Rogues Gallery for Shilsen's Saturday Story Hour

Rackhir

Explorer
Nameless
Lawful Neutral Male Human Wizard 6/ Alienist 10/ Fatespinner 4

Attributes
Str: 14 (+2)
Dex: 20 (+5)
Con: 18 (+4)
Int: 33 (+11)
Wis: 14 (+2)
Cha: 14 (+2)

Note: All of Nameless's stats have a +4 Enhancement Bonus (Int and Con has a +6), from what is effectively a slotless, inherent item. He has however suffered a -2 to con as a result of Mordain Fleshweaver's "modifications". The same modifications provide a +5 to saves, +6 Deflection Bonus to AC and a +5 Natural Armor Bonus. For 20th lv we were all given max HP per die.

Attacks
Base Atk/Grapple: +10/+12

Saves
Fort: +16
Ref: +17
Will: +23

Misc
Hit Points: 180 (20d4+20+80)
Init: +9
Spd: 30 ft/x4;
AC 39 (+6 GMA, +5 Dex, +6 Deflection, +5 NA, +4 Shield, +2 Luck, +1 Ioun Stone), touch 24, flat-footed 34;

–– CLASS ABILITIES ––
• Conjurer: You are specialized in the school of Conjuration. You can prepare one additional Conjuration spell per spell level each per day. You gain a +2 bonus to Spellcraft checks to learn spells from this school. Illusion and Necromancy spells are prohibited to you.
• Rapid Summoning: You can cast a summon spell as a Standard action rather than a Full Round action. This is the option from UA, which you get by giving up a familiar.
• Summon Alien: Summon ""pseudonatural"" versions of creatures when you cast any summon monster spell.
• Alien Blessing(Ex): You gain a +1 insight bonus on saving throws, but you permanently lose 2 points of Wisdom.
• Mad Certainty(Ex): You gain the feat Improved Toughness, but suffer penalties to Bluff, Diplomacy and Handle Animal checks made to influence nonpseudonatural creatures.
• USURP AUTHORITY : You may seize control of another caster's summoned creatures. When the spell is being cast, you may make an opposed caster level check as an immediate action. If you win, the summoned creatures treat you as the caster when they appear. If you choose to wait until your turn and use a full-round action, you get a +4 on the opposed check (you do not have this option if you have already tried and failed the opposed check as an immediate action). In order to use this ability, you must be able to detect that a summon spell is being cast, whether through sight and a Spellcraft check, or in some other manner.
• Additional Summoning Slot : You gain an extra spell slot at your highest spell level, that can only be used for summoning spells. As you gain higher level spells it migrates up to your highest spell level. This has been changed to what Nameless uses to summon the Horror.
• Enhanced Summoning: Nameless summons 2 creatures rather than one creature from the same level list and 1d4+1 of creatures from a lower level list. This replaces the second Toughness that an Alienist normally receives, he still takes the -10 penalties to Bluff, Diplomacy and Handle Animals checks.
• Timeless Body(Ex): You no longer suffer ability penalties for aging and cannot be magically aged.
• Alien Transcendence(Su): Your type is now outsider. You have penalties to Disguise and gain DR 10/magic and acid and electricity resistance 10. You gain bonuses on interactions in some situations.
• Spin Fate(Ex): As a free action, you can use up to a total of 4 points of spin per
day to increase the save DC of a spell.
• Fickle Finger of Fate(Ex): 1/day as an immediate action, you can force any other creature to which you have line of sight to reroll a roll it has just made.
• Spin Destiny(Ex): You can now add spin to any skill check, attack roll, or saving throw that you attempt on a point-for-point basis. You must apply the spin before making the roll.
• Deny Fate(Ex): 1/day, on the first occasion when you must make a check to become stable when dying, the check automatically succeeds.
• Resist Fate(Ex): 1/day, you can reroll one roll that you have just made.

–– FEATS ––
• Imp Augment Summoning +6 Str/+6 Con for Summoned Creatures
• Spell Focus (Conjuration)
• Widen Spell
• Extend Spell
• Quicken Spell
• Transdimensional Spell
• Maximize Spell
• Scribe Scroll
• Improved Toughness
• Improved Initiative
• Aberrant Dragonmark - Aspect of Cyäegha : Nameless takes more fully on the appearance and characteristics of his Patron.

Gaining SR 25, +4 Caster Level boost, Resist Fire and Cold 10, Immunity to Disease, +4 save vs Poison, DR 5/Byeshk and cannot be flanked.

Move action to manifest the Aspect lasts 1 rnd/lvl and can be invoked 1/day. This is modeled loosely on the Aspect of the Diety spell. Shil doesn't like stat buffs so Nameless gets a caster level boost instead.

Since hitting the Big Leagues (AKA caster lv > 20) while manifesting the Aspect, Nameless also gains access to a single unique Epic Level Spell

Armor Of Xoriat

Armor of Xoriat grants a +4 Untyped Bonus to both AC and Saves. In addition when struck by a spell or in combat it has an additional random protective effect
(1d8)
1 – 20 points of fire damage (Ref half); vs. a spell, reduces numerical effects (damage, duration, etc) by 10%
2 – 40 points of acid damage (Ref half); vs. a spell, reduces numerical effects (damage, duration, etc) by 25%
3 – 80 points of electricity damage (Ref half); vs. a spell, reduces numerical effects (damage, duration, etc) by 50%
4 – Poison. Die instantly or take 1d6 Con damage on a Fort save; vs. a spell, reduces numerical effects (damage, duration, etc) by 75%
5 – Turned to stone (Fort negates); vs. a spell, changes its target randomly to someone else within fifty feet
6 – Become insane as insanity spell (Will negates); vs. a spell, causes it to target caster in addition to Nameless
7 – Creature sent to another plane (Will negates); vs. a spell, negates its effects completely
8 – Impacts two layers. Roll twice on the list above, rerolling if another “8” occurs

The DC for the saves is 20 + Int (DC 31). The layers are not affected by area effect spells, and if the melee or natural attack is by a creature of 8HD or less, it is automatically blinded for 2d4 rounds (besides being affected in any other way by the layer it impacts).

It's essentially "Prismatic Mage Armor", the visual effect is similar to that of the Shields in the David Lynch "Dune" movie, only Nameless is covered in shifting planes of Xoriat. Some of his 9th lv spells have been "re-skinned" with similar flavor text (Maw of Chaos, Reality Maelstrom, Sphere of Ultimate Annihilation).

Skills
Concentration: +27
Craft (Alchemy): +24
Decipher Script: +20
Gather Information: +2
Knowledge (Arcanna): +34
Knowledge (Dungeoneering): +21
Knowledge (Geography): +15
Knowledge (History): +30
Knowledge (The Planes): +30
Listen: +21
Profession (Gambling): +7
Slight of Hand: +28
Spellcraft: +41
Spot: +23

Magic Items

Ring of Metamagics --
MM x3 day for up to 3rd lvl Spells
MM x1 day for up to 6rd lvl Spells
From List Below
• Empower Spell
• Energy Substitution (Acid)
• Enlarge Spell (x2 Range)
• Extend Spell (x2 Duration)
• Silent Spell (No Verbal Components)

x3/day Each Detect Magic, Prestidigitation, Unseen Servant
+5 Competence to Spellcraft Check​
Runestaff of Power - Same as Staff of Power, but burn spells to power it.
Ring of Greater Counterspells (Dispel Magic) - Can make a free dispel check 1/day by burning a spell of at least the same level.
Vest of the Leech - Can steal healing spells within 30'. Three times per day.
Torc of Sacrifice - Can take damage instead of Ally within 30'. Once per day.
Necklace of The Phantom Library - Essentially a Blessed Book in the form of a Dragonshard. Contains all PHB Wizard Spells and as detailed below.

SOP Spells
Extended Greater Mage Armor (48 hrs)
Contingency (Casts Tenser's Transformation if Nameless casts Body of War)
Extended Mind Blank (48hrs)

Every other day Nameless casts an extended Mordenkainen's Private Sanctum. Alternating with an extended WIDENED Greater Anticipate Teleportation (200' radius).

Spells Known

Zero Level
All

First Level
All, Plus : Low-Light Vision, Repair Light Damage, Targeting Ray, Benign Transposition

Second Level
All, Plus : Fireburst, Repair Moderate Damage, Swim, Chain of Eyes, Sure Strike, Electric Loop

Third Level
All, Plus : Greater Mage Armor, Repair Serious Damage, Resonating Bolt, Sign of Sealing, Analyze Portal

Fourth Level
All, Plus : Anticipate Teleportation, Assay Resistance, Repair Critical Damage, Know Vulnerabilities, Orb of Cold, Slashing Dispel

Fifth Level
All, Plus : Reciprocal Gyre, Blink Greater, Dragon Sight, Gutsnake, Greater Electrical Vengence

Sixth Level
All, Plus : Greater Anticipate Teleportation, Greater Sign of Sealing, Hardening, Gemjump

Seventh Level
All, Plus : Body of War, Radiant Assault, Ghost Trap, Stun Ray, Elemental Body

Eighth Level
All, Plus : Flensing, Maddening Whispers, Chain Dispel

Ninth Level
All, Plus : Maw of Chaos, Obedient Avalanche, Perinarch Planar, Reality Maelstrom, Sphere of Ultimate Destruction, Summon Elemental Monolith

Some Explanatory Notes:

Shilsen has changed the Phantom Library to include all PHB Spells + 2 Spell Compendium Spells per caster level (ie. 4 extra spells per Level of Spells).

Shilsen changed the benefit from Mad Certainty from Toughness to Imp Toughness.

Usurp Authority is another addition by Shil, since Nameless lacks a Familiar which would ordinarily gain the Pseudonatural Template at this level.

Nameless actually dates back to the campaign that predated Shilsen's current campaing. Though there is nominally no connection between the two characters. He originally had a 3 charisma, but Shil wouldn't permit that or initially for the character to be "nameless". So in partial revenge I created "Edgar" a black rock of undetermined type which he talks to and more or less treating as a familiar. Note: It does not detect as magic. A common and well known feature of artifacts. It also doesn't register as evil, when detect evil is performed. No matter HOW many times you do it Gareth.

In Shil's campaign the character came stumbling out of the mists of the Mournland several days after the Day of Mourning. Though some of the characters believed he might be someone they'd seen briefly before, he insisted that he was nameless. Which became his name or as he's told several NPCs "It is really a description, rather than a Name. But it sounds like a name in any language, except one."

We recently swapped out a level of Wizard, for another Alienist. So he's hit lv 10 (Transcendence) a level earlier than otherwise would have been the case. Not actually, the optimal choice, but it fit well the moment in the campaign. Nameless is apparently the first person to ever have hit Transcendence (Alienist 10) in Eberron (in his campaign).

Since finishing up Alienist, I had him take levels of Fate Spinner in a vain attempt to do something about mine and Korm's generally horrible rolls. It has of course proved vain and fruitless, but oh well...
 
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Furby076

First Post
Gareth
Lawful Good Male Human Cleric 7/Paladin3/Exorcist of Silver Flame 10

Attributes:
  • Str: 22
  • Dex: 18
  • Con: 17
  • Int: 18
  • Wis: 18
  • Cha: 26

Attacks:
  • Base: 18

Saves:
  • Fort: 37
  • Ref: 29
  • Will: 36

Misc:
  • HP = 226
  • AC = 43 (+7 if using Dragon Shield)
  • Init = 7
  • Spd = 20
Spells

  • 6+1 / 6+1 / 5+1 / 4+1 / 3+1 / 2+1 / 1+1

Abilities:
Cleric:
  • Turn Undead
  • Spontaneous Spell Casting

Paladin:
  • Smite Evil 3x/day
  • Detect Evil
  • Divine Grace
  • Divine Health
  • Lay on Hands 24
  • Aura of Law
  • Aura of Good

Sacred Exorcist
  • Darkvision 60'
  • Sacred Exorcist Smite 2x/day
  • Flame of Censure
  • Detect Thoughts
  • Weapon of Exorcist/Good/Silver/Sacred Flame/Law
  • Resist Possession
  • Silver Exorcism
  • Warding Flame (SR 25 vs Evil)

Mordain Enhancements
  • Resist Energy 10/All
  • Fast Healing 10 - Instant
  • Steel Gauntlet Hand
  • +4 Int, Dex, Con, Wis, +6 to Cha, +6 to Str

Feats:
  • Practiced Spell caster
  • Divine Might
  • Quicken Spell
  • Improved Initiative
  • Extra Smite
  • Power Attack
  • Improved Critical Falchion
  • Mark of Sybris (Mind Blank)
Domains:
  • Exorcism
  • Good

Language:
  • Common
  • Orc

Gear:
  • Called Silver Dragon Full Plate of Medium Fortification +1 (does not include +5 enh campaign bonuses), with Greater Iron Ward Diamond, Blur, Healing
  • Dragonbone Longbow (strength +5)
  • +1 Adamantine Scimitar
  • Silver Dragon Shield +1 (does not include +5 enh campaign bonuses)
  • Holy Symbol
  • Necklace of Adaptation
  • Counterspell Ring
  • Mithril Shirt +1 (does not include +5 enh campaign bonuses)
  • Ring of Evasion
  • Boots of Big Stepping
  • Counter strike bracers
  • Third Eye clarity
  • Gauntlets of Elusive Action
  • Angel Wings (Wings of Flying)
  • Retributive Amulet
  • Formless Vest
  • Belt of Growth
  • Sending Stone
Endless Blade

  • Holy Avenger
  • Morphing (typically 2-h Falchion)
  • Holy (+2d6 dmg, +4d6 vs evil)
  • Ghost Touch
  • Swift Fly 2x/day
  • Cure Critical 2x/day
  • Lucky 1/day reroll failed attack
  • 2x smite damage
  • *Weapon of Exorcist/Good/Law/Silver/Flame/Sacred Flame)
  • Crystal of Energy Assault (Greater) Cold 1d6, -10 speed to opponent when hit
  • Int =?
  • Wis =?
  • Cha =?
  • AL = CG

Skills (invested ranks only):
  • Concentration 14
  • Diplomacy 35
  • Intimidate 31
  • Knowledge Nobility/Royalty 27 (Made to class skill for all classes)
  • Knowledge Religion 27
  • Knowledge The Planes 14
  • Profession Lawyer 15
  • Sense Motive 27
  • Spellcraft 13
Maneuvers

  • Strike of Righteous Vitality (1/encounter)
  • White Raven Hammer
  • Rallying Strike
  • War leaders charge
  • Defensive Rebuke
  • Flanking Maneuver
  • Radiant Charge

Final Battle Buffs (Note: BBEG was immune to crits...I hate Shilsen)

Mind Blank
Life's Grace
Stone Body
FOM
Divine Favor (Q)
Death Ward
Sheltered Vitality
Recitation
Divine Power
Fell the Greatest Foe
Sign (Q)
Righteous Might

AC: 42 + 7 shield (not used)
Atk: +36 (+2 with flanking)
3d6+21 +1d6 +1d6F+4d6H+1d6S+1d6C (sword was a greatsword since no critting)
 
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shilsen

Adventurer
Luna

Female Wildhunt Shifter Drd16
Type: medium humanoid (shapechanger)
HD: 16d8+64; 149 hp [197 hp w. ability bonus]
Initiative: +6
Speed: 30 ft
Armor Class: 34 (+4 Dex, +6 armor, +6 shield, +3 deflection, +4 natural, +1 insight), touch 18, flatfooted 30
BAB/Grapple: +12/+15
Attack: Club +19/14/9 melee (1d6+7) or Dart +20/15/10 ranged (1d4+7)
Saves: Fort +18, Ref +13, Will +23 [Fort +21 w. ability bonus]
Alignment: CN
Abilities: Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 22 (+6), Cha 8 (-1) [Str 16 (+3), Dex 18 (+4), Con 18 (+4), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) w. permanent enhancements; Con 24 (+7) w. beast spirit ability bonus]

Languages Spoken: Common, Druidic, Aquan, Auran, Daelkyr, Ignan, Sylvan, Terran

Skills (139 skill points) [Note – Speak Language taken as class skill]:
Balance +6 (+4 Dex +2 racial)
Climb +5 (+3 Str +2 racial)
Concentration +26 (19 ranks +7 Con)
Handle Animal +10 (7 ranks -1 Cha +4 feral empathy)
Heal +28 (19 ranks +9 Wis)
Jump +6 (+4 Str +2 racial)
Knowledge – Nature +20 (13 ranks +3 Int +2 nature sense +2 synergy)
Listen +31 (19 ranks +9 Wis +2 Alertness +1 Shifter Instincts)
Ride +6 (+4 Dex +2 synergy)
Search +8 (5 ranks/10 skill pts +3 Int)
Sense Motive +10 (+9 Wis +1 Shifter Instincts)
Speak Language (4 ranks)
Spellcraft +22 (19 ranks +3 Int)
Spot +31 (19 ranks +9 Wis +2 Alertness +1 Shifter Instincts)
Survival +23 (10 ranks +9 Wis +2 nature sense +2 Wildhunt) or +25 aboveground or following tracks (+2 synergy)

Feats (5 Normal, 1 Beast Spirit, 1 Bonus):
Alertness, Empower Spell, Maximize Spell, Natural Spell, Quicken Spell, Shifter Ferocity, Shifter Instincts, Shifter Savagery

Special Abilities/Qualities:
Shifter racial abilities (shifting, low-light vision, racial bonuses), beast spirit (see below), woodland stride, wildshape (5/day, large, tiny, plant, huge, elemental), venom immunity, a thousand faces, timeless body [Note: Traded out nature sense, wild empathy, trackless step, and resist nature's lure for 1 feat]

Beast Spirit benefits:
Alertness, ability bonus (+6 bonus to 1 ability), extend shifting (+2 rds), feral empathy (+4 wild empathy & Handle Animal), will of the spirit (if failing a save vs. an enchantment spell/effect, retry save 1 rd later), transfer spirit (as move action, send beast spirit into a summoned creature; druid loses beast spirit benefits, the creature gains twice the ability bonus that the druid would get, & druid can also communicate with the creature), prepare spell (prepare an extra spell of 6th lvl or lower with range touch or personal; beast spirit can cast the spell on the druid, as a swift action), rapid summons (cast summons, up to 1 less than max one can cast, as standard action)

When shifting (2/day, lasts 12 rds or 15 rds w. ability bonus): Con 20 (+5); HD 16d8+80 (165 hp); Fort +19; gain scent ability [Con 26 (+8), 213 hp, Fort +22 w. ability bonus]

Spells (DC 19 + spell lvl); Prepared (14/8/7/7/6/6/4/4/3):
0th - Create Water, Cure Minor Wounds (x4), Detect Magic (x4), Guidance, Light, Read Magic (x2)
1st – Cure Light Wounds (x2), Faerie Fire (x2), Longstrider, Pass Without Trace, Produce Flame (x2)
2nd – Fog Cloud, Lesser Restoration (x2), Resist Energy (x4)
3rd – Call Lightning, Cure Moderate Wounds (x2), Poison, Stone Shape, Protection from Energy + 1
4th – Arc of Lightning, Dispel Magic, Flame Strike (x2), Freedom of Movement (x2)
5th: Baleful Polymorph, Control Winds, Death Ward (x2), Envigorating Cocoon (x2)
6th: Mass Cure Light Wounds, Greater Dispel Magic (x2), Transport via Plants
7th: Firestorm, Heal (x2), Master Earth
8th: Mass Cure Serious Wounds, Mind Blank, Sunburst

Equipment:
Belt of Mage Armor, Bead of Karma (20k), Druid's Vestment (10k), Necklace of Adaptation (9k), Ring of Fly 2/day (10.8k), Ring of Dimension Door (1/day) & See Invisibility (2/day) (15.2k), Handy Haversack (2k), Dusty Rose Ioun Stone (5k), Potion of Gaseous Form x2 (1.5k), Potion of Invisibility x4 (1.2k), Scroll of Heal x2 (3.3k), Staff of Survival, Necklace from Mournland

Permanent enhancements: +4 enhancement bonuses to all stats (+6 to one), +4 resistance bonus to saves, +3 deflection bonus to AC, +4 enhancement bonus to natural AC, fast healing 1 (begins 1 minute after taking lethal damage), +4 enhancement bonus to all attacks

Special abilities from Mordain: (1) In wildshape form, is always one size larger than form’s normal size. Has +4 size bonus to Str, +2 size bonus to Con, +4 size bonus to natural armor, but -4 size penalty to Dex and half speed of normal form (one poorer maneuverability category if flying). (2) In wildshape form, if she takes ability damage, heals 1 pt per minute. (3) Possesses darkvision in all wildshape forms. (4) Tentacle-worm translates words to Common while in wildshape (5) Tongue doesn't store spells any more, but is instead designed for casting touch spells. When Luna casts a touch spell, she can deliver it with the tongue, which has two benefits. It gives a +2 bonus on the touch attack, and also is extensible, so it reaches 5 ft beyond her current reach.

Belt of Mage Armor – When the wearer wildshapes, this belt remains active and changes to look like a dark strip of hair (or feathers, as a bird) encircling the midriff. It provides a +4 armor bonus.

Staff of Survival – If activated, the staff stands upright & expands into a 20 ft tall sapling; it creates a Leomund's Tiny Hut around the sapling and grows 2d4 berries (work as Goodberry), one apple (Vigor) and one tangerine (Remove Disease & Neutralize Poison); fruits must be eaten within 1 minute of plucking. Leomund’s Tiny Hut lasts for 10 hrs

Necklace from Mournland: Command word “Sundar”; for 1 hour, become more attractive and gain +5 circumstance bonus to Diplomacy; when worn, protects against divination spells like Nondetection does, requiring a DC 30 caster level check to succeed, and also makes it impossible to contact the person through magical communication.

Sample wildshape forms:

DIRE BEAR:
Huge animal
HD: 16d8+80; 165 hp [213 hp w. ability bonus]
Initiative: +3
Speed: 20 ft
Armor Class: 32 (-2 size, +1 Dex, +15 natural, +3 deflection, +1 insight, +4 armor), touch 13, flatfooted 31
BAB/Grapple: +12/+34
Attack: 2 claws +28 melee (2d6+18) and bite +23 melee (3d8+11)
Special Attacks: Improved Grab
Space/Reach: 15 ft/10 ft
Saves: Fort +21, Ref +10, Will +23 [Fort +24 w. ability bonus]
Abilities: Str 35 (+12), Dex 9 (-1), Con 21 (+5), Int 12 (+1), Wis 22 (+6), Cha 8 (-1) [Str 39 (+14), Dex 13 (+1), Con 25 (+7), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) w. permanent enhancements; Con 31 (+10) w. beast spirit ability bonus]
Unmelded magic items: Belt, rings, amulet

When shifting (2/day, lasts 14 rds or 17 rds w. ability bonus): Con 27 (+8); HD 16d8+96; 181 hp; 2 claws +28 melee (3d6+18/19-20) and bite +23 melee (4d8+11/19-20); Fort +22; gain scent ability [Con 33 (+11), 229 hp, Fort +25 w. ability bonus]

DIRE BAT:
Huge animal
HD: 16d8+80; 165 hp [213 hp w. ability bonus]
Initiative: +8
Speed: 10 ft, fly 20 ft (average)
Armor Class: 35 (-2 size, +6 Dex, +13 natural, +3 deflection, +1 insight, +4 armor), touch 18, flatfooted 29
BAB/Grapple: +12/+27
Attack: Bite +19 melee (2d6+14)
Space/Reach: 15 ft/10 ft
Saves: Fort +21, Ref +15, Will +23 [Fort +24 w. ability bonus]
Abilities: Str 21 (+5), Dex 18 (+4), Con 19 (+4), Int 12 (+1), Wis 22 (+6), Cha 8 (-1) [Str 25 (+7), Dex 22 (+6), Con 23 (+6), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) w. permanent enhancements; Con 29 (+9) w. beast spirit ability bonus]
Unmelded magic items: Symbionts, belt, rings, amulet

Max load while flying: 306 lbs

When shifting (2/day, lasts 13 rds or 16 rds w. ability bonus): Con 25 (+7); HD 16d8+96; 181 hp; Bite +19 melee (3d6+14/19-20); Fort +21; gain scent ability [Con 31 (+10), 229 hp, Fort +24 w. ability bonus]

TENDRICULOS:
Huge plant
HD: 16d8+80; 165 hp [213 hp w. ability bonus]
Initiative: +1
Speed: 10 ft
Armor Class: 32 (-2 size, -1 Dex, +17 natural, +3 deflection, +1 insight, +4 armor), touch 11, flatfooted 32
BAB/Grapple: +12/+33
Attack: Bite +27 melee (3d8+17) and 2 tendrils +22 melee (1d8+10)
Special Attacks: Improved Grab, Paralysis (DC 27, or 30 w. ability bonus), Swallow Whole
Space/Reach: 15 ft/15 ft
Saves: Fort +23, Ref +8, Will +23 [Fort +26 w. ability bonus]
Abilities: Str 32 (+11), Dex 5 (-3), Con 24 (+7), Int 12 (+1), Wis 22 (+6), Cha 8 (-1) [Str 36 (+13), Dex 9 (-1), Con 28 (+9), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) w. permanent enhancements; Con 34 (+12) w. beast spirit ability bonus]
Unmelded magic items: Belt, rings, amulet

When shifting (2/day, lasts 16 rds or 19 rds w. ability bonus): Con 30 (+10); HD 16d8+96; 181 hp; Fort +24; gain scent ability [Con 36 (+13), 229 hp, Bite +27 melee (4d8+17/19-20) and 2 tendrils +22 melee (2d6+10/19-20), Fort +27, Paralysis DC 31 w. ability bonus]

TREANT:
Huge plant
HD: 16d8+80; 165 hp [213 hp w. ability bonus]
Initiative: +1
Speed: 15 ft
Armor Class: 36 (-2 size, -1 Dex, +21 natural, +3 deflection, +1 insight, +4 armor), touch 11, flatfooted 36
BAB/Grapple: +12/+33
Attack: 2 slams +27 melee (3d6+17)
Special Attacks: Animate Trees, Double Damage vs. Objects, Trample 3d6+21
Space/Reach: 15 ft/15 ft
Saves: Fort +22, Ref +8, Will +23 [Fort +25 w. ability bonus]
Abilities: Str 33 (+11), Dex 4 (-3), Con 23 (+6), Int 12 (+1), Wis 22 (+6), Cha 8 (-1) [Str 37 (+13), Dex 8 (-1), Con 27 (+8), Int 16 (+3), Wis 28 (+9), Cha 12 (+1) w. permanent enhancements; Con 33 (+11) w. beast spirit ability bonus]
Unmelded magic items: Belt, rings, amulet

When shifting (2/day, lasts 15 rds or 18 rds w. ability bonus): Con 29 (+9); HD 16d8+96; 181 hp; Fort +23; gain scent ability [Con 35 (+12), 229 hp, 2 slams +27 melee (4d6+17/19-20), Fort +26 w. ability bonus]
 
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shilsen

Adventurer
MITHRAL SIX OF SIX

Male Warforged Ftr4/Scout8/Swordsage3/Warblade1
Type: Medium living construct
HD: 4d10+11d8+1d12+48; 138 hp
Initiative: +7
Speed: 40 ft
Armor Class: 34 (+5 Dex, +3 Wis, +8 armor, +3 deflection, +4 natural, +1 dodge) or 36 (+2 skirmish), touch 22/24, flat-footed 34/36
BAB/Grapple: +13/20
Attack: +1 Scorpion Chain +25/20/15 melee (1d6+14/19-20) or +1 Spiked Chain +25/20/15 melee (2d4+14) or MW Comp. Longbow +22/17/12 ranged (1d8+11/x3)
Alignment: N
Saves: F +17, R +23, W+13
Abilities: Str 20 (+5), Dex 16 (+3), Con 10 (+0), Int 14 (+2), Wis 12 (+1), Cha 10 (+0) [Str 24 (+7), Dex 20 (+5), Con 16 (+3), Int 18 (+4), Wis 16 (+3), Cha 14 (+2) w. enhancements]

Languages: Common, Giant

Skills (199 skill pts):
Balance +19 (12 ranks +5 Dex +2 synergy)
Climb +12 (5 ranks +7 Str)
Concentration +22 (19 ranks +3 Con)
Craft – Sculpture +18 (12 ranks +4 Int +2 tools)
Disable Device +20 (14 ranks +4 Int +2 tools)
Hide +22 (12 ranks +5 Dex +5 competence) or +23 at night (+1 darkweave)
Jump +16 (5 ranks +7 Str +4 speed)
Knowledge – Dungeoneering +9 (5 ranks +4 Int)
Knowledge – Local +10 (6 ranks +4 Int)
Listen +17 (14 ranks +3 Wis)
Move Silently +22 (12 ranks +5 Dex +5 competence)
Search +28 (17 ranks +4 Int +2 tools +5 competence)
Sense Motive +8 (5 ranks +3 Wis)
Speak Languages (1 rank/2 skill pts)
Spot +22 (14 ranks +3 Wis +5 competence)
Survival +12 (9 ranks +3 Wis)
Swim +12 (5 ranks +7 Str)
Tumble +20 (13 ranks +5 Dex +2 synergy)
Use Magic Device +21 (19 ranks +2 Cha)

Feats (6 Normal, 3 Fighter, 2 Scout, 1 Swordsage):
Acrobatic Strike, Combat Acrobat, Combat Expertise, Combat Reflexes, Dodge, Exotic WP (Spiked Chain), Improved Trip, Mobility, Power Attack, Spring Attack, Track, W. Focus (shadow hand weapons)

Special abilities:
Warforged racial abilities, skirmish (+2d6+2, +2 AC), trapfinding, fast movement +10, battle fortitude +1, uncanny dodge, trackless step, evasion, flawless stride, camouflage, quick to act +1, AC bonus, battle clarity (Ref saves), weapon aptitude

Swordsage maneuvers known – 8 (readied 5):
1st – Moment of Perfect Mind (DM); 2nd – Burning Blade (DW), Cloak of Deception (SH), Emerald Razor (DM), Shadow Jaunt (SH); 3rd – Mind over Body (DM), Shadow Garrote (SH); 5th – Shadow Stride (SH)

Swordsage stances (2):
1st – Child of Shadow (SH); 3rd – Dance of the Spider (SH)

Warblade maneuvers known – 3 (readied 3):
2nd – Wall of Blades (IH); 3rd – Iron Heart Surge (IH); 5th – Iron Heart Focus (IH)

Warblade stances (1):
5th – Dancing Blade Form (IH)


Equipment:
Skirmisher Boots (3.5k), +1 aberration-bane scorpion chain (8.325k), +1 adamantine undead-bane spiked chain (11.325k), MW spiked chain (0.325k), MW silvered spiked chain (0.35k), MW cold iron spiked chain (0.35k), ring of mindshielding (discounted; 6k), handy haversack (2k), essence of the scout (5k), wand sheath (4k), hat of disguise (1.8k), golembane scarab (2.5k), darkweave outfit (0.101k), MW search kit (0.05k), MW sculpture tools (0.05k), MW thieves tools (0.1k), MW longspoon thieves tools (0.15k), 2 tanglefoot bags (0.1k), 2 smokesticks in bombs (0.04k), 10 tindertwigs w. 4 in bombs (0.01k), everburning torch (0.11k), everburning hood lamp (0.11k), MW sculpted appearance (0.115k), 2 noxious smokesticks in bombs (0.16k), MW comp. longbow [+7 Str] (1.1k)

Wands: Haste – 10 charges (2.25k), Repair Critical (8.4k)

Scrolls: 4 x Fly (1.5k), Word of Recall (1.65k) + lots of others

SPECIAL:

Enhancements: Permanent +4 enhancement to all stats (with +6 to one), +4 resistance bonus to saves, +3 deflection bonus to AC, +4 enhancement bonus to natural armor, fast healing 1 (activates 1 minute after injury), all weapons used have a +4 enhancement bonus, any armor worn has a +4 enhancement bonus

Warforged Harness: Cannot be removed. Increases the composite plating’s armor bonus to +4 and also provides a +4 enhancement bonus to armor. Increases immunity to criticals to 75%. Also provides immunity to nonlethal damage. 1/day can grow a covering of flesh for a disguise (lasts one hour and then falls off in rotting lumps). 1/day, can enlarge Six as the enlarge person spell, for 5 minutes. Swordsage abilities are accessed through the harness.

Implanted Eye: Symbiont. Provides darkvision 60’ and a +5 competence bonus to Spot & Search.
 
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shilsen

Adventurer
KORM'AKHAN

Male orc Druidic Berserker7/Hexer9; medium humanoid (orc); 7d8+9d6+64; 148 hp; Init +2; 40 ft; AC 33 (+2 Dex, +8 Belt, +3 deflection, +4 natural, +6 greater mage armor), touch 23, flatfooted 31; BAB/Grp +14/+22; Jovar +26/21/16 melee (2d6+16/15-20 +1d6 electric) and bite +22 (1d4+8 plus 1d6 poison, DC 22) or Unarmed Strike +26/21/16 (1d8+12); F +16, R +11, W +23; N; Str 22 (+6), Dex 10 (+0), Con 14 (+2), Int 10 (+0), Wis 19 (+4), Cha 6 (-2) [Str 26 (+8), Dex 14 (+2), Con 18 (+4), Int 14 (+2), Wis 26 (+8), Cha 10 (+0) w. permanent enhancements]

Languages: Common, Orc, Druid, Draconic, Giant, Goblin, Daelkyr

Skills (96 pts): Climb +8 (+8 Str), Concentration +22 (13 ranks +4 Con +5 competence), Intimidate +14 (7 ranks +2 racial +5 competence), Jump +18 (6 ranks +8 Str +4 speed), Knowledge (arcana) +7 (5 ranks +2 Int), Knowledge (nature) +5 (3 ranks +2 Int), Knowledge (the planes) +3 (1 rank +2 Int), Listen +19 (11 ranks +8 Wis), Profession (chef) +12 (4 ranks +8 Wis), Speak Language (3 ranks/6 skill pts), Spellcraft +10 (6 ranks +2 Int +2 synergy), Spot +24 (16 ranks +8 Wis), Survival +19 (11 ranks +8 Wis), Tumble +14 (7 ranks +2 Dex +5 competence)

Feats (6 Normal, 1 from Belt, 1 for tradeoff): Cleave, Empower Spell, Exotic Weapon Proficiency (Jovar), Improved Unarmed Strike, Power Attack, Quicken Spell, Stunning Fist (4/day, DC 28), Swift Hex

SA/Q: Aspect of Aberrations (formerly Nature) 3/day, darkvision 60', fast movement, rage 2/day, resist unnatural lure (+2 to save vs. aberrations & outsiders), hex 5/day (hex, sicken, fear, sleep; charm; DC 27), bonus spell (Contingency, Greater Heroism, Greater Mage Armor, Horrid Wilting)

Hex (Su): 9 rounds, 30’, DC 27, Hex (Will; -4 to attacks, saves, & checks), Sicken hex (Fort; 1/2 speed, lose Dex to AC, -2 to attack), Fear hex (Will; Panicked if fail save, or shaken for 1 round), Sleep hex (Will; asleep if fail save), Charm hex (Will; Charm Monster)

Aspects of Nature (now defunct): Aquatic (40’, swim +8, gills, 7 hrs), Flight (40’, 70 min), Poison (bite, secondary attack +12, 1d4+3, poison DC 18 1d6 Con, 70 min), Scent (7 hrs), Speed (+30’, 7 hrs), Tooth and Claw (bite +15 (1d6+6), 2 claws +10 (1d4+3), 7 hrs)

Aspects of Aberrations: Aspect of the Chuul (grow gills, swim 30/20 ft, gain immunity to poison, fingers turn clawlike but can wield weapons and objects, gain 2 claw attacks doing 1d6+Str or 1d6+half Str as secondary weapons), Aspect of the Cloaker (grow two dark cloaklike wings, gain fly speed 40/30 average maneuverability, gain secondary bite attack doing 1d4+half Str), Aspect of the Naga (gain +10 enhancement bonus to land speed, gain a bite and poison attack, doing 1d8+ Str dmg or half Str if secondary, 1d8 Con dmg, DC 10 + half druid lvl + Con, as standard action, can spit poison 30 ft as a ranged touch attack), Aspect of the Mindflayer (to be decided), Aspect of the Stonesinger (to be decided), Aspect of the Delver

EQ (76k): Deathstrike Bracers (5k), Amulet of Retributive Healing (2k), Bear Helm (1.5k), Cloak of Predatory Vigor (1.4k), Hat of Disguise (1.8k), Monk’s Belt (w. +5 bonus to Tumble) (16.75k), Ring of Counterspells (4k), Ki Straps (5k), Strand of Prayer Beads (25.8k), Silversheen x4 (1k), petrified goblin arm backscratcher (63.5k spent)

MIC items: Amulet of Retributive Healing (insert details), Bear Helm (1/day while raging, immediate, halve damage from sneak/critical), Cloak of Predatory Vigor (2/day while raging, swift, heal HD in hp), Deathstrike Bracers (3/day, swift, activate and can critical constructs, elementals, oozes, plants, and undead for 1 round)

When Raging (lasts 9 rds): Str 30 (+10), Con 22 (+6); 180 hp; AC 31, touch 21, flatfooted 29; BAB/Grp +14/+24; Jovar +28/23/18 melee (2d6+19/15-20 +1d6 electric) and bite +24 (1d4+9 plus poison, DC 23) or Unarmed Strike +28/23/18 (1d8+14); Fort +18, Will +25

Spells per day (DC 18 + spell lvl); 13/7/7/7/6/5/4/4/3 (situationally useful spells in brackets)
0 (12): Create Water x2, Dawn, Detect Magic x3, Light, Know Direction, Mending, Purify Food & Drink x2, Read Magic + 1 more
1st (7): Cure Light Wounds, Faerie Fire x2, Longstrider, Pass Without Trace, Speak w/ Animals, Wood Wose (Endure Elements, Entangle)
2nd (7): Barkskin, Healing Sting x2, Lesser Restoration x2, Resist Energy, + 1 more
3rd (7): Blindsight, Cure Moderate Wounds, Greater Mage Armor, Greater Magic Fang, Protection from Energy + 2 more (Plant Growth, Poison)
4th (6): Arc of Lightning x2, Flame Strike x2, Freedom of Movement + 1 more (Scrying)
5th (5): Assay Resistance, Death Ward, Panacea, Phantom Stag, Rejuvenation Cocoon (Commune with Nature, Stoneskin)
6th (4): Greater Heroism, Greater Dispel Magic x2, Mass CLW (Dinosaur Stampede, Transport via Plants)
7th (4): Heal x3, Master Earth
8th (3): Horrid Wilting x2, Mind Blank
+1 spell in a Spellstaff (Master Earth)

Non-core druid spells known:
0th: Dawn
1st: Lesser Vigor, Wood Wose
2nd: Healing Sting
3rd: Blindsight, Girallon’s Blessing
4th: Arc of Lightning, Dimensional Anchor, Meteoric Strike
5th: Phantom Stag, Rejuvenation Cocoon
6th: Dinosaur Stampede, Fires of Purity, Superior Resistance
7th: Brilliant Blade
8th: Brilliant Aura, Mind Blank

Special:
Enhancements from Mordain: +4 enhancement to every attribute (+6 to one), +4 resistance to saves, +3 deflection to AC, +4 enhancement to natural armor, fast healing 1 (1 min delay), +4 enhancement to any wielded weapon or natural weapon, +4 enhancement to any worn armor

Keen Shock Starmetal Jovar +1; allows use of Whirling Blade 2/day (Cost: 18300 for +1 Keen Shock, 5000 for Starmetal, 5320 for Whirling Blade; total – 28,620 gp)

Amulet of Centering. This circular starmetal amulet is forged in an ornate design reminiscent of Mayan stone calendars. It is on a heavy starmetal chain, each link a highly stylized animal. It helps its wearer focus his mind, body, and spirit, bestowing +5 competence bonuses to Concentration and Intimidate. Also, once per encounter, the user can activate it as a swift action to gain the benefit of the Roots of the Forest. His legs take on a bark-like texture and hue, and he gains a +10 bonus on checks to resist bull rush, overrun, and trip attacks, as well as on grapple checks made to resist an enemy’s grapple attempt. Any creature moving through his threatened space or the area he occupies takes a -10 to Tumble checks. He also gains DR 2/-. The benefit of the Roots ends if he moves more than 5 ft for any reason, such as from being bull rushed, affected by telekinesis, etc. (Cost: 5000 for Roots of the Forest, 3750 for Concentration, 3750 for Intimidate; total – 12,500 gp)
 
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shilsen

Adventurer
Boromars

The following are the stats for Halak Boromar, the lead Boromar enforcer, and a pair of recent elite two-weapon specialists hired from the Talenta Plains, whom the Guardian Angels (Gareth, Korm and Luna, to be precise) dueled in the Burning Ring.

* * * * * *
Halak Boromar – Halfling Bbn1/Warblade7; 8d12+24; 99 hp; Init +7; 30 ft; AC 20 (+1 size, +3 Dex, +6 armor), touch 14, flatfooted 17; BAB/Grp +8/+8; Tangat +14/9 (1d8+7/15-20) or Boomerang +14 (1d3+4); F +13, R +8, W +7; NE; Str 18, Dex 16, Con 16, Int 8, Wis 14, Cha 6

Languages: Common, Halfling + 2

Skills (55 pts): Jump +17, Tumble +10

Feats: Close-Quarters Fighting, Combat Reflexes, Imp. Initiative, Power Attack

SA/Q: Halfling racial traits, fast movement, rage (1/day), battle clarity (Ref saves), battle ardor (critical confirmation), battle cunning (damage), weapon aptitude, uncanny dodge, improved uncanny dodge,

Warblade maneuvers (7 known; 4 readied*): 1st (4): Leading the Attack* (WR), Moment of Perfect Mind (DM), Steel Wind (IH), Steely Strike (IH); 2nd (1): Wall of Blades* (IH); 3rd (1): Soaring Raptor Strike* (TC); 4th (1): Mithril Tornado* (IH)

Warblade stances (2): 1st (2): Blood in the Water (TC), Leading the Charge (WR)

Raging (10 rds) w. existing buffs (Barkskin, Bull’s Str, Bear’s End. Cat’s Grace): Str 26, Dex 20, Con 24; 131 hp; AC 24, touch 16, flatfooted 19; BAB/Grp +8/+12; Tangat +18/13 melee (1d8+13/15-20); F +17, R +10, W +9; Soaring Raptor Strike & Full PA: +17 to hit, 1d8+23/15-20 +6d6 dmg

Equipment (20k): +1 Keen Talenta Tangat (8.3k), Mithral Chain Shirt +2 (5.1k), Cloak of Resistance +2 (4k), potions (2k)

Raging w. other buffs too (Divine Favor at 6th lvl, Shield of Faith): Str 26, Dex 20, Con 24; 131 hp; Init +9; AC 26 (+1 size, +5 Dex, +6 armor, +2 natural, +2 deflection), touch 18, flatfooted 21; BAB/Grp +8/+12; Talenta Tangat +20/15 melee (1d8+15/15-20); F +17, R +10, W +9; Jump +30

Soaring Raptor Strike & Full PA: +19 to hit, 1d8+25/15-20 +6d6 dmg


Two-Weapon User – Halfling Ftr2/Rgr2/Rog3; 2d10+2d8+3d6+14; 57 hp; Init +5; 20 ft; AC 22 (+1 size, +5 Dex, +6 armor), touch 16, flatfooted 17, or AC 26 w. TWF (+4 shield), touch 16, flatfooted 21; BAB/Grp +6/+3; Dagger +11/6 (1d3+1/19-20) and +11/6 (1d3/19-20) or Boomerang +12/7 (1d3+1) and +12/7 (1d3) [+1 hit/dmg at 30 ft]; F +11, R +13, W +4; NE; Str 12, Dex 20, Con 14, Int 10, Wis 12, Cha 8

Languages: Common, Halfling Skills (78 skill points): Tumble +17

Feats (3 Normal, 2 Ftr, 2 Rgr): Boomerang Daze (Fort DC 10 + damage dealt), Boomerang Richochet (get attack at -2 vs. second enemy adjacent to first), ITWF, PB Shot, Quick Draw, TWF, W. Finesse

SA/Q: Halfling racial traits, sneak attack +2d6, trapfinding, evasion, trap sense +1

EQ (12k): Ten MW Talenta Boomerangs (3k), two MW daggers (0.6k), Mithral Chain Shirt +2 (5.1k), Cloak of Resistance +1 (1k) + potions (2k)

w. long buffs (Barkskin, Bear’s Endurance, Bull’s Str, Cat’s Grace): Str 16, Dex 24, Con 18; 71 hp; Init +7; 20 ft; AC 25 (+1 size, +6 Dex, +6 armor, +2 natural), touch 17, flatfooted 19, or AC 29 when using TWF (+4 shield), touch 17, flatfooted 23; BAB/Grp +6/+5; Dagger +13/8 (1d3+3/19-20) and +13/8 (1d3+1/19-20) or Boomerang +14/9 (1d3+3) and +14/9 (1d3+1) [+1 hit/dmg at 30 ft]; F +13, R +15, W +4

Daggers w. flanking: +15/10 (1d3+3/19-20 +2d6) and +15/10 (1d3+1/19-20 +2d6)

w. all buffs (Divine Favor at 6th lvl, Shield of Faith): Str 16, Dex 24, Con 18; 71 hp; Init +7; 20 ft; AC 27 (+1 size, +6 Dex, +6 armor, +2 deflection, +2 natural), touch 19, flatfooted 21, or AC 31 when using TWF (+4 shield), touch 19, flatfooted 25; BAB/Grp +6/+5; Dagger +15/10 (1d3+5/19-20) and +15/10 (1d3+3/19-20) or Boomerang +16/11 (1d3+5) and +16/11 (1d3+3) [+1 hit/dmg at 30 ft]; F +13, R +15, W +4

Daggers w. flanking: +17/12 (1d3+5/19-20 +2d6) and +17/12 (1d3+3/19-20 +2d6)


* * * * * *
Notes:

There are a few house rules I utlize that affect the above stat blocks, namely:

1) Power Attack is capped at -5 to hit and +5 to dmg (+10 with a two-handed weapon).

2) All classes and creature types get +2 skill pts per level/HD.

3) TWF feats provide a +2 shield bonus to AC that stacks with each other but not with other shield bonuses.

4) Bear's Endurance and similar spells last 10 min/lvl

The boomerang throwers above had an extra feat in exchange for dropping Track and the favored enemy ability.
 

shilsen

Adventurer
Here are the stat blocks for some of the various NPCs the Angels fought during the ill-fated attack on the Daask drug den:

* * * * * * * *
Leader

Adept8; CR6; 8d6+24; 60 hp; Init +6; 30 ft; AC 12 (+2 Dex), touch 12, flatfooted 10; BAB/Grp +4/+4; +6 ranged; F +5, R +5, W +10; Str 10 (+0), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 16 (+3), Cha 10 (+0)

Skills: Concentration +13

Feats (4): Improved Initiative, Improved Toughness + 2

Equipment: Bead of Force, Cloak of Resistance +1, scrolls (Bear's Endurance, Cat's Grace, Cure Serious Wounds)

Spells Per Day (7/4/3/1); DC 13 + spell lvl; Prepared - 0th: ;1st: Command, Cure Light (x2), Obscuring Mist; 2nd: Cure Moderate, Mirror Image, Scorching Ray; 3rd: Lightning Bolt

* * * * * *
Gnoll Axe-wielders

Bbn2/Rgr1; 3d8+2d12+20 (58 hp); Init +3; 20 ft; AC 17 (+1 natural, +2 Dex, +4 armor), touch 12, flatfooted 15; BAB/Grp +4/+10; MW Battleaxe +12 (1d8+9/x3 or 1d8+11/x3 vs. humans) or javelin +7 (1d6+6); F +13, Ref +4, Will -1; CE; Str 22, Dex 14, Con 18, Int 8, Wis 8, Cha 6

Skills: Listen +6, Spot +6, Survival +6

Feats: P.Attack, W. Focus

SA/Q: Darkvision 60 ft., favored enemy (humans)

Equipment: MW battleaxe, chain shirt, potions (Bear's Endurance, Bull's Strength, Cat's Grace, Cure Light Wounds)

Raging (8 rds): Str 26, Con 20; 68 hp; AC 15, touch 10, flatfooted 13; BAB/Grp +4/+12; MW Battleaxe +14 (1d8+12/x3 or 1d8+14/x3 vs. humans); F +15, W +1

BUFFED (Bull’s Str, Cat’s Grace, Bear’s End) & Raging: Str 30, Dex 18, Con 22; 78 hp; AC 17, touch 12, flatfooted 13; BAB/Grp +4/+14; Battleaxe +16 (1d8+15/x3 or 1d8+17/x3 vs. humans); F +17, R +6, W +1

Full PA: Battleaxe +12 (1d8+23/x3 or 1d8+25/x3)

* * * * * *
Gnoll Archers

Gnoll Rgr2/Ftr1; 4d8+1d10+20 (52 hp); Init +4; 30 ft; AC 19 (+1 natural, +4 Dex, +4 chain shirt), touch 14, flatfooted 15; BAB/Grp +4/+6; Battleaxe +6 (1d8+3/x3 or 1d8+5 vs humans) or Comp. longbow +9 or +7/+7 (1d8+2/x3 or 1d8+4 vs humans); Fort +12, Ref +7, Will -1; CE; Str 14, Dex 18, Con 18, Int 8, Wis 8, Cha 6

Skills: Listen +8, Spot +8

Feats: P.B. Shot, Precise Shot, Rapid Shot

SA/Q: Darkvision 60 ft., favored enemy (humans)

Equipment: MW Composite longbow [+2 Str], chain shirt, two +1 frost arrows, four +1 human-bane arrows, potions (Bear's Endurance, Cat's Grace, Cure Light Wounds)

Target within 30 ft: Comp longbow +10 or +8/+8 (1d8+3/x3 or 1d8+5 vs humans)
Target within 30 ft + Frost arrows: Comp longbow +10 or +8/+8 (1d8+1d6 cold+4/x3 or 1d8+1d6 cold+6 vs humans)
Target within 30 ft + Bane arrows (vs humans): Comp longbow +12 or +10/+10 (1d8+2d6+8/x3)

Buffed: Dex 22, Con 22; 62 hp; Init +6; AC 21; F +14, R +9; Target within 30 ft + Bane arrows (vs humans): Comp longbow +14 or +12/+12 (1d8+2d6+8/x3)

* * * * * *
Ogre Bruisers

Bbn1/Ftr2; 4d8+1d12+2d10+28; hp 72; Init +1; Speed 35 ft; AC 20 (-1 size, +1 Dex, +5 natural, +5 armor), touch 10, flatfooted 19; BAB/Grp +6/+19; MW Greatsword +16/11 melee (3d6+13/19-20) or Large Javelin +6 ranged (1d8+9); Space/Reach 10 ft./10 ft.; Fort +13, Ref +2, Will +3; AL CE; Str 28 (+9), Dex 12 (+1), Con 18 (+4), Int 6 (-2), Wis 10 (+0), Cha 4 (-3)

Feats: Awesome Blow, Imp. Bull Rush, Iron Will, Power Attack, W. Focus

Special Abilities/Qualities: Darkvision 60 ft., low-light vision, fast movement, rage (1/day)

Equipment: Large Chainmail, MW Large Greatsword, potions (Bear's Endurance, Bull's Strength, Cat's Grace, Cure Light Wounds)

When raging (lasts 10 rds): Str 32 (+11), Con 22 (+6); 100 hp; AC 18, touch 8, flatfooted 17; Grapple +21; MW Greatsword +18/13 melee (3d6+16/19-20) or Large Javelin +6 ranged (1d8+11); Fort +15, Will +5

Raging & Buffed: Str 36 (+13), Dex 16 (+3), Con 22 (+6); 114 hp; Init +3; AC 22; F +17, R +4, W+7; MW Greatsword +20/15 melee (3d6+19/19-20)

Awesome Blow: MW Greatsword +16 melee (3d6+19/19-20; Ref save – DC 10 + dmg)

Raging and 5 pts power attack: MW Greatsword +15/10 melee (3d6+29/19-20)
 

Rackhir

Explorer
Kha'tvan'ga the Pseudonatural Horror

Large aberration (extraplanar); 24d8+120; 264 hp;
Init +11;
Speed 30 ft, fly 60 ft (good);
AC 33 (-1 size, +7 Dex, +10 natural, +6 deflection, +1 dodge), touch 23, flatfooted 26;
BAB/Grp +18/+32;
Four tentacles +28 melee (2d6+10/19-20);
Space/Reach 10 ft/10 ft;
F +19, R +21, W +23;
CN;
Str 30 (+10), Dex 24 (+7), Con 20 (+5), Int 14 (+2), Wis 16 (+3), Cha 20 (+5)

Languages: Daelkyr

Skills (162 pts):

Hide 30
Intimidate 32
Listen 30
Move Silently 34
Search 25
Spot 30

Feats (7): Combat Reflexes, Dodge, Flyby Attack, Improved Initiative, Mobility, Spring Attack, Power Attack, Weapon Focus (tentacles), Improved Crit

SA/Q: Alien Mind, Darkvision 60’, DR 10/byeshk, Frightful Presence, House of Lamentation, Insane Resilience, Resistances (acid 15, electricity 15), SR 25, Tentacle Whirlwind, True Strike 1/day, Unstoppable Presence

Alien Mind (Ex): The alien mind of the pseudonatural horror makes it immune to mind-affecting effects.

Frightful Presence (Su): Anyone (except alienists and aberrations) with 24 or less HD seeing the horror attack must make a DC 27 Will save or be shaken. Anyone with 8 or less HD seeing the horror attack must make a DC 27 Will save or be frightened (and is shaken even on success). This save is Charisma-based.

House of Lamentation (Su): If the horror is able to hit a target with all four tentacles as a full attack, the target must make a DC 33 Will save or be instantly carried away to a demiplane that replicates the madness of Xoriat. Both horror and victim disappear instantly and reappear in the same space (or, if it is occupied, the nearest open space) a round later, at the end of the horror’s turn. The victim must make a DC 33 Will save or affected by a Confusion spell for 1 minute. If it fails the save by 5 points or more, it is affected with permanent Insanity (as the spell). Once a creature is affected by this ability it cannot be so again for 24 hours. Aberrations and alienists get a +4 bonus on the saves. Creatures from Xoriat are still carried away but are immune to the confusion/insanity effect. This is a mind-affecting enchantment (compulsion) effect. This save is Charisma-based and has a +4 racial bonus.

Insane Resilience (Su): The horror has a +6 deflection bonus to AC and +6 resistance bonus to saves

Tentacle Whirlwind (Ex): As a full-round action, the horror can take a normal move (which does not provoke an attack of opportunity) and engulf a target of its size or smaller within a whirlwind of tentacles. The affected creature must make a DC 32 Reflex save or be engulfed, taking 4d6+12 pts of damage each round (on the horror’s turn) that it is stuck. The creature is allowed a Reflex save each round to escape. The save DC is Strength-based.
A trapped creature cannot move except to go where the horror carries it (the horror can only take a single move or standard action each round that it has someone engulfed). It takes a -4 penalty to Dexterity and -2 to attack rolls but can otherwise act normally. It can cast spells too, but must make a Concentration check (DC 20 + spell level).

Unstoppable Presence (Su): Unlike other summoned creatures, the horror cannot be hedged out by a Protection from Evil or similar spell. It also cannot be dismissed by a Dispel Magic or Greater Dispel Magic spell. Only spells specifically designed for dismissing creatures (like Dismissal) can send it away.

***********************************************************
Notes:

The Horror is based off of a Elder Air Elemental. It's got a bit fewer HP and HD, but better Saves, SR and a couple of unique abilities.

The name means "Skull Topped Staff" in Hindu, which has nothing to do with it's appearence or abilities, but I thought it sounded cool. I added a bunch of single quotes to the name because that's just so Lovecraftian.

The Houses of Lamentation ability is based on the classic line from the King of the Nazgul.

"Come not between the Nazgul and his prey! Or he will not slay thee in thy turn. He will bear thee away to the houses of lamentation, beyond all darkness, where thy flesh shall be devoured, and thy shrivelled mind be left naked to the Lidless Eye."

Take out the Nazgul bit and the line fits remarkably well.

When it first appeared, I suggested to Gareth's player that he could stop it by casting "Magic Circle against Evil" since that normally hedges out summoned creatures, knowing full well it was useless against the Horror. Hehehehehehehehe...
 
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shilsen

Adventurer
LUNA AT 20TH:

Female Wildhunt Shifter Drd20
Type: medium humanoid (shapechanger)
HD: 20d8+100; 260 hp [320 hp w. ability bonus]
Initiative: +11
Speed: 30 ft
Armor Class: 41 (+5 Dex, +6 armor, +7 shield, +6 deflection, +6 natural, +1 insight), touch 22, flatfooted 36
BAB/Grapple: +15/+19
Attack: Scimitar +24 melee (1d6+9/18-20) [or +26 (1d6+11/18-20 +2d6) vs. aberrations] or Dart +24 ranged (1d4+9)
Saves: Fort +23, Ref +17, Will +29 [Fort +26 w. ability bonus]
Alignment: CN
Abilities: Str 12 (+1), Dex 14 (+2), Con 14 (+2), Int 12 (+1), Wis 23 (+6), Cha 8 (-1) [Str 18 (+4), Dex 20 (+5), Con 20 (+5), Int 18 (+4), Wis 33 (+11), Cha 14 (+2) w. permanent enhancements; Con 26 (+8) w. beast spirit ability bonus]

When shifting (2/day, lasts 13 rds or 16 rds w. ability bonus): Con 22 (+6); HD 20d8+120 (280 hp); Fort +24; gain scent ability [Con 28 (+9), 340 hp, Fort +25 w. ability bonus]

Languages: Common, Druidic, Aquan, Auran, Celestial, Daelkyr, Elven, Giant, Gnome, Goblin, Ignan, Orc, Sylvan, Terran

Skills (173 points) [Note – Speak Language taken as class skill]:
Balance +7 (+5 Dex +2 racial)
Climb +6 (+4 Str +2 racial)
Concentration +31 (23 ranks +8 Con)
Handle Animal +13 (7 ranks +2 Cha +4 feral empathy)
Heal +33 (22 ranks +11 Wis)
Jump +6 (+4 Str +2 racial)
Knowledge – Nature +30 (22 ranks +4 Int +2 nature sense +2 synergy)
Listen +37 (23 ranks +11 Wis +2 Alertness +1 Shifter Instincts)
Ride +7 (+5 Dex +2 synergy)
Search +9 (5 ranks/10 skill pts +4 Int)
Sense Motive +12 (+11 Wis +1 Shifter Instincts)
Speak Language (10 ranks)
Spellcraft +27 (23 ranks +4 Int)
Spot +42 (23 ranks +11 Wis +2 Alertness +1 Shifter Instincts +5 Goggles of Draconic Vision)
Survival +25 (10 ranks +11 Wis +2 nature sense +2 Wildhunt) or +25 aboveground or following tracks (+2 synergy)

Feats (7 Normal, 1 Beast Spirit, 1 from tradeoff): Alertness, Empower Spell, Improved Initiative, Maximize Spell, Natural Spell, Quicken Spell, Shifter Ferocity, Shifter Instincts, Shifter Savagery

Special Abilities/Qualities: Shifter racial abilities (shifting, low-light vision, racial bonuses), beast spirit (see below), woodland stride, wildshape (6/day, large, tiny, plant, huge; elemental 3/day, huge), venom immunity, a thousand faces, timeless body [Note: Traded out nature sense, wild empathy, trackless step, and resist nature's lure for 1 feat], Supreme Wildshape

Beast Spirit benefits: Alertness, ability bonus (+6 bonus to 1 ability), extend shifting (+2 rds), feral empathy (+4 wild empathy & Handle Animal), will of the spirit (if failing a save vs. an enchantment spell/effect, retry save 1 rd later), transfer spirit (as move action, send beast spirit into a summoned creature; druid loses beast spirit benefits, the creature gains twice the ability bonus that the druid would get, & druid can also communicate with the creature), prepare spell (prepare an extra spell of 6th lvl or lower with range touch or personal; beast spirit can cast the spell on the druid, as a swift action), rapid summons (cast summons, up to 1 less than max one can cast, as standard action)

Supreme Wildshape: When wildshaping, Luna takes on not only the offensive abilities but also all the defensive traits of the form attained. She also automatically gains all the benefits of shifting (+2 increase to Con, scent ability, natural weapons are one size larger and critical on 19-20) too, which last as long as she is wildshaped.

Spells (DC 21 + spell lvl); Prepared (15/8/8/8/7/7/6/6/5/5/):
0th - Create Water, Cure Minor Wounds (x4), Detect Magic (x4), Guidance, Light, Read Magic (x2)
1st – Cure Light Wounds (x2), Faerie Fire (x2), Longstrider, Pass Without Trace, Produce Flame (x2)
2nd – Fog Cloud, Lesser Restoration (x2), Resist Energy (x4) + 1
3rd – Call Lightning, Cure Moderate Wounds (x2), Poison, Protection from Energy (x4)
4th – Arc of Lightning, Dispel Magic, Flame Strike, Freedom of Movement (x2), Sheltered Vitality (x2)
5th: Control Winds, Death Ward (x3), Envigorating Cocoon (x3) [Phantom Stag]
6th: Mass Cure Light Wounds, Cometfall (x2), Greater Dispel Magic (x3)
7th: Firestorm, Heal (x4), True Seeing
8th: Bombardment (x2), Mind Blank (x3)
9th: Foresight (x2), Mass Cure Critical (x2), Mass Death Ward

Equipment for free: Beasthide Leather Armor of Moderate Fortification +1, Armbands of Maximized Healing (3/day) w. Wilding Clasp, Goggles of Draconic Vision which work in Wildshape, Belt of Mage Armor, Ring of Fly 2/day, Ring of Dimension Door (1/day) & See Invisibility (2/day), Handy Haversack, Necklace from Mournland

Group stuff: Horn of Plenty, Orb of Mental Renewal, Rod of Bodily Restoration, Staff of Survival

Equipment bought (150k): Byeshk +1 Aberration-Bane Scimitar with Sizing enchantment (13.315k), Dusty Rose Ioun Stone (5k), Bead of Karma (20k), Tome of Understanding +4 – used (110k) + 0.685k

Permanent enhancements: +6 enhancement bonuses to all stats, +6 resistance bonus to saves, +6 deflection bonus to AC, +6 enhancement bonus to natural AC, fast healing 5 (activates immediately when injured), +5 enhancement bonus to all attacks, +5 enhancement bonus to all worn armor, resistance 15 to all energy types, maximum hit points on all hit dice

Special abilities from Mordain: (1) In wildshape form, is always one size larger than form’s normal size (to a maximum of huge; if taking on a huge form, she remains huge but gains all the benefits/penalties listed). Natural weapons are one size larger. Has a +4 size bonus to Str, +2 size bonus to Con, +4 size bonus to natural armor, but -4 size penalty to Dex and half speed of normal form (one poorer maneuverability category if flying). (2) In wildshape form, if she takes ability damage, heals 1 pt per minute. (3) Possesses darkvision in all wildshape forms. (4) Tentacle-worm translates words to Common while in wildshape (5) Tongue doesn't store spells any more, but is instead designed for casting touch spells. When Luna casts a touch spell, she can deliver it with the tongue, which has two benefits. It gives a +2 bonus on the touch attack, and also is extensible, so it reaches 5 ft beyond her current reach.

Belt of Mage Armor – When the wearer wildshapes, this belt remains active and changes to look like a dark strip of hair (or feathers, as a bird) encircling the midriff. It provides a +4 armor bonus.

Staff of Survival – If activated, the staff stands upright & expands into a 20 ft tall sapling; it creates a Leomund's Tiny Hut around the sapling and grows 2d4 berries (work as Goodberry), one apple (Vigor) and one tangerine (Remove Disease & Neutralize Poison); fruits must be eaten within 1 minute of plucking. Leomund’s Tiny Hut lasts for 10 hrs

Necklace from Mournland: Command word “Sundar”; for 1 hour, become more attractive and gain +5 circumstance bonus to Diplomacy; when worn, protects against divination spells like Nondetection does, requiring a DC 30 caster level check to succeed, and also makes it impossible to contact the person through magical communication.

Sample wildshape forms:
DIRE BEAR:
Huge animal
HD: 20d8+140; 300 hp [360 hp w. ability bonus]
Initiative: +8
Speed: 20 ft
Armor Class: 41 (-2 size, +2 Dex, +17 natural, +6 deflection, +1 insight, +7 armor), touch 17, flatfooted 39
BAB/Grapple: +15/+38
Attack: 2 claws +33 melee (3d6+20/19-20) and bite +28 melee (4d8+12/19-20)
Special Attacks: Improved Grab
Special Qualities: Scent
Space/Reach: 15 ft/10 ft
Saves: Fort +27, Ref +14, Will +29 [Fort +30 w. ability bonus]
Abilities: Str 35 (+12), Dex 9 (-1), Con 23 (+6), Int 12 (+1), Wis 23 (+6), Cha 8 (-1) [Str 41 (+15), Dex 15 (+2), Con 29 (+9), Int 18 (+4), Wis 33 (+11), Cha 14 (+2) w. permanent enhancements; Con 35 (+12) w. beast spirit bonus]
Unmelded magic items: Belt, rings, armbands, goggles

TENDRICULOS:
Huge plant
HD: 20d8+140; 300 hp [360 hp w. ability bonus]
Initiative: +6
Speed: 10 ft
Armor Class: 41 (-2 size, +19 natural, +6 deflection, +1 insight, +7 armor), touch 15, flatfooted 41
BAB/Grapple: +15/+37
Attack: Bite +32 melee (3d8+19) and 2 tendrils +27 melee (1d8+12)
Special Attacks: Improved Grab, Paralysis (DC 31, or 34 w. ability bonus), Swallow Whole
Special Qualities: Regeneration 10 (except to bludgeoning weapons and acid), plant traits (immunity to all mind-affecting effects, poison, sleep effects, paralysis, polymorph and stunning; immune to critical hits; do not need to sleep)
Space/Reach: 15 ft/15 ft
Saves: Fort +29, Ref +12, Will +29 [Fort +32 w. ability bonus]
Abilities: Str 32 (+11), Dex 5 (-3), Con 26 (+8), Int 12 (+1), Wis 23 (+6), Cha 8 (-1) [Str 38 (+14), Dex 11 (+0), Con 32 (+11), Int 18 (+4), Wis 33 (+11), Cha 14 (+2) w. permanent enhancements; Con 38 (+14) w. beast spirit ability bonus]
Unmelded magic items: Belt, rings, armbands, goggles
 

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