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JigokuBosatsu
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Post by JigokuBosatsu »

So who goes first in combat?
Omegonthesane wrote:a glass armonica which causes a target city to have horrific nightmares that prevent sleep
JigokuBosatsu wrote:so a regular glass armonica?
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Maxus
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Post by Maxus »

JigokuBosatsu wrote:So who goes first in combat?
Wait, what?

....

---HAH.

Libertad, you really ought to remove that "Always goes first" and just leave initiative at a +8 for Drizzt and Enteri and such.
He jumps like a damned dragoon, and charges into battle fighting rather insane monsters with little more than his bare hands and rather nasty spell effects conjured up solely through knowledge and the local plantlife. He unerringly knows where his goal lies, he breathes underwater and is untroubled by space travel, seems to have no limits to his actual endurance and favors killing his enemies by driving both boots square into their skull. His agility is unmatched, and his strength legendary, able to fling about a turtle shell big enough to contain a man with enough force to barrel down a near endless path of unfortunates.

--The horror of Mario

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Libertad
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Post by Libertad »

Maxus wrote:
JigokuBosatsu wrote:So who goes first in combat?
Wait, what?

....

---HAH.

Libertad, you really ought to remove that "Always goes first" and just leave initiative at a +8 for Drizzt and Enteri and such.
Changed!

By the way, guys, feel free to convert iconic D&D characters if you want to. I wouldn't find seeing alternate versions of Drizz't and Soth stated up!
Last edited by Libertad on Tue Jan 10, 2012 5:15 am, edited 2 times in total.
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Post by Libertad »

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Tanis Half-Elven (at the end of the original Chronicles)
NG Half-elf Male Marshall 9/Legendary Strategist 5
Hit Points: 139
Initiative: +4 (+6 w/ gloves)
Speed: 30 feet
Armor Class: 31 (+10 armor, +5 deflection, +6 dexterity) touch 21 flat-footed 25

Attack: Composite Longbow +25 (1d8+8, x3, +14 damage within 110 feet), Wymsbane +22 (1d8+8, 19-20, x2, +2d6 vs. dragons); Full Attack Composite Longbow +25/+20/+20, Wyrmsbane +22/+17/+17; Tanis usually Power Attacks for -8 attack/+16 damage when wielding Wymsbane
Base Attack/Grapple: +14/+17
Abilities: Str 16 Dex 18 (23 Gloves) Con 16 Int 16 Wis 14 Cha 20
Saves: Fort +10 Ref +11 Will +9
Skills ( 136 points): Bluff 5 (+10), Diplomacy 17 (+24), Gather Information 10 (+17), Heal 17 (+19), Hide 10 (+14/+31), Jump 5 (+8), Knowledge (Geography) 5 (+8), Knowledge (History) 9 (+12), Listen 14 (+21), Move Silently 10 (+14/+31), Search 5 (+8), Sense Motive 10 (+13), Speak Language 2 (Nerakan, Solamnic), Survival 17 (+19)
Feats: Alertness, Commander (B, Command Rating 8, Leadership Score 24), Expert Tactician, Point Blank Shot, Sniper, Track

Class Features: Marshall: Battle Shout (+5), Heal Injuries (8/day, 17 points), Inspire Bravery (+5), Untiring, Magic Circle (Against Evil), Dispelling Glare, War Shout, Bolster Allies, Inspire Heroism, Aura of Healing (8/day, 17 points), Project Voice, Leadership (Commander), Heal (8/day), Terrible Shout (DC 22), Inspire Foolishness, Delaying Glare (DC 22), Inspire the Masses, Revive the Dead (8/day, up to 17 days dead); Legendary Strategist: A World of Opportunity, Assistance, Legacies of Command (+5), Rousing Speech (+5), Trapmaker, Sending, Trick Opponent, Rally Troops, Hero’s Feast, Best Efforts
Equipment: Magic Mithril Shirt (all but last BAB benefits, +5 enhancement bonus, +10 bonus total), Magic Composite Longbow (+5 enhancement bonus, +3 Str bonus), Wymsbane (Magic Dragon Bane Longsword, casts locate object 3/day), Ring of Protection (+5 enhancement bonus), Ring of Fire Resistance (14), Gloves of Dexterity (+5 enhancement bonus), Cloak of Elvenkind (+14 bonus), Boots of Elvenkind (+14 bonus)
The Edge: Tanis has the Edge against opponents with a BAB lower than his. Nothing special.

Here is Tanis Half-elven, leader of the Heroes of the Lance and protagonist of the Dragonlance Chronicles! An archery-based leader, Tanis is a shrewd planner who focuses on buffing allies. He's also good at recon and can sneak around enemy groups and shoot them down Sniper Wolf-style. The Alertness feat ensures that things like invisible opponents won't get the drop on him.

Credit goes to Legends of the Twins by Sovereign Press/Margaret Weis Productions for a guideline on Tanis' stats!
Last edited by Libertad on Mon Jan 16, 2012 8:47 pm, edited 8 times in total.
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Post by Libertad »

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Grimtooth the Troll
CE Male Troll Assassin 5/Dungeon Veteran 5
Hit Points: 188
Initiative: +12
Speed: 40 feet
Armor Class: 33 (38 against traps, +10 armor, +3 natural armor [half normal], +4 dexterity, +6 deflection, +5 Dodge against traps), touch 20 (25 against traps), flat-footed 29
Attacks: Claw +21 (1d6+9); Full Attack 2 Claws +21 (1d6+19) and Bite (1d6+4), Magic Throwing Axe +21 (1d8+12); Grimtooth usually Power Attacks on a -6 attack/+12 damage basis.
Base Attack/Grapple: +12/+22(+25 with Belt)

Abilities: Str 22 (28 with Belt) Dex 18 Con 22 Int 20 Wis 10 Cha 6 (Grimtooth started out with a 14 Intelligence, but raised it three times at his 8th, 12th, and 16th hit die; at 8th level he got a wizard henchman to Planar Bind an efreet and use the three wishes to increase his Intelligence by 3 points again)
Saves: Fort +16 Ref +14 (+19 against traps) Will +12
Skills (137 points): Climb 9 (+15/+18 Belt), Disable Device 19 (+28/+44 Vest), Escape Artist 4 (+8/+24 Vest), Hide 9 (+9/+25 Cloak), Knowledge (Architecture & Engineering, Dungeoneering) 10 (+15), Jump 6 (+16/+19 Belt), Listen 17 (+22), Move Silently 9 (+13/+29 Boots), Search 19 (+32), Spot 19 (+24)
Feats: Danger Sense, Hordebreaker, Investigator, Iron Will, Professional Luddite, Sharp-Eyed

Class Features: Troll: Rend (extra 2d6+9 damage), Low-light Vision, Regeneration 5, Scent; Assassin: Poison Use, Death Attack +7d6, Personal Immunity (greenblood oil, black lotus extract, drow knockout poison, scorpion venom, wyvern poison), Spellcasting, Uncanny Dodge, Hide in Plain Sight, Cloak of Discretion, Trapfinding, Trapmaking; Dungeon Veteran: Evasion (Improved), Dramatic Attack, Dark-vision 120 feet, Trap Sense (+5), Loyal Steel, Improved Property Damage, Looking For Trouble (+5), Exotic Weapon (Chainsaw), Antimagic Field, Treasure Sense
Spells Known (3/4/2): 0: Detect Magic, Detect Poison, Disrupt Undead, Ghost Sound, Read Magic, Touch of Fatigue; 1st: Disguise Self, Magic Aura, Silent Image; 2nd: Invisibility, Scare. Save DC is 15 + Spell level.

Equipment: Belt of Giant Strength (+6 enhancement bonus), Boots of Elvenkind (+16 enhancement bonus), Cloak of Elvenkind (+16 enhancement bonus), Magic Throwing Axe (sized for Large creatures, +6 enhancement bonus, Returning property), Magic Mithril Shirt of Spell Resistance (All but the last BAB benefit, SR 15, +5 enhancement bonus, +10 total bonus), Necklace of Protection (as Ring, +6 enhancement bonus), Ring of Blinking, Ring of Fire Resistance (16), Vest of Escape (+16 enhancement bonus, lockpicks grant +16 Disable Device). Grimtooth is a world-class dungeon designer, specializing in defensive utilities (read: traps) and has a small army of minions and a thriving marketplace. Thanks to his spellcasting minions with Planar Binding, he has access to the raw materials of any non-magical traps worth 75,000 gp or less, or 45,000 gp or less for magical traps. He usually has 5 doses of Wyvern Poison and Black Lotus Extract on his person.
The Edge: Grimtooth gets The Edge on opponents with a lower BAB than him. Opponents Grimtooth has the Edge against provoke 5 attacks of opportunity from him when they enter into or move through his threatened square.

Grimtooth is the hit-and-run type of fighter. He's usually located deep in a dungeon full of traps and magical alarms to alert him to the presence of adventurers and enemy armies. In such a case, he'll hide from sight. His Hide in Plain Sight and Cloak of Discretion ability allow him to avoid detection from divination magic and in areas without cover or concealment. Before jumping out of hiding to attack, he'll use his Sharp-Eyed feat to try and negate an enemy's armor bonus and study him for a round for Death Attack. If fighting in a trapped room, he'll use Dramatic Attack to try and push an enemy into a trapped area.

Grimtooth knows about anything talked about in the Constructonomicon section of the Dungeonomicon (especially 40 feet of solid material blocking scry-and-die tactics; he loves that rule!). Recommended sourcebooks on traps include Traps & Treachery, I and II, by Fantasy Flight Games, and the Wurst of Grimtooth’s Traps, by Necromancer Games (published under their Sword & Sorcery label).
Last edited by Libertad on Mon Jan 16, 2012 8:48 pm, edited 12 times in total.
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Post by CatharzGodfoot »

Libertad, Grimtooth is a great choice, and I like the 'murder pinball' setup. However, the assassin's Traps ability comes in at 5th level, so why the heck is he a rogue 1/assassin 4 instead of an assassin 5?

Also, the Dungeon Veteran should require Horde Breaker (cleave).

So a troll assassin 5/dungeon veteran 5 (CR 15 / CL 16) with Danger Sense, Investigator, Iron Will, Professional Luddite, Sharp-eyed, and Horde Breaker (because Weapon of Righteous Destruction is overpowered and a total dick move on an NPC).

He also needs spells known. Say, detect magic, detect poison, read magic, ghost sound, disrupt undead, touch of fatigue, disguise self, magic aura, silent image, ventriloquism, invisibility, magic mouth, and scare.
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Post by Libertad »

Changed the statblock.

I didn't see "Trapfinding" on the Assassin table, so thought that a Rogue level was necessary. I didn't realize that Traps was the same as Trapfinding.

I gave him Horde Breaker and some 2nd level spells. They're located below the "Class Features" section.

I'm going to stat up Meepo the Kobold next.
Last edited by Libertad on Wed Jan 11, 2012 5:46 am, edited 1 time in total.
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Post by Libertad »

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Meepo, Dragon with a Shotgun
LE Male Kobold Fighter 5/Dragon Disciple (Brass) 5 (augmented Dragon)
Hit Points: 114
Initiative: +4
Speed: 30 feet, burrow 50 feet, fly 90 feet
AC: 26 (+2 armor [halved], +10 Natural Armor, +4 Dex), touch 14, flat-footed 22
Attacks: Magic Shotgun +18 (2d8+4, +10 damage within 40 feet or with Blitz, +20 both), Bite +16 (1d8+6), Claw +16 (1d6+6), Wings +16 (1d4+3)
Base Attack/Grapple: +10/+16

Abilities Str 22 Dex 18 Con 12 Int 14 Wis 14 Cha 14
Saves: Fort +9 Ref +12 Will +11 (+13/+16/+15 with Cloak)
Skills (104 points): Balance 8 (+12), Bluff 8 (+10), Climb 8 (+14), Hide 6 (+14), Knowledge (Arcana) 8 (+10), Jump 10 (+16), Listen 10 (+18), Move Silently 10 (+14), Search 0 (+5), Spot 10 (+15), Speak Language 1 (English), Survival 8 (+10), Swim 9 (+15), Tumble 8 (+12)
Feats: Alertness, Blitz, Draconic Breath (B, 30 foot cone of fire, 2d6 per spell level, DC 12 + spell level expended), Draconic Senses (B, +3 on Listen, Search, and Spot), Dragon Descendent, Point Blank Shot, Sniper, Zen Archery
Class Features: Fighter: Weapon Training, Combat Focus, Problem Solver, Pack Mule, Logistics Mastery, Active Assault; Dragon Disciple: Draconic Scales (+10 total Natural Armor bonus), Draconic Strength (+14 bonus), Draconic Toughness (+35 hit points), Draconic Weapons (Bite 1d8, Claw 1d6, Wing 1d4), Alternate Form, Size Increase (Medium), Draconic Wings (Fly Speed 90, average maneuverability)

Spells Known (6/5): 0: Detect Magic, Ghost Sound, Prestidigitation, Read Magic, Touch of Fatigue; 1st: Color Spray, Shield
Equipment: Cloak of Resistance (+4 enhancement bonus), Magic Shotgun (+4 enhancement bonus), Ring of Mind Shielding, Army Fatigues (Magic, count as camouflaged clothing, gets first benefit of Hide ranks, +4 enhancement bonus), bandolier of shotgun shells, Swiss Army Knife (as dagger, but reduces penalty for using improper crafting tools by 2), 50 feet of silk rope
The Edge: Meepo has the Edge against anyone who has a lower BAB than his own.

Meepo's a hit-and-run ranged skirmisher. He usually combines Touch of Fatigue with Zen Archery with his shotgun to wear down opponents so that they can't charge him. Unless he needs to hide in thick foliage or the air's full of flying monsters, there should not be a reason why Meepo isn't flying.

For unexplained reasons, Meepo managed to find his way into our world (D20 Modern picture and Dragon Magazine #359). While there, he got his hands on some modern gear and equipment after joining a militia. He eventually made his way back to the GM's campaign setting, and he quickly gained prestige and renown among his tribe at the Sunless Citadel for his "magic thunderstick" and draconic heritage.

*Note: I cannot find the Dragon Descendent feat in Dragon Magic, Races of the Dragon, or the Tome Series. Was Iameki referring to another feat (like Dragontouched)?

New Weapon: Pump-action Shotgun
Exotic, 2d8 damage, x3 critical, 40 feet range increment, piercing damage, 6 lbs. A pump-action shotgun can shoot six slugs before it needs reloading. It takes a full-round action to reload. A shotgun can have its barrel sawed-off to increase concealment. A sawed-off shotgun's size is decreased by one, but its range is halved (20 feet).
Last edited by Libertad on Mon Jan 16, 2012 8:49 pm, edited 4 times in total.
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Post by Libertad »

New Background: Dungeonborn
Given the huge amount of ancient ruins, monster encampments, and an entire world beneath the surface, it's perfectly plausible to assume that a significant portion of the world's population grew up in dungeons. You were one of these people.
Benefit: You gain a +2 bonus on Knowledge (Dungeoneering) and Search checks, and they are always class skills for you. In addition, you get the ability to automatically roll a Search check when passing by a secret door as though you were an elf. Additionally, you do not need to roll escape artist checks for squeezing through tight passageways when in your dungeon home; you've been through them so many times it's now second nature.
Last edited by Libertad on Mon Jan 16, 2012 8:41 pm, edited 1 time in total.
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Post by Libertad »

Guess what time it is? It's Eberron time!

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Cultist of the Dragon Below
CE Human Adept 5
Hit Points: 23
Initiative: +2
Speed: 30 feet
AC: 18 (+2 Deflection, +1 Shield, +3 armor, +2 Dexterity)
Attacks: Short Sword +4 (1d6+2), Shortbow +4 (1d6+2), Elemental Attack +4 (1d8+3)
Base Attack/Grapple: +2/+4

Abilities: Str 14 Dex 15 Con 10 Int 12 Wis 14 Cha 8
Saves: Fort +5 Ref +5 Will +8
Skills (40 points): Balance 5 (+7), Intimidate 5 (+4), Knowledge (Arcana, Dungeoneering, the Planes) 5 (+6), Listen 4 (+6), Sense Motive 3 (+5), Spellcraft 4 (+6), Spot 4 (+6)
Class features: Replacable (+3 damage), Elemental Attack (1d8+3, Acid, Force, Wisdom-based), Dangerous Magic (Will Save DC 12, Wisdom-based), Versatile Magic (Force), Defensive Magic, Specific Magic (Will)
Equipment: Studded Leather, Short Sword, Composite Shortbow (+2 Str bonus), Wooden Shield, holy symbol (the Dragon Below)

Image

Emerald Claw Soldier
LE Human Warrior 3
Hit Points: 18
Initiative: 0
Speed: 30 feet
AC: 15 (+4 armor, +1 shield)
Attacks: Flail +7 (1d8+1), Light Crossbow +6 (1d8); Emerald Claw soldiers usually Power Attack on a -2 attack/+4 damage basis, but only against targets which are unarmored and/or sluggish (low dex/dodge).
BAB/Grapple: +3/+4

Abilities: Str 13 Dex 11 Con 12 Int 9 Wis 10 Cha 8
Saves: Fort +2 Ref +1 Will +3
Skills ( 24 points): Balance 4 (+4), Climb 4 (+5), Intimidate 4 (+3), Listen 4 (+4), Spot 4 (+4), Survival 4 (+4)
Class Features: Replacable (+3 attack), Signature Weaponry, Loyal to Death
Equipment: Chain Shirt (+1 BAB benefit), wooden shield (+1 BAB benefit), flail, light crossbow with 30 bolts, tanglefoot bag, thunderstone

Every Pulp adventure worth its salt needs a horde of evil minions and faceless mooks to oppose the heroes! The two stat blocks above are some of the more common goons in Eberron games. Cultists of the Dragon Below are your run-of-the-mill brainwashed minions worshiping primordial evils in fortified dungeon compounds, while the Emerald Claw soldiers serve as the pseudo-Nazi relic hunters trying to outrace the PCs to the Magical MacGuffin.
Last edited by Libertad on Mon Jan 16, 2012 8:49 pm, edited 6 times in total.
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Post by Libertad »

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House Thuranni Assassin
CE Elf Assassin 7
Hit Points: 30
Initiative: +3
Speed: 30 feet
AC: 16 (+3 armor, +3 dexterity), touch 13, flat-footed 13
Attacks: Longbow +11 (1d8+3 plus poison); Longsword +6 (1d8)
BAB/Grapple: +5/+5

Abilities: Str 10 Dex 16 Con 10 Int 16 Wis 14 Cha 12
Saves: Fort +5 Ref +8 Will +4
Skills ( 87 points): Balance 7 (+10), Bluff 10 (+11), Climb 6 (+6), Disguise 8 (+9), Hide 10 (+16), Jump 5 (+5), Listen 9 (+13), Move Silently 10 (+16), Sleight of Hand 6 (+9), Spot 9 (+13), Tumble 7 (+10)
Feats: Ghost Step, Sniper, Stealthy
Class Features: Poison Use, Death Attack +9d6, Personal Immunity (Black Lotus Extract, Dark Reaver Powder, Purple Worm Poison, Spider Venom, Scorpion Venom, Wyvern Poison), Uncanny Dodge, Hide in Plain Sight, Cloak of Discretion, Trapfinding, Trapmaking, Palm Weapon, Full Death Attack
Spells Known (3/4/3/1): 0: Detect Poison, Detect Magic, Disrupt Undead, Ghost Sound, Read Magic, Touch of Fatigue; 1st: Detect Secret Doors, Disguise Self, Silent Image, True Strike; 2nd: Blindness/Deafness, Detect Thoughts, Invisibility, See Invisibility; 3rd: Arcane Sight, Clairaudience/Clairvoyance
Equipment: Bracers of Armor (+3 enhancement bonus), Masterwork Longsword, Magic Longbow (+3 enhancement bonus), identification and traveling papers (half forged, half real), 3 doses of Sassone Leaf Residue, 3 doses of Dark Reaver Powder, 3 doses of Large Scorpion Venom
The Edge: The assassin has the Edge against any opponent with a BAB lower than his own.

The House Thuranni Assassin is a glass cannon: against unaware opponents, he can wreak havoc with a full death attack, poison, and true strike. But his low hit points, AC, and saves make it hard for him to fight in straight-up combat, and he's horrible at melee. If discovered, the assassin will use his spells and the stealthy feat to slip back into hiding.
Last edited by Libertad on Mon Jan 16, 2012 8:50 pm, edited 2 times in total.
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Post by Libertad »

And now, the build you've all been waiting for...

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Elminster of Shadowdale!
CG Male Human Fighter 1/Rogue 3/Cleric 4/Wizard 3/Eldritch Knight 10/Mystic Theurge 10/Arcane Trickster 4 (Wizard caster level 25, Cleric caster level 14)
Hit Points: 378
Initiative: +7
Speed: 30 feet
Armor Class: 41 (+12 armor, +6 natural armor [half normal], +4 dexterity, +9 deflection, +4 Dodge against larger opponents), touch 23 (27 against larger opponents), flat-footed -
Base Attack/Grapple: +35/+36
Attacks: Lion Sword +60 (1d8+13+9d6 Arcane Strike, 17-20, x3); Elminster usually Power Attacks for -24 attack/+48 damage. Elminster ignores deflection bonuses to armor class.

Abilities: Str 13 Dex 18 Con 24 Int 24 (36 with Headband) Wis 24 (36 with Periapt) Cha 16 (Elminster began with an 18 Intelligence; he increased it to 20 at 8th level and 22 at 16th level, then used two wishes at 17th level to bump it up to 24; he bumped his Wisdom up to 19 at 20th level, and then used 5 wishes to increase it to 24)
Saves: Fort +26 Ref +21 Will +36 (+42 Periapt)
Skills (345 points): Balance 15 (+19), Bluff 15 (+18), Climb 10 (+11), Concentration 38 (+50), Decipher Script 7 (+14/+20), Escape Artist 7 (+11), Hide 9 (+13), Diplomacy 20 (+26), Heal 8 (+15/+21), Intimidate 10 (+13), Jump 10 (+11), Knowledge (Arcana, Geography, History, Local, Nobility & Royalty, Religion, the Planes) 10 (+17/+23), Listen 28 (+35/+41), Move Silently 9 (+13), Perform (Dance) 8 (+11), Sense Motive 10 (+17/+23), Spellcraft 38 (+50/+56), Spot 30 (+37/+43), Survival 11 (+18/+24), Swim 4 (+5)
Feats: Blind-fight, Combat Casting, Danger Sense, Elusive Target, Extend Spell (B), Great Fortitude, Ghost Hunter, Giant Slayer, Horde Breaker (5 AoOs), Improved Familiar (B), Insightful Strike, Iron Will, Mage Slayer (B, SR 40), Magical Aptitude, Persuasive (DC 30), Scribe Scroll (B), Sharp-Eyed, Sudden Quicken

Class Features: Fighter: Weapon Training, Combat Focus; Rogue: Sneak Attack 2d6 (3d6 total), Trapfinding, Evasion; Cleric: Turn Undead, Spells: Wizard: Familiar, Spells; Eldritch Knight: Martial Focus, Somatic Skill, Arcane Strike, Channel Spell, Enduring Spells (triple), Improved Familiar, Stilled Casting, Sudden Quicken, Martial Mage; Mystic Theurge: None; Arcane Trickster: Ranged Legedemain 1/day, Sneak Attack 1d6 (3d6 total), Impromptu Sneak Attack 1/day
Wizard Spells Prepared (4/6/6/6/5/5/5/5/4/4, Save DC 23 + Spell level): 0: Ghost Sound, Light, Mage Hand, Read Magic; 1st: Color Spray, Grease, Magic Aura, Ray of Enfeeblement, Silent Image, Shield; 2nd: Detect Thoughts, Glitterdust, Hideous Laughter, Mirror Image, Rope Trick, See Invisibility; 3rd: Fly, Haste, Slow, Ray of Exhaustion, Stinking Cloud, Wind Wall; 4th: Black Tentacles, Confusion, Dimension Door, Dimensional Anchor, Solid Fog; 5th: Baleful Polymorph, Overland Flight, Prying Eyes, Teleport, Wall of Stone; 6th: Acid Fog, Contingency, Dispel Magic, Greater, Heroism, Greater, True Seeing; 7th: Arcane Sight, Greater, Banishment, Ethereal Jaunt, Forcecage, Teleport, Greater; 8th: Irresistible Dance, Prying Eyes, Greater, Mind Blank, Prismatic Wall; 9th: Energy Drain, Prismatic Sphere, Time Stop, Wish
Cleric Spells Prepared (6/5/5/4/4/3/3/2, Magic and Spell [+2 Concentration & Spellcraft checks] Domains, Save DC 23+ spell level): 0: Create Water, Detect Poison, Guidance, Mending, Purify Food & Drink, Resistance; 1st: Detect Evil, Endure Elements, Entropic Shield, Protection from Evil, Remove Fear; 2nd: Align Weapon, Augury, Hold Person, Restoration, Lesser, Undetectable Alignment; 3rd: Blindness/Deafness, Locate Object, Remove Curse, Removed Disease; 4th: Death Ward, Freedom of Movement, Restoration, Sending; 5th: Break Enchantment, Commune, Scrying; 6th: Harm, Heal, Heroes’ Feast; 7th: Destruction, Holy Word; Bonus Domain Spells: 1st: Magic Aura (Magic); 2nd: Silence (Spell); 3rd: Anyspell (Spell, FRCS); 4th: Rary's Mnemonic Enhancer (Spell); 5th: Spell Resistance (Magic); 6th: Greater Anyspell (Spell, FRCS); 7th: Spell Turning (Magic)

Equipment: Bracers of Armor (+12 armor bonus), Amulet of Natural Armor (+12 natural armor bonus, halved), Headband of Intellect (+12 enhancement bonus), Periapt of Wisdom (+12 enhancement bonus), Ring of Protection (+9 deflection bonus), Ring of Regeneration, The Lionsword (+12 enhancement bonus, Martial Focus, Disruption and Thundering qualities DC 30), Elminster’s Eversmoking Pipe
The Edge: Elminster has the Edge against: opponents without spells or spell-like abilities; opponents with a lower Dexterity or Wisdom than his own Wisdom (36); and opponents with a larger natural reach than his own (5 feet).

It's everyone's favorite Marty Stu sex machine!

*Does anybody know if the Chosen of Mystra template from the Forgotten Realms Campaign Setting is Open Game Content?
Last edited by Libertad on Fri Jan 13, 2012 4:56 am, edited 13 times in total.
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CatharzGodfoot
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Post by CatharzGodfoot »

Well, at least now we can kill him Tome-style. Just to be clear, this is a CR 35 character. That's good XP for the 17th level party that offs him.


In Sunless Citadel, Meepo is a 2 HP kobold warrior. In D&D fight club, he somehow becomes a werefleshraker dinosaur. At any rate, I'd give him the half-dragon class (3 levels) rather than the dragon disciple class.
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Post by Libertad »

For Elminster exp. concerns, there's always the option of using quest-based experience as suggested in the Tome of Gears.

For Meepo, I do not know the source of the Werefleshraker template.

How about a Kobold Fighter 7/Half-Dragon 3 sound? On second thought, the Green Dragon may be more appropriate than a Brass Dragon...
Last edited by Libertad on Fri Jan 13, 2012 5:19 am, edited 4 times in total.
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Post by Libertad »

Alternate Meepo Build
LE Male Kobold Fighter 7/Half-Dragon (Green) 3
Hit Points: 77
Initiative: +4
Speed: 30 feet, Fly 25 feet (Good)
AC: 21 (+4 armor, +1 size, +4 dexterity, +2 Natural Armor [half normal]) touch 15, flat-footed 17
Attacks: Magic Sawed-off Shotgun +18 (2d8+4, +10 damage within 20 feet or with Blitz, +20 both); Full Attack +18/+16; Swiss Army Knife +14 (1d4+1); Meepo usually Power Attacks for -4 attack/+8 damage if he ever has to fight in melee (which should be rare)
Base Attack/Grapple: +10/+8

Abilities: Str 12 Dex 18 Con 12 Int 14 Wis 14 Cha 14
Saves: Fort +9 Ref +12 Will +10
Skills (90 points): Balance 8 (+12), Climb 7 (+9), Escape Artist 6 (+10), Hide 6 (+17), Jump 8 (+10), Listen 8 (+13), Move Silently 9 (+13), Search 8 (+10), Sense Motive 5 (+7), Speak Language 1 (English), Spot 8 (+10), Survival 8 (+10), Tumble 8 (+12)
Feats: Alertness, Blitz, Point Blank Shot, Sniper, Stealthy, Track, Weapon Finesse
Class Features: Fighter: Weapons Training, Combat Focus, Problem Solver, Pack Mule, Logistics Mastery, Active Assault, Forge Lore, Improved Delay; Half-Dragon: Breath Weapon (Acid Cone, 10d6, DC 16), Scales of the Dragon (+4 Natural Armor), Dragon Sight (120 total feet of Darkvision), Wings of the Dragon, Subtypes (Dragon, Air), Immunities (Sleep, Paralysis, Acid), Strength of the Dragon (+4), Sphere (Air), Spell Resistance (12)

Equipment: Cloak of Resistance (+4 enhancement bonus), Magic Sawed-off Shotgun (+4 enhancement bonus), Ring of Mind Shielding, Army Fatigues (Magic, count as camouflaged clothing, gets first benefit of Hide ranks, +4 enhancement bonus), bandolier of shotgun shells, Swiss Army Knife (as dagger, but reduces penalty for using improper crafting tools by 2)
The Edge: Meepo has the Edge against anybody with a dexterity bonus lower than his own (18).

Since this Meepo is Small instead of Medium, I altered the Shotgun so that it can be sawed-off. The additional rule can be found in the original Meepo post.
Last edited by Libertad on Fri Jan 13, 2012 5:44 am, edited 2 times in total.
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Post by Echoes »

Libertad wrote:For Meepo, I do not know the source of the Werefleshraker template.
Werefleshraker is just a lycanthrope who uses the fleshraker from MM3 as the animal.
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Post by fectin »

The lycanthrope template has rules for making arbitrary werecreatures.

Incidentally, weresquids make for good padded sumo at lower levels.
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Post by CatharzGodfoot »

fectin wrote:The lycanthrope template has rules for making arbitrary werecreatures.

Incidentally, weresquids make for good padded sumo at lower levels.
And make good Church of the Kraken enforcers.
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Post by Libertad »

I'm done with Meepo for now, and am considering moving on to Count Strahd Von Zarovich.

I've been doing straight level ports for the most part (Soth is 17, Tome Soth is 17), but I noticed something peculiar:

In the 3rd Edition Ravenloft Campaign Setting by Arthaus, Strahd is 20th level. In Expedition to Castle Ravenloft by Wizards of the Coast, Strahd is 10th level.

For those not in the know, the original Ravenloft adventure (and the WotC update) is different than the campaign setting. The adventure is set in Barovia, a pseudo-Transylvania rural nation, that can fit into most conventional settings. The Barovia of the campaign setting is set in the Demiplane of Dread, several hundred years after the adventure.

Now, the Ravenloft setting wasn't really built for high-level D&D. I think that the power level of Gothic Horror should top out around Castlevania: Symphony of the Night, but that's more of a personal bias. I'm leaning towards a 10th level Strahd.

What do you guys think?
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Post by Avoraciopoctules »

Definitely 10th level. Strahd is supposed to be a vampire, not a worldbending cosmic horror. And I'd like something at a power level I might use in a game.
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Post by Libertad »

You know, I'm fine with straight ports of Forgotten Realms guys (it's accepted that the setting's full of high-level, world-bending stuff). Ravenloft's a different matter.

10th-level Strahd it is!

One concern: Strahd was a master general before he studied the arcane arts. Sounds like an Eldritch Knight to me.

But I've already used that Prestige Class for Ariakas and Elminster. I admit that the class is great for Gish builds, but I was wondering if there are any good necromantic gish PrCs that can fit his concept.

Thanks in advance!

Also, can anybody find/request some good theme music for Elminster, like I did with Ariakas and Soth?
Last edited by Libertad on Sat Jan 14, 2012 5:25 am, edited 1 time in total.
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Post by Avoraciopoctules »

Libertad wrote:One concern: Strahd was a master general before he studied the arcane arts. Sounds like an Eldritch Knight to me.

But I've already used that Prestige Class for Ariakas and Elminster. I admit that the class is great for Gish builds, but I was wondering if there are any good necromantic gish PrCs that can fit his concept.
"core" Tome:

http://www.dnd-wiki.org/wiki/Tome_of_Ne ... ing_Undead
3 levels of Vampire paragon advances spellcasting, doesn't do much for BAB, but is very iconic.

http://www.dnd-wiki.org/wiki/Boneblade_ ... ige_Class)
Boneblade Reaper advances BAB and casting, is death-themed, and can be accessed at level 6. The flavor is an issue.

http://www.dnd-wiki.org/wiki/Death_King ... ige_Class)
Death King advances both, has abilities that might fit the character better than Boneblade Reaper, and can be accessed at level 8 at the earliest. The feat requirements are an issue, but you can find parallel Tome stuff.

-------------------------------------
Other:

http://www.tgdmb.com/viewtopic.php?t=50032
Warmage is a military-themed mage, but not a good gish class.

http://www.tgdmb.com/viewtopic.php?t=50 ... c&start=50
Vampire Count. An actual class for it.
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Post by Libertad »

Dammit, man, I just love that Vampire Count class!

Image

Count Strahd Von Zarovich
CE Male Human Necromancer 5/Vampire Count 5 (Prohibited Schools: Abjuration and Illusion, Wizard Caster Level 8, Tome Vampire Template: Dark-minded and Unliving Subtypes)
Hit Points: 78
Initiative: +6
Speed: 30 feet, Fly 40 feet (good, Bat Swarm)
AC: 23 (+3 dexterity, +6 armor, +4 deflection) touch 17 flat-footed 20
Attacks: Bite +10 (1d6+2 plus 2 Con Drain [heals 10 hp], x3), Claws +10 (1d6+5 +3 negative energy [heals 3 hp], 18-20/x2),
BAB/Grapple: +5/+10

Abilities: Str 21 Dex 16 Con 16 Int 20 Wis 16 Cha 16
Saves: Fort +8 Ref +5 Will +11 (+12/+9/+16 with Cape)
Skills (106 points): Bluff 3 (+6), Concentration 10 (+16), Diplomacy 8 (+11), Hide 7 (+10), Intimidate 8 (+11), Knowledge (Arcana, History, Religion) 8 (+13), Listen 8 (+11), Move Silently 7 (+10), Perform (Pipe Organ) 7 (+10), Sense Motive 8 (+11), Spellcraft 8 (+13), Spot 8 (+11)
Feats: Body Assemblage, Combat Casting, Extend Spell (B), Lord of Death (Commander Rating 2, Leadership Score 11), Mage Slayer (SR 15), Scribe Scroll (B), Whispers of the Otherworld
Class Features: Necromancer Wizard: Spells, Familiar; Vampire Count: Vampire, Unliving, Bite, Fast Healing 5 (Regeneration 5 at night), Deadsight, Claws, Blood Frenzy, Dirge, Dark Count, Undead, Drain, Summon Mists, Charming (DC 18), Bat Form, Symphony of the Night (DC 18), Vampire Lord, Living Dead (DR 10/Piercing Wooden), Bach’s Toccata and Fugue in d-minor (DC 18)

Spells Prepared (6/8/7/6/4), Save DC is 15 + Spell Level: 0: Detect Magic x2, Ghost Sound, Message, Read Magic, Touch of Fatigue; 1st: Cause Fear, Comprehend Languages, Enlarge Person, Grease, Ray of Enfeeblement x2 (B), Shocking Grasp, Sleep, True Strike; 2nd: Blindness/Deafness, Detect Thoughts, Glitterdust, Rope Trick, See Invisibility, Spectral Hand (B), Summon Swarm, Web; 3rd: Arcane Sight, Clairaudience/Clairvoyance, Deep Slumber, Dispel Magic, Stinking Cloud, Ray of Exhaustion, Vampiric Touch (B); 4th: Confusion, Enervation, Fear (B), Solid Fog, Scrying
Equipment: Bead of Force, Magic Clothes (+4 enhancement bonus, +6 armor bonus total, first three benefits of Diplomacy), Lesser Metamagic Rod of Silence, Ring of Counterspells, Ring of Protection (+4 deflection bonus), Cape of Resistance (+4 enhancement bonus)
The Edge: Strahd has the Edge against any opponent with a BAB lower than his own.

Even in death, Strahd still pines for his lost love. All other concerns, past and present, matter little to him.

Strahd is a competent spellcaster with an array of spells which can demoralize and bring disarray to many adventuring parties. He can also hold his own in melee.
Last edited by Libertad on Mon Jan 16, 2012 8:50 pm, edited 6 times in total.
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Post by Libertad »

The original version.

Image

Eludecia the Succubus Paladin
LG Female Succubus Paladin 2
Hit Points: 61
Initiative: +2
Speed: 30 feet, Fly 50 feet (Average)
AC: 27 (+8 armor, +2 Elusive Target, +2 dexterity, +5 natural [half normal]) touch 14 flat-footed 23
Attacks: Magic Glaive +16 (1d10+9, x3) or Masterwork Composite Longbow +12 (1d8+4, +9 damage within 110 feet); Eludecia usually Power Attacks for -6 attack/+12 damage
BAB/Grapple: +9/+13

Abilities: Str 18 Dex 14 Con 14 Int 16 Wis 14 Cha 30
Saves: Fort +22 Ref +19 Will +22
Skills (113 points): Balance 0 (+5), Bluff 9 (+19), Concentration 10 (+12), Diplomacy 10 (+20), Disguise 8 (+18), Escape Artist 8 (+10), Hide 8 (+10), Intimidate 9 (+19), Knowledge (Religion) 6 (+9), Knowledge (The Planes) 6 (+9), Listen 7 (+17), Search 9 (+12), Move Silently 8 (+11), Sense Motive 7 (+9), Spot 8 (+18)
Feats: Elusive Target, Mounted Combat (B), Point Blank Shot, Whirlwind

Class Features: Succubus: Energy Drain (DC 23, no longer uses this ability), Spell-like Abilities (DC 20 + spell level), Summon Tanar’ri (no demons answer her summons), Tongues; Paladin: Aura of Good, Code of Conduct, Spells, Turn Undead, Divine Grace, Smite Evil +1d6
Spells Per Day (3/3), Save DC is 20 + spell level: Eludecia can cast all 0 and 1st level spells on the Paladin spell list.
Special Qualities: DR 10/cold iron or good, darkvision 60 feet, immunity to electricity and poison, resistance fire cold, acid 10, spell resistance 18, telepathy 100 feet, tongues
Equipment: Magic Mithril Suit (+3 enhancement bonus, +8 total bonus), Magic Glaive (+3 enhancement bonus), Masterwork Greatsword, Masterwork Composite Longbow (+4 Str) with 40 arrows, 128 gp worth of mundane equipment.
The Edge: Eludecia has the Edge against any opponent with a BAB lower than hers.

Eludecia would normally be CR 8, but keep in mind that her Saving Throws are through the roof. This, ombined with her Spell Resistance, means that many spells won't be very effective against her.

Eludecia is a mobile airborne fighter, even when in melee. Her natural flight and glaive ensure that most conventional fighters (orcs, giants, etc.) won't be able to touch her. She's also a passable sneak and great scout, with good Hide and Move Silently and excellent listen and spot.
Last edited by Libertad on Mon Jan 16, 2012 8:52 pm, edited 1 time in total.
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Post by Libertad »

I plan to convert the Lord of Blades for my next build.

His official stats (Dungeon Magazine #111) give him levels of Artificer.

I haven't closely analyzed the Artificer class, so I don't know if it gels well with the Tomes. Is there a Tome "techno-mage class" in existence?
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