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Converting the Dukes of Hell
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<blockquote data-quote="Shade" data-source="post: 3436022" data-attributes="member: 287"><p>Following the formula for a Duke of Hell:</p><p></p><p>Hit Dice: Chart will determine how the HD converts, characters with * have a chance to “move up” one. <strong>Malphas is listed as 25*.</strong></p><p></p><p>Armor Class: Total AC will be equal to CR +18 – 1E AC (which, of course, are all negative numbers). AC minus Dex mod, bonus from items, and misc bonuses = Natural AC bonus. <strong>Malphas is listed as -3.</strong></p><p></p><p>Special Attacks: Spell-like abilities, summon devils</p><p>Special Qualities: DR 20/good and silver, regeneration (5-8?), immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 13+CR, telepathy 100 ft.</p><p>Abilities: We will use the divine array of 35, 28, 25, 24, 24, 24, plus adding one ability point per four Hit Dice, and borrowing liberally as we see fit. Many lords will end up with one score under 20. <strong>I'd arrange them in this order: Cha, Dex, Str, Wis, Con, Int.</strong></p><p></p><p>Challenge Rating: Will be determined on an individual basis once completed. Most will be between 21-25.</p><p>Treasure: Double or triple standard as appropriate <strong>He looks like a triple standard.</strong></p><p></p><p>Languages: Celestial, Common, Draconic, Infernal, plus more as appropriate. <strong>Tongues takes care of the need</strong></p><p><strong></strong></p><p><strong>Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to ARCH. If ARCH loses a limb or body part, the lost portion regrows in 1d6 minutes. ARCH can reaattach the severed member instantly by holding it to the stump.</strong></p><p><strong></strong></p><p><strong>See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Common Feats <strong>Assuming 25 HD, Mal gets 9, 2 of which can be epic.</strong></strong></p><p><strong></strong></p><p><strong>Common: Combat Expertise, Dark Speech, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Quicken Spell-Like Ability, Weapon Focus</strong></p><p><strong></strong></p><p><strong>Less Common: Combat Reflexes, Dilate Aura, Negotiator, Spring Attack, Violate Spell-Like Ability</strong></p><p><strong></strong></p><p><strong>Uncommon: Ability Focus, Improved Critical, Improved Disarm, Vile Natural Attack</strong></p><p><strong></strong></p><p><strong>I bolded the common skills I think he'd most use:</strong></p><p><strong></strong></p><p><strong><strong>Appraise = mid to high ranks</strong></strong></p><p><strong>Balance = low to mid ranks when used</strong></p><p><strong><strong>Bluff = usually max ranks</strong></strong></p><p><strong>Climb = high to max ranks when used</strong></p><p><strong><strong>Concentration = mid to high ranks</strong></strong></p><p><strong><strong>Diplomacy = usually max ranks</strong></strong></p><p><strong>Disguise = high ranks or synergy only </strong></p><p><strong>Escape Artist = few ranks </strong></p><p><strong><strong>Gather Information = mid to high ranks when used</strong></strong></p><p><strong>Hide = mid to high ranks</strong></p><p><strong><strong>Intimidate = high to max ranks</strong></strong></p><p><strong>Jump = mid to high ranks </strong></p><p><strong>Knowledge (arcana) = high to max ranks </strong></p><p><strong>Knowledge (history) = high to max ranks</strong></p><p><strong>Knowledge (nobility and royalty) = high to max ranks</strong></p><p><strong>Knowledge (religion) = high to max ranks</strong></p><p><strong>Knowledge (the planes) = high to max ranks</strong></p><p><strong>Listen = high to max ranks</strong></p><p><strong>Move Silently = mid to high ranks</strong></p><p><strong>Search = mid to high ranks</strong></p><p><strong><strong>Sense Motive = high to max ranks</strong></strong></p><p><strong>Spellcraft = high to max ranks</strong></p><p><strong>Spot = high to max ranks</strong></p><p><strong>Survival = synergy only</strong></p><p><strong>Tumble = high to max ranks </strong></p><p><strong>Use Rope = synergy only</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>I think tongues (and possibly detect thoughts) should be always active as a Su ability.</strong></p><p><strong></strong></p><p><strong>I think Fortress and flaming blade should be separate Su abilities.</strong></p><p><strong></strong></p><p><strong>At will—bestow curse, detect thoughts (if not always active), dispel magic, produce flame, pyrotechnics, read magic, remove curse, see invisibility; </strong></p><p><strong>1/day—symbol of pain.</strong></p><p><strong></strong></p><p><strong>All have archdevils have...</strong></p><p><strong>At will—dispel magic/greater dispel magic, greater teleport;</strong></p><p><strong></strong></p><p><strong>He's got dispel magic covered, needs greater teleport.</strong></p><p><strong></strong></p><p><strong>Most have:</strong></p><p><strong>At will—charm monster, major image, see invisibility/true seeing, suggestion, wall of fire;</strong></p><p><strong></strong></p><p><strong>He's definitiely a charmer, has see invisibility, and should have suggestion.</strong></p><p><strong></strong></p><p><strong>Many have:</strong></p><p><strong>At will—fireball, wall of fire;</strong></p><p><strong>Unholy aura (3/day or 1/day)</strong></p><p><strong></strong></p><p><strong>I could see any of these, but wall of fire seems least likely.</strong></p><p><strong></strong></p><p><strong>Others used more than once: dominate person, dominate monster, fire storm, geas/quest, hellfire storm, hold monster, locate creature, locate object, meteor swarm, polymorph, scrying/greater scrying, unholy blight</strong></p><p><strong></strong></p><p><strong>Dominates and geas/quest seem highly appropriate for him.</strong></p><p><strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>Summon Baatezu (Sp): Once per day, Malphas can attempt to summon 1d2 abishai (of any color) with a 55% chance of success. This ability is the equivalent of a Xth-level spell (CL Xth).</strong></p></blockquote><p></p>
[QUOTE="Shade, post: 3436022, member: 287"] Following the formula for a Duke of Hell: Hit Dice: Chart will determine how the HD converts, characters with * have a chance to “move up” one. [B]Malphas is listed as 25*.[/B] Armor Class: Total AC will be equal to CR +18 – 1E AC (which, of course, are all negative numbers). AC minus Dex mod, bonus from items, and misc bonuses = Natural AC bonus. [b]Malphas is listed as -3.[/b] Special Attacks: Spell-like abilities, summon devils Special Qualities: DR 20/good and silver, regeneration (5-8?), immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, SR 13+CR, telepathy 100 ft. Abilities: We will use the divine array of 35, 28, 25, 24, 24, 24, plus adding one ability point per four Hit Dice, and borrowing liberally as we see fit. Many lords will end up with one score under 20. [b]I'd arrange them in this order: Cha, Dex, Str, Wis, Con, Int.[/b] Challenge Rating: Will be determined on an individual basis once completed. Most will be between 21-25. Treasure: Double or triple standard as appropriate [B]He looks like a triple standard.[/b] Languages: Celestial, Common, Draconic, Infernal, plus more as appropriate. [b]Tongues takes care of the need Regeneration (Ex): Good weapons, and spells and effects with the good descriptor, deal normal damage to ARCH. If ARCH loses a limb or body part, the lost portion regrows in 1d6 minutes. ARCH can reaattach the severed member instantly by holding it to the stump. See in Darkness (Su): All baatezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell. Common Feats [b]Assuming 25 HD, Mal gets 9, 2 of which can be epic.[/b] Common: Combat Expertise, Dark Speech, Dodge, Improved Initiative, Lightning Reflexes, Mobility, Quicken Spell-Like Ability, Weapon Focus Less Common: Combat Reflexes, Dilate Aura, Negotiator, Spring Attack, Violate Spell-Like Ability Uncommon: Ability Focus, Improved Critical, Improved Disarm, Vile Natural Attack I bolded the common skills I think he'd most use: [B]Appraise = mid to high ranks[/B] Balance = low to mid ranks when used [B]Bluff = usually max ranks[/B] Climb = high to max ranks when used [B]Concentration = mid to high ranks[/B] [B]Diplomacy = usually max ranks[/B] Disguise = high ranks or synergy only Escape Artist = few ranks [B]Gather Information = mid to high ranks when used[/B] Hide = mid to high ranks [B]Intimidate = high to max ranks[/B] Jump = mid to high ranks Knowledge (arcana) = high to max ranks Knowledge (history) = high to max ranks Knowledge (nobility and royalty) = high to max ranks Knowledge (religion) = high to max ranks Knowledge (the planes) = high to max ranks Listen = high to max ranks Move Silently = mid to high ranks Search = mid to high ranks [B]Sense Motive = high to max ranks[/B] Spellcraft = high to max ranks Spot = high to max ranks Survival = synergy only Tumble = high to max ranks Use Rope = synergy only I think tongues (and possibly detect thoughts) should be always active as a Su ability. I think Fortress and flaming blade should be separate Su abilities. At will—bestow curse, detect thoughts (if not always active), dispel magic, produce flame, pyrotechnics, read magic, remove curse, see invisibility; 1/day—symbol of pain. All have archdevils have... At will—dispel magic/greater dispel magic, greater teleport; He's got dispel magic covered, needs greater teleport. Most have: At will—charm monster, major image, see invisibility/true seeing, suggestion, wall of fire; He's definitiely a charmer, has see invisibility, and should have suggestion. Many have: At will—fireball, wall of fire; Unholy aura (3/day or 1/day) I could see any of these, but wall of fire seems least likely. Others used more than once: dominate person, dominate monster, fire storm, geas/quest, hellfire storm, hold monster, locate creature, locate object, meteor swarm, polymorph, scrying/greater scrying, unholy blight Dominates and geas/quest seem highly appropriate for him. Summon Baatezu (Sp): Once per day, Malphas can attempt to summon 1d2 abishai (of any color) with a 55% chance of success. This ability is the equivalent of a Xth-level spell (CL Xth).[/b] [/QUOTE]
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