Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
Playing the Game
Story Hour
JollyDoc's Savage Tide-Updated 10/8!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="primemover003" data-source="post: 3903629" data-attributes="member: 11293"><p>Gah!!!! Well I'll be starting my Plane-STAP campaign Dec 1st so I'll update you on how my PC's dealt with a modified Turbo Olangru (original by Hierophantasm on Paizo).</p><p>[sblock]I basically dropped Power Attack and gave Olangru Fleet of Foot to make 90 degree turns during charges. I playtested him tonight using some rough estimates of the Fighters in the groups AC's and Attack numbers and TO dropped 161 pts of damage in 2 rounds (+surprise) while only taking 93 in return! And I was rolling well for the PC's landing a lucky crit with auto confirm thanks to a Sacred Scabbard on an AoO. </p><p></p><p>Turbo Olangru CR 11 </p><p>Bar-lgura scout 5/fighter 1 </p><p>CE Medium outsider (chaotic, evil, extraplanar, tanar’ri) </p><p>Initiative +7; Senses darkvision 60ft.; Listen +15, Spot +15 </p><p>Languages: Abyssal, Celestial, Common, Draconic; telepathy 100 ft. </p><p>------------------------------------------------------------------------------------</p><p>AC 29, touch 18, flat-footed 29; Dodge, Mobility, skirmish (+1 AC), Imp. Skirmish (+2 AC), uncanny dodge </p><p>HP: 127 (12 HD); DR 10/cold iron or good </p><p>Immune: electricity, poison </p><p>Resist: acid 10, cold 10, fire 10; SR 22 </p><p>Fort: +15, Ref +16, Will +8; evasion </p><p>------------------------------------------------------------------------------------</p><p>Speed: 60 ft., climb 20 ft.; Run, Fleet of Foot; chronocharm of the horizon walker </p><p>Melee: 2 claws +18 (1d6+8) and bite +13 (1d6+4) </p><p>Base Atk: +10; Grp +18 </p><p>Atk Options: Spring Attack, pounce, skirmish (+2d6), Improved Skirmish </p><p>Special Actions: abduction, summon tanar’ri </p><p>Combat Gear: chronocharm of the horizon walker (1/day, move ½ land speed as a swift action) </p><p>------------------------------------------------------------------------------------</p><p>Spell-Like Abilities (CL 12th) </p><p>At will—darkness, cause fear (DC 14), dispel magic, greater teleport (DC 20), see invisibility, telekinesis (DC 18) </p><p>2/day—disguise self (DC 14), invisibility, major image (DC 16) </p><p>------------------------------------------------------------------------------------</p><p>Abilities Str 26 Dex 23 Con 20 Int 13 Wis 12, Cha 16 </p><p>SQ battle fortitude (+1), fast movement, trackless step, trapfinding </p><p>Feats: Dodge, Fleet of Foot, Improved Skirmish, Improved Toughness, Mobility, Run, Spring Attack </p><p>Skills: Balance +22, Climb +31, Hide +24, Intimidate +18, Jump +40, Listen +15, Move Silently +20, Spot +15, Tumble +22 </p><p>Possessions: combat gear, bracers of armor +2, boots of striding and springing, cloak of resistance +1, ring of entropic deflection (if Olangru moves at least 10 feet, ranged attacks have a 20% miss chance against him; if he has an item that grants a bonus to speed [boots of striding and springing], the miss chance increases to 50%) , ring of protection +2 </p><p></p><p>Abduction (Su): A bar-lgura can use greater teleport to transport other creatures. It can bring up to one Large or two Medium or smaller creatures with it each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 20 Will save to resist being transported. The DC is Charisma-based. </p><p></p><p>Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. </p><p></p><p>Pounce (Ex): If a bar-lgura charges a foe, it can make a full attack. </p><p></p><p>Skirmish (Ex): A 5th-level scout deals an extra 2d6 points of damage on all attacks and a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn, and only against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A scout loses this ability when wearing medium or heavy armor and when carrying a medium or heavy load. </p><p></p><p>Fleet of Foot (Ex): When running or charging, you can make one direction change of up to 90 degrees.</p><p></p><p>Summon Tanar’ri (Sp): 1/day, a bar-lgura can attempt to summon another bar-lgura with a 35% chance of success. This is the equivalent of a 2nd-level spell (CL 12th). </p><p></p><p>Improved Skirmish (Ex): This feat allows Olangru the ability to deal +2d6 skirmish damage and gain an additional +2 competence bonus to AC when moving 20 or more feet in a round. </p><p></p><p>Skills: A bar-lgura gains a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks.[/sblock]</p><p>Our Resident Minotaur</p><p>[sblock=Horny]</p><p>Mephistopheles Blutkreiger (“Horny”)</p><p>Male Minotaur Fighter 2</p><p>Chaotic Good-n-Funky; Large Monstrous Humanoid </p><p>Init: +5; Senses: Darkvision 60’, Scent; Listen: +7, Spot: +7</p><p>Languages: Planar Common, Giant</p><p> </p><p>AC: 34; Touch: 16; Flat-footed: 29 (+4 armor, +4 shield, +5 dex, +10 nat, +2 defl, -1 size)</p><p>95 HP (8 HD)</p><p>Immune to Maze Spells </p><p>Fort +11; Reflex +11; Will +7</p><p> </p><p>Speed: 30 ft.; up to +20ft. for 1 round 1/d (Acrobat Boots)</p><p>Melee: Huge +1 Great sword +14/+9 (4d6+13/ 19-20) and </p><p> Gore +10 (1d8+4)</p><p>Base Attack: +8; Grapple: +20</p><p>Attack Options: Powerful Charge (Gore) + 17 (4d6+12)</p><p>Combat Gear: Sacred Scabbard (3/d Bless Weapon swift 10r), Potions CMW (2), CLW, Prot from Fire, Resist Electicity 10, Endure Elements</p><p> </p><p>Abilities: STR 27; DEX 20; CON 20; INT 10; WIS 12; CHR 3</p><p>Special Qualities: Reach 10ft; never lost or flat-footed; scent</p><p>XP: 45,000</p><p>Feats: Track, Monkey Grip, Improved Natural Armor (x3), Improved Buckler Defense</p><p>Skills: Climb +7, Heal +5; Hide +3, Jump +7, Knowledge (Planes) +1, Listen +7, Move Silently +5, Search +6, Spot +7, Swim +8, Tumble +7</p><p>Possessions: Magic Items - Buckler +3, Ring of Protection +2, Studded Leather +2, Amulet of Natural Armor +2, Vest of Resistance +1, Gloves of Dexterity +2, Healing Belt, Anklet of Translocation, Sacred Scabbard, Sphere of Awakening, Acrobat Boots; Potions: Protection from Energy (Fire), Cure Moderate Wounds (2), Cure Light Wounds, Resist Energy (Electricity), Endure Elements; Equipment: backpack (large), winter blanket (large), Flint and Steel, Water skins (4 large),100 ft. of silk rope, masterwork potion belt</p><p>Money: 100 Platinum, 270 gold; 250gp ruby</p><p>Encumbrance: 154 lbs; Load: 692/1386/2080 lbs.[/sblock]</p></blockquote><p></p>
[QUOTE="primemover003, post: 3903629, member: 11293"] Gah!!!! Well I'll be starting my Plane-STAP campaign Dec 1st so I'll update you on how my PC's dealt with a modified Turbo Olangru (original by Hierophantasm on Paizo). [sblock]I basically dropped Power Attack and gave Olangru Fleet of Foot to make 90 degree turns during charges. I playtested him tonight using some rough estimates of the Fighters in the groups AC's and Attack numbers and TO dropped 161 pts of damage in 2 rounds (+surprise) while only taking 93 in return! And I was rolling well for the PC's landing a lucky crit with auto confirm thanks to a Sacred Scabbard on an AoO. Turbo Olangru CR 11 Bar-lgura scout 5/fighter 1 CE Medium outsider (chaotic, evil, extraplanar, tanar’ri) Initiative +7; Senses darkvision 60ft.; Listen +15, Spot +15 Languages: Abyssal, Celestial, Common, Draconic; telepathy 100 ft. ------------------------------------------------------------------------------------ AC 29, touch 18, flat-footed 29; Dodge, Mobility, skirmish (+1 AC), Imp. Skirmish (+2 AC), uncanny dodge HP: 127 (12 HD); DR 10/cold iron or good Immune: electricity, poison Resist: acid 10, cold 10, fire 10; SR 22 Fort: +15, Ref +16, Will +8; evasion ------------------------------------------------------------------------------------ Speed: 60 ft., climb 20 ft.; Run, Fleet of Foot; chronocharm of the horizon walker Melee: 2 claws +18 (1d6+8) and bite +13 (1d6+4) Base Atk: +10; Grp +18 Atk Options: Spring Attack, pounce, skirmish (+2d6), Improved Skirmish Special Actions: abduction, summon tanar’ri Combat Gear: chronocharm of the horizon walker (1/day, move ½ land speed as a swift action) ------------------------------------------------------------------------------------ Spell-Like Abilities (CL 12th) At will—darkness, cause fear (DC 14), dispel magic, greater teleport (DC 20), see invisibility, telekinesis (DC 18) 2/day—disguise self (DC 14), invisibility, major image (DC 16) ------------------------------------------------------------------------------------ Abilities Str 26 Dex 23 Con 20 Int 13 Wis 12, Cha 16 SQ battle fortitude (+1), fast movement, trackless step, trapfinding Feats: Dodge, Fleet of Foot, Improved Skirmish, Improved Toughness, Mobility, Run, Spring Attack Skills: Balance +22, Climb +31, Hide +24, Intimidate +18, Jump +40, Listen +15, Move Silently +20, Spot +15, Tumble +22 Possessions: combat gear, bracers of armor +2, boots of striding and springing, cloak of resistance +1, ring of entropic deflection (if Olangru moves at least 10 feet, ranged attacks have a 20% miss chance against him; if he has an item that grants a bonus to speed [boots of striding and springing], the miss chance increases to 50%) , ring of protection +2 Abduction (Su): A bar-lgura can use greater teleport to transport other creatures. It can bring up to one Large or two Medium or smaller creatures with it each time it teleports. It can teleport unwilling targets as well, although an unwilling victim can attempt a DC 20 Will save to resist being transported. The DC is Charisma-based. Battle Fortitude (Ex): At 2nd level, a scout gains a +1 competence bonus on Fortitude saves and initiative checks. A scout loses this ability when wearing medium or heavy armor or when carrying a medium or heavy load. Pounce (Ex): If a bar-lgura charges a foe, it can make a full attack. Skirmish (Ex): A 5th-level scout deals an extra 2d6 points of damage on all attacks and a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during the scout’s turn, and only against living creatures that have a discernable anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The scout must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Scouts can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet. A scout loses this ability when wearing medium or heavy armor and when carrying a medium or heavy load. Fleet of Foot (Ex): When running or charging, you can make one direction change of up to 90 degrees. Summon Tanar’ri (Sp): 1/day, a bar-lgura can attempt to summon another bar-lgura with a 35% chance of success. This is the equivalent of a 2nd-level spell (CL 12th). Improved Skirmish (Ex): This feat allows Olangru the ability to deal +2d6 skirmish damage and gain an additional +2 competence bonus to AC when moving 20 or more feet in a round. Skills: A bar-lgura gains a +4 racial bonus on Hide checks and a +10 racial bonus on Jump checks.[/sblock] Our Resident Minotaur [sblock=Horny] Mephistopheles Blutkreiger (“Horny”) Male Minotaur Fighter 2 Chaotic Good-n-Funky; Large Monstrous Humanoid Init: +5; Senses: Darkvision 60’, Scent; Listen: +7, Spot: +7 Languages: Planar Common, Giant AC: 34; Touch: 16; Flat-footed: 29 (+4 armor, +4 shield, +5 dex, +10 nat, +2 defl, -1 size) 95 HP (8 HD) Immune to Maze Spells Fort +11; Reflex +11; Will +7 Speed: 30 ft.; up to +20ft. for 1 round 1/d (Acrobat Boots) Melee: Huge +1 Great sword +14/+9 (4d6+13/ 19-20) and Gore +10 (1d8+4) Base Attack: +8; Grapple: +20 Attack Options: Powerful Charge (Gore) + 17 (4d6+12) Combat Gear: Sacred Scabbard (3/d Bless Weapon swift 10r), Potions CMW (2), CLW, Prot from Fire, Resist Electicity 10, Endure Elements Abilities: STR 27; DEX 20; CON 20; INT 10; WIS 12; CHR 3 Special Qualities: Reach 10ft; never lost or flat-footed; scent XP: 45,000 Feats: Track, Monkey Grip, Improved Natural Armor (x3), Improved Buckler Defense Skills: Climb +7, Heal +5; Hide +3, Jump +7, Knowledge (Planes) +1, Listen +7, Move Silently +5, Search +6, Spot +7, Swim +8, Tumble +7 Possessions: Magic Items - Buckler +3, Ring of Protection +2, Studded Leather +2, Amulet of Natural Armor +2, Vest of Resistance +1, Gloves of Dexterity +2, Healing Belt, Anklet of Translocation, Sacred Scabbard, Sphere of Awakening, Acrobat Boots; Potions: Protection from Energy (Fire), Cure Moderate Wounds (2), Cure Light Wounds, Resist Energy (Electricity), Endure Elements; Equipment: backpack (large), winter blanket (large), Flint and Steel, Water skins (4 large),100 ft. of silk rope, masterwork potion belt Money: 100 Platinum, 270 gold; 250gp ruby Encumbrance: 154 lbs; Load: 692/1386/2080 lbs.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Playing the Game
Story Hour
JollyDoc's Savage Tide-Updated 10/8!
Top