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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: 5639508" data-attributes="member: 2795"><p><strong>Tasskar</strong></p><p></p><p><span style="color: limegreen">I recently coverted <a href="http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfinderModules/v5748btpy8ey4&source=search" target="_blank">this free module</a> for use in my campaign. You can read about the adventure <a href="http://www.obsidianportal.com/campaign/wniaa/adventure-log/tower-of-bugs-part-1" target="_blank">here</a> (part 1) and <a href="http://www.obsidianportal.com/campaign/wniaa/adventure-log/tower-of-bugs-part-2" target="_blank">here</a> (part 2). The BBEG of the day was Tasskar, a giant vampire dromite nomad 6. Psionic rules from Dreamscarred Press's <a href="http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/dreamscarredPress/v5748btpy8i42" target="_blank"><em>Psionics Unleashed</em></a>.</span></p><p></p><p>[sblock=Tasskar]</p><p><strong>CR</strong> 8; <strong>XP</strong> 4,800</p><p>Giant vampire dromite nomad 6</p><p>CE Medium undead (augmented, insectoid)</p><p><strong>Init</strong> +5; <strong>Senses</strong> darkvision 60 ft., scent, Perception +12</p><p> </p><p>DEFENSE</p><p><strong>AC</strong> 23, touch 12, flat-footed 21 (+1 armor, +1 Dex, +1 dodge, +10 natural); Mobility</p><p><strong>hp</strong> 47 (6d6+24); <strong>fast healing</strong> 5</p><p><strong>Fort</strong> +6, <strong>Ref</strong> +6, <strong>Will</strong> +8</p><p><strong>Defensive Abilities</strong> channel resistance +4; <strong>DR</strong> 10/magic and silver; <strong>Resist</strong> cold 10, electricity 10, fire 5; <strong>Immune</strong> undead type</p><p></p><p>OFFENSE</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Melee</strong> slam +10 (1d4+8 plus energy drain)</p><p><strong>Special Attacks</strong> dominate (DC 16), energy drain (DC 16)</p><p><strong>Psionic Powers Known</strong> (ML 6th; 55 pp/day)</p><p>3rd (5 pp)- <em>dispel psionics; psionic blast</em> (Will DC 17); <em>telekinetic force</em> (Will DC 17); <em>touchsight</em></p><p>2nd (3 pp)- <em>dimension swap; id insinuation</em> (Will DC 17, two targets, 5 pp); <em>inflict pain</em> (Will DC 17, two targets, 5 pp); <em>mental disruption</em> (Will DC 17, 5 pp)</p><p>1st (1 pp)- <em>deceleration</em> (Ref DC 17, 5 pp); <em>detect teleportation, energy ray</em> (6d6+6 fire, 6 pp); <em>entangling ectoplasm</em> (DC 17, 5 pp); <em>offensive precognition</em> (+2 attack rolls, 4 pp)</p><p><strong>Psi-Like Abilities</strong></p><p>At will - <em>burst</em> (+10 ft., psionic talent); <em>detect psionics</em> (ML 6th)</p><p>1/day - <em>energy ray</em> (ranged touch +5, 3d6+3 fire damage, 30 ft., ML 3rd)</p><p> </p><p>STATISTICS</p><p><strong>Str</strong> 20, <strong>Dex</strong> 12, <strong>Con</strong> --, <strong>Int</strong> 18, <strong>Wis</strong> 15, <strong>Cha</strong> 16</p><p><strong>Base Atk</strong> +3; <strong>CMB</strong> +9; <strong>CMD</strong> 20</p><p><strong>Feats</strong> Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Psionic Fist (B), Psionic Talent (B), Skill Focus (Stealth), Speed of Thought (B), Toughness (B), Weapon Focus (slam)</p><p><strong>Skills</strong> Bluff +11, Fly +10, Knowledge (arcana) +13, Knowledge (history) +13, Perception +12, Sense Motive +12, Spellcraft +13, Stealth +18, Survival +11; <strong>Racial Modifiers</strong> +8 Bluff, Perception, Sense Motive, and Stealth</p><p><strong>SQ</strong> change shape, gaseous form, nomad's step, shadowless, spider climb</p><p><strong>Languages</strong> Common, Giant, Dromite, Dwarven, Maenad, Terran</p><p><strong>Gear</strong> <em>bracers of armor +1, horn of fog, shroud of the winds, potion of cat's grace</em></p><p><strong>Treasure</strong> keys to areas 6 and 7, masterwork short sword, 15 cold iron shurikens, two flasks of acid, <em>potion of lesser restoration, wand of summon monster I</em> (CL 3rd, 9 charges), amethyst (100 gp), 247 gp in assorted coins.</p><p></p><p>SPECIAL ABILITIES</p><p><strong>Blood Drain (Su):</strong> A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood.</p><p> </p><p><strong>Change Shape (Su):</strong> A vampire can use change shape to assume the form of a dire bat or wolf, as <em>beast shape II</em>.</p><p> </p><p><strong>Children of the Night (Su):</strong> Tasskar can use this ability to summon the botfly swarms in 2d6 rounds. (<em>N.B.</em> This refers to the module conversion; otherwise, it would be as normal for a vampire.)</p><p> </p><p><strong>Dominate (Su):</strong> A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a <em>dominate person</em> spell (caster level 12th). The ability has a range of 30 feet.</p><p> </p><p><strong>Energy Drain (Su):</strong> A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes.</p><p> </p><p><strong>Gaseous Form (Su):</strong> As a standard action, a vampire can assume <em>gaseous form</em> at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p></p><p><strong>Nomad's Step (Su):</strong> As a standard action, may teleport 35 feet.[/sblock]</p><p></p><p>[sblock=Shroud of the Winds]</p><p><strong>Aura</strong> faint abjuration; <strong>CL</strong> 5th</p><p><strong>Slot</strong> shoulders; <strong>Price</strong> 2,080 gp; <strong>Weight</strong> 1 lb.</p><p> </p><p><strong>Description:</strong> This burial garment offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will). For up to 10 rounds per day upon command, it shrouds its wearer in a whirling screen of strong, howling wind. While so shrouded, the subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the wearer. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement.</p><p> </p><p><strong>Construction Requirements:</strong> Craft Wondrous Item, <em><a href="http://www.d20pfsrd.com/magic/all-spells/c/cloak-of-winds" target="_blank">cloak of winds</a>, resistance</em>; <strong>Cost</strong> 1,040 gp.[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 5639508, member: 2795"] [b]Tasskar[/b] [color=limegreen]I recently coverted [url=http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfinderModules/v5748btpy8ey4&source=search]this free module[/url] for use in my campaign. You can read about the adventure [url=http://www.obsidianportal.com/campaign/wniaa/adventure-log/tower-of-bugs-part-1]here[/url] (part 1) and [url=http://www.obsidianportal.com/campaign/wniaa/adventure-log/tower-of-bugs-part-2]here[/url] (part 2). The BBEG of the day was Tasskar, a giant vampire dromite nomad 6. Psionic rules from Dreamscarred Press's [url=http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/dreamscarredPress/v5748btpy8i42][i]Psionics Unleashed[/i][/url].[/color] [sblock=Tasskar] [b]CR[/b] 8; [b]XP[/b] 4,800 Giant vampire dromite nomad 6 CE Medium undead (augmented, insectoid) [b]Init[/b] +5; [b]Senses[/b] darkvision 60 ft., scent, Perception +12 DEFENSE [b]AC[/b] 23, touch 12, flat-footed 21 (+1 armor, +1 Dex, +1 dodge, +10 natural); Mobility [b]hp[/b] 47 (6d6+24); [b]fast healing[/b] 5 [b]Fort[/b] +6, [b]Ref[/b] +6, [b]Will[/b] +8 [b]Defensive Abilities[/b] channel resistance +4; [b]DR[/b] 10/magic and silver; [b]Resist[/b] cold 10, electricity 10, fire 5; [b]Immune[/b] undead type OFFENSE [b]Speed[/b] 30 ft. [b]Melee[/b] slam +10 (1d4+8 plus energy drain) [b]Special Attacks[/b] dominate (DC 16), energy drain (DC 16) [b]Psionic Powers Known[/b] (ML 6th; 55 pp/day) 3rd (5 pp)- [i]dispel psionics; psionic blast[/i] (Will DC 17); [i]telekinetic force[/i] (Will DC 17); [i]touchsight[/i] 2nd (3 pp)- [i]dimension swap; id insinuation[/i] (Will DC 17, two targets, 5 pp); [i]inflict pain[/i] (Will DC 17, two targets, 5 pp); [i]mental disruption[/i] (Will DC 17, 5 pp) 1st (1 pp)- [i]deceleration[/i] (Ref DC 17, 5 pp); [i]detect teleportation, energy ray[/i] (6d6+6 fire, 6 pp); [i]entangling ectoplasm[/i] (DC 17, 5 pp); [i]offensive precognition[/i] (+2 attack rolls, 4 pp) [b]Psi-Like Abilities[/b] At will - [i]burst[/i] (+10 ft., psionic talent); [i]detect psionics[/i] (ML 6th) 1/day - [i]energy ray[/i] (ranged touch +5, 3d6+3 fire damage, 30 ft., ML 3rd) STATISTICS [b]Str[/b] 20, [b]Dex[/b] 12, [b]Con[/b] --, [b]Int[/b] 18, [b]Wis[/b] 15, [b]Cha[/b] 16 [b]Base Atk[/b] +3; [b]CMB[/b] +9; [b]CMD[/b] 20 [b]Feats[/b] Alertness (B), Combat Reflexes (B), Dodge (B), Improved Initiative (B), Lightning Reflexes (B), Mobility, Psionic Fist (B), Psionic Talent (B), Skill Focus (Stealth), Speed of Thought (B), Toughness (B), Weapon Focus (slam) [b]Skills[/b] Bluff +11, Fly +10, Knowledge (arcana) +13, Knowledge (history) +13, Perception +12, Sense Motive +12, Spellcraft +13, Stealth +18, Survival +11; [b]Racial Modifiers[/b] +8 Bluff, Perception, Sense Motive, and Stealth [b]SQ[/b] change shape, gaseous form, nomad's step, shadowless, spider climb [b]Languages[/b] Common, Giant, Dromite, Dwarven, Maenad, Terran [b]Gear[/b] [i]bracers of armor +1, horn of fog, shroud of the winds, potion of cat's grace[/i] [b]Treasure[/b] keys to areas 6 and 7, masterwork short sword, 15 cold iron shurikens, two flasks of acid, [i]potion of lesser restoration, wand of summon monster I[/i] (CL 3rd, 9 charges), amethyst (100 gp), 247 gp in assorted coins. SPECIAL ABILITIES [b]Blood Drain (Su):[/b] A vampire can suck blood from a grappled opponent; if the vampire establishes or maintains a pin, it drains blood, dealing 1d4 points of Constitution damage. The vampire heals 5 hit points or gains 5 temporary hit points for 1 hour (up to a maximum number of temporary hit points equal to its full normal hit points) each round it drains blood. [b]Change Shape (Su):[/b] A vampire can use change shape to assume the form of a dire bat or wolf, as [i]beast shape II[/i]. [b]Children of the Night (Su):[/b] Tasskar can use this ability to summon the botfly swarms in 2d6 rounds. ([i]N.B.[/i] This refers to the module conversion; otherwise, it would be as normal for a vampire.) [b]Dominate (Su):[/b] A vampire can crush a humanoid opponent's will as a standard action. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire's influence, as though by a [i]dominate person[/i] spell (caster level 12th). The ability has a range of 30 feet. [b]Energy Drain (Su):[/b] A creature hit by a vampire's slam (or other natural weapon) gains two negative levels. This ability only triggers once per round, regardless of the number of attacks a vampire makes. [b]Gaseous Form (Su):[/b] As a standard action, a vampire can assume [i]gaseous form[/i] at will (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. [b]Nomad's Step (Su):[/b] As a standard action, may teleport 35 feet.[/sblock] [sblock=Shroud of the Winds] [b]Aura[/b] faint abjuration; [b]CL[/b] 5th [b]Slot[/b] shoulders; [b]Price[/b] 2,080 gp; [b]Weight[/b] 1 lb. [b]Description:[/b] This burial garment offer magic protection in the form of a +1 resistance bonus on all saving throws (Fortitude, Reflex, and Will). For up to 10 rounds per day upon command, it shrouds its wearer in a whirling screen of strong, howling wind. While so shrouded, the subject is never checked or blown away by strong winds of windstorm or lesser strength (whether natural or magically created), and ranged attack rolls against the subject take a -4 penalty. Tiny or smaller creatures must succeed at a Fortitude save to successfully touch or attack the subject in melee. Failure knocks the attacker prone and pushes it 5 feet away from the wearer. This movement can pass through the squares of other creatures without affecting them and does not provoke attacks of opportunity, but the creature takes 3d6 points of nonlethal damage, plus 1d6 if the creature strikes a solid object that blocks its movement. [b]Construction Requirements:[/b] Craft Wondrous Item, [i][url=http://www.d20pfsrd.com/magic/all-spells/c/cloak-of-winds]cloak of winds[/url], resistance[/i]; [b]Cost[/b] 1,040 gp.[/sblock] [/QUOTE]
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