| Post/Author/DateTime | Post |
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| Rohano12-30-06, 08:32 AM | I'd like to catalogue D20 statistics for all the different beasts and races encounted in The Bard's Tale, developed by InXile Entertainment. Some creatures with suggestions: Kunal Trow (and shamans; LA 0) Draugr (and a Warlord version, much stronger; undead Vikings still trying to get into Valhalla; LA +1) Finfolk (and a Large version with more abilities; LA +2) Scarecrows Undead livestock (each has special abilities in the game) Red Caps Zombies (with the ability to grapple at a distance using decayed tendons and tissues as a tentacle) Skeletons (with a poisonous bomb attack, presumably a thrown organ) Herne (undead plant?) Bronze Troops and Javelin-Throwers Bronze Boars (boar golems?) The Nuckelavee Firbolgs (LA +1) The Giant Firebreathing Rat Light Faerie Thunder Spider (an elemental, not a spider) Fire Elemental (a specialized humanoid fireball-thrower) Vorpal Rat Enchantress Grass-things from Herne's tower Fire elemental chargers (a boar-shaped fire elemental specializing in charge attacks) Earth elemental chargers (a boar-shaped earth elemental specializing in charge attacks) Vikings (Large human subrace, possibly 1/4 giant) Fionnaoch's Pet (the flying thing) Bard's undead dog companion Caleigh, Ruler of the Underworld Sea-serpent thing from the river under the Firbolg mines Lugh I don't think it'd be right to stat out the Heroin or the Knight or other such humanoids with class levels as you'd really just say... "A human male with Knight levels equal to the Bard's class levels" and that'd be the end of the statistics block. Hah! Anyway there's a lot of open concepts presented and I don't expect anyone to get every little number exactly correct as the game presents it but everyone's welcome to post their opinions. There are lots of other monsters, critters and things in the game that I haven't listed yet, but this is a start. |
| 42012-30-06, 02:07 PM | While I'm unfamiliar with The Bard's Tale series the Firbolg is in Monster Manual II and the Redcap is in Monster Manual III Firbolg http://www.wizards.com/dnd/images/mm2_gallery/88268_620_52.jpg Redcap http://www.wizards.com/dnd/images/mmiii_gallery/83041.jpg -420 |
| Foxhengeyokai12-30-06, 03:01 PM | The nucklavee is statted in one of the D&D archived monster things, they spell it nuchlavis though. |
| Rohano12-31-06, 05:04 AM | The firbolgs of The Bard's Tale are in no way human. Their skin is like rock, and their bone structure is incredibly different. They're bigger than humans and their arms are about as thick as an average human male's body. The game's firbolgs have a lot of unique qualities unlike the previous D&D-idealistic versions. And the redcaps of The Bard's Tale are little more than beasts, again, very unlike D&D's. I'm adding more of the creatures to the list and a few more notes. |
| Shan_TheBabau_Burke12-31-06, 05:59 PM | Lugh is a Celtic god. He's a lot like Pelor only a bit more martial. He would probably be chaotic good. His portfolio would include Light, Good, Protection, Happiness, Wealth, War. It is said he has a magic cauldron that can produce food on command. This was the origin of the Leprechaun's "pot of gold". The name Leprechaun is a derivative of the name "Old Stooped Lugh" as it was said that all the Celtic gods were banished to Ireland, but Lugh couldn't let his followers down so easily, so he crossed the veil in a fairy form to continue to help his people. This was one of the many humaniod forms Lugh took. There are many, many versions of these tales and this is only a part of one of them. Check out the Celtic religion, it's very inspiring. There's so much adventure just waiting to be played. Check also the stories of Cu Cullainn and Finn MacCool. |
| Asadeseth12-31-06, 06:25 PM | Actualy I have Trow for my campain world, but i didn't baise them on Bard's Tale. I baised them largely on what I know of their legens and the played with it to suit my neads. My Trow are an acients wizardly race of goblinoids (atualy the first race of goblinoids). They have been around for a long long time and the race is older than most pations of gods on most worlds. Their long lived (like an elf) and don't breed nearly as quickly as other goblinoids. Their actualy quite playable being a +2 LA race, with no racial HD, alinment usaly being between LN, LE, or NE. |
| Aryxbez01-01-07, 02:11 AM | I have played bards tale a long time ago Who is Lugh again? Also the dog companion would just be a skeleton dog or a fast zombie dog The Nuckelavee, I would say a half-fiend centaur (since half fiends are stronger) that has blade hands/claw attacks that deal 1d8 or 2d6 damage give it some mounted feats like ride by attack and bam! got your Nuckelavee Vorpal rat, just make it a rat with twice the HD, give it a improved crit and the vorpal ability with its bite Giant Firebreathing rat, too easy, just take a dire rat and give it a fire breath weapon and just adjust it's size to huge Fionnaoch's Pet I am to believe was just a gripphon or a manticore wasn't it? |
| Rohano01-02-07, 05:37 AM | Fionnaoch's pet was this really thin avian that almost looked reptilian... probably comparable to a wyvern though I don't think it had poison. Just a flying tank with some specialized diving attacks and the ability to pick up people and drop them onto each other. Lugh, as presented in The Bard's Tale, is a Large or Huge Roman-stylized warlord. Formerly a great powerful wizard (as were the other tower guardians). He mentions that the Bard's performance (slaughtering his minions) is no where near his best time (doing the same thing) so Lugh can probably create mass amounts of Medium and Small constructs (the Bronze warriors, etc.) though not instantly... I don't recall him ever being able to replenish his troops during the fight(s). He also has the ability to summon a ring of circling magical handaxes that orbit him and harm anyone standing in adjacent squares. Though when you use the same ability later, using his artifact and Adderstones, the ring of axes is almost two squares away but I'd still say that they damage everyone in adjacent squares. What's the name of the third guardian? Manaanan? Manaalan? Mamaanan? I was going to write it down but it was late at night when I finally got to fight and kill him. Also bear in mind that all the guardians and Fionnach and his followers are serving a Good ideal though their methods are often very chaotic and even evil. They strive to assassinate Bard and swarm him with armies because they don't want Bard to release the Queen of the Underworld and plunge the world into darkness (which is one of the options at the end of the game, hoorah). Fionnaoch or Fionnach or however it's spelled is supposed to be the strongest of the four guardians (3 became slumbering tower guardians, giving up their diverse magical abilities for power focussing on specific things) though I think his fight was easiest (except for Lugh, who I beat in seconds). All of the guardians are probably just barely nonepic (at the end of the game you're around level 20 too), maybe Fionnach being level 21... though the gaps between them is obvious. Manaanan is obviously much stronger than Lugh who is supposed to be much stronger than Herne. So it probably won't be necessary for us to stat out a lowly epic wizard whose spells are useless in combat (mostly) named Fionnach (only exceptional thing about him is his long lifespan though he has aged; he's probably retrained some older feats as Extended Lifespan in d20 rules). The rest of the guardians are exceptionally unique lords who, due to their "ascended" forms, if you will, are not subject to dying of old age and due to their devotion to the towers cannot continue to gain levels (though they've obviously retrained or performed the necessary actions to change themselves). I wanted to get stats for the dog because he's a very unique animal companion. Bards don't get familiars in D20 but The Bard's Tale wasn't written in d20 and, in the spirit of Bard, anyone could have a companion. We aren't going to stat the bard but we'll assume he's taken a feat to gain a familiar (and train it in combat) or a companion or simply owns a fearless dog. Though his dog made the long journey back to life (unlife, really), what loyal pet wouldn't? The ritual performed in the tombs could only bring back the person who wanted to see the caster most. Bard has no friends and no family so the next person up to want to see him is his best and only pal, his dog. The dog, I think, would be a tiny Dog in the beginning. When combat trained, perhaps it retrained some feats for combat and got some increases on its physical stats (which could be easy to do over the 20HD it gains as the bard gains levels). But when it comes back from the dead, I'm not sure if it's skeletal or what. It appears to be partly ethereal and Bard calls him "ghost dog" but it's corporeal enough to fight material foes and get knocked out. Perhaps it's more like some kind of Petitioner, since it was summoned from the underworld in its dead form (which'd be a Petitioner or soul image, though due to the Norse divinity in Bard, probably a Petitioner). Again on Fionnach's pet... probably around 21 HD if it's Fionnach's familiar. And he probably has half a dozen feats for it since it's so much bigger than an average familiar. |
| Foxhengeyokai01-02-07, 02:01 PM | Right, here you go, wizards stance on the nucklavee. Nucklavee Large Fey (Aquatic) Hit Dice: 12d6+24 (66 hp) Initiative: +4 Speed: 60 ft. (12 squares), swim 50 ft. Armor Class: 14 (+4 Dex, -1 size, +1 natural), touch 13, flat-footed 10 Base Attack/Grapple: +6/+17 Attack: Slam +12 melee (1d6+7) Full Attack: 2 slams +12 melee (1d6+7) and 2 hooves +10 melee (1d6+3) and bite +10 melee (2d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, stench Special Qualities: Amphibious, damage reduction 10/cold iron, fear of fresh water, low-light vision Saves: Fort +6, Ref +12, Will +8 Abilities: Str 25, Dex 18, Con 15, Int 8, Wis 11, Cha 4 Skills: Hide +9, Jump +19, Listen +15, Move Silently +16, Search +11, Spot +15,Swim +15 Feats: Awesome Blow, Combat Reflexes, Improved Bull Rush, Multiattack, Power Attack Environment: Temperate aquatic Organization: Solitary or pair Challenge Rating: 8 Treasure: None Alignment: Always neutral evil Advancement: 13-24 HD (Large); 25-36 (Huge) Level Adjustment: -- This bizarre creature appears as a large horse with a human torso and head, and flippers at the end of its legs. Its head is far too large for its body. It seems to have no skin at all, and it reeks of rotten fish. A nuchlavis is a horrible-looking fey creature of unparalleled evil that preys on humanoids near the coast. It also preys on other fey, and whatever else it can physically dominate. A nuchlavis is a sea-dwelling faerie creature that can come onto the land for brief periods to bring terror. Similar to a centaur in appearance, a nuchlavis possesses a horse's body and a human-like torso and head. Its head, however, is more than four times as large as it should be, and sometimes lolls to the side, as if the neck cannot support the weight. It has a single red eye in its face, from which it looks hatefully upon the world. Its mouth is almost too wide for its face, and vaguely porcine. Within this mouth the creature has long, sharp teeth that easily tear flesh. Long, powerful arms hang simianlike down its body. The creature has fins or flippers on its feet, yet somehow can run on land. Some theorize that the leg ends in a hoof and a flipper, and that the creature can move the flipper aside for running on land. The nuchlavis's lack of skin constitutes the most horrible aspect of its appearance. Its white sinews and red muscles are visible when it moves, and one can see its black blood flowing through its yellowish veins if one gets close enough to look. A nuchlavis smells horrible as well, the scent a mix of rotting eggs and spoiled, mildewed fish. A nuchlavis speaks Common and Sylvan. COMBAT Brutal combatants, nuchlavises prefer direct attacks. They fight with fists, hooves, and their terrible bite. Improved Grab (Ex): A nuchlavis that hits with a slam attack may start a grapple as a free action without provoking an attack of opportunity. A nuchlavis that has successfully grappled a foe automatically bites on the same round. Stench (Ex): A nuchlavis has a horrible odor that can be detected up to 100 feet away. All living creatures (except nuchlavises) within 30 ft. must make a Fort save (DC 18) or be sickened for as long as they remain in range and for one round thereafter. The save DC is Constitution-based. A successful save grants immunity to the stench for 24 hours. If a creature that has failed a save against the stench escapes from the stench's area, but later enters it again, it must save again. The stench is not a poison, so resistances and spells that affect poison do not negate the effects of the stench. Amphibious (Ex): A nuchlavis can breathe both air and water, though it usually does not remain outside its aquatic home longer than necessary to attack its prey. Fear of Fresh Water (Ex): A nuchlavis is deathly afraid of fresh water, even though fresh water has no ability to harm the creature. A nuchlavis will hide under the sea whenever it rains, and will not cross fresh-water rivers, lakes, or even streams. If splashed with at least a gallon of fresh water, a nuchlavis must makes a Will save (DC 15) or become panicked until it can hid beneath the sea, and for 1 minute thereafter. If struck by a water-producing spell, the DC for the panic effect is the same as the DC for the spell. |
| Aryxbez01-02-07, 02:41 PM | Thanks now I remember him Lugh was my favorite warlord, other than the head druid I had used a sort of ripoff of lugh in an adventure once Although I never got to use the Lugh ripoff I would use a stone golem as the base creature for lugh Give him some intellect and charsima, take away the antimagic and beserk abilties Give him the ability to have axes swirl about him that deal 3d6 or 6d6 a round half on a reflex save DC=1/2HD,+Int or Cha mod Also I guess you could give him the ability to summon the bronze constructs 3/day giving him an options to summon the bronze boars as well. The bronze constructs I used medium earth elementals with weapons Or you could use Dread Guards from the Monster Manual 2 for the boars I had them be alone and used Rhinos. The dog I would say the bard spent a special feat that made it his animal companion that could never be brought below 0 since dog could never die until that one scene with fionachs pet. When it goes undead, all that changed about the dog was that it was undead so just apply the fast zombie or skeleton template on the dog I agree with it getting better when it gets combat trained taking feats like improved natural weapon bite. Also I am pretty sure the Nucklavee wasn't aquatic in any way It was pretty much a demonic centaur or a half fiend template since that template is better than fiendish, and centaur. give it blade hands or claw attacks that deal 1d8 or 2d6 base damage and a bite approiate for it's size. |
| Aryxbez01-14-07, 11:08 PM | I Also suggest that you post these creatures on the New monster request thread Here is the Link (http://boards1.wizards.com/showthread.php?t=678970) |