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Still Taking Requests (Updated: 4/14 - The Destructor)

justinsluder

First Post
PerryParker said:
What a fantastic post! Bravo!!

I don't mind making NPC's but you seem to have a real flare for them! And speaking of which, I wouldn't mind one if you have the time (no rush).

I'm looking for an arch-nemesis for a PC who is a warrior priest of Hextor; something along the lines of a 10th level human paladin of Heironeous. Go crazy! :]


Thank you. I'll get to it after Thurbane's binder. I hope that will be tomorrow.
 

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Slaygrim

First Post
justinsluder said:
Nureve Beldarn, male spellpowered human Stalwart Sorcerer (metamagic specialist) 6/Incantrix 5: CR 13; Medium humanoid (human); HD 11d4+44; hp 73; Init +2; Spd 30 ft.; AC 19 (+2 Dex, +1 ring of protection, +1 amulet of natural armor, +5 armor) touch 12, flat-footed 17; BAB/Grap +5/+4; Atk +1 falchion +6 melee (2d4, 18-20/x2) or melee touch +4 melee (by effect) or ranged touch +7 ranged (by effect); S/R 5 ft./5 ft.; SA - spells; SQ - cooperative metamagic, focused study (necromancy is prohibited), metamagic effect, metamagic spell trigger, spell-like abilities, supernatural enhancements; AL Any; SV Fort +6, Ref +6, Will +13; Str 8, Dex 14, Con 14, Int 10, Wis 12, Cha 20.
Skills: Concentration +16, Knowledge (arcana) +14, Spellcraft +16.
Feats: Armor Proficiency (light), Craft Magic Arms and Armor, Extend Spell (3/day - 4th level and below), Iron Will, Martial Weapon Proficiency (falchion)B, Maximize SpellB (3/day - 2nd level and below), Quicken SpellB (3/day - 1st level and below), Somatic Weaponry, Weapon Focus (falchion)B.
Sorcerer Spells Known (CL 11th; DC 15 + spell level)
5th (5/day) - feeblemind
4th (7/day) - charm monster, lesser globe of invulnerability, stoneskin
3rd (7/day) - dispel magic, fly, haste, nondetection
2nd (7/day) - blur, invisibility, Melf’s acid arrow, scorching ray, see invisibility
1st (8/day) - expeditious retreat, feather fall, magic missile, shield, true strike
0 (6/day) - pick nine
Spell-like Abilities (CL 11th)
At will - detect magic, fireball (DC 18), mage hand
Supernatural Enhancements (Su): Nureve is possessed of a supernaturally enhanced presence granting him a +4 enhancement bonus to Charisma. He also possesses the ability to continuously read magic as the spell. These abilities have an effective caster level of 11.
Possessions: +1 falchion, +1 twilight mithral shirt, bracers of resistance +1

Variants used: Metamagic Specialist (PHB2 pg. 61), Stalwart Sorcerer (Complete Mage pg. 36), Daily Uses Spontaneous Metamagic (Unearthed Arcana pg. 152).

The Spellpowered Template can be found on page 75 of the Book of Templates: Deluxe Edition v3.5.


If you would like to see something going a different route let me know.

Thanks man!
 


justinsluder

First Post
Thurbane said:
I have a request: a yuan-ti pureblood binder, CR9. :D

Devatri, female pureblood yuan-ti Binder 6: CR 9; Medium monstrous humanoid; HD 10d8+10; hp 55; Init +2; Spd 30 ft.; AC 20 (+2 Dex, +1 natural, +5 armor, +2 insight) touch 14, flat-footed 18; BAB/Grap +8/+7; Atk Eurynome‘s Maul +8 melee (2d6, x3) or Longtooth +11 ranged (1d8, x3, 200 ft., plus 2d6 vs. good); Full Atk Eurynome‘s Maul +8/+3 melee (2d6, x3) or Longtooth +11/+6 melee (1d8, x3, 200 ft., plus 2d6 vs. good); S/R 5 ft./5 ft.; SA - spell-like abilities; SQ - alternate form, DR 2/lawful, dark vision 60 ft., detect poison, pact augmentation, soul binding, soul guardian (immune to fear), spell resistance 20, suppress sign; AL CE; SV Fort +8, Ref +9, Will +10; Str 8, Dex 15, Con 12, Int 14, Wis 14, Cha 21.
Skills: Bluff +10, Concentration +6, Decipher Script +8, Diplomacy +9, Disguise +5 (+12 when acting human), Hide +10, Intimidate +12, Knowledge (arcana, history, planes, religion) +7, Listen +9, Sense Motive +7, Spot +9.
Feats: AlertnessB, Blind-FightB, Combat Expertise, Improved Binding, Improved Disarm, Magic in the Blood, Skilled Pact MakingB.
Alternate Form (Sp): As a standard action, Devatri can assume the form of a tiny to large viper snake. She does not regain any hit points for changing form. Caster level 19th.
Detect Poison (Sp): As a standard action, Devatri can detect poison as the spell. Caster level 6th.
Pact Augmentation (Su): Devatri normally gains a +2 insight bonus to Armor Class.
Spell-like Abilities: 3/day - animal trance (DC 17), cause fear (DC 16), charm person (DC 16), darkness, entangle (DC 16). Caster level 10th.
Vestige Typically Bound (EBL 6th; binding check 1d20+11): Eurynome.
Possessions: +1 mithral shirt, Longtooth (+1 unholy longbow of distance), Quiver (50 MW Arrows), amulet of health +2, vest of resistance +1, cloak of charisma +4.


If you would like something different let me know. I had to have her take Improved Binding to gain access to Eurynome, the only vestige within reach which made sense for a Yuan-ti to contact.

Enjoy.
 

PerryParker

First Post
Devatri, female pureblood yuan-ti Binder, is pretty cool! I'm totally going to use her in my next game (the players are in a pirate-city where a cult of yuan-ti live and plot in the sewers...).

Can't wait to see the 10th level paladin! Thanks in advance! :D
 

justinsluder

First Post
PerryParker said:
I'm looking for an arch-nemesis for a PC who is a warrior priest of Hextor; something along the lines of a 10th level human paladin of Heironeous. Go crazy! :]

Daniel, male human Pal 5/Anointed Knight 5: CR 10; Medium humanoid (human); HD 10d10+20; hp 80; Init +3; Spd 30 ft.; AC 18 (-1 Dex, +6 armor, +3 shield) touch 9, flat-footed 18; BAB/Grap +10/+13; Atk Din +14 melee (1d8+4, 17-20/x2, plus 3d6 vs. evil on crit); Full Atk Din +14/+9 melee (1d8+4, 17-20/x2, plus 3d6 vs. evil on crit); S/R 5 ft./5 ft.; SA - anoint weapon, smite evil 2/day, turn undead 4/day (+4 turn, 2d6+4); SQ - anoint self, aura of courage, aura of good, DR 3/-, detect evil, divine grace, divine health, lay on hands (10 hp per day), special mount; AL LG; SV Fort +13, Ref +4, Will +11; Str 17, Dex 8, Con 14, Int 10, Wis 16, Cha 15.
Skills: Craft (alchemy) +5, Diplomacy +11, Heal +8, Knowledge (arcana) +3.0, Knowledge (religion) +5, Listen +5, Sense Motive +8, Spellcraft +3.0, Spot +5.
Feats: AlertnessB, Ancestral Weapon, Holy SubdualB, Improved Initiative, Improved Smiting, Leadership, Subduing Strike.
Anoint Ancestral Weapon Abilities (Su): Good Weapon, Sunder Resistance.
Anoint Self Abilities (Su): Holy Sight, Unbroken Flesh.
Paladin Spells Prepared (CL 2nd; DC 12 + spell level)
1st - endure elements
Language: Common.
Possessions: Din (+1 keen longsword of heavenly burst [ancestral relic]), +1 mithral breastplate, +1 heavy steel shield, bracers of resistance +1, cloak of charisma +2, periapt of wisdom +2, gauntlets of strength +2, platinum symbol of Heironeous.


Here you go, I hope this will work for you. Let me know please. Thanks.
 

justinsluder

First Post
Reveille said:
Try to give it another go when you get the chance, I find it rather uninsprirng.

Girdle of Giant’s Resolve mk2
This wide, blood red leather belt which is favored by giant hunters, must be worn for 24 continuous hours before the wearer can use its magical abilities. After the 24 hour acclimation period the wearer gains the following abilities:

· +10 enhancement bonus to Strength for 1 minute. (2 charges)
· +6 enhancement bonus to Constitution for 1 minute. (1 charge)
· Oversized Weapon (Ex): Once activated, the wearer can wield a weapon up to one size larger without penalty. (1 charge per minute)
· Rock Throwing/Catching (Ex): As the abilities possessed by most true giants with a range increment of 60 ft. (1 charge per minute). For 1 additional charge the wearer can gain a +4 insight bonus to attack rolls with thrown rocks and double the range increment.
· Improved Carrying Capacity (Ex): The wearer can carry 10 times their normal capacity. This ability costs no charges and is always active while the girdle is worn.

At creation, a girdle of giant’s resolve possesses 20 charges. It can be recharged by dunking it in a pool of fresh giant blood. Charges are gained at a rate of 1 charge per minute up to a maximum of 20. Fresh giant blood contains as many charges as one-quarter of the giant’s hit dice. Example: A cloud giant has 17 hit dice so it can recharge the girdle up to 4 charges even if left to charge over-night. Hit dice gained from classes count as only half a hit dice for recharging the girdle. Example: A frost giant jarl (MM 122) has 14 racial hit dice and 8 class hit dice, therefore has a total of 4 charges for the girdle. The girdle must be removed to be recharged.
CL 30th; Prerequisites Craft Wondrous Item, Epic Craft Wondrous Item, bear's endurance, bull's strength, giant's wrath; Market Price 1,200,000 gp; Cost to Create 600,000 gp, 22,000 XP.


I hope this is better. I can downgrade it some if you think it's to much.
 
Last edited:

Angel Tarragon

Dawn Dragon
justinsluder said:
I hope this is better. I can downgrade it some if you think it's to much.
This is much, much better. Love it lots! :cool:


My next request for when you get the time: Manimal (Advanced Bestiary, pg. 168) Nymph Child (Deluxe Book of Templates, pg. 115) Female Bear Barbarian 7/Druid 4/Monk 4 (using PHB, PHB 2, DMG, any Complete, any Races of (except Eberron) book and Complete Book of Eldritch Might).
 

justinsluder

First Post
Reveille said:
This is much, much better. Love it lots! :cool:


My next request for when you get the time: Manimal (Advanced Bestiary, pg. 168) Nymph Child (Deluxe Book of Templates, pg. 115) Female Bear Barbarian 7/Druid 4/Monk 4 (using PHB, PHB 2, DMG, any Complete, any Races of (except Eberron) book and Complete Book of Eldritch Might).


Any particular type of bear?
 

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