Low level Dread Gnome boss...


Pathfinder First Edition General Discussion


I wanted to play around with the alternative racial feature Fell Magic, and without going overboard, this is what I came up with. I took it to level 11, and added Craft Wondrous Item, so Lichdom is an option. Starts with a Cha Cha Slide in Scaled Fist UnMonk for Charisma to AC and Initiative, some BAB and saves, and a few bonus feats. They should also get a +3 Dodge bonus to AC in their chosen terrain.

Not really sure how to fill the rest out, yet. But what do you think, so far?

Dread Gnome
... Fell Magic
... Knack for Poison
... Bond to the Land (pick one)
... Fey Thoughts

Traits:
... Magical Knack (Sorcerer)

Stats w/racials (20pt buy):
9,12,12,12,12,19

Scaled Fist UnMonk
1. AC Bonus
1. Flurry of Blows
1. Unarmed Strike 1D4
1(class): Improved Unarmed Strike
1(class): Stunning Fist
1(class): Combat Reflexes
1(level): Scion of War
2. Evasion
2(class): Dodge

BAB +2, base saves +3/+3/+0

Crossblooded Sorcerer
3. Cantrips/Spells
3. Bloodline(s)
... Ghoul
... Undead/Sanguine
3. Bloodline Power
... Ghoulish Claws
3(class): Eschew Materials
3(level): Iron Will
4. Stat bump: Cha +1 (=20)
5. Bloodline Power
... Leathery Skin (Ghoul)
5. Bloodline Spell
... Chill Touch (Undead/Sanguine)
5(level):
6.
7. Bloodline Spell
... False Life (Undead/Sanguine)
7(level):

BAB +4, base saves +4/+4/+4 (w/Iron Will)
CL 7, 2nd level spells

8. Stat bump: Cha +1 (=21)
9. Bloodline Spell
... Vampiric Touch
9(bloodline): Spell Focus Necromancy
9(level): Craft Wondrous Item
10.
11. Bloodline Power
... Ravenous Frenzy (Ghoul)
11. Bloodline Spell
... Animate Dead (Undead/Sanguine)
11(level):

BAB +6, base saves +6/+6/+6 (w/Iron Will)
CL 11, 4th level spells

FELL MAGIC:
Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level for these effects is equal to the gnome’s level. The DC for these spells is equal to 10 + the spell’s level + the gnome’s Wisdom modifier. This racial trait replaces gnome magic.

GHOUL ARCANA:
Whenever you cast a spell of the necromancy school that deals hit point damage, you are healed of 1 hit point per spell level.

SANGUINE ARCANA:
Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1.


I think Weapon Finesse is going to be necessary... I didn't want to, but I think it's a must for several reasons.

First, it makes Improved Unarmed Strike/Flurry of Blows not COMPLETELY irrelevant.
Secondly, it will help with the Claws, which can Paralyze.
Third, there are A LOT of Touch spells in the Necromancy school...

And all of the lower level Necromancy spells that deal Hit Point damage are Touch spells... so in order to benefit from the Ghoul Arcana, going to need to land Touch spells like Chill Touch and Stricken Heart. This is a low level boss, so low level spells matter. And Spectral Hand can only deliver low level spells. And Crossblooded gets 1 fewer spell known, so low levels spells are even more important. And the whole Cha Cha Slide in UnMonk already delayed everything two levels.

Anyways, without changing anything else, Weapon Finesse can be fit in at level 5... which is fine, as they will be at least level 7 when they show up. At level 7, which is 5th level Sorcerer, including Bloodline Spells, and FCB they will have:
0-level (5 known, at will),
1st-level (3+1 known, 8/day),
2nd-level (1+1 known, 5/day),
Ghoul Claws (10rnds/day)

One of those 2nd-level spells is False Life from a Bloodline... so at this level it's probably Spectral Hand to deliver Chill Touch. Can't even afford Stricken Heart, yet, to add variety. Not that Sorcerers are known for their variety.

Speaking of lack of variety, what should that 7th level feat be?

Is it worth grabbing any metamagics at this point? With the Magical Knack trait giving full CL, and a +1 CL from a Bloodline, a low cost metamagic might be worth it... there's a regional trait to abuse metamagics that can be added, if this is the optimal path to take...


I think for level 7 gear, a +2 belt-O-dexterity, some Poisoner's Gloves, a wand of Infernal Healing... some other miscellaneous crap, I am sure.

The Poisoner's Gloves are more thematic than anything. In order to qualify as a Dread Gnome, the Knack for Poison alternative racial trait is required, so I might as well play with it a little bit. The gloves will work with unarmed strikes or claws, so it doesn't hurt anything having them.

With the belt for +2 to Dex, and Weapon Finesse we are looking at a +7 to hit (+4 BAB, +2 Dex, +1 Size)... and an AC of 20 (+5 Cha, +2 Dex, +1 Size, +1 Natural, +1 Dodge), AC 22 in whatever chosen terrain from Bond to the Land. Average save DC around 16-17. All seems about right for the intended challenge rating. Attack is a little low, but it's a Sorcerer... and a lot of the attacks can target Touch AC, so whatever.

Any opinions on any of this?


At level 11, which is 9th level Sorcerer, including Bloodline Spells, and FCB they will have:
0-level (7 known, at will),
1st-level (4+1 known, 8/day),
2nd-level (3+1 known, 7/day),
3rd-level (2+1 known, 7/day),
4th-level (1+1 knowm, 5/day),
Ghoul Claws (12rnds/day)

Average DC around 18-19. Which is about right for a CR ~8 encounter.

Any increase to Charisma can bump the DC's up a bit, get some more 2nd-level spells per day, too. And since most things that increase Charisma does so in +2 increments, I can actually apply the level 8 stat bump to Strength... not that strength is needed, but it's the only place that will do anything at all within these levels. I still might not even "buy" a headband just leaving Charisma at 20, and increase the Dex belt, honestly.

In order to use this whole poison theme a little bit, I was thinking about having the highest DC come from a poison stored in the gloves. I know it's not optimal, but it seems to be fun and fitting. Should be fine unless I let the party start at a higher level.

I am trying to avoid using the Lich template, but it depends where the party wants to play. This is for a little one off, and it was originally going to be around level 5 to 6... but they were petitioning for a little higher level. Which I understand.

Without using the Lich template, I could keep Crossblooded, but exchange Ghoul for Draconic. It would fit with the levels in UnMonk, even. Draconic crossed with Sanguine would give me the added damage and added CL on Chill Touch, and open up more blasting options... probably more optimal, although boring/predictable as far Sorcerers go. Still could have Claws, though, which is fun.

I suppose if I still could apply the Lich template to the Draconic/Sanguine version if they show up super optimized. It's good to have options for growth.


I rewrote the Lucky Mage level 11 Sorcerer, because it should be close. Need to really finish the spells, traits, and feats... but she is close. Need to pick a poison for the gloves, too.

Dread Mage
CR 10

XP 9,600
Gnome Monk 2/ Sorcerer 9
LE Small humanoid (Gnome)
Init +5; Senses Perception +17

DEFENSE

AC 24, touch 22, flat-footed 18
(+5 Cha, +3 Dex, +3 dodge, +2 natural, +1 size)
hp 53 (2d10+9d6+11)
Fort +7, Ref +9, Will +7;
Defensive Abilities cold resist 10;  

OFFENSE

Speed 20 ft.
Melee unarmed strike +9/+4 (1d4/×2),
Flurry of Blows +7/+7/+2 (1d4/×2)

Special Attacks ghoul claws (12rnd/day)
+9/+9 (1d3/×2, +paralysis 1d4+1rnds DC 19)

Sorcerer Spells Known 
(CL 11th; concentration +16)

4th (1+1* known, 7/day)—animate dead*, freedom of movement
3rd (2+1* known, 7/day)—protection from energy, vampiric touch* (DC 19)
2nd (3+1* known, 7/day)—false life*, stricken heart (DC 18), spectral hand
1st (4+1* known, 8/day)—chill touch* (DC 17), mage armor
0th (7 known, at will)—detect magic, mage hand, prestidigitation, read magic

Bloodline ghoul/sanguine

STATISTICS
Str 10, Dex 16, Con 12, Int 12, Wis 12, Cha 20
Base Atk +6; CMB +5; CMD 24
Feats 
Combat Reflexes, Craft Wondrous Item, Dodge, Eschew Materials, Improved Unarmed Strike, Iron Will, Scion of War, Spell Focus, Stunning Fist, Weapon Finesse
Skills 
Acrobatics +7, Bluff +9, Climb +4, Craft +8, Diplomacy +9, Escape Artist +7, Fly +10, Intimidate +9, Knowledge (arcana, history, nature, religion) +5, Perception +17, Sense Motive +5, Spellcraft +7, Stealth +7, Swim +4, UMD +11
Languages 
Common, Gnome, Necril
SQ 
bloodline arcana (Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1. If that deals hit point damage, you are healed of 1 hit point per spell level.)
fell magic (Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast.)

Combat Gear 
potion of cure moderate wounds, potion of cure serious wounds, potion of eagle’s splendor, potion of fly, potion of invisibility, wand of shield (44 charges); 
Other Gear 
belt of dexterity +4, poisoner's gloves, 649 gp.


11th is low level? Or 8th for that matter?


Artofregicide wrote:
11th is low level? Or 8th for that matter?

The one-off was originally set up for a 5th level party, with her around level 7... but they want to be a little higher level, and I had already made sure to take her build to level 11 (just in case Lichdom was needed). I generally take builds all the way to 20 no matter what.

I like making legacy NPC's that can show up or be used in other campaigns, so I wanted Lichdom to be an option. Lichdom really wasn't intended for this build or this one-off campaign.

And yeah it WAS low level... 5th level party/7th level boss... that was where this all started.


So, I am reworking her as Crossblooded Draconic/Sanguine... it flows with the Cha Cha Slide in Scaled Fist UnMonk really well. It keeps Claws and the resistance/natural armor that Ghoul offered. Instead of healing herself from dealing damage with Necromancy spells, she will just do more damage with spells of her chosen type...

Now, since Liches get Immunity to Cold and Electricity, I am thinking I should choose a dragon type that does NOT give resistance to either of those. That way she will have layered defenses if she ever goes Lich...

Given the popularity of fire damage, I was thinking it is a pretty obvious choice. Adds some variety to the types of spells she will be throwing around, considering Chill Touch will still be pretty effective.

Continued the build out to 20, just for fun... although this particular one-off will probably see her at 11, without the Lich template. At 20, she is Scaled Fist UnMonk 2/ Crossblooded Sorcerer 9/ Dragon Disciple 9... ends up with BAB +3, bases saves of +11/+9/+11(w/Iron Will)... CL 17, casting as a level 15 Sorcerer, with 7th level spells... 18th level Bloodline Powers... Dragon Disciple AND Lich stuffs... Monk's Robes have her swinging as a 7th level UnMonk for her Unarmed Strike/Flurry of Blows/Stunning Fist and gifts her an extra +1 AC Bonus... $#!+ got wierd.

BUT, this one-off isn't going to see any of that Dragon Disciple/Lich nonsense. This WILL have the Monk's Robes, though. And probobly some dragon related poison loaded in the gloves. She will have a 1/day breath weapon, too... how fun!

It IS possible to combine Monk's Robes with Robes of Arcane Heritage... 17,750gp to craft with the same feat required to become a Lich. And that would make a nifty thing to have. Could even make it into the Lich's phylactery later. Lol. But jacking up both her effective Monk AND Sorcerer levels is legit... especially for a feat she was going to have anyways.


Here she is, a little more refined after switching one of the Bloodlines. The robes are the aforementioned Monk's Robes combined with Robes of Arcane Heritage. Still need to pick out a few more spells, and the 11th level feat, size modifiers on some skills, but I think this is really close...

Dread Mage
CR 10

XP 9,600
Gnome Monk 2/ Sorcerer 9
LE Small humanoid (Gnome)
Init +5; Senses Perception +17

DEFENSE (w/Robes):

AC 25, touch 23, flat-footed 18
(+5 Cha, +3 Dex, +3 dodge, +2 natural, +1 size, +1 Monk)
hp 53 (2d10+9d6+11)
Fort +7, Ref +9, Will +7;
Defensive Abilities fire resist 10;  Evasion

OFFENSE

Speed 20 ft.
Melee (w/Robes):
(+6BAB +3Dex +1Size)
unarmed strike +10/+5 (1d6-1/×2),
Flurry of Blows +10/+10/+5 (1d6-1/×2)
Claws (12rnd/day)
+10/+10 (1d4-1/×2, +1d6 fire)

Special Attacks (w/Robes):
Breath Weapon (1/day DC 21 half)
Stunning Fist (3/day, Stun 1rnd DC 20)

Sorcerer Spells Known 
(CL 11th; concentration +16)

4th (1+1* known, 7/day)—animate dead*, freedom of movement
3rd (2+1* known, 7/day)—protection from energy, vampiric touch* (DC 20)
2nd (3+1* known, 7/day)—false life*, stricken heart (DC 19), spectral hand
1st (4+1* known, 8/day)—chill touch* (DC 18), mage armor
0th (7 known, at will)—detect magic, mage hand, prestidigitation, read magic

Bloodline draconic/sanguine

STATISTICS
Str 9, Dex 16, Con 12, Int 12, Wis 12, Cha 21
Base Atk +6; CMB +5; CMD 25
Feats 
Combat Reflexes, Craft Wondrous Item, Dodge, Eschew Materials, Improved Unarmed Strike, Iron Will, Scion of War, Spell Focus, Spell Penetration, Stunning Fist, Weapon Finesse
Skills 
Acrobatics +7, Bluff +9, Climb +3, Craft +8, Diplomacy +9, Escape Artist +7, Fly +10, Intimidate +9, Knowledge (arcana) +9, Knowledge (history, nature, religion) +5, Perception +17, Sense Motive +5, Spellcraft +7, Stealth +7, Swim +3, UMD +11
Languages 
Common, Draconic, Gnome, Necril
SQ 
bloodline arcana (Whenever you cast a spell of the necromancy school, your effective caster level is increased by 1. Whenever you cast a spell with an energy descriptor that matches your draconic bloodline’s energy type, that spell deals +1 point of damage per die rolled.)
fell magic (Gnomes add +1 to the DC of any saving throws against necromancy spells that they cast.)

Combat Gear 
potion of cure moderate wounds, potion of cure serious wounds, potion of eagle’s splendor, potion of fly, potion of invisibility, wand of shield (44 charges); 
Other Gear 
belt of dexterity +4, poisoner's gloves, robes, 649 gp.


Now, choosing fire definitely adds to her defenses and makes for a more versatile/balanced caster. Fill her spells out with Burning Hands, Scortching Ray, and Fireball... grab Spell Focus Evocation to fill the open feat slot.

Or, I could give her a cold type dragon. This would be wasted defensively if she goes into Lich later, but for now cold resist 10 is as good as anything else. The empty feat slot would go to Spell Focus Conjuration and she would pick up Snowball and Glitterdust. The Draconic Arcana would apply to Snowball, which could be nice. I like the additional effects associated with these spells.

Another option is a sonic dragon... provides an unusually rare and not very useful defense. And the Arcana doesn't apply to very much, either... but it DOES apply to Banshee Blast, so does Fell Magic, and Sanguine Arcana, and Spell Focus Necromancy... all of this being very intetesting given that it would end up as one of the highest level spells she could ever cast. She already has Spell Focus Necromancy, so this path would free up her level 11 feat for whatever.

Any opinions on one type of dragon being better than the other for this build?

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