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Messing up Shelter From The Storm
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<blockquote data-quote="Fredrik Svanberg" data-source="post: 3902464" data-attributes="member: 12996"><p>I have made a different version of the npc in the end fight, since I feel that the end might be a little anti-climactic if he goes down too fast. If the PCs walk through the last act as easily as I suspect they will (their characters are monsters, really) I will consider using the updated version. If they have unexpected difficulties I'll probably stick to the original version. In any case I will post the stats for my updated version here.</p><p></p><p>This version can control water as with the spell using the control staff so he doesn't need to cast that spell himself. Rushing Waters replaces the gust of wind effect of the staff since that effect wouldn't affect the characters anyway (they are protected from winds by Indomitability's boon, after all). I have used other spells from the Spell Compendium to make things more interesting and to get some use out of the book before 4E comes around.</p><p></p><p>Most importantly I gave him a quarterstaff so he can use his power attack with greater effect, and I gave him spells to improve the staff further. I also gave him dodge/mobility/spring attack so he can fight in melee without getting bogged down, and to let him use his Entangling Staff for greater effect.</p><p></p><p>Entangling Staff is a spell which allows a grapple on a succesful hit with a staff. Success constricts for damage, and then the character can choose to Release (leaves foe entangled) or Maintain (constrict for damage with grapple check every round). (Spell Compendium p. 83) I'm planning to let him rush from one enemy to the next, leaving them entangled as he moves on.</p><p></p><p>Finally I gave him an animal companion which could actually pose a threat to the characters for more than one round, so he actually has time to cast his buffs.</p><p></p><p></p><p>Big Bad Lawful Guy, Male Human Mnk1/Drd (aspect of nature) 8: CR 9; Init +1; Spd 30; </p><p>AL LN; Medium Humanoid; HD 1d8+8d8+18(+36); hp 62(98); </p><p>AC 20(24+1) (+4 natural armor, +1(+5) dex, +3 wis, +1 dodge, +2 bracers);</p><p>Touch AC: 20; BAB: +6; Melee BAB: +9; Ranged BAB: +7; Grp: +9(+13)(+21 w/ staff)</p><p></p><p>Unarmed strike +12(16)/+7(11) (1d6+5(9)/crit 20/x2); +2 gr. magic fang</p><p> (Flurry +10(14)/+10(14)/+7(11) (1d6+5(9)/crit 20/x2); )</p><p>Quarterstaff +12(16)/+7(11) (1d10+13(17)/crit 20/x2); shillelagh, spikes, entangling</p><p> (Flurry +10(14)/+10(14)/+7(11) (1d10+13(17)/crit 20/x2); )</p><p></p><p>(Monks in my group's game can use flurry with all simple weapons and don't get any special monk weapons. I didn't bother replacing his shuriken with any other ranged attack since he can call down lightning which is much more efficient.)</p><p></p><p></p><p>Combat options: Power Attack, Cleave, Dodge, Mobility, Spring Attack, Impr. Grapple.</p><p></p><p>Class Features: Monk Bonus Feat - 1st Level, Flurry of Blows, Unarmed Strike, Proficiency: Monk Weapons, Wisdom Bonus to AC, Improved Grapple, Spells, Proficiency: Armor, Medium, Wild Empathy (8+Cha.Mod), Animal Companion (elasmosaurus), Druidic weapons, Proficiency: Shields, Secret Language: Druidic, Proficiency: Armor, Light, Nature Sense, Woodland Stride, Trackless Step, Resist Nature`s Lure, Aspect of Nature 3/day.</p><p></p><p>Buffed values in parenthesis (aspect of nature + spells):</p><p>SV Fort +11(15), Ref +6(10), Will +11; </p><p>STR 16(24), DEX 12(20), CON 14(22), INT 10, WIS 14, CHA 8.</p><p></p><p>Skills: Balance +5(9), Bluff +5, Climb +7(11), Concentration +14(18), Diplomacy +1, Escape Artist +1(5), Handle Animal +7, Heal +2, Hide +1(5), Intimidate +1, Jump +3(7), Listen +2, Move Silently +1(5), Ride +3(7), Search +0, Sense Motive +2, Spellcraft +8, Spot +2, Survival +4, Swim +20(24), Use Rope +1(5).</p><p></p><p>Feats: Dodge, Mobility, Spring Attack, Cleave, Armor Proficiency: medium, Improved Unarmed Strike, Power Attack, Shield Proficiency, Improved Grapple, Armor Proficiency: light.</p><p></p><p>Druid Spells (6/5/4/3/2): ; </p><p>1-Animate Water (1), Beastland Ferocity (1), Cure Light Wounds (2), <s>Shillelagh (1)</s>; </p><p>2-Decomposition (1), Cure Moderate Wounds (2), Resist Energy (1);</p><p>3-Entangling Staff (1) (swift), <s>Magic Fang, Greater</s> (1), Spikes (1); </p><p>4-Rushing Waters (1), <s>Freedom of Movement</s> (1).</p><p></p><p>Equipment: Masterwork quarterstaff, Ring of Swimming, Bracers of Armor +3, Amulet of Natural Armor +1, Vest of Resistance +1, Scroll: <s>Barkskin (9), Bear`s Endurance (3) Bull`s Strength (3) Cat`s Grace (3)</s> (already used), Control Staff, Tidereaver's Tears.</p></blockquote><p></p>
[QUOTE="Fredrik Svanberg, post: 3902464, member: 12996"] I have made a different version of the npc in the end fight, since I feel that the end might be a little anti-climactic if he goes down too fast. If the PCs walk through the last act as easily as I suspect they will (their characters are monsters, really) I will consider using the updated version. If they have unexpected difficulties I'll probably stick to the original version. In any case I will post the stats for my updated version here. This version can control water as with the spell using the control staff so he doesn't need to cast that spell himself. Rushing Waters replaces the gust of wind effect of the staff since that effect wouldn't affect the characters anyway (they are protected from winds by Indomitability's boon, after all). I have used other spells from the Spell Compendium to make things more interesting and to get some use out of the book before 4E comes around. Most importantly I gave him a quarterstaff so he can use his power attack with greater effect, and I gave him spells to improve the staff further. I also gave him dodge/mobility/spring attack so he can fight in melee without getting bogged down, and to let him use his Entangling Staff for greater effect. Entangling Staff is a spell which allows a grapple on a succesful hit with a staff. Success constricts for damage, and then the character can choose to Release (leaves foe entangled) or Maintain (constrict for damage with grapple check every round). (Spell Compendium p. 83) I'm planning to let him rush from one enemy to the next, leaving them entangled as he moves on. Finally I gave him an animal companion which could actually pose a threat to the characters for more than one round, so he actually has time to cast his buffs. Big Bad Lawful Guy, Male Human Mnk1/Drd (aspect of nature) 8: CR 9; Init +1; Spd 30; AL LN; Medium Humanoid; HD 1d8+8d8+18(+36); hp 62(98); AC 20(24+1) (+4 natural armor, +1(+5) dex, +3 wis, +1 dodge, +2 bracers); Touch AC: 20; BAB: +6; Melee BAB: +9; Ranged BAB: +7; Grp: +9(+13)(+21 w/ staff) Unarmed strike +12(16)/+7(11) (1d6+5(9)/crit 20/x2); +2 gr. magic fang (Flurry +10(14)/+10(14)/+7(11) (1d6+5(9)/crit 20/x2); ) Quarterstaff +12(16)/+7(11) (1d10+13(17)/crit 20/x2); shillelagh, spikes, entangling (Flurry +10(14)/+10(14)/+7(11) (1d10+13(17)/crit 20/x2); ) (Monks in my group's game can use flurry with all simple weapons and don't get any special monk weapons. I didn't bother replacing his shuriken with any other ranged attack since he can call down lightning which is much more efficient.) Combat options: Power Attack, Cleave, Dodge, Mobility, Spring Attack, Impr. Grapple. Class Features: Monk Bonus Feat - 1st Level, Flurry of Blows, Unarmed Strike, Proficiency: Monk Weapons, Wisdom Bonus to AC, Improved Grapple, Spells, Proficiency: Armor, Medium, Wild Empathy (8+Cha.Mod), Animal Companion (elasmosaurus), Druidic weapons, Proficiency: Shields, Secret Language: Druidic, Proficiency: Armor, Light, Nature Sense, Woodland Stride, Trackless Step, Resist Nature`s Lure, Aspect of Nature 3/day. Buffed values in parenthesis (aspect of nature + spells): SV Fort +11(15), Ref +6(10), Will +11; STR 16(24), DEX 12(20), CON 14(22), INT 10, WIS 14, CHA 8. Skills: Balance +5(9), Bluff +5, Climb +7(11), Concentration +14(18), Diplomacy +1, Escape Artist +1(5), Handle Animal +7, Heal +2, Hide +1(5), Intimidate +1, Jump +3(7), Listen +2, Move Silently +1(5), Ride +3(7), Search +0, Sense Motive +2, Spellcraft +8, Spot +2, Survival +4, Swim +20(24), Use Rope +1(5). Feats: Dodge, Mobility, Spring Attack, Cleave, Armor Proficiency: medium, Improved Unarmed Strike, Power Attack, Shield Proficiency, Improved Grapple, Armor Proficiency: light. Druid Spells (6/5/4/3/2): ; 1-Animate Water (1), Beastland Ferocity (1), Cure Light Wounds (2), [S]Shillelagh (1)[/S]; 2-Decomposition (1), Cure Moderate Wounds (2), Resist Energy (1); 3-Entangling Staff (1) (swift), [S]Magic Fang, Greater[/S] (1), Spikes (1); 4-Rushing Waters (1), [S]Freedom of Movement[/S] (1). Equipment: Masterwork quarterstaff, Ring of Swimming, Bracers of Armor +3, Amulet of Natural Armor +1, Vest of Resistance +1, Scroll: [S]Barkskin (9), Bear`s Endurance (3) Bull`s Strength (3) Cat`s Grace (3)[/S] (already used), Control Staff, Tidereaver's Tears. [/QUOTE]
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