| Post/Author/DateTime | Post |
|---|---|
| neilthrun08-05-07, 03:41 PM | So heres a monster/npc i created. I used the awaken spell on a normal ape, then gave it 4 levels of monk, applied the vampire template, and then another 3 levels of monk. Now technically an awakened animal, or any magical beast or animal, can't acquire the vampire template. I decided the break that rule. I also changed his Alternate form and Summon abilities to reflect his jungle homeland. I ditched the rat swarm for a spider swarm, and the wolf summons for constrictor snakes. I then swapped the ability to turn into a dire wolf or wolf for the ability to change into a constrictor or giant constrictor. These changes are largely cosmetic, Ahl-Lue is much more powerful in his natural ape form. Not sure on CR, i dont know what the adjustment is for an awakened animal, but 16 seems about right. I'll detail his vampire slaves, in another post once I make them. Ahl-Luee Awakened Ape Vampire Monk 7 Large Undead (Augmented Animal) Hit Dice: 13d12+13 (97 hp) Initiative:+8 Speed:50 ft. (10 squares), climb 30 ft. Armor Class: 33 (–1 size, +4 armor, +5 Dex, +4 wisdom, +9 natural, +2 AC), touch 21, flat-footed 28 Base Attack/Grapple: +12/+27 Attack: Unarmed Strike +25 (3d8+14+1d6 acid) Full Attack:3 Unarmed Strikes +25/+20/+15 melee (3d8+15) and 2 claws +23/+23 melee (2d6+8+1d6 acid) and bite +23 melee (1d6+8+1d6 acid) and slam +23 melee (1d8+8+1d6 acid) Or Flurry of Blows 3 unarmed strikes +18/+18/+13 (3d8+14+1d6 acid) Space/Reach:10 ft./10 ft. Special Attacks:Stunning Fist(DC 20 Fort, 8 times per day), Flurry of Blows, Ki Strike(Magic), Blood Drain, Children of the Dark Jungle, Dominate, Create Spawn, Energy Drain, Special Qualities:Low-light vision, scent, Evasion, Still Mind, Slow Fall 40ft., Alternate Form, Damage Reduction 10/silver and magic, Fast Healing 5, Gaseous Form, Electricity and Cold Resistance 10, Spider Climb, Turn Resistance, Purity of Body, Wholeness of Body Saves:Fort +11, Ref +18, Will +12 Abilities:Str 34, Dex 20, Con -, Int 14, Wis 18, Cha 14 Skills: Bluff +10, Climb +19, Diplomacy +19, Hide +22, Listen +20, Move Silently +22, Search +10, Sense Motive +22, Spot +20 Feats: Multiattack, Improved Natural Attack(Claws), Improved Toughness, Improved Unarmed Strike, Deflect Arrows, Stunning Fist, Superior Unarmed Strike, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Improved Trip, Defensive Throw Gear:Necklace of Natural Weapons (+2 Corrosive, 5 natural weapons), Monk’s Belt (+4 strength enhancement), Bracers of Armor +4, Periapt of Wisdom +4, 5 Potions of Cure Moderate Wounds Alignment:Lawful Evil [B]Environment:Any metropolis Challenge Rating:16 Advancement:As monk Ahl-Luee stands about 6 feet tall and weighs 300 pounds. In life he was an awakened orangutan, and in his undeath his appearance remains largely unchanged. His once blackened skin has taken on a slight tinge of grey. His eyes glow an eerie red and his formidable fangs glisten. He wears bulky black robes, that cover his body. [B]Combat Ahl-Luee will avoid combat, unless it is on his terms. If ambushed or surprised anywhere, except for his private sanctum, he will use his alternate form abilities to change into a bat or his gaseous form ability and flee. Ahl-Luee will strike from hiding. Using both his alternate form abilities to remain disguised, and also his hide and move silent skills. If possible he will wait until his prey is within melee range, but otherwise will charge his opponent. In the second round of combat, he will either full attack the closest enemy, if none is within 10 feet, he will dominate any heavily armed or armored opponent and command him into battle. Once he is engaged in melee he will make ample use of his improved trip and defensive throw feats, and his stunning fist ability. If at any point the battle turns against his favor, either because or natural impediments like running water, sunlight, his hit points dropping below 1/3, or unexpected reinforcements arrive, he will summon bat swarms and flee. Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 15 (10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.) Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Dark Jungle(Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 spider swarms, 1d4+1 bat swarms, or 3d4 constrictor snakes as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, constrictor snake, or giant constrictor snake as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A vampire has +4 turn resistance. Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion. Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm. Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases. Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level, 14, each day, and she can spread this healing out among several uses. Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. History Alh-Luee was once the animal companion of a traveling druid. The druid had become a benefactor and champion of a remote fishing village. The druid knew that he wouldn't always be able to protect the village, and so awakened his orangutan, Ahl-Luee, and made him protector and adviser of the village. For generations Ahl-Luee protected the village, advised it in matter of nature, and made sure its growth and industry didn't threaten the sea or jungle. Over the years the people grew apart from Ahl-Luee, and Ahl-Luee became more reclusive in his meditations. Ahl-Luee grew to detest the village, they would turn on each other, kill each other, and harm nature regularly. He saw them as no better than gorillas. Much like gorillas, humans will kill each other out of fear. Eventually he abandoned the village. What became of the wise and powerful orangutan was unknown. 100 years later, Ahl-Luee resurfaced, as a free willed vampire. He himself has no memory of that time, and assumes his vampire patron has either died or lost control of him. He fell in with a group of vampires in a large metropolis, and quickly made vampires himself. He enjoys the company of his vampire brothers. Unlike the ruthless nature of humans, vampires rarely prey on each other, but instead on the cattle that is the civilized races. His distaste of humanity makes feeding on them all the easier. He works closely with another vampire who runs a large thieves guild, and sometimes helps on on important jobs or assassinations. Because of this his wealth is quite large. If his sanctum is assualted, a player could expect to find treasure equivalent of a CR 16, in addition to his listed gear, with double goods and money. Ahl-Luee Lore Characters with ranks in Knowledge(Local), Knowledge(History) can learn information about Ahl-Luee. Characters with ranks in Knowledge(Relgion) can learn about vampires, normally. Knowledge(Local) DC 15-Vampires are definately living with in the city DC 20-One vampire in particular seems different than the rest, he much large and stronger, and wheres red robes that obscure his figure. DC 35-Ahl-Luee is a vampire within the city, he was never human, but instead an orangutan. His strength and vampiric abilties are matched by his impressive unarmed combat abilties. Knowledge(History) DC 15-A remote fishing village was once protected by an intellegent orangutan named Ahl-Luee. He dissapeared and the village was later deserted because of poor fishing DC 20-A player that achieves this result can find the location of Ahl-Luee's old jungle temple, which is now abandoned, but might contain information about Ahl-Luee's disappearance. |
| neilthrun08-05-07, 03:51 PM | Adaptation Alh-Luee uses only a few sources outside of core material. The Superieor Unarmed Strike feat is from Tome of Battle, this could instead be replaced with Power Attack. Reduce his base unarmed strike damage to 3d6. The Defensive Throw feat is from Complete Warrior, this could be replaced with either power attack or cleave. Improved Toughness is also from complete warrior, but also located in Libris Mortis(and possibly other books), this can be replaced with normal toughness. Reduce his hp by 10 if this is done. Necklace of Natural Attacks is located in Savage Species. Corrosive is located in the Magic Item Compendium. |
| neilthrun08-05-07, 04:57 PM | Ahl-Luee employs a small gang of spies. After his awakening, he quickly went in search of subjects he could turn into vampires. He came upon a small monastery, which he quickly and decisively destroyed. He chose 5 of the best students in the monastery and turned them into his elite vampire spies. He uses them mainly to intercept shipments of goods coming into the city and assasinate trouble makers. Vampire Spy Human Vampire Monk 5 Medium Undead(Augmented Humanoid[human]) Monk 5 Hit Dice:1d12+3 (35 hp) Initiative:+10 Speed:40 ft Armor Class:21 (+6 dex, +3 wis, +1 AC, +1 deflection), touch 21, flat-footed 15 Base Attack/Grapple:3/+10 Attack: Unarmed Strike +7 melee (1d8+3) Full Attack:Flurry of Blows 2 Unarmed Strikes +6/+6 (1d8+3) Space/Reach:5 ft./5 ft. Special Attacks:Flurry of Blows, Ki Strike(magic), Special Qualities:Evasion, Still Mind, Slow Fall 20ft., Purity of Body Saves:Fort +6, Ref +12, Will +7 Abilities:Str 16, Dex 22, Con-, Int 15, Wis 16, Cha 12 Skills: Bluff +10, Hide+22, Jump +11, Listen +19, Move Silently +22, Search +10, Sense Motive +11, Spot +19, Tumble +16 Feats:Improved Unarmed Strike, Improved Grapple, Weapon Finesse, Weapon Focus(Unarmed Strike),Deflect Arrows, Toughness, Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes Challenge Rating:7 Treasure:Gloves of Dexterity +2, Ring of Protection +1 Alignment:Lawful Evil Advancement:As monk Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise. Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points. Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour. Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial. If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again. Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round. Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A vampire has +4 turn resistance. Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature. |
| FFTGeist08-05-07, 05:25 PM | I truely enjoy the bits of lore you put in there. Makes the character seem to just pop out at you! Grats! |
| neilthrun08-05-07, 08:32 PM | Oh, and whoever gets notices the reference in his name gets 1 internets. |