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Old School Nefarium - Road to Adventure Link (1/20/16)
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<blockquote data-quote="Mark Chance" data-source="post: 4604125" data-attributes="member: 2795"><p><strong>Citanul the Winged Madness</strong></p><p></p><p><span style="color: limegreen">The flame paragon and mad savant templates come from Goodman Games's delightful <u>Blackdirge's Dungeon Denizens</u> (which apparently vanishes into the 4E pit of despair after 31 December). In order to get the bugbears to qualify for flame paragon, I tweaked their basic stats.</span></p><p><span style="color: limegreen"></span></p><p><span style="color: limegreen">Citanul serves some sort of nasty chaos god(dess), having been marked from an early age as a mad savant. A clan of flame paragon fire bugbears currently serve Citanul. This is not a subtle group of monsters. Rather, they're more of the pillage and burn variety of threat.</span></p><p></p><p>[sblock=Citanul the Winged Madness; CR 11]</p><p>Mad Savant Advanced Elite Manticore</p><p>CE Huge Magical Beast (Chaotic)</p><p><strong>Init</strong> +2; <strong>Senses</strong> darkvision 60 ft., low-light vision, scent, Listen +19, Spot +19</p><p><strong>Language</strong> Common</p><p>-----</p><p><strong>AC</strong> 23 (-2 size, +2 Dex, +2 insight, +9 natural, +2 armor), touch 12, flat-footed 21</p><p><strong>hp</strong> 207 (18 HD)</p><p><strong>Immune</strong> mind-affecting spells and effects</p><p><strong>Fort</strong> +17, <strong>Ref</strong> +15, <strong>Will</strong> +5</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares), fly 50 ft. (clumsy); Flyby Attack, Hover, Snatch</p><p><strong>Melee</strong> 2 claws +30 (2d6+13 plus 1 point of Wis damage [Will 24]) and bite +28 melee (2d6+6 plus 1 point of Wis damage [Will 24]), or </p><p><strong>Ranged</strong> 6 spikes +20 (2d6+6 plus 1 point of Wis damage [Will 24]/19-20)</p><p><strong>Space</strong> 15 ft.; <strong>Reach</strong> 10 ft.</p><p><strong>Base Atk</strong> +18; <strong>Grp</strong> +39</p><p><strong>Atk Options</strong> psychotic burble</p><p><strong>Spell-Like Abilities</strong> (CL 18th)<strong>:</strong></p><p>3/day - <em>confusion</em> (Quickened, Will 19), <em>daze</em> (Will 15), <em>hideous laughter</em> (Will 17)</p><p>1/day - <em>displacement</em> (Quickened), <em>crushing despair</em> (Will 19), <em>entropic shield, feeblemind</em> (Will 20), <em>insanity</em> (Will 22), <em>touch of idiocy</em></p><p>-----</p><p><strong>Abilities</strong> Str 36, Dex 14, Con 22, Int 16, Wis 9, Cha 20</p><p><strong>SQ</strong> <em>endure elements</em>, prescient madness</p><p><strong>Feats</strong> Flyby Attack, Hover, Multiattack (B), Quickened Spell-Like Ability (<em>confusion, displacement</em>), Snatch, Track, Weapon Focus (spikes)</p><p><strong>Skills</strong> Bluff +10, Diplomacy +16, Intimidate +7, Knowledge (religion) +8, Listen +19, Sense Motive +9, Spot +19, Survival +10</p><p>-----</p><p><strong>Possessions:</strong> <em>amulet of endure elements, bracers of armor +2</em>, plus another 2420 gp</p><p></p><p><em>Amulet of Endure Elements:</em> Once per day upon command, this amulet casts <em>endure elements</em> on its wearer.</p><p>Faint abjuration; CL 3rd; Craft Wondrous Item, <em>endure elements</em>; Price 1,080 gp.</p><p>-----</p><p><strong>Idiot’s Caress (Su):</strong> The mere touch of a mad savant can drain the sanity away from rational creatures. Any creature touched or struck with any of the mad savant’s natural attacks must make a DC 24 Will save or take 1 point of temporary Wisdom damage. The save DC is Charisma-based.</p><p></p><p><strong>Incomprehensible Mind (Ex):</strong> A mad savant is immune to all mind-affecting spells and effects.</p><p></p><p><strong>Prescient Madness (Su):</strong> The strange psychosis of the mad savant allows it to continually see a few moments into the future. This bizarre ability does not allow for any grandiose prognostications, but does increase the combat effectiveness of the mad savant by letting it see his opponents’ tactics a few seconds in advance. The mad savant receives a constant +1 insight bonus on attack rolls, a +2 insight bonus to AC, and a +2 insight bonus to Reflex saving throws. These bonuses are added to statistics above.</p><p></p><p><strong>Psychotic Burble (Su):</strong> Once per day, as a standard action, a mad savant can unleash a bubbling torrent of insanity upon his enemies, giving them a taste of the true madness that lives within its head. The psychotic burble bursts in a 60-ft. radius centered on the mad savant and all within the area of effect must make a DC 24 Will save or be <em>confused</em> as the spell for 5 rounds. Psychotic burble is a sonic mind-affecting compulsion effect. The save DC and duration are Charisma-based.</p><p></p><p><strong>Spikes (Ex):</strong> With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.</p><p></p><p><strong>Skills:</strong> Manticores have a +4 racial bonus on Spot checks.</p><p>[/sblock]</p><p></p><p>[sblock=Flame Paragon Fire Bugbear Sorcerer 5; CR 9]</p><p>Usually CE Medium Humanoid (Fire, Goblinoid)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., scent, Listen +9, Spot +9</p><p><strong>Language</strong> Common, Goblin</p><p>-----</p><p><strong>AC</strong> 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; melt weapons</p><p><strong>hp</strong> 42 (8 HD)</p><p><strong>Immune</strong> fire</p><p><strong>Vulnerability</strong> cold</p><p><strong>Fort</strong> +4, <strong>Ref</strong> +8, <strong>Will</strong> +7</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> slam +7 (1d3+3 plus 1d6 fire), or</p><p><strong>Ranged Touch</strong> spell +8</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> aura of fatigue</p><p><strong>Spell-Like Abilities</strong> (CL 8th)<strong>:</strong></p><p>3/day - <em>burning hands</em> (Ref 14 half), <em>fireball</em> (Ref 16 half)</p><p>1/day - <em>heat metal</em> (Will 15), <em>scorching ray</em></p><p><strong>Sorcerer Spells Known</strong> (CL 5th; save DC 13 + spell level)<strong>:</strong></p><p>2nd (5/day) - <em>ghoul touch</em> (Fort 15), <em>resist energy</em></p><p>1st (7/day) - <em>magic missile, ray of enfeeblement, shield, shocking grasp</em></p><p>0 (6/day) - <em>acid splash, detect magic, message, read magic, resistance, touch of fatigue</em> (Fort 13)</p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 16</p><p><strong>Feats</strong> Alertness, Combat Expertise, Weapon Focus (slam)</p><p><strong>Skills</strong> Concentration +10, Climb +7, Hide +9, Listen +9, Move Silently +13, Search +7, Spot +9</p><p>-----</p><p><strong>Possessions</strong> <em>amulet of natural armor +1, brooch of shielding, potion of cure serious wounds</em>, plus 50 gp</p><p>-----</p><p><strong>Aura of Fatigue (Ex):</strong> The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 13 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based.</p><p></p><p><strong>Burning Touch (Ex):</strong> Each of the flame paragon’s natural attacks deal 1d6 additional fire damage.</p><p></p><p><strong>Increased Cold Vulnerability (Ex):</strong> Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.</p><p></p><p><strong>Melt Weapons (Ex):</strong> The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 13 Fortitude save to avoid destruction. The save DC is Constitution-based.</p><p></p><p><strong>Skills:</strong> Bugbears have a +4 racial bonus on Move Silently checks.</p><p>[/sblock]</p><p></p><p>[sblock=Flame Paragon Fire Bugbear Ranger 2; CR 6 (x2)]</p><p>Usually CE Medium Humanoid (Fire, Goblinoid)</p><p><strong>Init</strong> +4; <strong>Senses</strong> darkvision 60 ft., scent, Listen +8, Spot +8</p><p><strong>Language</strong> Common, Goblin</p><p>-----</p><p><strong>AC</strong> 21 (+4 Dex, +4 armor, +3 natural), touch 14, flat-footed 17; melt weapons</p><p><strong>hp</strong> 37 (5 HD)</p><p><strong>Immune</strong> fire</p><p><strong>Vulnerability</strong> cold</p><p><strong>Fort</strong> +7, <strong>Ref</strong> +10, <strong>Will</strong> +4</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> slam +7 (1d3+3 plus 1d6 fire), or</p><p><strong>Ranged</strong> masterwork mighty [+2] composite shortbow +9 (1d6+2/x3, 70 ft. range increment), or</p><p><strong>Ranged</strong> (Rapid Shot) masterwork mighty [+2] composite shortbow +7/+7 (1d6+2/x3, 70 ft. range increment)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +4; <strong>Grp</strong> +6</p><p><strong>Atk Options</strong> aura of fatigue, favored enemy (human) +2</p><p><strong>Spell-Like Abilities</strong> (CL 5th)<strong>:</strong></p><p>3/day - <em>burning hands</em> (Ref 13 half)</p><p>1/day - <em>heat metal</em> (Will 14), <em>scorching ray</em></p><p>-----</p><p><strong>Abilities</strong> Str 14, Dex 18, Con 17, Int 10, Wis 16, Cha 14</p><p><strong>SQ</strong> wild empathy +4</p><p><strong>Feats</strong> Alertness, Rapid Shot (B), Track (B), Weapon Focus (slam)</p><p><strong>Skills</strong> Climb +5, Hide +7, Listen +8, Move Silently +11, Search +3, Spot +8, Survival +9</p><p>-----</p><p><strong>Possessions</strong> <em>+1 studded leather, elixir of hiding, shield of faith +2</em>, masterwork mighty [+2] composite shortbow, quiver with 20 arrows</p><p>-----</p><p><strong>Aura of Fatigue (Ex):</strong> The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 14 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based.</p><p></p><p><strong>Burning Touch (Ex):</strong> Each of the flame paragon’s natural attacks deal 1d6 additional fire damage.</p><p></p><p><strong>Increased Cold Vulnerability (Ex):</strong> Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.</p><p></p><p><strong>Melt Weapons (Ex):</strong> The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 14 Fortitude save to avoid destruction. The save DC is Constitution-based.</p><p></p><p><strong>Skills:</strong> Bugbears have a +4 racial bonus on Move Silently checks.</p><p>[/sblock]</p><p></p><p>[sblock=Flame Paragon Fire Bugbear; CR 3 (x20)]</p><p>Usually CE Medium Humanoid (Fire, Goblinoid)</p><p><strong>Init</strong> +3; <strong>Senses</strong> darkvision 60 ft., scent, Listen +5, Spot +5</p><p><strong>Language</strong> Common, Goblin</p><p>-----</p><p><strong>AC</strong> 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; melt weapons</p><p><strong>hp</strong> 19 (3 HD)</p><p><strong>Immune</strong> fire</p><p><strong>Vulnerability</strong> cold</p><p><strong>Fort</strong> +3, <strong>Ref</strong> +6, <strong>Will</strong> +1</p><p>-----</p><p><strong>Speed</strong> 30 ft. (6 squares)</p><p><strong>Melee</strong> slam +6 (1d3+4 plus 1d6 fire)</p><p><strong>Space</strong> 5 ft.; <strong>Reach</strong> 5 ft.</p><p><strong>Base Atk</strong> +2; <strong>Grp</strong> +5</p><p><strong>Atk Options</strong> aura of fatigue</p><p><strong>Spell-Like Abilities</strong> (CL 3rd)<strong>:</strong></p><p>3/day - <em>burning hands</em> (Ref 11 half)</p><p>1/day - <em>heat metal</em> (Will 12)</p><p>-----</p><p><strong>Abilities</strong> Str 17, Dex 16, Con 15, Int 10, Wis 10, Cha 11</p><p><strong>Feats</strong> Alertness, Weapon Focus (slam)</p><p><strong>Skills</strong> Climb +6, Hide +6, Listen +5, Move Silently +7, Spot +5</p><p>-----</p><p><strong>Aura of Fatigue (Ex):</strong> The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 13 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based.</p><p></p><p><strong>Burning Touch (Ex):</strong> Each of the flame paragon’s natural attacks deal 1d6 additional fire damage.</p><p></p><p><strong>Increased Cold Vulnerability (Ex):</strong> Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure.</p><p></p><p><strong>Melt Weapons (Ex):</strong> The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 13 Fortitude save to avoid destruction. The save DC is Constitution-based.</p><p></p><p><strong>Skills:</strong> Bugbears have a +4 racial bonus on Move Silently checks.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mark Chance, post: 4604125, member: 2795"] [b]Citanul the Winged Madness[/b] [color=limegreen]The flame paragon and mad savant templates come from Goodman Games's delightful [u]Blackdirge's Dungeon Denizens[/u] (which apparently vanishes into the 4E pit of despair after 31 December). In order to get the bugbears to qualify for flame paragon, I tweaked their basic stats. Citanul serves some sort of nasty chaos god(dess), having been marked from an early age as a mad savant. A clan of flame paragon fire bugbears currently serve Citanul. This is not a subtle group of monsters. Rather, they're more of the pillage and burn variety of threat.[/color] [sblock=Citanul the Winged Madness; CR 11] Mad Savant Advanced Elite Manticore CE Huge Magical Beast (Chaotic) [b]Init[/b] +2; [b]Senses[/b] darkvision 60 ft., low-light vision, scent, Listen +19, Spot +19 [b]Language[/b] Common ----- [b]AC[/b] 23 (-2 size, +2 Dex, +2 insight, +9 natural, +2 armor), touch 12, flat-footed 21 [b]hp[/b] 207 (18 HD) [b]Immune[/b] mind-affecting spells and effects [b]Fort[/b] +17, [b]Ref[/b] +15, [b]Will[/b] +5 ----- [b]Speed[/b] 30 ft. (6 squares), fly 50 ft. (clumsy); Flyby Attack, Hover, Snatch [b]Melee[/b] 2 claws +30 (2d6+13 plus 1 point of Wis damage [Will 24]) and bite +28 melee (2d6+6 plus 1 point of Wis damage [Will 24]), or [b]Ranged[/b] 6 spikes +20 (2d6+6 plus 1 point of Wis damage [Will 24]/19-20) [b]Space[/b] 15 ft.; [b]Reach[/b] 10 ft. [b]Base Atk[/b] +18; [b]Grp[/b] +39 [b]Atk Options[/b] psychotic burble [b]Spell-Like Abilities[/b] (CL 18th)[b]:[/b] 3/day - [i]confusion[/i] (Quickened, Will 19), [i]daze[/i] (Will 15), [i]hideous laughter[/i] (Will 17) 1/day - [i]displacement[/i] (Quickened), [i]crushing despair[/i] (Will 19), [i]entropic shield, feeblemind[/i] (Will 20), [i]insanity[/i] (Will 22), [i]touch of idiocy[/i] ----- [b]Abilities[/b] Str 36, Dex 14, Con 22, Int 16, Wis 9, Cha 20 [b]SQ[/b] [i]endure elements[/i], prescient madness [b]Feats[/b] Flyby Attack, Hover, Multiattack (B), Quickened Spell-Like Ability ([i]confusion, displacement[/i]), Snatch, Track, Weapon Focus (spikes) [b]Skills[/b] Bluff +10, Diplomacy +16, Intimidate +7, Knowledge (religion) +8, Listen +19, Sense Motive +9, Spot +19, Survival +10 ----- [b]Possessions:[/b] [i]amulet of endure elements, bracers of armor +2[/i], plus another 2420 gp [i]Amulet of Endure Elements:[/i] Once per day upon command, this amulet casts [i]endure elements[/i] on its wearer. Faint abjuration; CL 3rd; Craft Wondrous Item, [i]endure elements[/i]; Price 1,080 gp. ----- [b]Idiot’s Caress (Su):[/b] The mere touch of a mad savant can drain the sanity away from rational creatures. Any creature touched or struck with any of the mad savant’s natural attacks must make a DC 24 Will save or take 1 point of temporary Wisdom damage. The save DC is Charisma-based. [b]Incomprehensible Mind (Ex):[/b] A mad savant is immune to all mind-affecting spells and effects. [b]Prescient Madness (Su):[/b] The strange psychosis of the mad savant allows it to continually see a few moments into the future. This bizarre ability does not allow for any grandiose prognostications, but does increase the combat effectiveness of the mad savant by letting it see his opponents’ tactics a few seconds in advance. The mad savant receives a constant +1 insight bonus on attack rolls, a +2 insight bonus to AC, and a +2 insight bonus to Reflex saving throws. These bonuses are added to statistics above. [b]Psychotic Burble (Su):[/b] Once per day, as a standard action, a mad savant can unleash a bubbling torrent of insanity upon his enemies, giving them a taste of the true madness that lives within its head. The psychotic burble bursts in a 60-ft. radius centered on the mad savant and all within the area of effect must make a DC 24 Will save or be [i]confused[/i] as the spell for 5 rounds. Psychotic burble is a sonic mind-affecting compulsion effect. The save DC and duration are Charisma-based. [b]Spikes (Ex):[/b] With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period. [b]Skills:[/b] Manticores have a +4 racial bonus on Spot checks. [/sblock] [sblock=Flame Paragon Fire Bugbear Sorcerer 5; CR 9] Usually CE Medium Humanoid (Fire, Goblinoid) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft., scent, Listen +9, Spot +9 [b]Language[/b] Common, Goblin ----- [b]AC[/b] 18 (+4 Dex, +4 natural), touch 14, flat-footed 14; melt weapons [b]hp[/b] 42 (8 HD) [b]Immune[/b] fire [b]Vulnerability[/b] cold [b]Fort[/b] +4, [b]Ref[/b] +8, [b]Will[/b] +7 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] slam +7 (1d3+3 plus 1d6 fire), or [b]Ranged Touch[/b] spell +8 [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +6 [b]Atk Options[/b] aura of fatigue [b]Spell-Like Abilities[/b] (CL 8th)[b]:[/b] 3/day - [i]burning hands[/i] (Ref 14 half), [i]fireball[/i] (Ref 16 half) 1/day - [i]heat metal[/i] (Will 15), [i]scorching ray[/i] [b]Sorcerer Spells Known[/b] (CL 5th; save DC 13 + spell level)[b]:[/b] 2nd (5/day) - [i]ghoul touch[/i] (Fort 15), [i]resist energy[/i] 1st (7/day) - [i]magic missile, ray of enfeeblement, shield, shocking grasp[/i] 0 (6/day) - [i]acid splash, detect magic, message, read magic, resistance, touch of fatigue[/i] (Fort 13) ----- [b]Abilities[/b] Str 14, Dex 18, Con 14, Int 14, Wis 14, Cha 16 [b]Feats[/b] Alertness, Combat Expertise, Weapon Focus (slam) [b]Skills[/b] Concentration +10, Climb +7, Hide +9, Listen +9, Move Silently +13, Search +7, Spot +9 ----- [b]Possessions[/b] [i]amulet of natural armor +1, brooch of shielding, potion of cure serious wounds[/i], plus 50 gp ----- [b]Aura of Fatigue (Ex):[/b] The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 13 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based. [b]Burning Touch (Ex):[/b] Each of the flame paragon’s natural attacks deal 1d6 additional fire damage. [b]Increased Cold Vulnerability (Ex):[/b] Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure. [b]Melt Weapons (Ex):[/b] The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 13 Fortitude save to avoid destruction. The save DC is Constitution-based. [b]Skills:[/b] Bugbears have a +4 racial bonus on Move Silently checks. [/sblock] [sblock=Flame Paragon Fire Bugbear Ranger 2; CR 6 (x2)] Usually CE Medium Humanoid (Fire, Goblinoid) [b]Init[/b] +4; [b]Senses[/b] darkvision 60 ft., scent, Listen +8, Spot +8 [b]Language[/b] Common, Goblin ----- [b]AC[/b] 21 (+4 Dex, +4 armor, +3 natural), touch 14, flat-footed 17; melt weapons [b]hp[/b] 37 (5 HD) [b]Immune[/b] fire [b]Vulnerability[/b] cold [b]Fort[/b] +7, [b]Ref[/b] +10, [b]Will[/b] +4 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] slam +7 (1d3+3 plus 1d6 fire), or [b]Ranged[/b] masterwork mighty [+2] composite shortbow +9 (1d6+2/x3, 70 ft. range increment), or [b]Ranged[/b] (Rapid Shot) masterwork mighty [+2] composite shortbow +7/+7 (1d6+2/x3, 70 ft. range increment) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +4; [b]Grp[/b] +6 [b]Atk Options[/b] aura of fatigue, favored enemy (human) +2 [b]Spell-Like Abilities[/b] (CL 5th)[b]:[/b] 3/day - [i]burning hands[/i] (Ref 13 half) 1/day - [i]heat metal[/i] (Will 14), [i]scorching ray[/i] ----- [b]Abilities[/b] Str 14, Dex 18, Con 17, Int 10, Wis 16, Cha 14 [b]SQ[/b] wild empathy +4 [b]Feats[/b] Alertness, Rapid Shot (B), Track (B), Weapon Focus (slam) [b]Skills[/b] Climb +5, Hide +7, Listen +8, Move Silently +11, Search +3, Spot +8, Survival +9 ----- [b]Possessions[/b] [i]+1 studded leather, elixir of hiding, shield of faith +2[/i], masterwork mighty [+2] composite shortbow, quiver with 20 arrows ----- [b]Aura of Fatigue (Ex):[/b] The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 14 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based. [b]Burning Touch (Ex):[/b] Each of the flame paragon’s natural attacks deal 1d6 additional fire damage. [b]Increased Cold Vulnerability (Ex):[/b] Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure. [b]Melt Weapons (Ex):[/b] The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 14 Fortitude save to avoid destruction. The save DC is Constitution-based. [b]Skills:[/b] Bugbears have a +4 racial bonus on Move Silently checks. [/sblock] [sblock=Flame Paragon Fire Bugbear; CR 3 (x20)] Usually CE Medium Humanoid (Fire, Goblinoid) [b]Init[/b] +3; [b]Senses[/b] darkvision 60 ft., scent, Listen +5, Spot +5 [b]Language[/b] Common, Goblin ----- [b]AC[/b] 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; melt weapons [b]hp[/b] 19 (3 HD) [b]Immune[/b] fire [b]Vulnerability[/b] cold [b]Fort[/b] +3, [b]Ref[/b] +6, [b]Will[/b] +1 ----- [b]Speed[/b] 30 ft. (6 squares) [b]Melee[/b] slam +6 (1d3+4 plus 1d6 fire) [b]Space[/b] 5 ft.; [b]Reach[/b] 5 ft. [b]Base Atk[/b] +2; [b]Grp[/b] +5 [b]Atk Options[/b] aura of fatigue [b]Spell-Like Abilities[/b] (CL 3rd)[b]:[/b] 3/day - [i]burning hands[/i] (Ref 11 half) 1/day - [i]heat metal[/i] (Will 12) ----- [b]Abilities[/b] Str 17, Dex 16, Con 15, Int 10, Wis 10, Cha 11 [b]Feats[/b] Alertness, Weapon Focus (slam) [b]Skills[/b] Climb +6, Hide +6, Listen +5, Move Silently +7, Spot +5 ----- [b]Aura of Fatigue (Ex):[/b] The flame paragon radiates an aura of oppressive heat that can fatigue nearby opponents. All creatures that do not have the fire subtype within 10 ft. of a flame paragon must make a DC 13 Fortitude save or become fatigued. Creatures in the area of effect must make a Fortitude saving throw each round to avoid becoming fatigued. Fatigued creatures remain so for as long as they stay within 10 ft. of the flame paragon and for 3 rounds after that. Any type of fire or heat resistance renders a creature immune to the aura of fatigue. The save DC and duration are Constitution-based. [b]Burning Touch (Ex):[/b] Each of the flame paragon’s natural attacks deal 1d6 additional fire damage. [b]Increased Cold Vulnerability (Ex):[/b] Flame paragons are incredibly vulnerable to cold based attacks, even more so than a standard fiery creature. Flame paragons take double damage from cold effects, regardless of whether a saving throw is allowed, or if the save is a success or failure. [b]Melt Weapons (Ex):[/b] The intense heat of a flame paragon’s body can melt or char weapons. Any melee weapon that strikes a flame paragon is allowed a DC 13 Fortitude save to avoid destruction. The save DC is Constitution-based. [b]Skills:[/b] Bugbears have a +4 racial bonus on Move Silently checks. [/sblock] [/QUOTE]
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