| Post/Author/DateTime | Post |
|---|---|
| Insane Pixie04-28-05, 01:42 PM | Right now, I only have the Whites done, but I'll be working on the Blacks and Super-Pygmy Horse (on me other thread) later today. If I have something wrong/missing, be sure to post, or else! Enjoy, or else! King (White) Fine Abberation Hit Dice: 2d8+2 (12 hp) Initiative: +4 Speed: 5 ft. (1 square) Armor Class: 28 (+8 size, +4 Dex, +2 natural, +4 Chain Shirt) touch 22, flat-footed 24 Base Attack/Grapple: +0/-19 Attack: Fine Longsword +5 melee (1d2-3) Full Attack: Fine Longsword +5 melee (1d2-3) Space/Reach: 1/2 ft./0 ft. Special Attacks: Check Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +2, Ref +4, Will +4 Abilities: Str 5, Dex 18, Con 14, Int 12, Wis 12, Cha 10 Skills: Hide +20, Listen +3, Spot +4 Feats: Alertness Climate/Terrain: Plane of Boardgames Organization: Squad (1 King, 1 Queen, 2 Bishops, 2 Rooks, 2 Knights, and 8 Pawns) Challenge Rating: 2 Treasure: Standard Alignment: Lawful good Advancement: - Level Adjustment: - Combat Check (Ex) Whenever a King moves into an occupied square, all creatures in the square immediately take 1d8 lethal damage. In addition, when moving into an occupied square, a King does not provoke attacks of opportunity. All white pieces are immune to this attack, but are vulnerable to the black's Occupy attack. Queen (White) Fine Abberation Hit Dice: 2d8+1 (10 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 24 (+8 size, +4 Dex, +2 natural) touch 22, flat-footed 20 Base Attack/Grapple: +0/-20 Attack: Slam +4 melee (1) Full Attack: Slam +4 melee (1) Space/Reach: 1/2 ft./0 ft. Special Attacks: Check, spells Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +1, Ref +4, Will +4 Abilities: Str 3, Dex 18, Con 12, Int 12, Wis 12, Cha 14 Skills: Hide +20, Listen +3, Spot +4 Feats: Alertness Climate/Terrain: Plane of Boardgames Organization: Squad (1 King, 1 Queen, 2 Bishops, 2 Rooks, 2 Knights, and 8 Pawns) Challenge Rating: 2 Treasure: Standard Alignment: Lawful good Advancement: - Level Adjustment: - Combat Check (Ex) Whenever a Queen moves into an occupied square, all creatures in the square immediately take 1d8 lethal damage. In addition, when moving into an occupied square, a Queen does not provoke attacks of opportunity. All white pieces are immune to this attack, but are vulnerable to the black's Occupy attack. Spells A Queen casts spells as a 1st-level sorcerer. Typical Sorcerer Spells Known (6/7/7/5; save DC 12 + spell level) 0— mage hand, message, resistance, touch of fatigue; 1st— charm person, magic missile. Bishop (White) Fine Abberation Hit Dice: 1d8+2 (6 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 25 (+8 size, +4 Dex, +2 natural, +1 Leather) touch 22, flat-footed 21 Base Attack/Grapple: +0/-19 Attack: Fine Longspear +5 melee (1d2-3) Full Attack: Fine Longspear +5 melee (1d2-3) Space/Reach: 1/2 ft./0 ft. Special Attacks: Check Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +2, Ref +4, Will +5 Abilities: Str 4, Dex 18, Con 14, Int 10, Wis 16, Cha 12 Skills: Hide +20, Listen +5, Spot +6 Feats: Alertness Climate/Terrain: Plane of Boardgames Organization: Squad (1 King, 1 Queen, 2 Bishops, 2 Rooks, 2 Knights, and 8 Pawns) Challenge Rating: 1 Treasure: Standard Alignment: Lawful good Advancement: - Level Adjustment: - Combat Check (Ex) Whenever a Bishop moves into an occupied square, all creatures in the square immediately take 1d6 lethal damage. In addition, when moving into an occupied square, a Bishop does not provoke attacks of opportunity. All white pieces are immune to this attack, but are vulnerable to the black's Occupy attack. Rook (White) Fine Abberation Hit Dice: 1d8+2 (6 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 25 (+8 size, +4 Dex, +2 natural, +1 Leather) touch 22, flat-footed 21 Base Attack/Grapple: +0/-18 Attack: Fine Greatsword +6 melee (1d4-2) Full Attack: Fine Greatsword +6 melee (1d4-2) Space/Reach: 1/2 ft./0 ft. Special Attacks: Check Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +2, Ref +4, Will +4 Abilities: Str 6, Dex 18, Con 14, Int 10, Wis 14, Cha 12 Skills: Hide +20, Listen +4, Spot +5 Feats: Alertness Climate/Terrain: Plane of Boardgames Organization: Squad (1 King, 1 Queen, 2 Bishops, 2 Rooks, 2 Knights, and 8 Pawns) Challenge Rating: 1 Treasure: Standard Alignment: Lawful good Advancement: - Level Adjustment: - Combat Check (Ex) Whenever a Rook moves into an occupied square, all creatures in the square immediately take 1d6 lethal damage. In addition, when moving into an occupied square, a Rook does not provoke attacks of opportunity. All white pieces are immune to this attack, but are vulnerable to the black's Occupy attack. Knight (White) Fine Abberation Hit Dice: 1d8+2 (6 hp) Initiative: +2 Speed: 60 ft. (10 squares) Armor Class: 27 (+8 size, +2 Dex, +2 natural, +5 Breastplate) touch 20, flat-footed 25 Base Attack/Grapple: +0/-17 Attack: Tiny Lance +3 melee (1d4-1) Full Attack: Tiny Lance +3 melee (1d4-1) Space/Reach: 1/2 ft./0 ft. Special Attacks: Check Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +2, Ref +2, Will +4 Abilities: Str 8, Dex 14, Con 14, Int 10, Wis 14, Cha 12 Skills: Hide +18, Listen +4, Spot +5 Feats: Alertness Climate/Terrain: Plane of Boardgames Organization: Squad (1 King, 1 Queen, 2 Bishops, 2 Rooks, 2 Knights, and 8 Pawns) Challenge Rating: 1 Treasure: Standard Alignment: Lawful good Advancement: - Level Adjustment: - A typical Knight is mounted on a Super-Pygmy Horse. Combat Check (Ex) Whenever a Knight moves into an occupied square, all creatures in the square immediately take 1d6 lethal damage. In addition, when moving into an occupied square, a Knight does not provoke attacks of opportunity. All white pieces are immune to this attack, but are vulnerable to the black's Occupy attack. Pawn (White) Fine Abberation Hit Dice: 1d8+1 (5 hp) Initiative: +4 Speed: 10 ft. (2 squares) Armor Class: 24 (+8 size, +4 Dex, +2 natural) touch 22, flat-footed 20 Base Attack/Grapple: +0/-21 Attack: Tiny Dagger +3 melee (1) Full Attack: Tiny Dagger +3 melee (1) Space/Reach: 1/2 ft./0 ft. Special Attacks: Check Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +1, Ref +4, Will +4 Abilities: Str 1, Dex 18, Con 12, Int 10, Wis 14, Cha 10 Skills: Hide +20, Listen +4, Spot +5 Feats: Alertness Climate/Terrain: Plane of Boardgames Organization: Squad (1 King, 1 Queen, 2 Bishops, 2 Rooks, 2 Knights, and 8 Pawns) Challenge Rating: 1/2 Treasure: Standard Alignment: Lawful good Advancement: - Level Adjustment: - Combat Check (Ex) Whenever a Pawn moves into an occupied square, all creatures in the square immediately take 1d3 lethal damage. In addition, when moving into an occupied square, a Pawn does not provoke attacks of opportunity. All white pieces are immune to this attack, but are vulnerable to the black's Occupy attack. |
| Borris04-28-05, 06:51 PM | Why make them aberrations with construct traits rather than just constructs? They don't seem bad as monsters, but aside from the names and organization, I really don't get the Chess feeling. Also, aside from the queen's spells, they all look exactly the same to me. |
| Keenath04-28-05, 06:54 PM | That's... strange. I'm just waiting for the Black pieces... |
| Insane Pixie04-28-05, 08:06 PM | Why make them aberrations with construct traits rather than just constructs? They don't seem bad as monsters, but aside from the names and organization, I really don't get the Chess feeling. Also, aside from the queen's spells, they all look exactly the same to me. Oops. I originally had them as constructs, until I decided I wanted them to be sort of Alice in Wonderland card-like things. Intelligence. I'll edit out the traits, though. Thank you! |
| JiCi05-02-05, 06:42 AM | Why don't you make them bigger, just like in Harry Potter and the Philosopher's Stone ? |
| spyderfreek05-02-05, 06:57 AM | Isn't it sorcerer's stone and Why does the bishop not cast as a cleric, with at least 1st level spells.? |
| JiCi05-02-05, 07:21 AM | Why don't you make them bigger, just like in Harry Potter and the Philosopher's Stone ? Harry Potter and the Sorcerer's Stone, my mistake |
| blackknightatbay05-02-05, 01:22 PM | They look the same but, then again, I'm a novice at this Seems to me you could differentiate them a little better by, say, making the queen the most powerful, give her some special ability (what exactly I'm not sure). Make their life functions tied to the survival of the king. Maybe the Black Knight stays at bay :D |
| Insane Pixie05-02-05, 01:29 PM | Mail Carrier: When did you guys get a pool? Lois: Oh. It's not a pool. It's a moat. My husband thinks we need extra protection now that we're rich. Postal Carrier: Does it work? Lois: Well. It does keep the black knight at bay. From a mail carrier to a postal carrier? :P |
| blackknightatbay05-02-05, 02:44 PM | lol I didnt even notice that until you said it there. Thanks, Pixie In my defense, I got if off a website. But I should have checked |
| mathx31405-02-05, 03:51 PM | Actually, I had been considering making chess pieces into monsters. What I had meant to do was to make each one powerful, yes, but set it up so that if two armies, black and white, met on a 40ft X 40ft (8 squares X 8 squares) board, they would arrange themselves and fight by the chess rules. Instead of dealing usual damage, they would each gain autohits and autokills. Check and checkmate would apply. And just to note, it is Harry Potter and the Philosopher's Stone in Britain and other true-English speaking places. |