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The 3 Storms from Big Trouble in Little China
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<blockquote data-quote="Brown Hood" data-source="post: 333885" data-attributes="member: 7030"><p>I came up with these guys a while ago. I've never playtested them so I'm not sure on the challenge ratings. I'm just looking for opinions as I may soon run an Oriental Adventures campaign or maybe a d2o Modern campaign with a Hong Kong action flavor.</p><p></p><p>Critique away!</p><p></p><p>Storm Spirit</p><p></p><p>Lightning </p><p>Medium-Size Outsider (Air, Spirit)</p><p>Hit Dice: 8d8+32 (68hp)</p><p>Initiative: +10 (+6 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft., fly 80 ft. (average)</p><p>AC: 25 (+6 Dex, +5 natural, +4 chain shirt)</p><p>Attacks: Slam +11/+6 melee; or siangham +11/+6 melee; or kukri +14 ranged </p><p>Damage: Slam 1d6+3+1d6 shock; or siangham 1d6+3+1d6 shock; or kukri 1d4+3</p><p>Face/Reach: 5 ft. by 5 ft./5 ft</p><p>Special Attacks: Lightning ray, shocking attacks</p><p>Special Qualities: Damage reduction 15/+1, acrobatics, electricity immunity, darkvision 60ft</p><p>Saves: Fort +10, Ref +12, Will +8</p><p>Abilities: Str 17, Dex 22, Con 18</p><p> Int 16, Wis 17, Chr 14</p><p>Skills: Balance +35, Climb +33, Hide +15, Intimidate +13, Jump +33, Listen +8, Move Silently +15, Spot +9, Tumble +35</p><p>Feats: Improved Initiative, Point Blank Shot, Weapon Focus (Lightning ray)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or Tsunami</p><p>Challenge Rating: 8</p><p>Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p></p><p>Rain</p><p>Medium-Size Outsider (Air, Water, Spirit)</p><p>Hit Dice: 8d8+32 (68hp)</p><p>Initiative: +10 (+6 Dex, +4 Improved Initiative)</p><p>Speed: 40 ft., fly 80 ft. (average)</p><p>AC: 21 (+6 Dex, +5 Natural)</p><p>Attacks: Slam +12/+7 melee; or longsword +13/+8 melee; or kukri +14 ranged </p><p>Damage: Slam 1d6+4; or longsword 1d8+4; or kukri 1d4+4</p><p>Face/Reach: 5 ft. by 5 ft./5 ft</p><p>Special Attacks: Spell-like abilities</p><p>Special Qualities: Damage reduction 15/+1, acrobatics, darkvision 60ft</p><p>Saves: Fort +10, Ref +12, Will +8</p><p>Abilities: Str 18, Dex 22, Con 18</p><p> Int 16, Wis 14, Chr 14</p><p>Skills: Balance +37, Climb +35, Hide +17, Intimidate +13, Jump +35, Listen +7, Move Silently +17, Spot +8, Tumble +37</p><p>Feats: Flyby Attack, Improved Initiative, Weapon Focus (longsword)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or Tsunami</p><p>Challenge Rating: 7</p><p>Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p></p><p>Thunder</p><p>Medium-Size Outsider (Air, Spirit)</p><p>Hit Dice: 8d8+40 (76hp)</p><p>Initiaive: +4 (+4 Dex)</p><p>Speed: 40 ft., fly 80 ft. (average)</p><p>AC: 19 (+4 Dex, +5 natural)</p><p>Attacks: Slam +16/+11 melee; or butterfly sword +15/+10 melee; or kukri +12 ranged</p><p>Damage: Slam 1d6+7; or butterfly sword 1d6+7, or kukri 1d4+7</p><p>Face/Reach: 5 ft. by 5 ft./5 ft</p><p>Special Attacks: Ki thunder shout, expand, death attack</p><p>Special Qualities: Damage reduction 15/+1, acrobatics, sonic immunity, darkvision 60ft</p><p>Saves: Fort +11, Ref +10, Will +8</p><p>Abilities: Str 24, Dex 18, Con 20</p><p> Int 16, Wis 14, Chr 18</p><p>Skills: Balance +35, Climb +38, Hide +15, Intimidate +13, Jump +38, Listen +7, Move Silently +15, Spot +8, Tumble +35</p><p>Feats: Power Attack, Sunder, Weapon Focus (slam)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or Tsunami</p><p>Challenge Rating: 8</p><p>Treasure: Standard</p><p>Alignment: Usually lawful evil</p><p>Advancement: By character class</p><p></p><p>Storm spirits are malevolent spirits encompassing the three aspects of a storm: rain, thunder, and lightning. They spend most of their time in the Spirit World inhabiting storm swept mountaintops but are occasionally summoned to the Prime Material plane by an evil force for some nefarious purpose. In the spirit world they may be encountered individually but on the prime material plane they are usually encountered in a group known as a tsunami that consists of one of each type of storm spirit.</p><p> They appear as humans with dark hair and eyes dressed in a monk’s outfit and wearing a large round straw hat.</p><p></p><p>Combat</p><p>Storm spirits excel at combat. Their martial prowess and damage reduction makes them deadly opponents. They typically attempt to intimidate their opponents first. They then leap into combat throwing their kukri (which they can throw with a range increment of 10ft). From that point they attack with fists, weapons, and special abilities as they see fit.</p><p> Acrobatics (Ex): Storm spirits excel at acrobatic combat and gain a +20 competence bonus to all Balance, Climb, Jump, and Tumble rolls. Their jump distances are not limited by their height.</p><p> Flight (Su): Storm spirits may only fly under open skies.</p><p></p><p>Lightning</p><p>A lightning spirit crackles with electrical energy. They enjoy wanton destruction and blasting away with their electricity ray. They are the only storm spirit that regularly wears armor, typically a chain shirt. They fly by grasping a bolt of lightning which they travel along.</p><p></p><p>Combat</p><p> Lightning Ray (Su): A lightning spirit can, as a full-round action, fire a ray of lightning as a ranged touch attack with an attack bonus of +15. It has a range of 60ft. and does 4d6 electrical damage.</p><p> Shocking Attacks (Su): The melee attacks of a lightning spirit are imbued with it’s electrical energy and cause an extra 1d6 points of shock damage with a successful attack.</p><p> </p><p>Lightning Spirit Characters</p><p>A lightning spirit’s favored class is Shaman. They may choose from the Fury, Metal, and War domains.</p><p></p><p>Rain</p><p>Rain spirits embody the relentlessness of their namesake. When they fly a column of rain constantly falls on them, although they never appear wet. They have a wiry build and move with a deadly fluid grace.</p><p></p><p>Combat</p><p>Rain spirits prefer melee combat. They are deadly with their longswords and often wield magical or at least masterwork versions.</p><p> Spell-Like Abilities: 3/day– fog cloud, gust of wind, wind wall. These abilities are as the spells cast by a sorcerer of 5th level (save DC 12 + spell level).</p><p></p><p>Rain Spirit Characters</p><p>A rain spirit’s favored class is fighter.</p><p></p><p>Thunder</p><p>Thunder spirits are large and heavily muscled individuals. They show unyielding dedication to their masters. A peal of thunder accompanies them as they fly.</p><p></p><p>Combat</p><p>Thunder spirits will attempt to disrupt opponents with their Ki thunder shout and then charge into melee using their slam attacks.</p><p> Ki Thunder Shout (Su): Usable 3/day. The thunder spirit lets loose a tremendous ki shout that rumbles with the power of thunder. Those within 100ft. must make a Will save DC 18 or panic for 2d6 rounds. Those that make the save are shaken for 1d4 rounds. This power does not affect creatures with more hit dice than the thunder spirit.</p><p> Enlarge (Su): If a thunder spirit is grappled it may attempt to break the grapple by blowing up like a balloon. For the purposes of breaking a hold, the thunder spirit makes its opposed grapple check as if it were a large creature (gaining a +4 on the check).</p><p> Death Attack (Su): If reduced to 0 hit points (not below) or its master is killed, a thunder spirit can choose to commit suicide by expanding itself until it blows up, hopefully taking its enemies with it. The process takes 3 rounds. During this time attacks do not affect it. On the first round it expands to the proportions it does when breaking a grapple, on the second it grows huge, and jets of air shoot from it’s nostrils and ears as it shouts with rage. On the third it explodes with tremendous force, dealing 8d6 damage to everything within 30ft, reflex save DC 18 for half damage. </p><p></p><p>Thunder Spirit Characters</p><p>A thunder spirit’s favored class is monk.</p></blockquote><p></p>
[QUOTE="Brown Hood, post: 333885, member: 7030"] I came up with these guys a while ago. I've never playtested them so I'm not sure on the challenge ratings. I'm just looking for opinions as I may soon run an Oriental Adventures campaign or maybe a d2o Modern campaign with a Hong Kong action flavor. Critique away! Storm Spirit Lightning Medium-Size Outsider (Air, Spirit) Hit Dice: 8d8+32 (68hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft., fly 80 ft. (average) AC: 25 (+6 Dex, +5 natural, +4 chain shirt) Attacks: Slam +11/+6 melee; or siangham +11/+6 melee; or kukri +14 ranged Damage: Slam 1d6+3+1d6 shock; or siangham 1d6+3+1d6 shock; or kukri 1d4+3 Face/Reach: 5 ft. by 5 ft./5 ft Special Attacks: Lightning ray, shocking attacks Special Qualities: Damage reduction 15/+1, acrobatics, electricity immunity, darkvision 60ft Saves: Fort +10, Ref +12, Will +8 Abilities: Str 17, Dex 22, Con 18 Int 16, Wis 17, Chr 14 Skills: Balance +35, Climb +33, Hide +15, Intimidate +13, Jump +33, Listen +8, Move Silently +15, Spot +9, Tumble +35 Feats: Improved Initiative, Point Blank Shot, Weapon Focus (Lightning ray) Climate/Terrain: Any land and underground Organization: Solitary or Tsunami Challenge Rating: 8 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Rain Medium-Size Outsider (Air, Water, Spirit) Hit Dice: 8d8+32 (68hp) Initiative: +10 (+6 Dex, +4 Improved Initiative) Speed: 40 ft., fly 80 ft. (average) AC: 21 (+6 Dex, +5 Natural) Attacks: Slam +12/+7 melee; or longsword +13/+8 melee; or kukri +14 ranged Damage: Slam 1d6+4; or longsword 1d8+4; or kukri 1d4+4 Face/Reach: 5 ft. by 5 ft./5 ft Special Attacks: Spell-like abilities Special Qualities: Damage reduction 15/+1, acrobatics, darkvision 60ft Saves: Fort +10, Ref +12, Will +8 Abilities: Str 18, Dex 22, Con 18 Int 16, Wis 14, Chr 14 Skills: Balance +37, Climb +35, Hide +17, Intimidate +13, Jump +35, Listen +7, Move Silently +17, Spot +8, Tumble +37 Feats: Flyby Attack, Improved Initiative, Weapon Focus (longsword) Climate/Terrain: Any land and underground Organization: Solitary or Tsunami Challenge Rating: 7 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Thunder Medium-Size Outsider (Air, Spirit) Hit Dice: 8d8+40 (76hp) Initiaive: +4 (+4 Dex) Speed: 40 ft., fly 80 ft. (average) AC: 19 (+4 Dex, +5 natural) Attacks: Slam +16/+11 melee; or butterfly sword +15/+10 melee; or kukri +12 ranged Damage: Slam 1d6+7; or butterfly sword 1d6+7, or kukri 1d4+7 Face/Reach: 5 ft. by 5 ft./5 ft Special Attacks: Ki thunder shout, expand, death attack Special Qualities: Damage reduction 15/+1, acrobatics, sonic immunity, darkvision 60ft Saves: Fort +11, Ref +10, Will +8 Abilities: Str 24, Dex 18, Con 20 Int 16, Wis 14, Chr 18 Skills: Balance +35, Climb +38, Hide +15, Intimidate +13, Jump +38, Listen +7, Move Silently +15, Spot +8, Tumble +35 Feats: Power Attack, Sunder, Weapon Focus (slam) Climate/Terrain: Any land and underground Organization: Solitary or Tsunami Challenge Rating: 8 Treasure: Standard Alignment: Usually lawful evil Advancement: By character class Storm spirits are malevolent spirits encompassing the three aspects of a storm: rain, thunder, and lightning. They spend most of their time in the Spirit World inhabiting storm swept mountaintops but are occasionally summoned to the Prime Material plane by an evil force for some nefarious purpose. In the spirit world they may be encountered individually but on the prime material plane they are usually encountered in a group known as a tsunami that consists of one of each type of storm spirit. They appear as humans with dark hair and eyes dressed in a monk’s outfit and wearing a large round straw hat. Combat Storm spirits excel at combat. Their martial prowess and damage reduction makes them deadly opponents. They typically attempt to intimidate their opponents first. They then leap into combat throwing their kukri (which they can throw with a range increment of 10ft). From that point they attack with fists, weapons, and special abilities as they see fit. Acrobatics (Ex): Storm spirits excel at acrobatic combat and gain a +20 competence bonus to all Balance, Climb, Jump, and Tumble rolls. Their jump distances are not limited by their height. Flight (Su): Storm spirits may only fly under open skies. Lightning A lightning spirit crackles with electrical energy. They enjoy wanton destruction and blasting away with their electricity ray. They are the only storm spirit that regularly wears armor, typically a chain shirt. They fly by grasping a bolt of lightning which they travel along. Combat Lightning Ray (Su): A lightning spirit can, as a full-round action, fire a ray of lightning as a ranged touch attack with an attack bonus of +15. It has a range of 60ft. and does 4d6 electrical damage. Shocking Attacks (Su): The melee attacks of a lightning spirit are imbued with it’s electrical energy and cause an extra 1d6 points of shock damage with a successful attack. Lightning Spirit Characters A lightning spirit’s favored class is Shaman. They may choose from the Fury, Metal, and War domains. Rain Rain spirits embody the relentlessness of their namesake. When they fly a column of rain constantly falls on them, although they never appear wet. They have a wiry build and move with a deadly fluid grace. Combat Rain spirits prefer melee combat. They are deadly with their longswords and often wield magical or at least masterwork versions. Spell-Like Abilities: 3/day– fog cloud, gust of wind, wind wall. These abilities are as the spells cast by a sorcerer of 5th level (save DC 12 + spell level). Rain Spirit Characters A rain spirit’s favored class is fighter. Thunder Thunder spirits are large and heavily muscled individuals. They show unyielding dedication to their masters. A peal of thunder accompanies them as they fly. Combat Thunder spirits will attempt to disrupt opponents with their Ki thunder shout and then charge into melee using their slam attacks. Ki Thunder Shout (Su): Usable 3/day. The thunder spirit lets loose a tremendous ki shout that rumbles with the power of thunder. Those within 100ft. must make a Will save DC 18 or panic for 2d6 rounds. Those that make the save are shaken for 1d4 rounds. This power does not affect creatures with more hit dice than the thunder spirit. Enlarge (Su): If a thunder spirit is grappled it may attempt to break the grapple by blowing up like a balloon. For the purposes of breaking a hold, the thunder spirit makes its opposed grapple check as if it were a large creature (gaining a +4 on the check). Death Attack (Su): If reduced to 0 hit points (not below) or its master is killed, a thunder spirit can choose to commit suicide by expanding itself until it blows up, hopefully taking its enemies with it. The process takes 3 rounds. During this time attacks do not affect it. On the first round it expands to the proportions it does when breaking a grapple, on the second it grows huge, and jets of air shoot from it’s nostrils and ears as it shouts with rage. On the third it explodes with tremendous force, dealing 8d6 damage to everything within 30ft, reflex save DC 18 for half damage. Thunder Spirit Characters A thunder spirit’s favored class is monk. [/QUOTE]
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