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  1. #11
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    Ignore Canaan
    #1: Soon it would be the Time of Reckoning. The Tainted Sorceress scowled. "They will come. First the Priest and the Paladin. My Incubi Blackguards will handle them. Then the druid. Hmmm. The druid." The Tainted Sorceress consulted her sources, looking for the perfect foe to overcome the druid's terrible power and shifting abilities. "What I need is a warrior, cloaked in anti-magic, who can syphon magical power or cut-off access to the divine. Where shall I find such a potent creature?"

    CR 22

    #2: The Tainted Sorceress continued thinking. "Next would come the Rilmani Monk." The Sorceress laughed. "I have the perfect foe for him, one that took his life once already. Ha! But that priest won't be able to save his soul this time." She continued, "The Shyft Rogue. hmmm. I need something to rival her agility and speed."

    CR 20

    #3: "And finally," the Tainted Sorceress mused, "The Earth Elemental Warrior." The Tainted Sorceress had an idea. "I need a Juggernaut! A creature to rival a giant in physical strength, whose skills in wrestling are superb. Perhaps a mutation. A creature with four arms, who feeds off of the spirits of those he bests in Mortal Combat!"

    CR 22

    How about these? No undead, please! There's a second priest in the party. He's a Radiant Servant and Contemplative (level 20). Not much with the combat. And not so hot on the turning. But BIG with the heals. :\ And positive energy is positive energy.
    Last edited by Canaan; Saturday, 27th January, 2007 at 10:46 PM.
    This is the story hour of the campaign I run: Tales of Turgos

 

  • #12
    Aasimar Aardvark COPPER SUBSCRIBER
    A 1e title so awesome it's not in the book (Lvl 21)

    TarionzCousin's Avatar

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    Planescape Circvs Maximvs Gygax Memorial Fund

    Ignore TarionzCousin
    Land Outcast, I hope you're bored often. These are great. I can't wait to see what else you've got.

  • #13
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    Ignore Land Outcast
    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 30, touch 12, flat-footed 26;
    (-2 size, +4 Dex, +28 natural armor)
    hp (max) 493 (29d12+145); DR 15/magic
    Immune elecricity, paralysis, sleep
    Saves [SR 29]
    Fort +21 (16 race + 5 Con)
    Ref +20 (16 race + 4 Dex)
    Will +16 (16 race)
    ------------------------------------------------------------------
    Speed 40 ft. (8 squares), fly 150 (poor)
    Melee
    Bite +38 (2d8+16), 2 claws +36 (2d6+5), 2 wings +36 (1d8+5) and tail slap (2d6+16)
    Ranged
    Space 15 ft.; Reach 15 ft. (20 with bite)
    Base Attack +29; Grp +50
    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 32 (6pts, +18 racial)
    Dex 19 (10pts + 3 stat bumps)
    Con 20 (2pts, +10 racial)
    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 +37 (32 Ranks Race, 5 Con)
    Climb +27 (16 Ranks Race, 11 Str)
    Diplomacy +44 (32 Ranks Race, 12 Cha)
    Intimidate +44 (32 Ranks Race, 12 Cha)
    Jump +31 (16 Ranks Race, 11 Str, +4 speed)
    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

    [B]Possessions (minimum): ?

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

    Maybe Unnecesary notes: She has Power attack (could comfortably dump 8 points in it most of the time, not counting magical bonuses to attack), she has Arcane Strike (for up to +5/+5d4 to ALL her attacks).
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

  • #14
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    Myrmidon (Lvl 10)

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    Ignore Deuce Traveler
    Ok, then. In "the Last Stand of the Dorinthians", I'm thinking of pitting the characters against an ogre-mage towards the end of the game. Give me a CR 9 ogre-mage, but suped up with magic and without character levels. Feel free to change the magic spells normally given to an ogre-mage for something more effective.
    My Involvement:
    Spoiler:

    Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
    IC

    DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
    OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

    DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
    Out of Character thread
    ---

    My works:
    Dog Soul Publishing's The Books of Faith: Jainism
    Dog Soul Publishing's Sahasra - Items of Magic and War
    Various articles and editing projects for Silven Trumpeter
    LPJ Design's The True Psionic Story: Amulet of Catapsi

  • #15
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    Ignore Land Outcast
    Thanks for the support

    While Canaan was first on the list, DT's was faster to make and I wanted to experiment with giving a new twist to the Ogre Mage, I sure want opinions on this one. (Would have been better if I had been told what kind of magic theme was wanted for the creature... I chose "unseen force")

    Warning: Telekinesis is a powerful ability, if you play it far too inteligent will cause a tpk
    For Last Stand of the Dorinthians (CR 9)

    Master of the Unseen Forces
    ? Male Ogre Mage
    Large Giant
    Init +2;
    Senses Darkvision 90 ft. Low-light vision;
    Listen +10, Spot +10
    Languages: Common, Giant, Infernal, Orc
    ----------------------------------------------------------------
    AC 24, touch 19, flat-footed 22;
    (-1 size, +2 Dex, +5 natural, +4 mage armor, +4 shield)
    hp (max) 65 (5d8+25); Regen 5 (Fire and Acid bypass)
    Saves [SR 20]
    Fort +8 (3 race + 5 Con)
    Ref +3 (1 race + 2 Dex)
    Will +3 (1 race + 2 Wis)
    ------------------------------------------------------------------
    Speed 40 ft. (8 squares), fly 40 (good)
    Melee
    +1 Glassteel Greatsword +10 melee (3d6+11/18-20)
    Ranged
    Ring of the Ram +4 ranged touch (special, 1d6/2d6/3d6) or
    Telekinesis Violent Thrust +9 melee touch (1d6/25pounds, max 10d6)
    Space 10 ft.; Reach 10 ft.
    Base Attack +3; Grp +14
    Atk Options
    Special Actions
    -------------------------------------------------------------------
    Abilities (32 pts):
    Str 24 (6pts, +10 racial)
    Dex 14 (6pts)
    Con 20 (6pts, +6 racial)
    Int 14 (2pts + 4 racial)
    Wis 14 (2pts + 4 racial)
    Cha 22 (10pts + 6 racial)
    Feats:
    Combat Casting
    Ability focus (Gust of Wind)

    Skills
    Concentration +13/+17 (8 Ranks Race, 5 Con)
    Listen +10 (8 Ranks Race, 2 Wis)
    Spot +10 (8 Ranks Race, 2 Wis)
    Spellcraft +10 (8 Ranks Race, 2 Int)

    See Invisibility(Su) - Always active, as the spell.
    Spell-like Abilities CL 10th
    at will - Invisibility, Mage Armor, Shield;
    3/day - Gust of Wind (20), Telekinesis (DC 21)

    Possessions: (or maybe you want to equip it... keep the sword, please)
    Ring of the Ram (DMG p232, 21 charges left)
    +1 Glassteel Greatsword (looks like elaboratedly crafted glass, +1 critical range)
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

  • #16
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    Myrmidon (Lvl 10)

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    Ignore Deuce Traveler
    Nice. I like it.
    My Involvement:
    Spoiler:

    Player of Doral Kinsman the Beguiler in Who Wants to Be a Wayfinder
    IC

    DM for my v3.5 homebrew campaign, Last Stand of the Dorinthians
    OOC//Chapter 1- Homeless (Closed)//Chapter 2- Illusions (Closed)//Chapter 3 - The Imperials (Closed)//Chapter 4- The Second Invasion (closed)//The Final Chapter(closed)//Dead Secrets(closed)//Rogue's Gallery//Story Hour

    DM for his Sword and Sorcery Campaign; City-State of the Invincible Overlord w/BECMI rules
    Out of Character thread
    ---

    My works:
    Dog Soul Publishing's The Books of Faith: Jainism
    Dog Soul Publishing's Sahasra - Items of Magic and War
    Various articles and editing projects for Silven Trumpeter
    LPJ Design's The True Psionic Story: Amulet of Catapsi

  • #17
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    Ignore Canaan
    Nice Ogre Mage! I love force specialists. I have an 18th level Wizard/Agent Hand/Force Mage tricked out with force effects. He rocks!

    This is the story hour of the campaign I run: Tales of Turgos

  • #18
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    Ignore Land Outcast

    I present you...

    A warrior...
    What happens when a man forebades all powers... challenges the powers' servitors over the earth... even denies the divinity born of nature... what happens when such a man has contact with powers from afar, powers that should not be?... what.would.happen.?

    Rakishin
    [genderless] Bleak Lodestone Occult Slayer 5
    Medium Outsider (Native, Augumented Human)
    Init +10;
    Senses Blindsight 120 ft., Low-light vision;
    Listen +27, Spot +27
    Languages: Celestial, Common, Abyssal, Infernal
    ----------------------------------------------------------------
    AC 43, touch 28, flat-footed 35;
    (+10 Cha, +8 Dex, +15 natural armor)
    hp (max) 380 (27d8+164); DR 15/cold iron
    Immune mind-affecting effects
    Saves [SR 35] [+3 vs. magic]
    Fort +24 (13 race, 1 class, 6 Con, 4 Epic Fortitude)
    Ref +22 (13 race, 1 class, 8 Dex) [Evasion]
    Will +19 (13 race, 4 class, 2 Wis)
    ------------------------------------------------------------------
    Speed 50 ft. (10 squares), fly 50 (perfect)
    Melee
    DoomBlade +40/+35/+30/+25 melee (3d6+16/x2) or
    DoomBlade +40/+35/+30/+25 melee (3d6+11/x2) One-Handed
    Ranged
    DoomBlade +36/+31/+26/+21 melee (3d6/x2)
    Space 5 ft.; Reach 5 ft.
    Base Attack +27; Grp +39
    Atk Options Power Attack, Improved Combat Expertise
    Special Actions
    -------------------------------------------------------------------
    Abilities (32 pts):
    Str 32 (10pts, + 14 racial + 2 stat bumps)
    Dex 26 (6pts + 10 racial)
    Con 22 (2pts, + 12 racial)
    Int 14 (4pts + 2 racial)
    Wis 14 (0pts + 6 racial)
    Cha 30 (10pts + 10 racial + 4 stat bumps)
    Feats:
    Improved Combat Expertise (Complete Warrior, can use Combat Expetise up to your full Base attack Bonus)
    Ability Focus (Spell Siphon)
    Combat Expertise
    Combat Reflexes
    Improved Initiative
    Power Attack
    Weapon Focus (Caustic blade)
    ----------------Epic territory
    Defensive Sweep (PHB II, If a foe spends his whole turn in the same square, adjacent to you, you gain an AoO at the end of his turn)
    Spellcasting Harrier (Draconomicon, Casting Defensively within your area causes AoO)
    Epic Fortitude

    Skills
    Escape Artist +48 (25 Ranks Race, 15 racial, 8 Dex)
    Hide +38 (25 Ranks Race, 5cc OS, 8 Dex)
    Intimidate +35 (25 Ranks Race, 10 Cha)
    Knowledge (Religion) +26 (25 Ranks Race, 1 Int)
    Knowledge (Arcana) +27 (25 Ranks Race, 1 ranks OS, 1 Int)
    Knowledge (The Planes) +26 (25 Ranks Race, 1 Int)
    Listen +27 (25 Ranks Race, 2 Wis)
    Move Silently +33 (25 Ranks Race, 8 Dex)
    Spot +27 (25 Ranks Race, 2 Wis)
    Tumble +33 (25 Ranks Race, 8 Dex)

    Divine power siphon(Su) - Any divine spellcaster who begins his turn within 60 feet of Rakishin, must make a Fort save 35 or lose one spell of the higher level he can cast. This save is Charisma based and includes the bonus from Ability Focus.
    Also, any ongoing magical effects of divine nature within 120 feet of Rakishin are dispelled unless a caster level check against his Spell Resistance [35] is made.
    Nourishment(Su) - Whenever a spell fails to penetrate Rakishin's SR, it gains one of the following benefits, chosen at the time that the specific spell effect is resolved:
    Might: Rakishin gains a +8 enhancement bonus to Strength for 1 minute.
    Agility: Rakishin gains a +8 enhancement bonus to Dexterity for 1 minute.
    Endurance: Rakishin gains a +8 enhancement bonus to Constitution for 1 minute.
    Life: Rakishin gains temporary hit points equal to 10 x the level of the failed spell.
    Speed: Rakishin's land and fly speed increase by a number of feet equal to 10 x the level of the failed spell.
    Resistance: the creature gains energy resistance 20 to one energy type.
    DoomSkin(Su) - After communing with Powers That Should Not Be (tm), Rakishin was warped in mind and flesh. Its flesh became ashen, not only in color, but in texture. An effect similar to disintegrate, anyone touching -or being touched by- Rakishin receives 5d6 damage, as well, Rakishin has a +15 bonus on escape artist checks.
    DoomBlade(Su) - Another aspect of his communion upon PTSNB, his own "flesh" -for it is not flesh, but discarded soulstuff- can create weapons for him as a move action, even ranged weapons and missiles for them. Regardless of shape, the base damage for the DoomBlade weapon is 3d8, strength bonuses apply normally and the resulting damage is half normal damage for the type of weapon -slashing, piercing, or bludgeoning- and half "pure" damage. He can either conjure a ranged weapon, a two-handed weapon (with or without reach), or a one-handed weapon and a shield (providing a +6 deflection bonus)
    Adaptative self(Su) - Regardless of terrain or cover, Rakishin can hide normally.
    Unearthly grace(Su) - Applies Charisma modifier as a bonus to his saves and as a deflection bonus to his AC.
    Fly(Su) - Unnaturally has a fly speed of 50 ft. (perfect).

    Magical Defense +3
    Weapon Bond (+1d6 vs spellcasters)
    Mind Over Magic (2/day, spell turning at CL 10)
    Viscious Strike (Double damage if disrupting spellcasting)
    Auravision (Detect Magic, 60ft. radius)
    Nondetection Cloak (Over himself, CL 5... useless, I'd change it to CL 10)
    Blank Thoughts (Immunity to mind-affecting effects)

    [B]Possessions: ?


    I fear it resulted too strong...
    Last edited by Land Outcast; Monday, 29th January, 2007 at 11:32 PM.
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

  • #19
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    Ignore Canaan
    OMG, the Rakishin is f***ing AWESOME! That's exactly what I was looking for! Something to confound and harry the druid until help arrives. I think I will extend its magic eating and disrupting abilities to Supernatural and Spell-Like Abilities as well. That way, the druid won't be able to wild shape.
    This is the story hour of the campaign I run: Tales of Turgos

  • #20
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    Ignore Land Outcast
    OMG, the Rakishin is f***ing AWESOME!
    I know

    *spell-like abilities are affected by his magic eating normally
    *how would you make the druid unable to wildshape?
    Quote Originally Posted by Trainz
    I do it because I simply love this game.
    Level 10, essence of D&D as of November 17 2006
    Wizard paralyzed, samurai 6 hp, your Fiend Hunter down to 4 hp and 1 Con, surrounded by four dead Bebilith and one still alive...
    Without sheathing the greatsword, with shaky hands unstoppers the small vodka bottle, swallow it down, and hurl it at the still standing demonic spider while yelling "come and get me!" just to allow the samurai to get the edge.
    Ideas for developing..

    The Sky... The Sky... The Sky is on FIRE!!!
    http://www.enworld.org/enpublishing/burningskysm.jpg
    A 12-part Campaign Saga from EN Publishing

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