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Old 23rd April 2004, 06:55 PM   #461 (permalink)
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I'm thinking that no one wanted to try taking on Shomei. Would you?
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Old 24th April 2004, 05:04 AM   #462 (permalink)
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I'm thinking that no one wanted to try taking on Shomei. Would you?
Hrm, 'tis a possibility
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Old 25th April 2004, 07:01 AM   #463 (permalink)
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Well, in addition to her own formidable powers, she was dating an arch-devil or two, at the time.... ;->
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Old 25th April 2004, 09:13 AM   #464 (permalink)
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First off, do you mind Wyre being used as a base in a home game? 'tis a great world ye created (still think you should find a way to publish it as a campaign setting)
I'd be flattered. Thanks.

Quote:
Thinking of setting it pre-Cynric's Death
If I ever published, that's when I'd set it too.

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Along a similiar line does Mostin's Player mind if Mostin is possibily used as an npc? Shall not do so if the player is not okay with that.
Are you crazy? Dan has a huge ego. I'd never hear the end of it. (Seriously, I'm sure this would be fine.)

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How do dwarves fit into the world, if at all?
No dwarves, no halflings. Gnomes come in two kinds (wood and rock), and are feys. Goblins are feys. The monster palette in general is "classical": werewolves, feys (lots of 'em), manticores, giants, griffons - that kind of thing. Dragons are pretty much extinct.
Fourthly, can you give some more info on Thalassine and Shuth, mostly in cultural make up and the like please if possible?

Quote:
Fourthly, can you give some more info on Thalassine and Shuth, mostly in cultural make up and the like please if possible?
In Brief:


Thalassine = Think polytheistic Renaissance Italy
Shuth = Think opium-smoking Egyptians & Blood Magi


Quote:
Finally can you give some guidlines as to what is considered crimes in these era and the punishment associated? Am trying to figure out how things associating with devils would be punished if at all, yet am confused Shomei and her entry:
The distinction between temporal and ecclesiastical law is very important. Shomei would not be subject to ecclesiastical law (unlike Eadric).


I'll try to write more when I've got time.
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Old 26th April 2004, 12:04 AM   #465 (permalink)
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Thank you muchly Sep
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Old 26th April 2004, 07:10 PM   #466 (permalink)
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Quote:
Originally Posted by Cheiromancer
Toughness of Body
Spellcraft DC: 11
To Develop: 99,000 gp; 2 days; 3960 XP. Seed: fortify (DC17). Factors: grant additional +39 enhancement bonus to ability score (+78 DC), 1-round casting time (+18 DC), change from touch to target (+4 DC), change from target to area (+10 DC). Mitigating factors: 6 secondary casters contribute 7th level slots (-78 DC).
Maybe I'm missing something, but that adds up to 49, not 11?

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Sharpness of Wit
Casting Time: 1 round
Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), six secondary casters each sustain 21d6 backlash (-126 DC).

Sphere of Irresistable Magic
Casting Time: 1 round
Mitigating factors: primary caster sustains 30d6 backlash (-30 DC), six secondary casters each sustain 15d6 backlash (-90 DC)
Mist of Dreams
Casting Time: 1 round
Mitigating factors: primary caster sustains 30d6 backlash (-30 DC), six secondary casters each sustain 15d6 backlash (-90 DC)
Call Graz’zt
Casting Time: 1 round
Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), six secondary casters each sustain 21d6 backlash (-126 DC)
Whow! Even with Toughness of body and the house rule to apply backlash to casting time instead of duration, that is still a huge amount. Better keep a lot of curing potions ready...
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Old 26th April 2004, 08:59 PM   #467 (permalink)
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Quite right about on both counts, Knight Otu. You need flunkies with wands of cures, or a high level druid or cleric who has lots of Heal spells prepped.

The Toughness of Body is very tinkerable, depending on how many secondary casters you have, and how epic spell development works in your campaign. According the ELH it is 9000 gp per point of spellcraft, so you probably want it to be as cheap as possible. But if player wealth at high levels is handled by paper transactions (as in Sep's game), well, things might be different.
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Old 26th April 2004, 09:02 PM   #468 (permalink)
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From 72 to 432 damage. Average of 216. One thing's for sure, don't let Toughness of Body get dispelled or, worse, disjoined. Insta-death.
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Old 28th April 2004, 06:16 AM   #469 (permalink)
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Epic Spells

Does it occur to anyone else, that if you really wanted to be mean, hehehe, that you would charge the development cost of epic spells based on their DC *before* mitigating factors? I mean, come on, a measly ~100,000 gp and ~4000 xp for a spell that enhances a large number of peoples intelligence by +64! That's insane, hehehe...
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Old 30th April 2004, 09:29 PM   #470 (permalink)
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That's an excellent suggestion Kaodi---and it follows nicely that while developing epic spells the casters are experimenting and refining their formulas, and therefore would have to pay the more expensive cost vs. the costs for the final form of the most-twinked spell cost!

Arpopos of nothing, Sep, I was rereading some old threads and if you've got a few spare minutes, I'd still love to see what Troap looks like, and also how Wyrish goblins differ from their standard D&D counterparts (beyond the fact that they're feys)
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Old 30th April 2004, 10:07 PM   #471 (permalink)
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The problem with Kaodi's suggestion is that spontaneous epic spells would be impossible; and that would be a shame.

There is reference in the SH to Mostin tweaking already developed epic spells; I wonder how the mechancis of that works?
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Old 30th April 2004, 10:37 PM   #472 (permalink)
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Originally Posted by Cheiromancer
There is reference in the SH to Mostin tweaking already developed epic spells; I wonder how the mechancis of that works?
I took that to mean tweaking published epic spells to be castable, ie, not enough spellcraft to cast epic dispelling (or whatever it's called), so add some mitigators or reduce the effect to get one you can cast.
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Old 1st May 2004, 05:22 PM   #473 (permalink)
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Originally Posted by DanMcS
I took that to mean tweaking published epic spells to be castable, ie, not enough spellcraft to cast epic dispelling (or whatever it's called), so add some mitigators or reduce the effect to get one you can cast.
Oh I know the kind of things that he might like to do- but how much time does it take, and how much does it cost? Tweaking a spell to require a secondary caster contribute an 8th level spell slot instead of a 9th, and do 2d6 more backlash damage in exchange... it would be excessive to have to pay the whole development cost over again.
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Old 1st May 2004, 11:12 PM   #474 (permalink)
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another question for Sep:

What part does the underdark play in game? As is referenced in the hiding of Rurunoth's pearl.

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Mostin scried and located a suitable site: an isolated cyst in the continental bedrock, seismically stable, and sixty miles below even the deepest reaches of the Underdark.
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Old 2nd May 2004, 04:09 AM   #475 (permalink)
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Originally Posted by Cheiromancer
Oh I know the kind of things that he might like to do- but how much time does it take, and how much does it cost? Tweaking a spell to require a secondary caster contribute an 8th level spell slot instead of a 9th, and do 2d6 more backlash damage in exchange... it would be excessive to have to pay the whole development cost over again.
Not for spells that were already developed, but for those he hadn't made yet, tweak them ahead of time to be castable.
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Old 12th May 2004, 07:20 AM   #476 (permalink)
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Do you have more material on Graz'zt in the pipeline Sep, or did your last several posts clean you out?
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Old 12th May 2004, 08:00 AM   #477 (permalink)
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Do you have more material on Graz'zt in the pipeline Sep?
Not that wouldn't require spending lots of time. I've a few more nasties, though. Just numbers, I'm afraid - flavor text at a later stage, maybe.

I think these are the final versions - I've got too many drafts on my desktop.


Carasch

Male advanced chthonic balor; CR 46; huge outsider (chaotic, evil, extraplanar); HD 49d8+686; hp 1078; Init +19; Spd 60ft., fly 135ft. (good); AC 49, touch 27, flatfooted 43; Base Atk +49; Grp +79; Atk +81 melee (4d6+32/18-20, huge +5 keen unholy power greataxe); Full Atk: +81/+76/+71/+66 melee (4d6+32/18-20, huge +5 keen unholy power greataxe); SA Aura of unlight, spells, spell-like abilities, summon demon; SQ Damage reduction 15/cold iron and epic and good, darkvision 60 ft., eschew all materials, flaming body, immunity to electricity, fire and poison, ontic flux, regeneration 14, resistance to acid 10 and cold 10, see in darkness, spell resistance 58, telepathy 100 ft., true seeing, utter corruption, void reservoir; SV Fort +40 Ref +37 Will +35; AL CE; Str 47 Dex 33 Con 39 Int 28 Wis 28 Cha 36.
Skills and Feats: Bluff +65, Concentration +66, Diplomacy +67, Gather Information +65 (Abyss +67), Hide +63, Intimidate +67, Knowledge (arcana) +61, Knowledge (local, Abyss) +61, Knowledge (planes) +61, Knowledge (religion) +61, Listen +61, Move Silently +63, Search +61, Sense Motive +61, Spellcraft +73 (+75 scrolls), Spot +61, Use Magic Device +65 (+67 scrolls); Cleave, Devastating Critical (greataxe), Empower Spell, Epic Skill Focus (Spellcraft), Epic Spellcasting, Epic Spell Focus (evocation), Great Cleave, Greater Spell Focus (evocation), Improved Critical (greataxe), Improved Initiative, Improved Spell Capacity (10th), Improved Spell Capacity (11th), Overwhelming Critical (greataxe), Power Attack, Spell Focus (evocation), Spell Knowledge, Superior Initiative,Weapon Focus (greataxe).

Carasch’s natural weapons, as well as any weapons he wields, are treated as evil-aligned and epic for the purpose of overcoming damage reduction.

Spells: Carasch casts spells as a 46th level Sorcerer, and can cast spells from the Darkness, Demonic, Destruction and Evil domains as arcane spells. Carasch need not utilize material components in his spellcasting, and incurs no experience point debt for spells which normally demand it.

Devastating Critical (Ex): If Carasch scores a critical hit on an opponent with his axe they must make a Fortitude save (DC 51) or die instantly.

Spells Known (6/9/9/8/8/8/8/7/7/7/3/3; save DC 25+ spell level, 31+ spell level for evocations ): 0 – dancing lights, detect magic, disrupt undead, ghost sound, mage hand, preserve organ, ray of frost, read magic; 1st – expeditious retreat, mage armour, magic missile, shield, sleep; 2nd – cat’s grace, darkbolt, locate object, resist energy, whispering wind; 3rd – contagion, dread word, lightning bolt, magic circle against good; 4th – dimensional anchor, improved invisibility, liquid pain, scrying; 5th – dream, feeblemind, resonating resistance, sending; 6th – antimagic field, chain lightning, geas/quest; 7th – banishment, delayed blast fireball, greater scrying, plane shift, ; 8th – discern location, horrid wilting, mind blank, protection from spells; 9th – energy drain, meteor swarm, soul bind.

Carasch may also cast five epic spells per day.

Spell-Like Abilities: At will—blasphemy (DC 30), deeper darkness, desecrate, detect thoughts (DC 25), dominate monster (DC 32), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 30), haste, power word stun, symbol (any, DC varies) telekinesis (DC 28), unhallow, unholy aura (DC 31); 1/day—fire storm (DC 31), implosion (DC 32). Caster level 49th. The save DCs are Charisma-based.

Utter Corruption: All of Carasch’s spells and spell-like abilities gain the [Evil] descriptor, irrespective of their function. He automatically benefits from Malign Spell Focus (adding +2 to the DC of any spells), and all damage-dealing spells and spell-like abilities are automatically both Corrupted and Violated, as the feats of the same name.

Aura of Unlight (Sp): Carasch radiates an aura which combines the effects of damning darkness, deeper darkness and enervation about his person, which extends to 10 feet. Creatures within the aura are subject to its effect every round that they remain there. There is no saving throw against this effect, although spell resistance applies to the enervation component. The aura of unlight may be suppressed or resumed as a free action. It may be dispelled, but Carasch may reactivate it as a free action on his next turn. Caster level 49th .

Death Throes (Ex): When killed, Carasch explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 48 half). This explosion automatically destroys any weapons he is holding. The save DC is Constitution-based.

Summon Demon (Sp): Once per day, Carasch can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

Flaming Body (Su): The body of Carasch is wreathed in flame. Anyone grappling him takes 6d8 points of fire damage each round.

True Seeing (Su): Carasch has a continuous true seeing ability, as the spell (caster level 49th).

Skills: Carasch has a +8 racial bonus on Listen and Spot checks.

Ontic Flux (Ex): Carasch exists on the threshold of being and nonbeing, and as such seems to ‘flicker’ in and out of existence. The effect is identical to a blink spell, except that attacks which target incorporeal or ethereal creatures gain no special benefit, nor does Carasch receive any special benefits to attack creatures in this state. The ontic flux may be suppressed or resumed as a free action.

Regeneration (Ex): Carasch takes normal damage from epic good aligned weapons, and from spells or effects with the good descriptor.

See in Darkness(Su): Carasch can see perfectly in darkness of any kind, even that created by deeper darkness spells.




***



The Horror

Pseudonatural Ultroloth; CR 30; medium outsider (evil, extraplanar, pseudonatural, yugoloth); HD 18d8+216; hp 360; Init +23; Spd 80ft.; AC 68, touch 33, flatfooted 53; Base Atk +18; Grp +48; Atk +48 melee (2d8+15, tentacle rake); Full Atk: +48/+48/+48/+48/+48/+48 melee (2d8+15, tentacle rake); SA Constant insight, fear aura, improved grab, rotting constriction, spell-like abilities, summon yugoloths, weakness gaze; SQ Alternate form, damage reduction 15/epic and good and silver, darkvision 60 ft., fast healing 4, immunity to acid and poison, resistance to electricity 35, fire 10 and cold 10, spell resistance 90, telepathy 100 ft., true seeing; SV Fort +23 Ref +26 Will +25; AL NE; Str 41 Dex 41 Con 35 Int 28 Wis 38 Cha 28.

Skills and Feats: Balance +27, Bluff +30, Concentration +33, Diplomacy +24, Escape Artist +36, Hide +36, Intimidate +32, Knowledge (arcana) +30, Knowledge (the planes) +30, Knowledge (religion) +30, Listen +35, Move Silently +36, Search +30, Sense Motive +35, Spot +35, Spellcraft +32 (+34 scrolls), Tumble +36, Use Magic Device +30 (+32 scrolls); Combat Expertise, Corrupt Spell-like ability (horrid wilting), Dodge, Empower Spell-like Ability (enervation), Improved Initiative, Quicken Spell-like Ability (dimension door, Superior Initiative.

Alternate Form: At will, the Horror can assume the form of a grotesque, tentacled mass, but all its abilities remain unchanged despite its alien appearance. Changing shape is a standard action. Other creatures receive a –1 morale penalty on their attrack rolls against the Horror in its alternate form.

Fear Aura (Su): The Horror can radiate a 20-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 28 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the Horror's fear aura for 24 hours. Yugoloths are immune to this aura. The save DC is Charisma based.

Profane Aura (Su): The Horror is constantly surrounded by an aura of ineffable evil, granting it a +8 profane bonus to its armor class. It can resume or suppress this ability as a free action on its turn.

Improved Grab (Ex): If the Horror hits an opponent smaller than itself with a tentacle, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity.

Rotting Constriction: Once the Horror has hold of an opponent, each successful grapple check it makes during subsequent rounds permanently drains 2d4 points of Constitution. At the same time, the Horror regains 10 lost hit points.

Spell-like Abilities: At will – blasphemy, blur, deeper darkness, detect good, dimension door, dominate monster (DC 29), enervation (DC 23), feeblemind (DC25), greater dispel magic, greater scrying (DC 26), greater teleport (self plus 50 pounds of objects only), polymorph (self only), power word stun, shield, suggestion (DC 23), unhallow, unholy blight (DC23), wall of fire; 3/day – disintegrate (DC25), geas/quest, mass suggestion (DC 26), unholy aura (DC27); 1/day – destruction (DC 26), horrid wilting (DC 27). Caster level 18th. The save DC’s are Charisma-based.

Weakness Gaze (Su): Range 60 ft., Fort DC 28 negates. The Horror can sap the strength from an opponent’s body merely by looking at them. Those who fail their saves take 1d4 points of Strength and Dexterity damage. A creature that successfully saves cannot be affected again by the Horror's weakness gaze for 24 hours. The save DC is Charisma based.

Summon Yugoloths (Sp): Once per day the Horror can automatically summon 1d6 mezzoloths, or 1d3 nycaloths. This ability is the equivalent of a 9th-level spell.

True Seeing (Su): The Horror has a continuous true seeing ability, as the spell (caster level 18th).


The Horror issues from the insane region beyond the bounded cosmos. Its purpose is unknown.



**



Arioth, the Lioness. Chief of the Bodyguard of Dis.

Advanced erinyes blackguard 10 / warrior of darkness 5; CR 24; medium outsider (baatezu, evil, extraplanar, lawful); HD 10d8+70 plus 10d10+70 plus 5d10+35; hp 302; Init +10; Spd 40ft., fly 60 ft. (good); AC 33, touch 16, flatfooted 27; Base Atk +23; Grp +33; Atk +38 melee (2d6+19/17-20, +4 keen unholy greatsword) or +30 ranged (1d8+11 +1d6 fire, +1 flaming composite longbow (+10 Str Bonus)) or +29 ranged (rope); Full Atk: +38/+33/+28/+23 melee (2d6+19/17-20, +4 keen unholy greatsword) or +30/+25/+20/+15 ranged (1d8+11 +1d6 fire, +1 flaming composite longbow (+10 Str Bonus)) or +29 ranged (rope); SA Entangle, malign fury, smite good, sneak attack, spell-like abilities, summon baatezu; SQ Aura of evil, command undead, damage reduction 5/adamantine and good, dark blessing, darkvision 60 ft., detect good, diabolic celerity, immunity to fire and poison, scarred flesh, violent knowledge, resistance to acid 10 and cold 10, spell resistance 20, telepathy 100 ft., true seeing; SV Fort +33 Ref +25 Will +25; AL LE; Str 31 Dex 22 Con 24 Int 14 Wis 16 Cha 27.
Skills and Feats: Bluff +28, Concentration +17, Diplomacy +16, Escape Artist +16, (+18 rope bonds), Hide +31, Intimidate +36, Knowledge (religion) +12, Listen +13, Move Silently +21, Search +17, Sense Motive +18, Spot +13, Survival +20 (+22 tracking), Use Rope +16 (+18 with bindings); Cleave, Combat Expertise, Combat Reflexes, Dodge (B), Improved Critical (greatsword), Improved Initiative, Improved Sunder, Mobility (B), Power Attack, Spring Attack, Weapon Focus (greatsword), Whirlwind Attack.


Spells Prepared (4/4/4/3; save DCs 18+ Spell Level): 1st – corrupt weapon, doom, seething eyebane (x2); 2nd – death knell, devilcall, devil's tongue, eagle's splendour; 3rd – contagion, hell's power, deeper darkness, protection from elements; 4th – cure critical wounds, freedom of movement, vile lance.

Aura of Despair (Su): Arioth radiates a malign aura that causes enemies within 10 feet to take a –2 penalty on all saving throws.

Command Undead (Su): Arioth can rebuke and command undead as an 8th level cleric. She gains a +2 bonus on her check because she possesses 5 or more ranks in Knowledge (religion).

Darkling Weapon (Su): With three rounds of preparation, Arioth can imbue any weapon with a +1 enhancement bonus to attack and damage, or add a magical special quality equivalent to a +1 bonus to an existing magical weapon. The bonus only functions when in the hands of Arioth, and lasts for 5 hours. She can only imbue one special quality in a weapon at a time.

Detect Good (Sp): At will, Arioth can use detect good, duplicating the effect of the detect good spell.

Entangle (Ex): Arioth carries a stout rope 50 feet long which entangles opponents of any size as an animate rope spell (caster level 16th). She can hurl it 30 ft. with no range penalty.

Malign Fury: Arioth can take a full attack action in conjunction with a move action, usable 3 rounds per day.

Sneak Attack: Arioth can make a sneak attack like a rogue, dealing an extra 3d6 points of damage whenever a foe is denied its Dexterity bonus, or when she is flanking.

Spell-Like Abilities: At will – animate dead, charm monster (DC22), desecrate, greater teleport (self plus 50 pounds of objects only), invisibility (self only), major image (DC 21), polymorph self, produce flame, unholy blight (DC22). Caster level 12th. The save DCs are Charisma-based.

Summon Baatezu (Sp): Once per day, Arioth can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.

Smite Good (Su): Three times per day, Arioth my attempt to smite good with one normal melee attack. She adds +8 to her attack roll and deals +10 points points of damage if the attack is successful.

True Seeing (Su): Arioth continuously uses true seeing, as the spell (caster level 14th).


Possessions: +4 keen unholy greatsword, belt of giant strength +6, +4 mithral breastplate, +1 flaming composite longbow (+10 str bonus), rope.


**


Megual

Kelvezu Assassin 9; CR 27; medium outsider (chaotic, evil, extraplanar); HD 12d8+48 plus 9d6+36; hp 169; Init +17; Spd 30ft., fly 60ft. (good); AC 38, touch 23, flatfooted 38; Base Atk +18; Grp +23; Atk +34 melee (1d6+8 plus1 vile/15-20, +3 greater wounding vile scimitar); Full Atk: +34/+29/+24/+19 melee (1d6+8 plus 1 vile, +3 greater wounding vile scimitar); SA Death attack, poison, sneak attack +13d6, spell-like abilities, spells, summon tanar'ri; SQ Darkvision 60 ft., enhanced detection, evasion, immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10, and fire 10, spell resistance 26, telepathy 100 ft.; SV Fort +15 Ref +27 Will +13; AL CE; Str 20 Dex 36 Con 18 Int 26 Wis 16 Cha 19.
Skills and Feats: Bluff +29, Concentration +24, Diplomacy +33, Hide +65, Intimidate +25, Knowledge (the planes) +28, Listen +21, Move Silently +65, Search +32, Sense Motive +21, Sleight of Hand +37, Spellcraft +28, Spot +21; Combat Expertise, Combat Reflexes, Dodge, Improved Critical (scimitar), Improved Death Attack, Improved Initiative, Mobility, Weapon Finesse.

Death Attack: If Megual studies his victim for 3 rounds before making a sneak attack he has the possibility of either killing or paralyzing his victim for 1d6+9 rounds. Megual's death attack has a DC of 29.

Enhanced Detection (Su): In addition to his regular senses, Megual perceives foes through see invisibility and detect magic effects (caster level 18th) that are always active.

Evasion (Ex): If exposed to any effect that normally allows a Reflex save for half damage, Megual takes no damage on a successful saving throw.

Improved Uncanny Dodge (Ex): Megual cannot be flanked and retains his Dexterity bonus to AC even when caught flat-footed.


Poison (Ex): Megual continually coats his weapon with an injury poison (DC 20) produced from his fingertips. Initial and secondary damage is the same (1d6 points of Con damage). Megual's poison is highly perishable, and becomes inert 1 minute after he stops applying it.

Spell-Like Abilities: At will – deeper darkness, desecrate, detect good, detect law, greater dispel magic, greater invisibility (self only), greater teleport (self plus 50 pounds of objects only), read magic, suggestion, tongues (self only), unhallow. Caster level 18th. The Save DCs are Charisma-based.

Spells Known (5/5/5/4; Save DCs 16+ spell level): 1st – death grimace, jump, obscuring mist, true strike; 2nd – alter self, darklight, fox's cunning, undetectable alignment; 3rd – deep slumber, false life, misdirection, sadism; 4th – clairaudience/clairvoyance, freedom of movement, glibness.

Summon Tanar'ri: Once per day, Megual can attempt to summon another kelvezu with a 25% chance of success.

Skills: Megual receives a +8 racial bonus to Hide and Move Silently checks.

Possessions: headband of intellect +6, +3 greater wounding vile scimitar, mantle of great stealth.



**



Still needs tweaking:



RHYXALI (Demon Queen. The Princess of Shadow.)

Medium Outsider (Chaotic, Evil, Extraplanar, Tanar'ri); CR 30; HD 36d8+252 (414 hp); Init +24; Spd 30 ft.; AC 59 (+16 Dex, +8 armour, +11 insight, +14 natural), touch 37, flat-footed 59; Base Atk +36; Grp +42; Atk: +58 melee (1d6+11/12-20, +5 keen souldrinking rapier); Full Atk: +56/+51/+46/+41 melee (1d6+11/12-20, +5 keen souldrinking rapier) and +54/+54/+49/+44 (1d4+7/19-20, +4 speed strength-sapping dagger); SA Sneak attack, spell-like abilities, summon demons, summon shadow demons; SQ Archfiend qualities, damage reduction 20/cold iron and epic and good, darkvision 60 ft., fast healing 5, improved evasion, improved uncanny dodge, immunity to electricity and poison, incorporeality, resistance to acid 10 cold 10 and fire 10, see in darkness, shadow jump, spell resistance 38, telepathy 100 ft.; SV Fort +27, Ref +38, Will +31; AL CE; Str 23 Dex 43 Con 25 Int 28 Wis 33 Cha 28
Skills and Feats: Balance +59, Bluff +48, Climb +21, Concentration +22, Diplomacy +56, Disguise +48 (+52 acting), Escape Artist +55, Gather Information +34, Hide +85, Intimidate +26, Jump +49, Knowledge (arcana) +24, Knowledge (the planes) +34, Listen +50, Move Silently +85, Search +34, Sense Motive +55, Spellcraft +32, Spot +50, Tumble +59; Combat Expertise, Dark Speech, Dodge, Greater Two-Weapon Fighting, Improved Critical (rapier), Improved Initiative, Improved Two-Weapon Fighting, Mobility, Spring Attack, Superior Initiative, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (rapier).


Improved Evasion (Ex): If Rhyxali makes a successful Reflex saving throw against an attack which normally deals half damage on a successful save, she takes no damage from the attack. Even if she fails her save, Rhyxali takes only half damage.

Improved Uncanny Dodge (Ex): Rhyxali cannot be flanked and retains her Dexterity bonus to AC even when caught flat-footed.

Incorporeality (Su): As a standard action, Rhyxali can become incorporeal for as long as she desires. While incorporeal, Rhyxali appears as a humanoid shadow. During this time, she receives the incorporeal subtype, and the following changes to her statistics are in effect for as long as she remains incorporeal: Medium outsider (chaotic, evil, extraplanar, incorporeal, tanar'ri); AC 45, touch 45, flat-footed 45; SQ incorporeal subtype; Str –; Climb +14, Jump +43. She requires a standard action to return to her natural state.

See in Darkness (Su): Rhyxali can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Shadow Jump (Su): Rhyxali can travel at will between shadows as if by means of a dimension door spell. The transport must begin and end in an area with at least some shadow. She may travel up to 160 feet in this fashion. Using this ability is a free action for Rhyxali, but she may only make one shadow jump in any given round.

Sneak Attack: Rhyxali can make sneak attacks as a 20th-level rogue, dealing an extra 10d6 points of damage whenever a foe is denied its Dexterity bonus, or when she is flanking.

Spell-Like Abilities: At will—blasphemy, blur, damning darkness, darkbolt, deeper darkness, desecrate, detect good, detect law, detect thoughts, dream, greater dispel magic, greater shadow evocation, haste, improved invisibility, major image, mirage arcana, mirror image, phantasmal killer, shades, shadow hand, shadow walk, shadow well, suggestion, telekinesis, teleport without error, tongues (self only), unhallow, unholy aura, unholy blight, veil, wretched blight[/i]; 1/day— shapechange, time duplicate, weird; 1/year – taint seed. Caster level 20th; save DC 19 + spell level.

Summon Tanar’ri (Sp): Once per day, Rhyxali can summon 1d2+1 glabrezu or 1d2 marliliths automatically.

Summon Shadow Demons (Sp): Three times per day, Rhyxali can summon 1d6+1 shadow demons automatically. The shadow demons summoned by this ability are fully advanced (to 20 HD) and gain +1 hit point per hit die.

Archfiend Qualities (Su): These qualities are continually in effect upon Rhyxali’s person – see invisibility, detect magic, true seeing, freedom of movement, mind blank, protection from spells, foresight, antipathy toward all good-aligned creatures, and sympathy towards all evil-aligned creatures. Rhyxali is considered to have an experience point cushion of 15,000 xp per week when using powers which have an xp component.

Facilitate Translation (Sp): as a Demon Princess, Rhyxali can open a special gate to allow other fiends to soujourn upon the Prime Plane, contrary to the usual limitations which apply to lower planar creatures. Opening such a gate is a full-round action, requires 5000 xp, and the Demon Princess must subsequently rest 1 hour for every Hit Dice of the translating creature(s), during which time she is effectively fatigued. No more than 24HD of creatures may be translated, and no single creature of more than 16HD may be affected. Rhyxali herself may not enter the Prime unless called.

Redoubt of Evil: When present in her sanctum in Theostru/Shaddonon (in the Abyss), Rhyxali is considered to have an effective divine rank of 1 with the portfolio of darkness and shadows, and the domains of darkness, hatred and trickery. Although not a true deity, Rhyxali benefits from certain deific powers in her sanctum. She gains the following benefits:

* Rhyxali’s hit points increase to 540 (maximum per die).
* Her speed doubles to 60 ft.
* Her Dexterity increases from 43 to 44.
* Rhyxali’s gains a deflection bonus to her AC of +9, and a divine AC bonus of +1. Total AC increases to 70.
* She gains a +1 divine bonus on all attack rolls, and does not automatically fail on a natural attack roll of 1.
* Rhyxali gains a +1 divine bonus on all saving throws, and an additional +1 bonus on Reflec saves because of ability increase. She does not automatically fail on a natural saving throw roll of 1.
* All of Rhyxali’s skill checks gain a divine bonus of +1, and Dexterity based skill checks gain an additional +1 due to ability increase. Caster level checks gain a divine bonus of +1.
* She benefits from divine immunities to transmutation (polymorphing, petrification or any other attack that would alter her form), energy drain, ability drain, ability damage, and mind-affecting effects (charms, compulsions, phantasms, patterns and morale effects). She gains immunity to cold and acid, disease, stunning, sleep, paralysis, death effects and disintegration. She is not subject to death from massive damage.
* In addition, Rhyxali gains the following extra spell-like abilities usable at will as an 11th level caster: antipathy, armor of darkness, bestow curse, blacklight, blindness/deafness, confusion, disguise self, doom, false vision, forbiddance, invisibility, mislead, nightmare, nondetection, obscuring mist, polymorph any object, power word blind, power word kill, prying eyes, rage, righteous might, scare, screen, time stop, wail of the banshee. Saving throw DCs for these spell-like abilities are 20 + spell level.
<sum> Rhyxali gains the benefits of the domain powers of darkness, hatred and trickery: she gains the Blind Fight feat, and once per day as a free action may gain a +2 profane bonus to attacks, saves and AC for one minute. Rhyxali's senses (including darkvision) extend to a distance of one mile.
* When making a skill check related to her portfolio with a DC of 15 or less, Rhyxali can perform it as a free action. She may make one such check per round as a free action.
* Rhyxali may create any magic item related to her portfolio with a market price of 4,500 gp or less.
* Rhyxali has a divine aura extending up to 10 ft. Mortals and beings of less than divine rank 1 must make a successful Will save (DC 20) to resist this effect. Beings of divine rank 1 or higher are immune to this effect.
* Rhyxali may use remote communication to any of those who venerate her, and to anyone within one mile of a site dedicated to her.
* Rhyxali gains the Salient Divine Abilities of Increased Spell Resistance and Supreme Initiative.

Rhyxali's’s sanctum is considered to be a Godly Realm.

Possessions: Rhyxali wields a +5 keen souldrinking rapier and a +4 speed strengthsapping dagger. Her black sash confers a +30 competence bonus to all Move Silently and Hide skill checks.

Rhyxali's collar of adamant grants a +8 armour bonus to its wearer and renders her invulnerable to critical hits in the same fashion as the heavy fortification dweomer.

Rhyxali's amulet is a minor artifact which confers the benefits of a rod of epic rulership and also allows the wearer to use a dominate monster effect (heightened to 16th level, DC 34) at will. Activating either is a standard action.
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Old 12th May 2004, 08:27 AM   #478 (permalink)
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Deities are a problem. There are so many different notions of godhood, that its hard to know where to start with them. I didn't want to exclude any ideas of what it means to be a deity: conceptions in the real world vary widely from culture to culture, and all offer interesting perspectives which can inform the way that deities are in-game.

I've always been partial to the notion that some gods can simply be beefed-up outsiders that beefed-up characters can whack around. I like the idea of 'small gods' of rivers and mountains, but at the same time I like the idea of gods as fundamental archetypes. I like the fact that Thor is stupid, Ares is a coward, and Quetzalcoatl is very, very fickle. I like the idea that God (intentionally capitalized) is the ultimate truth and reality in Christian mysticism or Qabalah, but I can also dig YHWH as nothing more than a minor tribal sky-deity from the Levant.

So here is a goddess – her name is Ninit. Ninit has a Divine Rank of 1, but she has been customized somewhat. Changes were made in order to reflect her particular niche – I really felt that trying to force her too tightly into the standard mould offered in Deities and Demigods would be to do her a disservice: she almost fits, but not quite. Changes have made her more-or-less balanced with equivalent demipowers.

1) The teleport without error spell-like ability that DR1+ deities normally possess has been replaced by a supernatural ability to wind walk at will.
2) I had to invent three new cleric domains for Ninit – I think they're reasonably balanced: note that the Nature domain is not the same as the Nature domain from Oriental Adventures. Deities can normally use any domain spells they can grant as spell-like abilities: this is kind of ironic, as all of Ninit's worshippers are dead. I wanted her domain spells to be just right - otherwise she'd have access to silly spells that weren't in character. (Cough. Thor. Prismatic Sphere. Cough.)
3) Ninit is an itinerant goddess, and does not have a 'godly realm.'


I left out her raging statistics.

**


NINIT
The Rider. The Huntress.

Demigoddess
Symbol: The Horse
Home Plane: Sisperi
Alignment: Chaotic Neutral
Portfolio: Horses, hunting, nature, swiftness, wild beasts, wind
Worshippers: Hunters, riders, barbarians
Cleric Alignments: CG, CN, N, CE
Domains: Hunt, Instinct, Nature (see below)
Favoured Weapon: Spear

Barbarian 30
Medium Outsider (Chaotic)
Divine Rank: 1
Hit Dice: 20d8+180 (outsider) plus 30d12+270 (Bbn) (970 hp)
Initiative: +17
Speed: 70 ft.
Armour Class: 42 (+9 Dex, +8 deflection, +1 divine, +14 natural), touch 28, flat-footed 33
Base Attack/Grapple: +35/+43
Attack: +5 ghost touch greater wounding spear +49 melee (1d8+15/19-20x3)
Full Attack: +5 ghost touch greater wounding spear +49/+44/+39/+34 melee (1d8+15/19-20x3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Rage, spell-like abilities
Special Qualities: Divine aura (10 ft., save DC 19), divine immunities, DR 15/epic and 8/-, fast movement, immortal, improved uncanny dodge, indomitable will, remote communication, resistance to fire 6, salient divine abilities, SR 53, trap sense, uncanny dodge, understand, speak and read all languages and speak directly to all beings within 1 mile, wind-walk.
Saves: Fort +37, Ref +37, Will +41
Abilities: Str 25, Dex 28, Con 28, Int 24, Wis 37, Cha 26
Skills: Balance +42, Climb +38, Escape Artist +40, Handle Animal +64, Heal +43, Hide +40, Intimidate +62, Jump +42, Knowledge (geography) +38, Knowledge (nature) +67, Listen +66, Move Silently +61, Ride +92, Sense Motive +66, Spot +66, Survival +68 (+74 above ground), Swim +38, Tumble +44
Feats: Animal Affinity, Combat Reflexes, Dodge, Epic Skill Focus (Ride), Improved Critical (spear), Improved Initiative, Incite Rage, Legendary Tracker, Mighty Rage, Mobility, Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Superior Initiative, Track, Weapon Focus (spear).

Divine Immunities: Ability damage, ability drain, acid, cold, death-effects, disease, disintegration, electricity, energy drain, mind-affecting effects, paralysis, poison, sleep, stunning, transmutation.
Salient Divine Abilities: Divine Skill Focus (Ride), Increased Spell Resistance
Domain Powers: 11/day rebuke or command normal animals or plant creatures; augury 1/day as a free action.
Spell-Like Abilities: Ninit uses these abilities as an 11th level caster. The save DCs are 19+ spell level. Animal growth, animal messenger, bear's endurance, commune with nature, control weather, detect animals or plants, discern lies, discern location, divination, dominate animal, earthquake, expeditious retreat, find the path, foresight, greater scrying, locate creature, moment of prescience, owl's wisdom, snare, stone tell, summon nature's ally IX, sympathy, true strike, vision, whirlwind.


Other Divine Powers

As a demigod, Ninit treats a 1 on an attack roll or a saving throw normally and not as an automatic failure. She is immortal.
Senses: Ninit can see, hear, touch and smell at a distance of one mile. As a standard action she can perceive anything within one mile of her worshippers, holy sites, objects or any location where her name was spoken in the last hour. She can extend her senses to up to two locations at once. She can block the sensing power of deities of her rank or lower at up to two remote locations at once for 1 hour.
Portfolio Sense: Ninit instantly detects any event which involves one thousand or more people and is related to her portfolio.
Automatic Actions: Ninit can use any skill related to her portfolio – even those she has no ranks in – as a free action, provided that the DC is 15 or less. She can perform up to two such free actions in a round.
Create Magic Items: Ninit can create magic items related to her portfolio without the requisite item creation feat provided she meets all other prerequisites for the item, and the item's market price does not exceed 4,500gp.





INSTINCT DOMAIN

Granted Power: You may invoke a flash of insight regarding a particular course of action as a supernatural ability. Once per day, you may use an augury (as the second level cleric spell). Activating this power is a free action: add your cleric level to the base 70% chance of receiving a meaningful result as though you had cast the spell.

Instinct Domain Spells

1. True Strike
2. Owl's Wisdom
3. Discern Lies
4. Divination
5. True Seeing
6. Find the Path
7. Vision
8. Moment of Prescience
9. Foresight


HUNT DOMAIN

Granted Power: Add Ride, Search and Spot to your list of cleric class skills.

Hunt Domain Spells

1. Expeditious Retreat
2. Bear's Endurance
3. Snare
4. Locate Creature
5. Stone Tell
6. Find the Path
7. Greater Scrying
8. Discern Location
9. Sympathy


NATURE DOMAIN

Granted Power: Rebuke or command normal animals or plant creatures as an evil cleric rebukes or commands undead. Use this ability a number of times per day equal to 3+ your Charisma modifier.

Nature Domain Spells

1. Detect Animals or Plants
2. Animal Messenger
3. Dominate Animal
4. Animal Growth
5. Commune with Nature
6. Control Weather
7. Whirlwind
8. Earthquake
9. Summon Nature's Ally IX
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Old 12th May 2004, 09:58 AM   #479 (permalink)
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hey sep, did i miss teppu or hasn't he been posted (yet)?



the horror has SR 90!!!!!

careful, mostin....
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Last edited by tleilaxu; 12th May 2004 at 10:01 AM..
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Old 12th May 2004, 12:58 PM   #480 (permalink)
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Quote:
Originally Posted by Sepulchrave II
I've always been partial to the notion that some gods can simply be beefed-up outsiders that beefed-up characters can whack around. I like the idea of 'small gods' of rivers and mountains, but at the same time I like the idea of gods as fundamental archetypes. I like the fact that Thor is stupid, Ares is a coward, and Quetzalcoatl is very, very fickle. I like the idea that God (intentionally capitalized) is the ultimate truth and reality in Christian mysticism or Qabalah, but I can also dig YHWH as nothing more than a minor tribal sky-deity from the Levant.
Nice. like the idea of small gods as esentially cult deities. They can't grant spells (so DR0), but they are imortal and divine.

Anyway, what method did you use for her ability scores? Just what felt right?
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