(Cydra Rogues' Gallery-My Players STAY OUT)

Sandain said:
So..you could petrify a stone golem?

Only if a prismatic spell disallows spell resistance. ;)

Sandain said:
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?

Heh, the Perfect Masters have transcended conflicts like the Great War of Ethics. Keep in mind that the Law-Chaos conflict just isn't quite that simple; a few of the major players on the divine level are not where you'd expect them to be, based on alignment (Coila is lawful but sides with Chaos- though you might say she's playing both sides, since Marius is one of her followers...)
 

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From the ambush in Bile Mountain:

DEATH SNAPPERS--- CR 22
Gutling awakened giant snapping turtle fighter 15
NE huge undead (aquatic)
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 (bite, 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 (bite, intestine slam), Epic Weapon Focus (bite), Overwhelming Critical (bite, intestine slam)
Skills Listen +9, Spot +6, Swim +19
 

Just a thought, but have any of the villains been aware of the permanent telepathic link and either tapped it or hijacked it to carry a foreign power? I was just thinking that it made since for an epic psionic opponent who is preparing for the opponent to put something together that, uses that "security hole" to exercise a power that, if it breaches the mental defenses of any of the linked heroes, would affect (or have a second-shot) at all of them...
 

Greybar said:
Just a thought, but have any of the villains been aware of the permanent telepathic link and either tapped it or hijacked it to carry a foreign power? I was just thinking that it made since for an epic psionic opponent who is preparing for the opponent to put something together that, uses that "security hole" to exercise a power that, if it breaches the mental defenses of any of the linked heroes, would affect (or have a second-shot) at all of them...

Yep. Prayzose long ago (in 2e, actually) developed the telepathic eavesdropping power. :) At the time, I had no idea that it would ever come up as useful against the pcs... but hey! Bonus! :D
 

Now, can he piggyback a Mind Probe or somesuch along that open pathway?
perhaps a Decerebrate or even Divert Teleport. How about a Mass Cloud Mind along the link pathways, so he can walk alongside them and observe them without them even knowing he's there? That could lead to creepy interactions with NPCs.
 

Greybar said:
Now, can he piggyback a Mind Probe or somesuch along that open pathway?
perhaps a Decerebrate or even Divert Teleport. How about a Mass Cloud Mind along the link pathways, so he can walk alongside them and observe them without them even knowing he's there? That could lead to creepy interactions with NPCs.

The power can be used in one (or both) or two ways: it either essentially lets him telepathically eavesdrop on telepathic conversations near his location, or on those involving one or more specific, familiar minds.

There's an oblique reference to it in tonight's Great Conflicts update, actually- that's how Prayzose knows that they've arrived.

On the other hand, Veil's "conversation," such as it was, was more like talking to oneself than telapathy. :]

Edit: In the old (2e) days, to choose specific minds, he first had to establish contact with the targets, but once the telepathic eavesdropping was in place it would last pretty much indefinitely, as long as he kept feeding psps to it. Now he has to initiate it while he's talking to someone over a mindlink or similar channel.
 

I'm pretty impressed with the big battle that's being detailed in Great Conflicts right now- it has lasted about five sessions (!) so far, during which time it has crossed continents and planes, involved incredible magic and melee, and generally been pretty frickin' cool for everyone. Obviously, many of the enemies the pcs fought will end up posted here. :) I'm going to start with the weird ooze thing that Veil/Graz'zt and Chakar are facing- the Wrath of Law.


WRATH OF LAW--- CR 29

Paragon living order’s wrath/protection from chaos guardian of order 9
LN large ooze
Init +12; Senses Listen +18; blindsense 60’, detect chaos 60’
Aura strong lawful
----
AC 51 (54 vs. chaotic outsiders), touch 46 (49), flat-footed 43 (46)
Hit Dice 7d10 + 9d12 + 224 (402 hp); fast healing 20; DR 10/epic
Immune mental control, ooze traits, touch of Chaos effects
Resist cold 10 and fire 10; SR 39
Fort +27 (+30 vs. spells with the Chaotic descriptor), Ref +25 (+28 vs. spells with the Chaotic descriptor), Will +26 (+29 vs. spells with the Chaotic descriptor)
----
Speed 120 ft. (24 squares)
Melee slam +47 (2d6+35/19-20 plus order’s wrath)
Base Atk +13; Grp +52
Space 10 ft.; Reach 10 ft.
Atk Options engulf, Great Cleave, Improved Bull Rush, Power Attack, smite chaos 5/day
Spell-like Abilities (CL 31): 2/day- dispel chaos (DC 30); (CL 15): 3/day- greater dispel magic, haste, see invisibility.
----
Str 31, Dex 26, Con 29, Int 15, Wis 26, Cha 39
SQ ooze traits
Feats Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Initiative (B), Improved Natural Attack (slam), Lightning Reflexes, Power Attack (B)
Skills Climb +39, Concentration +28, Jump +29, Knowledge (religion) +22, Spellcraft +22
----
Engulf (Ex)- the Wrath of Law can simply flow over as many characters as will fit into its space, engulfing them as a standard action. Opponents may make attacks of opportunity, but if they do they are not entitled to a saving throw. Otherwise they must make Ref saves (DC 29) or be engulfed. If they succeed they are pushed back or aside (their choice) as the spell moves forward. Engulfed creatures are considered grappled and are subject to the full normal effects of the spell each round on the Wrath of Law’s turn.

Order’s Wrath (Su)- CL 7, Will DC 29; deals 5d8 hp of damage to chaotic creatures (10d6 vs. chaotic outsiders) (or half if the save was successful). A failed save indicates full damage and 1 round of dazing.

Smite Chaos (Su)- as a normal attack, gain +2 to hit and +22 damage vs. chaotic creatures.
 


Here's Ah-Koon, guardian of the chair, who Chakar engaged above.

AH-KOON, GUARDIAN OF THE CHAIR--- CR 28
Human monk 28
LN medium outsider (augmented humanoid, extraplanar, human)
Init +5; Senses Listen +41, Spot +10
Languages all

AC 42, touch 36, flat-footed 37; Improved Combat Expertise
Hit Dice 28d8+78 (220 hp); DR 10/magic; Fast Healing 3
SR 38
Fort +22, Ref +26, Will +31 (+33 vs. enchantments); improved evasion Immune disease, poison; freedom of movement

Speed 90 ft. (18 squares); may move 10’ as a 5’ step
Melee unarmed strike +29/29/29/24/19 (4d8 + 1d6 +5)
Ranged javelin of lightning (5d6 electrical; Ref half DC 14)
Base Atk +19; Grp +24
Space 5 ft.; Reach 5 ft.
Atk Options Axiomatic Strike, Combat Expertise, flurry of blows, Freezing the Lifeblood, Improved Trip, ki strike (adamantine, lawful, magic), Stunning Fist (28/day, Fort DC 34)
Combat Gear dust of disappearance (15 pinches), potions of cure critical wounds (4d8+20) (3), tanglefoot bags (4), javelins of lightning (4)
Special Actions abundant step 1/day, empty body 28 rounds/day, wholeness of body (40 hp/day)

Str 21, Dex 21, Con 13, Int 10, Wis 31, Cha 10
SQ slow fall (any distance)
Feats Axiomatic Strike, Combat Expertise, Combat Reflexes, Deflect Arrows (B), Fists of Iron, Freezing the Lifeblood, Improved Combat Expertise, Improved Trip (B), Improved Natural Attack (unarmed strike), Rapid Stunning, Stunning Fist (B), Weapon Focus (unarmed strike)
Epic Feats Exceptional Deflection, Fast Healing, Infinite Deflection
Skills Climb +36, Escape Artist +46, Jump +46, Listen +41, Swim +36, Tumble +46
Possessions combat gear plus amulet of mighty fists +5, bracers of armor +6, ring of protection +7, ring of freedom of movement, mantle of the master monk (see appendix 2), belt of giant strength +6, slippers of fancy footwork (see appendix 2), +5/+5 silver/cold iron quarterstaff, cloak of resistance +5, hat of incredible toughness (see appendix 2).


Tactics: If confronted by enemies Ah-Koon will prove maddeningly hard to defeat. His high saves, good hp and excellent AC potential (he will typically devote 10 or more points of base attack to AC) will prevent an easy defeat. He will usually fight a defensive battle, using rapid stunning attacks or Freezing the Lifeblood attempts. He will try to take anyone that can actually hit him out first. If none of the pcs seems able to harm him, he will concentrate first on spellcasters. If the intruders appear to be a significant threat he will flee to gain help from whichever direction the intruders did not come from.
 

Oh, heck, why not. :]

You haven't yet seen them, but Dekrasode has some children (other than Sautix) coming into play very soon. Here's one of them- don't be fooled, her "healer" class is a Cydra prestige class, not the base class from the Mini's HB (which I do not even own).

She was a very interesting experience in maximizing healing potential at epic levels.

SHIVAXA THE GENTLE--- CR 24
Half-dragon fire giant cleric/healer 1/19
LE large dragon (fire)
Init +4; Senses low-light vision, true seeing; Listen +21, Spot +30
Languages Draconic, Giant
---
AC 37 (-1 size, +8 natural, +13 armor, +7 shield), touch 9, flat-footed 37; heavy fortification
Hit Dice 15d10 + 20d8 +315 (500 hp); Fast Healing 6
Immune cone of cold, disease (nonmagical only), disintegrate, electricity, fire, freedom of movement, paralysis, polar ray, puncture, sleep; Resist cold 30
Fort +31, Ref +13, Will +30
Weakness Vulnerability to cold
---
Speed Base 40 ft., fly 80 ft.
Melee +4 shocking burst extending longspear +39/34/29/24 (3d6+25 plus 1d6 electricity/x3 plus 2d10 electricity) plus claw +30 (1d6+7) and bite +30 (1d8+7)
Ranged javelin of lightning (5d6, Ref half DC 14)
Base Atk +22; Grp +40
Space 10 ft.; Reach 10 ft. (30 ft. with extending longspear)
Atk Options Combat Expertise, Improved Disarm, Improved Trip, Merciful Strike, Power Attack
Combat Gear staff of healing (44 charges), wand of prayer (32 charges), greater rod of quickening, scroll (flame strike, harm, summon monster IX; CL 20th)
Special Actions dispel damage, healing options, restorative touch
Class Spells Prepared (CL 17, CL 18 for Evil or Healing spells; domains Evil, Fire, Healing; save DC 22 + spell level):

9th level- mass heal (2) (216 hp each), soul bind;

8th level- incendiary cloud, mass cure critical wounds (2) (4d10+86 each), shield of law, greater spell immunity*;

7th level- destruction, fire storm (2), mass cure serious wounds (3) (3d10+81 each);

6th level- blade barrier, harm, heal (2) (196 hp), heroes’ feast*, mass cure moderate wounds (2) (2d10+76 each);

5th level- fire shield, flame strike, mass cure light wounds (3) (1d10+71 each), true seeing*, wall of stone;

4th level- cure critical wounds (2) (4d10+66), dimensional anchor, divine power, freedom of movement*, restoration (2), sending, unholy smite;

3rd level- cure serious wounds (2) (3d10+61), invisibility purge, remove blindness/deafness, remove curse, remove disease, searing light, stone shape;

2nd level- cure moderate wounds (3) (2d10+56), desecrate, lesser restoration (2) (1d6+12), remove paralysis, shatter, spiritual weapon;

1st level-6+3 burning hands, cure light wounds (1d10+51), (5), protection from chaos, sanctuary, shield of faith;

0th level-6

Shivaxa casts Healing spells at +1 caster level, and any spell that heals hit point, nonlethal or ability damage heals a number of extra points equal to Shivaxa's wisdom score plus her wisdom bonus; furthermore any dice rolled to determine how many points are healed by the spell are increased by one die type (e.g. a lesser restoration changes from d4s to d6s)
---
Str 38, Dex 11, Con 28, Int 13, Wis 34, Cha 17
SQ feather falling, rock catching
Feats Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip, Power Attack, Self-Sufficient, Skill Focus (Heal)
Epic Feats Bonus Domain (healing), Epic Healing, Epic Skill Focus (heal), Fast Healing x2, Great Wisdom (x3)
Skills Climb +32, Concentration +21, Craft (stone carving) +19, Heal +65, Intimidate +21, Jump +32, Listen +21, Spellcraft +20, Spot +30
Possessions +4 shocking burst extending longspear, phylactery of wisdom +6, +5 full plate of heavy fortification, +5 heavy steel shield, ring of cold resistance 30, ring of feather falling, rod of resizing (35 charges), javelins of lightning (5), sapphire (5,000 gp value; focus for soul bind), diamond (5,000 gp value), bag of 12,000 gp and 8,000 sp.

Breath Weapon (Su): 1/day, 60’ line of lightning; 6d8, Ref DC 17 + con bonus

Dispel Damage (Sp): Once per day per point of cha bonus, the healer can create a magical emanation around herself to a range of 30’. Within this emanation, all damage sustained by any creature to hit points, ability scores, and subdual scores is reduced by 10 points. This has no effect on existing wounds. This effect lasts for a number of rounds equal to the healer’s wisdom bonus.

Expert Healing (Ex and Su): The healer’s abilities with healing magic and with the Heal skill both increase significantly. The healer can choose to extend any healing spell’s casting time to a full round in order to add her wisdom bonus to the amount it heals. This is a supernatural ability that will work on any spell that heals real, subdual or ability damage, and that normally has a casting time of 1 action (or 1 free action).

As an exceptional ability, Shivaxa can attempt to make a Heal check, DC20, to heal 1 hp of damage to a freshly-inflicted wound (within the last minute). This is a full round action, during which time neither healer nor recipient can move. This ability works once per wound. When Shivaxa makes a long-term care check with a roll of 20 or higher, the recipient will regain extra hp equal to the healer’s wisdom bonus.

Restorative Touch (Su): The healer’s touch is soothing and restorative, and will heal 1d4 points of ability damage to one ability and 2d6 points of subdual damage. The healer can use this power as often as desired, but each creature can only benefit from it once per day.

Supreme Healing (Su or Ex): The healer’s spells heal more damage than another caster’s would. Any spell that heals hit points, subdual or ability damage uses the next higher die type.

Using the Heal skill, a healer can do any of the following: Heal 1d4 points of subdual damage once per creature per hour (DC20); treat broken bones or similar critical wound effects such as hamstring to remove a penalty to the use of a body part (DC25); heal 1d3 points of ability damage just inflicted by poison (must be used before secondary damage occurs; DC30); or destroy parasitic infections, such as slaad eggs, rot grubs, green slime, gibberslugs, etc.) This is a full round action and the DC is 30. As this is an invasive procedure, it deals 1d6 points of damage to the subject. If the healer’s natural roll on her heal check is a 3 or less the healer must make the appropriate save against contracting the infection herself, if applicable. This is an exceptional ability.
 

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