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<blockquote data-quote="Paxus Asclepius" data-source="post: 1897339" data-attributes="member: 15175"><p>The Wolf God</p><p></p><p>Paragon advanced greater barghest, Warshaper 5/Planar Champion 5/Legendary Dreadnought 44.</p><p></p><p>Size: Large</p><p>HD: 23d8+5d10+44d12+936+864+108 (2668 hp)</p><p>Initiative:+10</p><p>Speed:80 ft.</p><p>AC:70 (-1 size, +9 natural, +10 Dex, +12 luck, +12 insight, +18 armor)</p><p>Base Attack/Grapple:+45/+74</p><p>SQ: DR 10/epic and 48/- (stacking), SR 103, darkvision 60 ft., scent.</p><p>Abilities: Str 60, Dex 30, Con 33, Int 37, Wis 30, Cha 32.</p><p></p><p>Racial abilities: Does not sleep, eat or breathe; SLA: at will=Blink, Levitate, Misdirection (DC 34), Rage (DC 35), Invisibility Sphere (caster level 33); 3/day Greater Dispel Magic, Haste, See Invisibility (caster level 15); 1/day Charm Monster (DC 36), Crushing Despair (DC 36), Dimension Door, Mass Bull's Strength, Mass Enlarge (caster level 33). Change shape into goblinoid or wolf-like form as a standard action; in wolf form, Pass Without Trace at will. Darkvision 60 ft., scent.</p><p></p><p>Class abilities:</p><p>Warshaper: when in alternate forms only, possesses the following: immune to stunning, immune to critical hits, increase damage of extant natural weapons by one die size, add any new natural weapons desired, +4 to Str and Con, increase reach by 5 ft, fast healing 2 (redundant), change shape as a move-equivalent action.</p><p></p><p>Planar Champion: Favored plane, Gehenna +2 and Oerth +1 (add this bonus to Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Spot, Wilderness Lore, and damage rolls against natives of the plane), See Invisibility constantly active, treat any weapon in which character is specialized as a force effect, immune to all natural planar hazards.</p><p></p><p>Legendary Dreadnought: 9/day Unstoppable Force (+20 to Str check to break object or barrier, including Walls of Force [DC 32] or to an attack roll), 9/day Unmovable (+20 to a grapple check to avoid being grappled, to a Str check to avoid mundane or magical attempt to move character, or to any save, including a Will save against any effect that would move character and does not normally grant a save), Shrug Off Punishment (+108 bonus hit points), Thick Skinned (DR 27/-, explicitly stacks with any DR from any source other than magical items or non-permanent spells).</p><p></p><p>Feats: Combat Reflexes, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Weapon Focus: Falchion, Weapon Specialization: Falchion, Improved Critical: Falchion, Greater Weapon Focus: Falchion, Greater Weapon Specialization: Falchion, Epic Weapon Focus: Falchion, Epic Weapon Specialization: Falchion, Overwhelming Critical: Falchion, Devastating Critical: Falchion, Damage Reductionx7, Epic Strength x6, Leadership, Epic Leadership, Epic Skill Focus: Knowledge (tactics).</p><p></p><p>Equipment: <em>Grimcleaver</em> (minor artifact, as <em>keen vorpal +7 falchion of unholy power,</em> which ignores all object hardness, inflicts 1/4 of base damage as vile damage, deals 1d4 Dex damage per hit from poison and, as per the <em>Flesh Ring of Scorn</em>, inflicts a critical hit on any threat if wielded by an evil outsider against non-outsiders), <em>Impregnable Mantle of Terror</em> (<em>+10 urdrukar full plate</em>; urdrukar increases DC of scrying checks by +40), sundry other items of power to be detailed at a later point.</p><p></p><p>History: The Wolf God has gone to great efforts to erase his early history; the evidence indicates that this is not out of any sense of shame for it, but merely the certain knowledge that the less his enemies know, the less they can use against him. Consequently, the earliest extant records available on Oerth, in the hands of such as the Circle of Eight and other plane-crossing individuals of considerable resources, are of his career as a mercenary general in the Blood War, under the pseudonym of the Wolf Lord. His formidable physical abilities allowed him to dominate his devilish troops with ease; his fiendish cunning and excellent grasp of tactics were put to excellent use both against his opponents, whom he routed on every field of battle, and against his general staff, as capable as they were disloyal. By proving too valuable not to use, and too powerful to assassinate, he soon commanded an army whose worth was unparalleled.</p><p></p><p>Following the Greyhawk War, he became apprised of two things. First, that there were many untapped resources on Oerth, waiting to be used by one who knew the ways of leadership and war. Secondly, that the Dark Eight had decided he could no longer be trusted, swollen as his personal and temporal power had become. He approached them with the second piece of knowledge, and made them a deal: that he would turn over to them the bulk of his armies, and withdraw from the Lower Planes with his staff, in return for certain artifacts of power which they possessed, and certain others which they could cause to be forged. Aware that conflict with a forewarned (and thus forearmed) Wolf Lord would weaken the front much more than these concessions, the Dark Eight agreed.</p><p></p><p>Taking over the goblinoids and giants of the Flaenaess was almost pitifully easy. Turrosh Mak of the Pomarj had already well prepared the ground there, so it was the first place visited by the newly-styled Wolf God. An overt takeover would have served no purpose; a simple conversation with the petty Emperor convinced the poor half-orc that it was by far in his best interests to accede to this apparation's demands. From this base, the Wolf God proceeded to subdue the giantish tribes that occupied the numerous mountain ranges, and the humanoids that dogged their heels like jackals waiting for the lions to finish. Imposing a proper sense of discipline on them proved nigh-impossible, so a new plan was concocted: rather than let each tribe rule itself in a feudal system, a more rigid hierarchy would allow the more fit to rule those who could evidently not rule themselves. Recruiting ogre magi, those humans and humanoids cunning enough to wield magic, and diverse other creatures of power and intellect, he set them as a priestly caste, to rule over the castes of warriors and labourers. With the advice of his devilish staff and rakshasa consort, he devised an intricate system where official rank, career, and race intertwine to create a hierarchy twisted enough that instruction in it is a large part of his subjects' education.</p><p></p><p>Cohort: Khana Vhearshalkhoura, Rakshasa Loremaster12/Archmage5/Divine Oracle10/Fatespinner5/Initiate of the Sevenfold Veil 7/Elemental Savant(air)10</p><p></p><p>Feats: Skill Focus: Knowledge (religion), Spell Focus: Abjuration, Greater Spell Focus: Abjuration, Skill Focus: Spellcraft, Energy Substitution: Electricity, Born of the Three Thunders, Quicken Spell, Spell Focus: Evocation, Automatic Quicken Spellx3, Multispellx2, Intensify Spell, Improved Metamagicx5.</p></blockquote><p></p>
[QUOTE="Paxus Asclepius, post: 1897339, member: 15175"] The Wolf God Paragon advanced greater barghest, Warshaper 5/Planar Champion 5/Legendary Dreadnought 44. Size: Large HD: 23d8+5d10+44d12+936+864+108 (2668 hp) Initiative:+10 Speed:80 ft. AC:70 (-1 size, +9 natural, +10 Dex, +12 luck, +12 insight, +18 armor) Base Attack/Grapple:+45/+74 SQ: DR 10/epic and 48/- (stacking), SR 103, darkvision 60 ft., scent. Abilities: Str 60, Dex 30, Con 33, Int 37, Wis 30, Cha 32. Racial abilities: Does not sleep, eat or breathe; SLA: at will=Blink, Levitate, Misdirection (DC 34), Rage (DC 35), Invisibility Sphere (caster level 33); 3/day Greater Dispel Magic, Haste, See Invisibility (caster level 15); 1/day Charm Monster (DC 36), Crushing Despair (DC 36), Dimension Door, Mass Bull's Strength, Mass Enlarge (caster level 33). Change shape into goblinoid or wolf-like form as a standard action; in wolf form, Pass Without Trace at will. Darkvision 60 ft., scent. Class abilities: Warshaper: when in alternate forms only, possesses the following: immune to stunning, immune to critical hits, increase damage of extant natural weapons by one die size, add any new natural weapons desired, +4 to Str and Con, increase reach by 5 ft, fast healing 2 (redundant), change shape as a move-equivalent action. Planar Champion: Favored plane, Gehenna +2 and Oerth +1 (add this bonus to Bluff, Diplomacy, Gather Information, Listen, Sense Motive, Spot, Wilderness Lore, and damage rolls against natives of the plane), See Invisibility constantly active, treat any weapon in which character is specialized as a force effect, immune to all natural planar hazards. Legendary Dreadnought: 9/day Unstoppable Force (+20 to Str check to break object or barrier, including Walls of Force [DC 32] or to an attack roll), 9/day Unmovable (+20 to a grapple check to avoid being grappled, to a Str check to avoid mundane or magical attempt to move character, or to any save, including a Will save against any effect that would move character and does not normally grant a save), Shrug Off Punishment (+108 bonus hit points), Thick Skinned (DR 27/-, explicitly stacks with any DR from any source other than magical items or non-permanent spells). Feats: Combat Reflexes, Power Attack, Cleave, Great Cleave, Improved Bull Rush, Weapon Focus: Falchion, Weapon Specialization: Falchion, Improved Critical: Falchion, Greater Weapon Focus: Falchion, Greater Weapon Specialization: Falchion, Epic Weapon Focus: Falchion, Epic Weapon Specialization: Falchion, Overwhelming Critical: Falchion, Devastating Critical: Falchion, Damage Reductionx7, Epic Strength x6, Leadership, Epic Leadership, Epic Skill Focus: Knowledge (tactics). Equipment: [I]Grimcleaver[/I] (minor artifact, as [I]keen vorpal +7 falchion of unholy power,[/I] which ignores all object hardness, inflicts 1/4 of base damage as vile damage, deals 1d4 Dex damage per hit from poison and, as per the [I]Flesh Ring of Scorn[/I], inflicts a critical hit on any threat if wielded by an evil outsider against non-outsiders), [I]Impregnable Mantle of Terror[/I] ([i]+10 urdrukar full plate[/i]; urdrukar increases DC of scrying checks by +40), sundry other items of power to be detailed at a later point. History: The Wolf God has gone to great efforts to erase his early history; the evidence indicates that this is not out of any sense of shame for it, but merely the certain knowledge that the less his enemies know, the less they can use against him. Consequently, the earliest extant records available on Oerth, in the hands of such as the Circle of Eight and other plane-crossing individuals of considerable resources, are of his career as a mercenary general in the Blood War, under the pseudonym of the Wolf Lord. His formidable physical abilities allowed him to dominate his devilish troops with ease; his fiendish cunning and excellent grasp of tactics were put to excellent use both against his opponents, whom he routed on every field of battle, and against his general staff, as capable as they were disloyal. By proving too valuable not to use, and too powerful to assassinate, he soon commanded an army whose worth was unparalleled. Following the Greyhawk War, he became apprised of two things. First, that there were many untapped resources on Oerth, waiting to be used by one who knew the ways of leadership and war. Secondly, that the Dark Eight had decided he could no longer be trusted, swollen as his personal and temporal power had become. He approached them with the second piece of knowledge, and made them a deal: that he would turn over to them the bulk of his armies, and withdraw from the Lower Planes with his staff, in return for certain artifacts of power which they possessed, and certain others which they could cause to be forged. Aware that conflict with a forewarned (and thus forearmed) Wolf Lord would weaken the front much more than these concessions, the Dark Eight agreed. Taking over the goblinoids and giants of the Flaenaess was almost pitifully easy. Turrosh Mak of the Pomarj had already well prepared the ground there, so it was the first place visited by the newly-styled Wolf God. An overt takeover would have served no purpose; a simple conversation with the petty Emperor convinced the poor half-orc that it was by far in his best interests to accede to this apparation's demands. From this base, the Wolf God proceeded to subdue the giantish tribes that occupied the numerous mountain ranges, and the humanoids that dogged their heels like jackals waiting for the lions to finish. Imposing a proper sense of discipline on them proved nigh-impossible, so a new plan was concocted: rather than let each tribe rule itself in a feudal system, a more rigid hierarchy would allow the more fit to rule those who could evidently not rule themselves. Recruiting ogre magi, those humans and humanoids cunning enough to wield magic, and diverse other creatures of power and intellect, he set them as a priestly caste, to rule over the castes of warriors and labourers. With the advice of his devilish staff and rakshasa consort, he devised an intricate system where official rank, career, and race intertwine to create a hierarchy twisted enough that instruction in it is a large part of his subjects' education. Cohort: Khana Vhearshalkhoura, Rakshasa Loremaster12/Archmage5/Divine Oracle10/Fatespinner5/Initiate of the Sevenfold Veil 7/Elemental Savant(air)10 Feats: Skill Focus: Knowledge (religion), Spell Focus: Abjuration, Greater Spell Focus: Abjuration, Skill Focus: Spellcraft, Energy Substitution: Electricity, Born of the Three Thunders, Quicken Spell, Spell Focus: Evocation, Automatic Quicken Spellx3, Multispellx2, Intensify Spell, Improved Metamagicx5. [/QUOTE]
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