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Shawdowlord

Outsider (includes darkvision and nonraiseability): +0
8 Outsider Racial HDs, +0,7/HD: +5,6

Telepathy: +0,2
Regeneration 2/good : +0,2
Fast Healing 5: +0,375

Feats: +0,2
*Empower spell-like ability (Greater Shadow Evocation) 3/day

Ability scores: +2,8
Int +8, Wis +4 Cha +16

Spell resistance 33: +2,3 (0,1/point over 10) 

---

Spell-like Abilities

At will: 
Command Undead (cl 20) +0,2
Dominate Monster (cl 20) +0,9
Greater Shadow Evocation (cl 20) +0,8
Greater Teleport (cl 20) +0,7
Shades (cl 20) +0,9

sum: 3,5

Always Active:
Detect Thoughts (cl 20) +0,2
Death Ward (cl 20) +0,4
Death Watch (cl 20) +0,1
Greater Invisibility (cl 20) +0,4
True Seeing (cl 20) +0,5
Fly (cl 20) +0,3
Tongues (cl 20) +0,3
Unholy Aura (cl 20) +0,8

Sum: 3,0

1/day:
Antilife Shell (cl 20) +0,12
Mages Disjunction (cl 20) +0,18
Mind Blank (cl 20) +0,16
Nightmare (cl 20) +0,1
Plane Shift (cl 20) +0,12
Simulacrum (cl 20) +0,14

sum: 0,82
sum of Spell-like abilities: CR 7,32 

1st level fighter: +0,8

Sum of everything: CR 19,795, silver rule: CR 16

..
Regeneration (Ex): Only good aligned weapons and spells deal lethal damage to the shadowlord.
If the shadowlord loses a limb or body part, the lost portion regrows in 1d6 
minutes (the detached piece dies and decays normally). The creature can 
reattach the severed member instantly by holding it to the stump.

Telepathy (Su): Shadowlords can communicate telepathically with creatures 
within 100 feet that speak any language spoken by the shadowlord.
 
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Mein General

Dreadlord Crowe
Level 15 (Wizard 7/Loremaster8)
CR15 = 225 points

Race:............... unknown [consider it Human]
Gender:............ unknown [consider it Male]
Alignment:........ unknown [consider it Neutral Evil]
Patron deity:..... unknown
Origin:.............. unknown

Statistics: (Int@ 4th, Int@ 8th, Int@ 12th)

STR....10 (+0)
DEX....15 (+2) [13, +2 enhancement]
CON....16 (+3) [14, +2 enhancement]
INT.....24 (+7) [18, +6 enhancement]
WIS....12 (+1)
Cha.....08 (-1)

Hitpoints:.......84
Bab/Grp:.......+7/+0
Movement:.....30'
Initiative:.......+7
Armor Class:...19
(touch 15, flat 16, both 12); [+4armor,+3dex, +2 Deflection]

Saves:
For +14
[+2 (wiz) +2 (lore)+3 (con) +2 (secret) +3 (vest) +1(luck)]
Ref +13 [+2 (wiz) +2 (lore) +3(dex) +2 (secret) +3 (vest) +1(luck)]
Will +18 [+5 (wiz) +6 (lore) +1 (wis) +2 (secret) +3 (vest) +1(luck)]

Class abilities: Summon Familiar, Lore, Greater Lore, Secrets of Inner Strength, Lore of True Stamina, Secret Knowledge of Avoidance, Applicable Knowledge
Race abilities: Quick to master
Regular feats: Skill Focus (Knowledge Arcana), Eschew Material Components, Quicken Spell, Improved Initiative, Craft wondrous items, Empower Spell, Widen Spell, Landlord (250,000gp), Quickdraw

Skills: 112 total (*cc) [Skill points: 53 wiz, 59 lore]

Concentration …………….…….. +22 [18 (rnk) +4 (Con)] [10 wiz, 8 lore]
Craft (Alchemy)….………...….... +10 [3 (rnk) +7 (Int)] [3 lore]
Bluff……………………………….+5 [6 (rnk) –1 (Cha) [4 wiz* 8 lore*]
Diplomacy………………………....+5 [2 (rnk) -1 (Cha) +4 (Syn)] [4 wiz*]
Gather Information …..…….......... +10 [11 (rnk) –1 (Cha)] [11 lore]
Knowledge (Arcana)…………..….+20 [13 (rnk) +7 (Int) [10 wiz 3 lore]
Knowledge (Arch/Eng)………...….+10 [3 (rnk) +7 (Int)] [3 lore]
Knowledge (Geography)……….... +10 [3 (rnk) +7 (Int)] [3 lore]
Knowledge (History)…………..… +10 [3 (rnk) +7 (Int)] [3 lore]
Knowledge (Nobility and Royalty) +10 [3 (rnk) +7 (Int)] [3 lore]
Knowledge (Religion) …………... +10 [3 (rnk) +7 (Int)] [3 lore]
Knowledge (The Planes)……..….. +17 [10 (rnk) +7 (Int)] [10 wiz]
Sense Motive…………………….…+5 [4 (rnk) +1 (wis)] [8 wiz]
Speak Language…………..…….… +4 [1 wiz 4 lore]
Spellcraft …………………………+26 [17 (rnk) +7 (Int) +2 (Syn)] [8 wiz, 9 lore]
Use Magic Device…………..……...+8 [ 9 (rnk) –1 (Cha) [9 lore]

NOTE: All skills recieve a +1 Luck Bonus (Luckstone)

Attacks: [+7bab, +0str/+3dex]
Dagger +8/+3 (1d4 dam)
Touch Attack +7
Ranged Touch +10

Defense:
Armor: AC: +4; Dex: +3; ACP –0; Light armor

Equipment:
General equipment:
Weapon: [Ma]Dagger (302) [2]
Armor: Robe of Armor +4 (16,000)
Misc: Belt of Many Pockets (11,000)
Misc: Boccob’s Blessed Book [12,500]
Misc: Brooch of shielding (3,000) [101 points left] [slotless]
Misc: Vest of resistance+3 (9,000)
Misc: Gloves of dexterity+2 (4,000)
Misc: Bracers of Health +2 (4,000)
Misc: Headband of Intellect +6 (36,000)
Misc: Ring of Protection +2 (8,000) [right hand]
Misc: Rod of lesser extend (3000) [10]
Misc: Scarab of Protection (36,000)
Misc: Wand of Shatter (4,500)
Misc: Stone of Good Luck (20,000)
Misc: Wand of Fireball (5th) (11,250)
Misc: Wand of Lightning Bolt (5th) (11, 250)
Misc: Wand of Silence (4,500)* (Divine)
Misc: Wand of Magic Missile (9th)(6,750)

Total: 201,052 gp

Potions and Alchemicals:
1xPotion of Cure Serious Wounds (750)
1xPotion of Displacement (750)
4xTanglefoot bag (200)
1xVial of Universal solvent (50)
2xDiamond dust (500)
2xTrue seeing Powder (500)

Total: 2,750 gp

Arcane Scrolls:
2xDispel magic [5] (750)
1xProtection from energy [5] (375)
2xObscuring mist [1] (50)
1xProtection from law [2] (50)
1xProtection from good[2] (50)

Total: 1,275 gp

Spells per day: 4/6/6/6/5/5/4/3/1

0 [DC17]: arcane mark, ghost sound, detect magic, read magic
1 [DC18]: Magic Missile, Magic Missile, Protection from Good, Shield, Obscuring Mist, Silent Image
2 [DC19]: False Life, Shatter, Invisiblity, Scorching Ray, Alter Self, See Invisibility
3 [DC20]: Dispel Magic, Dispel Magic, Fly, Arcane Sight, Clairvoyance, Gaseous Form
4 [DC21]: Greater Invisibility, Detect Scrying, Solid Fog, Evards Black Tentacles, Enveration
5 [DC22]: Teleport, Rary's Telepathic Bond*, Teleport, Prying Eyes, Rary's Telepathic Bond
6 [DC23]: Greater Dispel Magic, Circle of Death, Disintegrate, Greater Dispel Magic
7 [DC24]: Greater Scrying, Limited Wish*, Limited Wish
8 [DC25]: Mind Blank

* = used

Wizard - Known:

Level 0: Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue

Level 1: Detect Secret Doors, Magic Missile, Obscuring Mist, Protection from Good, Silent Image, True Strike, Shield, Ray of Enfeeblement, Enlarge Person, Alarm, Charm Person, Feather Fall

Level 2: Detect Thoughts, Flaming Sphere, Invisibility, Scorching Ray, See Invisibility, Protection from Arrows, Web, Touch of Idiocy, Alter Self, Continual Flame, Darkness, Shatter, False Life, Rope Trick, Spider Climb

Level 3: Arcane Sight, Clairaudience/Clairvoyance, Fireball, Lightning Bolt, Dispel Magic, Phantom Steed, Displacement, Fly*, Vampire Touch, Slow, Greater Magic Weapon, Haste, Water Breathing, Explosive Runes, Magic Circle Against Good, Magic Circle Against Evil, Gaseous Form, Invisibility Sphere

Level 4: Solid Fog, Evard’s Black Tentacles, Enervation, Dimensional Anchor, Lesser Globe of Invulnerability*,Remove Curse*, Stoneskin, Dimension Door, Detect Scrying, Ice Storm, Shout, Hallucinatory Terrain, Greater Invisibility, Bestow Curse, Polymorph, Fire Trap, Wall of Fire, Wall of Ice

Level 5: Wall of Force, Teleport, Prying Eyes, Mirage Arcana, Cloudkill, Rary’s Telepathic Bond, Feeblemind, Hold Monster, Nightmare, Waves of Fatigue, Magic Jar, Dismissal, Sending, Mage’s Private Sanctum, Telekinesis, Persistent Image, Break Enchantment, False Vision

Level 6: Greater Dispel Magic, Antimagic Field, Move Earth, True Seeing, Guards and Wards, Acid Fog, Chain Lightning, Circle of Death, Create Undead, Mage’s Lucubration, Programmed Illusion, Permanent Image, Disintegrate

Level 7: Limited Wish, Reality Maelstrom, Greater Scrying, Summon Monster VII, Banishment, Spell Turning, Delayed Blast Fireball, Mass Invisibility, Finger of Death, Waves of Exhaustion, Control Weather, Power Word Blind, Contingency, Mage’s Lucubration, Programmed Illusion, Permanent Image

Level 8: Mind Blank, Protection from Spells, Dimensional Lock, Dimensional Lock, Prismatic Wall, Maze, Horrid Wilting, Symbol of Death, Screen


Scrolls expended to spellbook

Level 1: Shield*, Ray of Enfeeblement*, Enlarge Person*, Alarm*, Charm Person*, Feather Fall* [150gp]

Level 2: Protection from Arrows*, Web*, Touch of Idiocy*, Alter Self*, Continual Flame*, Darkness*, Shatter*, False Life*, Rope Trick*, Spider Climb* [1550gp]

Level 3: Dispel Magic*, Phantom Steed*, Displacement*, Fly*, Vampire Touch*, Slow*, Greater Magic Weapon*, Haste*, Water Breathing*, Explosive Runes, Magic [5250gp]

Level 4: Lesser Globe of Invulnerability*,Remove Curse*, Stoneskin*, Dimension Door*, Detect Scrying*, Ice Storm*, Shout*, Hallucinatory Terrain*, Greater Invisibility*, Bestow Curse*, Polymorph*, Fire Trap, Wall of Fire, Wall of Ice [10,100gp]

Level 5: Cloudkill*, Rary’s Telepathic Bond*, Feeblemind*, Hold Monster*, Nightmare*, Waves of Fatigue*, Magic Jar*, Dismissal, Sending, Mage’s Private Sanctum, Telekinesis, Persistent Image, Break Enchantment, False Vision [16,750gp]

Level 6: Guards and Wards*, Acid Fog*, Chain Lightning*, Circle of Death*, Create Undead*, Disintegrate*, Contingency*, Mage’s Lucubration, Programmed Illusion, Permanent Image [17,700 gp]

Level 7: Banishment*, Spell Turning*, Delayed Blast Fireball*, Mass Invisibility*, Finger of Death*, Waves of Exhaustion*, Control Weather*, Power Word Blind*, Greater Teleport, Mass Hold Person, Force Cage, Ethereal Jaunt, Greater Arcane Sight, Project Image, Simulacrum [26,125gp]

Level 8: Dimensional Lock*, Prismatic Wall, Maze, Horrid Wilting, Symbol of Death, Screen [18,000gp]

Total: 95,625 gp

Grand Total 300,702 gp
Gold: 337,500 gp
Remaining Gold: 36,798

Transfer of 31,375 to Gran Maul for Equipment
Remaining Gold: 5,423 gp
[I used to be rich, spells are EXPENSIVE]

Army Funds: 250,000 gp

Transfer of 4,000 gp from Phalanx Units (excess funds)
Transfer of 1,600 gp from Scout Units (excess funds)
Adjusted Total: 255,600 gp

Army Items:

Mirror of Mental Prowess (175,000gp)

16x Field Provision Boxes (32,000)
These provide enough food and water to sustain 240 people everyday (each box creates food and water to feed 15 people for 1 day)

4x Rings of Mind Shielding (32,000)
Assigned to my Doppelganger Spies

4x Brooches of Shielding (6,000)
Assigned to the Ogre Mages

1x +1 Longsword, Assigned to Rakashasha

Total Spent: 247,315 gp
8,285 gp excess Army Funds
+5,423 personal funds

-12,500 telepathic bond

1,208 Leftover in Coins




I have also edited my army post, and amongst the major changes there was making my grunts CR1s and doubling my numbers, and swapping my Erinyes for a lvl13 unequipped cleric. I've got 250,000gp to blow on a stronghold, I am thinking of positioning it in the middle of swamp on a plateau. If anyone has any ideas as to how to best put the stronghold money to use, chime in, I REALLY want this place to be "not there", it will be shielded and mirage arcane'd to be very difficult to find.

Re,

C. Rowe
 
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Serp, why both Greater Invisibility and Displacement? Anything that'll see through one will see through both.

It's looking better. Still abusive, but better.

Have you found anything on the M&XP components in relation to the SP abilities yet?
 
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Fieari said:
Regeneration makes me feel squicky. Convince me that it isn't drastically and obscenely overpowered. How can you die?

Good aligned weapons and spells can cut trough his regeneration and his lowish HPs. The enemies have plenty of celstials on their side... He can be killed.
 
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Pyrex said:
Serp, why both Greater Invisibility and Displacement? Anything that'll see through one will see through both.

It's looking better. Still abusive, but better.

Have you found anything on the M&XP components in relation to the SP abilities yet?

Because he's not min-maxed and abusive ;). The spells are thematic, but maybe displacement is redundant.
I don't think spell like abilities need any kind of components, somatic, vocal or material. There are relatively low-level creatures who can cast Wish as a sla, and I don't think they pay any xp for it, but I don't have any spells requiring xp so the issue is moot.
 
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Pyrex said:
Serp, why both Greater Invisibility and Displacement? Anything that'll see through one will see through both.

It's looking better. Still abusive, but better.

Have you found anything on the M&XP components in relation to the SP abilities yet?

For Archmages who gain spell-like abilities with costly components or xp, in the case of an xp cost, the mage still pays the xp everytime they use their spell-like ability. In the case of a costly component, the mage instead pays ten times the amount in xp, makes casting stoneskin kind of sucky.

Re,

C. Rowe
 

Serpenteye:

A quickscan of a Planetar, a CR 23 creature, shows you outclass it in several areas, specifically, SR, caster level, number of powers, and power of powers. Likewise with a Pitfiend CR 27, likewise with a Balor, CR 28 (though has the lvl 20 caster level).

For a CR 16, I would tone down the SR to 28, this is the same as a 16th level cleric casting Spell resistance, though with the added benne of always active.

Caster level =CR, though it really matters little, your DC's will be CHA based, and with the +8, they will be over the top.

Try to limit the higher level abilities a bit, a 16th level sorceror can't cast Mordekainen's Disjunction, neither should you, esp since I think it falls more in the "nice to have" category, than the thematic.

Shades at will? Come on, that's a bit excessive. Nobody should have a 9th level spell on tap. I do think it is thematic though, if you take this, 1/day please.

Greater Shadow Evocation at will? And this doesn't seem ridiculous how? You can simulate any spell of 6th level or lower? 3/day please.

Fly at will? Stop being a cheapskate and buy a flight speed.

Command Undead isn't so bad, though I would just buy Rebukes Undead as HD equiv cleric. With your CHA, you will like the effect better probably.

Greater Invis always active is the same as the Invisible Stalkers Invis ability. As a shadow, I would prefer incorporeal or somesuch.

Unholy Aura is a 8th level spell, please limit to times/day.

Mind Blank 1/day is kinda cute, since you only need to cast it 1/day. I would toss this. Give yourself always active nondetection and an improved will save instead.

Simulacrum: This has some fun potential, do keep in mind the xp costs and casting time though. I would probably limit this to 1/week.

Seeing how you are a shadowy type guy, how about Ray of Enfeeblement at will?

Serpent, I am not trying to slam you on this, I think you will enjoy the character more in the long run if it is more min/max'd than munch (and honestly, I think it qual's as munch at the moment). You have a good concept, and I would like to help you achieve that.

Re,

C. Rowe
 

Serpenteye said:
I don't have any spells requiring xp so the issue is moot.

*cough*simulacrum*cough*

Thanks OC. You just saved me from typing all that myself. :) (I was going to let him get away with Greater Shadow Evoc and Shades though given that their thematic and not as bad as other spells of their level)
 
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Dalamar said:
You forgot to change subtract 0.1 CR per HD due to not gaining bonus HP from high Con

Fixed. Hadn't noticed that one. I need to apply it to a few of my troops (my general and his sorcerers).

Edit: My army on pg 1 has been fixed.
 
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