Brahms, lord of the Undead [Archive] - Wizards Community

Post/Author/DateTimePost
diegosephroth

02-26-07, 09:20 PM
Ok, I'm dming this nordic campaing for almost 3 years now, and my chars are approaching Ragnarok. Since I played Valkyrie Profile, I feel like using Bhrams as a deity, Lord of the Undead. I already have the base ideas/stats, but since I'm really not to good in doing nice/strong sheets, could you people help me?

He must have divine rank around 11 to 15
I want it to be similar to the game's character, so, what a bout a monk/vampire?

Thought about a Full Vampire lord, with 10 levels of Life Drinker/Soul Eater mixed with monk/lightning fists.

I'm talking about
1- Amazing number of attacks
2- HEAVY ability damage/drain
3- Vampiric Regeneration
4- Godlike Stats

anyone up to help?


(I really don't know if gods have any special bonuses in abilities for...well...being gods... So I just roll for 4d6 instead of 3d6 for an average 14 or distribute 84 points-max 24)
diegosephroth

02-28-07, 09:50 PM
=(
Talisman

03-01-07, 02:06 PM
If you can wait a couple days, I'll see what I can whip up. Be warned, though: I live to build PC-killer monsters.
diegosephroth

03-03-07, 12:21 PM
thats the idea

he's a god in the end
Talisman

03-06-07, 02:52 PM
Grrr...dratted computer!

I've got Bhrams's stats, but I can't seem to get 'em loaded up. This may take a day or two to figure out, but I wanted you to know I haven't forgotten.
diegosephroth

03-06-07, 07:22 PM
=)
Talisman

03-12-07, 05:12 PM
All right, after beating my computer into submission...

Here's Bhrams. I used your 84-point idea for his stats, since D&DG was absolutely no help in assigning stats to deities. I designed him as a human vampire monk 20/lifedrinker 10/soul eater 10, ignoring the usual prerequisites for the soul eater PrC. I gave him no equipment of any kind. I also ignored all abilities that were redundant with other abilities he had.

Bhrams, Lord of the Undead
Domains: Death, Law, War
Human Vampire Monk 20/Lifedrinker 10/Soul Eater 10
Medium Undead (Augmented Humanoid [Human])
Divine Rank 14 (Intermediate Deity)
Hit Dice 40d12 (480 hp)
Initiative +14
Speed 120'
AC 69 (+10 Dex, +14 divine, +12 monk, +21 natural), touch 45, flat-footed 69
Base Attack/Grapple +32/+40
Attack Unarmed strike +63 melee
Full Attack Unarmed strike +56/+56/+56/+56/+56/+51/+46/+41 melee
and off-hand +56/+51/+46/+41 melee
Damage Unarmed strike 6d6+27/19-20 plus energy drain plus 1d6 ability damage,
off-hand 6d6+23/19-20 plus energy drain plus 1d6 ability damage
Space/Reach 5'/5'
Special Attacks Blood drain, divine aura, dominate, energy drain, lifedrinker abilities,
soul eater abilities, quivering palm, spell-like abilities
Special Qualities Abundant step, alternate form, DR 25/epic, DR 10/silver and magic,
children of the night, create spawn, domain powers, empty body,
fast healing 10, gaseous form, immunities, improved evasion,
Ki strike (adamantine, epic, evil, magic, lawful), resistance to fire 39,
slow fall (any distance), SR 46, spider climb, tongue of the sun and moon,
wholeness of body
Saves Fort +40, Ref +52, Will +48
Abilities Str 26, Dex 30, Con --, Int 12, Wis 26, Cha 18
Skills Concentration +39, Balance +28, Bluff +47, Diplomacy +24, Hide +53,
Intimidate +22, Jump +26, Knowledge (arcana) +36,
Knowledge (religion) +36, Listen +51, Move Silently +53, Search +44,
Sense Motive +51, Spellcraft +40, Spot +51, Tumble +51
Feats Ability Focus (energy drain), Ability Focus (stunning fist), Alertness (B),
Combat Reflexes (B), Deflect Arrows (B), Dodge (B),
Greater Two-Weapon Fighting, Improved Disarm (B), Improved Initiative (B),
Improved Natural Attack (unarmed strike), Improved Two-Weapon Fighting,
Lightning Fists, Lightning Reflexes (B), Quicken Spell-like Ability
(blade barrier), Stunning Fist (B), Two-Weapon Fighting,
Weapon Focus (unarmed strike) (B)
Epic Feats Ability Damage, Improved Ability Damage, Improved Energy Drain,
Improved Fast Healing, Perfect Two-Weapon Fighting, Swift Energy Drain,
Swift Stunning Fist
Salient Divine Abilities Battlesense, Divine Celerity, Divine Dodge, Divine Monk,
Divine Weapon Focus, Divine Weapon Specialization, Free Move,
Hand of Death, Increased Energy Resistance, Instant Move,
Know Death, Life and Death, Life Drain, Undead Qualities

Vampire Abilities
Alternate Form (Su): As standard vampire
Blood Drain (Ex): As standard vampire. Because of his lifedrinker levels, Bhrams deals 1d6 points of Constitution damage, rather than 1d4.
Children of the Night (Su): As standard vampire
Create Spawn (Su): As standard vampire
Dominate (Su): As standard vampire, Will DC 34 negates
Energy Drain (Su): Living creatures hit by Bhrams's unarmed strikes gain four negative levels. The Fortitude DC to removes them is 36
Gaseous Form (Su): As standard vampire
Spider Climb (Su): As standard vampire

Monk Abilities
Abundant Step (Su): As standard monk. Bhrams's caster level is 10th; he can travel up to 800'.
Empty Body (Su): As standard monk; Bhrams can become ethereal for a total of 20 rounds per day.
Improved Evasion (Ex): As standard monk.
Quivering Palm (Ex): As standard monk; Fortitude DC 28.
Slow Fall (Ex): As standard monk. Bhrams takes no falling damage so long as he is within arm's reach of a wall.
Stunning Fist (Ex): Bhrams can use his Stunning Fist feat 25 times per day; the Fortitude save DC is 40.
Tongue of the Sun and Moon (Ex): Bhrams can communicate with any creature.
Wholeness of Body (Su): As standard monk; Bhrams can heal up to 40 points per day.

Lifedrinker Abilities
Lifewell (Ex): Bhrams typically has 30 lifewell points available (his maximum). He gains 2 points every time he inflicts an energy drain, or 1 point per point of Constitution drained with his blood drain ability.
Blood Defenses (Ex): By spending 8 lifewell points, Bhrams can add +2 to his natural armor and incease his vampiric damage reduction to 15/magic and silver. This effect lasts for 24 hours.
Blood Revel (Ex): Once Bhrams drains blood from a foe, he can choose to enter a blood revel as a free action at the beginning of his next turn, remaining in this state for 10 rounds. Whiule in a blood revel, Bhrams gains a +4 profane bonus to his Strength, his vampiric damage reduction increases to 20/magic and silver, his fast healing increases to 15, and he may ignore all his vampiric weaknesses.
While in a blood revel, Bhrams cannot flee from a living foe and must attack physically every round.The blood revel ends when Bhrams chooses, after 10 rounds, or when there are no living creatures within range of Bhrams's charge attack. Bhrams must then rest in his coffin within 2 hours, for a length of time equal to the blood revel plus the time it took him to rach his coffin.
Blood Servant (Ex): By spending 10 lifewell points, Bhrams can call forth a lesser planar ally, as the spell (evil only). The servant remains for 24 hours.
Greater Invigorate (Ex): Bhrams can spend 1 lifewell point to gain 1d6 temportary hit points, to a maximum of 10 points (10d6 temp. hp) per day. When this ability is used, Bhrams also gains a +1 enhancement bonus to Strength for every point spent, to a maximum of +10.
Special Ability Boost (Ex)--
--Empower: Bhrams can spend 4 lifewell points to Empower a special attack.
--Maximize: Bhrams can spend 6 lifewell points to Maximize a special attack.

Soul Eater Abilities
Energy Drain (Su): Bhrams inflicts 1 more negative level than normal with his energy drain.
Soul Blast (Su): Once per day, after Bhrams has used his energy drain, he may project a 100' ray of force that deals 10d6 points of damage to one target (Reflex half DC 24).
Soul Agility (Su): When Bhrams uses his energy drain attack, he gains a +4 enhancement bonus to Dexterity for 24 hours.
Soul Enhancement (Su): When Bhrams uses his energy drain attack, he gains a +2 enhancement bonus on all saves, ability checks, and skill checks for 24 hours.
Soul Power (Su): When Bhrams uses his energy drain attack, all of his spell-like and supernatural abilities gain a +2 profane bonus to their save DCs for 24 hours. Further, any spell-like or supernatural abilities may be used twice as often during the next 24 hours.
Soul Radiance (Su): If Bhrams completely drains a creature of energy, he may take on the victim's form and abilities (as the spell shapechange).
Soul Strength (Su): When Bhrams uses his energy drain attack, he gains a +4 enhancement bonus to Strength for 24 hours.

General Divine Abilities
Divine Aura (Su): Up to 1,400' radius; Will DC 28 negates. Mortals can be dazed, shaken (a glance or gesture from Bhram makes them frightened), or filled with resolve (allies gain +4 morale bonus on attacks, saves and checks, enemies suffer -4 morale penalty on attacks, saves and checks).
Domain Powers: Bhrams can use a 22d6 death touch 14 times per day, gains Weapon Focus (unarmed strike) as a free bonus feat, and cast all Lawful spells at +1 caster level.
Immunities: Bhrams is immune to polymorphing, petrification, and any other effects that alter his shape; to energy drain, ability damage and ability drain; to all mind-affecting effects; to acid, cold, electricity, disease, poison, stunning, paralysis, death effects and disintegration; to any effect that would imprison or banish him (such as turning). He is immune to any effect that allows a Fortitude save unless that effect also works on objects.
Spell-like Abilities: At will--animate dead, blade barrier, calm emotions, cause fear, create greater undead, create undead, death knell, death ward, destruction, dictum, dispel chaos, divine power, flame strike, hold monster, magic circle against chaos, magic vestment, magic weapon, order's wrath, power word blind, power word kill, power word stun, protection from chaos, shield of law, spiritual weapon, summon monster IX*, slay living, wail of the banshee. Caster level 24th; save DC 28 + spell level. The save DCs are Charisma-based.
*cast as a Lawful spell only.

Salient Divine Abilities
Battlesense As uncanny dodge and improved uncanny dodge
Divine Celerity Bhrams can act as if hasted for 14 minutes per day. He can activate this ability as a free action, and the duration need not be continuous.
Divine Dodge Any attack aimed at Bhrams (physical, magical, targeted or area-effect) has a 64% chance to miss and not affect him.
Divine Monk Bhrams's hands are treated as +5 keen, vorpal weapons that deal 2d12 points of slashing damage. He can deal bludgeoning damage, but loses the keen and vorpal qualities. Additionally, Bhrams can deflect an infinite number of attacks with his Deflect Arrows feat. He can deflect any effect that requires a ranged attack, including ranged touch spells.
Divine Weapon Focus (unarmed strike) +4 on attacks; stacks with Weapon Focus
Divine Weapon Specialization (unarmed strike) +14 on damage
Free Move Bhrams can move up to his speed once per round as a free action.
Hand of Death As destruction, at will; save DC 38.
Increased Energy Resistance (fire) +20 to existing fire resistance
Instant Move As a move-equivalent action, Bhrams can travel up to 420' as if using the dimension door spell.
Know Death Bhrams can know the exact moment and circumstances of any mortal's death merely by looking at them.
Life and Death Brams can use his Hand of Death ability at any range, across planar boundaries. Mortals killed by this ability can only be restored to life by a deity with the Gift of Life or Life and Death salient ability. He can also restore mortals to life as if with the true resurrection spell.
Life Drain As a free action, Bhrams can generate a cloud of darkness that extends from him in a spread 150' in radius and 10' high. This cloud blocks sight as a deeper darkness spell and cannot be countered by a Light spell except by a deity of greater rank. All living creatures caught in the cloud must make a DC 28 Fortitude save or die; those that succeed acquire two negative levels. A creature can be affected by this cloud only once per day.
Undead Qualities Bhrams has the special qualities of an undead.

Here's Bhrams all buffed up and ready for combat.
Bhrams, Lord of the Undead, Buffed to Hell and Back
This represents Bhrams hasted from Divine Celerity, with +2 natural armor, +5 DR, +10d6 temporary hit points, and +10 Strength from lifedrinker abilities, with +4 Dex and +2 on all saves and checks from soul eater abilities, and with +5 to AC from magic vestment.

Human Vampire Monk 20/Lifedrinker 10/Soul Eater 10
Medium Undead (Augmented Humanoid [Human])
Divine Rank 14 (Intermediate Deity)
Hit Dice 40d12 plus 35 temporary (505 hp)
Initiative +18
Speed 150'
AC 77 (+12 Dex, +14 divine, +12 monk, +23 natural, +5 armor, +1 haste),
touch 49, flat-footed 77
Base Attack/Grapple +32/+45
Attack Unarmed strike +71 melee
Full Attack Unarmed strike +64/+64/+64/+64/+64/+64/+59/+54/+49 melee
and off-hand +64/+59/+54/+49 melee
Damage Unarmed strike 6d6+32/19-20 plus energy drain plus 1d6 ability damage,
off-hand 6d6+23/21-20 plus energy drain plus 1d6 ability damage
Space/Reach 5'/5'
Special Attacks Blood drain, divine aura, dominate, energy drain, lifedrinker abilities,
soul eater abilities, quivering palm, spell-like abilities
Special Qualities Abundant step, alternate form, DR 25/epic, DR 15/silver and magic,
children of the night, create spawn, domain powers, empty body,
fast healing 10, gaseous form, immunities, improved evasion,
Ki strike (adamantine, epic, evil, magic, lawful), resistance to fire 39,
slow fall (any distance), SR 46, spider climb, tongue of the sun and moon,
wholeness of body
Saves Fort +42, Ref +57, Will +50
Abilities Str 36, Dex 32, Con --, Int 12, Wis 26, Cha 18
Skills Concentration +41, Balance +32, Bluff +49, Diplomacy +26, Hide +57,
Intimidate +24, Jump +33, Knowledge (arcana) +38,
Knowledge (religion) +38, Listen +53, Move Silently +57, Search +46,
Sense Motive +53, Spellcraft +42, Spot +53, Tumble +55

I had to make up some new epic feats to get Bhrams to be able to do what you wanted. Here they are.

Ability Damage (Epic)
Prerequisite: Energy drain special attack, Ability Focus (energy drain)
Benefits: Any time you inflict a negative level with your energy drain, you also deal 1d4 points of ability damage. You can choose which ability to damage each time you use this feat. You deal only 1d4 points of ability damage per hit, regardless of how many negative levels your energy drain inflicts.

Improved Ability Damage (Epic)
Prerequisites: Ability damage (feat or special attack)
Benefits: The amount of ability damage you inflict increases by one die-type, following the rules for weapons of increased size (ie., 1d4 becomes 1d6).

Improved Energy Drain (Epic)
Prerequisites: Energy drain special attack
Benefits: The number of negative levels you inflict with your energy drain increases by +1.

Improved Fast Healing (Epic)
Prerequisites: Fast healing
Benefits: Your fast healing increases by +5.

Swift Energy Drain (Epic)
Prerequisites: BAB +16, energy drain special attack, Ability Focus (energy drain)
Benefits: Your energy drain applies to all applicable attacks you make.
Normal: You can (usually) only use your energy drain special attack once per round.

Swift Stunning Fist (Epic)
Prerequisites: Stunning Fist, Ability Focus (stunning fist), Dexterity 25
Benefits: You can use your stunning fist an unlimited number of times per round.
Normal: You can only make one stunning fist attack

Take him, use him well, kill PCs with him. Hope he's what you wanted.
diegosephroth

03-12-07, 07:32 PM
SO f********** FREAKING AWESOME

MAN!!!!!!!!!!!!!!!!!!!
so cool I can't even think of it


just a couple questions:
Where did you get that 64% miss stuff chance? Concealment?
And what is his estimate CR?
Why not vampire lord?

WOW



WOW

love you man


I mean... It's SO exactly what I thought

How long did you take to do it?
I love to DM(and I am quiet good at it) but I usually get more focused on history development than char sheets... so I have a hard time making them specially at higher levels....
I have like 6+ high level char sheets in need of making, most psionics, but some divine avatars in mid as well


maybe you could give me some particular tips about them
Kain Darkwind

03-12-07, 10:46 PM
Very nice stats, Talisman.


If I was going to do Brahms, I would stat him with HD only, like WotC does their archfiends. Then you can give him all the custom abilities that you desire.
Talisman

03-15-07, 03:35 PM
so cool I can't even think of it

:cool: Now that's the kind of reaction I like!

Where did you get that 64% miss stuff chance? Concealment?

Look under his sailent divine abilities:
Divine Dodge Any attack aimed at Bhrams (physical, magical, targeted or area-effect) has a 64% chance to miss and not affect him.

It's a salient divine ability from D&DG. Basically, any attacks on the deity suffer a miss chance equal to 50% + 1% per divine rank. No concealment, no blink; just a flat-out miss chance.

And what is his estimate CR?

CR would be 42 plus whatever CR increase divine abilities entail. D&DG advises against giving gods a CR, but i'd say maybe +1 or +2 per divine rank, based on the crazy stuff they get. Total CR maybe 63-ish.

Why not vampire lord?

Couldn't find the vampire lord template.

How long did you take to do it?

About 2-3 hours total. The hardest part was going over the mountain of modifiers and totalling them all up, making sure I wasn't missing something or adding something twice.

I love to DM(and I am quiet good at it) but I usually get more focused on history development than char sheets... so I have a hard time making them specially at higher levels....

Sounds like a guy I play with (both player and GM). He gets so involved with the story that he slacks off on the actual number-crunching.

I have like 6+ high level char sheets in need of making, most psionics, but some divine avatars in mid as well
maybe you could give me some particular tips about them

No problem...although my computer time is rather limited, so if ight deadlines are an issue, don't count on me.
diegosephroth

03-16-07, 11:55 PM
Don't worry... One of my primary Pc's(Aya Raven, Sorcerer 4/Fatespinner 10/Mage or Arcane Order 10/Half fire elemental 3) will be travelling for about 4 months, and we got stuck in a fight he's REALLY necessary. So, we called a break until so. Long time without playing, but at least I'll have some time to plan things around(I realized that it took me about 2 hours of planning for each hour of actual playing... so tough planning epic adventures...)

I also like the idea of no-item... none of my NPCs(save some strong spellcasters) possess magic items. And believe me- they don't need it. I always find a way to balance things out.

I have two NPC's there will probably be of much use soon...
One is Irae Tsaraan(from an adaption of city of spider queen). But I'm out of imagination for classes and estructure of the sheet, so it will take time to develop it. Shes a drow, and I though about an inflicter version of Radiant Servant of Pelor + some drider or aranea features(she was a formes cleric of lolth before being embraced by the new goddess)... well...something around it.

My main focus, however, is Serventine Karnak, a Yuan-Ti anathema, master of chains. She's an avatar of Jormungand, somekind of godly monster in nordic campaings. This is what i thought about her so far.

1- Around ECL 40
2- Hero deity or quasi-deity(as by deities and demigods)
3- Must have 2 forms- One around ECL 30, as the picture, and another around ECL 40, when she "transforms" into the true anathema.
4- She is the must and master when dealing with chains. Master of chains she is.
5- Base Yuan Ti anathema
6- Since we're talking about chain master, an adaptation of kythons powers/abilities could suit well
7- Possess two major artifacts- Chains that are somehow alive, will probably possess several abilities, but they are intelligent, and are "defending +20" or true striking(yeah, I know... still working on it). Tough about the "seeker" ability of arcane archer.
8- Nice and developed attacks/defense modes with chains(probably a further development of master of chains ability)
9- Since she's an avatar, some divine abilities might suit her well.
10- Yuan Ti GRAFTS AT MASS and WILL
11- DMg return(whenever she's stroke, her chains react striking attacker automatically
12- Some kind of dark magic/spells/spell-like/abilities/whatever. There's this evil spell in book of vile darkness that really suits her. However, she IS NOT spellcaster.
13- Since she's a quasi-deity, same 84 stat points(plus level points, of course)
14- SINISTER poison that affects through poison immunity and makes barbarians cry. (Dunno if you know, but the poison of Jormungand is considered the strongest among all in existence, since it killed the Barbarian god Thor)




well, there she is. liked the idea?
(I actually have a really nice picture of her in form 1, but dunno how to post it =( )

http://www.wizards.com/dnd/images/ff_gallery/50181.jpg
Talisman

03-17-07, 11:07 AM
I'll see what I can do.

A couple of questions...

When you say "ECL 40" do you actually mean CR 40? I'm guessing so, since CR (the measure of a monster's danger to the party) is often a lot lower than their ECL (the measure of a monster's power as a PC).

10- Yuan Ti GRAFTS AT MASS and WILL

As an attack, or as a buff for minions? Or both?

12- Some kind of dark magic/spells/spell-like/abilities/whatever. There's this evil spell in book of vile darkness that really suits her. However, she IS NOT spellcaster.

Spell-like abilities okay, as long as she's primarily a melee threat?

14- SINISTER poison that affects through poison immunity and makes barbarians cry. (Dunno if you know, but the poison of Jormungand is considered the strongest among all in existence, since it killed the Barbarian god Thor)

Any specific ideas on poison damage? Or shall I amuse myself?
diegosephroth

03-17-07, 02:59 PM
1- I meant CR 40
2- Both. I mean, it would do quiet well for buffing minions, but I don't really plan on using them that much so it will be quiet useless initially(but might prove useful in the development of history)
3- Yup, main melee(thou her main focus will be dealing with chains, her reach might get awesomely wide).
4- Uhm... We're talking about THE poison dealer her. It would suits her a poison that kills instantly, but I think that might take away the heat and excitment of battles with higher level chars. So...you can amuse myself =P

I particularly like poison that deal direct damage over time. Lasting longer than the average secondary damage. She should be able to imue her chains over her own poison and- she MUST have contact poisonous/corrosive skin.

Also though about linking her to Acid damage somehow(spit maybe?) but have not developed it so far.

One trait I forgot to tell in the previous post is her regenerative abilities. Since it's a cobra-like NPC, I'd really like her to have trolish regeneration and awesome fast healing to represent this. Since she'll propably have several heads/arms from anathema, how about base it on learnean template from hydras? ^^

One of the scenes I prepared to introduce her is my PC's finding a colossal dragon's skeleton with it's green skin corrosed and smeared in poison(one of the PC's is a focused alquemist, so he'll propably notice venom from smell) and then find another one pierced nearby- so they'll think the 2 dragons killed wach other- only to find, feets away in a cave, this colossal snake skin lurking menacingly(from the snake's feature to exchange skins).

*Must have 6 arms in addition to its heads(in anathema form)
Talisman

03-20-07, 01:30 PM
Hellacious poison...check!

Trollish regeneration...check!

Learnean head-regeneration...check!

Six arms...check!

After looking at the anathema, I'm just going to start with basic anathema ability scores. They're higher than the 84-point-buy system, and if I use that and then apply the anathema's ability adjustments...it's truly hideous. Elite anathema with mods for higher levels.

And I think master of chains is a pretty lousy PrC, after examining it. I think I can make her better with straight fighter...all those juicy bonus feats.

Chaotic evil alignment okay?
diegosephroth

03-21-07, 11:39 PM
ya
chaotic evil she is


I thought about the Master of chains because it's the "visual" effect and style I'd like to apply to her. As I said, the Kyton's chain abilities(and other stuff from Savage Species) might suit her well if adapted

Do you think 6 arms will disballance too much? after seeing anathema I see she already have plenty of attacks from heads...
What would be better? 4 or 6?
Talisman

03-24-07, 11:52 AM
I thought about the Master of chains because it's the "visual" effect and style I'd like to apply to her. As I said, the Kyton's chain abilities(and other stuff from Savage Species) might suit her well if adapted

If you really want MoC I'll do it, but I think she'd be a stronger creature with fighter levels instead. MoC really is a poorly-designed PrC, especially for giant, deadly monsters.

I can still do the kyton-esque chain control and similar powers.

Do you think 6 arms will disballance too much? after seeing anathema I see she already have plenty of attacks from heads...
What would be better? 4 or 6?

Well, it takes 2 arms to wield a spiked chain...4 arms lets her fight with both of her doomsday chains at once...six just gives her a couple of extra claw attacks. Lets try four and see how it looks.
diegosephroth

03-24-07, 01:02 PM
If you really want MoC I'll do it, but I think she'd be a stronger creature with fighter levels instead. MoC really is a poorly-designed PrC, especially for giant, deadly monsters.

I can still do the kyton-esque chain control and similar powers.

yeah I kinda agree. MOC is weak, but I particularly don't know many feats that could deal with chains. If there was one of those Tactic Feats suited for chains it would be so cool. Kyton's caught my eyes because well... they have chain abilities based on hd so it may be easier at adapting.
I just like the "chain barrier", "wall of chains", "animated chains" and such. In the end I didn't want her chain abilities to be linked only to the weapon for them being magical.

so as you said, wherever you take it from, I just wanted chain mastery at the edge. If you can make "kyton-esque chain control and similar powers" its ok to me.

Well, it takes 2 arms to wield a spiked chain...4 arms lets her fight with both of her doomsday chains at once...six just gives her a couple of extra claw attacks. Lets try four and see how it looks.

ok
claw attacks might be kinda useless and only raise her chance of a critical failure lol


(Another question, but about bhrams- Those divine abilities you listed under general/salient divine abilities are everything he gains from the "around" +21cr you sugested? Or is there any other godish related abilities already on his sheet that you did not specify? If yes, could you briefly list for me whats from his divine ranks so that I can measure? Kinda lost with it...

and what is the diference between general/salient divine abilities?)



TY MAN!
Talisman

04-05-07, 06:27 PM
Those divine abilities you listed under general/salient divine abilities are everything he gains from the "around" +21cr you sugested? Or is there any other godish related abilities already on his sheet that you did not specify? If yes, could you briefly list for me whats from his divine ranks so that I can measure? Kinda lost with it...

Well, deities are complicated characters.
He's divine rank 14, and deities get their Divine Rank as
(1) a deflection bonus to AC,
(2) an natural armor bonus (stacks with existing NA),
(3) a bonus on darn near every roll they make (attacks, saves, skill checks, ability checks...but not damage. This is already factored in).

Deities also treat all spells as Maximized without needing a feat.
Deities do not automatically fail their attacks or saves on a natural 1. Instead, add it up normally.

That's all I can recall just now...a lot of it was the terrifying defensive abilities.


and what is the diference between general/salient divine abilities?

General divine abilities are the powers all gods get for being gods. Immunity to energy drain, SR, not failing on a natural 1, etc.

Salient divine abilities are kind of like godly feats. The're abilities directly related to the deity's portfolio, and you pick a selection for each deity. A deity gets a number of salient divine abilities equal to its divine rank.
diegosephroth

04-18-07, 08:07 PM
any evolution so far?
Talisman

07-29-07, 07:58 PM
All right; I haven't completed the True Anathema form yet, but here's Serventine Karnak in all he glory. I hope she's what you wanted.


Yuan-Ti Anathema Fighter 11
Huge Outsider
Divine Rank 0
Hit Dice 22d8+11d10+346 (605 hp)
Initiative +7
Speed 100', climb 40', swim 20'
AC 51 (-2 size, +7 Dex, +20 natural, +6 deflection, +10 armor), touch 21
Base Attack/Grapple +33/+49
Attack Spiked chain +51 melee or spit +38 ranged touch
Full Attack Spiked chain +49/+44/+39/+34 melee and spiked chain +49/+44/+39/+34 melee and 2 claws +41 melee and 6 bites +41 melee (or 6 spits +38 ranged touch)
Damage Spiked chain 2d8+21 plus 1d6 fire plus poison, /19-20 (+1d10 fire),
spiked chain 2d8+21 plus 2d6 plus 2d6 evil plus 1d6 cold plus
poison/19-20 (+1d10 cold), claw 1d8+5 plus poison, bite 1d8+5 plus poison
Space/Reach 15'/15' (30' w/spiked chain)
Special Attacks Constrict 1d8+10, dancing chains, improved grab, psionics,
spell-like abilities, vengeful strike, venomous touch
Special Qualities All-around vision, attach grafts, DR 15/good and silver, immunities,
learnean blood, mass graft, resistance to electricity 10 and fire 10,
regeneration 25, scent, SR 32
Saves Fort +30, Ref +22, Will +22
Abilities Str 31, Dex 25, Con 31, Int 24, Wis 24, Cha 22
Skills Bluff +42, Climb +54, Concentration +28, Craft (weaponsmith) +43,
Diplomacy +28, Hide +35, Intimidate +44, Knowledge (religion) +43,
Knowledge (the planes) +43, Listen +43, Move Silently +43, Search +47,
Sense Motive +43, Spot +47, Survival +43 (+53 following tracks),
Swim +54
Feats Ability Focus (poison), Combat Reflexes, Exotic Weapon Proficiency
(spiked chain) (B), Graft Flesh (B), Greater Multiweapon Fighting,
Greater Weapon Focus (spiked chain), Greater Weapon Specialization
(spiked chain), Improved Critical (spiked chain), Improved Multiweapon
Fighting, Multiweapon Fighting, Power Attack, Power Critical (spiked
chain), Quick Draw, Weapon Focus (spiked chain), Weapon
Specialization (spiked chain)
Epic Feats Blinding Speed, Epic Weapon Focus (spiked chain), Epic Weapon
Specialization (spiked chain), Improved Combat Reflexes, Perfect
Multiweapon Fighting,
Challenge Rating 31
Alignment Chaotic evil

A form rises up before you: a monstrous combination of serpent and man, wrapped in spiked and jagged metal. Towering nearly 30 feet tall, it is roughly humanoid in form, but instead of legs it has an enormous snakelike tail. Its torso is wrapped in hat you now see are chains--endless lengths of spiked chain, in every style and metal imaginable. Four arms sprout from the shoulders, each pair holding a monstrous spiked chain graven with dreadful runes, which the creature is twirling lazily. Worst of all are the six serpentine heads sprouting in a writhing mass from the center of the creature's shoulders, each head vaguley draconic and with evil red eyes that seem to burn into your soul. Oily green fluid drips from the monstrosity's fangs, steaming as it hits the ground.

All-Around Vision (Ex): Her multiple heads grant Serventine a +4 bonus on Search and Spot checks and prevent her from being flanked.
Attach Grafts (Ex): A master of grafting, Serventine can attach an infinite number of yuan-ti grafts to willing or helpless creatures. Each graft requires 10 minutes of work. In addition, Serventine can create the mixture of venom and herbs required to create either a tainted one or a broodguard.
Dancing Chains (Su): Serventine can command up to 8 chains within 60' as a free action. She can cause the chains to extend up to 15' or double their normal length, whichever is greater. She can cause them to sprout razor-sharp barbs and blades, and to attack. The chains attack as is wielded by Serventine herself (attack +46 melee, damage 2d8+16/19-20).
If Serventine attempts to use this power on a chain in the possession of another creature, the possessor may make a DC 31 Will save to retain control of the chain; if the save succeeds, Serventine cannot use this power on that particular chain for 24 hours. The save DC is Charisma-based and includes a +4 racial bonus.
Immunities: Serventine is immune to acid and poison.
Learnean Blood (Ex): If any of Serventine's arms are severed, the limb regrows in 1d4+1 rounds. If any of her six heads are severed, two new heads grow from the stump in 1d4+1 rounds. Searing a stump with at least 20 points of fire damage before the head/arm is regrown will stunt this effect, but note that fire damage will be quickly regenerated.
Serventine cannot have more than 12 heads at one time. If she has more than 6 heads at the end of 24 hours, the extra heads wither and die.
Mass Graft (Sp): At will, as a standard action, Serventine can temporarily grant all creatures within 60' of her a single yuan-ti graft of her choice. This graft must be the same for all creatures, but Serventine can choose which creatures are affected. Multile uses of this ability can be used to grant multiple grafts. These temporary grafts vanish after 24 hours, and Serventine can cause them to disappear as a free action. An unwilling recipiant may attempt a DC 27 Fortitude save to resist being grafted; the save DC is Charisma-based.
Psionics (Sp): At will--shapechange (Tiny to Huge viper or viper swarm only), chameleon, detect poison, dissolving touch (as standard yuan-ti ananethma), mass aversion (as standard yuan-ti anathema). Caster level 22nd; save DC 16 + spell level. The save DCs are Charisma-based.
Regeneration (Ex): Serventine takes normal damage from force effects and adamantine weapons.
Spell-like Abilities: At will--wall of deadly chains*; 3/day--animal trance, baleful polymorph, blade barrier (creates whilring spiked chains), deeper darkness, entangle, Evard's black tentacles (creates grappling chains), fear, haste, Jormungand's chain (as Mordenkainen's sword, but a spiked chain), neutralize poison, suggestion, unholy blight; 1/day--blasphemy, unholy aura, wretched blight*. Caster level 22nd; save DC 16 + spell level. The save DCs are Charisma-based.
*Spell from the Book of Vile Darkness.
Sextuple Will (Ex): Due to her six heads and six disnticnt brains, whenever Serventine is targeted by a mind-affecting effect, she may make six Will saves and take the best result. If Serventine loses heads this ability is reduced appropriately, but she gains no benefit from having more than six heads.
Spit Poison (Ex): Serventine can spit her venom as a ranged touch attack, with a maximum range of 50' and no range increment. In addition to the usual effects, victims of this attack must make an additional DC 32 Fortitude save or be permanently blinded as their eyes are destroyed. The save DC is Constitution-based.
Vengeful Strike (Ex): If Serventine is attacked in melee, she may immediately make an attack of opportunity on the enemy who attacked her, provided that enemy is within her reach. The only way to prevent this is to entagngle, praralyze, or otherwise prevent Serventine from moving freely. Serventine can only use this ability with her spiked chains; if she is disarmed, she cannot use vengeful strike.
Venomous Touch (Ex): Serventine Karnak's whole body seethes with acidic poison; it is said that only the direct bite of Jormungand himself is more deadly. All of Serventine's melee attack are envenomed, and any melee weapon she wields inflicts her poison with every strike. Furthermore, any creature striking Serventine with a natural attack, touch attack, or unarmed strike is exposed to her poison as well, although Serventine can choose to suppress this latter ability.
Serventine's poison is incredibly lethal, and does not follow the usual rules for poison. It deals 1d6 points of ability damage to each ability, plus 6d6 points of acid damage, every round. Each round a victim of Serventine's poison may make a DC 42 Fortitude save to negate the ability damage and halve the acid damage. However, the poison remains until magically cured.
Serventine's poison is so powerful that it ignores immunity to poison unless the victim is actually not alive (such as undead and constructs). The acid damage ignores acid resistance, and still deals half damage to creature immune to acid.
Curing Serventine's poison is not easy. It can be cured with neutralize posion, heal, or limited wish, but only if the spellcaster succeeds on a DC 44 caster level check. A wish or miracle neutalizes the poison automatically.
If a creature dies from Serventine's poison, its flesh quickly liquifies, leaving only a skeleton coated with greenish scum within 8 hours.
The Fortitude save is Constitution-based and includes a +10 racial bonus.

Skills: Serventine has a +8 racial bonus on Climb and Swim checks, and can always take 10 on one of these checks. She has a +8 racial bonus on Survival checks made when tracking by scent.

I also made up...
The Chains of Jormungand
Servantine Karnak wield two magical spiked chains of terrible power. The two are intelligent weapons with similar (but not identical) powers. Each appears as a Huge-size spiked chain, forged of black adamantine and covered with runes graven deeply into the metal.
These chains serve Jormungand, and suffer no other to touch them save at Jormungand's express command. If another creature attempts to take or wield them, the chains fight to the best of their ability, making melee attacks as though wielded by their current rightful owner (in this case, Servantine). The chains are intelligent weapons, and use their powers to support their wielder as best they can.
The two chains are:
Krieg, the Chain of War. This is a +5 flaming burst, mighty cleaving, true defending, wounding spiked chain. Krieg has 10 ranks in Intimidate (total bonus +13) and can use bless and faerie fire each 3/day. It has an Ego of 26.

Herje, the Chain of Ruin. This is a +5 icy burst, vicious, vorpal unholy spiked chain. Herje has deathwatch permanently active, and can cast daze monster and hold person each 3/day. It has an Ego of 26.

Both chains have Int 10, Wis 16 and Cha 16, possess 60' darkvision, and can communicate by speaking Common and Abyssal.

New Weapon Quality: True Defending
A true defending weapon is identical to a defending weapon except that whenever the wielder makes use of the defending property, the weapon bestows a +2 bonus to AC for every +1 of enhancement bonus sacrificed.
Strong abjuration; CL 12th; Craft Magic Arms and Armor, shield or shield of faith; Price: +2 bonus.

Chain Armor: Serventine wears a suit of armor she has crafted herself, out of numerous spiked chains. This chain armor is equal to a suit of +5 ghost touch chainmail of moderate fortification and greater cold resistance except that it has no maximum Dexerity bonus or armor check penalty and does not reduce Serventine's speed. When Serventine assumes her alternate form, her chain armor melds into her form but continues to provide its benefits (as the wild armor quality).
diegosephroth

09-15-07, 05:29 PM
So cool. She is perfect. She will kick so much *** in my adventure =)


TY MAN!

It took me quiet a while to see your private message, so srry!