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Grummok, Gargoyle Assassin (Updated 2/26/04) Epic Grummok 3.5
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<blockquote data-quote="BLACKDIRGE" data-source="post: 899717" data-attributes="member: 1953"><p>Ok, first of all here are the stats for Jen Kedar (story and history pending). You will need to nerf jen kedar considerably as he is a very powerful epic character.</p><p></p><p></p><p><strong>Jen Kedar Everhate, male drow Mnk16/Asn5/DoB5:</strong> CR 26; ECL 27; Medium Humanoid (drow); HD 10d6+50 plus 15d8+75; hp 228; Init +19 (+11 Dex, +8 Superior Initiative); Spd 80 ft; AC 39 (+11 Dex, +6 Wis, +3 monk, +4 mage armor, +5 ring of protection); Melee unarmed strike +37/+34/+31/+28 (1d20+13/19-20 crit x2) or flurry of blows +35/+32/+29/+27/+25 (1d20+13/19-20 crit x2) or lightning fists +32/+29/+26/+23/+20/+15 (1d20+13/19-20 crit x2); SA flurry of blows, ki strike (+3), quivering palm, stunning attack (16/day), death attack, sneak attack +5d6, suggestion, summon Osyluth; SQ drow traits, abundant step, diamond body, diamond soul 26, evasion, fast movement, improved evasion, leap of the clouds, purity of body, slow fall (50 ft.), still mind, wholeness of body 32, +2 save against poison, poison use, traps, uncanny dodge (Dex bonus to AC, can't be flanked), tongue of the devil, SR 36; AL LE; SV Fort +18, Ref +27, Will +19; Str 15 (27), Dex 26 (32), Con 14 (20), Int 16, Wis 16 (22), Cha 18.</p><p></p><p><strong>Skills (213 points):</strong> Balance +23, Bluff +19, Climb +18, Craft (poison making) +18, Diplomacy +18, Disguise +16, Escape Artist +16, Gather Information +19, Intimidate +11, Hide +27, Jump +20, Listen +18, Knowledge (religion) +13, Move Silently +27, Search +15, Sense Motive +16, Spot +18, Tumble +29 </p><p></p><p><strong>Feats:</strong>eapon Finesse (unarmed strike), Weapon Focus (unarmed strike), Improved Critical (unarmed strike), Expertise, Improved Disarm, Snatch Arrows, Improved Grapple, Lightning Fists, Improved Initiative, Blinding Speed (Epic), Superior Initiative (Epic)</p><p></p><p><strong>Assassin Spells Prepared:</strong> (2/2/1; save DC 13 + spell level): 1st -- change self, angry ache. 2nd – alter self, pass without trace. 3rd – sadism </p><p></p><p><strong>Equipment:</strong> <em>headband of perfect excellence, amulet of mighty fists +5, ring of mage armor, ring of protection +5, belt of mighty prowess</em></p><p></p><p><strong>Flurry of Blows:</strong> Jen Kedar can use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity Jen Kedar might make before his next action. If armed with his siangham, Jen Kedar makes the extra attack either with that weapon or unarmed. In any case, his damage bonus on the attack with his off hand is not reduced.</p><p></p><p><strong>Ki Strike (Su):</strong> Jen Kedar's unarmed strike can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +3 enhancement bonus. </p><p></p><p><strong>Quivering Palm (Su):</strong> Once per week, Jen Kedar can use an unarmed strike to set up vibrations within the body of another creature that can then be fatal if Jen Kedar so desires. Jen Kedar must have more monk levels than the target has Hit Dice. If the target takes damage from Jen Kedar's blow, the quivering palm attack succeeds. Thereafter, Jen Kedar can choose to try to slay the victim at any later time within 16 days by simply willing the target to die (a free action). Unless the target makes a Fortitude saving throw (DC 24), it dies. If the save is successful, the target is no longer in danger from that particular quivering palm attack.</p><p></p><p><strong>Stunning Attack (Su):</strong> Once per round (but not more than sixteen times per day), Jen Kedar can stun a creature damaged by his unarmed attacks. The foe so struck must make a Fortitude saving throw (DC 24) or be stunned for 1 round in addition to taking normal damage from the attack. Creatures immune to critical hits cannot be stunned with this attack.</p><p></p><p><strong>Abundant Step (Sp):</strong> Jen Kedar can slip magically between spaces, as per the spell dimension door, once per day.</p><p></p><p><strong>Diamond Body (Su):</strong> Jen Kedar gains immunity to poison of all kinds.</p><p></p><p><strong>Diamond Soul:</strong> Jen Kedar gains spell resistance 26. </p><p></p><p><strong>Evasion (Ex):</strong> If Jen Kedar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage.</p><p></p><p><strong>Improved Evasion:</strong> If Jen Kedar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. In addition, he takes only half damage on a failed save.</p><p></p><p><strong>Leap of the Clouds:</strong> Jen Kedar's jumping distance (vertical or horizontal) is not limited according to his height.</p><p></p><p><strong>Purity of Body:</strong> Jen Kedar gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy.</p><p></p><p><strong>Slow Fall:</strong> A monk within arm's reach of a wall can use it to slow his descent while falling. Jen Kedar takes damage as if the fall were 50 feet shorter than it actually is. </p><p></p><p><strong>Still Mind:</strong> Jen Kedar gains a +2 bonus on saving throws against spells and effects from the Enchantment school.</p><p></p><p><strong>Wholeness of Body (Su):</strong> Jen Kedar can cure up to 32 hit points of his own wounds each day, and he can spread this healing out over several uses.</p><p></p><p><strong>Death Attack:</strong> If Jen Kedar studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Jen Kedar's choice). A victim who fails his or her Fortitude saving throw (DC 18) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds.</p><p></p><p><strong>Poison Use:</strong> Jen Kedar is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade.</p><p></p><p><strong>Tongue of the Devil (Ex):</strong> Jen Kedar as a disciple of Baalzebul can speak with eloquence and believability even when telling bold-faced lies, by using his cunning as well as his charm. When making Bluff checks, Jen Kedar adds his intelligence modifier as well as his Charisma modifier to the check result.</p><p></p><p><strong>Suggestion (Sp):</strong> Once per day Jen Kedar can produce an effect identical to that of a suggestion spell. The DC to resist this effect is 19. </p><p></p><p><strong>Summon Osyluth (Sp):</strong> Once per day Jen Kedar can summon a single Osyluth devil. This functions as a summon monster spell cast by a 15th level caster. </p><p></p><p></p><p>Ok, now that you have all the stats you need, here are some ideas for tactics. Jen Kedar and Grummok will never confront their enemies in a position of strenght. They have a vast arrray of abilities to draw upon that will keep them from a disadvantagous fight with your entire party. Their most likely course of action given the information you detailed would depend on the strength a of your group. The two assassins would not readily attack foes they knew litle about, and would study their intended targets for quite awhile before doing anything. if your group somehow seems weak to them then direct confrontation is not out of the question, and they would certainly seek to destroy them utterly. If your group has a reputation of strenth then it is quite possible that Jen Kedar would attempt to negotiate, that failing he and Grummok would certainly flee, not wishing to take un-needed chances with their lives. The one thing to remember is that both assassins are very experienced and would not act rashly or without knowing all the facts, that's how thay have stayed alive as long as they have.</p><p></p><p>Let me know if you have any other queations.</p><p></p><p>Dirge</p></blockquote><p></p>
[QUOTE="BLACKDIRGE, post: 899717, member: 1953"] Ok, first of all here are the stats for Jen Kedar (story and history pending). You will need to nerf jen kedar considerably as he is a very powerful epic character. [b]Jen Kedar Everhate, male drow Mnk16/Asn5/DoB5:[/b] CR 26; ECL 27; Medium Humanoid (drow); HD 10d6+50 plus 15d8+75; hp 228; Init +19 (+11 Dex, +8 Superior Initiative); Spd 80 ft; AC 39 (+11 Dex, +6 Wis, +3 monk, +4 mage armor, +5 ring of protection); Melee unarmed strike +37/+34/+31/+28 (1d20+13/19-20 crit x2) or flurry of blows +35/+32/+29/+27/+25 (1d20+13/19-20 crit x2) or lightning fists +32/+29/+26/+23/+20/+15 (1d20+13/19-20 crit x2); SA flurry of blows, ki strike (+3), quivering palm, stunning attack (16/day), death attack, sneak attack +5d6, suggestion, summon Osyluth; SQ drow traits, abundant step, diamond body, diamond soul 26, evasion, fast movement, improved evasion, leap of the clouds, purity of body, slow fall (50 ft.), still mind, wholeness of body 32, +2 save against poison, poison use, traps, uncanny dodge (Dex bonus to AC, can't be flanked), tongue of the devil, SR 36; AL LE; SV Fort +18, Ref +27, Will +19; Str 15 (27), Dex 26 (32), Con 14 (20), Int 16, Wis 16 (22), Cha 18. [b]Skills (213 points):[/b] Balance +23, Bluff +19, Climb +18, Craft (poison making) +18, Diplomacy +18, Disguise +16, Escape Artist +16, Gather Information +19, Intimidate +11, Hide +27, Jump +20, Listen +18, Knowledge (religion) +13, Move Silently +27, Search +15, Sense Motive +16, Spot +18, Tumble +29 [b]Feats:[/b]eapon Finesse (unarmed strike), Weapon Focus (unarmed strike), Improved Critical (unarmed strike), Expertise, Improved Disarm, Snatch Arrows, Improved Grapple, Lightning Fists, Improved Initiative, Blinding Speed (Epic), Superior Initiative (Epic) [b]Assassin Spells Prepared:[/b] (2/2/1; save DC 13 + spell level): 1st -- change self, angry ache. 2nd – alter self, pass without trace. 3rd – sadism [b]Equipment:[/b] [i]headband of perfect excellence, amulet of mighty fists +5, ring of mage armor, ring of protection +5, belt of mighty prowess[/i] [b]Flurry of Blows:[/b] Jen Kedar can use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity Jen Kedar might make before his next action. If armed with his siangham, Jen Kedar makes the extra attack either with that weapon or unarmed. In any case, his damage bonus on the attack with his off hand is not reduced. [b]Ki Strike (Su):[/b] Jen Kedar's unarmed strike can deal damage to a creature with damage reduction as if the blow were made with a weapon with a +3 enhancement bonus. [b]Quivering Palm (Su):[/b] Once per week, Jen Kedar can use an unarmed strike to set up vibrations within the body of another creature that can then be fatal if Jen Kedar so desires. Jen Kedar must have more monk levels than the target has Hit Dice. If the target takes damage from Jen Kedar's blow, the quivering palm attack succeeds. Thereafter, Jen Kedar can choose to try to slay the victim at any later time within 16 days by simply willing the target to die (a free action). Unless the target makes a Fortitude saving throw (DC 24), it dies. If the save is successful, the target is no longer in danger from that particular quivering palm attack. [b]Stunning Attack (Su):[/b] Once per round (but not more than sixteen times per day), Jen Kedar can stun a creature damaged by his unarmed attacks. The foe so struck must make a Fortitude saving throw (DC 24) or be stunned for 1 round in addition to taking normal damage from the attack. Creatures immune to critical hits cannot be stunned with this attack. [b]Abundant Step (Sp):[/b] Jen Kedar can slip magically between spaces, as per the spell dimension door, once per day. [b]Diamond Body (Su):[/b] Jen Kedar gains immunity to poison of all kinds. [b]Diamond Soul:[/b] Jen Kedar gains spell resistance 26. [b]Evasion (Ex):[/b] If Jen Kedar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. [b]Improved Evasion:[/b] If Jen Kedar makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. In addition, he takes only half damage on a failed save. [b]Leap of the Clouds:[/b] Jen Kedar's jumping distance (vertical or horizontal) is not limited according to his height. [b]Purity of Body:[/b] Jen Kedar gains immunity to all diseases except for magical diseases such as mummy rot and lycanthropy. [b]Slow Fall:[/b] A monk within arm's reach of a wall can use it to slow his descent while falling. Jen Kedar takes damage as if the fall were 50 feet shorter than it actually is. [b]Still Mind:[/b] Jen Kedar gains a +2 bonus on saving throws against spells and effects from the Enchantment school. [b]Wholeness of Body (Su):[/b] Jen Kedar can cure up to 32 hit points of his own wounds each day, and he can spread this healing out over several uses. [b]Death Attack:[/b] If Jen Kedar studies his victim for 3 rounds and then makes a sneak attack within the next 3 rounds with a melee weapon that successfully deals damage, the sneak attack may also paralyze or kill the target (Jen Kedar's choice). A victim who fails his or her Fortitude saving throw (DC 18) against the kill effect dies. If the saving throw fails against the paralysis, the victim's mind and body become enervated, making him or her completely helpless and unable to act for 1d6+1 rounds. [b]Poison Use:[/b] Jen Kedar is trained in the use of poison and never risks accidentally poisoning himself when applying poison to a blade. [b]Tongue of the Devil (Ex):[/b] Jen Kedar as a disciple of Baalzebul can speak with eloquence and believability even when telling bold-faced lies, by using his cunning as well as his charm. When making Bluff checks, Jen Kedar adds his intelligence modifier as well as his Charisma modifier to the check result. [b]Suggestion (Sp):[/b] Once per day Jen Kedar can produce an effect identical to that of a suggestion spell. The DC to resist this effect is 19. [b]Summon Osyluth (Sp):[/b] Once per day Jen Kedar can summon a single Osyluth devil. This functions as a summon monster spell cast by a 15th level caster. Ok, now that you have all the stats you need, here are some ideas for tactics. Jen Kedar and Grummok will never confront their enemies in a position of strenght. They have a vast arrray of abilities to draw upon that will keep them from a disadvantagous fight with your entire party. Their most likely course of action given the information you detailed would depend on the strength a of your group. The two assassins would not readily attack foes they knew litle about, and would study their intended targets for quite awhile before doing anything. if your group somehow seems weak to them then direct confrontation is not out of the question, and they would certainly seek to destroy them utterly. If your group has a reputation of strenth then it is quite possible that Jen Kedar would attempt to negotiate, that failing he and Grummok would certainly flee, not wishing to take un-needed chances with their lives. The one thing to remember is that both assassins are very experienced and would not act rashly or without knowing all the facts, that's how thay have stayed alive as long as they have. Let me know if you have any other queations. Dirge [/QUOTE]
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Grummok, Gargoyle Assassin (Updated 2/26/04) Epic Grummok 3.5
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