JollyDoc's Shackled City

Lela

First Post
Well, it is a tradition for those types of characters to turn on the party. Now, if you really want to freak a group out, make him loyal. I'd expect to see players drop from shock after seeing that.

And thanks JD, Joachim, and gfunk. I don't think I say that enough. This thread really is a major highlight of my day.
 
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Lela said:
Well, it is a tradition for those types of characters to turn on the party. Now, if you really want to freak a group out, make him loyal. I'd expect to see players drop from shock after seeing that.

And thanks JD, Joachim, and gfunk. I don't think I say that enough. This thread really is a major highlight of my day.
I once did that as a DM. One of the PCs was actively making plans to kill the NPC because he expected treachery, but didn't follow through... ;)
 


PugioilAudacio

First Post
At the risk of sounding like a parrot - Awsome Update!!!

I can begin to see that Kaurophon really is evil. I guess he'll probably lead them right up until the end and then try to take over the thing himself - typical evil guy behavior:)
 

Joachim

First Post
This past weekend Grimm reached level 11 (finally), so as promised about two weeks ago, I give you:

Grimm Grakka (Fighter 6/Exotic Weapon Master 1/Planar Champion 3)
Dervish of the Planes

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Large Giant [Half-Ogre, Oerthian]
Hit Dice: 10d10+40 (99 hps)
Initiative: +1
Speed: 20 ft. (4 squares)
Armor Class: 26 (-1 size, +1 Dex, +5 natural, +10 armor, +1 deflection), touch 11, flat-footed 25
Base Attack/Grapple: +10/+21
Attack: +2 Adamantine Spiked Chain +19 melee (2d6+14)
Full Attack: +2 Adamantine Spiked Chain +19/+14 melee (2d6+14)
Space/Reach: 10 ft./20 ft.(with Spiked Chain)
Special Attacks: Flurry of Strikes, Attack Ethereal
Special Qualities: Darkvision 60 ft., Favored Plane (The Abyss), See Invisibility at will
Saves: Fort +16, Ref +8, Will +9
Abilities: Str 24, Dex 12, Con 18, Int 10, Wis 14, Cha 10
Skills: Knowledge (The Planes) +4, Listen +12, Craft (Weaponsmith) +3
Feats: Blindfighting, Cleave, Combat Reflexes, Exotic Weapon Proficiency (Spiked Chain), Iron Will, Power Attack, Weapon Focus (Spiked Chain), Weapon Specialization (Spiked Chain)
Environment: The Pomarj (previously), Vilhon Reach (currently)
Organization: Solitary, Murder (6-7)
Challenge Rating: 11 (Exp: 55,193 as of 03/28/04 Session)
Treasure: Items
Alignment: Chaotic Good
Advancement: By character class
Level Adjustment: +1

This massively muscled humanoid before you stands just over eight feet tall, has drab olive skin covered in strange tatoos, and brandishes a massive spiked chain in his hands. Obviously of giant-ish stock, he observes you cautiously, a spark of cunning in his eyes.

Grimm Grakka was born the product of a rampaging ogre warrior and the poor victim of the ogre's lust. Grimm's mother died during childbirth, and he was raised by her husband, a common blacksmith from the Pomarj area of Oerth. Grimm was recruited by Barret Tremean, a Paladin of Heironeous, to join the Swords of Light. The Swords of Light were a band of good adventurers sworn to fighting all fiend-kind.

Having received his indoctrination into the Swords of Light, the half-ogre is now a warrior of the planes, seeking to beat down evil outsiders wherever they may reside!

Grimm stands just over 8 feet tall and weighs 425 pounds. He speaks Common (Oerthian), Common (Faerunian), Celestial, Draconic, Giant (Oerthian), Infernal, and Abyssal.

Combat

Grimm attacks using his spiked chain. He prefers to attack from the full extent of his reach with the long weapon, using his flurry of strikes ability and attacks of opportunity to decimate his foes.

Flurry of Strikes: When wielding a spiked chain in both hands, Grimm may elect to use a full attack action to make a flurry of strikes. When doing so, he may make one extra attack in the round at his highest attack bonus, but this attack takes a -2 penalty, as do all other attacks made in that round and until Grimm's next turn.

Favored Plane (The Abyss): Grimm has studied the natives of the Abyss extensively. Grimm gains a +1 bonus of Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against an Abyssal native. Likewise, Grimm gains the same bonus on weapon damage rolls against Abyssal natives. In addition, Grimm gains a +1 on Diplomacy and Gather Information checks when interacting with Abyssal natives (yeah, that's gonna happen).

See Invisibility (Su): Grimm has the ability to see invisibility, as per the spell cast by a 5th level sorceror. This ability allows Grimm to see ethereal creatures.

Attack Ethereal (Su): Grimm can transform his spiked chain into a material force effect at will, enabling him to attack creatures on the Ethereal Plane. If Grimm is wielding a magical spiked chain, this ability eliminates the 50% miss chance when attacking an incorporeal foe. This ability begins and ends as a free action.

Magic Items of Note(as of March 28, 2004, Session)

+2 Cloak of Resistance, +2 Belt of Strength, +2 Bracers of Health, +2 Adamantine Spiked Chain, +2 Full Plate, +1 Ring of Protection, +1 Amulet of Natural Armor

Other Items(as of March 28, 2004, Session)

2 Potions of Cure Light Wounds, 8 Potions of Cure Moderate Wounds, 3 Potions of Cure Serious Wounds, 10 Potions of Bless Weapon, 2 Potions of Fly, 1 Potion of Blur, 1 Potion of Invisibility (10th level), Locked Gauntlet, Masterwork Spiked Chain (backup), Portable Ram, 10,528 gold
 
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Joachim said:
In addition, Grimm gains a +1 on Diplomacy and Gather Information checks when interacting with Abyssal natives (yeah, that's gonna happen).
:] ;) :]

BTW, how is the 20 foot reach working out for Grimm in combat?
 
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