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Balor01
2014-08-07, 04:34 AM
So I statted this small slaver that comes in a package with three Umber Hulk buddies and would much appreciate ideas on pick of equiptment.

I can spend 6.800 gp on equiptment and I was thinking something along invisibility potions to hide, then buff Umber hulks when they deal with a threat. It is also true that this party has almost no anti air. Can this be fixed via spell/equiptment?

As for feats I can pick core only + 1 other feat from splatbooks.

This little guy is uninterested in melee, but may give some money to buff his Umber Hulk minions.

thanks

ADULT NEOGI Small NE Aberration Hit Dice: (5d8–5 + 4d6 -4) (26 hp) Initiative: +4 Speed: 30 ft. (6 squares), climb 20 ft.
Armor Class: 22 (+1 size, +4 Dex, +4 Armor, +3 natural), touch 15, flat-footed 18
Base Attack/Grapple: +3/–3
Attack: Bite +10 melee (1d4–2 plus poison) or light crossbow +11 ranged (1d6/19–20)
Full Attack: Bite +10 melee (1d4–2 plus poison) and 2 claws +5 melee (1d3–2), or light crossbow +11 ranged (1d6/19–20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Enslave, poison
Special Qualities: Darkvision 60 ft., neogi traits
Str 6, Dex 18, Con 9, Int 15, Wis 14, Cha 16 Fort +1, Ref +8, Will +10
Skills: Appraise +6, Balance +7, Bluff +11, Concentration +3, Climb +11,
Diplomacy +12, Disable Device +7, Gather information +12, Knowledge (arcana) +10,
Knowledge (Nature) +10, Knowledge (The Planes) +5, Perform +12, Sense motive + 10,
Intimidate +12, Jump +7, Move Silently +7, Search +6, Spot +6, Spellcraft +5, Use Magic Device +8.

Feats: Dodge, Mobility, Weapon FinesseB, Melodic casting

Spells:
Per day:
lvl o 3
lvl 1 2

Spells known:
lvl 0 (6) Detect magic, Ghost sound, Light, Mage hand, Message, Read Magic
lvl 1 (3) Silent image, Identify, Grease

Poison (Ex):
Injury, Fortitude DC 14, initial damage 1d4 Dex, secondary damage 1d4 Wis. As a standard action, an adult neogi can coat a weapon with poison from its fangs. The poison remains active for 1 minute after application and functions as it does when delivered by means of a bite.

Enslave (Su):
Three times a day, a neogi can try to enslave any one living creature within 30 feet. This ability functions similarly to a dominate monster spell (caster level 16th; Will DC 15). An enslaved creature obeys the neogi’s telepathic commands to the letter. The subject can attempt a new DC 15 Will save every 24 hours to break free. Otherwise, the neogi’s
control is broken only by the death of the neogi or the enslaved creature, by a remove curse or dispel magic effect, or if the neogi travels more than 1 mile from the enslaved creature. At any given time, a neogi can have a number of creatures enslaved by means of this ability equal to 1 + its Cha modifi er (but neogi also keep additional slaves in the normal, nonmagical manner). The save DC is Charisma-based. Neogi do not need to use this ability to control their umber hulk slaves (see Neogi Society, below).

Neogi Traits:
The tactics of these monsters vary according to the kind of neogi involved. No neogi is particularly brave, but all of them are ruthless. They all share the following abili- ties.

Poison (Ex):
Neogi poison is exceptionally virulent, considering that the creature itself is so frail. A neogi delivers its poison with each successful bite attack. The initial damage is 1d4 points of Dexterity damage, and the secondary damage is 1d4 points of Wisdom damage. The save DC is Constitution-based and includes a +3 racial bonus.

Immunity to Mind-Affecting Spells and Abilities (Ex):
Neogi are immune to all mind-affecting spells and abilities.


Bardic Knowledge

A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)

A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.
Bardic Music

Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.

Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), spell trigger (such as wands), or command word. Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp)

A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.

To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard 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 bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.

Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.

Inspire Courage (Su)

A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su)

A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.

The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.




Skills:
Adult and spawn neogi use their Dexterity score instead of their Strength score for Climb and Jump checks. Neogi have a +8 bonus on Climb checks and can always choose
to take 10 on Climb checks even if rushed or threatened.


Melodic casting

Melodic Casting
( Complete Mage, p. 44)

[General]

You can weave your music and magic together into a single perfect voice.
Prerequisite

Perform 4 ranks, Spellcraft 4 ranks, bardic music class feature,
Benefit

Whenever a Concentration check would be required to cast a spell or use a spell-like ability (such as when you cast defensively or are distracted or injured while casting), you can make a Perform check instead. In addition, you can cast spells and activate magic items by command word or spell completion while using a bardic music ability. Bardic music abilities that require concentration still take a standard action to perform.
Normal

A bard can't cast spells or activate magic items by command word or spell completion while using bardic music.

EQUIPTMENT:
Wealth 3400 x 2 = 6800

Light Crossbow
Small Chain shirt 100 gp
Necklace of fireballs type II 2700 gp
Musical instrument, common 5 gp
3x Potion of invisibility (900)


+3x Umber HUlk

Umber Hulk
Large Aberration
Hit Dice: 8d8+35 (71hp)
Initiative: +1
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: +6/+16
Attack: Claw +11 melee (2d4+6)
Full Attack: 2 claws +11 melee (2d4+6) and bite +9 melee (2d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Confusing gaze
Special Qualities: Darkvision 60 ft., tremorsense 60 ft.
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 23, Dex 13, Con 19, Int 11, Wis 11, Cha 13
Skills: Climb +12, Jump +5, Listen +11
Feats: Great Fortitude, Multiattack, Toughness
Environment: Underground
Organization: Solitary or cluster (2-4)
Challenge Rating: 7
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 9-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: -

An umber hulk stands roughly 8 feet tall and measures nearly 5 feet across, weighling about 800 pounds. An umber hulk can burrow through solid rock at a speed of 5 feet. It does not leave a usable tunnel unless it chooses to.
Umber hulks speak Terran.

Combat: An umber hulk can deliver blows powerful enough to crush almost any enemy. In addition, its mandibles are strong enough to bite through armor or exoskeletons with ease.
Despite its great bulk, an umber hulk is intelligent. When brute force won't overcome an enemy, it is more than capable of out-thinking those who assume it to be a stupid beast. Umber hulks often use their tunneling ability to create deadfalls and pits for the unwary.
Confusing Gaze (Su): Confusion as the spell, 30 feet, caster level 8th, Will DC 15 negates. The save DC is Charisma-based.