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Garnfellow's World [Updated 12.26.05]

Gez said:
A suggestion for Iseltis, the Augment Healing feat (Complete Divine) rather than Toughness. (+2 hp cured per spell level, I consider 0-level spells as being level 1/2 for this purpose.) It stacks with Healing Hands and result in some very impressive numbers of hp cured.

Nice -- I'll certainly yoink that idea. Many thanks!
 

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St. Iseltis 2.0

Here’s a slightly tweaked out version of St. Iseltis. I’ve followed Gez’s advice and given her the Augment Healing feat, and after some consideration I’ve decided that sainted figures such as Iseltis or Marcus Atwater (and now poor Purer Grundy) should have the Deathless type in addition to their other abilities. I may write up a Beatified template that essentially grants the abilities of the Celestial template plus changes the creature’s type to Deathless and provides the saintly spell ability.

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St. Iseltis, The Little Saint of Clowes: female celestial human Aristocrat 5/Healer 4/Divine Agent 4; CR 13; Medium deathless (augmented human, extraplanar); HD 5d12 plus 4d12 plus 4d12; hp 92; Init +0; Spd 30 ft; AC 23, touch 17, flat-footed 20; BAB +8; Grp +8; SA menacing aura, spells; SQ calming aura, cleanse paralysis and disease, contact, darkvision 60 ft, deathless traits, DR 10/magic, godly gift (cure serious wounds), granted domain (healing), healing hands, resistance to acid, cold, and electricity 10, saintly spell; SR 22; AL NG; SV Fort +8, Ref +5, Will +16; Str 10, Dex 10, Con —, Int 12, Wis 16, Cha 16.

Skills: Bluff +8, Concentration +14, Diplomacy +23, Gather Information +8, Heal +22, Knowledge (history) +6, Knowledge (nobility and royalty) +6, Knowledge (nature) +5, Knowledge (religion) +15, Perform (sing) +8, Profession (abbess) +8, Sense Motive +16, Spellcraft +5, Use Magic Device +7.

Feats: Augment Healing, Glory, Improved Spell Resistance, Sacred Vow, Skill Focus (Heal), Vow of Nonviolence, Vow of Peace.

Menacing Aura (Ex): St. Iseltis generates an intangible, invisible aura of menace that weakens hostile creatures within a 20-foot radius. Anyone about to attack St. Iseltis must attempt a DC 17 Will save. Those who fail the saving throw are shaken (-2 morale penalty to attacks, checks, and saves) for one full day or until they successfully damage St. Iseltis. A creature that makes its initial saving throw or damages St. Iseltis is immune to St. Iseltis’s aura for one day.

Calming Aura (Su): St. Iseltis is constantly surrounded by a a calming aura to a radius of 20 feet. Creatures within the area must make a successful DC 23 Will save or be affected as by the calm emotions spell, Creatures who leave the area and reenter it receive new saving throws. A creature that makes a successful saving throw and remains in the area is unaffected until it leaves the aura and reenters.

Cleanse Disease (Su): St. Iseltis can cleanse disease once per day, as if casting a remove disease spell.

Cleanse Paralysis (Su): St. Iseltis can cleanse paralysis once per day, as if casting a remove paralysis spell.

Contact (Su): St. Iseltis may be contacted mentally by the Five or Their agents, usually to impart particular knowledge and orders to her. This contact only functions one way; St. Iseltis cannot initiate the contact, question the orders, or ask for clarifications.

Deathless Traits: Immune to all mind-affecting effects (charm compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, and death effects. Not subject to critical hits, nonlethal damage, or ability drain. Immune to damage to physical ability scores (Strength, Dexterity, and Constitution) as well as fatigue and exhaustion effects. Unlike undead, the deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy. Immune to any effect that requires a Fortitude save, except for energy drain attacks, effects that also work on objects, and harmless effects. Not at risk of death from massive damage, but immediately destroyed when reduced to 0 hp or less. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect the deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.

Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead. Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch also reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use "undead" line in the detect evil spell description when deathless are in the area of detect good spell. Deathless are healed by disrupt undead and damaged by unholy water as undead are by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures—including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire—do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.

Godly Gift (Sp): Once/day St. Iseltis may cast cure serious wounds as a spell-like ability. Caster level 13th.

Granted Domain: St. Iseltis has access to the Healing domain. She casts healing spells as a 9th-level caster.

Healing Hands (Ex): Whenever she casts a spell that cures hit point damage, St. Iseltis adds her Charisma modifier (+3) to the amount of damage healed.

Saintly Spell (Su): St. Iseltis can duplicate any spell by accepting one temporary negative level for each spell level of the duplicated spell. (Spells of 0 level can be used freely without accepting any temporary negative levels.) A temporary negative level is a negative level that never causes actual level loss and cannot be overcome in any way (including through the use of restoration spells) until conditions defined by the item or power that bestowed the temporary negative level are fulfilled. In all other ways, a temporary negative level works just like any other negative level, and its effects stack with actual negative levels. The duplicated spell does not provoke attacks of opportunity and requires no components except for XP components. The temporary negative level(s) lasts 24 hours before dissipating. Caster level for these abilities is 13 or the minimum caster level for the spell, whichever is highest.

Spells Prepared (5/6/5/5, DC 13 + spell level): 0—create water, cure minor wounds*, light, mending, purify food and drink; 1—bless water, cure light wounds*, protection from evil, remove fear, remove paralysis*, sanctuary; 2—cure moderate wounds* (2), remove blindness/deafness*, remove disease*, lesser restoration*; 3—close wounds*, cure serious wounds*, neutralize poison*, remove curse, restoration*. *Healing spell. St. Iseltis uses these spells as a 9th-level caster.

Possessions: rod of lesser metamagic, maximize, bracers of armor +4, cloak of resistance +2, 1,000 gp.

Physical Description: A small, pretty woman of middle age, wearing a nun’s habit and bearing a candle.

Personality Traits: Hopeful, kind, and calm.
 

Terwitt the Scout

Terwitt is a re-imagined PC from a long gone campaign. Now that Sir Hamral has been promised the Barony once the Frounter is delivered from the rucks, Derwich will play an important part in the last few sessions of our game.

Derwich was a once large and important fiefdom on the edge of the Ruckish Hills. During King Tereus's invasion, Derwich was overrun and the Baron and his enitre household slaughtered. Hamral's wife, Isabelle, is the sole surviving descendant of the old Baron. The Derwich Raiders are a group of loyal partisans who took to the woods rather than serve under ruckish overlords.

Terwitt was built using the nifty Scout base class from Complete Adventurer. The Improved Toughness feat is from Complete Warrior.

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TERWITT, LEADER OF THE DERWICH RAIDERS CR 13
Middle aged male human scout 13
NG Medium humanoid
Init +5; Senses blindsense 30 ft; Listen +15, Spot +15
Languages Common
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AC 22, touch 18, flat-footed 14; uncanny dodge, Dodge, Mobility, Spring Attack
hp 101 (13 HD)
Fort +8, Ref +11, Will +5; evasion
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Spd 50 ft
Melee +3 handaxe +13/+8 (1d6+4/x3)
Ranged mwk shortbow +14/+9 (1d6/x3) or mwk shortbow +12/+12/+7 (1d6/x3)
Base Atk +9; Grp +10
Special Attacks skirmish (+4d6, +3 AC)
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Abilities Str 13, Dex 16, Con 14, Int 11, Wis 13, Cha 10
SQ camouflage, flawless stride, trackless step, trapfinding
Feats Dodge (B), Improved Toughness, Mobility, Point Blank Shot (B), Rapid Shot (B), Shot on the Run, Spring Attack, Track (B), Weapon Focus (shortbow)
Skills Balance +13, Climb +12, Craft (bowmaking) +8, Hide +15, Jump +14, Knowledge (geography) +11, Knowledge (nature) +13, Listen +15, Move Silently +15, Search +8, Spot +15, Survival +17 (+19 following tracks, aboveground, or to keep from getting lost or avoiding hazards), Tumble +13
Possessions +3 padded armor, amulet of health +2, +3 handaxe, masterwork shortbow, 50 +1 arrows
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Skirmish (Ex): Terwitt deals an extra 4d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet away from where he was at the start of his turn. The extra damage applies only to attacks made after he has moved at least 10 feet. The skirmish ability cannot be used while mounted. The extra damage only applies to living creatures with discernible anatomies. Undead, constructs, oozes, plants, incorporeal creatures, and creature immune to extra damage from critical hits not vulnerable to this additional damage. Terwitt must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Terwitt cam apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.
Terwitt gains a +3 competence bonus to his Armor Class during any round in which he moves at least 10 feet. The bonus applies as soon as he has moved 10 feet, and lasts until the start of his next turn.
Camouflage (Ex): Terwitt can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Flawless Stride (Ex): Terwitt can move through any sort of terrain that slows movement at his normal speed and without taking damage or suffering other impairment. This ability does not permit Terwitt to move more quickly through terrain that requires a Climb or Swim check to navigate, nor can he move more quickly through terrain or undergrowth that has been magically transformed to impede growth.
Trackless Step (Ex): Terwitt leaves no trail in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
Trapfinding (Ex): Terwitt an use the Search skill to locate traps with a DC higher than 20, and can use the Disable Device skill to bypass a trap or disarm magic traps.
 

Revised Ruik

As the campaign winds down, a couple of old friends will return:

Ruik CR 13
Male human Fast hero 6/Smart hero 4/Charismatic hero 3
Medium humanoid
Init +8; Senses Listen +1, Spot +10
Languages Common, Ruckish
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AC 25, touch 22, flat-footed 25; uncanny dodge
hp 56 (13 HD)
Fort +4, Ref +10, Will +6; evasion
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Spd 30 ft
Melee mwk dagger +12/+7 (1d4-2/19–20) or
longsword +5/+0 (1d8-2/19-20)
Ranged mwk sling +14/+9 (1d4)
Base Atk +7; Grp +5
Special Atk exploit weakness
Atk Options Combat Expertise, Improved Disarm
Combat Gear boots of speed
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Str 6, Dex 18, Con 10, Int 12, Wis 9, Cha 14
SQ dazzle, defensive roll, fast talk, linguist
Starting Occupation Adventurer (Bluff, Spot are class skills)
Feats Acrobatic, Alertness, Archaic Weapons Proficiency, Armor Proficiency (light), Dodge (b), Combat Expertise (b), Improved Initiative, Improved Disarm (b), Mobility (b), Point Blank Shot, Simple Weapons Proficiency, Stealthy (b), Weapon Finesse (b), Weapon Focus (sling) (b)
Skills Balance +11, Bluff +16, Craft (blacksmithing) +6, Decipher Script +7, Diplomacy +9, Disable Device +7, Disguise +9 (+11 acting), Escape Artist +9, Forgery +7, Gather Information +9, Hide +14, Knowledge (local) +8, Jump +2, Listen +1, Move Silently +14, Read/Write Language (Herachean), Read/Write Language (Tynan), Search +8, Sleight of Hand +13, Speak Language (ruckish), Spot +10, Tumble +13
Possessions combat gear, 50 +2 sling bolts, dust of illusion, masterwork studded leather armor, 2 masterwork daggers, masterwork sling, longsword
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Exploit Weakness (Ex): After 1 round of combat, Ruik can designate one opponent and try to find ways to gain an advantage by using brains over brawn. Ruik uses a move action and makes a DC 15 Intelligence check with a +3 bonus. If the check succeeds, for the rest of the combat Ruik uses his Intelligence bonus instead of either his Strength or Dexterity bonus on attack rolls as he finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style.
Dazzle (Ex): Ruik has the ability to dazzle a target through sheer force of personality, a winning smile, and fast-talking. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt, must be within 30 feet of the hero, and must be able to see, hear, and understand Ruik. To dazzle a target, Ruik must use an attack action and make a DC 15 Charisma check with a +3 bonus. If the Charisma check succeeds, the target can try to resist. The target resists the dazzle attempt by making a DC 15 Will saving throw. If the save fails, the target receives a -1 penalty on attack rolls, ability checks, skill checks, and saving throws for a 3 rounds.
Defensive Roll (Ex): Ruik can roll with a potentially lethal attack to take less damage from it. When Ruik would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), he can attempt to roll with the damage. Ruik spends 1 action point to use this talent. Once the point is spent, he makes a Reflex saving throw (DC = damage dealt). If the save succeeds, he takes only half damage. Ruik must be able to react to the attack to execute a defensive roll—if he is immobilized, he can't use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Ruik's evasion talent doesn't apply to the defensive roll.
Evasion (Ex): If Ruik is exposed to any effect that normally allows a Reflex saving throw for half damage, he suffers no damage if he makes a successful saving throw.
Fast-Talk (Ex): Ruik has a way with words when attempting to con and deceive. With this talent, he applies a +2 competence bonus on any Bluff or Diplomacy checks he makes while attempting to lie, cheat, or otherwise bend the truth.
Linguist (Ex): Whenever Ruik encounters a new language, either spoken or written, that he does not know, he can make an Intelligence check to determine if he can understand it. The check is made with a +4 bonus. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation. With this special ability, Ruik can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. A single check covers roughly one minute of a spoken language or one page of a written language.
Uncanny Dodge (Ex): Ruik retains his Dexterity bonus to AC regardless of being caught flat-footed or struck by a hidden attacker. (Ruik still loses his Dexterity bonus to Defense if he is immobilized.)

Ruik is a small young man with longish wavy brown-blond hair. He is curious, enthusiastic, and excitable.

Often traveling under the name Coric, Ruik is a young, well-mannered lad in his mid twenties, prone to unexpected actions. Ruik is a worshipful Pentian and is free with both his coin and hospitality. He prefers dark hooded cloaks and enjoys intrigue and ideas. He has revealed that he is originally from the town of Covin on the coast. Ruik has a good aim with the sling, and can use a knife in close quarters. He also has an intense interest in languages, and is quick to latch on to new or unusual words; he has leaned how to read and write. Although adverse to violence, Ruik has shown increasing bravery and ingenuity in the face of danger. Ruik had a good friend and follower named Wyk, who was killed in the Geaunt's Tower. Ruik currently dwells in Lownell, where he keeps a watchful eye on Sir John the Bastard.
 
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Antioch the Throne, Angel of the Five's Righteous Wrath

The powerful angel Antioch is one of the Five’s Thrones and frequently an instrument of Their divine wrath. Antioch is also somehow connected to the holy babe Agnes. Antioch appears as a terrible wheel of whirling fire in the sky, its form studded with many burning, watchful eyes.

Antioch was built using a saboath ophan from Atlas Games Penumbra Bestiary (which I updated to 3.5) and two prestige classes from Malhavoc’s Anger of Angels. The latter book also provided the Transcend Distance feat. Blinding Speed is an epic feat.

ANTIOCH --------------------- CR 22
Ophan angel of destruction 3/angel of fury 2
LN Huge outsider (chaotic, extraplanar, good, saboath)
Init +13; Senses darkvision 60 ft, low-light vision; Listen +27, Spot +32
Aura fear (60 ft, DC 26)
Languages Abyssal, Celestial, Infernal, tongues
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AC 29, touch 17, flat-footed 20; Dodge
hp 265 (21 HD); regeneration 15; DR 15/evil
Immune electricity, fire, petrification
Resist acid 20, cold 20, sonic 20; SR 26
Fort +24 (+28 against poison), Ref +20, Will +24
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Spd 50 ft, fly 150 ft (perfect)
Melee chain of fire +28/+23/+18/+13 (3d6+8 plus 1d6 fire and 1d6 divine) or
chain of fire +23/+18/+13/+8 (3d6+13 plus 1d6 fire and 1d6 divine) or
2 slams +27 (2d6+8 plus 1d6 fire and 1d6 divine)
Space 15 ft; Reach 15 ft
Base Atk +21; Grp +37
Atk Options Improved Sunder, Power Attack
Special Atks chain of fire, rage 1/day, smite infidel 2/day (+8 atk, +3 dmg), swallow whole
Spell-Like Abilities (CL 17) 1/day—gate; 3/day—blindness/deafness (DC 20), contagion (DC 22), creeping doom (DC 25), destruction (DC 25), dimension door, earthquake, firestorm (DC 25), finger of death (DC 25), flame strike (DC 22), flesh to salt (DC 24), slay living (DC 23), storm of vengeance (DC 27), whirlwind (DC 26); at will—improved invisibility, telekinesis (DC 23, 65 ft range)
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Abilities Str 26, Dex 28, Con 26, Int 22, Wis 26, Cha 26
SQ halo, holy fire
Feats Blinding Speed, Cleave, Dodge, Improved Initiative, Improved Sunder, Mobility, Power Attack, Transcend Distance
Skills Climb +10, Concentration +32, Diplomacy +26, Hide +13, Intimidate +32, Jump +10, Knowledge (arcana) +22, Knowledge (religion) +30, Knowledge (the planes) +25, Listen +32, Move Silently +22, Search +28, Sense Motive +32, Spellcraft +21 (+23 to decipher scrolls), Survival +27 (+29 on other planes, or to find or follow tracks), Spot +32, Swim +20, Use Magic Device +22 (+24 to use scrolls)
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Aura of Fear (Su): Antioch constantly radiates an aura of fear with a 60 ft radius, DC 26 Will negates. Creatures failing their save are shaken for the duration of the encounter. This is a supernatural, mind-affecting ability. Onlookers gain a +2 circumstance bonus to the save if Antioch makes any attempt to calm them. A creature that successfully saves cannot be affected again by Antioch’s aura for 24 hours.
Tongues (Su): Antioch can speak with any creature that has a language, as though using a tongues spell (CL 16). This ability is always active.
Chain of Fire (Su): Antioch may create a chain of fire, a lashing weapon made of links of flame. The chain acts like a +1 silver flaming light flail. Creating the chain does not require an action, nor does causing it to vanish. If it ever leaves Antioch’s grasp, it vanishes immediately.
Smite Infidel (Su): Twice per day Antioch may use his ability to smite infidel. This functions like the paladin’s ability to smite evil, except that it works on creatures of any alignment—as long as they do not worship the Five.
Swallow Whole (Ex): Antioch may swallow whole any creature up to Medium size if it makes a successful grapple check. Creatures swallowed by Antioch are unharmed but are treated as pinned, and Antioch can disgorge a creature as a standard action. Antioch can hold one Medium, two Small, four Tiny, eight Diminutive, or 16 Fine creatures. A swallowed creature must first escape the pin in order to take any other actions (and is treated as in a hold while still swallowed). The swallowed creature may free itself if it can break or escape the hold, or it can cut itself free using natural slashing weapons (such as claws) or a Tiny or smaller slashing weapon to deal 15 or more points of slashing damage (which Antioch suffers as normal) to create an opening. Once a creature passes through, this opening seals closed automatically. (Multiple swallowed creatures must each cut their own way free.) Antioch normally uses this ability to transport creatures to a superior for interrogation or punishment, or to transport particularly evil creatures directly to Hell.
Rage: Once per day Antioch may enter into a rage for 13 rounds. During this rage the following changes are in effect:

AC 27, touch 15, flat-footed 18
hp 307
Fort +26 (+30 against poison), Will +26
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Melee chain of fire +30/+25/+20/+15 (3d6+10 plus 1d6 fire and 1d6 holy) or
2 slams +29 (2d6+10 plus 1d6 fire and 1d6 holy)
Grp +39
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Abilities Str 30, Con 30
Skills Climb +12, Concentration —, Diplomacy —, Hide —, Jump +12, Knowledge (arcana) —, Knowledge (religion) —, Knowledge (the planes) —, Move Silently —, Search —,Spellcraft —, Swim +22
Halo (Su): As a swift action, Antioch can surround itself with a halo of light having a radius of 20 ft. In addition to shedding light, it acts as a magic circle against evil (CL 16). The aura can be dispelled, but Antioch can create it again as a swift action on its next turn.
Holy Fire (Su): Any time Antioch uses a fire spell or an ability that deals fire damage, half that damage is replaced by divine power, which is not subject to fire resistance or immunity (see the flame strike spell). This ability does not affect fire damage from magic items or other equipment Antioch uses.
Regeneration: Antioch takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
 
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Fairly early on in our campaign, the PCs were sent on a holy quest to the village of Abberlane. They had to travel through the Wood Wondrous and overcome many strange, allegorical perils before reaching Abberlane on Whitsunday. There they were witness a great miracle: Abberlane had been blessed with an anchoress, a deeply devout woman who had immured herself in a stone cell many years earlier, shutting herself off from the whole world in order to give herself over wholly to the Five. The PCs discovered that the anchoress had died giving birth to a baby girl, even though no man had been in her presence for many years. The PCs claimed the baby and brought her to officials of the Church. She was named Agnes and brought to Canglen Cathedral to be raised by agents of Bishop Martin.

The PCs have had a passing interest in the welfare of little Agnes ever since, and they have heard that she has displayed many miraculous abilities. For whatever reason, though, the Church has been silent with the PCs about the nature of Agnes or her curious powers.

What the PCs do not know is that the Church believes Agnes to be the Fiery Lamb, a prominent figure in apocalyptic scripture. It is said that the death of the Lamb is the event that heralds the Reckoning Day, also known as the end-times for the world.

Currently, Agnes is a little girl, about ten years old. She is slight of build, with plain features and brown, curly hair. But her eyes are serious and searching, and even at her tender age she has already demonstrated considerable talent as an instrument of the Five. She has been kidnapped by the insane ex-Seeker knight, Sir Gregory the Risen. Gregory knows that what the Church suspects is true; he hopes to sacrifice Agnes in a bid to kick off the end-times, which will destroy the ruck-men -- along with the whole world, but that is a detail lost on the demented Gregory.

Agnes was built using a 32-point stat buy, adjusted for a child by using d20 modern’s guidelines. She is a quasi-deity per Deities and Demigods, and has a special ability to channel the angel Antioch, described above. Channeling is detailed in the Book of Exalted Deeds.

My best estimate of a quasi-deity template is something like CR +4 (using Grim Tales Creature CR calculator). I used FFG’s Monster’s Handbook to estimate the impact of her channel Antioch ability, which is the equivalent of a 9th level spell-like ability.

AGNES, THE FIERY LAMB ----------- CR 16
Female human child quasi-deity cleric 10
NG Medium humanoid
Init +0; Senses Listen +3, Spot +3
Languages Common
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AC 13, touch 13, flat-footed 11
hp 90 (10 HD); DR 10/epic
Immune ability loss, energy drain, transmutation, mind-affecting
Resist fire 5; SR 32
Fort +10, Ref +3, Will +10
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Spd 60 ft
Melee club +5/+0 (1d6-2)
Base Atk +7; Grp +5
Special Attacks turn undead 8/day
Spells (CL 10, +7 ranged touch)

5—break enchantment, flame strike (d, DC 18), greater command (DC 18)
4—cure critical wounds, dismissal (DC 17), restoration, spell immunity (d)
3—daylight, dispel magic, locate object, remove curse, searing light (d)
2—aid, calm emotions, heat metal (d, DC 15), lesser restoration, silence (DC 15), zone of truth (DC 15)
1—bane (DC 14), bless, cure light wounds, doom (DC 14), remove fear, sanctuary (d, DC 14)
0—create water, cure minor wounds, detect magic, guidance, light, resistance
d: domain spell. Domains: Protection, Sun
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Abilities Str 7, Dex 10, Con 12, Int 12, Wis 16, Cha 13
SQ channel Antioch, immortal
Feats Eschew Materials, Extra Turning, Great Fortitude, Skill Focus (Knowledge (religion)), Spell Penetration
Skills Concentration +14, Diplomacy +8, Heal +16, Knowledge (religion) +17, Knowledge (the planes) +7
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Channel Antioch (Su): Once per day Agnes has the ability to channel the angelic Throne, Antioch, as if using the spell channel greater celestial. This channeling lasts 100 minutes; during this time Agnes is wreathed in silver flame. When channeling the angel, Agnes has the following changed statistics:

Senses darkvision 60 ft, low-light vision
Aura fear (60 ft, DC 26)
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regeneration 15; DR 15/evil
Immune electricity, fire
Resist acid 20, cold 20, sonic 20
Will +12
Melee chain of fire +5/+0 (1d8-2 and 1d6 fire)
Special Atks chain of fire, smite infidel 2/day (+8 atk, +3 dmg)
Spell-Like Abilities (CL 17) 1/day—gate; 3/day—blindness/deafness (DC 17), contagion (DC 19), creeping doom (DC 22), destruction (DC 22), dimension door, earthquake, firestorm (DC 22), finger of death (DC 22), flame strike (DC 19), flesh to salt (DC 21), slay living (DC 20), storm of vengeance (DC 24), whirlwind (DC 23); at will—improved invisibility, telekinesis (DC 20, 65 ft range)
Spells the DC for all of Agnes’s spells increases by +2
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Abilities Int 17, Wis 21, Cha 21
SQ halo, holy fire
Skills Climb -1, Concentration +25, Diplomacy +23, Heal +18, Hide +12, Intimidate +28, Jump -1, Knowledge (arcana) +19, Knowledge (religion) +27, Knowledge (the planes) +22, Listen +29, Move Silently +13, Search +25, Sense Motive +29, Spellcraft +18 (+20 to decipher scrolls), Survival +24 (+26 on other planes, or to find or follow tracks), Spot +29, Swim +9, Use Magic Device +19 (+21 to use scrolls)
Immortal: Agnes is naturally immortal and cannot die from natural causes. She will stop aging once she reaches adulthood, and she does not need to eat, sleep, or breathe. The only way for a her to die is through special circumstances, usually by being slain in magical or physical combat.
 
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A thin man of medium height and build in his early thirties, Clement has a fair complexion and dark, thinning hair. He has the tonsure of a clerk in minor orders, although he dresses foppishly in a red tunic with ornate embroidery. Clement's father was a poor knight who reluctantly sent his son to the cathedral school at Canglen. There Clement met Vandoren and the two young men became fast friends.

Eventually, however, Clement was forced to leave for excessive drunkenness and gambling. Lazy and sardonic, with a sharp tongue and a ribald sense of humor, Clement spent several wasted years as a wandering vagabond, always looking for a fast coin. He fell in with Hamral and traveled with the consortes for a few years.

However, Clement fell in love with Cynthia, the pretty young daughter of the Heremac merchant Geoffrey Carder. Clement married her and and they have son named Simon. Somewhat reformed as new family man, Clement completed his studies in Canglen, and returned to Heremac where he has practiced medicine.

Clement's full alert and improved evasion talents are taken from the Game Mechanics' Modern COmpanion Vol. 2.

CLEMENT BARBOUR --------------------- CR 13
Male human Fast hero 7/Charismatic hero 3/Dedicated hero 3
CG Medium humanoid
Init +7; Senses Listen +3, Spot +3
Languages Common
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AC 34, touch 24, flat-footed 28; Dodge, improved evasion, Mobility
hp 69 (13 HD)
Fort +9, Ref +13, Will +10
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Spd 35 ft
Melee +2 quarterstaff +10/+5 (1d6) or
+2 quarterstaff as double weapon +8/+3/+8 (1d6)
Ranged mwk sling +12/+7 (1d4)
Base Atk +8; Grp +8
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Abilities Str 10, Dex 16, Con 10, Int 14, Wis 10, Cha 14
SQ charm, favor, full alert, healing knack, increased speed, skill emphasis (Heal)
Starting Occupation Student (Knowledge (history, religion), Perform (poetry) as class skills)
Feats Armor Proficiency (light), Dodge, Improved Toughness, Iron Will (b), Mobility (b), Point Blank Shot (b), Skill Focus (heal), Simple Weapons Proficiency (b), Spring Attack, Stealthy (b), Two-Weapon Fighting, Weapon Finesse (b)
Skills Balance +11, Bluff +7, Craft (writing) +5, Diplomacy +9, Escape Artist +7, Gather Information +9, Hide +14, Intimidate +6, Knowledge (history) +7, Knowledge (local) +15, Knowledge (nature) +5, Knowledge (religion) +10, Heal +15, Listen +3, Move Silently +14, Profession (physick) +3, Read/Write Language (Tynan), Perform (poetry) +6, Sense Motive +3, Sleight of Hand +9, Spot +3, Tumble +12
Possessions +3 chain shirt, +2 quarterstaff, cloak of resistance +3, ring of protection +2, masterwork sling, 50 sling bullets, healer’s kit, vial of antivenom (2)
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Improved Evasion (Ex): If the Clement is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Clement suffers no damage if he makes a successful saving throw and only half damage on a failed save. Improved evasion can only be used when wearing light armor or no armor.
Charm (Ex): Clement gets a +3 bonus on all Charisma-based skill checks made to influence females. Clement can only charm NPCs with attitudes of indifferent or better. The charm bonus can't be used against characters who are unfriendly or hostile.
Favor (Ex): Clement has the ability to acquire minor aid from anyone he meets. By making a favor check, Clement can gain important information without going through the time and trouble of doing a lot of research. Favors can also be used to acquire the loan of equipment or documents, or to receive other minor assistance in the course of an adventure. Clement spends 1 action point to activate this talent. To make a favor check, roll a d20 and add +3. The DM sets the DC based on the scope of the favor being requested. Clement can't take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor. Favors should help advance the plot of an adventure. A favor that would enable Clement to avoid an adventure altogether should always be unavailable to the character, regardless of the result of a favor check.
Full Alert (Ex): Clement gets a +4 circumstance bonus on initiative checks. This bonus stacks with the one provided by the Improved Initiative feat.
Healing Knack (Ex): Clement has a knack for the healing arts and receives a +2 bonus on all Heal skill checks.
Increased Speed (Ex): Clement's base speed increases by 5 feet.
 

Bened the True Ghoul

Bened was an important villain in a past campaign arc that centered on the ruins of Lorn Abbey. The Abbey had once been a large monastery on the Frounter. Many years ago several monks at the abbey had come under the influence of certain nefarious books of lore, and their corruption slowly spread until the entire Abbey was rotten with diabolists. Too late, the Church discovered this blasphemy and secretly dispatched a band of Seeker knights who then slaughtered all the inhabitants and razed Lorn Abbey to the ground, blaming the entire episode on a ruck-man raid.

But the evil did not die with the corrupt monks, and within several years the ruins of the Abbey were crawling with all sorts of loathsome undead, until the PCs ventured in and cleansed the foul place. During this story arc Bened was a reoccurring villain. Although the PCs destroyed him, in the course of updating my True Ghoul template (http://home.gwi.net/~rdorman/frilond/rul/dm/ghoul.htm) I decided to pull out Bened's old stats and update him as well.

BENED THE CORRUPTED SCRIBE _____ CR 15
Male human true ghoul wizard 11
NE Medium undead (augmented humanoid)
Init +7; Senses darkvision 60 ft.; Listen +3, Spot +8
Languages Common
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AC 22, touch 15, flat-footed 18
hp 96 (14 HD); DR 5/–
Immune ability drain, critical hits, energy drain, mind-affecting effects, nonlethal damage, paralysis, poison, sleep effects, stunning
Resist turn resistance +4
Fort +6, Ref +9, Will +15
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Spd 30 ft
Melee bite +6 (1d8 and paralysis) and 2 claws +4 (1d6 and paralysis and 1 Str)
Base Atk +6; Grp +6
Special Atk paralysis (DC 21, 2d6+6 min.), strength damage, grave-rot, create spawn
Combat Gear scroll of cone of cold (DC 17), wand of mirror image
Spells Prepared (CL 14th):

6—acid fog, circle of death (DC 21)
5—cloudkill (DC 18), magic jar (DC 20), wall of iron
4—contagion (DC 19), enervation (+9 ranged touch), minor globe of invulnerability, wall of ice (DC 17)
3—dispel magic, gaseous form, lightning bolt (DC 16), protection from elements, vampiric touch (2, +6 melee touch)
2—blindness/deafness (DC 17), darkness, invisibility, protection from arrows, scare (DC 17), stinking cloud (DC 15)
1—burning hands (DC 14), cause fear (DC 16), magic missile (2), ray of enfeeblement (+9 ranged touch), spider climb
0—detect magic, flare, ghost sound (DC 13), prestidigitation, ray of frost (+9 ranged touch)
Spell-Like Abilities (CL 14th): 1/week—animate dead
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Abilities Str 10, Con —, Dex 16, Int 16, Wis 17, Cha 16
SQ summon shadows
Feats Combat Casting, Greater Spell Focus (necromancy), Improved Initiative, Multiattack, Practiced Spellcaster, Scribe Scroll (b), Spell Focus (necromancy) (b), Sudden Silent Spell, Sudden Still Spell
Skills Balance +8, Concentration +13 (+17 casting defensively), Decipher Script +17, Hide +8, Knowledge (arcana) +17, Knowledge (history) +11, Knowledge (religion) +9, Move Silently +9, Profession (scribe) +9, Spellcraft +19, Spot +8
Possessions combat gear, cloak of resistance +2, bracers of armor +3
Hook You want to know more about Lorn Abbey? Worry not -- we'll have many long years together to talk it all over.
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Paralysis (Ex): Those hit by a Bened’s bite or claw attack must succeed at a DC 21 Fortitude save or be paralyzed for 2d6+6 minutes. Elves are not immune to a true ghoul’s paralysis.
Strength Damage (Su): Bened deals 1 point of Strength damage to a living foe. A creature reduced to Strength 0 by a true ghoul dies. This is a negative energy effect.
Grave-Rot (Su): Bened's fangs and claws are contaminated with the filth of the grave and may spread disease. At the end of combat, anyone who took damage from his claw or bite must succeed at a DC 15 Fortitude save or contract grave-rot: Onset time 1 day, damage 1d6 hit points of damage each day until cured or the victim makes a successful Fortitude Save. Victims are allowed a new saving throw each day. Victims reduced to 0 hit points by grave-rot are transformed into true ghouls.
Summon Shadows (Su): Bened can summon 1d3 shadows once per day. The shadows arrive in 1 round and serve for 10 rounds or until released.
 
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Echidna Revised

A couple of years ago the PCs had a run-in with Echidna, a wretched monster that was part nymph, part dragon (http://www.enworld.org/forums/showthread.php?t=68197). She'll be making a return in our final game session (scheduled for January), and I thought it was time to go back to the drawing board.

This time out, I used the amalgam template from Green Ronin's Advanced Bestiary as a guide, which was a lot of help. I also had access to Grim Tales's spectacular Creature CR calculator. And I've got some more experience at monster design under my belt.

Dragon CRs, I've discovered, are artificially low, even in 3.5 -- which led me to scale back on Echidna's HD. It also finally clicked how useless a big bag of spells and spell-like abilities are. Basically, an average encounter only last around 3-6 rounds; so monsters only get a chance to use 2-3 of these abilities. Further, the DCs of low-level effects are so low as to be worthless. (The 3.5 designers had already reached this conclusion when they revised demons and devils.)

So I've dropped several of Echidna's abilities that didn't seem to fit and were not useful in a typical encounter: the wild empathy ability, the druid and sorcerer spells, leaving behind some spell-like abilities that better fit her character.

I haven't playtested her yet, but this is the current version I'm kicking around:

From above the waist, Echidna appears to be a beautiful human woman, but below is the form of a foul dragon with blue-black scales.

ECHIDNA _____ CR 17
Female unique dragon
NE Large dragon (evil, extraplanar)
Init +4; Senses low-light vision; Listen +18, Spot +18
Languages Abyssal, Common, Draconic, Sylvan
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AC 28, touch 13, flat-footed 28
hp 190 (18 HD); DR 10/cold iron
Immune sleep, paralysis
Resist cold 10, fire 10; SR 28
Fort +19, Ref +15, Will +18
Weakness divine vulnerability
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Spd 60 ft, swim 80 ft
Melee barbed tail +22 (1d8+5 plus poison) and 2 claws +20 (1d8+2)
Space 10 ft; Reach 10 ft
Base Atk +18; Grp +27
Atk Options Blind-Fight, Quicken Spell-like Ability (darkness)
Special Atk blinding beauty (DC 23), confront sin, frightful presence (180 ft radius, DC 25), poison (Fort DC 23, 1d6 Str/1d6 Str), stunning glance (DC 25)
Spell-Like Abilities (CL 13th):

1/day—dimension door, insanity (DC 21), plane shift (DC 21), mass suggestion (DC 21), song of discord (DC 19)
3/day—confusion (DC 18), crushing despair (DC 18), deeper darkness, silence (DC 16), slow (DC 17), touch of idiocy
At will—darkness, discern lie (DC 18), dispel magic, magic circle against good
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Abilities Str 20, Dex 10, Con 18, Int 18, Wis 16, Cha 19
SQ unearthly grace
Feats Ability Focus (frightful presence), Ability Focus (stunning glance), Blind-Fight, Improved Initiative, Improved Natural Attack (barbed tail), Multiattack, Quicken Spell-like Ability (darkness)
Skills Concentration +19, Diplomacy +21, Escape Artist +15, Hide +11, Intimidate +23, Knowledge (arcana) +19, Knowledge (religion) +19, Listen +18, Move Silently +15, Search +19, Sense Motive +18, Spot +18, Swim +20 (+28 to avoid hazards), Use Magic Device +19
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Divine Vulnerability (Su): Echidna has a weakness, a special action that any person with a good alignment can do to instantly destroy her.
Blinding Beauty (Su): This ability affects all humanoids within 30 feet of Echidna. Those who look directly at her must succeed on a DC 23 Fortitude save or be blinded permanently as though by the blindness spell. Echidna can suppress or resume this ability as a free action.
Confront Sin (Su): Echidna is made stronger by the sin of her opponents. All physical attacks do bonus damage equal to +2 damage for each step the target's alignment is away from lawful good.
Frightful Presence (Ex): The ability takes effect automatically whenever Echidna attacks or charges. Creatures within a 180 ft radius are subject to the effect if they have less than 18 HD. A potentially affected creature that succeeds on a DC 25 Will save remains immune to Echidna's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 to 17 HD become shaken for 4d6 rounds.
Poison (Ex): Injury, Fortitude DC 23, initial and secondary damage 1d6 Str.
Stunning Glance (Su): As a standard action, Echidna can stun a creature within 30 feet with a look. The target creature must succeed on a DC 25 Fortitude save or be stunned for 2d4 rounds.
Unearthly Grace (Su): Echidna adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
 
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Echidna's Tactics

Echidna will encounter the PCs at night on a nightmarish beach littered with flotsam and jetsam. The PCs will be 20 ft from the waterline, Echidna will surface 100 ft off shore.

Round 1: Echidna spots characters, casts magic circle against good on herself (+2 resistance bonus to all saves, blocks mental control hedges out neutral or good summoned creatures) and swims silently 40 ft closer to shore (PCs get a DC 30 Listen check).

Round 2: Echidna swims 60 ft and emerges on the shore, activating her frightful presence and casting song of discord on the biggest clump of characters. All characters within 30 ft may now be affected by her blinding beauty ability on their turns.

Round 3: Echidna uses her stunning glance ability on the nearest spellcaster and casts insantiy on the nearest fighter.

Round 4: Echidna uses her stunning glance ability on the nearest spellcaster and charges into battle, again activating her frightful presence ability.

If flanked she will use darkness to provide concealment, relying on her Blind-Fighting feat.

If reduced to 100 hp or less she will dimension door to 100 ft off the shore and use her mass suggestion to lure characters into the water.
 

Into the Woods

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