and she has altered it so that it’s zombies appear no different than they were before they were infected. They do not rot. They still eat and go about their old jobs, but they lack all ambition. That goes to feed the creeper. Their type also changes to plant as normal, but identifying this requires a very high know:nature roll. Strewn throughout her realm are adventurers of various levels who are zombies, but they maintain all non-divine feats, spells, and abilities they had before they died.These musk zombies are controlled by the Hive Musk, which is in turn controlled by the mistress.
Critiques welcome!

fnord72 |
What do you guys think?
Special Power:
Puppet Familiar- Prerequisite Improved Familiar. Any humanoid or monstrous humanoid may be acquired as a familiar, as with improved familiar. The familiar's CR is capped at the player character's level -10. If the familiar's CR is less than the limit, NPC classes may be added to the creature's HD up to CR. (Example: A 15th level PC could have an elf as a puppet familiar with 5 NPC class levels.) The puppet Famliar's alignment does not need to match the character.
Familiar Imposter - A puppet familiar is under a constant misdirection effect. Divinations aimed at the character instead detects the puppet familiar. In addition, so long as the character and puppet familiar have line of effect and are in close range of each other, most spells, spell-like abilities, and similar effects originate with the puppet familiar, using the range of the puppet familiar to the target.

Monkeygod |

No worries, still plenty of time :)
If I had to make an estimated guess of when my story would even begin, I would say probably middle of April at the absolute earliest.
Even if that's accurate, which I highly doubt, I don't except any of these villains to even become relevant until well into my story. So like probably June or July?
And again, this is assuming the best case scenario as far as pacing. We play this game on a random, 'whenever we feel like it' schedule. Sometimes we get lucky and manage two sessions in a week, sometimes we get none, or only a few short hours.

Fury of the Tempest |

Not to mention that we do need the Legendary Gift options before we can finish the crunch of the characters. So yeah, we have plenty of time in all honestly. Both for the crunch of our characters, the cohorts and their favoured minions, as well as the fluff that comes with them all.
Through ah, I do have a question. How much gold would it cost for you to have learned the outsider's true name? Instead of having a spell or special ability to summon them? I remember I asked about that earlier Monkey, and you said that we can simply trade goal for the ability to summon them.
Through I guess the gold would depend on the favoured minion...

fnord72 |
What do you think?
I'm torn between thrallherd and body snatcher.
My BBEG is currently an archmage wizard CL 34, unchained rogue, and psion (telepath).
The premise, if you look at my suggested powers, is to have puppets, or front men that will be assumed to be the BBEG.
Handled correctly, it may take two or three direct confrontations between the players and the face's before the players even realize they've been dupped by not actually offing the BBEG.
Thrallherd would definitely help with the faces while body snatcher would potentially help with the later phase when the players start trying to bypass the faces.

![]() |

I'll be perfectly honest and say that I could use that 50 point allowance to build something crazy. More so than I already have. But I didn't because building something to be invincible ruins all the fun. That allowance is easily more powerful than CR 1-3 creatures and probably more powerful than CR's in the 5 range.
But, GM wants what GM wants, and I will follow his wishes.

fnord72 |
Even allowing for a small reduction in CR would help.
I'm playing a doppelganger, and I can come pretty close to mirroring it in ARG. The hard part is the mimicry ability.
With a base of 12 for attributes, an ARG doppelganger (AD), would have +6 dex and +2 wis.
Monstrous Humanoid 3RP
Flexible Abilities +2 Dex, +2 Wis 2RP
Advanced Dex 2 +4 Dex 9RP
Sneaky gives +4 sneak, using same cost gets the +4 racial to Bluff and disguise 10 RP, alternatively sneaky rider gives 2 skills a +4 for 6 RP.
At-will Detect Thoughts 4 RP
Claws 2 RP
Natural Armor 2 RP
Improved Natural Armor 3 6RP
RP spent 35 or 31.
Not easily determined
Immune Charm
Immune Sleep (elven immunities 2RP give sleep immunity and a +2 save on enchantments)
claw damage increase by 2 size categories
Perfect Copy allows for alter self to be specific individual, increasing the SLA alter self to polymorph could be ignoring the level limit and would cost 10 RP instead of 4.
Mimicry this is the hardest to cost out.
So I have 15 points to cost out for an AD that is no level increase verses the 3 CR I am currently paying.
I'm not too concerned about the sleep and charm inmmunity or the claw damage. The polymorph and mimicry are the two abilities I want, and I could ask for those as special abilities.
So if Monkeygod is sticking with no CR reduction for monster classes, then I'd have to ask about costing out mimicry and perfect copy under ARG. If that is denied, then I'd ask for them as special abilities. Either way, I gain 3 levels on onside.

fnord72 |
Of course I think it should be carefully considered in giving a discount.
Some monsters have full casting, or nearly full casting, they shouldn't get a "free" caster level by reducing CR.
I seem to recall that 3.5 had a limit on this by not allowing a buy off level until 3 times the CR. So a CR 4 creature could by down a level at 12 and then 24.

Illia- |

Of course I think it should be carefully considered in giving a discount.
Some monsters have full casting, or nearly full casting, they shouldn't get a "free" caster level by reducing CR.
I seem to recall that 3.5 had a limit on this by not allowing a buy off level until 3 times the CR. So a CR 4 creature could by down a level at 12 and then 24.
That's what I was thinking. Kung Fu Dragon does not need more free levels.

Illia- |

Hmmm...
Well, while you're offering help, Thunderbeard, what do you think of the following effects?
Unattended objects have halved Hardness/HP/Break DC's, and/or when someone is knocked/thrown into an object, the attacker makes a break/sunder check against that object to see if they break through it? Because property damage and explosions are whoo!
Illusions offer everyone a save immediately upon seeing them, but become real if not saved against, allowing them to mimic another's spell effect of equal or lower level (Giving everyone within aura effectively a super flexible version of shades). Effectively a "if everyone believes the show, it becomes real" thing.

Monkeygod |

You can give your artifact up to six abilities from the legendary item list, as if you had taken the universal path ability twice. If you decide to actually take it, you'll then be able to add up to 10 powers.
We're going to be using the alternate rule for Foe-Biting:
If you wish to retain the foe-biting replace the effect with the ability to expend one use ofthe item’s legendary power after striking an opponent with the weapon to add the bane property against that specific creature
(regardless of its type and subtype) for 1 minute. If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a swift action when expending the item’s legendary power to increase its bane effect. An ability like this retains the spirit of the foe-biting ability while flattening out the damage curve to something that is useful over time against a foe and eliminating the massive damage spikes that can occur
with the standard foe-biting ability.
However
To still allow that one mythic critical blow, if you confirm a critical hit, you may spend a number of mythic power points equal to twice the weapon's crit multiplier to double all non standard damage.
Thus, if your weapon is a +2 longbow, with flaming and shock, and you *confirm* a crit, you can spend 6 mythic power points to double the damage from flaming and shock, and then triple the damage as normal for a critical hit.

Monkeygod |

I forgot Extra Path Ability was a feat, lol.
So scratch getting them for free, what you'll instead get is one free legendary power, which can't have any per-requisties(other than type).
Also, undetectable needs to be fixed.
I'm thinking you're fully undetectable vs non-mythic foes, and then mythic ones get a save or something.
Because as it stands, not even the gods can detect/scry you, which is utter nonsense.