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A Motley Band of Inordinantely Powerful Villains (RG)
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<blockquote data-quote="ethandrew" data-source="post: 3905908" data-attributes="member: 17456"><p>[sblock=Sturrv]Male Blue Slaad Master of the Unseen Hand 5 | Fighter 1</p><p>Alignment: CN</p><p>Size: Large</p><p></p><p>Abilities: </p><p>STR - 34 (6 Points)</p><p>DEX - 22 (6 Points)</p><p>CON - 24 (2 Points)</p><p>INT - 10 (6 Points)</p><p>WIS - 8 (4 Points)</p><p>CHA - 22 (10 Points)</p><p></p><p>HP: 162 </p><p>Speed: 30ft</p><p>Initiative: +6</p><p>Reach: 10ft</p><p></p><p>AC: 39 (10 + 10 Armor + 6 Dex + 5 Deflection Bonus + 9 Natural Armor – 1 Size)</p><p></p><p>Saves:</p><p>Fort: 21</p><p>Reflex: 18</p><p>Will: 14</p><p></p><p>BAB/Ranged/Grapple: +25/+19/+40</p><p></p><p>Weapons:</p><p>Claws +30/+30/+30/+30 2d6+12 x2</p><p>Bite +28 2d8+6 plus disease x2</p><p></p><p>Class Abilities:</p><p>-Improved Caster Level</p><p>-Versatile Telekinesis: can switch between three types</p><p>-Telekinetic Wielder: can wield weapons with the spell</p><p>-Sustained Concentration: move action for sustained force</p><p>-Full Attack Telekinesis: can use multiple attacks each round with combat maneuver</p><p>-Improved Violent Thrust: spell does not end with violent thrust</p><p>-Telekinetic Flight: can fly using sustained force</p><p>-Fling Skyward: can fling creature upward 130', Will Save and SR apply, ends spell</p><p></p><p>Racial Abilities:</p><p>-Darkvision 60ft</p><p>-Fast Healing 5</p><p>-Immunity to Sonic</p><p>-Resistance 5: Fire, Acid, Cold, Electricity</p><p>-Spell-like Abilities:</p><p>*At Will: Hold Person (DC 19), Telekinesis (DC 21), Passwall</p><p>*1/Day: Chaos Hammer (DC 20)</p><p></p><p>Caster Level 8</p><p></p><p>Telekinesis CL 13</p><p></p><p>-Slaad Fever: DC: 21 incubation period: 1 day, 1d3 dex & 1d3 cha</p><p>An afflicted Humanoid reduced to 0 Cha by this disease immediately transforms into a red slaad. If it is an arcane spellcaster, it transforms into a green slaad.</p><p></p><p>Skills:</p><p>Climb – 23 (11 Ranks + 12 Str)</p><p>Concentration – 17 (10 Ranks + 7 Con)</p><p>Hide – 13 (7 Ranks + 6 Dex)</p><p>Jump – 23 (11 Ranks + 12 Str)</p><p>Listen – 10 (11 Ranks – 1 Wis)</p><p>Move Silently – 17 (11 Ranks + 6 Dex)</p><p>Spot – 11 (11 Ranks – 1 Wis)</p><p></p><p>Feats:</p><p>-Improved Unarmed Strike</p><p>-Improved Grapple</p><p>-Multiattack</p><p>-Power Attack</p><p>-</p><p>-</p><p></p><p>Languages:</p><p>Common</p><p>Slaadi</p><p></p><p>Equipment: </p><p>Ring of Protection +5</p><p>Belt of Giant’s Strength +6</p><p>Amulet of Health +6</p><p>+5 Mithral Breastplate</p><p>Cloak of Charisma +6</p><p>Vest of Resistance +5</p><p>Gloves of Dexterity +4</p><p>Ring of Evasion</p><p>6.600 gold left</p><p>NEED AMULET OF MIGHTY FISTS!</p><p></p><p>Background:</p><p>Growing up in a world of chaos is not as easy as one would think. Growing up as a creature of war and martial prowess holds similar difficulties. Growing up as an above average intelligent Blue Slaad in a lower caste when at any moment you can be whisked away to fight some wizard’s fight is particularly vexing. Sturrv is all of these.</p><p></p><p>On a long enough timeline, the survival rate for every Slaad is zero. But for a Blue, shorten that timeline significantly and the same point is made. The fact that Sturrv is still alive is a testament to his ability to adapt. Friends among Slaadi is a risky thing, as one never knows when situations change, for as every Blue knows, when you need to fight, you fight, no matter who you must face. </p><p></p><p>The wicked hand Sturrv and other Slaadi are dealt has reared its head a few occasions, as he has been summoned to some powerful wizard’s bidding on some prime world. The first time this event occurred confused Sturrv to the extreme. In an instant he appeared in a world unlike anything he had ever seen, his will bent toward the summoner’s whims, being forced to fight creatures whose like he had never imagined, defending a ragtag group of humanoids. The disorientation left him hindered and he was quickly overmatched. With death immanent, Sturrv was more than surprised when instead of lack of existence or being whisked to the spiritual realm, he was right back where he had started, without a scratch.</p><p></p><p>The second time this happened, Sturrv wasn’t as discombobulated as the first, but it was still quite an uncomfortable experience, nevertheless. Each successive time did nothing to alleviate this anxiety, and Sturrv loathed it, while other Blues relished the opportunity. He soon became nervous that at any moment he could be magically transported to some unknown location and made to die again and again. In time, and with a favor from a powerful Green, in exchange for a few deaths on its behalf, Sturrv found himself in Sigil, where no spellcaster can call on his services. Where he can walk without looking over his shoulder, expecting to see a landscape full of mountains, green grass, and blue skies.[/sblock]</p></blockquote><p></p>
[QUOTE="ethandrew, post: 3905908, member: 17456"] [sblock=Sturrv]Male Blue Slaad Master of the Unseen Hand 5 | Fighter 1 Alignment: CN Size: Large Abilities: STR - 34 (6 Points) DEX - 22 (6 Points) CON - 24 (2 Points) INT - 10 (6 Points) WIS - 8 (4 Points) CHA - 22 (10 Points) HP: 162 Speed: 30ft Initiative: +6 Reach: 10ft AC: 39 (10 + 10 Armor + 6 Dex + 5 Deflection Bonus + 9 Natural Armor – 1 Size) Saves: Fort: 21 Reflex: 18 Will: 14 BAB/Ranged/Grapple: +25/+19/+40 Weapons: Claws +30/+30/+30/+30 2d6+12 x2 Bite +28 2d8+6 plus disease x2 Class Abilities: -Improved Caster Level -Versatile Telekinesis: can switch between three types -Telekinetic Wielder: can wield weapons with the spell -Sustained Concentration: move action for sustained force -Full Attack Telekinesis: can use multiple attacks each round with combat maneuver -Improved Violent Thrust: spell does not end with violent thrust -Telekinetic Flight: can fly using sustained force -Fling Skyward: can fling creature upward 130', Will Save and SR apply, ends spell Racial Abilities: -Darkvision 60ft -Fast Healing 5 -Immunity to Sonic -Resistance 5: Fire, Acid, Cold, Electricity -Spell-like Abilities: *At Will: Hold Person (DC 19), Telekinesis (DC 21), Passwall *1/Day: Chaos Hammer (DC 20) Caster Level 8 Telekinesis CL 13 -Slaad Fever: DC: 21 incubation period: 1 day, 1d3 dex & 1d3 cha An afflicted Humanoid reduced to 0 Cha by this disease immediately transforms into a red slaad. If it is an arcane spellcaster, it transforms into a green slaad. Skills: Climb – 23 (11 Ranks + 12 Str) Concentration – 17 (10 Ranks + 7 Con) Hide – 13 (7 Ranks + 6 Dex) Jump – 23 (11 Ranks + 12 Str) Listen – 10 (11 Ranks – 1 Wis) Move Silently – 17 (11 Ranks + 6 Dex) Spot – 11 (11 Ranks – 1 Wis) Feats: -Improved Unarmed Strike -Improved Grapple -Multiattack -Power Attack - - Languages: Common Slaadi Equipment: Ring of Protection +5 Belt of Giant’s Strength +6 Amulet of Health +6 +5 Mithral Breastplate Cloak of Charisma +6 Vest of Resistance +5 Gloves of Dexterity +4 Ring of Evasion 6.600 gold left NEED AMULET OF MIGHTY FISTS! Background: Growing up in a world of chaos is not as easy as one would think. Growing up as a creature of war and martial prowess holds similar difficulties. Growing up as an above average intelligent Blue Slaad in a lower caste when at any moment you can be whisked away to fight some wizard’s fight is particularly vexing. Sturrv is all of these. On a long enough timeline, the survival rate for every Slaad is zero. But for a Blue, shorten that timeline significantly and the same point is made. The fact that Sturrv is still alive is a testament to his ability to adapt. Friends among Slaadi is a risky thing, as one never knows when situations change, for as every Blue knows, when you need to fight, you fight, no matter who you must face. The wicked hand Sturrv and other Slaadi are dealt has reared its head a few occasions, as he has been summoned to some powerful wizard’s bidding on some prime world. The first time this event occurred confused Sturrv to the extreme. In an instant he appeared in a world unlike anything he had ever seen, his will bent toward the summoner’s whims, being forced to fight creatures whose like he had never imagined, defending a ragtag group of humanoids. The disorientation left him hindered and he was quickly overmatched. With death immanent, Sturrv was more than surprised when instead of lack of existence or being whisked to the spiritual realm, he was right back where he had started, without a scratch. The second time this happened, Sturrv wasn’t as discombobulated as the first, but it was still quite an uncomfortable experience, nevertheless. Each successive time did nothing to alleviate this anxiety, and Sturrv loathed it, while other Blues relished the opportunity. He soon became nervous that at any moment he could be magically transported to some unknown location and made to die again and again. In time, and with a favor from a powerful Green, in exchange for a few deaths on its behalf, Sturrv found himself in Sigil, where no spellcaster can call on his services. Where he can walk without looking over his shoulder, expecting to see a landscape full of mountains, green grass, and blue skies.[/sblock] [/QUOTE]
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