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


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Piratecat said:
All that stuff should be linked in the first post of my SH! Mmmm, handylicious. Let me know if any links are broken.

doh! you know what i did? i went to the first page of this thread and then said in a billy bob sling blade voice "That there link ain't round here uh uh"
 

Here te stats on one of the tauric kuo-toas:

Chussub-lib, Male Tauric Kuo-Toa 5/Rog3/Asn9/Clr1: Medium Monstrous Beast (Aquatic); HD 5d8+15 ( Monstrous Humanoid) , 3d6+9 ( Rogue) , 9d6+27 ( Assassin) , 1d8+3 ( Cleric) ; hp 142; Init + 8; Spd 30, Swim 50; AC 31 (Flatfooted: 27, Touch: 14); Atk +18/13 base melee, +18/13 base ranged; +24/+19/+13/+13/+13 ( 4d6+15, +3 huge cursed Chain (humanoid bane is +2 bonus, +2d6), spiked; 1d4+3, Bite; 1d10+7 x2, Claws);

SA: Improved grapple, phase shift (Ex); SQ: Keen sight (Ex), Slippery (Ex), Light blindness (Ex), Amphibious (Ex), Immunity: Paralysis (Ex), Immunity: Poison (Ex), Immunity: Hold spells (Ex), Electricity Resistance (Ex): 30; AL NE; SV Fort + 11, Ref + 16, Will + 13; STR 24, DEX 18, CON 18, INT 15, WIS 18, CHA 6.

Skills: Bluff + 16, Disguise + 2, Escape Artist + 27, Hide + 22, Knowledge (religion) + 4, Listen + 14, Move Silently + 12, Search + 6, Sense Motive + 12, Spot + 24, Swim + 5, Tumble + 22.

Feats: Alertness, Combat Reflexes, Exotic Weapon Proficiency: Chain, spiked, Improved Critical: Chain, spiked, Improved Initiative, Large and in Charge, Power Attack, Weapon Focus: Chain, spiked.

Spells Prepared (Asn --/3/3/1/1): 1st - Ghost Sound, Obscuring Mist, Spider Climb; 2nd - Alter Self, Darkness, Pass without Trace; 3rd - Nondetection; 4th - Improved Invisibility.

(Clr 3/2): 0 - Create Water, Cure Minor Wounds, Detect Magic; 1st - Bless, Divine Favor, Obscuring Mist (d).

Possessions:
Weapons: +3 Huge Cursed Chain, spiked: Bane.
Armor: Mithral Shirt.
Goods: Aquamarine; Aquamarine; Aquamarine; Aquamarine; Aquamarine; Aquamarine; A string of small pink pearls (necklace); Carved bone statuette.
Magic: Wondrous: Straps (vest) of Etheric Calm.
 
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And the stats for Halcyon:

Halcyon

LE Daughter of Vindus; demigod (half-human) psychic warrior 20. Self-appointed vigilante of the Gods.

Halcyon was raised with an absolute knowledge of right and wrong, but she makes her own decisions about what is correct and what isn’t. She is an expert at working the gray areas, codifying the unknown with her own codes, straightening the muddled. She is a demigoddess of straight lines and sharp demarcations, but her rulings always favor her (and her interests) instead of other people.

When Halcyon is present, there is no gray, no flickering shadows, no blurring. Everything is a solid color, everything is a straight line and a right angle, everything is yes or no.

AC: 40 (+10 armor, +4 shield, +5 deflection, +6 insight, +3 dex, +2 dodge; +4 haste?); 50% miss chance (displacement)

S 22 (26)
D 16
C 21 (24)
I 14
W 13
CH 20 (but unpleasant, stubborn and overly dogmatic)

Fort +19
Ref +9
Will +9
Movement: 60’+15’
Initiative +3

Hit points: 260 + 60 temp = 320*


* DR 10/+5 or 35/+4; first 16 points of any hit is subdual damage; immune to crits; ½ dmg from blunt weapon

Feats (7 + 8 psionic + weapon spec): Extend power, deep impact (5pp for touch attack), psionic weapon (+1d4 dmg for 1pp), psychoanalyst, psychic inquisitor, stand still, persistent power (+8 pp), psionic dodge, iron will, weapon focus (greatsword), improved critical (greatsword), greater weapon focus (greatsword), greater specialization (greatsword), power attack, dodge, weapon specialization (greatsword)

Skills 115: Autohypnosis +22, Balance +23, Concentration +27, Jump +28, Tumble +23, Use psionic device +20

Combat: Obedience: greatsword of conformity: +32/+27/+22, 2d6 +21 (15-20, x2) +2d6 vs chaotic. 10’ reach, hasted (+2 insight, +8 str x1.5, +5 sword, +2 weapon focus)

BAB +15/+10/+5; 10’ reach, extra partial action

Psionics: PP 129 -94
Mode check +6, resting mode brain hammer +0
Powers 3 4 3 3 3 3 3

1st: Psionic missiles (1pp per missile), shield, skate, psychic crush
2nd: animal affinity, combat prescience (+2 to hit), construct toughness (blunt weapons do ½ dmg, no crits)
3rd: Displacement, Improved Biofeedback, Reach (10’)
4th: Haste, Inertial Barrier, Telekinesis (20d6 dmg for 500 lb boulder)
5th: Greater fly (120’), Ectoplasmic armor (+10 armor), Energy barrier (10 pts of energy attacks converted to light)
6th: Ablating (+6 to dispel magic DCs, so DC 37), Improved Vigor (+60 temp hit points), Shield of Prudence (+6 insight to AC)

Innate powers: Teleport without error, lay on hands (100 points), Icy stare (1 pt of damage/round from where her eyes settle; boostable to a gaze attack doing 1d6+20), Define Law (decide a law, then gain +2 on all rolls to enforce it; “It is against the law to disobey my edict. The penalty for disobedience is death.”)

Items: 4th lvl pearl of power (as crystal capacitor with 7 PP), hourglass of regression (time regression 1/day, 17 pp reserve to activate), crystal sword of conformity (+5 keen mind feeder, +2d6 dmg vs chaotic), schism stone (+2 wis, schism 5/day, slotless).

Divine powers (divine rank 0): immortal (doesn't age, no need to sleep, eat, or breathe), max HP, faster mvmt, deflection bonus to AC equal to Cha modifier, immune to Transmutation, Energy Drain, Ability Drain, Ability Damage, and Mind-Affecting effects, gains DR 35/+4, Fire Resistance 20, and SR 32.
 

Piratecat said:
Psionics: PP 129 -94
Mode check +6, resting mode brain hammer +0

1st: Psionic missiles (1pp per missile), shield, skate, psychic crush

2nd: animal affinity, combat prescience (+2 to hit), construct toughness (blunt weapons do ½ dmg, no crits)

3rd: Displacement, Improved Biofeedback, Reach (10’)

What is this mode check and brain hammer business? I don't recognise that from the PsiHB.

Similarly, where to psionic missiles, psychic crush, construct toughness and reach come from?

n.b. looks like one tough cookie!
 


The mode check and brain hammer are from Cordell's Mindscapes, which contains the first psionic combat system that I've actually thought was fast and fun. Highly recommended. Psychic crush and construct toughness (DR vs blunt weapons, IIRC) is from there as well.

Reach is in the Mind's Eye (gives you 10' reach for a short time,) Psionic missiles is just a converted magic missiles, charging 1 PP per missile (max 1 per 2 lvls.) They don't look the same, though. You have to keep players guesing. :)

"She looks at you. You feel something horrible jab into your head, stabbing pains rammed back and forth into your temples. Take 20 points of damage, no save."

Holy crap!"

Same game mechanics + different special effects = nervous players.
 

Excellent, thanks.

I've often wondered about getting mindscapes, but I've not bothered with it to date because I use the psionics rules as another kind of magic (called Magery) and ditched the whole mental combat and mind-based stuff. Essentially I currently use it as a convenient point-based magic system with different spells.

In the future though - who knows?
 

Halcyon: ouch! Talk about nasty. Still, when you said demigod, I was imagining something with 1 or more divine ranks (D&DG defines demigods as DR 1-5 I believe, DR 0 is supposed to be hero-deities) and the salient divine abilities that go with them. But she looks very potent even without the divine abilities. Of course, the PCs have no real reason to fight her...
 

Spatzimaus said:
Well, I thought of that, but then it'd beg the question, why take the long way?

'Cause they're *MODRONS*, silly - and modrons always do things the same way unless instructed to by a higher modron. Ergo, they are trying to get to the Outlands but have to go the long way around 'cause that is the way they've always done it.... ;)

Oh, and Pkitty - I WANNA know! :)
 

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