Cieyrin
2011-08-19, 02:45 PM
So yeah, I had a strange inkling yesterday that got me to wanting to watch the Last Unicorn, which I finally did this morning and it got me to thinking about what the various characters would be represented. The Unicorn Amalthea started the film as a modified Celestial Charger, from which she leveled over the movie till she reached the next tier of spells for her final confrontation. Mommy Fortuna and Schmendrick are Sorcerers focusing on Illusions, Fortuna also dealing in Enchantments, Schmendrick dabbling in Transmutations and has a couple levels of Wild Mage, especially when he lets his magic "do what it will" :smallwink: Captain Cully and his band are Rangers and Rogues, possibly with a little Fighter of the Thug variety. Molly Grue is an Expert, pure and simple. Haggard and Lír are Fighters, Lír maybe having a couple level of Knight as well.
This leaves me with the Red Bull. The Red Bull isn't easily explained, as there isn't something in the rules, at least Core, that directly details it. Not wanting to let my ideas on it float away, I looked into what the Unicorn stats are and how powerful the Red Bull would have to be to chase masses of unicorns into the sea by King Haggard's castle. Then I realized they're only CR 3, which explains how they're so easily dealt with en masse. 10-12 Unicorns is an EL 10 encounter, meaning I'd want something in the range of CR 12-14 so that it could easily deal with them and be a viable threat to a leveled Celestial Charger, for which, since she raised Lír from the dead, puts her at Cleric 9 and about CR 15, which is my sweet spot.
Looking at viable creatures in the MM, the Nightmare and consequently the Cauchemar caught my eye as a good starting place, being huge and firey. Just need to improve on it and make it more Bull than Horse. So, below, is my attempt at making a viable Red Bull, aiming at CR 15.
http://pictures.fanart-central.net/c/Christiane/153748.jpg
The Last Unicorn and the Red Bull by Christiane (http://www.fanart-central.net/pic-153748.html)
The Red Bull
Huge Outsider (Evil, Extraplanar, Fire)
HD 20d8+160 (250 hp)
Speed 40 ft. (8 squares); Pursuit
Init: +7
AC 27; touch 11; flat-footed 24 (-2 size, +3 Dex, +16 natural)
BAB +20; Grp +40
Attack Gore +30 melee (3d6+18 plus 2d6 fire)
Full-Attack Gore +30 melee (3d6+18 plus 2d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks Burning trample, flaming horns, powerful charge, smite good
Special Qualities DR 10/good, darkvision 60', immunity to fire, pursuit, resistance to cold 10, scent, spell resistance 25, vulnerability to cold
Saves Fort +19 Ref +15 Will +14
Abilities Str 34, Dex 17, Con 24, Int 10, Wis 14, Cha 12
Skills Hide +18, Intimidate +32, Jump +45, Listen +27, Move Silently +26, Search +23, Spot +27, Survival +25 (+27 when following track, +31 when following tracks by scent)
Feats Alertness, Improved Bull Rush, Improved Initiative, Improved Toughness, Power Attack, Run, Track
Environment Beneath King Haggard's Castle
Organization Unique
Challenge Rating 14
Treasure None
Alignment Always neutral evil
Advancement - Favored Class -
Level Adjustment -
Burning Trample (Ex/Su): The Red Bull can, as a full round action, run down creatures smaller than it, crushing them beneath its searing hooves. The Red Bull moves up to twice its speed and any creature that its bulk fully covers their squares may either make an attack of opportunity at -4 against the Bull or make a Reflex save (DC 32) for half damage. Trampled creatures take 2d8+12+2d6 fire damage. The save DC is Strength-based.
Flaming Horns (Su): A blow from the Red Bull's horns sets combustibles alight.
Powerful Charge (Ex): The Red Bull does 6d6+36+2d6 fire damage when it makes a charge attack.
Pursuit (Ex): When chasing a creature that is faster than it, the Red Bull gradually builds up speed at a rate of 10' of movement per round till it matches the pursued creature +5'. For example, if the Red Bull, who normally has a move speed of 40', pursues a normal unicorn, which has a move speed of 60', the Red Bull would go 40' in the first round, 50' in the second round, 60' in the third round and finally 65' in the fourth round on. The Red Bull can only maintain this increased speed while focused on one creature. If it changes targets or stops chasing any creatures, it returns to its normal speed.
Smite Good (Su): Once per day, the Red Bull may make a normal melee attack to deal +20 damage against a good creature. If it smites a non-good creature, its smite is wasted and expended for the day. The smite can be made on a Powerful Charge.
Skills:The Red Bull has a +6 racial bonus to Jump and +4 racial bonus to Survival when following tracks by scent.
So, thoughts? Did I achieve my goal or is the Red Bull lacking?
EDIT: WOOT! FINALLY HIT TROLL RANK! :smallbiggrin:
EDIT EDIT: CR lowered, though may change pending on whether Nightmare movement suite (Flight, Astral, Ethereal movement) is re-added or not. Changed once more, after talking to people in the unoffical Giantitp IRC. Writing up fluff and tactics in a bit.
This leaves me with the Red Bull. The Red Bull isn't easily explained, as there isn't something in the rules, at least Core, that directly details it. Not wanting to let my ideas on it float away, I looked into what the Unicorn stats are and how powerful the Red Bull would have to be to chase masses of unicorns into the sea by King Haggard's castle. Then I realized they're only CR 3, which explains how they're so easily dealt with en masse. 10-12 Unicorns is an EL 10 encounter, meaning I'd want something in the range of CR 12-14 so that it could easily deal with them and be a viable threat to a leveled Celestial Charger, for which, since she raised Lír from the dead, puts her at Cleric 9 and about CR 15, which is my sweet spot.
Looking at viable creatures in the MM, the Nightmare and consequently the Cauchemar caught my eye as a good starting place, being huge and firey. Just need to improve on it and make it more Bull than Horse. So, below, is my attempt at making a viable Red Bull, aiming at CR 15.
http://pictures.fanart-central.net/c/Christiane/153748.jpg
The Last Unicorn and the Red Bull by Christiane (http://www.fanart-central.net/pic-153748.html)
The Red Bull
Huge Outsider (Evil, Extraplanar, Fire)
HD 20d8+160 (250 hp)
Speed 40 ft. (8 squares); Pursuit
Init: +7
AC 27; touch 11; flat-footed 24 (-2 size, +3 Dex, +16 natural)
BAB +20; Grp +40
Attack Gore +30 melee (3d6+18 plus 2d6 fire)
Full-Attack Gore +30 melee (3d6+18 plus 2d6 fire)
Space 15 ft.; Reach 10 ft.
Special Attacks Burning trample, flaming horns, powerful charge, smite good
Special Qualities DR 10/good, darkvision 60', immunity to fire, pursuit, resistance to cold 10, scent, spell resistance 25, vulnerability to cold
Saves Fort +19 Ref +15 Will +14
Abilities Str 34, Dex 17, Con 24, Int 10, Wis 14, Cha 12
Skills Hide +18, Intimidate +32, Jump +45, Listen +27, Move Silently +26, Search +23, Spot +27, Survival +25 (+27 when following track, +31 when following tracks by scent)
Feats Alertness, Improved Bull Rush, Improved Initiative, Improved Toughness, Power Attack, Run, Track
Environment Beneath King Haggard's Castle
Organization Unique
Challenge Rating 14
Treasure None
Alignment Always neutral evil
Advancement - Favored Class -
Level Adjustment -
Burning Trample (Ex/Su): The Red Bull can, as a full round action, run down creatures smaller than it, crushing them beneath its searing hooves. The Red Bull moves up to twice its speed and any creature that its bulk fully covers their squares may either make an attack of opportunity at -4 against the Bull or make a Reflex save (DC 32) for half damage. Trampled creatures take 2d8+12+2d6 fire damage. The save DC is Strength-based.
Flaming Horns (Su): A blow from the Red Bull's horns sets combustibles alight.
Powerful Charge (Ex): The Red Bull does 6d6+36+2d6 fire damage when it makes a charge attack.
Pursuit (Ex): When chasing a creature that is faster than it, the Red Bull gradually builds up speed at a rate of 10' of movement per round till it matches the pursued creature +5'. For example, if the Red Bull, who normally has a move speed of 40', pursues a normal unicorn, which has a move speed of 60', the Red Bull would go 40' in the first round, 50' in the second round, 60' in the third round and finally 65' in the fourth round on. The Red Bull can only maintain this increased speed while focused on one creature. If it changes targets or stops chasing any creatures, it returns to its normal speed.
Smite Good (Su): Once per day, the Red Bull may make a normal melee attack to deal +20 damage against a good creature. If it smites a non-good creature, its smite is wasted and expended for the day. The smite can be made on a Powerful Charge.
Skills:The Red Bull has a +6 racial bonus to Jump and +4 racial bonus to Survival when following tracks by scent.
So, thoughts? Did I achieve my goal or is the Red Bull lacking?
EDIT: WOOT! FINALLY HIT TROLL RANK! :smallbiggrin:
EDIT EDIT: CR lowered, though may change pending on whether Nightmare movement suite (Flight, Astral, Ethereal movement) is re-added or not. Changed once more, after talking to people in the unoffical Giantitp IRC. Writing up fluff and tactics in a bit.