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Build me some cultists! (My players stay out!!)
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<blockquote data-quote="Tinner" data-source="post: 2403452" data-attributes="member: 19667"><p>For number 1, try these on for size. (Hidden as spoiler text below.)</p><p></p><p>[spoiler]Ogre Wrasslin' Monks (CR 10, HD 4d8+4d8+32) EL @ 17</p><p>Ogre Giant4/Mnk4</p><p>LE Large Giant </p><p>Init +4 Spd 40 </p><p>Senses Darkvision (Ex): 60 ft., Low-light Vision (Ex) Listen +2, Spot +2 </p><p></p><p>--------------------------------------------------------------------------------</p><p>AC 18 (FF 18, Touch 11) </p><p>hp 72 (Disabled -4/Dying -18/Injury 18) </p><p>Saves: Fort +12, Ref +5, Will +7</p><p>Evasion; </p><p>--------------------------------------------------------------------------------</p><p>Atk +12/+7 base melee, +5/+0 base ranged; Grapple +17; Face 10'x10'; Reach 10' </p><p> +12/+7 Melee (Unarmed strike 1d8+7/crit 20/x2) </p><p>SQ: </p><p>Monk Features: Wisdom Bonus to AC, Monk Bonus Feat - 1st Level, Flurry of Blows, Unarmed Strike, Monk Bonus Feat - 2nd Level, Evasion, Still Mind, Ki Strike (Magic), Slow Fall (20 ft.), Improved Grapple, Deflect Arrows; </p><p>--------------------------------------------------------------------------------</p><p>Abilities: STR 25, DEX 10, CON 18, INT 6, WIS 14, CHA 4</p><p>Feats: Deflect Arrows, Earth`s Embrace, Eyes in the Back of your Head, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Simple Weapon Proficiency.</p><p>Skills: Balance +2, Escape Artist +3, Hide -4, Jump +13, Tumble +11. </p><p>--------------------------------------------------------------------------------</p><p>Goods: Coin: gp (1550). Magic: Bracers of Armor +2; Potion of Cure Serious Wounds (5); Hook of Dissolution; Potion of Invisibility (3); Ring of Magic Fang.</p><p></p><p>For tactics, they use their Invisibility potions to close in, and attempt to grapple the bigest threats first, ganging up and using tumble to get flanking bonuses. Two on one tactics are their favored grapple actics against obviously powerful opponents. The go for pins, and use Earth's Embrace to do as much crushing damage as possible. Anyone they drop gets a Hook of Dissolution put into them, which will disintegrate them in three rounds. Once a foe has a hook in him, one monk stands over him until he's gone, defending the process.[/spoiler]</p><p></p><p>For the stairs how about the following?</p><p></p><p>[spoiler] A concealed trap on the stairs sprays a fine mist of lamp oil over the PC's if not disarmed. While annoying, the mist may explode as a 10d6 fireball if it hits exposed flame ie. a torch or open lantern. Additionally the oil spray covers anyone missing a suitably high Ref save DC, which leaves them vunerable to flame atacks. To add insult to injury, have an Advanced 44 HD Huge Fire Elemental waiting for them at the mid point up the stairs. Whether or not you spray more oil on them during the fight is entirely your call. Call it an EL 16-17[/spoiler]</p><p></p><p>And lastly, your final request.</p><p></p><p>[spoiler]Brother Heth (CR 16, HD 3d6+3d8+10d6+16) </p><p>Human Rog3/Clr3/Asn10</p><p>LE Medium Humanoid </p><p>Init +6 Spd 30 </p><p>Listen +1, Spot +12 </p><p></p><p>--------------------------------------------------------------------------------</p><p>AC 20 (FF 20, Touch 12) </p><p>hp 71 (Disabled -1/Dying -12/Injury 12) </p><p>Saves: Fort +8, Ref +13, Will +8</p><p>Evasion; Trap Sense +1; </p><p>--------------------------------------------------------------------------------</p><p>Atk +13/+8/+3 base melee, +13/+8/+3 base ranged; Grapple +13; </p><p> +14/+9/+4 Melee (Dagger of Venom 1d4+3/crit 19-20/x2) </p><p>Rogue Features: Sneak Attack +7d6, Traps, Evasion, Trap Sense +1; Cleric Features: Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2), Assassin Features: Poison Use, Death Attack (DC 20 + Int. Mod.), +5 save vs. poison, Uncanny Dodge, Improved Uncanny Dodge, Hide in Plain Site; Evil domain power (You cast evil spells at +1 caster level), Trickery domain power (Bluff, Disguise, Hide are class skills). </p><p>--------------------------------------------------------------------------------</p><p>Abilities: STR 15, DEX 14, CON 12, INT 12, WIS 13, CHA 8</p><p>Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Combat Reflexes, Improved Counterspell, Improved Feint, Improved Initiative, Improved Trip, Shield Proficiency, Simple Weapon Proficiency, Sudden Silent.</p><p>Skills: Balance +4, Bluff +18, Diplomacy +12, Disguise +3, Heal +10, Hide +36, Intimidate +1, Jump +4, Move Silently +36, Sense Motive +10, Sleight of Hand +15, Spellcraft +4, Spot +12, Tumble +21. </p><p>--------------------------------------------------------------------------------</p><p>Assassin Spells Known (--/4/3/3/3): 1-Detect Poison, Disguise Self, Feather Fall, True Strike; 2-Darkness, Invisibility, Spider Climb, Undetectable Alignment; 3-Deeper Darkness, False Life, Magic Circle against Good, Misdirection.</p><p>--------------------------------------------------------------------------------</p><p>Cleric Spells Prepared (4/3+1/1+1): 0- Cure Minor Wounds, Mending, Read Magic, Virtue ; 1-Cause Fear, Command, Cure Light Wounds, Protection from Good (d) ; 2-Doom (), Invisibility (d).</p><p>--------------------------------------------------------------------------------</p><p>Weapons: Dagger of Venom. Armor: +1 Mithral Breastplate: Shadow, Greater, Silent Moves, Greater. (Spell Failure 15%). Magic: Amulet of Natural Armor +2; Black Luminary; Boots of Speed; Goggles of Night. </p><p></p><p>Who else to infiltrate a church, but a devious assassin?</p><p>In combat, he's all about the disabling abilities. He can't go toe-to-toe with the fighters, so make sure he gets a chance to use his Black Luminary to put the fight in darkness. Go for the tumbling attacks, use Improved Feint and Trip to set opponents up for Sneak Attacks and/or Death Attacks. Stick and move. Don't act like a fighter, because he isn't! He's not even as robust as a full cleric.</p><p>If he needs it, give him a Wrasslin' Ogre or five to help in the battle.</p><p>If you're feeling very cruel, you might even allow him to make sneak attacks with e Hook of Dissolution ... covered in Sovreign Glue and poison ... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> [/spoiler]</p><p></p><p>Enjoy!</p></blockquote><p></p>
[QUOTE="Tinner, post: 2403452, member: 19667"] For number 1, try these on for size. (Hidden as spoiler text below.) [spoiler]Ogre Wrasslin' Monks (CR 10, HD 4d8+4d8+32) EL @ 17 Ogre Giant4/Mnk4 LE Large Giant Init +4 Spd 40 Senses Darkvision (Ex): 60 ft., Low-light Vision (Ex) Listen +2, Spot +2 -------------------------------------------------------------------------------- AC 18 (FF 18, Touch 11) hp 72 (Disabled -4/Dying -18/Injury 18) Saves: Fort +12, Ref +5, Will +7 Evasion; -------------------------------------------------------------------------------- Atk +12/+7 base melee, +5/+0 base ranged; Grapple +17; Face 10'x10'; Reach 10' +12/+7 Melee (Unarmed strike 1d8+7/crit 20/x2) SQ: Monk Features: Wisdom Bonus to AC, Monk Bonus Feat - 1st Level, Flurry of Blows, Unarmed Strike, Monk Bonus Feat - 2nd Level, Evasion, Still Mind, Ki Strike (Magic), Slow Fall (20 ft.), Improved Grapple, Deflect Arrows; -------------------------------------------------------------------------------- Abilities: STR 25, DEX 10, CON 18, INT 6, WIS 14, CHA 4 Feats: Deflect Arrows, Earth`s Embrace, Eyes in the Back of your Head, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Simple Weapon Proficiency. Skills: Balance +2, Escape Artist +3, Hide -4, Jump +13, Tumble +11. -------------------------------------------------------------------------------- Goods: Coin: gp (1550). Magic: Bracers of Armor +2; Potion of Cure Serious Wounds (5); Hook of Dissolution; Potion of Invisibility (3); Ring of Magic Fang. For tactics, they use their Invisibility potions to close in, and attempt to grapple the bigest threats first, ganging up and using tumble to get flanking bonuses. Two on one tactics are their favored grapple actics against obviously powerful opponents. The go for pins, and use Earth's Embrace to do as much crushing damage as possible. Anyone they drop gets a Hook of Dissolution put into them, which will disintegrate them in three rounds. Once a foe has a hook in him, one monk stands over him until he's gone, defending the process.[/spoiler] For the stairs how about the following? [spoiler] A concealed trap on the stairs sprays a fine mist of lamp oil over the PC's if not disarmed. While annoying, the mist may explode as a 10d6 fireball if it hits exposed flame ie. a torch or open lantern. Additionally the oil spray covers anyone missing a suitably high Ref save DC, which leaves them vunerable to flame atacks. To add insult to injury, have an Advanced 44 HD Huge Fire Elemental waiting for them at the mid point up the stairs. Whether or not you spray more oil on them during the fight is entirely your call. Call it an EL 16-17[/spoiler] And lastly, your final request. [spoiler]Brother Heth (CR 16, HD 3d6+3d8+10d6+16) Human Rog3/Clr3/Asn10 LE Medium Humanoid Init +6 Spd 30 Listen +1, Spot +12 -------------------------------------------------------------------------------- AC 20 (FF 20, Touch 12) hp 71 (Disabled -1/Dying -12/Injury 12) Saves: Fort +8, Ref +13, Will +8 Evasion; Trap Sense +1; -------------------------------------------------------------------------------- Atk +13/+8/+3 base melee, +13/+8/+3 base ranged; Grapple +13; +14/+9/+4 Melee (Dagger of Venom 1d4+3/crit 19-20/x2) Rogue Features: Sneak Attack +7d6, Traps, Evasion, Trap Sense +1; Cleric Features: Spontaneous casting, Turn or rebuke undead (3+Cha.Mod/day), Spells, Domain Access (2), Assassin Features: Poison Use, Death Attack (DC 20 + Int. Mod.), +5 save vs. poison, Uncanny Dodge, Improved Uncanny Dodge, Hide in Plain Site; Evil domain power (You cast evil spells at +1 caster level), Trickery domain power (Bluff, Disguise, Hide are class skills). -------------------------------------------------------------------------------- Abilities: STR 15, DEX 14, CON 12, INT 12, WIS 13, CHA 8 Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Combat Expertise, Combat Reflexes, Improved Counterspell, Improved Feint, Improved Initiative, Improved Trip, Shield Proficiency, Simple Weapon Proficiency, Sudden Silent. Skills: Balance +4, Bluff +18, Diplomacy +12, Disguise +3, Heal +10, Hide +36, Intimidate +1, Jump +4, Move Silently +36, Sense Motive +10, Sleight of Hand +15, Spellcraft +4, Spot +12, Tumble +21. -------------------------------------------------------------------------------- Assassin Spells Known (--/4/3/3/3): 1-Detect Poison, Disguise Self, Feather Fall, True Strike; 2-Darkness, Invisibility, Spider Climb, Undetectable Alignment; 3-Deeper Darkness, False Life, Magic Circle against Good, Misdirection. -------------------------------------------------------------------------------- Cleric Spells Prepared (4/3+1/1+1): 0- Cure Minor Wounds, Mending, Read Magic, Virtue ; 1-Cause Fear, Command, Cure Light Wounds, Protection from Good (d) ; 2-Doom (), Invisibility (d). -------------------------------------------------------------------------------- Weapons: Dagger of Venom. Armor: +1 Mithral Breastplate: Shadow, Greater, Silent Moves, Greater. (Spell Failure 15%). Magic: Amulet of Natural Armor +2; Black Luminary; Boots of Speed; Goggles of Night. Who else to infiltrate a church, but a devious assassin? In combat, he's all about the disabling abilities. He can't go toe-to-toe with the fighters, so make sure he gets a chance to use his Black Luminary to put the fight in darkness. Go for the tumbling attacks, use Improved Feint and Trip to set opponents up for Sneak Attacks and/or Death Attacks. Stick and move. Don't act like a fighter, because he isn't! He's not even as robust as a full cleric. If he needs it, give him a Wrasslin' Ogre or five to help in the battle. If you're feeling very cruel, you might even allow him to make sneak attacks with e Hook of Dissolution ... covered in Sovreign Glue and poison ... :D [/spoiler] Enjoy! [/QUOTE]
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