the Jester
Legend
(Note: I've resurrected this thread for my current SH stuff as well, since someone asked about the Bile Template- I thought I'd post it for you... The initial several posts worth of stuff is from my Old story hour, everything after the post in this color is from the new one.)
All right, so far the poll looks like a No to posting in the story hour itself, so I think I'll start a thread here that has some stats of the various stuff that the party in my story hour has encountered. Some of this will be reposted from the homebrew monsters and house rules boards, but hey, what can you do...
To start with, I'll post some stuff from the earlier posts, such as the Fairy Avengers!
ZWEITER, 2nd-level korred barbarian; Small Fey; CR6; HD6d6+2d12+8; hp38; Init+2 (dex); Spd30’; AC19 (+1 size, +2 Dex, +2 natural, +4 chain shirt);
Atk +10 melee (shears 1d4+4; or cudgel 1d6+4); SA Rage 1/day; Animate Rope, laugh (3/day, 60’ spread, Will save DC14 or stunned 1d4 rounds), rock throwing, spell like abilities; SQ Low-Light Vision, SR16; SV Fort +6, Ref+7, Will+6; Str19, Dex15, Con12, Int12, Wis13, Cha12;
Skills & Feats: Bluff +9, Climb +7, Hide +6, Jump +9, Listen +7, Move Silently +6, Perfom +6, Search +4, Spot +5; Alertness, Dodge, Mobility.
Gear: Shears, cudgel, hair rope, 1 javelins of lightning*, chain shirt, 3 doses of poisoned mushroom extract (Fort DC16; initial damage 1d8 temporary Con, secondary damage 1 permanent Con); 14 gp, 5 sp.
HUMBOLDT, 7th-level Ketzisti elf wizard (enchanter); CR7; Medium Humanoid (elf); HD7d4; hp21; Init +8 (+4 improved initiative, +4 dex); Spd 60’; AC 18(+4 dex, +4 mage armor) ; Atk +3 melee (quarterstaff 1d6); or +7 ranged (dagger 1d4); SA Spells; SV Fort, Ref, Will; Str10, Dex16 (currently 18), Con11, Int20, Wis12, Cha11;
Skills & Feats: Alchemy +15, Concentration +10, Craft (silversmithing) +15, Knowledge (arcane, drugs) +15, Listen +3, Move Silently +6, Spellcraft +15, Spot +3, Tumble +8; Alertness (from familiar), Combat Reflexes, Craft Wand, Expertise, Improved Initiative, Scribe Scroll;
Gear: Wand of Lightning Bolt (14 charges), Boots of Striding and Springing, Scroll (Stoneskin, Charm Monster, Dispel Magic), Wand of Haste (9 charges), 3 Potions of Cure Serious Wounds (10th-level caster, 3d8+10), spellbook, 3 daggers, quarterstaff, 50’ rope (silk); gold ring with a lion’s head (worth 150 gp), 4 pp, 33 gp.
Spells Prepared (Opposition Schools: Divination and Necromancy; base save DC: 15 +spell level (17+spell level for Enchantment spells): 5 7 5 4 3
0th level- Daze (x2), Detect Magic, Mage Hand, Resistance*;
1st level- Charm Person, Intoxicate, Mage Armor*, Magic Missile (x2)*, Magic Weapon, Shield;
2nd level- Cat’s Grace*, Contrariness, Mirror Image*, Steam Jet, Vacillation*;
3rd level- Displacement*, Fly*, Hold Person, Slow*;
4th level- Bonebreak, Confusion, Polymorph Self.
*Already cast.
In addition to the spells listed above, Humboldt has the following spells in his book:
0th level- Ghost Sound, Mending, Ray of Frost, Light, Read Magic;
1st level- Alarm, Burning Hands, Endure Elements, Hypnotism, Unseen Servant;
2nd level- Continual Flame, Daylight, Glitterdust, Shatter, Summon Monster II;
3rd level- Dispel Magic, Lightning Bolt, Water Breathing, Wind Wall;
4th level- Acid Web, Remove Curse, Wall of Ice.
Frentlet, Humboldt’s familiar (black cat): Small Animal; HD7d8; hp10; Init +2 (dex); Spd30’; AC18 (+2 size, +2 dex, +4 natural); Atk 2 claws +7 melee (1d2-4), bite +2 melee (1d3-4); Face/Reach 2-1/2’x2-1/2’/0’; SA Touch spells, SQ Improved Evasion, Share Spells, Empathic Link, Speak With Master, Speak With Felines; SV Fort +2, Ref +4, Will +6; Str3, Dex15, Con 10, Int 9, Wis 12, Cha 7;
Skills & Feats: As Humboldt, plus Balance +10, Clumb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (bite, claw).
Crowleigh, 5th-level fungus faerie rogue: Tiny Fey; CR7; HD6D6+12; hp35; Init +10 (+4 improved initiative, +6 dex); Spd 20’, fly 90’; AC21 (+6 dex, +2 size, +1 natural, +2 leather); Atk +2 melee (mw dagger 1d4-3 plus poison); or +9/9 melee (small shortbow 1d4-3 plus poison); Face/Reach 2.5’x2.5’/0’; SA Spell-like abilities, poison, sneak attack +3d6; SQ SR18; immune to compulsions; evasion, uncanny dodge (dex bonus to AC); SV Fort+2, Ref+6, Will +5; Str4, Dex22, Con15, Int16, Wis16, Cha16;
Skills and Feats: Balance +17, Bluff +12, Escape Artist +15, Hide +18, Knowledge (nature) +5, Listen +12, Move Silently +15, Perform (drums, guided trip) +6, Search +12, Sense Motive +6, Spot +9, Tumble +17, Use Magic Device +12, Wilderness Lore +5; Dodge, Improved Initiative, Mobility, Point Blank Shot, Rapid Shot.
Gear: Masterwork dagger, small shortbow, 22 arrows, potions of blur, invisibility, cure moderate wounds (2d8+10), cat’s grace; wand of fireballs (34 charges, 8th-level caster); leather armor; spell component pouch, pouch of blackroot grass (6 pinches); 6 sp, 5 cp.
SPELL-LIKE ABILITIES: 3/day- Confusion, Dancing Lights, Mirror Image, See Invisible; 1/day- Black Visions, Legend Lore, Tongues; all cast as per a 12th-level sorcerer; base save DC=13+spell level.
POISON (Ex): Fort save, DC12; initial and secondary damage 1d4 temporary Wis damage, carries over to Con; manifests as vivid hallucinations.
Okay then... I'll get back to this one with Titus the Clockwork Master pretty soon, as well as his mistress of chains buddy...
All right, so far the poll looks like a No to posting in the story hour itself, so I think I'll start a thread here that has some stats of the various stuff that the party in my story hour has encountered. Some of this will be reposted from the homebrew monsters and house rules boards, but hey, what can you do...
To start with, I'll post some stuff from the earlier posts, such as the Fairy Avengers!
ZWEITER, 2nd-level korred barbarian; Small Fey; CR6; HD6d6+2d12+8; hp38; Init+2 (dex); Spd30’; AC19 (+1 size, +2 Dex, +2 natural, +4 chain shirt);
Atk +10 melee (shears 1d4+4; or cudgel 1d6+4); SA Rage 1/day; Animate Rope, laugh (3/day, 60’ spread, Will save DC14 or stunned 1d4 rounds), rock throwing, spell like abilities; SQ Low-Light Vision, SR16; SV Fort +6, Ref+7, Will+6; Str19, Dex15, Con12, Int12, Wis13, Cha12;
Skills & Feats: Bluff +9, Climb +7, Hide +6, Jump +9, Listen +7, Move Silently +6, Perfom +6, Search +4, Spot +5; Alertness, Dodge, Mobility.
Gear: Shears, cudgel, hair rope, 1 javelins of lightning*, chain shirt, 3 doses of poisoned mushroom extract (Fort DC16; initial damage 1d8 temporary Con, secondary damage 1 permanent Con); 14 gp, 5 sp.
HUMBOLDT, 7th-level Ketzisti elf wizard (enchanter); CR7; Medium Humanoid (elf); HD7d4; hp21; Init +8 (+4 improved initiative, +4 dex); Spd 60’; AC 18(+4 dex, +4 mage armor) ; Atk +3 melee (quarterstaff 1d6); or +7 ranged (dagger 1d4); SA Spells; SV Fort, Ref, Will; Str10, Dex16 (currently 18), Con11, Int20, Wis12, Cha11;
Skills & Feats: Alchemy +15, Concentration +10, Craft (silversmithing) +15, Knowledge (arcane, drugs) +15, Listen +3, Move Silently +6, Spellcraft +15, Spot +3, Tumble +8; Alertness (from familiar), Combat Reflexes, Craft Wand, Expertise, Improved Initiative, Scribe Scroll;
Gear: Wand of Lightning Bolt (14 charges), Boots of Striding and Springing, Scroll (Stoneskin, Charm Monster, Dispel Magic), Wand of Haste (9 charges), 3 Potions of Cure Serious Wounds (10th-level caster, 3d8+10), spellbook, 3 daggers, quarterstaff, 50’ rope (silk); gold ring with a lion’s head (worth 150 gp), 4 pp, 33 gp.
Spells Prepared (Opposition Schools: Divination and Necromancy; base save DC: 15 +spell level (17+spell level for Enchantment spells): 5 7 5 4 3
0th level- Daze (x2), Detect Magic, Mage Hand, Resistance*;
1st level- Charm Person, Intoxicate, Mage Armor*, Magic Missile (x2)*, Magic Weapon, Shield;
2nd level- Cat’s Grace*, Contrariness, Mirror Image*, Steam Jet, Vacillation*;
3rd level- Displacement*, Fly*, Hold Person, Slow*;
4th level- Bonebreak, Confusion, Polymorph Self.
*Already cast.
In addition to the spells listed above, Humboldt has the following spells in his book:
0th level- Ghost Sound, Mending, Ray of Frost, Light, Read Magic;
1st level- Alarm, Burning Hands, Endure Elements, Hypnotism, Unseen Servant;
2nd level- Continual Flame, Daylight, Glitterdust, Shatter, Summon Monster II;
3rd level- Dispel Magic, Lightning Bolt, Water Breathing, Wind Wall;
4th level- Acid Web, Remove Curse, Wall of Ice.
Frentlet, Humboldt’s familiar (black cat): Small Animal; HD7d8; hp10; Init +2 (dex); Spd30’; AC18 (+2 size, +2 dex, +4 natural); Atk 2 claws +7 melee (1d2-4), bite +2 melee (1d3-4); Face/Reach 2-1/2’x2-1/2’/0’; SA Touch spells, SQ Improved Evasion, Share Spells, Empathic Link, Speak With Master, Speak With Felines; SV Fort +2, Ref +4, Will +6; Str3, Dex15, Con 10, Int 9, Wis 12, Cha 7;
Skills & Feats: As Humboldt, plus Balance +10, Clumb +5, Hide +17, Listen +4, Move Silently +9, Spot +4; Weapon Finesse (bite, claw).
Crowleigh, 5th-level fungus faerie rogue: Tiny Fey; CR7; HD6D6+12; hp35; Init +10 (+4 improved initiative, +6 dex); Spd 20’, fly 90’; AC21 (+6 dex, +2 size, +1 natural, +2 leather); Atk +2 melee (mw dagger 1d4-3 plus poison); or +9/9 melee (small shortbow 1d4-3 plus poison); Face/Reach 2.5’x2.5’/0’; SA Spell-like abilities, poison, sneak attack +3d6; SQ SR18; immune to compulsions; evasion, uncanny dodge (dex bonus to AC); SV Fort+2, Ref+6, Will +5; Str4, Dex22, Con15, Int16, Wis16, Cha16;
Skills and Feats: Balance +17, Bluff +12, Escape Artist +15, Hide +18, Knowledge (nature) +5, Listen +12, Move Silently +15, Perform (drums, guided trip) +6, Search +12, Sense Motive +6, Spot +9, Tumble +17, Use Magic Device +12, Wilderness Lore +5; Dodge, Improved Initiative, Mobility, Point Blank Shot, Rapid Shot.
Gear: Masterwork dagger, small shortbow, 22 arrows, potions of blur, invisibility, cure moderate wounds (2d8+10), cat’s grace; wand of fireballs (34 charges, 8th-level caster); leather armor; spell component pouch, pouch of blackroot grass (6 pinches); 6 sp, 5 cp.
SPELL-LIKE ABILITIES: 3/day- Confusion, Dancing Lights, Mirror Image, See Invisible; 1/day- Black Visions, Legend Lore, Tongues; all cast as per a 12th-level sorcerer; base save DC=13+spell level.
POISON (Ex): Fort save, DC12; initial and secondary damage 1d4 temporary Wis damage, carries over to Con; manifests as vivid hallucinations.
Okay then... I'll get back to this one with Titus the Clockwork Master pretty soon, as well as his mistress of chains buddy...
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