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I need help creating a... (my players stay out)
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<blockquote data-quote="Lordnightshade" data-source="post: 382031" data-attributes="member: 499"><p>Ah yes Grim, but where's the fun in that? My players are mostly rules lawyers (the good kind who are helpful) they know much more about the rules than I do, since I focus more on the story aspects of my campaign than on learning the rules better. </p><p></p><p>They like this just fine, as they love the stories, but they are always excited and impressed when I can challenge them with something using the rules cleverly and cleanly (no dirty pool and no blatent munchkinism on the DMs part) because when I kick their asses they like to know how I’m doing it. I don’t have to tell them, but I like to sometimes. </p><p></p><p>Wolf96, I can’t thank you enough for helping me with this guy, he has really turned out scary, and I think he will kick the duelist’s ass pretty hard! Good thing this duel has the option of being either to the death or until one of the combatants surrenders. </p><p></p><p>To be fair, in the duel he will allow the PC to get as buffed up as he wants from his friends (Mantle of Egregious Might is a sick, sick spell!) and he won’t use any of his Spell like abilities (this is just a sword fight). </p><p></p><p>I also didn’t give him the Sense Motive item since he has a +22 to it anyway so I figured it would be fine (he got a crapload of skill points due to his high intelligence). </p><p></p><p>I think I may have done his skill points incorrectly, but I don’t think that will matter as most of his skills won’t come into play during the encounter. </p><p></p><p>Anyway here is the semi-done Stat Block I have for him. Any last minute tweaks I can make to him? (Not necessarily to make him more powerful but to correct any mistakes I may have made?) If anything he could use to be made a little less powerful, I’m thinking of removing the Half-fiend template, but that’s something that fits better into the story and it does make his stats delicious… hmmm…. </p><p></p><p></p><p><strong>Male Half-Fiend, Human, Fighter6/Duelist7/Weapon Master7</strong>: CR 22; Medium Humanoid ; HD 20d10+30; hp 130; Init +12; Spd 30; AC 50 (+ 12 Dex, + 8 Int, + 3 Fight Defensive with 5 ranks of Tumble, + 7 Elaborate Parry, + 1 Dodge, + 5 Defending Dagger, + 4 Haste); Atk +25 base melee, (With Rapier +36/+31/+26/+21 Attack or +36/+36/+31/+26/+21 hasted. Breakdown: + 12 Dex, Weapon Finesse: Rapier, + 5 weapon enhancement, + 1 Weapon Focus: Rapier, + 1 Ioun Stone, - 4 Fighting Defensive, + 1 Superior Weapon Focus) +32 base ranged; SQ: Darkvision 60 ft., Poison Immunity, acid, cold, electricity, and fire resistance 20; AL CE; SV Fort +12, Ref +26, Will +5; STR 21, DEX 34, CON 16, INT 26, WIS 8, CHA 12 (Using 36 point buy which is same as PCs).</p><p></p><p>[Damage]: +5 Keen Rapier (3d6 +12 normal) (4d6 +24 crit) (5d6 +36 Increased crit )</p><p>[Damage Ki Strike]: (30 normal) (48 crit) (66 increased crit) </p><p>Crit: 12-20 (16-20 Improved Critical, 14-20 Keen, 12-20 Ki Critical.) x2 (x3 with Increased Multiplier)</p><p></p><p>[Languages] Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Orc. </p><p></p><p>[Skills] Balance +35, Bluff +24, Escape Artist +35, Hide +30, Innuendo +22, Intimidate +24, Knowledge (weaponry) +31, Listen +22, Perform +24, Sense Motive +22, Spot +22, Tumble +35. </p><p></p><p>[Feats]</p><p>1..............................Cosmopolitan: Tumble (makes Tumble a class skill)</p><p>1 (Human)............... Ambidexterity (No Penalty for off hand weapon)</p><p>1: Fighter.................Dodge (+1 AC vs. One opponent.) </p><p>2: Fighter.................Mobility (+4 to AC vs. AoO when moving) </p><p>3..............................Weapon Focus: Rapier (+1 Attack) </p><p>4: Fighter.................Combat Reflexes (12 AoO’s per round) </p><p>6..............................Expertise (subtract from + to attack and add to AC)</p><p>6: Fighter.................Weapon Specialization: Rapier (+2 damage bonus)</p><p>9..............................Spring Attack (Move before and after attack)</p><p>12............................Whirlwind Attack (Attack each opponent within 5 feet) </p><p>15............................Improved Critical: Rapier (Doubles threat range)</p><p>18............................Weapon Finesse: Rapier (Dex instead of Str to hit) </p><p></p><p>[Possessions]: </p><p>Gloves of Dexterity (+6): 36,000gp </p><p>Headband of Intellect (+6): 36,000gp </p><p>+5 Keen Rapier of Wounding: 128,320gp </p><p>+5 Defending Dagger: 72,302gp</p><p>Pale Green Ioun Stone: 20,000gp</p><p>Manual of Quickness in Action (+4): 110,000gp </p><p>Tome of Clear Thought (+4): 110,000gp </p><p>Boots of Speed: 8,000gp</p><p></p><p>[Special Abilities] </p><p>Ki Strike 7/day – automatically does full damage for the weapon on a successful hit. Can’t be used on crits.</p><p>Increased Multiplier 3/day – Makes the rapier do x3 damage on a crit. </p><p>Superior Weapon Focus – Adds one to attack rolls. Stacks with Weapon Focus.</p><p>Superior Combat Reflexes – Gets Dex + Wis number of AoOs per round, still only one per enemy.</p><p>Ki Critical – Adds another 2 to the threat range of the weapon.</p><p>Canny Defense – Int to AC.</p><p>Precise Strike -- +2d6 damage.</p><p>Enhanced Mobility – Another +4 AC versus AoO for movement.</p><p>Grace – Additional +2 to all reflex saves.</p><p>Acrobatic Attack -- +2 to attack and damage if you jump at least 5’ towards opponent.</p><p>Elaborate Parry – Another +7 to AC if you fight defensively.</p><p></p><p>Half-Fiend Abilities: Darkness 3/day, Desecrate, Unholy blight, Poison 3/day, Contagion, Blasphemy, Unholy aura 3/day, unhallow, Horrid wilting, Summon monster IX (fiends only), Destruction.</p></blockquote><p></p>
[QUOTE="Lordnightshade, post: 382031, member: 499"] Ah yes Grim, but where's the fun in that? My players are mostly rules lawyers (the good kind who are helpful) they know much more about the rules than I do, since I focus more on the story aspects of my campaign than on learning the rules better. They like this just fine, as they love the stories, but they are always excited and impressed when I can challenge them with something using the rules cleverly and cleanly (no dirty pool and no blatent munchkinism on the DMs part) because when I kick their asses they like to know how I’m doing it. I don’t have to tell them, but I like to sometimes. Wolf96, I can’t thank you enough for helping me with this guy, he has really turned out scary, and I think he will kick the duelist’s ass pretty hard! Good thing this duel has the option of being either to the death or until one of the combatants surrenders. To be fair, in the duel he will allow the PC to get as buffed up as he wants from his friends (Mantle of Egregious Might is a sick, sick spell!) and he won’t use any of his Spell like abilities (this is just a sword fight). I also didn’t give him the Sense Motive item since he has a +22 to it anyway so I figured it would be fine (he got a crapload of skill points due to his high intelligence). I think I may have done his skill points incorrectly, but I don’t think that will matter as most of his skills won’t come into play during the encounter. Anyway here is the semi-done Stat Block I have for him. Any last minute tweaks I can make to him? (Not necessarily to make him more powerful but to correct any mistakes I may have made?) If anything he could use to be made a little less powerful, I’m thinking of removing the Half-fiend template, but that’s something that fits better into the story and it does make his stats delicious… hmmm…. [b]Male Half-Fiend, Human, Fighter6/Duelist7/Weapon Master7[/b]: CR 22; Medium Humanoid ; HD 20d10+30; hp 130; Init +12; Spd 30; AC 50 (+ 12 Dex, + 8 Int, + 3 Fight Defensive with 5 ranks of Tumble, + 7 Elaborate Parry, + 1 Dodge, + 5 Defending Dagger, + 4 Haste); Atk +25 base melee, (With Rapier +36/+31/+26/+21 Attack or +36/+36/+31/+26/+21 hasted. Breakdown: + 12 Dex, Weapon Finesse: Rapier, + 5 weapon enhancement, + 1 Weapon Focus: Rapier, + 1 Ioun Stone, - 4 Fighting Defensive, + 1 Superior Weapon Focus) +32 base ranged; SQ: Darkvision 60 ft., Poison Immunity, acid, cold, electricity, and fire resistance 20; AL CE; SV Fort +12, Ref +26, Will +5; STR 21, DEX 34, CON 16, INT 26, WIS 8, CHA 12 (Using 36 point buy which is same as PCs). [Damage]: +5 Keen Rapier (3d6 +12 normal) (4d6 +24 crit) (5d6 +36 Increased crit ) [Damage Ki Strike]: (30 normal) (48 crit) (66 increased crit) Crit: 12-20 (16-20 Improved Critical, 14-20 Keen, 12-20 Ki Critical.) x2 (x3 with Increased Multiplier) [Languages] Abyssal, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Orc. [Skills] Balance +35, Bluff +24, Escape Artist +35, Hide +30, Innuendo +22, Intimidate +24, Knowledge (weaponry) +31, Listen +22, Perform +24, Sense Motive +22, Spot +22, Tumble +35. [Feats] 1..............................Cosmopolitan: Tumble (makes Tumble a class skill) 1 (Human)............... Ambidexterity (No Penalty for off hand weapon) 1: Fighter.................Dodge (+1 AC vs. One opponent.) 2: Fighter.................Mobility (+4 to AC vs. AoO when moving) 3..............................Weapon Focus: Rapier (+1 Attack) 4: Fighter.................Combat Reflexes (12 AoO’s per round) 6..............................Expertise (subtract from + to attack and add to AC) 6: Fighter.................Weapon Specialization: Rapier (+2 damage bonus) 9..............................Spring Attack (Move before and after attack) 12............................Whirlwind Attack (Attack each opponent within 5 feet) 15............................Improved Critical: Rapier (Doubles threat range) 18............................Weapon Finesse: Rapier (Dex instead of Str to hit) [Possessions]: Gloves of Dexterity (+6): 36,000gp Headband of Intellect (+6): 36,000gp +5 Keen Rapier of Wounding: 128,320gp +5 Defending Dagger: 72,302gp Pale Green Ioun Stone: 20,000gp Manual of Quickness in Action (+4): 110,000gp Tome of Clear Thought (+4): 110,000gp Boots of Speed: 8,000gp [Special Abilities] Ki Strike 7/day – automatically does full damage for the weapon on a successful hit. Can’t be used on crits. Increased Multiplier 3/day – Makes the rapier do x3 damage on a crit. Superior Weapon Focus – Adds one to attack rolls. Stacks with Weapon Focus. Superior Combat Reflexes – Gets Dex + Wis number of AoOs per round, still only one per enemy. Ki Critical – Adds another 2 to the threat range of the weapon. Canny Defense – Int to AC. Precise Strike -- +2d6 damage. Enhanced Mobility – Another +4 AC versus AoO for movement. Grace – Additional +2 to all reflex saves. Acrobatic Attack -- +2 to attack and damage if you jump at least 5’ towards opponent. Elaborate Parry – Another +7 to AC if you fight defensively. Half-Fiend Abilities: Darkness 3/day, Desecrate, Unholy blight, Poison 3/day, Contagion, Blasphemy, Unholy aura 3/day, unhallow, Horrid wilting, Summon monster IX (fiends only), Destruction. [/QUOTE]
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