Belinda, Minister of the Blood


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RPG Superstar 2012 Top 32

Belinda, Minister of the Blood, is a member of the Parliament of Pirates in New Fang. She is in charge of collecting the bloodtoll that is paid to the Starfallen in exchange for safe passage across the Crater Sea. She is also a member of the Moonkissed Cabal, which seeks to destroy the world by crashing the moon into the earth.

She is a chaotic evil human vampire spellthief 1/beguiler 6/assassin 1/arcane trickster 10. Her feats are Combat Expertise, Improved Feint, Weapon Finesse, Master Spellthief (Complete Scoundrel), Heighten Spell, Rapid Metamagic (Complete Mage), Quicken Spell, Unsettling Enchantment (Complete Mage), plus the bonus feats for being a vampire. Is this a good build?

The PCs may seek her out to discover information about where the Affinity Engine is located--it's the alchemical device that can crash stars, and possibly the moon, into the earth. One was used a century ago to create the Crater Sea when a star was crashed into a city, with unexpected consequences.

Anyways, I plan on Belinda using Charm Monster or Dominate Person to get a couple PCs under control and used against the party, Impromptu Sneak Attack to steal some spells from the PC evoker. Her minions are going to be human vampire duskblade 3/swashbuckler 3/frostblade rake 10s (a homebrew PrC listed below). What are some good tactics against a 16th level party of 8 PCs and 1 DMPC Healer? My one concern is the Healer could wipe out all the NPCs with a couple Mass Heals. Should I have conjurer counterspeller hidden away to deal with Conjuration (Healing) spells?

Belinda's abode is a combination temple/trading company/night club. The town of New Fang is a haven for pirates of all kinds, including the gnoll priestess-pirates of the Gynarky.

This PrC are for some vampire flunkies of Belinda's. Frosts are kind of like goths, except they wear mostly white, with pale blue and silver and platinum highlights. Usually rich dilletantes playing at ennui, they hang out in the mercantile dancehall temples that the bloodtoll is paid at. Most Frostblade Rakes qualify for this class by being multi-classed duskblade/swashbucklers.

Frostblade Rake

Requirements:
BAB: +6
Feats: Combat Casting, Combat Expertise, Weapon Finesse, Weapon Focus rapier or any other piercing weapon.
Skills: Balance 5 ranks, Bluff 5 ranks, Concentration 5 ranks.
Special: Ability to use 3 or more Extraordinary, Spell-like, or Supernatural abilities, or cast 3 or more Spells, with the Cold descriptor.

Class Features:
BAB: +1
Good Saves: Will
Hit Dice: 1d8

Class Skills: Appraise, Balance, Bluff, Concentration, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (all), Perform, Profession, Sense Motive, Sleight of Hand, Spellcraft, Swim, Tumble, Use Magic Device.

Skill Points per Level: 4 + Int modifier.

Frostblade Rakes gain no new armor or weapon proficiencies.

LEVEL ABILITY
1. Cold Resistance, Cool Intellect, Ice Walk
2. Piercing Cold (cold damage), +1 level of spellcasting
3. Rime of Reason
4. Piercing Cold (Dex damage), +1 level of spellcasting
5. Ice Slide
6. Piercing Cold (Slow), +1 level of spellcasting
7. Rime of Unreason
8. Piercing Cold (Stun), +1 level of spellcasting
9. Ice Step
10. Piercing Cold (Cubic Critical), Cold Immunity, +1 level of spellcasting

Cold Resistance (Ex). Frostblade Rakes have cold resistance equal to their Consitution bonus plus double their class level. This stacks with any racial resistance to cold.

Cool Intellect (Su). Frostblade Rakes add their Intelligence bonus to damage with attacks that cause cold damage.

Ice Walk (Ex). Frostblade Rakes gain a competence bonus equal to their class level on Balance checks when traversing an icy surface.

Piercing Cold (Su). When a Frostblade Rake scores a critical hit with a piercing weapon, or strikes an opponent that is denied their Dexterity bonus to AC (if any), they cause an additional 1d6 points of cold damage. This damage increases by 1d6 for every 2 class levels the Frostblade Rake attains.

At 4th level, when a Frostblade Rake scores a critical hit on a target, the target must make a successful Fortitude save (DC 10 + Frostblade Rake level + Frostblade Rake's Intelligence modifier) or suffer 2 points of Dexterity damage.

At 6th level, when a Frostblade Rake scores a critical hit on a target, the target must make a successful Fortitude save (DC 10 + Frostblade Rake level + Frostblade Rake's Intelligence modifier) or be Slowed for a number of rounds equal to the Frostblade Rake's class level, in addition to suffering from the Dexterity damage.

At 8th level, when a Frostblade Rake scores a critical hit, the target must make a successful Fortitude save (DC 10 + Frostblade Rake level + Frostblade Rake's Intelligence modifier) or be Stunned for 1 round and then be Slowed for a number of rounds equal to the Frostblade Rake's class level, in addition to suffering from the Dexterity damage.

At 10th level, when a Frostblade Rake scores a critical hit, the target must make a successful Fortitude save (DC 10 + Frostblade Rake level + Frostblade Rake Intelligence modifier) or trapped in a block of ice (filling up the target's space) for a number of minutes equal to the Frostblade Rake's level. The block of ice has 180 hit points per 5 foot cube, and can be melted or hacked away from the trapped target. The target can also make a Strength check with a DC of 10 + the Frostblade Rake's class level + the Frostblade Rake's Intelligence modifier to break out of the block of ice, gaining a +2 bonus if half or more of the ice has melted or been hacked away.

Rime of Reason (Sp). As a full round action, the Frostblade Rake can summon an icy shell around himself that lasts for up to 1 hour per class level. This icy shell gives the Frostblade Rake an armor bonus to AC equal to half his class level plus his Intelligence modifier. In addition, anyone who successfully strikes the Frostblade Rake with a natural weapon, unarmed strike, or non-reach melee weapon takes cold damage equal to 1d6 + the Frostblade Rake's Intelligence modifier.

Ice Slide (Ex). When traversing an icy surface, the Frostblade Rake can make a Balance check as a free action and add half of the result of the Balance check to his speed, rounded down to the nearest 5 feet.

Rime of Unreason (Sp). As a swift action, a Frostblade Rake using the Rime of Reason ability can dismiss it, causing it to shatter. This causes 1d6 points of cold damage per Frostblade level in a 35 foot cube centered on the Frostblade Rake. A successful Reflex save with a DC of 10 + the Frostblade Rake's class level + the Frostblade Rake's Intelligence modifier results in taking half damage. In addition, all flat surfaces, such as walls, floors, and ceilings, are covered in a layer of ice. Walking along an ice covered floor is treated as difficult terrain and requires a successful Balance or Reflex save with a DC equal to 10 + the Frostblade Rake's class level + the Frostblade Rake's Intelligence modifier; if it is failed, the target is prone.

Ice Step (Ex). In place of making a 5 foot step, the Frostblade Rake can make a Balance check when traversing an icy surface and travel a distance equal to the Balance check result minus 20, rounded down to the nearest 5 foot square.

Cold Immunity (Ex). At 10th level, the Frostblade Rake is immune to cold damage.

At level 2 and every even level thereafter, the Frostblade Rake improves one of his caster levels by one. He gains additional spells known and spells per day, but does not gain any other class features of the spellcasting class.


I would recommend pimping out her AC to the max, maybe dropping heighten spell in favor of improved combat expertise (PHB 2, subtract any number < or = your BAB for combat expertise). That way, she can sneak around and steal spells, etc, but when the PCs try to gang up on her, she can go turtle mode and just cast, while her minons do damage. There's a neat little spell in the SC called life ward, which is death ward reversed. The subject is immune to all positive energy effects, including turn undead, which would protect them from your cleric.

If you've got 8 PCs and a group of nimble NPCs, the best tactic for them to use is divide and conquer. Maybe they could ambush the PCs on some kind of scaffolding, or they can control the dance floor, raising and lowering the stone blocks that the tiles rest on, creating a funky disco maze.

RPG Superstar 2012 Top 32

Korgoth wrote:

I would recommend pimping out her AC to the max, maybe dropping heighten spell in favor of improved combat expertise (PHB 2, subtract any number < or = your BAB for combat expertise). That way, she can sneak around and steal spells, etc, but when the PCs try to gang up on her, she can go turtle mode and just cast, while her minons do damage. There's a neat little spell in the SC called life ward, which is death ward reversed. The subject is immune to all positive energy effects, including turn undead, which would protect them from your cleric.

If you've got 8 PCs and a group of nimble NPCs, the best tactic for them to use is divide and conquer. Maybe they could ambush the PCs on some kind of scaffolding, or they can control the dance floor, raising and lowering the stone blocks that the tiles rest on, creating a funky disco maze.

Belinda already has AC 40 (+6 natural armor, +8 armor (+5 studded leather), +6 Dex, +5 amulet of natural armor, +5 ring of pro), 45 with Combat Expertise. And her BAB is only +8, so I could only increase her AC with Improved Combat Expertise by 3, while Heighten Spell allows me to add 4 to the DC of Charm Monster (converting it from 4th to 8th level). I could give her a Dex boosting item, and she'll probably be Hasted, and she has Dodge from the vampire template.

I do like the idea of scaffolding and the funky disco maze. We have a bard in the party, so she'd appreciate that. Also, 75% of the PCs are extremely fast and nimble, so they'll have fun using their Jumps and Tumbles and Balances on the funky pillars.


Very nice, vampires make good tanks. Agile, spellcasting tanks. Why not have the dance floor be made of magically refrigerated ice, with patterns made of frozen blood deep inside? The vamps can have limited control over it, able to summon up perfectly rectangular crystals of ice to act as walls. The whole thing can be powered by an elemental spirit that threatens to go berserk if used too much. Maybe the ice shatters and reanimates into a giant construct that launches ice needles as big as your arm at everyone, and freeze the blood in your veins... dex damage, extra for vamps? Just throwing ideas out, hope one of them helps.

RPG Superstar 2012 Top 32

Yeah, alchemy is a BIG part of the Crater Sea campaign, so magically frozen ice would totally fit in. Especially since the Frostblade Rakes have some movement powers that only work on ice....

Maybe initially have the ice covered in (illusionary?) carpets and furs?

There is an ice elementalish critter in MM3 that might work out nicely.

Although I don't think the encounter needs more combatants. Maybe an encounter trap idea would work better. Especially if the vamps can control the frozen blood in the ice.... Maybe have them work like Walls of Ice or something?

Maybe some shifting blocks that leave open some pits?


That sounds awesome. What if the blood reaches up through the floor, creating giant icy spikes that the vampires can drain to restore their health, while also emptying reservoirs beneath the ice. The empty reservoirs are like thin ice - without the blood inside them, they become unstable and threaten to crack under the feet of the PCs.

RPG Superstar 2012 Top 32

Korgoth wrote:
That sounds awesome. What if the blood reaches up through the floor, creating giant icy spikes that the vampires can drain to restore their health, while also emptying reservoirs beneath the ice. The empty reservoirs are like thin ice - without the blood inside them, they become unstable and threaten to crack under the feet of the PCs.

I think...I....love...you, man....

That's an awesome idea! One thing I've noted recently is the lack of healing my NPCs have. I did put them against some undead-types that used Quickened Mass Inflict Wounds (I forget if Light, Moderate, Serious, or Critical), and that was pretty effective. "This is going to hurt you more than it will me...."

Maybe instead of spikes, it just has a maze of blood on (or in) the floor, like in Hellboy.

Maybe it's just pure negative energy, so if the PCs get the wise idea to break the floor, they'll get splashed with some hurt.


We should write an adventure together or something. I love the whole general idea of your game, that limited bit I've picked up from your posts. Crashing the moon into the earth with alchemical doomsday devices? Awesome! But to get back to the matter at hand, what if the blood maze penalizes those who step on it and buffs undead who stand on it? That way, the PCs have to navigate a maze of str damage that lasts as long as they stay in the blood-filled square, and also deal with pumped-up vampires who try to stay on those same areas? That would add a bit of tactical depth to the fight, especially if one of the minions has improved bull rush. And then, if the PCs try to break through the ice and get rid of the blood, they can take actual hp damage as the necromantically charged blood splashes on them, burning their souls like ectoplasmic acid.

RPG Superstar 2012 Top 32

Korgoth wrote:
We should write an adventure together or something. I love the whole general idea of your game, that limited bit I've picked up from your posts. Crashing the moon into the earth with alchemical doomsday devices? Awesome! But to get back to the matter at hand, what if the blood maze penalizes those who step on it and buffs undead who stand on it? That way, the PCs have to navigate a maze of str damage that lasts as long as they stay in the blood-filled square, and also deal with pumped-up vampires who try to stay on those same areas? That would add a bit of tactical depth to the fight, especially if one of the minions has improved bull rush. And then, if the PCs try to break through the ice and get rid of the blood, they can take actual hp damage as the necromantically charged blood splashes on them, burning their souls like ectoplasmic acid.

I like! I like! I'll have to work on that tonight while I watch the Olympics. From a practicality standpoint, maybe if the PCs cross a red line on the battle grid, they take Str and/or Con dmg, and the vamps gain Str and/or bonus hitpoints?

The whole "crashing the moon into the earth with alchemical devices" I stole from J. Gregory Keyes's alternate history series: The Age of Unreason. Ben Franklin is an alchemical apprentice to the wizard Isaac Newton. It's really good. France and England have a cold war of sorts brewing.

I already have the basic plot of my campaign set out, and it leads to the lower epic levels, I'm afraid.

But writing a side project adventure would be fun.

EDIT: There is one part of the campaign I could use some help with. The PCs know the BBEG has a Sphere of Annihilation and needs it to drive the Affinity Engine so the moon crashes into the earth. Anyways, the PCs are going to need a way to destroy it once it's locked in the machine. I was planning on them acquiring the Eye of God to do so. (The Star that was plucked from the heavens and crashed into Khelemet a century ago was plucked from the constellation of The Father. The Father belongs to a pantheon called the Holy Family and consists of The Daughter (spring, air, romantic love), The Son (summer, fire, friendship), The Mother (earth, autumn, family love), The Father (water, winter, patriotism) and the Bastard (things out of season, things out of place, obsession). (THIS is a ripoff of the Chalion series by Lois McMaster Bujold. Coming up with original ideas is SO passe! ;-) )

Anyways, since the Starfall, the Father has been depicted in art and literature as having only one eye. A nation devoted to The Father, Abbalahistan, was sunken by the creation of the Crater Sea and assumed destroyed....but not quite. The city of Abbalahdad was protected from destruction by a holy relic called the Eye of God. It is a shining white pearl a yard wide, and it protected the residents of Abbalahdad by creating a massive region of Airy Water under the sea. Also, all human children born under its effects (and their descendents) are aventi (from Stormwrack--basically aquatic humans). (Demihuman children would be born as aquatic versions of their parent race.)

But the sahuagin and kuo-toa have moved in and expanded their unholy empires under the Crater Sea. I haven't decided if the evil aquatics have stolen the Eye of God, and Abbalahdad needs it back, or if the evil aquatics took something else that Abbalahdad is willing to trade the Eye of God for. (Nearly all residents of Abbalahdad are aquatic by now, as it has been a century since the creation of the Crater Sea.)

This adventure I need help with. I know I want to use shark cavalier sahuagin, 4-armed sahuagin berserkers, kuo-toan whips and kuo-toan monitors. I already made a kind of sub-aquatic maze, and an aquatic eel-like yuan-ti dervish to guard whatever needs guarding.


I saw the age of unreason at work, (I work in a bookstore), and I almost put it in my giant stack of books that I want to buy. I'll be sure to check it out. Yeah, as far as campaigns go, I'm just finishing up one now. The PCs are 24th level, and it gets really annoying to make encounters for them, because there are almost no premade epic monsters outside of the EPH, and most of those are too strong for the low epic levels.

By star, I assume you mean not a sun type thing, but the classical idea of what a star is, like a magical gem couple miles in diameter? What if the saughin are assembling back together the remaining fragments of the star, with the idea that it is an egg of sorts, and when they complete it, their shark messiah will emerge and lay waste to their enemies? The kuo-toa could also be gathering the star, with the intent that they will use its harder than adamentine material to gird their horrific mutated warbeasts and use them to smash through the crust of the earth, sinking the cities and adding to their undersea domain. The avanti, on the other hand, want the star material to make a giant focusing crystal for the eye of god, using its holy power to cleanse the seas of the saughin and kuo-toa taint, after which they will have no need of the artifact.

RPG Superstar 2012 Top 32

Sounds good, but the Starfallen is an Elder Evil (check out my Hitting the Pre-Epic Wall post under Campaign Journals), and its allies are the yuan-ti, gnoll pirate-priestesses, vampires, kuo-toa, and sahuagin. Plus kraken and my homebrew starborn caecelias.


Wow, that is badass. I remember some of the PRCs, but I haven't seen that thread in a while. So, is the starfallen the actual star that was called down?

RPG Superstar 2012 Top 32

Korgoth wrote:
Wow, that is badass. I remember some of the PRCs, but I haven't seen that thread in a while. So, is the starfallen the actual star that was called down?

Eh, I haven't decided yet. My latest thought is that the Eye of God is the essence of the star, the physicality of the star smushed the Khelementine Empire, and the Starfallen had been trapped behind the star and was released when the star was pulled down.

I just can't wait for the fight with the Maralith fighter wielding 6 crystal-pistols at the same time. And the party should be pretty beaten up by the yuan-ti abomination chain fighters, dracotaur ragemages, and yuan-ti high priestess just prior to that fight.


Sweet. Our campaigns could be distant cousins - mine involves Thrazidun, but theres a kind of shared "disaster from the stars" kind of theme. The PCs are just now about to fight Thrazidun, and I'm cooking up stats for him at the moment. The basic premise is that, despite their best efforts, Tharzidun was released from his gravity prison at the center of the sun, using the power of millions of trapped souls to force the star to go red giant. Tharzidun's gigantic arm (and only his arm) is currently reaching out of the sun, his hand looming over the earth. Scale-wise, it's like a hand about to crush a cantaloupe. The Gods used their collective divinity to throw up a temporary barrier to him, freezing his actions as well. The PCs have just summoned Dajobas, shark god of cannibalism and hunger, to launch into the stratosphere and attack Thrazidun. Now, I need to write stats for the little extra bits that coalesce and form into the last incarnation of destruction. Thrazidun is a living black hole, basically, but the loss of his hand will reduce his mass by just enough that he is sucked back into the sun's core. Unless his avatar can rejoin him, add that critical little bit of mass, and stall his decent long enough to grab hold of the world and use it to pull himself out.

As far as the starfallen goes, what if he leaked out of the rift in the heavens that formed when a star was torn from its moorings? (I'm assuming that youre not using the "scientific" model of the universe for your game.)

RPG Superstar 2012 Top 32

You have a giant hand reaching out the sun? That's crazy creepy! If my campaign goes on beyond the Moonfall (and/or its prevention), I might have to mess with the sun.

I hope this post doesn't get eaten.

EDIT: Yeah, my world uses "alternative" laws of physics, I guess. I haven't really thought about it too much. I don't even know if the world is flat, round, or lumpy.


That's cool, I like the idea of "oh wait, the egyptians had the right idea after all.". It makes the game more immersive, since the PCs have to keep in mind that their worldview differs from ingame to out of game.

RPG Superstar 2012 Top 32

Yeah, I hate it when players metagame economics and stuff.


I'm gonna try to get stats for Thrazidun done sometime tonight - its a little crazy cause I've got family in town, but if you want I could post him.

RPG Superstar 2012 Top 32

Yeah, that would be cool.

Also, for my Citraka Rakshasa, I'm thinking of giving him Fast Healing 10. He has a REALLY accellerated metabolism...would Fast Healing 20 or 30 be WAY too powerful? He already has DR 15/good & piercing, but the PCs can get through that (one has a scabard of goodness or whatever).


Fast healing 10 would give him some good staying power, since that can keep him alive after the PCs start dropping fireballs on him. As long as he stays very clear of melee, this is a really nasty guy. He dosn't do that much damage, but no one can touch him, even with ranged weapons. Does the skirmish bonus damage apply to his teleport ray as well?

With his various movement speeds, this guy would be really cool to fight in a jungle/waterfall type place. Climbing up the rock walls, swimmming through the little streams running beneath the PCs feet, jumping through the trees, and then, when he's cornered, he can run through the air, get to the top of the cliff and drop big rocks on them.

Edit: Fast healing 20 would be overpowered, unless the party has 2 or more archers. The main problem I can see with this guy is getting close enough to deal damage, but I have a very melee-oriented take on things. Anyway, if he can just run away and heal in one round, it makes it kind of broken.

RPG Superstar 2012 Top 32

The Citraka is set up to be lairing in a torture chamber area, with lots and lots of 10 by 10 LOCKED cells to teleport the PCs into, plus a few oubliettes to teleport the PCs above (and fall into).

Skirmish does apply to the Discorporating Ray. I was thinking of giving it a Healing Surge-like ability, useable a number of times per day equal to its Constitution bonus, that uses a full-round action to heal 50 hit points or something like that.

The party has a ranger/scout archer, and a dagger-throwing specialist, plus 3 secondary pistoleers (duskblade-swashbuckler, bard-swashbuckler, beguiler). The rest of the party is a goliath monk (with a magic bag of boulders for throwing), an evoker, a druid, and the DMPC healer. She should really pick up a crystal-pistol....she doesn't really have any offensive powers or weapons. So what if she's non-proficient.

But if the fight goes against the Citraka Rakshasa, maybe I can have him teleport to the jungly part outside the dungeon, and plan an ambush there. Although the PCs are more likely to teleport directly to their ship.

Anyways, the PCs will eventually make their way to the Gnoll Gynarky to track down the Lead Jester. He's being held in a land-locked city called the Bastion of Praxis, which is a LN/LG-ish city of humans and aasimar that have been holding out against the evil gnolls for 100 years. The Saffron Knights (gnoll cavaliers mounted on dire lions)patrol outside the city. Anyways, I'm thinking the closest port city to the Bastion of Praxis should by Lionsport, and I'm thinking of having it ruled by a Mahasingh Rakshasa that I want to develop. Basically a big tank-type lion-like Rakshasa with some sonic (roaring) powers and the ability to absorb magic when its spell resistance works, which it can then use to boost its melee attacks (if it draws in arcane magic), kind of like a duskblade-spellthief combo, or use to heal itself (if it draws in divine magic) and/or its allies. Maybe the Mahasingh will have a harem of bodyguard lioness-types. Feline shifters, Catfolk, Lamia, just regular advanced Rakshasa? Maybe with an Indian or Persian-like theme? Monks? Ninjas?

The PCs probably don't want to get involved with the Mahasingh, but might need to do get free passage from Lionsport to the Bastion of Praxis. Lionsport is more of a city-state independent from the Gnoll Gynarky, but on its island. The Bastion of Praxis is on a part of Ibalia that used to be connected to the mainland, but since the creation of the Crater Sea, has been separated. The Gnoll Gynarky then expanded to control the countryside around it. They use it as a hunting reserve, where they hunt humans foolish enough to leave the safety of the Bastion or Lionsport.


Damn, that sounds awesome. I'm rushing to get everything ready for today, so I'll post some feedback tonight or tomorrow. here's Thrazidun, it's the aspect formed after Dajobas has eaten the hand. I'll let you know how the fight went.

Thrazidun
Colossal Elder God
Hit Dice: 50d12+1500 (2100 hp)
Initiative: +14
Speed: 60 ft, fly 200 ft (poor)
AC: 50 (+10 dex, +20 nat, +10 deflection)
Base Attack/Grapple: +40/76
Attack: bite +40*
Full attack: Bite +40* (6d6+24, 19-20/X2+10d6), 2 claws +38 (5d6+14), 2 wings +38 (2d10+1d6+14), tail +38 (6d6+38)
*4 point power attack.
Space/Reach: 30/20
Special Attacks: Entropy Aura, Breath of the Void, Consuming body, call black hole, gravity well, elder smite, Godhand crush, crushing critical
Special Qualities: Elder God traits, twist of fate 1/round, backlash, DR immune/magic, SR 35,
Saves: Fort +31, Ref +31, Will +31
Abilities: Str 50, Dex 30, Con 30, Int 30, Wis 30, Cha 30
Skills: Thrazidun automatically succeeds on any skill check with a DC of less than 40.
Feats: multiattack, power attack, improved nat. attack (bite), improved crit (bite), wingover, improved initiative, hover, combat reflexes, dodge, mobility, spring attack, combat expertise, whirlwind attack, improved whirlwind attack, dire charge, improved overrun, improved trip
CR: 30+
Alignment: None. As an Elder God, Thrazidun’s actions transcend our definitions of
morality. He is unaffected by spells or abilities that rely on alignment.
Treasure: none

Above you, you can see the fragments of Thrazidun’s fingers moving together. They wrap around each other, collapsing inwards, until they are about the size of a house, and then the jet-black egg begins to unfold. A long neck, topped with a cyclopean draconic head and sporting several smaller sets of jaws running down the neck like gills, shoots out at you, mouth open wide. A pair of wings, mocking bats, without membranes and giant fingers in place of bones, rip out of the mass and spread, casting a terrible shadow across the sky. A tail uncoils, snapping like a whip, a long thin black line of spike-studded bone. Four legs push their way out of the remaining bulk, each ending in curved claws. Transformed and alive, the remains of Thrazidun’s flesh roar a challenge from beyond the stars.

Elder God traits: Max hp per HD, +20 hp per HD, immunity to mind-affecting, immunity to negative energy, immunity to death effects and coup de grace, two turns per round (roll twice for initiative), twist of fate 1/round, heal ability damage 2/points each per round, fast healing 20, extra 1d6 force damage on attacks, AC deflection bonus equal to cha mod.

Entropy Aura (su): If a healing spell is cast within 100 ft of Thrazidun, the caster must make a DC 30 caster level check or the spell affects Thrazidun and Thrazidun only.

Breath of the void (su): As a standard action, Thrazidun can release a blast of cosmic rays and other charged particles. This affects a 10X100 ft line extending out from him, dealing 20d8 points of damage to every living creature in its path. A fortitude save (DC 35) halves the damage, but only a wall of force or 3 in of lead can block the effect.

Consuming Body (ex): whenever Thrazidun is dealt more than 50 points of damage from a single attack, a portion of his body breaks off and forms a life-seeking chunk of darkness. At the beginning of each round, the chunk moves 1d6X5 ft towards the nearest living being. If it enters a creatures square, they must make a reflex save (DC 35) or take 40d6 points of damage, fort for half. Otherwise, this acts exactly like a disintegrate spell. The chunk has AC 15 and 100 hp, and persist until Thrazidun’s death. Anyone striking one must make a reflex save, DC 25. If they fail, they must make a fort save (DC 35) or have their weapon destroyed.

Call Black Hole (su): As a standard action, Thrazidun can rip open a hole in the fabric of space-time at any point within 1000 ft. Everyone in a 10-ft radius spread takes 40d6 points of damage, fort DC 35 half.

Gravity Well (su): As a free action, Thrazidun can designate any 10 ft square within 100 ft as a gravity well. Anyone entering the square is slowed (will DC 35 negates), as the spell, for 1d4 rounds. The gravity well persists until his next turn.

Elder Smite (su): Thrazidun can call the wrath of the Elder Gods down upon one creature as a full-round action. The unfortunate takes 2d6 points of ability drain to all mental ability scores and is helpless for 1 round as he is shown the true nature and power of the Elder Gods. At the beginning of his next turn, he must make a will save (DC 35) or become a thrall to the Elder Gods forever, suffering the effect of a dominate monster effect. This applies to all creatures with an intelligence score, regardless of immunity to mind-affecting, etc.

Twist of Fate (ex): Thrazidun can warp the laws of probability, almost at will. Once per round, he can reroll any d20 roll and take the higher of the two.

Backlash (ex): reduced to a shadow of his former self, Thrazidun is greatly weakened. All the DCs for his special attacks are reduced by 10.

Godhand crush (ex): As a full-round action, Thrazidun can make a single attack roll with a +20 bonus. If it hits, it deals triple damage and the target must make a fort save (DC 45) or be stunned for one round.

Crushing Critical (ex): If Thrazidun scores a critical hit with his bite, he wraps his victim in his neck, dealing an additional 10d6 points of damage as his extra maws rip at the target. This applies even if the victim is immune to critical hits.

Improved Whirlwind attack (epic feat): Since 3.5 updated normal whirlwind attack, including the ability to hit everything within your reach, I changed improved whirlwind attack to allow you to make a full attack against everything within reach.

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OK, that's scary. But CR 30+, so wow. I'm a little confused about the BAB. Are Elder Gods Outsiders, Aberrations, or something else? Also, with a BAB of +40, +20 for Str, -8 for size, and -4 for Power Attack, shouldn't its primary attack roll be +48?

I don't like how the skills are DC 40s are auto successes, DC 41s are undefined. Maybe give it a +20 or +30 bonus on all skill checks, but assign ranks.

I really like the roll initiative twice thing, especially if your PCs have a large party. More actions = more fun!

I haven't had time to work on the Mahasingh Rakshasa. Maybe tomorrow tonight. I plan on it being low-epic, like CR 21 or so...which means my 8 PCs should be around level 19 when they encounter it. I plan on it having Powerful Build, and maybe even being Large-sized, so it can use a big giant sword and threaten the bejeezus out of the PCs. Maybe give it Whirlwind Attack and Pounce, so it's a mobile tank. Maybe Power Attack and Cleave and Great Cleave, with some kind of ability making its Cleave attacks more fearsome, and maybe giving it the ability to make a 5 foot step after it drops an opponent, so it can use Great Cleave to really get around the battlefield.

I might also, only semi-jokingly, make a Sabretoothed Rakshasa for Cr 25-30 play. Maybe for a campaign after the Starfallen is taken care of....if the Rakshasa are crazy enough to dump the sun into the earth or something crazy like that.

RPG Superstar 2012 Top 32

I began work on the Mahasimha Rakshasa. 22 HD Large native outsider, wielding a unique exotic weapon I called a fangblade--basically a greatsword that threatens on 18-20/x2. The role of the Mahasimha is of a melee tank that leads minions it can enhance into battle.

Some abilities I'm thinking of giving it:

Absorb Spell (Ex). When the Mahasimha ignores the effects of a spell because of its spell resistance, it absorbs the energy of the spell.

If the spell was arcane, the Mahasimha can choose to discharge it to enhance its next melee attack, or discharge the energy to aid its allies' next melee attack. The Mahasimba adds 10 points of arcane energy per spell level absorbed if it uses it to enhance its own attack, or it adds 5 points of arcane energy per spell level absorbed to each of its allies' next melee attack.

If the spell was divine, the Mahasimha can choose to discharge it to heal itself of 10 hit points per spell level, or it can be used to heal each ally of 5 hit points per spell level absorbed.

The Mahasimha can only store the energy of 1 spell at a time; any excess spells absorbed are lost.

The Mahasimha can make a Perform skill check as a swift action. For every 10 points of the skill check, the allies of the Mahasimha gain a +1 morale bonus to one of the following: AC, Attack Rolls, Damage Rolls, Saving Throws, Skill Checks, or gain DR 1/good and piercing. The bonus persists for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1 round).

The Mahasimha can make a Intimidate skill check as a swift action. For every 10 points of the skill check, the opponents of the Mahasimha gain a -1 morale penalty to one of the following: AC, Attack Rolls, Damage Rolls, Saving Throws, Skill Checks, or Caster Level Checks. The penalty persists for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1 round). A successful Will Save (DC 10 + 1/2 HD + Cha modifier) negates the effect.

Sudden Strike +6d6.

Feinting Cleave (Ex). Each time the Mahasimha drops an opponent in melee, it can make a 5 foot step. Everytime the Mahasimha makes a 5 foot step, it can use the Feint in Combat use of the Bluff skill combat manuver as a free action.

I'm also debating on whether or not I should give it Duskblade levels.

EDIT: I also want to give it unique uses of Diplomacy and Sense Motive.


SmiloDan wrote:

OK, that's scary. But CR 30+, so wow. I'm a little confused about the BAB. Are Elder Gods Outsiders, Aberrations, or something else? Also, with a BAB of +40, +20 for Str, -8 for size, and -4 for Power Attack, shouldn't its primary attack roll be +48?

I don't like how the skills are DC 40s are auto successes, DC 41s are undefined. Maybe give it a +20 or +30 bonus on all skill checks, but assign ranks.

I really like the roll initiative twice thing, especially if your PCs have a large party. More actions = more fun!

I haven't had time to work on the Mahasingh Rakshasa. Maybe tomorrow tonight. I plan on it being low-epic, like CR 21 or so...which means my 8 PCs should be around level 19 when they encounter it. I plan on it having Powerful Build, and maybe even being Large-sized, so it can use a big giant sword and threaten the bejeezus out of the PCs. Maybe give it Whirlwind Attack and Pounce, so it's a mobile tank. Maybe Power Attack and Cleave and Great Cleave, with some kind of ability making its Cleave attacks more fearsome, and maybe giving it the ability to make a 5 foot step after it drops an opponent, so it can use Great Cleave to really get around the battlefield.

I might also, only semi-jokingly, make a Sabretoothed Rakshasa for Cr 25-30 play. Maybe for a campaign after the Starfallen is taken care of....if the Rakshasa are crazy enough to dump the sun into the earth or something crazy like that.

I just made everything up for this, including creature type. The fight went really well, they got it down to about 500 hp before they started to retreat and heal. It killed 3/5ths of the party before the ninja came up and shanked it to death. -8? I thought it was -16... I got my hide modifers and size modifiers confused... The BAB is +20 (for good BAB) and then +20 using epic BAB progression, which only now do I see should be +15. I made this guy in a hurry, for one use only, so there might be quite a few mistakes lurking in there. The skill checks thing was a fudge, just so I didn't have to go through the hassle of assigning 18 skill points each for 50 HD, and he could handle any unexpected battlefield situations. The double actions helped quite a bit. I built this guy using a draconic base, and the big problem in the fight with Dragotha was that he didn't have time to both heal and keep the PCs on their toes. Since I didn't want that fight to turn into a full-attack slugfest, I had him remain mobile, but that let the PCs slowly wear him down. So, for Thrazidun, I gave him two turns per round to keep the pressure on.

For your Rakshasha, what if it can make a 5-ft step as a free action after every attack it makes? Then it can full-attack its way through the PCs ranks, getting to the spellcasters while doing damage to the front line. One thing you might want it to have is awesome blow, that way it can use it on AoO and fling people away when they try to bum rush it. To be an epic level monster, it needs some kind of really nasty ability, like being able to throw its sword in a line attack for ridiculous amounts of damage, or stabbing its weapon into the ground and making volcanoes burst up beneath people's feet.


SmiloDan wrote:

I began work on the Mahasimha Rakshasa. 22 HD Large native outsider, wielding a unique exotic weapon I called a fangblade--basically a greatsword that threatens on 18-20/x2. The role of the Mahasimha is of a melee tank that leads minions it can enhance into battle.

Some abilities I'm thinking of giving it:

Absorb Spell (Ex). When the Mahasimha ignores the effects of a spell because of its spell resistance, it absorbs the energy of the spell.

If the spell was arcane, the Mahasimha can choose to discharge it to enhance its next melee attack, or discharge the energy to aid its allies' next melee attack. The Mahasimba adds 10 points of arcane energy per spell level absorbed if it uses it to enhance its own attack, or it adds 5 points of arcane energy per spell level absorbed to each of its allies' next melee attack.

If the spell was divine, the Mahasimha can choose to discharge it to heal itself of 10 hit points per spell level, or it can be used to heal each ally of 5 hit points per spell level absorbed.

The Mahasimha can only store the energy of 1 spell at a time; any excess spells absorbed are lost.

The Mahasimha can make a Perform skill check as a swift action. For every 10 points of the skill check, the allies of the Mahasimha gain a +1 morale bonus to one of the following: AC, Attack Rolls, Damage Rolls, Saving Throws, Skill Checks, or gain DR 1/good and piercing. The bonus persists for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1 round).

The Mahasimha can make a Intimidate skill check as a swift action. For every 10 points of the skill check, the opponents of the Mahasimha gain a -1 morale penalty to one of the following: AC, Attack Rolls, Damage Rolls, Saving Throws, Skill Checks, or Caster Level Checks. The penalty persists for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1 round). A successful Will Save (DC 10 + 1/2 HD + Cha modifier) negates the effect.

Sudden Strike +6d6.

Feinting Cleave (Ex). Each time the...

Souds cool. With the skill checks, can the +1s be divided up (check result 40, +2 AC and +2 attack) or do they have to be the same (Check result 40, +4 AC OR +4 atttack)? With sense motive, it could make a check opposed by a bluff check from the target - for every 5 points it beats them by, it gains a +1 bonus on AC, saves, and opposed rolls against that target for rounds = Mahashima's wis mod. Or, you could have it be like dodge - a free action every round, but only lasts for 1 round. What about skirmish instead of sudden strike? It would make sense if you want this guy to be a agile tank. With diplomacy, it could force the target to attack the target of its choosing (except for the target's allies) for one round, will negates.

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Korgoth wrote:
SmiloDan wrote:

I began work on the Mahasimha Rakshasa. 22 HD Large native outsider, wielding a unique exotic weapon I called a fangblade--basically a greatsword that threatens on 18-20/x2. The role of the Mahasimha is of a melee tank that leads minions it can enhance into battle.

Some abilities I'm thinking of giving it:

Absorb Spell (Ex). When the Mahasimha ignores the effects of a spell because of its spell resistance, it absorbs the energy of the spell.

If the spell was arcane, the Mahasimha can choose to discharge it to enhance its next melee attack, or discharge the energy to aid its allies' next melee attack. The Mahasimba adds 10 points of arcane energy per spell level absorbed if it uses it to enhance its own attack, or it adds 5 points of arcane energy per spell level absorbed to each of its allies' next melee attack.

If the spell was divine, the Mahasimha can choose to discharge it to heal itself of 10 hit points per spell level, or it can be used to heal each ally of 5 hit points per spell level absorbed.

The Mahasimha can only store the energy of 1 spell at a time; any excess spells absorbed are lost.

The Mahasimha can make a Perform skill check as a swift action. For every 10 points of the skill check, the allies of the Mahasimha gain a +1 morale bonus to one of the following: AC, Attack Rolls, Damage Rolls, Saving Throws, Skill Checks, or gain DR 1/good and piercing. The bonus persists for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1 round).

The Mahasimha can make a Intimidate skill check as a swift action. For every 10 points of the skill check, the opponents of the Mahasimha gain a -1 morale penalty to one of the following: AC, Attack Rolls, Damage Rolls, Saving Throws, Skill Checks, or Caster Level Checks. The penalty persists for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1 round). A successful Will Save (DC 10 + 1/2 HD + Cha modifier) negates the effect.

Sudden Strike +6d6.

Feinting Cleave...

Great ideas!!! I like tying Sense Motive to Defense, and I like the idea of of using Diplomacy to divert a PC to another target. (And then using Diplomacy to apologize to that target--or its next of kin!)

The reason I didn't go with Skirmish for this guy is that the Citraka Rakshasa I made up has that. Also, I wanted to give this guy a way to cause crazy ass damage to targets it cleaves to, using the Feinting Cleave manuver. Maybe I should up the Sudden Strike damage to 11d6?

I'm definitely going to give it a 5 foot step after every attack. That's a great idea.

The bonuses are given out 1 at a time. But it can do it each round as a swift action, so it can inspire AC one round, Saving Throws the next, and Attack Rolls the next. I should probably limit it to a number of times per day equal to its HD, or 1/2 HD + Cha modifier.

I'm considering doubling the number of feats it gets. My initial work up of it gives it Power Attack, Cleave, Great Cleave, Dodge, Mobility, Spring Attack, Combat Expertise, and Whirlwind Attack. Possibly with Combat Reflexes as a bonus feat. But I also want it to have some non-PH feats, like Leap Attack, Bounding Assault, Rapid Blitz, etc.

How many bonus feats are too many bonus feats? Or is there a special ability that doubles the number of feats a critter gets?

The Mahasimha so far comes equipped with a +5 keen "fangblade" and its attacks are +35/+30/+25/+20 for 4d6+17 (15-20/x2).

I'm also thinking of altering Absorb Spell a bit. Either 1 attack gets +10 points per spell level, or all attacks for 1 round get +2 points per spell level. Allies would get +5 for an attack or +1 for all attacks per spell level. A little versatility, but hopefully not too complicated. And maybe allow it to discharge 1 arcane spell and 1 divine spell per round. The Absorb Spell ability might even allow advanced versions of this bad boy to get some epic feats I made for Spellthieves.

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New Epic Feats:

Absorb Area Spell [epic]

You are able to absorb the spell energy of area effect spells.

Requirements: Absorb Spell (class or racial feature), Spellcraft 24 ranks

Benefit: You are able to use your Absorb Spell ability on area effect spells that do not specifically target you. You must be in the area of effect of the spell to absorb it. If you succeed on your saving throw against the spell, and you succeed on the level check to absorb the spell, you gain all the effects of absorbing the spell. The spell still affects all other targets of the spell normally.

Normal: You can only absorb spells that target you specifically.

Devour Area Spell [epic]

You are able to absorb all of the spell energy of an area effect spell.

Requirements: Absorb Spell (class or racial feature), Absorb Area Spell, Spellcraft 27 ranks

Benefit: When you use your Absorb Spell ability to absorb an area spell successfully, you draw in all of the spell energy of that spell. Other targets in the area of effect of that spell are unaffected by that spell.


I just got my pathfinder Beta today, and their version of cleave lets you take a full-round action to attack one person, and if that hits, you get to attack one person adjacent at your highest BAB. Great cleave lets you hit any number of adjacent foes. If this guy's got reach, you can use that very effectively. Have it use spring attack and special abilites to harass the party while its minions deal damage, and then when the minions die, as all minions must, have it hole up in a chokepoint. The PCs, eager to melee crush this dodgy, obviously low hp buffing bastard, will willingly jam themselves next to each other to get a hit in on him. (This might work extra well if a minion cleric gives him a miss chance vs. ranged.) Then the single sweep of the sword that decimates everyone. and the 5-ft steps that allow him to walk over the bodies of the fallen and trap the PCs in his little cranny. Oh ho, how the tables have turned!

Mechanics-wise, what if it can always use feint after a cleave, not just after a 5-ft step? As for bonus feats, it could get cleave and great cleave as bonuses, since that seems to be what it's built around. With combat reflexes as a bonus, it should get dodge and mobility for free too, since that meshes with the "blinding speed" flavor. With the spell eating thing, does 10 points mean a +10 bonus on attack and damage, attack only, or either? I'm not sure how absorbing spells works, but what if you made absorb area spell non-epic, requiring 18 ranks in spellcraft?

EDIT: It should have a really high AC, since it does most of its damage through special abilites, and you want it to stay alive long enough to use them. Lots of hp would help too.

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I just finished statting out....while watching the horrible Dragonlance animated movie. Ugh. Anyways, I'm going to rip off your Double Action idea from Tharzidun (Sp?) and incorporate doubling the number of feats into that. I'll probably post it tonight after the Women's Volleyball coverage on NBC. It's going to have 17th level Duskblade spellcasting ability, so it might be able to avoid ranged attacks by itself. It's got kind of low hit points, but a great capacity of healing itself--as a free action! So hopefully that will keep it going. I LOVE your idea of making it seem kind of weak, and then trapping the PCs.

I'm thinking of having its "minions" be Singh Ragers from the 3.0 Oriental Adventures book. But I'm not sure what KIND of Singh Ragers. Catfolk Samurai 7/Singh Rager 10? Feline-flavored Shifter Monk 10/Singh Rager 10? Vanilla Rakshasa Singh Rager 10? Werelioness fallen paladin Backguard Singh Ragers? They should be some kind of sexy lioness.

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Mahasimha Rakshasa

Large Outsider (native)

HD: 22d8+220 (319 hp)
Init: +10
Speed: 60 feet (12 squares)
AC: 41 (-1 size, +6 Dex, +10 Deflection, +16 Natural) touch 25, flatfooted 35
BAB: +22, Grapple: +38
Attack: Fangblade +35 (4d6+17 (15-20/x2))
Full Attack: Fangblade +35/+30/+25/+20 (4d6+17 (15-20/x2)) and Bite +25 (2d6+4)
Space/Reach: 10/10
Special Attacks: Detect Thoughts, Epic Skill Tricks, Follow Through, Pounce, Spells, Sudden Strike +11d6.
Special Qualities: Absorb Arcane Spell, Absorb Divine Spell, Change Shape, DR 10/epic and DR 20/good & piercing, Darkvision 60 feet, Double Action, Infernal Grace, Powerful Build
Saves: Fort +23, Reflex +19, Will +18
Abilities
Skills
Feats
Environment: Warm Plains
Organization: Solitary or Pride (1 + 2-12 rakshasa females)
CR: 21
Treasure: standard coins, double goods, standard items plus +5 keen fangblade
Alignment: always Lawful Evil
Advancement: by class. Favored Class: Duskblade
Level Adjustment: +13

Absorb Arcane Spell (Su)
Absorb Divine Spell (Su)
Change Shape (Su)
Detect Thoughts (Sp)
Double Action (Ex)
Epic Skill Tricks (Ex)
Infernal Grace (Su)
Pounce (Ex)
Powerful Build (Ex)
Spells
Sudden Strike (Ex)

Explanations to follow....

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Mahasimha Rakshasa

The Mahasimha Rakshasa is a large leonine biped, dressed in flowing robes and regal jewelry. He is recognizable as a rakshasa by his palm upward hands. They are often attended by a harem of female bodyguards. A Mahasimha wields a truly massive two-handed sword with a great many fang-like protrusions. A Mahasimha prefers to hold back from combat initially, using his abilities to bolster his allies before choosing to wade into combat.

Mahasimha Rakshasa speak Common, Aquan, Gnoll, Infernal, Sylvan, and Undercommon.

Large Outsider (native)

HD: 22d8+220 (319 hp)
Init: +10
Speed: 60 feet (12 squares)
AC: 41 (-1 size, +6 Dex, +10 Profane, +16 Natural) touch 25, flatfooted 35
BAB: +22, Grapple: +38
Attack: Huge Fangblade +35 (4d6+17 (15-20/x2))
Full Attack: Huge Fangblade +35/+30/+25/+20 (4d6+17 (15-20/x2)) and Bite +25 (2d6+4)
Space/Reach: 10/10
Special Attacks: Detect Thoughts, Epic Skill Tricks, Follow Through, Pounce, Quick Cast, Spells, Sudden Strike +11d6.
Special Qualities: Absorb Arcane Spell, Absorb Divine Spell, Arcane Channeling, Change Shape, DR 10/epic and DR 20/good & piercing, Darkvision 60 feet, Double Action, Infernal Grace, Powerful Build, Spell Resistance 37
Saves: Fort +23, Reflex +19, Will +18
Abilities: Str 27, Dex 22, Con 31, Int 20, Wis 21, Cha 30
Skills: Bluff +39, Concentration +35, Diplomacy +39, Disguise +39 (+49 when using Change Shape), Intimidate +37, Jump +45, Knowledge (any 1) +30, Listen +30, Perform +35, Sense Motive +30, Spellcraft +30, Spot +30, Tumble +33.
Feats: Blindfight, Bounding Assault, Cleave, Combat Expertise, Combat Reflexes, Dodge, Epic Prowess, Exotic Weapon Proficiency fangblade, Great Cleave, Improved Initiative, Leap Attack, Mobility, Power Attack, Rapid Blitz, Spring Attack, Whirlwind Attack.
Environment: Warm Plains
Organization: Solitary or Pride (1 + 2-12 rakshasa females)
CR: 21
Treasure: standard coins, double goods, standard items plus +5 keen fangblade
Alignment: always Lawful Evil
Advancement: by class. Favored Class: Duskblade
Level Adjustment: +13

Absorb Arcane Spell (Su). When the Mahasimha Rakshasa ignores the effects of an arcane spell or spell-like ability because of his Spell Resistance, he can absorb the energy of that attack. The Mahasimha can then discharge that energy as a free action, choosing one of four effects. He can add 10 points of arcane energy per level of the absorbed spell to his next melee attack, or add 2 points of arcane energy per level of the absorbed spell to all melee attacks for 1 round, or he can add 5 points of arcane energy per level of the absorbed spell to the next melee attack made this round by all of his allies within 60 feet of him, or he can add 1 point of arcane energy per level of the absorbed spell to all melee attacks made this round by all of his allies within 60 feet of him. The Mahasimha can only hold the charge of 1 arcane spell at a time, but is able to release the energy of a lower level spell with no effect at anytime.

Absorb Divine Spell (Su) When the Mahasimha Rakshasa ignores the effects of an divine spell or spell-like ability because of his Spell Resistance, he can absorb the energy of that attack. The Mahasimha can then discharge that energy as a free action, choosing one of two effects. The Mahasimha can heal himself of 10 points of damage per level of the absorbed spell, or he can heal 5 points of damage per level of the absorbed spell to all allies within 60 feet of him.

Arcane Channeling (Su) As the Duskblade's class ability of the same name. The Mahasimha is treated as a 17th level Duskblade for this ability.

Change Shape (Su) As the standard Rakshasa ability.

Detect Thoughts (Sp) As the standard Rakshasa ability.

Double Action (Ex) The Mahasimha Rakshasa is formidable in combat. He rolls initiative twice for any combat, acting on both initiative counts. Whenever the Mahasimha would gain a feat because of hit dice, it gains 2 feats of its choice, beginning with its first hit die.

Epic Skill Tricks (Ex) The Mahasimha is an expert at manipulation. It gains special uses for the Bluff (Feinting Cleave), Diplomacy (Divert), Intimidate (Hinder), Perform (Inspire), and Sense Motive (Avoid) skills, as described below.

Avoid. Once a round as an immediate action, the Mahasimha can make a Sense Motive skill check opposed by its opponent's attack roll. If the Mahasimha succeeds, he negates the attack.

Divert. Once per round as an immediate action, the Mahasimha can make a Diplomacy skill check opposed by its opponent's Will Saving Throw. If the Mahasimha succeeds, the opponent must attack the creature the Mahasimha designates. The opponent gains a +20 bonus on its Will Save if directed to attack an ally. The Mahasimha and the opponent must share a common language.

Feinting Cleave. Everytime the Mahasimha drops an opponent and uses the Cleave or Great Cleave feat to attack a new target, the Mahasimha may, as a free action, make a Bluff skill check opposed by the new target's Sense Motive skill check. If the Mahasimha is successful, the new target is denied its Dexterity modifier to AC, and may be subjected to the Mahasimha's Sudden Strike ability.

Hinder. As a swift action, the Mahasimha can make an Intimdate skill check affecting against every opponent within 60 feet. For every 10 points of the Intimidate check, he can apply a -1 morale penalty to the opponents' Armor Class, Attack Rolls, Caster Level Checks, Damage Rolls, Saving Throws, or Skill Checks. Each opponent is allowed a Will Saving Throw to avoid the effect, with a DC of 10 + 1/2 the Mahasimha Rakshasa's HD + the Mahasimha Rakshasa's Charisma modifier, typically 31. The penalty lasts for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1).

Inspire. As a swift action, the Mahasimha can make a Perform skill check affecting all allies within 60 feet. For every 10 points of the Perform check, he can apply a +1 morale bonus to his allies' Armor Class, Attack Rolls, Caster Level Checks, Damage Rolls, Saving Throws, or Skill Checks. The bonus lasts for a number of rounds equal to the Mahasimha's Charisma bonus (minimum 1).

Follow Through (Ex) The Mahasimha may take a 5 foot step before making every melee attack.

Infernal Grace (Su) The Mahasimha adds his Charisma bonus as a profane bonus to his AC.

Pounce (Ex) The Mahasimha can make a full attack as part of a charge.

Powerful Build (Ex) The Mahasimha Rakshasa is treated as being 1 sized category larger than he actually is for any effect that would be beneficial. He can wield weapons one size category larger than his without penalty.

Quick Cast (Su) The Mahasimha can cast a Duskblade spell as a swift action 3 times per day, as a 17th level Duskblade using the ability of the same name.

Spells (Sp) The Mahasimha cast spells as a 17th level Duskblade. The Saving Throw of his spells are 10 + spell level + his Intelligence modifier.
0: 6: acid splash, disrupt undead, ray of frost, touch of fatigue.
1st: 12: ray of enfeeblement, resist energy, shocking grasp, swift expeditious retreat, truestrike.
2nd: 10: dimension hop, see invisiblity, swift invisiblity, touch of idiocy.
3rd: 9: dispelling touch, ray of exhaustion, regroup, vampiric touch.
4th: 7: dimension door, enervation, fire shield, shout
5th: 3: sonic shield

Sudden Strike (Ex) When the Mahasimha Rakshasa hits an opponent that is flat-footed or denied its Dexterity modifier to AC, he causes an additional +11d6 points of damage. Targets not subject to critical hits are not subject to this additional damage.

Skills. The Mahasimha has a +4 racial bonus of Bluff and Disguise skill checks. When using Change Shape, the Mahasimha gains an additional +10 to Disguise skill checks.


I like it! The double actions balance it out nicely, making it a worthy CR 21 encounter. For his harem, I'm not sure what singh ragers are, but it sounds cool anyways. For a "lion pride" feel, what if they had improved trip and did extra damage to prone targets? They flank up, cutting one luckless PC from the herd (an appropriate term for a group of 8 PCs), trip him up, and savage him while he's down.

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Singh Ragers are a PrC from the 3.0 Oriental Adventures. Basically, a lawful rager. They also get immunity to fear, bonuses vs. other mind-affecting effects, pounce, and haste for 1 round/day per level. They also use Kiai shouts and lion roars.

I'm thinking of Catfolk monk 12/Singh Rager 8 for the minions.

Or should I come up with some kind of Rakshasi (female Rakshasa)?


The catfolk monk ragers sound more in line with the flavor of a harem - I don't see Rakshashas being that servile. Where were you going to place this encounter?

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This would take place in the city of Lionsport, along the coast of the Gnollish Gynarky. Lionsport is an independent city-state ruled by the Mahasimha Rakshasa, and the PCs will need to acquire safe passage from him to travel safely to the Bastion of Praxis, another independent city-state that has been holed up for a century against the Gnollish Gynarky. The Gynarky has established a "hunting reserve" around the Bastion of Praxis, where they play the most dangerous game. Within the Bastion of Praxis is La Selenaria, an old insane asylum where the Lead Jester is rumored to have been imprisoned a century ago by the allied states of Ibalia and Baldacel after the Starfall.

So, the PCs will probably encounter the Mahasimha in a throne room, with a harem and office area off of it. Maybe even a pit trap that leads down to a hungry dire lion den.

Lionsport is a cross between Singapore (Haha) and India and Persia. Maybe with a colliseum (lion sport). I'm all about the bad puns, even if I'm the only one who gets them.

EDIT: I was reading my old 2nd Edition Monstrous Manual, and it says powerful rakshasa have multiple heads. Should the Mahasimha have 2 heads? That would be a good explanation for the Double Action: both the two initiative rolls and the doubling of feats. But it might look kind of silly. And I don't want this bad boy to be silly.


yeah, I wouldn't bother with the two head thing. What if you have the throne room be filled with drugged mist from incense burners that duplicates a mind fog spell? (the rakshashas are immune, of course.) You could have one girl hang back and pour different drugs and powders into the braziers for different effects, like mind fog, slow, calm emotions, cloudkill, insanity, etc.

RPG Superstar 2012 Top 32

Korgoth wrote:
yeah, I wouldn't bother with the two head thing. What if you have the throne room be filled with drugged mist from incense burners that duplicates a mind fog spell? (the rakshashas are immune, of course.) You could have one girl hang back and pour different drugs and powders into the braziers for different effects, like mind fog, slow, calm emotions, cloudkill, insanity, etc.

Nasty! Very evocative, and the poison gases would require a Fort save for effects that usually require a Will save. Nice! But I'd probably have the Rakshasa be resistant from previous exposure instead of immune.

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How about Catfolk Ninja 10/Singh Rager 8?


Late entry:

Tharizdun
Colossal Elder God
all characters die...

Welcome to my campaign :)


SmiloDan wrote:
How about Catfolk Ninja 10/Singh Rager 8?

sounds good. What level would the PCs be encountering them?

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Korgoth wrote:
SmiloDan wrote:
How about Catfolk Ninja 10/Singh Rager 8?
sounds good. What level would the PCs be encountering them?

Probably between 16 and 19. Depends on what they choose to do next. I don't think they're going to be overwhelmed by a bunch of high-level mobs because they haven't in the past. I put them up against 8 troglodyte cleric 12/monk 4s when they were 14th level, and none died. And the trogs were all buffed up like CRAZY!

I figure for the Mahasimha encounter, it will be EL 23-ish. One CR 21 Mahasimha, 3 CR 18 Catfolk Ninja/Singh Ragers, and 8 CR 12-ish actual harem guards, possibly feline shifter ranger 1/fallen paladin 1/blackguard 10s.


I don't know if your'e still using gnolls, but the classic monsters revisited pathfinder book has a section on gnolls. One cool thing is that the shamans drill a hole in their skulls and insert the eyeballs of captives in it to symbolize their power. I konw you like to do unique PrCs, and that would be a cool one - the Eyecaster. It could shoot various rays as it gained levels, cast prying eyes as a bonus spell, etc. The abilites would depend on it having a fresh eyeball inserted, and the eye could become the focus for al their spells and grant them +1 CL as long as they hervested it using the right ritual. At tenth level they could get a permenent gaze attack. Or, they make an eye into their familiar. As they gain levels, they add more eyes to it, each with its own power, and by 10th level they have a whirling ball of eyes, like a mini-beholder.

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Korgoth wrote:
I don't know if your'e still using gnolls, but the classic monsters revisited pathfinder book has a section on gnolls. One cool thing is that the shamans drill a hole in their skulls and insert the eyeballs of captives in it to symbolize their power. I konw you like to do unique PrCs, and that would be a cool one - the Eyecaster. It could shoot various rays as it gained levels, cast prying eyes as a bonus spell, etc. The abilites would depend on it having a fresh eyeball inserted, and the eye could become the focus for al their spells and grant them +1 CL as long as they hervested it using the right ritual. At tenth level they could get a permenent gaze attack. Or, they make an eye into their familiar. As they gain levels, they add more eyes to it, each with its own power, and by 10th level they have a whirling ball of eyes, like a mini-beholder.

Wow! That's crazy! Kind of like a reverse Eye of Gruumsh. Reminds me a bit of the 3.0 Hexer from "Masters of the Wild." I think I made a cursed ship captained by a hexer, with hexblade minions and the like. It's a PrC for adept NPCs! Pretty neat. And the art is an orc with a 3rd eye painted on his forehead. Definitely cool inspiration. The ritual also reminds me of the Bane of Infidels from "Masters of the Wild." A PrC based on treppaning and mutilation. Nice!!!

I need to check out Pathfinder, I guess.

Also reminds me of Blind Io from Discworld.

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I worked out a Knight of the Evil Eye PrC. Based on the Hexblade, inspired by the Beholder. I don't have time to post it now. Maybe by Friday or Saturday.


Nice. I'll codify my various notes in school, and post my Oculomancer PrC this weekend. Let's see how they turn out.

RPG Superstar 2012 Top 32

Knight of the Evil Eye

Knights of the Evil Eye exist as curse and bane on all that is good. They use their unique vision to aid in vanquishing their foes. Most begin their careers as Hexblades, Duskblades, or multi-class Ranger/Sorcerers or Ranger/Wizards. Many form uneasy alliances with tribes of Eyes of Gruumsh.

Requirements:
Alignment: Any evil
BAB: +8
Skills: Knowledge dungeoneering 4 ranks, Search 4 ranks, Spellcraft 12 ranks, Spot 4 ranks, Speak Language: Beholder
Feats: Blindfight, Improved Familiar, Leadership, Proficient in all Martial Weapons
Special: Ability to acquire a new familiar, ability to acquire a cohort
Special: Must perform a ritual where a follower willingly plucks out his own eye and sacrifices it to you.

Class Features:
BAB: +3/4
Good Saves: Will
Hit Dice: 1d8

Class Skills: Intimidate, Knowledge arcana, Knowledge dungeoneering, Search, Sense Motive, Spellcraft, Spot, Survival

Skill Points Per Level: 2 + Int modifier

Knights of the Evil Eye gain no new weapon or armor proficiencies.

LEVEL ABILITY
1. All-around Vision, Floating Eye Familiars, Third Eye (Charm Person, Deathwatch)
2. Trapfinding, Fourth Eye (Sleep, See Invisibility)
3. Fifth Eye (Inflict Moderate Wounds, Clairvoyance)
4. Sixth Eye (Slow, Arcane Sight)
5. Seventh Eye (Fear, Arcane Eye)
6. Eighth Eye (Charm Monster, Prying Eyes)
7. Ninth Eye (Telekinesis, Analyze Dweomer)
8. Tenth Eye (Finger of Death, True Seeing)
9. Eleventh Eye (Flesh to Stone, Greater Arcane Sight)
10. Twelth Eye (Disintegrate, Greater Prying Eyes)
11. Thirteenth Eye (Antimagic, Foresight)

All-around Vision (Ex) The Knight of the Evil Eye gains a circumstance bonus equal to his class level on Search and Spot checks from his Floating Eye Familiar(s). He cannot be flanked.

Floating Eye Familars (Su) The Knight of the Evil Eye converts the sacrificed eye of a follower into a special familiar. This familiar is so special that it also takes up the position of cohort from the Knight of the Evil Eye's Leadership feat. The Knight of the Evil Eye gains one Floating Eye Familiar each level. They gain a +8 size bonus to AC (for being Fine), a natural armor bonus to AC of +1 per class level of the Knight of the Evil Eye, and a Dexterity score equal to the Knight of the Evil Eye's Intelligence score. They each have a number if hit points equal to one quarter the Knight of the Evil Eye's. They provide all the benefits of a normal familiar as if the Knight of the Evil Eye was a sorcerer of his character level. In addition, the Knight of the Evil Eye gains a circumstance bonus on Search and Spot checks equal to the number of Floating Eye Familiars he has.

Third Eye through Thirteenth Eye (Su) The Knight of the Evil Eye gains a supernatural ray attack from each Floating Eye Familiar he acquires. Each Floating Eye can shoot a ray with a range of 100 feet plus 10 feet per class level of the Knight of the Evil Eye. Each ray has a saving throw with a DC of 10 + the Knight of the Evil Eye's class level + the Knight of the Evil Eye's Charisma modifier. The Knight of the Evil Eye can aim upto 3 rays along any 90 degree arc in front of him, to his right, left, behind him, above him, or below him. Each ray fires a free action. Each ray can be used a number of times per day equal to his Charisma bonus (minimum once per day). Each Floating Eye Familiar also has a secondary power that can be used at will as a swift action, but only affecting the Knight of the Evil Eye.

Trapfinding (Ex) At 2nd level, the Knight of the Evil Eye can use the Search skill to find magical traps and traps with a Search DC of 20 and higher.


Holy crap, that is nice. So he can reach max buffituide as a swift action, then start blasting eye rays everywhere?

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Korgoth wrote:
Holy crap, that is nice. So he can reach max buffituide as a swift action, then start blasting eye rays everywhere?

Well, he can buff up with ONE of his vision powers as a swift action, but most have pretty long durations. I'm not sure how balanced it is, but it has some pretty tough requirements. Also, a group of canny opponents are going to target the floating eyeballs circling the Knight's head, killing his powers one by one. It needs a neater write up, but I was tired when I was doing it. Still am.

When's the oculamancer making its debut?


Tonight sometime. But, with the eye familars, arn't they all seperate creatures, each getting a swift, move, and standard action every round?

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