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Alveanerle
2007-07-17, 03:18 AM
Brief report on Itsy-Bitsy usage.

Team A:
Human Cleric 5 (Initiate of Lathander)
Human Wizard 4 (fire domain, pyromaniac)
Halfling Rogue 3 / Swashbuckler 1 (Otto the Bugbear swashbuckler variant)
Human Ranger 1 / Scout 1 (party tracker)

Team B:
Itsy Bitsy (advanced bloodsilk spider, courtesy of Vorpal T, see earlier in this thread)

Prelude:
The party was tracking a fleeing group of lizardmen through temperate wet forest terrain. It was third or fourth day on the run. Suddenly, the party tracker (who botched a bit both his survival and spot skill checks) stumbled upon something sticky...

Action (more or less):
round 1
Emerging from its hole under the web, IB entangles the rogue.
round 2
Scout tries to break free - to no avail.
Rogue tries to break free - success.
Wizard tries to burn the web (fiery burst) - to no avail, and much to his surprise.
Cleric - i think casts bless.
IB entangles the cleric and approaches (and is exposed to one square from outside of the web).
round 3
Scout breaks free and tries to run for it - AoO from IB drops him to -2.
Cleric passess his concentration check and enlarges himself (still one leg stuck in the web, but at least IB in his threat range now)
Rogue appraches IB and sticks his sticky thing in the massive spider bulk.
Wizard does his wizardy thing (and continues on blasting from now on)

Several rounds of crossfire, footwork, and exchanged pleasantries.

In the meantime Wizard got himself entangled too, and is casting from the web (concentration checks passed).

Each round, as a swift action, IB drinks 1d4 Hp from each entangled personna, healing itself the amount (ok, it's not heal but temporary hp, but since they get removed each round by the party's damage it is free game to renew the amount).

Finally IB decides to run for it. One powerful AoO later, the spider is sprawled on the ground, incapacitated. The coup de grace sprays everyone adjacent with shower of mixed blood. It's hell to clean their armors.

The Scout spent all the fight trying to stabilize himself - to no avail. Finished the fight at -8 (ok maybe it was my fault that they knew at how much -hp he ended up in the first place). When finally cured, he found himself in the two-inch deep pool of blood. He now proudly wears two bite-scars over his left shoulder

All in all, a neat encounter that allowed for some change (and for mage - it destroyed the stereotype "oh, its spider web, lets burn it").

Once again - big thanks VT :smallsmile:

Edit
Oh, i do realize IB could have done it more intelligent, like grab them one-by-one and run through the net, occasionaly binding opponents in place if they follow - but still i judged its intelligence to not allow for such maneuvers unless it deems itself terribly outnumbered.

The Vorpal Tribble
2007-07-22, 11:15 AM
Thanks for the update, Alveanerle! Is it bad of me that I'm always rooting for the creature over the players you guys are going to sic them on? :smallamused:

-=-=-=-=-

Advanced Mosaican Assassin Vine

http://wwwdelivery.superstock.com/WI/223/862/PC/SuperStock_862-1595.jpg

Huge Construct
Hit Dice: 14d10+40 (117 hp)
Initiative: +0
Speed: 5 ft. (1 square)
Armor Class: 14 (-2 dex, +8 natural, –2 size), touch 6, flat-footed 14
Base Attack/Grapple: +9/+30
Attack: Slam +20 melee (2d6+19)
Full Attack: Slam +20 melee (2d6+19)
Space/Reach: 15 ft./15 ft. (25 ft. with vine)
Special Attacks: Fragment spray, tread easy
Special Qualities: Animate scene, artistic touch, construct traits, damage reduction 10/bludgeoning and magic, immunity to magic, tremorsense 60 ft., up the walls
Saves: Fort +4, Ref +2, Will +5
Abilities: Str 35, Dex 6, Con -, Int —, Wis 12, Cha 1
Environment: Underground
Organization: Solitary, Adorning (2), Exhibit (3+)
Challenge Rating: 9
Alignment: Always neutral

COMBAT

Animate Scene (Ex): As a full round action a mosaican assassin vine can reasemble its natural form (a flat surface scene) to a life-sized version of its original guardian image, or vice versa. Beforehand it is indistinguishable from a normal mosaic scene unless Detect Magic or similiar spells are used. While in its flat form it loses all its attacks, but can then use its treadeasy ability.

Artistic Touch (Sp): At will a mosaican may use a type of prestidigitation that allows it to change its colors to match its image(s), make itself appear soiled, old, cracked, damaged, or even newly laid, sparkling clean and flawless.

Construct Traits: A mosaican has immunity to poison, sleep effects, paralysis, stunning, disease, death effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effects that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to extram damage from critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Cannot heal damage, but can be repaired. It has darkvision out to 60 feet and low-light vision.

Fragment Spray (Ex): Once every minute a mosaican can let out a 20-foot cone of jagged stones that imbed themselves in their victim's skin, dealing 2d6+19 damage, a successful reflex save halves (DC 30). The bits of stone within the wounds then pull themselves loose, causing an additional 1d4 damage. They form together, flying back towards the mosaican that sent them, and are reabsorbed.

Immunity to Magic (Ex):
A mosaican is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A transmute rock to mud spell slows a mosaican (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.

A stone to flesh spell does not actually change the mosaican's structure but negates its damage reduction and immunity to magic for 1 full round.

Treadeasy (Ex): As a full round action a mosaican spread out upon the floor can abruptly spring up sharp stones into those transversing upon it, automatically dealing damage as caltrops for the space it occupies. It may then trip any of those who occupy its space by suddenly moving forward. To avoid being tripped its opponent must make a successful reflex save (DC 10 + 1 per 20 feet it moves. Example: A creature with a base speed of 30 feet can run 4 times that, for a speed of 120 feet per round. The save DC would thus be 16.)

Up the Walls (Su): A mosaican assassin vine can climb and travel on vertical surfaces or even traverse ceilings as if under the affects of a Spider Climb spell, but only while in its flat form. It gains a 5 foot climb speed; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). The mosaican retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It can use the run action while climbing.
The mosaican's passage while flat against a service is soundless.

Krimm_Blackleaf
2007-08-02, 12:41 AM
Just a reminder, I'm still awaiting that half-pit fiend pirate. Screw that joke one, though. And I have another request, I believe I told you earlier, a 20th level human Legion (http://www.giantitp.com/forums/showthread.php?t=52372) Lich gestalt Wizard/Frost Mage//Duskblade 20 with obvious focus on frosty spells. I'd like him to be possessed by 15 Gelugons and an Aspect of Levistus as described in the Fiendish Codex II: Tyrants of the Nine Hells. I'd like the standard treasure of equipment for a PC of his level (I'll also be giving him more in the form of countless treasure hoards about his castle)and one of those being a bastard sword also possessed by a standard Gelugon.

It's a tall order, my friend! But I trust you with it!:smallamused:

The Vorpal Tribble
2007-08-04, 11:21 AM
Well, the problem is, I don't have any clue whatsoever on how to do gestalt anything. Never played it or even looked at the rules (wherever they are).

Krimm_Blackleaf
2007-08-05, 01:16 AM
Well, the problem is, I don't have any clue whatsoever on how to do gestalt anything. Never played it or even looked at the rules (wherever they are).

It's pretty easy, really. Simply the best of the two classes put together, best save of whichever class has it, best HD, best BAB, best skill points, both sets of class skills become their class skills, they get both sets of class features. So on like that. But I won't make you bother with it, you don't have to.

Gralamin
2007-08-05, 01:32 AM
Vorpal Tribble, May I request from Monster Manual 5?
(Nothing to do with an upcoming Xorvintaal Game AT ALL <.<)
Assuming so, Could I get a Knight 4 Bugbear withe Thoon Thrall, Imix-Blooded, and Xorvintaal Exarch Templates?

The Vorpal Tribble
2007-08-05, 09:55 AM
Will see what I can do, Krimm.

In the meantime...


Vorpal Tribble, May I request from Monster Manual 5?
(Nothing to do with an upcoming Xorvintaal Game AT ALL <.<)
Assuming so, Could I get a Knight 4 Bugbear withe Thoon Thrall, Imix-Blooded, and Xorvintaal Exarch Templates?

Those templates don't exactly compliment each other very well fluff or number's wise (Knight benefits from high Cha, Thoon Thrall lowers it drastically), but as thou wishes...

-=-=-=-=-=-=-=-

Nightfore t'Wrookfiev

Imix-Blooded, Xorvintaal Exarch, Thoon Thrall Bugbear Knight 4
Medium Monstrous Humanoid (Fire)
Hit Dice: 5d8+15 + 4d12+12 (75 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 24 (+6 mstwrk breastplate, +2 heavy steel shield, +2 Dex, +4 natural), touch 12, flat-footed 22
Base Attack/Grapple: +8/+13
Attack: Morningstar +14 melee (1d8+5) or javelin +9 ranged (1d6+5)
Full Attack: Morningstar +14/+9 melee (1d8+5) or javelin +9 ranged (1d6+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bulwark of defense, burn, death throes, dragon's favor, imix's wrath, immolate, knight's challenge, shield block
Special Qualities: Darkvision 60 ft., divine endurance, dormancy, immunity to fire, overdrive healing, scent, thrall to thoon infiltrator, vulnerability to cold
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 21, Dex 14, Con 16, Int 10, Wis 8, Cha 5
Skills: Climb +5, Hide +4, Listen +8, Move Silently +5, Ride +7, Spot +8
Feats: Alertness, Great Fortitude, Mounted Combat(B), Power Attack, Weapon Focus (morningstar)
Challenge Rating: 10
Treasure: Standard
Alignment: Lawful Evil
Advancement: By character class
Level Adjustment: -

This creature towers over most other bugbears, his bright orange hair literally flickering with flame that seems to do it no harm. Strange patterns rise up like glowing scars all about its body where the skin can be seen through the fur.

Nightfore speaks Goblin and Common and can communicate telepathically with the xorvintaal dragon that turned it into an exarch.

COMBAT

Bulwark of Defense (Ex): As PHB II, p. 28.

Burn (Ex): As Monster Manual V, p. 65.

Death Throes (Su): As Monster Manual V, p. 65. DC 11 reflex save halves.

Divine Endurance: As Monster Manual V, p. 65.

Dormancy (Ex): As Monster Manual V, p. 113.

Dragon's Favor (Su): As Monster Manual V, p. 47.

Energy Immunity: -

Frightful Presence: DC 11 will save negates.

Draconic Reverie: -

Dragon Wing: -

Lair's Recall: -

Lair's Rebirth: -

Imix's Wrath (Su): As Monster Manual V, p. 65.

Immolate (Su): As Monster Manual V, p. 112. DC 16 reflex save halves.

Knight's Challenge: As PHB II, p. 25.

Fighting Challenge (Ex): -

Test of Mettle (Ex): -

Overdrive Healing (Su): As Monster Manual V, p. 112.

Shield Block (Ex): +1, as PHB II, p. 27.

Thrall to Thoon Infiltrator: As Monster Manual V, p. 112.

Skills: Bugbears have a +4 racial bonus on Move Silently checks.

Gralamin
2007-08-05, 10:31 AM
Excellent. I know about the lack of Compliments, but when you get changed to a thoon thrall you don't have much of a choice now do you?

The Vorpal Tribble
2007-08-05, 07:14 PM
Excellent. I know about the lack of Compliments, but when you get changed to a thoon thrall you don't have much of a choice now do you?
Ah, well, if you add them in that order that makes more sense. Anyways, for some reason really had the attack off. Fixed now.

Sulecrist
2007-08-11, 08:58 AM
Hey VT!

I need something pretty big this time, if you don't mind. I want a Reth Dekala (from ToB) with a CR between 20 and 24. I'd like him to use a greatsword but have supernatural attacks, too--I was thinking Warblade or Swordsage or a combination, maybe with Stone Dragon, Desert Wind, Shadow Hand, and/or Tiger Claw. In short, you can do whatever you want with him as long as he's as interesting as the last two monsters you made me (headless horseman and ice salamander).

Fluff notes: I was thinking of giving him a sort of red-gold aura instead of a green one. (He's supposed to be the original traitor.) If you see any templates or anything that'd raise his CR a bit above 24, feel free to add them as long as they're not too tweaked.

Available books:
PHB
PHBII
DMG
MM
ToB
CAd
CD
CArc
CW
Weapons of Legacy
Heroes of Battle
Heroes of Horror
Frostburn
Magic Item Compendium
Spell Compendium
Draconomicon
BoVD
BoED

detrevnisisiht
2007-08-11, 12:05 PM
ok well what I'm looking for is a CR10 mini Tarrasque. with size and SR lowered accordingly.

and if you fell like doing the rest of my job. you can have a mating cycle in there to

Thanks:smallbiggrin:

Alveanerle
2007-08-14, 05:35 PM
ok well what I'm looking for is a CR10 mini Tarrasque. with size and SR lowered accordingly.

and if you fell like doing the rest of my job. you can have a mating cycle in there to

Thanks:smallbiggrin:

Mating of mini-tarrasques? One advice - don't do it at home! Go breed venomous snakes instead - it's much much safer, and the meat is better.

Alveanerle
2007-08-22, 05:13 AM
Do you think it would be possible to create some interesting Leopart, CR7-8? All 3.5E WoTC books (including FR and Eberron settings) allowed except for Magic of Incarnum, and no psionics too. This would be a show-off pet for some high-born-ultra-spoiled aristocrat.

The Vorpal Tribble
2007-08-22, 08:56 AM
Well, just now saw this thread had been posted in. The subscribed threads thing is about useless...

Anyways, who of you still need your creatures?


Do you think it would be possible to create some interesting Leopart, CR7-8? All 3.5E WoTC books (including FR and Eberron settings) allowed except for Magic of Incarnum, and no psionics too. This would be a show-off pet for some high-born-ultra-spoiled aristocrat.
What exactly is a Leopart?

Alveanerle
2007-08-24, 07:56 AM
What exactly is a Leopart?

Umm, it seems the aforementioned Leopart is a middle offspring of Momma Leo and Daddy Pardy, with elder brother Leopard and younger sister Leopawt.
However, its all statistics are entirely those of a properly spelled Leopard.:smallcool:

And, indeed i would still need one if it is possible.

Oh, and i am an terrified at the thought of mating cycle of minitarrasques finally revealed!

Vaynor
2007-08-25, 09:43 PM
Hey, I'd like to request stats for a Dire Eagle and a Legendary Eagle (This one cannot exceed 20 HD due to wild shape restrictions. Also, keep it large.)

Thanks in advance.

Oh, and if there are any form of the above out their that I did not see, let me know.

Sulecrist
2007-08-25, 09:48 PM
I still need my Reth Dekala! No rush on it, though (I won't use it for another three weeks or so.)

Zen Master
2010-02-24, 11:49 AM
Can I have an ape?

Not King-Kong or Godzilla material - just a large, bad-ass ape. One with a clear feeling that 'while I'm not going to eat you, I still might very well tear you to ribbons with my claws and tie off my ponytails with them.'

'By the way I have no ponytails' it might well add.

I suppose that's not enough to go on. Something that could wrestle a triceratops and win.

Edit: Those are huge. How about a rhino?

Volkov
2010-02-24, 12:24 PM
Can you do a thirty hit dice pit fiend with twenty levels in blackguard?

The Vorpal Tribble
2010-02-24, 01:24 PM
Can I have an ape?
Like a dire ape?


Can you do a thirty hit dice pit fiend with twenty levels in blackguard?
Sure, what kind of game is he going in?

Volkov
2010-02-24, 02:38 PM
Like a dire ape?


Sure, what kind of game is he going in?

Epic level (without cheese) game, specifically one with an emphasis towards role playing over combat. The balance being 65/35ish.

The Vorpal Tribble
2010-02-24, 03:16 PM
Epic level (without cheese) game, specifically one with an emphasis towards role playing over combat. The balance being 65/35ish.
Blackguard only goes to level 10 btw.

Volkov
2010-02-24, 03:47 PM
Blackguard only goes to level 10 btw.

If you have more than twenty hit dice or twelve age categories in the case of true dragons, you can take more than the listed amount of levels in a prestige class.

The Vorpal Tribble
2010-02-24, 05:20 PM
If you have more than twenty hit dice or twelve age categories in the case of true dragons, you can take more than the listed amount of levels in a prestige class.
You can progress the saves/attacks I guess, but there won't be any more abilities. Increase of its own personal HD would be stronger actually.

Zen Master
2010-02-24, 05:33 PM
Like a dire ape?

Well sure - long as it can wrestle a rhino. And win.

Maybe being able to bench it would be good too. I'm thinking a jungle halfling with a giant ape would be about as cool as cool can be.

The Vorpal Tribble
2010-02-24, 08:16 PM
Well sure - long as it can wrestle a rhino. And win.

Maybe being able to bench it would be good too. I'm thinking a jungle halfling with a giant ape would be about as cool as cool can be.
Well, going to need something a little more specific. What CR range are you looking for?

I don't even know if there are rhino stats.

Volkov
2010-02-24, 08:17 PM
You can progress the saves/attacks I guess, but there won't be any more abilities. Increase of its own personal HD would be stronger actually.

Rebuke undead and spells. Plus your mount becomes better if you stay on the path of the blackguard.

Noedig
2010-02-24, 08:41 PM
Hey I need a fallen, good extra planar creature, like a solar mixed with energies from the elemental plane of fire. CR should be anywhere from 18-22.
Hes going to be a leftenant for one of the villains my players will be dealing with. I've got some of his visuals down. Burnt, blackened hands that are always on fire, wears black leather.

Hes gonna have about 12 levels of cleric, and 8-9 of warlock. Hes going to be mostly a buff/blast guy

Runestar
2010-02-25, 01:43 AM
Can you do a thirty hit dice pit fiend with twenty levels in blackguard?

Not exactly what you want, but would a paragon pit fiend advanced to max HD suffice? They end up having about the same cr anyways. I ask only because dicefreaks already statted one up, and I hate to see good effort go to waste.:smalltongue:

Aesmadeva, Lord of the Ashmadia
Pit fiend, Paragon
Huge Outsider (Devil, Evil, Extraplanar, Lawful)
Symbol: Red, stylized, fiend superimposed on a black pentagram
Hit Dice: 54d8 +972 plus 648 (2052 hp)
Initiative: +19
Speed: 120 ft., fly 180 ft. (average)
Armor Class: 92 (+9 armor, +10 deflection, +15 Dexterity, +12 insight, +12 luck, +26 natural, -2 size), touch 57, flat-footed 77)
Base Attack/Grapple: +54/+112
Attack: Hell’s Wrath +114 melee (4d6+66+3d6 (lawful) and one negative level +1 (vile) /19-20 x3 +9d6 (lawful) and three negative levels +2d6 (overwhelming critical) and death (Fortitude DC 75); or Pain of Perdition +97 ranged (4d6+25 plus antimagic and poison); or claw +102 melee (3d8+45 +1 (vile))
Full Attack: Hell’s Wrath +114/+109/+104/+99 melee (4d6+66+3d6 (lawful) and one negative level +1 (vile) /19-20 x3 +9d6 (lawful) and three negative levels + 2d6 (overwhelming critical) and death (Fortitude DC 75); or Pain of Perdition +97/+92/+87/+82 ranged(4d6+25 plus antimagic and poison); or 2 claws +102 melee (3d8+45+1 (vile)), 2 wings +100 melee (3d6+32+1 (vile)), bite +100 melee (6d6+32+1 vile plus poison and disease), tail slap +100 melee
(3d8+32+1 (vile))
Space/Reach: 15 ft. /15 ft.
Special Attacks: Constrict 3d8+70, fear aura, improved grab, spell-like abilities, summon devils Special Qualities: Damage reduction 30/epic, good, and silver, darkvision 60 ft., immunity to fire and poison, regeneration 15, resistance to acid 45 and cold 45, see in darkness, spell resistance 63, telepathy 600 ft.
Saves: Fort +57, Ref +54, Will +56
Abilities: Str 60, Dex 40, Con 46, Int 41, Wis 41, Cha 41
Skills: Balance +88, Bluff +82, Climb + 92, Concentration +85, Diplomacy +90, Disguise +88, Hide +74, Intimidate +88, Jump +98, Knowledge (arcana) +82, Knowledge (nature) +88, Knowledge (the planes) +82, Knowledge (religion) +82, Listen +82, Move Silently +82, Search +82, Sense Motive +37, Spellcraft +88, Spot +82, Survival +82 (+88 above ground, +88 on other planes, +88 tracking), Tumble +82
Feats: Awesome Blow, Cleave, Corrupt Spell-like Ability, Dark Speech, Great Cleave, Improved Bullrush, Improved Critical (greataxe), Improved Initiative, Improved Overrun, Improved Sunder, Iron Will, Multiattack, Power Attack, Quicken Spell-like Ability (meteor swarm), Vile Martial Strike (greataxe),
Vile Natural Strike, Weapon Focus (greataxe),
Epic Feats: Devastating Critical (greataxe), Dire Charge, Epic Weapon Focus (greataxe), Overwhelming Critical (greataxe)
Climate/Terrain: The Nine Hells of Perdition (Nessus)
Organization: Solitary (unique), troupe (10-20 Nessian
pit fiends and the Ashmadia), or as bodyguard(Aesmadeva and Asmodeus)
Challenge Rating: 51
Treasure: Hell’s Wrath, Pain of Perdition, Scale of Tiamat, amulet of plane shifting, and a ring of mind shielding
Alignment: Lawful Evil
It is not known when or why The Overlord of Hell created the first pit fiends. It is commonly assumed that the creation of all the diabolical castes occurred at the same time after The Overlord of Hell’s fall created the Nine Hells of Perdition and that devils of all kinds emerged from the coagulating
blood that infused the Nine Hells with evil sentience and will. However such was not the case. Yes, terrible beings did emerge from the blood of Hell’s
Father, the ancient malefircareim, the forerunners of arch-devils and the Lords of the Nine. For the longest time as their creator slumbered, these were the only devils in Hell and they ruled Hell and quickly proved to be a threat to the Cosmos. Then The Overlord of Hell awoke and reigned in his children, destroying most, exiling many and chastising a few.

After this purge, in the guise of Lucifer the Satan, The King of Hell introduced his law and his own creation: the pit fiend. Although not as powerful as the malefircareim, the pit fiend was utterly loyal to The Lord of the Nine Hells, and capable of growth and adaptation to a degree incapable for malefircareim. These beings, created out of The Overlord’s blood in the Lake of Fire, will be the first of the immense army that will one day pour out of Hell and into the Cosmos when the time is right. For now, these pit fiends are The Overlord of Hell’s personal servants, his representatives, and the basis by which all other devils would be forged. The first pit fiend was given a place of station unsurpassed to this day, trillions of years later. Called Aesmadeva, the first pit fiend is ever at the side of Hell’s Father, and the only being in Hell that knows all of the Dark Lord of Nessus’ secrets.
Aesmadeva has many names, of which Alastor, Ala-Star, and The Grim Fiend are but a few. As the first pit fiend, Aesmadeva is also the greatest of the
caste, surpassing all in every imaginable way. His puissance is such that all the denizens of Hell, even the Lords of the Nine, fear him. He has served under both Lucifer the Satan and Asmodeus as bodyguard, a situation that has given other devils cause to declare that Aesmadeva is the devil most loyal to Hell.

In addition to his role as Asmodeus’ bodyguard, Aesmadeva also leads The Ashmadia, the Devils of Wrath. Nine in number counting Aesmadeva, The
Ashmadia are the Executioners of Hell, leading assaults on all beings who have offended Asmodeus at one time or another. Neither subtle nor sloppy, The Ashmadia quickly destroy any being they are ordered to kill, previously including a few arch-devils, other cosmic entities and demigods. Like Aesmadeva, The Ashmadia are utterly loyal to Asmodeus.

Aesmadeva has been approached in the past to betray his lord and will certainly be approached again in the future. However, Aesmadeva is utterly loyal to his creator, so much so that the few aware of Asmodeus’ true nature suspect that Aesmadeva may actually come close to being a construct intellectually. This is untrue; Aesmadeva is simply incapable of turning against The Overlord of Hell. He is the perfect slave, his will completely
subsumed by The Overlord’s power. When the time comes, the loyalty of Aesmadeva will be unleashed when The Overlord of Hell rises from his prison to rip down the current order and reconstruct the Cosmos in his image. Aesmadeva will be at his master’s side throughout the restructuring, destroying all those opposed to the new order.

Combat: Aesmadeva fights quickly and efficiently. He is capable of adjusting techniques to suit the situation. He rarely seeks a fair fight for to him the only fair fight is one that ensures his victory.

If surprised, Aesmadeva will typically teleport away in order to observe his foes from afar and develop the proper means for their defeat. As Asmodeus’ bodyguard, Aesmadeva has access to resources beyond those listed above and is not above using them.
Constrict (Ex): Aesmadeva deals 3d8+70 points of damage with a successful grapple check.
Disease (Su): A creature struck by Aesmadeva’s bite attack must succeed on a DC 68 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d2 days, damage 1d6 Str). The save DC is Constitution based.
Fear Aura (Su): Aesmadeva can radiate a 20-foot fear aura as a free action. A creature in the area must succeed on a DC 65 Will save or be affected as though by a fear spell (caster level 69th). A creature that successfully
saves cannot be affected again by Aesmadeva’s aura for 24 hours. Dukes of Hell and higher ranked devils are immune to the aura, and lesser devils
can be excluded from the effect should Aesmadeva so choose. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, Aesmadeva must hit with his tail slap attack. He can then attempt to start a grapple as a free action without provoking an attack of opportunity. If Aesmadeva wins the grapple check, he establishes a hold and constricts.
Poison (Ex): Injury, Fortitude DC 68, initial damage 1d8 temporary Constitution, secondary damage death. The save is Constitution-based.
Spell-like Abilities (Sp): At will - animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, fireball, greater dispel
magic, greater invisibility, greater teleport, meteor swarm, magic circle against good, mass hold monster, persistent image, power word stun, produce flame, polymorph, pyrotechnics, suggestion, unholy aura, unhallow,
and wall of fire; 3/day - haste, see invisibility; 1/day - wish. Caster level 69th; DC 52 + spell level.
Summon Devils (Sp): Four times per day, Aesmadeva can automatically summon nine lemures, osyluths, or barbazu; or six erinyes, cornugons, gelugons, or pit fiends. Such fiends always possess twice their standard HD and maximum hp. Nine times per day, he may call any one of the Ashmadia.
Regeneration (Ex): Aesmadeva takes normal damage from epic, good-aligned silver weapons, and from spells or effects with the good descriptor.

Possessions: Like the Ashmadia, Aesmadeva is outfitted with a number of items unique to this greatest of all pit fiend battalions. However, Aesmadeva is unique in that he alone carries Hell’s Wrath. Forged from the same metal that created Prince Lixer’s Eikonoclast, Hell’s Wrath is a huge +9 lawful power
greataxe that appears to be forged from one piece of black metal, adorned only with a huge red symbol of Asmodeus on either side of the blade. It ignores all deflection bonuses to armor class and may strike incorporeal creatures with impunity. Aesmadeva also wears the Pain of Perdition, black iron +9 bracers of armor of moderate fortification. The Pain of Perdition can fire spikes as a +5 repeating great crossbow, although the bolts are automatically replenished from an extra-dimensional storage space. The bolts affect their target as an antimagic ray, requiring a Will save DC 36 to negate. They are also coated Aesmadeva’s own venom, forcing a Fortitude
save 68 against that vile poison. If Aesmadeva is successfully struck in melee, the Pain of Perdition discharges 5d6 points of hellfire damage against his attacker.

Finally, Aesmadeva carries the red Scale of Tiamat. As its name implies, it was forged from one of the very scales of the Dragon Queen herself, as tribute to the King of All Hell. Functioning as a bulwark of the great dragon, the Scale differs in that it is a tower shield rather than a large shield; furthermore, the bonus to armor class is a deflection bonus rather than a
shield bonus. The Scale does not inflict any penalties on Aesmadeva’s attacks.

The Vorpal Tribble
2010-02-28, 10:08 AM
Had a few 16 hour days, but I'm now on extended week end and will be relaxing with a few requests here, so keep an eye out for them, gents.

The Vorpal Tribble
2010-02-28, 11:50 AM
Can you do a thirty hit dice pit fiend with twenty levels in blackguard?

Hobnail

Advanced Pit Fiend Blackguard 20
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 30d8+240 + 20d10+160 (645 hp)
Initiative: +12
Speed: 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: 40 (–1 size, +8 Dex, +23 natural) touch 17, flat-footed 32
Base Attack/Grapple: +50/+68
Attack: Claw +64 melee (2d8+14)
Full Attack: 2 claws +64 melee (2d8+14/19-20 x2) and 2 wings +60 melee (2d6+7) and bite +60 melee (4d6+7 plus poison plus disease) and tail slap +60 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of despair, command undead, constrict 2d8+26, fear aura, improved grab, smite good, sneak attack 6d6, spell-like abilities, spells, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., detect good, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +45, Ref +39, Will +41
Abilities: Str 38, Dex 27 , Con 27 , Int 27, Wis 27, Cha 27
Skills: Balance +31, Bluff +46, Climb +40, Concentration +46, Diplomacy +27, Disguise +34 (+36 acting), Hide +42, Intimidate +48, Jump +45, Knowledge (arcana) +46, Knowledge (nature) +19, Knowledge (the planes) +46, Knowledge (religion) +38, Listen +46, Move Silently +46, Search +46, Spellcraft +48, Spot +46, Survival +17 (+19 on other planes, +19 when tracking), Tumble +48
Feats: Cleave, Combat Casting, Flyby Attack, Great Cleave, Improved Critical (claw), Improved Initiative, Improved Maneuverability, Intimidating Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Strike), Iron Will, Multiattack, Power Attack, Power Dive (http://realmshelps.dandello.net/cgi-bin/feats.pl?Power_Dive), Quicken Spell-Like Ability (fireball), Weapon Focus (claw)
Epic Feats: Devasting Critical (claw), Improved Combat Casting, Overwhelming Critical (claw)
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3–4), or troupe (1–2 pit fiends, 2–5 horned devils, and 2–5 barbed devils)
Challenge Rating: 46
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 31-36 HD (Large); 37–54 HD (Huge)
Level Adjustment: —

Combat

Aura of Despair (Su): Hobnail radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Blackguard Spells: Caster level 20th. (Spells per day: (4/4/4/3); Save DC 18 + spell level):
1st - Corrupt Weapon, Doom, Inflict Light Wounds, Summon Monster I
2nd - Darkness, Death Knell, Inflict Moderate Wounds, Summon Monster II
3rd - Contagion, Cure Serious Wounds, Deeper Darkness, Summon Monster III
4th - Freedom of Movement, Poison, Summon Monster IV

Command Undead (Su): Hobnail has the supernatural ability to command and rebuke undead. He commands undead as an 18th level cleric.

Constrict (Ex): A pit fiend deals 2d8+26 points of damage with a successful grapple check.

Detect Good (Sp): At will, Hobnail can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Disease (Su): A creature struck by a pit fiend’s bite attack must succeed on a DC 33 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 33, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Sneak Attack: As Rogue ability, damage 6d6.

Spell-Like Abilities: Caster level 18th. The save DCs are Charisma-based.
At will - blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26);
1/day - meteor swarm (DC 27).
Once per year a pit fiend can use wish as the spell (caster level 20th).

Smite Good (Su): 5 times per day Hobnail may attempt to smite good with one normal melee attack. He adds his Charisma modifier (+8) to his attack roll and deals 20 extra points of damage. If Hobnail accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Summon Devil (Sp): Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex): A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

The Vorpal Tribble
2010-02-28, 11:56 AM
Hey I need a fallen, good extra planar creature, like a solar mixed with energies from the elemental plane of fire. CR should be anywhere from 18-22.
Hes going to be a leftenant for one of the villains my players will be dealing with. I've got some of his visuals down. Burnt, blackened hands that are always on fire, wears black leather.

Hes gonna have about 12 levels of cleric, and 8-9 of warlock. Hes going to be mostly a buff/blast guy
That's at least a CR 20 however just with the levels. To keep it within the minimum the base creature will be very low level.

PlzBreakMyCmpAn
2010-02-28, 04:03 PM
I haven't seen this thread before (but nothing in the rules said it couldn't take this request). This thread is organized by CR (I assume for DMs) but I need this as a player.

I need to find any non-epic undead that can be RAW advanced to a value between 97HD and 190HD - preferably with unholy toughness. CR doesn't matter.

All books are allowed, but no templates (dusk giant who ate everything before going lich is cheating).

The Vorpal Tribble
2010-02-28, 04:12 PM
I haven't seen this thread before (but nothing in the rules said it couldn't take this request). This thread is organized by CR (I assume for DMs) but I need this as a player.

I need to find any undead that can be RAW advanced to a value between 97HD and 190HD - preferably with unholy toughness. CR doesn't matter.

All books are allowed, but no templates (dusk giant who ate everything before going lich is cheating).
Atropal, Epic Level Handbook (http://dndsrd.net/epicMonsters.html#atropal)

However, I will need an idea of what HD to advance to.

The Vorpal Tribble
2010-02-28, 05:22 PM
Can I have an ape? Something that could wrestle a triceratops and win.
There you go. He has nearly the same grapple as the triceratops in fact.


Furious George
Elite Advanced Dire Ape
Large Animal
Hit Dice: 15d8+60 (127 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 17 (–1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Attack/Grapple: +11/+27
Attack: Claw +18 melee (1d6+8)
Full Attack: 2 claws +18 melee (1d6+8) and bite +13 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+14
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 27, Dex 18, Con 17, Int 2, Wis 14, Cha 7
Skills: Climb +18, Listen +9, Move Silently +8, Spot +9
Feats: Alertness, Awesome Blow, Improved Bullrush, Improved Grapple, Improved Toughness, Power Attack
Environment: Warm forests
Organization: Solitary or company (5–8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral

Furious George is the king of his jungle, standing some 12 feet tall and weighing nearly 1,500 lbs.

Combat
Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

Rend (Ex): If George hits with both claw attacks he latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+14 points of damage.

Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

Volkov
2010-02-28, 08:11 PM
Hobnail

Advanced Pit Fiend Blackguard 20
Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 30d8+240 + 20d10+160 (645 hp)
Initiative: +12
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 40 (–1 size, +8 Dex, +23 natural) touch 17, flat-footed 32
Base Attack/Grapple: +50/+68
Attack: Claw +64 melee (2d8+14)
Full Attack: 2 claws +64 melee (2d8+14/19-20 x2) and 2 wings +60 melee (2d6+7) and bite +60 melee (4d6+7 plus poison plus disease) and tail slap +60 melee (2d8+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Aura of despair, command undead, constrict 2d8+26, fear aura, improved grab, smite good, sneak attack 6d6, spell-like abilities, spells, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., detect good, immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +45, Ref +39, Will +41
Abilities: Str 38, Dex 27 , Con 27 , Int 27, Wis 27, Cha 27
Skills: Balance +31, Bluff +46, Climb +40, Concentration +46, Diplomacy +27, Disguise +34 (+36 acting), Hide +42, Intimidate +48, Jump +45, Knowledge (arcana) +46, Knowledge (nature) +19, Knowledge (the planes) +46, Knowledge (religion) +38, Listen +46, Move Silently +46, Search +46, Spellcraft +48, Spot +46, Survival +17 (+19 on other planes, +19 when tracking), Tumble +48
Feats: Cleave, Great Cleave, Improved Critical (claw), Improved Initiative, Intimidating Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Intimidating_Strike), Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball), Weapon Focus (claw)
Epic Feats: Devasting Critical (claw), Overwhelming Critical (claw)
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3–4), or troupe (1–2 pit fiends, 2–5 horned devils, and 2–5 barbed devils)
Challenge Rating: 46
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 31-36 HD (Large); 37–54 HD (Huge)
Level Adjustment: —

Combat

Aura of Despair (Su): Hobnail radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.

Blackguard Spells: Caster level 20th. (Spells per day: (4/4/4/3); Save DC 18 + spell level):
1st - Corrupt Weapon, Doom, Inflict Light Wounds, Summon Monster I
2nd - Darkness, Death Knell, Inflict Moderate Wounds, Summon Monster II
3rd - Contagion, Cure Serious Wounds, Deeper Darkness, Summon Monster III
4th - Freedom of Movement, Poison, Summon Monster IV

Command Undead (Su): Hobnail has the supernatural ability to command and rebuke undead. He commands undead as an 18th level cleric.

Constrict (Ex): A pit fiend deals 2d8+26 points of damage with a successful grapple check.

Detect Good (Sp): At will, Hobnail can use detect good as a spell-like ability, duplicating the effect of the detect good spell.

Disease (Su): A creature struck by a pit fiend’s bite attack must succeed on a DC 33 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.

Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 33 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.

Improved Grab (Ex): To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex): Injury, Fortitude DC 33, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Sneak Attack: As Rogue ability, damage 6d6.

Spell-Like Abilities: Caster level 18th. The save DCs are Charisma-based.
At will - blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26);
1/day - meteor swarm (DC 27).
Once per year a pit fiend can use wish as the spell (caster level 20th).

Smite Good (Su): 5 times per day Hobnail may attempt to smite good with one normal melee attack. He adds his Charisma modifier (+8) to his attack roll and deals 20 extra points of damage. If Hobnail accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.

Summon Devil (Sp): Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.

Regeneration (Ex): A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Now we have something that can make an excellent Army Captain.

The Vorpal Tribble
2010-02-28, 08:38 PM
Added a couple feats I missed. Now he's done. Get back to me with how the battle goes, yeah?

Olo Demonsbane
2010-03-01, 12:30 AM
Could you make me the nastiest CR 16 demon you can create? Or, if not a demon, at least some sort of demonic creature (half fiend, fiendish, etc)

Runestar
2010-03-01, 01:14 AM
Could you make me the nastiest CR 16 demon you can create? Or, if not a demon, at least some sort of demonic creature (half fiend, fiendish, etc)

Define nasty. Blasphemy at caster lv40 can be consider nasty. :smallbiggrin:

The Vorpal Tribble
2010-03-01, 12:37 PM
Could you make me the nastiest CR 16 demon you can create? Or, if not a demon, at least some sort of demonic creature (half fiend, fiendish, etc)
What books do you have?

I'm thinking half-marilith thri-kreen with levels in a Tome of Battle class.

Zen Master
2010-03-01, 02:35 PM
There you go. He has nearly the same grapple as the triceratops in fact.


Furious George
Elite Advanced Dire Ape
Large Animal
Hit Dice: 15d8+60 (127 hp)
Initiative: +4
Speed: 30 ft. (6 squares), climb 15 ft.
Armor Class: 17 (–1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Attack/Grapple: +11/+27
Attack: Claw +18 melee (1d6+8)
Full Attack: 2 claws +18 melee (1d6+8) and bite +13 melee (1d8+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+14
Special Qualities: Low-light vision, scent
Saves: Fort +12, Ref +9, Will +7
Abilities: Str 27, Dex 18, Con 17, Int 2, Wis 14, Cha 7
Skills: Climb +18, Listen +9, Move Silently +8, Spot +9
Feats: Alertness, Awesome Blow, Improved Bullrush, Improved Grapple, Improved Toughness, Power Attack
Environment: Warm forests
Organization: Solitary or company (5–8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral

Furious George is the king of his jungle, standing some 12 feet tall and weighing nearly 1,500 lbs.

Combat
Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.

Rend (Ex): If George hits with both claw attacks he latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+14 points of damage.

Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

This truly is a magnificient beast. At CR 7 he could be the most beautiful creature under the twin suns. I shall proceed forthwith to frustrate my GM with it, thanks :)

Olo Demonsbane
2010-03-01, 09:02 PM
Nasty as in: No instant kill techniques, but amazing defenses and a potent offense.

I have almost any book you would wish to use, and could aquire any other on a quick moment's notice.

I do have Tome of Battle and MM2, BTW.

The Vorpal Tribble
2010-03-08, 05:29 PM
Could you make me the nastiest CR 16 demon you can create? Or, if not a demon, at least some sort of demonic creature (half fiend, fiendish, etc)

Crazy Legs

Half-Marillith Thri-kreen Warblade 9, Bloodstorm Blade 6
Medium Outsider (native)
Hit Dice: 2d8+6 + 9d12+27 + 6d12+18 (157 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: 21 (+4 dex, +7 natural), flat-footed 17, touch 14
Base Attack/Grapple: +17/+22
Attack: Claw +22 melee (1d6+5)
Full Attack: 6 claws +22 melee (1d6+5), Bite +17 melee (1d4+2 plus poison), and Tail Slap +17 melee (3d8+2) or 4 harpoons +18 melee (1d10+5, range 60 ft.), double-bladed sword +17/17 melee (1d8+2/1d8+2 19-20x2), 1d8+2 Bite +17 melee (1d4+2 plus poison), and Tail Slap +17 melee (3d8+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Battle ardor, battle cunning, blood wind ricochet, lightening ricochet, maneuvers and stances, martial throw, poison, psi-like abilities, smite good, spell-like abilities, thunderous throw, uncanny dodge
Special Qualities: damage reduction 5/good, darkvision 60 ft., immunity to poison and sleep, improved uncanny dodge, naturally psionic, resistance to acid 10, cold 10, and fire 10
Saves: Fort +11, Ref +8 (+10 if not flat-footed), Will +8
Abilities: Str 20, Dex 19, Con 16, Int 15, Wis 10, Cha 14
Skills: Concentration +18, Balance +24, Hide +24 (+28 in arid or sandy terrain), Jump +55, Listen +9, Spot +11, Tumble +19
Feats: Combat Reflexes, Deflect Arrows, Dodge, Far Shot, Grasshopper Strike (http://realmshelps.dandello.net/cgi-bin/feats.pl?Grasshopper_Strike), Improved Multiweapon Fighting, Leap of the Heavens (http://realmshelps.dandello.net/cgi-bin/feats.pl?Leap_Of_The_Heavens), Mobility, Multiweapon Fighting, Point Blank Shot, Quick Draw, Spring Attack, Throw Anything (http://realmshelps.dandello.net/cgi-bin/feats.pl?Throw_Anything)
Challenge Rating: 16
Possessions:
Alignment: Chaotic Evil
Advancement: By character class
Level Adjustment: +4

This horrible being appears as a six-armed thri-kreen with an incredibly long ovipositor upon which it slithers snake-like. It has six arms ending in talons, and two thick, powerful springing legs which fold up alongside the body as it moves. The human-like face is female, and covered covered in a flexible exoskeleton. Her large, golden eyes sparkle like a diamond, displaying many facets.

Combat

Battle Ardor (Ex): As Tome of Battle, p. 22.

Battle Cunning (Ex): As Tome of Battle, p. 23.

Blood Wind Ricochet (Ex): As Tome of Battle, p. 101.

Improved Uncanny Dodge (Ex): As Rogue Ability.

Lightning Ricochet (Ex): As Tome of Battle, p. 101.

Maneuvers & Stances Known (IL 9th):
Stances - Absolute Steel Stance (3rd), Blood In the Water (1st)
Strikes - Bounding Assault(DM4), Claw At the Moon(TC2), Death From Above(TC4), Sapphire Nightmare Blade (DM1), Steel Wind (IH1)
Boosts - Dancing Mongoose(TC5), Moment of Alacrity (DM6), Sudden Leap(TC1)
Disciplines: Diamond Mind, Iron Heart, Tiger Claw

Martial Throw (Ex): As Tome of Battle, p. 101.

Naturally Psionic (Ex): Crazy Legs gains 1 bonus power point.

Psi-like Abilities: Manifest level 8th. Save DC's are Charisma-based.
1/day - Psionic Displacement, Metaphysical Claw
3/day - Chameleon, Know Direction

Poison (Ex): 1/day - bite, initial damage 1d6 Dex, secondary damage paralysis, DC 14.

Smite Good (Su): Once per day Crazy Legs can make a normal melee attack to deal 16 extra damage against a good foe.

Spell-like Abilities: Caster level 16th. Save DC's are Charisma-based.
1/day - Blade Barrier, Telekinesis, Greater Teleport
3/day - Align Weapon, Magic Weapon, See Invisibility

Thunderous Throw (Ex): As Tome of Battle, p. 101.

Uncanny Dodge (Ex): As Rogue ability.

Olo Demonsbane
2010-03-08, 08:50 PM
Wow, thank you! I believe you mean warblade instead of swordsage...but amazing nonetheless! Awesome!

The Vorpal Tribble
2010-03-09, 07:11 AM
Wow, thank you! I believe you mean warblade instead of swordsage...but amazing nonetheless! Awesome!
Err, yeah, warblade.

The Vorpal Tribble
2010-03-09, 12:28 PM
I need to find any undead that can be RAW advanced to a value between 97HD and 190HD - preferably with unholy toughness. CR doesn't matter.
Nerull, Jr.

Advanced Atropal
Gargantuan Undead (Evil, Extraplanar, Lawful)
Hit Dice: 145d12 (1,740 hp)
Initiative: +9 (+1 Dex, +8 Superior Initiative)
Speed: 5 ft., fly 240 ft. (perfect)
Armor Class: 65 (-4 size, +4 Dex, +55 natural), touch 10, flat-footed 61
Base Attack /Grapple: +76/+108
Attack: Touch +93 melee (3d6 Con drain/19-20)
Full Attack: 2 touches +93 melee (3d6 Con drain/19-20) melee touch, eye ray +69 ranged touch (negative level damage/19-20)
Space/Reach: 20 ft./20 ft.
Special Attacks: Constitution drain, energy drain (2d4 negative levels, Fort DC 88), spell-like abilities, summon nightcrawler
Special Qualities: Abomination traits, undead traits, rebuke/command undead, regeneration 20, SR 50, DR 15/good and epic and silver, negative energy aura
Saves: Fort +50, Ref +58, Will +80
Abilities: Str 59 (+24), Dex 18 (+4), Con -, Int 28 (+9), Wis 22 (+6), Cha 42 (+16)
Skills: Bluff +105, Concentration +105, Diplomacy +117, Hide +85, Jump +88, Intimidate +111, Knowledge (arcana, history, religion, the planes) +108, Listen +97, Move Silently +80, Search +98, Sense Motive +95, Spellcraft +104, Spot +97, Use Magic Device +66
Feats: Alertness, Cleave, Combat Expertise, Corpsecrafter (http://realmshelps.dandello.net/cgi-bin/feats.pl?Corpsecrafter), Dodge, Fell Animate (http://realmshelps.dandello.net/cgi-bin/feats.pl?Fell_Animate), Great Cleave, Great Fortitude, Hardened Flesh (http://realmshelps.dandello.net/cgi-bin/feats.pl?Hardened_Flesh), Improved Bull Rush, Improved Critical (touch), Improved Critical (eye ray), Improved Initiative, Iron Will, Lifesense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Lifesense), Lightning Reflexes, Mobility, Nectoric Reservr (http://realmshelps.dandello.net/cgi-bin/feats.pl?Necrotic_Reserve), Nimble Bones (http://realmshelps.dandello.net/cgi-bin/feats.pl?Nimble_Bones), Power Attack, Quicken Spell-Like Ability, Run, Spring Attack, Weapon Focus (touch), Weapon Focus (eye ray), Whirlwind Attack
Epic Feats: Armor Skin x8, Blinding Speed, Devastating Critical (touch), Epic Reflexes, Great Dexterity x5, Improved Spell Resistance x4, Overwhelming Critical (touch), Superior Initiative, Undead Mastery, Zone of Animation
Climate/Terrain: Any
Organization: Solitary
Challenge Rating: 49
Treasure: Standard
Alignment: Always lawful evil

Combat
An atropal’s natural weapons are treated as epic, evil, and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: Caster level 30th; save DC 26 + spell level. The save DCs are Charisma-based
At will - animate dead, blasphemy, create greater undead, create undead, cone of cold, desecrate, greater dispel magic, finger of death, greater invisibility, plane shift, slay living, speak with dead, spectral hand, greater teleport, unholy aura;
5/day - haste, project image, weird.

Rebuke/Command Undead (Su): Atropals can rebuke or command undead as a 151st level cleric.

Negative Energy Aura (Su): A 30-foot-radius spread negative energy aura spreads from each atropal. All undead in the field (including the atropal) are treated as if having turn resistance +20 and a negative energy version of fast healing 20. Living creatures in the aura are treated as having ten negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 10 or fewer HD or levels perish (and, at the atropal’s option, rise as spectres under the atropal’s command 1 minute later).

Constitution Drain (Su): When the atropal hits a living opponent with a touch attack, the opponent takes 5 points of permanent Constitution drain, or 10 points on a critical hit. The atropal heals 20 points of damage, or 40 points on a critical hit, whenever it drains Constitution, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. The attack allows a Fortitude save (DC 88). The DC is Charisma-based.

Energy Drain (Su): When the atropal hits with a ranged touch attack (a ray of darkness that it shoots from one eye to a range of 400 feet), the resultant energy drain bestows four negative levels, or eight negative levels on a critical hit. For each negative level bestowed on an opponent, the atropal heals 10 points of damage, or 20 on a critical hit, gaining any excess as temporary hit points. These temporary hit points last a maximum of 1 hour. After 24 hours have passed, the afflicted opponent must attempt a Fortitude save (DC 88) for each negative level. If successful, the negative level goes away with no harm to the creature; otherwise, the creature’s level decreases by one. The DC is Charisma-based.

Regeneration (Ex): Atropals take normal damage from good weapons or sentient weapons (or otherwise living weapons).

Summon Nightcrawler (Sp): Five times per day an atropal can summon a nightcrawler.

Abomination Traits: Immune to polymorphing, petrification, and other form-altering attacks; not subject to energy drain, ability drain, or ability damage, or death from massive damage; immune to mind-affecting effects; fire resistance 20; cold resistance 20; nondetection; true seeing at will; blindsight 500 ft.; telepathy out to 1,000 ft.

Undead Traits: Immune to poison, sleep, paralysis, stunning, disease, death, effects, necromantic effects, mind-affecting effects, and any effect requiring a Fortitude save unless it also works on objects. Not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Negative energy heals. Not at risk of death from massive damage, but destroyed at 0 hit points or less. Darkvision 60 ft. Cannot be raised; resurrection works only if creature is willing.

The Vorpal Tribble
2010-03-12, 05:53 PM
Giving this a bump up

Volthawk
2010-03-13, 11:49 AM
OK, I'd like a CR 20 evil Pseudodragon. Not too fussy about what's on it (templates, class levels, HD etc.). All books except Magic of Incarnum.

The Vorpal Tribble
2010-03-13, 12:03 PM
OK, I'd like a CR 20 evil Pseudodragon. Not too fussy about what's on it (templates, class levels, HD etc.). All books except Magic of Incarnum.
What kind of game is it going in, and it's role in it?

Volthawk
2010-03-13, 12:15 PM
What kind of game is it going in, and it's role in it?

Well, it's a bodyguard/advisor to a corrupt councilman, who is hiding in a city. One of the PCs is after him as he killed the PCs wife.

Nothing would really be strange, as the setting is a world where the planar system was completely wrecked:

The backstory I used:
"Nobody really knows when it happened. Or why. Not even the gods themselves. One day, the whole planar system went south.Planes starting colliding, new planes appearing out of nowhere, the whole multiverse becoming unstable... Weird stuff happened, to say the least. Epic battles between angels and demons, vestiges breaking into the world from their imprisonment... But somehow, things survived. Dwarves and Kobolds dug down, and resisted some twisted Earth creatures. Elves retreated to the forests, and tried to fight off the corruption and mutations spreading across the multiverse. Humans fortified themselves in huge cities, holding out. Now, however, it's started to die down. Many have died, but some still survive. Trade has been re-established, the planar movement means, with the right magic and rituals (and some extraplanar help), people can walk from plane to plane. Some aim to profit, and mercenary companies have sprung up. War and chaos still reigns, but in contrast, there is still Good and Law. The bounaries between planes are still strong, despite them all bordering now, but they are starting to influence each other. Demons are now not always Evil, and angels Good. New planes have sprung up. Gods, Demons, Devils, Elder Evils, Vestiges... They all are around, and most have a way of crossing planes. People have already started to call it the Disruption, and it's only been a week! All in all, this is the dawn of a new age, but will it be a bright age? I don't know..."

The Vorpal Tribble
2010-03-13, 12:51 PM
Now that's a fascinating concept. Will get to work.

In fact, I have a homebrewed template I'd like to apply to it if there is no problem with that.

Volthawk
2010-03-13, 12:58 PM
Now that's a fascinating concept. Will get to work.

In fact, I have a homebrewed template I'd like to apply to it if there is no problem with that.

No problem, in fact the PC is a homebrew class anyway, so it's all good.

EDIT: One other thing, would it be possible for it to be able to change form, so it doesn't look like a Pseudodragon? Doesn't have to be a humanoid, could be animal or something. Just so it can blend in easier.

The Vorpal Tribble
2010-03-13, 01:21 PM
No problem, in fact the PC is a homebrew class anyway, so it's all good.

EDIT: One other thing, would it be possible for it to be able to change form, so it doesn't look like a Pseudodragon? Doesn't have to be a humanoid, could be animal or something. Just so it can blend in easier.
How about if no one saw it at all? :smallwink:

Not invisible mind you, just not really ever... noticed.

Volthawk
2010-03-13, 01:28 PM
How about if no one saw it at all? :smallwink:

Not invisible mind you, just not really ever... noticed.

Or that. That works too.

The Vorpal Tribble
2010-03-13, 04:12 PM
OK, I'd like a CR 20 evil Pseudodragon.
I'm thinking that Suzie here was conceived during the beginnings of the Disruption, in a locale that was cut off from the rest of the universe for a time. For awhile she was alike to a vestige, but then a crack was opened up and she was sent flailing from one plane and time era to the other, riding the surges like one on a sea.

Eventually she found stability within the Material Plane and has tried to find a niche, which she did with your NPC, though is still not quite in phase with the plane.

-=-=-=-=-

Suzie

Advanced Neverwhere (http://www.giantitp.com/forums/showpost.php?p=4041612&postcount=2) Pseudodragon Ardent 16 That God Never Saw (http://www.giantitp.com/forums/showthread.php?t=118887)
Tiny Aberration
Hit Dice: 4d12+8 + 16d8+32 (138 HP)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: +16/+6
Attack: Sting +20 melee (1d3–2 plus poison)
Full Attack: Sting +20 melee (1d3–2 plus poison) and bite +15 melee (1)
Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: Forgotten, killjoy, poison, powers, rebel against nothingness
Special Qualities: Behind the scenes, blindsense 60 ft., dark cunning, darkvision 60 ft., immunity to sleep and paralysis, low-light vision, noticed, resistance to disease +4, spell resistance 19, spurn deific touch, telepathy 60 ft., unaligned, unveiled sight
Saves: Fort +11, Ref +11, Will +27
Abilities: Str 6, Dex 15, Con 15, Int 11, Wis 33, Cha 8
Skills: Bluff +5, Climb +0, Diplomacy +3, Hide +26*, Knowledge (architecture/dungeoneering/local) +2, Knowledge (psionics/the planes) +10, Listen +20, Psicraft +12, Search +8, Sense Motive +17, Spot +19, Survival +11 (+13 following tracks)
Feats: Alertness, Blindfight(B), Burrowing Power, Fade Into Violence(B), Improved Psionic Endowment, Iron Will, Mindsight (http://realmshelps.dandello.net/cgi-bin/feats.pl?Mindsight), Psionic Endowment, Transdimensional Power (http://realmshelps.dandello.net/cgi-bin/feats.pl?Transdimensional_Power), Weapon Finesse(B)
Environment: Temperate Forests
Organization: Solitary, pair, or clutch (3–5)
Challenge Rating: 20
Treasure: None
Alignment: Unaligned (evil leanings)
Level Adjustment: +8

Combat

Ardent Powers Known: Power Points/Day - 261; Save DC 21 (23 if expending psionic focus) + power level (ML 16th)
1st - Astral Traveler, Conceal Thoughts, Dimension Hop
2nd - Cloud Mind, Hustle
3rd - False Sensory Input, Speak With Dead
4th - Death Urge, Psionic Dismissal
5th - Psionic Planeshift, Psionic Teleport
6th - Aura Alteration, Remote View Trap
7th - Fate of One, Personal Mind Blank, Psionic Ethereal Jaunt
8th - Greater Psionic Teleport

Mantles

Fate
Once per day you can expend your psionic focus to add a bonus on one d20 roll equal to your level in the class that allowed you to access this ability.

Freedom
While psionically focused you gain a +10-foot bonus to your speed. You can expend your focus to add you manifester level to a roll made to resist being grappled or to escape from a grapple.

Death
You can expend your psionic focus to kill a dying creature, as the death knell spell.

Enigma
Those using Autohypnosis, Gather Information or Knowledge checks used to find out anything about you or remember details about you automatically fail. If you expend your psionic focus you can also disrupt all mental echoes you left behind as can be read by Sensitivity to Psychic Impressions and similar powers. This disruption extends out to 60 ft + 10 ft./ML

Knowledge
While psionically focused, you can make Knowledge checks as if trained. You can expend your psionic focus to gain a +5 bonus on one Knowledge check.

The Planes
You can expend your focus to gain a +4 bonus on manifester level checks made to overcome an outsiders power resistance. You can use this ability on conjunction with the Power Penetraion or Great Power Penetration feat, and the effects stack.

Behind the Scenes (Ex): A Creature That God Never Saw is visible yet rarely noticed. No matter how powerful they are, they seem to be a presence beneath notice. They gain a +6 racial bonus on Hide and Bluff checks. As well they gain the benefits of Fade Into Violence even if they don't meet the prerequisites. Against outsiders with an alignment subtype they are invisible as the spell.

Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by non-visual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Dark Cunning (Ex): Suzie's natural proclivity for twists and turns prevents them from ever becoming lost.

Forgotten (Su): Suzie doesn't seem to exist. She is considered invisible and inaudible to all creatures except those from an Underground terrain. She cannot be detected by means of blindsense, blindsight, scent, or tremorsense. True Seeing and similar spells can allow her to be seen however.

- They remain unaware of her actions, provided she does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If Suzie attacks the effect ends. If Suzie takes an action that creates a sustained and obvious change in the environment - for example, attacking a creature or moving a large or attended object others can see - those within sight immediately notices her.
- Regardless of Suzie's actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget Suzie. Even family and friends forgets she ever existed, her existence becoming but a vague hole in their memory.
- Suzie may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.
- An object built by Suzie becomes unnoticed for as long as she remains within 60 feet of it and for 1d6 hours thereafter.

Killjoy (Ex): Creatures with souls instinctively sense the nature of a Creature That God Never Saw and experience pangs of depression. Any morale bonuses they gain while within 20 feet of a Creature That God Never Saw lessens by 1. This cannot produce a negative to their base saves. Those in this range also take a -4 penalty to saves against Crushing Despair.

Noticed (Ex): A Creature That God Never Saw has a sixth sense in regards to actually being noticed. They can sense when they are the focus of a divination spell or clairsentient power. As well, if they are singled out of the crowd even by a pair of eyes they can sense they are being watched. This sense has no limit as long as the being watching them can see them.

One Chance (Ex): A Creature That God Never Saw does not have a dual nature—its soul and body form one unit like an Outsider. When a creature with this template is slain, no soul is set loose. Spells and Powers that restore souls to their bodies, such as psionic revivify, raise dead, reincarnate, and resurrection, don’t work on a Creature That God Never Saw. It takes a different effect, such as bend reality, reality revision, limited wish, wish, to restore it to life.

Poison (Ex): Injury, Fortitude DC 16, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Rebel Against Nothingness (Ex): A Creature That God Never Saw may rage once per day as a 20th level barbarian. The rage ends once the time limit has passed or the attacker flees. At the end of this rage are not fatigued but are instead affected as Crushing Despair.

Resistant to Disease (Ex): Suzie gains immunity to any two non-magical diseases, and gain a +4 racial bonus to checks against all others.

Spurn Deific Touch (Ex): A Creature That God Never Saw is immune to all divine spells and powers, be they harmful or harmless. Ongoing divine effects, such as Circle Against Evil, a Creature That God Never Saw may also ignore as long as they allow spell resistance. As well, a Creature That God Never Saw cannot take levels in any divine spell-casting class or class that receives special abilities from a higher source or alternate plane. They keep any spell-like abilities they have, though if they cast spells as a druid, cleric, or other divine spellcaster they lose all those spells.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Unaligned: A Creature That God Never Saw is outside the pantheon of good and evil, law and chaos, even neutrality. They may have an inclination towards any, but deep down at the spiritual level there is only void.

Unveiled Sight (Ex): Three times per day Suzie may see things as they truley are as if they had cast True Seeing. As well, if Suzie passes within 5 feet of a secret or concealed door she is entitled to a Search check to notice it as if she were actively looking for it. She gains a +6 racial bonus to this check.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

Possessions: Incandescent Blue Sphere Ioun Stone, Periapt of Wisdom +6, Tome of Understanding +5

Volthawk
2010-03-13, 04:20 PM
Wow, thanks.

He's not going to know what hit him...

The Vorpal Tribble
2010-03-13, 07:23 PM
Wow, thanks.

He's not going to know what hit him...
No problem. Hit me back with how it goes, yeah?

Volthawk
2010-03-13, 07:39 PM
No problem. Hit me back with how it goes, yeah?

Will do.

It's probably going to be more of a sort of haunting presence than a straight fight. You know, creating paranoia, that sort of thing.

The Vorpal Tribble
2010-03-13, 07:45 PM
Will do.

It's probably going to be more of a sort of haunting presence than a straight fight. You know, creating paranoia, that sort of thing.
Oooh, yeah. Death Urge a few times and you'll be creeping them out.

Volthawk
2010-03-13, 07:48 PM
I just realised that isn't going to work.

He has +20 to Will saves :smallfrown:

Any way to improve the DC?

You can up the CR a bit if you like.

The Vorpal Tribble
2010-03-13, 07:52 PM
I just realised that isn't going to work.

He has +20 to Will saves :smallfrown:

Any way to improve the DC?

You can up the CR a bit if you like.
The DC of the powers or the Will save or both?

Volthawk
2010-03-13, 07:53 PM
The power's DC.

The PC is the one with +20 Will saves.

Agrippa
2010-03-13, 08:13 PM
Okay Vorpal Tribble, try this one on for size. I'd like a penitent (http://www.giantitp.com/forums/showpost.php?p=7953393&postcount=4) marilith, 12th level warblade/12th level pyschic warrior. She focuses in Tiger Claw and Iron Heart as a warblade and psychometabolism and psychokenesis as a psychic warrior, with some psychoportation on the side.

The Vorpal Tribble
2010-03-13, 08:14 PM
The power's DC.

The PC is the one with +20 Will saves.
Ahh, well, crap. Was already thinking the DC was a little low, but really not much you can do with them.

If he's got a Will of 20, and we want there to be at least half a chance he can be affected by mid-level or higher powers...

Let's see, a 4th level power has a DC of 19, which he automatically succeeds on without rolling. A 4th level power thus needs to have at least a DC of 30, or increase his Wisdom by +11. I could do that with magical items, or just plain slap it on if you like. Wouldn't have any logical reasons for it, but it's however you want to do it.

Volthawk
2010-03-13, 08:18 PM
Ooh, add some magic items.

Maybe some armour specially built for him.

Actually, I've already got one magic item/artifact for her, which she gives to people she trusts. It lets them focus on her, without the Forgotten ability working on them.

jokey665
2010-03-13, 08:31 PM
Is there any way I could get a CR 18-20ish penguin (base penguin is from frostburn p166)? Any templates that leave it looking mostly the same are cool and bonus points if they make it more ice-oriented; I just want the end result to look mostly like a penguin still as a nasty surprise for the players. No hurry as it likely won't be used for a while, but I want it ready for when the opportunity arrives.

The Vorpal Tribble
2010-03-13, 08:41 PM
Is there any way I could get a CR 18-20ish penguin (base penguin is from frostburn p166)? Any templates that leave it looking mostly the same are cool and bonus points if they make it more ice-oriented; I just want the end result to look mostly like a penguin still as a nasty surprise for the players. No hurry as it likely won't be used for a while, but I want it ready for when the opportunity arrives.
My friend... you wouldn't believe this, but I already made one nearly to that CR. I'll tack on a few things to boost it just a little.

The Vorpal Tribble
2010-03-13, 09:25 PM
Is there any way I could get a CR 18-20ish penguin (base penguin is from frostburn p166)? Any templates that leave it looking mostly the same are cool and bonus points if they make it more ice-oriented; I just want the end result to look mostly like a penguin still as a nasty surprise for the players. No hurry as it likely won't be used for a while, but I want it ready for when the opportunity arrives.
Crushy Feet
http://th07.deviantart.net/fs43/300W/f/2009/102/c/3/There__s_no_name_for_us_by_Silppuri.png

"The frozen surface of the sea shudders, visibily shaking. A violent explosion of ice and water then shoots hundreds of feet into the sky as massive black and white form shoots out of the icy brine..."

Elite Awakened Titanic Spellwarped Penguin
Gargantuan Aberration (augmented animal)
Hit Dice: 27d8+297 (418 hp)
Initiative: +3
Speed: 20 ft. (4 squares), swim 60 ft.
Armor Class: 29 (+3 dex, +20 natural, -4 size), touch 9, flat-footed 26
Base Attack/Grapple: +20/+44
Attack: Bite +32 melee (4d8+18)
Full attack: Bite +32 melee (4d8+18)
Space/Reach: 20 ft./15 ft.
Special Attacks: Trample
Special Qualities: Hold breath, low-light vision, spell absorption, spell resistance 38
Saves: Fort +26, Ref +18, Will +12
Abilities: Str 44 (+12), Dex 16, Con 32 (+11), Int 6, Wis 13, Cha 6
Skills: Listen +11, Spot +11, Swim +27
Feats: Awesome Blow, Endurance, Great Fortitude, Improved Bullrush, Improved Natural Attack, Iron Will, Power Attack, Rapid Swimming, Snatch, Swim-by Attack, Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary, pair, or cluster
Challenge Rating: 17
Treasure: None
Alignment: Always neutral
Advancement: -
Level Adjustment: -

In areas of the frostfell strange energies course through the ices, and in this case energized a set of penguin eggs warmed beneath the feathery body of the father. One egg failed to hatch while within the other strange changes occurred. Having taken hundreds of years to grow from chick to monster, this unfortunate beast never understood what happened to its flock that fled as it grew so large they were but specks beneath its feet.

This behemoth arctic fowl resembles its smaller brethren, though its legs are speckled with the growing of barnacles and krill swim within ponds of water trapped within its feathers, which possess a razor edge. The claws from its webbed feet are far more like a bird of prey's than a penguin's. The frills of its feathers spread out like the wings of a ragged butterfly.

Combat

Hold Breath (Ex): Crushy feet can hold his breath for 192 rounds before he risks drowning.

Spell Absorption (Su): As Monster Manual III, p. 163.

Trample (Ex): As a standard action, Crushy Feet can trample a creature of up to Huge-size. Target takes 3d8+18 damage. Its opponent may make an Attack of Opportunity with a –4 penalty or makes a DC 42 Reflex save for ½ damage.

Skills: Crushy Feet has a +8 racial bonus on any swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

jokey665
2010-03-13, 09:52 PM
That... is glorious.

Until this exact moment I've long tried to decide who the most awesome poster on this forum is. It's been between you and maybe half a dozen others (Lycanthromancer, Zeta Kai, Fax, etc.). I can now proclaim without a measure of doubt that you are, in point of fact, The Most Awesome Poster™ on this forum.

Runestar
2010-03-13, 09:53 PM
Do I even want to know why you had a cr17 penguin statted up? :smalltongue:

The Vorpal Tribble
2010-03-13, 09:58 PM
Do I even want to know why you had a cr17 penguin statted up? :smalltongue:
I once ran an arctic campaign (can see the setting in my signature) and put together a penguin with the titanic template for when April fools day came around to have a little fun with them.

Was only CR 13 then. Added couple others for Jokey there.

I'd have loved to see their faces :smallamused:



Ooh, add some magic items.
Well, added what I could. He at least has a chance of effecting the other guy. However, he's got so many power points he can keep manifesting until the other guy finally fails. It's just a matter of time. And good luck keeping Suzie down if he does manage to see her, he tries to catch her, she just goes somewhere else. Can also manifest through walls, so...

The Vorpal Tribble
2010-03-14, 03:39 PM
Okay Vorpal Tribble, try this one on for size. I'd like a penitent (http://www.giantitp.com/forums/showpost.php?p=7953393&postcount=4) marilith, 12th level warblade/12th level pyschic warrior. She focuses in Tiger Claw and Iron Heart as a warblade and psychometabolism and psychokenesis as a psychic warrior, with some psychoportation on the side.
Oookay, here it is, BUT, no more epic marilliths!!


Goody Sixshoes

Penitent (http://www.giantitp.com/forums/showpost.php?p=7953393&postcount=4) Marilith Psychic Warrior 16, Warblade 16
Large Outsider (Chaotic, Extraplanar, Good)
Hit Dice: 16d8+144 + 16d8+144 + 16d12+144 + 48 (728 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 33 (–1 size, +8 Dex, +16 natural), touch 17, flat-footed 25
Base Attack/Grapple: +44/+58
Attack: Longsword +54 melee (2d6+10/17–20) or slam +53 melee (1d8+10) or tail slap +53 melee (4d6+10)
Full Attack: 6 longswords +54/+49/+44/+39 melee (2d6+10/17–20) and tail slap +51 melee (4d6+5); or 6 slams +53 melee (1d8+10) and tail slap +51 melee (4d6+5)
Space/Reach: 10 ft./10 ft.
Special Attacks: Battle ardor, battle cunning, batrtle mastery, battle skill, constrict 4d6+15, improved grab, maunevers & stances, powers, spell-like abilities, summon celestial
Special Qualities: Damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and poison, improved uncanny dodge, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft., uncanny dodge
Saves: Fort +39, Ref +28 (+32 if not flat-footed), Will +35
Abilities: Str 31 (+10), Dex 25 (+8), Con 29 (+9), Int 18 (+4), Wis 24 (+7), Cha 22 (+6)
Skills: Autohypnosis +23, Bluff +27, Concentration +40, Diplomacy +31, Disguise +8 (+10 acting), Hide +21, Intimidate +29, Listen +36, Move Silently +25, Psicraft +25, Search +25, Sense Motive +28, Spellcraft +25 (+27 scrolls), Spot +36, Survival +9 (+11 following tracks), Use Magic Device +27 (+29 scrolls), Use Psionic Device +27
Feats: Cleave, Combat Expertise, Combat Reflexes, Deep Impact, Extend Power, Great Cleave, Greater Psionic Weapon, Improved Critical, Improved Toughness, Instant Clarity, Instinctive Consummator (http://realmshelps.dandello.net/cgi-bin/feats.pl?Instinctive_Consummator), Iron Will, Multiattack, Multiweapon Fighting, Power Attack, Psionic Meditation, Psionic Weapon, Quicken Power, Resounding Blow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Resounding_Blow), Weapon Focus (longsword), Wounding Attack
Epic Feats: Devasting Critical, Epic Psionic Focus, Epic Will, Multiweapon Rend, Overwhelming Critical, Perfect Multiweapon Fighting
Challenge Rating: 49
Treasure: Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: Chaotic Good

Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.

A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.

Battle Ardor (Ex): As Tome of Battle, p. 22.

Battle Cunning (Ex): As Tome of Battle, p. 23.

Battle Mastery (Ex): As Tome of Battle, p. 23.

Battle Skill (Ex): As Tome of Battle, p. 23.

Constrict (Ex): A marilith deals 4d6+15 points of damage with a successful grapple check. The constricted creature must succeed on a DC 58 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.

Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.

Improved Uncanny Dodge (Ex): As Rogue ability.

Maneuvers & Stances Known (IL 16th):
Stances - Hunter's Sense, Punishing Stance, Wolf Pack Tactics, Wolverine Stance
Boosts - Iron Heart Surge (IH3), Scything Blade (IH7)
Counters - Iron Heart Focus (IH5), Manticore Parry (IH6), Moment of Perfect Mind (DM1), Rabid Wolf Strike (TC2)
Strikes - Lightning Throw (IH8), Steel Wind (IH1), Steely Strike(IH1), Wolf Fang Strike (TC1)
Disciplines: Diamond Mind, Iron Heart, Tiger Claw

Psychic Warrior Powers Known: Power Points/Day - 135; Save DC 17 + power level (ML 16th)
1st - Bite of the Wolf, Force Screen, Vigor
2nd - Body Adjustment, Psionic Lion's Charge, Strength of My Enemy
3rd - Claws of the Vampire, Evade Burst, Vampiric Blade
4th - Energy Adaption, Psionic Freedom of Movement, Psionic Dimension Door
5th - Adapt Body, Oak Body, Psychofeedback
6th - Form of Doom

Spell-Like Abilities: Caster level 16th. The save DCs are Charisma-based.
At will - align weapon, blade barrier (DC 22), magic weapon, project image (DC 22), see invisibility, telekinesis (DC 21), greater teleport (self plus 50 pounds of objects only), holy aura (DC 24).

Summon Celestial (Sp): Once per day Goody can attempt to summon 4d10 coure, 1d4 firre, or one shiradi with a 50% chance of success, or one chaotic good astral deva or chaotic good planetar with a 20% chance of success. This ability is the equivalent of a 5th-level spell.

True Seeing (Su): Goody continuously uses this ability, as the spell (caster level 16th).

Uncanny Dodge (Ex): As Rogue ability.

Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.

Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

Agrippa
2010-03-15, 12:50 AM
Here's another one. A paladin/crusader 16 gestalt with the leadership feat. The catch is that this guy is a gargoyle. Yes, he's a righteous gargoyle king. Hence the paladin/crusader gestalt of course. Lay on Hands is supposed to represent the healing touch attributed to a just and rightful king. The paladin spells are minor miracle and the crusader class features and maneuvers relfect exactly how dangerous a foe of true evil he is. Also, give hime either a good solid Old French or Old German name.

The Vorpal Tribble
2010-03-22, 04:37 PM
Hey Agrippa, just now saw that post. Still needing it done?

Eleven
2010-03-22, 11:36 PM
I would like a Pollen Mother Elder Treant with about 15 levels of Druid. I'll be adding the Faerie Lord (http://dicefreaks.superforums.org/viewtopic.php?f=13&t=1404) template, but want to do that on my own, because it has all sorts of campaign specificity. Thanks for your help.

Agrippa
2010-03-23, 01:59 PM
Hey Agrippa, just now saw that post. Still needing it done?

Yes, I'd like to see it done Tribble.

The Tygre
2010-03-23, 04:27 PM
Tribble, I'm not gonna' lie, this thread is awesome just for the names you keep giving these monsters. :smallcool:

The Vorpal Tribble
2010-03-27, 05:18 AM
Getting to yours Agrippa, this one only took a couple minutes.


-=-=-=-=-=-=-=-


I would like a Pollen Mother Elder Treant with about 15 levels of Druid.

Grandmother Evergreen

Pollen Mother Treant Druid 15
Colossal Plant
Hit Dice: 31d8+310 + 15d8+250 (766 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 22 (–8 size, –1 Dex, +21 natural), touch 1, flat-footed 22
Base Attack/Grapple: +34/+66
Attack: Slam +42 melee (4d6+16)
Full Attack: 2 slams +42 melee (4d6+16)
Space/Reach: 25 ft./25 ft.
Special Attacks: Animate trees, circle of life, crushing roots, double damage against objects, earth tyrant, haze, trample 4d6+24
Special Qualities: Damage reduction 10/slashing, greatberry, green queen, low-light vision, plant traits, regeneration 40, rooted, tremorsense 90 ft., vulnerability to fire, wintersleep
Saves: Fort +40, Ref +18, Will +30
Abilities: Str 43 (+11), Dex 8, Con 31, Int 16, Wis 28 (+9), Cha 20 (+5)
Skills: Concentration +25, Diplomacy +40, Hide +10*, Intimidate +40, Knowledge (nature) +41, Listen +30, Sense Motive +30, Spot +30, Survival +35 (+37 above ground)
Feats: Awesome Blow, Combat Expertise, Earth Adept (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth_Adept,RS), Earth Master (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth_Master,RS), Font of Life (http://realmshelps.dandello.net/cgi-bin/feats.pl?Font_of_Life,HH)(B), Improved Bullrush, Improved Initiative, Improved Sunder, Improved Trip, Iron Will, Power Attack, Unquenchable Flame of Life (http://realmshelps.dandello.net/cgi-bin/feats.pl?Unquenchable_Flame_of_Life,LM)
Epic Feats: Colossal Wildshape, Epic Fortitude, Epic Reflexes, Gargantuan Wildshape, Plant Wildshape
Environment: Temperate forests
Organization: Solitary or grove (4–7)
Challenge Rating: 35
Treasure: Standard
Alignment: Usually neutral good
Level Adjustment: +13

Combat

A Thousand Faces (Su): Mother Evergreen gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects her body but not her possessions. It is not an illusory effect, but a minor physical alteration of Mother Evergreen's appearance, within the limits described for the spell.

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.

Circle of Life (Ex): A pollen mother's death is a burst of life. The area within ten miles of which she is killed is affected as if by the Enrichment quality of the Plant Growth spell. As well, she immediately takes root (assuming the main body is left and there is soil or rock underfoot). Within a month 31 treants will grow to maturity.

As well, while in her death throes she sends her roots down deep and begins tearing the land asunder. This acts as an earthquake spell out to twice the range of her reach.

Crushing Roots (Ex): A pollen mother may grapple all creatures up to one size category smaller that come within her reach. If successfully grappled, those grappled take 8d6 damage each round. If the pollen mother uses her Rooted ability while grappling those grappled must succeed on another check or be thrust beneath the ground, taking double damage. They are considered helpless while buried and being to suffocate. If they possess an ability to move underground, such as with a burrow speed or earth glide ability, they are not helpless and may continue to make opposed grapple checks.

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Druid Spells: Caster level 15th. (Spells per day: (6/8/7/7/6/6/4/3/2); Save DC 19 + spell level):
0 - Cure Minor Wounds, Detect Magic, Flare, Know direction, Light, Purify Food and Drink
1st - Detect Animals or Plants, Endure Elements, Faerie Fire, Longstrider, Obscuring Mist
2nd - Chill Metal, Fog cloud, Gust of Wind, Soften Earth and Stone, Warp Wood
3rd - Daylight, Poison, Protection From Energy, Wind Wall, Wood Shape
4th - Air Walk, Control Water, Repel Vermin, Rusting Grasp
5th - Commune With Nature, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Thorns
6th - Ironwood, Liveoak, Move Earth
7th - Animate Plants, Control Weather
8th - Sunburst, Whirlwind

Earth Tyrant (Ex): While using her rooted ability a pollen mother may siphon the life of all vegetation around her. This acts as the Stunt Growth quality of the Diminish Plants spell. She gains up to 100 hit points (these hit points cannot exceed twice her normal total). She may not siphon from an area already under the affects of Diminish Plants.

Greatberry (Ex): Every one of a pollen mother's fruits are as a goodberry except there is no limit to how many hit points it may grant. They may even allow one to exceed their normal HP limit. If a being eats enough berries to push their HP total to twice or more their normal total they must succeed on a Fortitude save (DC ) or take 2d6 points of constitution drain per round as the seeds in the berries sprout and start to consume the creature from the inside out. If they would die from this damage a full grown version of the pollen mother's base creature bursts out with the hit point total of what it consumed. It can be no larger than the base creature's size, affected as by a reduce person spell. They continue growing rapidly however, at a rate of one size category per minute until they reach the growth of a standard creature of their kind. A remove disease spell kills the plant creature but does not restore the drain.

Green Queen (Ex): A pollen mother may rebuke or command plant creatures at will as an evil cleric rebukes or commands undead.

Haze (Ex): A pollen mother is continuously surrounded by a cloud of pollen or spores out to 90 feet. Those who breathe within the area must succeed on a fortitude save (DC 35) each round or spend a full round action sneezing and choking (are considered stunned). In addition they take a -4 penalty to spot and search checks from their watering eyes as long as they are within the cloud and for 1d4 hours afterward. Vermin, magical versions of pollinating creatures and insectoid creatures are unaffected. For example a fiendish giant bee would not be affected, nor would a formian.

Resist Nature’s Lure (Ex): Grandmother Evergreen gains a +4 bonus on saving throws against the spell-like abilities of fey.

Rooted (Ex): As a move action a pollen mother may send down her roots deep into the surrounding soil. Any creature attempting to physically move the pollen mother must succeed on an opposed Strength check, and she gains a +20 bonus on the check. While rooted she cannot apply her dexterity modifier to her armor class and loses use of her root attack.

Timeless Body (Ex): Grandmother Evergreen no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the she still dies of old age when her time is up.

Trackless Step (Ex): Grandmother Evergreen leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Trample (Ex): Reflex DC 41 half. The save DC is Strength-based.

Wild Empathy (Ex): As Druid ability.

Wild Shape (Su): As Druid ability, medium-colossal 5/day.

Wintersleep (Ex): A pollen mother reduced to -10 hit points from cold damage does not die but goes into a state of suspended animation for a number of years equal to their HD or until they heal the damage.

Woodland Stride (Ex): Grandmother Evergreen may move through any sort of undergrowth (such as natural thorns, briers, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briers, and overgrown areas that have been magically manipulated to impede motion still affect her.

Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

Mulletmanalive
2010-03-27, 08:29 AM
I'm not sure if this is within the scope of what you're willing to do, but it's neither an advancement, nor a new monster...

I have this idea involving legions of angels coming to the prime and being a lawful good antagonist as they desperatly try to stop a god-eating-anti-christ-thing from being born on that particular world.

The core is a horde of martially modified ProtectarMHB with generals in the form of slightly weakened Astral Deva, similarly altered to replace the spell like abilities with martial powers...

So what i'm asking, is are you willing to make the following :
Take an Astral Deva
Reduce it by 2 HD
Replace the cleric progression and most of the spell-like abilities with Martial Stuff, primarily from White Raven, Devoted Spirit and Good style homebrew if you like
Anything suitably [I]Biblical amongst the spell like abilities can be kept and given Channel Spell from a Dusckblade
Recalculate CR

The CR is the major thing, given that there aren't even that many Martial do-hickies to go around, so they lose points on demented flexibility.

I'm sure i could manage the Protectar, they aren't very reliant on their SLAs for power, but if you'd be willing to do them too, that would be magic.

Mulletmanalive

Eleven
2010-03-27, 12:39 PM
Thanks a lot, VT. This should be very exciting.

That said, did you catch the "Elder" bit in the description? I was thinking of this. (http://www.d20srd.org/srd/epic/monsters/treantElder.htm)

The Vorpal Tribble
2010-03-28, 01:10 PM
Yes, I'd like to see it done Tribble.
Ok, been working on it. Now, problem is, the key features for those classes are Wisdom and Charisma. However, those are like a gargoyles dump stats. I used the elite stat array to boost them, but that still only gives a Charisma of 15 and a Wisdom of 13.

Can still use most of the class abilities, but is not ideal, such as casting up to 3rd level spells, but not 4th level.


That said, did you catch the "Elder" bit in the description? I was thinking of this.
Crap, didn't see that. Wanting it adjusted for it?

The Vorpal Tribble
2010-03-28, 02:38 PM
Here's another one. A paladin/crusader 16 gestalt with the leadership feat. The catch is that this guy is a gargoyle. Yes, he's a righteous gargoyle king. Hence the paladin/crusader gestalt of course. Lay on Hands is supposed to represent the healing touch attributed to a just and rightful king. The paladin spells are minor miracle and the crusader class features and maneuvers relfect exactly how dangerous a foe of true evil he is. Also, give hime either a good solid Old French or Old German name.

Medwin

Elite Gargoyle Crusader/Paladin Gestalt 16
Medium Monstrous Humanoid (Earth)
Hit Dice: 4d8+16 +16d10+64 + 20 (206 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +20/+28
Attack: Claw +24 melee (1d4+4) or Warhammer (1d8+4)
Full Attack: Warhammer +24/+19/+14/+9 melee (1d8+4) or 2 claws +24 melee (1d4+4) and bite +22 melee (1d6+2) and gore +22 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Furious counterstrike, lay on hands, maneuvers and stances, smite evil 4/day, smite, spells, turn undead
Special Qualities: Aura of courage, aura of good, damage reduction 10/magic, divine grace, darkvision 60 ft., freeze, immunity to disease and fear, mettle, remove disease 4/week, steely resolve 25, zealous surge
Saves: Fort +17, Ref +12, Will +17
Abilities: Str 18, Dex 12, Con 18, Int 10, Wis 13, Cha 15
Skills: Diplomacy +18, Hide +10*, Intimidate +16, Knowledge (martial lore) +4, Knowledge (religion) +4, Listen +8, Spot +8
Feats: Diehard(B), Endurance, Leadership, Multiattack, Improved Grapple, Improved Natural Armor, Improved Toughness, Iron Will, Steadfast Determination (http://realmshelps.dandello.net/cgi-bin/feats.pl?Steadfast_Determination)
Challenge Rating: 21
Alignment: Lawful Good

COMBAT
Medwin's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Aura of Courage (Su): Medwin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while Medwin is conscious, but not if he is unconscious or dead.

Aura of Good (Ex): Medwin's aura of good (see the detect good spell) is equal to his paladin level.

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Furious Counterstrike (Ex): As Crusader, Tome of Battle p. 10.

Lay on Hands (Su): Medwin can heal wounds (his own or those of others) by touch. Each day he can heal a total of 32 damage. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, Medwin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Medwin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Maneuvers & Stances Known (IL 16th):
Stances - Aura of Perfect Order, Bolstering Voice, Immortal Fortitude, Martial Spirit
Boosts - Covering Strike
Strikes - Ancient Mountain Hammer, Castigating Strike, Charging Minotaur, Crushing Vise, Earthstrike Quake, Leading the Attack, Revitalizing Strike, Iron Bones, Vanguard Strike, War Leader's Charge
Disciplines: Devoted Spirit, Stone Dragon, White Raven

Mettle (Ex): As Crusader, Tome of Battle p. 11.

Paladin Spells Per Day (3/2/1; caster level 16th; Save DC 12 + spell level):
1st - Bless, Bless Water, Divine Favor
2nd - Eagle's Splendor, Shield Other
3rd - Dispel Magic

Remove Disease (Sp): Medwin can produce a remove disease effect, as the spell, 4/week.

Smite Evil (Su): 4 times per day Medwin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (+2) to his attack roll and deals 1 extra point of damage per paladin level (16). If Medwin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Smite (Ex): 1/day - +2 attack, +18 damage if successful.

Steely Resolve (Ex): 25 points, as Crusader, Tome of Battle p. 10.

Turn Undead (Su): Medwin has the supernatural ability to turn undead. He may use this ability 5 times per day. He turns undead as a 13th level cleric would.

Zealous Surge (Ex): As Crusader, Tome of Battle p. 11.

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

Eleven
2010-03-28, 05:02 PM
Crap, didn't see that. Wanting it adjusted for it?

If its not a problem, yes please.

The Vorpal Tribble
2010-03-28, 09:40 PM
I would like a Pollen Mother Elder Treant with about 15 levels of Druid.

And we have a new Challenge Rating record for this thread!

-=-=-=-=-=-=-=-

Ceiba, the World Tree and Mother of Mothers

Advanced Treant Elder Druid 15
Colossal Plant
Hit Dice: 160d8+3040 15d8+285 + 80 + 175 (4327 hp)
Initiative: +3 (-1 Dex, +4 Improved Initiative)
Speed: 60 ft.
Armor Class: 41 (-1 Dex, -8 size, +40 natural), touch 1, flat-footed 33
Base Attack/Grapple: +120/+158
Attack: Slam +134 melee (10d6+22/19-20(+1d6 on critical hit))
Full Attack: 2 slams +134 melee (10d6+22/19-20 (+1d6 on a critical hit))
Space/Reach: 40 ft./40 ft.
Special Attacks: Animate trees, crushing roots, earth tyrant, haze, trample, triple damage against objects, spell-like abilities
Special Qualities: A thousand faces, circle of life, plant traits, SR 61, DR 25/-, regeneration 40/acid and fire, resist nature's lure, timeless body, trackless step, tremorsense 160 ft., wild empathy, wild shape, woodland stride
Saves: Fort +103, Ref +63, Will +75
Abilities: Str 54 (+22), Dex 8, Con 48 (+19), Int 23 (+6), Wis 41 (+15), Cha 43 (+16)
Skills: Diplomacy +97, Hide +65 (+89 in forest), Intimidate +97, Jump +104, Knowledge (arcana/geography/history/local/nature) +88, Handle Animal +98, Heal +97, Intimidate +98, Jump +104, Listen +97, Move Silently +81, Search +88, Sense Motive +97, Spellcraft +88, Spot +97, Survival +97
Feats: Alertness, Awesome Blow, Combat Expertise, Earth Adept (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth_Adept,RS), Earth Master (http://realmshelps.dandello.net/cgi-bin/feats.pl?Earth_Master,RS), Endurance, Font of Life (http://realmshelps.dandello.net/cgi-bin/feats.pl?Font_of_Life,HH)(B), Great Fortitude, Improved Bullrush, Improved Critical (slam), Improved Initiative, Improved Sunder, Improved Toughness, Improved Trip, Iron Will, Lightning Reflexes, Power Attack, Unquenchable Flame of Life (http://realmshelps.dandello.net/cgi-bin/feats.pl?Unquenchable_Flame_of_Life,LM), Weapon Focus (slam)
Epic Feats: Colossal Wildshape, Damage Reduction x5, Epic Endurance, Epic Reflexes, Epic Toughness (×2), Epic Weapon Focus (slam), Epic Will, Gargantuan Wildshape, Improved Spell Resistance x22, Plant Wildshape
Environment: Any forest
Organization: Solitary or with grove of treants
Challenge Rating: 58
Alignment: Always neutral good

This tree is so enormous it almost seems a forest unto itself. Blossoms feet across hang down in dappled profusion of white gold hue. The leaves are every verdant shade, and lush beyond belief.

This is the mother of all treant pollen mothers.

Combat

A Thousand Faces (Su): Ceiba gains the ability to change her appearance at will, as if using the disguise self spell, but only while in her normal form. This affects her body but not her possessions. It is not an illusory effect, but a minor physical alteration of Ceiba's appearance, within the limits described for the spell.

Animate Trees (Sp)
An elder treant can animate trees within 500 feet at will, controlling up to six trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves and fights as a treant in all physical respects. Animated trees lose their ability to move if the elder treant who animated them is incapacitated or moves out of range.

Circle of Life (Ex): A pollen mother's death is a burst of life. The area within ten miles of which she is killed is affected as if by the Enrichment quality of the Plant Growth spell. As well, she immediately takes root (assuming the main body is left and there is soil or rock underfoot). Within a month a number of the base creatures will grow to maturity equal to the pollen mother's full HD (160). As well, while in her death throes she sends her roots down deep and begins tearing the land asunder. This acts as an earthquake spell out to twice the range of her reach.

Crushing Roots (Ex): A pollen mother may grapple all creatures up to one size category smaller that come within her reach. If successfully grappled, those grappled take 8d6 damage each round. If the pollen mother uses her Rooted ability while grappling those grappled must succeed on another check or be thrust beneath the ground, taking double damage. They are considered helpless while buried and being to suffocate. If they possess an ability to move underground, such as with a burrow speed or earth glide ability, they are not helpless and may continue to make opposed grapple checks.

Druid Spells: Caster level 15th. (Spells per day: (6/9/9/9/7/7/6/5/3); Save DC 25 + spell level):
0 - Cure Minor Wounds, Detect Magic, Flare, Know direction, Light, Purify Food and Drink
1st - Detect Animals or Plants, Endure Elements, Faerie Fire, Longstrider, Obscuring Mist
2nd - Chill Metal, Fog cloud, Gust of Wind, Soften Earth and Stone, Warp Wood
3rd - Daylight, Poison, Protection From Energy, Wind Wall, Wood Shape
4th - Air Walk, Control Water, Repel Vermin, Rusting Grasp
5th - Commune With Nature, Transmute Mud to Rock, Transmute Rock to Mud, Wall of Thorns
6th - Ironwood, Liveoak, Move Earth
7th - Animate Plants, Control Weather
8th - Sunburst, Whirlwind

Earth Tyrant (Ex): While using her rooted ability a pollen mother may siphon the life of all vegetation around her. This acts as the Stunt Growth quality of the Diminish Plants spell. She gains up to 100 hit points (these hit points cannot exceed twice her normal total). She may not siphon from an area already under the affects of Diminish Plants.

Haze (Ex): Ceiba is continuously surrounded by a cloud of pollen or spores out to 100 feet. Those who breathe within the area must succeed on a fortitude save (DC 102) each round or spend a full round action sneezing and choking (are considered stunned). In addition they take a -4 penalty to spot and search checks from their watering eyes as long as they are within the cloud and for 1d4 hours afterward. Vermin, magical versions of pollinating creatures and insectoid creatures are unaffected. For example a fiendish giant bee would not be affected, nor would a formian.

Greatberry (Ex): Every one of a pollen mother's fruits are as a goodberry except there is no limit to how many hit points it may grant. They may even allow one to exceed their normal HP limit. If a being eats enough berries to push their HP total to twice or more their normal total they must succeed on a Fortitude save (DC 102) or take 2d6 points of constitution drain per round as the seeds in the berries sprout and start to consume the creature from the inside out. If they would die from this damage a full grown version of the pollen mother's base creature bursts out with the hit point total of what it consumed. It can be no larger than the base creature's size, affected as by a reduce person spell. They continue growing rapidly however, at a rate of one size category per minute until they reach the growth of a standard creature of their kind. A remove disease spell kills the plant creature but does not restore the drain.

Green Queen (Ex): A pollen mother may rebuke or command plant creatures at will as an evil cleric rebukes or commands undead as a 160th level cleric.

Resist Nature’s Lure (Ex): Ceiba gains a +4 bonus on saving throws against the spell-like abilities of fey.

Timeless Body (Ex): Ceiba no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the she still dies of old age when her time is up.

Trackless Step (Ex): Ceiba leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.

Trample (Ex)
An elder treant can trample Gargantuan or smaller creatures for 8d20+44 points of damage. Opponents who do not make attacks of opportunity against the elder treant can attempt a Reflex save (DC 102) to halve the damage. The save DC is Strength-based.

Triple Damage against Objects (Ex)
An elder treant that makes a full attack against an object or structure deals triple damage.

Plant Traits
Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects.

Rooted (Ex): As a move action a pollen mother may send down her roots deep into the surrounding soil. Any creature attempting to physically move the pollen mother must succeed on an opposed Strength check, and she gains a +20 bonus on the check. While rooted she cannot apply her dexterity modifier to her armor class and loses use of her root attack.

Skills
Elder treants receive skills as though they were fey. *They have a +24 racial bonus on Hide checks made in forested areas.

Spell-Like Abilities: Caster level 23rd; save DC 26 + spell level. The save DCs are Charisma-based.
At will - Animal messenger, command plants, speak with plants, stone tell
3/day - Mass cure light wounds (plants only), plant growth, sunburst, wall of thorns
1/day - Shambler.

Wild Empathy (Ex): As Druid ability.

Wild Shape (Su): As Druid ability, medium-colossal 5/day.

Wintersleep (Ex): A pollen mother reduced to -10 hit points from cold damage does not die but goes into a state of suspended animation for 160 years or until they heal the damage.

Woodland Stride (Ex): Ceiba may move through any sort of undergrowth (such as natural thorns, briers, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briers, and overgrown areas that have been magically manipulated to impede motion still affect her.

Krimm_Blackleaf
2010-03-28, 11:40 PM
Here are some ideas for you, my friend!

Set 1
Nowhere (http://www.giantitp.com/forums/showpost.php?p=4041612&postcount=2) Pseudonatural (http://www.giantitp.com/forums/showpost.php?p=4083148&postcount=2) Black-Hole Squid (http://www.giantitp.com/forums/showthread.php?t=75454).
Pseudonatural (http://www.giantitp.com/forums/showpost.php?p=4083148&postcount=2) Icthallid (http://www.giantitp.com/forums/showthread.php?p=4594713).
Elite Array Astral Devourer (http://www.giantitp.com/forums/showthread.php?t=10409) that God Never Saw (http://www.giantitp.com/forums/showthread.php?t=118887).

Set 2
A Mob (http://www.giantitp.com/forums/showthread.php?t=129179) of Kolyarut Soldiers(see below) in masses of 25, 50, 75 and 100.
Kolyarut Von
War Aspect Elite-Array Kolyarut
Medium Construct (Extraplanar, Law)
HD: 13d10+20 (91 hp)
Initiative: +3
Speed: 20 ft. in full-plate (4 squares); base speed 30 ft.
Armor Class: 38 (+3 Dex, +10 natural, +8 mithril full plate, +7 Deflection), touch 20, flat-footed 35
Base Attack/Grapple:
Attack: Vampiric touch +13 melee touch (5d6) or enervation ray +13 ranged touch (as spell) or
+3 flaming longsword +20 melee (1d8+10+1d6 fire/19-20) or slam +16 melee (1d6+9)
+3 flaming greatsword +20 melee (2d6+13+1d6 fire/17-20) or slam +16 melee (1d6+9)
+3 energy cannon +16 ranged (3d6+3 fire, x3) or slam +16 melee (1d6+9)
Full Attack: Vampiric touch +13/+8 melee touch (5d6) or enervation ray +12 ranged touch (as spell) or
+3 flaming longsword +20/+15 melee (1d8+10+1d6 fire/19-20) or 2 slams +16 melee (1d6+9)
+3 flaming greatsword +20/+15 melee (2d6+14+1d6 fire/19-20) or 2 slams +16 melee (1d6+9)
+3 energy cannon +16/+11 melee (3d6+3 fire, x3) or 2 slams +16 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Brilliant strike, enervation ray, spell-like abilities, vampiric touch, wrath of the planes
Special Qualities: Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 5, low-light vision, SR 27, voice of command
Saves: Fort +11, Ref +14, Will +12
Abilities: Str 25, Dex 17, Con --, Int 13, Wis 17, Cha 24
Skills: Concentration +15, Balance +19, Disguise +11, Gather Information +11, Jump +23, Sense Motive +7, Tumble +11
Feats: Great Fortitude, Lightning Reflexes, Power Attack, Quicken Spell-like Ability (suggestion), Weapon Focus (weapon of choice)
Challenge Rating: 13
Treasure: See possessions
Alignment: Lawful neutral

Plated in brilliant, gold-tinted and articulated armor is a powerful looking construct about the size of a human man. It wields in it's hand a beautifully designed sword, one might expect to see in the hands of an elite guard of a powerful king. Over parts of their armor they bear thick robes of gold, clipped to their armor with silver brooches and rings. It also wears a thick leather belt with a large steel plate on the front depicting a sword symbol. Their eyes glow with red-gold light. It speaks a single word in Menta Von and it's sword erupts with gold-white fire.

Brilliant Strike (Su): A kolyarut von can channel it's divine power through its melee or ranged weapon, making the weapon a brilliant energy weapon for a number of rounds equal to it's charisma modifier. These rounds need not be consecutive.
While charged with brilliant energy, the kolyarut's weapon deals extra damage to creatures of a single opposing alignment (chaos) each time this ability is activated. If the kolyarut's weapon strikes a creature with the selected alignment element, that creatures must make a Fort save (DC 23) or take 6d6 points of damage.

Enervation Ray (Su): A kolyarut can fire a black enervation ray at targets within 200 feet. The effect is identical with the enervation spell (caster level 13th).

Spell-Like Abilities: At will—discern lies (DC 21), disguise self, fear (DC 21), hold person (DC 20), invisibility, locate creature, suggestion (DC 20); 1/day—hold monster (DC 21), mark of justice; 1/week— geas/quest. Caster level 13th. The save DCs are Charisma-based.

Vampiric Touch (Su): As a melee touch attack, a kolyarut can steal life force from its foe, as the vampiric touch spell (caster level 13th).

Voice of Command (Su): Three times per day, a kolyarut von can use it's powerful voice to inspire courage in its allies. All creatures allied to and within 10 feet per HD the war aspect possesses gain a +2 morale bonus on attack rolls, saves and checks. In additiona, all of the war aspect's allies within the area become immune to fear for the ability's duration. The effect of this ability last for 12 rounds.

Wrath of the Planes (Su): Once per day, a kolyarut von can call down a column of divine energy to strike its foes. The effect is as a flame strike spell cast by a cleric of a level equal to the kolyarut's HD, except that all of the damage is divine(not fire), and the radius of the effect is 20 ft.

Skills: A kolyarut has a +4 racial bonus on Disguise, Gather Information, and Sense Motive checks.

Possessions: Weapon(see above), Mithril full-plate armor, Belt of Str +6, vestment of resistance +5, satchel of 10d100 gp each
Set 3
Elite Array Celestial Effigy Unicorn.
Awakened Elite Array Effigy Nightmare.
Immortal (http://www.giantitp.com/forums/showthread.php?t=46257) Elite Array Dretch with a single Beguiler level.

Agrippa
2010-03-29, 02:09 AM
Medwin

Elite Gargoyle Crusader/Paladin Gestalt 16
Medium Monstrous Humanoid (Earth)
Hit Dice: 4d8+16 +16d10+64 + 20 (206 hp)
Initiative: +1
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: +20/+28
Attack: Claw +24 melee (1d4+4) or Warhammer (1d8+4)
Full Attack: Warhammer +24/+19/+14/+9 melee (1d8+4) or 2 claws +24 melee (1d4+4) and bite +22 melee (1d6+2) and gore +22 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Furious counterstrike, lay on hands, maneuvers and stances, smite evil 4/day, smite, spells, turn undead
Special Qualities: Aura of courage, aura of good, damage reduction 10/magic, divine grace, darkvision 60 ft., freeze, immunity to disease and fear, mettle, remove disease 4/week, steely resolve 25, zealous surge
Saves: Fort +17, Ref +12, Will +17
Abilities: Str 18, Dex 12, Con 18, Int 10, Wis 13, Cha 15
Skills: Diplomacy +18, Hide +10*, Intimidate +16, Knowledge (martial lore) +4, Knowledge (religion) +4, Listen +8, Spot +8
Feats: Diehard(B), Endurance, Leadership, Multiattack, Improved Grapple, Improved Natural Armor, Improved Toughness, Iron Will, Steadfast Determination (http://realmshelps.dandello.net/cgi-bin/feats.pl?Steadfast_Determination)
Challenge Rating: 21
Alignment: Lawful Good

COMBAT
Medwin's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Aura of Courage (Su): Medwin is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while Medwin is conscious, but not if he is unconscious or dead.

Aura of Good (Ex): Medwin's aura of good (see the detect good spell) is equal to his paladin level.

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.

Furious Counterstrike (Ex): As Crusader, Tome of Battle p. 10.

Lay on Hands (Su): Medwin can heal wounds (his own or those of others) by touch. Each day he can heal a total of 32 damage. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action. Alternatively, Medwin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Medwin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Maneuvers & Stances Known (IL 16th):
Stances - Aura of Perfect Order, Bolstering Voice, Immortal Fortitude, Martial Spirit
Boosts - Covering Strike
Strikes - Ancient Mountain Hammer, Castigating Strike, Charging Minotaur, Crushing Vise, Earthstrike Quake, Leading the Attack, Revitalizing Strike, Iron Bones, Vanguard Strike, War Leader's Charge
Disciplines: Devoted Spirit, Stone Dragon, White Raven

Mettle (Ex): As Crusader, Tome of Battle p. 11.

Paladin Spells Per Day (3/2/1; caster level 16th; Save DC 12 + spell level):
1st - Bless, Bless Water, Divine Favor
2nd - Eagle's Splendor, Shield Other
3rd - Dispel Magic

Remove Disease (Sp): Medwin can produce a remove disease effect, as the spell, 4/week.

Smite Evil (Su): 4 times per day Medwin may attempt to smite evil with one normal melee attack. He adds his Charisma bonus (+2) to his attack roll and deals 1 extra point of damage per paladin level (16). If Medwin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Smite (Ex): 1/day - +2 attack, +18 damage if successful.

Steely Resolve (Ex): 25 points, as Crusader, Tome of Battle p. 10.

Turn Undead (Su): Medwin has the supernatural ability to turn undead. He may use this ability 5 times per day. He turns undead as a 13th level cleric would.

Zealous Surge (Ex): As Crusader, Tome of Battle p. 11.

Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.

How about Medwin the Stoneking. Sounds good enough for him?

The Vorpal Tribble
2010-03-29, 12:04 PM
Krimm, I think you've officially topped the 'weird request' list.


How about Medwin the Stoneking. Sounds good enough for him?
Medwin the Stonelord. Can find him in the Hall of the Mountain King :smallcool:

The Vorpal Tribble
2010-03-29, 12:32 PM
Here are some ideas for you, my friend!

Nowhere (http://www.giantitp.com/forums/showpost.php?p=4041612&postcount=2) Pseudonatural (http://www.giantitp.com/forums/showpost.php?p=4083148&postcount=2) Black-Hole Squid (http://www.giantitp.com/forums/showthread.php?t=75454)

Fart In the Night

Neverwhere (http://www.giantitp.com/forums/showpost.php?p=4041612&postcount=2) Pseudonatural (http://www.giantitp.com/forums/showpost.php?p=4083148&postcount=2) Black-Hole Squid (http://www.giantitp.com/forums/showthread.php?t=75454)
Colossal Outsider
Hit Dice: 25d10+255 + 25 (417 hp)
Initiative: +12
Speed: Swim 40 ft. (8 squares)
Armor Class: 36 (-8 size, +4 Dex, +30 natural), touch 6, flatfooted 31
Base Attack/Grapple: +25/+64
Attack: Tentacle +42 melee (3d8+23)
Full Attack: 2 Tentacles +42 melee (3d8+23) and 6 Arms +37 melee (1d8+11) and Bite +37 melee (5d6+11)
Space/Reach: 20 ft./15 ft. (30 ft. with arms, 60 ft. with tentacles)
Special Attacks: Abberant assault, constrict 3d8+34, improved grab, singularity, swallow whole, unnatural attack
Special Qualities: Alien nature, antimagic ink, blindsight 60 ft., damage reduction 20/epic, dark cunning, darkvision 60 ft., fast healing 20, forgotten, immunity to cold, impossible geometry, jet, low-light vision, material vulnerability, resistance to electricity 50 and fire 50, spell resistance 40, unveiled sight, void swim
Saves: Fort +24, Ref +18, Will +19
Abilities: Str 56, Dex 18, Con 36, Int 5, Wis 28, Cha 5
Skills: Spot +30, Swim +38
Feats: Blindsight, Power Attack, Improved Bull Rush, Awesome Blow, Improved Initiative, Iron Will, Lightning Reflexes, Improved Toughness
Epic Feats: Dire Charge, Supreme Initiative
Environment: Space or other void environments
Organization: Solitary
Challenge Rating: 25
Treasure: None
Alignment: Usually True Neutral
Advancement: 26+ (Colossal)
Level Adjustment: –


Combat

Abberant Assault (Su): As a full-round, a pseudonatural creature may use their alien essence to warp the universe to their advantage. This ability imitates the effect of any 1st level spell from the cleric list or wizard/sorcerer list with a casting time of one standard action or less. For all purposes, the caster level equals the pseudonatural creature's HD (25). In addition, the use of this ability momentarily reveals a form more fitting to the pseudonatural creature's alien nature. Upon using this ability, other creatures receive a -2 morale penalty on their attack rolls against the pseudonatural creature for 1 round. This ability may only be used once per encounter and only while in an encounter.

Alien Nature: Pseudonatural creatures defy most forms of classification, even if they resemble familiar creatures. For effects that target creatures of a specific race, type, or subtype, there is a 50% chance that it fails to affect the pseudonatural creature.

Antimagic Ink (Su)
A Black Hole Squid’s ink naturally absorbs magical energies, a defense evolved against magical creatures even more horrible than the squid that roam the void. A Black Hole Squid can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment. Creatures within the cloud are considered to be in darkness. In addition, the ink cloud suppresses magic, as if it were an antimagic field. A Black Hole Squid's ink is unaffected by its singularity ability.

Constrict (Ex)
A Black Hole Squid deals automatic tentacle damage with a successful grapple check.

Dark Cunning (Ex): A neverwhere being's natural proclivity for twists and turns prevents them from ever becoming lost.

Forgotten (Su): To creatures who live anywhere but in Underground enviroments you are considered invisible and inaudible to the creature. They cannot even detect your presence by means of blindsense, blindsight, scent, or tremorsense. They cannot pinpoint the neverwhere creature's location by any means short of True Seeing.

They remain unaware of your actions, provided the neverwhere creature does not make any attacks or cause any obvious or directly threatening changes in the subject’s environment. If you attack a non-neverwhere creature the effect ends.

If the neverwhere creature takes an action that creates a sustained and obvious change in the environment - for example, attacking a non-neverwhere creature or moving a large or attended object others can see - those within sight immediately notices the neverwhere creature.

Reguardless of your actions, within 2d4 rounds (+1 per round of combat) of the encounter the effected forget the neverwhere being. If this is an acquired template then your family, friends, any non-neverwhere creature, forgets you ever existed, your existence becoming but a vague hole in their memory.

A neverwhere being may be remembered with a DC 20 Autohypnosis check or the Remember the Forgotten feat.

An object built by a neverwhere creature becomes unnoticed for as long as the neverwhere creature remains within 60 feet of it and for 1d6 hours thereafter.

Improved Grab (Ex)
To use this ability, a Black Hole Squid must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict and swallow whole.

Impossible Geometry: Although pseudonatural creatures can exist in the cosmology, they do so through geometry that makes little or no sense. All attacks made against a pseudonatural creature have a 20% miss chance. Furthermore, pseudonatural creatures cannot be flanked and have a 50% chance to negate extra damage from sneak attack or critical hits.

Jet (Ex)
A Black Hole Squid can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.

Material Vulnerability: Pseudonatural creatures and the material plane around them are in constant struggle with each other. The pseudonatural creature is fatigued for as long as they remain and suffer the penalties of starvation even if they eat.

Resistant to Disease (Ex): Neverwhere creatures live in the filthiest of places. They gain immunity to any two diseases of their choice, and gain a +4 racial bonus to checks against all others.

Singularity (Su)
The singularity within a Black Hole Squid exerts considerable gravitational forces on everything around it, allowing it to draws its prey to itself. Each round, on the Black Hole Squid’s turn, all creatures within 60 ft. of it must make a DC 35 Strength check. Each creature that fails the check is drawn towards the squid one square for every one it failed the check by, and takes 1d6 bludgeoning damage for every one it failed the check by as the squid’s gravitational forces batter its physical body.

Swallow Whole (Ex)
A Black Hole Squid can try to swallow a grabbed opponent of Colossal or smaller size by making a successful grapple check. Once inside, the opponent is exposed directly to the singularity within the Black Hole Squid, taking 20d6 bludgeoning damage each round as the gravitational forces suck it in. A swallowed creature can cut its way out by dealing 50 points of damage to the Black Hole Squid’s digestive tract (AC 19). In addition, it must make a DC 30 Strength check to overcome the gravitational force of the singularity, or else it remains trapped Once the creature exits or fails its check, the squid’s fast healing closes the hole; another swallowed opponent must cut its own way out. A Black Hole Squid’s gullet can hold 1 Colossal, 2 Gargantuan, 8 Huge, or 32 Large or smaller creatures.

Unnatural Attack: As a full-round action, a pseudonatural creature may make a melee touch attack or automatically target a foe within 20 feet. The target of the touch either takes 6 points of damage to an ability score of the pseudonatural creature's choice, is knocked prone, is renderered sickened or shaken for 1d4 rounds, or is confused (as the spell) for 1 round. If the pseudonatural creature did not make an attack against its foe, the target may attempt a fortitude save (DC 22) to negate the effect. Different uses of this ability may be used with each attempt. Once a creature has been hit by this ability or fails their saving throw, they are immune to this ability for 24 hours.

Unveiled Sight (Ex): Three times per day a neverwhere creature may see things as they truley are as if they had cast True Seeing. As well, a neverwhere creature who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if they were actively looking for it. They gain a +6 racial bonus to this check.

Void Swim (Ex)
A Black Hole Squid evolved in the airless, pressure less environment of outer space. Because of this, Black Hole Squids immune to all the hazardous effects of any void. They require no air or water, and require only one eighth the food a normal squid of their size requires. Black Hole Squids also treat a void as if it were water for the purposes of swimming.

Skills
A Black Hole Squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Pseudonatural (http://www.giantitp.com/forums/showpost.php?p=4083148&postcount=2) Icthallid (http://www.giantitp.com/forums/showthread.php?p=4594713)

Maddie

Pseudonatural (http://www.giantitp.com/forums/showpost.php?p=4083148&postcount=2) Icthallid (http://www.giantitp.com/forums/showthread.php?p=4594713)
Huge Outsider (Extraplanar)
Hit Dice: 18d8+126 (207 hp)
Initiative: -2
Speed: 40 ft. (8 squares)
Armor Class: 24 (-2 size, -2 Dex, +18 natural), touch 6, flatfooted 24
Base Attack/Grapple: +13/+35
Attack: Bite +25 melee (3d6+14)
Full Attack: Bite +25 melee (3d6+14) and Four Tentacles +20 melee (1d12+7)
Space/Reach: 15 ft./15 ft. (30 ft. with tentacles)
Special Attacks: Abberant assault, constrict, improved grab, spell genesis, unnatural attack
Special Qualities: Alien nature, blindsight 60 ft., damage reduction 15/byeshk, fast healing 3, immunity to acid and sonic, impossible geometry, material vulnerability, resistance to cold 10, electricity 10, and fire 10, spell resistance 35
Saves: Fort +15, Ref +6, Will +8
Abilities: Str 38, Dex 6, Con 24, Int 6, Wis 1, Cha 16
Skills: Climb +21, Intimidate +10, Listen +2
Feats: Power Attack, Improved Bull Rush, Improved Overrun, Awesome Blow, Great Fortitude, Lightning Reflexes, Iron Will
Environment: Xoriat
Organization: Solitary
Challenge Rating: 18
Treasure: None
Alignment: Always Chaotic Evil
Advancement: 19-26 HD (Huge), 27-32 HD (Gargantuan), 33-40 HD (Colossal)
Level Adjustment: —

Abberant Assault (Su): As a full-round, a pseudonatural creature may use their alien essence to warp the universe to their advantage. This ability imitates the effect of any 1st level spell from the cleric list or wizard/sorcerer list with a casting time of one standard action or less. For all purposes, the caster level equals the pseudonatural creature's HD (18). In addition, the use of this ability momentarily reveals a form more fitting to the pseudonatural creature's alien nature. Upon using this ability, other creatures receive a -2 morale penalty on their attack rolls against the pseudonatural creature for 1 round. This ability may only be used once per encounter and only while in an encounter.

Alien Nature: Pseudonatural creatures defy most forms of classification, even if they resemble familiar creatures. For effects that target creatures of a specific race, type, or subtype, there is a 50% chance that it fails to affect the pseudonatural creature.

Constrict (Ex)
On a successful grapple check, an Icthallid deals 1d12+7 points of damage.

Improved Grab (Ex)
To use this ability, an Icthallid must hit a Huge or smaller opponent with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Impossible Geometry: Although pseudonatural creatures can exist in the cosmology, they do so through geometry that makes little or no sense. All attacks made against a pseudonatural creature have a 20% miss chance. Furthermore, pseudonatural creatures cannot be flanked and have a 50% chance to negate extra damage from sneak attack or critical hits.

Material Vulnerability: Pseudonatural creatures and the material plane around them are in constant struggle with each other. The pseudonatural creature is fatigued for as long as they remain and suffer the penalties of starvation even if they eat.

Spell Genesis (Su) (Su)
Whenever an Icthallid successfully resists a spell with its spell resistance, it spawns a living spell of that spell, assuming that spell can have the template applied to it. The living spell appears adjacent to the Icthallid. The Icthallid has no control over the living spell, but the living spell will not attack it. Once an Icthallid has spawned a living spell, it cannot spawn any more for 5 rounds

Unnatural Attack: As a full-round action, a pseudonatural creature may make a melee touch attack or automatically target a foe within 20 feet. The target of the mystery either takes 4 points of damage to an ability score of the pseudonatural creature's choice, is knocked prone, is rendered sickened or shaken for 1d4 rounds, or is confused (as the spell) for 1 round. If the pseudonatural creature did not make an attack against its foe, the target may attempt a fortitude save (DC 19) to negate the effect. Different uses of this ability may be used with each attempt. Once a creature has been hit by this ability or fails their saving throw, they are immune to this ability for 24 hours.

The Vorpal Tribble
2010-03-29, 05:09 PM
Immortal (http://www.giantitp.com/forums/showthread.php?t=46257) Elite Array Dretch with a single Beguiler level.

Tenacious D

Elite Immortal (http://www.giantitp.com/forums/showthread.php?t=46257) Dretch Beguiler 1
Small Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: 18d8+90 + 1d6+5 (179 hp)
Initiative: +6
Speed: 25 ft. (5 squares)
Armor Class: 18 (+1 size, +2 dex, +5 natural), touch 13, flat-footed 16
Base Attack/Grapple: +18/+19
Attack: Claw +22 melee (1d6+3)
Full Attack: 2 claws +22 melee (1d6+3) and bite +20 melee (1d4+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Beguiler spells, spell-like abilities, summon demon
Special Qualities: Been there done that, damage reduction 5/cold iron or good, darkvision 60 ft., eternal youth, immunity to electricity and poison, regeneration 10/acid and fire, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves: Fort +16, Ref +13, Will +17
Abilities: Str 16, Dex 15, Con 20, Int 17, Wis 18, Cha 12
Skills: Balance +14, Bluff +22, Climb +24, Concentration +26, Diplomacy +3, Escape Artist +24, Hide +27, Intimidate +3, Listen +25, Knowledge (arcana/history/religion/the planes) +20, Move Silently +23, Spot +25, Search +24, Spellcraft +24, Survival +25 (+27 following tracks), Use Magic Device +19, Tumble +23
Feats: Combat Expertise, Danger Sense (http://realmshelps.dandello.net/cgi-bin/feats.pl?Danger_Sense), Deft Opportunist (http://realmshelps.dandello.net/cgi-bin/feats.pl?Deft_Opportunist), Dive for Cover (http://realmshelps.dandello.net/cgi-bin/feats.pl?Dive_For_Cover), Improved Diversion (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Diversion), Improved Feint, Improved Initiative, Jack of All Trades (http://realmshelps.dandello.net/cgi-bin/feats.pl?Jack_Of_All_Trades,CAd)(B), Multiattack
Environment: A chaotic evil-aligned plane
Organization: Solitary
Challenge Rating: 11
Treasure: None
Alignment: Always chaotic evil

This appears as a normal dretch, except there is a confidence in it's movements and a healthy glow to its form. The eyes especially glint with intelligent suspicion and unusual alertness.

Tenacious D speaks Abyssal, Common, Goblin, Ignan, and Infernal.

Combat
A dretch’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Armored Mage (Ex): As PHB II, p. 7

Beguiler Spells: Caster level 1st. (Spells per day: (5/3); Save DC 13 + spell level):
0 - All
1st - All

Been There, Done That (Ex): Tenacious D is difficult to impress from an extended lifetime of experiences. He gains a +4 bonus to saves against fear, including intimidation.

Eternal Youth (Ex): Tenacious D does not age but remains at his adult physical peak. They take no ability score penalties for aging and cannot be magically aged.

Regeneration (Ex): Tenacious D gains regeneration 10. Fire and acid deal normal damage. If Tenacious D loses a limb or body part, the lost portion regrows in 1d6 days. Tenacious D cannot reattach the severed member.

Spell-Like Abilities: Caster level 2nd. The save DCs are Charisma-based.
1/day - scare (DC 13), stinking cloud (DC 14).

Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.

Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal, Common, Goblin, Ignan, or Infernal.

Traits: Fast

Trapfinding (Ex): As Rogue.

The Vorpal Tribble
2010-03-29, 11:53 PM
Here are some ideas for you, my friend!

Set 2
A Mob (http://www.giantitp.com/forums/showthread.php?t=129179) of Kolyarut Soldiers(see below) in masses of 25, 50, 75 and 100.
Man but that makes my head hurt... will work on it.




Set 3
Elite Array Celestial Effigy Unicorn.
Awakened Elite Array Effigy Nightmare.
Effigy doesn't work with the Celestial template or Outsiders.


Elite Array Astral Devourer that God Never Saw.
That God Never Saw template also can't be used with an Outsider.

Theo Hammond
2010-03-30, 04:52 AM
Okay, here's a tricksy one for y'all.

The party have just hit 21st level, so they're pretty tough. They're shortly going to be heading to a place called Highwall, a great barricade so called as it was built and ensorcelled to keep out the Dragon Nations on the other side (each nation = 1 colour). Although these nations have dragons as their ruling caste the majority of the peoples there are, basically, Draconians.

Long dormant but now awoken the land of Black is now beseiging Highwall and the PCs are going to have a time there bailing out the defenders and being all heroic.

However their level is starting to make things real tricky. What i need is something Fighter-Draconian-esque stating up so that it can 'challenge' the PCs (ie have a chance of at least hitting their ACs of 35-40) whilst still not being ridiculously uber-powerful themselves, a kind of 'super-pleb'! I've drawn up a couple of options and my best go at it revolved around using a bunch of Devotions from Complete Champion, so they were normally decent enough to scare the regular, but hardy, Highwall Defenders, but could turn on the extra numbers for when chappies like the PCs appeared.

So CR high-teens Draconians-with-devotions or....is there something else better? I actually tried creating them as a human, gave them the permanent Dragonskin and wings-as-per-Fly spells, nice stats and then a bunch of monk levels (figured this would nicely represent their skilled natural clawy weaponed fighting), but i'm not sure that was 'proper' enough. Plus it makes them awkward to use as a 'template' for then coming up with different themes and variations of them. But i largely doff my cap in your direction, oh wizened monster advancementerors! If i have been too vague in my requirement i'm very sorry, i'm just having trouble finding even a solid start-point for this one.

Honestly though, trying to run a game to 30th level - i must have been mad. My next one so ends at 20th!

Runestar
2010-03-30, 05:52 AM
So you want a draconic-themed generally humanoid cr17-21 fighter who can reasonably challenge your party?

I would recommend you use the dragonkin monster from draconomicon as a base. Large, 7 HD, cr3, has flight and decent physical stats. This lets you throw on at least 14 class lvs, possibly more if you go the non-associated route. Fighter for the most streamlined, warblade for more options.

Theo Hammond
2010-03-30, 07:42 AM
Heh, i'm currently at work but (as always!) have my notepad on me that i do a lot of game scribbling in. It has my version1 of this attempted dragony uber-pleb in it and i can see that i've actually written 'Dragonkin' in big letters and circled it! I guess its been so long since i first looked at this concept that i'd quite forgotten that Dragonkin actually existed and that is what i must have originally used, rather then simply making up my own creation and calling it such :)

So lets see (to my PDFs!), Dragonkin - 7 monstrous humanoid levels and a +2 level adj as base (bit of a steep cost to make as a PC for something that, as a base beasty, is just CR3?). Yeah, Duskblade could work nicely with that, the Dragonkin using either its claws or a spear (i see a nice charge attack there) and then a nice 'Surprise!' magical sting in their tails for when something particularly challenging like the PCs turn up. Make them a nice CR18 'shock-and-awe' themed Duskblade and that sounds like a contender for what i'm trying to get.

The Vorpal Tribble
2010-03-30, 09:51 AM
Ok, try this on for size. He can carry a heavy load while flying and can drop it on folks. OR, if he snags them with his harpoon snag and tug them up into the air.

Y'know, Duskblade is kind of a weak class. Never really looked over it until now.

-=-=-=-=-=-=-=-

Red Baron

Elite Dragonkin Duskblade 15
Large Monstrous Humanoid
Hit Dice: 7d8+21 + 15d8+45 + 22 (186 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: 18 (+2 dex, -1 size, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: +22/+34
Attack: Foreclaw +25 melee (1d6+4) or harpoon +24 ranged (1d12+4)
Full Attack: 2 foreclaws +25 melee (1d6+4) or harpoon +24 ranged (1d12+4)
Space/Reach: 10 ft./10 ft. (20 ft. with harpoon)
Special Attacks: Arcane attunement, duskblade spells, rake 1d6+2
Special Qualities: Arcane channeling, armored mage, darkvision 60 ft., detect magic, quick cast 3/day, spell power
Saves: Fort +16, Ref +12, Will +16
Abilities: Str 18, Dex 15, Con 16, Int 18, Wis 15, Cha 10
Skills: Concentration +25, Decipher Script +15, Knowledge (arcana/martial) +26, Listen +23, Sense Motive +13, Spellcraft +26, Spot +23
Feats: Combat Casting(B), Flyby Attack, Great Fortitude, Heavyweight Wings (http://realmshelps.dandello.net/cgi-bin/feats.pl?Heavyweight_Wings) Improved Initiative, Improved Grapple, Improved Toughness, Reinforced Wings (http://realmshelps.dandello.net/cgi-bin/feats.pl?Reinforced_Wings), Wing Expert (http://realmshelps.dandello.net/cgi-bin/feats.pl?Wing_Expert)
Challenge Rating: 19
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +2

Combat

Arcane Attunement (Sp): Dancing Lights, Detect Magic, Flare, Ghost SoundRead Magic 8/day total.

Arcane Channeling (Su): Full attack, as PHB II, p. 20.

Armored Mage (Ex): As PHB II, p. 20. Up to Medium Armor and Heavy Shield

Detect Magic (Su): Dragonkin have the innate ability to use detect magic as a free action, once per round.

Duskblade Spells: Caster level 15th. (Spells per day: (6/10/9/8/6); Save DC 14 + spell level):
0 - ?
1st - Bigby's Tripping Hand, Kelgore's Fire Bolt, Stand
2nd - Animalistic Power, Bigby's Striking Fist, Deflect, Dimension Hop, Seeking Ray, Stretch Weapon
3rd - Crown of Protection, Doom Scarabs, Energy Aegis, Halt
4th - Channeled Pyroburst, Toxic Weapon

Quick Cast: 3/day as PHB II, p. 20.

Rake (Ex): Dragonkin make two additional attacks (+10 melee) with their rear claws for 1d6+2 points of damage each when attacking from the air.

Spell Power (Ex): +3 bonus as PHB II, p. 20.

Roc Ness
2010-03-31, 01:14 AM
Hmm. I would like to see an Awakened Rat Archivist, CR around 8-12. I don't mind any material that isn't dragon magazine, mostly because I don't have access to that. I'll leave the feats and skills to you, although I would like to see the use of the Knowledge Devotion feat, if possible. Also, for the skills, don't forget that the rat has a few rather large skill bonuses.

I want the character to really, really stress the "Dark Knowledge" feel, and I would like him to be a really annoying little bugger if faced in combat. I don't really want any PRCs, but if you find know one that you feel is really thematically appropriate then feel free to use it in the most effective manner possible.

Runestar
2010-03-31, 06:55 AM
The dragonkin duskblade should be cr18, the elite array essentially comes free with any class lvs, so you don't need to add another +1cr.

Good work on statting it up, Vorpal Tribble, usual high quality I have come to expect. Though if the poster wants to make it stronger, I would recommend trying to squeeze in knowledge devotion and maybe arcane strike.


So lets see (to my PDFs!), Dragonkin - 7 monstrous humanoid levels and a +2 level adj as base (bit of a steep cost to make as a PC for something that, as a base beasty, is just CR3?).

If it is an npc, then you shouldn't need to worry about its high ECL, since that only matters if you plan on using it as a PC.

Agrippa
2010-04-01, 02:06 AM
Medwin the Stonelord. Can find him in the Hall of the Mountain King :smallcool:

I'll retitle him and list the Hall of the Mountain King as Medwin's terrain. He'll be the vassal of a whimsical if still benevolent earth elemental.

Mulletmanalive
2010-04-01, 06:24 AM
Sorry, should I take the silence as a "no, sorry" or an "I'll look at it after Krimm's more interesting projects"?

The Vorpal Tribble
2010-04-01, 09:26 PM
Sorry, should I take the silence as a "no, sorry" or an "I'll look at it after Krimm's more interesting projects"?
More like a 'When did that get posted?'

As you say though, its not really a request for here. I'll see about getting to it, but I'd be mainly making it up as I went along.

Mulletmanalive
2010-04-02, 06:16 AM
Given that you seem to have actually used ToB far more than i have, I suspect that it'd be far less of a grope for you than it would be for me, master Tribble...

The Vorpal Tribble
2010-04-02, 09:57 AM
Given that you seem to have actually used ToB far more than i have, I suspect that it'd be far less of a grope for you than it would be for me, master Tribble...
Truth be told, until a few weeks ago, not a clue :smallwink:

I read through it just to make one of the requests. BUT I do think I got a handle on it. Pretty simple, just time consuming.

The Vorpal Tribble
2010-04-02, 04:12 PM
Ok, working on it Mullet, however, Astral Devas have no cleric spell progression. I removed about 6 spell-like abilities though that weren't very biblical.

Mulletmanalive
2010-04-03, 01:47 AM
The main reason I asked is because angels as written can't actually fight if they want to get anywhere. They have to spam their SLAs and spellcasting, which just isn't all that awesome...

I wanted some holy smiting on the table.

PlzBreakMyCmpAn
2010-04-09, 01:58 AM
I haven't seen this thread before (but nothing in the rules said it couldn't take this request). This thread is organized by CR (I assume for DMs) but I need this as a player.

I need to find any non-epic undead that can be RAW advanced to a value between 97HD and 190HD - preferably with unholy toughness. CR doesn't matter.

All books are allowed, but no templates (dusk giant who ate everything before going lich is cheating).Atropal, Epic Level Handbook (http://dndsrd.net/epicMonsters.html#atropal)

However, I will need an idea of what HD to advance to.Oh I never saw the reply. I meant non-epic. Epic is bad.

And the higher you can advance to is fine. I need it RAW though, so no advancing an undead further than its listed range (most stop around 40-60HD but I found 1 at 96). I hope I had the right idea for this thread

The Vorpal Tribble
2010-04-10, 08:18 AM
So what i'm asking, is are you willing to make the following :
Take an Astral Deva
Reduce it by 2 HD
Replace the cleric progression and most of the spell-like abilities with Martial Stuff, primarily from White Raven, Devoted Spirit and Good style homebrew if you like
Anything suitably [I]Biblical amongst the spell like abilities can be kept and given Channel Spell from a Dusckblade
Recalculate CR

Ok... how's this suit you?

Maverick

Custom Diminished Martial Astral Deva
Hit Dice: 10d8+40 (85 hp)
Initiative: +8
Speed: 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: +10/+16
Attack: +3 heavy mace of disruption +19 melee (1d8+12 plus stun) or slam +16 melee (1d8+9)
Full Attack: +3 heavy mace of disruption +19/+14/+9 melee (1d8+12 plus stun) or slam +16 melee (1d8+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Maneuvers and stances, spell-like abilities, stun
Special Qualities: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Saves: Fort +13 (+17 against poison), Ref +11, Will +11
Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Skills: Concentration +17, Craft or Knowledge (any three) +17, Diplomacy +20, Escape Artist +17, Hide +17, Intimidate +18, Listen +21, Move Silently +17, Sense Motive +17, Spot +21, Use Rope +4 (+6 with bindings)
Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack
Environment: Any good-aligned plane
Organization: Solitary, pair, or squad (3–5)
Challenge Rating: 13
Treasure: No coins; double goods; standard items
Alignment: Always good (any)
Advancement: 13–18 HD (Medium); 19–36 HD (Large)
Level Adjustment: +8


Combat
An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): An astral deva can assume the form of any Small or Medium humanoid.

Maneuvers and Stances Known (IL 10)
Stances: Aura of Triumph (DS6), Bolstering Voice(WR1)
Boosts: Defensive Rebuke (DS3), Lion's Roar (WR3)
Strikes: Battle Leader's Charge (WR2), Divine Surge (DS4), Foehammer (DS2)
Disciplines: Devoted Spirit, White Raven
Maverick recovers expended maneuvers by resting and meditating for 5 minutes. Each of Maverick's maneuvers can be initiated once per encounter.

Spell-Like Abilities: Caster level 10th. The save DCs are Charisma-based.
At will - detect evil, dispel evil (DC 20), holy aura (DC 23), holy smite (DC 19), holy word (DC 22), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18);
7/day - cure light wounds (DC 16), see invisibility;
1/day - heal (DC 21).

Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 21 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 14th level. It can flank characters with the uncanny dodge ability as if it were a 10th-level rogue.

The Vorpal Tribble
2010-04-11, 01:24 PM
Hmm. I would like to see an Awakened Rat Archivist, CR around 8-12.
Whiskers the All-Knowing

Awakened Rat Archivist 11
Tiny Magical Beast (augmented animal)
Hit Dice: 2d8 + 10d6 + 12 (56 hp)
Initiative: +2
Speed: 20 ft. (3 squares), climb 20 ft., swim 20 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +6/-6
Attack: Bite +10 melee (1d3–4)
Full Attack: Bite +10 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +10, Ref +8, Will +9
Abilities: Str 2, Dex 15, Con 10, Int 18, Wis 14, Cha 6
Skills: Balance +10, Climb +10, Concentration +13, Decipher Script +11, Escape Artist +7, Hide +30, Knowledge (arcana/dungeoneering/local/religion) +21, Move Silently +9, Search +14, Sleight of Hand +7, Spellcraft +5, Swim +10
Skill Tricks: Collector of Stories, Conceal Spellcasting
Feats: Archivist of the Masses (http://www.giantitp.com/forums/showpost.php?p=1981565&postcount=6), Extend Spell(B), Improved Toughness, Invisible Spell, Knowledge Devotion (http://realmshelps.dandello.net/cgi-bin/feats.pl?Knowledge_Devotion), Scribe Scroll(B), Stealthy, Weapon Finesse(B)
Traits: Quick
Challenge Rating: 11
Advancement: By character level

Combat

Archivist Spells: Caster level 11th. (Spells per day: (4/6/6/5/4/3/2 ); Save DC 14 + spell level):

Spells Known
0 - All
1st - Comprehend Languages, ~Ebon Eyes, ~Nightshield, Obscuring Mist, ~Omen of Peril, Purge Stomach (http://www.giantitp.com/forums/showthread.php?t=31403), Sanctuary
2nd - Augery, Lesser Telepathic Bond (http://dndsrd.net/psionic.html#telepathic-bond-lesser), Taken to the Grave (http://www.giantitp.com/forums/showthread.php?t=48445)
3rd - Deeper Darkness, Locate Object, *Rigor Mortis, Speak With Dead
4th - Divination, Freedom of Movement, Spell Immunity
5th - Scrying, Spell Resistance, True Seeing
6th - Find the Path, +Probe Thoughts, Word of Recall

* From Heroes of Horror
+ From Lords of Madness
~ From the Spell Compendium

Dark Knowledge (Ex): Foe, Dread Secret, Puissance, and Tactics 6/day as Heroes of Horror, p. 83.

Still Mind (Ex): +2 on saves against enchantment.

Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened.

A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks.

A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Mulletmanalive
2010-04-11, 01:40 PM
Nifty. Thanks VT.

Roc Ness
2010-04-11, 08:36 PM
Woah Vorpal Tribble, that is a lot more than I imagined him to be! Thanks! :smallbiggrin:

Now to set him up as the true power behind a throne! Muhuhahaha!! :smalltongue: Gotta create a hannibal lecture...


Heh heh heh, purge stomach... :smallbiggrin:

The Vorpal Tribble
2010-04-12, 10:30 AM
Ok, so is there anyone I've missed?

PlzBreakMyCmpAn
2010-04-12, 05:20 PM
little old me. look up a few posts :smallfrown:

edit: I suppose I can't be too sad; your sig says this thread now has more cowbell. And if there's one cure to my fever...

The Vorpal Tribble
2010-04-12, 05:25 PM
little old me. look up a few posts :smallfrown:
Still not precisely sure what it is you're wanting...



I suppose I can't be too sad; your sig says this thread now has more cowbell.
'This' thread doesn't. This is the advancement thread. The creation compendium is all my homebrew.

PlzBreakMyCmpAn
2010-04-13, 08:26 PM
Still not precisely sure what it is you're wanting...any non-epic undead that can be advanced to 97 or more HD by RAW

Agrippa
2010-04-13, 11:38 PM
Another gestalt request for you. Phillip Harrison, Neutral Good human crusader/psychic warrior 5. Moderately high Intellegence and Constitution (13 or 14), high Strength and Wisdom (15 or 16), very high Charisma (17 or 18) and low to medium Dexterity (8 to 10). He's also a shameless flirt and has a handful of live in girlfriends. Neither he nor his god nor his best friend (who is a Lawful Good paladin) see anything wrong with that arrangement. I'd also like to mention that his powers as a psychic warrior should be reflavored and renamed with an angelic motif in mind.

The Vorpal Tribble
2010-04-14, 12:42 PM
any non-epic undead that can be advanced to 97 or more HD by RAW
But what would you like me to do with it?

The Vorpal Tribble
2010-04-18, 11:57 AM
Another gestalt request for you. Phillip Harrison, Neutral Good human crusader/psychic warrior 5.
Would you prefer an Ardent? Uses Will as well, but you get a lot more powers and psionic points, and is Wis-based. The crusader gestalt makes up for lower BAB.

The Vorpal Tribble
2010-04-18, 02:08 PM
Philip Harrison

Human Gestalt Ardent/Crusader 5
Hit Dice: 5d10+10 (37 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 dex, +1 deflection, +6 armor), touch 12, flat-footed 17
Base Attack/Grapple: +5/+6
Attack: Lord's Will +8 melee (2d4+1)
Full Attack: Lord's Will +8 melee (2d4+1/18-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: furious counterstrike, maneuvers, psionic powers
Special Qualities: Steely resolve, zealous surge
Saves: Fort +7, Ref +3, Will +14
Abilities: Str 12, Dex 12, Con 14, Int 13, Wis 16, Cha 18
Skills: Autohypnosis +11, Concentration +10, Diplomacy +14, Heal +11, Knowledge (martial lore/psionics/religion) +6, Psicraft +2
Feats: Iron Will, Sacred Vow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Sacred_Vow), Vow of Mind's Sanctity (http://www.giantitp.com/forums/showthread.php?t=10765), Weapon Focus (falchion)(B)
Challenge Rating: +6
Possessions: 8,575 of 9,000 gp
Cloak of Resistance +1 - 1,000 gp
Lord's Will: Masterwork, Deep Crystal Falchion - 1,375 gp
Mithral Breastplate - 4,200 gp
Ring of Protection - 2,000 gp
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: -


Combat

Ardent Powers Known: Power Points/Day - 32; Save DC 13 + power level (ML 5th)
1st - Offensive Prescience, Psionic Protection from Evil, Touch of Health
2nd - Empathic Transfer, Psionic Lion's Charge
3rd - Body Purification

Mantles

Conflict
Weapon Focus (falchion)

Good
1d6 extra damage against evil with expended focus.

Life
+1 to Life powers with expended focus.


Furious Counterstrike (Ex): As Tome of Battle p. 10.

Maneuvers and Stances Known (IL 5)
Stances: Martial Spirit (DS1), Hot-Blooded Gunman Bravado (BR1)
Boost: Defensive Rebuke(DS3)
Strike: Battle Leader's Charge (WR2), Douse the Flames (WR1), Dust Devil Shot (BR1), Iron Caress (BR1), Leading Attack (WR1), Revitalizing Strike (DS3),
Disciplines: Black Raven, Desert Sun, White Raven

Steely Resolve (Ex): Pool of 10 as Tome of Battle, p. 10.

Zealous Surge (Ex): As Tome of Battle p. 11.

Moonlitdreams
2010-04-18, 03:08 PM
Hey, Vorpal Tribble. I have two requests, if you don't mind.

The first request is a Magebred, Greater Phantom Blink Dog Monk. :smallbiggrin: It's feats should preferably be spent towards improving its flurry of blows. I would also like it to have taken the Momentary Alteration
(a Spelltouched Feat), simply for flavor reasons.

It should be around CR 10, but look as harmless as possible unless it wants to look otherwise.

The second one is more humanoid. A Lawful Neutral Elven Inflicted Werefox Sorcerer/Jade Phoenix Mage (Tome of Battle). Preferably having taken the Martial Stance and Martial Study feats for the PrC prerequisites rather than having taken an actual martial level.

Somewhere between CR 12 and 14, please.

I have access to most 3.5 books, so looking up a feature you list for either is not a problem.

And thank you very much. :smallbiggrin:

The Vorpal Tribble
2010-04-18, 03:25 PM
The first request is a Magebred, Greater Phantom Blink Dog Monk.
Unfortunately Magebred can only be applied to animals.

Will get on the werefox though.

Moonlitdreams
2010-04-18, 03:43 PM
How about Spellwarped instead of Magebred, then?

Agrippa
2010-04-18, 03:47 PM
Philip Harrison

Human Gestalt Ardent/Crusader 5
Hit Dice: 5d10+10 (37 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 16 (-1 dex, +1 deflection, +6 armor), touch 11, flat-footed 16
Base Attack/Grapple: +5/+7
Attack: Lord's Will +9 melee (2d4+3)
Full Attack: Lord's Will +9 melee (2d4+3/18-20x2)
Space/Reach: 5 ft./5 ft.
Special Attacks: furious counterstrike, maneuvers, psionic powers
Special Qualities: Steely resolve, zealous surge
Saves: Fort +7, Ref +1, Will +14
Abilities: Str 15, Dex 9, Con 14, Int 13, Wis 16, Cha 18
Skills: Autohypnosis +11, Concentration +10, Diplomacy +14, Heal +11, Knowledge (martial lore/psionics/religion) +6, Psicraft +2
Feats: Iron Will, Sacred Vow (http://realmshelps.dandello.net/cgi-bin/feats.pl?Sacred_Vow), Vow of Mind's Sanctity (http://www.giantitp.com/forums/showthread.php?t=10765), Weapon Focus (falchion)(B)
Challenge Rating: +6
Possessions: 8,575 of 9,000 gp
Cloak of Resistance +1 - 1,000 gp
Lord's Will: Masterwork, Deep Crystal Falchion - 1,375 gp
Mithral Breastplate - 4,200 gp
Ring of Protection - 2,000 gp
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: -


Combat

Ardent Powers Known: Power Points/Day - 32; Save DC 13 + power level (ML 5th)
1st - Offensive Prescience, Psionic Protection from Evil, Touch of Health
2nd - Empathic Transfer, Psionic Lion's Charge
3rd - Body Purification

Mantles

Conflict
Weapon Focus (falchion)

Good
1d6 extra damage against evil with expended focus.

Life
+1 to Life powers with expended focus.


Furious Counterstrike (Ex): As Tome of Battle p. 10.

Maneuvers and Stances Known (IL 5)
Stances: Martial Spirit (DS1), Stonefoot Stance (SD1)
Boost: Defensive Rebuke(DS3)
Strike: Battle Leader's Charge (WR2), Charging Minotaur (SD1), Douse the Flames (WR1), Leading Attack (WR1), Revitalizing Strike (DS3), Stone Bones (SD1)

Steely Resolve (Ex): Pool of 10 as Tome of Battle, p. 10.

Zealous Surge (Ex): As Tome of Battle p. 11.

He looks pretty good so far but I'd prefer to switch his Stone Dragon maneuvers for Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471505#post5471505) ones and maybe reflavor his cloak of resistence as a white and steel gray greatcoat (http://en.wikipedia.org/wiki/Greatcoat). He's a little bit flamboyant in choice of battle attire. Physically Phillip is about 6'3" and athletically built with striking if somewhat boyishly handsome features. He has shoulder length platinum blond hair and hazel eyes. The guy sticks out like a sore thumb.

The Vorpal Tribble
2010-04-18, 04:27 PM
He looks pretty good so far but I'd prefer to switch his Stone Dragon maneuvers for Black Rain (http://www.giantitp.com/forums/showthread.php?p=5471505#post5471505) ones and maybe reflavor his cloak of resistence as a white and steel gray greatcoat (http://en.wikipedia.org/wiki/Greatcoat). He's a little bit flamboyant in choice of battle attire. Physically Phillip is about 6'3" and athletically built with striking if somewhat boyishly handsome features. He has shoulder length platinum blond hair and hazel eyes. The guy sticks out like a sore thumb.
Love the concept but with Black Rain wouldn't Dex be a needed stat and not the dump?

Agrippa
2010-04-18, 05:42 PM
Love the concept but with Black Rain wouldn't Dex be a needed stat and not the dump?

Shift three points out of Strength. Done.

The Vorpal Tribble
2010-04-19, 04:29 PM
Shift three points out of Strength. Done.
Ok, redid it.


How about Spellwarped instead of Magebred, then?
That should work.

Flickerdart
2010-04-19, 05:30 PM
Could you advance a Forestfolk (http://www.wizards.com/default.asp?x=dnd/fey/20031121a) with Psychic Warrior or Psychic Rogue as a base and 5 levels of Sonokineticist added as soon as possible? If there's any wiggle room with feats and skills, the focus should be on defences (AC, DR and saves) and then on dealing decent damage.

The Vorpal Tribble
2010-04-19, 06:19 PM
The second one is more humanoid. A Lawful Neutral Elven Inflicted Werefox Sorcerer/Jade Phoenix Mage (Tome of Battle). Preferably having taken the Martial Stance and Martial Study feats for the PrC prerequisites rather than having taken an actual martial level. Somewhere between CR 12 and 14, please.


Vana
Afflicted Werefox Elf Sorceress 6, Jade Phoenix 5

Humanoid Form

Medium Humanoid (human, shapechanger)
Hit Dice: 1d8+1 6d4+6 + 5d6+5 (48 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +8/+8
Attack: Sling +11 ranged (1d4) or sap +11 melee (1d6)
Full Attack: Sling +11 ranged (1d4) or sap +11 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane wrath, empowering strike, maneuvers, mystic phoenix stance
Special Qualities: Damage reduction 5/silver, familiar, low-light vision, lycanthropic empathy, rite of waking, scent
Saves: Fort +10, Ref +9, Will +10
Abilities: Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 18
Skills: Balance +6, Concentration +16, Diplomacy +13, Hide +5, Intimidate +9, Jump +2, Knowledge (arcane) +12, Knowledge (history/religion) +5, Listen +7, Search +4, Spot +7, Tumble +9
Feats: Alertness(B), Iron Will(B), Martial Maneuver, Martial Stance x2, Point Blank Shot, Rapid Shot, Weapon Finesse(B)
Challenge Rating: 14
Possessions:
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +3

Combat

Arcane Wrath (Su): As Tome of Battle, p. 114

Empowering Strike (Su): As Tome of Battle, p. 115

Familiar: Fox, +2 to reflex.

Sirrah

Small Magical Beast
Hit Dice: 12d8(24 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+1 size, +3 dex, +4 natural) touch 14, flat-footed 15
Base Attack/Grapple: +8/+2
Attack: Bite +12 melee (1d4-2)
Full Attack: Bite +12 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +10, Will +10
Abilities: Str 6, Dex 17, Con 8, Int 8, Wis 13, Cha 6
Skills: Balance +7, Concentration +15, Diplomacy +7, Hide +10, Intimidate +3, Jump +0, Knowledge (arcane) +9, Knowledge (history/religion) +2, Listen +7, Search +4, Spot +7, Tumble +10
Feats: Alertness, Weapon Finesse(B)
Alignment: Neutral

Combat

Deliver Touch Spells (Su): A familiar can deliver touch spells for Vana. If Vana and the familiar are in contact at the time the master casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Speak with Master (Ex): A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire foxes. This gives them a +4 racial bonus on checks when influencing a fox’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

Maneuvers and Stances Known (IL 5)
Stances: Hot-Blooded Gunman Bravado (BR1), Holocaust Cloak(DW3)
Boost: Wind Stride (DW1)
Strike: Iron Caress (BR1), Dust Devil Shot (BR1), Fan the Flames (DW3), Flashing Sun (DW2),
Disciplines: Black Rain, Desert Wind, Tiger Claw

Mystic Phoenix Stance (Su): As Tome of Battle, p. 115

Rite of Waking (Ex): As Tome of Battle, p. 114

Sorcerer Spells: Caster level 10th. (Spells per day: (6/7/7/6/5/3 ); Save DC 14 + spell level):
Spells Known
0 9- Electric Jolt, Ghost Sound, Launch Bolt, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue
1st - Charm Person, Feather Fall, Mage Armor, Magic Missile, True Strike
2nd - Blur, Entice Gift, Rainbow Beam, Spider Climb
3rd - Blink, Deep Slumber, Reverse Arrows
4th - Bite of the Werewolf, Greater Invisibility
5th - Mirage Arcana


Fox Form

Small Humanoid (human, shapechanger)
Hit Dice: 1d8 6d4 + 5d6 (36 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 dex, +3 natural, +1 size), touch 14, flat-footed 14
Base Attack/Grapple: +8/+2
Attack: Bite +12 melee (1d4-2)
Full Attack: Bite +12 melee (1d4-2)
Space/Reach: 5 ft./5 ft
Special Attacks: Arcane wrath, empowering strike, maneuvers, mystic phoenix stance
Special Qualities: Damage reduction 5/silver, familiar, low-light vision, lycanthropic empathy, rite of waking, scent
Saves: Fort +9, Ref +10, Will +8
Abilities: Str 6, Dex 17, Con 11, Int 15, Wis 12, Cha 18
Skills: Balance +7, Concentration +15, Diplomacy +13, Hide +10, Intimidate +9, Jump +0, Knowledge (arcane) +12, Knowledge (history/religion) +5, Listen +7, Search +4, Spot +7, Tumble +10
Feats: Alertness(B), Iron Will(B), Martial Maneuver, Martial Stance x2, Point Blank Shot, Rapid Shot, Weapon Finesse(B)
Challenge Rating: 14
Possessions:
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +3

Hybrid Form

Medium Humanoid (human, shapechanger)
Hit Dice: 1d8+1 6d4+6 + 5d6+5 (48 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +8/+8
Attack: Claw +13 melee (1d4)
Full Attack: 2 claws +13 melee (1d4) and bite +9 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane wrath, empowering strike, maneuvers, mystic phoenix stance
Special Qualities: Damage reduction 5/silver, familiar, low-light vision, lycanthropic empathy, rite of waking, scent
Saves: Fort +10, Ref +12, Will +8
Abilities: Str 10, Dex 20, Con 13, Int 15, Wis 12, Cha 18
Skills: Balance +9, Concentration +16, Diplomacy +13, Hide +8, Intimidate +9, Jump +2, Knowledge (arcane) +12, Knowledge (history/religion) +5, Listen +7, Search +4, Spot +7, Tumble +12
Feats: Alertness(B), Iron Will(B), Martial Maneuver, Martial Stance x2, Point Blank Shot, Rapid Shot, Weapon Finesse(B)
Challenge Rating: 12
Possessions:
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: -

The Vorpal Tribble
2010-04-19, 08:08 PM
Could you advance a Forestfolk (http://www.wizards.com/default.asp?x=dnd/fey/20031121a) with Psychic Warrior or Psychic Rogue as a base...
How about a Lurk?

Moonlitdreams
2010-04-19, 08:09 PM
Vana
Afflicted Werefox Elf Sorceress 6, Jade Phoenix 5

Humanoid Form

Medium Humanoid (human, shapechanger)
Hit Dice: 1d8+1 6d4+6 + 5d6+5 (48 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +8/+8
Attack: Sling +11 ranged (1d4) or sap +11 melee (1d6)
Full Attack: Sling +11 ranged (1d4) or sap +11 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane wrath, empowering strike, maneuvers, mystic phoenix stance
Special Qualities: Damage reduction 5/silver, familiar, low-light vision, lycanthropic empathy, rite of waking, scent
Saves: Fort +10, Ref +9, Will +10
Abilities: Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 18
Skills: Balance +6, Concentration +16, Diplomacy +13, Hide +5, Intimidate +9, Jump +2, Knowledge (arcane) +12, Knowledge (history/religion) +5, Listen +7, Search +4, Spot +7, Tumble +9
Feats: Alertness(B), Iron Will(B), Martial Maneuver, Martial Stance x2, Point Blank Shot, Rapid Shot, Weapon Finesse(B)
Challenge Rating: 14
Possessions:
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +3

Combat

Arcane Wrath (Su): As Tome of Battle, p. 114

Empowering Strike (Su): As Tome of Battle, p. 115

Familiar: Fox, +2 to reflex.

Sirrah

Small Magical Beast
Hit Dice: 12d8(24 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 18 (+1 size, +3 dex, +4 natural) touch 14, flat-footed 15
Base Attack/Grapple: +8/+2
Attack: Bite +12 melee (1d4-2)
Full Attack: Bite +12 melee (1d4-2)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Low-light vision, scent
Saves: Fort +8, Ref +10, Will +10
Abilities: Str 6, Dex 17, Con 8, Int 8, Wis 13, Cha 6
Skills: Balance +7, Concentration +15, Diplomacy +7, Hide +10, Intimidate +3, Jump +0, Knowledge (arcane) +9, Knowledge (history/religion) +2, Listen +7, Search +4, Spot +7, Tumble +10
Feats: Alertness, Weapon Finesse(B)
Alignment: Neutral

Combat

Deliver Touch Spells (Su): A familiar can deliver touch spells for Vana. If Vana and the familiar are in contact at the time the master casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Speak with Master (Ex): A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.


Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire foxes. This gives them a +4 racial bonus on checks when influencing a fox’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”

Maneuvers and Stances Known (IL 5)
Stances: Hot-Blooded Gunman Bravado (BR1), Holocaust Cloak(DW3)
Boost: Wind Stride (DW1)
Strike: Iron Caress (BR1), Dust Devil Shot (BR1), Fan the Flames (DW3), Flashing Sun (DW2),
Disciplines: Black Rain, Desert Wind, Tiger Claw

Mystic Phoenix Stance (Su): As Tome of Battle, p. 115

Rite of Waking (Ex): As Tome of Battle, p. 114

Sorcerer Spells: Caster level 10th. (Spells per day: (6/7/7/6/5/3 ); Save DC 14 + spell level):
Spells Known
0 9- Electric Jolt, Ghost Sound, Launch Bolt, Light, Mage Hand, Prestidigitation, Ray of Frost, Read Magic, Touch of Fatigue
1st - Charm Person, Feather Fall, Mage Armor, Magic Missile, True Strike
2nd - Blur, Entice Gift, Rainbow Beam, Spider Climb
3rd - Blink, Deep Slumber, Reverse Arrows
4th - Bite of the Werewolf, Greater Invisibility
5th - Mirage Arcana


Fox Form

Small Humanoid (human, shapechanger)
Hit Dice: 1d8 6d4 + 5d6 (36 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 dex, +3 natural, +1 size), touch 14, flat-footed 14
Base Attack/Grapple: +8/+2
Attack: Bite +12 melee (1d4-2)
Full Attack: Bite +12 melee (1d4-2)
Space/Reach: 5 ft./5 ft
Special Attacks: Arcane wrath, empowering strike, maneuvers, mystic phoenix stance
Special Qualities: Damage reduction 5/silver, familiar, low-light vision, lycanthropic empathy, rite of waking, scent
Saves: Fort +9, Ref +10, Will +8
Abilities: Str 6, Dex 17, Con 11, Int 15, Wis 12, Cha 18
Skills: Balance +7, Concentration +15, Diplomacy +13, Hide +10, Intimidate +9, Jump +0, Knowledge (arcane) +12, Knowledge (history/religion) +5, Listen +7, Search +4, Spot +7, Tumble +10
Feats: Alertness(B), Iron Will(B), Martial Maneuver, Martial Stance x2, Point Blank Shot, Rapid Shot, Weapon Finesse(B)
Challenge Rating: 14
Possessions:
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: +3

Hybrid Form

Medium Humanoid (human, shapechanger)
Hit Dice: 1d8+1 6d4+6 + 5d6+5 (48 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +8/+8
Attack: Claw +13 melee (1d4)
Full Attack: 2 claws +13 melee (1d4) and bite +9 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcane wrath, empowering strike, maneuvers, mystic phoenix stance
Special Qualities: Damage reduction 5/silver, familiar, low-light vision, lycanthropic empathy, rite of waking, scent
Saves: Fort +10, Ref +12, Will +8
Abilities: Str 10, Dex 20, Con 13, Int 15, Wis 12, Cha 18
Skills: Balance +9, Concentration +16, Diplomacy +13, Hide +8, Intimidate +9, Jump +2, Knowledge (arcane) +12, Knowledge (history/religion) +5, Listen +7, Search +4, Spot +7, Tumble +12
Feats: Alertness(B), Iron Will(B), Martial Maneuver, Martial Stance x2, Point Blank Shot, Rapid Shot, Weapon Finesse(B)
Challenge Rating: 12
Possessions:
Alignment: Lawful Neutral
Advancement: By character class
Level Adjustment: -


Thanks so much. :smallbiggrin:

Flickerdart
2010-04-19, 09:15 PM
How about a Lurk?
Sure, that works. Truth be told, I'd forgotten about Lurks completely because they're kinda dumb, but if they can qualify for Sonokineticist then sure.

The Vorpal Tribble
2010-04-19, 09:27 PM
Sure, that works. Truth be told, I'd forgotten about Lurks completely because they're kinda dumb, but if they can qualify for Sonokineticist then sure.
They are pretty close to one another really.

Lurk gives you a meaner sneak attack and extra powers/points and better saves.

Psionic rogue Evasion and Danger sense and better skills.

Basically Lurk is more Offensive, Psionic Rogue more defensive.

What's the use for this fellow? That'll help me flesh out the build and decide which path to go.

The Vorpal Tribble
2010-04-19, 10:14 PM
The first request is a Magebred, Greater Phantom Blink Dog Monk.
Where do you find 'Greater Phantom'?

Flickerdart
2010-04-19, 10:27 PM
What's the use for this fellow? That'll help me flesh out the build and decide which path to go.
He'll be either a recurring minor villain or an encounter boss, depending on whether or not he survives. So he'll always have a few minions supporting him, but he shouldn't rely on them to be a threat. Planning to deploy him in a heavily forested environment against a party of 7-8 people, mostly melee and one Psion.

The Vorpal Tribble
2010-04-19, 11:53 PM
Could you advance a Forestfolk (http://www.wizards.com/default.asp?x=dnd/fey/20031121a) with Psychic Warrior or Psychic Rogue as a base and 5 levels of Sonokineticist added as soon as possible? If there's any wiggle room with feats and skills, the focus should be on defences (AC, DR and saves) and then on dealing decent damage.
Kotori

Elite Forestfolk Lurk 5, Sonokineticist 5
Small Fey
Hit Dice: 5d6+6 + 5d8+5 (50 hp)
Initiative: +9
Speed: 20 ft. (4 squares), climb 20 ft., fly 10 ft. (average)
Armor Class: 18 (+1 size, +5 Dex, +2 leather), touch 16, flat-footed 13
Base Attack/Grapple: +6/+1
Attack: Dagger +11 melee (1d3-1/19-20) or dart +11 ranged (1d3-1)
Full Attack: Dagger +11 melee (1d3-1/19-20) and bite +6 melee (1d4-1) or dart +11 ranged (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Bellow, humming hand, hunting cry, lurk augment, powers, roaring weapon, shockwave, tongue lash
Special Qualities: Gliding, low-light vision, resistance to sonic 10
Saves: Fort +6, Ref +13, Will +6
Abilities: Str 8, Dex 20, Con 12, Int 16, Wis 8, Cha 12
Skills: Concentration +14, Climb +15, Craft (alchemy) +4, Escape Artist +10, Hide +24*, Intimidate +9, Knowledge (psionics) +5, Move Silently +13, Listen +7, Perform (dance) +3, Spot +7, Survival +7
Feats: Ability Focus (hunting cry), Cloak Dance, Improved Initiative, Iron Will, Weapon Finesse(B)
Environment: Temperate forests
Organization: Solitary, pair, or clan (5-20)
Challenge Rating: 10
Possessions:
Alignment: Chaotic Neutral
Advancement: By character class
Level Adjustment: +1

Combat

Bellow (Ps): Kotori can activate this ability as a move-equivalent action. A thunderous reverb blasts out with every one of his movements. While he bellows, his Charisma score increases by 4, he can make a melee touch attack for 2d6 points of sonic damage, and he gains damage reduction 5/magic. If he is struck in melee, the attacker takes 2d6 points of sonic damage. This ability lasts 5 minutes and is usable once per day.

Glide (Ex): Forestfolk are not true flyers. Kotori always must dive at least 10 feet when using a move action to fly; if Kotori makes a double move, he must dive 20 feet (10 feet per move). The forestfolk flying speed doubles when it dives, just like any other flying creature with average maneuverability.

Humming Hand (Ps): Kotori can activate this ability as a move-equivalent action. A deep humming drones from one of Kotori's hands (but do him no harm). His unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of sonic damage.

Hunting Cry (Su): Kotori can emit a high piercing shriek that can damage and paralyze its prey. 30-foot cone, once every 2d4 rounds, damage 2d4 sonic plus paralysis for 1d4+1 rounds, Fortitude save DC 18 halves damage and negates paralysis. This is a sonic mind-affecting effect. A creature that successfully saves cannot be affected again by the same forestfolk's hunting cry for 24 hours. The save DC is Constitution-based and includes a +2 bonus from the Ability Focus feat.

Lurk Augment (Ex): 8/day as Complete Psionic, p. 14.

Lurk Powers Known: Power Points/Day - 14; Save DC 13 + power level (ML 5th)
1st - Chameleon, Extend Range, Sensory Gloom
2nd - Cloud Mind, Psionic See Invisibility

Psionic Sneak Attack (Ex): 1d6 as Complete Psionic, p. 16.

Roaring Weapon (Ps): Kotori can activate this ability as a move-equivalent action. A ground-shaking backwash of sound that harm neither Kotori nor his weapon booms forth from one weapon he holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of sonic damage on a successful hit. The weapon retains this effect for as long as Kotori wields it.

Shockwave (Ps): As a standard action, Kotori can launch a wave of psionically manifested sound at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 5d6 points of sonic damage.

Sonic Adaptation (Ex): Kotori is resistant to sonics, gaining a +4 bonus on all saving throws against sonic and sound-based spells and effects. In addition, he gains resistance to sonics 10.

Tongue Lash (Ps): A gains the ability to fashion a 15-foot-long whip of channeled sound as a move-equivalent action. Kotori takes no damage from a tongue lash he creates, and if he releases his hold, it immediately dissipates. The lash deals 1d8 points of sonic damage to a target within 15 feet on a successful ranged touch attack. The whip remains in existence as long as Kotori holds it.

Skills: A forestfolk receives a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. *A forestfolk gains a +8 bonus on Hide checks in forests or overgrown areas.

Flickerdart
2010-04-20, 01:22 PM
Cool, thanks a lot. I like the renamed abilities, too.

The Vorpal Tribble
2010-04-20, 01:24 PM
Cool, thanks a lot. I like the renamed abilities, too.
No problem. Btw, if interested, Kotori is Hopi for 'Spirit of the Screech Owl' :smallwink:

Moonlitdreams
2010-04-20, 03:09 PM
Where do you find 'Greater Phantom'?

Greater Phantom is from Monster Manual 5. If you do not have that, a fairly good version of the template is on Crystalkeep.

The Vorpal Tribble
2010-04-20, 04:51 PM
Greater Phantom is from Monster Manual 5. If you do not have that, a fairly good version of the template is on Crystalkeep.
I see Phantom, but what about Greater Phantom?

Runestar
2010-04-20, 05:29 PM
I see Phantom, but what about Greater Phantom?
Greater phantom is the phantom template for creatures with 5 or more HD (which gain an additional ability). :smallsmile:

Agrippa
2010-04-20, 05:56 PM
Phillip Harrison's best friend Christopher St. Laurent. For baility scores take his friend Phillip but with a Dexterity of 16, a Wisdom score of 14 and a Constitution score of 12. He uses Pathfinder Smite Evil rules. The otherside of this five-level gestalt is swordsage, replacing Desert Wind with either Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150) or Silver Crane (http://www.giantitp.com/forums/showthread.php?t=137386). He's mostly Shadow Hand focused and happens to be the equivalent of a SWAT officer. If you want an idea of what his relationships with women are like think of Dean Winchester of Supernatural, just not nearly as tragic.

The Vorpal Tribble
2010-04-20, 09:12 PM
The first request is a Magebred, Greater Phantom Blink Dog Monk. :smallbiggrin: It's feats should preferably be spent towards improving its flurry of blows. I would also like it to have taken the Momentary Alteration
(a Spelltouched Feat), simply for flavor reasons.
Ok, I gave it feats to boost its spell resistance because if its casted on it's more likely to resist and thus get a nice boost to stats. Strength increase will help with flurry of blows.

As for Momentary Alteration that requires it to cast Alter Self which it can't without altering the build. Here's what I got though:


Wynken

Spellwarped, Greater Phantom Blink Dog Monk 6
Medium Aberration
Hit Dice: 4d10+8 + 6d8+6 (63 hp)
Initiative: +5
Speed: 60 ft. (12 squares)
Armor Class: 24 (+5 Dex, +1 deflection, +1 monk, +5 natural, +2 wisdom), touch 19, flat-footed 19
Base Attack/Grapple: +9/+15
Attack: Bite +11 melee (1d6+2)
Full Attack: Bite +11 melee (1d6+2) and unarmed strike +6 (1d8+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Flurry of blows, phantom strike
Special Qualities: Blink, darkvision 60 ft., dimension door, evasion, incorporeal jaunt/movement, low-light vision, phantom defense, scent, slow fall, spell absorption, spell resistance 28, still mind
Saves: Fort +11, Ref +14, Will +10
Abilities: Str 14, Dex 20, Con 14, Int 14, Wis 14, Cha 11
Skills: Concentration +9, Disguise +5, Hide +16, Jump +14, Listen +12, Sense Motive +7, Spot +12, Survival +8
Feats: Combat Reflexes(B), Improved Grapple(B), Improved Spell Resistance (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Spell_Resistance)x2, Improved Trip(B), Iron Will, Run, Track(B)
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–16)
Challenge Rating: 10
Treasure: None
Alignment: Lawful neutral

Combat
Wynken's natural attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.

Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Flurry of Blows (Ex): +3/+3 as Monk.

Incorporeal Jaunt (Su): As MM V, p. 131.

Incorporeal Movement (Su): As MM V, p. 131.

Phantom Defense (Ex): As MM V, p. 131.

Phantom Strike (Ex): As MM V, p. 131.

Purity of Body (Ex): Wynken gains immunity to all diseases except for supernatural and magical diseases.

Slow Fall (Ex): If Wynken is within arm’s reach of a wall he can use it to slow his descent. When first using this ability, he takes damage as if the fall were 30 feet shorter than it actually is.

Spell Absorption (Su): As MM III, p. 163

Still Mind (Ex): Wynken gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

Ixahinon
2010-04-20, 09:52 PM
How about a Ghoul Sorcerer? A CR 23ish creature that posses a very difficult, but not impossible challenge to the party.

Things I'm looking for it to it to have:

DC 40ish Paralysis
Excellent Hide and Sneak abilities
Combat abilities. I don't want this thing sitting back and watching. But I do not want the creature to be a powerhouse fighter, either
No Armor
Incredibly hard, if not impossible, to turn, rebuke, or destroy


I've tried twice to do this on my own, and never come up with satisfying results, always hitting one or two of the stipulations above, but never coming up with an acceptable compensation for the rest.

Moonlitdreams
2010-04-21, 02:56 PM
Ok, I gave it feats to boost its spell resistance because if its casted on it's more likely to resist and thus get a nice boost to stats. Strength increase will help with flurry of blows.

As for Momentary Alteration that requires it to cast Alter Self which it can't without altering the build. Here's what I got though:


Wynken

...


He looks great. They both do. Thanks so much. :smallbiggrin:

I'm going to have a fun time using these creatures in my campaign...

Agrippa
2010-04-23, 05:37 PM
Hey Vorpal, are you still working on Christopher? I'd just like to see how you'd handle him.

The Vorpal Tribble
2010-04-23, 10:04 PM
Hey Vorpal, are you still working on Christopher? I'd just like to see how you'd handle him.
Attempting to. My net was cut due to stupidity and now can only pick up wifi from a nearby park which is very weak.

Edit: Btw, what are pathfinder smite rules?

Agrippa
2010-04-24, 12:45 AM
Right here (http://www.d20pfsrd.com/classes/basic-classes/paladin#TOC-Smite-Evil-Su-) Tribble.

Amphetryon
2010-04-24, 07:19 AM
Vorpal Tribble, if you're still taking requests, I am in need of:

a Topaz Dragon (MM2, updated to 3.5) Disciple of Ashardalon (Draconomicon), suitable as the end boss for a party of (at least) twelve 18th to 20th level adventurers.

This is not a request for a rush job by any measure. I am aware that, RAW, there's an alignment conflict, but dragons are not color-coded for convenience in my campaign. :smallwink:

The Vorpal Tribble
2010-04-24, 10:15 PM
Right here (http://www.d20pfsrd.com/classes/basic-classes/paladin#TOC-Smite-Evil-Su-) Tribble.
Hmm, ok. One more thing, Shadow Hand is not a Swordsage allowed discipline.

Agrippa
2010-04-25, 02:57 AM
Hmm, ok. One more thing, Shadow Hand is not a Swordsage allowed discipline.

Um, it is a swordsage allowed discipline. Warblades and crusaders don't get Shadow Hand but swordsages do. Warblades get Iron Heart, Diamond Mind, Tiger Claw, Stone Dragon and White Raven as core disciplines.
Swordsages get Setting Sun, Diamond Mind, Tiger Claw, Stone Dragon, Shadow Hand and Desert Wind as base disciplines. While Crusader get Stone Dragon, White Raven and Devoted Spirit as base disciplines.

Runestar
2010-04-25, 03:38 AM
Vorpal Tribble, if you're still taking requests, I am in need of:

a Topaz Dragon (MM2, updated to 3.5) Disciple of Ashardalon (Draconomicon), suitable as the end boss for a party of (at least) twelve 18th to 20th level adventurers.

This is not a request for a rush job by any measure. I am aware that, RAW, there's an alignment conflict, but dragons are not color-coded for convenience in my campaign. :smallwink:

Is there a reason a similar product could not be achieved by simply slapping on the half-fiend template onto a topaz dragon of the appropriate age category? You can even use the savage progression if you don't want/need the whole half-fiend template.

I am also wondering if it is even possible to create a solo BBEG that can properly challenge so many players, considering the party out-action it 12-1. :smalleek:

The Vorpal Tribble
2010-04-25, 08:52 AM
Um, it is a swordsage allowed discipline. Warblades and crusaders don't get Shadow Hand but swordsages do. Warblades get Iron Heart, Diamond Mind, Tiger Claw, Stone Dragon and White Raven as core disciplines.
Swordsages get Setting Sun, Diamond Mind, Tiger Claw, Stone Dragon, Shadow Hand and Desert Wind as base disciplines. While Crusader get Stone Dragon, White Raven and Devoted Spirit as base disciplines.
My apologies, you're right. I don't know what I was looking at beforehand.

Amphetryon
2010-04-25, 10:19 AM
Is there a reason a similar product could not be achieved by simply slapping on the half-fiend template onto a topaz dragon of the appropriate age category? You can even use the savage progression if you don't want/need the whole half-fiend template.

I am also wondering if it is even possible to create a solo BBEG that can properly challenge so many players, considering the party out-action it 12-1. :smalleek:
For the first part, you're right in that a 'similar' product could be achieved via template slapping; I'd prefer - if Tribble deems it worth his time - the actual PrC, though.

For the second part, welcome to my nightmare. :smallsigh: One week, 18 players showed. Gaah!

The Vorpal Tribble
2010-04-25, 04:56 PM
Phillip Harrison's best friend Christopher St. Laurent. For baility scores take his friend Phillip but with a Dexterity of 16, a Wisdom score of 14 and a Constitution score of 12. He uses Pathfinder Smite Evil rules. The otherside of this five-level gestalt is swordsage, replacing Desert Wind with either Golden Saint (http://www.giantitp.com/forums/showthread.php?t=76150) or Silver Crane (http://www.giantitp.com/forums/showthread.php?t=137386). He's mostly Shadow Hand focused and happens to be the equivalent of a SWAT officer. If you want an idea of what his relationships with women are like think of Dean Winchester of Supernatural, just not nearly as tragic.
Christopher St. Laurent

Human Paladin/Swordsage Gestalt 5
Medium Humanoid (human)
Hit Dice: 5d10+5 HD (32 hp)
Initiative: +5 (+2 quick to act)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 dex, +2 wisdom), touch 15, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Lay on hands, maneuvers & stances, smite evil 2/day, spells, turn undead 7/day
Special Qualities: Aura of good, detect evil, immunity to disease
Saves: Fort +9, Ref +11, Will +10
Abilities: Str 13, Dex 16, Con 12, Int 13, Wis 14, Cha 18
Skills: Balance +7, Diplomacy +12, Knowledge (religion) +9, Listen +10, Martial Lore +6, Move Silently +11, Sense Motive +10, Spot +10
Feats: Point Blank Shot, Precise Shot, Ranged Sunder (http://realmshelps.dandello.net/cgi-bin/feats.pl?Ranged_Sunder)
Challenge Rating: 6
Possessions: ?
Alignment: Lawful Good
Advancement: By character class
Level Adjustment: +0


Combat

Aura of Courage (Su): Christopher is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.

Aura of Good (Ex): The power of a Christopher’s aura of good (see the detect good spell) is equal to her paladin level (5th).

Detect Evil (Sp): At will, Christopher can use detect evil, as the spell.

Discipline Focus (Ex): Weapon Focus and Insightful Strike as Tome of Battle, p. 16.

Lay on Hands (Su): Christopher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level x his Charisma bonus (20 hp). He may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Maneuvers and Stances Known (IL 5)
Stances: Child of Shadow (SH1), Dance of the Spider (SH3), Step of the Wind (SC1)
Boost: Cloak of Deception (SH2)
Counter: Baffling Defense (SS2)
Strike: Clinging Shadow Strike (SH1), Counter Charge (SS1), Crane Step (SC1), Exorcism Strike (SC3), Flashing Wings (SC1), Mighty Throw (SS1), Shadow Blade Techique (SH1), Shadow Garrote (SH3)
Disciplines: Setting Sun, Shadow Hand, Silver Crane

Paladin Spells: Caster level 2nd. (Spells per day: (1); Save DC 14 + spell level):

Spells Prepared
1st - Know Greatest Enemy* or Warning Shout*
* From Spell Compendium

Smite Evil (Su)(Pathfinder):
Twice per day, Christopher can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Turn Undead (Su): Chrisopher gains the supernatural ability to turn undead. He may use this ability 7 times per day. He turns undead as a 2nd level cleric.

The Vorpal Tribble
2010-04-25, 05:11 PM
a Topaz Dragon (MM2, updated to 3.5) Disciple of Ashardalon (Draconomicon), suitable as the end boss for a party of (at least) twelve 18th to 20th level adventurers.
...dang.

Edit: Hmm, the class would go along fine with a standard dragon, but as gem dragons don't cast they really don't mesh very well. Will do what I can though. I'm going to say he bonded with a Cerebrillith spirit.


How about a Ghoul Sorcerer? A CR 23ish creature that posses a very difficult, but not impossible challenge to the party.
Been trying to find a way to make it very hard to turn, but though I can get +2's from various feats, it's nothing compared to the huge bonuses to turn attempts that clerics can also get from feats and PrC's. Have looked over practically everything.

The Vorpal Tribble
2010-04-25, 10:46 PM
Vorpal Tribble, if you're still taking requests, I am in need of:
a Topaz Dragon (MM2, updated to 3.5) Disciple of Ashardalon (Draconomicon), suitable as the end boss for a party of (at least) twelve 18th to 20th level adventurers.

Geeze, ok... here is your TPK. I don't care how many of them there are. Play him right and they have no chance. At ALL. So be careful...

My suggestion? He should never even be seen.

TPK

Paramind (http://www.giantitp.com/forums/showthread.php?t=74692) Great Wyrm Topaz Dragon Disciple of Ashardalon 12
Colossal Outsider (psionic, water)
Hit Dice: 41d12+533 + 12d8+144 (1062 hp)
Initiative: +6
Speed: 40 ft. (8 squares), burrow 5 ft., fly 200 ft. (perfect), swim 60 ft.
Armor Class: 44 (+2 dex, +40 natural, -8 size), touch 4, flat-footed 42
Base Attack/Grapple: +53/+85
Attack: Bite +71 melee (4d8+18)
Full Attack: Bite +71 melee (4d8+18) and 2 claws +66 melee (4d6+9) and 2 wings +66 melee (2d8+9) and 1 tail slap +66 melee (4d6+27)
Space/Reach: 30 ft./20 ft. (30 ft. with bite)
Special Attacks: Breath weapon, crush, frightful presence, intellectual might, mental interference, psionics, psi-like abilities, spell-like abilities, tail sweep, think before you act
Special Qualities: Alternate form, blindsense 60 ft., damage reduction 20/psionic, darkvision 1,200 ft., deep thought, immunity to cold, paralysis, poison and sleep, low-light vision, regenerative mind, resistance to acid, cold, and electricity 20, resistance to fire 30, power resistance 32, water breathing
Saves: Fort +42, Ref +68, Will +41
Abilities: Str 47 (+18), Dex 14, Con 36 (+13), Int 94 (+42), Wis 33 (+11), Cha 34 (+12)
Skills: Appraise +29, Autohypnosis +59, Balance +29, Bluff +29, Climb +29, Concentration +59, Craft (any 8) +29, Decipher Script +29, Diplomacy +59, Disable Device +22, Disguise +22, Escape Artist +59, Forgery +29, Gather Information +29, Handle Animal +29, Heal +29, Hide +57, Intimidate +56, Jump +29, Knowledge (any 12) +56, Listen +59, Martial Lore +29, Move Silently +56, Open Lock +29, Perform (any 8) +27, Profession (any 8) +22, Psicraft +29, Ride +29, Search +56, Sense Motive +56, Spellcraft +56, Spot +56, Survival +29, Swim +56, Tumble +29, Use Magic Device +52, Use Psionic Device +44, Use Rope +29
Feats: Heighten Breath (http://realmshelps.dandello.net/cgi-bin/feats.pl?Heighten_Breath), Improved Flight (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Flight), Improved Maneuverability (http://realmshelps.dandello.net/cgi-bin/feats.pl?Improved_Maneuverability) x3, Improved Initiative, Improved Toughness, Insightful Strike(B), Hover, Iron Will, Jack of All Trades(B), Maximize Power, Metamorphic Transfer, Overchannel, Practised Manifester, Psionic Manifestation, Quicken Power, Quicken Spell-like Ability, Stygian Archon (http://realmshelps.dandello.net/cgi-bin/feats.pl?Stygian_Archon)
Epic Feats: Epic Expanded Knowledge (Mind Switch, True), Epic Expanded Knowledge (Tornado Blast), Epic Expanded Knowledge (Time Regression), Improved Manifestation
Challenge Rating: 39
Treasure: ?
Alignment: Chaotic Evil

Combat

Alternate Form (Su): A great wyrm topaz dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a metamorphosis power manifested at its manifester level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new form or return to its natural form.

Breath Weapon: Cone of dehydration 140 feet long, once every 1d4 rounds, damage 24d8 dessication. Reflex DC 49 half. The save DC is Constitution-based.

Crush (Ex): This special attack allows a flying or jumping dragon to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).

A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC 40) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.

A crush attack deals 4d8+24 damage.

Deep Thought (Ex): If a paramind concentrates for 1d4 hours without interruption they may deduce the answer to near any question as the Hypercognition power. Unlike the power, the paramind must have at least basic information to work with to work out an answer. The chance of a correct answer is 70%. For each point of intelligence above 26 the chance of a correct answer increases by 1%. For example, a paramind with an intelligence of 30 has a 74% chance of a correct answer.

Eidetic Memory (Ex): A paramind automatically remembers in precise detail all that they have observed and experienced, and can recall it at a moment's notice as if they had succeeded on an Autohypnosis check.

Frightful Presence: TPK can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 360 feet are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 40) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.

Intellectual Might (Ex): Anyone whose intelligence score is 10 or more points less than the paramind who attempts to focus them with a mind-affecting ability, or even telepathy, are automatically dazed for 1 round and the ability ends. If the paramind's intelligence is 20 or higher those affected are instead stunned.

Mental Interference (Su): A paramind continuously emits immensely strong thought waves that affects all around them as the Catapsi power out to 60 feet unless they succeed on a Will save each round (DC 91).

Planar Travel (Ps): As Monster Manual II.

Polyglot (Ex): A paramind that has listened to a language for a combined total of 1 hour can understand it enough to follow the basic gist of the conversation. After listening for 2d4 hours they are considered to be fluent. They may only speak this language if they possess the necessary organs to do so, such as though they may come to understand the body language of a creature with eight limbs, they could not reproduce it without the same number.

Psi-Like Abilities: Manifester level 19th. Save DC's are Charisma-based.
3/day — Fog Cloud, Control Air
2/day — Feather Fall
1/day — Control Weather

Psionics: Power Points/Day - 691; Save DC 40 + power level (ML 23 (ML 24 to negative energy powers))
1st - Disable, Far Hand, Know Direction and Location, Matter Agitation, Mind Thrust
2nd - Body Equilibrium, Detect Hostile Intent, Ego Whip, Sustenance
3rd - Body Adjustment, Body Pufication, Forced Share Pain, Time Hop
4th - Aura Sight, Death Urge, Detect Remote Viewing, Planar Apotheosis
5th - Cranial Deluge, Incarnate, Psionic True Seeing, Psychotic Break,
6th - Co-opt Concentration, Psionic Disentegration, Psionic Restoration, Temporal Acceleration
7th - Divert Teleport, Eye of the Basilisk, Fission, Planar Champion
8th - Psionic Greater Teleport, Recall Death, Shadow Body, True Metabolism
9th - Assimilate, Greater Metamorphosis, Reality Revision, Stygian Conflageration, Timeless Body, Time Regression, Tornado Blast, True Mind Switch, Urge Extermination

Regenerative Mind (Ex): A paramind's brain has incredible recuperative powers. They naturally heal damage to any mental stat at a rate of 1 point per hour to each damaged stat. Even mental stat drain heals, at a rate of 1 point per day.
They also gain fast healing 5 in regards to hit point damage sustained from mind-affecting spells and powers such as Mind Thrust and Ultrablast.
As well, if their memory has been adjusted they may make an additional save again the power, even if the duration has expired, each round. Once they make their save the memories return in full.
Finally, the duration of mind-affecting effects against a paramind has only half the duration (minimum 1 round unless the duration is instantaneous).

Spell-Like Abilities: Caster level 10th. Save DC's are Charisma-based.
3/day - Darkness, Poison, Unholy Aura
1/day - Blasphemy, Contagion, Desecrate, Destruction, Horrid Wilting, Unhallow, Unholy Aura, Unholy Blight

Tail Sweep (Ex): This special attack allows a dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 40 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals 2d8+24 damage. Affected creatures can attempt a DC 40 Reflex save to take half damage.

Think Before You Act (Ex): When a paramind strikes or is struck, they may adapt their combat to take advantage of the opponent's defenses and offenses. Each round that the paramind successfully damages a creature he gets a bonus to his attack. Each round the paramind takes damage from a creature he gets a bonus to his Armor Class. This comes in the form of a cumulative +1 insight bonus, up to a maximum bonus equal to their intelligence modifier (+40). The bonus remains in place for as long as the paramind is struck or attempts to strike each opponent plus 2 rounds afterwards.

For example, the first time the paramind damages a foe, a +1 bonus applies to each of it's attacks against that target in subsequent rounds. The next time it hits that foe, the bonuses increases to +2. During any round it misses the target, the bonus does not increase.

If fighting multiple creatures simultaneously, the bonuses apply separately to each opponent. So though you may have hit one opponent three times for a +3 insight bonus to attacks against it, you may have only hit another creature once, and so only gain a +1 insight bonus against it, all at the same time.

The Vorpal Tribble
2010-04-25, 10:55 PM
Btw, I will not be excepting Epic + entries until further notice. Just spent 6 hours on my last creation and only because my foot is laid up. Can't be spending that much time.

Ixahinon
2010-04-26, 12:25 AM
Been trying to find a way to make it very hard to turn, but though I can get +2's from various feats, it's nothing compared to the huge bonuses to turn attempts that clerics can also get from feats and PrC's. Have looked over practically everything.

Yea...been running into that problem, too. Can you make the creature while ignoring this step? I might just Homebrew a reason why he can't be turned, or something.

EDIT: Just noticed your above post...heh.

Agrippa
2010-04-26, 12:29 AM
Christopher St. Laurent

Human Paladin/Swordsage Gestalt 5
Medium Humanoid (human)
Hit Dice: 5d10+5 HD (32 hp)
Initiative: +5 (+2 quick to act)
Speed: 30 ft. (6 squares)
Armor Class: 15 (+3 dex, +2 wisdom), touch 15, flat-footed 15
Base Attack/Grapple: +5/+6
Attack: -
Full Attack: -
Space/Reach: 5 ft./5 ft.
Special Attacks: Lay on hands, maneuvers & stances, smite evil 2/day, spells, turn undead 7/day
Special Qualities: Aura of good, detect evil, immunity to disease
Saves: Fort +9, Ref +11, Will +10
Abilities: Str 13, Dex 16, Con 12, Int 13, Wis 14, Cha 18
Skills: Balance +7, Diplomacy +12, Knowledge (religion) +9, Listen +10, Martial Lore +6, Move Silently +11, Sense Motive +10, Spot +10
Feats: Point Blank Shot, Precise Shot, Ranged Sunder (http://realmshelps.dandello.net/cgi-bin/feats.pl?Ranged_Sunder)
Challenge Rating: 6
Possessions: ?
Alignment: Lawful Good
Advancement: By character class
Level Adjustment: +0


Combat

Aura of Courage (Su): Christopher is immune to fear (magical or otherwise). Each ally within 10 feet of him gains a +4 morale bonus on saving throws against fear effects. This ability functions while the paladin is conscious, but not if he is unconscious or dead.

Aura of Good (Ex): The power of a Christopher’s aura of good (see the detect good spell) is equal to her paladin level (5th).

Detect Evil (Sp): At will, Christopher can use detect evil, as the spell.

Discipline Focus (Ex): Weapon Focus and Insightful Strike as Tome of Battle, p. 16.

Lay on Hands (Su): Christopher can heal wounds (his own or those of others) by touch. Each day he can heal a total number of hit points of damage equal to his paladin level x his Charisma bonus (20 hp). He may choose to divide his healing among multiple recipients, and he doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of his daily allotment of points to use as damage after successfully touching an undead creature.

Maneuvers and Stances Known (IL 5)
Stances: Child of Shadow (SH1), Dance of the Spider (SH3), Step of the Wind (SC1)
Boost: Cloak of Deception (SH2)
Counter: Baffling Defense (SS2)
Strike: Clinging Shadow Strike (SH1), Counter Charge (SS1), Crane Step (SC1), Exorcism Strike (SC3), Flashing Wings (SC1), Mighty Throw (SS1), Shadow Blade Techique (SH1), Shadow Garrote (SH3)
Disciplines: Setting Sun, Shadow Hand, Silver Crane

Paladin Spells: Caster level 2nd. (Spells per day: (1); Save DC 14 + spell level):

Spells Prepared
1st - Know Greatest Enemy* or Warning Shout*
* From Spell Compendium

Smite Evil (Su)(Pathfinder):
Twice per day, Christopher can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability.

Turn Undead (Su): Chrisopher gains the supernatural ability to turn undead. He may use this ability 7 times per day. He turns undead as a 2nd level cleric.

Thank you you Tribble. I'll obviously make some modest changes to Christopher, but mostly you were the one to figure him out mechanically. I was thinking about his team giving him the call sign, "Black King", for his fondness of stealth and shadow and his almost regal demeanor combined with his leadership skills.

The Vorpal Tribble
2010-04-26, 12:41 AM
Yea...been running into that problem, too. Can you make the creature while ignoring this step? I might just Homebrew a reason why he can't be turned, or something.

EDIT: Just noticed your above post...heh.
Naw, I'll get to him in the next couple days.

Agrippa
2010-04-28, 03:22 PM
I have a fifth request for you Tribble. A young sorcereress (read wizard/psion gestalt) named Genevieve Santiago (her mother was Welsh). She's genuinely kind, compassionate and gentle unless sorely prevoked, and with a strong independent/individualist streak. She's smart, witty, wise and charming with few enemies. Genevive is about 5'6" 132 lbs. with straight waist-length black hair and medium-tan skin with dark brown eyes. She also has some muscle tone due to exercise and is an avid runner.

Genevive is also one of Phillip's live-in girlfriends and is the closest to him of the group. Phillip is currently paing for her collage education with both his engineering and police "consulting" jobs. For favored pattern of dress while helping her lover fight crime or acting as the friendly neighborhood necromancer, see below and combine them.

http://images.mmosite.com/answer/dict/upload/2009/09/23/bcd5bd0bb5fffc97516ba8a61d1e9932.jpg
http://celticrebel.files.wordpress.com/2008/06/vb7orpheus.jpg

The Vorpal Tribble
2010-04-28, 09:40 PM
Ok, having serious troubles with my net guys. I'll be getting to the requests when I can, but can't give any estimates.

Agrippa
2010-04-28, 11:18 PM
Ok, having serious troubles with my net guys. I'll be getting to the requests when I can, but can't give any estimates.

That's all right, take all the time you need.

Agrippa
2010-05-18, 04:53 PM
So Vorpal, how close are you to filling out those requests of your's, especially mine?

Agrippa
2010-06-04, 02:17 PM
It's been a few weeks since you said your web connection was screwy and I wonder when you'll get back to fufilling requests again.

The Vorpal Tribble
2010-06-04, 02:19 PM
Well, finished moving and having sister's wedding so can probably start this back up again now.

Something to do while searching job listings if nothing else.

The Vorpal Tribble
2010-06-04, 03:39 PM
I have a fifth request for you Tribble. A young sorcereress (read wizard/psion gestalt) named Genevieve Santiago

Genevieve Santiago

Human Telepath/Wizard Gestalt 5

Medium Humanoid (human)
Hit Dice: 5d4+5 hd (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Dagger +2 melee/ranged (1d4)
Full Attack: Dagger +2 melee/ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: psionics, spells
Special Qualities: -
Saves: Fort +2, Ref +1, Will +6
Abilities: Str 11, Dex 10, Con 12, Int 16, Wis 14, Cha 16
Skills: Bluff +7, Concentration +9, Decipher Script +11, Gather Information +13, Jump +4, Knowledge (local) +11, Sense Motive +10
Feats: Endurance, Extend Spell (WizB), Inquisitor(PsiB), Martial Stance (Moment of Perfect Mind), Tap Mantle (http://www.realmshelps.org/cgi-bin/feats.pl?Tap_Mantle) (PsiB), Scribe Scroll(B), Song of the Dead (http://www.realmshelps.org/cgi-bin/feats.pl?Song_of_the_Dead) (WizB), Spirit Sense (http://www.realmshelps.org/cgi-bin/feats.pl?Spirit_Sense)
Challenge Rating: 5
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: +0

Genevieve is genuinely kind, compassionate and gentle unless sorely provoked, and with a strong independent/individualist streak. She's smart, witty, wise and charming with few enemies. Genevive is about 5'6" 132 lbs. with straight waist-length black hair and medium-tan skin with dark brown eyes. She also has some muscle tone due to exercise and is an avid runner.

Combat


Telepath Powers Known: Power Points/Day - 32; Save DC 13 + power level (ML 5th)
1st - Know Direction and Location, Mind Thrust, Sense Link, Touch of Health, Urban Strider
2nd - Detect Hostile Intent, From the Brink, Ego Whip, Serenity
3rd - Body Purification, Realized Potential

Wizard Spells: Caster level 5th. (Spells per day: (4/4/3/2); Save DC 13 + spell level):
0 - All
1st - Backbiter, Detect Secret Doors, Detect Undead, Featherfall, Shock and Awe, Sleep, True Strike
2nd - Command Undead, Fox's Cunning, Invisibility
3rd - Deep Slumber, Halt Undead

Navigator
2010-06-04, 05:19 PM
I'm currently running an ECL 15 drow campaign, and the PCs are planning on making a surface raid. I want a strong front-liner (or duo) to keep the party busy while the other defenders rain arrows and spells on them. The PCs in this party are considerably optimized (upper tier 3), so I will need a fairly optimized threat. Here's my criteria:

AC in the 30-40 range
At least a +16 fort save
Ability to hit up to a 30 AC
Must have moon elf flavor (Corellon worshipper, or elf friend, or bladesinger, something like that)
Does not require a lot of prep time, so probably not a full caster
Any official source is game, except Dragon Magazine and Psionics
Optimize as much as you want
Leave ~25% his NPC wealth for me to spend
Target CR anywhere from 15 to 18. I'll adjust the remainder of the encounter accordingly
There will be an arcanist in the combat, so you'll have at least a 12th-level greater magic weapon cast on any one weapon. If there are any other simple all-day buffs you want that's okay.

I'm not going to need it until this coming Wednesday, so take whatever time you need :smallcool:

Agrippa
2010-06-04, 07:29 PM
Genevieve Santiago

Human Telepath/Wizard Gestalt 5

Medium Humanoid (human)
Hit Dice: 5d4+5 hd (17 hp)
Initiative: +0
Speed: 30 ft. (6 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +2/+2
Attack: Dagger +2 melee/ranged (1d4)
Full Attack: Dagger +2 melee/ranged (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: psionics, spells
Special Qualities: -
Saves: Fort +2, Ref +1, Will +6
Abilities: Str 11, Dex 10, Con 12, Int 16, Wis 14, Cha 16
Skills: Bluff +7, Concentration +9, Decipher Script +11, Gather Information +13, Jump +4, Knowledge (local) +11, Sense Motive +10
Feats: Endurance, Extend Spell (WizB), Fell Animate (http://www.realmshelps.org/cgi-bin/feats.pl?Fell_Animate) (WizB), Inquisitor(PsiB), Martial Stance (Moment of Perfect Mind), Mental Leap (PsiB), Scribe Scroll(B), Spirit Sense (http://www.realmshelps.org/cgi-bin/feats.pl?Spirit_Sense)
Challenge Rating: 5
Alignment: Neutral Good
Advancement: By character class
Level Adjustment: +0

Genevieve is genuinely kind, compassionate and gentle unless sorely provoked, and with a strong independent/individualist streak. She's smart, witty, wise and charming with few enemies. Genevive is about 5'6" 132 lbs. with straight waist-length black hair and medium-tan skin with dark brown eyes. She also has some muscle tone due to exercise and is an avid runner.

Combat


Telepath Powers Known: Power Points/Day - 32; Save DC 13 + power level (ML 5th)
1st - Know Direction and Location, Mind Thrust, Psionic Charm, Sense Link, Urban Strider
2nd - Detect Hostile Intent, Ego Whip, Serenity, Stygian Ray
3rd - False Sensory Input, Realized Potential

Wizard Spells: Caster level 5th. (Spells per day: (4/4/3/2); Save DC 13 + spell level):
0 - All
1st - Backbiter, Detect Secret Doors, Featherfall, Shock and Awe, Sleep, Summon Undead I, True Strike
2nd - Command Undead, Fox's Cunning, Summon Undead II
3rd - Deep Slumber, Summon Undead III

I was thinking about having her more necromantic wizard spells focused more on destroying undead than on use of them. She'd also have in my opinion access to the Life Mantle (by way of feat of course) along with the heal skill. Genevieve is studying medicine and history. You don't have to worry about switching her psion specialty by the way, besides I'd make heal a class skill for wizards anyway. Also, in addition to a dagger Genevieve has a quaterstaff and a Berretta for self defense, while her lover Philip prefers his Desert Eagle.

The Vorpal Tribble
2010-06-04, 08:30 PM
@Agrippa: How's that look?


@Navigator: Will see what I can do.

Agrippa
2010-06-04, 08:58 PM
Perfect, she just needs some extra equipment. What kind of stats would you use for a Beretta (http://en.wikipedia.org/wiki/Beretta_92)-type gun anyway?

The Vorpal Tribble
2010-06-11, 10:56 AM
Hey Navigator, the net went out in my area for a few days. Still needing that elf thing?

Navigator
2010-06-11, 06:21 PM
If you're still up for it, sure. We never got around to the surface raid in our last session. I also decided to throw an elven bard in, so attack bonuses aren't that important. Just crank the AC! :smallbiggrin:

Aeromyre
2010-06-11, 06:44 PM
I would like a celestial mechanical (warforged/construct template?) ram that could be used for a 5th level Warforged Paladin with 1 level in Kensai as a special mount.
I would like it to be 3-6 CR any higher and my DM would say no, any lower and i wouldn't be happy.

I couldn't find ram or bull in any monster book i have :( (MMI-IV and PF Bestiary)

I appreciate your time and effort

EDIT: The reason i want a ram for a mount is because my Paladin's god is Hiemdal, nicknamed the Ram

Moonlitdreams
2010-06-11, 11:10 PM
If you could manage it, I would like a Dragonkin (Draconomicon) Gish to throw at my party. Battle Sorcerer/Swiftblade, preferably. CR 14-16 area. Thank you very much! :D

The Vorpal Tribble
2010-06-13, 11:26 AM
Working on it, Navigator.



I would like a celestial mechanical (warforged/construct template?) ram
How about a Storyhunduy (http://www.giantitp.com/forums/showthread.php?t=11693) with the Effigy template from Complete Arcane?



Btw, the three above are all I'm taking right now.

The Vorpal Tribble
2010-06-13, 02:40 PM
I'm currently running an ECL 15 drow campaign, and the PCs are planning on making a surface raid. I want a strong front-liner (or duo) to keep the party busy while the other defenders rain arrows and spells on them. The PCs in this party are considerably optimized (upper tier 3), so I will need a fairly optimized threat. Here's my criteria:

AC in the 30-40 range
At least a +16 fort save
Ability to hit up to a 30 AC
Must have moon elf flavor (Corellon worshipper, or elf friend, or bladesinger, something like that)
Does not require a lot of prep time, so probably not a full caster
Any official source is game, except Dragon Magazine and Psionics
Optimize as much as you want
Leave ~25% his NPC wealth for me to spend
Target CR anywhere from 15 to 18. I'll adjust the remainder of the encounter accordingly
There will be an arcanist in the combat, so you'll have at least a 12th-level greater magic weapon cast on any one weapon. If there are any other simple all-day buffs you want that's okay.

I'm not going to need it until this coming Wednesday, so take whatever time you need :smallcool:

Keep in mind that during her Throes of Fae ability her AC increases by an additional 10 for an AC of 45.

Tinkerbell

Ealaín (http://www.giantitp.com/forums/showthread.php?p=4575917#post4575917) Paladin of Freedom (http://dndsrd.net/unearthedCoreClass.html#paladin) 3, Dark Waltzing (http://www.giantitp.com/forums/showthread.php?t=40255) 10
Tiny Outsider (angel, extraplanar, good)
Hit Dice: 4d8+8 + 3d10+6 +10d6+20 (103 hp)
Initiative: +15
Speed: 10 ft. (2 squares), fly 40 ft. (good)
Armor Class: 35 (+6 armor, +11 dex, +4 natural, +2 shield, +2 size), touch 23, flat-footed 24
Base Attack/Grapple: +14/+4
Attack: +1 fine spiked chain of brilliant energy +30 melee (1d4+4)
Full Attack: +1 fine spiked chain of brilliant energy +30/+25/+20/+15 melee (1d4+4)
Space/Reach: 2 1/2 ft./0 ft. (5 feet with chain)
Special Attacks: Gambol, lay on hands, lights out, shadowbane, spell-like abilities, summon sparks, twilight
Special Qualities: Angel traits, basking in the light, cunning, damage reduction 10/cold iron, darkvision 60 ft., detect evil, great cunning, immunity to acid, cold, compulsion, disease, fear and petrification, kick up your heals, low-light vision, outsider traits, protective aura, resistance to electricity 10 and fire 10, shades of virtue, smite evil, spell resistance 20, throes of fae, tongues, visage of the fair folk, woodland stride
Saves: Fort +16, Ref +22, Will +14
Abilities: Str 6, Dex 32 (+11), Con 14, Int 18, Wis 17, Cha 24 (+7)
Skills: Concentration +22, Craft (any) +11, Diplomacy +18, Escape Artist +31, Hide +39, Intimidate +16, Knowledge (nature and religion) +24, Listen +23, Move Silently +25, Perform (dance) +39, Search +14, Spot +23
Traits: Hardy, Passionate
Feats: Combat Expertise, Dodge, Great Fortitude, Improved Initiative, Mobility, Spring Attack, Weapon Finesse(B), Weapon Focus (spiked chain)
Environment: Any good-aligned plane
Organization: Solitary, Pair, or Fervent (3-10)
Challenge Rating: 18
Treasure: Bracers of Armor +6, Gloves of Dexterity +6, Ring of Force Shield
Alignment: Chaotic Good
Advancement: 5-7 HD (Tiny), 8-14 (Small)
Level Adjustment: +4

Combat
Ealaín are dangerous opponents despite their size. They prefer to blind their enemy and send them stumbling about as the petite angel whips them with their glowing chains. When hurt or witnessing evil they literally glow with ire, making even the hardest demon pause.

An ealaín's natural weapons, as well as any weapons she wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Aura of Resolve (Su): Tinkerbell is immune to compulsion effects. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability otherwise functions identically to the paladin's aura of courage class feature.

Basking in the Light (Ex): An ealaín is immune to dazzling and blindness from light and all damage or affects stemming from light, such as Searing Light or Color Spray.

Cunning (Ex): Tinkerbell retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Detect Evil (Sp): At will, Tinkerbell can use detect evil, as the spell.

Gambol (Su): Tinkerbell may use up one of their daily throes to Fascinate up to 5 creatures with their enthralling dances. Each creature to be fascinated must be within 90 feet, and able to pay attention to the waltzing. The distraction of a nearby combat or other dangers prevents the ability from working.

To use the ability, a dark waltzing makes a Perform (dance) check. Her check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the waltzing cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and watches the dance rapturously, taking no other actions, for as long as the waltzing continues to dance and concentrate (up to a maximum of 1 round per prestige level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the waltzing to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

The dark waltzing may choose one of those successfully fascinated to become Charmed with her as the Charm Monster spell for 10 hours if they fail a second Will save. All Fascinated creatures but the charmed target are freed as the waltzing uses all her focus on an individual. She may not have more than 1 creature charmed at the same time.

She may choose to completely bind her target to her as the Dominate Person spell instead of merely charming. She may not charm or dominate any other creature while the primary target is affected.

Great Cunning (Ex): A dark waltzing cannot be flanked. This defense denies a rogue of any level the ability to sneak attack the waltzing by flanking her.

Kick Up Your Heels (Ex): Your movements are as light as a feather. You use your Dexterity in the place of strength when making Jump and Climb checks. As well you add your dexterity modifier to Perform (dance) checks in addition to your charisma-modifier.

Lay on Hands (Su): Tinkerbell can heal wounds (her own or those of others) by touch. Each day she can heal a total number of 21 hit points of damage. She may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.

Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.

Lights Out (Ex): An ealaín adds her charisma-modifier to weapon damage.

Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level 4th). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

Shadowbane (Ex): Creatures of the darkness are sent into a panic at the presence of an ealaín. Undead within 20 feet of an ealaín are affected each round as a rebuke attack as a cleric equal to twice the ealaín's HD. Creatures from the plane of shadow that approach within 60 feet must succeed on a DC 17 will save each round or become panicked, and creatures from underground terrain Shaken. Even if they make the save they are shaken while in range and for 1d4 minutes after.

Shades of Virtue (Su): An ealaín sees into a realm of moral twilight, viewing their surroundings by the light of one's heart.
A good-aligned individual illuminates an area out to 60 feet as bright as daylight to an ealaín, while an evil individual emits darkness in a similiar area. Exalted and vile or tainted individuals brighten and darken an area twice that of normally aligned folk. If together they produce the dusk of neutrality, though exalted beings aura overpower evil, and vile folks blacken out that of the lesser good.
This light and shadow also illuminate the ealaín herself, so that in the presence of an evil individual she fades from sight even to creatures with darkvision, requiring True Seeing to be seen.
If nearby a good individual she becomes a radiant being and if within the light of an exalted being her Charisma score increases by +2.

Smite Evil (Su): Once per day, Tinkerbell may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (+7) to her attack roll and deals 3 extra points of damage. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Spell-like Abilities: Caster level 8th. Save DC's are Charisma-based.
At Will - Continual Flame, Detect Evil, $Guiding Light, $Light of Lunia, $Moon Lust
3/day - *Dolorous Motes, *Luminous Armor, $Moon Path, *Stars of Arvandor, True Seeing
1/day - Sunburst

* From the Book of Exalted Deeds
$ From the Spell Compendium

Summon Sparks (Su): An ealaín can summon a heavenspark firefly swarm (http://www.giantitp.com/forums/showthread.php?p=4602252#post4602252) once per day. This ability is the equivalent of an 8th-level spell.

Throes of Fae (Ex): 4/day - Tinkerbell may give into the haunting wildness of the fey spirit . Your features gain a horrible, alien beauty and your movements become unearthly graceful and dance-like. While in these throes a dark waltzing gains a +6 bonus to Dexterity, a +6 bonus to Charisma, and a +3 morale bonus to Will saves. She adds her (newly improved) Charisma-modifier as a deflection bonus to her AC while in these throes. These throes last for a number of rounds equal to 3 + the waltzing’s (newly improved) Charisma modifier (+13). A dark waltzing may prematurely end her throes.
There is a cumulative 2% chance every round while in these throes that the dark waltzing loses all control, becoming Insane as the spell. This condition lasts until the end of the throes, which while insane cannot be ended prematurely.
A dark waltzing may succumb to these throes only once per encounter. Going into these throes takes no time itself, but a dark waltzing can do it only during her action, not in response to someone else’s action.

Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level 4th). This ability is always active.

Twilight (Su): An elain doesn't emit light so much as her very presence lessens it. This creates an area of illumination similar to the daylight spell up to 400 feet, except the illumination is shadowy. No magical darkness counters or dispels this illumination. An ealaín can enhance the illumination as a true daylight spell, but it requires concentration. Everything within 20 feet of the Ealaín is also illuminated as by the Faerie Fire spell for a number of minutes equal to her Charisma-modifier. Any non-evil creature within 60 feet of the elain gains a +2 morale bonus on saves against fear, poison, disease, and death effects. Evil creatures take a -2 penalty on saves against fear effects.
An ealaín can cease this ability if she concentrates.

Visage of the Fair Folk (Ex): Tinkerbell gain a +4 bonus on saving throws against the spell-like abilities of fey.

Woodland Stride (Ex): Tinkerbell may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Even magically manipulated areas do not cause her damage or impair her.

Woodwise (Ex): A dark waltzing may use Commune With Nature and Find the Path three times per day.

Navigator
2010-06-16, 04:11 PM
This is a fantastic monster, and presents very clever challenges for a drow party. They'll be running into this tonight, and I'll certainly let you know how it goes. Thanks!

Aside from that, can you tell me which books the base creature and Dark Waltzing are from?

Never mind, links are cool. :smallcool:

Agrippa
2010-06-16, 09:54 PM
Here's a request of mine.

Erica Ashley Eisernefaust.
Concept: Righ-kid techno-mystic.
Age: 24 years old.
Classes: archivist/artificer gestalt.
Ability scores: Inteligence 18, Wisdom 12-14, Charisma 9 or 10, Strength 14, Constitution 12, Dexterity 16.
Background: The third out of five siblings, Erica was born into an upper class household. Through out much of her life young Erica had a very happy and largely uneventful life, aside from a few weddings and her grandparents' funerals. When she was just six she developed an interest in magical artifice which her parents strongly encouraged even though Erica didn't develop any skill with it untill several years later. Then at the age of 15, Erica's mother was diagnosed with breast cancer. Unfortunately the cancer had already metastasized before it was discovered and spread to the lungs. Sarah Eisernefaust died three months later.
With this family tragedy behind her Erica graduated from middle school and entered high school, where she met her friend Genevive Santiago and their eventually mutual lover, Phillip Harrison. The trio spent much of their time in high school together as study partners helping each other through difficult classesa and later left for the same collage. They noticed however that the neighborhood surrounding their new campus was plagued by bizare murders, dissappearances and thefts.
Realizing the often times supernatural nature of these crimes, Erica, Genevive and Phillip decided to turn their talents (high intellect, family wealth and skill at artifice for Erica, sorcery and wizardry for Genevive and angelic sorcery combined with martial skill including gunfighting and the chanelling of divine wrath for Phillip) toward combating these threats. While this occured, Erica deleved into studies of the occult and theosophy and blended into it her technical skill becoming a techno-mystic. Eventually they gathered a small number of allies to battle against both mundane and supernatural evil.
Personality: Erica is generally good natured if somewhat aloof and preoccupied with her current technical projects. She's not particularly outgoing nor is she much of a wallflower either and can be rather friendly and polite when the situation calls for it. Oddly enough she's also the most gnug-ho of the group and usually the first to resort to violence.
Appearance: Erica is a young and very pretty young woman with very lightly-tanned skin, blue-green eyes and shoulder length golden-blonde tied off in two distinct ponytails. She's about 5'9" in height and wieghs 165 lbs with a noticable yet sleek musculature and rather broad shoulders for a woman. In addition, Erica has long, powerful legs and a generally shapely and appealing body. Typically Erica prefers comfortable, loose fitting casual clothes when not adventuring or doing lab work. When going out to confront mortal or supernatural enemies miss Eisernfaust opts for a simple black tee shirt, calf length biege cahki pants and combat boots. Due to her eye problems she has to wear glasses, prefering them to be as stylish as possible.
Weapons: See my post on Genevive but give Erica a large wrench (club). You decide the enchantments on her weapons.