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<blockquote data-quote="BiggusGeekus" data-source="post: 1604681" data-attributes="member: 1014"><p>(I'm not increasing the CR for vampirism as he levels, I'm evil like that)</p><p></p><p>Meltrog is aquiring some sophistication he will need to move in deadlier circles. Skill points were dumped into Hide. He should now qualify for Assasin if he wants to. He has no ranks in perform as of yet. Equipment is now masterwork.</p><p></p><p></p><p></p><p>Name: Meltrog</p><p>Race: Vampiric Kobold, 1st level Barbarian, 1st level Bard</p><p>HP: 28 (d12 + d12 + toughness +d12 [bard adjusted for undeath])</p><p>STR: 15 DEX: 17 CON: - INT: 12 Wis: 11 CHA: 12</p><p>Initiative: +7</p><p>Speed: 40 ft.</p><p>Armor Class: 23 (+1 size, +3 Dex, +7 natural, +2 leather), touch 13, flat-footed 20</p><p>Base Attack/Grapple: +2/+0</p><p>Attack: Spear +3 melee (1d6+2/x3) or sling +6 ranged (1d3)</p><p>Full Attack: Spear +3 melee (1d6+2/x3) or sling +6 ranged (1d3) or Slam +4 melee (1d4+2)</p><p>Space/Reach: 5 ft./5 ft.</p><p></p><p>Special Attacks: Blood Drain: On a successful grapple, can suck blood for 1d4 CON damage and gains 5 temp HP</p><p>Children of the Night: Can call for 1d6+1 rat swarms, 1d4+1 bat swarms or 3d6 wolves 1/day as a standard action. Arrive in 2d6 rounds and serve for 1 hour.</p><p>Dominate: Can use a gaze attack as a standard action, effect as dominate person cast by a 12th lvl caster.</p><p>Create Spawn: Any creature killed by Meltrog's energy drain attack rises as a vampire spawn in 1d4 days, is under control of Meltrog.</p><p>Engergy Drain: Creatures hit by Meltrog's slam attack gain 2 negative levels, he gains 10 temp HP.</p><p>Special Qualities: Darkvision 60 ft.,</p><p>light sensitivity.</p><p>Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)</p><p>Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.</p><p>Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.</p><p>Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.</p><p>Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.</p><p>Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.</p><p>Turn Resistance (Ex): A vampire has +4 turn resistance</p><p>Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.</p><p>Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength,no CON bonus due to undeath , and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function.</p><p>He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for 3 rounds (Meltrog has no CON modifier).</p><p>A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).</p><p>A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day.</p><p>Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places.</p><p></p><p>Saves: Fort +4, Ref +3, Will +1</p><p>Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness</p><p>Skills: Bluff +9, Craft (trapmaking) +4,Disguise +5, Hide +16,Intimidate +4, Listen +13, Move Silently +13, Profession (miner) +3, Search +11, Sense Movite +9, Spot +11</p><p></p><p>Spells Known: Detect Magic, Ghost Sound, Mage Hand, Read Magic</p><p>Spells per day: 0-2</p><p></p><p>Equipment: masterwork spear, masterwork sling</p><p></p><p>CR: 4 1/4</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1604681, member: 1014"] (I'm not increasing the CR for vampirism as he levels, I'm evil like that) Meltrog is aquiring some sophistication he will need to move in deadlier circles. Skill points were dumped into Hide. He should now qualify for Assasin if he wants to. He has no ranks in perform as of yet. Equipment is now masterwork. Name: Meltrog Race: Vampiric Kobold, 1st level Barbarian, 1st level Bard HP: 28 (d12 + d12 + toughness +d12 [bard adjusted for undeath]) STR: 15 DEX: 17 CON: - INT: 12 Wis: 11 CHA: 12 Initiative: +7 Speed: 40 ft. Armor Class: 23 (+1 size, +3 Dex, +7 natural, +2 leather), touch 13, flat-footed 20 Base Attack/Grapple: +2/+0 Attack: Spear +3 melee (1d6+2/x3) or sling +6 ranged (1d3) Full Attack: Spear +3 melee (1d6+2/x3) or sling +6 ranged (1d3) or Slam +4 melee (1d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Blood Drain: On a successful grapple, can suck blood for 1d4 CON damage and gains 5 temp HP Children of the Night: Can call for 1d6+1 rat swarms, 1d4+1 bat swarms or 3d6 wolves 1/day as a standard action. Arrive in 2d6 rounds and serve for 1 hour. Dominate: Can use a gaze attack as a standard action, effect as dominate person cast by a 12th lvl caster. Create Spawn: Any creature killed by Meltrog's energy drain attack rises as a vampire spawn in 1d4 days, is under control of Meltrog. Engergy Drain: Creatures hit by Meltrog's slam attack gain 2 negative levels, he gains 10 temp HP. Special Qualities: Darkvision 60 ft., light sensitivity. Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.) Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round. Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability. Resistances (Ex): A vampire has resistance to cold 10 and electricity 10. Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell. Turn Resistance (Ex): A vampire has +4 turn resistance Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn. Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength,no CON bonus due to undeath , and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for 3 rounds (Meltrog has no CON modifier). A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below). A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. Saves: Fort +4, Ref +3, Will +1 Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, and Toughness Skills: Bluff +9, Craft (trapmaking) +4,Disguise +5, Hide +16,Intimidate +4, Listen +13, Move Silently +13, Profession (miner) +3, Search +11, Sense Movite +9, Spot +11 Spells Known: Detect Magic, Ghost Sound, Mage Hand, Read Magic Spells per day: 0-2 Equipment: masterwork spear, masterwork sling CR: 4 1/4 [/QUOTE]
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