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| Blind Seer09-27-03, 05:22 PM | Im not sure if this the right part of the boards to post this, but Im just trying to be helpful. I will post varied Monsters or Evil NPCs to help any DM that doesn't have much time. I will also post original creatures now and then. First: A evil 20th level Ranger/Blackguard. He is perfect as the mind behind evil plots that involve evil and Nature. Kurlhan of the Dark Oak: Male Human Rgr10/Blk10; Medium Humanoid ; HD 10d10+30 (Ranger), 10d10+30 (Blackguard); hp 176; Init +7; Spd 30; AC 30; Atk +26 base melee, +23 base ranged; +26/+26 (1d8+8, Sword of Life Stealing; 1d6+5, +2 Sword, short); +25 (1d8+5, +2 Mighty composite longbow +3); +26 (1d3+6, Unarmed); AL NE; SV Fort +25, Ref +17, Will +20; STR 22, DEX 16, CON 16, INT 18, WIS 22, CHA 18. Possessions: Weapons: Sword of Life Stealing: Ghost Touch, Unholy; +2 Sword, short: Ghost Touch, Unholy; +2 Mighty composite longbow +3: Distance, Ghost Touch, Keen, Unholy. Armor: +2 Chain shirt: Ghost Touch, Silent Moves, Spell Resistance (13). Magic: Wondrous: Periapt of Wisdom (+6); Wondrous: Belt of giant strength (+6); Wondrous: Bracers of armor (+8); Wondrous: Cloak of Charisma (+4); Wondrous: Boots of elvenkind; Ring: Protection +3; Ring: Feather Falling; Wondrous: Vest of escape; Wondrous: Hat of disguise. Skills: Animal Empathy+14, Concentration+26, Diplomacy+10, Escape Artist+8, Handle Animal+14, Heal+12, Hide+16, Intimidate+8, Knowledge (nature)+19, Knowledge (religion)+23, Listen+16, Move Silently+36, Open Lock+5, Ride+10, Spot+16, Wilderness Lore+21. Feats: Cleave, Improved Initiative, Leadership, Mounted Combat, Point Blank Shot, Power Attack, Ride-By Attack, Sunder, Track. Spells Known (Rgr --/3/3): ; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I; 2nd - Animal Messenger, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II. Spells Known (Blk --/4/4/3/2): ; 1st - Cause Fear, Cure Light Wounds, Doom, Inflict Light Wounds, Magic Weapon, Summon Monster I; 2nd - Bull's Strength, Cure Moderate Wounds, Darkness, Death Knell, Inflict Moderate Wounds, Shatter, Summon Monster II; 3rd - Contagion, Cure Serious Wounds, Deeper Darkness, Inflict Serious Wounds, Protection from Elements, Summon Monster III; 4th - Cure Critical Wounds, Freedom of Movement, Inflict Critical Wounds, Poison, Summon Monster IV. Spells Prepared (Rgr --/3/3): ; 1st - Animal Friendship, Read Magic, Summon Nature's Ally I; 2nd - Hold Animal, Protection from Elements, Summon Nature's Ally II. Spells Prepared (Blk --/4/4/3/2): ; 1st - Cure Light Wounds, Doom, Inflict Light Wounds, Summon Monster I; 2nd - Bull's Strength, Cure Moderate Wounds, Darkness, Summon Monster II; 3rd - Cure Serious Wounds, Inflict Serious Wounds, Summon Monster III; 4th - Cure Critical Wounds, Summon Monster IV. |
| Blind Seer09-28-03, 01:20 AM | I don't give much personal information about the characters because I assume that you can give them a personality that will fit your campaing. If you want, I can write down the personality, story, mannerisms, dealings, etc. of the characters, when applicable. Also, if you need a specific (say a Minotaur Fighter or a Kuo-Toan monk) dont doubt to ask, and I will ready it in a jiffy. |
| Blind Seer09-28-03, 01:45 AM | Udulgooplook : Male Kuo-Toa Monstrous Humanoid2/Mnk4; Medium Monstrous Humanoid (Aquatic); HD 2d8+4 (Monstrous Humanoid), 4d8+8 (Monk); hp 45; Init +6; Spd 25, Swim 50; AC 24; Atk +8 base melee, +7 base ranged; +8 (1d4+4, Bite); +9 (1d6+4, +1 Kama); +8 (1d6+3, Nunchaku); +9 (1d4+2, +2 Sling); +8 (1d8+3, Unarmed); SA: Lightning bolt (Su), Pincer staff (Ex); SQ: Keen sight (Ex), Slippery (Ex), Adhesive (Ex), Resistance: Electricity (Ex), Light blindness (Ex), Amphibious (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Hold spells (Ex); AL LE; SV Fort +6, Ref +9, Will +12; STR 16, DEX 14, CON 14, INT 16, WIS 21, CHA 8. Possessions: Weapons: +1 Kama; +2 Sling; Nunchaku. Goods: Monk's outfit; Bullets, sling (10). Magic: Potion: Cat's Grace (4); Potion: Cure Moderate Wounds (3); Potion: Heroism; Wondrous: Bracers of armor (+1); Wondrous: Gauntlets of ogre power; Ring: Jumping. Skills: Balance+11, Climb+12, Escape Artist+26, Hide+11, Jump+42, Listen+14, Move Silently+11, Perform+1, Search+14, Spot+16. Feats: Deflect Arrows, Dodge, Expertise, Improved Initiative, Mobility. |
| Blind Seer09-28-03, 02:21 AM | Now a templated creature: A minotaur with the Mummified Template from Savage Species. Deathbringer, Mummified Minotaur CR 8;Large Undead ; HD 6d12 (Undead); hp 42; Init +3; Spd 20; AC 16; Atk +8 base melee, +1 base ranged; +8/+3 (1d8+6, Gore; 2d6+3, Slam); +8 (2d8+9, Greataxe); +4 (1d4+6, Unarmed); SA: Despair (Su), Mummy rot (Su), Charge (Ex); SQ: Undead, Damage reduction (Su), Resistance: Blows (Ex), Darkvision (Ex), Vulnerability: fire (Ex), Natural cunning (Ex); AL CE; SV Fort +2, Ref +1, Will +7; STR 22, DEX 8, CON --, INT 3, WIS 14, CHA 12. Possessions: Weapons: Greataxe. Skills: Listen+14, Search+5, Spot+10. Feats: Improved Initiative, Toughness. It's Damage reduction is 5/+1. Saves against it's Despair have a DC of 10+1/2 minotaur's HD+ the minotaur's Wis Modifier. Mummy Rot's Fortitude Save DC 20. |
| Mr.Waesel09-28-03, 09:57 AM | Originally posted by Blind Seer First: A evil 20th level Ranger/Blackguard. It's considerably powerful, and must have a challenge rating of at the very least 22, considering all the magic equipment it carries. It fights with both swords. Because of all his magic items, you should be careful, because they are powerful, and your players will get them if they kill him. He is perfect as the mind behind evil plots that involve evil and Nature. Powerful? A +2 unholy ghost touch short sword and a ring of protection +3? Have you ever actually played epic? The flunkie NPC's in my campaign carry better equipment than that. If you want to make it powerful: GIve it better stats. An epic bbebg surely wouldn't have trouble finding an item of + 6 str? (and don't worry about it falling into the pc's hands- they've already got one if they need it) Give it higher AC. Out of experience, my lvl 21 pc's hit ti automatically,(with their first attack, at the least) and i'm not using any weird house rules. Give it more to hit. The front-line fighter pc's in my campaign have an ac of about 45.(and are level 21) |
| Blind Seer09-28-03, 02:28 PM | Did I ever said he should battle alone? Being a Blackguard he will obviously be joined by some Balors or Pit Fiends. Did I ever said he was meant for epic? No. Don't put words in my mouth. |
| Blind Seer09-28-03, 02:45 PM | Now, a female Cleric of Vecna/Rogue. Sialeena: Female Planetouched, Tiefling Rog2/Clr2; Medium Outsider ; HD 2d6+2 (Rogue), 2d8+2 (Cleric); hp 21; Init +9; Spd 30; AC 21; Atk +4 base melee, +7 base ranged; +5 (1d8+3, +1 Morningstar); +4 (1d8+1, +1 Crossbow, light); +4 (1d3+2, Unarmed); SA: Spell-like abilities; SQ: Resistance: Cold (Ex), Resistance: Fire (Ex), Resistance: Electricity (Ex); AL NE; SV Fort +5, Ref +9, Will +7; STR 15, DEX 20, CON 12, INT 16, WIS 16, CHA 10. Possessions: Weapons: +1 Morningstar; +1 Crossbow, light. Armor: Mithral Shirt. Shields: Mithral Large Shield. Goods: Traveler's outfit. Magic: Wondrous: Ioun stone (deep red sphere); Wondrous: Ioun stone (incandescent blue sphere); Wondrous: Ioun stone (pale blue rhomboid); Scroll: Protection from Elements (5); Scroll: Cure Light Wounds (1), Cure Light Wounds (1), Cure Light Wounds (1); Wondrous: Cloak of resistance (+1). Skills: Bluff+9, Concentration+5, Disable Device+8, Hide+14, Knowledge (religion)+5, Listen+10, Move Silently+12, Open Lock+9, Search+10, Spellcraft+7, Spot+10. Feats: Improved Initiative, Scribe Scroll . Spells Prepared (Clr 4/3): 0 - Detect Magic, Read Magic, Resistance, Virtue; 1st - Cause Fear, Doom, Protection from Good (d), Summon Monster I. |
| Mr.Waesel09-28-03, 03:26 PM | Originally posted by Blind Seer Did I ever said he should battle alone? Being a Blackguard he will obviously be joined by some Balors or Pit Fiends. ..wich ups his CR Originally posted by Blind Seer Did I ever said he was meant for epic? No. Don't put words in my mouth. you suggested him at cr 22. Technically a party of lvl 20 pc's would be hard-pressed against such an encounter. P.S: i didn't mean to offend. Sorry :) |
| Blind Seer09-28-03, 07:06 PM | Im not angry. I just don't like that people jump to conclusions. Agreed, it could have been misunderstood, and thats my fault. Hope you someday find this thread useful. |
| Ice Ranger09-29-03, 07:47 AM | Also, if you need a specific (say a Minotaur Fighter or a Kuo-Toan monk) dont doubt to ask, and I will ready it in a jiffy. I don't mean to challenger u like the hybrid maker guy first off. That aside, a yuan-ti abomination ranger thats nuetral. |
| Blind Seer09-29-03, 05:04 PM | Im not quite sure what you mean with the hybrid line Ice Ranger, but... If you want a Yuan-Ti Abomination Ranger, I will get it done in a blink. If you want me to make a story for him, thats cool. If not, thats cool too. |
| Blind Seer10-04-03, 01:40 PM | Here he is. His Favored Enemy are Dragons, but feel free to change that if you want. Note that he is equipped as a 13 level ranger, not a 4th level ranger like he really is, taking into account that a Yuan-Ti Abomination is powerful enough to have got these items with minor hassle. Gathanoko : Male Yuan-Ti, Abomination, Manarms Monstrous Humanoid9/Rgr4; Large Monstrous Humanoid ; HD 9d8+36 (Monstrous Humanoid), 4d10+16 (Ranger); hp 116; Init +9; Spd Climb 20, Swim 20, 30; AC 29; Atk +18 base melee, +17 base ranged; +18 (2d6+9, Bite); +19/+18 (2d6+8, +2 Longsword; 1d8+5, +2 Sword, short); +19 (2d6+5, +2 Mighty composite longbow +3); +18 (1d4+6, Unarmed); SA: Psionics (Sp), Constrict (Ex), Poison (Ex), Improved grab (Ex); SQ: Resistance: Spell (Ex); AL N; SV Fort +11, Ref +12, Will +12; STR 22, DEX 21, CON 19, INT 20, WIS 20, CHA 16. Possessions: Weapons: +2 Longsword: Keen; +2 Sword, short; +2 Mighty composite longbow +3. Armor: +2 Chain shirt. Magic: Wondrous: Eyes of the eagle; Wondrous: Cloak of elvenkind; Wondrous: Gloves of Dexterity (+2); Wondrous: Heward's handy haversack; Potion: Heroism; Potion: Hiding; Potion: Cure Light Wounds (1); Potion: Cure Light Wounds (1); Potion: Cure Light Wounds (1). Skills: Animal Empathy+16, Climb+13, Concentration+16, Hide+23, Knowledge (nature)+10, Listen+18, Move Silently+17, Spot+23, Wilderness Lore+10. Feats: Dodge, Improved Critical: Longsword, Improved Initiative, Point Blank Shot, Power Attack, Precise Shot, Track, Weapon Focus: Longsword. Spells Known (Rgr --/2): ; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I. Spells Prepared (Rgr --/2): ; 1st - Animal Friendship, Summon Nature's Ally I. |
| Blind Seer10-04-03, 01:54 PM | Here is his animal companion: Coldblood CR 1;Medium Animal, Snake, Viper ; HD 2d8 (Animal); hp 9; Init +3; Spd 20, Climb 20, Swim 20; AC 16; Atk +0 base melee, +4 base ranged; +4 (1d4-1, Bite); SA: Poison (Ex); SQ: Scent (Ex); AL N; SV Fort +3, Ref +6, Will +1; STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2. Skills: Balance+11, Climb+12, Hide+10, Listen+8, Move Silently+4, Spot+8. Feats: Weapon Finesse. Poison (Ex): Bite, Fortitude save (DC 11); initial and secondary damage 1d6 temporary Constitution. |
| Blind Seer10-05-03, 01:44 AM | Want something not too common? Here is an Elemental Cleric. Nova : Male Elemental, Medium-size Fire Elemental4/Clr6; Medium Elemental (Fire); HD 4d8+20 (Elemental), 6d8+30 (Cleric); hp 96; Init +8; Spd 50; AC 24; Atk +10 base melee, +11 base ranged; +11 (1d6+4, Slam); +13 (1d6+6, +2 Quarterstaff); +13 (1d8+2+1d6, +2 Crossbow, light); +10 (1d3+3, Unarmed); SA: Burn (Ex); SQ: Elemental, Fire subtype (Ex); AL N; SV Fort +12, Ref +11, Will +12; STR 16, DEX 18, CON 20, INT 10, WIS 20, CHA 16. Possessions: Weapons: +2 Quarterstaff; +2 Crossbow, light: Flaming; Bolts, crossbow (50). Armor: +2 Chain shirt. Magic: Potion: Heroism; Potion: Charisma; Wondrous: Cloak of resistance (+1); Wondrous: Periapt of Wisdom (+2); Wand: Cure Light Wounds (1) (Charges: 20); Ring: Protection +1; Ring: Warmth. Skills: Concentration+15, Diplomacy+6, Heal+8, Knowledge (religion)+10, Listen+14, Spellcraft+10, Spot+13. Feats: Combat Casting, Improved Initiative, Scribe Scroll , Weapon Finesse, Weapon Focus: Quarterstaff. Spells Prepared (Clr 5/5/4/3): 0 - Detect Magic, Guidance, Read Magic, Resistance, Virtue; 1st - Calm Animals (d), Cause Fear, Cure Light Wounds, Doom, Shield of Faith, Summon Monster I; 2nd - Cure Moderate Wounds, Lesser Restoration, Produce Flame (d), Resist Elements, Summon Monster II; 3rd - Cure Serious Wounds, Dominate Animal (d), Protection from Elements, Summon Monster III. Deity: Obad-Hai Domains: Animal/Fire Languages: Ignan |
| Blind Seer10-05-03, 02:11 AM | Salhim Woodenheart : Male Centaur Monstrous Humanoid4/Drd2; Large Monstrous Humanoid ; HD 4d8+16 (Monstrous Humanoid), 2d8+8 (Druid); hp 52; Init +2; Spd 35; AC 20; Atk +8 base melee, +6 base ranged; +8 (1d6+4, 2 Hooves); +9 (1d8+4, Scimitar, Masterwork); +7 (1d6, Sling, Masterwork); +8 (1d4+4, Unarmed); AL NG; SV Fort +8, Ref +6, Will +12; STR 19, DEX 15, CON 18, INT 14, WIS 20, CHA 15. Possessions: Weapons: Scimitar, Masterwork; Sling, Masterwork; Bullets, sling (20). Armor: +1 Hide. Shields: Darkwood Shield. Magic: Scroll: Cure Light Wounds (1), Cure Light Wounds (1), Cure Light Wounds (1); Scroll: Endure Elements (1), Endure Elements (1); Potion: Blur (4); Wondrous: Quaal's feather token (tree); Wondrous: Quaal's feather token (tree); Wondrous: Phylactery of faithfulness; Ring: Jumping; Ring: Protection +1. Skills: Animal Empathy+11, Concentration+9, Handle Animal+3, Hide+4, Jump+32, Knowledge (nature)+11, Listen+8, Spellcraft+7, Spot+9, Wilderness Lore+14. Feats: Combat Casting, Scribe Scroll . Spells Known (Drd 4/4): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Shillelagh, Summon Nature's Ally I. Spells Prepared (Drd 4/4): . His animal companions: Fang, Animal, Bear, Black : CR 2;Medium Animal ; HD 3d8+6 (Animal); hp 19; Init +1; Spd 35, 40; AC 11; Atk +6 base melee, +3 base ranged; +6/+1(1d4+4, 2 Claws;1d6+2, Bite);SQ: Scent (Ex); AL N; SV Fort +5, Ref +5, Will +3; STR 19, DEX 13, CON 15, INT 1, WIS 12, CHA 6. Skills: Climb+6, Listen+4, Spot+7, Swim+8. Swiftwind: CR 1/3 ;Tiny Animal ; HD 1d8 (Animal); hp 4; Init +3; Spd 10, Fly, Average 60; AC 15; Atk +0 base melee, +5 base ranged; +5 (1d4-2, Claws); AL N; SV Fort +3, Ref +6, Will +3; STR 6, DEX 17, CON 10, INT 2, WIS 14, CHA 6. Possessions: Magic: Wondrous: Cloak of resistance (+1). Skills: Hide+11. Feats: Weapon Finesse. |
| Bait the Bard10-05-03, 02:32 AM | YES!!! The ulitimate thread of random encounters! Its great!:D |
| Blind Seer10-05-03, 06:15 PM | Yay! Im glad to see that someone likes this thread (and therefore, my work :D ) It is quite nice when you get feedback, specially positive. Hope more people find this useful. Thanks. |
| Blind Seer10-05-03, 06:22 PM | Sumglar "Drowbane": Male Mind Flayer Aberration8/Rgr4; Medium Aberration ; HD 8d8+24 (Aberration), 4d10+12 (Ranger); hp 100; Init +9; Spd 30; AC 23; Atk +13 base melee, +15 base ranged; +13 (1d4+3, 4 Tentacles); +13/+12 (1d8+5, Sword of Life Stealing; 1d4+2, Dagger of Venom); +16 (1d8+4, +1 Mighty composite longbow +3); +13 (1d3+3, Unarmed); SA: Mind blast (Sp), Improved grab (Ex), Extract (Ex), Psionics (Sp); SQ: Resistance: Spell (Ex), Telepathy (Su); AL LE; SV Fort +9, Ref +8, Will +12; STR 16, DEX 21, CON 17, INT 21, WIS 20, CHA 20. Possessions: Weapons: Sword of Life Stealing; Dagger of Venom; +1 Mighty composite longbow +3. Armor: +2 Studded leather. Goods: Waterskin (full); Explorer's outfit; Arrows (20); Sunrod; Sunrod. Magic: Potion: Cure Moderate Wounds (5); Potion: Cure Moderate Wounds (5); Wondrous: Cloak of elvenkind; Wondrous: Eyes of the eagle; Wondrous: Dust of tracelessness; Wondrous: Boots of elvenkind; Wondrous: Ioun stone (dark blue rhomboid). Skills: Animal Empathy+10, Bluff+20, Concentration+18, Handle Animal+6, Hide+30, Knowledge (nature)+20, Listen+20, Move Silently+30, Ride+10, Spot+25. Feats: Blind-Fight, Improved Critical: Longsword, Improved Initiative, Mounted Combat, Point Blank Shot, Quick Draw, Toughness, Track. Spells Known (Rgr --/2): ; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I. Spells Prepared (Rgr --/2): ; 1st - Animal Friendship, Summon Nature's Ally I. His animal companion: Razor CR 2; Wolverine, Large Animal ; HD 4d8+24 (Animal); hp 34; Init +1; Spd 30, Burrow 10, Climb 10; AC 14; Atk +8 base melee, +3 base ranged; +8/+3 (1d6+6, 2 Claws; 1d8+3, Bite); SA: Rage (Ex); SQ: Scent (Ex); AL N; SV Fort +10, Ref +5, Will +2; STR 22, DEX 13, CON 23, INT 1, WIS 12, CHA 10. Skills: Climb+14. Favored Enemy: Humanoid(Elf) Languages: Undercommon, Dwarven, Elven, Sylvan, Common, Drow. |
| Blind Seer10-05-03, 06:30 PM | Analiha Angelchoir: Female Lillend Outsider7/Brd10; Large Outsider (Chaotic,Good); HD 7d8+28 (Outsider), 10d6+40 (Bard); hp 132; Init +8; Spd 20, Fly, Average 70; AC 26; Atk +19 base melee, +17 base ranged; +21 (1d10+8, Sun Blade); +20 (1d6+7, +1 Club); +19 (1d8+2, +2 Crossbow, light); +19 (1d4+6, Unarmed); SA: Improved grab (Ex), Constrict (Ex), Spells, Spell-like abilities; SQ: Resistance: Fire (Ex); AL CG; SV Fort +12, Ref +16, Will +18; STR 22, DEX 18, CON 18, INT 18, WIS 22, CHA 34. Possessions: Weapons: +1 Club: Chaotic; Sun Blade; +2 Crossbow, light: Keen. Goods: Bolts, crossbow (10), Masterwork; Disguise kit, Masterwork; Musical instrument, Masterwork. Magic: Wand: Cure Critical Wounds (10) (Charges: 50); Ring: Protection +3; Wondrous: Horn of blasting; Wondrous: Bracers of armor (+5); Wand: Polymorph Self (7) (Charges: 50); Wondrous: Cloak of Charisma (+6); Wondrous: Vest of escape. Skills: Bluff+32, Concentration+24, Diplomacy+32, Disguise+24, Escape Artist+10, Gather Information+32, Knowledge (arcana)+10, Listen+26, Open Lock+6, Perform+36, Sense Motive+26, Spellcraft+24, Wilderness Lore+10. Feats: Brew Potion, Combat Casting, Dodge, Improved Initiative, Scribe Scroll , Skill Focus: Perform. Spells Known (Brd 3/6/6/5/3): 0 - Dancing Lights, Detect Magic, Ghost Sound, Light, Prestidigitation, Read Magic; 1st - Charm Person, Cure Light Wounds, Sleep, Summon Monster I; 2nd - Cure Moderate Wounds, Enthrall, Mirror Image, Summon Monster II; 3rd - Charm Monster, Cure Serious Wounds, Major Image, Summon Monster III; 4th - Dominate Person, Improved Invisibility. Spells Known (SA Spells: Brd 3/6/5): 0 - Daze, Flare, Mage Hand, Mending, Open/Close, Resistance; 1st - Charm Person, Detect Secret Doors, Expeditious Retreat, Ventriloquism; 2nd - Blur, Darkness, Suggestion. Instrument: Harp Languages: Abyssal, Celestial, Common, Draconic, Elven, Gnome, Infernal, Sylvan. |
| Mordenkainen's Rubber Duck of DOOM10-05-03, 06:38 PM | Originally posted by Ice Ranger I don't mean to challenger u like the hybrid maker guy first off. That aside, a yuan-ti abomination ranger thats nuetral. There are two translations of this, Seer: 1- He meant, "I don't want to challenge you, you being the hybred maker and all", which means he confused you for Simeon, who has the same avatar. 2- He mean he had challenged the Hybred Guy (Simeon) before and didn't want to commit the same mistake as before. |
| RhoxandRoll10-05-03, 07:18 PM | Do a half-dragon without wings, please. Any variety. |
| Blind Seer10-09-03, 05:35 PM | First, I want to apologize to everyone. Specially to RhoxandRoll. I haven't been able to post more NPCs and Monsters, since I have been working on my exam for Creative Writing in College. You know how that can be. Now, here is the dragon RhoxandRoll asked for. :D This is a Half-Human, Half-Red Dragon. The first example is the average joe. A commoner Half-Human Red Dragon, so to speak. Any Guy CR 2;Medium Dragon ; HD 1d12+1 (Dragon); hp 10; Init +0; Spd 30; AC 14; Atk +5 base melee, +1 base ranged; +5/+0 (1d4+4, 2 Claws; 1d6+2, Bite); +1 (1d4+4, Dagger); +1 (1d6+4, Club); +1 (1d3+4, Unarmed); SA: Breath weapon (Su); SQ: Darkvision (Ex), Low-light vision (Ex), Immunity: Paralysis (Ex), Immunity: Sleep (Ex), Immunity: Fire (Ex); AL CN; SV Fort +3, Ref +2, Will +2; STR 18, DEX 10, CON 12, INT 12, WIS 10, CHA 12. Possessions: Weapons: Dagger; Club. Feats: Toughness. :D Here is a Half-Human Red Dragon with adventurer potential, but no real training: Flameblood CR 3;Medium Dragon ; HD 1d12+3 (Dragon); hp 7; Init +6; Spd 30; AC 18; Atk +8 base melee, +3 base ranged; +8/+3 (1d4+7, 2 Claws; 1d6+3, Bite); +4 (1d6+7, Sword, short); -1 (1d8, Crossbow, light); +4 (1d3+7, Unarmed); SA: Breath weapon (Su); SQ: Darkvision (Ex), Low-light vision (Ex), Immunity: Paralysis (Ex), Immunity: Sleep (Ex), Immunity: Fire (Ex); AL CN; SV Fort +5, Ref +4, Will +4; STR 24, DEX 14, CON 16, INT 16, WIS 14, CHA 22. Possessions: Weapons: Sword, short; Crossbow, light. Armor: Leather. Feats: Improved Initiative. :D And here is the same guy with Adventurer Training: Flameblood: Male Human-Half Red Dragon Sor2/Ftr2; Medium Dragon ; HD 2d4+6 (Sorcerer), 2d10+6 (Fighter); hp 30; Init +6; Spd 30; AC 19; Atk +10 base melee, +5 base ranged; +10/+5 (1d4+7, 2 Claws; 1d6+3, Bite); +12 (2d6+11, +1 Greatsword); +6 (1d8+5, +1 Mighty composite longbow +4); +10 (1d3+7, Unarmed); SA: Breath weapon (Su); SQ: Darkvision (Ex), Low-light vision (Ex), Immunity: Paralysis (Ex), Immunity: Sleep (Ex), Immunity: Fire (Ex); AL CN; SV Fort +6, Ref +2, Will +5; STR 24, DEX 14, CON 16, INT 16, WIS 14, CHA 22. Possessions: Weapons: +1 Greatsword; +1 Mighty composite longbow +4; 10 +1 Arrows. Magic: Potion: Cure Serious Wounds (5); Potion: Heroism; Scroll: Summon Monster I (1), Summon Monster I (1), Summon Monster I (1); Potion: Cat's Grace (3); Wand: Burning Hands (1) (Charges: 50); Wondrous: Bracers of armor (+1); Ring: Protection +2; Wondrous: Ioun stone (dusty rose prism); Wondrous: Ioun stone (pink and green sphere). Skills: Alchemy+8, Concentration+8, Handle Animal+12, Knowledge (arcana)+8, Move Silently+4, Ride+8, Scry+8, Spellcraft+9. Feats: Dodge, Improved Initiative, Power Attack, Spell Penetration, Weapon Focus: Greatsword. Spells Known (Sor 6/6): 0 - Detect Magic, Ghost Sound, Light, Read Magic, Resistance; 1st - Change Self, Summon Monster I. Breath Weapon (Su): A Half-Red Dragon breathes a cone of fire, once a day. A Reflex saving throw halves the damage. The cone is 30 feet long, and deals 6d10 of fire damage. The DC for the saving throw is 19. And his Familiar Zippo : None Pseudodragon ; CR 1;Tiny Dragon ; HD 2d12+2 (Dragon); hp 15; Init +0; Spd 30, 15, Fly, Good 60; AC 18; Atk +4 base melee, +4 base ranged; +4/-1(1d3, Sting;1, Bite);SA: Poison (Ex); SQ: See invisibility (Ex), Telepathy (Su), Immunity: Paralysis (Ex), Immunity: Sleep (Ex); AL NG; SV Fort +4, Ref +3, Will +4; STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10. Skills: Hide+16, Intuit Direction+3, Listen+5, Search+2, Spot+5. Feats: Alertness. Poison (Ex): Sting, Fortitude save (DC 12); initial damage sleep for 1 minute, secondary damage sleep for 1d3 days. See Invisibility (Ex): Pseudodragons continuosly see invisibility as the spell, with a range of 60 feet. Telepathy: Pseoudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet. Skills: Pseudodragons have a cameleonlike ability that grants them a +4 racial bonus to Hide checks. In forest or overgrown areas , this bonus improves to +8 He has a Challenge Rating 6. |
| kirellagen10-09-03, 06:41 PM | This is a totally cool thread. Blind seer, may I humbly request a celestial mind flayer paladin 6th? thanks, kire |
| Blind Seer10-10-03, 03:00 AM | Here he is, the octopus faced hero!: Glaumir Kassek: Male Celestial Mind Flayer Aberration8/Pal6; Medium Aberration ; HD 8d8+24 (Aberration), 6d10+18 (Paladin); hp 113; Init +7; Spd 20; AC 26; Atk +16 base melee, +15 base ranged; +16 (1d4+4, 4 Tentacles); +19 (1d10+6, Sun Blade); +16 (1d8+3, Mighty composite longbow +3, Masterwork); +16 (1d3+4, Unarmed); SA: Mind blast (Sp), Psionics (Sp), Improved grab (Ex), Extract (Ex), Smite evil (Su); SQ: Telepathy (Su), Darkvision (Ex), Resistance: Electricity (Ex), Resistance: Cold (Ex), Resistance: Acid (Ex), Damage reduction (Su), Resistance: Spell (Ex); AL LG; SV Fort +24, Ref +21, Will +29; STR 19, DEX 17, CON 17, INT 25, WIS 24, CHA 24. Possessions: Weapons: Sun Blade; Mighty composite longbow +3, Masterwork; +1 Arrow. Armor: +1 Full plate. Shields: Spined Shield. Goods: Arrows (20), Masterwork, +1 Arrows (5). Magic: 4 Potion: Cure Light Wounds (1); Potion: Heroism; Potion: Wisdom; Ring: Protection +1; Wondrous: Cloak of Charisma (+2); Wondrous: Gauntlets of ogre power; Wondrous: Periapt of Wisdom (+4); Wondrous: Boots of elvenkind; Wondrous: Phylactery of faithfulness. Skills: Bluff+15, Concentration+20, Diplomacy+24, Handle Animal+15, Heal+24, Hide+4, Intimidate+17, Knowledge (religion)+24, Listen+17, Move Silently+7, Ride+20, Spot+17. Feats: Alertness, Combat Casting, Dodge, Improved Critical: Sword, short, Improved Initiative, Mobility, Mounted Combat, Ride-By Attack, Weapon Finesse, Weapon Focus: Sword, short. Spells Known (Pal --/3): ; 1st - Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Evil, Read Magic, Resistance, Virtue. Spells Prepared (Pal --/3): ; 1st - Cure Light Wounds, Protection from Evil, Read Magic. Mind Blast (Sp): Cone, 60 ft. long. Anyone caught in this cone must succed at a Will save (DC 17) or be stunned for 3d4 rounds. Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, planeshift, and sugesstion. These abilities are as the spells cast by an 8th-level sorcerer (Save DC 13 + spell level). Improved Grab (Ex): To use this ability, Glaumir must hit a Small to Large creature with it's tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. He can grab a Huge or larger creature, but only if he can somehow reach the foe's head. After a successful grab, Glaumir can try to attach it's remaining tentacles with a single grapple check. The opponent can scape with a single successful grapple check or Escape Artist check, but Glaumir gets a +2 circunstance bonus for every tentacle that was attached at the beginning of the opponent's turn. Extract (Ex): If Glaumir begins his turn with all his four tentacles attached and succesfully mantains his hold, he automatically extracts the opponent's brain, killing that creature. Telepathy (Su): Glaumir Kassek can communicate telepathically with any creature within 100 ft. that has a language. Darkvision (Ex): 60 feet range. Smite Evil (Su): Once per day (as a Celestial Mind Flayer, not as a Paladin) Glaumir can make an attack that deals additional damage equal to his HD total (maximun of +20) against an evil foe. Resistance: Acid, Cold and Electricity (Ex): Glaumir has 15 Acid, cold and electricity resistance. Damage Reduction (Su): Glaumir has damage reduction 5/+2. Spell Resistance (Ex): Glaumir has Spell Resistance 25. Languages: Common, Draconic, Drow, Dwarven, Elven, Gnome, Terran, Undercommon. And his Mount: Precious : Female Vermin, Spider, Large Hunter ; CR 2;Large Vermin ; HD 6d8+6 (Vermin); hp 33; Init +3; Spd 20, 40, Climb 20; AC 16; Atk +5 base melee, +5 base ranged; +5(1d8+4, Bite);SA: Poison (Ex), Web (Ex); SQ: Vermin; AL LG; SV Fort +6, Ref +5, Will +2; STR 16, DEX 17, CON 12, INT --, WIS 10, CHA 2. Skills: Climb+14, Hide+6, Jump+10, Spot+11. Poison (Ex): Fortitude save (DC 16) Initial and Secondary damage 1d6 Str Web (Ex): One strand is strong enough to support Precious and Glaumir together. Therefor, the strand can support Precious carriying four Small characters, two Medium-size characters, and one Large character, or any equivalent weight. Precious can cast web eight times per day. This is similar to an attack with a net but has a maximun range of 50 feet, with a range increment if 10 feet, and is effective against targets up to one size smaller than her (see page 102 in Player's Handbook for details on net attacks). The web anchors the target in place, allowing no movement. An entangled creature can escape with a succesful Escape Artist check (DC 26) or burst it with a Strength check (DC 32) as a standard action. Attempts to escape or burst get a +5 bonus if the creature has something to walk on or grab while pulling free. Approaching creatures must succed at a Spot check (DC 20) to notice a web, otherwise they stumble into it an become trapped as though by a succesful web attack. Precious can move across her own web at her climb speed and can determine the exact location of any creature touching the web. Skills: Mountrous Spiders gain a +8 competence bonus to Hide and Move Silently when using their webs. |
| kirellagen10-10-03, 10:35 AM | Thanks, I will be using this in my campain. :invasion: :bow: |
| Blind Seer10-11-03, 01:35 AM | Anytime pal! :D Be sure to give old octo-face another check, because I expanded the info on his mount's webbing. |
| Blind Seer10-11-03, 05:58 PM | Gorek Hargast : Male Hobgoblin Wiz14; Medium Humanoid ; HD 14d4+42 (Wizard); hp 72; Init +7; Spd 30; AC 21; Atk +11 base melee, +11 base ranged; SQ: Darkvision (Ex); AL LE; SV Fort +8, Ref +10, Will +11; STR 16, DEX 16, CON 17, INT 24, WIS 12, CHA 14. Possessions: Weapons: +1 Quarterstaff: Spell Storing; +1 Crossbow, light: Wounding. Goods: Bolts, crossbow (10), Masterwork; Alchemist's lab, Masterwork; Spell component pouch; Spellbook, wizard's. Magic: Staff: Charming (Charges: 50); Ring: Protection +4; Wand: Magic Missile (1) (Charges: 50); Wondrous: Belt of giant strength (+4); Wondrous: Headband of intellect (+4); Wondrous: Ioun stone (pale green prism); Wondrous: Ioun stone (scarlet and blue sphere); Wondrous: Amulet of natural armor (+4); Wand: Fireball (9) (Charges: 50). Skills: Alchemy+27, Appraise+8, Balance+4, Bluff+11, Climb+4, Concentration+21, Craft (Any)+8, Craft (Bookbinding)+6, Craft (Calligraphy)+6, Craft (Cobbling)+8, Craft (Leatherworking)+6, Craft (Locksmithing)+6, Craft (Metalworking)+6, Craft (Sculpting)+6, Craft (Stonemasonry)+6, Craft (Weaponsmithing)+6, Craft (Weaving)+6, Diplomacy+7, Disguise+3, Escape Artist+4, Forgery+8, Gather Information+3, Heal+2, Hide+4, Intimidate+3, Jump+4, Knowledge (arcana)+25, Listen+2, Literacy+1, Move Silently+8, Perform+3, Ride+4, Scry+25, Search+8, Sense Motive+2, Spellcraft+25, Spot+2, Swim-7, Use Rope+4, Wilderness Lore+2. Feats: Combat Casting, Dodge, Improved Initiative, Leadership, Lightning Reflexes, Scribe Scroll , Silent Spell, Still Spell. Spells Known, Spellbook Contents (Wiz 4/6/6/6/5/4/4/3): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st - Cause Fear, Change Self, Chill Touch, Detect Undead, Hold Portal, Magic Missile, Protection from Good, Ray of Enfeeblement, Silent Image, Summon Monster I; 2nd - Darkness, Detect Thoughts, Ghoul Touch, Minor Image, Mirror Image, Scare, Spectral Hand, Summon Monster II, Summon Swarm, Web; 3rd - Clairaudience/Clairvoyance, Dispel Magic, Explosive Runes, Gentle Repose, Halt Undead, Major Image, Stinking Cloud, Suggestion, Summon Monster III, Vampiric Touch; 4th - Arcane Eye, Charm Monster, Confusion, Contagion, Detect Scrying, Dimensional Anchor, Enervation, Fear, Improved Invisibility, Summon Monster IV, Wall of Fire, Wall of Ice; 5th - Animate Dead, Cone of Cold, Contact Other Plane, Magic Jar, Persistent Image, Rary's Telepathic Bond, Summon Monster V, Wall of Force, Wall of Iron, Wall of Stone; 6th - Circle of Death, Geas/Quest, Globe of Invulnerability, Greater Dispelling, Mass Suggestion, Permanent Image, Planar Binding, Programmed Image, Summon Monster VI, True Seeing; 7th - Banishment, Control Undead, Delayed Blast Fireball, Finger of Death, Greater Scrying , Insanity, Mass Invisibility, Mordenkainen's Magnif Mansion, Phase Door, Power Word, Stun, Summon Monster VII, Vision. Spells Prepared (Wiz 4/6/6/6/5/4/4/3): 0 - Dancing Lights, Detect Magic, Disrupt Undead (s), Prestidigitation, Read Magic; 1st - Cause Fear, Change Self, Chill Touch (s), Magic Missile, Protection from Good, Ray of Enfeeblement, Summon Monster I; 2nd - Darkness, Minor Image, Mirror Image, Scare (s), Spectral Hand, Summon Monster II, Web; 3rd - Dispel Magic, Halt Undead, Major Image, Stinking Cloud, Suggestion, Summon Monster III, Vampiric Touch (s); 4th - Charm Monster, Contagion, Fear (s), Improved Invisibility, Summon Monster IV, Wall of Fire; 6th - Circle of Death (s), Geas/Quest, Globe of Invulnerability, Greater Dispelling, Summon Monster VI; 7th - Control Undead (s), Finger of Death, Power Word, Stun, Summon Monster VII. Now, his familiar: Hecklar: Male Devil, Imp; CR 2;Tiny Outsider (Evil,Lawful); HD 3d8 (Outsider); hp 13; Init +3; Spd 30, 20, Fly, Perfect 50; AC 18; Atk +5 base melee, +8 base ranged; +8(1d4, Sting);SA: Spell-like abilities, Poison (Ex); SQ: Polymorph (Su), Regeneration (Ex), Damage reduction (Su), Resistance: Spell (Ex), Immunity: Poison (Ex), Resistance: Fire (Ex), See in darkness (Su); AL LE; SV Fort +3, Ref +6, Will +4; STR 10, DEX 17, CON 10, INT 10, WIS 12, CHA 10. Skills: Hide+15, Listen+5, Move Silently+5, Search+5, Spellcraft+5, Spot+5. Feats: Dodge, Weapon Finesse. |
| Raymond_Luxury_Yacht10-11-03, 06:27 PM | Ogre Mage Samurai |
| Blind Seer10-12-03, 01:26 AM | To be completely sincere, I don't have the oriental book :embarrass So, I don't know how the Samurai Class works on D&D, but I will do my best to get it and make it quickly. My apologies. |
| Blind Seer10-12-03, 01:54 AM | Stonebulk : Male Giant, Hill Giant12/Bbn4; Large Giant ; HD 12d8+60 (Giant), 4d12+20 (Barbarian); hp 164; Init +2; Spd 50; AC 24; Atk +20 base melee, +14 base ranged; +20 (2d6+12, Rock); +26 (2d8+17, +5 Greataxe); +15 (2d6+5, +1 Mighty composite longbow +4); +20 (1d4+8, Unarmed); SA: Rock throwing (Ex); SQ: Rock catching (Ex); AL CE; SV Fort +13, Ref +9, Will +8; STR 26, DEX 14, CON 21, INT 7, WIS 12, CHA 16. Possessions: Weapons: +5 Greataxe: Keen; +1 Mighty composite longbow +4. Armor: +4 Chain shirt. Goods: Explorer's outfit; Sack; Pouch, belt; Pitcher, clay; Torch; Waterskin (full). Magic: 2 Potion: Cure Serious Wounds (5); 2 Potion: Lesser Restoration (3); Potion: Remove Disease (5); Potion: Neutralize Poison (11); Potion: Bull's Strength (8); Wondrous: Amulet of natural armor (+2); Wondrous: Boots of striding and springing; Ring: Protection +2; Ring: Climbing; Wondrous: Murlynd's spoon. Skills: Climb+18, Jump+18, Listen+10, Spot+17, Wilderness Lore+8. Feats: Alertness, Improved Critical: Greataxe, Iron Will, Lightning Reflexes, Weapon Focus: Greataxe. Languages: Giant Gold: 208237 GP This guy was made plain and simple to be an NPC opponent. He carries some GP additional to any treasure you might want to give. He doesn't has the money on him (it's too much to carry around), but he never goes too far from it. His money is guarded by his followers: Gnolls and Ogres, lead by an Ogre Fighter and Gnoll Druid. |
| Blind Seer10-12-03, 02:35 PM | Here is the Ogre Fighter: Ghoorgag "Flesheater": Male Ogre Giant4/Ftr4; Large Giant ; HD 4d8+20 (Giant), 4d10+20 (Fighter); hp 83; Init +7; Spd 20; AC 25; Atk +13 base melee, +9 base ranged; +15 (2d6+10, +1 Sword, bastard); +9 (2d6+4, Mighty composite longbow +4); +13 (1d4+7, Unarmed); AL CE; SV Fort +15, Ref +7, Will +5; STR 24, DEX 16, CON 20, INT 10, WIS 12, CHA 12. Possessions: Weapons: +1 Sword, bastard; Mighty composite longbow +4. Armor: Breastplate, Masterwork. Shields: +1 Shield, large, steel. Goods: Explorer's outfit; Arrows (20), Masterwork. Magic: Potion: Cure Moderate Wounds (3); Potion: Endurance (3); Wondrous: Cloak of resistance (+2); Wondrous: Rope of Climbing. Skills: Climb+7, Handle Animal+5, Jump+7, Listen+5, Ride+8, Spot+5, Swim-10. Feats: Dodge, Exotic Weapon Proficiency: Sword, bastard, Improved Initiative, Power Attack, Weapon Focus: Sword, bastard, Weapon Specialization: Sword, bastard. And the Gnoll druid: Forlong "Heartripper": Male Gnoll Humanoid2/Drd6; Medium Humanoid ; HD 2d8+8 (Humanoid), 6d8+24 (Druid); hp 72; Init +2; Spd 20; AC 21; Atk +8 base melee, +7 base ranged; +9 (1d6+3, Scimitar, Masterwork); +8 (1d4, Sling, Masterwork); +8 (1d3+3, Unarmed); SQ: Darkvision (Ex); AL NE; SV Fort +12, Ref +4, Will +9; STR 16, DEX 14, CON 18, INT 14, WIS 18, CHA 12. Possessions: Weapons: Scimitar, Masterwork; Sling, Masterwork. Armor: +1 Hide. Shields: Darkwood Shield. Goods: Bullets, sling (10), Masterwork. Magic: Scroll: Cure Light Wounds (4); Scroll: Endure Elements (4); Scroll: Barkskin (3); Scroll: Neutralize Poison (5); Potion: Blur (4); Wand: Cure Light Wounds (1) (Charges: 50); Wondrous: Quaal's feather token (tree); Wondrous: Phylactery of faithfulness; Wondrous: Bag of tricks (gray); Wondrous: Amulet of natural armor (+1); Ring: Protection +1; Ring: Swimming. Skills: Animal Empathy+10, Concentration+15, Handle Animal+6, Heal+9, Knowledge (nature)+13, Listen+9, Speak Language+1, Spellcraft+13, Spot+8, Swim+6. Feats: Armor Proficiency: medium, Combat Casting, Scribe Scroll , Shield Proficiency, Toughness, Track. Spells Known (Drd 5/4/4/3): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Shillelagh, Summon Nature's Ally I; 2nd - Animal Messenger, Animal Trance, Barkskin, Charm Person or Animal, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Hold Animal, Lesser Restoration, Produce Flame, Resist Elements, Soften Earth and Stone, Speak with Animals, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape; 3rd - Call Lightning, Contagion, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Elements, Remove Disease, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing. Spells Prepared (Drd 5/4/4/3): 0 - Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Read Magic; 1st - Animal Friendship, Cure Light Wounds, Pass without Trace, Summon Nature's Ally I; 2nd - Charm Person or Animal, Lesser Restoration, Resist Elements, Summon Nature's Ally II; 3rd - Cure Moderate Wounds, Dominate Animal, Summon Nature's Ally III. And his animal companion: [B]Gore: Male Dire Animal, Boar ; CR 4;Large Animal ; HD 7d8+21 (Animal); hp 52; Init +0; Spd 20, 40; AC 15; Atk +12 base melee, +4 base ranged; +12(1d8+12, Bite);SA: Ferocity (Ex); SQ: Scent (Ex); AL N; SV Fort +5, Ref +2, Will +3; STR 27, DEX 10, CON 17, INT 1, WIS 13, CHA 8. Skills: Listen+9, Spot+8. |
| Blind Seer10-12-03, 02:46 PM | Granite Eyes ; CR 12; Female Basilisk; Large Magical Beast (Reptilian); HD 12d10+84 (Magical Beast); hp 90; Init +4; Spd 15; AC 25; Atk +13 base melee, +4 base ranged; +13 (2d6+13, Bite); SA: Petrifying gaze (Su); AL N; SV Fort +18, Ref +11, Will +10; STR 28, DEX 11, CON 24, INT 2, WIS 17, CHA 15. Possessions: Armor: Half-plate, Barding. Magic: Wondrous: Cloak of resistance (+3). Skills: Listen+6, Spot+6. Feats: Improved Initiative, Snatch, Weapon Focus (Bite). |
| Blind Seer10-13-03, 12:53 AM | Aregha: Female Ogre Giant4/Drd14; Large Giant ; HD 4d8+20 (Giant), 14d8+70 (Druid); hp 184; Init +2; Spd 20; AC 25; Atk +19 base melee, +14 base ranged; +20 (1d6+8, +1 Scimitar); +14 (1d4, Sling); +19 (1d4+7, Unarmed); AL NE; SV Fort +19, Ref +10, Will +14; STR 25, DEX 14, CON 20, INT 12, WIS 17, CHA 10. Possessions: Weapons: +1 Scimitar; Sling. Armor: +2 Hide. Shields: +1 Shield, large, wooden. Goods: Bullets, sling (10), Masterwork. Magic: Scroll: Control Weather (13), Fire Storm (13), True Seeing (13); Scroll: Heal (13); Scroll: Reincarnate (7), Reincarnate (7); Wondrous: Periapt of Wisdom (+4); Wand: Cure Light Wounds (1) (Charges: 25); Ring: Protection +1; Wondrous: Amulet of natural armor (+1); Wondrous: Quaal's feather token (tree); Wondrous: Quaal's feather token (tree); Wondrous: Bag of tricks (gray); Wondrous: Vestment, druid's; Wondrous: Stone of good luck (luckstone). Skills: Animal Empathy+18, Appraise+2, Balance+0, Bluff+1, Climb+5, Concentration+23, Craft (Any)+2, Craft (Bookbinding)+0, Craft (Calligraphy)+0, Craft (Cobbling)+2, Craft (Leatherworking)+0, Craft (Locksmithing)+0, Craft (Metalworking)+0, Craft (Sculpting)+0, Craft (Stonemasonry)+0, Craft (Weaponsmithing)+0, Craft (Weaving)+0, Diplomacy+1, Disguise+1, Escape Artist+0, Forgery+2, Gather Information+1, Heal+4, Hide-4, Intimidate+1, Jump+5, Knowledge (nature)+19, Listen+9, Literacy+1, Move Silently+0, Perform+1, Ride+3, Scry+2, Search+2, Sense Motive+4, Spellcraft+19, Spot+8, Swim+0, Use Rope+3, Wilderness Lore+21. Feats: Combat Casting, Dodge, Lightning Reflexes, Scribe Scroll , Still Spell, Track. Spells Known (Drd 6/6/6/5/4/3/3/2): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Shillelagh, Summon Nature's Ally I; 2nd - Animal Messenger, Animal Trance, Barkskin, Charm Person or Animal, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Hold Animal, Lesser Restoration, Produce Flame, Resist Elements, Soften Earth and Stone, Speak with Animals, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape; 3rd - Call Lightning, Contagion, Cure Moderate Wounds, Diminish Plants, Dominate Animal, Greater Magic Fang, Meld into Stone, Neutralize Poison, Plant Growth, Poison, Protection from Elements, Remove Disease, Snare, Speak with Plants, Spike Growth, Stone Shape, Summon Nature's Ally III, Water Breathing; 4th - Antiplant Shell, Control Plants, Cure Serious Wounds, Dispel Magic, Flame Strike, Freedom of Movement, Giant Vermin, Quench, Reincarnate, Repel Vermin, Rusting Grasp, Scrying, Sleet Storm, Spike Stones, Summon Nature's Ally IV; 5th - Animal Growth, Atonement, Awaken, Commune with Nature, Control Winds, Cure Critical Wounds, Death Ward, Hallow, Ice Storm, Insect Plague, Summon Nature's Ally V, Transmute Mud to Rock, Transmute Rock to Mud, Tree Stride, Unhallow, Wall of Fire, Wall of Thorns; 6th - Antilife Shell, Find the Path, Fire Seeds, Greater Dispelling, Healing Circle, Ironwood, Liveoak, Repel Wood, Spellstaff, Stone Tell, Summon Nature's Ally VI, Transport via Plants, Wall of Stone; 7th - Changestaff, Control Weather, Creeping Doom, Fire Storm, Greater Scrying , Harm, Heal, Summon Nature's Ally VII, Sunbeam, Transmute Metal to Wood, True Seeing, Wind Walk. Spells Prepared (Drd 6/6/6/5/4/3/3/2): 0 - Create Water, Detect Poison, Guidance, Know Direction, Light, Purify Food and Drink; 1st - Calm Animals, Entangle, Faerie Fire, Invisibility to Animals, Magic Fang, Obscuring Mist, Summon Nature's Ally I; 2nd - Charm Person or Animal, Chill Metal, Lesser Restoration, Speak with Animals, Summon Swarm, Tree Shape, Warp Wood; 3rd - Call Lightning, Meld into Stone, Plant Growth, Remove Disease, Snare; 4th - Control Plants, Freedom of Movement, Giant Vermin, Rusting Grasp, Spike Stones; 6th - Fire Seeds, Greater Dispelling, Liveoak, Transport via Plants; 7th - Fire Storm, Sunbeam. and her animal companion: Bloodsport : CR 7;Female Dire Bear;Large Animal ;HD 12d8+48 (Animal); hp 102; Init +1; Spd 25; AC 20; Atk +16 base melee, +7 base ranged; +16/+11 (2d4+10, 2 Claws; 2d8+5, Bite); SA: Improved grab (Ex); SQ: Scent (Ex); AL N; SV Fort +8, Ref +5, Will +5; STR 31, DEX 13, CON 19, INT 2, WIS 12, CHA 10. Possessions: Armor: Hide, Barding, Masterwork. Skills: Listen+7, Spot+7. |
| Bait the Bard10-13-03, 04:13 AM | good man keep going:) ive used a couple of these in my campaign with some modifications i admit;) ur my god:bow: :bow: :bow: :bow: :bow: :bow: |
| Blind Seer10-13-03, 04:09 PM | Actually Im just a humble servant of God. :D Anyways, Im happy to help, and happy that people like these. I will keep going! |
| Blind Seer10-13-03, 05:03 PM | Brottor Moradinstar: Male Dwarf, Hill Pal10; Medium Humanoid ; HD 10d10+30 (Paladin); hp 85; Init +2; Spd 15; AC 24; Atk +15 base melee, +12 base ranged; +17 (1d8+7, +2 Warhammer); +16 (1d8+6, +1 Longsword); +13 (1d8+3, Mighty composite longbow +3, Masterwork); +12 (2d4, Holy water (flask)); +15 (1d3+5, Unarmed); SQ: Darkvision (Ex), Dwarven traits (Ex); AL LG; SV Fort +13, Ref +8, Will +10; STR 20, DEX 15, CON 16, INT 14, WIS 18, CHA 17. Possessions: Weapons: +2 Warhammer; +1 Longsword; Mighty composite longbow +3, Masterwork; Holy water (flask); Holy water (flask); Holy water (flask). Armor: +1 Full plate. Shields: +1 Shield, large, steel. Goods: Arrows (20), Masterwork; Explorer's outfit; Healer's kit, Masterwork; Holy symbol, silver. Magic: Wondrous: Belt of giant strength (+4); 2 Potions: Cure Light Wounds (1); 2 Potions: Cure Serious Wounds (5); Potion: Wisdom; Potion: Heroism; Ring: Protection +1; Wondrous: Cloak of Charisma (+2); Wondrous: Phylactery of faithfulness; Ring: Feather Falling; Scroll: Magic Weapon (1); Scroll: Protection from Evil (1), Protection from Evil (1); Wondrous: Candle of truth; Wondrous: Periapt of Wisdom (+2). Skills: Appraise+4, Concentration+16, Craft (Metalworking)+2, Craft (Stonecarving)+2, Craft (Stonemasonry)+2, Craft (Weaponsmithing)+2, Diplomacy+9, Handle Animal+10, Heal+12, Knowledge (religion)+15, Profession (Armorsmith)+6, Profession (Blacksmith)+6, Profession (Metalworker)+6, Profession (Miner)+6, Profession (Stonemason)+6, Profession (Weaponsmith)+6, Ride+13. Spells Known (Pal --/2/2): ; 1st - Bless, Bless Water, Bless Weapon, Create Water, Cure Light Wounds, Detect Poison, Detect Undead, Divine Favor, Endure Elements, Magic Weapon, Protection from Evil, Read Magic, Resistance, Virtue; 2nd - Delay Poison, Remove Paralysis, Resist Elements, Shield Other, Undetectable Alignment. Spells Prepared (Pal --/2/2): ; 1st - Cure Light Wounds, Protection from Evil; 2nd - Resist Elements, Undetectable Alignment. And his mount: Starlight: CR 2; Male Horse, Heavy War; Large Animal ; 6d8+16 (Animal); hp 40; Init +2; Spd 35; AC 22; Atk +1 base melee, -2 base ranged; +1/-4 (1d6+5, 2 Hooves; 1d4+2, Bite); SQ: Scent (Ex); AL N; SV Fort +10, Ref +8, Will +5; STR 20, DEX 14, CON 18, INT 6, WIS 14, CHA 8. Possessions: Goods: Bit and briddle, Saddle, Military. Armor: Full plate, Barding. Magic: Wondrous: Cloak of resistance (+2). Skills: Listen+8, Spot+8. |
| Blind Seer10-14-03, 12:17 AM | A fighter: Starg:: Male Minotaur Monstrous Humanoid6/Ftr4; Large Monstrous Humanoid ; HD 6d8+18 (Monstrous Humanoid), 4d10+12 (Fighter); hp 85; Init +5; Spd 20; AC 27; Atk +17 base melee, +10 base ranged; +17 (1d8+12, Gore); +19 (1d10+10, Sword, bastard, Masterwork); +11 (1d8+2, Mighty composite longbow +2, Masterwork); +17 (1d4+8, Unarmed); SA: Charge (Ex); SQ: Natural cunning (Ex), Scent (Ex); AL NE; SV Fort +9, Ref +7, Will +7; STR 27, DEX 13, CON 16, INT 9, WIS 13, CHA 10. Possessions: Weapons: Sword, bastard, Masterwork; Mighty composite longbow +2, Masterwork. Armor: Half-plate. Shields: Shield, large, steel. Goods: Arrows (20). Magic: Potion: Endurance (3); Potion: Cure Moderate Wounds (3); Wondrous: Belt of giant strength (+4); Ring: Protection +3; Ring: Swimming; Wondrous: Boots of striding and springing; Wondrous: Amulet of natural armor (+1); Wondrous: Heward's handy haversack. Skills: Climb+4, Intimidate+5, Jump+14, Listen+11, Search+7, Spot+11, Swim+1. Feats: Cleave, Exotic Weapon Proficiency: Sword, bastard, Great Cleave, Improved Bull Rush, Improved Critical: Sword, bastard, Improved Initiative, Power Attack, Weapon Focus: Sword, bastard, Weapon Specialization: Sword, bastard. A sorcerer: Ersek:: Male Minotaur Monstrous Humanoid6/Sor4; Large Monstrous Humanoid ; HD 6d8+18 (Monstrous Humanoid), 4d4+12 (Sorcerer); hp 79; Init +6; Spd 30; AC 19; Atk +10 base melee, +9 base ranged; +10 (1d8+4, Gore); +10 (1d8+4, Shortspear); +10 (1d8, Crossbow, light, Masterwork); +10 (1d4+3, Unarmed); SA: Charge (Ex); SQ: Natural cunning (Ex), Scent (Ex); AL NE; SV Fort +6, Ref +8, Will +11; STR 16, DEX 14, CON 17, INT 12, WIS 14, CHA 19. Possessions: Weapons: Shortspear; Crossbow, light, Masterwork; Dagger. Goods: Bolts, crossbow (10), Masterwork. Magic: Scroll: Invisibility (4); Potion: Cure Moderate Wounds (3); Wondrous: Bracers of armor (+1); Wand: Magic Missile (1) (Charges: 25); Ring: Feather Falling; Ring: Evasion; Potion: Cat's Grace (4); Wondrous: Cloak of Charisma (+2); Wondrous: Headband of intellect (+2); Wondrous: Amulet of natural armor (+2). Skills: Concentration+14, Intimidate+8, Listen+12, Search+11, Spellcraft+13, Spot+12. Feats: Improved Initiative, Skill Focus: Spellcraft, Still Spell, Toughness. Spells Known (Sor 6/7/4): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Ray of Frost, Read Magic, Resistance; 1st - Change Self, Charm Person, Enlarge, Magic Missile, Ray of Enfeeblement, Reduce; 2nd - Cat's Grace, Summon Monster II. who is joined by his familiar: Potier: : Male Vermin, Spider, Tiny Hunter ; CR 1/4;Tiny Vermin ; HD 1/2d8 (Vermin); hp 2; Init +3; Spd 30, 20, Climb 10; AC 15; Atk --2 base melee, +5 base ranged; +5(1d3-4, Bite);SA: Poison (Ex), Web (Ex); SQ: Vermin; AL N; SV Fort +2, Ref +3, Will +0; STR 3, DEX 17, CON 10, INT --, WIS 10, CHA 2. Skills: Climb+7, Hide+18, Jump+5, Spot+11. Feats: Weapon Finesse. A druid: Ahula:: Female Minotaur Monstrous Humanoid6/Drd4; Large Monstrous Humanoid ; HD 6d8+18 (Monstrous Humanoid), 4d8+12 (Druid); hp 76; Init +2; Spd 20; AC 21; Atk +12 base melee, +10 base ranged; +12 (1d8+6, Gore); +13 (1d6+4, Scimitar, Masterwork); +10 (1d4, Sling); +12 (1d4+4, Unarmed); SA: Charge (Ex); SQ: Natural cunning (Ex), Scent (Ex); AL NE; SV Fort +9, Ref +10, Will +13; STR 19, DEX 15, CON 16, INT 15, WIS 18, CHA 12. Possessions: Weapons: Scimitar, Masterwork; Sling. Armor: Hide. Shields: Shield, large, wooden. Goods: Bullets, sling (10), Masterwork; Explorer's outfit; Holly and mistletoe; Healer's kit, Masterwork. Magic: Scroll: Heat Metal (3); Scroll: Barkskin (3), Barkskin (3); Potion: Blur (3); Wand: Cure Light Wounds (1) (Charges: 25); Scroll: Flaming Sphere (3), Flaming Sphere (3); Scroll: Warp Wood (3); Wondrous: Quaal's feather token (tree); Wondrous: Quaal's feather token (tree); Wondrous: Phylactery of faithfulness; Ring: Protection +2; Wondrous: Boots of elvenkind; Wondrous: Periapt of Wisdom (+4); Wondrous: Vestment, druid's; Wondrous: Everburning torch; Wondrous: Amulet of natural armor (+2). Skills: Animal Empathy+8, Concentration+11, Heal+10, Intimidate+8, Jump+4, Knowledge (nature)+10, Listen+14, Search+13, Spellcraft+10, Spot+15, Wilderness Lore+11. Feats: Combat Casting, Lightning Reflexes, Scribe Scroll , Track. Spells Known (Drd 5/4/3): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Shillelagh, Summon Nature's Ally I; 2nd - Animal Messenger, Animal Trance, Barkskin, Charm Person or Animal, Chill Metal, Delay Poison, Fire Trap, Flame Blade, Flaming Sphere, Heat Metal, Hold Animal, Lesser Restoration, Produce Flame, Resist Elements, Soften Earth and Stone, Speak with Animals, Summon Nature's Ally II, Summon Swarm, Tree Shape, Warp Wood, Wood Shape. Spells Prepared (Drd 5/4/3): 0 - Cure Minor Wounds x2, Detect Magic, Flare, Guidance, Light, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Cure Light Wounds, Entangle, Faerie Fire, Invisibility to Animals, Magic Fang, Obscuring Mist, Summon Nature's Ally I x2; 2nd - Animal Trance, Flaming Sphere, Speak with Animals, Summon Nature's Ally II, Summon Swarm, Tree Shape. She is joined by her pet boar: Tusk: Male Dire Animal, Boar ; CR 4;Large Animal ; HD 7d8+21 (Animal); hp 52; Init +0; Spd 20, 40; AC 15; Atk +12 base melee, +4 base ranged; +12(1d8+12, Bite);SA: Ferocity (Ex); SQ: Scent (Ex); AL N; SV Fort +5, Ref +2, Will +3; STR 27, DEX 10, CON 17, INT 1, WIS 13, CHA 8. Skills: Listen+9, Spot+8. and last (but not least) a rogue: Sarnathe:: Female Minotaur Monstrous Humanoid6/Rog4; Large Monstrous Humanoid ; HD 6d8+18 (Monstrous Humanoid), 4d6+12 (Rogue); hp 74; Init +9; Spd 30; AC 24; Atk +11 base melee, +13 base ranged; +11 (1d8+4, Gore); +12 (1d6+3, Rapier, Masterwork); +14 (1d6+1, Mighty composite shortbow +1, Masterwork); +11 (1d4+3, Unarmed); SA: Charge (Ex); SQ: Natural cunning (Ex), Scent (Ex); AL NE; SV Fort +6, Ref +14, Will +8; STR 16, DEX 21, CON 16, INT 20, WIS 14, CHA 14. Possessions: Weapons: Rapier, Masterwork; Mighty composite shortbow +1, Masterwork. Armor: Studded leather, Masterwork. Shields: Buckler, Masterwork. Goods: Arrows (20), Masterwork; Rope, silk (50 ft.); Thieves' tools, Masterwork. Magic: Potion: Cure Light Wounds (1); Potion: Cure Light Wounds (1); Potion: Cure Light Wounds (1); Potion: Cure Light Wounds (1); Potion: Darkvision (3); Potion: Neutralize Poison (5); Wondrous: Horn of fog; Wondrous: Boots of elvenkind; Wondrous: Gloves of Dexterity (+4); Wondrous: Headband of intellect (+4); Wondrous: Cloak of elvenkind; Wondrous: Vest of escape; Ring: Feather Falling; Ring: Swimming; Wondrous: Amulet of natural armor (+1); Wondrous: Lens of detection. Skills: Appraise+10, Disable Device+14, Escape Artist+11, Hide+21, Intimidate+12, Jump+11, Listen+16, Move Silently+28, Open Lock+19, Search+32, Spot+15, Swim+5, Tumble+10, Use Magic Device+7, Use Rope+7, Wilderness Lore+12. Feats: Improved Critical, Improved Initiative, Shield Proficiency, Skill Focus: Hide. :D Anyone wanna battle this sweet little band of misfits? :D |
| Blind Seer10-14-03, 12:27 AM | The Minotaur team is a group of loners known as the "Shifting Rocks". They keep travelling from place to place, and seem to care little for anything beyond living a good life. They are Neutral Evil, a contrast, as most Minotaurs are all Chaotic. They are not above killing and theft, but they try to avoid problems. Sarnathe is their leader, and Eserk her consort. Similary, Ahula and Starg are lovers. They all live as mercenaries. They live a hedonistic life, but keep to themselves, and value their personal peace enough to refrain from crime in civilization. |
| Blind Seer10-14-03, 05:28 PM | Zurgat:: Male Bugbear Humanoid3/Bbn2/Clr2; Medium Humanoid ; HD 3d8+6 (Humanoid), 2d12+4 (Barbarian), 2d8+4 (Cleric); hp 53; Init +7; Spd 30; AC 26; Atk +10 base melee, +8 base ranged; +11 (1d8+6, +1 Morningstar); +10 (1d4+5, Dagger, silvered); +9 (1d8+4, Mighty composite longbow +4, Masterwork); +10 (1d3+5, Unarmed); SQ: Darkvision (Ex); AL CE; SV Fort +12, Ref +7, Will +9; STR 20, DEX 17, CON 15, INT 15, WIS 19, CHA 14. Possessions: Weapons: +1 Morningstar; Mighty composite longbow +4, Masterwork; Dagger, silvered. Armor: +1 Breastplate. Shields: Darkwood Shield. Goods: Arrows (20), Masterwork; Traveler's outfit; Antitoxin (vial); Climber's kit; Holy symbol, silver; Ale, gallon. Magic: 2 Potions: Cure Serious Wounds (5); 2 Potions: Cure Light Wounds (1); Potion: Heroism; Potion: Fly (6); Potion: Lesser Restoration (3); 2 Scrolls: Summon Monster I (1), Summon Monster I (1); Wondrous: Gauntlets of ogre power; Wondrous: Cloak of resistance (+1); Wondrous: Amulet of natural armor (+1); Ring: Protection +1. Skills: Concentration+5, Handle Animal+8, Hide+4, Intimidate+12, Intuit Direction+6, Knowledge (religion)+5, Listen+6, Move Silently+6, Ride+9, Spellcraft+4, Spot+6, Wilderness Lore+10. Feats: Improved Initiative, Lightning Reflexes, Power Attack. Spells Prepared (Clr 4/3): 0 - Inflict Minor Wounds, Read Magic, Resistance, Virtue; 1st - Cause Fear, Inflict Light Wounds, Protection from Good (d), Summon Monster I. Languages: Abbysal, Common, Draconic, Goblin. Deity: Hruggek. Domains: Evil, War. GP: 1362. |
| Raymond_Luxury_Yacht10-14-03, 05:57 PM | How's about making Furt? :angel: |
| Blind Seer10-15-03, 12:58 AM | Furt:: Male Goblin War1; Small Humanoid ; HD 1d8 (Warrior); hp 8; Init +0; Spd 30; AC 11; Atk +2 base melee, +2 base ranged; +2 (1d4, Dagger); +2 (1d6, Club); +2 (1d4, Sling); +2 (1d2, Unarmed); SQ: Darkvision (Ex); AL N; SV Fort +2, Ref +0, Will +0; STR 10, DEX 10, CON 10, INT 16, WIS 10, CHA 14. Possessions: Weapons: Dagger; Club; Sling. Armor: Leather. Goods: Traveler's outfit; Bullets, sling (10); Tindertwig; Tindertwig. Magic: Potion: Cure Light Wounds (1). Skills: Climb+4, Handle Animal+6, Hide+4, Jump+4, Listen+2, Move Silently+4, Ride+4, Spot+2, Swim+0. Feats: Alertness. It's a hard life being a smart good looking Goblin. Furt has had it tough since school, where everyone teased him for his completely nice smile and his "girlish looks". Despite his lack of physical prowess he entered the militia, to prove his worth. He may be smart and charismatic (by non-goblin standards. When dealing with goblins take his charisma as if it was 2.) but he is also a magnet for bad luck. He has been hit by arrows in a single battle more than his whole unit in a year. And... Who needs shields when Furt is around? He is light and feeble enough (compared to other warriors) to be used as stepping stone, shield, target and even pet. Could it be that somewhere, there is a group of adventurers willing to show Furt the real worth of his gifts?. |
| Blind Seer10-15-03, 01:48 AM | Harozarh Brilliantscale: Male Lizardfolk Humanoid2/Brd4; Medium Humanoid (Aquatic); HD 2d8+8 (Humanoid), 4d6+16 (Bard); hp 48; Init +6; Spd 30; AC 20; Atk +7 base melee, +6 base ranged; +7/+2 (1d4+3, 2 Claws; 1d4+1, Bite); +7 (1d4+4, Bite); +8 (1d8+4, +1 Longsword); +7 (1d8, Crossbow, light, Masterwork); +7 (1d3+3, Unarmed); AL N; SV Fort +8, Ref +6, Will +5; STR 17, DEX 15, CON 18, INT 16, WIS 13, CHA 19. Possessions: Weapons: +1 Longsword; Crossbow, light, Masterwork. Armor: Leather, Masterwork. Goods: Musical instrument, Masterwork; Bolts, crossbow (10), Masterwork; Entertainer's outfit; Wine, fine (bottle); Rations, trail (per day); Lantern, hooded; Oil (pint); Oil (pint); Waterskin (full); Flint and steel; Antitoxin (vial); Tindertwig. Magic: Wand: Summon Monster I (1) (Charges: 30); 2 Potions: Charisma; 2 Potions: Cure Light Wounds (1); 2 Potions: Cure Moderate Wounds (3); Potion: Glibness; Potion: Fly (6); Wondrous: Amulet of natural armor (+1); Wondrous: Cloak of Charisma (+2); Ring: Feather Falling. Skills: Balance+8, Bluff+11, Concentration+13, Jump+9, Move Silently+11, Perform+17, Spellcraft+12, Swim+4. Feats: Improved Initiative, Scribe Scroll , Skill Focus: Perform. Spells Known (Brd 3/3/1): 0 - Dancing Lights, Detect Magic, Light, Mage Hand, Prestidigitation, Read Magic; 1st - Cure Light Wounds, Grease, Summon Monster I; 2nd - Cure Moderate Wounds, Hypnotic Pattern. |
| Blind Seer10-16-03, 04:03 PM | "Swiftsnake":: Male Halfling, Lightfoot Exp10; Small Humanoid ; HD 10d6+10 (Expert); hp 43; Init +10; Spd 20; AC 21; Atk +12 base melee, +14 base ranged; +9 (1d4+4, Dagger, Masterwork); +15 (1d4+1, +1 Crossbow, hand); +5/+1 (1d4+4/1d4+4, Quarterstaff, Masterwork); +8 (1d2+4, Unarmed); SQ: Halfling traits (Ex); AL N; SV Fort +6, Ref +11, Will +12; STR 18, DEX 22, CON 12, INT 24, WIS 16, CHA 16. Possessions: Weapons: +1 Crossbow, hand; Dagger, Masterwork; Quarterstaff, Masterwork; 10 Sleep Crossbow Bolts (work just like sleep arrows). Armor: +2 Studded leather. Goods: Explorer's outfit; Bolts, crossbow (10), Masterwork; Thieves' tools, Masterwork; Disguise kit, Masterwork; Flint and steel; Sack; Waterskin (full). Magic: Wondrous: Cloak of elvenkind; Wondrous: Boots of elvenkind; Wondrous: Gloves of Dexterity (+4); Wondrous: Headband of intellect (+4); Wondrous: Horn of fog; Wondrous: Pipes of sounding; Wondrous: Belt of giant strength (+4); Wondrous: Bag of tricks (gray); 2 Potions: Charisma; 2 Potions: Glibness; 2 Potions: Intelligence; Potion: Love; 2 Potions: Sneaking; 2 Potions: Vision; Potion: Wisdom; 4 Potions: Cure Serious Wounds (5); 3 Potions: Alter Self (7); Potion: Discern Lies (11); 3 Potions: Gaseous Form (10); Ring: Jumping; Ring: Evasion; 4 Rods: Immovable Rod; Wondrous: Vest of escape; Wondrous: Universal solvent; Wondrous: Stone salve; Wondrous: Stone of good luck (luckstone); Wondrous: Robe of blending. Skills: Appraise+8, Balance+8, Bluff+17, Climb+7, Concentration+2, Craft (Any)+8, Craft (Bookbinding)+6, Craft (Calligraphy)+6, Craft (Cobbling)+8, Craft (Leatherworking)+6, Craft (Locksmithing)+6, Craft (Metalworking)+6, Craft (Sculpting)+6, Craft (Stonemasonry)+6, Craft (Weaponsmithing)+6, Craft (Weaving)+6, Decipher Script+21, Diplomacy+4, Disable Device+23, Disguise+19, Escape Artist+13, Forgery+8, Gather Information+17, Heal+4, Hide+49, Intimidate+4, Jump+37, Listen+6, Literacy+1, Move Silently+32, Open Lock+26, Perform+4, Read Lips+21, Ride+7, Scry+8, Search+21, Sense Motive+4, Spot+4, Swim-4, Use Rope+7, Wilderness Lore+4. Feats: Exotic Weapon Proficiency: Crossbow, hand, Improved Initiative, Point Blank Shot, Precise Shot. He is known only as "Swiftsnake". He is a very good spy, that excels at infiltration. He has no desire to fight and die, and therefore he didn't took the Rogue class. He is good at what he does: Infiltrating, gathering information and then leaving unharmed. If you can meet his price, the info is as good as yours. |
| Blind Seer10-17-03, 12:46 AM | Swiftsnake: Male Halfling, Lightfoot Exp16/Asn4; Small Humanoid ; HD 16d6+32 (Expert), 4d6+8 (Assassin); hp 100; Init +13; Spd 20; AC 21; Atk +21 base melee, +26 base ranged; +17 (1d4+4, Dagger, Masterwork); +26 (1d4+1, +1 Crossbow, hand); +13/+9 (1d4+4/1d4+4, Quarterstaff, Masterwork); +16 (1d2+4, Unarmed); SQ: Halfling traits (Ex); AL N; SV Fort +13, Ref +21, Will +17; STR 18, DEX 28, CON 14, INT 32, WIS 16, CHA 18. Possessions: Weapons: +1 Crossbow, hand; Dagger, Masterwork; Quarterstaff, Masterwork; Sleep Arrow. Armor: +2 Studded leather. Goods: Explorer's outfit; Bolts, crossbow (10), Masterwork; Thieves' tools, Masterwork; Disguise kit, Masterwork; Flint and steel; Waterskin (full). Magic: Wondrous: Deck of illusions; Wondrous: Cloak of elvenkind; Wondrous: Boots of elvenkind; Wondrous: Gloves of Dexterity (+6); Wondrous: Headband of intellect (+6); Wondrous: Horn of fog; Wondrous: Pipes of sounding; Wondrous: Belt of giant strength (+4); Wondrous: Bag of tricks (gray); 2 Potions: Charisma; 3 Potions: Glibness; 2 Potions: Intelligence; 2 Potions: Love; 3 Potions: Sneaking; 2 Potions: Vision; 2 Potions: Wisdom; 4 Potions: Cure Serious Wounds (5); 4 Potions: Alter Self (7); 2 Potions: Discern Lies (11); 4 Potions: Gaseous Form (10); Ring: Jumping; Ring: X-Ray Vision; 4 Rods: Immovable Rod; Wondrous: Vest of escape; Wondrous: Universal solvent; Wondrous: Stone salve; Wondrous: Stone of good luck (luckstone); Wondrous: Robe of blending; Wondrous: Amulet of proof against detection and location; Wondrous: Dust of disappearance; Wondrous: Dust of appearance; Wondrous: Dust of tracelessness; Wondrous: Eyes of charming; Wondrous: Heward's handy haversack; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Ioun stone (pink rhomboid); Wondrous: Ioun stone (pink and green sphere); Wondrous: Ioun stone (pale green prism). Skills: Appraise+13, Balance+12, Bluff+29, Climb+8, Concentration+4, Craft (Any)+13, Craft (Bookbinding)+11, Craft (Calligraphy)+11, Craft (Cobbling)+13, Craft (Leatherworking)+11, Craft (Locksmithing)+11, Craft (Metalworking)+11, Craft (Sculpting)+11, Craft (Stonemasonry)+11, Craft (Weaponsmithing)+11, Craft (Weaving)+11, Decipher Script+36, Diplomacy+6, Disable Device+38, Disguise+31, Escape Artist+17, Forgery+15, Gather Information+29, Heal+5, Hide+63, Intimidate+6, Jump+38, Listen+7, Literacy+2, Move Silently+48, Open Lock+40, Perform+8(Acting, Imitation), Read Lips+36, Ride+11, Scry+13, Search+36, Sense Motive+5, Spot+5, Swim-4, Use Rope+11, Wilderness Lore+5. Feats: Exotic Weapon Proficiency: Crossbow, hand, Great Fortitude, Improved Initiative, Point Blank Shot, Precise Shot, Skill Focus: Move Silently, Toughness. Spells Known (Asn --/4/4): ; 1st - Change Self, Detect Poison, Ghost Sound, Obscuring Mist, Spider Climb; 2nd - Alter Self, Darkness, Pass without Trace, Undetectable Alignment. Spells Prepared (Asn --/4/4): ; 1st - Change Self, Ghost Sound, Spider Climb; 2nd - Alter Self, Darkness, Pass without Trace. Languages: Common, Dwarven, Draconic, Elven, Gnome, Goblin, Halfling, Orc. Perform: (2 ranks) Acting, Imitation. Age: 27 Height/Weight: 2'10''/ 32 lbs. Bio: After many adventures, Swiftsnake was busted in a job, by a group of outsider rogues. After that near-death experience, he barely escaped. Consumed by rage and revenge he started training as an assasin, to exact vengeance and defend himself. With a group of evil adventurers backing him up, he killed the outsiders and looted their stronghold getting many Magic Items. After a while his band of evil adventurers had got too far and started killing innocents and kidnapping. After rethinking his ways, he joined a group of clerics and paladins and helped them stop his former partners, without killing them, and giving them the same chance he had to repent. After rethinking his ways, while he didn't became a fighter for justice he returned to his old neutrality. Becoming a spy once again, he is now even more capable than before. Want to know something? Just ask him and you will now...for a fee of course. |
| Blind Seer10-17-03, 05:18 PM | Aramil Arrowhawk Male Half-Elf Brd8/Arc10; Medium Humanoid ; HD 8d6+16 (Bard), 10d8+20 (Arcane Archer); hp 113; Init +12; Spd 30; AC 26; Atk +19 base melee, +24 base ranged; +22 (1d8+7, +3 Longsword); +30 (1d8+5, +5 Longbow, composite); +19 (1d3+3, Unarmed); SQ: Immunity: Sleep (Ex), Low-light vision (Ex); AL CG; SV Fort +11, Ref +21, Will +12; STR 16, DEX 26, CON 14, INT 18, WIS 17, CHA 22. Possessions: Weapons: +5 Longbow, composite: Distance; +3 Longsword: Keen. Armor: +4 Leather: Spell Resistance (13). Goods: Backpack; Flint and steel; Lantern, hooded; Rations, trail (per day); Rations, trail (per day); Signet ring; Oil (pint); Entertainer's outfit; Wine, fine (bottle); Arrows (20), Masterwork; Musical instrument, Masterwork. Magic: Wondrous: Cloak of Charisma (+6); Wondrous: Gloves of Dexterity (+6); Wondrous: Headband of intellect (+4); Wondrous: Eyes of charming; Wondrous: Boots of speed; Wondrous: Periapt of Wisdom (+4); Wondrous: Bracers of armor (+4); Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Ioun stone (pale blue rhomboid); Wondrous: Pipes of the sewers; Wondrous: Quiver of Ehlonna; Wondrous: Robe of blending; Wondrous: Vest of escape; Ring: Feather Falling; Ring: Swimming; Wand: Cure Critical Wounds (7) (Charges: 50); Wand: Fly (5) (Charges: 50). Skills: Bluff+12, Concentration+13, Diplomacy+11, Disguise+11, Escape Artist+14, Gather Information+17, Hide+33, Intuit Direction+7, Listen+12, Move Silently+24, Open Lock+10, Perform+19, Ride+16, Search+5, Spellcraft+15, Spot+20, Wilderness Lore+7. Feats: Far Shot, Improved Initiative, Leadership, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus: Longbow, composite. Spells Known (Brd 3/5/5/2): 0 - Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Read Magic; 1st - Charm Person, Cure Light Wounds, Silent Image, Summon Monster I; 2nd - Cat's Grace, Cure Moderate Wounds, Sound Burst, Summon Monster II; 3rd - Charm Monster, Cure Serious Wounds, Summon Monster III. |
| Blind Seer10-18-03, 12:56 AM | :( Guess no one is interested on my NPCs and Monsters anymore... |
| Zar Niln10-18-03, 01:22 AM | I need an adventuring party! Mindflayer Sorcerer (sneaky) Lizardfolk Ranger (Tank/Meat Shield) Dwarven Monk/Shadowdancer And a troglodyte bard Make them all roughly 13 CR. Thanks! |
| Blind Seer10-21-03, 01:29 AM | A male Mind Flayer Sorcerer: Maanglair Kussank: Male Mind Flayer Aberration8/Sor5; Medium Aberration ; HD 8d8+32 (Aberration), 5d4+20 (Sorcerer); hp 100; Init +10; Spd 30; AC 24; Atk +10 base melee, +14 base ranged; +10 (1d4+2, 4 Tentacles); +12 (1d8+5, +2 Shortspear); +15 (1d8+1, +1 Crossbow, light); +10 (1d4+2, Dagger, silvered); +10 (1d3+2, Unarmed); SA: Mind blast (Sp), Improved grab (Ex), Extract (Ex), Psionics (Sp); SQ: Resistance: Spell (Ex), Telepathy (Su); AL N; SV Fort +9, Ref +11, Will +17; STR 15, DEX 22, CON 18, INT 21, WIS 20, CHA 24. Possessions: Weapons: +2 Shortspear; +1 Crossbow, light: Spell Storing; Dagger, silvered. Goods: Spell component pouch; Traveler's outfit; Bolts, crossbow (10), Masterwork; Backpack; Flint and steel; Rations, trail (per day); Signet ring; Waterskin (full). Magic: 2 Scrolls: Invisibility (4); Scroll: Charm Monster (8); Scroll: Summon Monster IV (8); Scroll: Fly (6); Wand: Sleep (1) (Charges: 50); Wand: Burning Hands (1) (Charges: 50); Wand: Magic Missile (4) (Charges: 50); Potion: Blur (4); Potion: Shield (1); Potion: Charisma; Potion: Cure Moderate Wounds (3); Potion: Hiding; Potion: Glibness; Potion: Sneaking; Ring: Protection +3; Ring: Chameleon Power; Wondrous: Bracers of armor (+2); Wondrous: Cloak of resistance (+2); Wondrous: Bead of force; Wondrous: Boots of elvenkind; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Robe of scintillating colors; Wondrous: Vest of escape; Wondrous: Dust of illusion; Wondrous: Hand of the mage. Skills: Alchemy+9, Bluff+23, Concentration+20, Escape Artist+12, Hide+37, Knowledge (arcana)+21, Listen+8, Move Silently+32, Open Lock+8, Scry+9, Spellcraft+21, Spot+7. Feats: Brew Potion, Combat Casting, Dodge, Heighten Spell, Improved Initiative, Scribe Scroll , Still Spell. Spells Known (Sor 6/8/6): 0 - Dancing Lights, Daze, Detect Magic, Ghost Sound, Mage Hand, Read Magic; 1st - Change Self, Magic Missile, Silent Image, Summon Monster I; 2nd - Invisibility, Summon Monster II. Languages: Abyssal, Common, Dwarven, Draconic, Gnome, Undercommon. And his Familiar: Shoop Shoop: Female Magical Beast, Owl ; CR 1;Tiny Magical Beast ; HD 1d8 (Magical Beast); hp 4; Init +3; Spd 30; AC 15; Atk +0 base melee, +5 base ranged; +5(1d2-2, Claws);AL LG; SV Fort +0, Ref +3, Will +2; STR 6, DEX 17, CON 10, INT 1, WIS 14, CHA 10. Skills: Hide+11, Listen+14, Move Silently+20, Spot+6. Feats: Weapon Finesse. The Lizardfolk Ranger: Rizok Drakegleam: Male Lizardfolk Humanoid2/Rgr11; Medium Humanoid (Aquatic); HD 2d8+12 (Humanoid), 11d10+66 (Ranger); hp 134; Init +7; Spd 30; AC 33; Atk +19 base melee, +15 base ranged; +19/+14 (1d4+7, 2 Claws; 1d4+3, Bite); +19 (1d4+10, Bite); +19/+19 (1d8+9, +2 Longsword; 1d6+5, +2 Sword, short); +17 (1d8+6, +2 Mighty composite longbow +4); +19 (1d3+7, Unarmed); AL N; SV Fort +18, Ref +6, Will +7; STR 24, DEX 17, CON 23, INT 14, WIS 18, CHA 12. Possessions: Weapons: +2 Longsword; +2 Sword, short; +2 Mighty composite longbow +4: Distance. Armor: +2 Chain shirt: Spell Resistance (13). Shields: +2 Shield, large, wooden. Goods: Backpack; Caltrops; Flint and steel; Rations, trail (per day); Sledge; Waterskin (full); Torch; Explorer's outfit. Magic: Potion: Hiding; 4 Potions: Cure Light Wounds (1); 2 Potions: Heroism; Potion: Endurance (4); Wondrous: Cloak of elvenkind; Wondrous: Eyes of the eagle; Wondrous: Gauntlets of ogre power; Wondrous: Amulet of natural armor (+3); Wondrous: Heward's handy haversack; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Ioun stone (incandescent blue sphere); Wondrous: Quaal's feather token (tree); 4 Potions: Bull's Strength (8); Ring: Protection +2; Ring: Swimming; Wondrous: Ioun stone (pink rhomboid); Wondrous: Boots of elvenkind. Skills: Animal Empathy+17, Balance+8, Concentration+22, Handle Animal+6, Hide+11, Jump+12, Knowledge (nature)+18, Move Silently+11, Ride+8, Spot+19, Swim+10, Wilderness Lore+20. Feats: Cleave, Combat Reflexes, Great Fortitude, Improved Initiative, Power Attack, Track. Spells Known (Rgr --/2/2/1): ; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I; 2nd - Animal Messenger, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II; 3rd - Control Plants, Diminish Plants, Greater Magic Fang, Neutralize Poison, Plant Growth, Remove Disease, Summon Nature's Ally III, Tree Shape, Water Walk. Spells Prepared (Rgr --/2/2/1): ; 1st - Resist Elements, Summon Nature's Ally I; 2nd - Cure Light Wounds, Summon Nature's Ally II; 3rd - Summon Nature's Ally III. Languages: Common, Draconic, Undercommon. Favored Enemies: 1st-Humanoid (Human), 2nd-Humanoid (Elf), 3rd-Magical Beast And his animal companion: Kiln: Medium-Size Animal, Crocodile (Aquatic); HD 5d8+15 (Animal); hp 40; Init +1; Spd 20, Swim 30; AC 15; Atk +7 base melee, +4 base ranged; +7 (1d8+6, Bite); +7 (1d12+6, Tail slap); SA: Improved grab (Ex); AL N; SV Fort +7, Ref +5, Will +2; STR 19, DEX 12, CON 17, INT 2, WIS 12, CHA 2. Skills: Listen+4, Spot+3. Feats: Alertness. The Dwarven Monk/Shadowdancer: Barnek Stonehard: Male Dwarf, Hill Mnk7/Shd6; Medium Humanoid ; HD 7d8+21 (Monk), 6d8+18 (Shadowdancer); hp 95; Init +10; Spd 35; AC 28; Atk +12 base melee, +15 base ranged; +16 (1d6+7, +4 Kama); +17 (1d4+2, +2 Sling); +12 (1d8+3, Unarmed); SQ: Darkvision (Ex), Dwarven traits (Ex); AL LN; SV Fort +10, Ref +16, Will +12; STR 16, DEX 22, CON 16, INT 14, WIS 21, CHA 12. Possessions: Weapons: +4 Kama; +2 Sling. Goods: Backpack; Monk's outfit; Bullets, sling (10), Masterwork; Antitoxin (vial); Rations, trail (per day). Magic: Ring: Protection +3; Wondrous: Bracers of armor (+3); Potion: Heroism; 2 Potions: Cure Light Wounds (1); 2 Potions: Cat's Grace (4); 2 Potions: Cure Moderate Wounds (3); Wondrous: Boots of speed; Wondrous: Cloak of elvenkind; Wondrous: Gloves of Dexterity (+2); Wondrous: Periapt of Wisdom (+2); Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Hat of disguise; Ring: Swimming; Wondrous: Dust of disappearance; Wondrous: Dust of tracelessness. Skills: Appraise+4, Balance+12, Bluff+8, Craft (Metalworking)+2, Craft (Stonecarving)+2, Craft (Stonemasonry)+2, Craft (Weaponsmithing)+2, Disguise+8, Escape Artist+12, Hide+32, Jump+13, Listen+15, Move Silently+22, Perform+11, Profession (Armorsmith)+7, Profession (Blacksmith)+7, Profession (Metalworker)+7, Profession (Miner)+7, Profession (Stonemason)+7, Profession (Weaponsmith)+7, Spot+15, Swim+11, Tumble+16. Feats: Combat Reflexes, Deflect Arrows, Dodge, Improved Initiative, Improved Trip, Mobility, Spring Attack. Languages: Common, Dwarven, Draconic, Undercommon. And the Troglodyte Bard: Seet Elvenvoice: Female Troglodyte Humanoid2/Brd11; Medium Humanoid (Reptilian); HD 2d8+8 (Humanoid), 11d6+44 (Bard); hp 97; Init +6; Spd 30; AC 29; Atk +11 base melee, +11 base ranged; +11/+6 (1d4+2, 2 Claws; 1d4+1, Bite); +11 (1d4+3, Bite); +14 (1d8+5, +2 Longsword); +13 (1d8+2, +2 Crossbow, light); +12 (1d4+3, Dagger of Venom); +11 (1d3+2, Unarmed); SA: Stench (Ex); SQ: Darkvision (Ex); AL N; SV Fort +10, Ref +9, Will +9; STR 14, DEX 14, CON 19, INT 14, WIS 14, CHA 22. Possessions: Weapons: +2 Longsword: Keen; +2 Crossbow, light; Dagger of Venom. Armor: +2 Studded leather: Glamered. Goods: Backpack; Rations, trail (per day); Waterskin (full); Flint and steel; Musical instrument, Masterwork; Bolts, crossbow (10), Masterwork. Magic: Wondrous: Cloak of Charisma (+2); Wand: Summon Monster I (1) (Charges: 50); Wondrous: Bracers of armor (+3); Ring: Protection +3; Wondrous: Horn of blasting; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Vest of escape; 2 Potions: Charisma; 2 Potions: Tongues (6); 2 Potions: Love; 3 Potions: Cure Moderate Wounds (3); Potion: Glibness; Potion: Fly (6); Potion: Nondetection (5); Wand: Minor Image (3) (Charges: 25); Wondrous: Boots of elvenkind; Wondrous: Ioun stone (dull gray). Skills: Concentration+20, Escape Artist+8, Gather Information+22, Hide+10, Listen+7, Move Silently+16, Open Lock+4, Perform+26, Spellcraft+18, Use Magic Device+22. Feats: Dodge, Improved Critical: Longsword, Improved Initiative, Skill Focus: Perform, Weapon Focus: Longsword. Spells Known (Brd 3/5/5/4/2): 0 - Daze, Detect Magic, Flare, Light, Read Magic, Resistance; 1st - Charm Person, Cure Light Wounds, Hypnotism, Summon Monster I; 2nd - Cure Moderate Wounds, Darkness, Suggestion, Summon Monster II; 3rd - Charm Monster, Cure Serious Wounds, Dispel Magic, Summon Monster III; 4th - Dominate Person, Improved Invisibility, Summon Monster IV. Languages: Celestial, Draconic, Elven. Bardic Weapon Proficency: Longsword. Please note that all of them are neutral. Change the aligment to your wish. (Remember the monk must be lawful, and the bard Non-lawful) |
| Blind Seer10-22-03, 01:33 AM | Hasnael Demongrin: Male Ogre, Ogre Mage Giant5/Bbn5; Large Giant ; HD 5d8+35 (Giant), 5d12+35 (Barbarian); hp 128; Init +8; Spd 40, Fly, Good 40; AC 32; Atk +16 base melee, +11 base ranged; +19 (2d8+15, +2 Greataxe); +18 (2d6+15, +2 Mace, heavy); +13 (2d6+6, +2 Mighty composite longbow +4); +16 (1d4+9, Unarmed); SA: Spell-like abilities; SQ: Flight (Su), Regeneration (Ex), Resistance: Spell (Ex); AL CE; SV Fort +18, Ref +9, Will +9; STR 29, DEX 18, CON 24, INT 17, WIS 18, CHA 19. Possessions: Weapons: +2 Greataxe: Keen; +2 Mace, heavy; +2 Mighty composite longbow +4: Distance, Spell Storing. Armor: +2 Chain shirt: Shadow, Silent Moves. Goods: Backpack; Flint and steel; Lantern, hooded; Oil (pint); Arrows (20), Masterwork; Wine, fine (bottle); Rations, trail (per day); Sack; Signet ring; Waterskin (full); Climber's kit. Magic: Wondrous: Bracers of armor (+4); Wondrous: Cloak of resistance (+3); Wondrous: Belt of giant strength (+4); Wondrous: Boots of striding and springing; Wondrous: Dust of tracelessness; Wondrous: Heward's handy haversack; Wondrous: Lens of detection; Wondrous: Necklace of fireballs (Type V); Ring: Protection +4; Ring: Swimming; Potion: Heroism; Potion: Cure Serious Wounds (7); Potion: Wisdom; Potion: Fire Breath; Potion: Endurance (4); Wondrous: Deck of illusions; Potion: See Invisibility (3); Potion: Swimming. Skills: Climb+10, Concentration+13, Handle Animal+11, Hide+9, Intimidate+17, Intuit Direction+7, Jump+18, Listen+17, Move Silently+13, Ride+11, Search+13, Spellcraft+9, Swim-14, Wilderness Lore+27. Feats: Improved Critical: Greataxe, Improved Initiative, Weapon Focus: Greataxe. Languages: Abbysal, Common, Draconic, Giant, Sylvan. |
| Blind Seer10-22-03, 01:52 AM | Freshwave: Male Elemental, Small Water Elemental2/Drd2; Small Elemental (Water); HD 2d8+6 (Elemental), 2d8+6 (Druid); hp 33; Init +2; Spd 20, Swim 90; AC 19; Atk +6 base melee, +5 base ranged; +6 (1d6+4, Slam); SA: Water mastery (Ex), Drench (Ex), Vortex (Su); SQ: Elemental; AL N; SV Fort +9, Ref +2, Will +7; STR 16, DEX 15, CON 16, INT 12, WIS 18, CHA 14. Possessions: Weapons: Scimitar, Masterwork; Sling, Masterwork. Armor: +1 Hide. Shields: Darkwood Shield. Goods: Bullets, sling (10), Masterwork. Magic: Scroll: Cure Light Wounds (1); Scroll: Resist Elements (3); Scroll: Heat Metal (3); Potion: Blur (3); Wand: Cure Light Wounds (1) (Charges: 50); Wondrous: Quaal's feather token (tree); Wondrous: Headband of intellect (+2); Wondrous: Scarab, golembane (iron); Wand: Entangle (1) (Charges: 50). Skills: Animal Empathy+5, Concentration+10, Hide+6, Knowledge (nature)+4, Listen+11, Spellcraft+8, Spot+10. Feats: Combat Casting, Power Attack. Spells Known (Drd 4/3): 0 - Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Flare, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue; 1st - Animal Friendship, Calm Animals, Cure Light Wounds, Detect Animals or Plants, Detect Snares and Pits, Endure Elements, Entangle, Faerie Fire, Goodberry, Invisibility to Animals, Magic Fang, Obscuring Mist, Pass without Trace, Shillelagh, Summon Nature's Ally I. Spells Prepared (Drd 4/3): 0 - Cure Minor Wounds, Flare, Guidance, Resistance; 1st - Cure Light Wounds, Obscuring Mist, Summon Nature's Ally I. And his animal companion: Freshwater: CR 2;Medium Animal, Crocodile (Aquatic); HD 4d8+12 (Animal); hp 30; Init +1; Spd 20, Swim 30; AC 15; Atk +7 base melee, +4 base ranged; +7 (1d8+6, Bite); +7 (1d12+6, Tail slap); SA: Improved grab (Ex); AL N; SV Fort +7, Ref +5, Will +2; STR 19, DEX 12, CON 17, INT 2, WIS 12, CHA 2. Skills: Hide+2, Listen+3, Spot+3. Feats: Alertness. |
| haste910-22-03, 04:28 PM | I'm all over this thread like white on rice...I have a CD data disk full of encounters from CR 1/12 to CR 27. Can we add some of our own here Blind Seer? |
| haste910-22-03, 04:30 PM | Oh! Any chance of including the CR for each stat block? Nice to have when making encounters up too. |
| kirellagen10-23-03, 10:55 AM | Originally posted by Blind Seer :( Guess no one is interested on my NPCs and Monsters anymore... Hey dude, I read every one of these characters. I also use them in my campaign keep up the good work |
| Blind Seer10-23-03, 04:12 PM | Of course you can add some of your own NPCs Haste9. Im certain that you all have got some high quality interesting fellows to share. Just try to give as much info as you can. Background, Languages, etc. If your NPC or Monster doesn't has much background or whatever feel free to make a note telling people to give them the final details. And Im glad you like my work Kirellagen, always glad to help.:D |
| Blind Seer10-24-03, 01:08 AM | She is a Wizard, CR about 13/15. Risa Sunshine: Female Genie, Djinni Outsider7/Wiz8; Large Outsider (Air,Chaotic,Good); HD 7d8+42 (Outsider), 8d4+48 (Wizard); hp 124; Init +12; Spd 20, Fly, Perfect 60; AC 30; Atk +15 base melee, +18 base ranged; +15 (1d8+7, Slam); +13/+9 (1d8+7/1d8+7, +2 Quarterstaff); +20 (1d8+2, +2 Crossbow, light); +16 (1d6+6, +1 Dagger); +11 (1d4+5, Unarmed); SA: Air mastery (Ex), Whirlwind (Su), Spell-like abilities; AL CN; SV Fort +14, Ref +16, Will +16; STR 21, DEX 26, CON 22, INT 26, WIS 18, CHA 18. Possessions: Weapons: +2 Quarterstaff: Spell Storing; +2 Crossbow, light: Spell Storing; +1 Dagger: Spell Storing. Magic: Wondrous: Robe of the archmagi; Ring: Protection +3; Wand: Magic Missile (1) (Charges: 50); Wondrous: Headband of intellect (+4); Wand: Summon Monster II (3) (Charges: 50); Wondrous: Cloak of Charisma (+4); Potion: Cat's Grace (3); Potion: Cure Light Wounds (1); Potion: Cure Moderate Wounds (3); Potion: Cure Serious Wounds (5); Potion: Alter Self (3); Wand: Cure Light Wounds (1) (Charges: 50); Potion: Haste (5); Ring: Counterspells; Scroll: Dispel Magic (5); Scroll: Hold Monster (9); Scroll: Summon Monster III (5); Scroll: Teleport (9); Scroll: Charm Monster (7), Charm Monster (7); Wondrous: Gloves of Dexterity (+2); Wondrous: Deck of illusions; Wondrous: Bead of force; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Medallion of thoughts; Wondrous: Vest of escape; Wondrous: Heward's handy haversack; Wondrous: Dust of appearance. Skills: Alchemy+26, Concentration+24, Craft (Gemcutting)+10, Escape Artist+14, Knowledge (arcana)+26, Knowledge (nature)+18, Knowledge (Nobility)+26, Knowledge (religion)+18, Listen+12, Move Silently+26, Open Lock+10, Scry+12, Sense Motive+12, Spellcraft+26, Spot+7. Feats: Combat Casting, Flyby Attack, Heighten Spell, Improved Initiative, Leadership, Scribe Scroll , Spell Penetration. Spells Known (Wiz 4/6/5/5/4): 0 - Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance; 1st - Burning Hands, Change Self, Charm Person, Color Spray, Enlarge, Expeditious Retreat, Feather Fall, Hold Portal, Mage Armor, Magic Missile, Message, Nystul's Magic Aura, Nystul's Undetectable Aura, Protection from Law, Shocking Grasp, Silent Image, Summon Monster I, Ventriloquism; 2nd - Alter Self, Blur, Bull's Strength, Darkness, Daylight, Flaming Sphere, Glitterdust, Hypnotic Pattern, Invisibility, Knock, Leomund's Trap, Levitate, Magic Mouth, Minor Image, Mirror Image, Misdirection, Resist Elements, Summon Monster II, Summon Swarm, Tasha's Hideous Laughter; 3rd - Dispel Magic, Displacement, Fireball, Fly, Haste, Hold Person, Illusory Script, Invisibility Sphere, Lightning Bolt, Major Image, Protection from Elements, Sepia Snake Sigil, Summon Monster III, Wind Wall; 4th - Charm Monster, Dimension Door, Fire Shield, Fire Trap, Hallucinatory Terrain, Illusory Wall, Improved Invisibility, Leomund's Secure Shelter, Lesser Geas, Phantasmal Killer, Polymorph Self, Rainbow Pattern, Remove Curse, Shadow Conjuration, Summon Monster IV, Wall of Fire. Spells Prepared (Wiz 4/6/5/5/4): 0 - Dancing Lights (s), Detect Magic, Ghost Sound, Read Magic, Resistance; 1st - Change Self, Charm Person, Hold Portal, Magic Missile, Protection from Law, Silent Image (s), Summon Monster I; 2nd - Alter Self, Glitterdust, Minor Image, Mirror Image (s), Resist Elements, Summon Monster II; 3rd - Dispel Magic, Displacement, Invisibility Sphere, Major Image (s), Protection from Elements, Summon Monster III; 4th - Charm Monster, Dimension Door, Improved Invisibility (s), Summon Monster IV, Wall of Fire. Languages: Abyssal, Auran, Celestial, Common, Draconic, Elven, Gnome, Ignan, Infernal, Undercommon. Risa was born in a noble house, in the Elemental Plane of Air. One of four childs born to the Sheik of their island, all four children became prodigious members of the royalty. Risa became a Wizard, her sister became a fighter, her twin brothers became a Ranger and a Cleric. While she is Chaotic Neutral she tends toward good, and is the leader of a platoon of warrior wizards that battles for her father. She is a consumated wizard, and has made important arcane discoveries. Brave, but smart and contemplative, Risa has given fame and glory to her father's kingdom. Her familiar is a Half-Dragon Toad named Borghor. |
| haste910-24-03, 03:26 PM | This is a 3.5e dire shark with the fiendish template added and advanced by another 18 HD. Since the shark has over 20 HD, I used the Epic Handbook to supply him with some epic feats and make him truly an epic foe (though his CR is only 18). I also swapped out two of the four Toughness feats for Power Attack and Improved Natural Armor. I love the movie Jaws and anything dealing with sharks, so I sprung this nasty on my players in a session one night. They couldnt believe they all ended up in his belly...I love it. Fiendish Dire Shark: CR 18; Gargantuan Magical Beast (Augmented Animal, Extraplanar); HD 36d8+186; hp 352 hp; Init +2; Spd Swim 60 ft.; AC 27 (–4 size, +2 Dex, +4 deflection, +15 natural); BAB/Grp +23/+50; Atk +31 melee (3d8+16/19-20, bite); Full Atk +31 melee (3d8+16/19-20, bite); Space/Reach 20 ft./15 ft.; SA Improved grab, swallow whole, smite good; SQ Keen scent, damage reduction 10/magic, darkvision 60 ft., cold resistance 10, electricity resistance 10, fire resistance 10, spell resistance 27; AL NE; SV Fort +25, Ref +22, Will +15; Str 32, Dex 15, Con 21, Int 3, Wis 12, Cha 10. Languages Known: Aquan. Skills and Feats: Listen +21 (20), Spot +20 (19), Swim* +26 (0); Armor Skin, Energy Resistance (electricity), Great Strength, Improved Critical (bite), Improved Natural Armor (2), Improved Natural Attack (bite), Improved Spell Resistance, Power Attack, Toughness (2), Weapon Focus (bite). Possessions: Collar of Protection +4. * Dire sharks may take 10 on all Swim skill checks and gain a +8 bonus to this skill. This giant shark's eyes gleam with intelligence that belies its instinctive nature. Its hide is a dark brownish-red color and it is larger than some oceangoing vessels. Truly a terror, it swims faster towards you, mouth drawing the seas inside as if its gullet were a bottomless pit. |
| Blind Seer10-25-03, 01:56 AM | Scourge of the Blackwood: CR 8; Male Girallon, Huge Beast ; HD 14d10+70 (Beast); hp 105; Init +3; Spd 40, Climb 40; AC 24; Atk +20 base melee, +10 base ranged; +20/+15 (1d6+13, 4 Claws; 2d6+6, Bite); SA: Rend (Ex); SQ: Scent (Ex); AL CE; SV Fort +16, Ref +14, Will +8; STR 36, DEX 17, CON 20, INT 11, WIS 14, CHA 9. Possessions: Armor: +2 Chain shirt. Magic: Wondrous: Headband of intellect (+6); Ring: Feather Falling; Ring: Jumping; Wondrous: Cloak of resistance (+2). Skills: Climb+20, Jump+42, Listen+4, Move Silently+5, Spot+8. Feats: Alertness. Bio: Twisted fate gave the living yet another burden: The Scourge of the Blackwood; a Huge Girallon with human-like intelligence. Everything began when a unusually smart and savage Girallon began terrorizing the locals living around the Blackwood Forest. The beast was a problem that was supposed to be dealt by a fighter and a sorcerer, who were very equipped, but inexpencied. They found their fate at the Girallon's claws, and fate got the last laugh. The Girallon was curious and took a Headband of Intellect from the sorcerer's corpse, and put it on his head...then he saw everything in a different light... |
| Simeon38X10-25-03, 02:54 PM | This stuff is really cool Blind Seer. If you want a challenge, you can if you want to (no pressure mate!) use either if not both of these... Ethereal Filcher Fighter Umberhulk Psion (assuming you have PsiHB) Of course this is up to you...:D |
| Blind Seer10-26-03, 12:38 AM | Hagunerangen: Male Ethereal Filcher Aberration5/Ftr5; Medium Aberration ; HD 5d8+15 (Aberration), 5d10+15 (Fighter); hp 82; Init +11; Spd 40; AC 27; Atk +13 base melee, +15 base ranged; +13 (1d4+7, Bite); +10/+6 (1d8+9, +2 Longsword; 1d8+6, +2 Longsword); +17 (1d8+6, +2 Mighty composite longbow +4); +13 (1d3+5, Unarmed); SQ: Ethereal jaunt (Su), Detect magic (Su); AL N; SV Fort +10, Ref +11, Will +12; STR 20, DEX 24, CON 17, INT 10, WIS 16, CHA 12. Possessions: Weapons: +2 Longsword; +2 Longsword; +2 Mighty composite longbow +4. Armor: +3 Studded leather. Shields: Darkwood Shield. Goods: Arrows (20), Masterwork. Magic: Ring: Protection +1; Ring: Feather Falling; Wondrous: Gauntlets of ogre power; Wondrous: Brooch of shielding; Wondrous: Cloak of resistance (+2); Wondrous: Dust of disappearance; Wondrous: Dust of tracelessness; 2 Potions: Heroism; 3 Potions: Cure Serious Wounds (5); Potion: Fly (5); 2 Potions: Blur (3); 2 Potions: Endurance (3); Potion: Remove Disease (5); Wondrous: Vest of escape; Wondrous: Bag of tricks (gray); Wondrous: Everburning torch. Skills: Climb+13, Escape Artist+13, Jump+13, Listen+11, Open Lock+9, Pick Pocket+15, Spot+11, Swim+5. Feats: Combat Reflexes, Improved Initiative, Iron Will, Power Attack, Weapon Focus: Longsword, Weapon Specialization: Longsword. Bio: While Ethereal Filcher's are normally not that dangerous (only annoying), there are a precious few that excel as individuals. Hagunerangen has the lust for magic of all his race. Unlike most of them, he trained as a fighter to get more magic items. He (as all ethereal filchers fighters) is a great archer, but he is also a master swordsman. His multiple arms allow it to use two weapons and a shield, but he loses the shield when using a bow, because it would get in the way. |
| Simeon38X10-26-03, 02:25 AM | YAY!. Thanks Blind Seer. Im definately using him in my upcoming campaign. THANK YOU...:D http://www.geocities.com/leaves_or/Simeonsparty.txt |
| wdarkk10-26-03, 09:32 AM | Hmm. How about a Silver Dragon Paladin? That would be interesting to spring on an LE party. :smirk: |
| Blind Seer10-26-03, 05:29 PM | Originally posted by Simeon38X YAY!. Thanks Blind Seer. Im definately using him in my upcoming campaign. THANK YOU...:D http://www.geocities.com/leaves_or/Simeonsparty.txt Anytime Simeon38X (See? I called you Simeon, not Simon :D )- Im not bothered by request. Quite the contrary, I enjoy that my work helps fellow gamers. On a sidenote, I dont have the Psionics Handbook, but as soon as I get it I will make your other character. And Wdarkk, your dragon will be done soon. |
| Blind Seer10-26-03, 06:04 PM | Boldarek: : Male Delver Aberration15/Exp5; Huge Aberration ; HD 15d8+75 (Aberration), 5d6+25 (Expert); hp 190; Init +4; Spd 30, Burrow 10; AC 23; Atk +21 base melee, +16 base ranged; +21 (1d6+9, 2 Slam); +23 (2d6+15, +2 Club); +18 (2d8+2, +2 Crossbow, light); +23 (1d8+11, +2 Dagger, silvered); +21 (1d6+9, Unarmed); SA: Acid (Ex); SQ: Immunity: Acid (Ex), Corrosive slime (Ex), Tremorsense (Ex), Stone shape (Ex); AL N; SV Fort +16, Ref +17, Will +29; STR 29, DEX 19, CON 21, INT 28, WIS 28, CHA 20. Possessions: Weapons: +2 Club; +2 Crossbow, light: Distance, Defending; +2 Dagger, silvered. Armor: +3 Studded leather: Glamered. Goods: Hourglass; Magnifying glass; Scale, merchant's; Bolts, crossbow (10), Masterwork. Magic: Potion: Charisma; Potion: Glibness; Potion: Intelligence; 2 Potions: Cure Serious Wounds (17); Wondrous: Cloak of resistance (+5); Ring: Water Walking; Ring: Invisibility; Wondrous: Headband of intellect (+6); Wondrous: Periapt of Wisdom (+6). Skills: Appraise+34, Bluff+11, Decipher Script+13, Diplomacy+30, Intimidate+7, Intuit Direction+18, Knowledge (Geology)+23, Knowledge (Law)+13, Listen+18, Move Silently+13, Search+16, Sense Motive+34, Speak Language+4, Spot+18, Use Magic Device+9. Feats: Iron Will, Lightning Reflexes, Skill Focus: Appraise, Skill Focus: Diplomacy, Skill Focus: Sense Motive, Toughness. Bio: Boldarek is a lengendary salesman in the depths of the world. He is well respected and has a reputation that reaches even the upper world. Being neutral, he deals with everyone, from Dwarves to Drow, to Gnomes, to Gnolls. He is strictly neutral and wont get involved in quests or crusades, but has a fondness for adventurers that makes him nice and eager to help them by selling them exclusive goods. Of course the high quality of his products means they are usually expensive, but well worth the cost. He sells many rare and curious items, and has an almost unmatched knowledge about Geology. He has a strong love for gems and precious metals, and he sometimes trades rare valuable goods for less expensive gems just so he can complete "his collection" or satisfy any of his particular culinary cravings. He has no desire of fighting, and little stomach for it despite his great strenght and good equipment. If forced to defend himself, he will flee at the first opportunity, and will stay only to protect friends or family. |
| Blind Seer10-28-03, 12:25 AM | Hornkashear: : Male Athach Aberration14/Adp4; Huge Aberration ; HD 14d8+98 (Aberration), 4d6+28 (Adept); hp 204; Init +7; Spd 50; AC 24; Atk +20 base melee, +13 base ranged; +20 (2d8+15, Bite); +13/+11 (2d6, Rock; 2d6, 2 Rock); +22 (2d6+17+1d6, +2 Club); +14 (2d8+1, +1 Crossbow, light); +20 (1d6+10, Unarmed); SA: Poison (Ex); AL CE; SV Fort +16, Ref +14, Will +25; STR 30, DEX 17, CON 25, INT 13, WIS 27, CHA 13. Possessions: Weapons: +2 Club: Flaming; +1 Crossbow, light: Chaotic. Armor: +2 Studded leather: Silent Moves, Shadow. Goods: Bolts, crossbow (10), Masterwork; Traveler's outfit. Magic: Wondrous: Periapt of Wisdom (+6); Potion: Wisdom; Potion: Fire Breath; Potion: Fly (12); Ring: Evasion; Ring: Water Walking; Wondrous: Bag of tricks (tan); Wondrous: Cloak of resistance (+4); Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Heward's handy haversack; Wondrous: Boots of striding and springing. Skills: Climb+12, Concentration+21, Hide+5, Jump+22, Listen+25, Move Silently+13, Spellcraft+15, Spot+24. Feats: Armor Proficiency: light, Combat Casting, Improved Initiative, Lightning Reflexes, Multiattack. Spells Known (Adp 3/4/2): 0 - Create Water, Cure Minor Wounds, Detect Magic, Ghost Sound, Guidance, Light, Mending, Purify Food and Drink, Read Magic; 1st - Bless, Burning Hands, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Endure Elements, Obscuring Mist, Protection from Chaos, Protection from Evil, Protection from Good, Protection from Law, Sleep; 2nd - Aid, Animal Trance, Bull's Strength, Cat's Grace, Cure Moderate Wounds, Darkness, Delay Poison, Endurance, Invisibility, Mirror Image, Resist Elements, See Invisibility, Web. Spells Prepared (Adp 3/4/2): 0 - Cure Minor Wounds, Detect Magic, Guidance; 1st - Bless, Burning Hands, Cure Light Wounds, Protection from Good; 2nd - Cure Moderate Wounds, Invisibility. And his familiar: Boor: Demon, Quasit: Male Demon, Quasit ; CR 3;Tiny Outsider (Chaotic,Evil); HD 3d8 (Outsider); hp 102; Init +3; Spd 50, 20, Fly, Perfect 50; AC 20; Atk +13 base melee, +17 base ranged; +13/+12(1d3-1, 2 Claws;1d4-1, Bite);SA: Poison (Ex), Spell-like abilities; SQ: Damage reduction (Su), Resistance: Spell (Ex), Immunity: Poison (Ex), Resistance: Fire (Ex), Regeneration (Ex), Alternate form (Su); AL CE; SV Fort +3, Ref +6, Will +4; STR 8, DEX 17, CON 10, INT 7, WIS 12, CHA 10. Skills: Hide+14, Listen+6, Move Silently+6, Search+4, Spellcraft+4, Spot+6. Feats: Weapon Finesse: Bite. |
| Blind Seer10-28-03, 04:20 PM | Khulukutur: Male Aboleth Aberration8/Sor8; Huge Aberration (Aquatic); HD 8d8+56 (Aberration), 8d4+56 (Sorcerer); hp 166; Init +8; Spd 10, Swim 60; AC 27; Atk +15 base melee, +12 base ranged; +15 (1d6+7, 4 Tentacles); SA: Transformation (Ex), Psionics (Sp), Enslave (Su); SQ: Mucus cloud (Ex); AL LE; SV Fort +12, Ref +9, Will +17; STR 24, DEX 18, CON 25, INT 17, WIS 18, CHA 30. Possessions: Magic: Wondrous: Cloak of Charisma (+6); Ring: Protection +3; Ring: Spell Storing; Wondrous: Robe of the archmagi; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Eyes of charming; Wondrous: Helm of telepathy; 2 Potions: Charisma; Potion: Invisibility Sphere (10); 6 Potions: Cure Serious Wounds. Skills: Alchemy+10, Concentration+26, Knowledge (arcana)+22, Listen+14, Scry+13, Spellcraft+22, Spot+14. Feats: Combat Casting, Craft Wondrous Item , Heighten Spell, Improved Initiative, Scribe Scroll , Weapon Focus. Spells Known (Sor 6/9/9/7/5): 0 - Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Ghost Sound, Mage Hand, Read Magic, Resistance; 1st - Magic Missile, Protection from Good, Silent Image, Summon Monster I, True Strike; 2nd - Invisibility, Melf's Acid Arrow, Summon Monster II; 3rd - Dispel Magic, Summon Monster III; 4th - Polymorph Other. His familiar: Loorko: Male Magical Beast, Octopus ; CR 1;Small Animal (Aquatic); HD 2d8 (Animal); hp 83; Init +3; Spd 10, Swim 60, 20, Swim 30; AC 20; Atk +12 base melee, +14 base ranged; +14/+9(+1, 8 Arm;1d3, Bite);SA: Improved grab (Ex); SQ: Ink cloud (Ex), Jet (Ex); AL N; SV Fort +3, Ref +6, Will +1; STR 12, DEX 17, CON 11, INT 1, WIS 12, CHA 3. Skills: Hide+15, Listen+5, Spot+5. Feats: Weapon Finesse, Weapon Finesse: Bite. The Aboleth's Skum guards: Shukulm: Male Skum Aberration2/Ftr6; Medium Aberration (Aquatic); HD 2d8+8 (Aberration), 6d10+24 (Fighter); hp 76; Init +6; Spd 20, Swim 40; AC 22; Atk +14 base melee, +9 base ranged; +14/+9/+9 (2d6+7, Bite; 1d4+3, 2 Claws; 1d6+3, 2 Rake); +18 (1d10+12, +3 Sword, bastard); +10 (1d8+4, Mighty composite longbow +4, Masterwork); +14 (1d3+7, Unarmed); SQ: Low-light vision (Ex); AL LE; SV Fort +11, Ref +8, Will +9; STR 24, DEX 14, CON 18, INT 16, WIS 15, CHA 6. Possessions: Weapons: +3 Sword, bastard; Mighty composite longbow +4, Masterwork. Armor: Mithral Shirt. Shields: Spined Shield. Magic: Ring: Protection +2; Wondrous: Cloak of resistance (+2); Wondrous: Eyes of the eagle; Wondrous: Boots of elvenkind; Wondrous: Glove of storing; 2 Potions: Cure Moderate Wounds (3); Potion: Bull's Strength (3). Skills: Climb+16, Handle Animal+6, Hide+7, Jump+16, Listen+7, Move Silently+17, Ride+9, Spot+12, Swim+10. Feats: Endurance, Exotic Weapon Proficiency: Sword, bastard, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus: Sword, bastard, Weapon Specialization: Sword, bastard. Boolgorthak: Male Skum Aberration2/Rgr6; Medium Aberration (Aquatic); HD 2d8+10 (Aberration), 6d10+30 (Ranger); hp 84; Init +11; Spd 20, Swim 40; AC 21; Atk +13 base melee, +14 base ranged; +13/+8/+8 (2d6+6, Bite; 1d4+3, 2 Claws; 1d6+3, 2 Rake); +13/+12 (1d8+8, +2 Longsword; 1d6+4, +1 Sword, short); +13 (1d3+6, Unarmed); SQ: Low-light vision (Ex); AL LE; SV Fort +13, Ref +14, Will +13; STR 22, DEX 24, CON 20, INT 14, WIS 16, CHA 6. Possessions: Weapons: +2 Longsword: Keen; +1 Sword, short: Wounding. Armor: +1 Studded leather: Silent Moves, Shadow. Magic: Wondrous: Periapt of Wisdom (+4); Wondrous: Cloak of resistance (+3); Wondrous: Gloves of Dexterity (+4); Wondrous: Eyes of the eagle. Skills: Concentration+16, Heal+14, Hide+23, Knowledge (nature)+13, Listen+14, Move Silently+28, Spot+14, Wilderness Lore+14. Feats: Improved Initiative, Iron Will, Lightning Reflexes, Track. Spells Known (Rgr --/2): ; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I. Spells Prepared (Rgr --/2): ; 1st - Entangle, Summon Nature's Ally I. |
| Blind Seer10-29-03, 04:45 PM | Fatima Sunshine: Female Genie, Djinni Outsider7/Ftr8; Large Outsider (Air,Chaotic,Good); HD 7d8+35 (Outsider), 8d10+40 (Fighter); hp 151; Init +10; Spd 20, Fly, Perfect 60; AC 30; Atk +25 base melee, +20 base ranged; +25 (1d8+16, Slam); +30 (2d6+17, +4 Longsword); +22 (2d6+6, +2 Mighty composite longbow +4); +25 (1d4+11, Unarmed); SA: Air mastery (Ex), Whirlwind (Su), Spell-like abilities; AL CG; SV Fort +18, Ref +15, Will +14; STR 32, DEX 22, CON 20, INT 18, WIS 16, CHA 16. Possessions: Weapons: +4 Longsword: Keen; +2 Mighty composite longbow +4: Distance. Armor: +2 Full plate: Shadow, Silent Moves, Spell Resistance (13); +2 Chain shirt: Shadow, Silent Moves, Spell Resistance (13). Shields: +2 Shield, large, steel: Blinding. Magic: Ring: Protection +4; Wondrous: Belt of giant strength (+6); Wondrous: Cloak of resistance (+2); Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Periapt of wound closure; Wondrous: Helm of comprehending languages and reading magic; Wondrous: Heward's handy haversack; Potion: Heroism; Potion: Fire Breath; Potion: Cure Serious Wounds (7); Potion: Endurance (7); Potion: Fly (7); Potion: Haste (17). Skills: Climb+10, Concentration+9, Escape Artist+8, Handle Animal+21, Hide+10, Jump+10, Knowledge (arcana)+8, Listen+13, Move Silently+31, Ride+24, Sense Motive+21, Spellcraft+8, Spot+13, Swim-4. Feats: Dodge, Expertise, Improved Critical: Longsword, Improved Initiative, Iron Will, Mobility, Spring Attack, Weapon Focus: Longsword, Weapon Specialization: Longsword, Whirlwind Attack. Languages: Auran, Celestial, Common, Draconic, Dwarven, Elven, Ignan, Sylvan. Bio: Fatima is the sister of Risa Sunshine (see page 2 of this thread ) and both are children of a very powerful Djinn ruler. They are feared by enemies and respected by allies. Fatima is the younger of the 4 children born to the Sheik, but she is as powerful as her siblings. Her strong character and determination earned her a commander post on her father's army. She tends to be more focused on the distintion of Evil and Good than her sister Risa, but she is noble and far from fanatic. While she is hot blooded and furious in battle she is very femenine, and somewhat shy around males she likes. Note: Remember that Fatima's Improved Critical and Keen Longsword make all her Longsword attacks threaten a critical in 17/20 |
| Blind Seer10-30-03, 12:28 AM | Hakeem Sunshine: Male Genie, Djinni Outsider7/Clr8; Large Outsider (Air,Chaotic,Good); HD 7d8+28 (Outsider), 8d8+32 (Cleric); hp 127; Init +9; Spd 20, Fly, Perfect 60; AC 32; Atk +17 base melee, +17 base ranged; +17 (1d8+7, Slam); +19 (2d6+7, +2 Morningstar); +19 (2d6+2, +2 Crossbow, light); +18 (1d6+6, +1 Dagger, silvered); +17 (1d4+5, Unarmed); SA: Air mastery (Ex), Whirlwind (Su), Spell-like abilities; AL CG; SV Fort +15, Ref +12, Will +21; STR 20, DEX 20, CON 18, INT 16, WIS 30, CHA 27. Possessions: Weapons: +2 Morningstar: Spell Storing; +2 Crossbow, light: Holy; +1 Dagger, silvered: Wounding. Armor: +4 Chain shirt: Spell Resistance (13). Shields: +2 Shield, large, steel. Goods: Holy symbol, silver; Bolts, crossbow (10), Masterwork; Case, map or scroll; Waterskin (full). Magic: Wondrous: Periapt of Wisdom (+6); Wondrous: Cloak of Charisma (+6); Ring: Protection +4; Ring: Counterspells; Wondrous: Bag of tricks (tan); Wondrous: Candle of invocation; Wondrous: Helm of teleportation; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Robe of Useful Items; Potion: Charisma; Potion: Wisdom; Potion: Cure Serious Wounds (9); Potion: Haste (10); Wand: Summon Monster I (1) (Charges: 50); Wand: Lesser Restoration (3) (Charges: 50). Skills: Concentration+22, Diplomacy+26, Heal+20, Knowledge (arcana)+10, Knowledge (religion)+21, Listen+15, Move Silently+8, Scry+12, Sense Motive+28, Spellcraft+21. Feats: Craft Wondrous Item , Heighten Spell, Improved Initiative, Quicken Spell-Like Ability, Scribe Scroll . Spells Prepared (Clr 6/7/6/5/4): 0 - Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Resistance, Virtue; 1st - Bless, Cure Light Wounds, Deathwatch, Doom, Entropic Shield (d), Protection from Evil, Sanctuary, Summon Monster I; 2nd - Bull's Strength (d), Cure Moderate Wounds, Hold Person, Lesser Restoration, Remove Paralysis, Silence, Summon Monster II; 3rd - Cure Serious Wounds, Dispel Magic, Invisibility Purge, Protection from Elements (d), Remove Curse, Summon Monster III; 4th - Cure Critical Wounds, Lesser Planar Ally, Restoration, Spell Immunity (d), Summon Monster IV. Languages: Abbysal, Auran, Celestial, Common, Draconic, Elven, Ignan. Deity: Kord. Domains: Luck, Strength. Bio: One of the two twin males born to the Sheik, Hakeem is a respected holy figure in the royality. The more stern, but at the same time the more kind to every soul of the 4 children born to the Sheik, Hakeem believes that strength from the body and soul should go hand to hand. Very close to all his siblings, and always willing to help anyone of good heart, Hakeem often grants guidance and assitance to adventurers. |
| Blind Seer10-30-03, 09:26 AM | Amhad Sunshine: Male Genie, Djinni Outsider7/Rgr8; Large Outsider (Air,Chaotic,Good); HD 7d8+28 (Outsider), 8d10+32 (Ranger); hp 136; Init +11; Spd 20, Fly, Perfect 60; AC 28; Atk +22 base melee, +21 base ranged; +22 (1d8+12, Slam); +22/+21 (1d10+10, Sun Blade; 1d8+5, +1 Sword, short); +23 (2d6+6, +2 Mighty composite longbow +4); +22 (1d4+8, Unarmed); SA: Air mastery (Ex), Whirlwind (Su), Spell-like abilities; AL CG; SV Fort +19, Ref +18, Will +21; STR 26, DEX 24, CON 18, INT 20, WIS 26, CHA 18. Possessions: Weapons: Sun Blade; +1 Sword, short; +2 Mighty composite longbow +4. Armor: +4 Chain shirt. Magic: Ring: Protection +4; Wondrous: Periapt of Wisdom (+6); Wondrous: Gloves of Dexterity (+4); Wondrous: Belt of giant strength (+6); Wondrous: Boots of elvenkind; Wondrous: Cloak of resistance (+4); Wondrous: Heward's handy haversack; Wondrous: Ioun stone (dark blue rhomboid); Wondrous: Ioun stone (pink and green sphere); Wondrous: Lens of detection; Wondrous: Quiver of Ehlonna. Skills: Animal Empathy+22, Concentration+22, Handle Animal+8, Hide+20, Knowledge (nature)+23, Listen+26, Move Silently+34, Ride+11, Search+15, Sense Motive+26, Spellcraft+7, Spot+26, Wilderness Lore+36. Feats: Dodge, Improved Initiative, Iron Will, Leadership, Point Blank Shot, Track. Spells Known (Rgr --/3/2): ; 1st - Alarm, Animal Friendship, Delay Poison, Detect Animals or Plants, Detect Snares and Pits, Entangle, Magic Fang, Pass without Trace, Read Magic, Resist Elements, Speak with Animals, Summon Nature's Ally I; 2nd - Animal Messenger, Cure Light Wounds, Detect Chaos, Detect Evil, Detect Good, Detect Law, Hold Animal, Protection from Elements, Sleep, Snare, Speak with Plants, Summon Nature's Ally II. Spells Prepared (Rgr --/3/2): ; 1st - Entangle, Pass without Trace, Summon Nature's Ally I; 2nd - Cure Light Wounds, Summon Nature's Ally II. Languages: Auran, Celestial, Common, Draconic, Elven, Gnome, Ignan, Sylvan, Treant. Favored Enemies (2) : 1st-Outsider (Evil), 2nd-Outsider (Fire) |
| Blind Seer10-30-03, 11:11 PM | Alkarnon: : Male Azer Outsider2/Ftr2; Medium Outsider (Fire,Lawful); HD 2d8+6 (Outsider), 2d10+6 (Fighter); hp 36; Init +9; Spd 30; AC 27; Atk +9 base melee, +9 base ranged; +11 (1d8+5, Battleaxe, Masterwork); +10 (1d8+4, Mighty composite longbow +4, Masterwork); +10 (1d8+7, Morningstar, Masterwork); SA: Heat (Ex); SQ: Fire subtype (Ex), Resistance: Spell (Ex); AL LN; SV Fort +10, Ref +9, Will +7; STR 20, DEX 20, CON 16, INT 13, WIS 13, CHA 12. Possessions: Weapons: Battleaxe, Masterwork; Mighty composite longbow +4, Masterwork; Morningstar, Masterwork. Armor: +1 Chain shirt. Shields: Shield, large, steel, Masterwork. Goods: Explorer's outfit; Arrows (20), Masterwork. Magic: Wondrous: Bag of tricks (gray); Wondrous: Cloak of resistance (+1); Ring: Jumping; Potion: Bull's Strength (3); Potion: Cure Moderate Wounds (3); Potion: Expeditious Retreat (1). Skills: Climb+5, Handle Animal+8, Hide+7, Jump+33, Listen+5, Ride+12, Search+5, Spot+5, Swim-6. Feats: Improved Initiative, Iron Will, Power Attack, Weapon Focus: Battleaxe. Languages: Common, Dwarven, Ignan. |
| Blind Seer10-30-03, 11:21 PM | Petrov: Male Gorgon;Huge Magical Beast ; HD 18d10+90 (Magical Beast); hp 153; Init +3; Spd 30; AC 23; Atk +27 base melee, +15 base ranged; +28 (2d6+16, Gore); SA: Breath weapon (Su), Trample (Ex); AL N; SV Fort +20, Ref +14, Will +11; STR 33, DEX 8, CON 21, INT 4, WIS 12, CHA 9. Possessions: Armor: Chain shirt, Barding. Magic: Wondrous: Belt of giant strength (+4); Wondrous: Cloak of resistance (+4); Wondrous: Headband of intellect (+2). Skills: Listen+6, Spot+6. Feats: Armor Proficiency: light, Improved Critical (Gore), Improved Initiative, Weapon Focus (Gore). |
| Blind Seer10-31-03, 09:05 AM | :confused: I guess this became boring again? :eek: |
| BladeBoy10-31-03, 05:12 PM | how about a Sorc and Dragon Disciple? about CR..13 |
| kirellagen10-31-03, 05:30 PM | I need an intelligent assasin vine bard3. Thanks in advance, Kire |
| BladeBoy11-02-03, 05:19 AM | :bump: |
| Blind Seer11-02-03, 11:32 PM | Thanks for the bump blade boy. Im sorry I have delayed with your request and kirellagen's but college is college. I will have them ready soon- |
| wdarkk11-02-03, 11:39 PM | Don't forget mine (Young Adult Silver Dragon Paladin). |
| Blind Seer11-03-03, 12:02 AM | Yes, yours is almost ready, I just need finishing the Magic Items. |
| gradea11-04-03, 03:23 AM | Mind if i make one? ive an entire file of creatures that either have class levels or templates just so i can quickly whip them out...problem is there mostly custom, but ive a few that arent...need a mount for your undead? need it to be fairly scary? Name Skeletal Dire Heavy War Horse Size Large HD 8d12 (52) Initiative +3 Speed 60 AC 17 (-1 size, +3 dex, +5 natural) Attacks (2) Hooves +11, Bite +6 Damage Hoof 1d6+6, Bite 1d4+3 Face/Reach 5 by 10/5 Special Attacks Special Qualities Scent, Skeletal, Undead, Dark Vision Saves Fort 2, Ref 5, Will 8 Abilities St 22 Dex 17 Con - Int 2 Wis 14 Cha 10 CR 5 Alignment N Skills -1 Hide, +8 Spot, +8 Listen |
| BladeBoy11-04-03, 03:45 PM | Oh, can you add a Beholderkin, Eyeball Familiar to the above Sorc/Dragon Disciple? also, how about a .. Young Adult Red Dragon Blackguard? I dunno, i lost my original 2nd idea while writing this. |
| wdarkk11-04-03, 06:43 PM | Originally posted by BladeBoy Oh, can you add a Beholderkin, Eyeball Familiar to the above Sorc/Dragon Disciple? also, how about a .. Young Adult Red Dragon Blackguard? I dunno, i lost my original 2nd idea while writing this. Blackguards are LE. Do you mean Blue Dragon? |
| BladeBoy11-04-03, 11:03 PM | yeah, i meant Blue |
| haste911-05-03, 04:51 PM | Here is a cloaker lord (cloaker advanced by 6 HD) Cloaker Lord: CR 9; Huge Aberration; HD 12d8+84; hp 142; Init +10; Spd 10 ft., fly 40 ft. (average); AC 26 (-2 size, +6 Dex, +12 natural), touch 14, flat-footed 20; BAB/Grp +9/+28; Atk +19 melee (1d8+11, tail slap); Full Atk +19 melee (1d8+11, tail slap) and +13 melee (1d6+5, bite); Space/Reach 15 ft./15 ft. (10 ft. with bite); SA Moan, engulf; SQ Darkvision 60 ft., shadow shift; AL CN; SV Fort +11, Ref +10, Will +10; Str 32, Dex 22, Con 24, Int 16, Wis 14, Cha 12. Skills and Feats: Bluff +4 (3), Diplomacy +3 (0), Hide +13 (15), Listen +19 (15), Move Silently +20 (14), Speak Undercommon, Sense Motive +7 (5), Spot +19 (15); Alertness, Combat Reflexes, Improved Initiative, Improved Natural Armor, Weapon Focus (tail slap). These cloakers are some of the largest and strongest of their kind, as well as being more intelligent. They plan their attacks carefully and cautiously, rarely taking on enemies numbering greater than their own. They normally lead their attacks with a pair of them engulfing unsuspecting opponents while others moan from a lofty distance. Stragglers are picked off and then lifted into the air and dropped if possible. |
| Thane_of_Rust11-05-03, 10:11 PM | really cool thread How bout a half elf rouge/druid about 5th level who's into poison thanks |
| Thane_of_Rust11-05-03, 10:11 PM | really cool thread How bout a half elf rouge/druid about 5th level who's into poison thanks |
| Thane_of_Rust11-05-03, 10:12 PM | the curse of the double posts has struck once again |
| shmeg11-05-03, 10:15 PM | I have two requests: An awakened Iron Golem Ftr 4 and A half-Fey/half-wild elf (forgotten realms if possible) Drd 2 Thanks :) |
| haste911-05-03, 11:22 PM | Jonielan Shalund, Male Half-Elf Rogue2/Druid3: CR 5; Medium Humanoid (Elf); HD 2d6+2 plus 3d8+3; hp 29; Init +3; Spd 30 ft.; AC 18 (+3 Dex, +3 [+1 leather], +2 heavy wooden shield), touch 13, flat-footed 15; BAB/Grp +3/+4; Atk +7 melee (1d6+1/18-20, masterwork rapier) or +7 ranged (1d6/x3/60 ft., shortbow); Full Atk +7 melee (1d6+1/18-20, masterwork rapier) or +7 ranged (1d6/x3/60 ft., shortbow); SA Sneak attack +1d6; SQ Animal companion (Medium viper), low-light vision, immune to sleep, elven blood, nature sense, woodland stride, trackless step, trapfinding, evasion, wild empathy +5; SV Fort +5, Ref +8, Will +7; Str 13, Dex 16, Con 12, Int 14, Wis 16, Cha 14. Skills and Feats: Bluff +4 (2), Climb +2 (1), Concentration +7 (6), Diplomacy +6 (0), Gather Information +8 (2), Handle Animal +3 (1), Hide +8 (5), Knowledge (geography) +4 (2), Knowledge (nature) +6 (2), Knowledge (local) +7 (5), Listen +9 (5), Move Silently +8 (5), Profession (guide) +5 (2), Search +8 (5), Sense Motive +8 (5), Speak Common, Speak Elven, Speak Sylvan, Speak Treant, Spellcraft +4 (2), Spot +9 (5), Survival +11 (8); Dodge, Weapon Finesse. Possessions: +1 leather, cloak of resistance +1, heavy wooden shield, masterwork rapier, club, shortbow, 20 masterwork arrows, mess kit, waterskin, thieves tools, 6 doses of arsenic (DC 13, 1 Con/1d8 Con), 4 doses of small centipede poison (DC 11, 1d2 Dex/1d2 Dex), 2 doses medium spider venom (DC 14, 1d4 Str/1d4 Str), 3 potions of cure moderate wounds, 85 gp, and spell component pouch. Druid Spells Per Day (DC 13 + spell level; 4/3/2) Prepared: 0 level - cure minor wounds, detect poison, read magic, resistance; 1st - entangle, shillelagh, speak with animals; 2nd - barkskin, cat's grace. "Jon," as he is known to many, is a great guide through the wilderness. He originally was a guide in a large city and learned much from the streets, hiding and listening to the goings on; but, he never felt at home. He heard the call of the woodland birds from beyond the city and listened to the bay of the wolves outside the stone and steel barriers of civilization. When he decided to leave the city, he was told by some that he would be missed; others told him to just get lost as there were better guides for the city anyway. Jonielan turned his nose up to the people of "civilization" and struck out into the wilds. He lost himself as many said he should do and felt the power of nature in his blood. One night alone in a quiet glade, a large viper approached him and showed no fear. The half-elf watched in amazement as the wolf came forward and slept in his camp. The next day Jon made for the deeper forests, the viper slithered after him and Jon decided to become like the snake: silent and ready to strike at any enemy of the land. |
| Thane_of_Rust11-06-03, 12:03 AM | Thanks a lot. I'll be using that for sure |
| shmeg11-06-03, 12:22 AM | actually, I'd like to resind the request for the iron Golem Ftr. I think I already have enough info on the guy to do him right with a backstory and everything. I can post him myself. Instead may I have Skull Reamer? He's a Half-Fiend/Half-Hobgoblin Ftr6. He's the leader of a ruthless band of goblinoids who work with a tribe of Trolls from a large Moore to attack surrounding homesteads and settlements. They are "bankrolled" by a cabal of Drow Wizards who use the goblinoids as a cat's paw. Thanks and sorry about the confusion :-p |
| shmeg11-06-03, 01:48 AM | True to my word I hearby present Erik the Iron Golem Erik: Large Iron Golem Ftr 4; CR 17; 18d10+30 and 4d10 (146); Init; BAB/Grap +15/+31 or +15/+10/+5/+0; Melee +26/+21/+16/+11; Range +14/+9/+4/-1; AC 38 (-1 size, -1 dex, +22 natural, +8 armor); Spd 15’; SA Breath Weapon; SQ Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision; AL LN; SV Fort --, Ref +0 (1), Will +3 (1); Str 33 (+11), Dex 9, Con --, Int 13, Wis 11, Cha 11. Age --, Height 12’, Weight 5000lbs. Languages: Common, Dwarven Skills: (105, 25/12) Climb +24 (15), Jump +24 (15), Ride +4 (5), Swim +6 (5), Intimidate +21 (21), Listen +7 (5cc), Search +13 (12cc), Spot +7 (5cc) Feats: (8+3 Ftr) Power Attack (BF), Weapon Focus (Greatsword) (BF), Weapon Specialization (Greatsword) (BF), Alertness, Cleave, Great Cleave, Improved Critical (Greatsword), Improved Sunder, Improved Unarmed Strike, Iron Will Special Qualities: Mute: Erik cannot speak and can only communicate through writing or hand signals. Breath Weapon (Su) : 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 21 negates. The save DC is Constitution-based. Damage Reduction : 15/adamantine Immunity to Magic (Ex) : An iron golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below. A magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the golem and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects. An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell. Possessions: Greatsword+1 (3d6+12, 17-20/x2, 2350gp), Masterwork Full-Plate Armor (+8, +1, -5, 15’, 100lbs, 1650gp) Attacks: Greatsword+1 +27/+22/+17/+12 Melee (3d6+14, 17-20/x2) or Punch +26/+21/+16/+11 Melee (1d4+11, x2) Notes: Erik started life as two beings. One was The Iron Giant, a mindless golem that guarded a small town from invaders thanks to the good will of the local Wizard whose potency would eventually destroy him. The second was Erik, the wizard’s sharp-tongued bodyguard and man-at-arms. Tragedy struck while on the road and Erik was mortally wounded during an attack by hobgoblins. There were no clerics with enough potency to raise the poor man but his wizardly employer had a plan. An ancient spell could be used to transfer his spirit into a formerly non-sapient construct but it would kill the donor. Erik agreed on his deathbed to forever guard his employer and the ritual was performed. The Golem was awakened as a result but was not in fact animated by the spirit of the bodyguard. Instead the elemental spirit already contained within the construct was forcibly restructured and given the personality of the fallen fighter. The Golem fulfilled his duty to his creator for several years but he was unable to prevent the powerful wizard from falling on a distant plane. Now Erik serves as a guard for the small town and finds fulfillment in this function and through observation of the living creatures that amble through the place. |
| BladeBoy11-07-03, 04:22 PM | :bump: |
| kirellagen11-07-03, 05:12 PM | hmmm, this thread has been hijacked. Kire |
| Shifting Master11-10-03, 09:31 AM | :bump: |
| Shifting Master11-10-03, 09:31 AM | :bump: |
| BladeBoy11-12-03, 09:10 PM | :bump: |
| kirellagen11-13-03, 10:45 AM | :pile: :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: :bump: Kire:mage: |
| Zeed11-15-03, 03:28 AM | ~puts in a request~ Corrupted Half Red Dragon Minotaur Barbarian/Soul Drinker MWAHAHA!!! o.o ~runs off in an evil tizzy~ (whatever that is) |
| BladeBoy11-15-03, 03:45 AM | I don't think we're getting any of these, i mean, look how long Blind Seer, has been gone.. 13+days.. |
| Blind Seer11-15-03, 10:21 AM | Fear not Bladeboy, college had kept me busy, but Im back and in good shape. I will have them ready soon |
| BladeBoy11-15-03, 12:10 PM | :bow: |
| Zeed11-16-03, 12:57 AM | ~ dances~ <(^.^)> (>^.)> ^(^.^)^ <(.^<) |
| BladeBoy11-17-03, 01:58 AM | :bump: |
| kepsir11-17-03, 02:43 PM | Uncloaks....... Very Old Emerald Dragon Wizard/Loremaster Fiendish Orog Fighter Thanks!!! Recloaks & vanishes...... |
| Zeed11-23-03, 02:29 AM | :bump: o.o bumpity bump |
| BladeBoy11-25-03, 09:12 PM | :bump: |
| WizO_Pony11-26-03, 01:21 AM | I have a request for when someone has time.. Howabout an awakened pony paladin... or maybe blackguard..:angel: |
| Bait the Bard11-27-03, 03:19 AM | :bump: |
| A Man In Black11-27-03, 06:00 PM | I'm not Blind Seer, but here's some of the stuff from my notes. Feel free to use it in your games. Mineral warrior was the inspiration for this one. While there may be unholy rituals to infuse a creature with the essence of pure stone, there happens to be a perfectly natural process that infuses a living thing with stone. I originally imagined this as an unusual minion for a necromancer, but it works even better as an earth-elemental treant. http://www.wizards.com/dnd/images/ue_gallery/49918.jpg Fossilized Treant (mineral warrior treant) Huge Plant (Earth, extraplanar) Hit Dice: 7d8+35 (66 hp) Initiative: -1 Speed: 30 ft. (6 squares), burrow 15 ft. Armor Class: 23 (-2 size, -1 Dex, +16 natural), touch 7, flat-footed 23 Base Attack/Grapple: +5/+23 Attack: Slam +13 melee (2d6+10) Full Attack: 2 slams +13 melee (2d6+10) Space/Reach: 15 ft./15 ft. Special Attacks: Animate earth, double damage against objects, trample 2d6+15 (Ref DC 23 to avoid), earth strike (1/day, +7 to hit, +7 damage) Special Qualities: Damage reduction 10/adamantite and slashing, low-light vision, Darkvision 60', plant traits Saves: Fort +12, Ref +3, Will +6 Abilities: Str 30, Dex 8, Con 24, Int 10, Wis 14, Cha 10 Skills: Hide -9*, Knowledge (nature) +4, Listen +6, Spot +6, Survival +6 Feats: Iron Will, Power Attack, Lightning Reflexes Environment: Any mountain or underground Organization: Solitary or grove (4-7) Challenge Rating: 9 Treasure: Standard Alignment: Usually neutral Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan) (This creature uses the treant from the Monster Manual/SRD and slaps on the Mineral Creature template from Underdark. All the other changes are superficial.) Fossilized treants are treants whose wood has been replaced with fine-grained stone. Despite the radical change in composition, this metamorphosis only serves to emphasize the most prominent traits of the treant: overwhelming power and methodical movement. Unfortunately, this transformation deprives the treant of its last vestige of flexibility; it's nearly impossible to change the mind of a determined fossilized treant. While most fossilized treants are natives of the Earth Elemental Plane, occasionally a petrified treant corpse, old as the bones of the world, will spontaneously reawaken in mountainous or underground areas. (Such treants lack the Extraplanar subtype, will have much higher intelligence, and have all Knowledge skills as class skills. Sometimes, they are even Elder Treants, as from the Epic Level Handbook.) Despite the change of scenery, a fossilized treant will generally resume its role as protector of nature, fighting the despoilers of the mountains or caverns. Fossilized treants have a burrow speed, but generally don't use it outside of the Earth Elemental plane or escape situations (like a landslide, or when otherwise trapped.) Fossilized treants may be summoned using Summon Monster VII or Summon Nature's Ally VII. Fossilized treants speak Treant and Terran, and often also speak Undercommon, Common, Dwarf, and/or Giant. COMBAT In combat, a fossilized treant is more aggressive than its younger, living counterparts, but is still an intelligent combatant. Often, against smaller foes, it will hide and tie up foes with its earth hulks, and then trample both its foes and the replaceable hulks. Animate Earth (Sp): A fossilized treant in contact with soil or natural stone can animate the earth within 180 feet at will, controlling up to two masses of earth and stone at a time. It takes 1 full round for the earth hulks to form into vaguely anthropomorphic shapes, under the treant's control. Thereafter it moves at a speed of 10 feet and fights as a huge earth elemental in all respects (save for the fact that the hulks are mindless, simply extensions of the treant's will). The hulks collapse into inert dirt and stone when they move out of range or the treant relinquishes control. This ability is used as a 6th-level spell. Summoned fossilized treants may not use this ability. Double Damage against Objects (Ex): A fossilized treant that makes a full attack against an object or structure deals double damage. Trample (Ex): Reflex DC 23 half. The save DC is Strength-based. Earth Strike (Ex): Once per day, the fossilized treant can make an exceptionally vicious attack against any foe that stands on stone or earth. The mineral warrior adds its its con bonus (usually +7) to its attack roll and deals extra damage (usually +7) equal to its racial hit dice. Skills: * Fossilized treants have a +16 racial bonus on Hide checks made in forested areas in winter, areas with a significant number of dead trees, or in areas of natural stone. |
| A Man In Black11-27-03, 06:22 PM | These guys make great beefy bodyguards for a BBEG. Their trip and L&IC abilities make them useful flankers or supporters for high-CR foes, and they'll skip Knockdown and just make trip attacks against foes with AC dwarfing their attack bonuses. They won't last too long, but they're good foes for the PCs to look good fighting; the fighter can cleave his way through, the rogue can sneak up on them and waste 'em, and the wizard can dominate one to back up the frontliners. Of course, against parties with a level closer to this guy's CR, you can easily turn the bodyguard into a bandit leader or a warband leader. Mind the low will save if this is to be even a minor BBEG; a Command, Suggestion, or Charm spell could ruin his day. It would be worth changing the ring to a Ring of Protection +2 (as the cloak), in this case, and drop Large & In Charge for Iron Will. Ogre Bodyguard (Ogre 3rd-level fighter) Large Giant Hit Dice: 4d8+12 plus 3d10+9 (55 hp) Initiative: -1 Speed: 40 ft. Armor Class: 23 (-1 size, +3 Dex, +5 natural, +6 +1 breastplate), touch 12, flat-footed 20 Base Attack/Grapple: +6/+15 Attack: +11 +1 guisarme melee (2d4+9) or +10 spiked gauntlet (d6+5) Full Attack: +11/+6 +1 guisarme melee (2d4+9) or +10/+5 spiked gauntlet (d6+5) Space/Reach: 10 ft./10 ft. (15 ft. with ranseur) Special Attacks: - Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +10, Ref +5, Will +2 Abilities: Str 20, Dex 16, Con 16, Int 13, Wis 10, Cha 8 Skills: Intimidate +6(.5), Listen +8(.5), Spot +8(.5), Sense Motive +5 Feats: Combat Expertise, Combat Reflexes, Improved Trip (total of +20 on trip checks), Knockdown (free trip attack for any attack that does 10+ damage), Large And In Charge Environment: Temperate hills Challenge Rating: 6 Treasure: +1 guisarme, +1 breastplate, rings of celerity +2 (gloves of dexterity +2 in ring form, included in profile) Alignment: Usually any evil Advancement: By character class (Ogres and fighters are in the SRD; the only non-core bits are Knockdown, from Sword and Fist, and Large and In Charge, and I forget if that's in the 3.5 MM. It's detailed below.) The common image of an ogre is a dull thug, interested in little more than his next meal. Of course, the common image of an adventurer is remarkably similar. An unusually intelligent ogre can take up the combat arts at least as readily as any of the more "civilized" race, and such ogres are highly prized as personal bodyguards to anyone willing to recruit, train, and equip them. These ogres speak Giant and one other language, usually Common. COMBAT In combat, this particular bodyguard will stick himself to his charge and let noone approach. Anyone trying to charge in or past will find themself at the sharp end of the guisarme. Between Knockdown and Large And In Charge, a struck foe isn't going anywhere. Remember that even a rogue can't tumble all the way through his reach; speed is cut in half to tumble. There are cases where this won't solve the problem. Against foes using ranged attacks, the bodyguard can interpose himself and Aid Another to his charge's AC, giving a +4 to AC from cover and +2 from Aid Another. When the foes are primarily spellcasters, he knows he can beat the spoon out of any spellcaster who takes him to be another dull thug, and will generally charge them, using his reach and tripping to keep the spellcaster off-guard. Large and In Charge (Ex): When you make a successful AoO against an opponent who is moving inside your threatened area, you may make an opposed STR check (+10, +1 for every 5 damage done) to force them back to the space they were in prior to the attack. |
| BladeBoy11-27-03, 06:25 PM | I like the treant alot |
| A Man In Black11-27-03, 07:30 PM | Here's a batch with a Vile twist. Lots of material here is from the Book of Vile Darkness. If this is a CoC violation, delete with extreme prejudice, mods. I don't think there's anything here that isn't all-ages friendly. Vile damage, for the record, is like regular damage, except that it can only be healed in the area of a Consecrate or Hallow spell. Trollkin Rutterhunch (half-troll advanced rutterkin) Large Giant (augmented Outsider, chaotic, evil, tanar'ri, extraplanar) Hit Dice: 11d8+77 (131 hp) Initiative: +3 Speed: 30 ft. (4 squares) Armor Class: 24 (-1 size, +3 Dex, +12 natural), touch 12, flat-footed 21 Base Attack/Grapple: +7/+20 Attack: Claw +16 melee (d8+9 plus 1 vile) Full Attack: 2 claws +16 melee (d8+9 plus 1 vile), bite +10 melee (d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities (at will - darkness, cause fear (DC 10), telekinesis (DC 14); 1/day - desecrate), rend (d8+13) Special Qualities: DR 10/good or cold iron, SR 18, summon tanar'ri, acid/cold/fire resistance 10, immune to electricity/poison, fast healing 5, scent Saves: Fort +14, Ref +6, Will +4 Abilities: Str 28, Dex 16, Con 24, Int 7, Wis 12, Cha 8 Skills: Listen +6, Spot +6, Survival +5 Feats: Power Attack, Weapon Focus (claw), Track, Vile Natural Attack (claw) Environment: The Infinate Layers of the Abyss Organization: Solitary; raiding pack (rutterhunch with 3-5 fiendish/corrupted trolls); warband (advanced rutterhunch with 1-6 mur-zhaguls, half-fiendish trolls rutterhunches, and/or corrupted trolls and 5-20 fiendish trolls and rutterkin) Challenge Rating: 9 Alignment: Always chaotic evil Advancement: 11-15 (Large) (Half-troll is from the Fiend Folio, and the rest is from the Book of Vile Darkness. Mur-zhaguls, referenced in the Organization listing, are in Unapproachable East, although they are previewed on the website here (http://www.wizards.com/default.asp?x=dnd/iw/20030413b). This was benchmarked against a vrock and an osyluth, although it is much more of a melee combatant.) Sometimes, a creature truly is more than the sum of its parts. Or parents, in this case. The Abyss is home to the most corrupt, fiendish forms of many traditionally Prime races, trolls included. Trolls and demons both not terribly picky in their choice of mates, inevitably a few cross-breedings have occured. While most of these cross-breedings are rare individuals, a pack of rutterkin has been breeding with a particularly vile tribe of trolls for many generations. Fairly recently, a couple generations by human reckoning, these trollkin rutterhunches have become better-known outside of the Abyss, not only for their own prowess, but for the support of their varied demon-troll kin. A trollkin rutterhunch can be summoned with Summon Monster VII. COMBAT Rutterhunches are completely without subtlety. Their idea of strategy is to use Cause Fear and/or Darkness if outnumbered, then charge in and rip foes apart. Rutterkin, however, aren't without a bestial cunning; they will use darkness if foes seem to be turning invisible, and will generally flee from airborne foes, seeking to lure them into caverns other hindered terrain. Rend (Ex): If the rutterhunch hits a single foe with both claws, it automatically does an extra 1d8+13 damage, as it latches on and tries to rip its foe apart. Summon tanar'ri (Sp): Once per day, a rutterhunch can summon 1d6 rutterkin or a single rutterhunch, with a 35% chance of success. This is the equivalent of a 4th-level spell. Now, what would a rutterhunch be without some fiendish friends? For your convenience, here's the first of the fiend-spawned trolls a rutterhunch will have hanging around. I might do half-fiend trolls or fiendish trolls later. Blackblood Trolls (corrupted troll) Large Giant (Extraplanar) Hit Dice: 6d8+48 (75 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 19 (-1 size, +1 Dex, +9 natural), touch 10, flat-footed 18 Base Attack/Grapple: +4/+16 Attack: Claw +11 melee (1d8+8 plus 3 vile) Full Attack: 2 claws +11 melee (1d8+8 plus 3 vile) and bite +6 melee (1d8+4 plus 3 vile) Space/Reach: 10 ft./10 ft. Special Attacks: Rend (2d8+12) Special Qualities: Darkvision 90 ft., low-light vision, regeneration 5 (vulnerable to fire), scent, immunity to acid, DR 5/good Saves: Fort +11, Ref +4, Will +2 Abilities: Str 27, Dex 12, Con 27, Int 6, Wis 7, Cha 4 Skills: Listen +5, Spot +6 Feats: Alertness, Iron Will, Power Attack Environment: The Infinate Layers of the Abyss Organization: Solitary or gang (2-4) Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class (Corrupted creature is from the Book of Vile Darkness.) Blackblood trolls are almost the match of a true rutterhunch, although they still subtly favor their troll kin over the demonic. They are something of an evolutionary fork, however; their regeneration ability has been corrupted to the point where their blows actually impede the natural healing of other creatures. This is a significant advantage over their troll kin, as even trolls can't heal these especially vile wounds. A blackblood troll can be summoned with Summon Monster VI. COMBAT Blackblood trolls fight like their Prime kin. The hurl themselves at potential foes, counting on their fiendish toughness and regeneration to shrug off any blows. They don't even fear fire; nothing could be worse than the blows of their kin if they are seen as weak. Rend (Ex): If a blackblood troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d8+12 points of damage. Regeneration (Ex): Fire does normal damage to a blackblood troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump. |
| A Man In Black11-30-03, 04:20 AM | I don't know if you use githyanki in your campaign, or even if you're running the Incursion from Dragon #300, but I was, so I whipped up some new mid-CR flying steeds for the knights. I'm not a fan of true dragons as incidental encounters, especially as my players had a nasty tendency to try to TALK to them, even when being attacked. Kardhan'kuth Steed (half-red-dragon wyvern) Large Dragon Hit Dice: 7d12+21 (66 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (average) Armor Class: 22 (-1 size, +1 Dex, +12 natural), touch 10, flat-footed 17 Base Attack/Grapple: +11/+19 Attack: Sting +14 melee (1d6+8 plus poison) or talon +14 melee (2d6+8) or bite +14 melee (2d8+8) Full Attack: Sting +14 melee (1d6+8 plus poison) and bite +12 melee (2d8+8) and 2 wings +4 melee (1d8+4) and 2 talons +12 melee (2d6+8) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, improved grab, breath weapon (30-foot cone of fire, 6d8 damage, DC 15) Special Qualities: Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent, immunity to fire Saves: Fort +8, Ref +6, Will +6 Abilities: Str 26, Dex 12, Con 16, Int 8, Wis 12, Cha 10 Skills: Hide +9, Listen +15, Move Silently +12, Spot +18 Feats: Ability Focus (poison), Alertness, Flyby Attack, MultiattackB Environment: Any land Organization: Solitary, pair, or flight (3-6) with githyanki riders Challenge Rating: 8 Treasure: Standard Alignment: Usually chaotic evil Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan) (Both wyvern and half-dragon are from the Monster Manual/SRD.) A kardhan'kuth steed is something more than a wyvern, but something much less than a dragon It's a product of the githyanki search for the perfect living weapons of war, the same project that unleashed the awesome b'kallash dreadnought on the planes. Modern githyanki attitudes toward wyverns are founded in experiences with opportunistic wyverns preying on stabled spider eaters. Githyanki knights stationed protecting Material Plane outposts with spider eaters would find themselves going on routine wyvern hunts, purging the determined creatures. The githyanki attitude towards these raiding wyverns is a combination of respect for and frustration with their stubbornness; the Githyanki word for wyvern is "kardhak," or "dragon-rat." As such, the wyverns were one of the first purpose-bred steeds to come from the githyanki breeding program. Wyverns are an even worse match for red dragon traits; kardhan'kuth steeds inherit the worst traits of both parents. From wyverns they inherit dull wit and cowardice, and from red dragons they inherit unpredictability and (mostly unsubstantiated) ego. Kardhan'kuths aren't a complete failure. Particularly strong-willed knights can get good results from a kardhan'kuth steed, as long as the rider doesn't expect too much. Very rarely, kardhan'kuths are also assigned to non-knights (generally gish) on an interim basis. Protocol may be protocol, but a sharp kith'rak knows the value of a raider who can hit hard and run away...the two things a kardhan'kuth steed does well. COMBAT Kardhan'kuth steeds are superior to their mundane wyvern counterparts primarily in their grasp of tactics: they can hit AND run. A good rider doesn't expect a lot more from them, as it does suit their strengths. Land-bound foes are the best targets, as they will become the target of fire breath strafing runs and quick tail strikes. Unlike their more common wyvern brethren, though, they rarely grab foes in their talons, unless the foe is clearly no threat. A kardhan'kuth steed can overpower smaller airborne foes, but their cowardice means that they will run from more tenacious foes, like griffons or true dragons, especially the kardhan'kuth isn't bearing a rider. Breath Weapon (Su): A kardhan'kuth steed has one type of breath weapon, a 30' cone of fire doing 6d8 damage, usable once a day. A successful Reflex save (DC 16) reduces damage by half. Improved Grab (Ex): To use this ability, a kardhan'kuth steed must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings. Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 2d6 Con. The save DC is Constitution-based. Skills: Kardhan'kuth steeds have a +3 racial bonus on Spot checks. Jjaro'kuth Steed (Advanced half-red-dragon war deinonychus) Large Dragon (augmented Animal) Hit Dice: 7d10+49 (84 hp) Initiative: +2 Speed: 70 ft. (14 squares), Fly 120 ft. (average) Armor Class: 20 (-1 size, +2 Dex, +9 natural), touch 11, flat-footed 18 Base Attack/Grapple: +7/+21 Attack: Talons +17 melee (2d6+10) Full Attack: Talons +17 melee (2d6+10) and 2 foreclaws +15 melee (1d3+5) and bite +15 melee (2d4+5) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, Breath weapon (30' cone, 6d8 fire, DC 20 reflex half) Special Qualities: Low-light vision, scent, darkvision 60', paralysis/sleep/fire immunity, Immune to true dragon's frightful presence Saves: Fort +12, Ref +7, Will +4 Abilities: Str 30, Dex 15, Con 24, Int 4, Wis 14, Cha 12 Skills: Hide +8, Jump +30, Listen +15, Spot +15, Survival +12 Feats: Flyby Attack, Track, Multiattack Environment: Warm forests Organization: Solitary, pair, or pack (3-6) Challenge Rating: 7 Treasure: None Alignment: Usually chaotic evil Advancement: - (Half-dragon and deinonychus from the SRD, warbeast from the Monster Manual II. Warbeast is being used as an inherited template, for a domesticated subrace of the deinonychus.) Unlike the front-line warriors of many races, githwarriors respect swift hit-and-run tactics as much as straight combat. Unfortunately, red dragons usually don't share this tendency, as adolescant red dragons tend to favor more straightforward tactics. Githyanki, ever on the watch for new tactics or tools, discovered that deinonychuses (known as mah'raetons in Githyanki) naturally hunted exactly the way gish and githwarrior raiders fought: they hit hard, overpowered their prey, and fled before the rest of the herd could retaliate. Something in their animal cunning resonated with the githyanki, and mah'raetons were domesticated as mounts, known as jjaro steeds. This was long before the red dragon breeding program, before draconic blood was mixed witho ther strains to make warbeasts. The githyanki were breeding living tools even then, and jjaro steeds (war deinonychus, in game terms) offered githwarriors the speed, if not the airborne mobility, that they had grown used to on their home planes. The traditional jjaro steeds have, of late, been crossed with red dragons, making these jjaro'kuth stronger, larger, tougher, and most of all, more mobile. COMBAT While most githyanki don't favor lances, a jjaro'kuth rider will often use a lance to compliment his mount's natural strength in a charge. A jjaro'kuth and a rider, on their own, will generally charge for effect, hoping to disable airborne foes (or dismount or kill riders). No jjaro'kuth or its rider will stay in a sustained combat unless faced with a faster foe (and there are few) or a desperate goal. Breath Weapon (Su): A jjaro'kuth steed has one type of breath weapon, a 30' cone of fire doing 6d8 damage, usable once a day. A successful Reflex save (DC 20) reduces damage by half. Pounce (Ex): If a jjaro'kuth steed charges, it can make a full attack. Immunity (Su): A jjaro'kuth steed is bred to be a tenacious hunter and a fearless steed. They are immune to the fearsome presence of dragons. Skills: A jjaro'kuth steed has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. |
| A Man In Black11-30-03, 08:26 AM | Here's a villain I never got to use, as the game fell apart. Too bad. Originally, La'Ros was going to lead a pack of fiendish dire wolves, vorrs, vultivorrs, and some local were-dire-wolves and menace one of the local towns, harrying the residents as prey. This would make a great villain for...well, any game with demons. It should throw those expecting the regular demons for a loop. Bear in mind that La'Ros is a coward, and can blend into any pack of canimorphs or werewolves. He'll send the canimorphs/werewolves to tie up any scary-looking foes, and will charge spellcasters, charging in to bite, then shifting to regular form and striking with his greatsword. Corrupt Weapon and Divine Might and Smite Good means +22 to hit and 2d6+17 damage, with any critical threat becoming an automatic critical. Also, bear in mind his Auras. Everyone around him will need a DC 19 fear save or suffer from his Aura of Menace, and they'll already have a -2 on that save from his Aura of Despair. What's more, he'll have a +2 on AC and +2 on saves from his Magic Circle Against Good emanation. La'Ros. Wolf Archon (fallen hound archon Fighter 2/Blackguard 4) Medium Outsider (Archon, Extraplanar, Evil, Chaotic) Hit Dice: 6d8+18 plus 2d10+6 plus 4d10+12 (97 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 29 (+9 natural, +10 from +2 darksoul full plate), touch 10, flat-footed 29 Base Attack/Grapple: +12/+15 Attack: Bite +15 melee (1d8+3) or +2 greatsword +18 melee (2d6+6/19-20 plus 1 vile) Full Attack: Bite +15 melee (1d8+3) and slam +10 melee (1d4+1); or +2 greatsword +18/+13/+8 melee (2d6+6/19-20 plus 1 vile) and bite +10 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities (At will - aid, continual flame, detect good, message; caster level 6th), sneak attack +1d6, smite good (+4 to hit, +6 damage, 1/day), divine might (7/day, +4 damage), command undead (7/day, as 2nd-level cleric) Special Qualities: Aura of menace (DC 19 will), change shape (small-large canine shapes), damage reduction 10/good, darkvision 60 ft., immunity to electricity and petrification, magic circle against good, scent, spell resistance 22, teleport (greater teleport, self only, at will), telepathy, poison use, dark blessing (+cha mod to all saves), command undead (as 3rd-level cleric), aura of despair Saves: Fort +20 (+24 against poison), Ref +12, Will +13 Abilities: Str 16, Dex 10, Con 16, Int 10, Wis 13, Cha 18 Skills: Bluff +12, Concentration +17, Hide +9 (+13 in canine form), Intimidate +15, Knowledge (religion) +2, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10 (+12 following tracks, +14 in canine form) Feats: Cleave, Divine Might, Improved Sunder, Power Attack, Track, Vile Melee Strike (greatsword), Weapon Focus (greatsword) Environment: The Infinate Layers of the Abyss Organization: Solitary, pair, or squad (3-5) Challenge Rating: 11 Treasure: +2 greatsword, +2 darksoul full plate, bracer of resistance +2 Alignment: Always chaotic evil Advancement: By character class Level Adjustment: +5 Spells Prepared (2/1; base DC = 11 + spell level): (1) - Corrupt Weapon, Doom (DC 12) (2) - Darkness (Hound archons, fighters, and blackguards are all in the core books; Divine Might is in Complete Warror; Darksoul armor and Vile Melee Strike and the consequences of vile damage are in the Book of Vile Darkness; and the fallen template is from the top-notch Anger of Angels, by Malhavoc Press. All the template involves, though, is switching good to evil and evil to good. If you don't know what Vile damage is, or don't care to scroll back to where I describe it earlier in the thread, replace that feat with Improved Natural Armor, increasing the AC and flatfooted AC by 1.) Exemplars aren't perfect. Maybe that astral deva enjoys smiting an osyluth a little too much, or that leonal chases down each and every one of the lemures after routing them. In a constant state of war, it is very difficult to remain pure and merciful and benevolent when fighting foes who are cruelty and domination and destruction personified. La'Ros is a typical wolf archon, a hound archon who has rejected his creed of protection for a self-serving life of preying on the weak and helpless and frightful. La'Ros grew corrupted, as, more and more, he lagged behind or to the side of allies, picking on the weak and wounded and helpless among his foes. At first, it was barely noticable; a lowly hound archon won't be missed, especially if he is still contributing. More and more, though, his blade tasted the blood of unworthy foes, opponents who were no match for La'Ros's strength and skill. La'Ros's fate was sealed, though, when a now-forgotten cleric of Pelor called him to battle a rogue palrethee, a demon of immolation. As the demon's flames consumed the cleric, La'Ros made a choice, and ran the cleric through, ending all hope. Now, La'Ros is a minor minion of Yeenoghu, and is collecting minions and influence against future troubles. For now, the Abyss is full of helpless prey, but how long before he takes his hunt to a Prime? When inable to use his telepathy, La'Ros speaks Celestial, Draconic, and Abyssal. La'Ros could conceivably be summoned with Summon Monster VIII, but he would likely not be willing. COMBAT La'Ros is fearsome in combat, and will only pause for a moment to prepare, casting Darkness on himself and Corrupt Weapon on his greatsword. After that, he'll immediately head for the most vulnerable target, smiting good foes in combination with Divine Might, using any minions to tie down fearsome melee combatants. It needs not be said that he will throw away minions in combat. If he isn't in command, he'll tend to pervert or distort orders to mean that he is to attack spellcasters, unarmored foes, or noncombatants. He is strong enough to confront a strong or imposing foe, but will only attack such enemies from ambush, and even then not willingly. A wolf archon's natural weapons, as well as any weapons it wields, are treated as evil-aligned and chaotic-aligned for the purpose of overcoming damage reduction. Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws. Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. Will DC 19 negates. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon's aura for 24 hours. Change Shape (Su): A wolf archon can assume any canine form of Small to Large size. While in canine form, the wolf archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type. His sword and armor meld into his form harmlessly, but his bracer is custom-made to fit onto his wolf form. Magic Circle against Good (Su): A magic circle against good effect always surrounds a wolf archon (caster level 6th). (The defensive benefits from the circle are not included in an archon's statistics block.) Telepathy (Su): All wolf archons can speak telepathically with any creature within 100' that has a language. |
| A Man In Black12-01-03, 09:21 AM | This was too cool an idea for the throwaway monster that it ended up in my game. I think I ended up making this a guardian for a vault, after the experiment was complete. In any case, here's a 3.5 update, in ungrafted, semi-sane, and utterly insane versions. It'll make a good victim or random destructive critter or twisted experiment of an evil wizard. The githyanki are easily replaced with just some fiendish red dragons (or even some fiends, whatever you have handy), and evil wizards or evil clerics are common BBEGs. (I may revisit Izzara as a half-machine or some other particularly nasty inflicted template.) As a bonus, pre-grafting Izzara is a perfectly good gold dragon, usable for whatever you need. (Gold dragons are in the SRD, and half-dragonflesh-golems are in the Monster Manual II web enhancement. Improved Multiattack is from the Draconomicon, but it's included completely in the profile. Demonically-infused elementals, referenced in the insane version of Izzara, are from Dragon #285. Some liberties have been taken: the template has been adjusted to account for changes for 3.5 dragons, the template has been applied to a dragon despite the fact that that is technically illegal, and the CR has been lowered due to the lowered intelligence and loss of con bonus in the insane version. Izzara cannot use her alternate form after the experiments, because the transplants are keeping her alive, and they would not resize with her. Additionally, her Bless ability is mostly useless after the exeriments, as she will not be affected by it.) Izzara, ill-fated female gold dragon (juvenile gold dragon) Large Dragon (fire) Hit Dice: 17d12+68 (178 hp) Initiative: +5 Speed: 60 ft. (12 squares), fly 200 ft. (poor) Armor Class: 26 (-1 size, +1 dex, +16 natural) touch 10, flatfooted 25 Base Attack/Grapple: +17/+29 Attack: Bite +24 melee (2d6+8) Full Attack: Bite +24 melee (2d6+8) and 2 claws +22 melee (d8+4) and 2 wings +22 melee (d6+4) and tail slap +22 melee (d8+12) Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: Breath weapon (1/every 1d4 rounds; 40' cone of fire - 8d10 damage, DC 22 reflex half OR 40' cone of weakening gas - 4 str damage, DC 22 fort negates), spell-like abilities (3/day - bless) Special Qualities: Blindsense 60 ft., Darkvision 120 ft., low-light vision, alternate form, fire subtype, vulnerability to cold, immunity to sleep/paralysis, water breathing Saves: Fort +14, Ref +11, Will +14 Abilities: Str 27, Dex 13, Con 18, Int 18, Wis 19, Cha 18 Skills: Concentration +24, Diplomacy +26, Heal +24, Intimidate +28, Knowledge (arcana) +24, Listen +24, Search +24, Sense Motive +24, Spot +24, Swim +36 Feats: Blind-Fight, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack Environment: Warm plains Challenge Rating: 11 Treasure: Triple standard Alignment: Lawful good Advancement: 18-19 HD (large) Spells Known (6/6; base DC = 14 + spell level): (0) Light, Detect Magic, Read Magic, Prestidigitation, Mage Hand (1) Cure Light Wounds, Resist Energy, Obscuring Mist Izzara is a lithe gold dragon, interested in making a name for herself in the world. She's currently allied with a gnomish paladin of Bahamut named Barroc, and occasionally deigns to serve as his mount. She splits time between lounging on her hoard (kept in a carefully-dug lair deep in the heart of an active geyser; she loves how her scales shine when she flies out during an eruption) and working with Barroc to track down a nest of apparently fiendish red dragons, with as-of-yet unidentified riders. Izzara speaks Draconic, Common, Undercommon, Ignan, Aquan, and Celestial. COMBAT Izzara fights like any gold dragon, although she hasn't yet come into her own as a spellcaster. She still makes use of her limited spellcasting, though, using Obscuring Mist as a cover to Bless herself and cast Resist Energy (cold) on herself. She has the advantage inside the mist, with her considerable abilities in melee and Blind-Fight feat. Breath Weapon (Su): Izzara has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a 40 ft. cone of fire must succeed on a DC 22 Reflex save or take 8d10 points of fire damage. (Creatures who make this reflex save will only take half damage.) Creatures within a 40 ft. cone of weakening gas must succeed on a DC 22 Fortitude save or take 4 point of Strength damage. Alternate Form (Su): Izzara can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on herself as a 17th level sorcerer, except that Izzara does not regain hit points for changing form and can only assume the form of an animal or humanoid. Izzara can remain in her animal or humanoid form until she chooses to assume a new one or return to her natural form. Spells: Izzara casts arcane spells as a 3rd-level sorcerer. She can also learn cleric spells, as well as Law, Luck, or Good domain spells. Spell-Like Abilities: Izzara can cast Bless as a spell-like ability, three times a day. Immunities (Ex): Izzara is immune to fire damage and sleep and paralysis effects. Blindsense (Ex): Izzara can pinpoint creatures within a distance of 60 feet. Opponents Izzara can't actually see still have total concealment against her, although her Blind-Fight feat allows her to reroll the miss chance. Keen Senses (Ex): Izzara sees four times as well a human in shadowy illumination and twice as well in normal light. She also has darkvision out to 120 feet. Izzara, female gold dragon abomination (sane half-dragonflesh juvenile gold dragon) Large Dragon (fire) Hit Dice: 17d12+133 (246 hp) Initiative: +4 Speed: 60 ft. (12 squares, cannot run), fly 120 ft. (poor) Armor Class: 16 (-1 size, +7 natural) touch 9, flatfooted 16 Base Attack/Grapple: +17/+32 Attack: Bite +27 melee (2d6+11) Full Attack: Bite +27 melee (2d6+11) and 2 claws +25 melee (d8+5) and 2 wings +25 melee (d6+5) and tail slap +25 melee (d8+16) Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: Breath weapon (1/every 1d4 rounds; 40' cone of fire - 8d10 damage, DC 25 reflex half OR 40' cone of weakening gas - 4 str damage, DC 25 fort negates), spell-like abilities (3/day - bless) Special Qualities: Blindsense 60 ft., Darkvision 120 ft., Damage Resistance 10/adamantine, low-light vision, alternate form, fire subtype, immunity to magic, immunity to sleep/paralysis, water breathing Saves: Fort +17, Ref +10, Will +14 Abilities: Str 33, Dex 11, Con 22, Int 12, Wis 19, Cha 12 Skills: Concentration +26, Intimidate +25, Knowledge (arcana) +11, Listen +24, Search +21, Sense Motive +14, Spot +14*, Swim +39 Feats: Blind-Fight, Flyby Attack, Hover, Improved Initiative, Multiattack, Power Attack Environment: Warm plains Challenge Rating: 14 Treasure: Triple standard Alignment: Neutral Advancement: - Spells Known (6/6; base DC = 11 + spell level): (0) Light, Detect Magic, Read Magic, Prestidigitation, Mage Hand (1) Cure Light Wounds, Resist Energy, Obscuring Mist Izzara had a run-in with the fiendish red dragons and their githyanki masters, and came off significantly worse for wear. Her magic and formidable toughness kept her barely alive, fading in and out of consciousness, her body shredded, her mind barely hanging on. Izzara's catatonic form wasn't found by anyone friendly, or even scavengers. A particularly vile necromancer had taken to scrying on the githyanki as they battled, nosing around for raw materials. It was his lucky day, but the beginning of a hellish ordeal for Izzara. Now, Izzara has been patched together with "spare parts," taken from fallen red dragons, and it hasn't done much for her appearance or sanity. Long stretches of scales have been replaced with strips of red dragonscale, and her left shoulder, left foreleg, and left wing have been replaced with those of a slightly heavier, larger red dragon. The worst of it, to her mind, is what happened to her face; the scales of her entire face are melted from infernal flames, and half of her face was literally torn off, from her right nostril to the base of her right skull ridge. The red dragon graft replacing that half of her face fits well, but the eye is nonfunctional (this is psychosomatic; she subconsciously refuses to accept it). More than just her body is damaged; she's lost a bit of her mind, forgetting much of what she once knew, including major chunks of her memory and a significant portion of her skill set. This version of Izzara tore apart a handful of the necromancer's minions and fled to her lair, and is currently plotting revenge, against the githyanki and against the necromancer. The former will probably be more successful than the latter; the necromancer is just biding his time to capture her and torture her into complete insanity. It has become something of a pet project for him. For either venture, she could use some help from, say, a group of helpful adventurers. At this point, the only way to save her is to tear off the red dragonflesh grafts and cast Greater Restoration, Heal, or Wish/Miracle on her. She would probably die in the process, as this would involve huge amounts of damage, and she would likely choose to automatically fail massive damage saves. Unless she was needed for a truly important cause, or offered revenge against the githyanki or the necromancer, she would likely refuse to be revived. The greatest mercy might be to just kill her. This version of Izzara speaks Draconic and Ignan, the languages of her dam. COMBAT Izzara fights much as she did before, although her bless ability and resist energy spells are now useless to her. Against any foe that has a chance to kill her (especially the targets of her vendetta), she'll fight recklessly, heedless of her own safety. Against other foes, she'll usually use her obscuring mist to try and cover an escape; even her hoard is little comfort to her now, although few creatures are willing to bother her under the geyser. Breath Weapon (Su): Izzara has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a 40 ft. cone of fire must succeed on a DC 25 Reflex save or take 8d10 points of fire damage. (Creatures who make this reflex save will only take half damage.) Creatures within a 40 ft. cone of weakening gas must succeed on a DC 25 Fortitude save or take 4 point of Strength damage. Alternate Form (Su): Izzara can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on herself as a 17th level sorcerer, except that Izzara does not regain hit points for changing form and can only assume the form of an animal or humanoid. Izzara can remain in her animal or humanoid form until she chooses to assume a new one or return to her natural form. Izzara isn't aware that using this ability would result in her instant death, as the red dragonflesh grafts would not be affected. She would shift into a human or animal missing part of its face and most of its torso, and the shock would kill her instantly. She is under the impression that taking an alternate form is impossible. Spells: Izzara casts arcane spells as a 3rd-level sorcerer. She can also learn cleric spells, as well as Law, Luck, or Good domain spells. Spell-Like Abilities: Izzara can cast Bless as a spell-like ability, three times a day. Note that Izzara is immune to this spell-like ability now. Immunities (Ex): Izzara is immune to nonmagical fire damage and sleep and paralysis effects. Immunity to Magic (Ex): Izzara is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against Izzara, as noted below. A magical attack that deals cold or fire damage slows Izzara (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on Izzara and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause Izzara to exceed her full normal hit points, it gains any excess as temporary hit points. For example, if Izzara was hit by a lightning bolt she would heal 3 points of damage if the attack would have dealt 11 points of damage. Izzara gets no saving throw against attacks that deal electricity damage. Blindsense (Ex): Izzara can pinpoint creatures within a distance of 60 feet. Opponents Izzara can't actually see still have total concealment against her, although her Blind-Fight feat allows her to reroll the miss chance. Frightful Presence (Ex): While Izzara hasn't come into her own natural dragonfear ability, her motley appearance can unsettle foes. The ability takes effect automatically whenever she attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer than 17 HD. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to Izzara's frightful presence for 24 hours. On a failure, the victims become shaken for 5d6 rounds. Dragons do not ignore this ability; she is as frightening to other dragons as she is to lesser creatures. Keen Senses (Ex): Izzara sees four times as well a human in shadowy illumination and twice as well in normal light. She also has darkvision out to 120 feet. Skills: * Izzara has a -10 penalty on Spot checks due to her rejection of the red dragon eye. If she were to descend into complete insanity or somehow had a Greater Restoration or Heal cast on her through her magic immunity (GM's discretion on how; epic magic, divine intervention, or an artifact could accomplish this), she would lose this penalty. If she made peace with her new form, this penalty would also disappear. A failed experiment formerly known as Izzara (insane half-dragonflesh juvenile gold dragon) Large Construct (augmented Dragon, fire) Hit Dice: 17d12+30 (140 hp) Initiative: +4 Speed: 60 ft. (12 squares, cannot run), fly 120 ft. (poor) Armor Class: 16 (-1 size, +7 natural) touch 9, flatfooted 16 Base Attack/Grapple: +17/+32 Attack: Bite +27 melee (2d6+11) Full Attack: Bite +27 melee (2d6+11) and 2 claws +27 melee (d8+5) and 2 wings +27 melee (d6+5) and tail slap +27 melee (d8+16) Space/Reach: 10 ft./5 ft. (10 ft. with bite) Special Attacks: Breath weapon (1/every 1d4 rounds; 40' cone of fire - 8d10 damage, DC 20 reflex half OR 40' cone of weakening gas - 4 str damage, DC 18 fort negates), spell-like abilities (3/day - bless) Special Qualities: Construct traits, Blindsense 60 ft., Darkvision 120 ft., Damage Resistance 10/adamantine, low-light vision, alternate form, fire subtype, immunity to magic, water breathing Saves: Fort +10, Ref +10, Will +14 Abilities: Str 33, Dex 11, Con -, Int 12, Wis 19, Cha 12 Skills: Intimidate +21, Listen +24, Search +21, Spot +24, Survival +1 (+3 while following tracks) Feats: Ability Focus (fire breath), Cleave, Improved Initiative, Improved Multiattack, Multiattack, Power Attack Environment: Warm plains Challenge Rating: 12 Treasure: Triple standard Alignment: Neutral evil Advancement: - Spells Known (6/6; base DC = 11 + spell level): (0) Light, Detect Magic, Read Magic, Prestidigitation, Mage Hand (1) Cure Light Wounds, Resist Energy, Obscuring Mist This version of Izzara didn't escape the necromancer, or did escape and returned for revenge, only to be subdued and tortured to insanity. Its hide will be more ragged, with rents in her scales both new and old still showing. Unless the necromancer had it moved to accomplish a specific purpose, it flies out to Izzara's old haunts and guards Izzara's old hoard, unconsciously aping Izzara's routine in life. Izzara is no longer a "her," but is now an "it," as Izzara's mind and soul have fled. The fire elemental spirit animating Izzara's body exists now only to destroy anyone living that comes within its blindsense, seeking only to destroy. It doesn't realize yet that the things it sees with Izzara's eyes are real, until the blindsense also "sees" them. The elemental spirit also seems to be unaware of Izzara's weakening gas breath weapon, but would favor the fire breath even if it knew it had a choice. Izzara is beyond mortal aid. If it were "killed" and the grafts were torn from Izzara's body, it is possible that a Resurrection or True Resurrection could return Izzara's soul to this body. Izzara would not return to this body except for the direst need; she is not inclined to return to this life even to seek revenge. One possibility: if a Banishment or similar spell was able to pierce Izzara's magic immunity somehow (GM's discretion on how; epic magic, divine intervention, or an artifact could accomplish this), the elemental spirit animating her body (a half-fiend or demonically-infused greater fire elemental) would be forced out to the Prime Material Plane, where it would attack the closest living creature, and fight until either it or anything confronting it has been destroyed. This would reduce Izzara's body to a lifeless hulk. The thing that was Izzara understands Ignan and Infernal, but will usually have little to say other than "Destroy" or "Burn." COMBAT The thing that used to be Izzara is now just a juggernaut of destruction. If something comes within the blindsense radius, Izzara dives at it, breathing fire and ripping with claws and bite. It will ignore anything else, although it has taken to flying at a quite low alititude, plowing through any obstacles. Breath Weapon (Su): Izzara has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a 40 ft. cone of fire must succeed on a DC 22 Reflex save or take 8d10 points of fire damage. (Creatures who make this reflex save will only take half damage.) Creatures within a 40 ft. cone of weakening gas must succeed on a DC 22 Fortitude save or take 4 point of Strength damage. The elemental spirit governing Izzara's body isn't aware of the weakening gas breath weapon. Alternate Form (Su): Izzara can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself as a 17th level sorcerer, except that Izzara does not regain hit points for changing form and can only assume the form of an animal or humanoid. Izzara can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. The thing that was once called Izzara doesn't use this ability, as it is aware that it would mean its instant destruction. Spells: Izzara casts arcane spells as a 3rd-level sorcerer. It can also learn cleric spells, as well as Law, Luck, or Good domain spells. Spell-Like Abilities: Izzara can cast Bless as a spell-like ability, three times a day. Note that Izzara is immune to this spell-like ability now. Immunity to Fire (Ex): Izzara is immune to nonmagical fire damage. Immunity to Magic (Ex): Izzara is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against Izzara, as noted below. A magical attack that deals cold or fire damage slows Izzara (as the slow spell) for 2d6 rounds, with no saving throw. A magical attack that deals electricity damage breaks any slow effect on Izzara and heals 1 point of damage for every 3 points of damage the attack would otherwise deal. If the amount of healing would cause Izzara to exceed its full normal hit points, it gains any excess as temporary hit points. For example, if Izzara was hit by a lightning bolt it would heal 3 points of damage if the attack would have dealt 11 points of damage. Izzara gets no saving throw against attacks that deal electricity damage. Blindsense (Ex): Izzara can pinpoint creatures within a distance of 60 feet. Opponents Izzara can't actually see still have total concealment against it, although its Blind-Fight feat allows it to reroll the miss chance. Frightful Presence (Ex): Izzara's unearthly fury and motley appearance can strike fear into the hearts of its foes. The ability takes effect automatically whenever it attacks, charges, or flies overhead. Creatures within a radius of 30 feet are subject to the effect if they have fewer than 17 HD. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to Izzara's frightful presence for 24 hours. On a failure, the victims become shaken for 5d6 rounds. Dragons do not ignore this ability; the thing that used to be Izzara is their mortality, flying on red and gold wings. Keen Senses (Ex): Izzara sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. |
| A Man In Black12-02-03, 06:50 PM | What, am I the only one contributing to this? Come on, post your old NPCs or old custom monsters or whatever! Contribute to the fund! |
| A Man In Black12-09-03, 04:48 PM | Well, let's bump this thing; maybe someone else will contribute. I've got some stuff I plan on posting after my PCs deal with them...nothing complicated, but free stats are free stats. |
| BladeBoy12-09-03, 06:39 PM | well, personally i'm waiting for Blind Seer to post the NPCs he's working on, but this is finals's week, so it'd be hard. |
| BladeBoy12-23-03, 08:36 PM | Must..not..let..it..die..*falls over gasping for air* :bump: |
| kirellagen06-09-04, 02:41 PM | Here's a Template I did a while ago, I guess I can post it here while the wait is in place. Half-familiar Sometimes, when a familiar finds a mate, a magical union is forged. The offspring that come of this union are slightly better than the average animal. Half-Familiars type changes to Magical Beast. Hit die: Improve up a die(d6 to d8, d4 to d6, etc), but not above d12. Natural armor: Improves by +1. SR: half-familiars gain SR 5. Ability scores: Int +2, Dex +1. Skills and Feats: +2 to Spot checks, +2 to Move Silently. A half-familiar gains Toughness as a bonus feat. Special Qualities: A half-familiar may speak with animals of it's type. It may give simple commands also. Evasion(on a Reflex saving throw that allows half damage on a success, the half-familiar takes no damage if it saves). Saving Throws: a half-familiar gets +1 to all saving throws. CR: + 1/2 Note: A Half-Familiar can only breed with it's own kind(a weasel familiar can only breed with a weasel) Sample Half-Familiar: Half-Familiar/Half Weasel Tiny Animal Hit Dice: 1/2 d10+3 (6 hp) Initiative: +3 (Dex) Speed: 20 ft, climb 20 ft AC: 16 (+2 size, +3 Dex, +1 natural) Attacks: Bite +4 melee Damage: Bite 1d3-4 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Attacks: Attach Special Qualities: Scent, Evasion, SR 5, speak with kind Saves: Fort +3, Ref +6, Will +2 Abilities: Str 3, Dex 16, Con 10, Int 4, Wis 12, Cha 5 Skills: Balance +11, Climb +11, Hide +13, Move Silently +12, Spot +6 Feats: Weapon Finess (bite), Toughness ----------------------------------------------------------------------------------------------- Climate/Terrain: Temperate forest, hill, mountains, and plains Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Always neutral Advancement - |
| BladeBoy06-09-04, 03:47 PM | the wait? It's been like 7 months since anyone posted here.. |
| kirellagen06-09-04, 10:37 PM | O well, It still is here. I want a Myconid Cleric of Mibble 1. Kire |
| Kingrames06-11-04, 03:43 PM | that gold dragon is just awesome. |
| kirellagen06-23-04, 10:32 AM | *sigh* :bump: |
| Blind Seer06-23-04, 11:06 AM | I really can't believe this thread is still alive. I must apologize, as work and college have been my first concern lately, and it must have been at least 4 or more months since I have posted anything at any boards. I hope I can soon revive this thread. |
| kirellagen06-23-04, 12:41 PM | Yay!!!! The fearless leader is back!!!! :D :D :D :D :D Kire |