| Whelming Force |
Okay, so, what got me into the whole mess was that I had a powergamer at my table decide to build a Sacred Fist Warpriest a year ago. This itself wasn't a problem, but since he was using an in-game "respec" item that allowed him to keep the same identity but make a new character, he tweaked his race into a Samsaran without dying first.
Since Samsaran's reincarnate every time they die, but he essentially "stole" a body/soul from a Samsaran, it was decided that he had inadvertently caused a Negative Energy -Soul creature to enter the world. Like matter and anti-matter, its sole goal was to obliterate itself.
Skipping over things here and there we finally got back to the game and made it to the point where I want to bring in the monster, but I'm not as strong at building power-PCs as he is. Factor in that he'll have 6-7 other PCs behind him, I'm hoping the community can help me with some ideas.
Party is not quite all level 9, with
- an optimized Brawler (Powergamer's PC, massive AC)
- An Oracle caster ("Blind" Oracle's curse, yet plays ranged. Moderate power)
- An un-optimized Magus who rarely has his highest-level spells ready
- A third-party Divine/Arcane caster with limited spell levels but many slots,
- A new Inquisitor, played by a stereotypical Barbarian
- A cautious Fighter balanced between Melee and Defense, able to do archery
- 7th PC shows up with a Fighter occasionally, but pays little attention and just "runs up and hits."
- The GMPC Rogue/H.Opportunist (built for situational adaptation and theft/lying, not combat.)
Essentially we have a lot of melee with a powerful, hard-to-hit melee bruiser and a full-Oracle caster, but the rest of the party is more varied than optimized.
.
The monster I'm wanting to build should have at least 2* CR above the party's APL, and I was wanting to have it be a 2-H weapon-wielding Monk for story reasons. As it's an NPC, it can take NPC levels at a 2-to-1CR ratio.
- GP-build value matches a PC of its CR, or 11-12 at the moment. 12 would be more dangerous for the monster itself, but a level-appropriate Wight-style minion swarm would drop its appropriate CR by 1-2.
- The Monk levels should give it good saves and allow it to flurry with its weapon, which is decently beefy
- NPC levels would allow it to pump its BAB and HP to stand up to the party (PC levels just don't stand up to that kind of damage.)
- Gaining the ability to Channel Negative Energy would be interesting, but not required.
- Can't use pets - living animals refuse to come near it.
- Blink for a miss chance might work, or some form of poison to try and assassinate the Powergamer (whom it views as a Nemesis.)
The monster NPC has a few abilities and a neat weapon.
- 29-point buy (matches PCs)
- Undead immunities.
- Has Lifesense 60'
- d8 HD, unless superseded by base creature/class.
- Heals from Positive Energy, takes only 1/2 Negative Energy damage
- Soul resides in the weapon, not in the humanoid host. Body is immune to mind-effecting affects and fights until negative Con without being Dazed.
- Weapon is immune to magic that does not also target objects or is harmless.
- Can possess a new host body if the old one dies, but this isn't likely to work vs. the PCs directly as they'd suspect it.
- Is weak vs. Hallow, needing to pass a DC 25 Will save to enter/remain inside, and the body it possesses gets saving throws after 2d6 rounds.
- Has an aura that makes opponents Fatigued if they come within ?~feet. Save is Fortitude, and a save means you're immune for a day. Fatigue lasts for 1d6 +1 minutes after leaving the aura, and resets without a save if you re-enter the aura before the effect ends. Save DC matches the weapon's DC below
.Currently has no DR/good, but I'd say that option fits thematically.
- Weapon applies the following effect each* time it hits.
.This should probably have a cap placed on it if it's being powerbuilt.
.Or if it only works once or twice per round per target, we could increase the damage to d4xeffect:
- Roll 1d4. If the target does not save, apply the following effect:
1 = 1 point of Strength damage, and the Soulless gains +1 CMB, attack, and damage.
2 = 1 point of Dexterity damage, and the Soulless gains +1 dodge AC and CMD.
3 = 1 point of Constitution damage, and the Soulless regains (1/2xtarget’s HD) HP and gains any excess as temp HP.
4 = 1 temporary negative level, and the Soulless gains all of the above bonuses.
- The bonuses received by the Soulless stack up to a total of +5 for each ability score and +(2x its HD) temporary hit points. The Soulless burns through the captured life force quickly, losing 2 from all of these values every hour.
- Crits turn the effect into Drain rather than Damage.
- Save DC = (10+Cha+1/2HD). This value is reduced by 2 in an area of Hallow, stacking with Hallow's bonus to saves.
.A 2-Handed weapon would give more damage to the build, but a Keen Scimitar gets more crits. I also haven't thought about what magic might be on the blade, but it should probably have an enhancement bonus appropriate for its level (so like a +3 ATK/DMG right now.)
- If the Soulless NPC kills a soul-possessing creature with its weapon, it creates a spawn in 1d6 minutes. These spawn are under its control, but are far weaker and die quickly.
-They die soon after sunrise each day.
.Currently I'm planning on using a Cairn Wight or Wraith as the base idea for the spawn, essentially a vitality-draining zombie horde. Depending on the level of the party, I might boost the CR of the horde. The minions should probably stay about 3 CR below the PC's levels though.
.I also think there's a bloody weapon (unique or an artifact) that also creates bloody zombies on kill, I might have to look for that as well.
Hopefully I'd want a fight that they can win if they plan and figure out how to kill the thing, but the NPC would be able to wipe the floor with them if they fought it carelessly. This essentially came about as a "self-inflicted revenge" by/for the powergamer, so that would be the appropriate level of play required to kill it.
Not that anything could stand up to a fully-optimized party of 7 PCs.
| Whelming Force |
I can help with this tonight after work.
Your parties apl is 11, so you want a cr 13 creature? Pc gold is a lot.
Pc gold increases cr by 1, and the template would probably increase it by 2. That means your base would be a level 11 monk if you want it to be cr 13.
Party size of 6+ is only +1 APL, so they should just be 10 right now. They're actually fighting it for the first time this Sunday, which is probably going to push the rest of the party into level 9.
They're also used to fighting high-CR encounters in this campaign.My comment on NPC levels and the treasure value was based off something Ashiel I think once posted, but you're right - it should be CR__ monster loot rather than PC loot. Still, it should be using it appropriately - Amulet of Natural Armor, Ring of Deflection, etc.
A level 12 pure Monk would get destroyed in a battle like this. I've seen some of the builds my powergamer has made up, and I've used 1-2 level higher NPCs in combat before, and they never last more than about 3 rounds.
I was thinking a few levels in Warpriest might give it the ability to heal itself with Swift actions, and for 2 levels in Warrior (equal to 1 level in a PC class) he'd get +2 BAB, +11HP +(2xCON), 1 point of Fort save and 2/3's points of Will and Ref.
NPC levels counting for half opens up large new windows for NPC building, as a CR6 Warrior could fight a level 9 PC "equally" with their 12 NPC levels. 3 base attacks, +12 BAB, 6 feats, 65 base HP, +2 stat points, 6 FORT 4 REF 4 WILL. It's not fully equal to level 9 Fighter, but it'd be pretty beefy. Take out 2 levels of Warrior and put in a level of Adept and whatever the NPC rogue option is, and you get +1d6 Sneak Attack Damage and some self-healing and buffing options while only sacrificing 4 base HP and 1 BAB.
You don't get the abilities with NPC classes (Armor Training, etc.) but it's the quickest way to stats and cheap multiclassing.
| Pizza Lord |
Assuming it wants to destroy the Samsaran character, turning him into an undead will stop him from reincarnating, even if the spawn dies at sunrise. You could also give the weapon a Forced Reincarnation power. That's an 18th-level witch power, but you could restrict it to touch and to maybe 1-3/day (in addition to only once per target/day), to drop the power. Forcing the samasaran into a non-samsaran body and then killing it will not let it reincarnate and it does not appear to be a [death] effect, so a samsaran's Lifebound power won't help. The monk likely has incredibly high saves though, so this is not a foolproof plan (nor should it be.)
| CWheezy |
Ok this is what I have, its kind of sad with only 11.6k gold lol
Joe CR 7
XP 3,200
Human skeletal champion monk (qinggong monk) 10 (Pathfinder RPG Bestiary 252, Pathfinder RPG Ultimate Magic 51)
LE Medium undead
Init +7; Senses darkvision 60 ft.; Perception +19
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Defense
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AC 31, touch 24, flat-footed 24 (+1 deflection, +3 Dex, +4 dodge, +2 monk, +7 natural, +4 Wis)
hp 102 (12d8+36)
Fort +11, Ref +11, Will +15
Defensive Abilities channel resistance +4, improved evasion; DR 5/bludgeoning; Immune cold, undead traits
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Offense
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Speed 60 ft.
Melee +3 temple sword +15/+10 (1d8+21/19-20+3 flurry) or
+3 temple sword flurry of blows +16/+16/+11/+11/+6 (1d8+18/19-20+3 flurry) or
unarmed strike +11/+6 (1d10+12+2 flurry) or
unarmed strike flurry of blows +12/+12/+7/+7/+2 (1d10+12+2 flurry) or
2 claws +6 (1d4+6)
Special Attacks flurry of blows, stunning fist (10/day, DC 20)
Monk Spell-Like Abilities (CL 10th; concentration +13)
—barkskin (self only, 1 ki)[UM]
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Statistics
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Str 23, Dex 16, Con —, Int 10, Wis 18, Cha 16
Base Atk +8; CMB +14; CMD 38
Feats Combat Reflexes, Cornugon Smash, Cornugon Stun, Deflect Arrows, Following Step[APG], Horn Of The Criosphinx, Improved Initiative, Improved Unarmed Strike, Power Attack, Snatch Arrows, Step Up, Step Up And Strike[APG], Stunning Fist, Weapon Focus (temple sword)
Skills Acrobatics +18 (+40 to jump), Intimidate +18, Knowledge (religion) +13, Perception +19, Stealth +18
Languages Common
SQ fast movement, high jump, ki pool (13 points cold iron, lawful, magic, silver), maneuver training, monk vow (vow of truth[UM]), slow fall 40 ft.
Other Gear +3 temple sword[APG], belt of giant strength +2, cloak of resistance +1, headband of inspired wisdom +2, ring of protection +1
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Special Abilities
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Barkskin (self only, 1 Ki) (Sp) Self Only. Costs 1 ki point to activate.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Cornugon Stun You may use Stunning Fist when making melee attacks with special monk weapons as well as when making unarmed attacks.
Damage Reduction (5/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Fast Movement (+30 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +10/+10/+5/+5/+0 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Following Step You may move 10' with Step Up, and still get a 5' step on your next turn.
High Jump +0 to Acrobatics checks made to jump.
High Jump (+10/+30 with Ki point) (Ex) +10 to Acrobatics checks made to jump.
Horn of the Criosphinx Add 2x your Str bonus to damage rolls on charges while wielding a two handed weapon.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Improved Evasion (Ex) If succeed on Reflex save for half dam, take none instead. Failure deals half dam.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (13/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Slow Fall 40 ft. (Ex) Treat a fall as shorter than normal if within arm's reach of a wall.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Step Up and Strike When a foe tries to move away, you can follow and make an attack.
Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may als
Stunning Fist (10/day, DC 20) You can stun an opponent with an unarmed attack.
Stunning Fist Helper This is a dummy ability to add an extra entry for the stunning fist feat in another section of the statblock (since it is shown with a different name in the two places, we can't use sbName).
Undead Traits Undead have many immunities.
Vow of Truth (+2 ki) The monk is not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication.
This is with barkskin on and using a ki point on self for ac. Power attack is on. He has a pretty good charge attack with horn of the criosphinx and can follow people who 5 foot step away.
He intimidates every attack on hit, and it pretty much will auto work against your pcs. HE can also use stunning fist through his sword. I made it a temple sword because its a monk weapon, I dunno what your custom one is.
I made him a skeletal champion just to give him the undead traits and stuff. it doesn't do that much as a template so its easy to un adjust or keep it. If you want to make him dex based you could make the sword a rapier or something, that frees up a lot of point buy for more wis or cha
| Dwarftr |
If the soul resides in a weapon, and can transfer itself if destroyed or defeated.... Have the battle take place in an armory of some sort, say an old monistary or church ruins, with access to varies weapons it could "jump" to. This makes the battle last a long time unless they can drag the fight away from said area.... If defeated, have it jump to one of their weapons and "hide" until it finds a better time to strike.
The problem with making something to kill "one" party member is the the flak usually takes out the rest of the group in the process... speaking from experience. My DM would create something to take out someone and the rest of us would pay the price...... and we would be the ones making new chars while the intended target continues on and the process repeats.
That being said, something that disables the rest of the party so it could focus on its main target could also be suggested.... or some sort of teleport at will.... Died that way before.... failed the save vs teleport and was dropped in the middle of the ocean......
| Dave Justus |
It seems pretty obvious to me that your best choice would be to make a 'dark doppleganger' of the focus pc with +2-3 levels from what he has. The build is the same (fight power gaming with power gaming.)
The doppleganger's goal is to kill the PC so it can replace him and continue its existence in the mortal world. I would probably give it PC wealth, but most of it could turn out to be 'shadow matter' that fades when the creature dies if you didn't want to drop that much wealth on the party.
One advantage of this, is that while the full party can help, because the creature only cares about the focus PC they probably won't be killed as collateral damage.
I would also add some non-mechanical special effects to creature to give an 'opposite' and maybe negative energy field. Even just a beard might work.