Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
These are the characters from the seldom-updated "Lady Despina's Virtue" thread in the Story Hour forum. Overpowered? - maybe. Do I care? - usually, no, but that damned scimitar can be a royal pain in the butt...
Eadric
Human male Paladin 15; medium sized humanoid (human); HD 15d10+60; hps 159; Init +1 (+1 Dex,); Speed 20 ft; AC 28 (+1 Dex, +12 Armour, +5 Shield); Attack: BAB: +15/+10/+5; +25/+20/+15 (Magical Bastard Sword + Belt) or +24/+19/+14 (Magical Lance + Belt); Dmg: 1d10+9 (15-20/x2) (Magical Bastard Sword), 1d8+9 (x3) (Magical Lance + Belt) - double on charge. SV Fort +18, Ref +11, Will +13; AL LG; Str 18 (24), Dex 13, Con 18, Int 12, Wis 16, Cha 21.
Special Abilities: Detect Evil at will, Divine Grace, Lay on Hands (75hp/day), Divine Health, Aura of Courage, Smite Evil (1/day, +15 dmg), Remove Disease (5/week), Turn Undead (as CLE 13, 8/day).
Spells: -/3/2/2/1. Prepared spells vary, but usually include "Holy Sword."
Magic Items:
"Lukarn." LG Keen Sunblade (Bastard Sword) +2, +4 vs Evil Creatures. Double Damage vs. Undead. Int 14, Wis 17, Cha 15. Semiempathy. 1 x Extraordinary Ability: Heal 1/day. Special Purpose: Slay Chaotic Evil Creatures. Special Purpose Power: Confusion. Lukarn has an Ego of 20.
"The Skin of Sarth." +4 Full Plate Armour of Invulnerability.
"Melimpor's Iron Girdle." Belt of Giant Strength +6.
"Melimpor's Shield." A Large +3 Shield of Blinding.
"Kirm." Heavy +2 Dragonbane Lance.
3 Javelins of Lightning
4 Potions of Cure Serious Wounds; 2 Potions of Haste.
Tatterbrand, Eadric's Squire
Human Fighter 7; medium sized humanoid (human); HD 7d10+14; hps 57; Init +3 (+3 Dex); Speed 30 ft; AC 20 (+3 Dex, +4 Armour, +3 Buckler); Attack: BAB: +7/+2; +11/+4 (Masterwork Longsword) or +12/+7 (Composite Shortbow) Dmg: 1d8+2 (19-20/x2) (MW Longsword) or 1d6 +2 (x3) (Composite Shortbow), SV Fort +7, Ref +5, Will +2; AL LG; Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 13.
"Dread Githla." +4 Keen, Throwing and Returning Scimitar
Cloak of Displacement (Major)
+5 Studded Leather Armour
Iron Horn of Valhalla
The Blue Garnet Collar (Grants wearer +4 to Charisma).
Winged Boots
Potion of Fiery Breath.
2 Potions of Invisibility.
Nwm the Preceptor
Human Druid 14; medium sized humanoid (human); HD 14d8+28; hps 98; Init +1 (+1 Dex); Speed 30 ft; AC 19 (+1 Dex, +5 Armour, +3 Natural); Attack: BAB: +10/+5; +13/+13/+8/+5 (Magical Quarterstaff) or +12/+7 (Magical Javelin) Dmg: 1d6+4 (x2) (Magical Quarterstaff) or 1d6 +3 (x2) (Magical Javelin), SV Fort +7, Ref +5, Will +2; AL LG; Str 14, Dex 12, Con 14, Int 12, Wis 19, Cha 17.
Special Abilities: Woodland Stride, Trackless Step, +4 on Saves vs. Fey Enchantments, Wild Shape (5/day), Venom Immunity, A Thousand Faces.
Spells Per Day: 6/6/6/5/5/3/3/2
Nwm's Staff (+2 Staff of the Woodlands topped with an Orb of Storms)
"Leofric's Token," a +3 Amulet of Natural Armour
+3 Leather Armour
"The Bleeding Spears of Huttur," 2x +1 Javelins of Wounding
Bag of Tricks (Rust Colour)
Tostig, Nwm's Bear
Dire Bear; Huge Animal; HD 21+126; hps 221; Init +0; Speed 40 ft; AC 19 (-2 Size, +11 Natural); Attack: 2 Claws +27, Bite +22; Dmg: 2d6 +14 (Claw) 4d6 +7 (Bite); SQ Improved Grab; SV Fort +18, Ref +12, Will +10; AL N; Str 39, Dex 11, Con 23, Int 12, Wis 19, Cha 17.
Skills: Listen +7, Spot +7, Swim +17
Meep, Longnose and Dour, Nwm's Monkeys
Tiny Animal; HD 1; hps 4; Init +2 (+2 Dex); Speed 30 ft, Climb 30 ft.; AC 14 (+2 Dex, +2 Size); Attack: Bite +4 melee; Dmg: 1d3-4; SV Fort +2, Ref +4, Will +1; AL N; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5.
8th lvl: Mind Blank, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Discern Location, Binding, Etherealness, Polymorph any Object.
Magic Items:
Looking Glass of Urm Nahat (Mirror of Mental Prowess)
Portable Hole
Bracers of Armour +4
Ring of Protection +2
"The Cordwainer's Needle." Shocking Burst +1 Rapier.
Incandescent Blue Sphere Ioun Stone (+2 Wis)
Pale Green Prism Ioun Stone (Sustains without Air)
Iridescent Spindle Ioun Stone (Sustains without Food or Water)
2 Phials of "Oil of Timelessness"
4 Potions of "Cure Serious Wounds."
Mostin's Metamorphic Apparatus.
This bulky object displaces around a cubic yard and weighs over 100 lbs. It is covered in dials and levers and has a single spherical chamber in its centre with a door which can be closed to seal it. When an object weighing less than twenty pounds is placed in the Metamorphic Apparatus, the door is closed and the correct sequence of levers pulled and buttons pressed, it undergoes a transformation equivalent to a Polymorph any Object spell, except that no object heavier than twenty pounds may be produced. Activating the Appararus takes one round for someone familiar with it: otherwise the metamorphosis will be random. Metamorphosis itself takes one full round and is accompanied by smoke and loud, jarring noises. The Metamorphic Apparatus can be activated once per day. Caster level 15th. Prerequisite of Craft Wondrous Item, "Polymorph any Object." Weight 100lbs. Market Price 24,000 gp.
Mostin's Pseudonatural Helper
This writhing mass of tentacles, arms and other unnamed organs of manipulation stands around four feet high. It has no discernible means of locomotion, although it can move forward by oozing at a rate of 10 ft. per round. The pseudonatural helper is uncannily dextrous and precise, and under the direction of its user it adds a +10 circumstance modifier to the user's checks with the following skills: Alchemy, Disable Device, Forgery, Heal, Open Lock and Use Rope. It understands complex commands involving the subtle manipulation of objects and devices, but cannot attack. The Pseudonatural Helper has 20hp and an AC of 10: if damaged it can be repaired through the use of Cure Spells or similar magic, or by natural recuperation. Caster level 10th. Prerequisite of Craft Wondrous Item, Summon Monster II, Permanency. Special: Crafter must be an Alienist of least 1st level. Weight 80 lbs. Market Price 12,000 gp.
Mostin's Comfortable Retreat
This small replica of a house, when placed upon the ground and a command word is spoken, immediately grows into a comfortable manse of small size. A second command word causes it to shrink to its normal size. The Comfortable Retreat has six plushly furnished bedrooms, a cozy drawing room, three opulent bathrooms, a small lounge, a library, a dining room with place settings for ten people, a conservatory with numerous plants, a kitchen and scullery, a small laboratory equipped with alchemical equipment (+2 to checks), a pantry full of meats and viands and a well-stocked wine cellar. Fires always burn in the hearths and a squad of 6 unseen servants are always on hand to serve food, wash laundry or perform other sundry tasks. The doors and windows are arcane locked, grates warded with explosive runes cover the chimnies, and a magic mouth on the front door warns intruders away, declaring:
"This is the abode of Mostin the Meta-Gnostic. If you value your sanity, depart swiftly!"
Those attempting to enter the Comfortable Retreat without the owner's consent are subject to the effects of a suggestion with the message: "What a nice morning/afternoon/evening/night. Why not go for a long walk, in the opposite direction of this house?" The save DC vs this suggestion is 19. The Comfortable Retreat may be activated or deactivated each only once per day, although it can retain its large size indefinitely if the command to shrink is not spoken.
Caster Level 14th. Prerequisite of Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Guards and Wards. Market Price 68,000 gp.
Mostin's Unsavory Oracle
If the correct words are known, this small (1 ft.) statuette of a gargoyle may be commanded to life once per day and posed a single question. The Unsavory Oracle responds as though the spell "Mostin's Metagnostic Inquiry" had been cast, but has the side effect of remaining alert and active for a full hour afterwards, during which time it will seek to wreak as much havoc as possible, although it will not attempt to flee or leave the owner. In its awakened form, the Unsavory Oracle has the stats of a Tiny Animated Object with 2hp. If slain, the Unsavory Oracle will return to its statue form, but cannot be activated for a full week thereafter. Prerequisites: Craft Wondrous Item, Mostin's Metagnostic Inquiry, Caster Level 14th. Market Price: 16,000 gp (?).
Mogus, Mostin's Familiar
Diminutive Pseudonatural Magical Beast (Hedgehog); HD 15; hps 30; Init +1 (+1 Dex); Speed 15 ft; AC 23 (+1 Dex, +4 Size, +8 Natural); Attack: BAB: +7/+2, +12/7 (Bite); Dmg: 1d3-4, SA Poison; SQ Defensive Ball SV Fort +6, Ref +9, Will +13; AL N; Str 3, Dex 12, Con 10, Int 13, Wis 12, Cha 5.
Skills: Hide +17, Listen +5, Spot +5
Feats: Weapon Finesse (Bite)
Special Abilities: Alertness on Master, Improved Evasion, Empathic Link, Touch, Speak with Master, Speak with Animals of Type (Rodentia), Spell Resistance 20, Scry on Familiar.
Pseudonatural Qualities: True Strike 1/day; Electricity and Acid Resistance 20; DR 10/+3; SR 25; Alternate Form.
Hehe, I am one of those persons, who has followed your rarely updated story since you first posted question about "Can demon be redeemable" or some such.
Shame on you Sepulchrave, for not mentioning you'd posted this in the story hour. Wow what a powerful bunch. I wish my character had half that amount of Magic items. Of course as I learned in a high points Champions campaign. If you can't get your hands on the villians it doesn't do you a dammed bit of good. You seem to have mastered that in spades.
Great to get some of the background on the characters. Especialy Mostin's little toys. Again many thanks for finally continuing the story.
__________________ "We are all Individuals! They chanted in unison...
These are the characters as they stand in the Spring of the year 688, before the beginning of the War of Secession.
I sat down with each of the players to make sure my copies of the characters were fully rationalized wrt. game mechanics - its amazing how many errors came to light. Dan's illegible handwriting, Dave's sloppy math and my lazy, half-asleep, cut-and paste means that errors (actually, mostly mine) in the opening post have been rectified.
I'm trying to find Mostin's Spell descriptions - I've got a copy tucked away on my desktop somewhere. Otherwise I'll have to pester Dan.
Eadric
Human male Paladin 15 / Divine Disciple 1; medium sized humanoid (human); HD 15d10+1d8 + 64; hps 168; Init +1 (+1 Dex,); Speed 20 ft; AC 28 (+1 Dex, +12 Armour, +5 Shield); Attack: BAB: +15/+10/+5; +25/+20/+15 (Magical Bastard Sword + Belt) or +24/+19/+14 (Magical Lance + Belt); Dmg: 1d10+9 (15-20/x2) (Magical Bastard Sword), 1d8+9 (x3) (Magical Lance + Belt) - double on charge. SV Fort +20, Ref +11, Will +15; AL LG; Str 18 (24), Dex 13, Con 18, Int 12, Wis 16, Cha 22.
Special Abilities: Detect Evil at will, Divine Grace, Lay on Hands (75hp/day), Divine Health, Aura of Courage, Smite Evil (1/day, +15 dmg), Remove Disease (5/week), Turn Undead (as CLE 13, 8/day). Strength Domain Power (1/day: +16 to Str for 1 round). Divine Emissary (Telepathy w/ LG celestials in 60 ft.)
Spells: -/3/3/2/1. Prepared spells vary, but usually include "Holy Sword." Plus Strength domain spells: Endure Elements, Bull’s Strength, Magic Vestment, Spell Immunity.
Magic Items:
"Lukarn." LG Keen Sunblade (Bastard Sword) +2, +4 vs Evil Creatures. Double Damage vs. Undead. Int 14, Wis 17, Cha 15. Semiempathy. 1 x Extraordinary Ability: Heal 1/day. Special Purpose: Slay Chaotic Evil Creatures. Special Purpose Power: Confusion. Lukarn has an Ego of 20.
"The Skin of Sarth." +4 Full Plate Armour of Invulnerability.
"Melimpor's Iron Girdle." Belt of Giant Strength +6.
"Melimpor's Shield." A Large +3 Shield of Blinding.
"Kirm." Heavy +2 Dragonbane Lance.
3 Javelins of Lightning
4 Potions of Cure Serious Wounds; 2 Potions of Haste.
Physical Characteristics: 34 Years. 190 lbs. 6’1." Tawny, shoulder-length hair, brown eyes, athletic but not over-muscled. Fair Complexion. Now sports a beard which makes him look older than previously.
Tatterbrand, Eadric's Squire
Human Fighter 8; medium sized humanoid (human); HD 8d10+16; hps 64; Init +7 (+3 Dex, +4 Improved); Speed 30 ft; AC 20 (+3 Dex, +4 Armour, +3 Buckler); Attack: BAB: +8/+3; +12/+7 (MW Longsword) or +15/+10 (Composite Shortbow w/ magic arrow) Dmg: 1d8+2 (19-20/x2) (MW Longsword) or 1d6 +5 (x3) (Composite Shortbow), SV Fort +8, Ref +5, Will +2; AL LG; Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 13.
Magic Items:
"Dread Githla." +4 Keen, Throwing and Returning Scimitar
Cloak of Displacement (Major)
+5 Studded Leather Armour
The Blue Garnet Collar (Grants wearer +4 to Charisma).
Winged Boots
Potion of Fiery Breath.
Potion of Invisibility.
+1 Thundering and Shocking Burst Light Pick (Yet to be named)
Physical Characteristics: 44 years; 159 lbs; 5'8." Wiry and athletic, handsome, slightly exotic features only hint at Elven heritage. Black hair, green eyes, neatly trimmed beard. Olive complexion.
Nwm the Preceptor
Human Druid 15; medium sized humanoid (human); HD 15d8+30; hps 105; Init +1 (+1 Dex); Speed 30 ft; AC 19 (+1 Dex, +5 Armour, +3 Natural); Attack: BAB: +11/+6/+1; +14/+14/+9/+9/+4 (Magical Quarterstaff) or +13/+8 (Magical Javelin) Dmg: 1d6+4 (x2) (Magical Quarterstaff) or 1d6 +3 (x2) (Magical Javelin), SV Fort +11, Ref +6, Will +13; AL NG; Str 14, Dex 12, Con 14, Int 15, Wis 19, Cha 17.
Special Abilities: Woodland Stride, Trackless Step, +4 on Saves vs. Fey Enchantments, Wild Shape (5/day; Huge), Venom Immunity, A Thousand Faces, Timeless Body.
Spells Per Day: 6/6/6/5/5/4/3/2/1
Nwm's Staff (+2 Staff of the Woodlands topped with an Orb of Storms)
"Leofric's Token," a +3 Amulet of Natural Armour
+3 Leather Armour
"The Bleeding Spears of Huttur," 2x +1 Javelins of Wounding
Bag of Tricks (Rust Colour)
Nwm’s Torc: Command activated device which allows the wearer at will to ‘Commune with Nature’ as cast by a 9th level Druid.
Physical Characteristics: 46 Years; 188lbs; 5’10." Weathered face with wrinkles around the eyes. Stocky. Dishevelled, dark brown hair with a straggly beard - both greying. Hazel Eyes. Moves swiftly and purposefully.
Tostig, Nwm's Bear
Dire Bear; Huge Animal; HD 21+126; hps 221; Init +0; Speed 40 ft; AC 19 (-2 Size, +11 Natural); Attack: 2 Claws +27, Bite +22; Dmg: 2d6 +14 (Claw) 4d6 +7 (Bite); SQ Improved Grab; SV Fort +18, Ref +12, Will +10; AL N; Str 39, Dex 11, Con 23, Int 12, Wis 19, Cha 17.
Skills: Listen +7, Spot +7, Swim +17
Grince and Midder, Nwm's Owls
Tiny Animal; HD 1; hps 4; Init +3 (+3 Dex); Speed 10 ft, Fly 40 ft (average); AC 17 (+3 Dex, +2 Size, +2 Natural); Attack: Claws +5 melee; Dmg: 1d2-2; SV Fort +2, Ref +5, Will +2; AL N; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4.
8th lvl: Mind Blank, Greater Planar Binding, Great Shout, Summon Monster VIII, Sympathy, Trap the Soul, Discern Location, Binding, Etherealness, Polymorph any Object, Mass Manifest, Symbol.
Magic Items:
Looking Glass of Urm Nahat (Mirror of Mental Prowess)
Portable Hole
Bracers of Armour +4
Ring of Protection +2
Incandescent Blue Sphere Ioun Stone (+2 Wis)
Pale Green Prism Ioun Stone (Sustains without Air)
Iridescent Spindle Ioun Stone (Sustains without Food or Water)
Amulet of Absorption (50 Spell Levels)
Headband of Intellect +6
3 Beads of Force
2 Phials of "Oil of Timelessness"
4 Potions of "Cure Serious Wounds."
Mostin's Comfortable Retreat
Mostin's Comfortable Retreat
This small replica of a house, when placed upon the ground and a command word is spoken, immediately grows into a comfortable manse of small size. A second command word causes it to shrink to its normal size. The Comfortable Retreat has six plushly furnished bedrooms, a cozy drawing room, three opulent bathrooms, a small lounge, a library, a dining room with place settings for ten people, a conservatory with numerous plants, a kitchen and scullery, a small laboratory equipped with alchemical equipment (+2 to checks), a pantry full of meats and viands and a well-stocked wine cellar. Fires always burn in the hearths and a squad of 6 unseen servants are always on hand to serve food, wash laundry or perform other sundry tasks. The doors and windows are arcane locked, grates warded with explosive runes cover the chimnies, and a magic mouth on the front door warns intruders away, declaring:
"This is the abode of Mostin the Meta-Gnostic. If you value your sanity, depart swiftly!"
Those attempting to enter the Comfortable Retreat without the owner's consent are subject to the effects of a suggestion with the message: "What a nice morning/afternoon/evening/night. Why not go for a long walk, in the opposite direction of this house?" The save DC vs this suggestion is 19. The Comfortable Retreat may be activated or deactivated each only once per day, although it can retain its large size indefinitely if the command to shrink is not spoken.
Caster Level 14th. Prerequisite of Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Guards and Wards. Market Price 68,000 gp.
Physical Characteristics: 41 Years (Physically, 33). 158 lbs. 5’6" Slim, dapper and fashionable. Immaculately trimmed beard. Reddish-brown hair, very fair complexion. Upon achieving his transcendence, Mostin's eyes changed colour to an eerie green and his eyelids shed away. Has a penchant for floppy hats.
Mogus, Mostin's Familiar
Diminutive Pseudonatural Magical Beast (Hedgehog); HD 16; hps 32; Init +1 (+1 Dex); Speed 15 ft; AC 23 (+1 Dex, +4 Size, +8 Natural); Attack: BAB: +7/+2, +12/7 (Bite); Dmg: 1d3-4, SA Poison; SQ Defensive Ball SV Fort +6, Ref +9, Will +13; AL N; Str 3, Dex 12, Con 10, Int 13, Wis 12, Cha 5.
Skills: Hide +17, Listen +5, Spot +5
Feats: Weapon Finesse (Bite)
Special Abilities: Alertness on Master, Improved Evasion, Empathic Link, Touch, Speak with Master, Speal with Animals of Type (Rodentia), Spell Resistance 20, Scry on Familiar.
Pseudonatural Qualities: True Strike 1/day; Electricity and Acid Resistance 20; DR 10/+3; SR 25; Alternate Form.
Nehael (Lady Despina)
Succubus. Medium sized outsider (Demon) / Druid 1 / Contemplative 1; HD 8d8+8 +1d8+1 +1d6+1; hps 51; Init +1 (+1 Dex); Speed 30 ft., fly 50 ft; AC 20 (+1 Dex, +9 Natural); Attack: BAB: +8/+3; +9/+9 (2 Claws); Dmg: 1d3+1 (Claw), SV Fort +16, Ref +12, Will +17; AL NG; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20.
Special Attacks: Spell-Like Abilities: At will – charm monster, clairaudience/clairvoyance, detect thoughts, ethereal jaunt, suggestion, teleport without error.
Special Qualities: Damage Reduction 20/+2; SR 12, Alternate Form, Tongues. Nature Sense. Cha bonus to all saves (Mysticism Domain Ability).
Tanar’ri Qualities: Immune to Poison and Electricity; Cold, Fire Acid Resistance 20; Telepathy.
Spells: 4/3 Spells per Day + Prestige Domain Spells (Mystcism)
Nehael (Despina) is a Succubus modestly advanced from 6HD to 8HD – primarily to grant her extra skill points, reflecting her religious and philosophical expertise.
The question "what qualities and abilities does an ex-demon possess?" was vexatious. Whilst it was tempting to replace certain supernatural abilities with their good equivalent (unholy blight becomes holy smite, the energy drain kiss becomes restoration etc.), I didn’t feel as though these powers accurately captured the mood of her "atonement." I therefore simply decided to drop those abilities which were inconsistent in flavour with her new alignment (darkness, desecrate, doom, unholy blight, summon tanar’ri, energy drain). If any other abilities arise to replace these, then it will only be after much work by the demoness – atonement is never that easy.
Other spell-like abilities, and resistances, I allowed her to keep. These did not seem inappropriate to her new alignment, and were reflective of her supernatural nature more than evil. Nonetheless, in terms of power, she is diminished.
Next: The Fiends.
Last edited by Sepulchrave II; 5th June 2002 at 07:59 PM..
My rationale for converting Graz'zt the way that I did is complex.
The basic premises run as follows:
1) All Demon Princes and Arch-Devils (with the exception of the Adversary and Demogorgon, who in my campaign are uniquely powerful entities), and most Demon Lords and Dukes of Hell should be less powerful than the most advanced Solars (66HD), and more powerful than the most advanced Balors or Pit Fiends (39HD).
2) This gives a wide range (40-65HD), which is good. Most Lords and Dukes will fall in the 40-50 range, and all Princes and Arch-Devils in the 51+ range.
3) Scott Greene's Conversion of Graz'zt happened to place him at 62HD, which is a good starting point as I wanted Graz'zt in the upper range. This acted as a template.
4) The publication of DDg gave some new hints. The total ability scores for a Demigod are in the 170-175 range, increasing to the 190s for a Greater Deity. I wanted archfiends to be considerably less than this, in case I needed to plug in info from DDg at any point later in the game. An advanced Solar's ability total is 153, and this seemed about right as a maximum for an archfiend. Bearing in mind that maxed Pit Fiends' and Balors' scores total in the mid 120s, it seemed consistent. Thus, Demon Lords and Dukes of Hell weigh in at 130-140, Princes and Archdevils at 141-153, or thereabouts. The gap in the scores, between Demon Princes and Demigods (154-170), is suitable for saints, and for other quasi-deities who do not fall into the Oronthonian schema.
5) I needed a mechanic which reflects the ability of an archfiend to aid the passage of another fiend onto the Prime Plane. Facilitate Translation was born.
6) I wanted a set of qualities which distinguished archfiends qualitatively from their lesser kin, reflecting their supremacy, but setting them apart from quasi-deities. Predictably, these are called Archfiend Qualities.
7) I wanted weapon bonuses to be at maximum no higher in equivalence than that of Enitharmon, the Marshal of the Celestial host (+5 Holy Keen Vorpal Dancing, or +17 total). Even an 'average' Solar's weapon is a hefty +14.
8) Since the publication of DDg, nothing has more than 3 iterative attacks unless the weapon is speeded. Graz'zt's mechanics reflect this.
Graz’zt (Demon Prince)
Large Outsider (Demon); HD 62d8 +434; hps 713; Init +10 (+6 Dex, +4 Improved Initiative); Speed 40 ft; AC 53 (-1 Size, +29 Natural, +6 Dex, +7 Shield, +2 Insight); Attack: +72/+67/+62/+57 melee (Huge +5 Unholy Vorpal Acid Burst Bastard Sword) or: +70/+65/+60/+55 melee and +3 Unholy Keen Guisarme +67/+62 melee; Damage 2d6+14 +1d6 acid (Bastard Sword) and 2d4+7 (Guisarme); Special Attacks: spells, spell-like effects; Special Qualities: SR 32, DR 40/+4, spells, spell-like qualities; SV Fort +40, Ref +41, Will +42; AL CE; Str 28, Dex 22, Con 25, Int 26, Wis 24, Cha 28.
Feats: Weapon Focus (Bastard Sword), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Iron Will, Dodge, Mobility, Spring Attack, Whirlwind Attack, Expertise, Power Attack, Sunder, Improved Critical, Improved Initiative, Cleave, Great Cleave
Spell-like abilities (at 20th level): At will- astral projection (self only), blasphemy, deeper darkness, destruction, dimensional anchor, desecrate, detect good, detect law, fear, greater dispelling, polymorph self, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire. 1/day – fire storm, binding, horrid wilting, wail of the banshee. Save DCs are 20 + spell level.
Spells: Graz’zt casts arcane spells as a 20th level Sorcerer and divine spells as a 20th level Cleric with access to the domains of Knowledge, Evil, Chaos and Destruction. Save DCs for spells are 20+ spell level for arcane spells and 18+ spell level for divine spells.
Tanar'ri Qualities: Immune to poison and electricity; cold, fire and acid resistance 20; communicate telepathically to any creature within 100ft. that possesses a language.
Archfiend Qualities (Sp): These qualities are continually in effect upon Graz’zt’s person – see invisibility, detect magic, true seeing, freedom of movement, protection from spells, foresight, antipathy toward all good-aligned creatures, sympathy towards all evilly aligned creatures. These qualities may be dispelled, but can be resumed as a free action.
Facilitate Translation (Sp): as a Demon Prince, Graz’zt can open a gate to allow another fiend to reach the Prime Plane. The Demon Prince suffers temporary ability damage equal to the loss of one point of Strength, Dexterity and Constitution for every 2HD of the translating creature, rounded down. This temporary damage can only be healed naturally, at the rate of 1 point per day for each ability. Graz’zt himself may not enter the Prime unless called.
Summon Tanar’ri (Sp): Once per day Graz’zt can automatically summon 1d3 Balors, 1d4 Mariliths or 1d6 Nalfeshnees.
->Insert flavour text.
Last edited by Sepulchrave II; 12th June 2002 at 11:00 AM..
In the story hour thread, you groused about Ortwin's "munchkin" move of taking a level of ranger. Did it occur to you that after he takes the level in ranger, he will suffer a 20% xp penalty due to the "level split" rule? Doesn't sound like too good a choice to me!
If you are taking requests, I think it would be interesting to see Milissu (sp?)
__________________ "This game requires no gameboard because the action takes place in your imagination..." - Cover of Dungeons & Dragons Basic Rules Set 1.
Originally posted by Psion In the story hour thread, you groused about Ortwin's "munchkin" move of taking a level of ranger. Did it occur to you that after he takes the level in ranger, he will suffer a 20% xp penalty due to the "level split" rule? Doesn't sound like too good a choice to me!
I can answer that - the multiclassing penalty was rule zeroed from the outset of the game. I remember Sepulchrave describing it as 'bunkum.' I'm generally in accordance - as a player in the game, I can state that Ortwin is manifestly the least effective member of the party, despite the fact that he's 2 levels higher than everyone else.
Ortwin was originally a 1e character: Ftr5/Thf5/Brd14, or something like that. Converting him to 3e was a nightmare. Rob, his player, wanted to take Druid levels as well, to reflect his abilities, but that would have spread him even thinner.
Don't worry about Sepulchrave calling us names. He does that all the time.
Good you didn't Eadric. Otherwise you'd have bought the Epic level Handbook at once and planned for the next 25 levels till you would manage to survive a second...
Any chance we could see the stats on that rod you just metioned? I imagine you want to keep it as a surprise, but I thought I'd ask anyway.
__________________ "I asked Dave to please send me his rules additions, for I thought a whole new system should be developed. A few weeks after his visit I received 18 or so handwritten pages of rules and notes pertaining to his campaign, and I immediately began work on a brand new manuscript. "Greyhawk" campaign started —the first D&D campaign! About three weeks later, I had some 100 typewritten pages, and we began serious play-testing in Lake Geneva, while copies were sent to the Twin Cities and to several other groups for comment. DUNGEONS & DRAGONS had been born."
— EGG, Dragon #7
Ortwin of Jiuhu, Male Satyr Rogue5 Ranger1 Bard7 Fighter5 CR 20; Size:M Type Fey; HD 5d6+1d10+7d6+5d10+92; hp 152; Init +6 (+6 Dex); Spd Walk 40'; AC 27 (flatfooted 27, touch 15), Gore +15 (1d6+1) or Githla +23/+18/+13 (1d6+7 12-20/x2) and Thundering Shocking Burst +1 Light Pick +14/+9 (1d4+1+1d6 electric); SA: Bardic knowledge (+9), Bardic music 7/day, Evasion, Favored Enemy(Demons), Sneak Attack +3d6, Uncanny Dodge (Dex bonus to AC); Vision: Low-light AL: CG; Sv: Fort +14, Ref +20, Will +12; Str 13, Dex 22, Con 18, Int 15, Wis 12, Cha 20 (24)
Ok. That's me having fun. Minor notes: Skills are messed up because PC Gen doesn't know not to add the Fey Hit Dice when you are reincarnated. Feats are missing Skill Focus: Bluff and Brew Potion because Expertise was left out of the Whirlwind Attack prerequisites and because the feat count didn't allow for them (i.e. one too many feats). There appeared to be one too many second level bard spells known and one too few first level bard spells known. Totally disregard this as just me having fun because a) I've never seen the character sheet, b) I don't know the house rules involved, and c) I did this in 15 minutes on a whim in PC Gen.
Kudos to the DM and Players and all involved on their tremendous campaign!
Last edited by Jeremy; 1st August 2002 at 05:12 PM..
Magic Items:
"Dread Githla." +4 Keen, Throwing and Returning Scimitar
Cloak of Displacement (Major)
+5 Studded Leather Armour
The Blue Garnet Collar (Grants wearer +4 to Charisma).
Winged Boots
Potion of Fiery Breath.
Potion of Invisibility.
+1 Thundering and Shocking Burst Light Pick (Yet to be named)
...good luck with the nymphes, bud!
__________________ "I asked Dave to please send me his rules additions, for I thought a whole new system should be developed. A few weeks after his visit I received 18 or so handwritten pages of rules and notes pertaining to his campaign, and I immediately began work on a brand new manuscript. "Greyhawk" campaign started —the first D&D campaign! About three weeks later, I had some 100 typewritten pages, and we began serious play-testing in Lake Geneva, while copies were sent to the Twin Cities and to several other groups for comment. DUNGEONS & DRAGONS had been born."
— EGG, Dragon #7
Note that a reincarnated character loses 1 level of experience.
The Ranger level, in Ortwin's case - his latest. TWF etc. has gone. Rob seems happy enough though. I think he was unhappy with it stylistically, and said that when he re-levels up to 18th, he'll take bard or rogue.
Note that Feezuu's longbow is now included on the character sheet.
The class, BAB, hit points, base saves are unchanged by the spell.
He gets +2 Dex and Con, +4 Natural Armour, Racial Skill bonuses and 40 ft movement though (?!). And he can speak Sylvan now (!?).
Reincarnation is just messed up as its written. You have to house rule it, wing it, play it by ear. Whatever. It is sooo unclear.
I fixed the spell botch - Rob's bookkeeping is abysmal, and I don't catch all of it.
The extra feats are intentional - it was a compromise made when I stung him for seven Bard levels in the 1e to 3e transition.
He plans to take Perform (Pan Pipes), obviously.
Rob argued "Of course, Satyrs should be immune to a Nymph's supernatural attacks. They do chase them around."
I invited him to test his theory out...
Ortwin the Satyr
Fighter5/Rogue5/Bard7; medium sized fey; HD 5d10+20 + 5d6+20 + 7d6+28; hps 144; Init +6 (+6 Dex); Speed 40 ft; AC 28 (+6 Dex, +4 Natural, +8 Armour, ++ Displacement Effects); Attack: BAB: +13/+8/+3; +24/+19/+14 (Finessed Magical Scimitar) or +15/+10/+5 (Magical Pick) or +20/+25/+10 (Magical Longbow); Dmg: 1d6+7 (12-20/x2) (Magical Scimitar) or 1d4+1 +1d6 electrical (Magical Pick) or 1d8 +2 + enervation (Magical Bow); SV Fort +11, Ref +16, Will +8; AL CG(N Tendencies); Str 13, Dex 22, Con 18, Int 15, Wis 12, Cha 20 (24).
Languages: Common, Draconic, Old Borchion, Elf, Sylvan
"Dread Githla." +4 Keen, Throwing and Returning Scimitar
Cloak of Displacement (Major)
+5 Studded Leather Armour
The Blue Garnet Collar (Grants wearer +4 to Charisma).
Winged Boots
Potion of Fiery Breath.
Potion of Invisibility.
+1 Thundering and Shocking Burst Light Pick (Yet to be named)
"Anguish." A +1 Magical (+4 Mighty) Composite Longbow of Enervation. Those struck by missiles from this weapon are affected as though by the spell of the same name (Save DC17).
Balor. Huge outsider (Demon); HD 30d8+180; hps 315; Init +4 (+4 Improved Initiative); Speed 40 ft., fly 90 ft. (average); AC 31 (-2 Size, +23 Natural); Attack +42/+37/+32/+27 (huge +4 Unholy Celestial Bane Flaming Burst greatsword), +37 (whip) or +39 (2 slams); Dmg 2d8 +15 +1d6 (greatsword), 1d6+5 and entangle (whip) or slam 1d8 +11 + Fear Effect; Special Attacks: fear, spell-like abilities, entangle, body flames, summon tanar’ri; Special Qualities DR 30/+3, SR 28, tanar’ri qualities, death throes. SV Fort +20, Ref +14, Will +19; AL CE; Str 33, Dex 11, Con 23, Int 20, Wis 20, Cha 16.
Spell-like abilities (at 20th level): At will-, blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, polymorph self, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire. 1/day – fire storm, implosion. Save DCs are 13 + spell level.
Special Qualities: Fear, Entangle, Detect Magic, See Invisibility, Summon Tanar’ri, Death Throes, +8 Racial bonus to Spot and Listen checks.
Ainhorr is advanced from 13HD to 30HD, and represents one of the "great" Balors – he is scarcely less than a Demon Lord in terms of power and influence. Of the six Balors in Graz'zt's service (Ainhorr, Uruum, Choeth, Rurunoth, Irzho and Djorm), Ainhorr is by far the most potent.
Ainhorr is Graz’zt’s majordomo, the foremost general of his armies, and his most trusted servitor. In the initial revolt in Heaven, the Balor was one of Graz'zt's closest allies and his confidant, and fought next to the Prince on the Celestial Plains prior to the Fall. During Graz'zt's prolonged absence from his own planes, Ainhorr acted as steward of his master's realm.
Last edited by Sepulchrave II; 2nd August 2002 at 06:45 AM..