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<blockquote data-quote="Cergorach" data-source="post: 978509" data-attributes="member: 725"><p>@A'koss:</p><p>weapon enhancements: still a max of +10 enchantments, no weapon special abilities have a cost instead of a + bonus. Only Armors have the option to add abilities that cost gp</p><p>new wpn enh: there are abilities that are new for the DMG, but not to D&D, i think the got a couple from other sourcebooks.</p><p>Improved Whirlwind Attack: it's not in the DMG</p><p>Tarrasque: HD 48d10+594 (858hp), AC35</p><p>slumbers for 6d4 months, hunts for 1d3 days, once per decade very active for 1d2 weeks, then slumbers 4d6 years. damage reduction 15/epic, Regeneration 40, needs to have 868 points of non lethal damage and cast a wish or miracle to keep it dead.</p><p></p><p>@ThirdWizard:</p><p>Golem Magic Immunity: Immunity to Magic (Ex): Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently as noted below.</p><p></p><p>@Jake Edward:</p><p>(some) Solar Stats: CR 23; HD 22d8+110 (209hp); AC 35; DR15/Epic an evil; regen 15; immune to acid, cold, and petrification; resistance electricity 10, fire 10; SR 32, protective aura, tongues, spells, spells, and lots of spells. I'm not typing up the entire entry, sorry (see note below).</p><p></p><p>@jgsugden:</p><p>vorpal costs: still +5, but has a CL of 18 and that is required.</p><p>bats seeing 10': Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.</p><p></p><p>@MorningStar</p><p>Eldritch Knight skills & sp: 2 + Int; Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, Swim.</p><p></p><p>@CrusadeDave</p><p>Duelist Class: HD d10; prereq: Base Attack +6, Perform 3 ranks, Tumble 5 ranks, Feats Dodge, Mobility, Weapon Finesse; skill points 4+int; Base Attack of a fighter; Ref save is good; 1st canny defense; 2nd improved reaction +2; 3rd Enhanced Mobility; 4th Grace; 5th Pricise strike +1d6; 6th Acrobatic Charge; 7th Eleborate pary; 8th improved reaction +4; 9th deflect arrows; 10th precise strike. don't know if it's different though.</p><p></p><p>Note to all: please be a bit more specific when asking for info, i'm not typing up the entire entry for the solar ;-)</p></blockquote><p></p>
[QUOTE="Cergorach, post: 978509, member: 725"] @A'koss: weapon enhancements: still a max of +10 enchantments, no weapon special abilities have a cost instead of a + bonus. Only Armors have the option to add abilities that cost gp new wpn enh: there are abilities that are new for the DMG, but not to D&D, i think the got a couple from other sourcebooks. Improved Whirlwind Attack: it's not in the DMG Tarrasque: HD 48d10+594 (858hp), AC35 slumbers for 6d4 months, hunts for 1d3 days, once per decade very active for 1d2 weeks, then slumbers 4d6 years. damage reduction 15/epic, Regeneration 40, needs to have 868 points of non lethal damage and cast a wish or miracle to keep it dead. @ThirdWizard: Golem Magic Immunity: Immunity to Magic (Ex): Golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently as noted below. @Jake Edward: (some) Solar Stats: CR 23; HD 22d8+110 (209hp); AC 35; DR15/Epic an evil; regen 15; immune to acid, cold, and petrification; resistance electricity 10, fire 10; SR 32, protective aura, tongues, spells, spells, and lots of spells. I'm not typing up the entire entry, sorry (see note below). @jgsugden: vorpal costs: still +5, but has a CL of 18 and that is required. bats seeing 10': Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense. @MorningStar Eldritch Knight skills & sp: 2 + Int; Concentration, Craft, Decipher Script, Jump, Knowledge (arcana), Knowledge (nobility and royalty), Ride, Sense Motive, Spellcraft, Swim. @CrusadeDave Duelist Class: HD d10; prereq: Base Attack +6, Perform 3 ranks, Tumble 5 ranks, Feats Dodge, Mobility, Weapon Finesse; skill points 4+int; Base Attack of a fighter; Ref save is good; 1st canny defense; 2nd improved reaction +2; 3rd Enhanced Mobility; 4th Grace; 5th Pricise strike +1d6; 6th Acrobatic Charge; 7th Eleborate pary; 8th improved reaction +4; 9th deflect arrows; 10th precise strike. don't know if it's different though. Note to all: please be a bit more specific when asking for info, i'm not typing up the entire entry for the solar ;-) [/QUOTE]
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