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Anubis vs. Upper_Krust (Referee: S'mon)

Anubis

First Post
Here is my party.



Lu Bu: Male Human Ftr11; CR 11; Medium-Size Human; HD 11d10+44; hp 109; Init +5; Spd 40 ft.; AC 24 (touch 12, flat-footed 23); Atk +18/+13/+8 melee (1d10+10/18-20/x3 crit, halberd), +15/+10/+5 ranged (1d8+5/x3 crit, mighty composite longbow); AL N; SV Fort +11, Ref +4, Will +2; Str 19 (21), Dex 12, Con 16 (18), Int 8, Wis 8, Cha 8.

Skills and Feats: Jump +16, Tumble +5, Balance -2; Weapon Focus (halberd), Quick Draw, Improved Initiative, Power Attack, Cleave, Weapon Specialization (halberd), Sunder, Great Cleave, Imporved Critical (halberd), Improved Sunder, Weapon Focus (composite longbow).

Possessions: Keen Halberd +1 of Sure Striking with Ghost Touch, Full Plate +3, Mighty (+4) Composite Longbow +1, 50 MW Arrows, Boots of Striding and Springing, Ring of Protection +1, Amulet of Natural Armor +1, Belt of Giant Strength +2, Bracers of Health +2, Potion of Haste, Potion of Fly, Explorer's Outfit, Backpack, 8 Sacks, Waterskin, Bedroll, Whetstone.



Gregory Belmont: Male Human Clr10/Contemplative1 of Pelor; CR 11; Medium-Size Human; HD 10d8+1d6+22; hp 74; Init +5; Spd 40 ft.; AC 27 (touch 12, flat-footed 26); Atk +9/+4 melee (1d8+3, heavy mace); SA Turn undead 9/day; AL NG; SV Fort +9, Ref +4, Will +14; Str 12, Dex 12, Con 12 (14), Int 10, Wis 17 (21), Cha 14.

Skills and Feats: Heal +21, Knowledge (religion) +14; Extra Turning, Improved Initiative, Divine Vigor, Craft Wand, Craft Magic Arms and Armor.

Possessions: Heavy Mace +2, Full Plate +3, Large Steel Shield +3, Boots of Striding and Springing, Ring of Sustenance, Ring of Protection +1, Bracers of Health +2, Periapt of Wisdom +4, Potion of Haste, Potion of Fly, Potion of Blur, Wand of Cure Serious Wounds (32), Wand of Cure Serious Wounds (44), Traveler's Outfit, Backpack, Sack, Bedroll, Healer's Kit, Belt Pouch, Spell Component Pouch, Greater Holy Symbol: Pelor. "Shield Other" Focus.

Spells Prepared (6/7+1/5+1/5+1/4+1/3+1/1+1): [Domains: Sun, Healing, Glory; Base DC 15]; 0--Detect Poison, Guidance (2), Resistance (3); 1--Bless, Bane, Divine Favor (2), Random Action (2), Sanctuary, *Cure Light Wounds; 2--Bull's Strength, Endurance, Hold Person, Remove Paralysis, Shield Other, *Cure Moderate Wounds; 3--Daylight, Dispel Magic (2), Prayer, Searing Light, *Cure Serious Wounds; 4--Death Ward, Dimensional Anchor, Divine Power, Recitation, *Cure Critical Wounds; 5--Bear's Heart, Flame Strike, Slay Living, *Holy Sword; 6--Heal, *Bolt of Glory.



Sly Peterson: Male Human Rog11; CR 11; Medium-Size Human; HD 11d6+11; hp 52; Init +9; Spd 60 ft.; AC 23 (touch 16, flat-footed 18); Atk +13/+13/+8 melee (1d4+2/x3 crit, 2 punching daggers), +15/+10 ranged (1d6+3/x3 crit, mighty composite shortbow); SA Sneak attack +6d6, opportunist; SQ Evasion, uncanny dodge +1; AL N; SV Fort +4, Ref +12, Will +4; Str 12, Dex 16 (20), Con 13, Int 12, Wis 12, Cha 12.

Skills and Feats: Balance +21, Climb +15, Disable Device +15, Jump +17, Listen +15, Search +15, Spot +15, Tumble +21, Use Magic Device +15; Ambidexterity, Two-Weapon Fighting, Weapon Finesse (punching dagger), Weapon Focus (punching dagger), Improved Initiative.

Possessions: 2 Punching Daggers +1 of Sure Striking, Mithral Shirt +3, Mighty (+2) Composite Shortbow +1, 50 Arrows +1 of Sure Striking, Boots of Striding and Springing, Ring of Sustenance, Ring of Protection +1, Gloves of Dexterity +4, Potion of Haste, Potion of Fly, Traveler's Outfit, Backpack, Sack, Bedroll, Whetstone.



Xun Huo: Female Human Wiz11; CR 11; Medium-Size Human; HD 11d4+33; hp 62; Init +2; Spd 40 ft.; AC 18 (touch 13, flat-footed 16); Atk +8 ranged (1d8+3, light crossbow); AL N; SV Fort +9, Ref +8, Will +11; Str 10, Dex 14, Con 14 (16), Int 17 (21), Wis 12, Cha 10.

Skills and Feats: Concentration +17, Knowledge (arcana) +19, Knowledge (politics) +19, Knowledge (war) +19, Spellcraft +19, Craft (weaponsmithing) +13; Scribe Scroll, Spell Focus (evocation), Spell Focus (transmutation), Craft Wondrous Item, Empower Spell, Craft Magic Arms and Armor, Craft Wand, Maximize Spell.

Possessions: Light Crossbow +2, 50 Crossbow Bolts +1 of Sure Striking, Robe of Armor +5, Cloak of Resistance +3, Boots of Striding and Springing, Ring of Sustenance, Ring of Protection +1, Bracers of Health +2, Headband of Intellect +4, Potion of Haste, Potion of Fly, Potion of Protection from Elements (cold), Potion of Protection from Elements (fire), Potion of Heroism, Scroll: Antimagic Field (6th, Lv.11), Stoneskin (4th, Lv.7), Shield (1st, Lv.1), Summon Monster VI (6th, Lv.11), Traveler's Outfit, Backpack, Sack, Bedroll, Belt Pouch, Spell Component Pouch, Gold Holy Symbol: Boccob.

Spells Prepared (4/6/5/5/4/3/1): [Base DC 15]; 0--Daze (2), Flare (2); 1--Charm Person, Chill Touch, Magic Missile (2), Shield, True Strike; 2--Bull's Strength, Cat's Grace, Endurance (2), Mirror Image; 3--Fireball, Dispel Magic (2), Slow, Vampiric Touch; 4--Enervation, Improved Invisibility, Polymorph Other, Polymorph Self; 5--Cone of Cold, Fireball [Empower], Wall of Force; 6--Disintegrate.



These are all characters that I have used in games at some point, with slightly modified stats (using the 28 point buy) and different items and ability selections (to avoid any rules conflicts because I use house rules for the Toughness feat chain and Item Creation feats).

Here are my warriors. UK, let your deity step forward and meet his or her doom . . . Or at least get sent back to his or her own dimension . . .

If there are any questions about some of the powers/items/abilities listed here, let me know and I will clarify.

Edit: I've made the necessary changes, still within normal bounds I believe. I've traded Spell Penetration feats for my Item Creation feats and reassigned wealth for the spellcasters.
 
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Hi Anubis mate! :)

Those characters look fine.

I'll post my character tomorrow.

I don't think the starting arena you suggested suits me very much; it lets you melee in one round and has me starting within range of most of your spells.

I suggest a starting distance of 250ft. What do you think?
 

That's fine, although I don't see the difference, seeing as neither of us will be able to do much at that range. Anyway, yeah, that'll be fine.
 

Hello mate! :)

Anubis said:
That's fine, although I don't see the difference, seeing as neither of us will be able to do much at that range. Anyway, yeah, that'll be fine.

Thats what you think! ;)

I'll post the stats tomorrow morning. Forgive me for going to watch Army of Darkness on cable tonight. ;)
 


Come get some!

Here is my 1st-level Quasi-deity.

Incisor; son of Fangor.

Incisor: Male Half-orc Bbn 1; CR 15; Medium Size Humanoid; HD 1d12+8; hp 20; Init +22; Spd 70ft.; AC 38 (touch 33; flat footed 15); Atk +14 melee (1d12+19 & Poison; +1 Greataxe x3); +33 ranged (1d8+14 +1 arrow & Poison; +1 Mighty Longbow x3); AL CE; SV Fort +10, Ref +18, Will +5; Str 34; Dex 44 (46); Con 26; Int 16; Wis 20; Cha 22.

Skills & Feats: Climb +4 (+16); Listen +4 (+10); Jump +4 (+16); Swim +4 (+16); Ride +4 (+22); Intimidate +4 (+10); Spot +4 (+9): Improved Initiative.

Possessions: +1 Greataxe; +1 Mighty (+12) Longbow; Bracers of Armor +3; Gloves of Dexterity +2; Amulet of Natural Armour +2; Boots of Speed; Poison: Dragon Bile (Fort DC 26; 3d6 Str/-); Horn of Blasting; Necklace of Missiles (10d6/9d6/9d6/7d6/7d6/5d6/5d6/3d6/3d6); 13 +1 Sleep Arrows* (Will DC 11; sleep); 13 +1 Arrows; 24 Arrows; Potions: Fly

*deals subdual damage

Quasi-deity abilities: Immune to Transmutation; Ability Damage; Ability Drain; Energy Drain; Mind Affecting Effects; Acid; Cold; Electricity; Fire Resistance 20; Damage Reduction 35/+4; Spell Resistance 32.
 
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S'mon rolls Initiative

Incisor rolls: 3+21=24
_______________

Lu Bu 7+5=12

Gregory Belmont 17+5=22

Sly Peterson 16+9=25

Xun Huo 7+2=9

So Sly goes first, then Incisor, then the others. Range 250'. Actions please.
 

I'll post Sly's action in a sec . . . First, a question.

How on earth could you get 34 Strength and 42 Dexterity from a 28-point character (as per the DMG)? Even with the bonuses for being a deity, I see no way for you to have gotten the scores that high, and I've tried calculating several different ways.

I'll post Sly's action, but would you please explain how you got those two monster ability scores?
 

Re: Come get some!

Upper_Krust said:
Here is my 1st-level Quasi-deity.

Incisor; son of Fangor.

Incisor: Male Half-orc Bbn 1; CR 15; Medium Size Humanoid; HD 1d12+8; hp 19; Init +21; Spd 70ft.; AC 38 (touch 33; flat footed 15); Atk +14 melee (1d12+19 & Poison; +2 Greataxe x3); +30 ranged (1d8+13 & Poison; Masterwork Mighty Longbow x3); AL CE; SV Fort +10, Ref +18, Will +5; Str 34; Dex 42 (44); Con 24; Int 16; Wis 20; Cha 22.

Skills & Feats: Climb +4 (+16); Listen +4 (+10); Jump +4 (+16); Swim +4 (+16); Ride +4 (+22); Intimidate +4 (+10); Spot +4 (+9): Improved Initiative.

Possessions: +1 Greataxe; Masterwork Mighty (+12) Longbow; Bracers of Armor +3; Gloves of Dexterity +2; Amulet of Natural Armour +2; Boots of Speed; Poison: Deathblade (Fort DC20; 1d6 Con/2d6 Con); 25 Arrows +1; Necklace of Missiles (10d6/9d6/9d6/7d6/7d6/5d6/5d6/3d6/3d6); 2 Arrows of (Greater) Slaying: Humans (Fort DC23); Potions: Fly; Cure Serious Wounds.

Quasi-deity abilities: Immune to Transmutation; Ability Damage; Ability Drain; Energy Drain; Mind Affecting Effects; Acid; Cold; Electricity; Fire Resistance 20; Damage Reduction 35/+4; Spell Resistance 32.

Hmmm . . . Not to nitpick, but . . . Actually, I thought we were doing this on the assumption that the only knowledge we have is that the opposing party is hostile? Your deity appears geared up specifically for an encounter with a party of hostile humans, as if he knew the fight was gonna happen. What else could he do with that equipment?

My party is one that could tackle any regular situation any adventure would throw at us, and is one I would normally play. You telling me that's the kind of deity you play, UK?
 

Sly

Standard Action: Drink Potion of Haste

Partial Action: Draw Mighty (+2) Composite Shortbow +1 while moving behind Lu Bu
 

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