Pathfinder Monster Build: Adlets

adlet1As promised, I’ve listed my builds for the adlets I threw at my party a couple of weeks ago. The normal adlet is a CR 10 creature, with some good stats – particularly Dexterity – plus some spell-like abilities and a breath weapon. Their Constitution also gave them some staying power as the party tried to mow them down. I used the monster advancement rules from the bestiaries to create a few builds in Monster Codex style.

I created four builds: a shaman, a two-weapon slayer, an archery slayer, and a barbarian.

ADLET SHAMAN: A few adlets are more powerful shamans, with levels of oracle or druid. I thought the new shaman class worked quite well with this idea given the adlet’s decent wisdom.

Adlet (advanced) shaman 5, CN Medium humanoid (adlet, cold)

Init +14; Senses low-light vision, scent; Perception +18

DEFENSE

AC 28, touch 21, flat-footed 17 (+10 Dex, +1 dodge, +7 natural)

hp 238 (20d8+145)

Fort +13, Ref +22, Will +19

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.

Melee +1 spear +21/+16/+11 (1d8+9/×3), bite +14 (1d6+2 plus 1d6 cold)

Special Attacks frozen breath (DC 24), hexes (chant, fortune, evil eye [DC 20, -2, 11 rounds], ward), storm burst (7/day, 2 rounds)

Shaman Spells Prepared (CL 5th) Here I just chose spells as needed during the encounter

3rd—3 slots
2nd—4 slots
1st—5 slots
0 (at will)—4 slots

Spontaneous spells (1 each/day)—charm animal, barkskin, speak with plants, grove of respite

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace
At will—ray of frost
3/day—fog cloud, sleet storm
1/day—commune with nature, ice storm, summon (greater ice elemental or 1d4+1 large ice elementals), wind walk (self only)

STATISTICS

Str 20 (+5), Dex 30 (+10), Con 24 (+7), Int 21 (+5), Wis 26 (+8), Cha 19 (+4)

Base Atk +14; CMB +19; CMD 41

Feats Diehard, Dodge, Extra Hex (2), Improved Initiative, Iron Will, Power Attack, Run, Self-Sufficient, Weapon Focus (spear)

Skills Acrobatics +20 (+24 when jumping), Climb +13, Handle Animal +17, Heal +35,  Knowledge (nature) +28, Knowledge (religion) +28, Perception +28, Spellcraft +18, Stealth +20 (+28 in snow), Survival +35, Swim +10; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 10, Climb 5, Handle Animal 10, Heal 20, Knowledge (nature) 20, Knowledge (religion) 20, Perception 20, Spellcraft 10, Stealth 10, Survival 20, Swim 5

Languages Adlet, Common

SQ arctic stride, favoured class (shaman), orisons, spirit (nature), spirit animal (arctic fox), spirit magic, wandering spirit

SPECIAL ABILITIES

Storm Burst (Su): As a standard action, the shaman causes a small storm of swirling wind and rain to form around one creature within 30 feet. This storm causes the target to treat all foes as if they had concealment, suffering a 20% miss chance for 1 round plus 1 round for every 4 shaman levels she possesses. The shaman can use this ability a number of times per day equal to 3 + her Charisma modifier. At 11th level, any weapon she wields is treated as a thundering weapon.

Spirit Animal (arctic fox, +2 Reflex): The shaman’s spirit animal looks feral, and appears to be in peak physical form. The animal can move through any sort of undergrowth or natural difficult terrain at its normal speed without taking damage or suffering any other impairment.

Level plan:

Level 1 Feat: Iron Will
Level 2 Hex: Evil Eye
Level 3 Feat: Extra Hex: Chant
Level 4 Ability score: Wisdom +1
Level 4 Hex: Fortune
Level 5 Feat: Extra Hex: Ward


 

MELEE TWF ADLET

Adlet slayer 4, CN Medium humanoid (adlet, cold)

Init +14; Senses low-light vision, scent; Perception +26

DEFENSE

AC 26, touch 21, flat-footed 15 (+10 Dex, +1 dodge, +5 natural)

hp 209 (15d8+4d10+118)

Fort +15, Ref +23, Will +10

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.

Melee +1 short sword +25/+20/+15 (1d6+6/17-20/×2), +1 short sword +25/+20 (1d6+6/17-20/×2), bite +15 (1d6+3 plus 1d6 cold)

Special Attacks frozen breath (swift, every 1d4 rounds, 2d6 cold, DC 23 Fort or staggered for 1d6 rounds), sneak attack +1d6

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace

At will—ray of frost

3/day—fog cloud, sleet storm

1/day—ice storm, wind walk (self only)

STATISTICS

Str 20 (+5), Dex 30 (+10), Con 22 (+6), Int 15 (+2), Wis 18 (+4), Cha 11 (+0)

Base Atk +15; CMB +20; CMD 42

Feats Diehard, Dodge (+1 AC), Double Slice, Improved Critical (short sword), Improved Initiative, Improved Two-Weapon Fighting, Run (run 5x speed), Self-Sufficient (+2 Heal, +4 Survival), Two-Weapon Fighting, Weapon Finesse, Weapon Focus (short sword)

Skills Acrobatics +32 (+36 when jumping), Climb +13, Handle Animal +8, Heal +6, Perception +26, Stealth +30 (+38 in snow), Survival +30, Swim +13; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 19, Climb 5, Handle Animal 5, Heal 0, Perception 19, Stealth 19, Survival 19, Swim 5

Languages Adlet, Common

SQ arctic stride, favoured class (slayer), studied target, track

Level Plan:

Replace Power Attack with Weapon Finesse, Weapon Focus (spear) with Weapon Focus (short sword)
Level 1 Feat: Two-Weapon Fighting
Level 2 Slayer talent: Ranger Combat Style (Double Slice)
Level 3 Feat: Improved Two-Weapon Fighting
Level 4 Ability score: Wisdom +1
Level 4 Slayer talent: Rogue Talent: Combat Trick (Improved Critical [short sword])


 

RANGED BOW ADLET

Adlet slayer (sniper) 4, CN Medium humanoid (adlet, cold)

Init +14; Senses low-light vision, scent; Perception +27

DEFENSE

AC 26, touch 21, flat-footed 15 (+10 Dex, +1 dodge, +5 natural)

hp 188 each (19d8+99)

Fort +14, Ref +23, Will +10

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft.

Melee +1 spear +20/+15/+10 (1d8+5/×3), bite +14 (1d6+2 plus 1d6 cold)

Ranged +1 composite longbow +27/+22/+17 (1d8+5/x3) (+1 within 30ft)

Special Attacks frozen breath, sneak attack +1d6 (45 ft)

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace

At will—ray of frost

3/day—fog cloud, sleet storm

1/day—ice storm, wind walk (self only)

STATISTICS

Str 18 (+4), Dex 31 (+10), Con 20 (+5), Int 15 (+2), Wis 21 (+5), Cha 11 (+0)

Base Atk +15; CMB +19; CMD 41

Feats Deadly Aim (-4 atk, +8 dmg), Diehard, Dodge (+1 AC), Improved Initiative, Point Blank Shot, Precise Shot, Run (run 5x speed), Self-Sufficient (+2 Heal, +4 Survival), Weapon Focus (composite longbow)

Skills Acrobatics +32 (+36 when jumping), Climb +12, Handle Animal +12, Heal +6, Perception +27, Stealth +32 (+40 in snow), Survival +27, Swim +12; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 19, Climb 5, Handle Animal 5, Heal 0, Perception 19, Stealth 19, Survival 19, Swim 5

Languages Adlet, Common

SQ accuracy, arctic stride, deadly range (+15 ft), favoured class (slayer [hp])

Level Plan:

Replace Power Attack with Point Blank Shot, Weapon Focus (spear) with Weapon Focus (composite longbow)
Level 1 Feat: Precise Shot
Level 3 Feat: Deadly Aim
Level 4 Ability score: Dexterity +1
Level 4 Slayer talent: Increase Deadly Range +5 ft


 

BARBARIAN ADLET CR 10

Adlet spear hurlers, stronger and more savage than their agile kin, are terrifying combatants.

Adlet barbarian (hurler, savage barbarian) 5, CN Medium humanoid (adlet, cold)

Init +9; Senses low-light vision, scent; Perception +13

DEFENSE

[RAGE] AC 20, touch 15, flat-footed 13 (+5 Dex, +2 dodge, +5 natural, -1 rage)

AC 22, touch 17, flat-footed 15 (+5 Dex, +2 dodge, +5 natural)

Rage: hp 270 each (15d8+5d12+125+40) Normal: hp 230 each (15d8+5d12+125)

Fort +15, Ref +15, Will +9 (+11 while raging); +1 vs fear

Immune cold; Weaknesses vulnerability to fire

OFFENSE

Speed 40 ft

Melee +1 spear +31/+26/+21 (1d8+13/19-20/×3), bite +28 (1d6+6 plus 1d6 cold) [RAGE]

Melee +1 spear +29/+24/+19 (1d8+11/19-20/×3), bite +26 (1d6+5 plus 1d6 cold)

Ranged +1 spear +31 (1d8+13/19-20/×3/40 ft) [RAGE]

Ranged +1 spear +29 (1d8+11/19-20/×3/40 ft)

Special Attacks frozen breath

Spell-Like Abilities (CL 10th; concentration +11)

Constant—pass without trace

At will—ray of frost

3/day—fog cloud, sleet storm

1/day—ice storm, wind walk (self only)

STATISTICS

[RAGE] Str 36 (+13), Dex 20 (+5), Con 27 (+8), Int 15 (+2), Wis 17 (+3), Cha 11 (+0)

Str 32 (+11), Dex 20 (+5), Con 23 (+6), Int 15 (+2), Wis 17 (+3), Cha 11 (+0)

Base Atk +16; CMB +27; CMD 48

Feats Diehard, Dodge (+1 AC), Improved Critical (spear), Intimidating Prowess, Point-Blank Shot, Power Attack, Precise Shot, Run (run 5x speed), Self-Sufficient (+2 Heal, +4 Survival), Weapon Focus (spear)

Skills Acrobatics +28 (+32 when jumping), Climb +34, Handle Animal +14, Heal +5, Intimidate +34 (+36 while raging), Perception +13, Stealth +20 (+28 in snow), Survival +30, Swim +34; Racial Modifiers +8 Stealth in snow; Skill Ranks Acrobatics 20, Climb 20, Handle Animal 10, Heal 0, Intimidate 20, Perception 10, Stealth 15, Survival 20, Swim 20

Languages Adlet, Common

SQ arctic stride, improved uncanny dodge, naked courage, rage (18 rounds/day, +4 Strength and Constitution, +2 Will saves, –2 penalty to AC), skilled thrower

Combat Gear Lesser Belt of Mighty Hurling, +1 spear

LEVEL PLAN

Replace Improved Initiative with Intimidating Prowess.
Level 1 Feat: Improved Critical (spear)
Level 2 Rage power: Intimidating Glare
Level 3 Feat: Precise Shot
Level 4 Ability score: Con +1
Level 4 Rage power: Terrifying Howl
Level 5 Feat: Point-Blank Shot

My Google Doc with the builds is available here.

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Pathfinder NPC Build: Witch 12

This is a fun build I did of a potion-brewing (non-combat!) NPC. He was largely inspired by the image on the right, from Pathfinder Player Companion: Blood of Angels, of a gnome-aasimar.

Gimble_FoxtailGIMBLE FOXTAIL

This cheerful man might at first glance be mistaken for a large fox, if it weren’t for the clothes, and the fact that he tends to spend a fair amount of time floating around a cauldron.

Male Aasimar (Gnome) Witch 12

CG Small Outsider (native)

Init +3; Senses Perception: +1, darkvision 60ft

DEFENSES 

AC 14, touch 13, flat-footed 11 (+0 armor, +3 Dex, +1 size)

hp 72 (12d6+24)

Fort +6, Ref +7, Will +11

Resist acid 5, cold 5, electricity 5

OFFENSE

Speed 20 ft

Melee: dagger +7/+2 (1d3/19-20 x2)

Witch Spells Prepared (CL 12th; concentration +19)

6th (3/day)Raise Dead, Summon Monster VI, True Seeing

5th (4/day)Cleanse, Pillar of Life, Teleport, Baleful Polymorph

4th (4/day)Cure Serious Wounds (2), Restoration, Dimension Door

3rd (6/day)Dispel Magic, Remove Blindness/Deafness, Remove Disease, Share Senses (2), Summon Monster III

2nd (6/day)Cure Moderate Wounds (2), Glitterdust, Summon Monster II (2), Vomit Swarm

1st (6/day)Burning Hands, Cure Light Wounds, Diagnose Disease, Ear-piercing Scream, Mage Armour, Summon Monster I

0 (at will)Detect Magic, Read Magic, Detect Poison, Stabilise

Patron: Healing

STATISTICS

Str: 11, Dex: 16, Con: 13, Int: 24, Wis: 13, Cha: 14

Base Atk: +7/+2; CMB: +5; CMD: 18

Feats: Skill Focus (alchemy), Improved Familiar, Brew Potion, Iron Will, Extra Hex (3)

Skills: Acrobatics +3, Appraise +7, Bluff +2, Craft (alchemy) +29, Diplomacy +4, Disguise +2, Escape Artist +3, Fly +18, Heal +16, Intimidate +2, Knowledge (arcana, nature, planes) +22, Knowledge (history) +27, Linguistics +19, Perception +1, Sense Motive +1, Spellcraft +22, Swim +4, Use Magic Device +17

Languages: Common, Varisian, Gnome, Celestial, Sylvan, Elven, Draconic, Dwarven, Halfling, Goblin, Infernal, Giant, Aklo, Abyssal, Auran, Terran, Orc, Undercommon, Aquan, Ignan

SQ: Constant: comprehend written languages, Witch’s familiar: lyrakien azata, hexes: cauldron, healing, tongues, fortune, flight, ward, Major hexes: Major healing, Speak in Dreams, Hag’s Eye, Witch’s Brew.

Combat Gear: Potions of: Dispel Magic, Remove blindness/deafness, Remove curse, Remove disease, Cure moderate wounds, Gentle repose, Cure light wounds, Enlarge person, Mage armour, Reduce person, Remove fear, Sanctify corpse, Arcane Mark, Guidance, Light, Resistance, Stabilise.

Other Gear: headband of vast intelligence +4, dagger, Scholar’s Ring

SPECIAL ABILITIES

HEXES

Cauldron (Ex): The witch receives Brew Potion as a bonus feat and a +4 insight bonus on Craft (alchemy) skill checks.

Flight (Su): The witch grows lighter as she gains power, eventually gaining the ability to fly. At 1st level, the witch can use feather fall at will and gains a +4 racial bonus on Swim checks. At 3rd level, she can cast levitate once per day. At 5th level, she can fly, as per the spell, for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the witch.

Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Tongues (Su): A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 5th level, a witch can use this ability to speak any language, as per tongues.

Ward (Su): A witch can use this hex to place a protective ward over one creature. The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails asaving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.

MAJOR HEXES

Hag’s Eye (Su): A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.

Major Healing (Su): By calling upon eerie powers, the witch’s touch can mend even the most terrible wounds of those she touches. This acts as cure serious wounds, using the witch’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At 15th level, this hex acts like cure critical wounds.

Speak in Dreams (Sp): The witch can contact a creature as if using dream. The witch can use this ability on a number of creatures per day equal to her Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.

Witch’s Brew (Ex): When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 3 identical potions that day. The witch must have the cauldron hex to select this hex.

WITCH SPELLS KNOWN BY FAMILIAR

6th (DC 23) Cone of Cold, Raise Dead, Summon Monster VI, True Seeing

5th (DC 22) Baleful Polymorph, Cleanse, Cure Critical Wounds, Pillar of Life, Summon Monster V, Teleport

4th (DC 21) Cure Serious Wounds, Restoration (patron), Summon Monster IV, Dimension Door

3rd (DC 20) Dispel Magic, Remove Blindness/Deafness, Remove Curse, Remove Disease (patron), Share Senses, Summon Monster III
2nd (DC 19) Cure Moderate Wounds, Gentle Repose, Glitterdust, Lesser Restoration (patron), Summon Monster II, Vomit Swarm, Web

1st (DC 18) Burning Hands, Cure Light Wounds, Diagnose Disease, Ear piercing scream, Enlarge person, Identify, Mage Armour, Obscuring Mist, Reduce Person, Remove Fear (patron), Sanctify Corpse, Summon Minor Monster, Summon Monster I

0 (DC 17) Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue

Pathfinder NPC Build: Half-Fiend Wizard/Evangelist

Since we didn’t have a Pathfinder session this week, I thought I’d post one of the NPC builds I’ve used against my PCs during the course of the adventure. She is a leveled-up version of an existing NPC.

Lyrie was one of the enemies in chapter 1 of Rise of the Runelords. The PCs let her live, but killed Nualia, but I was still interested in Nualia’s possible progression, so I essentially let Lyrie take it over, having her become an evangelist (a prestige class from Inner Sea Gods) of Lamashtu and performing horrific acts to turn herself into a half-fiend. The PCs encountered her again in chapter 4, where she had allied with Mokmurian. Unfortunately for Lyrie, Mokmurian saw as little more than a pawn, and left her to take on the PCs while he took his army out into Varisia. Still, she made quite a dent in the PCs’ defences before they killed her.

lyrie3-pLyrie Akenja CR 15

Half-fiend human wizard (universalist) 5/evangelist 7
CE medium outsider (native)
Init +5; Senses Perception +15; darkvision 60 ft

DEFENSE

AC 20, touch 20, flat-footed 12 (+5 Dex, +2 natural, +3 dodge)
hp 93 (5d6 + 7d8 +41)
Fort +6; Ref +10; Will +9
Immune poison; Resist acid, cold electricity, fire 10; DR 10/magic; SR 26

OFFENSE

Speed 30 ft; Fly 60 ft
Melee dagger +7/+2
Ranged dagger +12/+7
Special Attacks Smite Good (4/day), hand of the apprentice (11/day)

Spell-like Abilities (CL 12th; concentration +20)

3/day—darkness, poison
2/day—summon swarm
1/day—desecrate, unholy blight, contagion, blasphemy, summon monster V

Wizard Spells Prepared (CL 11th; concentration +19)

6th (DC 24)—chain lightning, cloak of dreams
5th (DC 23)—fire snake, feeblemind, wall of force, dominate person
4th (DC 22)—dimension door, confusion, ball lightning, black tentacles
3rd (DC 21)—haste, slow, lightning bolt, stinking cloud
2nd (DC 20)—invisibility, mirror image, shatter, glitterdust, create pit
1st (DC 19)—burning hands, grease, ray of enfeeblement, protection from good, sleep, alarm, silent image
0 (at will, DC 18)—acid splash, detect magic, prestidigitation, ray of frost

STATISTICS

Str 10, Dex 20, Con 16, Int 26, Wis 12, Cha 15
Base Atk +7; CMB +7, CMD 22
Feats Alertness, Dodge, Scribe Scroll, Mobility, Spell Focus (evocation), Deific Obedience, Improved Familiar (quasit), Lamashtu’s Mark, Maximize Spell, Iron Will, Quicken Spell, Craft Wand
Skills Acrobatics +9, Appraise +15, Bluff +6, Climb +4, Diplomacy +7, Disguise +6, Escape Artist +9, Fly +17, Heal +5, Intimidate +8, Linguistics +20, Perception +15, Ride +9, Sense Motive +7, Spellcraft +23, Stealth +20, Survival +5, Swim +4, Use Magic Device +12
Languages Common, Elven, Goblin, Osiriani, Thassilonian, Aboleth, Abyssal, Aklo, Aquan, Boggard, Draconic, Giant, Gnoll, Ignan, Infernal, Orc, Terran, Undercommon
SQ arcane bond (familiar), metamagic mastery (2/day)
Combat Gear dagger
Other Gear headband of vast intelligence +4, bracers of armor +4, cloak of resistance +2, ring of protection +2, spellbook

Description of Special Abilities

Smite Good Once per day, as a swift action, the half-fiend can smite good as the smite evil ability of a paladin of the same level as the half-fiend’s Hit Dice, except affecting a good target. The smite persists until target is dead or the half-fiend rests.

Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Hand of the Apprentice You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver.

Metamagic Mastery At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.

Divine Boons Savage Summoner, Terrifying Eidolon