Eadric et. al. (The Paladin and his Friends).




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  1. #1
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    Ý Ignore sepulchrave

    Eadric et. al. (The Paladin and his Friends).

    These are the characters from the seldom-updated "Lady Despina's Virtue" thread in the Story Hour forum. Overpowered? - maybe. Do I care? - usually, no, but that damned scimitar can be a royal pain in the butt...


    Eadric
    Human male Paladin 15; medium sized humanoid (human); HD 15d10+60; hps 159; Init +1 (+1 Dex,); Speed 20 ft; AC 28 (+1 Dex, +12 Armour, +5 Shield); Attack: BAB: +15/+10/+5; +25/+20/+15 (Magical Bastard Sword + Belt) or +24/+19/+14 (Magical Lance + Belt); Dmg: 1d10+9 (15-20/x2) (Magical Bastard Sword), 1d8+9 (x3) (Magical Lance + Belt) - double on charge. SV Fort +18, Ref +11, Will +13; AL LG; Str 18 (24), Dex 13, Con 18, Int 12, Wis 16, Cha 21.

    Languages: Common, Celestial

    Skills: Ride +16, Knowledge (Religion) +7, Knowledge (Nobility) +8, Diplomacy +23, Handle Animal +10, Perform +9 (Ballad, Ode, Lute, Dance), Knowledge (History) +6, Sense Motive +7.

    Feats: Exotic Weapon Proficiency (Bastard Sword), Power Attack, Mounted Combat, Ride-by-Attack, Spirited Charge, Weapon Focus (Bastard Sword), Improved Critical (Bastard Sword)

    Special Abilities: Detect Evil at will, Divine Grace, Lay on Hands (75hp/day), Divine Health, Aura of Courage, Smite Evil (1/day, +15 dmg), Remove Disease (5/week), Turn Undead (as CLE 13, 8/day).

    Spells: -/3/2/2/1. Prepared spells vary, but usually include "Holy Sword."

    Magic Items:
    "Lukarn." LG Keen Sunblade (Bastard Sword) +2, +4 vs Evil Creatures. Double Damage vs. Undead. Int 14, Wis 17, Cha 15. Semiempathy. 1 x Extraordinary Ability: Heal 1/day. Special Purpose: Slay Chaotic Evil Creatures. Special Purpose Power: Confusion. Lukarn has an Ego of 20.
    "The Skin of Sarth." +4 Full Plate Armour of Invulnerability.
    "Melimpor's Iron Girdle." Belt of Giant Strength +6.
    "Melimpor's Shield." A Large +3 Shield of Blinding.
    "Kirm." Heavy +2 Dragonbane Lance.
    3 Javelins of Lightning
    4 Potions of Cure Serious Wounds; 2 Potions of Haste.


    Tatterbrand, Eadric's Squire
    Human Fighter 7; medium sized humanoid (human); HD 7d10+14; hps 57; Init +3 (+3 Dex); Speed 30 ft; AC 20 (+3 Dex, +4 Armour, +3 Buckler); Attack: BAB: +7/+2; +11/+4 (Masterwork Longsword) or +12/+7 (Composite Shortbow) Dmg: 1d8+2 (19-20/x2) (MW Longsword) or 1d6 +2 (x3) (Composite Shortbow), SV Fort +7, Ref +5, Will +2; AL LG; Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 13.

    Languages: Common, Elven

    Skills: Ride +10, Jump +10, Handle Animal +7, Swim +8, Intimidate +6, Climb +7

    Feats: Weapon Focus (Longsword), Weapon Focus (Composite Shortbow), Point Blank Shot, Rapid Shot, Far Shot, Weapon Specialization (Composite Shortbow), Mounted Combat, Mounted Archery.

    Mithral Chain Vest
    Mighty Composite Shortbow (+2)
    Masterwork Longsword
    +2 Buckler
    18 x +3 Arrows


    Contundor, Eadric's Mount
    Large Magical Beast w/ Half-Celestial Template; HD 12d8+60; hps 126; Init +2 (+2 Dex); Speed 50 ft; AC 22 (+11 Natural, +2 Dex, -1 Size); Attack: BAB: +12/+12/+7; +20/+20/+15 (2 Hooves, Bite) Dmg: 1d6+8 (hoof) or 1d4 +4 (bite), SV (as Eadric) Fort +18, Ref +11, Will +13; AL LG; Str 26, Dex 15, Con 21, Int 11, Wis 17, Cha 10 .

    Languages: Common, Celestial

    Skills: Listen +17, Spot +17, Wilderness Lore +9, Swim +14, Jump +14, Knowledge (Planes) +2

    Feats: Alertness, Endurance, Track.

    Paladin's Mount Special Abilities: Improved Evasion, Share Spells, Empathic Link, Share Saving Throws, Command, Spell Resistance +20.

    Half Celestial Abilities: 1/day at 12th level: Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word; 3/day: Protection from Evil. Immune to acid, cold, disease and electricity, +4 on saves vs. poison; at will: Light.


    Ortwin of Jiuhu
    Half-Elven Fighter5/Rogue5/Bard7; medium sized humanoid (half-elf); HD 5d10+15 + 5d6+15 + 7d6+15; hps 122; Init +5 (+5 Dex); Speed 30 ft; AC 23 (+5 Dex, +8 Armour, ++ Displacement Effects); Attack: BAB: +13/+8/+3; +23/+18/+13 (Finessed Magical Scimitar) Dmg: 1d6+7 (12-20/x2) (Magical Scimitar), SV Fort +10, Ref +15, Will +8; AL CG(N Tendencies); Str 13, Dex 20, Con 16, Int 15, Wis 12, Cha 20 (24).

    Languages: Common, Draconic, Old Borchion, Elf

    Skills: Perform +21 (14 Ranks: Storytelling, Epic, Chant, Drum, Lyre, Lute, Pipe, Mime, Formal Dance, Folksong, Sword Swallowing, Juggling, Clarion, Satire), Bluff +24, Pick Pocket +13, Climb +9, Swim +7, Hide +20, Move Silently +20, Disguise +13, Knowledge (Arcana) +6, Innuendo +7, Open Lock +11, Use Magic Device +15, Search +11

    Feats: Weapon Focus (Scimitar), Weapon Finesse (Scimitar - Yes, I allow this), Dodge, Mobility, Weapon Specialization (Scimitar), Skill Focus (Bluff), Spring Attack, Whirlwind Attack, Improved Critical (Scimitar), Brew Potion.

    Special Abilities: Sneak Attack +3d6, Evasion, Uncanny Dodge (Flatfooted Dex Bonus), Bardic Music, Bardic Knowledge



    Spells: 3/5/4/2 per day. Known: 0lvl: Dancing Lights, Daze, Flare, Light, Read Magic, Prestidigitation; 1st lvl: Sleep, Charm Person, Alarm, Ventriloquism; 2nd lvl: Silence, Cat's Grace, Cure Moderate Wounds, Glitterdust, Detect Thoughts; Major Image, Scrying.

    Magic Items:

    "Dread Githla." +4 Keen, Throwing and Returning Scimitar
    Cloak of Displacement (Major)
    +5 Studded Leather Armour
    Iron Horn of Valhalla
    The Blue Garnet Collar (Grants wearer +4 to Charisma).
    Winged Boots
    Potion of Fiery Breath.
    2 Potions of Invisibility.


    Nwm the Preceptor
    Human Druid 14; medium sized humanoid (human); HD 14d8+28; hps 98; Init +1 (+1 Dex); Speed 30 ft; AC 19 (+1 Dex, +5 Armour, +3 Natural); Attack: BAB: +10/+5; +13/+13/+8/+5 (Magical Quarterstaff) or +12/+7 (Magical Javelin) Dmg: 1d6+4 (x2) (Magical Quarterstaff) or 1d6 +3 (x2) (Magical Javelin), SV Fort +7, Ref +5, Will +2; AL LG; Str 14, Dex 12, Con 14, Int 12, Wis 19, Cha 17.

    Languages: Common, Elven, Sylvan, Druidic

    Skills (123): Animal Empathy +18, Handle Animal +10, Swim +10, Intuit Direction +10, Concentration +12, Wilderness Lore +21, Knowledge (Nature) + 18, Knowledge (Arcana) +6, Scry +11, Spellcraft +11, Diplomacy +8, Heal +7, Profession (Herbalist) +6, Craft (Leatherworker) +6

    Feats: Weapon Focus (Quarterstaff), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Brew Potion, Craft Wondrous Item

    Special Abilities: Woodland Stride, Trackless Step, +4 on Saves vs. Fey Enchantments, Wild Shape (5/day), Venom Immunity, A Thousand Faces.

    Spells Per Day: 6/6/6/5/5/3/3/2

    Nwm's Staff (+2 Staff of the Woodlands topped with an Orb of Storms)
    "Leofric's Token," a +3 Amulet of Natural Armour
    +3 Leather Armour
    "The Bleeding Spears of Huttur," 2x +1 Javelins of Wounding
    Bag of Tricks (Rust Colour)


    Tostig, Nwm's Bear
    Dire Bear; Huge Animal; HD 21+126; hps 221; Init +0; Speed 40 ft; AC 19 (-2 Size, +11 Natural); Attack: 2 Claws +27, Bite +22; Dmg: 2d6 +14 (Claw) 4d6 +7 (Bite); SQ Improved Grab; SV Fort +18, Ref +12, Will +10; AL N; Str 39, Dex 11, Con 23, Int 12, Wis 19, Cha 17.

    Skills: Listen +7, Spot +7, Swim +17

    Meep, Longnose and Dour, Nwm's Monkeys
    Tiny Animal; HD 1; hps 4; Init +2 (+2 Dex); Speed 30 ft, Climb 30 ft.; AC 14 (+2 Dex, +2 Size); Attack: Bite +4 melee; Dmg: 1d3-4; SV Fort +2, Ref +4, Will +1; AL N; Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5.

    Skills: Balance +10, Climb +13, Hide +13, Listen +4, Spot +4

    Feats: Weapon Finesse (Bite)

    Grince and Midder, Nwm's Owls
    Tiny Animal; HD 1; hps 4; Init +3 (+3 Dex); Speed 10 ft, Fly 40 ft (average); AC 17 (+3 Dex, +2 Size, +2 Natural); Attack: Claws +5 melee; Dmg: 1d2-2; SV Fort +2, Ref +5, Will +2; AL N; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4.

    Skills: Listen +14, Move Silently +20, Spot +6 (+14 in Twilight)

    Feats: Weapon Finesse (Claws)




    Mostin the Meta-Gnostic
    Human Wizard (Diviner) 6 / Alienist 9; medium sized humanoid (Human); HD 6d4+6 + 9d4+9 +6 (Insane Certainty); hps 61; Init +3 (+3 Dex); Speed 30 ft; AC 20 (+3 Dex, +1 Natural, +4 Bracers of Armour, +2 Deflection); Attack: BAB: +7/+2; +8/+3 (Magical Rapier) Dmg: 1d6+1 + 1d6 Electricity (18-20/x2 +1d10) (Magical Rapier), SV Fort +6, Ref +9, Will +13 (+15); AL N(G Tendencies); Str 11, Dex 16, Con 13, Int 22, Wis 16 (18), Cha 12.

    Languages: Common, Draconic, Celestial, Abyssal, Infernal, Auran, Ignan, Terran, Aquan, Elven

    Skills: Knowledge (Arcana) +24, Knowledge (The Planes) +24, Knowledge (History) +15, Knowledge (Geography) +15, Spellcraft +24, Alchemy +14, Scry +24, Concentration +14, Ride +5, .
    Feats: Martial Weapon Proficiency (Rapier), Scribe Scroll, Brew Potion, Alertness, Craft Wondrous Item, Quicken Spell, Still Spell, Maximize Spell, Chain Spell.

    Special Abilities: Alien Blessing (+1 Insight Bonus on Saving Throws), Extra Summoning, Summon Alien, Insane Certainty, Timeless Body, Pseudonatural Familiar

    Phobia: birds.

    Spells: 4/6/6/5/5/5/4/2/1 per day. Specialty: Divination. Prohibited: Necromancy.

    Known:

    0lvl: All PHB Cantrips.

    1st lvl: Sleep, Charm Person, Alarm, Ventriloquism, Mount, Summon Monster, Comprehend Languages, Detect Undead, Identify, True Strike, Jump, Spider Climb, Magic Missile.

    2nd lvl. Detect Thoughts, Summon Swarm, Summon Monster II, Web, Locate Object, Detect Invisibility, Darkness, Alter Self, Knock, Cat's Grace, Bull's Strength, Eagle's Splendour, Mostin's Aura of Inscrutability, Mostin's Arhythmic Apoplexy, Mostin's Myopic Emanation

    3rd lvl: Phantom Steed, Stinking Cloud, Summon Monster III, Fireball, Lightning Bolt, Magic Circle Against Chaos/Evil/Good/Law, Diepel Magic, Clairaudience/Clairvoyance, Tongues.

    4th lvl: Dimensional Anchor, Evard's Black Tentacles, Minor Creation, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Phantasmal Killer, Shadow Conjuration, Polymorph Self, Mostin's Interminable Sermon, Mostin's Torque Tendril.

    5th lvl: Dismissal, Lesser Planar Binding, Summon Monster V, Contact Other Plane, Prying Eyes, Rary's Telepathic Bond, Dream, Nightmare, Teleport, Mostin's Metempsychotic Reversal, Mostin's Paroxysm of Fire.

    6th lvl: Repulsion, Antimagic Field, Planar Binding, Summon Monster VI, Analyze Dweomer, Legend Lore, True Seeing, Chain Lightning, Guards and Wards, Tenser's Transformation, Mass Haste, Mostin's Id Eruption

    7th lvl: Banishment, Sequester, Summon Monster VII, Greater Scrying, Vision, Insanity, Plane Shift, Ethereal Jaunt, Limited Wish, Mordenkainen's Magnificent Mansion, Mostin's Metagnostic Inquiry.

    8th lvl: Mind Blank, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Discern Location, Binding, Etherealness, Polymorph any Object.

    Magic Items:

    Looking Glass of Urm Nahat (Mirror of Mental Prowess)
    Portable Hole
    Bracers of Armour +4
    Ring of Protection +2
    "The Cordwainer's Needle." Shocking Burst +1 Rapier.
    Incandescent Blue Sphere Ioun Stone (+2 Wis)
    Pale Green Prism Ioun Stone (Sustains without Air)
    Iridescent Spindle Ioun Stone (Sustains without Food or Water)


    2 Phials of "Oil of Timelessness"
    4 Potions of "Cure Serious Wounds."


    Mostin's Metamorphic Apparatus.
    This bulky object displaces around a cubic yard and weighs over 100 lbs. It is covered in dials and levers and has a single spherical chamber in its centre with a door which can be closed to seal it. When an object weighing less than twenty pounds is placed in the Metamorphic Apparatus, the door is closed and the correct sequence of levers pulled and buttons pressed, it undergoes a transformation equivalent to a Polymorph any Object spell, except that no object heavier than twenty pounds may be produced. Activating the Appararus takes one round for someone familiar with it: otherwise the metamorphosis will be random. Metamorphosis itself takes one full round and is accompanied by smoke and loud, jarring noises. The Metamorphic Apparatus can be activated once per day. Caster level 15th. Prerequisite of Craft Wondrous Item, "Polymorph any Object." Weight 100lbs. Market Price 24,000 gp.

    Mostin's Pseudonatural Helper
    This writhing mass of tentacles, arms and other unnamed organs of manipulation stands around four feet high. It has no discernible means of locomotion, although it can move forward by oozing at a rate of 10 ft. per round. The pseudonatural helper is uncannily dextrous and precise, and under the direction of its user it adds a +10 circumstance modifier to the user's checks with the following skills: Alchemy, Disable Device, Forgery, Heal, Open Lock and Use Rope. It understands complex commands involving the subtle manipulation of objects and devices, but cannot attack. The Pseudonatural Helper has 20hp and an AC of 10: if damaged it can be repaired through the use of Cure Spells or similar magic, or by natural recuperation. Caster level 10th. Prerequisite of Craft Wondrous Item, Summon Monster II, Permanency. Special: Crafter must be an Alienist of least 1st level. Weight 80 lbs. Market Price 12,000 gp.

    Mostin's Comfortable Retreat
    This small replica of a house, when placed upon the ground and a command word is spoken, immediately grows into a comfortable manse of small size. A second command word causes it to shrink to its normal size. The Comfortable Retreat has six plushly furnished bedrooms, a cozy drawing room, three opulent bathrooms, a small lounge, a library, a dining room with place settings for ten people, a conservatory with numerous plants, a kitchen and scullery, a small laboratory equipped with alchemical equipment (+2 to checks), a pantry full of meats and viands and a well-stocked wine cellar. Fires always burn in the hearths and a squad of 6 unseen servants are always on hand to serve food, wash laundry or perform other sundry tasks. The doors and windows are arcane locked, grates warded with explosive runes cover the chimnies, and a magic mouth on the front door warns intruders away, declaring:

    "This is the abode of Mostin the Meta-Gnostic. If you value your sanity, depart swiftly!"

    Those attempting to enter the Comfortable Retreat without the owner's consent are subject to the effects of a suggestion with the message: "What a nice morning/afternoon/evening/night. Why not go for a long walk, in the opposite direction of this house?" The save DC vs this suggestion is 19. The Comfortable Retreat may be activated or deactivated each only once per day, although it can retain its large size indefinitely if the command to shrink is not spoken.
    Caster Level 14th. Prerequisite of Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Guards and Wards. Market Price 68,000 gp.

    Mostin's Unsavory Oracle
    If the correct words are known, this small (1 ft.) statuette of a gargoyle may be commanded to life once per day and posed a single question. The Unsavory Oracle responds as though the spell "Mostin's Metagnostic Inquiry" had been cast, but has the side effect of remaining alert and active for a full hour afterwards, during which time it will seek to wreak as much havoc as possible, although it will not attempt to flee or leave the owner. In its awakened form, the Unsavory Oracle has the stats of a Tiny Animated Object with 2hp. If slain, the Unsavory Oracle will return to its statue form, but cannot be activated for a full week thereafter. Prerequisites: Craft Wondrous Item, Mostin's Metagnostic Inquiry, Caster Level 14th. Market Price: 16,000 gp (?).


    Mogus, Mostin's Familiar
    Diminutive Pseudonatural Magical Beast (Hedgehog); HD 15; hps 30; Init +1 (+1 Dex); Speed 15 ft; AC 23 (+1 Dex, +4 Size, +8 Natural); Attack: BAB: +7/+2, +12/7 (Bite); Dmg: 1d3-4, SA Poison; SQ Defensive Ball SV Fort +6, Ref +9, Will +13; AL N; Str 3, Dex 12, Con 10, Int 13, Wis 12, Cha 5.

    Skills: Hide +17, Listen +5, Spot +5

    Feats: Weapon Finesse (Bite)

    Special Abilities: Alertness on Master, Improved Evasion, Empathic Link, Touch, Speak with Master, Speak with Animals of Type (Rodentia), Spell Resistance 20, Scry on Familiar.

    Pseudonatural Qualities: True Strike 1/day; Electricity and Acid Resistance 20; DR 10/+3; SR 25; Alternate Form.

 

  • #2
    Very cool characters. Thanks.

    Hehe, I am one of those persons, who has followed your rarely updated story since you first posted question about "Can demon be redeemable" or some such.


  • #3
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    Ý Ignore turtle
    have you listed descriptions for mostin's invented spells somewhere?


    Arthael
    STR 8 (-1), DEX 10 (0), CON 14 (+2), INT 18 (+4), WIS 10 (0), CHA 10 (0)
    REF 0, FOR +2, WIL +2
    HP 6, INIT 0, AC 10 (No Armor)
    Attacks: -1 Quarterstaff 1d6-1 ; Feats: Scribe Scroll, SF (Trans), SF (Evo)
    Sp. Abilities: Familiar (Crow), Spells (3 0-level, 2 1-level) DetMag, ReMag, SumMon 1, MagMis
    Skills: Concentration +6 (4), Spellcraft +8 (4), Kn. Arcana +8 (4), Kn. Religion +5 (1), Kn. Nature +5 (1), Alchemy +8 (4), Cft.Brewing +8 (4), Scry +8 (4), Bonus Languages (2)
    Languages: Common, Celestial, Infernal, Draconic, Elvish, Dwarvish, Gnomish


  • #4
    Shame on you Sepulchrave, for not mentioning you'd posted this in the story hour. Wow what a powerful bunch. I wish my character had half that amount of Magic items. Of course as I learned in a high points Champions campaign. If you can't get your hands on the villians it doesn't do you a dammed bit of good. You seem to have mastered that in spades.

    Great to get some of the background on the characters. Especialy Mostin's little toys. Again many thanks for finally continuing the story.

  • #5
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    Ý Ignore grodog
    Thanks for sharing these stats sep!

    Please do post more on Mostin's spells---they sound very cool with their Vancian/Ars Magica-like spell names.

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    Ý Ignore Sepulchrave II

    The PCs, their Animals and Nehael

    These are the characters as they stand in the Spring of the year 688, before the beginning of the War of Secession.

    I sat down with each of the players to make sure my copies of the characters were fully rationalized wrt. game mechanics - its amazing how many errors came to light. Dan's illegible handwriting, Dave's sloppy math and my lazy, half-asleep, cut-and paste means that errors (actually, mostly mine) in the opening post have been rectified.

    I'm trying to find Mostin's Spell descriptions - I've got a copy tucked away on my desktop somewhere. Otherwise I'll have to pester Dan.



    Eadric

    Human male Paladin 15 / Divine Disciple 1; medium sized humanoid (human); HD 15d10+1d8 + 64; hps 168; Init +1 (+1 Dex,); Speed 20 ft; AC 28 (+1 Dex, +12 Armour, +5 Shield); Attack: BAB: +15/+10/+5; +25/+20/+15 (Magical Bastard Sword + Belt) or +24/+19/+14 (Magical Lance + Belt); Dmg: 1d10+9 (15-20/x2) (Magical Bastard Sword), 1d8+9 (x3) (Magical Lance + Belt) - double on charge. SV Fort +20, Ref +11, Will +15; AL LG; Str 18 (24), Dex 13, Con 18, Int 12, Wis 16, Cha 22.

    Languages: Common, Celestial

    Skills: Ride +16, Knowledge (Religion) +10, Knowledge (Nobility) +8, Diplomacy +24, Handle Animal +11, Perform +10 (Ballad, Ode, Lute, Dance), Knowledge (History) +6, Sense Motive +7.

    Feats: Exotic Weapon Proficiency (Bastard Sword), Power Attack, Mounted Combat, Ride-by-Attack, Spirited Charge, Weapon Focus (Bastard Sword), Improved Critical (Bastard Sword)

    Special Abilities: Detect Evil at will, Divine Grace, Lay on Hands (75hp/day), Divine Health, Aura of Courage, Smite Evil (1/day, +15 dmg), Remove Disease (5/week), Turn Undead (as CLE 13, 8/day). Strength Domain Power (1/day: +16 to Str for 1 round). Divine Emissary (Telepathy w/ LG celestials in 60 ft.)

    Spells: -/3/3/2/1. Prepared spells vary, but usually include "Holy Sword." Plus Strength domain spells: Endure Elements, Bullís Strength, Magic Vestment, Spell Immunity.

    Magic Items:
    "Lukarn." LG Keen Sunblade (Bastard Sword) +2, +4 vs Evil Creatures. Double Damage vs. Undead. Int 14, Wis 17, Cha 15. Semiempathy. 1 x Extraordinary Ability: Heal 1/day. Special Purpose: Slay Chaotic Evil Creatures. Special Purpose Power: Confusion. Lukarn has an Ego of 20.
    "The Skin of Sarth." +4 Full Plate Armour of Invulnerability.
    "Melimpor's Iron Girdle." Belt of Giant Strength +6.
    "Melimpor's Shield." A Large +3 Shield of Blinding.
    "Kirm." Heavy +2 Dragonbane Lance.
    3 Javelins of Lightning
    4 Potions of Cure Serious Wounds; 2 Potions of Haste.

    Physical Characteristics: 34 Years. 190 lbs. 6í1." Tawny, shoulder-length hair, brown eyes, athletic but not over-muscled. Fair Complexion. Now sports a beard which makes him look older than previously.


    Tatterbrand, Eadric's Squire

    Human Fighter 8; medium sized humanoid (human); HD 8d10+16; hps 64; Init +7 (+3 Dex, +4 Improved); Speed 30 ft; AC 20 (+3 Dex, +4 Armour, +3 Buckler); Attack: BAB: +8/+3; +12/+7 (MW Longsword) or +15/+10 (Composite Shortbow w/ magic arrow) Dmg: 1d8+2 (19-20/x2) (MW Longsword) or 1d6 +5 (x3) (Composite Shortbow), SV Fort +8, Ref +5, Will +2; AL LG; Str 14, Dex 17, Con 15, Int 12, Wis 10, Cha 13.

    Languages: Common, Elven

    Skills: Ride +10, Jump +10, Handle Animal +10, Swim +8, Intimidate +6, Climb +7

    Feats: Weapon Focus (Longsword), Weapon Focus (Composite Shortbow), Point Blank Shot, Rapid Shot, Far Shot, Weapon Specialization (Composite Shortbow), Mounted Combat, Mounted Archery, Improved Initiative.

    Mithral Chain Vest
    Mighty Composite Shortbow (+2)
    Masterwork Longsword
    +2 Buckler
    18 x +3 Arrows


    Contundor, Eadric's Mount

    Large Magical Beast w/ Half-Celestial Template; HD 12d8+60; hps 126; Init +2 (+2 Dex); Speed 50 ft; AC 22 (+11 Natural, +2 Dex, -1 Size); Attack: BAB: +12/+12/+7; +20/+20/+15 (2 Hooves, Bite) Dmg: 1d6+8 (hoof) or 1d4 +4 (bite), SV (as Eadric) Fort +18, Ref +11, Will +13; AL LG; Str 26, Dex 15, Con 21, Int 11, Wis 17, Cha 10 .

    Languages: Common, Celestial

    Skills: Listen +17, Spot +17, Wilderness Lore +9, Swim +14, Jump +14, Knowledge (Planes) +2

    Feats: Alertness, Endurance, Track.

    Paladin's Mount Special Abilities: Improved Evasion, Share Spells, Empathic Link, Share Saving Throws, Command, Spell Resistance +20.

    Half Celestial Abilities: 1/day at 12th level: Bless, Aid, Detect Evil, Cure Serious Wounds, Neutralize Poison, Holy Smite, Remove Disease, Dispel Evil, Holy Word; 3/day: Protection from Evil. Immune to acid, cold, disease and electricity, +4 on saves vs. poison; at will: Light.


    At some point, I'll relate the story of how Eadric gained this steed.



    Ortwin of Jiuhu

    Half-Elven Fighter5/Rogue5/Bard7/Ranger 1; medium sized humanoid (half-elf); HD 5d10+15 + 5d6+15 + 7d6+21 +1d10+3; hps 134; Init +5 (+5 Dex); Speed 30 ft; AC 23 (+5 Dex, +8 Armour, ++ Displacement Effects); Attack: BAB: +14/+9/+4; +22/+17/+12 (Finessed Magical Scimitar) and +14/+9 (Magical Pick); Dmg: 1d6+7 (12-20/x2) (Magical Scimitar) and 1d4+1 +1d6 electrical (20/x4 +3d10 electrical + 3d8 sonic + deafening); SV Fort +12, Ref +15, Will +8; AL CG(N Tendencies); Str 13, Dex 20, Con 16, Int 15, Wis 12, Cha 20 (24).

    Languages: Common, Draconic, Old Borchion, Elf

    Skills: Perform +21 (14 Ranks: Storytelling, Epic, Chant, Drum, Lyre, Lute, Pipe, Mime, Formal Dance, Folksong, Sword Swallowing, Juggling, Clarion, Satire), Bluff +24, Pick Pocket +13, Climb +9, Swim +7, Hide +20, Move Silently +20, Disguise +13, Knowledge (Arcana) +6, Innuendo +7, Open Lock +11, Use Magic Device +15, Search +11, Tumble +11.

    Feats: Weapon Focus (Scimitar), Weapon Finesse (Scimitar - Yes, I allow this), Dodge, Expertise, Mobility, Weapon Specialization (Scimitar), Skill Focus (Bluff), Spring Attack, Whirlwind Attack, Improved Critical (Scimitar), Brew Potion, Track, Improved TWF (Depends on Virtual Tree)

    Special Abilities: Sneak Attack +3d6, Evasion, Uncanny Dodge (Flatfooted Dex Bonus), Bardic Music, Bardic Knowledge. Ambidexterity and TWF in light or no armour. Favoured Enemy: Demons.

    Spells: 3/5/4/2 per day. Known: 0lvl: Dancing Lights, Daze, Flare, Light, Read Magic, Prestidigitation; 1st lvl: Sleep, Charm Person, Alarm, Ventriloquism; 2nd lvl: Silence, Cat's Grace, Cure Moderate Wounds, Glitterdust, Detect Thoughts; 3rd lvl: Major Image, Scrying.

    Magic Items:
    "Dread Githla." +4 Keen, Throwing and Returning Scimitar
    Cloak of Displacement (Major)
    +5 Studded Leather Armour
    The Blue Garnet Collar (Grants wearer +4 to Charisma).
    Winged Boots
    Potion of Fiery Breath.
    Potion of Invisibility.
    +1 Thundering and Shocking Burst Light Pick (Yet to be named)

    Physical Characteristics: 44 years; 159 lbs; 5'8." Wiry and athletic, handsome, slightly exotic features only hint at Elven heritage. Black hair, green eyes, neatly trimmed beard. Olive complexion.


    Nwm the Preceptor

    Human Druid 15; medium sized humanoid (human); HD 15d8+30; hps 105; Init +1 (+1 Dex); Speed 30 ft; AC 19 (+1 Dex, +5 Armour, +3 Natural); Attack: BAB: +11/+6/+1; +14/+14/+9/+9/+4 (Magical Quarterstaff) or +13/+8 (Magical Javelin) Dmg: 1d6+4 (x2) (Magical Quarterstaff) or 1d6 +3 (x2) (Magical Javelin), SV Fort +11, Ref +6, Will +13; AL NG; Str 14, Dex 12, Con 14, Int 15, Wis 19, Cha 17.

    Languages: Common, Elven, Sylvan, Druidic

    Skills: Animal Empathy +18, Handle Animal +9, Swim +10, Intuit Direction +10, Concentration +12, Wilderness Lore +21, Knowledge (Nature) + 13, Knowledge (Arcana) +7, Scry +12, Spellcraft +12, Diplomacy +8, Heal +7, Profession (Herbalist) +11, Craft (Leatherworker) +7

    Feats: Weapon Focus (Quarterstaff), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Brew Potion, Craft Wondrous Item, Natural Spell

    Special Abilities: Woodland Stride, Trackless Step, +4 on Saves vs. Fey Enchantments, Wild Shape (5/day; Huge), Venom Immunity, A Thousand Faces, Timeless Body.

    Spells Per Day: 6/6/6/5/5/4/3/2/1

    Nwm's Staff (+2 Staff of the Woodlands topped with an Orb of Storms)
    "Leofric's Token," a +3 Amulet of Natural Armour
    +3 Leather Armour
    "The Bleeding Spears of Huttur," 2x +1 Javelins of Wounding
    Bag of Tricks (Rust Colour)
    Nwmís Torc: Command activated device which allows the wearer at will to ĎCommune with Natureí as cast by a 9th level Druid.

    Physical Characteristics: 46 Years; 188lbs; 5í10." Weathered face with wrinkles around the eyes. Stocky. Dishevelled, dark brown hair with a straggly beard - both greying. Hazel Eyes. Moves swiftly and purposefully.


    Tostig, Nwm's Bear

    Dire Bear; Huge Animal; HD 21+126; hps 221; Init +0; Speed 40 ft; AC 19 (-2 Size, +11 Natural); Attack: 2 Claws +27, Bite +22; Dmg: 2d6 +14 (Claw) 4d6 +7 (Bite); SQ Improved Grab; SV Fort +18, Ref +12, Will +10; AL N; Str 39, Dex 11, Con 23, Int 12, Wis 19, Cha 17.

    Skills: Listen +7, Spot +7, Swim +17


    Grince and Midder, Nwm's Owls

    Tiny Animal; HD 1; hps 4; Init +3 (+3 Dex); Speed 10 ft, Fly 40 ft (average); AC 17 (+3 Dex, +2 Size, +2 Natural); Attack: Claws +5 melee; Dmg: 1d2-2; SV Fort +2, Ref +5, Will +2; AL N; Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4.

    Skills: Listen +14, Move Silently +20, Spot +6 (+14 in Twilight)

    Feats: Weapon Finesse (Claws)



    Mostin the Metagnostic

    Human (Outsider)Wizard (Diviner) 6 / Alienist 10; medium sized humanoid (Human); HD 6d4+6 + 10d4+10 +6 (Insane Certainty); hps 64; Init +3 (+3 Dex); Speed 30 ft; AC 20 (+3 Dex, +1 Natural, +4 Bracers of Armour, +2 Deflection); Attack: BAB: +8/+3; +9/+4 (MW Rapier) Dmg: 1d6+1 (18-20/x2) (Rapier), SV Fort +7, Ref +9, Will +15 (+17); AL N(G Tendencies); Str 11, Dex 16, Con 13, Int 23 (29), Wis 16 (18), Cha 12.

    Languages: Common, Draconic, Celestial, Abyssal, Infernal, Auran, Ignan, Terran, Aquan, Elven

    Skills: Knowledge (Arcana) +26, Knowledge (The Planes) +26, Knowledge (History) +17, Knowledge (Geography) +17, Spellcraft +26, Alchemy +16, Scry +26, Concentration +23, Ride +5, .

    Feats: Martial Weapon Proficiency (Rapier), Scribe Scroll, Brew Potion, Alertness, Craft Wondrous Item, Quicken Spell, Still Spell, Maximize Spell, Chain Spell., Energy Substitution (sonic), Empower Spell.

    Special Abilities: Alien Blessing (+1 Insight Bonus on Saving Throws), Extra Summoning, Summon Alien, Insane Certainty, Timeless Body, Pseudonatural Familiar, Transcendence (DR 20/+1, Electricity Resistance 20)

    Phobia: birds.

    Spells: 4/7/6/6/6/6/4/4/3 per day. Specialty: Divination (+1 spell/level/day). Extra Summoning = 1 x Summon Monster VIII. Prohibited: Necromancy.

    Known:

    0lvl: All PHB Cantrips.

    1st lvl: Sleep, Charm Person, Alarm, Ventriloquism, Mount, Summon Monster, Comprehend Languages, Detect Undead, Identify, True Strike, Jump, Spider Climb, Magic Missile.

    2nd lvl. Detect Thoughts, Summon Swarm, Summon Monster II, Web, Locate Object, Detect Invisibility, Darkness, Alter Self, Knock, Cat's Grace, Bull's Strength, Eagle's Splendour, Foxís Cunning, Arcane Lock, Obscure Object, Whispering Eind, Dimensional Pocket, Mostin's Aura of Inscrutability, Mostin's Arhythmic Apoplexy, Mostin's Myopic Emanation

    3rd lvl: Avoid Planar Effects, Phantom Steed, Stinking Cloud, Summon Monster III, Fireball, Lightning Bolt, Magic Circle Against Chaos/Evil/Good/Law, Dispel Magic, Tongues, Fly, Clairaudience/Clairvoyance.

    4th lvl: Dimensional Anchor, Evard's Black Tentacles, Minor Creation, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Stoneskin, Phantasmal Killer, Shadow Conjuration, Polymorph Self, Mostin's Interminable Sermon, Mostin's Torque Tendril, Zone of Revelation.

    5th lvl: Dismissal, Lesser Planar Binding, Summon Monster V, Contact Other Plane, Prying Eyes, Rary's Telepathic Bond, Dream, Nightmare, Teleport, Mostin's Metempsychotic Reversal, Mostin's Paroxysm of Fire, Permanency, Tenserís Destructive Resonance.

    6th lvl: Repulsion, Antimagic Field, Fiendform, Disintegrate, Planar Binding, Summon Monster VI, Analyze Dweomer, Legend Lore, True Seeing, Chain Lightning, Guards and Wards, Tenser's Transformation, Mass Haste, Mostin's Id Eruption

    7th lvl: Banishment, Sequester, Spell Turning, Summon Monster VII, Greater Scrying, Vision, Insanity, Plane Shift, Ethereal Jaunt, Limited Wish, Reality Maelstrom, Mordenkainen's Magnificent Mansion, Mostin's Metagnostic Inquiry.

    8th lvl: Mind Blank, Greater Planar Binding, Great Shout, Summon Monster VIII, Sympathy, Trap the Soul, Discern Location, Binding, Etherealness, Polymorph any Object, Mass Manifest, Symbol.

    Magic Items:

    Looking Glass of Urm Nahat (Mirror of Mental Prowess)
    Portable Hole
    Bracers of Armour +4
    Ring of Protection +2
    Incandescent Blue Sphere Ioun Stone (+2 Wis)
    Pale Green Prism Ioun Stone (Sustains without Air)
    Iridescent Spindle Ioun Stone (Sustains without Food or Water)
    Amulet of Absorption (50 Spell Levels)
    Headband of Intellect +6
    3 Beads of Force
    2 Phials of "Oil of Timelessness"
    4 Potions of "Cure Serious Wounds."
    Mostin's Comfortable Retreat

    Mostin's Comfortable Retreat
    This small replica of a house, when placed upon the ground and a command word is spoken, immediately grows into a comfortable manse of small size. A second command word causes it to shrink to its normal size. The Comfortable Retreat has six plushly furnished bedrooms, a cozy drawing room, three opulent bathrooms, a small lounge, a library, a dining room with place settings for ten people, a conservatory with numerous plants, a kitchen and scullery, a small laboratory equipped with alchemical equipment (+2 to checks), a pantry full of meats and viands and a well-stocked wine cellar. Fires always burn in the hearths and a squad of 6 unseen servants are always on hand to serve food, wash laundry or perform other sundry tasks. The doors and windows are arcane locked, grates warded with explosive runes cover the chimnies, and a magic mouth on the front door warns intruders away, declaring:

    "This is the abode of Mostin the Meta-Gnostic. If you value your sanity, depart swiftly!"

    Those attempting to enter the Comfortable Retreat without the owner's consent are subject to the effects of a suggestion with the message: "What a nice morning/afternoon/evening/night. Why not go for a long walk, in the opposite direction of this house?" The save DC vs this suggestion is 19. The Comfortable Retreat may be activated or deactivated each only once per day, although it can retain its large size indefinitely if the command to shrink is not spoken.
    Caster Level 14th. Prerequisite of Craft Wondrous Item, Mordenkainen's Magnificent Mansion, Guards and Wards. Market Price 68,000 gp.

    Physical Characteristics: 41 Years (Physically, 33). 158 lbs. 5í6" Slim, dapper and fashionable. Immaculately trimmed beard. Reddish-brown hair, very fair complexion. Upon achieving his transcendence, Mostin's eyes changed colour to an eerie green and his eyelids shed away. Has a penchant for floppy hats.


    Mogus, Mostin's Familiar

    Diminutive Pseudonatural Magical Beast (Hedgehog); HD 16; hps 32; Init +1 (+1 Dex); Speed 15 ft; AC 23 (+1 Dex, +4 Size, +8 Natural); Attack: BAB: +7/+2, +12/7 (Bite); Dmg: 1d3-4, SA Poison; SQ Defensive Ball SV Fort +6, Ref +9, Will +13; AL N; Str 3, Dex 12, Con 10, Int 13, Wis 12, Cha 5.

    Skills: Hide +17, Listen +5, Spot +5

    Feats: Weapon Finesse (Bite)

    Special Abilities: Alertness on Master, Improved Evasion, Empathic Link, Touch, Speak with Master, Speal with Animals of Type (Rodentia), Spell Resistance 20, Scry on Familiar.

    Pseudonatural Qualities: True Strike 1/day; Electricity and Acid Resistance 20; DR 10/+3; SR 25; Alternate Form.



    Nehael (Lady Despina)

    Succubus. Medium sized outsider (Demon) / Druid 1 / Contemplative 1; HD 8d8+8 +1d8+1 +1d6+1; hps 51; Init +1 (+1 Dex); Speed 30 ft., fly 50 ft; AC 20 (+1 Dex, +9 Natural); Attack: BAB: +8/+3; +9/+9 (2 Claws); Dmg: 1d3+1 (Claw), SV Fort +16, Ref +12, Will +17; AL NG; Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20.

    Languages: Common, Draconic, Celestial, Abyssal

    Skills: Bluff +11, Concentration +7, Disguise +11, Escape Artist +7, Hide +7, Knowledge (Philosophy) +16, Knowledge (Religion) +16, Knowledge (The Planes) +14, Knowledge (Nature) +9, Scry +9, Wilderness Lore +9, Listen +18, Move Silently +7, Ride +7, Search +9, Spot +18

    Feats: Dodge, Mobility, Alertness.

    Special Attacks: Spell-Like Abilities: At will Ė charm monster, clairaudience/clairvoyance, detect thoughts, ethereal jaunt, suggestion, teleport without error.

    Special Qualities: Damage Reduction 20/+2; SR 12, Alternate Form, Tongues. Nature Sense. Cha bonus to all saves (Mysticism Domain Ability).

    Tanaríri Qualities: Immune to Poison and Electricity; Cold, Fire Acid Resistance 20; Telepathy.

    Spells: 4/3 Spells per Day + Prestige Domain Spells (Mystcism)

    Nehael (Despina) is a Succubus modestly advanced from 6HD to 8HD Ė primarily to grant her extra skill points, reflecting her religious and philosophical expertise.
    The question "what qualities and abilities does an ex-demon possess?" was vexatious. Whilst it was tempting to replace certain supernatural abilities with their good equivalent (unholy blight becomes holy smite, the energy drain kiss becomes restoration etc.), I didnít feel as though these powers accurately captured the mood of her "atonement." I therefore simply decided to drop those abilities which were inconsistent in flavour with her new alignment (darkness, desecrate, doom, unholy blight, summon tanaríri, energy drain). If any other abilities arise to replace these, then it will only be after much work by the demoness Ė atonement is never that easy.
    Other spell-like abilities, and resistances, I allowed her to keep. These did not seem inappropriate to her new alignment, and were reflective of her supernatural nature more than evil. Nonetheless, in terms of power, she is diminished.



    Next: The Fiends.
    Last edited by Sepulchrave II; Wednesday, 5th June, 2002 at 06:59 PM.

  • #7
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    Ý Ignore Horacio
    Really cool...


    I didn't imagine Mostin had such an arsenal of useful but bizarre magic items...

  • #8
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    Ý Ignore Sepulchrave II
    My rationale for converting Graz'zt the way that I did is complex.

    The basic premises run as follows:

    1) All Demon Princes and Arch-Devils (with the exception of the Adversary and Demogorgon, who in my campaign are uniquely powerful entities), and most Demon Lords and Dukes of Hell should be less powerful than the most advanced Solars (66HD), and more powerful than the most advanced Balors or Pit Fiends (39HD).

    2) This gives a wide range (40-65HD), which is good. Most Lords and Dukes will fall in the 40-50 range, and all Princes and Arch-Devils in the 51+ range.

    3) Scott Greene's Conversion of Graz'zt happened to place him at 62HD, which is a good starting point as I wanted Graz'zt in the upper range. This acted as a template.

    4) The publication of DDg gave some new hints. The total ability scores for a Demigod are in the 170-175 range, increasing to the 190s for a Greater Deity. I wanted archfiends to be considerably less than this, in case I needed to plug in info from DDg at any point later in the game. An advanced Solar's ability total is 153, and this seemed about right as a maximum for an archfiend. Bearing in mind that maxed Pit Fiends' and Balors' scores total in the mid 120s, it seemed consistent. Thus, Demon Lords and Dukes of Hell weigh in at 130-140, Princes and Archdevils at 141-153, or thereabouts. The gap in the scores, between Demon Princes and Demigods (154-170), is suitable for saints, and for other quasi-deities who do not fall into the Oronthonian schema.

    5) I needed a mechanic which reflects the ability of an archfiend to aid the passage of another fiend onto the Prime Plane. Facilitate Translation was born.

    6) I wanted a set of qualities which distinguished archfiends qualitatively from their lesser kin, reflecting their supremacy, but setting them apart from quasi-deities. Predictably, these are called Archfiend Qualities.

    7) I wanted weapon bonuses to be at maximum no higher in equivalence than that of Enitharmon, the Marshal of the Celestial host (+5 Holy Keen Vorpal Dancing, or +17 total). Even an 'average' Solar's weapon is a hefty +14.

    8) Since the publication of DDg, nothing has more than 3 iterative attacks unless the weapon is speeded. Graz'zt's mechanics reflect this.


    Grazízt (Demon Prince)
    Large Outsider (Demon); HD 62d8 +434; hps 713; Init +10 (+6 Dex, +4 Improved Initiative); Speed 40 ft; AC 53 (-1 Size, +29 Natural, +6 Dex, +7 Shield, +2 Insight); Attack: +72/+67/+62/+57 melee (Huge +5 Unholy Vorpal Acid Burst Bastard Sword) or: +70/+65/+60/+55 melee and +3 Unholy Keen Guisarme +67/+62 melee; Damage 2d6+14 +1d6 acid (Bastard Sword) and 2d4+7 (Guisarme); Special Attacks: spells, spell-like effects; Special Qualities: SR 32, DR 40/+4, spells, spell-like qualities; SV Fort +40, Ref +41, Will +42; AL CE; Str 28, Dex 22, Con 25, Int 26, Wis 24, Cha 28.

    Skills: Bluff +59, Concentration +58, Diplomacy +59, Escape Artist +56, Hide +56, Gather Information +58, Knowledge (Religion) +56, Knowledge (Philosophy) +56, Knowledge (Planes) +56, Knowledge (Fiendish Politics) +56, Knowledge (Arcana) +56, Innuendo +58, Intimidate +59, Listen +57, Move Silently +56, Scry +58, Search +57, Sense Motive +57, Spellcraft +58, Spot +57

    Feats: Weapon Focus (Bastard Sword), Ambidexterity, Two-Weapon Fighting, Improved Two-Weapon Fighting, Iron Will, Dodge, Mobility, Spring Attack, Whirlwind Attack, Expertise, Power Attack, Sunder, Improved Critical, Improved Initiative, Cleave, Great Cleave

    Spell-like abilities (at 20th level): At will- astral projection (self only), blasphemy, deeper darkness, destruction, dimensional anchor, desecrate, detect good, detect law, fear, greater dispelling, polymorph self, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire. 1/day Ė fire storm, binding, horrid wilting, wail of the banshee. Save DCs are 20 + spell level.

    Spells: Grazízt casts arcane spells as a 20th level Sorcerer and divine spells as a 20th level Cleric with access to the domains of Knowledge, Evil, Chaos and Destruction. Save DCs for spells are 20+ spell level for arcane spells and 18+ spell level for divine spells.

    Tanar'ri Qualities: Immune to poison and electricity; cold, fire and acid resistance 20; communicate telepathically to any creature within 100ft. that possesses a language.

    Archfiend Qualities (Sp): These qualities are continually in effect upon Grazíztís person Ė see invisibility, detect magic, true seeing, freedom of movement, protection from spells, foresight, antipathy toward all good-aligned creatures, sympathy towards all evilly aligned creatures. These qualities may be dispelled, but can be resumed as a free action.

    Facilitate Translation (Sp): as a Demon Prince, Grazízt can open a gate to allow another fiend to reach the Prime Plane. The Demon Prince suffers temporary ability damage equal to the loss of one point of Strength, Dexterity and Constitution for every 2HD of the translating creature, rounded down. This temporary damage can only be healed naturally, at the rate of 1 point per day for each ability. Grazízt himself may not enter the Prime unless called.

    Summon Tanaríri (Sp): Once per day Grazízt can automatically summon 1d3 Balors, 1d4 Mariliths or 1d6 Nalfeshnees.


    ->Insert flavour text.
    Last edited by Sepulchrave II; Wednesday, 12th June, 2002 at 10:00 AM.

  • #9
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    I Defended The Walls!

    Ý Ignore Psion
    In the story hour thread, you groused about Ortwin's "munchkin" move of taking a level of ranger. Did it occur to you that after he takes the level in ranger, he will suffer a 20% xp penalty due to the "level split" rule? Doesn't sound like too good a choice to me!

    If you are taking requests, I think it would be interesting to see Milissu (sp?)
    The Secret Volcano Base - My gaming blog, currently featuring Freeport & Fantasy Craft

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  • #10
    Originally posted by Psion
    In the story hour thread, you groused about Ortwin's "munchkin" move of taking a level of ranger. Did it occur to you that after he takes the level in ranger, he will suffer a 20% xp penalty due to the "level split" rule? Doesn't sound like too good a choice to me!


    I can answer that - the multiclassing penalty was rule zeroed from the outset of the game. I remember Sepulchrave describing it as 'bunkum.' I'm generally in accordance - as a player in the game, I can state that Ortwin is manifestly the least effective member of the party, despite the fact that he's 2 levels higher than everyone else.

    Ortwin was originally a 1e character: Ftr5/Thf5/Brd14, or something like that. Converting him to 3e was a nightmare. Rob, his player, wanted to take Druid levels as well, to reflect his abilities, but that would have spread him even thinner.

    Don't worry about Sepulchrave calling us names. He does that all the time.



    I didn't look at Graz'zt, Jim. Honest

    :rolleyes:

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