| Post/Author/DateTime | Post |
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| Magnificate03-21-04, 01:48 PM | The main idea of this thread is to create some form of "NPC Gallery" featuring some non standard enemies/villans/allies/etc. A person posts full statistics of NPC and other give their ideas to story/quest/biography of that NPC. After several comments another poster is permitted to post different statistics. So for the beginning: (no name yet) Mummified Ettin Fighter 4 / Cleric 1 Large Undead Hit Dice: 15d12 (103 hp) Initiative: +3 Speed: 20 ft. in breastplate (4 squares); base speed 30 ft. Armor Class: 21 (-1 size, -1 Dex, +8 natural, +5 armour), touch 8, flat-footed 21 Base Attack/Grapple: +11/+21 Melee Attack: +22/+17/+12 large warhammer +1 sonic burst (2d6+10+1d6(electriciry) x3) Melee Attack: +24/+19/+14 large battleaxe +3 (2d6+12 x3) Ranged Attack: +10 large musket masterwork (3d6 x3) Space/Reach: 10 ft./10 ft. Special Attacks: despair, mummy rot, Special Qualities: low-light vision, superior two-weapon fighting, undead traits, DR 5/-, fire vulnerability Saves: Fort +13, Ref +4, Will +12 Abilities: Str 28, Dex 8, Con -, Int 4, Wis 16, Cha 17 Feats: Alertness, Improved Initiative, Iron Will, Power Attack, Improved Sunder, Weapon Focus (warhammer), Weapon Focus (battleaxe), Anvil of Thunder, Exotic Weapon Proficiency (firearms), Rapid Reload Challenge Rating: 14 Possesions: large warhammer +1 shocking burst, large battleaxe +3, large masterwork musket, masterwork breastplate, belt of magnificience +2 Alignment: (not decided yet) Domains: Time, Force (but can be changed) |
| beavis12303-22-04, 10:05 AM | I like your concept, but was curious, why does your mummified ettin use a musket?? Was he buried with his weapon and ammo? |
| Magnificate03-22-04, 01:04 PM | beavis123 - Well, it's one of FF (funny features) that I expect to be covered in your stories. Maybe he was buried with it? Or maybe some renegate necro/pyromancer gave it to him? Or mybe there was not a single javelin in his tomb? It's up to you:) |
| The_Yellow_Dart_Swinger03-22-04, 07:42 PM | The real question would be why he would have a musket at all. Consider this for a moment gentlemen... A gnome, more percise, an evil gnome has been working on a weapon that could change the way war is fought. Actully just to give himself an advantage. His faithful but stupid, ettin servent and basic mid-boss was shown how to use it before our band of merry and CG robin hoods...hooded knights.... busted in and slew said gnome above. Our faithful (but stupid) ettin servent took his masters prized invention and ran for it.. and seeing as i don't remember how you become a mummy I will stop here.. |
| Magnificate03-27-04, 05:20 PM | OK, maybe you wopuld have better ideas on this one: Half-Fey Troll Fighter 1 / Holy Liberator 3 Large Fey Hit Dice: 6d6+1d10+3d10+70 (110 hp) Initiative: +3 Speed: 30 ft. (6 squares), fly 60ft. (12 squares) Armor Class: 22 (-1 size, +3 Dex, +5 natural, +5 armour), touch 12, flat-footed 19 Base Attack/Grapple: +8/+23 Melee Attack: +21/+16 large greatspear* +3 (3d6+16 x3) Space/Reach: 10 ft./10 ft. Special Attacks: rend 2d6+13, smite evil, spells, spell-like abilities, turn undead Special Qualities: darkvision 90 ft., detect evil, divine grace, fey traits, immune to charm and compulsion, low-light vision, regeneration 5, scent Saves: Fort +21, Ref +10, Will +13 Abilities: Str 28, Dex 16, Con 25, Int 10, Wis 12, Cha 18 Skills: Listen +10, Spot +10, Diplomacy +9, Sense Motive +5, Perform (sing) +5, Disguise +3, Intimidate +2 Feats: Iron Will, Flyby Attack, Exotic Weapon Proficiency (greatspear), Weapon Focus (greatspear), Power Attack, Powerful Charge, Greater Powerful Charge Flaws: Murky-Eyed Spells: 2/0 Challenge Rating: 10 Possesions: large greatspear* +3, chain shirt +1, belt of magnificience +2, gloves of fortunate striking, ring of sustenance Spell-like abilities: At will - Charm Person; 3/day - Detect Law, Protection from Law; 1/day - Emotion or Confusion, Faerie Fire or Glitterdust, Hypnotism, Lesser Geas or Eyebite, Sleep or Enthrall, Suggestion or Tahsa's Hideous Laughter; Typical daily meditation: Bless, Resist Energy *reach weapon |
| beavis12303-31-04, 02:17 PM | Does this creature also have a musket? Who carries a musket?? Is it a large or medium sized musket??? |
| Magnificate03-31-04, 02:51 PM | Troll does not carry a musket. Ettin carries a large musket (i'll edit my former message) |
| Morka03-31-04, 10:02 PM | For the mummified ettin I don't know the exact process by which someone become a mummy, but I know it is a long and difficult process, that is not performed on the first coming stupid ettin. Weg-Zhort (that would be his name) was an Annis Hag's bodyguard: never surprised, he fought well with an axe and a hammer. Eventually, the annis hag gathered two sister green hags, and they formed a covey. A few ogres and giants joint them as guards. This covey could have been like any other one; it could have collapsed in a few months, it could have terrorized the area for years. The hags instead reduced many neighboring humanoïds tribe to slavery. Amongst those slaves, an old kobold, working on many strange inventions. Since he was too old to work physically, he was allowed to continue to work on his strange inventions, under the vigilance of Weg-Zhort. This is how the Ettin was witness of one of the most powerful non-magical weapon: the musket. Weg-Zhort was slow to understand things, but cleaver enough to see the advantage of the thing. He secretly helped the old kobold to build many muskets, and he suddenly became the leader of the covey. Under his guidance, the hags, ogres, giants, and humanoïd slaves became a large army, and they attacked the nearest dwarven city. The dwarves fought well, but not enough. The dwarven city was completely devasted. Weg-Zhort was wise enough to keep slaves, as well as craftmen in this conquest. It is a dwarven craftman who build him his large warhammer +1 shocking burst and his axe. Weg-Zhort dirrected his army against many different objectives, and was always victorious. But seeing himself aging, he searched a way to extend his reign. It is his old mistress, the Annis Hag, who suggest him the way: becoming undead. The covey searched in various tomes, and find an old process. They turned Weg-Zhort into a mummy. But the Weg-Zhort mind was greatly altered in the process. His natural curiosity, what made his success in his life, was replaced by a strong paranoïa. He wanted to protect his realm against anyone, even against his allies. He killed the Annis Hag, as well as one of the Green Hags; he killed many giants, he was unstoppable. The only way the last Green Hag found to stop him was to wall him in his cavern. She didn't wait that everyone flee, she had the remaining giants put huge rocks before the cavern entrance. After some days, the noise inside stopped. No need to say, it is how Weg-Zhort lost his once powerful empire: by his own greed. ------------- I think I only miss the cleric level. I suppose that a mummy walled in a cavern for century has only one thing to do: pray... |
| Magnificate04-01-04, 02:08 PM | Quite a nice story Morka. Thanks. Now maybe someone will take the challenge of Troll Half-fey? The only thing I'm sure about him is that he wears glasses (murky-eyed flaw) ;) |
| Morka04-01-04, 10:29 PM | My own challenge Half-Satyr / Half-Red Dragon Hit Dice: 5d8+10 (40 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) or shortbow +3 ranged (1d6/x3) Full Attack: 2 Claws + 6 melee (1d4+4) and bite + 4 melee (1d6+2) and Head butt + 4 melee (1d6+2); or +1 Flaming Dagger + 7 melee (1d4+5/19-20 + 1d6 fire) and claw +4 melee (1d4+2) and bite + 4 melee (1d6+2) and Head butt + 4 melee (1d6+2); or shortbow +3 ranged (1d6/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Pipes, Breath Weapon Special Qualities: Damage reduction 5/cold iron, low-light vision, darkvision 60', Sleep & Paralysis Immunity, Fire Immunity Saves: Fort +3, Ref +5, Will +5 Abilities: Str 18, Dex 13, Con 14, Int 14, Wis 13, Cha 15 Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +7, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +5 (+7 aboveground) Feats: AlertnessB, Multiattack, Improved Initiative Challenge Rating: 6 Alignment: Chaotic Evil Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 15 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based. Breath Weapon Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks. Breath Weapon (Su): 30-foot cone, once a day, damage 6d8 fire, Reflex DC 14 half. The save DC is Constitution-based. Possessions: Satyr pipes, shorbow, 20 arrows, +1 flaming dagger, Pipes of Pain, Bag of Tricks (Rust) |