AustontheGreat1
2014-08-05, 11:24 AM
http://th06.deviantart.net/fs71/PRE/f/2010/085/d/0/rolling_with_rammus_by_jouste.jpg
Rolling with Rammus by Jouste (http://jouste.deviantart.com/) on DA
For anyone interested and unfamiliar with Rammus you can find a brief description of him HERE (http://gameinfo.na.leagueoflegends.com/en/game-info/champions/rammus/#champion-lore)
Rammus, the Armordillo CR 18
Primordial Resilient Spined Armadillo Barbarian (Invulnerable Rager) 12
NG Medium Monstrous Humanoid
Initiative: +3 Senses: Scent, Darkvision 60ft, Perception +18
DEFENSE
AC: 21 (+8 Natural Armor, +3 Dexterity) Flat-Footed: 18 Touch: 13 (AC: 19, FF: 16, T: 11 when raging)
HP: 215 (2d10+18 + 12d12+108), when raging 257 (2d10+24 + 12d12+144)
Damage Reduction: 10/- (+2 vs. non-lethal). Energy Resistance: 10
Fort: +30 (+33 when raging) Ref: +19 (+22 when raging) Will: +17 (+23 when raging)
OFFENSE
Speed: 50ft (10 squares)
Melee: Bite +18 (1d4 + 4 plus 1d4)(plus 2d6 when charging), 2 Claws +16 (1d6 + 2 plus 1d4)
OR when raging Gore +21 (1d10 + 7 plus 1d4)(plus 2d6 when charging), 2 Claws +19 (1d6 + 3 plus 1d4)
Special Attacks: Spines and Barbs
STATISTICS
STR: 19 (25 when raging) DEX: 16 CON: 29 (35 when raging) INT: 8 WIS: 12 CHA: 10
BAB: +14 CMB: +18 (+21 when raging) (+4 on overrun) CMD: 31 (34 when raging) (+2 vs overrun)
Feats: Multiattack, Alertness, Improved Natural Attack (Gore), Improved Natural Attack (Claw), Power Attack, Power Charge, Improved Overrun, Greater Overrun, Barreling Overrun, Charge Through
Class Features: Fast Movement, Rage, Invulnerability, Extreme Endurance, Greater Rage
Rage Powers: Lesser Fiend Totem, Overbearing Advance, Fiend Totem, Ground Breaker, Greater Ground Breaker, Come and Get Me
Skills: +20 Acrobatics, +18 Perception, +18 Survival
Languages: Speaks none (Understands common)
Special Qualities: Resilient, Spined Defense, Pain
SPECIAL ABILITIES
Extreme Endurance (Ex): Rammus is inured to hot climate effects as if using endure elements.
Invulnerability (Ex): Rammus gains DR/— equal to half his barbarian level. This damage reduction is doubled against nonlethal damage.
Pain (Ex): Whenever a creature takes damage from Rammus’ spikes and barbs attack, or his spined defense, that creature must make successful Reflex save (DC 20) or a spine breaks off in its flesh, causing the target to become sickened until the quill is removed. Removing one barb requires a successful Heal check (DC 27) made as a full-round action. For every 5 by which the check is exceeded, one additional barb can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim.
Rage (Ex): Rammus can enter a rage as a free action for 35 rounds per day. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, Rammus gains a +6 morale bonus to his Strength and Constitution, as well as a +3 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants Rammus 42 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, Rammus cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Rammus can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. Rammus cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.
Rage Powers (Ex): Rammus gains the benefits of rage powers only while raging:
Come and Get Me (Ex): While raging, as a free action Rammus may leave himself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against Rammus until the beginning of Rammus’ next turn, but every attack against Rammus provokes an attack of opportunity from him, which is resolved prior to resolving each enemy attack.
Fiend Totem (Su): While raging, Rammus sprouts dozens more wicked barbs from his body. Anyone striking Rammus with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.
Lesser Fiend Totem (Su): While raging, Rammus gains use of the large spike on his head, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the Rammus’ full base attack bonus (–2 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage plus Rammus’ Strength modifier (1/2 if it is a secondary attack).
Greater Ground Breaker (Ex): When using the ground breaker rage power, Rammus can extend the radius of the effect by 5 feet.
Ground Breaker (Ex): Once per rage, Rammus can attack the floor around himself as a standard action. This attack automatically hits and deals damage normally. If Rammus manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to him become difficult terrain. Creatures in these squares, except Rammus, must make a DC 15 Reflex save or be knocked prone.
Overbearing Advance (Ex): While raging, Rammus inflicts 7 damage whenever he succeeds at an overrun combat maneuver.
Resilient (Ex): Rammus gains a circumstance bonus to all saving throws equal to his Constitution modifier and he ignores all partial affects upon a successful saving throw.
Spikes and Barbs (Ex): When making melee attacks, Rammus deals an additional 1d4 points of piercing damage and the victim suffers from Rammus’ pain attack. He also deals this same damage and effect when making a successful grapple check and one each when a creature attempts to grapple him.
Spined Defense (Ex): Any creature that strikes a Rammus with a non-reach melee weapon, touch attack, unarmed strike, or natural weapon takes 1d4+1 points of piercing damage from the Rammus’ barbs and suffers from the Rammus’ pain attack.
-0-
I'm going to explain some things in detail, just in case anyone isn't familiar with Rammus and his capabilities.
Expanded on and varied slightly from this Thread (http://paizo.com/threads/rzs2o6s4?Quickconverting-the-League-of-Legends-Champions) about "quick converting" many, if not all of, the League of Legends champions. I didn't have the Alluria Remarkable Races: Anumus book to use so couldn't use the Anumus (Turtle) and decided that using a lizardfolk as the base would work just as well. This worked out because it granted him two claw attacks, which are his main method of attacks anyway. I used templates that I felt were appropriate for Rammus from the 101 Not so simple Monster Templates. Primordial creatures is described as creatures "filled with the power of the wild and untamed forces of the world." As an ordinary armadillo warped by the wild chaotic magic of a war torn wasteland, this seemed to fit. Rammus' defining traits are his incredible durability and his painful spiked shell which harms anyone who tries to attack him. So I added the Resilient and Spined templates, also found in 101 Not so simple Monster Templates. The original thread also suggested the Splintering template, but I left it out because it honestly didn't fit well, rammus
Rammus isn't exactly known for raging, but the high hit dice and increased combat ability seemed to work best as Rammus' primary role is that of a tank and melee fighter. Additionally, it also seemed the best for recreating Rammus' abilities. The invulnerable rager archetype was suggested in the original quick conversion thread and the Damage Reduction helped make Rammus tougher so I went with it.
In the game, Rammus' special abilities are Spiked Shell, Powerball, Defensive Ball Curl, Puncturing Taunt, and Tremors.
Spiked Shell is a passive ability that converts 25% of Armor into damage. Spikes and Barbs from the spined template works well enough for this.
When using Powerball, Rammus curls into a ball and rolls forward at an increased speed and deals damage to anyone he collides with. The speed boost is represented well enough by the increased speed from the Primordial template and Barbarian and enhanced damage from Powerful Charge. This means that Rammus moves with surprising speed for a squat, turtle-like creature and punches just a little harder on a charge. Many of his feats and Rage powers enhance his overrun maneuver. Rammus has the ability to try to overrun one opponent when charging and deals a good bit of damage to the target. On an overrun, Rammus can barrel through any number of opponents, knockng them to the ground and provoking attacks from his allies. If he's raging, he deals even more damage.
Defensive Ball Curl is his primary defensive ability. Rammus curls into his shell, forcing anyone attacking him to take damage from his spiked shells. The spined ability from the spined template and the Fiend Totem rage power from barbarian represent this quite well. When Rammus is raging, anyone who attacks him in melee takes 1d6+1d4+1 damage plus a chance to become sickened and take more damage from the spines breaking off in them.
The best ability I could find to represent Rammus' puncturing taunt, and the one suggested in the original quick conversion thread is the Come and Get Me rage power.
Rammus' ultimate ability is Tremors. Somehow the magical forces that warped him gave him the ability to create pulsing seismic waves out from himself. In this build, Rammus accomplishes this through the ground breaker rage power.
And that's pretty much it. I'm not sure how to calculate the CR. The totaled CR for the templates and lizardfolk is 6 but I didn't know how to calculate CR for class levels. Any help with that would be appreciated.
Sources
Primordial, Resilient, Spined templates - 101 Not so simple Monster Templates.
Invulnerable Rager barbarian archetype, Overbearing Advance, Come and Get Me, Fiend Totem, Ground Breaker rage powers, Charge Through feat - Pathfinder Roleplaying Game: Advanced Player's Guide
Greater Ground Breaker feat - Pathfinder Roleplaying Game: Ultimate Combat
Barreling Overrun feat - Advanced Feats: The Cavalier's Creed
Power Charge - Pathfinder Fans United: Wayfinder #1
Thank you in advance for any feedback. I hope there are some League fans on the site that will appreciate at least what I was trying to do. If enough people are interested, I might continue with this and do some other characters I like.
Changes
HP and Melee changed based on Debihumans corrections.
Rolling with Rammus by Jouste (http://jouste.deviantart.com/) on DA
For anyone interested and unfamiliar with Rammus you can find a brief description of him HERE (http://gameinfo.na.leagueoflegends.com/en/game-info/champions/rammus/#champion-lore)
Rammus, the Armordillo CR 18
Primordial Resilient Spined Armadillo Barbarian (Invulnerable Rager) 12
NG Medium Monstrous Humanoid
Initiative: +3 Senses: Scent, Darkvision 60ft, Perception +18
DEFENSE
AC: 21 (+8 Natural Armor, +3 Dexterity) Flat-Footed: 18 Touch: 13 (AC: 19, FF: 16, T: 11 when raging)
HP: 215 (2d10+18 + 12d12+108), when raging 257 (2d10+24 + 12d12+144)
Damage Reduction: 10/- (+2 vs. non-lethal). Energy Resistance: 10
Fort: +30 (+33 when raging) Ref: +19 (+22 when raging) Will: +17 (+23 when raging)
OFFENSE
Speed: 50ft (10 squares)
Melee: Bite +18 (1d4 + 4 plus 1d4)(plus 2d6 when charging), 2 Claws +16 (1d6 + 2 plus 1d4)
OR when raging Gore +21 (1d10 + 7 plus 1d4)(plus 2d6 when charging), 2 Claws +19 (1d6 + 3 plus 1d4)
Special Attacks: Spines and Barbs
STATISTICS
STR: 19 (25 when raging) DEX: 16 CON: 29 (35 when raging) INT: 8 WIS: 12 CHA: 10
BAB: +14 CMB: +18 (+21 when raging) (+4 on overrun) CMD: 31 (34 when raging) (+2 vs overrun)
Feats: Multiattack, Alertness, Improved Natural Attack (Gore), Improved Natural Attack (Claw), Power Attack, Power Charge, Improved Overrun, Greater Overrun, Barreling Overrun, Charge Through
Class Features: Fast Movement, Rage, Invulnerability, Extreme Endurance, Greater Rage
Rage Powers: Lesser Fiend Totem, Overbearing Advance, Fiend Totem, Ground Breaker, Greater Ground Breaker, Come and Get Me
Skills: +20 Acrobatics, +18 Perception, +18 Survival
Languages: Speaks none (Understands common)
Special Qualities: Resilient, Spined Defense, Pain
SPECIAL ABILITIES
Extreme Endurance (Ex): Rammus is inured to hot climate effects as if using endure elements.
Invulnerability (Ex): Rammus gains DR/— equal to half his barbarian level. This damage reduction is doubled against nonlethal damage.
Pain (Ex): Whenever a creature takes damage from Rammus’ spikes and barbs attack, or his spined defense, that creature must make successful Reflex save (DC 20) or a spine breaks off in its flesh, causing the target to become sickened until the quill is removed. Removing one barb requires a successful Heal check (DC 27) made as a full-round action. For every 5 by which the check is exceeded, one additional barb can be removed. On a failed check, a quill is still removed, but the process deals 1d4+1 points of damage to the victim.
Rage (Ex): Rammus can enter a rage as a free action for 35 rounds per day. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive.
While in rage, Rammus gains a +6 morale bonus to his Strength and Constitution, as well as a +3 morale bonus on Will saves. In addition, he takes a –2 penalty to Armor Class. The increase to Constitution grants Rammus 42 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, Rammus cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration.
Rammus can end his rage as a free action and is fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. Rammus cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If a barbarian falls unconscious, his rage immediately ends, placing him in peril of death.
Rage Powers (Ex): Rammus gains the benefits of rage powers only while raging:
Come and Get Me (Ex): While raging, as a free action Rammus may leave himself open to attack while preparing devastating counterattacks. Enemies gain a +4 bonus on attack and damage rolls against Rammus until the beginning of Rammus’ next turn, but every attack against Rammus provokes an attack of opportunity from him, which is resolved prior to resolving each enemy attack.
Fiend Totem (Su): While raging, Rammus sprouts dozens more wicked barbs from his body. Anyone striking Rammus with a melee weapon, an unarmed strike, or a natural weapon takes 1d6 points of piercing damage.
Lesser Fiend Totem (Su): While raging, Rammus gains use of the large spike on his head, gaining a gore attack. This attack is a primary attack (unless she is also attacking with weapons, in which case it is a secondary attack) and is made at the Rammus’ full base attack bonus (–2 if it is a secondary attack). The gore attack deals 1d8 points of piercing damage plus Rammus’ Strength modifier (1/2 if it is a secondary attack).
Greater Ground Breaker (Ex): When using the ground breaker rage power, Rammus can extend the radius of the effect by 5 feet.
Ground Breaker (Ex): Once per rage, Rammus can attack the floor around himself as a standard action. This attack automatically hits and deals damage normally. If Rammus manages to deal more damage than the floor’s hardness, the space she occupies and all of the squares adjacent to him become difficult terrain. Creatures in these squares, except Rammus, must make a DC 15 Reflex save or be knocked prone.
Overbearing Advance (Ex): While raging, Rammus inflicts 7 damage whenever he succeeds at an overrun combat maneuver.
Resilient (Ex): Rammus gains a circumstance bonus to all saving throws equal to his Constitution modifier and he ignores all partial affects upon a successful saving throw.
Spikes and Barbs (Ex): When making melee attacks, Rammus deals an additional 1d4 points of piercing damage and the victim suffers from Rammus’ pain attack. He also deals this same damage and effect when making a successful grapple check and one each when a creature attempts to grapple him.
Spined Defense (Ex): Any creature that strikes a Rammus with a non-reach melee weapon, touch attack, unarmed strike, or natural weapon takes 1d4+1 points of piercing damage from the Rammus’ barbs and suffers from the Rammus’ pain attack.
-0-
I'm going to explain some things in detail, just in case anyone isn't familiar with Rammus and his capabilities.
Expanded on and varied slightly from this Thread (http://paizo.com/threads/rzs2o6s4?Quickconverting-the-League-of-Legends-Champions) about "quick converting" many, if not all of, the League of Legends champions. I didn't have the Alluria Remarkable Races: Anumus book to use so couldn't use the Anumus (Turtle) and decided that using a lizardfolk as the base would work just as well. This worked out because it granted him two claw attacks, which are his main method of attacks anyway. I used templates that I felt were appropriate for Rammus from the 101 Not so simple Monster Templates. Primordial creatures is described as creatures "filled with the power of the wild and untamed forces of the world." As an ordinary armadillo warped by the wild chaotic magic of a war torn wasteland, this seemed to fit. Rammus' defining traits are his incredible durability and his painful spiked shell which harms anyone who tries to attack him. So I added the Resilient and Spined templates, also found in 101 Not so simple Monster Templates. The original thread also suggested the Splintering template, but I left it out because it honestly didn't fit well, rammus
Rammus isn't exactly known for raging, but the high hit dice and increased combat ability seemed to work best as Rammus' primary role is that of a tank and melee fighter. Additionally, it also seemed the best for recreating Rammus' abilities. The invulnerable rager archetype was suggested in the original quick conversion thread and the Damage Reduction helped make Rammus tougher so I went with it.
In the game, Rammus' special abilities are Spiked Shell, Powerball, Defensive Ball Curl, Puncturing Taunt, and Tremors.
Spiked Shell is a passive ability that converts 25% of Armor into damage. Spikes and Barbs from the spined template works well enough for this.
When using Powerball, Rammus curls into a ball and rolls forward at an increased speed and deals damage to anyone he collides with. The speed boost is represented well enough by the increased speed from the Primordial template and Barbarian and enhanced damage from Powerful Charge. This means that Rammus moves with surprising speed for a squat, turtle-like creature and punches just a little harder on a charge. Many of his feats and Rage powers enhance his overrun maneuver. Rammus has the ability to try to overrun one opponent when charging and deals a good bit of damage to the target. On an overrun, Rammus can barrel through any number of opponents, knockng them to the ground and provoking attacks from his allies. If he's raging, he deals even more damage.
Defensive Ball Curl is his primary defensive ability. Rammus curls into his shell, forcing anyone attacking him to take damage from his spiked shells. The spined ability from the spined template and the Fiend Totem rage power from barbarian represent this quite well. When Rammus is raging, anyone who attacks him in melee takes 1d6+1d4+1 damage plus a chance to become sickened and take more damage from the spines breaking off in them.
The best ability I could find to represent Rammus' puncturing taunt, and the one suggested in the original quick conversion thread is the Come and Get Me rage power.
Rammus' ultimate ability is Tremors. Somehow the magical forces that warped him gave him the ability to create pulsing seismic waves out from himself. In this build, Rammus accomplishes this through the ground breaker rage power.
And that's pretty much it. I'm not sure how to calculate the CR. The totaled CR for the templates and lizardfolk is 6 but I didn't know how to calculate CR for class levels. Any help with that would be appreciated.
Sources
Primordial, Resilient, Spined templates - 101 Not so simple Monster Templates.
Invulnerable Rager barbarian archetype, Overbearing Advance, Come and Get Me, Fiend Totem, Ground Breaker rage powers, Charge Through feat - Pathfinder Roleplaying Game: Advanced Player's Guide
Greater Ground Breaker feat - Pathfinder Roleplaying Game: Ultimate Combat
Barreling Overrun feat - Advanced Feats: The Cavalier's Creed
Power Charge - Pathfinder Fans United: Wayfinder #1
Thank you in advance for any feedback. I hope there are some League fans on the site that will appreciate at least what I was trying to do. If enough people are interested, I might continue with this and do some other characters I like.
Changes
HP and Melee changed based on Debihumans corrections.