| Cowardly Paladin |
I am running a Pathfinder Adaptation of Curse of Strahd and the party is feeling pretty cocky heading to the castle. They are all about level 14-16, pretty well equipted they have the sun sword and the Amulet, and pretty experienced. However I have a trick planned for them, Strahd is commanding a whole army of vampires, all made up of previous adventuers who had tried to storm the castle. The Party is basically going to have to war of attrition their way through the whole castle before fighting strahd. We are currently on a few month break but when we get back, its only going to be a few sessions until they are ready to fight the Vampire armies. And I could just go and write up a bunch of PCS but why not open up the door to people to be creative. So if you are interested, design a vampire PC to throw at my players. a few rules
The vampire adventurers are between level 9-12 before adding the vampire template
Noen of them have magic items, Strahd doesn't want adventurers being able to loot them so all of the vampire are using masterwork items unless they are a class that creates magic itmes.
You can use any any Pathfinder 1E or 3.5 class, as well as any of the classes from Dreamscarred Press or Drop Dead Studios, as well as Monte Cooks Arcana Evolved. Don't worry about system conversion I can just do that on my own later.
Try to imagine in your head a story. Remember all of these vampires are meant to be former adventuers who attempted to fight strahd and were turned into monsters. You don't have to write an epic back story but maybe a single sentence to sum it up
Would anybody be interested in raising the dead for me?
The party is 9 including
Daninjar, a level Dusk Elf 16 Magister (From Arcana evolved0
Wysteria, Level 15 Vistani Psychic
Vinnie von Zarovich, Level 15 Vexling (Changling) Noble and Strahds errent Nephew (strahd won't kill him but he will do everything but). Currently housing thet spirit of Sergei
Oran, Level 14 May Witch
Orchillo, Level 9 Visani Wizard (who is also a Dukkar don't worry about it)
Miranda, Half Sylvan Air Genesai Cleric 15(Good and Healing Domains)
Umbra, Half Demon Ninja 12
Misha, Half Vistani/Half Dusk Elf Bard
Roshni, Level 16 Aasimar Paladin
The NPCs who are acompying them are Ireena (Level 9 Fighter) and Sir Godfrey (Level 11 Revenant Paladin
They plan to attack ravenloft from three sides.
| Azothath |
You could build up;
→ Your Ideal Party of Four, 12-2025
→ The All Bard Party, 7-2024
→ PFS 12th Lvl DPR Olympics Reboot, 7-2011 to 2019 {can get contentious}
NPC Codex, Villain Codex...
I've posted several builds (Bards, Wizard multiclasses, Cleric multiclasses) at 5 & 11th levels. Just search about the Advice forum.
You will exceed the usual recommended max CR=APL+3 due to large party size and party equip. I'd add in some constructs, aberrations, oozes, and shapechangers.
| Cowardly Paladin |
You could build up;
→ Your Ideal Party of Four, 12-2025
→ The All Bard Party, 7-2024
→ PFS 12th Lvl DPR Olympics Reboot, 7-2011 to 2019 {can get contentious}
NPC Codex, Villain Codex...I've posted several builds (Bards, Wizard multiclasses, Cleric multiclasses) at 5 & 11th levels. Just search about the Advice forum.
You will exceed the usual recommended max CR=APL+3 due to large party size and party equip. I'd add in some constructs, aberrations, oozes, and shapechangers.
My plan was to make multiple parties of vampires and throw them at the party in succession, maybe have a fight where after a round or two a second vampire party arrives.
| Azothath |
I gave links pointing to groups. So pick what you think works and add the Vamp template.
The DPR Olympics has tricked out builds trying to leverage some rule.
Bards, swashbucklers make good vamps. Wizards are a strong high level class and can be diviners or necromancers.
When attacks are planned sequentially, the term waves is used. Usually they are timed every 5 rnds or with a few rnds between for PC recovery.
It's good to vary creature type so the same active buffs don't work on every encounter. Some groups will have eidolons, animal companions, summons, or constructs... depends on the group.
| Azothath |
Shooting at Lvl 12(can be adjusted) with CR 16 or so.
Necromancer Group
Wizard-Necro 12 with; Wiz servants: 8 juju/fast zombies with 4 chests, Volt Ghost CR9, (3) Flesh golem CR7.
Cleric (Anubis) 11, wiz-diviner 1 with; Young Fossil Golem(black wolf's head, tears of death Fort 24 [2] uses, magebane Fort 22 [2] uses) CR11, mummified androsphinx (Wk acid, dragon bile Fort 26 [2] uses, woundweal Fort 24 [2] uses) CR 10.
Gravewalker-Witch 12 with Adv Wamp CR7, Pukwudgie CR7, Shadowbound Nekomata CR7.
Opera Troupe
Chelish Diva-Bard 12.
Dirge-Bard 12.
Magus-sorrowblade 11, Rogue 1.
Skald 12.
(4) dervish dancer-Bard 7.
(2) Bacchanal-Skald 7.
(2) Ninja 7.
Leng Envoy
Denizen of Leng Wizard Ench-Controller 8 CR 12 Int 24(+4 headband) (coinshot: Leng's Tears Fort 20 [1] use, magebane Fort 22 [2] uses, +1 hvy repeating crossbow (2d8 19+ *2 P) 2*5 cold iron wpn blnch silver bolt w red tears Fort 19 [2] uses).
Adv Gug savant CR12 (abil[33(29), 16, 22, 15, 20, 22], Belt Str +4, +2 keen cold iron Lrg Fauchard (2d8 c15+ *2 S), mw cold iron Lrg gladius.
Fungal Moon beast CR12.
Leng Ghoul Ninja 4 CR12 (Deathblade Fort 22 [2] uses, Nerveblast Fort 21 [2] uses)
Taotieh CR11.
Carnivorous crystal ooze CR11.
| Mysterious Stranger |
How about a party of 4 Anitpaladsin, that were paladins that fell from grace when they became vampires after failing to kill Strahd? A vampire antipaladin is incredibly powerful because the boost the two most important stats for the class. Have each anitpaladin be a former paladin of a different deity. They came together and were so sure that with 4 of them they could easily kill Strahd, but were defeated and became what they hated the most.
1 is a DEX based dervish of Sarenrae, 1 is a sword and board paladin of Iomedae, 1 is an archer of Erastil, the last one is a two-handed specialist of some god with a greatsword or similar favored weapon.
| The Bright Rider |
I have a friend that regularly GMs our group (sadly he does not have an account in the forums), this is what he had to say.
An army of Vampire Adventurers is a misnomer, but if allowed to be an irregular force, it can work. FOR THIS TO WORK THE GM MUST PLAY TO KILL. If not, then there is no point.
First of all, the GM is going to want 3 parties in the level bracket suggested.
I recommend,
A ranger specialized in ranged combat
A general purpose heavy armor fighter
A wizard with both Lightning Bolt and Fireball.
A Rogue with patience and high stealth.
As the core of each team. The Ranger is meant to rain down poisoned arrows from range. I recommend hitting the Cleric with Drow Poison as the opening move, the Paladin second. Make heavy use of a variety of poisons, clip everybody a fire every other arrow into the Cleric.
The wizard should be firing Lightning into the party to break them up and separate them, if they group, Fireball. Keep the Wizards mobile and hidden.
The Fighter is his group's shield and secondary striker. Arm him with a bow and sword and board load out. The Fighter should also pepper the party with poisoned arrows until the party starts to respond. I would recommend Cut from the Air, Spellcut, and Smash for the Air as feats. They are to draw the heat off the Wizards and Rangers.
The Rogue is meant to wait and when the players are distracted and running off, sneak in and start killing. Start with the downed players, then move to disable the casters before killing them. Disable first so they can use their magics properly.
The last slot in each vampire party is flavor to taste.
I recommend a gunslinger to deal with AC, a single cleric for undead heals, and a cavalier to issue challenges.
Don't forget that you are using Vampires. They should be throwing swarms of bats, packs of wolves, and possibly lesser vampires at the party. They are also immune to mind affects.
This creates a dangerous battle that the players must work together on, and support each other.Play the lethality up. Players have a lot of hit points to burn through, and the closer to 0 they are, the scarier the Vampires are. If the players leave an opening to damage a downed player, take it. That strips the players of a safety net.
You don't have to kill the players, something can always save them, or revive them after the fact, I recommend that second one, but the vampires need to feel lethal.
For Vinnie, have a rogue single him out a try to turn him, or dominate him. Vinnie will be a an Undead, or not a problem until Strahd can deal with the situation. Don't take the player out of the game, but target the character and let them know Strahd has a personal interest in them, and will make their life hell.
| Cowardly Paladin |
You could build up;
→ Your Ideal Party of Four, 12-2025
→ The All Bard Party, 7-2024
→ PFS 12th Lvl DPR Olympics Reboot, 7-2011 to 2019 {can get contentious}
NPC Codex, Villain Codex...I've posted several builds (Bards, Wizard multiclasses, Cleric multiclasses) at 5 & 11th levels. Just search about the Advice forum.
You will exceed the usual recommended max CR=APL+3 due to large party size and party equip. I'd add in some constructs, aberrations, oozes, and shapechangers.
I guess, it just feels a bit impersonal to take peopel's builds created in a totally different context and use them in a vampire army.
| Cowardly Paladin |
...I have a friend that regularly GMs our group (sadly he does not have an account in the forums), this is what he had to say.
** spoiler omitted **
Your friend is very wise, this is very much how I've been playing the lesser vampire parties they have run into this whole time. I am espicially interestd in the GUnslinger and calvarier option
Vinnie being charmed by vampires has become a bit of a running gag at this point, to the point where the party has gotten them a lot of equiptment to make it very difficult for them to be charmed (but not impossible). So the current strat Strahd is going for is to grapple vinnie, kill their friends, and then "talk" them into no logner embaressing the family.
Vinnie also stole Strahd's dog. It isn't mechanically relevant but very funny
| Cowardly Paladin |
How about a party of 4 Anitpaladsin, that were paladins that fell from grace when they became vampires after failing to kill Strahd? A vampire antipaladin is incredibly powerful because the boost the two most important stats for the class. Have each anitpaladin be a former paladin of a different deity. They came together and were so sure that with 4 of them they could easily kill Strahd, but were defeated and became what they hated the most.
1 is a DEX based dervish of Sarenrae, 1 is a sword and board paladin of Iomedae, 1 is an archer of Erastil, the last one is a two-handed specialist of some god with a greatsword or similar favored weapon.
OH i love this vision, i wasn't imagining parites of all one classes but that would be so sad and its a great way to show the variety between the various antipaladins.
| Cowardly Paladin |
Shooting at Lvl 12(can be adjusted) with CR 16 or so.
Necromancer Group
Wizard-Necro 12 with; Wiz servants: 8 juju/fast zombies with 4 chests, Volt Ghost CR9, (3) Flesh golem CR7.
Cleric (Anubis) 11, wiz-diviner 1 with; Young Fossil Golem(black wolf's head, tears of death Fort 24 [2] uses, magebane Fort 22 [2] uses) CR11, mummified androsphinx (Wk acid, dragon bile Fort 26 [2] uses, woundweal Fort 24 [2] uses) CR 10.
Gravewalker-Witch 12 with Adv Wamp CR7, Pukwudgie CR7, Shadowbound Nekomata CR7.Opera Troupe
Chelish Diva-Bard 12.
Dirge-Bard 12.
Magus-sorrowblade 11, Rogue 1.
Skald 12.
(4) dervish dancer-Bard 7.
(2) Bacchanal-Skald 7.
(2) Ninja 7.Leng Envoy
Denizen of Leng Wizard Ench-Controller 8 CR 12 Int 24(+4 headband) (coinshot: Leng's Tears Fort 20 [1] use, magebane Fort 22 [2] uses, +1 hvy repeating crossbow (2d8 19+ *2 P) 2*5 cold iron wpn blnch silver bolt w red tears Fort 19 [2] uses).
Adv Gug savant CR12 (abil[33(29), 16, 22, 15, 20, 22], Belt Str +4, +2 keen cold iron Lrg Fauchard (2d8 c15+ *2 S), mw cold iron Lrg gladius.
Fungal Moon beast CR12.
Leng Ghoul Ninja 4 CR12 (Deathblade Fort 22 [2] uses, Nerveblast Fort 21 [2] uses)
Taotieh CR11.
Carnivorous crystal ooze CR11.
I love this espicially the idea of them coming in waves. The party is just taking on hoards of fallen adventuers I think it will be a game that is simultanious exciting but also somber.
| Cowardly Paladin |
It says so much that you renamed him Vlad. by this point in the adventure the withces and werewolves have been wiped out. He has some human mercenaries and some bound demons and devils but Strahd plans to use them to more as inconviences than the main threat. The party can't rest in the castle, so every hp they lose can't be restored.
| Mysterious Stranger |
I created a party of 4 fallen antipaladins, each with a different fighting style. I based their fighting styles on their original deity but did use the free feats and stats the vampire gets.
The first is a Human DEX based dervish dancer of Sarenrae. I went for human because this build is pretty feat intense and the extra feat allowed him to pick up whirlwind attack. I wanted to include improved critical but decided whirlwind attack fit the concept better. If you want to swap out whirlwind attack for improved critical, he becomes a lot deadlier. He also maxed out stealth so has obscene stealth bonus.
The next is a half drow sword and board style fallen paladin of Iomedae. She has shield snag and fights with a snarl shield. The snarl shield has the disarm property, so she usually disarms her opponents before using her shield for damage. Skill wise she focuses on bluff and disguise. The antipaladin spell list includes disguise self and peerless integrity, so she often poses as her former self to trap the unwary.
The third one is a halfling archery focus fallen paladin of Erastil. He uses the typical feats of an archer and tries to get as many shots off as possible. Smite good not only boost his damage for each shot it also overcomes the DR problem most archers have. Due to high DEX and small size, he also has an obscene stealth bonus. In combat he will often use weapon bond to make his bow unholy to further boost the damage.
The last one is a demon spawn tiefling of ragathiel using a bastard sword. His combat style is based on getting two very powerful attacks. Cleaving bash allows him to use vital strike with cleave. He really does not specialize in any one skill, but his stats still give some decent bonus.
All four characters get up to third level spells. While that may not seem all that impressive the antipaladin spell list is incredibly useful for these characters. I have already mentioned disguise self and peerless integrity. Invisibility is also on the spell list and all the characters using heavy armor are using mithral plate, so they all have decent stealth bonuses. The lowest bonus in the group is +12 before the +20 bonus for being invisible. Since vampires can use gaseous form at will they can easily maneuver into position and surprise the party.
Weapon bond allows their weapons to make their weapons magic up to a +3 bonus or add enchantments to it. If they are striking from ambush, there is no reason they cannot use both weapon bond and smite good at the same time. More than likely all of the character will make their weapon a +1 Unholy weapon.
I have the full stat blocks for this party I can post if you are interested.
| Cowardly Paladin |
I created a party of 4 fallen antipaladins, each with a different fighting style. I based their fighting styles on their original deity but did use the free feats and stats the vampire gets.
The first is a Human DEX based dervish dancer of Sarenrae. I went for human because this build is pretty feat intense and the extra feat allowed him to pick up whirlwind attack. I wanted to include improved critical but decided whirlwind attack fit the concept better. If you want to swap out whirlwind attack for improved critical, he becomes a lot deadlier. He also maxed out stealth so has obscene stealth bonus.
The next is a half drow sword and board style fallen paladin of Iomedae. She has shield snag and fights with a snarl shield. The snarl shield has the disarm property, so she usually disarms her opponents before using her shield for damage. Skill wise she focuses on bluff and disguise. The antipaladin spell list includes disguise self and peerless integrity, so she often poses as her former self to trap the unwary.
The third one is a halfling archery focus fallen paladin of Erastil. He uses the typical feats of an archer and tries to get as many shots off as possible. Smite good not only boost his damage for each shot it also overcomes the DR problem most archers have. Due to high DEX and small size, he also has an obscene stealth bonus. In combat he will often use weapon bond to make his bow unholy to further boost the damage.
The last one is a demon spawn tiefling of ragathiel using a bastard sword. His combat style is based on getting two very powerful attacks. Cleaving bash allows him to use vital strike with cleave. He really does not specialize in any one skill, but his stats still give some decent bonus.
All four characters get up to third level spells. While that may not seem all that impressive the antipaladin spell list is incredibly useful for these characters. I have already mentioned disguise self and peerless integrity. Invisibility is also on the spell list...
Please do, that sounds perfect for what i want, that would be devestating and memorable. I just need to make them all vampires and in my canon it was dying to Strahd that makes them fall. I love how much you are having their mechanics express their personalities
| Mysterious Stranger |
| 1 person marked this as a favorite. |
Paladin of Sarenrae
Human vampire antipaladin 12 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 270)
CE Medium undead (augmented humanoid, human)
Init +11; Senses darkvision 60 ft.; Perception +16
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
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Defense
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AC 27, touch 18, flat-footed 19 (+3 armor, +7 Dex, +1 dodge, +6 natural)
hp 160 (12d10+84); fast healing 5
Fort +18, Ref +18, Will +14
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
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Speed 30 ft.
Melee mwk scimitar +16/+11/+6 (1d6+15/18-20) or
slam +10 (1d4+6 plus energy drain)
Special Attacks blood drain, channel negative energy 5/day (DC 21, 6d6), children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), smite good 4/day (+5 attack and AC, +12 damage)
Antipaladin Spell-Like Abilities (CL 12th; concentration +17)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +14)
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Statistics
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Str 18, Dex 24, Con —, Int 13, Wis 12, Cha 20
Base Atk +12; CMB +12; CMD 34
Feats Alertness, Combat Expertise, Combat Reflexes, Dervish Dance[ISWG], Dodge, Improved Initiative, Lightning Reflexes, Mobility, Power Attack, Spring Attack, Toughness, Weapon Finesse, Whirlwind Attack
Skills Acrobatics +10, Bluff +22, Diplomacy +5 (+7 vs. people from chosen country), Disguise +11, Handle Animal +9, Intimidate +14 (+16 vs. people from chosen country), Knowledge (religion) +7, Perception +16, Perform (dance) +7, Ride +11, Sense Motive +17, Spellcraft +7, Stealth +30; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Celestial, Common
SQ change shape (dire bat or wolf, beast shape II), cruelties (blinded, diseased, nauseated, sickened), fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 11/day (6d6)
Other Gear mithral parade armor[UE], mwk scimitar, 106,660 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Blinded, DC 21) (12 rounds) (Su) Touch of corrupution can blind target for 12 rounds (Fort neg).
Cruelty (Diseased, DC 21) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Nauseated, DC 21) (4 rounds) (Su) Touch of corrupution can nauseate target for 4 rounds (Fort neg).
Cruelty (Sickened, DC 21) (12 rounds) (Su) Touch of corrupution can sicken target for 12 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dervish Dance Use Dex modifier instead of Str modifier with scimitar
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 21) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Touch of Corruption (6d6 hit points, 11/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Whirlwind Attack Instead of making a full attack, you attack all foes in reach.
| Mysterious Stranger |
| 1 person marked this as a favorite. |
Paladin of Iomedae
Half-elf (drow-descended) vampire antipaladin 12 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 270)
CE Medium undead (augmented humanoid, elf, human)
Init +7; Senses darkvision 60 ft.; Perception +13
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
--------------------
Defense
--------------------
AC 32, touch 14, flat-footed 28 (+9 armor, +3 Dex, +1 dodge, +6 natural, +3 shield)
hp 160 (12d10+84); fast healing 5
Fort +18, Ref +14, Will +14; +2 vs. enchantments
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune sleep, undead traits; Resist cold 10, electricity 10
Weaknesses light blindness, vampire weaknesses
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk longsword +17/+12/+7 (1d8+16/19-20) or
slam +11 (1d4+8 plus energy drain)
Special Attacks blood drain, channel negative energy 5/day (DC 21, 6d6), children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), smite good 4/day (+5 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +17)
1/day—dancing lights, darkness, faerie fire
Antipaladin Spell-Like Abilities (CL 12th; concentration +17)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +14)
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Statistics
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Str 26, Dex 17, Con —, Int 12, Wis 12, Cha 20
Base Atk +12; CMB +16; CMD 34
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Shield Bash, Improved Two-weapon Fighting, Lightning Reflexes, Power Attack, Shield Focus, Shield Snag, Toughness, Two-weapon Fighting
Skills Acrobatics -2 (-6 to jump), Bluff +28, Climb +3 (+7 to catch yourself on wall or slope when falling if you have a shield equipped), Disguise +14, Handle Animal +9, Intimidate +11, Linguistics +5, Perception +13, Ride +2, Sense Motive +17, Spellcraft +7, Stealth +12; Racial Modifiers +8 Bluff, +10 Perception, +8 Sense Motive, +8 Stealth
Languages Celestial, Common, Elven
SQ change shape (dire bat or wolf, beast shape II), cruelties (diseased, frightened, poisoned, shaken), elf blood, fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 11/day (6d6)
Other Gear mithral full plate, mwk steel snarlshield, mwk longsword, 96,985 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Diseased, DC 21) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Frightened, DC 21) (6 rounds) (Su) Touch of corrupution can frighten target for 6 rounds (Fort neg).
Cruelty (Poisoned, DC 21) (Su) When you use your touch of corruption ability to damage a target, you may affect it with poison, using your antipaladin level as your caster level, unless it makes a successful Fortitude saving throw. The DC of this save is equal to 10 + 1/2 t
Cruelty (Shaken, DC 21) (12 rounds) (Su) Touch of corrupution can make target shaken for 12 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Energy Drain (2 levels, DC 21) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Light Blindness (Ex) Bright light blinds for 1 rd, then dazzled as long as remain in it.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (6d6 hit points, 11/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
| Mysterious Stranger |
| 1 person marked this as a favorite. |
Paladin of Erastil
Halfling vampire antipaladin 12 (Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 270)
CE Small undead (augmented humanoid, halfling)
Init +11; Senses darkvision 60 ft.; Perception +19
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
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Defense
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AC 28, touch 19, flat-footed 20 (+3 armor, +7 Dex, +1 dodge, +6 natural, +1 size)
hp 160 (12d10+84); fast healing 5
Fort +19, Ref +19, Will +15; +2 vs. fear
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
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Speed 20 ft.
Melee slam +12 (1d3+2 plus energy drain)
Ranged mwk composite longbow +15/+15/+10/+5 (1d6+12/×3)
Special Attacks blood drain, channel negative energy 5/day (DC 21, 6d6), children of the night, create spawn, dominate (DC 21), energy drain (2 levels, DC 21), smite good 4/day (+5 attack and AC, +12 damage)
Antipaladin Spell-Like Abilities (CL 12th; concentration +17)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +14)
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Statistics
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Str 18, Dex 25, Con —, Int 12, Wis 12, Cha 20
Base Atk +12; CMB +15; CMD 33
Feats Alertness, Combat Reflexes, Deadly Aim, Dodge, Improved Initiative, Improved Precise Shot, Lightning Reflexes, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Toughness
Skills Acrobatics +10 (+6 to jump), Bluff +19, Climb +6, Disguise +11, Handle Animal +9, Intimidate +14, Knowledge (religion) +7, Perception +19, Ride +11, Sense Motive +17, Stealth +31; Racial Modifiers +2 Acrobatics, +8 Bluff, +2 Climb, +10 Perception, +8 Sense Motive, +8 Stealth
Languages Common, Goblin, Halfling
SQ change shape (dire bat or wolf, beast shape II), cruelties (diseased, exhausted, fatigued, stunned), fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 11/day (6d6)
Other Gear darkleaf cloth studded leather, mwk composite longbow (+4 Str), 106,425 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (8 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Diseased, DC 21) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Exhausted, DC 21) (Su) Touch of corruption can exhaust target (Fort neg).
Cruelty (Fatigued, DC 21) (Su) Touch of corruption can fatigue target (Fort neg).
Cruelty (Stunned, DC 21) (3 rounds) (Su) Touch of corrupution can stun target for 3 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 21) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 21) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (4/day) (Su) +5 to hit, +12 to damage, +5 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (6d6 hit points, 11/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
| Mysterious Stranger |
| 1 person marked this as a favorite. |
Paladin of Ragathiel
Demon-spawn tiefling vampire antipaladin 12 (Pathfinder Player Companion: Blood of Fiends 20, Pathfinder RPG Advanced Player's Guide 118, Pathfinder RPG Bestiary 264, 270)
CE Medium undead (augmented outsider, native)
Init +6; Senses darkvision 60 ft.; Perception +13
Aura cowardice (10 ft.), despair (10 ft.), vengeance (10 ft.)
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Defense
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AC 28, touch 13, flat-footed 25 (+9 armor, +2 Dex, +1 dodge, +6 natural)
hp 172 (12d10+96); fast healing 5
Fort +20, Ref +14, Will +15
Defensive Abilities channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10, fire 5
Weaknesses vampire weaknesses
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk bastard sword +17/+12/+7 (1d10+24/19-20) or
slam +11 (1d4+8 plus energy drain)
Special Attacks blood drain, channel negative energy 6/day (DC 22, 6d6), children of the night, create spawn, dominate (DC 22), energy drain (2 levels, DC 22), smite good 4/day (+6 attack and AC, +12 damage)
Spell-Like Abilities (CL 12th; concentration +18)
1/day—shatter (DC 18)
Antipaladin Spell-Like Abilities (CL 12th; concentration +18)
At will—detect good
Antipaladin Spells Prepared (CL 9th; concentration +15)
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Statistics
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Str 27, Dex 14, Con —, Int 10, Wis 12, Cha 22
Base Atk +12; CMB +16; CMD 33
Feats Alertness, Cleave, Combat Reflexes, Dodge, Furious Focus[APG], Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Toughness, Vital Strike, Weapon Trick (two-handed Weapons)
Skills Acrobatics -1 (-5 to jump), Bluff +20, Disguise +12, Handle Animal +10, Intimidate +13, Knowledge (religion) +6, Perception +13, Ride +3, Sense Motive +17, Spellcraft +6, Stealth +13; Racial Modifiers +8 Bluff, +10 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common
SQ change shape (dire bat or wolf, beast shape II), cruelties (cursed, diseased, paralyzed, shaken), fiendish boon (weapon +3, 2/day), gaseous form, shadowless, spider climb, touch of corruption 12/day (6d6)
Other Gear mithral full plate, mwk bastard sword, 97,165 gp
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Special Abilities
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Antipaladin Channel Negative Energy 6d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Aura of Despair -2 (10 ft.) (Su) Enemies in aura take a -2 to all saves.
Aura of Vengeance (10 ft.) (Su) As a standard action use 2 smite good, allies in area gain smite at your bonus for 1 min.
Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Cruelty (Cursed, DC 22) (Su) Touch of corruption can curse target, as per bestow curse (Fort neg).
Cruelty (Diseased, DC 22) (Su) Touch of corruption can afflict target with disease, as per contagion (Fort neg).
Cruelty (Paralyzed, DC 22) (1 round) (Su) Touch of corruption can paralyze target for 1 round (Fort neg).
Cruelty (Shaken, DC 22) (12 rounds) (Su) Touch of corrupution can make target shaken for 12 rounds (Fort neg).
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Dominate (DC 22) (Su) As a standard action, can use dominate person on foe in 30 ft.
Energy Drain (2 levels, DC 22) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Boon (Weapon +3, 12 mins, 2/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Smite Good (4/day) (Su) +6 to hit, +12 to damage, +6 deflection bonus to AC when used.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Touch of Corruption (6d6 hit points, 12/day) (Su) As a standard action, touch channels negative energy and applies cruelties.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Trick (Two-Handed Weapons) You may perform weapon tricks with the chosen weapon type.
| Mysterious Stranger |
Don’t forget about their spells. If they are aware the party is coming and have a chance to buff themselves, they get a lot tougher. Spells like protection from good and eagle’s splendor will increase their already substantial defenses. Animate Dead will allow each of them to have a 48 HD of minions. Nondetection can block divination including see invisible or even true seeing. Litany of weakness only takes a swift action and fatigues the target with no save. Corruption resistance will allow them to take less damage from attacks that affect evil creatures including smite evil from the paladin. Vestments of the Champion allows them to grant their armor a +3-enchantment bonus.
Their CR rating is only 13 but they are much tougher than that. Fully buffed and attacking from surprise they may be too much for the party to handle. Most of them when fully buffed will have AC approaching or exceeding 40, saves at or above +20, and nearing 200 HP. Their Individual damage when using smite good may be able to kill a character in a single round.
Mr. Bonkers
|
I most likely still have some custom higher level enemy characters lying around from my GMing time of PF1 (and some player builds). I don't know if you already have enough potential vampires, but if not I could dig up their stats.
I know there is a cleric of Urgathoa amongst them with a nasty hangover channel build, and a mesmerist that messed with people's age categories. I tended to prefer enemies that spread around debuffs without complete character removal, but those penalties usually lasted quite some time. Others created unfavorable situations that people needed to deal with otherwise it got out of hand. or messed with their positioning.
| Cowardly Paladin |
Don’t forget about their spells. If they are aware the party is coming and have a chance to buff themselves, they get a lot tougher. Spells like protection from good and eagle’s splendor will increase their already substantial defenses. Animate Dead will allow each of them to have a 48 HD of minions. Nondetection can block divination including see invisible or even true seeing. Litany of weakness only takes a swift action and fatigues the target with no save. Corruption resistance will allow them to take less damage from attacks that affect evil creatures including smite evil from the paladin. Vestments of the Champion allows them to grant their armor a +3-enchantment bonus.
Their CR rating is only 13 but they are much tougher than that. Fully buffed and attacking from surprise they may be too much for the party to handle. Most of them when fully buffed will have AC approaching or exceeding 40, saves at or above +20, and nearing 200 HP. Their Individual damage when using smite good may be able to kill a character in a single round.
There spell lists aren't in the description, or do anti paladins just get access to the whole spells?
| Cowardly Paladin |
I most likely still have some custom higher level enemy characters lying around from my GMing time of PF1 (and some player builds). I don't know if you already have enough potential vampires, but if not I could dig up their stats.
I know there is a cleric of Urgathoa amongst them with a nasty hangover channel build, and a mesmerist that messed with people's age categories. I tended to prefer enemies that spread around debuffs without complete character removal, but those penalties usually lasted quite some time. Others created unfavorable situations that people needed to deal with otherwise it got out of hand. or messed with their positioning.
absolutely please do. Just remove any items they have since Strahd doesn't want to let the players get any gear from them
Mr. Bonkers
|
| 1 person marked this as a favorite. |
Alright then, here is the Urgathoan Cleric. This one might have arrogantly approached Strahd for an alliance, realizing too late that Strahd did not consider the cleric an equal...
The character has three things that it excels at: Buffing, Dispelling, and spreading debuffs like crazy with Variant Negative Channeling (always half damage, but on a failed Will save 4 rounds sickened, 6 rounds shaken, 1 person is effected as if it failed a Contagion spell). If the cleric is allowed to cast Unhallow (it costs something, but cannot be stolen by players), then Vampires become absolute units. It is somewhat walled by Death Ward, but that is dispellable. Please note that the thing that spreads the shaken condition (Shatter Resolve feat) does not contain that rule sentence that explains that the fear effect doesn't stack. So this one does and can go wild.
The character is not mend to be a damage dealer. It is a support that requires flunkies to buff or teammates to deal damage to crippled enemies.
This character does have some spell components on it for spells. They are so minor in cost I assumed it didn't matter as the mwk breastplate is 10 times as expensive. But if it does, lower the Dispel caster level by 1 and exchange the Animate Dead domain spell for another Dispel Magic.
NE Medium undead (augmented humanoid, human)
Init +7; Senses darkvision 60 ft.; Perception +34
Defense
AC 27, touch 14, flat-footed 23 (+6 armor, +1 shield, +3 Dex, +1 Dodge, +6 Natural)
hp 159 (12d8+96); fast healing 5
Fort +15, Ref +9, Will +13
Defensive Abilities: channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Offense
Speed: 30 ft.
Melee Slam +12 (1d4+4 plus energy drain) or Mwk Scythe +13/+8 (2d4+4)
Special Attacks: blood drain, Variant channel negative energy (disease) 10/day (DC 25, 6d6 halved + sicken 4 rounds and shaken 6 rounds + contagion on 1 target), children of the night, create spawn, dominate (DC 23), energy drain (2 levels, DC 23)
Spell-Like Abilities (CL 12th (17th for dispel); concentration +19)
7/day—Death’s Kiss, Divine Vessel
2/day—Dispelling Touch
Cleric Spells Prepared (CL 12th; concentration +19)
6th —Create Undead (D), Dispel Magic, Greater x2
5th —Boneshatter (DC20), Caustic Blood (DC20), Profane Nimbus, Slay Living (D) (DC20), Unhallow
4rd —Air Walk, Blessing of Fervor, Enervation (D), Hallucinogenic Smoke (DC19), Magic Weapon, Greater, Wall of Bone
3rd —Animate Dead (D), Resist Energy, Communal x2, Dispel Magic x3
2nd —Boneshaker x2 (DC17), Ghoul Touch (D) (DC17), Inflict Moderate Wounds (DC17), Undetectable Alignment
1st — Identify (D), Liberating Command x2, Shield of Fate x2
0 (at will)—Create Water, Detect Magic, Guidance, Read Magic
D domain spell; Domains Divine, Undead
Statistics
Str 16, Dex 16, Con –, Int 12, Wis 20, Cha 25
Base Atk +9; CMB +12; CMD 25
Feats Alertness, Blind-Fight, Combat Reflexes, Dispel Focus, Dodge, Greater Dispel Focus, Improved Channel, Improved Initiative, Lightning Reflexes, Quick Channel, Selective Channeling, Shatter Resolve,Toughness
Skills , Bluff +26, Diplomacy +16, Knowledge Religion +10, Perception +34, Sense Motive +17, Stealth +11
Languages Abyssal, Common, Necril
SQ change shape (dire bat or wolf, beast shape II), death’s embrace, gaseous form, shadowless, spider climb
Other Gear Mwk breastplate, Darkwood Buckler, mwk Scythe, Holy Symbol Tattoo, Myrrh (for dispel magic), Onyx (for animate dead)
Special AbilitiesChange Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Death’s Kiss (Su): You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Quick Channel: You may channel energy as a move action by spending 2 daily uses of that ability.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Shatter Resolve: When you damage a creature by channeling negative energy, you fill your foe with fear. A creature that fails its Will save against your channeled energy also becomes shaken for a number of rounds equal to the number of dice you roll for your channel energy ability (currently 6 rounds).
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Variant channeling:When channeling negative energy to harm, affected creatures take only half the normal damage but take an additional penalty or harmful effect; a successful saving throw negates the additional penalty or effect but does not reduce the damage any further. Creatures that would normally ignore the effect of a particular channel (such as undead with respect to a positive energy channel used to heal) ignore the variant effect of that channel. DISEASE. When you channel to harm, creatures are sickened until the end of your next turn, plus a number of rounds equal to your channel penalty (currently 4 rounds). At cleric level 10, you may select one creature as the target of a contagion in addition to the effects of the channeled energy. At cleric level 20, all creatures in the area are subject to contagion in addition to the effects of the channeled energy.
Mr. Bonkers
|
| 1 person marked this as a favorite. |
A Mesmerist that toys with opponent's age categories. This one didn't try to beat Strahd, but went into the realm to either retrieve something or someone. Unfortunately, that didn't go so well when Strahd appeared...
Another Debuff build, this time heavily focusing on the Revision ability and on poison. Had to take away the conductive weapon, but it can still be used as its own touch attack. Anyone hit by this needs to make a Fort save or has their age category changed for 12 hours, with all the age penalties/bonusses that come with the years. Knock them into Venerable age and give them a -6 to all physical stats (and a +3 to mental ones). Or be evil and make them a preteen, making them small. Notice that this ability does not alter their equipment size and anything unusable by their new size falls to the ground. It can also use it on itself to make itself older and thus have higher mental stats (it currently is set to Middle Age, because the Unaging feat ignores the penalties).
Yet again, this one doesn't do a lot of damage, but leaves a crippled enemy in its wake. It can also poison weapons beforehand with 1d3 Dex and Con Poison for its allies, and swap places with the designated Tank or Frontliner through its Swap Position Trick. Whenever the painful stare triggers, the enemy also needs to make a Save to not be Blinded.
This one has a gear thing that is pricey, but your players can't steal a Tattoo (that I'm aware of, that is).
CE Medium undead (augmented humanoid, elf, human)
Init +8; Senses darkvision 60 ft.; Perception +26
Defense
AC 25 touch 15, flat-footed 20 (+4 armor, +4 Dex, +1 Dodge. +6 Natural)
hp 183 (12d8+120); fast healing 5
Fort +12, Ref +14, Will +17
Defensive Abilities: channel resistance +4, towering ego; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Offense
Speed: 30 ft.
Melee Slam +9 (1d4+3 plus energy drain) or mwk brass knuckles +14 (1d3+2)
Special Attacks blood drain, bold stare (disorientation, lethality, restriction), children of the night, create spawn, dominate (DC 24), energy drain (2 levels, DC 24), hypnotic stare (-3), mesmerist trick 6/day (compel alacrity, mask misery, mesmeric mirror, revision 10/day (DC24), slip bonds, spatial switch, unwitting messenger), painful stare (+6 or 4d6+6, plus DC24 versus blind)
Spell-Like Abilities (CL 10th; concentration +18)
11/day—Progenitor’s Sting (DC23)
Mesmerist Spells Known (CL 12th; concentration +20)
4rd (5/day)—Age Resistance, Invisibility, Greater, Synaptic Pulse, Greater (DC23)
3rd (6/day)—Clairvoyance/Clairaudiance, See Invisibility, Synaptic Scramble (DC22), Vampiric Touch
2nd (7/day)—, Blindness/Deafness (DC21), Cat's Grace, Eagle’s Splendor, Locate Object, Shamefully Overdressed (DC21),
1st (7/day)—Charm Person (DC20), Crime of Opportunity (DC20), Faerie Fire, Hideous Laughter (DC20), Implant Urge, Liberating Command
0 (at will)—Detect Magic, Detect Psychic Significance, Mage Hand, Message, Open/Close, Prestidigitation
Statistics
Str 14, Dex 18, Con –, Int 15, Wis 13, Cha 26
Base Atk +9; CMB +13; CMD 25
Feats Alertness, Blinding Stare, Bouncing Trick, Combat Reflexes, Dodge, Eldritch Heritage (Scorpion), Extended Stare, Improved Initiative, Lightning Reflexes, Skill Focus (Climb), Toughness, Weapon Finesse, Unaging
Skills Bluff +31, Climb +5, Diplomacy +23, Disguise +23, Escape Artist +19, Intimidate +23, Perception +26, Sense Motive +24, Stealth +27
Languages Aklo, Common, Elven, Halfling
SQ change shape (dire bat or wolf, beast shape II), gaseous form, glib lie, keen senses, manipulator spells, masterful tricks, mental potency, shadowless, spider climb
Other Gear Mwk Chain Shirt, Mesmerizing Tattoo
Special AbilitiesChange Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Hypnotic Stare (Su): swift action to focus on one creature within 40 feet. That creature takes a -4 penalty to Will saves, -3 penalty to attack rolls, and a -3 penalty to fortitude saves versus poison and disease.
Progenitor’s Sting (Sp): You can magically apply your toxic essence onto your weapon or onto the weapon of a willing ally within 30 feet as a standard action. (Poison—injury; save Fort DC 10 + half your sorcerer level + your Charisma modifier; frequency 1/round for 6 rounds; effect 1 Str, Dex, or Con damage [chosen when this ability is used]; cure 1 save). You can use this ability a number of times per day equal to 3 + your Charisma modifier.
At 5th level, the ability damage of your poison increases to 1d3.
At 7th level, each time you apply your progenitor’s sting, you can choose two ability scores for your bloodline poison to affect.
At 11th level, whenever you apply your progenitor’s sting to a weapon, you can magically apply it onto all willing allies’ weapons within 20 feet as well. This counts as one use of your bloodline ability.
Revision (Su): At 3rd level, a material manipulator can revise a creature’s body to change its appearance. He can use revision a number of times per day equal to 3 + his Charisma modifier. Using revision is a standard action (or a swift action if the material manipulator uses it on himself ), and the material manipulator must be able to touch his target. An unwilling target must succeed at a Fortitude save (DC = 10 + half the material manipulator’s mesmerist level + his Charisma modifier) to negate the effect.
At 3rd level, the material manipulator can adjust the target’s height and weight, increasing it or decreasing it to any height or weight within the standard range for creatures of the target’s type and size category (Pathfinder RPG Core Rulebook 169). At 6th level, he can adjust the target’s gender, physical traits (such as nose size, fingernail length, and foot shape), and pigmentation (including eye, hair, and skin color) to any natural variation for creatures of the target’s type (and heritage, if applicable). At 10th level, he can adjust the target’s age, rewinding the target’s age to as young as a young adult (approximately 8 years old for a human) or progressing it to as old as venerable. This causes the target to gain aging bonuses and penalties and adjust its size as appropriate for its new age, but doesn’t confer any other benefits gained from aging (such as additional racial Hit Dice, supernatural abilities, and so on). At 14th level, he can adjust the target’s type or subtype, as per polymorph. At 20th level, he can instead adjust the target’s type as per greater polymorph. This ability is a polymorph effect, and the subject of a revision cannot end the effect early by any means unless the material manipulator permits it. The material manipulator can stack multiple adjustments from this ability into the same polymorph effect—for instance, a 14th-level material manipulator can adjust himself into an orc, reduce his age to that of a young adult, give himself large feet and a bulbous nose, and change his gender.
This effect lasts for 10 minutes per mesmerist level. At 10th level, the effect lasts for 1 hour per mesmerist level, or 1 minute per level if he uses it as polymorph. At 20th level, the effect lasts indefinitely, or 10 minutes per mesmerist level if the material manipulator uses it as greater polymorph and causes the target to assume a form with a different type than its true form. The mesmerist can dismiss this effect as a free action.
Clothing and equipment worn by the target is not affected by this effect—gear does not resize to suit the wearer’s new form, nor does it merge into her body. Gear unable to be worn or wielded as a result of this effect falls to the ground in the wearer’s space.
Age rules (bonuses and penalties are cumulative): At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha / At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha / At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Mr. Bonkers
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A Shifter that focuses on elemental strikes. This might have been an adventurer that tried to beat Strahd, or a bodyguard of someone that tried to.
This one is for damage. A Frontliner wielding a spiked heavy shield and a dagger. It can increase its own stats by activating its elemental Minor Forms, combining two to generate an extra effect (rain, duststorm, or mud-aura). The shield is the main weapon, and every time it hits, the attack-roll is also checked agains the CMD of the opponent. If it also beats that, the shield bash also disarms them. If it cannot full attack, then three times a day it can make a Targeted Blow, making someone prone or confused on a successful hit (no save). Then when people underestimate its damage output, it can activate its elemental strike to add 4d6 energy damage to each strike made (gaining a sudden explosion of damage).
This character is straight forward. It moves to the frontline, dealing damage and at the same time disrupting the opponent enough to prevent successful turns while it is there.
CE Medium undead (augmented humanoid, human, orc)
Init +9; Senses darkvision 60 ft.; Perception +31
Defense
AC 33 touch 21, flat-footed 27 (+4 armor, +2 shield, +5 Dex, +1 Dodge +6 Natural, +5 Defensive Instinct)
hp 138 (12d10+60); fast healing 5
Fort +11, Ref +15, Will +8
Defensive Abilities: channel resistance +4, defensive instinct; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Offense
Speed: 30 ft.
Melee Mwk Spiked Heavy Shield +19/+14/+9 (1d6+8 plus disarm) or
Mwk Spiked Heavy Shield +17/+12/+7 (1d6+8 plus disarm), Mwk Dagger +17/+12(1d4+8/19-20), Bite +12 (1d4+3 plus energy drain) or
Bite +19/+12/+9 (1d4+7 plus energy drain)
Slam +19/+12/+9 (1d4+7 plus energy drain)
Special Attacks: blood drain, children of the night, create spawn, dominate (DC 18), elemental strike (+4d6 acid, cold, or electricity), energy drain (2 levels, DC 18)
Statistics
Str 24, Dex 20, Con –, Int 12, Wis 18, Cha 16
Base Atk +12; CMB +19; CMD 34
Feats Alertness, Combat Reflexes, Dodge, Improved Initiative, Improved Shield Bash, Lightning Reflexes, Martial Focus (Tribal), Martial Weapon Proficiency (Spiked Heavy Shield), Power Attack, Shield Snag, Targeted Blow, Toughness, Two-Weapon Fighting
Skills Acrobatics +8, Bluff +23, Fly +15, Heal +12, Perception +31, Sense Motive +28, Stealth +28
Languages Aquan, Common, Druidic, Orc, Terran
SQ change shape (dire bat or wolf, beast shape II), elemental aspect (air, earth, water), elemental form (air, earth, or water), elemental speech (air, earth, or water), gaseous form, shadowless, shifter’s fury, spider climb, toothy, track (+6), trackless steps
Other Gear Darkleaf Lamellar (Leather), mwk Spiked Heavy Shield (wood), Mwk Dagger
Special AbilitiesChange Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Minor form (air): +4 enhancement bonus to Dexterity
Minor form (earth): +4 enhancement bonus to Constitution (vampire has no use of the bonus, it is here to mix and match for the Omnielementalist ability)
Minor form (water): +4 enhancement bonus to Strength
Omnielementalist (Su): an elementalist shifter can fuse two elemental forms together, gaining combined powers of the different aspects and manifesting them in ways that bring to mind powerful natural weather phenomena. When the elementalist shifter takes on one minor form each from two of her elemental aspects, she gains an additional ability as long as she maintains the form. The effects of the abilities depend on the elemental combination, as detailed below.
- Downpour (minor air and water); extinguish flames in your square and adjacent ones
- Mudslide (minor earth and water); create 5 feet mud aura, makes difficult terrain that moves with you
- Sandstorm (minor air and earth); create 20 feet aura of nonlethal damage (1d6 per round if starting your turn in it).
Power Attack: -4 attack, +8 damage (+12 damage for twohanded)
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Shield Snag: Any opponents hit by your shield bash are also targeted by a free disarm attempt, substituting your attack roll for the combat maneuver check. This disarm attempt does not provoke an attack of opportunity. You cannot use this ability during the same round as a bull rush attempt made with Shield Slam or with any other abilities that affect how your shield bash works.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Targeted Blow: As a standard action, you can make a single melee attack with an appropriate weapon while targeting a specific body part of your foe. On a successful attack, you affect the target as if you had used the targetingUC gunslinger deed. You can use this ability two times per day, plus one additional time per day when your base attack bonus reaches +10, +15, and +20.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger's choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
Mr. Bonkers
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A Wizard with a Sword. Part of an group of adventurers that tried to take down Strahd.
This wizard is made to buff itself and its fellow party members. Overland Flight combined with Fickle Winds makes for an annoying flyer, and its Rime Spells are wide and make sure the opponents are Entangled on a regular basis. Thanks to Idealize, any transmutation spell this wizard casts that gives an enchantment bonus has its bonus increased by 2. That means that the Mass Eagle's Splendor, Mass Bull's Strength, the Fox's Cunning, and the Cat's Grace all buff with a +6. This characters inclusion can make up for the fact that Strahd doesn't allow them to have nice gear. If your players are ground bound (unlikely at higher level, but possible, especially if this is combined with the earlier Cleric and its Dispelling), then Walk the Plank can be a disastrous spell for them. It can also deliver its touch spells with Hand of the Apprentice, and thanks to the Elven Battle Style feat line it also substitutes strength with intelligence for damage with its sword.
The character can easily be placed in another group of vampires, buffing their stats and spreading entanglement and cold damage (or dropping them in a watertank with a shark in case they cannot fly).
CE Medium undead (augmented humanoid, elf)
Init +9; Senses darkvision 60 ft.; Perception +29
Defense
AC 26 touch 16, flat-footed 20 (+4 armor, +5 Dex, +1 Dodge, +6 Natural)
hp 110 (12d6+60); fast healing 5
Fort +7, Ref +11, Will +11
Defensive Abilities: channel resistance +4; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
Offense
Speed: 30 ft, fly 40 ft. (overland flight)
Melee +3 Keen Elven Curved Blade +14/+9 (1d10+9 / 15-20 x2)
Slam +8 (1d4+2 plus energy drain)
Special Attacks: blood drain, children of the night, create spawn, dominate (DC 19), energy drain (2 levels, DC 19), sword of the mage
Spell-Like Abilities (CL 12th; concentration +18)
9/day—Hand of the Apprentice (+15, 1d10+6)
1/day—Telekinetic Sword
Wizard Spells Prepared (CL 12th; concentration +18)
6th —Mass Bull’s Strength, Mass Eagle’s Splendor, Rime Cone of Cold (DC22)
5th —Fickle Winds, Open Arms, Overland Flight, Walk the Plank (DC21)
4rd —Black Tentacles, Fleshworm Infestation (DC20), Greater Invisibility, Rime Ice Spears (DC20)
3rd —Excruciating Deformation (DC19), Haste, Resist Energy, Communal x2, Slow (DC19)
2nd —Cat’s Grace, Fox’s Cunning, Stricken Heart x2, See Invisibility, Touch of Idiocy
1st —Alarm, Mage Armor, Protection from Good, Shield, Shocking Grasp x2
0 (at will)—Detect Magic, Mage Hand, Prestidigitation, Resistance
Statistics
Str 14, Dex 20, Con –, Int 22, Wis 16, Cha 16
Base Atk +6; CMB +11; CMD 23
Feats Alertness, Combat Reflexes, Dodge, Elven Battle Focus, Elven Battle Style, Elven Battle Training, Improved Initiative, Lightning Reflexes, Point-Blank Shot, Precise Shot, Rime Spell, Toughness, Weapon Finesse
Skills Appraise+13, Bluff +16, Fly +15, Knowledge Arcana +14, Knowledge Dungeoneering +13, Knowledge Engineering +10, Knowledge Geography +10, Knowledge History +10, Knowledge Local +13, Knowledge Nature +13, Knowledge Nobility +13, Knowledge Planes +13, Knowledge Religion +13, Perception +29, Sense Motive +15, Spellcraft +21, Stealth +13
Languages Aklo, Common, Draconic, Dwarven, Elven, Goblin, Necril, Orc
SQ arcane discoveries (Idealize), change shape (dire bat or wolf, beast shape II), gaseous form, shadowless, spider climb
Other Gear +3 Keen Elven Curved Blade (Arcane Bond)
Special Abilities
Arcane Bond: Elven Curved Blade
Change Shape (Su): A vampire can use change shape to assume the form of a dire bat or wolf, as beast shape II.
Elven Battle Style: While wielding a longsword, a rapier, or any melee weapon that has “elven” in its name, combat maneuver checks attempted with that weapon as attacks of opportunity don’t themselves provoke attacks of opportunity.
Elven Battle Focus: While using Elven Battle Style, you can add your Intelligence modifier to that weapon’s damage (instead of any other ability bonus or modifier you can add to your weapon damage). The weapon must be one appropriate for your size.
Elven Battle Training: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Idealize: In your quest for self-perfection, you have discovered a way to further enhance yourself and others. When a transmutation spell you cast grants an enhancement bonus to an ability score, that bonus increases by 2. At 20th level, the bonus increases by 4. You must be at least a 10th-level wizard to select this discovery.
Rime Spell: The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become entangled for a number of rounds equal to the original level of the spell.
Shadowless (Ex): A vampire casts no shadows and shows no reflection in a mirror.
Spider Climb (Ex): A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
| Mysterious Stranger |
Mysterious Stranger wrote:There spell lists aren't in the description, or do anti paladins just get access to the whole spells?Don’t forget about their spells. If they are aware the party is coming and have a chance to buff themselves, they get a lot tougher. Spells like protection from good and eagle’s splendor will increase their already substantial defenses. Animate Dead will allow each of them to have a 48 HD of minions. Nondetection can block divination including see invisible or even true seeing. Litany of weakness only takes a swift action and fatigues the target with no save. Corruption resistance will allow them to take less damage from attacks that affect evil creatures including smite evil from the paladin. Vestments of the Champion allows them to grant their armor a +3-enchantment bonus.
Their CR rating is only 13 but they are much tougher than that. Fully buffed and attacking from surprise they may be too much for the party to handle. Most of them when fully buffed will have AC approaching or exceeding 40, saves at or above +20, and nearing 200 HP. Their Individual damage when using smite good may be able to kill a character in a single round.
As prepared divine casters paladins get access to their whole spell list but must choose which and how many of each to memorize.