Challenging my high-lvl group (NPCs and monsters; my players shouldn't read this!)

I'd rather be surprised... but then again, I'd rather not know the sex of my baby before it's born, and a lot of people feel differently (about their own children, obviously).
 

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I'd vote for wait. But then, I did choose to not know the sex of my daughter before she was born. My son's ultrasounds made it pretty unambigous, though. :)
 




Okay, I'm probably way late to this but reading the marriage contact clicked for a simple and dangerous one.


The Fiend had divined that the child Agar would be a great spellcaster and potential adversary. They set up a simple marriage contact, the dowry of which was a simple thing that Agar's parents had no problem at all signing with binding force for their child. It harkens back to a simpler time, when the halflings led a more agrarian life.

Agar Smoketallow, upon achieving legal age and entering into marriage with our daughter Priscilla Wormwood, shall work upon the Wormwood estate at the direction of her father Asmodes Wormwood for a period of five years immediately following the wedding. There he has learn the trade of the Wormwood family, following loyally to the direction of the Wormwood elders.

no muss, no fuss! Simple good hard work is what any boy with a bit of wanderlust needs.

Oh, did we mention that the Wormwood estate is not exactly on the plane you thought it was, and the work isn't exactly cutting grain and working wood...

john
 


Well, this being a spoiler/feedback thread and all, I'd say the best solution is to post the info here and the people who don't want to know can just avoid this thread for a while. Of course, that depends on exactly how many sessions behind you are in the Story Hour...

Besides, like RangerWickett said, posting it would allow some last-minute suggestions and proofreading. Personally, I'm usually more excited about a core concept than its actual execution; you might deliberately put some loopholes into the situation, and the fact that the players might not find them doesn't make it any less elegant. And by "elegant", I mean "ratbastardly".
 


Sea King Blel-Plibbit
17th lvl cleric, 2nd lvl Hierophant

Large or Medium
Hit Dice: 21d8+63 (+147) (160 hp or 244 hp or 263 with divine power and righteous might; ½ dmg) 263
Initiative: +1
Speed: 20 ft., swim 50 ft.
AC: 40 (+10 natural, +6 large shield (w/magical vestment +4), +10 armor (magical vestment +4), 20% miss chance (entropic shield), +5 deflection (shield of faith), -1 size, DR 15/holy)
Attacks: Spear +39/+34/+29/+24 melee, bite +29 melee [BAB +16/+11/+6/+1; +2 or +9 str, +1 morale (bless), +6 luck (divine favor), +3 from divine power, -1 size, +5 spear of the Sea Mother)
Damage: Spear 2d6+15, bite 1d6 +10 (+1 luck, +9 str, +5 spear)
Special Attacks: Lightning bolt, 30’ touch attack, Blast infidel (NG)
Special Qualities: Keen sight, slippery, adhesive, immunities, electricity resistance 30, light blindness, amphibious
Saves: Fort +16, Ref +10, Will +19 (+1 morale vs fear, +2 resistance from prot good, +1 luck from prayer)
Abilities: Str 15 (29), Dex 12, Con 16 (24), Int 15, Wis 20, Cha 14
Skills: Concentration +25, Escape Artist +30, Knowledge (religion) +30, Listen +13, Move Silently +4, Search +12, Spot +25 (+1 luck from prayer)
Feats: Alertness, Great Fortitude, Leadership x2, Power attack, craft lots ‘o crap (wondrous object & arms & armor & ring), extend spell
Alignment: neutral evil
Kuo-toas speak Kuo-Toan, Undercommon, and Aquan.

Items: periapt of wisdom +4, spear of the Sea Mother (+5, vile damage), crown of currents, armor of damage transferal, regalia, ring of psychic poison (BoVD p101)

Domains: water (rebuke/command fire creatures), destruction (smite +4 to hit, +17 to dmg)
Code:
Lvl	0	1	2	3	4	5	6	7	8	9
17 	6 	7+1 	6+1 	6+1 	6+1 	5+1 	4+1 	3+1 	2+1 	1+1

0th:
1st: bless, command, divine favor, entropic shield, prot good, sanctuary, shield of faith, obscuring mist
2nd: bear’s endurance, darkness, silence, silence, wave of grief (BoVD), wither limb (BoVD), fog cloud
3rd: Bestow curse, deeper darkness, invisibility purge, see through fog, protection from energy, searing light, contagion
4th: extended prayer, divine power, poison (DC 24), spell immunity (fireball, magic missile, poly other, searing light), stop heart (BoVD p106), tongues, control water
5th: greater command, heartclutch (BoVD p 97), morality undone (BoVD p99), righteous might, slay living, ice storm
6th: greater dispel magic, greater dispel magic, harm, harm, cone of cold
7th: blasphemy, repulsion, whirlwind of teeth (BoVD-8d8 dmg), disintegrate
8th: mass inflict critical wounds (4d8+17), sea mother’s storm (as firestorm: 17d6 cold damage), horrid wilting (17d6)
9th: miracle, implosion

Combat

Lightning Bolt (Su): Two or more kuo-toa clerics (known as "whips") operating together can generate a stroke of lightning
every 1d4 rounds. The whips must join hands to launch the bolt but need merely remain within 30 feet of one another while it
builds. The lightning bolt deals 1d6 points of damage per whip, but a successful Reflex save halves this amount (save DC 13 +
number of whips).

Pincer Staff: Many kuo-toa fighters and all whips above 6th level carry this Large exotic weapon. A pincer staff deals 1d10
points of bludgeoning damage, threatens a critical hit on a 20, and deals double damage on a critical hit. It has a 10-foot reach
and cannot be used against an adjacent opponent. A wielder that hits an opponent of at least Small but no larger than Large size
attempts to start a grapple as a free action without provoking an attack of opportunity. If the wielder gets a hold, the staff grabs
the opponent and deals 1d10 points of damage each round the hold is maintained.

Keen Sight (Ex): Kuo-toas have excellent vision thanks to their two independently focusing eyes. Their eyesight is so keen that
they can spot a moving object or creature even if it is invisible, ethereal, or astral. Only by remaining perfectly still can such
objects or creatures avoid their notice.

Slippery (Ex): All kuo-toas secrete an oily film that makes them difficult to grapple or snare. Webs, magic or otherwise, don’t
affect kuo-toas, and they usually can wriggle free from most other forms of confinement.

Adhesive (Ex): Kuo-toas use their own body oil and other materials to give their shields a finish almost like flypaper, holding
fast any creatures or items touching them. Anyone who makes an unsuccessful melee attack against a kuo-toa must succeed at
a Reflex save (DC 14), or the attacker’s weapon sticks to the shield and is yanked out of the wielder’s grip. Creatures using
natural weapons are automatically grappled if they get stuck.

Immunities (Ex): Kuo-toas are immune to poison and paralysis. The various hold spells also have no effect on them, and their
keen sight automatically detects figments for what they are.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds kuo-toas for 1 round. In
addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.

Amphibious (Ex): Although kuo-toas breathe by means of gills, they can survive indefinitely on land.

Skills: Kuo-toas receive a +15 racial bonus to Escape Artist checks and a +4 racial bonus to Spot and Search checks.
 

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