Da'Shain
2012-02-27, 09:45 PM
This weekend I took part in a pretty epic one-shot involving a disparate group of evil planeswalkers that were assembled by the forces of evil to track down artifacts of EVIL needed for an ultimate showdown of ultimate destiny.
Said one-shot was not able to be finished, and we're going to try and finish it. Since the group loved it so much, we're probably also going to try and extend it, and the DM's going to allow us to shift some aspects of our characters around to plan them out a bit better (since we made them up on the spot in about two hours).
I think my character is already pretty awesome :smallbiggrin:, but I'd appreciate any observations or suggestions people might be willing to offer. Of particular worry to me is my character's lack of dispelling ability, and how to go about ensuring that once the inevitable double-cross occurs (either by me or by my "companions"), I come out on top!
Here's the party:
Xyklon, a 19th level Sorceror Lich. Unknown full spell list, but definitely has Shapechange, Plane Shift, Greater Teleport and Meteor Swarm, and possesses a Vest of the Archmagi and (I think) a Ring of Freedom of Movement.
Velk, a huge-size Storm Giant valkyrie-style warrior with an unknown number of Fighter levels, a set of highly magical adamantine armor and greatsword, and a frickin' roc named Orc to fly around on.
Shaka, an Astral Stalker with 10 levels of Assassin, an Amulet of Natural Attacks +5 and some fairly powerful intelligent bracers, along with some other unknown magic items and the epic feat Blinding Speed.
(Me) Kranek the Knowing, an advanced Half-Fiend Elder Brain of Thoon!
We all got a fair amount of magic items to start and the array of 18, 16, 14, 12, 11, 10, and were able to pick from pretty much anything we could think of except Spell Compendium and Magic Item Compendium, which he's saving for later. Here's my build (warning, it's a doozie):
Kranek the KnowingNE Large Aberration/Outsider
Init +5, Dual Action; Senses darkvision 60 ft; Mindsight 1 mile; Perception (Listen/Spot merged) +34
Languages Everything in the PHB (minus Druidic), Modronic, Limbic (Chaotic language), Gibbering, Spheres, Squirrels; Telepathy 1 mile
AC 41 (-1 size, +4 Mage Armor, +5 Dex, +18 natural, +5 deflect), Touch 19, Flat-Footed 36
HP 429 (Aberration HD, 24d8+312); fast healing 10
SR 38, DR 10/magic
Immune acid, fear, poison, Resist cold 10, electricity 10, fire 10
Fort +21, Ref +13, Will +21
Speed 10 feet, fly 20 ft (perfect), swim 30 ft
Melee 8 Tentacles +32 each (1d6+14 plus 2d6 acid)
Space 10 ft, Reach 10 ft
Base Attack +19, Grapple +41 (+4 size, +4 Improved Grapple)
Attack Options Combat Reflexes, acid burn, Smite Good 1/day
Special Actions confusion sphere, overmind blast
Spell-like Abilities
Elder Brain (CL 27th):
At will -- charm monster (DC 26), detect magic, detect thoughts (DC 24), mage armor, plane shift (DC 27), suggestion (DC 25)
3/day -- dominate monster (DC 31)
Half-Fiend (CL 24th)
3/day -- darkness, poison (DC 34), unholy aura (DC 30)
1/day -- blasphemy, contagion (DC 25), desecrate, destruction (DC 29), horrid wilting (DC 30), summon monster IX, unhallow (DC 27), unholy blight (DC 26)
Abilities Str 38, Dex 20, Con 36, Int 34, Wis 24, Cha 34
SA acid burn, confusion sphere, dual action, overmind blast, smite good, spell-like abilities
Feats Ability Focus (Overmind Blast), Arcane Mastery, Boost Spell-Like Ability (BoVD 47), Combat Reflexes, Improved Grapple, Mindsight, Quicken Spell-Like Ability (Plane Shift)
Epic Feats Spellcasting Harrier, Tenacious Magic (Dominate Monster)
Skills Bluff +39, Concentration +40, Decipher Script +39, Diplomacy +49, Handle Animal +15, Intimidate +43, Knowledge (Arcana) +39, Knowlege (Architecture & Engineering) +39, Knowledge (Dungeoneering) +39, Knowledge (Geography) +21, Knowledge (History) +39, Knowledge (Local) +21, Knowledge (Nature) +39, Knowledge (the Planes) +39, Knowledge (Religion) +39, Knowledge (Royalty & Nobility) +21, Perception (Listen/Spot merged) +34, Sense Motive +34, Sleight of Tentacle +22, Spellcraft +43, Stealth (Hide/Move Silently merged) +14, Use Magic Device +25 (+33 for scrolls), Speak Language +10
Skill Tricks Never Outnumbered, Clarity of Vision
Possessions (note: DM gave me 8 rings to start with and no other magic items; mirror was loot) Mirror of Mental Fortitude (in lair), Ring of Blinking, Ring of Evasion, Ring of Freedom of Movement, Ring of Protection +5, Ring of Spell Battle (CArc 144), Ring of Spell Turning, Ring of Sustenance, Ring of Telekinesis
Dual Action (Ex) Kranek is a creature made up of multiple minds, all touched by the unreality of the Far Realm. Make two initiative checks for the creature. The higher result represents a mental action turn, and the lower result is used for a physical action turn. This means Kranek can do more in a single round than most creatures. For example, it could perform an overmind blast (a purely mental action) on initiative count 17, then move and make a tentacle attack (a physical action) on initiative count 12. These initiative counts can change if Kranek readies an action or delays to let its other half go first.
Acid Burn (Ex) The acid delivered by Kranek's tentacles continues to burn in the round after Kranek hits. At the beginning of each of Kranek's physical action turns, the acid deals 4d6 points of acid damage to any creature Kranek hit with a tentacle attack during the previous round. The damage is always 4d6 points, regardless of how many times Kranek hit the creature.
Confusion Sphere (Su) Kranek can scramble the thoughts of nearby creatures. This ability functions like a confusion spell (CL 27th, Will DC 26 negates), except that all creatures (except for creatures of Thoon) within a 10-foot radius centered on Kranek are subject to the effect. The effect lasts 15 rounds, but it cannot end for an affected creature when that creature is still within 10 feet of Kranek. The save DC is Charisma based.
Overmind Blast (Su) Kranek can project the horror of its consciousness against a single foe within 100 feet. That target must succeed on a DC 30 Will save or take 2d6 points of Wisdom damage. Though overmind blast isn't a fear effect, a creature that has immunity to fear or a save bonus against fear receives a +4 bonus on the saving throw. The save DC is Charisma based.
Smite Good (Su) Once per day Kranek can make a normal melee attack to deal 20 extra damage against a good foe.
Thanks in advance to anyone who actually read through that whole statblock! So, any advice? I'm most worried about the Lich Sorceror, as aside from beating him to death or planeshifting him to the plane of Positive Energy, there doesn't seem to be much that Kranek can do against him.
Said one-shot was not able to be finished, and we're going to try and finish it. Since the group loved it so much, we're probably also going to try and extend it, and the DM's going to allow us to shift some aspects of our characters around to plan them out a bit better (since we made them up on the spot in about two hours).
I think my character is already pretty awesome :smallbiggrin:, but I'd appreciate any observations or suggestions people might be willing to offer. Of particular worry to me is my character's lack of dispelling ability, and how to go about ensuring that once the inevitable double-cross occurs (either by me or by my "companions"), I come out on top!
Here's the party:
Xyklon, a 19th level Sorceror Lich. Unknown full spell list, but definitely has Shapechange, Plane Shift, Greater Teleport and Meteor Swarm, and possesses a Vest of the Archmagi and (I think) a Ring of Freedom of Movement.
Velk, a huge-size Storm Giant valkyrie-style warrior with an unknown number of Fighter levels, a set of highly magical adamantine armor and greatsword, and a frickin' roc named Orc to fly around on.
Shaka, an Astral Stalker with 10 levels of Assassin, an Amulet of Natural Attacks +5 and some fairly powerful intelligent bracers, along with some other unknown magic items and the epic feat Blinding Speed.
(Me) Kranek the Knowing, an advanced Half-Fiend Elder Brain of Thoon!
We all got a fair amount of magic items to start and the array of 18, 16, 14, 12, 11, 10, and were able to pick from pretty much anything we could think of except Spell Compendium and Magic Item Compendium, which he's saving for later. Here's my build (warning, it's a doozie):
Kranek the KnowingNE Large Aberration/Outsider
Init +5, Dual Action; Senses darkvision 60 ft; Mindsight 1 mile; Perception (Listen/Spot merged) +34
Languages Everything in the PHB (minus Druidic), Modronic, Limbic (Chaotic language), Gibbering, Spheres, Squirrels; Telepathy 1 mile
AC 41 (-1 size, +4 Mage Armor, +5 Dex, +18 natural, +5 deflect), Touch 19, Flat-Footed 36
HP 429 (Aberration HD, 24d8+312); fast healing 10
SR 38, DR 10/magic
Immune acid, fear, poison, Resist cold 10, electricity 10, fire 10
Fort +21, Ref +13, Will +21
Speed 10 feet, fly 20 ft (perfect), swim 30 ft
Melee 8 Tentacles +32 each (1d6+14 plus 2d6 acid)
Space 10 ft, Reach 10 ft
Base Attack +19, Grapple +41 (+4 size, +4 Improved Grapple)
Attack Options Combat Reflexes, acid burn, Smite Good 1/day
Special Actions confusion sphere, overmind blast
Spell-like Abilities
Elder Brain (CL 27th):
At will -- charm monster (DC 26), detect magic, detect thoughts (DC 24), mage armor, plane shift (DC 27), suggestion (DC 25)
3/day -- dominate monster (DC 31)
Half-Fiend (CL 24th)
3/day -- darkness, poison (DC 34), unholy aura (DC 30)
1/day -- blasphemy, contagion (DC 25), desecrate, destruction (DC 29), horrid wilting (DC 30), summon monster IX, unhallow (DC 27), unholy blight (DC 26)
Abilities Str 38, Dex 20, Con 36, Int 34, Wis 24, Cha 34
SA acid burn, confusion sphere, dual action, overmind blast, smite good, spell-like abilities
Feats Ability Focus (Overmind Blast), Arcane Mastery, Boost Spell-Like Ability (BoVD 47), Combat Reflexes, Improved Grapple, Mindsight, Quicken Spell-Like Ability (Plane Shift)
Epic Feats Spellcasting Harrier, Tenacious Magic (Dominate Monster)
Skills Bluff +39, Concentration +40, Decipher Script +39, Diplomacy +49, Handle Animal +15, Intimidate +43, Knowledge (Arcana) +39, Knowlege (Architecture & Engineering) +39, Knowledge (Dungeoneering) +39, Knowledge (Geography) +21, Knowledge (History) +39, Knowledge (Local) +21, Knowledge (Nature) +39, Knowledge (the Planes) +39, Knowledge (Religion) +39, Knowledge (Royalty & Nobility) +21, Perception (Listen/Spot merged) +34, Sense Motive +34, Sleight of Tentacle +22, Spellcraft +43, Stealth (Hide/Move Silently merged) +14, Use Magic Device +25 (+33 for scrolls), Speak Language +10
Skill Tricks Never Outnumbered, Clarity of Vision
Possessions (note: DM gave me 8 rings to start with and no other magic items; mirror was loot) Mirror of Mental Fortitude (in lair), Ring of Blinking, Ring of Evasion, Ring of Freedom of Movement, Ring of Protection +5, Ring of Spell Battle (CArc 144), Ring of Spell Turning, Ring of Sustenance, Ring of Telekinesis
Dual Action (Ex) Kranek is a creature made up of multiple minds, all touched by the unreality of the Far Realm. Make two initiative checks for the creature. The higher result represents a mental action turn, and the lower result is used for a physical action turn. This means Kranek can do more in a single round than most creatures. For example, it could perform an overmind blast (a purely mental action) on initiative count 17, then move and make a tentacle attack (a physical action) on initiative count 12. These initiative counts can change if Kranek readies an action or delays to let its other half go first.
Acid Burn (Ex) The acid delivered by Kranek's tentacles continues to burn in the round after Kranek hits. At the beginning of each of Kranek's physical action turns, the acid deals 4d6 points of acid damage to any creature Kranek hit with a tentacle attack during the previous round. The damage is always 4d6 points, regardless of how many times Kranek hit the creature.
Confusion Sphere (Su) Kranek can scramble the thoughts of nearby creatures. This ability functions like a confusion spell (CL 27th, Will DC 26 negates), except that all creatures (except for creatures of Thoon) within a 10-foot radius centered on Kranek are subject to the effect. The effect lasts 15 rounds, but it cannot end for an affected creature when that creature is still within 10 feet of Kranek. The save DC is Charisma based.
Overmind Blast (Su) Kranek can project the horror of its consciousness against a single foe within 100 feet. That target must succeed on a DC 30 Will save or take 2d6 points of Wisdom damage. Though overmind blast isn't a fear effect, a creature that has immunity to fear or a save bonus against fear receives a +4 bonus on the saving throw. The save DC is Charisma based.
Smite Good (Su) Once per day Kranek can make a normal melee attack to deal 20 extra damage against a good foe.
Thanks in advance to anyone who actually read through that whole statblock! So, any advice? I'm most worried about the Lich Sorceror, as aside from beating him to death or planeshifting him to the plane of Positive Energy, there doesn't seem to be much that Kranek can do against him.