(Cydra Rogues' Gallery-My Players STAY OUT)

the Jester

Legend
Seeker Missiles

SEEKER MISSILES
Evocation
[Force]
Level: Wiz/Sor 5
Range: See text
Targets: Up to five creatures separated by any distance
Duration: 1 round/level
Saving Throw: See text

A higher level variant of magic missile, seeker missiles fly 100’+10’/level every round until they reach their targets. You may target each missile at a different target if you desire. The more exactly you know the target’s position the better your odds of successfully striking him. The missiles seek with the intelligence and knowledge you have except that the only action they will take is to move at their maximum speed each round until they can strike the victim (they won’t lurk in hiding or anything like that). If you can see the victim they are an easy mark; otherwise the missiles streak away to try to seek him.

A seeker missile that reaches its target zips in to attack. The target must make a Reflex save or be hit for 2d6 hp. If the missile fails to connect, it will swing around for another pass each round as long as the spell continues.

Except as noted above, this spell is the same as magic missile.
 

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the Jester

Legend
Chronal Repeater
Large Construct (time)
Hit Dice: 15d10 (82 hp)
Initiative: Always 28 (see text)
Speed: Fly 90’
AC: 28 (-1 size, +4 dex, +4 haste, +4 insight, +7 natural)
Attacks: Slam +12/7 melee
Damage: Slam 1d8+9 plus slow plus stun
Face/Reach: 5’x5’/10’
Special Attacks: Repetitive strike, sand, slow, stun
Special Qualities: Perfect initiative, haste, temporal displacement, improved evasion, uncanny dodge, fast healing 5, disappear
Saves: Fort +5, Ref +9, Will +6
Abilities: Str 24, Dex 19, Con -, Int 15, Wis 12, Cha 12
Feats: Improved Initiative*, Mobility*
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Often lawful neutral
Advancement Range: 16-21 HD (large), 22-44 HD (huge), 45 HD (gargantuan)

A chronal repeater is a very rare construct made by one who is gaining a significant mastery over time. The creature looks like a rapidly spinning bluish-grey cloud of vapor that leaves a trail of silver sand behind it. Chronal repeaters speak no languages but understand their creator’s primary language.

Combat:A chronal repeater is a dangerous opponent in battle. It seeks to move across as much of the battlefield as possible, spreading its sand everywhere. A chronal repeater usually uses its repetitive strike ability every round.

Repetitive Strike (Su): Because it can wander over the timeline in ways normal creatures cannot, a chronal repeater can attack three different opponents at once as an attack or full attack option. If it does this, it must attack the same three creatures each round for three rounds and seems to split in three as it does so. If it cannot attack a creature in the second and third rounds of using this ability, the chronal repeater suffers 2d6 points of damage per opponent that it cannot attack per round. The chronal repeater can also split itself seemingly in two to flank an opponent with itself and attack him twice, but if it does this it must attack the same opponent for two rounds.

Sand (Su): For three rounds after a chronal repeater has passed, it leaves a trail of glittering sand through the air in its wake. Any creature that travels through this trail must make a Fortitude save, DC 18, or suffer 1d4 points each temporary dex and con damage. An area dispel magic will destroy all the sand in the area of effect if the caster’s dispel check against a 15th-level caster is successful. A break enchantment spell will also dispel the sand in its area of effect.

Slow (Su): Any creature struck by the chronal repeater’s slam attack must make a Will save, DC 18, or be slowed (as the spell, 15th level caster).

Stun (Su): Any creature struck by the chronal repeater’s slam attack must also make a Fort save, DC 18, or be stunned for 1d4 rounds.

Perfect Initiative (Su): Because it can jump back in time to react more quickly, the chronal repeater is always treated as if it rolled a 20 for initiative.

Haste (Su): The chronal repeater is always hasted (as the spell, 15th level caster); this ability can be resumed as a free action if it is dispelled or suppressed.

Temporal Displacement (Su): Because it can sometimes move out of the way after the fact, all attacks, even ones that normally never miss such as magic missiles, suffer a 50% miss chance against the chronal repeater.

Disappear (Su): As a standard action the chronal repeater can disappear. It still leaves a trail of silver sand, however.

Feats: The chronal repeater gains improved initiative and mobility as bonus feats, even though it does not have the prerequisite for mobility.
 

the Jester

Legend
The Chronal Repeater

The nasty thing the pcs fought that kept splitting in two and three and all that stuff is a chronal repeater. Why was it there? :) Well, you may find out sometime in the story hour...



Chronal Repeater
Large Construct (time)
Hit Dice: 15d10 (82 hp)
Initiative: Always 28 (see text)
Speed: Fly 90’
AC: 28 (-1 size, +4 dex, +4 haste, +4 insight, +7 natural)
Attacks: Slam +12/7 melee
Damage: Slam 1d8+9 plus slow plus stun
Face/Reach: 5’x5’/10’
Special Attacks: Repetitive strike, sand, slow, stun
Special Qualities: Perfect initiative, haste, temporal displacement, improved evasion, uncanny dodge, fast healing 5, disappear
Saves: Fort +5, Ref +9, Will +6
Abilities: Str 24, Dex 19, Con -, Int 15, Wis 12, Cha 12
Feats: Improved Initiative*, Mobility*
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 17
Treasure: Standard
Alignment: Often lawful neutral
Advancement Range: 16-21 HD (large), 22-44 HD (huge), 45 HD (gargantuan)

A chronal repeater is a very rare construct made by one who is gaining a significant mastery over time. The creature looks like a rapidly spinning bluish-grey cloud of vapor that leaves a trail of silver sand behind it. Chronal repeaters speak no languages but understand their creator’s primary language.

Combat:A chronal repeater is a dangerous opponent in battle. It seeks to move across as much of the battlefield as possible, spreading its sand everywhere. A chronal repeater usually uses its repetitive strike ability every round.

Repetitive Strike (Su): Because it can wander over the timeline in ways normal creatures cannot, a chronal repeater can attack three different opponents at once as an attack or full attack option. If it does this, it must attack the same three creatures each round for three rounds and seems to split in three as it does so. If it cannot attack a creature in the second and third rounds of using this ability, the chronal repeater suffers 2d6 points of damage per opponent that it cannot attack per round. The chronal repeater can also split itself seemingly in two to flank an opponent with itself and attack him twice, but if it does this it must attack the same opponent for two rounds.

Sand (Su): For three rounds after a chronal repeater has passed, it leaves a trail of glittering sand through the air in its wake. Any creature that travels through this trail must make a Fortitude save, DC 18, or suffer 1d4 points each temporary dex and con damage. An area dispel magic will destroy all the sand in the area of effect if the caster’s dispel check against a 15th-level caster is successful. A break enchantment spell will also dispel the sand in its area of effect.

Slow (Su): Any creature struck by the chronal repeater’s slam attack must make a Will save, DC 18, or be slowed (as the spell, 15th level caster).

Stun (Su): Any creature struck by the chronal repeater’s slam attack must also make a Fort save, DC 18, or be stunned for 1d4 rounds.

Perfect Initiative (Su): Because it can jump back in time to react more quickly, the chronal repeater is always treated as if it rolled a 20 for initiative.

Haste (Su): The chronal repeater is always hasted (as the spell, 15th level caster); this ability can be resumed as a free action if it is dispelled or suppressed.

Temporal Displacement (Su): Because it can sometimes move out of the way after the fact, all attacks, even ones that normally never miss such as magic missiles, suffer a 50% miss chance against the chronal repeater.

Disappear (Su): As a standard action the chronal repeater can disappear. It still leaves a trail of silver sand, however.

Feats: The chronal repeater gains improved initiative and mobility as bonus feats, even though it does not have the prerequisite for mobility.
 

the Jester

Legend
Red-Eye

Red-Eye, bile beholder barbarian 3 (CR 18): AL CE; Medium aberration; HD 11d8 + 3d12+42 (11d8+3d12+70 with rage); hp 108 (136 with rage); Init +5; Spd 5’, fly 20’; AC 25 (-1 size, +1 dex, +15 natural) (23 with rage), 10 touch (8 with rage), 24 flat-footed (22 with rage); Atk +11 ranged touch (eye beams) and +9 melee (+11 with rage) (bite 2d4+6, 2d4+9 with rage); Face/Reach 5’x5’/5’; SA Spit bile (60’ range, 15’ radius spread; inflicts 4d6 acid damage and deals 2d4 con damage; Fort save, DC 20, for half damage and no con damage), rage 1/day, eye beams-even when moving at full speed or attacking may fire all eye beams each round; three targets per arc except up; caster level 13; range 150’, save DC 18; rays are charm person, charm monster, sleep, slow, fear, (Will save negates), inflict moderate wounds (Will save half), flesh to stone (Fort save negates), disintegrate, and finger of death (Fort save partial); SQ Agonized existence (immune to pain-based effects, shake off enchantments in 1d4 rounds), all-around vision (can’t be flanked), antimagic cone (150’ cone, as antimagic field, caster level 13th), flight (exceptional ability), immune to acid and poison, uncanny dodge; SV Fort +4, Ref +3, Will +1; Str 18, Dex 12, Con 12, Int 17, Wis 15, Cha 15;

Skills and Feats: Hide +7, Intimidate +13, Knowledge (arcana) +20, Listen +18, Search +18, Spot +20; Alertness, Flyby Attack, Improved Initiative, Iron Will, Shot on the Run.
 

the Jester

Legend
Axon and Axel

Axon and Axel are nigh-epic level villains- together they make an EL 20. They're nimblewrights, given class levels. Nimblewrights, for those not familiar with them, are these cool intelligent constructs in the MM2. They already have a threat range of 12-20 as a nimblewright ability; I thought that I could get Axon's threat range down to 3-20, but alas, turns out 7-20 was the best I could do without cheating. ;)



Axon, nimblewright fighter 4/weapon master 7 (CR 18): Medium construct; HD 21d10; hp128; Init +10, Spd 40’, AC 27 (+7 natural, +10 dex), 31 with haste; Atk +27 melee (2 rapier-hands 2d6+10/7-20) or +27 melee (3 rapier-hands 2d6+10/7-20 when flanking with tandem fighting); SA Spell-like abilities (at will- alter self, cat’s grace, entropic shield, feather fall, haste), tripping thrust (a medium or smaller creature must make a Ref save, DC 28, or be tripped on a critical hit), ki damage 7/day (automatically maximum damage, can’t use with a crit), increase critical modifier to x3 three times per day; SQ Augmented critical, construct, SR 27, superior weapon focus, superior combat reflexes (13 attacks of opportunity per round), vulnerabilities (cold slows for 3 rounds, fire stuns for 1 round); SV Fort +10, Ref +16, Will +9; Str 26, Dex 30, Con -, Int 10, Wis 17, Cha 19;

Skills and Feats: Intimidate +8, Tumble +17; Combat Reflexes, Dodge, Dual Strike, Expertise, Improved Critical, Improved Disarm, Mobility, Spring Attack, Tandem Fighting, Weapon Focus (rapier-hands), Weapon Specialization (rapier-hands), Whirlwind Attack.



Axel, nimblewright rogue 11 (CR 18): Medium construct; HD 10d10+11d6; hp 107; Init +16; Spd 40’; AC 29 (+7 natural, +12 dex), 33 with haste; Atk +21 melee (2 rapier-hands 2d6+6/12-20) or +21 melee (3 rapier-hands 2d6+6 when flanking with tandem fighting); SA Sneak attack +6d6, spell-like abilities (at will- alter self, cat’s grace, entropic shield, feather fall, haste), tripping thrust (a medium or smaller creature must make a Ref save, DC 28, or be tripped on a critical hit); SQ Improved evasion, uncanny dodge (dex bonus to AC, can’t be flanked except by a rogue of 15th level, +1 vs. traps), augmented critical, construct, SR 27, vulnerabilities (cold slows for 3 rounds, fire stuns for 1 round); SV Fort +6, Ref +21 plus improved evasion, Will +9; Str 22, Dex 35, Con -, Int 10, Wis 17, Cha 19;

Skills and Feats: Balance +26, Bluff +23, Climb +13, Jump +30, Sense Motive +10, Tumble +36; Combat Reflexes, Dodge, Dual Strike, Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Tandem Fighting.
 
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the Jester

Legend
Chemnu the Bile Lord

For your entertainment, the Bile Lord Chemnu!!


CHEMNU, Bile Lord (CR 21): Large giant; HD 20d8+240; hp 308; Init +4; Spd 30’; AC 31 (-1 size, +2 deflection, +10 natural, +10 insight); Atk +30 melee (2 claws 1d8+7 plus 2d6 acid plus disease (Fort save, DC 17, or contract bilechia- incubation 1 day, damage 1d4 str, dex and con; manifests as vomiting, fever, aching joints and weakness; passes with only one successful save) plus poison (Fort save, DC 32; initial and secondary damage 1d6 wis); Face/Reach 5’x5’/10’; SA Psionics (at will- all attack/defense modes, aura alteration, aura sight, crisis of breath, greater domination, sending, ultrablast; manifester level 20th; save DC 1d20+ power level + 10), spells; SQ SR/PR 25, fast healing 20, sickening cloud (15’ emanation; all within must make a Fort save, DC 32, or be sickened for 2d6 minutes- suffering a -2 circumstance penalty to attacks, skill checks, saving throws and damage), uncanny insight (retain dex bonus to AC if caught flat-footed, insight bonus to attacks, AC and Will saves); SV Fort +24, Ref +6, Will +24; Str 20, Dex 11, Con 35, Into 30, Wis 15, Cha 30;

Skills and Feats: Concentration +35, Knowledge (arcana) +30, Knowledge (history) +30, Knowledge (psionics) +30, Spellcraft +41, Use Magic Device +20; Alertness, Epic Will, Improved Initiative, Iron Will, Silent Spell;

Spells Known (per day: 6 9 9 8 8 8 8 6 4; base save DC: 20 + spell level): 0 level- dancing lights, daze, detect magic, mage hand, mending, prestidigitation, quicksober, ray of frost, resistance; 1st level- cause fear, grease, magic missile, ray of enfeeblement, shield; 2nd level- continual flame, flaming sphere, mirror image, see invisibility, shatter; 3rd level- fireball, halt undead, hold person, tongues; 4th level- arcane eye, ice storm, scrying, wall of fire; 5th level- cone of cold, stone shape, telekinesis, wall of force; 6th level- antimagic field, disintegrate, true seeing; 7th level- finger of death, sequester; 8th level- Bigby’s clenched fist.



When the pcs face the other Bile Lords they'll find it even tougher; I'm updating them to be more in-line with the ~3.25 type stuff in Savage Species and Fiend Folio (thus, they'll have two more feats and prolly some more skill points to boot).

And that fight will come just about as soon as the pcs are in dire straits....
 
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Technik4

First Post
Man he is quite the monster. He put a lot of that to good use except Ultrablast? Seems like a good psionic power to use.

I think you use psionics are same as magic, but did you also subsume Spellcraft and Psicraft (as Chemnu has one hell of a spellcraft, but 0 psicraft). Also do the Bile Lords not have magic items of their own?

Whew, I wouldn't want to tango with Chemnu and all those other baddies...seems like the fact that there were so many pcs is the reason they beat out a EL 20+ encounter!

Technik
 

the Jester

Legend
Technik4 said:
Man he is quite the monster. He put a lot of that to good use except Ultrablast? Seems like a good psionic power to use.

Actually, I didn't have the PsiHB with me that day or I might have used it- but as things fell out, he didn't really have much of a spare moment to do it in.

I think you use psionics are same as magic, but did you also subsume Spellcraft and Psicraft (as Chemnu has one hell of a spellcraft, but 0 psicraft). Also do the Bile Lords not have magic items of their own?

Actually, I use a kind of in-between psionic/magic "translucency" system where they are related but not exactly the same- that's why it specifies that Chemnu has both SR and PR of 25. ;)

As for equipment, the Bile Lords had been locked up in Bile Mountain for a very long time- tens of thousands of years- with no access to anything new that they couldn't just magick up... so although Chemnu had a few potions, that was about it.

Next time, however, the other Bile Lords will have several major advantages: they're not trapped in Bile Mountain anymore, so they can get some good gear to use on the pcs; they've seen the party in action and have a very good idea of their capabilities now; and they know to expect that Sybele will be packing an easily-shattered globe of green slime. :)

Whew, I wouldn't want to tango with Chemnu and all those other baddies...seems like the fact that there were so many pcs is the reason they beat out a EL 20+ encounter!

That and good tactics. My players are all very smart and pretty much all very savvy. These are the kinds of players that aren't afraid to take chances, know how to use teamwork, and think very quickly on their feet. They're also all very tactically-minded- they were constantly flanking, trying to break flanking when Axon and Axel moved into it, trying to capitalize on what vulnerabilities they could figure out, etc.

Note that Chemnu's stats buffed were even better- add another +7 cover bonus for his shield spell, the mirror images he kept casting, etc....
 

Talix

Explorer
Definitely reading, and I appreciate the info on feats, Seeker Missles, Chumnu, and the Chronal Repeater (supremely nifty!).

If you link to this thread every time you put something new in it from the storyhour, I'll remember it and read it more often, though. :)
 


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