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Garnfellow's World [Updated 12.26.05]

Garnfellow 2.0

And here’s Sir Will Garnfellow himself reimagined as a d20M character. It’s interesting how well the d20M class system fits the general feel of my campaign. Although Garnfellow is a pretty prominent figure, there was no need for him to carry any magical items whatsoever.

The Misdrect talent is from the d20 Modern Player's Companion.

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Sir Will Garnfellow, the Lion of Upchurch: male Charismatic Hero 5/Tough Hero 7; CR 12; HD 5d6+20 plus 7d10+38; hp 121; Init -1; Spd 20 ft; AC 22, touch 15, flat-footed 22; BAB +7; Grp +8; Atk +9 melee (1d8+1/19–20, longsword); Full Atk +9/+4 melee (1d8+1/19–20, longsword); SQ charm, DR 2/—, favor, misdirect, remain conscious, robust; SV Fort +11, Ref +4, Will +3; Str 12, Dex 9, Con 18, Int 17, Wis 10, Cha 16.

Starting Occupation: Squire (Handle Animal and Ride are class skills).

Skills and Feats: Bluff +16, Diplomacy +13, Gather Information +13, Handle Animal +11, Intimidate +13, Knowledge (local) +15, Listen +6, Perform (oratory) +6, Perform (stringed instrument) +10, Profession (gambler) +5, Ride +14, Search +6, Sense Motive +4, Spot +7, Survival +7; Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Combat Expertise, Dodge, Endurance, Improved Disarm, Improved Feint, Improved Trip, Mounted Combat, Persuasive, Simple Weapons Proficiency, Toughness.

Charm (Ex): Garnfellow gets a +5 competence bonus on all Charisma-based skill checks made to influence women. Garnfellow 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): Garnfellow has the ability to acquire minor aid from anyone he meets. By making a favor check at a +5 bonus, Garnfellow 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.

Garnfellow spends 1 action point to activate this talent. The DC is based on the scope of the favor being requested. Garnfellow can’t take 10 or 20 on this check, nor can he retry the check for the same (or virtually the same) favor.

Misdirect (Ex): Garnfellow can encourage opponents to ignore him by making himself appear to be harmless and unthreatening. The target must have an Intelligence score of 3 or higher to be susceptible to a misdirect attempt, must be within 30 feet of Garnfellow, and must be able to see, hear, and understand him. To misdirect a target, Garnfellow must use an attack action to make a DC 15 Charisma check adding his Charismatic level (+5) as a bonus. If the Charisma check succeeds, the target can try to resist.

The target resists the misdirection attempt by making a DC 18 Will saving throw. If the saving throw fails, the target pays no attention to Garnfellow, deciding that he is harmless, worthless, or otherwise not worthy of regard. The target completely ignores Garnfellow until the end of Garnfellow’s next turn. This allows Garnfellow to take actions of which the misdirected target is unaware. The effect ends immediately if Garnfellow performs any attack action.

Garnfellow can concentrate to keep a target misdirected for additional rounds. Garnfellow must spend an attack action on the task, and the target gets to make a new Will save each round. The effect ends when Garnfellow stops concentrating, or when the target succeeds on the save.

Remain Conscious (Ex): Garnfellow may continue to perform actions when he would otherwise be considered unconscious and dying. When Garnfellow’s hit points reach –1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches –10 hit points (and dies) or his hit points return to 1 or higher. Garnfellow can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Possessions: masterwork chainmail, masterwork heavy steel shield, masterwork longsword, masterwork viol.

Physical Description: A knight of great girth in his middle years, with a blond curly beard and mustache, wearing fine livery.

Personality Traits: Garrulous, mirthful, and opportunistic.

Sir Will Garnfellow is known to frequent the Bristling Boar Inn of Heremac—though of late he can be found dutifully serving under Sir Hamral, Bailiff of Upchurch. A most lusty fellow, his appetites for food, ale, women, dice, story, and song are nigh insatiable. Garnfellow served as a household knight to the Baron of Bellenore for several years, but due to some undisclosed grievance, he fell into disfavor there. Garnfellow wields the sword Welsung; his shield bears the image of three rampant lions on an azure field; his battered old war-horse is named Justicar. Garnfellow plays the viol and is often accompanied by his trusty men-at-arms, the old veteran Nym and the young lad Bardolph.
 
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Typical Cataphracts

Here I’ve built some standard representatives from King Tereus's own elite guard, the Cataphracts, using (slightly modified) d20 Modern classes.

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Cataphract Guard: male ruck-man Strong hero 1; CR 1; HD 1d8+2; hp 10; Init +0; Spd 30 ft; AC 15, touch 11, flat-footed 15; BAB +1; Grp +4; Atk/Full Atk +4 melee (2d4+5/18–20, ruckblade) or +1 ranged (1d6+3, javelin); SA melee smash; SQ low-light vision, weapon familiarity (ruckblade); SV Fort +3, Ref +0, Will +1; Str 17, Dex 10, Con 14, Int 11, Wis 12, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb +2*, Intimidate +2, Jump +2*, Knowledge (tactics) +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (light), Simple Weapon Proficiency. * Includes –2 armor check penalty.

Possessions: ruckblade, chain shirt, 2 javelins, short sword, 8 days rations.

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Cataphract Veteran: male ruck-man Strong hero 3; CR 3; HD 3d8+6; hp 23; Init +0; Spd 20 ft; AC 17, touch 12, flat-footed 17; BAB +3; Grp +6; Atk/Full Atk +5 melee (2d4+10/18–20, ruckblade) or +3 ranged (1d6+3, javelin); SA improved melee smash; SQ low-light vision, weapon familiarity (ruckblade); SV Fort +4, Ref +1, Will +2; Str 17, Dex 10, Con 14, Int 11, Wis 12, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb +0*, Intimidate +4, Jump +0*, Knowledge (tactics) +3, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Power Attack, Simple Weapon Proficiency. * Includes -4 armor check penalty.

Possessions: masterwork ruckblade, masterwork chainmail, 2 javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Cataphract Junior Sergeant: male ruck-man Strong hero 3/Soldier 2; CR 5; HD 3d8+6 plus 2d10+4; hp 38; Init +0; Spd 20 ft; AC 18, touch 13, flat-footed 18; BAB +4; Grp +8; Atk/Full Atk +8 melee (2d4+14/18–20, ruckblade) or +5 ranged (1d6+4, javelin); SA improved melee smash, weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, weapon familiarity (ruckblade); SV Fort +4, Ref +1, Will +2; Str 18, Dex 10, Con 14, Int 11, Wis 12, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb +0*, Intimidate +6, Jump +1*, Knowledge (tactics) +3, Listen +3, Spot +3, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (light), Armor Proficiency (medium), Power Attack, Simple Weapon Proficiency. * Includes -4 armor check penalty.

Possessions: masterwork ruckblade, masterwork chainmail, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.
 
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More Typical Cataphracts

Cataphract Senior Sergeant: male ruck-man Strong hero 4/Soldier 3; CR 7; HD 4d8+8 plus 3d10+6; hp 52; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +6; Grp +10; Atk +10 melee (2d4+14/18–20, ruckblade); Full Atk +10/+5 melee (2d4+14/18–20, ruckblade) or +7/+2 ranged (1d6+4, javelin); SA improved melee smash, weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, weapon familiarity (ruckblade); SV Fort +6, Ref +3, Will +3; Str 18, Dex 10, Con 14, Int 11, Wis 12, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -1*, Intimidate +8, Jump +1*, Knowledge (tactics) +3, Listen +4, Spot +4, Survival +4; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Simple Weapon Proficiency. * Includes -5 armor check penalty.

Possessions: masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Cataphract Junior Officer: male ruck-man Strong hero 5/Soldier 4; CR 9; HD 5d8+10 plus 4d10+8; hp 66; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +8; Grp +12; Atk +11 melee (2d4+17/18–20, ruckblade); Full Atk +11/+6 melee (2d4+17/18–20, ruckblade) or +9/+3 ranged (1d6+4, javelin); SA advanced melee smash, weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, tactical aid, weapon familiarity (ruckblade); SV Fort +7, Ref +3, Will +3; Str 18, Dex 11, Con 14, Int 11, Wis 12, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -1*, Intimidate +10, Jump +1*, Knowledge (tactics) +3, Listen +5, Spot +5, Survival +6; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes -5 armor check penalty.

Tactical Aid (Ex): As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds.

Possessions: potion of cure light wounds, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Cataphract Senior Officer: male ruck-man Strong hero 5/Tough hero 1/Soldier 5; CR 11; HD 5d8+10 plus 1d10+2 plus 5d10+10; hp 81; Init +0; Spd 20 ft; AC 23, touch 17, flat-footed 23; BAB +8; Grp +12; Atk +11 melee (2d4+17/17–20, ruckblade); Full Atk +11/+6 melee (2d4+17/17–20, ruckblade) or +9/+3 ranged (1d6+4, javelin); SA advanced melee smash, improved critical (ruckblade), weapon focus (ruckblade), weapon specialization (ruckblade); SQ low-light vision, remain conscious, tactical aid, weapon familiarity (ruckblade); SV Fort +9, Ref +4, Will +3; Str 18, Dex 11, Con 14, Int 11, Wis 12, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -1*, Intimidate +12, Jump +1*, Knowledge (tactics) +3, Listen +6, Spot +9, Survival +6; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes –5 armor check penalty.

Remain Conscious: The Cataphract gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. When the Cataphract’s hit points reach -1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches -10 hit points (and dies) or the Cataphract’s hit points return to 1 or higher. The Cataphract can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Tactical Aid (Ex): As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds.

Possessions: potion of cure moderate wounds, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Cataphract Captain: male ruck-man Strong hero 5/Tough hero 3/Soldier 5; CR 13; HD 5d8+10 plus 3d10+6 plus 5d10+10; hp 96; Init +0; Spd 20 ft; AC 24, touch 18, flat-footed 24; BAB +10; Grp +14; Atk +13 melee (2d4+17/17–20, ruckblade); Full Atk +13/+8 melee (2d4+17/17–20, ruckblade) or +11/+6 ranged (1d6+4, javelin); SA advanced melee smash, improved critical (ruckblade), weapon focus (ruckblade), weapon specialization (ruckblade); SQ DR 1/—, low-light vision, remain conscious, tactical aid, weapon familiarity (ruckblade); SV Fort +10, Ref +5, Will +4; Str 18, Dex 11, Con 14, Int 12, Wis 12, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -1*, Intimidate +14, Jump +1*, Knowledge (tactics) +4, Listen +6, Spot +11, Survival +8; Archaic Weapons Proficiency, Armor Proficiency (heavy), Armor Proficiency (light), Armor Proficiency (medium), Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Power Attack, Power Critical (ruckblade), Simple Weapon Proficiency. * Includes -5 armor check penalty.

Remain Conscious: The Cataphract gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. When the Cataphract’s hit points reach -1, he can perform as though he were disabled, making either an attack action or a move action every round until he reaches -10 hit points (and dies) or the Cataphract’s hit points return to 1 or higher. The Cataphract can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Tactical Aid (Ex): As a full-round action, the Cataphract provides tactical aid to all of his allies (including himself) within sight and voice range of his position. This use of tactical aid requires an action point. This aid provides a +1 competence bonus on attack rolls. The bonus lasts for 2 rounds.

Possessions: potion of cure moderate wounds, potion of haste, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.
 
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Typical Black-Blade Troops

The Black-Blades are the shock troops of King Tereus’s army. Although formidable in their own right, they are not as well trained as the Cataphract units.

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Black-Blade Trooper: male ruck-man Strong hero 1; CR 1; HD 1d8+1; hp 5; Init -1; Spd 30 ft; AC 14, touch 10, flat-footed 14; BAB +1; Grp +3; Atk/Full Atk +3 melee (2d4+4/18–20, ruckblade) or +0 ranged (1d6+2, javelin); SA melee smash; SQ low-light vision, weapon familiarity (ruckblade); SV Fort +2, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb +0*, Intimidate +1, Jump +0*, Survival +1; Archaic Weapons Proficiency, Armor Proficiency (Light), Simple Weapons Proficiency. *Includes a -2 armor check penalty.

Possessions: ruckblade, chain shirt, 2 javelins, short sword, 8 days rations.

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Black-Blade Veteran: male ruck-man Strong hero 2/Tough hero 1; CR 3; HD 2d8+2 plus 1d10+1; hp 17; Init -1; Spd 20 ft; AC 17, touch 12, flat-footed 17; BAB +2; Grp +4; Atk/Full Atk +6 melee (2d4+4/18–20, ruckblade) or +1 ranged (1d6+2, javelin); SA melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +4, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -2*, Intimidate +3, Jump -2*, Spot +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.

Remain Conscious (Ex): The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Possessions: masterwork ruckblade, masterwork chainmail, 2 javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Black-Blade Sergeant: male ruck-man Strong hero 4/Tough hero 1; CR 5; HD 4d8+4 plus 1d10+1; hp 28; Init -1; Spd 20 ft; AC 18, touch 13, flat-footed 18; BAB +4; Grp +7; Atk/Full Atk +6 melee (2d4+12/18–20, ruckblade) or +4 ranged (1d6+3, javelin); SA improved melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +4, Ref +0, Will +1; Str 16, Dex 9, Con 12, Int 9, Wis 10, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb +0*, Intimidate +4, Jump -1*, Spot +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (Light), Armor Proficiency (Medium), Power Attack, Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.

Remain Conscious (Ex): The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Possessions: potion of cure serious wounds, masterwork ruckblade, masterwork chainmail, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Black-Blade Junior Officer: male ruck-man Strong hero 5/Tough hero 2; CR 7; HD 5d8+5 plus 2d10+2; hp 40; Init -1; Spd 20 ft; AC 20, touch 14, flat-footed 20; BAB +6; Grp +9; Atk +8 melee (2d4+13/18–20, ruckblade); Full Atk +8/+3 melee (2d4+13/18–20, ruckblade) or +6/+1 ranged (1d6+3, javelin); SA advanced melee smash; SQ low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +6, Ref +0, Will +1; Str 16, Dex 9, Con 12, Int 9, Wis 10, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -1*, Intimidate +5, Jump -2*, Spot +1, Survival +3; Archaic Weapons Proficiency, Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium), Improved Bull Rush, Power Attack, Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.

Remain Conscious (Ex): The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Possessions: potion of cure serious wounds, potion of heroism, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Black-Blade Officer: male ruck-man Strong hero 6/Tough hero 3; CR 9; HD 6d8+6 plus 3d10+3; hp 52; Init +0; Spd 20 ft; AC 21, touch 15, flat-footed 21; BAB +8; Grp +11; Atk +9 melee (2d4+15/18–20, ruckblade); Full Atk +9/+4 melee (2d4+15/18–20, ruckblade) or +9/+4 ranged (1d6+3, javelin); SA advanced melee smash; SQ DR 1/—, low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +6, Ref +3, Will +3; Str 16, Dex 10, Con 12, Int 9, Wis 10, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -1*, Intimidate +6, Jump -2*, Spot +2, Survival +3; Archaic Weapons Proficiency, Armor Proficiency (Heavy) Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Improved Bull Rush, Power Attack, Power Critical (ruckblade), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.

Remain Conscious (Ex): The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Possessions: potion of cure serious wounds, potion of haste, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.

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Black-Blade Captain: male ruck-man Strong hero 8/Tough hero 3; CR 11; HD 8d8+8 plus 3d10+3; hp 63; Init +0; Spd 20 ft; AC 22, touch 16, flat-footed 22; BAB +10; Grp +13; Atk +11 melee (2d4+15/18–20, ruckblade); Full Atk +11/+6 melee (2d4+15/18–20, ruckblade) or +11/+6 ranged (1d6+3, javelin); SA advanced melee smash; SQ DR 1/—, extreme effort, low-light vision, remain conscious, weapon familiarity (ruckblade); SV Fort +7, Ref +3, Will +3; Str 16, Dex 10, Con 12, Int 9, Wis 10, Cha 6.

Starting Occupation: Ruckish Conscript (Intimidate, Survival are class skills).

Skills and Feats: Climb -1*, Intimidate +7, Jump -2*, Spot +2, Survival +4; Archaic Weapons Proficiency, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Power Attack, Power Critical (ruckblade), Simple Weapons Proficiency, Weapon Focus (ruckblade). *Includes a -4 armor check penalty.

Extreme Effort (Ex): The trooper can push himself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. The effort requires a full-round action and provides a +2 bonus on the check.

Remain Conscious (Ex): The trooper can continue to perform actions when he would otherwise be considered unconscious and dying. When the trooper’s hit points reach -1, the trooper can perform as though he were disabled, making either an attack action or a move action every round until the trooper reaches -10 hit points (and dies) or the trooper’s hit points return to 1 or higher. The trooper can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage.

Possessions: potion of cure moderate wounds, potion of haste, potion of heroism, masterwork ruckblade, masterwork ruckish chain, 2 masterwork javelins, short sword, 8 days rations, 4 flasks of ruckish fire, 2 doses of black-blade venom.
 
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Purer Grundy

Here's the latest PC to join the group. Purer is an expert healer and apothecary, a devotee of St. Iseltis. A few of his healing spells, such as panacea and close wounds, are from the Miniatures Handbook.

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Purer Grundy: male human cleric 9; CR 9; HD 9d8+9; hp 49; Init +1; Spd 20 ft; AC 19, touch 11, flat-footed 18; BAB +6; Grp +5; Atk +5 melee (1d8-1, heavy mace); Full Atk +5/+0 melee (1d8-1, heavy mace); SA spells, turn undead; SV Fort +7, Ref +4, Will +9; Str 8, Dex 13, Con 12, Int 14, Wis 17, Cha 11.

Skills and Feats: Balance -3, Bluff +0, Climb -4, Concentration +12, Diplomacy +12, Gather Information +0, Handle Animal +6, Heal +10, Hide -2, Jump -4, Knowledge (Religion) +3, Listen +3, Move Silently -2, Profession (Herbalist) +6, Ride +4, Search +2, Sense Motive +3, Spellcraft +12, Spot +3, Swim -8; Brew Potion, Combat Casting, Empower Spell, Reach Spell, Scribe Scroll.

Spells Prepared (6/6/6/4/3/2, DC 13 + spell level): 0—create water, cure minor wounds, guidance, light, resistance, virtue; 1—bless, cure light wounds* (2), obscuring mist, remove fear, sanctuary; 2—aid, bull’s strength, bear’s endurance, cure moderate wounds*, remove paralysis, silence; 3—close wounds, cure serious wounds*, magic vestment, prayer; 4—cure critical wounds* (2), panacea; 5—flame strike, mass cure light wounds*. * Domain spell. Domains: Good (cast Good spells as 10th-level cleric) and Healing (cast Healing spells as 10th-level cleric).

A man of average height and weight in his early thirties, but with snow-white hair. Purer wears a chainmail hauberk and bears a mace, but he is also a skilled healer and animal handler. Purer is a former man-at-arms from Brehon, a small village near Canglen. Purer is a blessed man, able to work miracles through the intercessions of his patron, St. Iseltis, "the Little Abbess of Clowes."

Possessions: +2 chainmail, potions of cure serious wounds (2), potion of water breathing, flask of ruckish fire, potion of bull's strength, potion of cure light wounds.
 

Hraust, Dragon of the Sheldings

The following is a unique dragon built using Grim Tales's excellent “Creature Creation” rules. Hraust is the only dragon known to exist in our campaign, and one is more than plenty. Hraust also has a couple of epic feats, as befitting a monster of its stature.

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Hraust, Dragon of the Sheldings: unique dragon; CR 28; Gargantuan Dragon; HD 30d12+240; hp 457; Init +8; Spd 60 ft, fly 120 ft (clumsy); AC 30, touch 6, flat-footed 30; BAB +30; Grp +57; Atk +41 melee (4d6+15/18-20/x3, bite); Full Atk +41 melee (4d6+15/18-20/x3, bite) and +41 melee (2d8+7, 2 claws) and +41 melee (2d6+7 and poison, tail sting); Space/Reach 20 ft/15 ft (20 ft with bite); SA augmented critical, breath weapon, crush 4d6+22, dominate, frightful presence, poison; SQ blindsense, damage reduction 15/epic, fast healing 10, immunities, keen senses, scent, spell resistance 38; SV Fort +25, Ref +17, Will +22; Str 40, Dex 10, Con 26, Int 17, Wis 21, Cha 20.

Skills: Bluff +20, Escape Artist +15, Hide +21, Intimidate +34, Jump +30, Knowledge (geography) +18, Listen +38, Move Silently +30, Search +36, Sense Motive +20, Spot +38, Survival +35 (+37 to find or follow tracks, or to keep from getting lost or to avoid natural hazards), Swim +30.

Feats: Ability Focus (breath weapon), Blind-Fight, Cleave, Dire Charge, Improved Initiative, Improved Multiattack, Improved Sunder, Multiattack, Power Attack, Snatch, Superior Initiative.

Augmented Critical (Ex): Hraust’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.

Breath Weapon (Su): As a standard action, Hraust can breathe a 60-foot cone of venomous fire once every 1d4 rounds, damage 20d10 fire, Reflex DC 35 half. Victims taking fire damage may also be affected by the poison (Fortitude DC 35, initial damage —, secondary damage 3d4 Con). The save DC is Constitution-based.

Crush (Ex): As a standard action Hraust may attempt to land on Medium size or smaller opponents, using its whole body to crush them. A crush attack affects as many creatures as can fit under Hraust’s body. Creatures in the affected area must succeed on a DC 33 Reflex save or be pinned, automatically taking 4d6+22 bludgeoning damage during the next round unless Hraust moves off them. If Hraust chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

Dominate (Su): Hraust can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that Hraust must use a standard action, and those merely looking at it are not affected. Anyone Hraust targets must succeed on a DC 30 Will save or fall instantly under the dragon’s influence as though by a dominate person spell (caster level 20th). The ability has a range of 90 feet. The save DC is Charisma-based.

Frightful Presence (Ex): Hraust can unsettle foes with its mere presence. The ability takes effect automatically whenever Hraust attacks or charges. Creatures within a radius of 360 feet are subject to the effect if they have fewer than 30 HD. A potentially affected creature that succeeds on a DC 30 Will save remains immune to Hraust’s frightful presence for 24 hours. The save DC is Charisma-based. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Poison (Ex): Injury, Fortitude DC 33, initial and secondary damage 1d10 Str. The save DC is Constitution-based.

Blindsense (Ex): Hraust can pinpoint creatures within a distance of 60 feet. Opponents Hraust can’t actually see still have total concealment against the dragon.

Keen Senses (Ex): Hraust sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.

Immunities (Ex): Hraust is immune to sleep and paralysis effects.

Scent (Ex): Hraust can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Physical Description: A sinewy, serpentine horror over forty feet long, with small legs and wings, a barbed tail, and dark red-black scales.

Hraust is a terror out of ancient legend, a dragon that slumbers in its lair high in the Shelding Mountains, emerging only once every few centuries to wreck havoc on the surrounding lands. Records of Hraust date back to the Tynan Empire, and it has appeared since then to terrorize ruck-man, Karg, and Pentian alike. It is said that the great St. Tolbert was able to drive Hraust off the last time the dragon awoke -- over two centuries ago.
 
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The Theraltean Guardian

As the PCs are contemplating an assault on Hecatesseus's lair, I've started detailing the wizard's cavern complex, which is filled with the requisite magical traps and guardians. The following monster is one such detail.

Hecatesseus discovered the Theraltean Guardian while traveling in distant lands, as he sought the means to reanimate the fallen Colossus of the Limites. While hunting around some ancient Tynan ruins, Hecatesseus chanced upon a strange tomb fashioned in the Aeptean manner; protecting the tomb was the Theraltean Guardian. Hecatesseus managed to subdue the horror and had it transported at great expense to his mountain fastness, where he had constructed a maze to house this terrible find. A trap plunges unwary intruders into this maze, where they are stalked by the relentless Theraltean Guardian.

The Guardian was created by taking a minotaur, adding 6 levels of fighter, adding the Mummified template from Savage Species, then adding the Spellstitched template from Monster Manual II, and finally the swarm-shifter template from Libris Mortis. The Improved Toughness feat is from the Complete Warrior.

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The Theraltean Guardian: swarm-shifter spellstiched mummified minotaur fighter 6; CR 15; Large Undead (Augmented Monstrous Humanoid, Shapechanger); HD 6d12+6 plus 6d12+6; hp 90; Init +0; Spd 20 ft; AC 26, touch 9, flat-footed –; BAB +12; Grp +27; Atk +17 melee (2d6+19/19–20 and mummy rot, gore); Full Atk +17 melee (2d6+19/19–20 and mummy rot, gore) and +11 melee (2d6+11 and mummy rot, slam); Space/Reach 10 ft/10 ft; SA despair, mummy rot, powerful charge, spell-like abilities; SQ damage reduction 10/magic silver, darkvision 60 ft, natural cunning, scent, spell resistance 20, swarm form, turn resistance +2, undead traits, vulnerability to fire; AL LE; SV Fort +9, Ref +9, Will +14; Str 32, Dex 10, Con –, Int 3, Wis 20, Cha 20.

Skills: Concentration +5, Intimidate +14, Jump +14, Listen +11, Search +3, Spot +11.

Feats: Combat Casting, Improved Critical (gore)*, Improved Natural Attack (gore)*, Improved Sunder, Improved Toughness*, Power Attack*, Track, Weapon Focus (gore)*, Weapon Specialization (gore)*. *Reflected in the statistics above.

Despair (Su): At the mere sight of the Guardian, the viewer must succeed on a DC 21 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours.

Mummy Rot (Su): Supernatural disease—slam or gore, Fortitude DC 21, incubation period 1 minute; damage 1d6 Con and 1d6 Cha.

Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.

Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.

To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.

An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

Powerful Charge (Ex): The Guardian typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +17 attack bonus that deals 4d6+24 points of damage and mummy rot.

Spell-Like Abilities: 2/day—blindness/deafness (DC 17), darkness, obscuring mist, ray of enfeeblement; 1/day—bestow curse (DC 19), eyebite (DC 21), fear (DC 19), ray of exhaustion (DC 18), vampiric touch, wall of stone (DC 20), waves of fatigue. Caster level 12th.

Natural Cunning (Ex): Although the Guardian is not especially intelligent, it possesses innate cunning and logical ability. This gives it immunity to maze spells, prevents it from ever becoming lost, and enables it to track enemies. Further, it is never caught flat-footed.

Scent (Ex): The Guardian can detect approaching enemies, sniff out hidden foes, and track by sense of smell.

Swarm Form (Su): The Guardian is able to turn into a swarm of undead sand at will. Changing shape to or from the swarm form is a standard action that infuses the Guardian with negative energy and heals 12 hit points. The Guardian cannot change from swarm form to its normal form in an area where its body could not normally fit. As with the alter self spell, the Guardian’s items are absorbed into the swarm form and provide no benefit. When it would normally be dispersed due to damage taken, the swarm reverts to the Guardian’s normal form and is destroyed. Although the use of this ability is a supernatural effect, remaining in one form or another is not supernatural, and the Guardian in swarm form does not change into its normal shape in an antimagic field. True seeing and similar magic reveals both forms.

Turn Resistance (Ex): The Guardian is treated as a 14 Hit Dice undead for purposes of turn, rebuke, command, or bolster attempts.

Undead Traits: Immune to all mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, and any effect that requires a Fortitude save unless it also works on objects or is harmless. Not subject to critical hits, nonlethal damage, ability damage to physical ability scores, ability drain, fatigue, exhaustion, or death from massive damage. Cannot be raised, and resurrection works only if willing.

Vulnerability to Fire (Ex): The Guardian takes half again as much (+50%) damage as normal from fire attacks.

Possessions: +4 studded leather armor.

Physical Description: A shambling nightmare with a bull's head and red baleful eyes, strange glyphs etched onto every inch of its tattered yellowed wrappings and carved into its massive horns.

Tactics:

  • Round 1: All characters viewing the Guardian must save against its despair effect. The Guardian uses its Powerful Charge against the first fighter it sees.
  • Round 2: The guardian casts waves of fatigue at the front line (30 ft, cone shaped burst, causes all living creatures to become fatigued. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity.)
  • Round 3: The Guardian uses eyebite against the nearest target. (55 ft, DC 21 Fort save, sickened for 2 hours. A sickened creature takes a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.)
  • Round 4, 5, and 6: Targets new character with eyebite and attack same target or, if unavailable, a new one, with gore.

If the Guardian is reduced to less than 40 hit points, it will assume swarm form (healing 12 hp) and then move into the space of the nearest character.

If the Guardian is successfully turned it will fall back, assume swarm form, and pretend to have been destroyed.

The Theraltean Guardian, Sand Swarm Form: swarm-shifter spellstiched mummified minotaur fighter 6; CR 15; Fine Undead (Augmented Monstrous Humanoid, Shapechanger, Swarm); HD 6d12+6 plus 6d12+6; hp 90; Init +6; Spd fly 60 ft (perfect); AC 33, touch 25, flat-footed —; BAB +12; Grp —; Atk/Full Atk swarm (3d6, swarm); Space/Reach 10 ft/0 ft; SA distraction, swarm; SQ damage reduction 10/magic silver, darkvision 60 ft, hive mind, immune to weapon damage, natural cunning, scent, spell resistance 20, swarm form, swarm traits, turn resistance +2, undead traits, vulnerability to fire; AL LE; SV Fort +9, Ref +18, Will +14; Str 14, Dex 22, Con —, Int 3, Wis 20, Cha 20.

Skills: Concentration +5, Disguise +5 (+15 when acting like inanimate sand), Intimidate +10, Jump +5, Listen +11, Search +3, Spot +11.

Hive Mind (Ex): Immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of effects that command, control, turn, rebuke, bolster, or destroy undead specifically. While in swarm form the Guardian is affected by turn and rebuke attempts as a 14 HD creature.

Swarm Traits: Not subject to critical hits or flanking. Never staggered or reduced to a dying state by damage. Cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

While in sand swarm form the Guardian is susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures.
 
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Reginald the Penitent 2.0

This is my second pass at statting out Sir Reginald. The first time I used some levels in the Divine Agent prestige class from the Manual of the Planes, which really didn't quite capture this NPC. For this revised version, I instead used the Pious Templar prestige class from Complete Divine, which seems to better model my vision of Reginald. The True Believer feat, which gives Reginald a +2 bonus on 1 saving throw/day, is also from Complete Divine.

I had also forgotten that Reginald now bears the enchanted sword Invictus, a gift from Mendelor, who had in turn won it by overcoming a supernatural ordeal. I built Invictus using the nifty spell-slot item creation system from MEG's Artificer's Handbook. I highly recommend this book if you're looking to design unique magic items.

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Sir Reginald the Penitent: male human Pal 13/Pious Templar 3; CR 16; HD 13d10+39 plus 3d10+9; hp 144; Init +0; Spd 20 ft; AC 22, touch 11, flat-footed 22; BAB +16; Grp +17; Atk +19 melee (1d6+4/17–20, Invictus, +1 axiomatic short sword); Full Atk +19/+14/+9 melee (1d6+4/17–20, Invictus, +1 axiomatic short sword); SA smite evil 4/day, spells, turn undead; SQ aura of courage, aura of good, damage reduction 1/—, detect evil, divine grace, divine health, lay on hands, mettle, remove disease 3/week, special mount; AL LG; SV Fort +17, Ref +8, Will +12; Str 13, Dex 10, Con 16, Int 11, Wis 14, Cha 16.

Skills: Concentration +8, Craft (swordmaking) +6, Diplomacy +10, Handle Animal +8, Heal +10, Knowledge (religion) +9, Profession (monastic) +6, Ride +10, Sense Motive +6.

Feats: Blind-Fight, Ride-By Attack, True Believer, Spirited Charge, Mounted Combat, Improved Critical (short sword), Weapon Focus (short sword), Weapon Specialization (short sword).

Smite Evil (Su): 4/day, Reginald may attempt to smite evil with one normal melee attack. He adds +4 to his attack roll and deals +16 extra points of damage. If Reginald accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Turn Undead (Su): Reginald may use this ability 6 times per day with a +2 synergy bonus. He turns undead as a 9th-level cleric.

Aura of Courage (Su): Reginald is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while Reginald is conscious, but not if he is unconscious or dead.

Aura of Good (Ex): Reginald’s aura of good is of overwhelming power.

Detect Evil (Sp): At will, Reginald can use detect evil, as the spell.

Divine Health (Ex): Reginald is immune to all diseases, including supernatural and magical diseases.

Lay on Hands (Su): Reginald can heal wounds (his own or those of others) by touch. Each day he can heal 15 hit points of damage. Reginald may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, Reginald can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Reginald decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Mettle (Su): Reginald's special blessing allows him to shrug off magical effects that would otherwise harm him. If Reginald makes a successful Will or Fortitude saving throw that would normally reduce the spell's effect, he suffers no effect from the spell at all. Only those spells with a Saving Throw entry of "Will partial," "Fortitude half," or similar entries can be negated through this ability.

Remove Disease (Sp): Reginald can produce a remove disease effect, as the spell, three times per week.

Special Mount (Sp): Once per day, as a full-round action, Reginald may magically call a heavy warhorse from the celestial realms. This ability is the equivalent of a 4th-level spell. The mount immediately appears adjacent to Reginald and remains for 24 hours; it may be dismissed at any time as a free action.

Paladin Spells Prepared (2/2/1, DC 12 + spell level): 1—divine favor, sanctuary; 2—bull’s strength, resist energy; 3—prayer. Reginald casts these spells as a 6th-level cleric.

Pious Templar Spells Prepared (2/1, DC 12 + spell level): 1—bless, cure light wounds; 2—shield other. Reginald casts spells as a 3rd-level cleric.

Physical Description: A tall, powerfully-built young man in his thirties with a lean, handsome face and bright, piercing eyes. His blond hair is cut in the tonsure of a monk. His clothes are clean but plain.

Personality Traits: Devoted, kind, and humble.

Possessions: INVICTUS, +1 axiomatic short sword, +2 chainmail, +2 large steel shield, +1 ring of protection.

Invicus: A two-edged short sword of antique design, with a sharp cutting blade and a rounded point unsuitable for stabbing. The blade is made of patterned iron, giving the metal a marbled appearance. The blade and hilt are decorated with fine goldwork designs of branches and leaves. The word INUICTVS is etched onto the blade. This +1 axiomatic short sword grants its wielder protection from cutting or piercing weapons. Its wielder gains damage reduction 10/bludgeoning whenever the unsheathed sword is held.

Sir Reginald is a knight-errant and a devout servant of the Five. Reginald has traveled the Frounter for many years, performing good deeds and battling evil.
 
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Ruckish Hordes!

AEG’s excellent World’s Largest Dungeon introduces the Horde subtype, which is like a Swarm of 30 Medium humanoids. (Evidently an issue of Dragon Magazine features the similar Mob subtype.) This strikes me as a very clever d20 mechanic for modeling oodles of mooks.

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Black-Blade Squadron: horde of 30 ruck-men Strong heroes 1; CR 12; Medium Humanoid (ruck, horde); HD 30d8+30; hp 165; Init -1; Spd 30 ft; AC 14, touch 10, flat-footed 14; BAB +30; Grp +36; Atk/Full Atk +32 melee (6d4+12/18–20, ruckblades) or +30 ranged (3d6+6, javelins); Space/Reach 20 ft/5 ft; SA melee smash; SQ horde traits, low-light vision, weapon familiarity (ruckblade); SV Fort +2, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6.

Skills and Feats: Climb +0*, Intimidate +1, Jump +0*, Survival +1; Archaic Weapons Proficiency, Armor Proficiency (light), Simple Weapons Proficiency. * Includes –2 armor check penalty.

Horde Traits: A horde has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. Reducing a horde to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, bull rushed, or grappled by an opponent.

A horde is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A horde takes twice as much damage from spells or effects that affect an area, such as splash weapons and many evocation spells.

A horde rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

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Cataphract Squadron: horde of 30 ruck-men Strong heroes 1; CR 13; Medium Humanoid (ruck, horde); HD 30d8+60; hp 300; Init +0; Spd 30 ft; AC 15, touch 11, flat-footed 15; BAB +30; Grp +37; Atk/Full Atk +33 melee (6d4+15/18–20, ruckblades) or +30 ranged (3d6+9, javelins); Space/Reach 20 ft/5 ft; SA melee smash; SQ horde traits, low-light vision, weapon familiarity (ruckblade); SV Fort +3, Ref +0, Will +1; Str 17, Dex 10, Con 14, Int 11, Wis 12, Cha 6.

Skills and Feats: Climb +2*, Intimidate +2, Jump +2*, Knowledge (tactics) +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (light), Simple Weapon Proficiency. * Includes –2 armor check penalty.

Horde Traits: A horde has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. Reducing a horde to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, bull rushed, or grappled by an opponent.

A horde is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A horde takes twice as much damage from spells or effects that affect an area, such as splash weapons and many evocation spells.

A horde rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
 
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The Goliath that Burns

The following monster is an advanced bronze golem developed by Hecatesseus in preparation for reanimating the Colossus itself. The PCs have recently learned of the existence of this monster and will possibly tangle with it next session.

Bronze golems first appeared in the blue-box Moldvay/Cook Expert set. With the help of Cthulhudrew over on the Creature Catalog forums, we developed a nice 3e conversion of the bronze golem, if I do say so myself.

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A towering bronze figure, nearly 16 ft high, and fashioned as an ancient warrior in antique armor. The air around its metal form shimmers and blurs as if heated by an incredible fire.

The Goliath that Burns ________ CR 15
Advanced bronze golem
N Huge construct (fire)
Init +0; Senses darkvision 60 ft, low-light vision; Listen +0, Spot +0
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AC 22, touch 8, flat-footed 22
hp 205 (30 HD); DR 10/adamantine
Immune fire, magic
Fort +10, Ref +10, Will+10
Weakness vulnerability to cold
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Spd 25 ft
Melee 2 slams +28 (3d10+10 and 1d10 heat)
Space 15 ft.; Reach 15 ft.
Base Atk +20; Grp +38
Atk Options heat
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Abilities Str 30, Dex 10, Con –, Int –, Wis 11, Cha 1
SQ construct traits, fiery blood
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Construct Traits The Goliath is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), poison, sleep effects, paralysis, stunning, disease, death effects, necromancy effects, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). The Goliath is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage, and is immediately destroyed when reduced to 0 hit points or less. Since it was never alive, the Goliath cannot be raised or resurrected.
Fiery Blood (Su): Anyone scoring damage on the Goliath with a piercing or slashing melee weapon must make a DC 25 Reflex save or take 2d6 points of damage from the fiery “blood” spurting out of the wound. The save DC is Constitution-based.
Heat (Su) The merest touch of the Goliath is searing hot. Those hit by the Goliath’s slam attack take 1d10 points of heat damage. Creatures hitting the Goliath with natural weapons or unarmed attacks take heat damage as though hit by the Goliath’s slam attack.
Immunity to Magic (Ex): The Goliath is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A cold effect that deals more than 30 points of damage slows it (as the slow spell) for 1d6 rounds, with no saving throw. A magical attack that deals fire damage breaks any slow effect on the Goliath and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the Goliath to exceed its full normal hit points, it gains any excess as temporary hit points. The Goliath gets no saving throw against fire effects.
 
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Into the Woods

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