| gustavo iglesias |
| 2 people marked this as a favorite. |
I'm thinking about making Tatterman a Mesmerist (Dreamstalker). It can have the same spells (all of them are mesmerist spells as well), but the painful stare ability will give him a bit more punch (and non-lethal punch, for that matter, so not a lot of extra death risk), the Slumber Hex is pretty thematic, he'd gain a few extra hp and +1 to attack (which he needs, it seems, as I have read a few complaints about him being too easy because he's a lonely BBEG). As a mesmerist, he can have a bit of armor (padded, or maybe leather?), and either Nightmare or Restriction can help him to control the PC a bit and last longer, with the -2 from hypnotic stare also increasing the efficiency of his aura of fear.
Thoughts? Would that be enough to pump him?
| Daronil |
| 3 people marked this as a favorite. |
Something like this? :)
The Tatterman CR 5
XP 1,600
Unique nightmare doppelganger mesmerist (dreamstalker) 3 (Pathfinder RPG Bestiary 89, Pathfinder RPG Bestiary 4 204, Pathfinder RPG Horror Adventures 60, Pathfinder RPG Occult Adventures 38)
CE Medium monstrous humanoid (shapechanger)
Init +4; Senses darkvision 120 ft.; Perception +12
Aura fear (60 ft., DC 17), frightful presence (30 ft., DC 17)
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Defense
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AC 20, touch 16, flat-footed 15 (+1 deflection, +4 Dex, +1 dodge, +4 natural; +2 deflection vs. good)
hp 59 (7 HD; 3d8+4d10+24); regeneration 5 (good spells and weapons, silver)
Sanity 52, threshhold 5, edge 26
Fort +7, Ref +11, Will +10; +5 vs. fatigue and exhaustion, +4 vs. illusion effects; +2 resistance vs. good
Defensive Abilities illusion resistance, protection from good; DR 5/good or silver; Immune charm, sleep
Weaknesses anchored to consciousness
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Offense
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Speed 30 ft., fly 10 ft. (perfect)
Melee +1 war razor +10/+5 (1d4+4/19-20) or
. . 2 claws +9 (1d8+3)
Special Attacks bold stare (nightmare), dreams of pain, hypnotic stare (-2), mesmerist tricks 6/day (slumber [DC 16]), night terrors (DC 17), nightmare transformation, painful stare (+1 or +1d6+1)
Spell-Like Abilities (CL 18th; concentration +23)
. . Constant—protection from good
. . At will—detect thoughts (DC 17)
. . 3/day—detect thoughts (DC 17), dream, nightmare (DC 20), suggestion (DC 18)
. . 1/day—shadow walk (DC 20)
Mesmerist (Dreamstalker) Spells Known (CL 3rd; concentration +8)
. . 1st (5/day)—cause fear (DC 16), hypnotism (DC 16), oneiric horror[OA] (DC 16), sleep (DC 16), sleep (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—bleed (DC 15), detect magic, ghost sound (DC 15), lullaby (DC 15), mage hand, touch of fatigue (DC 15)
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Statistics
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Str 16, Dex 19, Con 16, Int 15, Wis 16, Cha 21
Base Atk +6; CMB +9; CMD 25
Feats Combat Casting, Dodge, Great Fortitude, Lucid Dreamer[OA]
Skills Bluff +17 (+21 while using change shape), Diplomacy +11, Disguise +18 (+38 while using change shape), Fly +12, Intimidate +18, Knowledge (arcana) +8, Knowledge (planes) +7, Perception +12, Perform (sing) +14, Sense Motive +10, Spellcraft +9, Stealth +16, Use Magic Device +10; Racial Modifiers +4 Bluff, +4 Bluff while using change shape, +4 Disguise, +20 Disguise while using change shape, +4 Intimidate, +4 Stealth
Languages Aklo, Common, Hallit
SQ change shape (alter self), consummate liar +1, feign death (DC 17), gatefinder (perception), gatekeeper (knowledge [planes]), hypnotism (diplomacy), mimicry, perfect copy, phrenology (knowledge [arcana]), prognostication (sense motive), read aura (perception), sleepless, touch of night, touch treatment 8/day (Minor)
Other Gear +1 war razor[ISWG], ring of protection +1
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Special Abilities
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Anchored to Consciousness (Su) The Tatterman is directly tied to Ulver Zandalus and his consciousness. For the most part, the Tatterman is locked away in the Dimension of Dreams, and can influence only Zandalus’s thoughts. The Tatterman can’t manifest on the Material Plane whi
Change Shape (alter self) (Su) You can change your form.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Consummate Liar +1 Counts as Combat Expertise for some feats.
Damage Reduction (5/good or silver) You have Damage Reduction against all except Good or Silver attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dreams of Pain Painful Stare deals nonlethal damage
Fear Aura (60 feet, DC 17) (Su) Creatures in range are shaken while within aura. (Will neg.)
Feign Death (DC 17) (Ex) Appears dead when unconscious, or as immediate action. Heal or Will save to recognize.
Fly (10 feet, Perfect) You can fly!
Frightful Presence (30 ft., 5d6 rounds, DC 17) Those in area of effect become frightened or shaken (Will neg.)
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hypnotic Stare (-2, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Hypnotism (Diplomacy, 1/day) Use power of suggestion to alter subject's mind or recover memories.
Illusion Resistance (Ex) Automatically disbelieves illusions, +4 to resist illusion effects.
Immunity to Charm You are immune to charm effects.
Immunity to Sleep You are immune to sleep effects.
Lucid Dreamer +2 to caster level chks to prevent spls or sla from going awry from wild magic.
Mesmerist Tricks (130 feet, 6/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Mimicry (Ex) Proficient in all weapons, armor, and shields. Can use any spell trigger or spell completion item as if the spells were on its spell list.
Night Terrors (DC 17) (Su) After entering dream, deals 1d4 Cha damage each our. Will each hour to neg.
Nightmare (Su) Target rolls twice on Will saves vs. fear, taking lower result.
Nightmare Transformation (Su) Any humanoid slain by the Tatterman’s nightmare spell-like ability returns to life 1 hour later as a vile creature. If the creature’s Charisma score is equal to or higher than its Constitution score, it transforms into a doppelganger. If its Char
Painful Stare (+1 or +1d6+1, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Perfect Copy (Su) When a doppelganger uses change shape, it can assume the appearance of specific individuals.
Phrenology (Knowledge [Arcana], 1/day) Examine a creature's skull to learn it's psychological attributes.
Prognostication (Sense Motive, 1/day) You are skilled in means of folk divination.
Read Aura (Perception, 1/day) Read the psychic impressions left on objects or in places.
Regeneration 5 (good spells and weapons, silver) Heal HP quickly and cannot die.
Sleepless +5 (Ex) +5 vs. fatigue and exhaustion, unless unable to provide an Emotion component
Touch of Night (Su) Touch treatment removes fatigue, mag. sleep, staggered and exhausted, but loses other options
Touch Treatment (Minor, 8/day) (Su) Remove certain conditions from creature touched.
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