PDA

View Full Version : D&D 3.x Other Currumpo [PEACH]



kinem
2014-07-15, 07:52 PM
Currumpo

Large Outsider (Evil, extraplanar)
Hit Dice: 10d8+50 (95 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 40 ft.
AC: 26 (-1 size, +2 Dex, +5 natural, +6 chain shirt, +2 shield, +2 deflection), touch 13, flat-footed 24
Base Attack/Grapple: +10/+19
Attack: Infused Warhammer +19 melee (2d6+10/x3) or slam +14 melee (1d8+5)
Full Attack: Infused warhammer +19/+14 melee (2d6+10/x3),
or 2 slams +14 melee (1d8+5),
or Infused warhammer +19/+14 melee (2d6+10/x3) and slam +9 melee (1d8+5),
or Infused warhammer +13/+8 melee (2d6+10/x3) and shield bash -1 melee (1d6+2),
or Slam +8 melee (1d8+5) and shield bash -7 melee (1d6+2)
Space/Reach: 10 ft./10 ft.
Special Attacks: infuse weapon, penetrate damage reduction, spell-like abilities, suppress weapon
Special Qualities: Damage reduction 5/-; SR 22; immune to poison; master magic smith; resistance acid 10, cold 10, electricity 10, fire 10; telepathy 100'; darkvision 60'
Saves: Fort +13, Ref +11, Will +11
Abilities: Str 21, Dex 14, Con 19, Int 16, Wis 15, Cha 16
Skills: Appraise +16, Concentration +17, Craft (armorsmithing, bowmaking, weaponsmithing) +16, Hide +5, Intimidate +16, Knowledge (arcana) +9, Knowledge (the planes) +16, Listen +15, Sense Motive +15, Spot +15
Feats: Craft Magic Arms And Armor [B], Improved Initiative, Improved Toughness, Power Attack, Spell Penetration
Environment: Any land and underground (lower planes)
Organization: Solitary or partnership (2-5)
Challenge Rating: 10
Treasure: standard and large +2 chain shirt and large mwk steel shield and large mwk warhammer
Alignment: Always neutral evil
Advancement: By character class
Level adjustment: +5

A currumpo is a large (8' tall) muscular humanoid, with dark red skin, no hair, and four eyes.

Currumpos are master weaponsmiths and know how to fight against other fiends. As such, their skills are in high demand. They sell weapons to both sides in the Blood War and to other customers as well. Though they are not yugoloths, they are often found in the same areas as those fiends and the distinction is lost on many travellers, though the fiends themselves never forget it.

Currumpos speak Abyssal, (Planar) Common, Draconic, and Infernal.

Combat
The above stat block includes the effects of infuse weapon, greater magic weapon SLA, and the protection from all SLA.

Infuse weapon (Su): The currumpo can infuse power into a weapon he touches, giving it a +3 enhancement bonus that stacks with any other enhancement bonus. The currumpo can only infuse one weapon at a time, and can stop infusing a weapon as a free action. If the weapon is taken further than 30' from the currumpo, or if the currumpo is killed, the infusion ends 1d4 rounds later. Using this ability is a swift action, at will. While infused, the weapon cannot be further infused by other currumpos.

Penetrate damage reduction (Su): The currumpo's natural attacks, and any weapon it infuses, bypass any damage reduction and hardness. When penetrating damage reduction, the natural attack or infused weapon acts as though it has the appropriate properties; for example, when attacking a pit fiend with DR 15/good and silver, the currumpo's infused weapon acts as a good-aligned silver weapon, and the pit fiend's regeneration does not apply to the damage. The currumpo doesn't need be the one wielding the infused weapon. It is not unknown for a currumpo to hide nearby while a more powerful fiend wields the infused weapon.

Suppress weapon (Su): The currumpo can suppress the magic on a weapon within 30' as a swift action. The currumpo makes a caster level check using his total HD (1d20+10, but if he has additional HD from any source, use his total HD instead of 10) against a DC equal to the weapon's caster level. If the check succeeds, the weapon's magical properties are suppressed. If there is magic from different sources on the weapon (e.g. the weapon is magical, and it also has greater magic weapon cast on it) check against each such source. The currumpo can only suppress one weapon at a time, and can stop suppressing a weapon as a free action. If the weapon is taken further than 30' from the currumpo, or if the currumpo is killed, the supression ends 1d4 rounds later.

Spell-like abilities:
At will - banishment (Will neg DC 20), bestow curse (Will neg DC 17), crushing despair (Will neg DC 17), detect magic, good hope, greater dispel magic, impotent possessor (BoVD), imprison possessor (BoVD), protection from all (self-only; lasts 10 min/level; as protection from evil, but protects against all attacks and summoned creatures regardless of alignment; equivalent to a 4th level spell), mending, remove curse, searing light (+11 ranged touch, 5d8);
2/day - assay spell resistance (SpC), fabricate, greater magic weapon (+2 bonus), greater teleport, protection from all (can be used to protect another); 1/day - polymorph any object (Fort neg DC 21). Caster level 10 (as HD); DCs are Cha-based.

Master magic smith (Su): The currumpo can craft magical arms or armor without meeting the prerequisites for spells known or for alignment.

Advancement: Increase SR by 1 for each class level.


Currumpos as characters:
Size: Large: -1 attack, -1 AC, +4 grapple, -4 hide, 10' space, 10' reach; 40' movement rate
Type: Outsider (evil)
10d8 racial HD: BAB +10, base saves Fort +7, Reflex +7, Will +7; (8 + Int mod) x 13 skill points; 4 feats
Abilities (racial modifiers): Str +10, Dex +2, Con +4, Int +6, Wis +4, Cha +6
Class skills: Appraise, Concentration, Craft (armorsmithing, bowmaking, weaponsmithing), Hide, Intimidate, Knowledge (arcana), Knowledge (the planes), Listen, Sense Motive, Spot
Proficiency with light armor, small shield, large shield, all simple and martial weapons
Defense: +5 natural armor; DR 5/-; SR 22 + class levels
immune to poison; (acid, cold, electricity, and fire) resistance 10
telepathy 100'; darkvision 60'; Infuse Weapon; Master Magic Smith, Penetrate Damage Reduction, Suppress Weapon
Spell-like abilities: Caster level as HD; DCs are Cha-based:
At will - banishment, bestow curse, crushing despair, detect magic, good hope, greater dispel magic, impotent possessor (BoVD), imprison possessor (BoVD), protection from all (self-only; lasts 10 min/level; as protection from evil, but protects against all attacks and summoned creatures regardless of alignment; equivalent to a 4th level spell), mending, remove curse, searing light;
2/day - assay spell resistance (SpC), fabricate, greater magic weapon, greater teleport, protection from all (can be used to protect another);
1/day - polymorph any object;
Level adjustment: +5

Debihuman
2014-07-17, 06:52 AM
I like this.

Is this a Native Outsider? Missing Extraplanar subtype.

Where is the deflection bonus coming from in its armor class?

Attack line should only show primary attack.

Attack 10 BAB plus -1 size +5 Str modifier +1 mwk +3 infused weapon = 18. Also a Large warhammer does 2d6 in damage not 1d10. A Large creature can normally make two slam attacks as a primary attack. If it is holding a shield, it does not have Two Weapon Fighting feat so it takes - 6 primary hand and -10 off hand to hit with a shield bash as it is carrying a heavy shield. Full attack should show all its choices. It can bash with its shield though it takes full penalties to do so.

Attack: Large mwk infused warhammer +18 melee (2d6+8/x3) or slam +14 melee (1d8+5)
Full Attack: Large mwk infused warhammer +18/+13 melee (2d6+8/x3), or 2 slams +14 melee (1d8+5), or Large mwk infused warhammer +18/+13 melee (2d6+8/x3) and slam +9 melee (1d8+5), or Large mwk infused warhammer +12/+7 melee (2d6+8/x3) and shield bash -1 melee (1d6+2) or Slam +8 melee (1d8+5) and shield bash -7 melee (1d6+2)

Stat block should list Special Attacks BEFORE Special Qualities.

Special Qualities: resistance is normally written Resistance Acid 10, Cold 10, Electricity 10, Fire 10. What kind of telepathy does it have? Do creatures need to share a common language? Normally damage reduction is spelled out and the abilities should be listed alphabetically. Using the single quote for ft. is lazy writing.

Special Qualities: Damage reduction 5/-, darkvision 60 ft., immunity to poison, master magic smith, resistance acid 10, cold 10, electricity 10, fire 10, SR 22, telepathy 100 ft.

It is missing a feat. Craft Magic Arms and Armor is simply a bonus feat from Master Magic Smith and needs the proper designation (B) or B. You should state it clearly.

I have no idea how you assigned ranks in skills so I can't check the math on that.

Language: What is (Planar) Common? Is this a homebrew thing?

Debby

kinem
2014-07-17, 11:04 AM
I like this.

Thanks. I fixed the oversights you pointed out.


Where is the deflection bonus coming from in its armor class?

The protection from all spell-like ability.


Attack 10 BAB plus -1 size +5 Str modifier +1 mwk +3 infused weapon = 18.

The greater magic weapon SLA (+2 bonus) stacks with infuse weapon, so the weapon will be at +5.

Telepathy is standard, which does require that the other creature has a language but they need not share the same one.


Language: What is (Planar) Common? Is this a homebrew thing?

The dark of it is, in the Planescape (https://cold-blood.obsidianportal.com/wikis/guide-to-planescape-cant) campaign setting, the way Cagers and other planars like these cutters rattle their boneboxes'd seem barmy to clueless primes.