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<blockquote data-quote="Quickleaf" data-source="post: 2394617" data-attributes="member: 20323"><p>Some questions. Do I have the CR right at 12? Keep in mind I'll probably be adding Sorcerer class levels. Is the Concupiscence ability too vague? </p><p>------------------------------------------------------------------------------</p><p></p><p></p><p><u><strong><span style="color: DarkOrange"><span style="font-size: 12px">Pairika</span></span></strong></u></p><p></p><p><em>Female temptress demons of Persia who were born from the very stars.</em></p><p></p><p><strong>Knowledge (arcana) DC 16</strong></p><p>The pairika are a race of druj, or female witch-demon. Originally they were confined to the celestial sphere, trapped in the evening sky as malign stars, but they wished revenge on mankind after growing jealous of humanity’s virtue. They are able to manipulate the heavens.</p><p></p><p><strong>Knowledge (religion) DC 16</strong></p><p>The pairika demons were created by Ahriman in response to Ahura Mazda’s creation of the land of Ayeer. They long to destroy the nation and its heroes by luring men into the sin of idolatry.</p><p></p><p><strong>Knowledge (demonology) DC 16 </strong></p><p>Temptress of Ahriman, the pairika is said to pave the way for greater deevs by weakening the resolve of mortals. Ironically, the pairika doesn’t realize she is more powerful than other deevs. A pairika is said to stun with but a glance, steal water from the very earth, and change shape. Her only fear is of the star Sirius.</p><p></p><p><strong>Knowledge (demonology) DC 20</strong></p><p>The greatest of the pairika is the feared Knathaiti, known as Lady Wormstar, who was the eternal foe of the hero Keresaspa. Knathaiti is said to be a powerful sorceress with mastery over divination magic. Legends say she can will day to become night instantly.</p><p></p><p>Medium Outsider (Chaotic, Extraplanar, Evil)</p><p>Hit Dice: 9d8+9 (45 hp)</p><p>Initiative: +1</p><p>Speed: 30 ft. (6 squares), fly 50 ft. (average)</p><p>Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19</p><p>Base Attack/Grapple: +6/+7</p><p>Attack: Claw +7 melee (1d6+1)</p><p>Full Attack: 2 claws +7 melee (1d6+1)</p><p>Space/Reach: 5 ft./5 ft.</p><p>Special Attacks: Concupiscence, celestial interference, detect thoughts, spell-like abilities, stunning glance</p><p>Special Qualities: Amoral, change shape, damage reduction 10/fire or good, immunity (acid, disease, negative energy, poison), see in darkness, spell resistance 25, telepathy 100 ft, tongues, true seeing, weakness (fear of fire), weakness (Sirius)</p><p>Saves: Fort +6, Ref +6, Will +7</p><p>Abilities: Str 13, Dex 13, Con 13, Int 18, Wis 14, Cha 26</p><p>Skills: Bluff +19, Concentration +10, Diplomacy +10, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Perform (dance) +12, Perform (oratory) +12, Sense Motive +12, Spot +19</p><p>Feats: Combat Casting, Foe (Ayeer)*, Glib Casting*</p><p>Environment: A chaotic evil-aligned plane</p><p>Organization: Solitary</p><p>Challenge Rating: 12</p><p>Treasure: Standard</p><p>Alignment: Always chaotic evil</p><p>Advancement: 7–12 HD (Medium)</p><p>Level Adjustment: +7</p><p></p><p><strong>Amoral (Su):</strong> It is nearly impossible to catch a pairika in a lie or see through a pairika’s disguise. A pairika always takes 20 on Bluff checks opposed by a Sense Motive check. In addition, anyone attempting to use a divination spell on a pairika must first succeed an opposed character level test. The caster rolls d20 + their level + Wisdom modifier. The pairika rolls d20 + HD/level + Charisma modifier. Only if the caster wins the check does the spell reveal the truth. Otherwise the spell indicates a suitably vague and benign nature.</p><p></p><p><strong>Celestial Interference (Su):</strong> A pairika’s mere presence causes the stars to move in strange ways, nights to last a little longer, and divinations to be twisted. This effect radiates in a 25 mile radius around a pairika. To those on the outside of the effect, it appears as if there is a distorting wave in the night sky which causes the stars to appear dimmer and to cease twinkling. All divination spells require the caster beat the pairika on an opposed caster level check. Success means the spell functions normally. Failure means the pairika gains control of the spell and can deliver any kind of answer she sees fit.</p><p></p><p><strong>Change Shape (Su):</strong> A pairika can assume one of these forms: a hag, a fair woman, a rat, or a shooting star. Changing shape requires a standard action. A pairika remains in one form until it chooses a new one or it is killed. A true seeing spell reveals is natural form, assuming it overcomes the pairika’s Amoral power. A pairika may only assume shooting star form at night. When a pairika assumes star form, she vanishes in a flash of light which blinds all within 20’ for 2d4 rounds unless they make a Reflex save (DC 14). She leaves the earth’s atmosphere and is unaffected by magic. Anyone observing the night sky however will see the general area where she ends up, and can use this to track her down. A pairika who is found in this way cannot assume star-form to escape.</p><p></p><p><strong>Concupiscence (Su): </strong>By playing on human fears during conversation, a pairika can exaggerate a person’s innate weaknesses, often causing them to act against their better interest. A pairika must be able to converse with the target to use this power. This power can be resisted on a successful Will save (DC 10 + pairika’s Perform). The power lasts until the pairika is killed, the pairika voluntarily releases the enchantment, or the target suffers a deep personal loss. When the power ends, a Sense Motive check (DC 15) realizes the dupe. If real misdeeds were cited by the dev, the DC is increased to 20. If the fail saves, the target is affected by one of four options:</p><p>1. Despondency – The target loses all interest in life. They slowly stop eating, withdrawing from work and relationships. The target will resist any ideas that require too much work or changes to the status quo. The target is in a constant state of fatigue.</p><p>2. Illness – The target contracts any non-magical illness over the next day or two. No magical remedies work to remove this illness.</p><p>3. Mistrust – The target gradually stops trusting a person or group close to them, plotting against the person or group behind the scenes. </p><p>4. Wrath – The target, believing themselves to be on a divine mission, will set out to conquer or reap vengeance on some person, group, or nation.</p><p></p><p><strong>Detect Thoughts (Su):</strong> A pairika can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save is Charisma-based.</p><p></p><p><strong>See in Darkness (Su):</strong> Having spend so much time in the void of space, the pairika has darkvision up to 60 feet, and can see perfectly well in all kinds of magical darkness.</p><p></p><p><strong>Spell-like Abilities:</strong> 1/day a pairika can use each of the following spell-like abilities (as per a 9th level sorcerer): <em>bestow curse, control water </em>(lower only), <em>darkness, detect scrying, charm person, glitterdust, invisibility, pyrotechnics </em>and <em>scrying.</em></p><p></p><p><strong>Stunning Glance (Su):</strong> A wrathful pairika can, as a standard action, stun any creatures in her line of sight up to 30 feet with but a look. All who are subject to her wrath must succeed a DC 17 Will save or be stunned for 2d4 rounds. The save DC is Charisma-based. While stunned, creatures see the world as if looking through flames; in fact, their wide eyes are lit by supernatural fire.</p><p></p><p><strong>Weakness (fear of fire):</strong> Like other deevs and drujs, a pairika is afraid of the holy element fire to which she is vulnerable. She will not willingly approach within 5’ of a flame. When in an environment with lots of fire, a pairika is shaken. Anyone who makes a successful Intimidate check against her while bearing a flame causes her to become afraid. Should she actually be damaged by fire, she panics.</p><p></p><p><strong>Weakness (Sirius):</strong> The star Sirius represents Ahura Mazda, and as such, its dominance in the night sky is offensive to a pairika. For the month of the year when Sirius is at its zenith, the pairika’s Celestial Interference and spell-like abilities fail to function. In addition, during this time, her spell resistance is automatically penetrated by lawful good spellcasters.</p><p></p><p><strong> A note on the new feats:</strong></p><p>Foe is identical to a ranger's favored enemy. Glib Casting allows her to subtly cast a spell disguised as a performance.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 2394617, member: 20323"] Some questions. Do I have the CR right at 12? Keep in mind I'll probably be adding Sorcerer class levels. Is the Concupiscence ability too vague? ------------------------------------------------------------------------------ [u][b][COLOR=DarkOrange][SIZE=3]Pairika[/SIZE][/COLOR][/b][/u] [i]Female temptress demons of Persia who were born from the very stars.[/i] [b]Knowledge (arcana) DC 16[/b] The pairika are a race of druj, or female witch-demon. Originally they were confined to the celestial sphere, trapped in the evening sky as malign stars, but they wished revenge on mankind after growing jealous of humanity’s virtue. They are able to manipulate the heavens. [b]Knowledge (religion) DC 16[/b] The pairika demons were created by Ahriman in response to Ahura Mazda’s creation of the land of Ayeer. They long to destroy the nation and its heroes by luring men into the sin of idolatry. [b]Knowledge (demonology) DC 16 [/b] Temptress of Ahriman, the pairika is said to pave the way for greater deevs by weakening the resolve of mortals. Ironically, the pairika doesn’t realize she is more powerful than other deevs. A pairika is said to stun with but a glance, steal water from the very earth, and change shape. Her only fear is of the star Sirius. [b]Knowledge (demonology) DC 20[/b] The greatest of the pairika is the feared Knathaiti, known as Lady Wormstar, who was the eternal foe of the hero Keresaspa. Knathaiti is said to be a powerful sorceress with mastery over divination magic. Legends say she can will day to become night instantly. Medium Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 9d8+9 (45 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 50 ft. (average) Armor Class: 20 (+1 Dex, +9 natural), touch 11, flat-footed 19 Base Attack/Grapple: +6/+7 Attack: Claw +7 melee (1d6+1) Full Attack: 2 claws +7 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Concupiscence, celestial interference, detect thoughts, spell-like abilities, stunning glance Special Qualities: Amoral, change shape, damage reduction 10/fire or good, immunity (acid, disease, negative energy, poison), see in darkness, spell resistance 25, telepathy 100 ft, tongues, true seeing, weakness (fear of fire), weakness (Sirius) Saves: Fort +6, Ref +6, Will +7 Abilities: Str 13, Dex 13, Con 13, Int 18, Wis 14, Cha 26 Skills: Bluff +19, Concentration +10, Diplomacy +10, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Perform (dance) +12, Perform (oratory) +12, Sense Motive +12, Spot +19 Feats: Combat Casting, Foe (Ayeer)*, Glib Casting* Environment: A chaotic evil-aligned plane Organization: Solitary Challenge Rating: 12 Treasure: Standard Alignment: Always chaotic evil Advancement: 7–12 HD (Medium) Level Adjustment: +7 [b]Amoral (Su):[/b] It is nearly impossible to catch a pairika in a lie or see through a pairika’s disguise. A pairika always takes 20 on Bluff checks opposed by a Sense Motive check. In addition, anyone attempting to use a divination spell on a pairika must first succeed an opposed character level test. The caster rolls d20 + their level + Wisdom modifier. The pairika rolls d20 + HD/level + Charisma modifier. Only if the caster wins the check does the spell reveal the truth. Otherwise the spell indicates a suitably vague and benign nature. [b]Celestial Interference (Su):[/b] A pairika’s mere presence causes the stars to move in strange ways, nights to last a little longer, and divinations to be twisted. This effect radiates in a 25 mile radius around a pairika. To those on the outside of the effect, it appears as if there is a distorting wave in the night sky which causes the stars to appear dimmer and to cease twinkling. All divination spells require the caster beat the pairika on an opposed caster level check. Success means the spell functions normally. Failure means the pairika gains control of the spell and can deliver any kind of answer she sees fit. [b]Change Shape (Su):[/b] A pairika can assume one of these forms: a hag, a fair woman, a rat, or a shooting star. Changing shape requires a standard action. A pairika remains in one form until it chooses a new one or it is killed. A true seeing spell reveals is natural form, assuming it overcomes the pairika’s Amoral power. A pairika may only assume shooting star form at night. When a pairika assumes star form, she vanishes in a flash of light which blinds all within 20’ for 2d4 rounds unless they make a Reflex save (DC 14). She leaves the earth’s atmosphere and is unaffected by magic. Anyone observing the night sky however will see the general area where she ends up, and can use this to track her down. A pairika who is found in this way cannot assume star-form to escape. [b]Concupiscence (Su): [/b]By playing on human fears during conversation, a pairika can exaggerate a person’s innate weaknesses, often causing them to act against their better interest. A pairika must be able to converse with the target to use this power. This power can be resisted on a successful Will save (DC 10 + pairika’s Perform). The power lasts until the pairika is killed, the pairika voluntarily releases the enchantment, or the target suffers a deep personal loss. When the power ends, a Sense Motive check (DC 15) realizes the dupe. If real misdeeds were cited by the dev, the DC is increased to 20. If the fail saves, the target is affected by one of four options: 1. Despondency – The target loses all interest in life. They slowly stop eating, withdrawing from work and relationships. The target will resist any ideas that require too much work or changes to the status quo. The target is in a constant state of fatigue. 2. Illness – The target contracts any non-magical illness over the next day or two. No magical remedies work to remove this illness. 3. Mistrust – The target gradually stops trusting a person or group close to them, plotting against the person or group behind the scenes. 4. Wrath – The target, believing themselves to be on a divine mission, will set out to conquer or reap vengeance on some person, group, or nation. [b]Detect Thoughts (Su):[/b] A pairika can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save is Charisma-based. [b]See in Darkness (Su):[/b] Having spend so much time in the void of space, the pairika has darkvision up to 60 feet, and can see perfectly well in all kinds of magical darkness. [b]Spell-like Abilities:[/b] 1/day a pairika can use each of the following spell-like abilities (as per a 9th level sorcerer): [i]bestow curse, control water [/i](lower only), [i]darkness, detect scrying, charm person, glitterdust, invisibility, pyrotechnics [/i]and [i]scrying.[/i] [b]Stunning Glance (Su):[/b] A wrathful pairika can, as a standard action, stun any creatures in her line of sight up to 30 feet with but a look. All who are subject to her wrath must succeed a DC 17 Will save or be stunned for 2d4 rounds. The save DC is Charisma-based. While stunned, creatures see the world as if looking through flames; in fact, their wide eyes are lit by supernatural fire. [b]Weakness (fear of fire):[/b] Like other deevs and drujs, a pairika is afraid of the holy element fire to which she is vulnerable. She will not willingly approach within 5’ of a flame. When in an environment with lots of fire, a pairika is shaken. Anyone who makes a successful Intimidate check against her while bearing a flame causes her to become afraid. Should she actually be damaged by fire, she panics. [b]Weakness (Sirius):[/b] The star Sirius represents Ahura Mazda, and as such, its dominance in the night sky is offensive to a pairika. For the month of the year when Sirius is at its zenith, the pairika’s Celestial Interference and spell-like abilities fail to function. In addition, during this time, her spell resistance is automatically penetrated by lawful good spellcasters. [b] A note on the new feats:[/b] Foe is identical to a ranger's favored enemy. Glib Casting allows her to subtly cast a spell disguised as a performance. [/QUOTE]
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