Argent's House of Goodness.

Argent Silvermage

First Post
I have been playing with templates and advancing creatures for a while now. This is where I will be posting them for all to see. (Vanity thy name is Argent)
Feel free to comment on them and use them as you will.

(Will be adding to this thread as I have the access. I'm at work right now.)
 

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Argent Silvermage said:
I have been playing with templates and advancing creatures for a while now. This is where I will be posting them for all to see. (Vanity thy name is Argent)
Feel free to comment on them and use them as you will.

(Will be adding to this thread as I have the access. I'm at work right now.)

Sounds cool! I love critters. Btw, here are a couple of threads of ours you might want to check out:

http://www.enworld.org/forums/showthread.php?t=76401 (for serious stuff)

& http://www.enworld.org/forums/showthread.php?t=75779

Nice avatar, BTW. Tie-died ankh? Sweet! :D

Cheers!
Ian
 

Avalon

AVALON Half Celestial Water Elemental, Huge
Huge Elemental (Water, Extraplanar, Outsider)
Hit Dice: 16d8+112 (184 hp)
Initiative: +5
Speed: 30 ft. (6 squares), swim 120 ft.
Armor Class: 21 (–2 size, +4 Dex, +9 natural), touch 12, flat-footed 17
Base Attack/Grapple: +12/+27
Attack: Slam +19 melee (2d10+9)
Full Attack: 2 slams +19 melee (2d10+9)
Space/Reach: 15 ft./15 ft.
Special Attacks: Water mastery, drench, vortex, Smite, Spell like powers
Special Qualities: Damage reduction 10/magic, Darkvision 60 ft., elemental traits
Saves: Fort +15, Ref +9, Will +7
Abilities: Str 28, Dex 20, Con 25, Int 8, Wis 15, Cha 15
Skills: Listen +11, Spot +12
Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
Languages: Common, Celestial and Aquan
Environment: Elemental Plane of Water
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Neutral Good
Level Adjustment: +4

Avalon is the child of a Water Elemental princess and a Solar. The intermingling if their essences brought forth a being of great power and goodness. Avalon looks like any other water elemental except for the inner light that shines from it ‘s body making it seem like a reflecting pool seen from the inside out.

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.

Half Celestial Water Elemental Traits:
· Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
· Darkvision out to 60 feet.
· Immunity to disease.
· Resistance to acid 10, cold 10, and electricity 10.
· Damage reduction: 10/magic
· A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
· Spell resistance equal to creature’s HD + 10 (28).
· +4 racial bonus on Fortitude saves against poison.
· Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
· Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (+16) against an evil foe.
· Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
· The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders.
HD Abilities
1–2 Protection from evil 3/day, bless
3–4 Aid, detect evil
5–6 Cure serious wounds, neutralize poison
7–8 Holy smite, remove disease
9–10 Dispel evil
11–12 Holy word
13–14 Holy aura 3/day, hallow
15–16 Mass charm monster
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.

Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex.
The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Water Elemental Sizes
––—––—— Vortex ——––––—
Elemental Height Weight Save DC Damage Height
Huge 32 ft. 18,000 lb. 25 2d8 10–50 ft.
 

Ka-Leef

Ka-Leef
Thri-Kreen 3/ Paladin of Pelor 9
Alignment: Lawful Good
Str: 10
Dex: 19
Con: 12
Int: 14
Wis: 16
Cha: 13
BAB: +11/+6, Melee: +12/+7, Ranged: +13/+8
Fort: +10
Ref: +10
Will: +11
Move: 40’
Hit Points: 86
AC: 22 (+2 Dex, +3 Nat armor, +7 breastplate)

Languages: Common, Thri-Kreen, Celestial, Undercommon, and Infernal.
Skills
Balance: 5/+7
Climb: 5/+6
Jump: 5/+36
Listen: 5/+8
Spot: 5/+8
Handle Animals: 9/+12
Craft weapons: 9/+12
Ride: 9/+11
Knowledge Religion: 9/+11
Diplomacy: 9/+12

Feats:
Multi-Attack
Multi-Dexterity
Multi-Weapon fighting
Improved Multi-Weapon fighting
Multi-Tasking

Special Racial abilities:
Darkvision 60’
Does not sleep/Immune to sleep
+30 competency bonus to Jump skill no height restriction.
Weapon Familiarity with Gythka and Chatkcha
Poison bite: 1x per day, DC save is 11, first and secondary effect is 2d6 minutes of paralysis.
+3 natural armor
4 arms
Natural weapons 4 claws at 1d4+1 each, Bite 1d4
Bonus feat: Deflect Missiles

Special Paladin abilities:
Detect Evil
Divine Grace
Lay on hands 18 points
Divine Health
Aura of courage
Smite Evil: +3/+9
Remove disease: 3 per week
Holy Mount:
Turn undead: as 7th level cleric (11th Level with Amulet of Undead Turning)
Spells:
1st Level: Bless, Protection from Evil
2nd Level: Resist Elements

Equipment of note:
Gythka: +2 sonic/ +2 Ghost touch.
2 Chatkcha: +2 returning
+2 Breastplate
Amulet of Undead Turning
650 gp in miscellaneous gear
 

Dawnblaze

Paragon Celestial Roc Gargantuan Magical Beast
Hit Dice: 18d8+126+216 (486 hp)
Initiative: +10
Speed: 60 ft. (12 squares), fly 240 ft. (480 squares, average)
Armor Class: 39 (–4 size, +10 Dex, +9 natural, +12 insight, +12 luck), touch 30, flatfooted 29
Base Attack/Grapple: +38/+37
Attack: Talon +46 melee (2d6+32)
Full Attack: 2 talons +46 melee (2d6+32) and bite +34 melee (2d8+26)
Space/Reach: 20 ft./15 ft.
Special Attacks: Smite Evil 1/day for +18 damage
Special Qualities: Low-light vision, Darkvision, Damage Reduction 10/epic, Fire resistance 10, Cold Resistance 10, Electricity 5, Acid 5, Spell resistance: 36, Fast Healing 20.
Saves: Fort +35, Ref +31, Will +27
Abilities: Str 49, Dex 30, Con 39, Int 18, Wis 28, Cha 26
Skills: Hide +7, Listen +20, Spot +24
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover, Great flyby Attack.
Alignment: Neutral Good
A roc’s plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds.
COMBAT
A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour.
Skills: Rocs have a +4 racial bonus on Spot checks.

Celestial gifts:
Resistance to Acid and Electricity 5 points.
Damage Reduction 10/epic
Spell Resistance: 23


Spell-Like Abilities (Sp) A paragon creature also gains the ability to use greater dispel magic, haste, and see invisibility three times per day, at 15th caster level.
Special Qualities: A paragon creature retains all the special qualities of the base creature and also gains the following.
• Fire and cold resistance 10. If the creature already possesses such resistance, use whichever is better.
• Damage reduction 10/epic. If the creature already possesses Damage reduction, use whichever is better.
• Spell resistance equal to the paragon creature’s CR +25. If the creature already possesses spell resistance, use whichever is higher.
• Fast healing 20. If the creature already possesses fast healing, use whichever is better.
• A paragon creature’s natural weapons are treated as epic for the purpose of overcoming damage reduction.
Saves: The paragon creature gains a +10 insight bonus on all its saving throws.
Abilities: All ability scores are 15 points higher than those of the base creature.
Skills: The paragon creature gains a +10 competence bonus on all its skill checks.
Feats: Same as the base creature, plus one bonus feat.
Challenge Rating: As base creature +15.
 

Slinger: Halfling Ranger

Slinger
Halfling, 8th-Level Ranger
Small Humanoid (Halfling)
Hit Dice: 8d8+8 (46 hp)
Initiative: +6
Speed: 20 ft. (4 squares)
Armor Class: 23 (+1 size, +6 Dex, +5 studded leather, +1 light shield), touch 17, flat-footed 17
Base Attack/Grapple: +8/+3 /Grapple: +4
Attack: Longsword +15 melee (1d6+1/19–20) or Sling +17 ranged (1d3+2/x2)
Full Attack: Longsword +15/+10 melee (1d6+1/19–20) or Sling +17/+12 ranged (1d3+2/x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Halfling traits
Special Qualities: Halfling traits
Saves: Fort +8, Ref +13, Will +6
Abilities: Str 10, Dex 22, Con 12, Int 10, Wis 16, Cha 10
Skills: Climb +1, Hide +14, Jump –4, Listen +6, Move Silently +12, Survival +14, Spot +14, Craft Leather +11, Knowledge Nature +11, Handle Animals +14, Ride Dog +19
Feats: Point Blank Shot, Precise Shot, Weapon Finesse, Rapid Shot, Many Shot, Track, Endurance.
Alignment: Chaotic Good

Halfling Traits (Ex): Halflings possess the following racial traits.
—Lifting and carrying limits 3/4 those of Medium characters.
—A Halfling’s base land speed is 20 feet.
— +2 morale bonus on saving throws against fear. This bonus stacks with the Halfling’s +1 bonus on saving throws in general.

Languages: Common & Halfling.

Ranger Abilities:
Wild Empathy: +10 Normal Animals/ +6 Magical Beasts
Woodland Stride
Swift Tracker
Animal Companion: Riding Dog (See attached Sheet.)
Favored Enemies:
1. Aberrations
2. Magical Beasts

Items of Note:
+2 Studded Leather Armor
+2 Sling
+1 Halfling Longsword
Boots of Elvenkind
Cloak of Elvenkind
2 Elixirs of Sneaking
2 Elixirs of Hiding
Bag of Holding (Type 1)
Necklace of Fireballs [2 balls for 3d6/ 1 ball for 5d6]
+1 Studded leather Barding for Dog (Added into Dogs writeup)
 

Regis: Slinger's Dog

SLINGER’S DOG
Riding Dog Medium Magical Beast/Animal Companion
Hit Dice: 4d8+8 (28 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 23 (+3 Dex, +6 natural, +4 Barding), touch 13, flat-footed 20
Base Attack/Grapple: +2/Grapple +5
Attack: Bite +5 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, Link, Share Spells, Evasion.
Saves: Fort +6, Ref +7, Will +1
Abilities: Str 16, Dex 16, Con 15, Int 2, Wis 12, Cha 6
Skills: Jump +9, Listen +6, Spot +6, Swim +4, Survival +2*
Feats: Alertness, TrackB
Breed: St. Bernard.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat: Trained for war, this animal can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.
Tricks:
1. Accept Barding
2. Accept Rider
3. Fight
4. Fetch
5. Guard
6. Hunt
7. Fetch Cleric (Party Member)
8. Track

Items of Note:
+1 Studded Leather Barding
 

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