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Hordes of Chaos - And other Sailors on the River of Worlds
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<blockquote data-quote="Psion" data-source="post: 1798541" data-attributes="member: 172"><p>Ryss, Avatar of Chaos</p><p></p><p> Ryss is intended as a taunting villain who will be essentially untouchable by the PCs until he reaches higher level. He is a manifestation of chaos itself, and acts to further the cause of chaos, but rarely overtly. When he meets the PCs, he will be a bit like the Emperor in Return of the Jedi: sitting back, taunting, until the PCs prove to be too much of a nuissance, when he unleashes a can of whoop-hiney.</p><p> Rhyss is made as a doppleganger with the relentless and enchanted templates from the Book of Templates, the Chaos Spawn template from Portals and Planes, and the wild spellcaster template from Wild Spellcraft. I am thinking of going with an incubus instead.</p><p></p><p>Ryss appears as a beautiful human or humanoid male with features that subtly continuously shift. Basically, I give player a spot check every round to notice this. Those who fail the spot check still feel disconcerted by his appearance, but can't place a finger on it.</p><p></p><p>Relentless Immortal Enchanted Chaos-Spawn Wild Spellcaster Doppleganger Sorcerer 12</p><p></p><p>Ryss, None Doppelganger Monstrous Humanoid4/Sor12/Outsider2: CR 23; Medium Outsider (Shapechanger, Chaos Legionnaire); HD 2d8+10 (Chaos Spawn)+4d10+20(Monstrous Humanoid) , 12d6+60(Sorcerer); hp 158; Init +1; Spd 30, fly 30 (avg); AC:23 (+1 dex, +4 natural, +4 armor, +4 deflection)(Flatfooted:22 Touch:15); Atk +12/7 base melee, +11/6 base ranged; +12 (1d6+3, Slam); Full attack: +12/+7 (melee weapon) and +7 (tentacle 1d6+3); SA: Detect Thoughts (Su), Spell-like Abilities, Chaotic Sunder; SQ: Energy Resistance (Acid) 20 (cold, fire, electricity) 10, Immunities, Spell Resistance (Ex): 18, Low-light Vision (Ex), Regeneration 7, Critical Weakness, Child of Chaos, Liquid Body; AL CE; SV Fort +16, Ref +12, Will +18; STR 14, DEX 13, CON 20, INT 18, WIS 15, CHA 25.</p><p> Skills and Feats: Bluff +30, Concentration +24, Disguise +20, Forgery +6, Intimidate +16, Knowledge (Arcana) +19, Listen +7, Sense Motive +7, Spellcraft +25, Spot +9; Combat Casting, Deceitful, Enlarge Spell, Improved Counterspell, Quicken Spell, Simple Weapon Proficiency, Spell Focus: Evocation, Spell Penetration.</p><p> Spells Known (Sor 6/8/8/8/7/6/4): 0 -- Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Ray of Frost, Read Magic, Resistance, Touch of Fatigue; 1st -- Cause Fear, Charm Person, Feather Fall, Hold Portal, Magic Missile; 2nd -- Continual Flame, Darkvision, Invisibility, Knock, Melf`s Acid Arrow; 3rd -- Fireball, Haste, Hold Person, Magic Circle against Evil; 4th -- Dimension Door, Globe of Invulnerability, Lesser, Wall of Fire; 5th -- Feeblemind, Summon Monster V; 6th -- Dispel Magic, Greater.</p><p> Smite Law (Su): 5 times/day, +7 to hit, +16 damage against lawful creatures.</p><p> Spell Like Abilities(Sp): At will - Detect magic, read magic, light; 6/day - mage armor, invisibility. 1/week - commune. The detect magic ability goes directly to the third round results.</p><p> Immunities(Ex): Immune to mind influencing effects, charm, disease, poison, fatigue, fear, sleep, paralysis, stunning, energy drain, and death from massive damage.</p><p> Energy Immunity (Ex): Immune to sonic damage.</p><p> Eternal (Ex): An immortal’s body does not age or fatigue, nor can it die from age, suffocation starvation, or thirst. Immortals do not need to sleep. Though it may eat, breathe, and drink, it cannot be damaged by starvation, suffocation, or thirst.</p><p> Critical Weakness (Ex): One artifact, material, or energy can harm a relentless creature The</p><p>substance still does subdual damage (per regeneration) on a successful attack, however the relentless is killed instantly and irrevocably if it is struck or treated appropriately with its critical weakness while it is unconscious due to subdual damage.</p><p> Finding out this sort of knowledge is the stuff of desperate quests and legendary tales (Knowledge or bardic lore check DC 30 or more). The legend lore spell works fine within its normal limitations—that is, most castings take 2d6 weeks and give only vague clues. Such truths are well guarded by powerful relentless creatures.</p><p> Regeneration (Ex): Rhyss has regeneration 7. No form of damage overcomes this regeneration. If it loses a limb or body part, the lost portion regrows in 2d6 minutes (minimum 1d6).</p><p> Child of Chaos: For all rolls of creatures attacking or defending against the chaos creature must roll twice and take the worst result. This includes attack rolls, damage rolls, and saves against effects.</p><p> Liquid body: ½ damage from slashing weapons.</p><p> Wild Spellcaster: Spells mishap 1 in 20.</p><p>Possessions: </p><p>Weapons: Dagger (2 gp); Crossbow, light, Masterwork (335 gp).</p></blockquote><p></p>
[QUOTE="Psion, post: 1798541, member: 172"] Ryss, Avatar of Chaos Ryss is intended as a taunting villain who will be essentially untouchable by the PCs until he reaches higher level. He is a manifestation of chaos itself, and acts to further the cause of chaos, but rarely overtly. When he meets the PCs, he will be a bit like the Emperor in Return of the Jedi: sitting back, taunting, until the PCs prove to be too much of a nuissance, when he unleashes a can of whoop-hiney. Rhyss is made as a doppleganger with the relentless and enchanted templates from the Book of Templates, the Chaos Spawn template from Portals and Planes, and the wild spellcaster template from Wild Spellcraft. I am thinking of going with an incubus instead. Ryss appears as a beautiful human or humanoid male with features that subtly continuously shift. Basically, I give player a spot check every round to notice this. Those who fail the spot check still feel disconcerted by his appearance, but can't place a finger on it. Relentless Immortal Enchanted Chaos-Spawn Wild Spellcaster Doppleganger Sorcerer 12 Ryss, None Doppelganger Monstrous Humanoid4/Sor12/Outsider2: CR 23; Medium Outsider (Shapechanger, Chaos Legionnaire); HD 2d8+10 (Chaos Spawn)+4d10+20(Monstrous Humanoid) , 12d6+60(Sorcerer); hp 158; Init +1; Spd 30, fly 30 (avg); AC:23 (+1 dex, +4 natural, +4 armor, +4 deflection)(Flatfooted:22 Touch:15); Atk +12/7 base melee, +11/6 base ranged; +12 (1d6+3, Slam); Full attack: +12/+7 (melee weapon) and +7 (tentacle 1d6+3); SA: Detect Thoughts (Su), Spell-like Abilities, Chaotic Sunder; SQ: Energy Resistance (Acid) 20 (cold, fire, electricity) 10, Immunities, Spell Resistance (Ex): 18, Low-light Vision (Ex), Regeneration 7, Critical Weakness, Child of Chaos, Liquid Body; AL CE; SV Fort +16, Ref +12, Will +18; STR 14, DEX 13, CON 20, INT 18, WIS 15, CHA 25. Skills and Feats: Bluff +30, Concentration +24, Disguise +20, Forgery +6, Intimidate +16, Knowledge (Arcana) +19, Listen +7, Sense Motive +7, Spellcraft +25, Spot +9; Combat Casting, Deceitful, Enlarge Spell, Improved Counterspell, Quicken Spell, Simple Weapon Proficiency, Spell Focus: Evocation, Spell Penetration. Spells Known (Sor 6/8/8/8/7/6/4): 0 -- Arcane Mark, Detect Magic, Detect Poison, Mending, Message, Ray of Frost, Read Magic, Resistance, Touch of Fatigue; 1st -- Cause Fear, Charm Person, Feather Fall, Hold Portal, Magic Missile; 2nd -- Continual Flame, Darkvision, Invisibility, Knock, Melf`s Acid Arrow; 3rd -- Fireball, Haste, Hold Person, Magic Circle against Evil; 4th -- Dimension Door, Globe of Invulnerability, Lesser, Wall of Fire; 5th -- Feeblemind, Summon Monster V; 6th -- Dispel Magic, Greater. Smite Law (Su): 5 times/day, +7 to hit, +16 damage against lawful creatures. Spell Like Abilities(Sp): At will - Detect magic, read magic, light; 6/day - mage armor, invisibility. 1/week - commune. The detect magic ability goes directly to the third round results. Immunities(Ex): Immune to mind influencing effects, charm, disease, poison, fatigue, fear, sleep, paralysis, stunning, energy drain, and death from massive damage. Energy Immunity (Ex): Immune to sonic damage. Eternal (Ex): An immortal’s body does not age or fatigue, nor can it die from age, suffocation starvation, or thirst. Immortals do not need to sleep. Though it may eat, breathe, and drink, it cannot be damaged by starvation, suffocation, or thirst. Critical Weakness (Ex): One artifact, material, or energy can harm a relentless creature The substance still does subdual damage (per regeneration) on a successful attack, however the relentless is killed instantly and irrevocably if it is struck or treated appropriately with its critical weakness while it is unconscious due to subdual damage. Finding out this sort of knowledge is the stuff of desperate quests and legendary tales (Knowledge or bardic lore check DC 30 or more). The legend lore spell works fine within its normal limitations—that is, most castings take 2d6 weeks and give only vague clues. Such truths are well guarded by powerful relentless creatures. Regeneration (Ex): Rhyss has regeneration 7. No form of damage overcomes this regeneration. If it loses a limb or body part, the lost portion regrows in 2d6 minutes (minimum 1d6). Child of Chaos: For all rolls of creatures attacking or defending against the chaos creature must roll twice and take the worst result. This includes attack rolls, damage rolls, and saves against effects. Liquid body: ½ damage from slashing weapons. Wild Spellcaster: Spells mishap 1 in 20. Possessions: Weapons: Dagger (2 gp); Crossbow, light, Masterwork (335 gp). [/QUOTE]
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