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<blockquote data-quote="WesternWolf" data-source="post: 3756531" data-attributes="member: 55147"><p><strong>Triple Threat</strong></p><p></p><p>I'm a sucker for giants and humanoids, and I really thought the elemental magi from Monster Manual V were awesome. I'm not sure how I'm gonna use these yet, or if I will. But combined with a couple of <span style="color: purple"><a href="http://wizards.com/default.asp?x=dnd/dd/20060721a" target="_blank">Mike Mearls' ogre mages</a></span> and some normal or slightly advanced ogres they could form the basis of reoccuring villains over levels 3-17+ Without further ado, my advanced elemental magi:</p><p></p><p>Earlgoth (Ken Kuni)</p><p><strong>Usually NE Large Giant (earth) Ftr2 CR 10</strong></p><p><strong>Init</strong> +0 Senses low-light vision; Listen +7, Spot +7</p><p><strong>Languages</strong> Common, Giant</p><p>--------------------------------------------</p><p><strong>AC</strong> 25, touch 9, flat-footed 25</p><p> (-1 size, +8 armor, +8 natural)</p><p><strong>HP</strong> <span style="color: red">115 </span>(8d8+2d10+60) <span style="color: red"> high average </span>; fast healing 5; DR 10/magic</p><p><strong>Fort</strong> +15 <strong>Ref</strong> +2 <strong>Will</strong> +3</p><p>--------------------------------------------</p><p><strong>Speed</strong> 30 ft. (6 squares)in plate mail, base speed 40 ft., burrow 10 ft.</p><p><strong>Melee</strong> adamantium greatsword +17/+12 (3d6+12/19-20) and gore +10 (1d8+8) or</p><p><strong>Melee </strong>2 slams +15 each (1d4+8) and gore +10 (1d8+8) or</p><p><strong>Sunder</strong> a. greatsword +23 (+4 improved sunder, +4 two handed weapon, +4 assuming foe is medium, -8 power attack) deals (3d6+28 ignore 20 hardness)</p><p><strong>Space</strong> 10 ft.; <strong>Reach</strong> 10ft.</p><p><strong>Base Atk</strong> +8; <strong>Grp</strong> +20</p><p><strong>Atk Options</strong> Cleave, Power Attack, Improved Sunder, <span style="color: cyan">Powerful Charge</span></p><p><strong>Special Actions</strong> earthshock</p><p>-------------------------------------------</p><p><strong>Abilities</strong> Str 27, Dex 11, Con 23, Int 10, Wis 12, Cha 11</p><p><strong>SA</strong> earthshock</p><p><strong>SQ</strong> shared strength</p><p><strong>Feats</strong> Cleave, Improved Sunder, Power Attack, Powerful Charge, Weapon Focus (Greatsword)</p><p><strong>Skills</strong> Climb +7, Intimidate +4, Knowledge (nature) +2, Listen +7, Search +2, Spot +7</p><p>Possessions masterwork plate mail, adamantium greatsword</p><p>------------------------------------------</p><p><strong>Earthshock (Su)</strong>: Once every 1d4 rounds, a ken-kuni can cause an earth tremor. This can affect either every square adjacent to the ken-kuni or a 30-foot line extending out from the creature. Anyone in the area must succeed on a DC 20 Reflex save or be knocked prone and take 1d4 points of non-lethal damage. The save DC is Constitution-based.</p><p> If a ken-li and a ken-sun are both within 60 feet, the ken-kuni can use this ability every round. Elemental magi are immune to this ability.</p><p><strong>Shared Strength (Su)</strong>: When a ken-kuni is within 60 feet of one or more elemental mages and must make a saving throw, it uses the highest save bonus among the group.</p><p></p><p><span style="color: cyan">Powerful Charge (from Monster Manual IV): When the creature charges, if its melee attack hits, it deals an extra 1d8 points of damage (if it is of Medium size). For Large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat works only when the creature makes a charge. It does not work when the creature is mounted. If the creature has the ability to make multiple attacks after a charge, it can apply this extra damage to only one of those attacks.</span></p><p></p><p>Tactics: He should be encountered with his big brothers, so these tactics reflect that.</p><p></p><p>Round 1: Starts combat burrowed. Erupt from ground and sunder the stuffing out of fighter's weapon/shield</p><p>Round 2: Use Earthshock line variant, take a single attack on fighter (power attack for 4 if they are prone, sunder if first attempts failed)</p><p>Round 3: Charge troublesome squishy (rogue, mage whatever...)</p><p>Round 4: Repeat round two.</p></blockquote><p></p>
[QUOTE="WesternWolf, post: 3756531, member: 55147"] [b]Triple Threat[/b] I'm a sucker for giants and humanoids, and I really thought the elemental magi from Monster Manual V were awesome. I'm not sure how I'm gonna use these yet, or if I will. But combined with a couple of [color=purple][URL=http://wizards.com/default.asp?x=dnd/dd/20060721a]Mike Mearls' ogre mages[/URL][/color] and some normal or slightly advanced ogres they could form the basis of reoccuring villains over levels 3-17+ Without further ado, my advanced elemental magi: Earlgoth (Ken Kuni) [B]Usually NE Large Giant (earth) Ftr2 CR 10[/B] [B]Init[/B] +0 Senses low-light vision; Listen +7, Spot +7 [B]Languages[/B] Common, Giant -------------------------------------------- [B]AC[/B] 25, touch 9, flat-footed 25 (-1 size, +8 armor, +8 natural) [B]HP[/B] [color=red]115 [/color](8d8+2d10+60) [color=red] high average [/color]; fast healing 5; DR 10/magic [B]Fort[/B] +15 [B]Ref[/B] +2 [B]Will[/B] +3 -------------------------------------------- [B]Speed[/B] 30 ft. (6 squares)in plate mail, base speed 40 ft., burrow 10 ft. [B]Melee[/B] adamantium greatsword +17/+12 (3d6+12/19-20) and gore +10 (1d8+8) or [B]Melee [/B]2 slams +15 each (1d4+8) and gore +10 (1d8+8) or [B]Sunder[/B] a. greatsword +23 (+4 improved sunder, +4 two handed weapon, +4 assuming foe is medium, -8 power attack) deals (3d6+28 ignore 20 hardness) [B]Space[/B] 10 ft.; [B]Reach[/B] 10ft. [B]Base Atk[/B] +8; [B]Grp[/B] +20 [B]Atk Options[/B] Cleave, Power Attack, Improved Sunder, [color=cyan]Powerful Charge[/color] [B]Special Actions[/B] earthshock ------------------------------------------- [B]Abilities[/B] Str 27, Dex 11, Con 23, Int 10, Wis 12, Cha 11 [B]SA[/B] earthshock [B]SQ[/B] shared strength [B]Feats[/B] Cleave, Improved Sunder, Power Attack, Powerful Charge, Weapon Focus (Greatsword) [B]Skills[/B] Climb +7, Intimidate +4, Knowledge (nature) +2, Listen +7, Search +2, Spot +7 Possessions masterwork plate mail, adamantium greatsword ------------------------------------------ [B]Earthshock (Su)[/B]: Once every 1d4 rounds, a ken-kuni can cause an earth tremor. This can affect either every square adjacent to the ken-kuni or a 30-foot line extending out from the creature. Anyone in the area must succeed on a DC 20 Reflex save or be knocked prone and take 1d4 points of non-lethal damage. The save DC is Constitution-based. If a ken-li and a ken-sun are both within 60 feet, the ken-kuni can use this ability every round. Elemental magi are immune to this ability. [B]Shared Strength (Su)[/B]: When a ken-kuni is within 60 feet of one or more elemental mages and must make a saving throw, it uses the highest save bonus among the group. [color=cyan]Powerful Charge (from Monster Manual IV): When the creature charges, if its melee attack hits, it deals an extra 1d8 points of damage (if it is of Medium size). For Large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. This feat works only when the creature makes a charge. It does not work when the creature is mounted. If the creature has the ability to make multiple attacks after a charge, it can apply this extra damage to only one of those attacks.[/color] Tactics: He should be encountered with his big brothers, so these tactics reflect that. Round 1: Starts combat burrowed. Erupt from ground and sunder the stuffing out of fighter's weapon/shield Round 2: Use Earthshock line variant, take a single attack on fighter (power attack for 4 if they are prone, sunder if first attempts failed) Round 3: Charge troublesome squishy (rogue, mage whatever...) Round 4: Repeat round two. [/QUOTE]
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