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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 3689233" data-attributes="member: 2795"><p><strong>Maji</strong></p><p></p><p></p><p></p><p>You're welcome, and thank you! I'm going to post three more element-themed villains, starting with:</p><p></p><p>[sblock=Maji; CR 10</p><p>Triton swashbuckler 8]</p><p>NE Medium outsider (native, water)</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., Listen +6, Spot +6</p><p><strong>Languages</strong> Aquan, Common</p><p>-----</p><p><strong>AC</strong> 22 (+3 Dex, +3 armor, +6 natural), touch 13, flat-footed 19; dodge +1 (vs. melee)</p><p><strong>hp</strong> 90 (11 HD)</p><p><strong>Fort</strong> +12, <strong>Ref</strong> +9, <strong>Will</strong> +5</p><p>-----</p><p><strong>Spd</strong> 5 ft. (1 square), swim 40 ft.</p><p><strong>Melee</strong> <em>+1 human bane short sword</em> +16/+11 (1d6+4/19-20), or</p><p><strong>Melee (versus humans)</strong> <em>+1 human bane short sword</em> +18/+13 (1d6+6 plus 2d6/19-20), or</p><p><strong>Ranged</strong> light crossbow +14/+9 (1d8/19-20, 80 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +11; <strong>Grp</strong> +14</p><p><strong>Atk Options</strong> acrobatic charge, improved flanking, insightful strike +1</p><p><strong>Combat Gear</strong> <em>potion of cure serious wounds, potion of cat's grace</em></p><p><strong>Spell-Like Abilities (CL 7th):</strong></p><p>1/day - <em>summon nature’s ally IV</em></p><p>-----</p><p><strong>Abilities</strong> Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 12</p><p><strong>SQ</strong> grace +1</p><p><strong>Skills</strong> Balance +5, Craft +7, Diplomacy +11, Handle Animal +5, Hide +11, Jump +5*, Listen +6, Move Silently +11, Ride +9, Search +7, Sense Motive +6, Spot +6, Survival +6 (+8 following tracks), Swim +11, Tumble +11 (*Apply a -12 to Jump checks made on land. Apply a +4 to Jump checks made from the water.)</p><p><strong>Feats</strong> Mounted Combat, Rapid Reload (light crossbow), Ride-By Attack, Track, Weapon Finesse (B)</p><p><strong>Possessions</strong> combat gear, plus <em>+1 human bane short sword</em>, masterwork studded leather, light crossbow, quiver with 20 bolts</p><p>-----</p><p><strong>Acrobatic Charge (Ex):</strong> Charge through difficult terrain or allies block his path.</p><p></p><p><strong>Improved Flanking (Ex):</strong> +4 bonus on attack rolls when flanking.</p><p></p><p><strong>Skills:</strong> A triton 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.[/sblock]</p><p>[sblock=Maji's giant octopus; CR 8]</p><p>N Large animal (aquatic)</p><p><strong>Init</strong> +2; <strong>Senses</strong> low-light vision, Listen +4, Spot +6</p><p>-----</p><p><strong>AC</strong> 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16</p><p><strong>hp</strong> 47 (8 HD)</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +8, <strong>Will</strong> +3</p><p>-----</p><p><strong>Spd</strong> 20 ft. (4 squares), swim 30 ft.</p><p><strong>Melee</strong> 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)</p><p><strong>Space</strong> 10 ft.; Reach 10 ft. (20 ft. with tentacles)</p><p><strong>Base Atk</strong> +6; <strong>Grp</strong> +15</p><p><strong>Atk Options</strong> constrict (2d8+6), improved grab</p><p><strong>Tricks</strong> Combat Riding (attack, come, defend, down, guard, heel)</p><p><strong>Special Actions</strong> ink cloud, jet</p><p>-----</p><p><strong>Abilities</strong> Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3</p><p><strong>Skills</strong> Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13</p><p><strong>Feats</strong> Alertness, Skill Focus (Hide), Toughness </p><p>-----</p><p><strong>Constrict (Ex):</strong> A giant octopus deals 2d8+6 points of damage with a successful grapple check.</p><p></p><p><strong>Improved Grab (Ex):</strong> To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.</p><p></p><p><strong>Ink Cloud (Ex):</strong> A giant octopus can emit a cloud of jet–black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.</p><p></p><p><strong>Jet (Ex):</strong> A giant octopus can jet backward once per round as a full–round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.</p><p></p><p><strong>Skills:</strong> A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus 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.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 3689233, member: 2795"] [b]Maji[/b] You're welcome, and thank you! I'm going to post three more element-themed villains, starting with: [sblock=Maji; CR 10 Triton swashbuckler 8] NE Medium outsider (native, water) [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., Listen +6, Spot +6 [b]Languages[/b] Aquan, Common ----- [b]AC[/b] 22 (+3 Dex, +3 armor, +6 natural), touch 13, flat-footed 19; dodge +1 (vs. melee) [b]hp[/b] 90 (11 HD) [b]Fort[/b] +12, [b]Ref[/b] +9, [b]Will[/b] +5 ----- [b]Spd[/b] 5 ft. (1 square), swim 40 ft. [b]Melee[/b] [i]+1 human bane short sword[/i] +16/+11 (1d6+4/19-20), or [b]Melee (versus humans)[/b] [i]+1 human bane short sword[/i] +18/+13 (1d6+6 plus 2d6/19-20), or [b]Ranged[/b] light crossbow +14/+9 (1d8/19-20, 80 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +11; [b]Grp[/b] +14 [b]Atk Options[/b] acrobatic charge, improved flanking, insightful strike +1 [b]Combat Gear[/b] [i]potion of cure serious wounds, potion of cat's grace[/i] [b]Spell-Like Abilities (CL 7th):[/b] 1/day - [i]summon nature’s ally IV[/i] ----- [b]Abilities[/b] Str 16, Dex 16, Con 16, Int 12, Wis 10, Cha 12 [b]SQ[/b] grace +1 [b]Skills[/b] Balance +5, Craft +7, Diplomacy +11, Handle Animal +5, Hide +11, Jump +5*, Listen +6, Move Silently +11, Ride +9, Search +7, Sense Motive +6, Spot +6, Survival +6 (+8 following tracks), Swim +11, Tumble +11 (*Apply a -12 to Jump checks made on land. Apply a +4 to Jump checks made from the water.) [b]Feats[/b] Mounted Combat, Rapid Reload (light crossbow), Ride-By Attack, Track, Weapon Finesse (B) [b]Possessions[/b] combat gear, plus [i]+1 human bane short sword[/i], masterwork studded leather, light crossbow, quiver with 20 bolts ----- [b]Acrobatic Charge (Ex):[/b] Charge through difficult terrain or allies block his path. [b]Improved Flanking (Ex):[/b] +4 bonus on attack rolls when flanking. [b]Skills:[/b] A triton 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.[/sblock] [sblock=Maji's giant octopus; CR 8] N Large animal (aquatic) [b]Init[/b] +2; [b]Senses[/b] low-light vision, Listen +4, Spot +6 ----- [b]AC[/b] 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 [b]hp[/b] 47 (8 HD) [b]Fort[/b] +7, [b]Ref[/b] +8, [b]Will[/b] +3 ----- [b]Spd[/b] 20 ft. (4 squares), swim 30 ft. [b]Melee[/b] 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2) [b]Space[/b] 10 ft.; Reach 10 ft. (20 ft. with tentacles) [b]Base Atk[/b] +6; [b]Grp[/b] +15 [b]Atk Options[/b] constrict (2d8+6), improved grab [b]Tricks[/b] Combat Riding (attack, come, defend, down, guard, heel) [b]Special Actions[/b] ink cloud, jet ----- [b]Abilities[/b] Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3 [b]Skills[/b] Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13 [b]Feats[/b] Alertness, Skill Focus (Hide), Toughness ----- [b]Constrict (Ex):[/b] A giant octopus deals 2d8+6 points of damage with a successful grapple check. [b]Improved Grab (Ex):[/b] To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. [b]Ink Cloud (Ex):[/b] A giant octopus can emit a cloud of jet–black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. [b]Jet (Ex):[/b] A giant octopus can jet backward once per round as a full–round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. [b]Skills:[/b] A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus 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.[/sblock] [/QUOTE]
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