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Help me make HIM.
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<blockquote data-quote="Cartigan Mrryl" data-source="post: 2617374" data-attributes="member: 36650"><p>Okay... might I give out some stats? I'll give some justification for the stats later on in the post.</p><p>   <strong>NORMAL STATS</strong> </p><p>Strength: 16    (To start with... remember.. the focus.)</p><p>Dexterity: 15</p><p>Constitution: 21</p><p>Wisdom: 14 </p><p>Intelligence: 15</p><p>Charisma: 16</p><p></p><p>Alright as for justification:</p><p>   <u>Strength</u>: He is strong, but he can get stronger. I'd consider lowering the strength increase per round by half, to 5. That way, he won't get too strong too quickly. Think about it. In 10 rounds, if he did that constantly, he'd be as strong as/stronger than a dragon. That's WAY too much power for a large creature, even a fiend. SO starting at 16 will make him exceptionally strong naturally, not a herculean creature who only gets more titanous.</p><p></p><p>   <u>Dexterity</u>: He is a dextrous warrior, if he is in ONE of the nine hells, then he would have to be dextrous, OR defiantly strong. so if you want to up his strength, I suggest you </p><p>-1 to dexterity, +1 to Strength for every point of strength you want more, that way, he'll be able to deliver huge attacks, but hitting his enemies might become a problem. </p><p></p><p>   <u>Constitution</u>: He has been in a Hell for a LONG while, right? His natural fiendish heritage would make him more enduring, much more enduring than the average human.(Remember, average human = 10.)</p><p></p><p>   <u>Wisdom</u>: He doesn't seem like a guy full of wisdom, but he'd still be wise to a point, yet again, due to his time in a Hell. He's merely above average, not overly wise, but not reckless, although you could decide to make him extremely rash and lower his wisdom, but if you're going to make him reckless and leave his wisdom, that wouldn't work, I tend to RP the characters according to their stats, although you might be different.</p><p></p><p>   <u>Intelligence</u>: Yet again, he seems MORE brawn than brain. But not too much. He should be smart, intelligible enough to comprehend things and know what to do, but he shouldn't be smart enough to know EVERYTHING. That would make him too strong.</p><p></p><p>   <u>Charisma</u>: Whether you know of it or not, Fear is a large part of charisma, charisma isn't only looking good or inspiring lust/friendship/kindness/bravery, it's also about inspiring fear, hatred, and all the other things that make kids awaken in the middle of the night, sure that something just ducked under their bed. It's the ability to hold the center of attention, a completely plain, untalkative guy could have a high charisma, if he walked into the room and his presence was so immense that everyone turned to him and watched him for a while, if all talk ceased when he showed his face - even though he didn't say a word and wasn't pretty or even pretty ugly, I'd gie him a Cha score of 18+.</p><p></p><p>So yeah, that's what I think, you could either add the Fiend template's stat modifiers on there or not, I don't know. His stats are actually the same as this one Dwarf I ran.. after about 15 levels. He was good, these stats aren't too odd, only the Constitution, but anyone can be extremely hardy/enduring.</p><p>   So yeah...   Ja ne!</p><p></p><p>I'll post more later...</p><p></p><p>Anyways, where was I? Oh, yes.</p><p></p><p>As for the Large Morningstar, make sure that he has the (quite obvious) ability that any weapon he wields is treated as (insert alignment of your choosing here). Ummm... make his bleeding bite deal 1D6 and a "Wounding" Fort Dc of... 15? If they save, they aren't wounded, if they fail the save, they take 1-3 points every round? </p><p> So something ludicrous to make it more expansive. Make him have to grapple the enemy in order to deliver his bite attack. To add some icing on the cake... Make him Immune to fire, and maybe Electricity and Acid or Poison. (I'd suggest making him immune to poison, that way your PC's won't be able to poison him and take down his Strength.)</p><p></p><p></p><p>Also, if you really insist on "Uber-ing" him...</p><p>   <strong>UBER MACE</strong> </p><p>Str: 23</p><p>Dex: 16</p><p>Con: 45</p><p>Wis: 17</p><p>Int: 18</p><p>Cha: 21</p><p></p><p>And that'd only be because you want to make him hard. Also, if you want to make a plot device-ish thing, make it so that as he's about to pound one of the PC's into the ground or tear it to shreds, one of his children could call him, thereby saving the PCs (An annoying trait I've discovered of people around here is how they want their PCs to be saved from anything, including a TPK [although I don't blame them for trying to avoid a TPK, although only because it's time consuming to have to ake all those characters all over again.])</p><p></p><p>          Feedback?</p></blockquote><p></p>
[QUOTE="Cartigan Mrryl, post: 2617374, member: 36650"] Okay... might I give out some stats? I'll give some justification for the stats later on in the post. [B]NORMAL STATS[/B] Strength: 16 (To start with... remember.. the focus.) Dexterity: 15 Constitution: 21 Wisdom: 14 Intelligence: 15 Charisma: 16 Alright as for justification: [U]Strength[/U]: He is strong, but he can get stronger. I'd consider lowering the strength increase per round by half, to 5. That way, he won't get too strong too quickly. Think about it. In 10 rounds, if he did that constantly, he'd be as strong as/stronger than a dragon. That's WAY too much power for a large creature, even a fiend. SO starting at 16 will make him exceptionally strong naturally, not a herculean creature who only gets more titanous. [U]Dexterity[/U]: He is a dextrous warrior, if he is in ONE of the nine hells, then he would have to be dextrous, OR defiantly strong. so if you want to up his strength, I suggest you -1 to dexterity, +1 to Strength for every point of strength you want more, that way, he'll be able to deliver huge attacks, but hitting his enemies might become a problem. [U]Constitution[/U]: He has been in a Hell for a LONG while, right? His natural fiendish heritage would make him more enduring, much more enduring than the average human.(Remember, average human = 10.) [U]Wisdom[/U]: He doesn't seem like a guy full of wisdom, but he'd still be wise to a point, yet again, due to his time in a Hell. He's merely above average, not overly wise, but not reckless, although you could decide to make him extremely rash and lower his wisdom, but if you're going to make him reckless and leave his wisdom, that wouldn't work, I tend to RP the characters according to their stats, although you might be different. [U]Intelligence[/U]: Yet again, he seems MORE brawn than brain. But not too much. He should be smart, intelligible enough to comprehend things and know what to do, but he shouldn't be smart enough to know EVERYTHING. That would make him too strong. [U]Charisma[/U]: Whether you know of it or not, Fear is a large part of charisma, charisma isn't only looking good or inspiring lust/friendship/kindness/bravery, it's also about inspiring fear, hatred, and all the other things that make kids awaken in the middle of the night, sure that something just ducked under their bed. It's the ability to hold the center of attention, a completely plain, untalkative guy could have a high charisma, if he walked into the room and his presence was so immense that everyone turned to him and watched him for a while, if all talk ceased when he showed his face - even though he didn't say a word and wasn't pretty or even pretty ugly, I'd gie him a Cha score of 18+. So yeah, that's what I think, you could either add the Fiend template's stat modifiers on there or not, I don't know. His stats are actually the same as this one Dwarf I ran.. after about 15 levels. He was good, these stats aren't too odd, only the Constitution, but anyone can be extremely hardy/enduring. So yeah... Ja ne! I'll post more later... Anyways, where was I? Oh, yes. As for the Large Morningstar, make sure that he has the (quite obvious) ability that any weapon he wields is treated as (insert alignment of your choosing here). Ummm... make his bleeding bite deal 1D6 and a "Wounding" Fort Dc of... 15? If they save, they aren't wounded, if they fail the save, they take 1-3 points every round? So something ludicrous to make it more expansive. Make him have to grapple the enemy in order to deliver his bite attack. To add some icing on the cake... Make him Immune to fire, and maybe Electricity and Acid or Poison. (I'd suggest making him immune to poison, that way your PC's won't be able to poison him and take down his Strength.) Also, if you really insist on "Uber-ing" him... [B]UBER MACE[/B] Str: 23 Dex: 16 Con: 45 Wis: 17 Int: 18 Cha: 21 And that'd only be because you want to make him hard. Also, if you want to make a plot device-ish thing, make it so that as he's about to pound one of the PC's into the ground or tear it to shreds, one of his children could call him, thereby saving the PCs (An annoying trait I've discovered of people around here is how they want their PCs to be saved from anything, including a TPK [although I don't blame them for trying to avoid a TPK, although only because it's time consuming to have to ake all those characters all over again.]) Feedback? [/QUOTE]
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