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Psion's Drow (and other) Villainy thread
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<blockquote data-quote="Psion" data-source="post: 1197221" data-attributes="member: 172"><p><strong>Himoust, drow elf transmorph</strong></p><p></p><p>Those tuning into this thread were probably expecting some drow action. Well here is Himoust, a drow elf wizard. He has the transmorph PrC from Plot & Poison. Spells are taken from Green Ronin's Pocket Grimoire Arcane (which includes PHB, BoEM, and R&R spells) and BoVD.</p><p></p><p>This is a first take; I am still working on tactics. I am thinking of giving him "The Road Less Travelled" (from ENPub's Wild Spellcraft) as a 9th level spell and having him defended by lizardmen that the party do not want to injure and/or put him in a lizardman breeding facility with many eggs and young lizardbabies. This will present a special challenge for the party, as it area effects are the best way to deal with "the road less travelled", but they will be unable to use them without colateral damage.</p><p></p><p>Himoust, male elf (drow) Transmuter 8 / Transmorph 10: CR 19; Size M (5 ft., 0 in. tall); HD 18d4+36; hp 86; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +9/+4 melee, or +13/+8 ranged; SV Fort +8, Ref +10, Will +14; AL CN; Str 10, Dex 18, Con 14, Int 21, Wis 12, Cha 13.</p><p></p><p>Languages Spoken: Common, Draconic, Elven, Gnoll, Gnome, Goblin, Undercommon.</p><p></p><p>Skill points: Wiz 137</p><p>Skills and feats: Alchemy +13 (+8 Rank, +5 Int), Concentration +10 (+8 Rank, +2 Con), Craft +26 (+21 Rank, +5 Int), Diplomacy +9 (+8 Rank, +1 Cha), Forgery +8 (+3 Rank, +5 Int), Gather information +2 (+1 Rank, +1 Cha), Hide +8 (+4 Rank, +4 Dex), Knowledge (arcana) +23 (+18 Rank, +5 Int), Listen +3 (+1 Wis, +2 Racial), Move silently +4 (+4 Dex), Pick pocket +5 (+1 Rank, +4 Dex), Profession +10 (+9 Rank, +1 Wis), Scry +25 (+20 Rank, +5 Int), Search +7 (+5 Int, +2 Racial), Spellcraft +17 (+12 Rank, +5 Int), Spot +3 (+1 Wis, +2 Racial), Swim +4 (+4 Rank), Use rope +6 (+2 Rank, +4 Dex); Brew potion, Combat casting, Craft staff, Craft wand, Forge ring, Iron will, Quicken spell, [Scribe scroll], Silent spell, Spell Focus (Transmutation), Still spell.</p><p></p><p>Transmutation Specialization: +1 DC and spell penetration with: polymorph other, eyebite, serpent hands, temporal slam, polymorph any object.</p><p></p><p>Transmutation Spell Knowledge: +10 on saves versus any spells which the character has transmutation specialization in.</p><p></p><p>Transmutation Symbiosis: +1 to DC and spell penetration checks when using a spell to transform a creature to a different creature of the same type.</p><p></p><p>Tireless Transmutation: Double duration of all transmutation spells cast on self.</p><p></p><p>Strong Transmutation: +2 levels vs. attempts to dispel transmutation effects.</p><p></p><p>Quickened Transmutation: Transmutation spells only take 3 extra levels to quicken.</p><p></p><p>Possessions: 130,000 gp in gear.</p><p></p><p>Wizard Spells Prepare (4/6+1/5+1/5+1/5+1/5+1/4+1/3+1/3+1/2+1): 0th -- Daze, Detect Magic, Mage Hand, Open/Close (x2); 1st -- Alarm, Jump, Mage Armor, Shocking Grasp*, Shield, Sleep, Spider Climb. 2nd -- Levitate*, Melf’s Acid Arrow*, Mirror Image, Fox’s Cunning, Resist Elements, Web. 3rd -- Flame Arrow, Fly*, Hold Person, Invisibility Sphere, Slow*, Shadow Cloak. 4th -- Arcane Eye, Dimension Door*, Improved Invisibility, Polymorph Other*, Polymorph Self*, Solid Fog. 5th -- Hold Monster, Shield (Quickened), Telekinesis*, Wall of Iron. 6th -- Blink (Quickened), Greater Dispelling, Polymorph Self* (Still, Silent), Summon Monster VI. 7th -- Eye of the Beholder*,**, Dimension Door* (Quickened), Mord’s Magnificent Mansion, Mormo’s Serpent Hands*. 8th -- Horrid Wilting, Incendiary Cloud, Iron Body*, Maze; 9th -- Flesh to Stone* (Quickened), Magma Burst, Time Stop.</p><p>Spell DC: 15+Level.</p><p>* - Transmutation spell: 18+Level (19+level if specialized.)</p><p>** - From book of Vile Darkness.</p><p></p><p>Wizard Spell Known: 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Alarm, Animate Rope, Chill Touch, Identify, Shocking Grasp, Shield, Sleep, Spider Climb. 2nd -- Blindness/Deafness, Blur, Ghoul Touch, Invisibility, Levitate, Melf’s Acid Arrow, Mirror Image, Fox’s Cunning, Summon Swarm, Web. 3rd -- Blink, Displacement, Dispel Magic, Dragonskin, Flame Arrow, Fly, Gaseous Form, Haste, Hold Person, Invisibility Sphere, Slow, Shadow Cloak, Blink. 4th -- Arcane Eye, Charm Monster, Dimension Door, Improved Invisibility, Lesser Geas, Polymorph Other, Polymorph Self, Rainbow Pattern, Solid Fog. 5th -- Animate Dead, Hold Monster, Passwall, Permenancy, Telekinesis, Teleport, Wall of Iron, Wall of Stone. 6th -- Analyze Dweomer, Antimagic Field, Disintegrate, Eyebite, Greater Dispelling, Flesh to Stone, Mass Haste, Permanent Image, Planar Binding, Project Image, Summon Monster VI, Veil. 7th -- Banishment, Eye of the Beholder*,**, Icy Curse*, Mass Invisibility, Mord’s Magnificent Mansion, Mormo’s Serpent Hands*, Phase Door, Power Word (Stun), Prismatic Wall, Teleport without Error*. 8th -- Bestow Greater Curse*,**, Greater Planar Binding, Horrid Wilting, Incendiary Cloud, Protection from Spells, Iron Body*, Maze, Temporal Slam*; 9th -- Magma Burst, Shapechange, Summon Monster IX, Teleportation Circle, Time Stop, Utterdark**.</p><p></p><p>Possession I am still working on, but my initial list includes:</p><p></p><p>Staff of Poison (from Plot & Poison)</p><p>Staff of Transmutation</p><p>Wand of Shadow Cloak (10th level)</p><p>Wand of Flame Arrow (10th level)</p><p>Wand of Polymorph Self (10th level)</p><p>Wand of Charm Monster</p><p>Ring of Preparedness</p><p>+5 Ring</p><p>+2 Amulet</p><p>+7 Bracers</p><p></p><p>Shadow Cloak is a spell from Plot & Poison that prevents negative effects from light.</p><p>Ring of Preparedness is an item from my game, statistics are as follows:</p><p></p><p>Ring of Preparedness</p><p> This ring allows the user to store objects in a pocket of extradimensional space accessible via the ring. The wearer merely wills an object on their person “into the ring” and it is stored in the extradimensional space. When the user desires the object back, he simply wills it “out of the ring.”</p><p> When an object is recalled from the ring, it appears in the same manner as it was stored. For example, if a fighter was wearing a suit of armor when it was willed into the ring, when recalled, the fighter will be wearing it; a weapon that was in hand when stored will reappear in hand, etc.</p><p> The ring’s extra dimensional space can store one suit of armor, up to four weapons (a quiver of 20 bolts or arrows would count as 1 weapon), and up to 2 cubic feet of miscellaneous equipment.</p><p> Caster Level: 9th; Requirements: Forge ring, Leomund’s Secret Chest, Plane Shift; Market Price: 16,000 gp; Weight: –.</p><p> Artificer’s Handbook Data: 2 effects, 1st continuous of 60 day spell (6 slots), 2nd unlimited use plane shift, limited effect -8 (only to place or retrieve items from chest.) Market: 44600, create 22300.</p><p></p><p>I'd OGL this all proper, but there is a load of things to list for the Grimoire... just tell me if you want to use the ring elsewhere in a published capacity. Until then, assume this is not public domain. Thx.</p><p></p><p></p><p>Comments and suggestions appreciated.</p><p></p><p>I plan on presenting the encounter with him with several mutated lizardfolk, which should appear here soon...</p></blockquote><p></p>
[QUOTE="Psion, post: 1197221, member: 172"] [b]Himoust, drow elf transmorph[/b] Those tuning into this thread were probably expecting some drow action. Well here is Himoust, a drow elf wizard. He has the transmorph PrC from Plot & Poison. Spells are taken from Green Ronin's Pocket Grimoire Arcane (which includes PHB, BoEM, and R&R spells) and BoVD. This is a first take; I am still working on tactics. I am thinking of giving him "The Road Less Travelled" (from ENPub's Wild Spellcraft) as a 9th level spell and having him defended by lizardmen that the party do not want to injure and/or put him in a lizardman breeding facility with many eggs and young lizardbabies. This will present a special challenge for the party, as it area effects are the best way to deal with "the road less travelled", but they will be unable to use them without colateral damage. Himoust, male elf (drow) Transmuter 8 / Transmorph 10: CR 19; Size M (5 ft., 0 in. tall); HD 18d4+36; hp 86; Init +4 (+4 Dex); Spd 30 ft.; AC 14 (+4 Dex); Attack +9/+4 melee, or +13/+8 ranged; SV Fort +8, Ref +10, Will +14; AL CN; Str 10, Dex 18, Con 14, Int 21, Wis 12, Cha 13. Languages Spoken: Common, Draconic, Elven, Gnoll, Gnome, Goblin, Undercommon. Skill points: Wiz 137 Skills and feats: Alchemy +13 (+8 Rank, +5 Int), Concentration +10 (+8 Rank, +2 Con), Craft +26 (+21 Rank, +5 Int), Diplomacy +9 (+8 Rank, +1 Cha), Forgery +8 (+3 Rank, +5 Int), Gather information +2 (+1 Rank, +1 Cha), Hide +8 (+4 Rank, +4 Dex), Knowledge (arcana) +23 (+18 Rank, +5 Int), Listen +3 (+1 Wis, +2 Racial), Move silently +4 (+4 Dex), Pick pocket +5 (+1 Rank, +4 Dex), Profession +10 (+9 Rank, +1 Wis), Scry +25 (+20 Rank, +5 Int), Search +7 (+5 Int, +2 Racial), Spellcraft +17 (+12 Rank, +5 Int), Spot +3 (+1 Wis, +2 Racial), Swim +4 (+4 Rank), Use rope +6 (+2 Rank, +4 Dex); Brew potion, Combat casting, Craft staff, Craft wand, Forge ring, Iron will, Quicken spell, [Scribe scroll], Silent spell, Spell Focus (Transmutation), Still spell. Transmutation Specialization: +1 DC and spell penetration with: polymorph other, eyebite, serpent hands, temporal slam, polymorph any object. Transmutation Spell Knowledge: +10 on saves versus any spells which the character has transmutation specialization in. Transmutation Symbiosis: +1 to DC and spell penetration checks when using a spell to transform a creature to a different creature of the same type. Tireless Transmutation: Double duration of all transmutation spells cast on self. Strong Transmutation: +2 levels vs. attempts to dispel transmutation effects. Quickened Transmutation: Transmutation spells only take 3 extra levels to quicken. Possessions: 130,000 gp in gear. Wizard Spells Prepare (4/6+1/5+1/5+1/5+1/5+1/4+1/3+1/3+1/2+1): 0th -- Daze, Detect Magic, Mage Hand, Open/Close (x2); 1st -- Alarm, Jump, Mage Armor, Shocking Grasp*, Shield, Sleep, Spider Climb. 2nd -- Levitate*, Melf’s Acid Arrow*, Mirror Image, Fox’s Cunning, Resist Elements, Web. 3rd -- Flame Arrow, Fly*, Hold Person, Invisibility Sphere, Slow*, Shadow Cloak. 4th -- Arcane Eye, Dimension Door*, Improved Invisibility, Polymorph Other*, Polymorph Self*, Solid Fog. 5th -- Hold Monster, Shield (Quickened), Telekinesis*, Wall of Iron. 6th -- Blink (Quickened), Greater Dispelling, Polymorph Self* (Still, Silent), Summon Monster VI. 7th -- Eye of the Beholder*,**, Dimension Door* (Quickened), Mord’s Magnificent Mansion, Mormo’s Serpent Hands*. 8th -- Horrid Wilting, Incendiary Cloud, Iron Body*, Maze; 9th -- Flesh to Stone* (Quickened), Magma Burst, Time Stop. Spell DC: 15+Level. * - Transmutation spell: 18+Level (19+level if specialized.) ** - From book of Vile Darkness. Wizard Spell Known: 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Alarm, Animate Rope, Chill Touch, Identify, Shocking Grasp, Shield, Sleep, Spider Climb. 2nd -- Blindness/Deafness, Blur, Ghoul Touch, Invisibility, Levitate, Melf’s Acid Arrow, Mirror Image, Fox’s Cunning, Summon Swarm, Web. 3rd -- Blink, Displacement, Dispel Magic, Dragonskin, Flame Arrow, Fly, Gaseous Form, Haste, Hold Person, Invisibility Sphere, Slow, Shadow Cloak, Blink. 4th -- Arcane Eye, Charm Monster, Dimension Door, Improved Invisibility, Lesser Geas, Polymorph Other, Polymorph Self, Rainbow Pattern, Solid Fog. 5th -- Animate Dead, Hold Monster, Passwall, Permenancy, Telekinesis, Teleport, Wall of Iron, Wall of Stone. 6th -- Analyze Dweomer, Antimagic Field, Disintegrate, Eyebite, Greater Dispelling, Flesh to Stone, Mass Haste, Permanent Image, Planar Binding, Project Image, Summon Monster VI, Veil. 7th -- Banishment, Eye of the Beholder*,**, Icy Curse*, Mass Invisibility, Mord’s Magnificent Mansion, Mormo’s Serpent Hands*, Phase Door, Power Word (Stun), Prismatic Wall, Teleport without Error*. 8th -- Bestow Greater Curse*,**, Greater Planar Binding, Horrid Wilting, Incendiary Cloud, Protection from Spells, Iron Body*, Maze, Temporal Slam*; 9th -- Magma Burst, Shapechange, Summon Monster IX, Teleportation Circle, Time Stop, Utterdark**. Possession I am still working on, but my initial list includes: Staff of Poison (from Plot & Poison) Staff of Transmutation Wand of Shadow Cloak (10th level) Wand of Flame Arrow (10th level) Wand of Polymorph Self (10th level) Wand of Charm Monster Ring of Preparedness +5 Ring +2 Amulet +7 Bracers Shadow Cloak is a spell from Plot & Poison that prevents negative effects from light. Ring of Preparedness is an item from my game, statistics are as follows: Ring of Preparedness This ring allows the user to store objects in a pocket of extradimensional space accessible via the ring. The wearer merely wills an object on their person “into the ring” and it is stored in the extradimensional space. When the user desires the object back, he simply wills it “out of the ring.” When an object is recalled from the ring, it appears in the same manner as it was stored. For example, if a fighter was wearing a suit of armor when it was willed into the ring, when recalled, the fighter will be wearing it; a weapon that was in hand when stored will reappear in hand, etc. The ring’s extra dimensional space can store one suit of armor, up to four weapons (a quiver of 20 bolts or arrows would count as 1 weapon), and up to 2 cubic feet of miscellaneous equipment. Caster Level: 9th; Requirements: Forge ring, Leomund’s Secret Chest, Plane Shift; Market Price: 16,000 gp; Weight: –. Artificer’s Handbook Data: 2 effects, 1st continuous of 60 day spell (6 slots), 2nd unlimited use plane shift, limited effect -8 (only to place or retrieve items from chest.) Market: 44600, create 22300. I'd OGL this all proper, but there is a load of things to list for the Grimoire... just tell me if you want to use the ring elsewhere in a published capacity. Until then, assume this is not public domain. Thx. Comments and suggestions appreciated. I plan on presenting the encounter with him with several mutated lizardfolk, which should appear here soon... [/QUOTE]
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