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  1. #21
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    Very cool!

    My players are going to hate these guys.

    There are going to be 30 of them in total, but only 10 of them will be riding nightmares. The other 20 will have standard heavy warhorses. Part of me thinks that 30 15th-level PDKs might be a little more than the party can handle.

    Hmm...

    Anyway, the 9 reaminging half-duergar are going to have to be designed as something else. Hmm, perhaps as elite foot soldiers with polearms. I'll be designing them with the half-human template from Book of Templates: Deluxe Edition, and they'll likely only be around 10th to 12th-level.
    Last edited by Knightfall; Thursday, 9th August, 2007 at 08:01 AM.
    Robert Blezard

 

  • #22
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    Good, I'm glad you like them. I'm almost done with a sonic based warmage.
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  • #23
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    Here you go, one sonic based warmage. I hope you like it.


    Name? CR 11
    Male human Warmage 11
    Complete Arcane 10
    NE Medium humanoid (human)
    Init +6; Senses Listen -1, Spot -1
    Languages Common, Draconic, Elven
    AC 20 (+2 Dex, +6 +1 mithral breastplate, +2 +1 light steel shield) touch 14, flat-footed 18
    hp 52 (11d6 + 11)
    Fort +5, Ref +6, Will +7
    Speed 30 ft.
    Melee +1 energy aura morningstar +6 (1d8+1, plus 1d6 acid, cold, electricity, fire or sonic)
    Ranged MW Heavy Crossbow +8 (1d10, 120 ft., 19-20/x2)
    Space 5 ft.; Reach 5 ft.
    Base Atk +5; Grp +5
    Atk Options clap of thunder, energy substitution (sonic), sudden empower, sudden enlarge, warmage edge
    Warmage Spells Known (CL 11th; 12th for Sonic spells)
    5th (4/day) arc of lightning4, cacophonic burst*4, cloudkill, cone of cold, flame strike, greater fireburst4, mass fire shield4, prismatic ray
    4th (7/day) blast of flame4, contagion, black tentacles, orb of acid4, orb of cold4, orb of electricity4, orb of fire4, orb of force4, orb of sound4, phantasmal killer, shout, wall of fire
    3rd (7/day) fire shield, fireball, flame arrow, gust of wind, ice storm, lightning bolt, poison, resonating bolt*4, ring of blades4, sleet storm, stinking cloud
    2nd (7/day) acid arrow, blades of fire4, continual flame, fire trap, fireburst4, flaming sphere, ice knife4, pyrotechnics, scorching ray, shatter, whirling blade4
    1st (7/day) accuracy4, burning hands, chill touch, fist of stone4, hail of stone4, lesser orb of acid4, lesser orb of cold4, lesser orb of electricity4, lesser orb of fire4, lesser orb of sound4, magic missile, persistent blade*4, shocking grasp, true strike
    0 (6/day) acid splash, disrupt undead, light, ray of frost
    *Gained using Advanced Learning.
    Abilities Str 10, Dex 14, Con 12, Int 14, Wis 8, Cha 18
    SQ armored mage
    Feats Clap of Thunder2, Energy Substitution (sonic) 1, Improved Initiative, Piercing Evocation2, Spell Focus (evocation), Sudden Empower1, Sudden Enlarge1
    Skills Concentration +15, Intimidate +18, Knowledge (arcane) +16, Knowledge (history) +16, Spellcraft +18
    Possessions +1 energy aura3 morningstar, MW Heavy Crossbow, 10 Bolts, +1 mithral breastplate, +1 light steel shield, cloak of charisma +2, bracers of resistance +1

    1 Complete Arcane
    2 Complete Mage
    3 Magic Item Compendium
    4 Spell Compendium

    Note: Even though Energy Substitution and Energy Aura dont to the Sonic thing anymore in the official books, I dont care. I still use them as Sonic because I see nothing unbalanced about it.
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  • #24
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    20 Elite Soldiers (CR 12)
    hp 97 each (12d10+24 plus 3)
    Male and Female Human Fighter 12
    LE Medium Humanoid (human)
    Init +1; Senses Listen +3, Spot +3
    Languages Common and Infernal
    AC 27 (+1 Dex, +10 armor, +3 shield, +3 deflection), touch 11, flat-footed 26
    Fort +10, Ref +5, Will +5
    Speed 30 ft. (6 squares); mounted 50 ft.
    Melee Mwk longsword +18 (2d8+8/19-20/x2) during a mounted charge or
    -- Mwk longsword +18 (1d8+8/19-20/x2) on foot or
    -- Mwk longsword +18/+13/+8 (1d8+8/19-20/x2) while mounted or
    -- Mwk longsword +18/+13/+8 (1d8+8/19-20/x2) on foot while full attacking
    Base Atk +12; Grp +16
    Atk Options Power Attack, Ride-By Attack, Spirited Charge, Trample
    Abilities Str 18 (+4), Dex 13 (+1), Con 14 (+2), Int 10 (+0), Wis 12 (+1), Cha 8 (-1).
    Feats Alertness, Cleave, Great Cleave, Greater Weapon Focus (longsword), Greater Weapon Specialization (longsword), Mounted Combat, Power Attack, Ride-By Attack, Spirited Charge, Trample, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
    Skills Handle Animal +9, Intimidate +9, Listen +3, Spot +3, Ride +13
    Possessions +2 full plate, +1 heavy steel shield, bit and bridle of protection +2 (for mount), military saddle, mwk longsword, ring of protection +3, saddlebags of holding (as per a Hewards handy haversack)
    Mount Heavy warhorse (as per the Monster Manual with these changes)
    hp 34 each
    AC 16, touch 10, flat-footed 14
    Last edited by Knightfall; Saturday, 11th August, 2007 at 08:45 AM.
    Robert Blezard

  • #25
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    Quote Originally Posted by Knightfall1972
    [B]Now, I seem to remember that Savage Species has a half-giant race option in it that isn't tied to psionics, but I'd rather have a half-giant template that can be added on to the dwarf NPC.
    Not sure if it will work or not, but here you go.

    Half Ogre from Savage Species:

    Large (10' reach, -1 ac, - 1 attack, etc.)
    +6 str -2 dex +2 con -2 int -2 cha
    +4 Natural Armour, darkvision 60', Giant Blood.
    +2 LA
    - Rhun

    For every one hundred men you send us, Ten should not even be here. Eighty are nothing but targets. Nine of them are real fighters; We are lucky to have them, they the battle make. Ah, but the one. One of them is a warrior. And he will bring the others back. - Heraclitus of Ephesus, 500 BC

  • #26
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    9 Warpike Weapon Masters (CR 14)
    hp 119 each (12d8+24 plus 3d10+6 plus 15)
    -----------------------------------------------------
    Male half-human duergar warrior 12/exotic weapon master 3 1
    NE Medium humanoid (dwarf, human)
    Init +1; Senses Darkvision 60 ft., Listen +1, Spot +1
    Languages Common, Dwarven, and Undercommon.
    -----------------------------------------------------
    AC 20 (+1 Dex, +6 armor, +3 deflection), touch 11, flat-footed 19; +2 dodge bonus against Giant type
    Fort +13 (+15 against paralysis and poison), Ref +6, Will +5 (+6 against spells and spell-like abilities; +8 against phantasms)
    Weakness Light sensitivity
    -----------------------------------------------------
    Speed 20 feet (4 squares)
    Melee +3 dwarven warpike +22 melee (3d6+8/19-20/x3) or
    -- +3 dwarven warpike +22/+17/+12 melee (3d6+7/19-20/x3) or
    Melee Mwk warhammer +19 melee (1d8+3/x3) or
    -- Mwk warhammer +19/+14/+9 melee (1d8+3/x3) or
    Ranged +1 light crossbow +18 ranged (1d8+1/19-20/x2)
    Space 5 ft.; Reach 5 ft. (10 ft. with heavy poleaxe)
    Base Atk +15; Grp +18
    Atk Options Power Critical (heavy poleaxe), exotic reach *, exotic sunder *
    Special Actions Trip attack *
    Psi-like Abilities** 1/day expansion or invisibility (ML 15th; **These abilities affect only the half-duergar and whatever he carries.)
    -----------------------------------------------------
    Abilities Str 16 (+3), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 6 (-2)
    SA Exotic weapon stunts *, psi-like abilities
    SQ Darkvision 60 ft., endure elements (from boots), mixed blood, naturally psionic, stability, stonecunning
    Feats Exotic Weapon Proficiency (dwarven warpike), Improved Critical (dwarven warpike), Improved Toughness 1, Power Critical (dwarven warpike) 1, Toughness, Weapon Focus (dwarven warpike)
    Skills Appraise +3, Craft (weaponsmithing) +6, Craft stonemasonry) +6, Intimidate +4, Listen +1, Move Silently -1, Spot +1
    Possessions +3 dwarven warpike 2, +1 light crossbow w/ 30 bolts, amulet of health +2, boots of the winterlands, gauntlets of ogre power, mwk dwarvencraft stone plate 2, mwk warhammer
    -----------------------------------------------------
    Mixed Blood (Ex) For all special abilities and effects, a half-duergar is considered both a dwarf and a human.
    Naturally Psionic A half-duergar gains 1 bonus power point at 1st-level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
    Stability Half-duergar are exceptionally stable on their feet. A half-duergar receives a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground.).
    Stonecunning This ability grants a half-duergar a +2 racial bonus on Search 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. (See the duergar entry in the Expanded Psionics Handbook for more on this ability.)
    Skills Half-duergar have a +2 racial bonus on Move Silently checks and a +1 racial bonus on Appraise and Craft checks related to stone or metal; these bonuses are included in the stat block
    -----------------------------------------------------
    1 D&D Complete Warrior
    2 D&D Races of Stone
    Last edited by Knightfall; Saturday, 11th August, 2007 at 08:46 AM.
    Robert Blezard

  • #27
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    Quote Originally Posted by Rhun
    Not sure if it will work or not, but here you go.

    Half Ogre from Savage Species:
    I looked at that, but it wasn't really what I wanted. I looked in Advanced Bestiary and their is a half-giant template in that book. It will even allow me to customize the half-giant based on the type of giant.
    Robert Blezard

  • #28
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    Testing...
    Robert Blezard

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