Small thing, but I set up the link target to open in a new window I believe, so let me know if that's an issue.
The Brass Tacks: I'm looking at modifying the Rakshasa to make it better resemble the savage fiend I remember from my days playing Baldur'sGate2: ShadowsofAmn & ThroneofBhaal, and I wanted to feel out the community on my initial appraisal as well as suggested changes. This is all for a rough draft run, nothing final. As currently stands, the Rakshasa is a monster that basically get's all of it's 13 CR from defenses IMO, and has very little in the way of offensive attacks or spells. The curse on the claws is something to note, but I'm not seeing that as being a very useful ability save for if the party was locked in a dungeon and either didn't have a cleric or were constantly beset by other predatory beasts that prevented the spell-casters from being able to just routinely remove it (which does sound like a tense and exciting adventure but is pretty specific). Changes that I would like to make to the Raksha:
Give them more spells, either as a caster class favoring charisma (I imagine Sorcerer or Warlock, though I *really* need to familiarize myself with those more than I have) or just more Spell-like abilities in the At-Will, 3 times, and Once per day areas. I generally feel like the Rakshasa would favor some of the following (this is pure spit-balling so feel free to offer ixnays): 1st:– WitchBolt, Protection from Evil & Good, Shield and/or Mage Armor, Magic Missile, ChromaticOrb; 2nd – Melf's Acid Arrow, MirrorImage, Web*; 3rd – BestowCurse, Fireball, Flame Arrows, LightningBolt, Slow, StinkingCloud; 4th – DimensionDoor, FireShield, IceStorm, Wall of Fire*; 5th – Bigby's Hand, Cloudkill, Cone of Cold, Mislead, Passwall, Seeming; 6th – Flesh to Stone, Investiture of Flame, Ice, or Wind (?), Soul Cage, True Seeing, Chain Lightning, Guards and Wards, Programmed Illusion, Wall of Ice; 7th – Finger of Death, Plane Shift (already there), PowerWordPain, Delayed Blast Fireball, ProjectImage, Symbol
Add some sneak attack to their attacks. I'm thinking 2, 3, or even 4d6, but probably 2 or 3. Poison can be an optional item they can pick up, with a damage recommendation for the CR.
I feel Rakshasa's absolutely want to have resistance to fire as well as poison (and possibly advantage on saving throws to avoid the poisoned state).
A warlocks hex like ability?
Bold spells are ones I feel very fitting to the Rakshasa
Spells with an * are spells that maybe come in a second tier of recommendation.
Italicized spells are spells I worry about using too much for villains defense.
My general aim with the adjustments is to increase (hell to give them some kind of) damage output while keeping things in line with the style of enemy they are. I see Rakshasas as very classic fiends, but they lack physical strength for any kind of stand up fighting and generally keep to the shadows. When they actually get dragged into a fight or get angry enough to make it personal, they rely on spike damage as well as curses / hexes, illusions, and spells meant soften their targets up. Fire resistance just felt natural for a furry creature that wasn't meant to just fall asleep and die of exhaustion in the Nine Hells. I feel poison resistance makes sense because they are very much like assassins when they actually personally get involved, and have had centuries to hone their craft (think Iocaine powder resistance). And I didn't assign any particular weapon as I feel a Rakshasa can work with whatever's to hand (though if I was to draw from my BG2 days, I'd say scimitar, naturally).
My hope is to keep the CR somewhere between 14, possibly as high as 15. I should mention that I personally don't feel that their amazing defenses alone merit the CR of 13, because if all they do is stand there and don't die, it's a slow battle of attrition that's no fun for anyone.
Feedback and Other Ideas Welcome! I am *not* a designer except for my own home games and so this is me trying to fine tune my ideas and thinking. :)
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The Rakshasa
Small thing, but I set up the link target to open in a new window I believe, so let me know if that's an issue.
The Brass Tacks: I'm looking at modifying the Rakshasa to make it better resemble the savage fiend I remember from my days playing Baldur's Gate 2: Shadows of Amn & Throne of Bhaal, and I wanted to feel out the community on my initial appraisal as well as suggested changes. This is all for a rough draft run, nothing final. As currently stands, the Rakshasa is a monster that basically get's all of it's 13 CR from defenses IMO, and has very little in the way of offensive attacks or spells. The curse on the claws is something to note, but I'm not seeing that as being a very useful ability save for if the party was locked in a dungeon and either didn't have a cleric or were constantly beset by other predatory beasts that prevented the spell-casters from being able to just routinely remove it (which does sound like a tense and exciting adventure but is pretty specific). Changes that I would like to make to the Raksha:
Bold spells are ones I feel very fitting to the Rakshasa
Spells with an * are spells that maybe come in a second tier of recommendation.
Italicized spells are spells I worry about using too much for villains defense.
My general aim with the adjustments is to increase (hell to give them some kind of) damage output while keeping things in line with the style of enemy they are. I see Rakshasas as very classic fiends, but they lack physical strength for any kind of stand up fighting and generally keep to the shadows. When they actually get dragged into a fight or get angry enough to make it personal, they rely on spike damage as well as curses / hexes, illusions, and spells meant soften their targets up. Fire resistance just felt natural for a furry creature that wasn't meant to just fall asleep and die of exhaustion in the Nine Hells. I feel poison resistance makes sense because they are very much like assassins when they actually personally get involved, and have had centuries to hone their craft (think Iocaine powder resistance). And I didn't assign any particular weapon as I feel a Rakshasa can work with whatever's to hand (though if I was to draw from my BG2 days, I'd say scimitar, naturally).
My hope is to keep the CR somewhere between 14, possibly as high as 15. I should mention that I personally don't feel that their amazing defenses alone merit the CR of 13, because if all they do is stand there and don't die, it's a slow battle of attrition that's no fun for anyone.
Feedback and Other Ideas Welcome! I am *not* a designer except for my own home games and so this is me trying to fine tune my ideas and thinking. :)