Characters and monsters from Band of Four story hour

MichaelH said:
Which witch class did you/Ed use? And those feats, are they from one book or many?

Ed wrote his own witch class, which appears in The Hamlet of Thumble. Everything she has except for those marked with a * are from the book. In the book she has a wildshape ability similar to a druid's I swapped those out for the 2 specials marked with the *. The animal growth spell is not on her spell list from the book. I added it but did not mark it with a * as it's in the PHB. The Malediction and G.I. of the Moon are from a book called "The Arcanum".

The feats are all in the PHB 3.5 or The Hamlet of Thumble, except for the craft puppet one, which is the feat Raziel used in controlling Alriand. If you'd like any info on any of the spells, feats, or specials let me know. :)

I think I'll do Rebrey next, Alriand's character sheet is a pain to get. So, I think I'll do her on Sunday when we play next.
 

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I like the way you've developed Raziel incorporating a lot of the new spells included in The Hamlet of Thumble!

Though I should point out that her stat blocks in THoT have other details such as her hair and eye color, a character description, and possible dialogue. Also, I think the WoW witch's "shapeshifting" ability greatly helps her. Transforming into a little black bird when she needs to escape (not to mention benefiting from the immediate healing and greater AC) is good for this character.

I'm curious to know about the malediction spell and the pelt of the rabbit. And please do tell me about this craft puppet feat!

As you may know, I'm traveling through New Zealand right now, but I look forward to sitting down and reading through your story hour when I get back. :)
 

Rebrey

Human Male fighter 4th/paladin 1st

5' 11"
170 lbs

STR: 18 +4
INT: 17 +3
WIS: 17 +3
DEX: 15 +2
CON: 18 +4
CHA: 18 +4

AC: 14
BAB: +5 (+9)
HP: 53

Fort: +10
Will: +4
Ref: +3

Move: 30

XP: 12,773

Special: Aura of Good, Detect Evil, Smite Evil 1/day

Feats: Combat Expertise, Improved Trip, Improved Initiative, Weapon Focus (Heavy Flail), Improved Disarm, Sanctify Martial Strike

Skills: Climb +9, Intimidate +9, Move Silently +5.5, Tumble +6, Survival +5, Ride +7, Heal +8

Leather Armor
Heavy Flail (+10) d10 +4 (+5 vs evil, +d4 vs evil outsiders or evil undead)
Heavy Crossbow (+7) d10
Figurine of wonderous power (pegasus)
 
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Malediction, Pelt of the Rabbit, G.I. of the moon...

Malediction

Necromancy
Level: Wit 3, Clr 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature Touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes

Malediction causes one of the following three effects, to be determined by the caster.

1) -5 penalty on attack rolls, saves, ability checks, and skill checks

2) All animals will attack character on sight

3) Increase spell failure by 25% including divine spells

The malediction cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.


Greater Incantation of the Moon

Illusion (Glamer)
Level: Wit 5, Sor/Wiz 5
Components: V, S
Target: You or Creature Touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (Harmless)

This spell combines the benefits/effects of Greater Invisibility and Nondetection in the same spell.

Pelt of the Rabbit

Created from the pelt of a dire rabbit, it is worn like a cloak. Granting it's wearer increased movement (+10 to move) and an increase in the wearer's jumping ability (+5). Normal limits for distance and height still apply to the wearer though.
Caster Level: 2nd Prerequisites: Craft Wonderous Item, jump, Longstrider; Market Price 5,000 gp
 
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Alriand

Elf/daywalker female thief 3rd level

STR: 14 +2
INT: 19 +4
WIS: 11
DEX: 22 +6
CON: 10
CHA: 22 +6

AC: 16
BAB: +2 (+4 or +8)
HP: 24

Fort: +1
Will: +1
Ref: +9

Move: 30

XP: 3,000

Specials: 2D6 Sneak Attack, Trapfinding, Trapsense +1, Evasion, Blood Drain, Dark Vision 60', Low-light Vision, Blood Gift, Doomed, Immune to magic sleep effects, +2 save vs. Enchantment spells and effects

Feats: Point Blank Shot, Rapid Shot

Skills: Open Lock +12, Search +12, Disable Device +10, Hide +12, Move Sliently +12, Tumble +12, Swim +8, Climb +8, Disguise +12, Forgery +10, Listen +8

Dagger: (+4) 1D4 +2 or (+8) 1D4 thrown

This represent's Alriand's current equipment, and her stats after applying the template. Her player decided to lose two levels and then apply the template, keeping the character at ECL 5. The Daywalker template changes all hit dice (future and present) to D12, which is why her HP look inflated.
 

Hairy Minotaur said:
Malediction

2) All animals will attack character on sight

What is the basis for that animals attacking? Is there some kind of druidic background on this spell?
 

Ed Cha said:
What is the basis for that animals attacking? Is there some kind of druidic background on this spell?

It's a curse, a little bit better than bestow curse

The book it came from was for 2nd Edition DnD, which didn't use descriptors. I imagine this part of the spell would be most useful against Wizards/Sorcerors, fighting off every squirrel, rat, bat, skunk, rabbit, deer, cat, dog, bird, etc. would really hamper spellcasting.
 

Morghoul

Morghoul

CR 8; Medium undead; HD 5D12; HP 35
Init +8; Spd 30 ft. Fly 60 ft. (good); AC 17 (+4 DEX, +2 natural, +1 deflection);
Base Atk +2; ATK +4 melee (1D8 +2 and Paralysis x2, claws) +2 melee (1D6 +2 and decay x2, bite); Space/Reach 5ft./5ft.; SA Paralysis, Create Spawn, Decay; SQ Undead, +3 Turn Resistance; AL CE; SV Fort +1, Ref +5, Will +5
Str 14, Dex 18, Con -, Int 10, Wis 13, Cha 14

Skills & Feats: Hide +7, Move Silently +7, Spot +5, Multiattack, Improved Initiative

Create Spawn (Su): Rise as Morghoul in 1D4 days, unless protection from evil is cast before that time, averting the transformation. (same as ghoul)

Paralysis (Ex): Those hit by the claw attacks, must succeed at a Fortitude save (DC 17) or be paralyzed for 1D6 +2 minutes.

Decay (Ex): Those hit by the bite attack, must succeed at a Fortitude save (DC 17) or lose 1 temporary HP each minute after the bite, as the body is dissolved away into the plane of shadow. Any Restoration spell, or a heal spell will halt the decay. Those reduced to zero HP by this attack, will rise as Morghouls in 1d8 minutes

A shadowy black man-like shape, that smells of rotting flesh. More than just a ghoul with the shadow template, this creature seems to be a fusion of both creatures, whose sum of their whole is greater than the sum of it's parts. It like to use it's bite on those who are lightly armored, or obvious wizards/sorcorers, as those characters tend to die quicker after being bitten.
 

Curious on how you came up with the CRs for the converted creatures? I'm working on some custom stuff and I would like to know your method. Do you do it by "feel" or did you consult a chart or something?

Thanks.

The Morghoul is pretty dang awesome BTW.
 
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pogre said:
Curious on how you came up with the CRs for the converted creatures? I'm working on some custom stuff and I would like to know your method. Do you do it by "feel" or did you consult a chart or something?

Thanks.

The Morghoul is pretty dang awesome BTW.

I use DM's Familiar. I set up a battle with 2 fighters, 1 cleric, 1 mage, 1 rogue, and 1 other character (for this guy I used a paladin) all at 7th level. I can control the tactics of the monster, as far as who it attacks, and what abilities it uses and on whom. I run minimum 5 battles, sometimes 10-15. Using initially what I think the CR should be. In this case I started with CR 7: 5 for the HD, 1 for the paralysis, and 1 for the decay. The turn resistance only comes into play, if the party doesn't have a cleric.

I "played" out 8 battles. With it's 60 move I had it hit the cleric, and/or the mage first in 6 of the battles. The other two I hit the rogue and then fighters. When I took out the cleric and mage first, I had almost all TPKs. When I hit the rogue and fighters, I didn't kill anyone, but if I hit more than 2 characters with the decay, it really wipes out a cleric's healing. Forcing the party to have to rest (assuming no potions nor scrolls were used).

After seeing how the battles played out, I knew that this gut was going to be an ambushing creature, and I would attempt to take out the cleric first, then the mage. So, I bumped the CR to 8 (for a +1 home field advantage) because if I use this guy in near to total darkness (like it would want to stick to anyway) I can get a surprise round in and maybe 1 character down before the others can react.

If your party has more fighters, or if you have a fighter type in the front and rear of the party, then this thing gets decimated, as it's AC is really easy to hit for a 7 or 8 level fighter. If you want a tougher fight for the fighters, then I would suggest adding some DR, or giving it the ability to also go incorpreal.


Thanks Pogre, and feel free to use one in your game. The clerics will fail to turn it anyway :p
 

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