Maximum TYRANNY...


Advice


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All this talk of characters outside of comfort zones, and the morality of summoning has got the gears turnin'... help me make thr most domineering tyrant possible, please.

Right now, I'm thinking an Authorative Hobgoblin... Sorcerer? Witch? something with eventual access to Dominate Monster... worshipping Hadregash, picking up Deific Obedience for the 3rd Exalted Boon:
My Will is Best! (Ex) You are convinced of your own superiority and believe others should do what you say. Targets of your compulsion spells don’t receive the +2 bonus on new saving throws attempted after being forced to act against their natures. In addition, you receive a +4 bonus on Charisma checks against targets of your charm spells to convince them to do things they wouldn’t normally do.

What feats, Bloodlines (besides the obvious Fey), classes in general, support this monster? Domination/Charm/Summons... not my forte. But I want this @$$ to be able to enslave angels and demons and generally be awful and despicable in the worst ways.

Even my bad guys have never went this low... it's time to broaden my horizons a bit, me-thinks...


I don't know where you might find this, but if it's a tyrant, you also need something punitive (and flovorfully petty) for those who somehow dare to defy its will.

Also, glad I could help lead you down the path of inequity :p

Also, also, fear spells and illusions. Suppression of the masses via intimidation and misinformation. A tyrant is just a bully on a grander scale.


My access to rules are limited right now, but depending on which route you wanna go there's a few feats that can help.

For summoning: The obvious Spell Focus (Conjuration) with augment summoning. If you go with a Cleric you can also take Sacred Summons to summon creatures of your alignement faster.

If you do go Cleric, you can also take the Slavery subdomain, which grant Charm Person and Dominate person. Cleric also get access to the command spell, which is very fiting for a tyrant. They also get access to a few other enchantment spell, like Hold Person, that can be useful.

IMO all good tyrant should inspire fear, and feats like Dazzling Display could be interesting to debuff others without using spells. If you go cleric, you could use Hadregash favorite weapon: the Flail. (Which is pretty similar to a whip.)

I don't have any ideas for sorcerer or witch at the moment, but i can check some stuff and come back with build ideas later!


+1 the route of cleric.


The most slavery-alike spells would be the planar binding line IMO. That requires you to either have the sorc/wiz list, the original (chained) summoner list or to pick up some spells via things like the void domain; witches are SOL.

Mind affecting spells to warp people's behaviour are features of the sorc/wiz list and the cleric spell list. Some sorc bloodlines can allow you to use such spells on a wider variety of targets than usual.

So IMO a sorcerer with some bloodline like serpentine or undead would be the best fit, with a herald caller cleric with the void domain being next best. The blackfire adept PrC would fit if you want to get seriously into planar binding but is not required.


Sorcerer does have the spells, and the Charisma to make a deal with the devil.

Digging through my Quintessential Oread notes, I found Persuasive Bribery, Augment Callings, and the Bracelet of Bargaining... I imagine that is all just as useful on a Hobgoblin tyrant as it is an Oread Shaitan Binder, right?


VoodistMonk wrote:
I imagine that is all just as useful on a Hobgoblin tyrant as it is an Oread Shaitan Binder, right?

None of that's race-specific. For the ambitious planar binder note the existence of the caller's feather too.

Douglas Muir (aka DMDM) wrote a series of guides on planar binding which I expect are still around here somewhere.


My Oread notes are the only place I have anything to do with Summoners (Shaitan Binder is race specific to Oreads), that's why those tidbits were in that folder. Summoning really isn't my thing, but Shaitan Binder Summoner gestalt with Qinggong/Scaled Fist/Student of Stone Monk makes for the Quintessential Oread.

*I lied, there's Summoner stuffs in my Quintessential Fetchling notes, too... Dusk Stalker/Hooded Champion Ranger gestalt with Shadow Caller Summoner*

In the name of science, I have an entire folder of Quintessential X racial archetype gestalts. It has helped me understand different races and classes that I would otherwise probably never have a chance to explore.

Kind of the purpose of this tyrant build, too.


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Hobgoblins have a cultural stigma vs Arcane casters so a Cleric with the Void Domain(for Planar Binding and other good spells) or a Shaman with the Wandering Lore Spirit would be good for this.


I was thinking a really good tyrant would be a Succubus, or rather, she would be prim, demure maid standing behind the tyrant controlling everything. She would be behind every courtier's scheme, quietly draining his rivals and inspiring her husband's cruel leadership.


1 person marked this as a favorite.
Scott Wilhelm wrote:
I was thinking a really good tyrant would be a Succubus, or rather, she would be prim, demure maid standing behind the tyrant controlling everything. She would be behind every courtier's scheme, quietly draining his rivals and inspiring her husband's cruel leadership.

Like this...?

Morrigan Aenslan
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. of objects only), suggestion (DC 24), greater teleport (self plus 50 lbs. of objects only), 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 flanked)
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 (class)
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
... ???

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.


VoodistMonk wrote:
Scott Wilhelm wrote:
I was thinking a really good tyrant would be a Succubus, or rather, she would be prim, demure maid standing behind the tyrant controlling everything. She would be behind every courtier's scheme, quietly draining his rivals and inspiring her husband's cruel leadership.

Like this...?

Morrigan Aenslan
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. of objects only), suggestion (DC 24), greater teleport (self plus 50 lbs. of objects only), 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 flanked)
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)...

If Morrigan also squeezes in Equipment Trick Rope, it reduces her Tie Up roll by 5.

Also, she probably should not appear in public with her bat wings. But yeah, pretty much that.


I found when I played an Arcane Trickster, I was really good at spying and infiltrating. With a Mask of Stony Demeanor and a Disguise Self Spell giving me +10s on Disguise and Bluff, I could appear to be anyone and everyone would believe any lie I told. I'd envision a good dictator having at least 1 of these guys. The party might never even know he was there, and when they overthrow the emperor, they might run into this guy again.

I'd think a team of Bards to be essential, spin doctors to sell the tyrant's empty political rhetoric.


Scott Wilhelm wrote:
VoodistMonk wrote:
Scott Wilhelm wrote:
I was thinking a really good tyrant would be a Succubus, or rather, she would be prim, demure maid standing behind the tyrant controlling everything. She would be behind every courtier's scheme, quietly draining his rivals and inspiring her husband's cruel leadership.

Like this...?

Morrigan Aenslan
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. of objects only), suggestion (DC 24), greater teleport (self plus 50 lbs. of objects only), 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 flanked)
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

...

As a Bandit, she can take a Standard, Move, and Swift Action all in the Surprise Round, so she should take Rapid Grappler, which allows her to Grapple as a Swift Action. Between Rapid Grappler, Equipment Trick Rope, and her levels in Kidnapper, she should be very good at sneaking up on and abducting people.


Ew.


Artofregicide wrote:
Ew.

For sure... purposefully seeking out Dominate Monster makes my skin crawl.

Even when heavy charms are built into an AP, I normally don't use them or remove them entirely. I was so proud of my Kingmaker table for leading a Pitax slave rebellion, and freeing Pitax from tyranny.


Not what I was referring to, but I agree that Enchantment at least matches Necromancy in creepiness, if not surpasses.

In unrelated news, I don't see why an arcane caster (sorcerer) Hobgoblin couldn't exist - though they'd obviously not be accepted in their own society.

Is there any evidence one way or another about their feelings on psychic magic?


Artofregicide wrote:


In unrelated news, I don't see why an arcane caster (sorcerer) Hobgoblin couldn't exist - though they'd obviously not be accepted in their own society.

Is there any evidence one way or another about their feelings on psychic magic?

It's not that they couldn't exist, just unlikely. If there isn't a pressing need for the character to be a sorcerer for this concept, then may as well avoid it for the racial fluff. Not to mention it makes the conversation really short. "Just make an enchanter wizard." There. Done. Considering the other options suggested, a pious Hadregash worshipper Hobgoblin all about dominating and leading their forces turning around and being a social outcast who doesn't really believe in all that is clashing with the concept.

They have no feelings on psychic magic one way or the other as far as I am aware.


There's the devolver druid method. Though I don't know if reducing people to an animal state is as satisfying as removing their will while they retain their humanity. And you aren't granted any particular ability to dominate things other than humans.

Having a parasite familiar would be convenient, as you'd have a second dominator.

Socothbenoth has a similar evangelist power, though it's restricted to lurid acts. There's also the freeform polymorph effect so you can change your thralls into something more useful, adding extra limbs of your choice and so on.

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