Meet: Morrigan Aenslan, a Succubus that likes to Grapple...


Pathfinder First Edition General Discussion


Morrigan usually appears as a beautiful young woman with long sea-green hair, usually wearing a sleeveless black bustier-like top adorned with white feathers and a small heart cut out of the midriff; purple nylons emblazoned with bat patterns; black boots; and conspicuous batlike wings protruding from her back and the sides of her head.

She has lots of skills to make her as in-depth and flavorful as you want. I left her Mesmerist spells and Mesmerist Tricks open, up to you to fill in the few she has to fit your vision of her. She could also probably use some more gear... I just equipped her with the essentials.

Rogue and Mesmerist may not be the first classes that come to mind for a grappling build, but I think she does alright with things like Ambush, Rapid Grapple, Snapping Turtle Clutch...

I would honestly continue her in Mesmerist, if she was to continue advancing. Mesmerist feeds off her stellar Charisma, and really plays into the other Succubus concepts well. Bold Stare applying to her target’s CMD is a fun bonus for her, too.

Succubus CR 13?
XP 25,600?
CE Medium outsider 
(chaotic, demon, evil, extraplanar)
Bandit-Kidnapper UnRogue 4/
Vanilla Mesmerist 4
Init +10; 
Senses darkvision 60 ft., detect good; Perception +30

DEFENSE:
AC 24, touch 17, flat-footed 18
(+6 Dex, +7 natural, +1 shield)
hp 160 16HD
(8d10+4d8+4d8+80)
Fort +9, 
Ref +20, 
Will +14 (+25 w/ towering ego)
DR 10/cold iron or good; 
Immune electricity, fire, poison; 
Resist acid 10, cold 10; 
SR 18

OFFENSE:
Speed 30 ft., fly 50 ft. (average)
Melee 2 claws +20 (1d6+6)
Special Attacks 
energy drain, profane gift, sneak attack 2D6

Spell-Like Abilities (CL 12th)
Constant—
detect good, tongues
At will—
charm monster (DC 25), 
detect thoughts (DC 20), 
ethereal jaunt (self plus 50 lbs.), 
suggestion (DC 24), 
greater teleport (self plus 50 lbs.), 
vampiric touch
1/day—
dominate person (DC 26), 
summon (level 3, 1 babau 50%)

Mesmerist Spells Known
CL 4th (CL 6th w/ the Magical Knack trait)
2nd (1+3/day; 2 known)
- ???
1st (3+3/day; 4 known)
- ???
0 (6 known)
- ???

STATISTICS:
Str 15, Dex 22, Con 20, 
Int 16, Wis 16, Cha 32
Base Atk +13; 
CMB +19 (+24 to grapple, +28 if flanking)
CMD 32 (36 vs grapple)

FEATS:
Agile Maneuvers, Combat Reflexes, Dirty Fighting, Greater Grapple, Improved Grapple, Improved Initiative, Snapping Turtle Clutch, Snapping Turtle Style, Rapid Grapple, Weapon Focus (claws)

SKILLS:
Actobatics +13,
Bluff +40,
Disable Device +13,
Diplomacy +21,
Disguise +21,
Escape Artist +20,
Fly +16,
Intimidate +29,
Knowledge (arcana) +10,
Knowledge (dungeoneering) +10,
Knowledge (local) +17,
Knowledge (nobility) +10,
Knowledge (planes) +10,
Knowledge (religion) +10,
Perception +30,
Sense Motive +13,
Sleight of Hand +13,
Spellcraft +10,
Stealth +16,
Use Magic Device +22 

Racial Modifiers 
+8 Bluff, +8 Perception

Languages 
Abyssal, Celestial, Common, Draconic; tongues, telepathy 100 ft.

SQ 
Change Shape (alter self, Small or Medium humanoid)

Gear
Mithral, barbed Shackles of Compliance; Grappler's Grease

SPECIAL ABILITIES:
Abductor (Ex)
At 3rd level, a kidnapper gains a +1 bonus on combat maneuver checks to grapple a foe. In addition, the kidnapper treats her combat maneuver bonus as 1 higher when a foe tries to grapple her or when a grappled target attempts to break free of her grapple.

Ambush (Ex)
At 4th level, a bandit becomes fully practiced in the art of ambushing. When she acts in the surprise round, she can take a move action, standard action, and swift action during the surprise round, not just a move or standard action. Good things (for her) if she has Rapid Grapple.

Bold Stare (Su)
At 3rd level and every 4 levels thereafter, a mesmerist’s hypnotic stare imposes a further effect upon its target.
... Infiltration: The hypnotic stare penalty also applies to the target’s Perception checks and CMD!

Clean Capture (Ex)
At 1st level, a kidnapper reduces the penalty to her combat maneuver check to tie up a pinned or otherwise restrained target by an amount equal to 1/2 her rogue level. In addition, she can take the feats Improved Grapple and Greater Grapple as rogue talents. She can ignore the Improved Unarmed Strike requirement when selecting these feats as rogue talents, but must meet all other prerequisites.

Consummate Liar
A mesmerist adds 1/2 her mesmerist level (minimum 1) as a bonus on all Bluff checks. 

Debilitating Injury (Ex)
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.

Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).

Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).

Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.

These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Energy Drain (Su)
A succubus drains energy from a mortal she lures into an act of passion, such as a kiss. An unwilling victim must be grappled before the succubus can use this ability. The succubus’s kiss bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another act of passion from the succubus. The victim must succeed on a DC 25 Will save to negate the suggestion. The DC is 25 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.

Hypnotic Stare (Su)
A mesmerist can focus her stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. A mesmerist can maintain his stare against only one opponent at a time; it remains in effect until the mesmerist stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the mesmerist falls unconscious or dies. The mesmerist can remove the memory of her stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the mesmerist allows it. The hypnotic stare is a psychic effect, and relies more on the mesmerist’s focus than the target’s perception of his stare. It can’t be avoided in the same ways a gaze attack can. The mesmerist can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the mesmerist’s focus, so if she uses a gaze attack or similar ability, she must target the subject of his hypnotic stare or voluntarily end the stare. The penalties from multiple mesmerists’ stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.

Painful Stare (Su)
When an attack that deals damage hits the target of a mesmerist’s hypnotic stare, the mesmerist can cause the target to take an amount of additional damage equal to 1/2 the mesmerist’s class level (minimum 1).

The mesmerist can use this ability as a free action, and can use it even if it isn’t her turn. If the mesmerist uses this ability to increase her own damage, the additional damage increases by 1d6 points for every 3 class levels the mesmerist possesses. This damage is precision damage and is not multiplied on a critical hit. A mesmerist can trigger this ability only once per round, but a single creature can take damage from multiple mesmerists’ painful stares in a round.

Profane Gift (Su)
Once per day as a full-round action, a succubus may grant a profane gift to a willing humanoid creature by touching it for 1 full round. The target gains a +2 profane bonus to an ability score of his choice. A single creature may have no more than one profane gift from a succubus at a time. As long as the profane gift persists, the succubus can communicate telepathically with the target across any distance (and may use her suggestion spell-like ability through it). A profane gift is removed by dispel evil or dispel chaos. The succubus can remove it as well as a free action (causing 2d6 Charisma drain to the victim, no save).

Touch Treatment (Su)
At 3rd level, the mesmerist can help allies shake off harmful conditions—especially those that affect their minds—by channeling psychic energy through his healing hands. She can use touch treatment a number of times per day equal to 3 + her Charisma modifier. Using the ability is a standard action (or a swift action if the mesmerist uses it on herself ), and the mesmerist must be able to touch her target. She can remove one condition from one target each time she uses this ability. At 3rd level, she can remove any condition on the minor conditions list.
... Minor Conditions: Fascinated, shaken.

Towering Ego (Su)
At 2nd level, a mesmerist gains a bonus equal to her Charisma bonus (minimum 0) on Will saving throws. If the mesmerist is under any effect that would prevent her from providing the emotional component of psychic spells, she loses this bonus on saving throws.

BUILD BREAKDOWN:
(Bandit, Kidnapper UnRogue)
1. Finesse Training (claws)
1. Sneak Attack 1D6
1. Clean Captor
1(level): Dirty Fighting
2. Evasion
2. Rogue Talent
... Improved Grapple
3. Finesse Training (claws)
3. Sneak Attack 2D6
3. Abductor +1
3(level): Snapping Turtle Style
4. Stat Bump: Dex +1
4. Debilitating Injury
4. Ambush
4. Rogue Talent
... Greater Grapple

(Vanilla Mesmerist)
5./1. Knacks
5./1. Spells (Mesmerist)
5./1. Consummate Liar
5./1. Hypnotic Stare
5./1. Painful Stare
5./1. Mesmerist Trick
... ???
5./1(level): Snapping Turtle Clutch
6./2. Towering Ego
6./2. Mesmerist Trick
... ???
7./3. Bold Stare
7./3. Touch Treatment (minor)
7./3(level): Rapid Grapple
8./4. Stat Bump: Cha +1
8./4. Mesmerist Trick
... ???

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