(Cydra Rogues' Gallery-My Players STAY OUT)

Given the database crash, several really neat creations of mine have vanished from this thread. I'll gladly repost them if people request specific stuff, but in the meantime let's kick off the Cydra Post-Crash Rogues' Gallery Thread with something from the terrific ambush the pcs fell into last game. The ambush has been going pretty darn well (from the bad guys' point of view) and was still looking grim for our heroes as we ended last weekend's session; we'll pick up next time right in the thick of things. I guess singling out Horbin goes a long way, especially with Alcar absent dealing with the repercussions of his killing those orcish paladins. Whoops, did I just let a spoiler slip out? ;) I guess not quite- I didn't say "Al---"! :]

Anyway, enough about me; let's talk turtles.

DEATH SNAPPERS (4)--- CR 22
Gutling awakened giant snapping turtle fighter 15
NE huge undead (subtype)
Init +1; Senses Listen +9, Spot +6
Languages Peshan
------
AC 39, touch 6, flat-footed 39
Hit Dice 25d12 (156 hp); DR 5/bludgeoning
Resist cold 10
Fort +16, Ref +5, Will +10; undead
------
Speed 10 ft. (2 squares), swim 40 ft. (8 squares)
Melee 4 intestine slams +31 (4d6+11/19-20 plus Overwhelming and Devastating Critical) and bite +34 (4d12+9/19-20x3 plus Overwhelming and Devastating Critical)
Base Atk +22; Grp +41
Space 15 ft.; Reach 10 ft.
Atk Options constrict, improved grab
Special Actions enter shell
------
Str 33, Dex 5, Con -, Int 10, Wis 12, Cha 12
Feats Greater Weapon Focus (bite), Greater Weapon Specialization (bite), Improved Charge, Improved Critical (intestine slam), Improved Initiative, Improved Multiattack, Improved Natural Armor, Improved Natural Attack (bite), Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (bite), Weapon Specialization (bite)
Epic Feats Devastating Critical, Epic Weapon Focus (bite), Overwhelming Critical
Skills Listen +9, Spot +6, Swim +19
 

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the Jester said:
Given the database crash, several really neat creations of mine have vanished from this thread. I'll gladly repost them if people request specific stuff, but in the meantime let's kick off the Cydra Post-Crash Rogues' Gallery Thread with something from the terrific ambush the pcs fell into last game. The ambush has been going pretty darn well (from the bad guys' point of view) and was still looking grim for our heroes as we ended last weekend's session; we'll pick up next time right in the thick of things. I guess singling out Horbin goes a long way, especially with Alcar absent dealing with the repercussions of his killing those orcish paladins. Whoops, did I just let a spoiler slip out? ;) I guess not quite- I didn't say "Al---"! :]

Don't forget the Vomit Hounds. I never got a chance to cut and paste that one. - KF72
 

Ahhh, yeah. :D Here ya go!

VOMIT HOUNDS (2)--- CR 26
CE large magical beast
Init +11; Senses darkvision 60’, scent; Listen +4, Spot +4
Languages Draconic
------
AC 49, touch 21, flat-footed 49; improved uncanny dodge
Hit Dice 36d10+540 (738 hp); DR 10/epic
Resist cold 20, fire 20
Immune acid, disease
Fort +35, Ref +32, Will +16
------
Speed 60 ft. (12 squares)
Melee bite +52 (3d8+15/19-20 plus 2d8 acid plus trip) and 2 claws +52 (2d4+7/19-20 plus 2d8 acid)
Base Atk +36; Grp +59
Space 10 ft.; Reach 5 ft.
Atk Options Improved Charge, Pounce
Special Actions breath weapon, pounce
------
Str 41, Dex 35, Con 40, Int 8, Wis 19, Cha 12
SQ slick
Feats Ability Focus (breath weapon), Improved Ability Focus (breath weapon), Improved Charge, Improved Critical (bite, claws), Improved Initiative, Improved Multiattack, Improved Natural Attack (bite), Multiattack, Weapon Focus (bite, claws)
Epic Feats Epic Ability Focus (breath weapon), Epic Prowess,
Skills Balance +22, Climb +25, Escape Artist +11, Jump +24, Swim +20
*A vomit hound has a +8 racial bonus on Jump checks.

Breath Weapon (Su):
A vomit hound can breathe a 100’ long, 5’ wide line of vomit every 1d4 rounds. This blast deals 20d6 points of damage, half acid and half divine. A Reflex save, DC 49, results in half damage.

Pounce (Ex):
A vomit hound may make a full attack when it charges (rather than just a single attack).

Trip (Ex): If a vomit hound hits with its bite attack, it may make a free trip attack without provoking an attack of opportunity. If the check fails, the enemy may not attempt to trip the vomit hound in return. A vomit hound has a +4 racial bonus on trip attempts (a typical vomit hound’s bonus is +55).

Improved Uncanny Dodge (Ex): A vomit hound retains its dex bonus to AC when flat-footed or attacked by an unseen opponent. It cannot be flanked, excepted by a rogue of 40th level. It counts as a 36th-level rogue for purposes of who it can flank.

Slick (Ex): A vomit hound is coated in a slimy greasy substance. This gives it a +4 bonus on defensive grapple checks and Escape Artist checks.
 

Before the crash I had ofered to make an advanced Gibbering mouther for you - what CR would you like?

Also, do you have the stats for Axar, Axon, and Axel?
 

Sandain said:
Before the crash I had ofered to make an advanced Gibbering mouther for you - what CR would you like?

Also, do you have the stats for Axar, Axon, and Axel?

Oooh, ooh!!! :D Yay!

For the CR, in the 27-32 range.

I'll post the stats for the Axon, Axel and Axar nimblewrights later- I am leaving to go to lunch right now and have an appointment tonight, but I might be able to get 'em posted in between.
 


OK, here's Axon.

AXON---- CR 20
Improved nimblewright fighter 2/weapon master 11
CE medium construct
Init +16; Senses darkvision, Listen +3, Spot +3
Languages Undercommon

AC 35, touch 22, flat-footed 23; Combat Expertise, Dodge, Mobility
Hit Dice 23d10+20 (155 hp each)
SR 27
Fort +9, Ref +12, Will +6; construct traits

Speed 40 ft. (8 squares)
Melee 2 rapier-hands +31 melee (3d6+8/10-20 plus tripping thrust) (26 if not a critical hit 11/day); or
-Rapier-hand +31/26/21/16 melee (3d6+8/10-20 plus tripping thrust) (26 if not a critical hit 11/day)
Base Atk +21; Grp +29
Space 5 ft.; Reach 5 ft.
Atk Options Combat Reflexes, Combat Expertise, Improved Disarm, increased multiplier 6/day, ki damage 11/day, ki whirlwind attack, Spring Attack
Spell-like Abilities (CL 10th): at will- alter self, cat’s grace, entropic shield, feather fall, haste.

Str 26, Dex 34 (includes cat’s grace), Con -, Int 10, Wis 17, Cha 19
Feats Combat Expertise (B), Combat Reflexes (B) (dex + wis AoOs per rd), Dodge, Improved Critical (rapier-hands), Improved Disarm, Improved Initiative, Improved Natural Attack (rapier-hands), Mobility, Spring Attack, Weapon Focus (rapier-hands), Whirlwind Attack
Epic Feats Epic Prowess
Skills Balance +16, Intimidate +18, Jump +25, Tumble +29
Possessions oil of repair serious wounds (4), silversheen (2), oil of keen edge

Tripping Thrust (Ex): On a successful critical hit, Axon may also knock his enemy down. The victim is allowed a Ref save (DC 23) to maintain his footing.
 

Here's Axel.

AXELS --- CR 20
Improved nimblewright rogue 13
CE medium construct
Init +19; Senses Listen +3, Spot +3
Languages Undercommon

AC 40, touch 27, flat-footed 40; Dodge, improved uncanny dodge, Mobility, Superior Combat Expertise
Hit Dice 10d10 + 13d6 +20 (120 hp each)
Resist fire 30; SR 27
Fort +7, Ref +26, Will +10; construct traits

Speed 40 ft. (8 squares)
Melee 2 rapier-hands +31 (3d6+6/12-20 plus tripping thrust)
Base Atk +16; Grp +22
Space 5 ft.; Reach 5 ft.
Atk Options Combat Reflexes, Improved Disarm, Spring Attack, Superior Combat Expertise, sneak attack +7d6
Spell-like Abilities (CL 10th): at will- alter self, cat’s grace, entropic shield, feather fall, haste.

Str 22, Dex 41 (includes cat’s grace), Con -, Int 10, Wis 17, Cha 19
Feats Combat Expertise (B), Combat Reflexes (B), Dodge, Improved Critical (rapier-hands), Improved Disarm, Improved Initiative, Improved Natural Attack (rapier-hands), Mobility, Spring Attack, Superior Combat Expertise, Weapon Finesse
Skills Balance +31, Bluff +20, Climb +22, Escape Artist +19, Jump +36, Sense Motive +19, Tumble +43
Possessions oil of repair serious wounds (4), ring of protection +2, ring of fire resistance 30

Tripping Thrust (Ex): On a successful critical hit, Axon may also knock his enemy down. The victim is allowed a Ref save (DC 23) to maintain his footing.
 

Axar, axar, axar!

Hrm, that and I think with so many of those nimblewrights around, they should have taken advantage of alter self to appear much less capable til they get in melee range of the party.
 

Sollir Furryfoot said:
Axar, axar, axar!

Hrm, that and I think with so many of those nimblewrights around, they should have taken advantage of alter self to appear much less capable til they get in melee range of the party.

Except that nobody fools Orbius. In fact, with synesthetic link up thanks to Sybele, everyone in the party gets huge bonuses to notice stuff like that. Not to mention the rather high odds of someone noticing via true sight, arcane sight, various detect spells, etc. The Bile Lords know this (thanks to the wtcher's eyes).

That said, here is one more thing to whet your appetite for Axar: the nimblewrights' tactics as I had written them. I'll post Axar later this evening. :)

Revenge on Bile Mountain! said:
Tactics:

Two Axons and all of the Axels will move to attack, while the other two Axons guard the Axars while they cast spells. The Axons in guard position will try to use haste to aid the entire group as well. The effects utilized are:

Round One- haste (from an Axon), mass deadly weapon, mass reciprocal gyre, mass displacement, disrupt protections; either quickened repair critical damage (if already needed) or slow, magic missile (2), ray of enfeeblement.

Round Two- probably one or two mass repair critical damage or reconstructions; mass bull’s strength, either polar ray or glass strike, possibly another mass reciprocal gyre, possibly a mass xorn movement. Quickened effects will likely be more repairs, but if the Axons and Axels are so far mostly untouched, the Axars will try to use quickened mass see invisibility and

Round Three and further on- if things get this far, it likely that either the constructs are way ahead in the game or the pcs are mopping up. If the constructs are ahead they will continue using quickened magic missiles, disintegrates, polar rays and glass strikes. If they’re in trouble, any remaining Axars will try to reconstruct destroyed Axars in the hope that they, too can reconstruct others, and it’s a violent holding action.
 

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