| Post/Author/DateTime | Post |
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| law12-04-03, 04:57 PM | Yes this thread is a place to post your homade aspects (like thos in the minis hand book). As I make em ill post them. Heres the first my Aspect of Graz'zt. Aspect of Graz’zt Large Outsider (Chaotic, Evil, Extraplanar, Tanar’ri) Hit Dice: 9d8+27 (67 hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 25 (-1 Sze, +6 Dex, +9 natural), touch 15, flat-footed 18 Base Attack/Grapple: +9/+18 Attack: +1 acidic burst greatsword +14 melee (2d8+8/19-20 plus 1d6 acid plus 1 vile) Full Attack: +1 acidic burst greatsword +14/+9 melee (2d8+8/19-20 plus 1d6 acid plus 1 vile) Space/Reach: 10 ft./10 ft. Special Attacks: Fear Special Qualities: Damage reduction 5/epic, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, see invisibility, telepathy 100 ft. Saves: Fort +9, Ref +12, Will +7 Abilities: Str 20, Dex 22, Con 16, Int 21, Wis 12, Cha 23 Skills: Balance +18, Bluff +18, Concentration +15, Hide +18, Intimidate +18, Jump +17, Knowledge (arcana) +17, Knowledge (history) +17, Knowledge (the planes) +17, Listen +13, Move Silently +18, Search +17, Spot +13 Feats: Improved Initiative, Power Attack, Vile Martial Strike (greatsword), Weapon Focus (greatsword) Environment: Infinite Layers of the Abyss (Azzagrat) Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always chaotic evil Advancement: - Level Adjustment: - This tall, darkly hand-some demon with shiny black skin and green, glowing eyes. It also has slightly pointed ears, yellow fangs, and its most striking of all are its digits it has six ebony fingers on each hand and six toes on each foot. An aspect of Graz’zt manifests as the demonprince’s mastery of fighting. It aslo displays the ability to make combats more chaotic. An aspect of Graz’zt, like other tanar’ri, can speak telepathically to any creature within 100 feet that has a language. It also speaks Abyssal, Celestial, and Draconic. Combat An aspect of Graz’zt loves to wade into melee. Using its fear affect as it goes to help bring more chaos to the fight. An aspect of Graz’zt’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction. Fear (Su): At will, an aspect of Graz’zt can use a fear effect. As the spell (caster level 9th, Will DC 20 partial). The save DC is Charisma-based. See Invisibility (Su): An aspect of Graz’zt has a continuous see invisibility ability, as the spell (caster level 9th). How does it look to all of you? |
| RhoxandRoll12-04-03, 06:12 PM | You know- that looks really good. And I'm really glad you are one of the people who take two minutes out of their life to format the text....makes it soooo much easier to read. |
| law12-04-03, 06:32 PM | well the thing is since I post this kind of things in more then one forum I only need to do it once then copy and past.;) Thanks im thinking of doing Juiblex next. |
| law12-05-03, 01:09 AM | a little bump. |
| NarlethDrider12-05-03, 06:04 PM | nice work---makes me wish I had the Mini's Handbook to see what they did w/Lolth's aspect:( ---u dont wanna do an alternate one do ya:D |
| law12-07-03, 09:08 PM | in time perhapes. Not yet any way. |
| law12-09-03, 02:07 AM | Im almost done with my next one and I need to mody that one a little. |
| law12-15-03, 02:37 PM | well heres the next one I said I would do. Aspect of Levistus Large Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 9d8+72 (112 hp) Initiative: +12 (+8 Dex, +4 Improved Initiative) Speed: 40 ft. AC: 26 (-1 Sze, +8 Dex, +9 natural), touch 17, flat-footed 18 Base Attack/Grapple: +9/+18 Attack: +1 rapier +14 melee (1d8+5 plus 1d6 precise strike/15-20) Full Attack: +1 rapier +14/+8 melee (1d8+5 plus 1d6 precise strike/15-20) Space/Reach: 10 ft./10 ft. Special Attacks: - Special Qualities: Acrobatic attack, Damage reduction 5/epic, darkvision 60 ft., elaborate parry, immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, precise strike Saves: Fort +14, Ref +13, Will +11 Abilities: Str 20, Dex 24, Con 26, Int 17, Wis 21, Cha 15 Skills: Balance +19, Bluff +14, Diplomacy +14, Disguise +14, Hide +19, Intimidate +14, Jump +17, Listen +17, Move Silently +19, Tumble +19 Feats: Dodge, Improve Critical (rapier), Improved Initiative, Weapon Focus (rapier) Environment: Nine Hells of Baator (Stygia) Organization: Solitary Challenge Rating: 9 Treasure: None Alignment: Always Lawful evil Advancement: - Level Adjustment: - This tall, hand-some demon, with pail skin and black eyes it also has a small beard and slightly pointed ears. It seams to be wearing fine clothing and wielding a rapier. An aspect of Levistus manifests as the archdevil’s mastory of the rapier. It also displays his uncanny skill in defence. Combate An aspect of Levistus loves to wade into melee and show its skills as it fights. An aspect of Levistus natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Acrobatic Attack (Ex): If the aspect of Levistus attacks by jumping at least 5 feet into his opponent, jumps down at least 5 feet onto his opponent, or swings on a rope or similar object into his opponent, he gains a +2 bonus on attack and damage rolls. Elaborate Parry (Ex): If the aspect of Levistus chooses to fight defensively or take a full defense action in combate, he gains a +4 dodge bonus to his Armor Class beyond the bonuses granted by those actions. Precise Strike (Ex): The aspect of Levistus has the ability to strike precisely with a light, one-handed piercing weapon, adding +1d6 to his normal damage rolls. When making a precise strike, the aspect of Levistus cannot attack whith a weapon in his other hand. How does he look. |
| law12-16-03, 02:29 PM | :bump: |