(Cydra Rogues' Gallery-My Players STAY OUT)

AXAR--- CR 20
Improved nimblewright sorcerer 18
CE medium construct
Init +12; Senses Listen +5, Spot +5
Languages Undercommon

AC 35, touch 29, flat-footed 23; Dodge, Mobility
Hit Dice 10d10 + 18d4 +20 (120 hp);
SR 27
Fort +10, Ref +22, Will +15; construct traits

Speed
40 ft. (8 squares)
Melee 2 rapier-arms +18 (2d6+3/15-20 plus tripping thrust)
Base Atk +15; Grp +18
Space 5 ft.; Reach 5 ft.
Atk Options Combat Expertise, Combat Reflexes
Sorcerer Spells Known (CL 18):

9th level (5 per day)- wish;

8th level (7 per day)- polar ray, screen;

7th level (8 per day)- glass strike, greater scrying, reconstruction;

6th level (9 per day)*- deadly weapon, disintegrate, greater dispel magic;

5th level (9 per day)- disrupt protections, lower resistance, reciprocal gyre, xorn movement;

4th level (9 per day)- greater invisibility, ice storm, repair critical damage, stoneskin;

3rd level (9 per day)- displacement, fly, greater mage armor, slow;

2nd level (10 per day)- bull’s strength, chain of eyes, phantom foe, scorching ray, see invisibility;

1st level (10 per day)- assess caster, magic missile, ray of enfeeblement, shield, true strike;

0th level- (6 per day)- acid splash, detect magic, flare, ghost sound, light, mage hand, prestidigitation, read magic, touch of fatigue.

*One of the Axars has already used one of these spell slots for a mass greater mage armor.

Spell-like Abilities (CL 10th): at will- alter self, cat’s grace, entropic shield, feather fall, haste.

Str 17, Dex 34 (includes cat’s grace), Con -, Int 10, Wis 20, Cha 38
Feats Bile Caster*, Combat Expertise (B), Combat Reflexes (B), Dodge, Empower Spell, Extend Spell, Mass Spell, Mobility, Quicken Spell, Silent Spell, Skill Focus (concentration),
*This unique feat allows a sorcerer to use his metamagic feats without increasing the casting time of a spell. This, of course, allows for the caster to Quicken spells.
Skills Balance +15, Concentration +34, Jump +17, Tumble +34
Possessions oil of repair serious wounds (4), ring of protection +2, cloak of charisma +6

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.
 

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Okay, I just got a really sic idea, after reading the latest post of your story hour, as well as the character composition summary.

You know how Lester loves "levers" so much? Imagine this...

An ancient dungeon, could be planar, created by a gnome rogue/arcanist, that is basically a complex filled with sliding doors, secret panels, hidden hallways, nasty traps, and a huge, central room that has dozens and dozens of levers that open/close certain areas and/or set/reset/deactivate traps.

Some levers don't do anything, while others lead to hidden rooms with construct guardians (and treasure). Some sets of levers have to pulled together or be set into specific patterns (i.e. up, down, down, up, up). The ultimate prize is the room where the gnome rogue/arcanist hid his massive collection of treasure and magic, which he liberated from a dragon. Said dragon's skeleton would now be a bone golem, or something similar. (The gnome might even be a lich too.)

Now, to get the PCs to want to explore this Dungeon of Levers, you'd have to include something they desperately need in the gnome rogue/arcanist's collection.

What do you think?

KF72
 

Knightfall1972 said:
Okay, I just got a really sic idea, after reading the latest post of your story hour, as well as the character composition summary.

You know how Lester loves "levers" so much? Imagine this...

An ancient dungeon, could be planar, created by a gnome rogue/arcanist, that is basically a complex filled with sliding doors, secret panels, hidden hallways, nasty traps, and a huge, central room that has dozens and dozens of levers that open/close certain areas and/or set/reset/deactivate traps.

Some levers don't do anything, while others lead to hidden rooms with construct guardians (and treasure). Some sets of levers have to pulled together or be set into specific patterns (i.e. up, down, down, up, up). The ultimate prize is the room where the gnome rogue/arcanist hid his massive collection of treasure and magic, which he liberated from a dragon. Said dragon's skeleton would now be a bone golem, or something similar. (The gnome might even be a lich too.)

Now, to get the PCs to want to explore this Dungeon of Levers, you'd have to include something they desperately need in the gnome rogue/arcanist's collection.

What do you think?

KF72

Oh my god, that's the perfect thing for the epic party, especially Lester. :eek: Holy cow.

Brilliant.
 

the Jester said:
Oh my god, that's the perfect thing for the epic party, especially Lester. :eek: Holy cow.

Brilliant.

Glad I could help. ;)

I would also suggest including planar gates that send them to the Abyss, strange automations running amok trying to "fix" the PCs *, water traps, a devious NPC part that wants to trap the PCs in the Dungeon/Maze, insane Minotaurs that worship the gnome rogue/arcanist as a God, and lots of creaturs that don't require food (paragon undead, twisted constructs, elementals, etc).

Plus, a lot of the dungeon/maze would be designed to not allow powerful teleportation spells or spells like paswall, unless the PCs discover special secret areas. Besides planar gates, there would be magical portals that lead to other areas of the dungeon/maze. Some would be one way, while others would be two way.

You could also include one or two pocket demiplanes with unique inhabitants. Think awakened constructs, fiendish warforged, and/or psuedonatural beings. There would be an insane, fallen God of Mazes wandering the dungeon/maze, and he would help or hinder the PCs.

Just some ideas...

*Trying to make the PCs into constructs.
 

Axon-A

Here are the stats for the super cool improved Axon who never even got to act due to bad, bad initiative... :(

By the book he worked out to CR 30, but I ad hoc'ed him down to about CR 25. He has neither the hit points nor the "oomph" to rate CR 30. This is a fine example of how much the dm needs to tweak things to get them to work out (as far as CR goes) at epic levels.

AXON-A--- CR 25
Improved nimblewright fighter 8/weapon master 15
CE medium construct
Init +16; Senses darkvision, Listen +3, Spot +3
Languages Undercommon
----
AC 51, touch 25, flat-footed 39; Combat Expertise, Dodge, Mobility
Hit Dice 33d10+20 (210 hp)
SR 27
Fort +14, Ref +17, Will +11; construct traits
----
Speed 40 ft. (8 squares)
Melee 2 rapier-hands +40 melee (3d6+9/10-20 plus tripping thrust) (27 if not a critical hit 15/day) plus potential two-weapon rend (3d6+13) if both hit; or
Rapier-hand +40/35/30/25 melee (3d6+9/10-20 plus tripping thrust) (27 if not a critical hit 15/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, Two Weapon Rend
Combat Gear oil of repair serious wounds (8), silversheen (2)
Spell-like Abilities (CL 10th): at will- alter self, cat’s grace, entropic shield, feather fall, haste.
----
Str 29, 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 (x3), Epic Weapon Focus (rapier-hands), Two-Weapon Rend
Skills Balance +16, Intimidate +24, Jump +31, Tumble +33
Possessions bracers of armor +9, ring of protection +3 and amulet of natural armor +4
----
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.
 

Lord Alyth

In the next week I need to generate stats for the Arrows, at least those I don't already have, and update the ones I do already have pieces of. I'm still torn about what to do with Lord Alyth, and my decision has grown yet more difficult- because I bought the Tome of Magic.

Now, though I'm not interested in making him a shadowcaster or truenamer, I have given some thought to making him a binder. Has anyone that looks at this thread used a binder in game, especially at high levels? How did it work out? Does the binder measure up, power wise?

Alternatively, I'm still open to ideas for him. Anyone got any builds they would like to propose? I'm shooting for about CR 30 on him...
 

Binder ? Why bother with Binder ... make him Frenzied Berserker !!! :p

And now seriously, Binders are powerful and competent when properly prepared. Good in combat as priests, and almost as good as keeping themselves alive and well.

Jester, how are You going to introduce Binders into Your campaign world ? In Binder flavor from Tome of Magic there is written clearly that Binders are persecuted as demonic summoners by churches of Pelor & Wee Jass & Hextor.
 

Out of curiousity, what kind of magic was worked so that so many nimblewrights died in one round, anyway? I'm assuming it was magic just because of the number of targets alluded to.
 

It was that damn reverse gravity/prismatic sphere combo that Orbius loves so much...

The cool thing is, the petrification effect works on objects as well as creatures, so constructs aren't immune! The uncool thing is, my precious nimblewrights all got killed by it! (Piss poor Fort saves, don'tcha know.)
 

So..you could petrify a stone golem?

ANyway, Chakkar wants to find the perfect masters? the embodiment of lawfulness and perfection? methinks he may be about to find them defending the Bastion of Law - where else would they be?
 

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