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.
Hey PCat... you mentioned an alternate "spellstiched" monster that looked like an evil hunter of the dead... I was wondering about where you found it. It sounds like a monster I sent you a few months ago, but I called it the Soulstiched. Maybe you should post it, assuming it's up to snuff.
Oh and great thread. I looove the dragon's stats... mmm, a disarming dragon... truly evil.
I'm not much good with actual stats, but I think others can come up with the exact "crunchy bits."
My thoughts:
They would all be true ghoul Githyanki. The task force, not the others. In my mind, the force would be something like this:
Shaper:
int focused psion. Leader of the group. Astral constructs would come in the form of big endoplasmic spiders, bats, or other freaky things, and would have an added list entry (when choosing their augmentation thingies from the lists in the PsiH): they could be the undead subtype
Psychic warrior 9ish/rogue 3ish/monk 4ish:
focused almost entirely on mobility, sneak attacks. Feats would either be psionic ones improving mobility or (a must) improved critical, deep impact, etc. Basically, in a toe to toe, they would get worked, but when striking from the shadows and then bursting away, they would be massively effective with extra damage dice. No armor, but inertial armor and crazy amounts of dodge bonuses/nat armor/etc.
Psychic Warrior:
A pure psionic fighter, but heavily protected against magic, etc. He would wear endoplasmic armor, use a githyanki silver sword, but also have a silver lance, because he rides a Silver Spider.
A Silver Spider is basically a large or huge advanced phase spider or maybe monstrous spider, but has the following extra stuff:
Shifts not between the Material and the Etherial, but between the Material and the Astral.
Can attack the silver cord on the astral plane.
This particular one is a true ghoul (maybe).
My favorite part: It shoots a web that, besides having the effect of a regular monstrous spider web, drains a certain number of powerpoints from any psionic beings it attaches to, and gives them back to the silver spider, or its rider. This drain would proably be based on Hit Dice of the spider.
And the final member (my personal favorite):
A cleric:
Not just any cleric, this cleric is dedicated to the lich queen herself. The queen's domains are the same as vecna's, except for an extra one: mind. I have no idea what the domain would consist of, but the added power is that you can trade healing spells for "Heal Mind Spells", which add power points. Evil, huh.
They would have a fifth member, but that was the archer the party killed earlier.
Umm... thats about all I can think of...
I can post the mind domain later, if you like. And maybe a better writeup of the silver spider.
Thats all, folks,
Grim.
PS: The silver lance would have something instead of the vorpal charictersistic. Perhaps "improved wounding", or keen. Or you could just keep the vorpal charicteristic, to be typically rat bastardy.
PPS: and all the psychic warriors could have had grafted thier weapons onto thier bodys, so when they die, you cant get their weapons. HEHEHEH. Se evil!
__________________ [Living ENWorld] Currently Playing Milo Bottleshanks setting out from the Red Dragon Inn(Start of "Tiggle's Order")
Last edited by Grim; 8th November 2002 at 02:06 AM..
Ah, good old treasure vaults If you're looking for any alternatives, I have 2 suggestions you might find interesting.
Dark Tentacles, from MM2, this creature has 36 tentacles (12 attacks a round) and is proficient with all simple and martial weapons, can be advanced to 27 HD (or more if you want I guess), and has some nice immobilizing spell like abilities. Scatters treasure about as bait in its description.
Deepspawn, from Magic of Faerun, similar to the Dark Tentacles, it has several natural attacks as well as notes for having cover when covered in treasure.
I kindof like the first one, imagine, the weapons that could be used against the White Kingdom would first be used by the monster! Up to 12 magical swords, axes, maces, and other expertly crafted dwarven weapons for the creature's use . It's also decently intelligent (Int 14) and would make for a fun challenge, especially with Agar's fascination with tentacles
I also have a question for you PC:
At the time when Defenders were infultrating that temple of healing that was really a front for a cult of clerics worshipping a god of plague, what did you use for the stats (if any) of that slimy (divine?) creature that polymorphed into a halfling? I found it interesting how he had several different diseases at his disposal to weaken the Defenders so that they couldn't touch him. Darn Talisman of Good . Thanks ahead of time.
__________________ From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...
From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
Last edited by Sollir Furryfoot; 8th November 2002 at 03:58 AM..
While trying to think of another bright idea, it occured to me that we tend to think about maliscious and cruel things to do to the Defenders exculsively.
I am thinking that perhaps as a small aside, if the Defenders need a new ally, you could have them meet by chance a celestial traveller from either the Upper Planes or Positive Energy Plane delving deep into the heart of the Ghoulish Kingdom in order to try and find some powerful artifact of good that was kept under the protection of the first ghouls that came from the Negative Energy Plane.
Just a thought, based on the reverse idea from MotP of bad things being held prison in the Positive Energy Plane.
__________________ -Kaodi
Good name in man and woman, dear my lord,
Is the immediate jewel of their souls.
Who steals my purse steals trash; 'tis something, nothing;
'Twas mine, 'tis his, and has been slave to thousands;
But he that filches from me my good name
Robs me of that which not enriches him
And makes me poor indeed.
-Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.
Originally posted by Gidien Hey PCat... you mentioned an alternate "spellstiched" monster that looked like an evil hunter of the dead... I was wondering about where you found it. It sounds like a monster I sent you a few months ago, but I called it the Soulstiched. Maybe you should post it, assuming it's up to snuff.
*bing bing bing!*
I'm embarrassed I mixed it up; I'd like to think that my faulty memory stems from incompetence, not early senility. It should say something that when I ran into it the other day in my gaming folder, I thought it came from WotC. The CR is probably a bit low, but the monster still rocks. Thank you again, and expect to see it in action before too long.
Soul Stitched (By Gidien)
Large Undead
HD: 20d12 (132)
Initiative: +10 (+6 Dex, +4 I.I.)
Speed: 40
AC: 27 (+6 Dex, +4 Haste, +7 Natural)
Attacks: 2 claws +19
Damage: Claw 2d6+8+Soul Drain
Face/Reach: 5x5/10
Special Attacks: Negative Energy Burst, Soul Drain
Special Qualities: Alacrity, Negative Energy Shield, DR 30/+3, SR 24
Saves- F: +8 R: +12 W: +16
Abilities: Str 26, Dex 22, Con -, Int 16, Wis 18, Cha 18
Skills: Intimidate +32 Listen +32, Spot +32,
Feats: Dodge, Moblitity, Spring Attack, Weapon Focus (claw), Improved Initiative, Great Fortitude, Power Attack, Cleave
Clime: Any
Organization: Solitary, Pair, or Gang (2-5)
CR: 14
Treasure: Standard
Align: Always neutral evil
Adv. Range: 21 to 40 HD (large), 41-60 HD (huge)
The Soul Stitched are terrifying undead constructs, crafted and granted sentience by only the most skilled necromancers. They are the ultimate bane to undead hunters.
Soul Stitched appear at first glance to be bizarre flesh golems, for each limb is created from the matching limbs of medium and small sized humans. Thus, its thin, elongated arms are comprised of several arms cunningly molded together. The overall effect is that of a tall, emaciated corpse, with grotesquely long limbs and body, topped by a grinning head that seems small by comparison. The Soul Stitched are infused with the tormented souls of all the victims that comprise it, and infused with negative energy, leaving it enveloped in a field of shimmering black and floating slightly off the ground.
Combat: The Soul Stitched are cunning combatants, and almost always travel with packs of lesser undead at their beck and call. They use these undead to hinder foes, especially spell casters, while blasting away with negative energy bursts. When closing for combat, they prefer to strike down those with divine powers first, as they particularly despise such beings.
Negative Energy Burst (Su): Once every 1d4 rounds, four times per day, Soul Stitched can unleash a blast of pure negative energy, striking all within 100. This attack does 10d6 damage, allowing a reflex save (DC: 24) for half damage. This attack heals all undead in the area, including the soul stitched.
Soul Drain (Su): A Soul Stitched attacks tear at the very souls of those struck. Anyone hit by a claw attack must succeed at a will save (DC: 24) or suffer 1 temporary negative level and 1 point of permanent Charisma drain. The Soul Stitched recovers 5 HP for every negative level it inflicts, excess becoming temporary HP. The Fortitude save to remove the negative level is DC: 24
Alacrity (Su): The Soul Stitched moves with supernatural speed. It acts as if always Hasted, providing an extra action each round and a +4 bonus to AC (included in the stats above).
Negative Energy Shield (Su): The field of negative energy surrounding the Soul Stitched provides it with special protections form positive energy. All undead within 30 (including the Soul Stitched) gain turn resistance +4. Additionally, the Soul Stitched reduces all positive energy, holy, and undead specific damage by 20 each round. This ability is similar to energy resistance, and works on attacks such attacks as Flame Strike, Positive Energy Burst, and Searing Light.
Last edited by Piratecat; 10th January 2003 at 09:27 PM..
Originally posted by Piratecat
Soul Stitched(By Gidien)
*Snippage*
Speed: 40
*Snippage*
DR 30/+3, SR 24
*Snippage*
CR: 14
*Snippage*
Negative Energy Burst (Su): Once every 1d4 rounds, four times per day, Soul Stitched can unleash a blast of pure negative energy, striking all within 100. This attack does 10d6 damage, allowing a reflex save (DC: 24) for half damage. This attack heals all undead in the area, including the soul stitched.
*Snippage*
Negative Energy Shield (Su): The field of negative energy surrounding the Soul Stitched provides it with special protections form positive energy. All undead within 30 (including the Soul Stitched) gain turn resistance +4. Additionally, the Soul Stitched reduces all positive energy, holy, and undead specific damage by 20 each round. This ability is similar to energy resistance, and works on attacks such attacks as Flame Strike, Positive Energy Burst, and Searing Light.
Um, CR *14*? With 10d6 damage on a DC 24 REFLEX save every 1d4 rounds? Not to mention almost no defences against the damage type are availible...
I agree, at best this ability should be limited to number of times equal to Charisma modifer. Also this power is much more powerful than Positive Energy Burst which I believe does not heal at all anyone living that is caught in the blast radius.
Quote:
Originally posted by Vargo
Um, CR *14*? With 10d6 damage on a DC 24 REFLEX save every 1d4 rounds? Not to mention almost no defences against the damage type are availible...
Originally posted by Vargo
Yeah, I'd say the DC is a little low.
DC should = 10 + 1/2 HD + Cha mod = 24 for the above. The DC looks good. The CR looks a little low, not because of the special abilities but for the ability scores, HD, and attacks. I'd say its CR should be at least 15 because of the DR. (My general rule is DR = x/+ (1/3 CR) so the party could hit it with weapons when used as a normal encouter, but the DR is a pain if you use the monster as a encounter with an EL 4 or 5 higher than the party's level.
The negative engery burst could really ruin a party's day, but at 15th level you may have picked up a ring of evasion. In addition, the N.E.B would affecting Undead would almost never come in to play if the soul stitched are used as written. The lesser undead will usually be destroyed easily by a higer level party. This ability should be taken into account in the encounter's EL if it becomes stategically important. The amount of times it can NEB should also be a non-issue. How many rounds do you think this guy is sticking around for if the good guys are within 100'
The shield is all goodness though and a nasty effect
All around good monster - consider this a *yoink* Thank you Gidien / PC.
Actually, I'd use these guys in tandem. You're right about them never getting to use it for the "lesser" undead, but imagine 2-3 of these guys just firing off their bursts as quickly as they can...
Don't forget that the negative energy burst it limited to 4/day. As for the CR, I figured it was low when I made it, but all I had to work with was the WotC CR estimator, which I have never really trusted... The thing needs playtesting, but right now my party is only 8th level.
[Evil Grin] Anyone willing to help? [/Evil Grin]
Last edited by Gidien; 9th November 2002 at 01:22 AM..
While we are on the subject of Positive/Negative Energy, have you ever shown your players how much fun TOO MUCH Positive Energy can be, PirateCat? I am sure the ghouls would love to unleash a few spells that utilize large amounts of it on the Defenders, just for some sort of satisfying vengeance. Besides, I doubt the Defenders would ever think about the need for Positive Energy Protection.
If all else fails, you can always summon the Mighty Morphin' Ghoulish Rangers and their Golem Zords. ( I'm sorry, I'm not sure what's come over me )
__________________ -Kaodi
Good name in man and woman, dear my lord,
Is the immediate jewel of their souls.
Who steals my purse steals trash; 'tis something, nothing;
'Twas mine, 'tis his, and has been slave to thousands;
But he that filches from me my good name
Robs me of that which not enriches him
And makes me poor indeed.
-Iago, Shakespeare's Othello, Act III. Scene III. Lines 180-186.
It's basically the Psionic version of the Shadow Adept (FR), but that makes it a LOT better IMO. After all, being able to manifest Shield isn't so great for a Sor/Wiz who already has it, but for a Psion? Plus low-light/darkvision fit well for underground albino cannibal halflings.
I am about 100% positive that there is a ring in Magic of Faerun that casts a Heal on you when you drop below 0. Maybe I am just making it up though ...
__________________ When one awakes, and rolls from his pallet, and strides across the cold rushes to put flame to lantern. When the world is asleep around him. When the whippoorwill sings and crickets speak. When one is alone, in silence, with nothing but a book. That, my son, is glory. That is all the glory a man ever needs, and more besides. - Sage Poridel Poriden, Sins of Our Fathers
Are you running SoW and are interested in getting some ideas on the overarching plot?
Looking for better ways to tie the disparate modules together?
Come visit my thread on doing exactly that! Also, visit the wiki it inspired! Player's stay out!
This ring from its description sounds more like just a contingency heal ring, although the ring you're thinking of is a Ring of Nine Lives which has 9 charges of a type of contingency heal and auto save power...Lovely or Evil thing, depending on its use
__________________ From 'The Third IR':
Creamsteak - What do you think of Sollir?
Darkness - My guess is that he's an opportunistic munchkin If that's good or bad is an entirely different question, of course...
From 'A Game of Opposites':
Janos - The above challenge is open to everyone except Sollir, because I know he could kill a 20th level Wizard with a 1st level commoner ... somehow.
I liked the idea of the Ring of Nine Lives, but thought it was way too powerful. This ring is similar, but only functions once for each person. It's like a wearable "get out of the grave free" card with a charge or two left on it.
I was not able to locate the stats and the equiptment of the Marilith a few chapters back - did I miss it? If it has not been posted - can you post it?
Off topic: Mariliths are so much fun in 3e. With improved multiweapon fighting (non-epic feat from ELH) for 13 attacks/round or Multitasking (sword & fist) for 3 spells per round before haste and quicken spell, they are easily one of the only creatures aside from dragons still capable of the "one big bad guy" trick.
Add in teleport without error at will, and you've got one heckuva threatening demon.
I've seen poorly handled pit fiends and balors go down in a single round, but any time a six-armed snake woman hits the floor, it gives me serious pause.
On the subject of the ring, Velendo's Searing Light burned right through it's head, presumably searing the brain. That sounds more like 'dead' than 'mortally wounded' to me, so the ring may have had a Ressurection ability.
Originally posted by Fade ... sounds more like 'dead' than 'mortally wounded' to me ...
a mortal wound, is one that kills you. i'm guessing that the ring activated at some point between -1 and -10. also PC likely took quite a bit of creative liscence with the narrative
~NegZ
__________________ The aim of an argument or discussion should not be victory, but progress. -Joseph Joubert, essayist (1754-1824)