Give me something to do

Land Outcast

Explorer
I'm bored...
Someone ask me for a Creature or NPC of CR 1-20 (preferably not a primary caster, 'tis boring -for me- to do the spell selection... also, no psionics).
Just describe it in a simple, non-mechanical way.

Example:
Code:
Krakov is an old man who still stands on the battlefield, his home, 
the battlefield. Though his beard is already grey that hasn't altered his 
ability to perform the trick or two learnt from from battlemages, when 
he first started using the tricks other mercenaries said he had dragon 
blood or he wouldn't be able to do that, they still whisper that... 
he doesn't know wether it's true or not, he doesn't care wether it's true 
or not, he knows is his blade's still sharp and he's still standing.

CR 10
 
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Palskane

First Post
Gruun wiped the blood from her greataxe, her breath coming in ragged gasps after her rage has died. She casts her gaze about, spotting the bloody and dismembered bodies of the goblins. She had been travelling through the forest and been set upon by them.

Sad, really. They had no idea of what they were facing.

Shrugging, she adjusts her cloak and continues on her way.

CR10
 

Land Outcast

Explorer
[sblock=They had no idea what they were facing]
N Female Dwarf Ftr 2/Barbarian 1/Ranger 2/Battlerager 5 (Races of Faerun)
Init +2; Senses Darkvision 60 ft.; Listen +1, Spot +1
Languages: Common, Dwarven, Undercommon
----------------------------------------------------------------
AC 23, touch 13, flat-footed 21; +4 Dodge bonus vs. Giants
(+2 Dex, +2 Natural, +1 Protection, +8 +3 Mithral Brestplate)
hp (max) 138 (2d8+2d10+6d12+30);
Immune Fear
Saves [+2 racial bonus against spells and spell-like abilities]
Fort +18 (12 class + 3 Con + 3 resistance) [+4 racial bonus against poison]
Ref +9 (4 class + 2 Dex + 3 resistance)
Will +5 (1 class + 1 Wis + 3 resistance) [+2 insight bonus against mind-affecting spells and effects]
------------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee
+1 Distance Returning Greataxe +17/+12 (1d12+8/x3) or
+1 Distance Returning Greataxe +15/+10 (1d12+8/x3) and Unarmed Strike +13 (1d3+2)or
Unarmed Strike +15/+10 (1d3+5) or
Unarmed Strike +13/+8 (1d3+5) and Unarmed Strike +13 (1d3+2)​
Ranged
+1 Distance Returning Greataxe +16 (1d12+8/x3) (20ft. range increment) or
+1 Heavy Crossbow +13 (1d10+1/19-20) (120ft. range increment)​
Space 5 ft.; Reach 5 ft.
Base Attack +10; Grp +15 [Close-quarters fighting]
Atk Options Cleave, Great Cleave, Power Attack, Power Throw, Reckless Offensive, Two Weapon Fighting, +1 on attack rolls against orcs and goblinoids, Favored Enemy (humanoid (goblinoid))
Special Actions Rage 4/day
-------------------------------------------------------------------
Abilities (32 pts):
Str 20 (10pts + 2 stat bumps + 2 enhancement)
Dex 14 (6pts)
Con 16 (6pts + 2 racial)
Int 10 (2pts)
Wis 12 (4pts)
Cha 10 (4pts - 2 racial)​
Feats:
Fighter bonus feats:
Cleave
Power Attack​
Ranger Bonus Feats:
Endurance
Track
Two Weapon Fighting​
Battlerager bonus feats:
Close-quarters fighting (Complete Warrior, you get an AoO whenever an enemy attempts to grapple you (even if the enemy wouldn't cause an AoO), if you deal damage -and the enemy doesn't have Improved Grapple or Improved Grab- the attempt fails. If you deal damage -and the enemy has Improved Grapple or Improved Grab- you may add the damage as a bonus to your opposed grapple check)
Great Cleave
Improved Unarmed Strike
Reckless Offensive (trade -4 to AC for +2 competence bonus on all attack rolls for the round)​
Brutal Throw (Complete Adventurer, Str instead of Dex with thrown weapons)
Power Throw (Complete Adventurer, Can use Power Attack with thrown weapons)
Throw Anything (Complete Warrior, No penalty, Range increment of 10 ft.)
Weapon Focus (Greataxe)
Skills
Intimidate +12 (5 Ranks Ftr, 3 Ranks Rngr, 2 Ranks Battlerager, +2 Gruff)
Knowledge (Religion) +2 (2 cc Ranks Ftr)
Perform (Singing) +2 (2 cc Ranks Rngr)
Perform (Storytelling) +2 (1 cc Ranks Brb, 1 cc Ranger)
Survival +14 (2 Ranks Brb, 3 Ranks Rngr, 8 Ranks Battlerager, +1 Wis)

Stonecunning: Stonecunning grants dwarves a +2 racial bonus on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
Weapon Familiarity: Dwarven Urgosh and Dwarven Waraxe (one-handed) are treated as matial weapons by dwarves.
Stability: +4 racial bonus on checks to avoid being bull rushed or tripped.
Skill Bonuses: +2 racial bonus on Appraise and Craft skill checks realted to metal or stone.
Fast Movement: +10 feet to Base land speed while wearing light or no armor and not carrying a heavy load.
Favored Enemy (humanoid (goblinoid)): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against goblinoids. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Rage In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage lasts for 3 + the character’s Constitution modifier rounds. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
A barbarian can fly into a rage only once per encounter.
Gruff: -4 on all Charisma-based skill checks, except Intimidate, where she gets a +2 bonus.
Rock Gut: Dwarven Bonus vs. poison improves to a +4.
Natural Armor: Gruun gains a +2 Natural Armor due to the toughening of her skin.

Possessions (minimum): +1 Distance returning Greataxe, +1 Heavy Crossbow, +3 Mithral Brestplate, Cloak of Resistance +3, Gauntlets of Ogre Power

Approximate Remaining Wealth: 1500gp (49k-47.5k)

EDIT: While in rage and using Offensive Fighting:
AC 17, touch 7, flat-footed 15; +4 Dodge bonus vs. Giants
hp (max) 158 (2d8+2d10+6d12+30+20);
Saves [+2 racial bonus against spells and spell-like abilities]
Fort +20 (12 class + 5 Con + 3 resistance) [+4 racial bonus against poison]
Ref +9 (4 class + 2 Dex + 3 resistance)
Will +7 (1 class + 1 Wis + 3 resistance + 2 Rage) [+2 insight bonus against mind-affecting spells and effects]
------------------------------------------------------------------
Melee
+1 Distance Returning Greataxe +21/+16 (1d12+11/x3) or
+1 Distance Returning Greataxe +19/+14 (1d12+11/x3) and Unarmed Strike +17 (1d3+3)or
Unarmed Strike +19/+14 (1d3+7) or
Unarmed Strike +17/+12 (1d3+7) and Unarmed Strike +17 (1d3+3)​
Ranged
+1 Distance Returning Greataxe +19 (1d12+11/x3) (20ft. range increment)​
Grp +17 [Close-quarters fighting]
[/sblock]

Who needs a bow? elves need bows, dwarves just need one BIG AXE

Actually they could have seen this coming...
 
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Land Outcast

Explorer
[sblock=They REALLY had no idea what they were facing]
NE Female Half Fiend Human Barbarian 6/Frenzied Berserker 2 (Complete Warrior)
Init +2; Senses Darkvision 60 ft.; Listen +10, Spot +5
Languages: Common, Abyssal, Undercommon
----------------------------------------------------------------
AC 21, touch 11, flat-footed -; Uncanny Dodge, Improved Uncanny Dodge
(+2 Dex, +1 Natural, +8 +3 Mithral Brestplate)
hp (max) 128 (8d12+32) [Diehard]; DR 5/magic
Resistent Acid 10, Cold 10, Electricity 10, Fire 10
Immune Poison
Saves [SR 18, Trap Sense +2]
Fort +12 (8 class + 4 Con)
Ref +4 (2 class + 2 Dex)
Will +3 (2 class + 1 Wis)
------------------------------------------------------------------
Speed 40 ft. (8 squares), fly 40 (average)
Melee
+2 Vicious Greataxe +16/+11 (1d12+11/x3)​
Ranged
Space 5 ft.; Reach 5 ft.
Base Attack +8; Grp +14
Atk Options Intimidating Rage, Power Attack Cleave, Supreme Cleave
Special Actions Frenzy 1/day, Rage 2/day, Smite Good 1/day (+8 damage)
-------------------------------------------------------------------
Spell-like Abilitites:
3/day - Darkness, Poison (DC 16)
1/day - Desecrate, Unholy blight (DC 16)
-------------------------------------------------------------------
Abilities (32 pts):
Str 22 (10pts + 4 racial + 2 stat bumps)
Dex 14 (2pts + 4 Racial)
Con 18 (10pts + 2 Racial)
Int 14 (2pts + 4 Racial)
Wis 12 (4pts)
Cha 14 (4pts + 2 racial)​
Feats:
Diehard (Frenzied Berserker bonus feat)
Power Attack
Cleave
Destructive Rage (Complete Warrior, +8 bonus on Str checks to break inanimate, immovile objects while in Rage or Frenzy)
Intimidating Rage (Complete Warrior, Once per encounter, while in Rage, you can attempt to demoralize -PHB, p 76- an opponent within 30 ft. as a free action)

Skills
Climb +17 (9 Ranks Brb, 2 Ranks Frenzied Berserker, +6 Str)
Intimidate +13 (9 Ranks Brb, 2 Ranks Frenzied Berserker, +2 Cha)
Jump +21 (9 Ranks Brb, 2 Ranks Frenzied Berserker, +6 Str, +4 Speed)
Listen +10 (9 Ranks Brb, +1 Wis)
Spot +5 (4 cc Ranks Brb, +1 Wis)
Survival +13 (9 Ranks Brb, 2 cc Ranks Frenzied Berserker, +1 Wis)
Swim +15 (9 Ranks Brb, +6 Str)

Fast Movement: +10 feet to Base land speed while wearing light or no armor and not carrying a heavy load.
Rage In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. A fit of rage lasts for 3 + the character’s Constitution modifier rounds. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
A barbarian can fly into a rage only once per encounter.
Uncanny DodgeA barbarian can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
Improved Uncanny Dodge A barbarian of 4th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Trap Sense A barbarian gains an intuitive sense that alerts her to danger from traps, giving her a +2 bonus on Reflex saves made to avoid traps and a +2 dodge bonus to AC against attacks made by traps.
Frenzy +6 Str, extra attack on full-attack at her highest bonus. -4 AC, 2 nonlethal damage per round. Lasts a number of rounds equal to 3+Con, can attempt -once per turn, as a free action- a DC 20 Will save to end it.
If an use of the ability is available and the Frenzied Berserker receibes damage, she must make a Will save DC 10+damage taken or enter Frenzy.
Should she run out of enemies while in Frenzy, she attacks the closest creature.
At the end of the rage, the Frenzied Berserker loses the frenzy modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
If also under the effects from rage, the Frenzied Berserker ends up exhausted instead of fatigued.
Supreme Cleave can take a 5-ft. step between attacks when using the CLeave or Great Cleave feat, she is still limited to one such adjustment per round.

Possessions (minimum): +3 Mithral Brestplate

Approximate Remaining Wealth: 26k (49k - 4.5k - 18.5k)

EDIT: Rage + Frenzy:

AC 15, touch 5, flat-footed -; Uncanny Dodge, Improved Uncanny Dodge
hp (max) 144 (8d12+32+16) [Diehard]; DR 5/magic
Resistent Acid 10, Cold 10, Electricity 10, Fire 10
Immune Poison
Saves [SR 18, Trap Sense +2]
Fort +14 (8 class + 6 Con)
Ref +4 (2 class + 2 Dex)
Will +5 (2 class + 1 Wis + 2 Rage)
------------------------------------------------------------------
Speed 40 ft. (8 squares), fly 40 (average)
Melee
+2 Vicious Greataxe +21/+16 (1d12+18/x3)​
Ranged
Space 5 ft.; Reach 5 ft.
Base Attack +8; Grp +19[/sblock]

['tis late, so I only gave her a greataxe and an armor]
 
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ChimericDream

First Post
The party is part way into the World's Largest Dungeon. They just came upon, and barely managed to rescue, a female elf who has been the victim of an ancient trap for the past x thousand years (enough that she doesn't recognize the names of some modern deities). Her memory of her own identity is fragmented, but she is wearing armor and wielding dual blades. She has agreed to travel with the party until she regains enough of her memory to travel on her own.

(This is one that I'd like to stat out completely, then slowly reveal some of her abilities over the next couple months of game time.)

CR 15-19, whatever looks good.
 

Land Outcast

Explorer
[sblock=She didn't know who she was, but so many tales she had (CR 19)]
That trap had done more than just shatter her memmories, her own esscence had been warped... spellwarped... now she has memories she isn't even sure they are her own, a collection of information boiling in her head...

? Female Spellwarped (MM3) Elven Bard 7/Fighter 3/War Chanter 7 (Complete Adventurer)
Aberration (augumented humanoid (elf))
Init +4; Senses Low-light vision; Listen +2, Spot +2
Languages: Common, Elven, Draconic, Sylvan
----------------------------------------------------------------
AC 20, touch 14, flat-footed 16;
(+4 Dex, +2 Natural, +4 armor)
hp (max) 185 (4d6+3d10+10d8+51);
Immune magical sleep effects
Saves [SR 28]
Fort +18 (10 class + 3 Con)
Ref +9 (8 class + 4 Dex)
Will +5 (8 class) [+2 racial bonus against spells from the Enchantment school]
------------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Longsword +20/+15/+10 (1d8+4/17-20) or
Longsword +18/+13/+8 (1d8+5/17-20) and Longsword +18/+13 (1d8+2/17-20)
Ranged
Composite Longbow +19 (1d8/x3) (110ft. range increment)​
Space 5 ft.; Reach 5 ft.
Base Attack +15; Grp +19
Atk Options Arcane Strike, Combat Expertise, Two Weapon Fighting, Improved Two Weapon Fighting, Dual Strike
Special Actions Bardic Music, War Chanter Music
-------------------------------------------------------------------
Spells per day: 3/5/3/1
Spells Known: 6/4/4/2
0-
1- Expeditious Retreat, Feather Fall, Identify, Undetectable Alignament
2- Darkness, Eagle's Splanedor, Heroism, Mirror Image
3- Gaseous Form, See Invisibility
-------------------------------------------------------------------
Abilities (32 pts):
Str 18 (6pts + 4 template)
Dex 18 (6pts + 2 racial + 2 template)
Con 16 (6pts - 2 racial + 4 template)
Int 14 (2pts + 4 template)
Wis 10 (2pts)
Cha 20 (10pts + 4 stat bumps)​
Feats:
Fighter bonus feats:
Oversized Two-Weapon Fighting (Complete Adventurer, treat One Handed weapon in offhand as light weapon)
Two Weapon Fighting​
Arcane Strike (Complete Warrior, Sacrifice a spell to gain a bonus equal to its level and 1d4xSpell level bonus damage on all attacks for the round)
Combat Expertise
Dual Strike (Complete Adventurer, As a standard action make an attack roll to hit with two weapons -at a -4 if off-hand weapon is light, at a -10 if not-)
Improved Critical (Longsword)
Improved Two Weapon Fighting
Weapon Focus (Longsword)

Skills [Bardic Knowledge +11]
Intimidate +24 (10 Ranks Bard, 3 ranks Fighter, 6 ranks WC, 5 Cha)
Perform (Singing) +25 (10 Ranks Bard, 10 Ranks WC, 5 Cha)
Perform (Storytelling) +25 (10 Ranks Bard, 1.5 Ranks Fighter, 9 Ranks WC, 5 Cha)
Knowledge (History) +12 (10 Ranks Bard, 2 Int)
Climb +21 (10 Ranks Bard, 3 ranks Fighter, 4 Str)
Jump +24 (10 Ranks Bard, 3 ranks Fighter, 7 Ranks WC, 4 Str)
Sense Motive +20 (10 Ranks Bard, 10 Ranks WC)
Tumble +14 (10 Ranks Bard, 4 Dex)

Skill Bonuses: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Spell Absorption(Su)
Whenever a spell fails to penetrate a spellwarped creature's SR, the creature gains one of the following benefits, chosen at the time that the specific spell effect is resolved:
Might: the creature gains a +4 enhancement bonus to Strength for 1 minute.
Agility: the creature gains a +4 enhancement bonus to Dexterity for 1 minute.
Endurance: the creature gains a +4 enhancement bonus to Constitution for 1 minute.
Life: the creature gains temporary hit points equal to 5 x the level of the failed spell.
Speed: the creature's base speed increases by a number of feet equal to 5 x the level of the failed spell.
Resistance: the creature gains energy resistance 10 to one energy type.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Bardic Knowledge: A bard may make a special bardic knowledge check to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
DC Type of Knowledge
10 Common, known by at least a substantial minority drinking; common legends of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.​
[sblock=Bardic Music] 14 times per day, this bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired).
Starting a bardic music effect is a standard action. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): Can use song or poetics to inspire courage in his allies (including himselfs), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.[/sblock]
[sblock=War Chanter Music]
War Chanter Music: War chanter music follows the same rules as bardic music, and War chanter levels stack with bard levels for the purpose of determining how often a character can use war chanter or bardic music. War Chanter levels do not stack with bard levels for determining which songs a bard has access to.
Inspire Toughness The allies must be able to hear the war chanter. The effect lasts as long as the war chanter concentrates, and for 5 rounds thereafter. The affected allies gain 14 temporary hit points and the benefit of the Diehard feat.
Inspire Recklessness The ally must be within 60 feet (can also use it on herself). The effect lasts as long as the ally hears the war chanter, and for 5 rounds thereafter.
An affected ally gains the ability to decrease his AC by a number less than or equal to his base attack bonus, and add that same number as a moral bonus on melee attack rolls.
Combine Songs Can combine two types of bardic music at the same time, providing the benefits of both.
Inspire Awe Foes within 60 feet must make a Will save DC 17 + Cha or be paralyzed with fear if they have 7 HD or less, panicked if they have 8 to 16 HD, frightened if they have 17 to 22 HD, and shaken if they have 23 HD or more. The effect lasts as long as the foe hears the war chanter, and for 1 round thereafter.
[/sblock]

Possessions (minimum): Longsword (x2), Composite Longbow, Chain Shirt

Not sure how you want to equip her:
NPC: 170k
PC: 580k

Bonus:
Twin Blades of Opposition: This +4 flaming frost Longsword can be split into two twin blades: a +2 Flaming burst longsword and a +2 Icy burst longsword. When using both blades simultaneously, the wielder gains cold and fire resistance 5 as well as a +4 shield bonus to armor class.
[/sblock]
 
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Land Outcast

Explorer
A more... interesting option

[sblock=She had not the faintest idea of who she was (CR 19)]
? Female Very Old Song Dragon, elven form (Monsters of Faerun)
Dragon (Elecricity)
Init +8;
Senses Blindsight 60 ft., Darkvision 120 ft. Low-light vision;
Listen +38, Spot +38
Languages: Tongues
----------------------------------------------------------------
AC 18, touch 14, flat-footed 16;
(+4 Dex, +4 armor)
hp (max) 493 (29d12+145); DR 15/magic
Immune elecricity, paralysis, sleep
Saves [SR 29]
Fort +16 (16 race)
Ref +20 (16 race + 4 Dex)
Will +16 (16 race)
------------------------------------------------------------------
Speed 30 ft. (6 squares)
Melee
Longsword +31/+26/+21/+16 (1d8+3/19-20) or
Longsword +29/+24/+19/+14 (1d8+3/19-20) and Longsword +29/+24/+19 (1d8+2/17-20)
Ranged
Composite Longbow +33/+28/+23/+18 (1d8/x3) (110ft. range increment)​
Space 5 ft.; Reach 5 ft.
Base Attack +29; Grp +31
Atk Options Arcane Strike, Breath Weapon, Two Weapon Fighting, Improved Two Weapon Fighting, Frightful Presence, Greater Two-Weapon Fighting, Power Attack
Special Actions
-------------------------------------------------------------------
Spells per day: 6/9/9/9/9/6; DC 22+Spell level; CL 11th
Sorcerer spells known (plus Healing, Travel, and Trickery domains): 9/5/5/4/3/2
0- [9 0-level spells]
1- Mage Armor, Ray of Enfeeblement, Protection from Alignament, Shield, True Strike
2- Rope trick, Mirror image, Shatter, See invisibility, Touch of idiocy
3- Dispel Magic, Haste, Heroism, Protection from energy
4- Cure critical wounds, Greater invisibility, Solid Fog
5- Cone of Cold, Wall of Force
-------------------------------------------------------------------
Abilities (32 pts):
Str 14 (6pts)
Dex 19 (10pts + 3 stat bumps)
Con 10 (2pts)
Int 22 (2pts + 12 racial)
Wis 22 (2pts + 12 racial)
Cha 34 (10pts + 4 stat bumps + 14 racial)​
Feats:
Arcane Strike (Complete Warrior, Sacrifice a spell to gain a bonus equal to its level and 1d4xSpell level bonus damage on all attacks for the round)
Dire Charge (Draconomicon, can make a full attack at the end of a charge)
Oversized Two-Weapon Fighting (Complete Adventurer, treat One Handed weapon in offhand as light weapon)
Greater Two Weapon Fighting
Hover
Improved Initiative
Improved Two Weapon Fighting
Multiattack
Power Attack
Two Weapon Fighting

Skills
Appraise +38 (32 Ranks Race, 6 Int)
Concentration +32 (32 Ranks Race)
Climb +18 (16 Ranks Race, 2 Str)
Diplomacy +44 (32 Ranks Race, 12 Cha)
Intimidate +44 (32 Ranks Race, 12 Cha)
Jump +18 (16 Ranks Race, 2 Str)
Knowledge (History) +38 (32 Ranks Race, 6 Int)
Knowledge (Arcana) +38 (32 Ranks Race, 6 Int)
Listen +38 (32 Ranks Race, 6 Wis)
Perform (Sing) +44 (32 Ranks Race, 12 Cha)
Search +38 (32 Ranks Race, 6 Int)
Sense Motive +38 (32 Ranks Race, 6 Wis)
Spot +38 (32 Ranks Race, 6 Wis)

Breath Weapon(Su) - 18d6, DC 29, 50 ft. cone of electrically charged gas.
Frightful Prescence(Su) - DC 36, creatures with 4 or less HD become panicked, creatures with 5+ HD become shaken.
Alternate Form(Su) - Female humanoid, only one form (elf).
True Seeing(Su) - Always Active (as the spell), 15 ft. range.
Tongues(Su) - Always active, as the spell.
Spell-like Abilities
1/hour - Light, darkness;
2/day - Blink, Feather fall;
1/day - Heal, teleport

Possessions (minimum): Longsword (x2), Composite Longbow, Chain Shirt

Not sure how you want to equip her:
NPC: 170k
PC: 580k

Bonus:
Twin Blades of Opposition: This +4 flaming frost Longsword can be split into two twin blades: a +2 Flaming burst longsword and a +2 Icy burst longsword. When using both blades simultaneously, the wielder gains cold and fire resistance 5 as well as a +4 shield bonus to armor class.
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You *might* make her re-discover her skills progressively through time...
I'll bring in her other form later
 
Last edited:


ChimericDream

First Post
OH jeez.... I think you outdid yourself. I think I'd love to have the song dragon even more than the elven fighter. Can't wait to see her other form!
 

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