Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 4 of 24 FirstFirst 1234567891011121314 ... LastLast
Results 91 to 120 of 697
  1. - Top - End - #91
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Quote Originally Posted by Ywvbevlin View Post
    Well its closer now and i still havent had time. I wont until monday which is why I asked in the first place
    I'll throw it open t the forum - are we happy with a two-day extension on the deadline? I'm happy to go with popular opinion.

    We're currently sitting at eight entries at this point.

  2. - Top - End - #92
    Titan in the Playground
     
    Inevitability's Avatar

    Join Date
    Feb 2014
    Location
    Planes of Law

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Quote Originally Posted by Thurbane View Post
    I'll throw it open t the forum - are we happy with a two-day extension on the deadline? I'm happy to go with popular opinion.

    We're currently sitting at eight entries at this point.
    I say we let it stay open for two days, but no more than that.
    Have you had enough of unreasonably high LA's and unplayable monsters in 3.5? Then check out the LA-assignment thread! Don't hesitate to give feedback!

    Extended signature!

  3. - Top - End - #93
    Ogre in the Playground
     
    Beholder

    Join Date
    Nov 2015
    Location
    A Sauna in Hell
    Gender
    Male

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Quote Originally Posted by Thurbane View Post
    I'll throw it open t the forum - are we happy with a two-day extension on the deadline? I'm happy to go with popular opinion.

    We're currently sitting at eight entries at this point.
    Well, the more the merrier. I won't be competing, but I think it's to everyone's best interest that we have more builds - except for the judges, who pay with blood for each extra build, of course.

    At least if we get ten-ish entries, there's a chance someone had the same idea as me and [REDACTED] it [REDACTED]. I can keep dreaming, right?

  4. - Top - End - #94
    Banned
    Join Date
    Sep 2014

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Quote Originally Posted by MisterKaws View Post
    Well, you actually don't need to fluff all of it. It does contribute to the Originality score, but you can do quite well even without it.
    Well, I don't know about that. I've seen builds without fluff get pretty heavily penalised in this competition before.

    I'll support the extension too. Then I can be a bit less frantic about my last-minute build.

  5. - Top - End - #95
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Thumbs up Re: Villainous Competition XVI: Burn Baby Burn

    OK - done, deadline is extended by two days.

    New submission deadline: 23:59 GMT Tuesday November 15th

    Ywvbevlin - hopefully that should be enough time for your build.

  6. - Top - End - #96
    Banned
     
    Devil

    Join Date
    Nov 2012

    Default Re: Villainous Competition XVI: Burn Baby Burn

    I am grateful for the extension, an emergency afternoon drinking session watching the UFC came out of nowhere.

  7. - Top - End - #97
    Bugbear in the Playground
     
    D&DPrinceTandem's Avatar

    Join Date
    Oct 2016
    Location
    Next to the window, Hi
    Gender
    Male

    Default Re: Villainous Competition XVI: Burn Baby Burn

    I'm thankful for the extra time, it will be used wisely

  8. - Top - End - #98
    Ogre in the Playground
     
    remetagross's Avatar

    Join Date
    Oct 2015
    Location
    Antibes
    Gender
    Male

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Build submitted, thanks to the extension too :)
    VC XV, The horsemen are drawing nearer: The Alien and the Omen (part 1 and part 2).
    VC XVI, Burn baby burn:Nero
    VC XVIII, This is Heresy! Torquemada
    VC XX, Elder Evil: Henry Bowyer

    And a repository of deliciously absurd sentences produced by maddened optimisers in my extended signature

  9. - Top - End - #99
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Exclamation Re: Villainous Competition XVI: Burn Baby Burn

    OK, that's the (extended) deadline up...technically. I don't get home from work for a while, so the reveal should be in about 6 hours or so...I will accept entries up to the time of reveal.

  10. - Top - End - #100
    Bugbear in the Playground
     
    D&DPrinceTandem's Avatar

    Join Date
    Oct 2016
    Location
    Next to the window, Hi
    Gender
    Male

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Quote Originally Posted by Thurbane View Post
    OK, that's the (extended) deadline up...technically. I don't get home from work for a while, so the reveal should be in about 6 hours or so...I will accept entries up to the time of reveal.
    thank you, i had some probloems and i am sending now, i am verry thankful for this extra time

  11. - Top - End - #101
    Barbarian in the Playground
     
    PirateCaptain

    Join Date
    Aug 2008
    Location
    Lake Jackson, TX

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Woot Woot!
    The beatings will continue until morale improves!

    Vaz approval for the best backstory. Villainous Competition 16: Burn Baby Burn
    http://www.giantitp.com/forums/shows...&postcount=114

    Honorable Mention Villainous Competition 22: I Am The Night
    http://www.giantitp.com/forums/showt...e-Night!/page6 Xihu Ayame

    Click my Vulpix to feed it yummy berries!

  12. - Top - End - #102
    Barbarian in the Playground
    Join Date
    May 2010
    Location
    Australia

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Surprise entry: Me!

    Just under the wire. Excited to see if anyone else went for the same approach, as always.
    The Forsaker: A 3.5e revamp.
    Spoiler: CharOP
    Show
    IC 56: Bolivar d'Kundarak (Silver)
    IC 76: Xander Marchand (Silver)
    IC 82: North and East and Gripp (Tied for Gold!)
    VC 17: Liridon (Silver)
    JW 5: Nyan (Gold)
    ZS 24: Isabel (Gold)

  13. - Top - End - #103
    Bugbear in the Playground
     
    D&DPrinceTandem's Avatar

    Join Date
    Oct 2016
    Location
    Next to the window, Hi
    Gender
    Male

    Default Re: Villainous Competition XVI: Burn Baby Burn

    Quote Originally Posted by Muggins View Post
    Surprise entry: Me!

    Just under the wire. Excited to see if anyone else went for the same approach, as always.
    Wow, I am Going to guess that we put in our Entries by looking at the time you posted.

  14. - Top - End - #104
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Exclamation Re: Villainous Competition XVI: Burn Baby Burn

    Wow, rapid influx of entries!

    OK, time for the reveal - please refrain from posting until I say I've finished!

  15. - Top - End - #105
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default The Burning Badger of Feniron Desert

    The Burning Badger of Feniron Desert



    CE Advanced Awakened Dire Badger Barbarian 1/Unarmed Swordsage 15

    Beware now, men of greed and lies
    To you comes flaming flood
    Fury in the monster's eyes
    And fire in its blood

    Spoiler: Apologue
    Show
    Spoiler: Awakening
    Show
    The Badger knew.

    Of course, that was nothing special. The first three years of its life it had known things. It had known where to find water, what plants to eat and what beasts to run from.

    Now, however, it knew it had a mind. It also knew this was something it had only learned very recently.

    It now knew it could reason. It could feel. It could love. It knew it was blessed to know all this, and knew (with a tinge of sadness) that its kin would most likely never get to experience all this.

    The Badger opened its eyes, knowing that it would learn why it had been gifted all this.


    Spoiler: Astonishment
    Show
    The Badger lied on a stone altar, its limbs shackled with a thick rope and a muzzle constricting its jaws. The air surrounding it was thick with smoke and the scent of blood.

    Around it, at least half a dozen barbaric humans were standing, chanting a song in an unknown language. In front of them was a muscular half-elf wielding a slender rapier.

    "Oh Sovereign of Rage and Ruin, we call upon you! We bring you BLOOD! We bring you ANGER! We bring you FIRE!"

    The half-elf briskly stepped forwards and plunged her blade into the Badger's flesh. Had the ropes permitted it, the animal would have curled up in pain.

    Immediately after, one of the humans stepped forward and pressed his hand against the Badger's flank. Within moments, the wound stopped bleeding, and the half-elf stabbed again.

    This went on for what seemed like ages. The Badger would feel the blade enter, be healed, and be wounded again, until the altar was slick with its blood. The humans kept chanting, the half-elf kept stabbing, lost in some ecstatic frenzy.

    "BLOOD! ANGER! FIRE! BLOOD! ANGER! FIRE!"


    Spoiler: Anger
    Show
    The Badger felt confusion.

    Why was it being killed slowly? Was it given awareness just so it would be aware of this torture? How could one do that? How could one deserve that?

    Then, a second emotion appeared: anger. It mattered not why it was being killed, what mattered was that it was wrong! The badger felt this emotion, and knew it was good. To hate evil was good: to resist this torture was righteous.

    At first, it was only angry at the situation. But slowly, its anger turned to the half-elf. Was she not the one causing all this? His pain, his fear, perhaps even his awareness. The badger knew that he hated her, but he knew that this too was righteous.

    But as more and more wounds were inflicted and healed, this too became too narrow a target for its anger. Fortunately, the badger knew what to hate: humanity.

    Even before all this had begun, humanity had been bad. They were strong, with iron claws and fangs that flew through the sky. Some could even call Fire from Above: a thing that terrified the Badger's colony.

    Did it not make sense? If humanity was evil, its torture was explicable. He had been foolish to expect good of them. In other words, it would not be bad to hate them.

    The Badger smiled on the inside as rage consumed it.


    Spoiler: Arson
    Show
    Then, the stabbing stopped. The humans came, carrying urns. They turned them over, covering the altar in a sticky substance. They then turned and left.

    "Blood."

    The half-elf stepped closer to the altar and licked the blood of her rapier.

    "Anger."

    The half-elf retrieved a small vial from her pocket.

    "Fire."

    With a fierce motion, the vial was flung at the stained altar, shattering it. For a moment, nothing happened.

    Then the world combusted.


    Spoiler: Aggression
    Show
    The Badger knew not for how long all burned. Its hair burned away, its skin was blistered, its blood boiled. And yet, the Badger did not die.

    After a long, long time, the ropes constraining the animal burned through. With the greatest possible effort, it flung itself off the burning altar, into the desert sands. There, it lay for a long time.

    But once more, the Badger did not die. It dragged itself to a nearby pool, keeping itself alive while its wounds healed. And when they had, the Badger rose with but one thing driving it.

    Rage.


    Spoiler: Build Table
    Show
    Spoiler: Build attributes
    Show
    Ability scores:

    Before racial adjustments:

    STR: 15
    DEX: 13
    CON: 12
    INT: 10
    WIS: 14
    CHA: 8

    After racial adjustments:

    STR: 19
    DEX: 19
    CON: 20
    INT: 2
    WIS: 16
    CHA: 8

    After awakening:

    STR: 19
    DEX: 19
    CON: 20
    INT: 10
    WIS: 16
    CHA: 10

    After advancement:

    STR: 27
    DEX: 17
    CON: 24
    INT: 10
    WIS: 16
    CHA: 10

    After ability score increases:

    STR: 29
    DEX: 18
    CON: 24
    INT: 10
    WIS: 18
    CHA: 10

    Note: the Badger will be permanently raging, so its actual Strength and Constitution scores will be 6 points higher than listed here. In addition, when entering 'regular' rage these two scores gain another +6 bonus.

    Languages: Common


    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    4 Awakened Advanced Dire Badger (6 HD) +4 +5 +5 +5 Listen +9, Spot +9 Reckless Rage, Blazing Berserker, Fire Heritage, TrackB Rage, Scent, Darkvision 60 ft., Low-light vision, Size increase
    5 Barbarian 1 +5 +7 +5 +5 Craft (trapmaking) +1, Jump +1, Listen +10, Spot +10 - Spirit Lion Totem (Pounce), Rage 1/day
    6 Unarmed Swordsage 1 +5 +7 +7 +7 Balance +1, Craft (trapmaking) +2, Jump +2, Listen +11, Spot +11, Tumble +1 Improved Unarmed StrikeB Quick to Act +1, Discipline Focus (Weapon Focus) (Tiger Claw), Maneuvers, Unarmed Strike (1d8)
    7 Unarmed Swordsage 2 +6/+1 +7 +8 +8 Balance +2, Craft (trapmaking) +3, Jump +3, Listen +12, Spot +12, Tumble +2 Fire Devotion AC Bonus
    8 Unarmed Swordsage 3 +7/+2 +8 +8 +8 Balance +3, Craft (trapmaking) +4, Jump +4, Listen +13, Spot +13, Tumble +3 - -
    9 Unarmed Swordsage 4 +8/+3 +8 +9 +9 Balance +4, Craft (trapmaking) +5, Jump +5, Listen +14, Spot +14, Tumble +4 - Discipline Focus (Insightful Strike) (Tiger Claw), Unarmed Strike (2d6)
    10 Unarmed Swordsage 5 +8/+3 +8 +9 +9 Balance +5, Craft (trapmaking) +6, Jump +6, Listen +15, Spot +15, Tumble +5 Improved Initiative Quick to Act +2
    11 Unarmed Swordsage 6 +9/+4 +9 +10 +10 Craft (trapmaking) +7, Intimidate +1, Jump +7, Listen +16, Spot +16, Tumble +6 - -
    12 Unarmed Swordsage 7 +10/+5 +9 +10 +10 Craft (trapmaking) +8, Intimidate +2, Jump +8, Listen +17, Spot +17, Tumble +7 - Sense Magic
    13 Unarmed Swordsage 8 +11/+6/+1 +9 +11 +11 Craft (trapmaking) +9, Intimidate +3, Jump +9, Listen +18, Spot +18, Tumble +8 Stunning Fist Unarmed Strike (2d8), Discipline Focus (Defensive Stance) (Desert Wind)
    14 Unarmed Swordsage 9 +11/+6/+1 +10 +11 +11 Craft (trapmaking) +10, Intimidate +4, Jump +10, Listen +19, Spot +19, Tumble +9 - Evasion
    15 Unarmed Swordsage 10 +12/+7/+2 +10 +12 +12 Craft (trapmaking) +11, Intimidate +5, Jump +11, Listen +20, Spot +20, Tumble +10 - Quick to Act +3
    16 Unarmed Swordsage 11 +13/+8/+3 +10 +12 +12 Craft (trapmaking) +12, Intimidate +6, Jump +12, Listen +21, Spot +21, Tumble +11 Final Strike -
    17 Unarmed Swordsage 12 +14/+9/+4 +11 +13 +13 Craft (trapmaking) +13, Intimidate +7, Jump +13, Listen +22, Spot +22, Tumble +12 - Discipline Focus (Insightful Strike) (Mountain Hammer), Unarmed Strike (3d6)
    18 Unarmed Swordsage 13 +15/+10/+5 +11 +13 +13 Craft (trapmaking) +14, Intimidate +8, Jump +14, Listen +23, Spot +23, Tumble +13 - -
    19 Unarmed Swordsage 14 +15/+10/+5 +11 +14 +14 Craft (trapmaking) +15, Intimidate +9, Jump +15, Listen +24, Spot +24, Tumble +14 Freezing the Lifeblood -
    20 Unarmed Swordsage 15 +16/+11/+6/+1 +12 +14 +14 Craft (trapmaking) +16, Intimidate +10, Jump +16, Listen +25, Spot +25, Tumble +15 - Quick to Act +4


    Spoiler: Maneuvers and Stances
    Show
    The CR each maneuver is learned is given in parenthesis.

    Maneuvers Known:
    1st-level: Burning Blade (6) (retrained at 9), Sudden Leap (6)
    2nd-level: Fire Riposte (6), Flashing Sun (6), Mountain Hammer (6), Shadow Jaunt (6)
    3rd-level: Soaring Raptor Strike (8), Zephyr Dance (7)
    4th-level: Fountain of Blood (10), Searing Blade (9), Searing Charge (9)
    5th-level: Dancing Mongoose (12), Leaping Flame (11)
    6th-level: Desert Tempest (13), Ring of Fire (14)
    7th-level: Inferno Blade (15), Salamander Charge (16)
    8th-level: Raging Mongoose (17), Wyrm's Flame (18)
    9th-level: Inferno Blast (19), Feral Death Blow (20)

    Stances Known
    -Blood in the Water (6)
    -Assassin's Stance (7)
    -Dance of the Spider (10)
    -Fiery Assault (14)
    -Rising Phoenix (19)


    Spoiler: CR-breakdown
    Show
    Spoiler: CR 5
    Show
    "Biggest badger I ever saw: smashed right through my wagons. I could barely get away with my life. Funny thing; I would've sworn its claws were flaming."
    -Unnamed caravan leader

    Let's start with the build's basics. Blazing Berserker is a very convenient way of obtaining the [Fire] subtype that requires only one thing: the 'ability to rage'. This means a dire badger's Rage counts, which combined with said rage's unending nature means the Badger can have the subtype permanently.

    Fire Heritage adds a point of fire damage to the Badger's natural attacks while also increasing initiative by 1. I admit there's better options, but it qualifies the Badger from the get-go while also enhancing the build's main strategy: move fast and burn stuff.

    At this level, the Badger is basically a very strong melee brute with added fire abilities. By entering barbarian rage on top of 'regular' rage, it can boost its strength score to 40 for fifteen rounds: more than enough to kill some pesky humans.

    The Badger is making three attacks per round, with each dealing some 20 points of damage (1d6+15+1). At the same time, it's nearly unkillable, with over 100 HP during super-rage.

    Even its main weakness, flying enemies, is more annoying than crippling. After all, when a single move action can put ten feet of solid ground beneath the Badger and his foes, flight will only result in a stalemate. The same burrow speed makes for a great offensive tool: especially at ECL 5 there's very little that can stop or detect tunneling monsters available.


    Spoiler: CR 10
    Show
    "We went in that hole expecting an easy fight. We went out short half a dozen."
    -Rupra Merghmann, Captain of the Monster Obliteration Bridage

    Five levels of swordsage add some considerable strength to the build. The unarmed strike alone increases the Badger's number of attacks by two, and maneuvers like Searing Blade, Flashing Sun, Searing Charge and Assassin's Stance add boatloads of damage to the Badger's full attack. Sudden Leap is also mentionable for being a great way to disengage or set up another charge.

    Two feats are gained. The first is Fire Devotion, which adds a cool cosmetic effect, another source of damage, and a chance to set foes on fire (who doesn't love setting foes on fire).

    The second feat, Improved Initiative, helps using Assassin's Stance and is generally useful.

    At this level, the Badger can begin creating a sett. Ranks in trapmaking, the ability to dig, and an at-will climb speed allow for quite a few devious burrow layouts. And of course there's nothing stopping the quite-intelligent Badger from constructing an obvious, trap-filled lair, then leaving it empty to attract hunters and adventurers.


    Spoiler: CR 15
    Show
    "Fascinating: the creature appears to be executing a Flame-Jumping Three-Fisted Searing Stun Explosion Strike. That's highly irregular for a badger."
    -Last words of Grandmaster To Mui.

    More maneuvers, a bigger unarmed strike, what's not to love?

    Assuming a Searing Charge + Inferno Blade + Fiery Assault, the Badger is dealing 5d6+3d6+10+1d6+1 extra points of fire damage (that's roughly 43) on each of its six attacks. Combined with its already powerful attacks, the average hit should be dealing around 60 damage before magic items: enough to cut a fairly beefy character's HP in half.

    Stunning Fist is a useful tool against fire-resistant or otherwise annoying foes. At worst, it'll create a new Assassin's Stance target.


    Spoiler: CR 20
    Show
    "We fought the thing for hours. Then it exploded."
    -Yern Eyybygry III, of the Adamantine Chain Party.

    The Badger's unarmed strike is now on par with a Large greatsword, it can make seven attacks a round (more with the right maneuvers) its initiative is through the roof, and it even has access to limited flight, area attacks, and a save-or-die.

    Furthermore, Freezing the Lifeblood (Boiling the Lifeblood?) turns Stunning Fist into a nightmare for anything humanoid (which many PC's will be). If it was a major debuff before, now it's a death sentence.

    A final 'fun' surprise for players will be Final Strike. 30d6 points of damage are nothing to scoff at, especially not if the party has already eaten a few AoE's or full attacks.


    Spoiler: Using the Badger
    Show
    There are a few ways to use the Badger in a game.

    Monster Hunters. The PC's come to fight with the Badger either because it attacks them or they are hired to kill it. It won't be easy to find, and multiple battles may be necessary to kill it, but once the beast is dead that's it.

    Beasts of Sin. If you want to use the Badger in a broader context, consider creating six more mutated creatures, each emphasizing a mortal sin (with the Badger representing Wrath). The PC's need to hunt down all seven beasts to safe the world/restore an artifact/prove their worth.

    Divine Wrath. The Badger was created and awakened by a druid or cleric serving a wrathful god. It now works together with said priest, perhaps posing as a mindless pet to the PC's only to reveal its intelligence when the time is right.


    Spoiler: Setting Adaptions
    Show
    In the Forgotten Realms, the Badger is most likely a creation of worshippers of Malar, one of the Gods of Fury.

    An Eberron campaign, would be very similar to the example given above, but with the Fury replacing Malar. Alternatively, the Badger could be a mutated creature from the Demon Wastes or the Mournland.

    A Dark Sun campaign could have the Badger be one of the psionic horrors that naturally appear in the setting, and it may not be the only one of its kind in that case. An alternative build, with the barbarian and swordsage levels replaced by Psychic Warrior levels and a Pyrokineticist dip, might be more fitting here.


    Spoiler: Sources
    Show
    Dire Badger - MM

    Barbarian - PHB
    Swordsage - ToB

    Blazing Berserker - Sa
    Reckless Rage - RoS
    Fire Heritage - PlH
    Fire Devotion - CC
    Improved Initiative - PHB
    Stunning Fist - PHB
    Improved Unarmed Strike - PHB
    Final Strike - SS
    Freezing the Lifeblood - CW

  16. - Top - End - #106
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Ashes of the Phoenix

    Ashes of the Phoenix

    Spoiler: Fall of the Phoenix
    Show
    The glorious Phoenix. An embodiment of god-like power, pride, and awe in the form of a bird of pure fire.
    The wrathful Phoenix. Sowing fiery vengeance and destruction against his evil enemy.
    The fearless Phoenix. Near-death and awaiting the perfect moment to be born again in the flames of purification.
    The fearful Phoenix. Panic, fear, and despair as the purifying fire is ripped away from its soul.
    The broken Phoenix. Living in darkness in a cramped cell, it cries to the heavens hoping for aid.
    The soulless Phoenix. Depression, fear, and emptiness as death nears.
    The forgotten Phoenix. A pile of cold flames in a soundless darkness.
    The fallen Phoenix. A figure, rising from the ashes hungry for the fire it was denied in life.

    Spoiler: Narrative of the Story
    Show
    A powerful evil wizard seeks out a Phoenix out of envy or hatred. The wizard battles the Phoenix into a weakened state and casts Expunge the Supernatural, which permanently removes its ability to burst into flames and be reborn. The wizard imprisons the phoenix into a small cell deep within one of his lairs. Many years pass and the Phoenix becomes long forgotten. The phoenix “dies” and spawns a Cinderspawn which goes mad from the lack of prey for his hunger. A group of adventures stumble upon the prison and are promptly devoured by the Cinderspawn. The wizard returns, checking in on the intrusion to find the Cinderspawn and rewards it by bestowing the power of fire as a cruel joke.


    Spoiler: Ashes of the Phoenix (The Build)
    Show

    Spellstitched Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 9 (CR 20)

    Spoiler: Ability Scores
    Show
    Base ability scores are Str 13, Dex 10, Con 8, Int 12, Wis 15, Cha 14
    Racial adjustment scores 15/20/-/12/15/18
    Reducing size to medium for -1 CR makes the scores 7/22/12/15/18
    At 4th and 8th the points go into wisdom before the spellstitched is applied at 10 HD for 7/22/12/17/18
    The rest of the points go to charisma making the final score at CR 20 (24 HD) 7/22/12/17/21


    Spoiler: Build Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Cinderspawn 1 +0 +0 +0 +2 Listen 4, Spot 4, Concentration 4, Jump 4, Move Silent 4 Weapon Finesse (retrained to Extend Spell at 11th) Undead type, Fire Subtype, Charisma Drain, Frostfire Shield, Elemental turning vulneratbility, Darkvision 60ft
    2nd Cinderspawn 2 (CR 3) +1 +0 +0 +3 Listen 5, Spot 5, Concentration 5, Jump 5, Move Silent 5 - -
    3rd Cinderspawn 3 +1 +1 +1 +3 Listen 6, Spot 6, Concentration 6, Jump 6, Move Silent 6 Dodge (retrained to Persistent Spell at 12th) -
    4th Cinderspawn 4 +2 +1 +1 +4 Listen 7, Spot 7, Concentration 7, Jump 7, Move Silent 7 - -
    5th Cinderspawn 5 +2 +1 +1 +4 Listen 8, Spot 8, Concentration 8, Jump 8, Move Silent 8 - -
    6th Cinderspawn 6 (CR 4) +3 +2 +2 +5 Listen 9, Spot 9, Concentration 9, Jump 9, Move Silent 9 Mobility (retrained to Searing spell at 13) -
    7th Cinderspawn 7 +3 +2 +2 +5 Listen 10, Spot 10, Concentration 10, Jump 10, Move Silent 10 - -
    8th Cinderspawn 8 +4 +2 +2 +6 Listen 11, Spot 11, Concentration 11, Jump 11, Move Silent 11 - -
    9th Cinderspawn 9 +4 +3 +3 +6 Listen 12, Spot 12, Concentration 12, Jump 12, Move Silent 12 Spring Attack (retrained to Twin Spell at 14) -
    10th Spellstitched Cinderspawn 10 (CR 6) +5 +3 +3 +7 Listen 13, Spot 13, Concentration 13, Jump 13, Move Silent 13 - Spell-like Abilities: 3/day – Lesser Orb of Fire, Scorching Ray, 2/day – Fireball, Wall of Fire, 1/day – Burning Hands, Furnace Within, Daltim’s Fiery Tentacles, Draconic Polymorph (Caster Level = HD), Spell Resistance 15 + Cha mod, DR 5/+2
    11th Cinderspawn 10/Binder 1 +5 +5 +3 +9 Listen 13, Spot 13, Concentration 14, Jump 13, Move Silent 13, Knowledge (Planes) 1, Intimidate 1 - Soul binding 1
    12th Cinderspawn 10/Binder 1/Battle Sorcerer 1 +6 +5 +3 +11 Listen 13, Spot 13, Concentration 15, Jump 13, Move Silent 13, Knowledge (Planes) 2, Intimidate 2 Improved Binding, Scribe Scroll Familiar, Sorcerer Spells, Soulbinding 1 (2nd Vestiges), DR 10/+3
    13th Cinderspawn 10/Binder 1/Battle Sorcerer 2 +7 +5 +3 +12 Listen 13, Spot 13, Concentration 16, Jump 13, Move Silent 13, Knowledge (Planes) 3, Intimidate 3 - -
    14th Cinderspawn 10/Binder 1/Battle Sorcerer 3 (CR 10) +8 +6 +4 +12 Listen 13, Spot 13, Concentration 17, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4 - -
    15th Cinderspawn 10/Binder 1/Battle Sorcerer 4 +8 +6 +4 +13 Listen 13, Spot 13, Concentration 18, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 2 Fiery Burst -
    16th Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 1 +9 +6 +4 +15 Listen 13, Spot 13, Concentration 19, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 4 - Soulbinding 2
    17th Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 2 +9 +6 +4 +16 Listen 13, Spot 13, Concentration 20, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 6 - Exploit Vestige, Soulbinding 3 (3rd Vestiges)
    18th Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 3 +10 +7 +5 +16 Listen 13, Spot 13, Concentration 21, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 8 Assume Supernatural Ability Vestigial Awareness, Soulbinding 4
    19th Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 4 (CR 15) +10 +7 +5 +17 Listen 13, Spot 13, Concentration 22, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 10 - Soulbinding 5 (4th vestiges)
    20th Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 5 +11 +7 +5 +17 Listen 13, Spot 13, Concentration 23, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 12 - Vestige Metamagic 1/day, Soulbinding 6
    21st Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 6 +11 +8 +6 +18 Listen 13, Spot 13, Concentration 24, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 14 Quicken Spell-like Ability (Draconic Polymorph) Soulbinding 7
    22nd Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 7 (CR 18, Sweet Spot) +12 +8 +6 +18 Listen 13, Spot 13, Concentration 25, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 16 - Vestige Metamagic 2/day, Soulbinding 8 (2 vestiges, 5th vestiges), Bind Acererack (cold and electricity immunity) and Dantalion(1 round no hostile actions, read thoughts, and short range teleport)
    23rd Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 8 +12 +8 +6 +19 Listen 13, Spot 13, Concentration 26, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 18 - Soul Binding 9
    24th Cinderspawn 10/Binder 1/Battle Sorcerer 4/Anima Mage 9 (CR 20) +13 +9 +7 +19 Listen 13, Spot 13, Concentration 27, Jump 13, Move Silent 13, Knowledge (Planes) 4, Intimidate 4, Spellcraft 20 Fell Drain Vestige Metamagic 3/day, Soulbinding 10 (6th vestiges)


    Spoiler: Spells per Day
    Show

    Spells per Day
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    11th - - - - - - - - - -
    12th 4 3 - - - - - - - -
    13th 5 4 - - - - - - - -
    14th 5 5 - - - - - - - -
    15th 5 6 3 - - - - - - -
    16th 5 7 4 - - - - - - -
    17th 5 7 5 3 - - - - - -
    18th 5 7 6 4 - - - - - -
    19th 5 7 6 5 3 - - - - -
    20th 5 7 6 6 4 - - - - -
    21th 5 7 6 6 5 3 - - - -
    22th 5 7 6 6 6 4 - - - -
    23th 5 7 6 6 6 5 2 - - -
    24th 5 7 6 6 6 6 3 - - -


    Spoiler: Spells Known
    Show

    Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    12th 3 1 - - - - - - - -
    13th 4 1 - - - - - - - -
    14th 4 2 - - - - - - - -
    15th 5 2 1 - - - - - - -
    16th 5 3 1 - - - - - - -
    17th 6 3 1 1 - - - - - -
    18th 6 4 2 1 - - - - - -
    19th 7 4 2 1 1 - - - - -
    20th 7 4 3 2 1 - - - - -
    21st 8 4 3 2 1 1 - - - -
    22nd 8 4 4 3 2 1 - - - -
    23rd 8 4 4 3 2 1 1 - - -
    24th 8 4 4 3 3 2 1 - - -


    Spoiler: Reference Notes
    Show

    Spellstitched, Complete Arcane
    Cinderspawn, Libris Mortis
    Quicken Spell-like Ability, Monster Manual III
    Battle Sorcerer, Unearthed Arcana
    Binder and Anima Mage, Tome of Magic
    Assume Supernatural Ability, Savage Species
    Phoenix, Monster Manual II


    Spoiler: Journey of the Ashes
    Show

    Spoiler: CR 5
    Show

    The base Cinderspawn is CR 6 so we just reduce the size from Large to medium and use its baseline abilities here. The high dex and charisma drain makes it a pretty formidable target at this level. Jumping in and out of melee range to drain the charisma of his foes.


    Spoiler: CR 10
    Show

    The spell-like abilities are now in play, giving the Cinderspawn’s enemies a daily dose of fire blasting abilities. He has a few first level spells for to provide some buffs (Mage Armor, Shield) or for a burst of speed (Expeditious Retreat). In addition he gains access to the Amon vestige which grants him a breath weapon that deals a small amount of fire damage all day to spread the flames of his fury.


    Spoiler: CR 15
    Show

    Similar to CR 10, but now he has 1st through 4th level spells, using his first known spell at each level (Body Blaze at 3rd) above 4nd to gain a spell with a fire descriptor to fuel his new source of all day damage, Fiery Burst. Any remaining spells know are used for utility or defense. He also has access to 1st through 4th level vestiges, primarily binding Paimon to use his ability to move and make his touch attack against each enemy he passes in addition to a boost to his dex. Also, as long as he wields a short sword or rapier he gains Weapon Finesse for his touch attack making up for trading it away.


    Spoiler: CR 18 “Sweet Spot”
    Show

    The Cinderspawn reaches near resemblance to his past life, gaining the ability to use Draconic polymorph as a quickened spell to transform into a Phoenix that he can share with his familiar. This grants him the key ability Spell-like Metamagic (Ex) which allows him to apply a metamagic feat for free to his spell-like abilities (Twin being his best option). He will fly just above his familiar (or share the space with Greater Blink) to maintain the share spell range so the familiar can swing away while he blasts from above.
    He gains access to 5th level vestiges and can now bind two so he primarily binds Acererak (who grants a paralyzing touch and immunity to cold and electricity) and usually binds Paimon or Dantalion (who grants the ability to stop any hostile actions against him for 1 round and the ability to teleport 50ft as a standard action).
    He uses Anima Mage’s vestige metamagic to apply a Persistent Searing Twin Body Blaze to himself which causes a line of fire to follow him all day that deals 4d6 + 22 fire damage (half of which is immune) to anyone who crosses the line. He uses his second vestige metamagic to apply a Persistent Greater Blink spell to himself for better defenses and the ability to move through enemies which synergies with Paimon’s Dance of Death ability. In addition to the all-day trail of fire he can deal 5d6 fire damage in a 5ft radius as a standard action for free so long as he has 1 5th level spell slot available to cast.
    As his phoenix form is 1/day he only uses it against serious threats and if near death he and his familiar can use the Immolation (Su) ability (from assume supernatural ability) to deal 40d6x2 fire damage in a 15ft radius and die. This ability specifies however that it does create a whole new phoenix, ending his life of loss and hatred and returning two glorious Phoenix(es?) to the world.


    Spoiler: CR 20
    Show

    At this point he gains a third vestige metamagic to apply a defensive or speed spell to himself, 6th level vestiges (for the powerful Zceryll), 6th level sorcerer spells, 6d6 damage Fiery burst, and his Body Blaze deals 2 negative levels on hit.

  17. - Top - End - #107
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default That Guy

    That Guy
    CE Iron Golem (advanced to 54 HD) Incarnate Construct Maximized Awaken Construct Effigy Incarnate Construct Bard 4/Sublime Chord 2/Master Transmogrifist 8

    Spoiler: Scores
    Show

    Str 33, Dex 10 (+1 from level up at level 68), Con 12 (nonability-average rolled due to Incarnate Construct +2 from level ups at level 60 and 64), Int 24 (Base 18+5 Tome of Clear Thought+1 Increase from level up at level 56), Wis 18, Cha 18
    All mental ability scores have a base of 18, being maximized 3d6 due to Maximize Awaken Construct


    Spoiler
    Show

    Challenge Rating Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st - - - - - - - -
    2nd - - - - - - - -
    3rd - - - - - - - -
    4th - - - - - - - -
    5th - - - - - - - -
    6th Iron Golem (advanced to 54 HD) Incarnate Construct Maximized Awaken Construct Effigy Incarnate Construct +40 +18 +17 +22 - - -
    7th Bard 1 +40 +18 +19 +24 Knowledge: Arcana +18 (12 Ranks) - Bardic music, bardic knowledge,
    countersong, fascinate,
    inspire courage +1
    8th Bard 2 +41 +18 +20 +25 Knowledge: Arcana +19 (13 Ranks), Listen +15 (11 Ranks) - -
    9th Bard 3 (and devotion to the Elder Evil Zargon) +42 +19 +20 +25 Knowledge: Arcana +20 (13 Ranks), Listen +17 (13 Ranks), Perform (Music) +15 (11 Ranks) Versatile Spellcaster; Elder Evil Devotion feats: Willing Deformity, Abominable Form, Deformity (Eyes), Deformity (Face), Deformity (Gaunt), Deformity (Madness), Reflexive Psychosis, Deformity (parasite), Evil's Blessing, Dark Speech; Shuffled Feats (via bought castings of Shun the Dark Chaos): Dark Whispers -> Heighten Spell Inspire competence
    10th Bard 4 +43 +19 +21 +26 Knowledge: Arcana +20 (13 Ranks), Listen +17 (13 Ranks), Perform (Music) +16 (12 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +13 (6 Ranks) - -
    11th Sublime Chord 1 +43 +19 +21 +28 Arcana +20 (13 Ranks), Listen +17 (13 Ranks), Perform (Music) +20 (16 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +13 (6 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks) - Bardic lore, bardic music
    12th Sublime Chord 2 +44 +19 +21 +29 Arcana +20 (13 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +13 (6 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks) Eschew Materials Song of arcane power
    13th Master Transmogrifist 1 +44 +19 +21 +31 Arcana +20 (13 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +13 (6 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +10 (9 Ranks) - Extended change, favored shape
    14th Master Transmogrifist 2 +45 +19 +21 +32 Arcana +20 (13 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +22 (15 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +10 (9 Ranks) - Manifest senses
    15th Master Transmogrifist 3 +45 +20 +22 +32 Arcana +20 (13 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +22 (15 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +19 (18 Ranks) Sudden Still Battle Master +2
    16th Master Transmogrifist 4 +46 +20 +22 +33 Arcana +29 (22 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +22 (15 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +19 (18 Ranks) - Effortless change
    17th Master Transmogrifist 5 +46 +20 +22 +33 Arcana +29 (22 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +31 (24 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +19 (18 Ranks) - Shapechanger
    18th Master Transmogrifist 6 +47 +21 +23 +34 Arcana +31 (24 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +31 (24 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +26 (25 Ranks) Practiced Spellcaster Battle master +4
    19th Master Transmogrifist 7 +47 +21 +23 +34 Arcana +31 (24 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +31 (24 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +26 (25 Ranks), Use Magic Device +13 (9 Ranks) - Reflexive change
    20th Master Transmogrifist 8 +48 +21 +23 +35 Arcana +31 (24 Ranks), Listen +17 (13 Ranks), Perform (Music) +31 (27 Ranks), Profession (astrologer) +10 (6 Ranks), Spellcraft +31 (24 Ranks), Bluff +6 (2 Ranks), Disguise +9 (5 Ranks), Concentration +26 (25 Ranks), Use Magic Device +21 (17 Ranks), Craft (drawing) +8 (1 Rank) Shuffled Feats (via bought castings of Shun the Dark Chaos): Evil's Blessing -> Reserves of Strenght, Deformity (Eyes) -> Arcane Thesis (Limited Wish), Deformity (Face) -> Arcane Thesis (Polymorph any Object), Deformity (Gaunt) -> Spell Thematics (Fire) Manifest qualities


    Spoiler: Spells
    Show
    Sadly, due to IRL complications, I am not able to provide the full tables.
    Here are the important spells:
    Spell learned at CR 10/Bard 4: Alter Self. Reason: Qualification for M.T.
    Spell learned at CR 11/Sublime Chord 1: Polymorph. Reason: Qualification for M.T.
    Spell learned at CR 11/Sublime Chord 1: Sonorous Hum. Reason: Needed to sustain Harmoic Chorus.
    Spell learned at CR 11/Sublime Chord 1: Harmonic Chorus. Reason: Needed to increase CL.
    Spell learned at CR 12/Sublime Chord 2: Craft Magic Tatoo. Reason: Needed to increase CL.
    Spell learned at CR 18/Master Transmogrifist 6: Limited Wish. Reason: Various (See: How this is supposed to work)
    Spell learned at CR 20/Master Transmogrifist 8: PAO. Reason: It's the basis of prett much everything.


    Spoiler: How this is supposed to work
    Show

    First, we use a Limited Wish to copy a Devil's Ego spell.Ok, now here is the part where I make it a Fire-creature:

    First, we need to increase our CL to a whooping 62. Yeah, you read that right. How are we gonna do that?
    For starters, we have a CL of 15 (7 Sublime Chord CLs + 4 Bard CLs + 4 Practiced CLs). This is low, but we're working on it. The next part is increasing it. We get the following:
    3 Magic Tatoos of +1 CL (+3 CL)
    1 Orange Ioun Stone (+1 CL)
    Harmonic Chorus (Maintained via Sonorous Hum) (+2 CL)
    Potion of Adept Spirit (+1 CL)
    Arcane Thesis feat (+2 CL)
    Spell Thematics (+1 CL)
    Ring of Arcane Might (+1 CL)
    Bead of Karma (+4 CL; We UMD it)
    Song of Arcane Power (+4 CL; We hit the result automatically)
    Reserves of Strenght (+3 CL)
    Now we have a Caster Level of 37, which is basically enough.

    Why? Because now we can use Limited Wish to copy a Consumptive Field! This increases our CL by +50% (+18 CL), letting us reach CL 55! This isn't enough... The first time. The second time we do this (using a Pearl of Power... yeah, this build needs them, as sad as it is), it looks different: We now have the 55 increased by 50%, but loose the original +18 CL gained in the process, resulting in +27 CL this time. 37+27 is 64, which is FINALLY enough.

    Now, since we count as an Outsider, we can PAO (twice for permanency, utilizing yet another Pearl of Power) into our Fire creature of the day: The Phaeton.

    Thanks to our Master Transmogrifists abilities, we gain it's extraordinary qualities, and that includes the Fire Subtype and a reliable way to set things on fire.


    Spoiler: Required Items
    Show

    Bead of Karma
    Orange Ioun Stone
    Ring of Arcane Might
    Potions (at least 2) of Adept Spirit
    Pearl of Power (Level 8)
    Pearl of Power (Level 7)

  18. - Top - End - #108
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default The Fiery Artist

    Spoiler: Image
    Show

    Spoiler: Build
    Show
    Build: Dragonborn (Heart) Warforged Monk 2/Rogue 2/Fighter 2/Drunken Master 10/Dragon Samurai 1/Tattooed Monk 3
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Feign Death Monk +0 +2 +2 + Any (w/ Know. (Religion) and Tumble) Improved Grapple, Adamantine Body, Improved Unarmed Strike, Endurance, Skill Knowledge (Knowledge (Religion)), & Combat Reflexes Bonus Feat, Flurry, & Unarmed Strike
    2 Feign Death Monk +1 +3 +3 +3 See Above Steadfast Determination Bonus Feat & Feign Death
    3 Feat Rogue +1 +3 +5 +3 See Above Dodge and Clinging Breath Bonus Feat & Trapfinding
    4 Feat Rogue +2 +3 +6 +3 See Above Improved Toughness Bonus Feat & Evasion
    5 Fighter +3 +5 +6 +3 See Above Improved Toughness Bonus Feat
    6 Tattooed Monk +3 +6 +8 +6 See Above Lingering Breath Tattoo (Dragon)
    7 Drunken Master +3 +8 +10 +6 See Above None Drink like a Demon & Improvised Weapons
    8 Drunken Master +4 +9 +11 +6 See Above None Stagger
    9 Drunken Master +5 +9 +11 +7 See Above Quicken Spell Like Ability Swaying Waist
    10 Dragon Samurai +5 +11 +11 +9 See Above None Dragon Breath & Energy Resist
    11 Drunken Master +6 +12 +12 +9 See Above None AC +1, Improved Improvised Weapons
    12 Drunken Master +6 +12 +12 +9 See Above Recover Breath Greater Improvised Weapons
    13 Drunken Master +7 +13 +10 +10 See Above None Improved Feint
    14 Drunken Master +8 +13 +13 +10 See Above None Improved Grapple
    15 Drunken Master +9 +14 +14 +10 See Above Rapid Breath For Medicinal Purposes
    16 Drunken Master +9 +14 +14 +11 See Above None AC+2, Corkscrew Rush & Superior Improvised Weapons
    17 Drunken Master +10 +15 +15 +11 See Above None Breath of Flame
    18 Tattooed Monk +11 +16 +16 +12 None Ability Focus (Breath of Flame) None
    19 Fighter +12 +17 +16 +12 See Above Fighter Feat Bonus Feat
    20 Tattooed Monk +13 +17 +16 +12 See Above None Tattoo (Pheonix)

    Spoiler: Attributes
    Show
    Str: 14 -> 16
    Dex: 13
    Con: 15 -> 18
    Int: 10
    Wis: 12
    Cha: 8

    Spoiler: Level by Level Breakdown
    Show

    Level 1-5: Fairly decent unarmed combatant
    Level 6-9: Gains second breath weapon and begins to gain power from alcohol
    Level 10: Gains ability to stack breath weapon damage and third breath weapon
    Level 11-16: Gains more Drunken Master abilities
    Level 17: Gains fourth breath weapon
    Level 18-20: Gains more combat ability as well as some minor spell resistance

    Spoiler: Fluff
    Show
    The Fiery Artist was once a regular warforged, fighting in puny wars for House Cannith. However, as the war wore down, the Fiery Artist began to take inspiration from the dragons he heard legends of, he began growing jealous of them and one day, he underwent a ritual to become one. When the war ended he became purposeless, lost in his thoughts until one motivation united them: the thirst for power. After the warforged were freed, he went on a religious pilgrimage to the Temple of Tattooes. He learned how to harness the power of the dragon through his tattooes, becoming able to make bursts of fire burn his enemies. After he had learned this method of being closer to his idols, he set out on a quest to be truly like them, learning the ways of the drunken master, consuming alcohol on a quest to use it to become stronger. After he had mastered this final technique, he realized he had truly became a construct of the dragons: a being made of precious metals and the essence of flame.

    Spoiler: Recommended Gear
    Show

    • Metabolic Fire
    • Gleaming Scales
    • Dragon Spirit Cincture


  19. - Top - End - #109
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default The Terror of Goldenvale

    The Terror of Goldenvale
    Spoiler: The Terror Rises
    Show
    The terror looked like a little winged lizard, no bigger than a housecat. That is, if anyone could have seen it, underground, with its entire body writhing under the sands of Goldenvale, and in the middle of the night, no less.

    Three houses caught fire. The little beast - no less intelligent than a normal human - had managed to catch them all in its breath, albeit barely. It disappeared under the sands.

    Humans were everywhere, trying to put out the fires. The odd elf or dwarf poked their head out to join them, and the terror was long gone. Less than half a minute later, more fires broke out, and the terror disappeared again.

    The third time, the reptile was less lucky, and almost burrowed straight into a human. The primate's fist whacked straight into the creature, who hissed and lashed back out at the aggressor. The human's punch had been his last move, but the small creature knew that it was pushing its luck. It whirled its tail about, and the massive noise that it generated sent all people running. The terror would have time to burn just a few more buildings, which occurred, before the little beast disappeared under the sands once more.
    Spoiler: Stub
    Show
    Lawful evil female Rattelyr Dragon (Shining South) Dragon 35
    14/13/12/10/8/15 before racial adjustments, +5 to charisma at each level.
    40/13/26/28/24/39 at CR 20. Caster level 15th at CR 20.
    Spoiler: Tables
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Breath Weapon Natural Armour
    2nd Dragon 2 +2 +5 +4 +2 Concentration 5, Hide 5, Listen 5, Move Silently 5, Spot 5 Dragon Wings (RotD)* Resist Electricity 20, Immunity to Fire, Rattle, Tremorsense 1d6 +2
    3rd Dragon 5 +5 +7 +5 +4 Concentration 8, Hide 8, Listen 8, Move Silently 8, Spellcraft 2 (CC), Spot 8 Entangling Exhalation (RotD)* - 2d6 +4
    4th Dragon 8 +8/+3 +9 +6 +6 Concentration 11, Hide 11, Listen 10, Move Silently 11, Spellcraft 6 (CC), Spot 11 Improved Dragon Wings (RotD)* - 3d6 +6
    6th Dragon 11 +11/+6/+1 +11 +7 +7 Concentration 14, Hide 14, Knowledge (Local) 7, Listen 14, Move Silently 14, Spellcraft 7 (CC), Spot 14 Improved Initiative - 4d6 +8
    8th Dragon 14 +14/+9/+4 +14 +9 +10 Concentration 17, Hide 17, Knowledge (Local) 17, Listen 17, Move Silently 17, Spellcraft 8 (CC), Spot 17, Use Magic Device 1 Searing Spell (RotD) Spells, Frightful Presence 5d6 +10
    10th Dragon 17 +17/+12/+7/+2 +17 +11 +12 Concentration 20, Hide 20, Knowledge (Local) 20, Listen 20, Move Silently 20, Spellcraft 10 (CC), Spot 20, Use Magic Device 10 Tempest Breath (Drac) Hood Extension, Spell Resistance 6d6 +12
    12th Dragon 20 +20/+15/+10/+5 +20 +13 +15 Concentration 23, Hide 23, Knowledge (Arcana) 1, Knowledge (Local) 23, Listen 23, Move Silently 23, Spellcraft 11 (CC), Spot 23, Use Magic Device 23 Practical Metamagic: Searing* (RotD) DR 5/magic 7d6 +14
    14th Dragon 23 +23/+18/+13/+8 +22 +14 +16 Concentration 26, Hide 26, Knowledge (Arcana) 13, Knowledge (Local) 26, Listen 26, Move Silently 26, Spellcraft 13 (CC), Spot 26, Use Magic Device 26 Accelerated Metamagic: Searing* (RotD) - 8d6 +16
    16th Dragon 26 +26/+21/+16/+11 +25 +16 +19 Concentration 29, Hide 29, Knowledge (Arcana) 29, Knowledge (Dungeoneering) 1, Knowledge (Local) 29, Listen 29, Move Silently 29, Spellcraft 14 (CC), Spot 29, Use Magic Device 29 Dire Charge DR 10/magic 9d6 +18
    18th Dragon 29 +29/+24/+19/+14 +27 +17 +21 Concentration 32, Hide 32, Knowledge (Arcana) 32, Knowledge (Dungeoneering) 14, Knowledge (Local) 32, Listen 32, Move Silently 32, Spellcraft 16 (CC), Spot 32, Use Magic Device 32 Combat Reflexes 10d6 +20
    19th Dragon 32 +32/+27/+22/+17 +30 +19 +24 Concentration 35, Hide 35, Knowledge (Arcana) 35, Knowledge (Dungeoneering) 35, Knowledge (Local) 35, Knowledge (The Planes) 9, Listen 35, Move Silently 35, Spellcraft 17 (CC), Spot 35, Use Magic Device 35 Spellcasting Harrier (ELH) DR 15/magic 11d6 +22
    20th Dragon 35 +35/+30/+25/+20 +32 +20 +26 Concentration 38, Hide 38, Knowledge (Arcana) 38, Knowledge (Dungeoneering) 38, Knowledge (Local) 38, Knowledge (The Planes) 37, Listen 38, Move Silently 38, Spellcraft 19 (CC), Spot 38, Use Magic Device 38 Fast Healing (ELH) 12d6 +24

    *"Dragons automatically qualify for any classes, prestige classes, racial substitution levels, feats, powers, or spells that require the dragonblood subtype."
    Spoiler: Death from the Depths
    Show
    Adulthood would, if the terror had been human, be a great ceremony, despite her not quite feeling ready to call herself an adult. She was only ten, for heaven's sake! Why was it that her breed of dragons lived so short? Even elves would never be envious of her longevity, though humans would.

    That said, though she was young, she was powerful, vengeful, and now slightly magical. The people of Goldenvale had built their town on her parents' grave, and to make things worse, after discovering the dragon beneath their feet - stupid dwarves were to blame for that, too nosey and too obsessed with digging - they were determined to make a profit out of it. Not if she had anything to do with it.

    By this point, she looked less like a legged rattlesnake and more like a dragon - some red dragon in her bloodline had blessed her family with wings, which came in useful now, as she soared through the sky and blasted buildings and people with fire. As if on cue, ballistae took aim at her and promptly bounced off her armour. She grinned, and barrelled into the nearest one, smashing it instantly. Her mouth, claws and even her wings knocked about those who tried to hurt her, and as she turned to see a wizard leering at her from the sky, she blasted the unfortunate elf with an entangling gout of flame which sent him spiralling. One of those "Hero" types, she imagined; he'd be back if she didn't kill him now. She shrugged, and leapt off the tower, more bolts sailing past as she did.
    Spoiler: Ultimate Arcane Power!
    Show
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th
    8th 5/4 4/2 - - - - - -
    10th 6/5 7/3 - - - - - -
    12th 6/6 8/4 6/2 - - - - -
    14th 6/7 8/5 8/3 6/2 - - - -
    16th 6/8 9/5 8/4 8/3 6/2 - - -
    18th 6/9 9/5 9/5 9/4 8/3 6/2 - -
    19th 6/9 9/5 9/5 9/4 9/4 8/3 6/2 -
    20th 6/9 10/5 9/5 9/4 9/4 9/4 8/3 6/2

    New Spells Learned
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th
    8th Caltrops, Dancing Lights, Detect Magic, Prestidigitation Blades of Fire, Charm Person - - - - - -
    10th Ghost Sound Raging Flame - - - - - -
    12th Mending Fire Bolt (PH2) Body of the Sun, Invisibility - - - - -
    14th Mage Hand Lesser Orb of Fire Burning Sword Fireball, Hold Person - - - -
    16th Open/Close - Combust Wreath of Flames (DrM) Greater Invisibility, Dimension Door - - -
    18th Stick - Fiery Furnace Flashburst Fire Shield Fiery Tentacles (ShS), Greater Fireburst - -
    19th - - - - Blistering Radiance Shroud of Flame Antimagic Field, Fires of Purity -
    20th - - - - Lose Dimension Door for Orb of Fire Dominate Person Lingering Flames Delayed Blast Fireball, Greater Teleport

    All sources are PHB or SpC unless otherwise specified.
    Spoiler: Burning Desire
    Show
    The heroes were back. The terror waited lazily as the four of them looked into the cave, trying to find her.

    Moments later, the old dragon dropped down from the top of the cavern, wreathed in fire, crushing the four heroes. They had been ready, but their magic simply bounced off her hood and She blasted the entrance with a hurricane of fire, causing the entire cave to collapse around them. That was fine; she could burrow. They couldn't. She continued to slash and crush the heroes as they attempted to escape. Her entire body aflame, she burned the heroes even through their layers of protection.

    The wizard, apparently unfazed by the burning dragon atop him, or perhaps just really lucky, reached up with a touch of pure cold. The terror stopped, nigh-motionless, as her body almost refused to move. With a sudden motion, she hurled herself back into the sand, her tail rattling behind her and filling the cavern with noise.
    Spoiler: Build at CR 20
    Show
    The Terror of Goldenvale
    Size and Type: Gargantuan Dragon
    Hit Dice 35d12+280 (507 HP)
    Initiative: +5
    Speed: 60ft (12 squares), burrow 30, fly 30 (average)
    Armor Class: 31 (-4 size, +1 dex, +24 natural), touch 7, flat-footed 30
    Base Attack/Grapple: +35/+62
    Attack: Bite +50 (4d6+15) or claw +45 (2d8+7) or wing +45 (2d6+7) or tail slap +45 (2d8+22)
    Full Attack: Bite +50 (4d6+15) and 2 claws +45 (2d8+7) and 2 wings +45 (2d6+7) and tail slap +45 (2d8+22)
    Space/Reach: 20 ft./15 ft. (20 ft. with bite)
    Special Attacks: Crush, Tail Sweep, Breath Weapon, Rattle
    Special Qualities: Resistance to Electricity 20, Immunity to Fire, Tremorsense, DR 15/magic, Fast healing 3, SR 23, Hood Extension
    Saves: Fort 28, Ref 20, Will 26
    Abilities: Str 40, Dex 13, Con 26, Int 28, Wis 24, Cha 39
    Skills: Concentration +46, Hide +27 (+35 in deserts), Knowledge (Arcana) +47, Knowledge (Dungeoneering) +47, Knowledge (Local) +47, Knowledge (The Planes) +46, Listen +45, Move Silently +39, Spellcraft +28, Spot +45 (+53 in deserts), Use Magic Device 38
    Feats: Dragon Wings, Entangling Exhalation, Improved Dragon Wings, Improved Initiative, Searing Spell, Tempest Breath, Practical Metamagic (Searing), Accelerated Metamagic (Searing), Dire Charge, Combat Reflexes, Spellcasting Harrier, Fast Healing
    Environment: Warm Deserts
    Organization: Solitary
    Challenge Rating: 20
    Treasure: Double Standard
    Alignment: Lawful Evil
    Advancement: By age category
    Level Adjustment: -

    Let's go through all the stuff that this dragon can do:

    That Full Attack Action: Assuming PCs don't have ACs above 46, the average damage is 114 from that full attack, which can be made when the Terror charges. That's not a bad start, and when you have fire damage on every attack, and just for existing in the PCs' presence, that's even better.
    It Will Not Die: So, 507 is a lot of hit points. Most builds simply cannot deal that much damage. Being flat-out immune to one energy type and resistant to another is a start (and fire shield protects against cold attacks), SR 23 will at least annoy casters a little, and 35 levels of spell turning is going to mess a lot of stuff up. The terror hasn't got bad saves, either, with even rogues having to stop and gawp at its reflex save (with no cloaks of resistance or anything) and both its other saves even better. Oh, and it fast heals too.
    Behold, my Ultimate Arcane Power: Fifteenth-level sorcerers on the chassis of a freaking dragon never go out of style, and if nothing else you can drop an AMF and turn off everyone else's magic while you beat their faces because you're still a dragon. If you don't want to do that, you have every fire spell in the book, so you can add 5d6 damage just for being near you, 1d6 with each hit, and so forth. You can also teleport, and you pretty much can't fail to cast defensively (while your Spellcasting Harrier feat makes casting defensively impossible for your enemies).
    Breathe Deeply: Your breath weapon doesn't deal much damage, but it hits with the force of a hurricane and entangles everyone, which means that you can knock people out of the sky and make it impossible for them to start back up (because they can't ascend and still meet their minimum forwards speed). Also, knocking down a building when you breathe isn't a bad ability.

    All in all, you are a pretty powerful dragon, and easily capable of mincing an army, and also probably an adventuring party who doesn't do some serious preparation. Have fun.

  20. - Top - End - #110
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Xote Quidon – the fiery breath of Imix

    Xote Quidon – the fiery breath of Imix

    Imix blooded (+1 CR) Lesser Fire Genasi Dragonfire Adept 1 Wizard(Conjurer) 3 Master Specialist (conjurer) 10 Archmage 5



    How to use this villain
    Xote can be used at nearly every level and makes for a memorable encounter. The build is neither highly innovative nor crafty. I created the stub months ago while challenged to build a character able to wage war against a plane. I chose a fiery themed creature to wage war against the plane of water.

    Attributes:
    Str: 8
    Dex: 14
    Con: 16
    Int: 17 + 5 from all level ups
    Wis: 11
    Cha: 6

    CR 1-2(recommended):
    Spoiler
    Show

    As soon as CR 1 he can burn down a town (even underwater) and he very likely did multiple times to get Imix to acknowledge him. Metabreath feats are not capped, so by forgoing using your breath weapon for a very longtime, Xote can burn continents, planets and planes with one standardaction.
    I feel he is best used as an arsonist at that level that has to be found. I have given him the Imix blooded template very early to make him less challenging in early levels and to smooth progression later on. If you use Xote this early, I recommend planning him as a recurring villain. He might burn down a town or two and you lay out bread crumbs that lead to followers of Xote while he is one step ahead. Don’t Mary Sue him though, meaning, if your players find and kill him, let him rest in peace. There is nothing more frustrating than the villain that cannotbe stopped (or killed).


    CR 3-5 (not recommended):
    Spoiler
    Show

    Xote is 2 levels behind every full caster and therefor rather sub-optimal as his combat prowess is pretty much nonexistent. CR 5 changes some things. Alter Self is available and opens up combat options, still not enough to make Xote a worthwhile villain at this CR. Searing spell is a must have if you plan to ever use fireball, flaming sphere and other fire-themed spells regularly.


    CR 6-14(recommended):
    Spoiler
    Show

    The 2 missing levelsof casting progression start do fade away. A sweet spot of the buildat these levels is CR 10 (augmented summoning and 4thlevels spells). Invisibility, the Summon monster line, Searingfireballs or flaming spheres, polymorph (hydra, rhemoraz, etc.) oralter self (i.e. Phaerlock for combat, Avariel for flight, etc.)should all add up to a decent enemy. The breath attack of Dragonfireadept is irrelevant but aquatic adaption is still a very niceaddition especially if combined with alter self or polymorph for anaquatic fight.


    Cr 15-20(recommended, if you can handle it):
    Spoiler
    Show

    Everything happening here is for the great final move of Xote. I recommend using him at CR19 or 20 if you plan to use him at all this late. Here is what Xote can do.
    Creating the Xote clone army:
    Step 1: Xote uses body outside body to create three clones of him. Clones last 10 rounds (1 minute). All three clones use their swift action to greater teleport somewhere not close to Xote and not close to each other (as he is paranoid beyond reasonable standards) and their standard action to use Mindblank. Round 2 they buff themselves with false life (this is necessary to avoid clones stopping because they only have 1 HP andthus would die upon creation; greater heroism sadly is blocked by mind blank. I am aware the buffs aren’t conferred to the clones but the HP buff is more reliable). Round 3 they use body outside body creating 3 clones of themselves. Thus each clone has 7 rounds to act before disappearing. Plenty of time to plane shift, use the breath weapon once and for all and shapechange into something nasty with 18 HD or less (shadesteel golem is exactly 18 HD and maybe your best choice, chronotytryn is 17 HD also amazing (dual actions), Lilitu (14HD) gives cleric casting, Arkamoi sorcerer casting, this list goes on and on and on.. it is shapechange after all). Also the clones can use Summon Monster VIII twice with augmented summoning as the feat is conferred (for possible summons ask your trusted summoners handbook,I’ll just leave these here: 1d3 Huge elementals or 1d3 bone devils).
    I am not really too familiar with exponentials but it should be obvious that Xote can produce an insane amount of clones. Things do get complicated once clones start dying and therefor destroy their "creatorclone" due to HP damage. That’s what the quickened greater teleport is for: by spreading the clones it should be harder to kill the previous generation of clones.


    Attacking the plane of water:
    Spoiler
    Show

    Xote has one major goal in life: destroying the plane of water because he hates aquatic lifeforms. Like many mad people before him his chances aren’t null although one could think that.
    Xote’s clones all can breathe once an apocalyptic fiery inferno dealing minor fire damage to the whole plane by means of enlarge breath and aquatic adaptation. The clones can plane shift themselves so they are pretty independent. Since there is an infinite amount of clones this means:if you can’t stop the clones from replicating, the plane of water is under a constant breath weapon effect.
    There is a lot of DM dependency regarding destroying planes: Is the plane of water infinite and can the breath reach every corner? Is the damage enough to heat the water to vaporize it? Can Xote’s clones be hindered to enter the plane of water (divine beings shutting down plane shift)?
    What I am sure of:If even one clone of Xote is able to enter the plane of water and can get the “infestation” rolling, the inhabitants have to fight an insane amount of clones, with a Shapechange SLA twice a day. Even if their HP is very low, this is a tricky fight, all while being constantly blasted by fiery breaths.


    Body outside body and templates
    Spoiler
    Show

    I am not sure what the general consensus on templates and body outside body clones is. I think powers granted by templates are conferred the same way as SLAs(both are not listed as exceptions) and are considered legal. So each clone that dies bursts into a 30 feet radius fiery explosion, neat.
    If Imix blooded is conferred to the clones:
    After creating three clones: one teleports into the negative energy plane,immediately dies and bursts. Because every “creatorclone” has more than 10 HP due to greater false life they survive and can use body outside body again, so not even the negative energy plane is safe.




    Why didn’t you use Incantatrix 10?
    Spoiler
    Show

    It didn’t fit in very well. The 3rdlevel casting requirement would delay entry and cut into Archmage levels. Cooperative metamagic is of course insane with clones but Xote is more focused on clones than on himself.
    Why didn’t you use a mightier breath weapon?
    I wanted him playable at CR 1 and I didn’t want to lose more caster levels.Moreover the focus of the build is the sheer amount of clones not the power of the breath weapon.



    Is there a sane use of Xote at CR 20?

    Spoiler
    Show

    Honestly, I am not too sure. If Xote can be tracked down (meaning you can find him despite constant mind blank), the fight should be doable for any decent group if we ignore the clones but as soon as Xote is accompanied by clones in double or triple digits, things may get very messy (and a bookkeeping nightmare).


    Spell list:
    Spoiler
    Show

    Conjurer
    Banned schools:Enchantment, Abjuration
    1: Mage armor, magic missile, silent image, grease, + whatever
    2: Alter self,flaming sphere, false life, invisibility, glitterdust
    3: fireball, fly,haste, Summon Monster III
    4: Celerity, Summon Monster IV, polymorph, animate dead + black tentacles
    5: Teleport, Summon Monster V, Overland flight, Wall of Stone, Lesser Planer Binding



    build table
    Spoiler
    Show

    CR/HD Class BaseAttackBonus FortSave RefSave WillSave Skills Feats ClassFeatures
    1/1 Dragonfire Adept +0 +2 +0 +2 Concentration 4, Craft (alchemy) 4, Knowledge (arcana) 4, Knowledge (the planes) 4, Knowledge (religion) 4, Knowledge (nature) 4, Spellcraft 4 Enlarge breath Breath􀀀weapon􀀀1d6,
    Dragontouched,
    least􀀀invocations
    2/1 Imix blooded +0 +2 +0 +2 Concentration 4, Craft (alchemy) 4, Knowledge (arcana) 4, Knowledge (the planes) 4, Knowledge (religion) 4, Knowledge (nature) 4, Spellcraft 4 - Imix’s Wrath, Burn, Death Throes
    3/2 Conjurer +0 +2 +0 +4 Concentration 5, Craft (alchemy) 4, Knowledge (arcana) 5, Knowledge (the planes) 5, Knowledge (religion) 4, Knowledge (nature) 5, Spellcraft 5 - Summon familiar (hawk), Scribe scroll
    4/3 Conjurer +1 +2 +0 +5 Concentration 6, Craft (alchemy) 4, Knowledge (arcana) 6, Knowledge (the planes) 6, Knowledge (religion) 4, Knowledge (nature) 6, Spellcraft 6 Spell Focus (Conjuration) -
    5/4 Conjurer +1 +3 +1 +5 Concentration 7, Craft (alchemy) 4, Knowledge (arcana) 7, Knowledge (the planes) 7, Knowledge (religion) 4, Knowledge (nature) 7, Spellcraft 7 - -
    6/5 Master Specialist +1 +3 +1 +7 Concentration 8, Craft (alchemy) 4, Knowledge (arcana) 8, Knowledge (the planes) 8, Knowledge (religion) 4, Knowledge (nature) 8, Spellcraft 8 Skill Focus (Spellcraft) Bonus Feat
    7/6 Master Specialist +1 +3 +1 +8 Concentration 9, Craft (alchemy) 4, Knowledge (arcana) 9, Knowledge (the planes) 9, Knowledge (religion) 4, Knowledge (nature) 9, Spellcraft 9 SearingSpell Expanded spellbook
    8/7 Master Specialist +1 +4 +2 +8 Concentration 10, Craft (alchemy) 4, Knowledge (arcana) 10, Knowledge (the planes) 10, Knowledge (religion) 4, Knowledge (nature) 10, Spellcraft 10 Greater Spell Focus (conjuration) Bonus Feat
    9/8 Master Specialist +2 +4 +2 +9 Concentration 11, Craft (alchemy) 4, Knowledge (arcana) 11, Knowledge (the planes) 11, Knowledge (religion) 4, Knowledge (nature) 11, Spellcraft 11 - Minor school esoterica
    10/9 Master Specialist +2 +4 +2 +9 Concentration 12, Craft (alchemy) 4, Knowledge (arcana) 12, Knowledge (the planes) 12, Knowledge (religion) 4, Knowledge (nature) 12, Spellcraft 12 Augmented Summoning Expanded spellbook
    11/10 Master Specialist +3 +5 +3 +10 Concentration 13, Craft (alchemy) 4, Knowledge (arcana) 13, Knowledge (the planes) 13, Knowledge (religion) 4, Knowledge (nature) 13, Spellcraft 13 - Caster level increase +1
    12/11 Master Specialist +3 +5 +3 +10 Concentration 14, Craft (alchemy) 4, Knowledge (arcana) 14, Knowledge (the planes) 14, Knowledge (religion) 4, Knowledge (nature) 14, Spellcraft 14 - Moderate school esoterica
    13/12 Master Specialist +4 +5 +3 +11 Concentration 15, Craft (alchemy) 4, Knowledge (arcana) 15, Knowledge (the planes) 15, Knowledge (religion) 4, Knowledge (nature) 15, Spellcraft 15 Spell Focus (evocation) Expanded spellbook
    14/13 Master Specialist +4 +6 +4 +11 Concentration 16, Craft (alchemy) 4, Knowledge (arcana) 16, Knowledge (the planes) 16, Knowledge (religion) 4, Knowledge (nature) 16, Spellcraft 16 - Caster level increase +2
    15/14 Master Specialist +5 +6 +4 +12 Concentration 17, Craft (alchemy) 4, Knowledge (arcana) 17, Knowledge (the planes) 17, Knowledge (religion) 4, Knowledge (nature) 17, Spellcraft 17 - Major school esoterica
    16/15 Archmage +5 +6 +4 +14 Concentration 18, Craft (alchemy) 4, Knowledge (arcana) 18, Knowledge (the planes) 18, Knowledge (religion) 4, Knowledge (nature) 18, Spellcraft 18 Quicken SLA (Greater Teleport) High arcana (SLA Greater Teleport)
    17/16 Archmage +6 +6 +4 +15 Concentration 19, Craft (alchemy) 4, Knowledge (arcana) 19, Knowledge (the planes) 19, Knowledge (religion) 4, Knowledge (nature) 19, Spellcraft 19 - High arcana (SLA Mind Blank)
    18/17 Archmage +6 +7 +5 +15 Concentration 20, Craft (alchemy) 4, Knowledge (arcana) 20, Knowledge (the planes) 20, Knowledge (religion) 4, Knowledge (nature) 20, Spellcraft 20 - High arcana (SLA False Life)
    19/18 Archmage +7 +7 +5 +16 Concentration 21, Craft (alchemy) 4, Knowledge (arcana) 21, Knowledge (the planes) 21, Knowledge (religion) 4, Knowledge (nature) 21, Spellcraft 21 Extra spell: body outside body High arcana (SLA Body outside body)
    20th Archmage +7 +7 +5 +16 Concentration 22, Craft (alchemy) 4, Knowledge (arcana) 22, Knowledge (the planes) 22, Knowledge (religion) 4, Knowledge (nature) 22, Spellcraft 22 - High arcana (SLA Shapechange)
    Last edited by Thurbane; 2016-11-16 at 03:20 PM.

  21. - Top - End - #111
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Sno'op Dragg



    "So don't change the dizzle, turn it up a little
    I got a living room full of fine dime brizzles
    Waiting on the Pizzle, the Dizzle and the Shizzle
    G's to the bizzack, now ladies here we gizzo

    When the pimp's in the crib ma
    Drop it like it's hot
    Drop it like it's hot
    Drop it like it's hot..."


    -Sno'op Dragg
    CE Adult Passion's Flame Red Dragon Bard 3/Seeker of the Song 2

    **************************************************

    Thoric Trouserfang, Dwarven Paladin of Moradin, carefully wipes the Kobold guts off of his mighty Warhammer of Justice, as he examines the rest of his intrepid adventuring party. "So, what do ye all think aboot this 'Sno'op Dragg' fellow's lair?"

    "Well, he could certainly use some better help at the very least. These Kobolds are even weaker than those of the LAST dragon we killed, and I didn't even think that was possible." replies Revan, the Spellscale Sorcerer.

    "Heh. Well, accordin' t' tha townsfolk the beastie himself is a threat, but ya' know how they can get."

    "I'm half expecting like, some angry lizard at this point. Or a particularly crimson Pseudodragon."

    A round of chuckles passes through the party as they make their way further into the mountain. Past the initial rush of Kobolds the place seems almost abandoned, the only signs of living being occasional scratch and scorch marks on the rough tunnel walls. A mismatched patter of footsteps clatter through the cavernous path, before seemingly dissipating into the darkness above. Before long, the party spots flames flickering from around a bend in the path. Casting up their buffs, they prepare for another victory under their belts, and round the corner into the main room of the dragon's lair.

    What they don't expect, is to come straight face to face with a very real, very large Red Dragon, and his posse of Kobolds.

    "So, looks like the little drizzles wanna fizzle this sizzle. How about we drop a little drizzle on their parizzle, fo' shizzle and fo' rizzle?"

    **************************************************

    Spoiler: Ability Scores
    Show
    Spoiler: Ability Scores - Wyrmling
    Show

    Attribute Base Racial Level Total
    Strength 15 6 1 22
    Dexterity 12 - - 12
    Constitution 13 4 - 17
    Intelligence 10 - - 10
    Wisdom 8 - - 8
    Charisma 14 - - 14

    Spoiler: Ability Scores - Very Young
    Show

    Attribute Base Racial Level Total
    Strength 15 10 3 28
    Dexterity 12 - - 12
    Constitution 13 6 - 19
    Intelligence 10 2 - 12
    Wisdom 8 2 - 10
    Charisma 14 2 - 16

    Spoiler: Ability Scores - Young
    Show

    Attribute Base Racial Level Total
    Strength 15 14 4 33
    Dexterity 12 - - 12
    Constitution 13 6 - 19
    Intelligence 10 2 - 12
    Wisdom 8 2 - 10
    Charisma 14 2 - 16

    Spoiler: Ability Scores - Juvenile
    Show

    Attribute Base Racial Level Total
    Strength 15 18 5 38
    Dexterity 12 - - 12
    Constitution 13 8 - 21
    Intelligence 10 4 - 14
    Wisdom 8 4 - 12
    Charisma 14 4 - 18

    Spoiler: Ability Scores - Young Adult
    Show

    Attribute Base Racial Level Total
    Strength 15 20 5 40
    Dexterity 12 - - 12
    Constitution 13 10 1 24
    Intelligence 10 4 - 14
    Wisdom 8 4 - 12
    Charisma 14 4 - 18

    Spoiler: Ability Scores - Adult
    Show

    Attribute Base Racial Level Total
    Strength 15 22 5 42
    Dexterity 12 - - 12
    Constitution 13 10 1 24
    Intelligence 10 6 - 16
    Wisdom 8 8 - 16
    Charisma 14 6 - 20


    Spoiler: Level Progression
    Show
    CR HD Class BAB Fort Ref Will Skills Feats Class Features
    4 7 Red Dragon (Wyrmling) +7 +5 +5 +5 Concentration 10, Intimidate 10, Knowledge (Arcana) 10, Listen 10, Perform (Rap) 10, Spot 10 Multiattack, Shape Soulmeld (Sphinx Claws), Open Least Chakra (Hands) Blindsense 60', Breath Weapon (30' Cone, 2d10 Fire), Fire Subtype, Immunity to Paralysis and Sleep
    5 8 Bard 1 +7 +5 +7 +7 Concentration 1, Intimidate 1, Knowledge (Arcana) 1, Listen 1, Perform (Rap) 1 - Bardic Knowledge, Bardic Music 1/day, Countersong, Fascinate, Inspire Courage +1
    6 9 Bard 2 +8 +5 +8 +8 Concentration 1, Intimidate 1, Knowledge (Arcana) 1, Listen 1, Perform (Rap) 1 Dragonfire Inspiration Bardic Music 2/day
    7 10 Bard 3 +9 +6 +8 +8 Concentration 1, Intimidate 1, Knowledge (Arcana) 1, Listen 1, Perform (Rap) 1 - Bardic Music 3/day, Inspire Competence
    8 13 Red Dragon (Very Young) +12 +8 +10 +10 Concentration 3, Intimidate 3, Knowledge (Arcana) 3, Listen 3, Perform (Rap) 3, Spot 6 Skill Focus (Perform (Rap)) Breath Weapon (40' Cone, 4d10 Fire)
    10 16 Red Dragon (Young) +15 +9 +11 +11 Concentration 3, Intimidate 3, Knowledge (Arcana) 3, Listen 3, Perform (Rap) 3, Spot 3, Use Magic Device 3 Song of the Heart Breath Weapon (40' Cone, 6d10 Fire), Rage 1/day, Sorcerer Spellcasting (CL 1)
    11 17 Seeker of the Song 1 +15 +9 +11 +13 Concentration 1, Intimidate 1, Knowledge (Arcana) 1, Listen 1, Perform (Rap) 1, Spot 1 - Burning Melody, Rapture of the Song (+2 AC)
    12 18 Seeker of the Song 2 +16 +9 +11 +14 Concentration 1, Intimidate 1, Knowledge (Arcana) 1, Listen 1, Perform (Rap) 1, Spot 1 Rapidstrike (Claws) Combine Songs, Song of Unmaking
    15 21 Red Dragon (Juvenile) +19 +11 +13 +16 Concentration 3, Intimidate 3, Knowledge (Arcana) 3, Listen 3, Perform (Rap) 3, Spot 3, Use Magic Device 6 Improved Rapidstrike (Claws) Breath Weapon (40' Cone, 8d10 Fire), Locate Object 4/day, Sorcerer Spellcasting (CL 3)
    18 24 Red Dragon (Young Adult) +22 +12 +14 +17 Concentration 3, Intimidate 3, Knowledge (Arcana) 3, Listen 3, Perform (Rap) 3, Spot 3, Use Magic Device 6 Quicken Breath Weapon Breath Weapon (50' Cone, 10d10 Fire), DR 5/magic, Frightful Presence (150' Radius), Locate Object 5/day, Rage 2/day, Sorcerer Spellcasting (CL 5), SR 19
    20 27 Red Dragon (Adult) +25 +14 +16 +19 Concentration 3, Intimidate 3, Knowledge (Arcana) 3, Listen 3, Perform (Rap) 3, Spot 3, Use Magic Device 9 Epic Inspiration Breath Weapon (50' Cone, 12d10 Fire), Frightful Presence (180' Radius), Locate Object 6/day, Sorcerer Spellcasting (CL 7), SR 21

    Total Skill Ranks: Concentration 30, Intimidate 30, Knowledge (Arcana) 30, Listen 30, Perform (Rap) 30, Spot 30, Use Magic Device 24


    Spoiler: Level Breakdowns
    Show
    (Note: At any level, an encounter with Sno'op Dragg can instead be avoided by challenging him to a rap battle and winning an opposed Perform (Rap) check.)

    Spoiler: CR 5 - It's A Draggy Dragg World
    Show
    Even at CR 5, and as a Wyrmling Red Dragon, Sno'op Dragg is far from your bog-standard dragon fight. With Inspire Courage and Pounce (from Sphinx Claws) he can shred squishier members of the party right quick. He is a bit more of a glass cannon at this level than in his later appearances. His main weakness, however, is the ability to end the encounter without even fighting him. With only a +13 Perform (Rap) check, bad dice luck can easily result in him slinking off in shame, and without a goal to fight towards, he is especially susceptible to bribery. Give him some 'sweet bling' and he'll bugger off right quick.

    Spoiler: CR 10 - Sno'op Draggy Dragg (Sweetspot)
    Show
    Hoooo boy have things changed since our last encounter with the intrepid Sno'op Dragg. Having advanced to the Young age category, Sno'op has grown in size from Medium to Large, granting him a 6th natural attack and significantly boosted stats. Additionally, his Inspire Courage bonus has gone from a +1 to a +3, discounting potential equipment which could raise it even higher, and he acquired the Dragonfire Inspiration feat, adding at least 3d6 fire damage to all of his natural attacks. Also, hitting Young age means that he has access to his Sorcerer spellcasting, which, in addition to the obvious benefits, gives him the ability to Rage as a Barbarian 1/day. Notable spells at this level include Mage Armor (which when combined with his increased natural armor gives him an armor class of 26, or 24 when raging), and Blood Wind (which lets him Full Attack from range, without dropping himself in the middle of the enemy by pouncing).

    Spoiler: CR 15 - Draggystyle
    Show
    Now, by this point I'm sure you can all tell how Sno'op works. The only major change at this point is getting Improved Rapidstrike on his Claws, which is mostly just an expansion of his role as a pouncing ball of fiery death. However, one game changer has come online since the last break point: Combine Songs. The second level Seeker of the Song ability, this lets him run both Dragonfire Inspiration, AND Inspire Courage. This has the predictable effect on his combat ability, but it also lets him turn a simple band of Kobold warriors with shortbows into a terrifying military force, with a +3 to hit, and +3d6+3 damage on every hit.

    Spoiler: CR 20 - Draggumentary
    Show
    While his main strategy hasn't changed since his first appearance, this breakpoint marks the expansion of Sno'op's options in combat. With Quicken Breath, he can throw around breath weapons, which are much more relevant at this point than they would've been earlier, and his increased spellcasting ability marks a notable improvement in his utility, although it's mostly direct damage and self-buffs. However, that's not to say his offensive combat ability has been neglected. Epic Inspiration bring his Inspire Courage up to +4 by base, and hitting Young Adult lands him firmly into the Huge size category. He gets a second Rage/day, and access to Greater Mage Armor and Scintillating Scales to buff up his Armor Class.


    Spoiler: Spells
    Show
    Spoiler: Bard
    Show

    Spells per Day
    HD 0lvl 1st
    8 2 -
    9 3 0
    10+ 3 1

    Spells Known
    0th: Prestidigitation, Detect Magic, Mending, Mage Hand, Songbird, Light
    1st: Inspirational Boost, Amplify, Identify

    Spoiler: Sorcerer
    Show

    Spells per Day
    HD 0lvl 1st 2nd 3rd
    16-20 5 3 - -
    21-23 6 5 - -
    24-26 6 6 4 -
    27+ 6 6 6 4

    Spells Known
    0th: Detect Magic, Prestidigitation, Guidance, Mending, Cure Minor Wounds, Mage Hand, Launch Item
    1st: Mage Armor, Blood Wind, Alarm, Produce Flame, Wall of Smoke
    2nd: Scintillating Scales, Scorching Ray, Pyrotechnics
    3rd: Greater Mage Armor, Fireball


    Spoiler: Equipment
    Show
    While he is much less equipment dependent than many due to being, well, a dragon, Sno'op can benefit from a number of different items. Notable items include Beast Claws (Savage Species, +2 Enhancement bonus and extra 1d6 damage on Claw attacks), Amulet of Mighty Fists (PHB, +x Enhancement bonus to ALL natural attacks), Necklace of Natural Attacks (Savage Species, like Amulet of Mighty Fists, but can have other weapon abilities as well. Only really worth it for Claw attacks), Ring of Growth (Savage Species, increase size category by one temporarily), Dragon Spirit Cincture (Magic Item Compendium, +1d10 to breath weapon), Badge of Valor (Magic Item Compendium, +1 to Inspire Courage), and the Vest of Legends (Dungeon Master's Guide II, +5 to effective Bard level, plus other bonuses. Effectively, +1 to Inspire Courage). Of course, any of the 'standard' equipment works just fine as well.


    Spoiler: Sources
    Show
    Complete Arcane - Seeker of the Song
    Draconomicon - Improved Rapidstrike, Quicken Breath Weapon, Rapidstrike
    Dragon Magic - Dragonfire Inspiration
    Dragons of Eberron - Passion's Flame
    Eberron Campaign Setting - Song of the Heart
    Magic of Incarnum - Open Least Chakra, Shape Soulmeld, Sphinx Claws
    Spell Compendium - Amplify, Blood Wind, Greater Mage Armor, Inspirational Boost, Launch Item, Scintillating Scales, Songbird

  22. - Top - End - #112
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Ben, the Rat that Won’t Die

    Ben, the Rat that Won’t Die

    NE Dark Evolved Undead Haunting Ghost Ash Rat Spellthief 5/Combat Trapsmith 5/Master of the Unseen Hand 5

    Stats (with racial mods)
    Spoiler
    Show
    Str 8 (4)
    Dex 14 (22)
    Con 8
    Int 16 (8)
    Wis 8 (10)
    Cha 18 (10) (16 after evolved undead ghost, increases here)

    Build
    Spoiler
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Ash Rat +1 +2 +2 +0 Hide 4 Final Strike Bite 1d4, Flame Spit 10 ft 1d4 Fire, Darkvision 60 ft, low-light vision, Smoky Hide, Fire Subtype, Fire Heal
    2nd Dark Template +1 +2 +2 +0 +8 to Hide, +6 to Move Silently Hide in Plain Sight, Resist Cold 10, Superior Low-Light Vision
    3rd Ghost +1 +2 +2 +0 +8 to Hide, Listen, Search, and Spot Corrupting Gaze, Draining Touch, Telekinesis, Manifestation, Rejuvenation, +4 Turn Resistance
    4th Ghost (continued)l +1 +2 +2 +0 Ethereal/Incorporeal, +2 Deflection AC, fly 30 feet (perfect)
    5th Evolved Undead/Haunting Ghost +1 +2 +2 +0 +1 Deflection AC, Fast Healing 3, +2 Cha, Haste, Major Image, Suggestion
    6th Spellthief 1 +1 +2 +2 +2 Craft (Trapmaking) 1, Disable Device 2, Search 2 Sneak Attack +1d6, Steal Spell (0 or 1st), Trapfinding
    7th Spellthief 2 +2 +2 +2 +3 Craft (Trapmaking) 2, Disable Device 4, Search 4 Ghostly Grasp Detect Magic, Spellgrace +1, Steal Spell Effect
    8th Spellthief 3 +3 +3 +3 +3 Craft (Trapmaking) 3, Disable Device 6, Search 6 Steal Energy Resistance 10
    9th Spellthief 4 +4 +3 +3 +4 Craft (Trapmaking) 8 Steal Spell (2nd)
    10th Spellthief 5 +4 +3 +3 +4 Hide 9 Martial Study (Shadow Jaunt) Sneak Attack +2d6, Steal Spell-Like Ability
    11th Combat Trapsmith 1 +4 +5 +5 +4 Concentration 2, Craft (Alchemy) 1, Craft (Trapmaking) 10 Combat Trapping (Footspiker, Glitterburst Trap), Trap Sense +1
    12th Combat Trapsmith 2 +4 +6 +6 +4 Concentration 6, Craft (Trapmaking) 11 (B)Skill Focus (Craft(Trapmaking)) Skill Focus(Craft(Trapmaking)), Scorcher Trap
    13th Combat Trapsmith 3 +5 +6 +6 +5 Concentration 8, Craft (Alchemy) 3, Craft (Trapmaking) 12 Quicken Manifestation Trap Sense +2, Spiderweb Trap
    14th Combat Trapsmith 4 +6/+1 +7 +7 +5 Craft (Alchemy) 4, Craft (Trapmaking) 13, Hide 12 Improvised Materials, Sleeper Trap
    15th Combat Trapsmith 5 +6/+1 +7 +7 +5 Craft (Alchemy) 5, Craft (Trapmaking) 14, Hide 15 Expert Trapsetter, Trap Sense +3, Great Scorcher Trap
    16th Master of the Unseen Hand 1 +7/+2 +7 +7 +7 Craft (Trapmaking) 15 Martial Stance (Assassin’s Stance) Improved Caster Level, Versatile Telekinesis
    17th Master of the Unseen Hand 2 +8/+3 +7 +7 +8 Craft (Trapmaking) 16 Telekinetic Wielder, Sustained Concentration
    18th Master of the Unseen Hand 3 +9/+4 +8 +8 +8 Craft (Trapmaking) 17 Full Attack Telekinesis
    19th Master of the Unseen Hand 4 +10/+5 +8 +8 +9 Craft (Trapmaking) 18 Lifesense Improved Violent Thrust, Telekinetic Flight
    20th Master of the Unseen Hand 5 +11/+6/+1 +8 +8 +9 Craft (Trapmaking) 19 Fling Skyward

    Backstory
    Spoiler
    Show
    Some things are simply born mean. Ben the ash rat was one such creature. He was born with a desire to burn all he could and consume all possible. At some point in his history someone did the natural thing and killed him. But that was not the end for Ben. Some things are just too mean to die. He came back, still burning with hate and swearing revenge on those that took him down. He’s been seen here and there in caves and the outskirts of cities, avenging himself on humanity as many tried to take him out. He turned their magic on them, threw them about as if he was the bigger creature and they the scurrying vermin. He was more cunning than your average rat, and devised the ultimate cruel irony. He now litters his lairs and all places he inhabits with traps of his own, to capture and kill humankind. Most of all he traps and kills with that oldest tool of humanity and that very core of his being: all consuming fire.

    CR 5
    Spoiler
    Show
    You can begin here, but I would actually advise beginning at CR 2 with a Dark Ash Rat. Have it as a throwaway encounter, Ben has a good chance of sneaking up on the party and getting an ambush in, but will go down pretty quick. Final Strike is a mean little parting shot, a scaling death throes that deals more damage the more HD Ben gains. The save won’t be high, but if they make it it’s still half damage. Since Ben has the fire subtype the death throes add on a little more damage.

    At CR5 proper the party will meet Ben again, and he’s mean. Dark Template allows Ben to hide in plain sight, and Ash Rat has a constant concealment (20% miss chance) from the cloud of smoke it generates, so he can Hide at any time. His Hide mod here is +30, so he’s tough to find.

    Ghost gives many things, including flight and incorporeality, which is tough at CR 5. For abilities I’ve chosen Corrupting Gaze, Draining Touch, and Telekinesis. Swap the first 2 if you want, the important thing is TK. Corrupting Gaze is a full on gaze for mild damage but more importantly 1d4 Cha damage, so will be a consistent problem during the fight. Draining Touch is twofold in benefit, first to drain 1d4 from ANY score at a touch with no save, second to restore some health when he does. TK for now is just for throwing stuff around.
    The Haunting Ghost template is an add-on for free, giving suggestion 1/hour and major image at will. Use it for phantom threats, duplicates to fake people out, lead them to pits, there are tons of possibilities.

    Evolved Undead gives lil more AC, fast healing for greater survivability, and haste 1/day, so use it before fighting the party.

    Combat here as with levels to follow should be focused on hit and run tactics, using ethereality to flee combat altogether if necessary. If Ben does fall in combat with the PCs, we have Ghost’s final gift of rejuvenation after being destroyed as long as the purpose hasn’t been achieved. Make that purpose revenge on the party, and he can come back every time.

    CR 10
    Spoiler
    Show
    In order to make him even more annoying, Ben is taking levels in spellthief. This gives him something to do once he’s hidden, make sneak attacks. Because spit fire deals pure fire damage, all SA from this will be fire as well. If you use draining touch, SA does still apply, though it’s negative energy in this case. In either case this is against touch AC, so they’re gonna have a bad time.

    Spell thief of course steals spells, up to 2nd level if you give up a die of sneak attack. The full casters likely won’t be using too many of theirs at this point so they’re ripe for picking. If you want to be really mean, steal from the paladin or ranger, since they’ll miss it most. Steal spell effect has a much higher cap, so you can steal their tastiest buffs. At this point the party may have the sense to try to protect against fire, which is why you steal the resistance. Steal SLA has a cap of level 1, so you can take whatever weird extras the party has (this means powers, too). Each use costs a die of sneak attack, so pick whichever 2 you want from a target and take them. Note that you can use ranged as well as melee SA to trigger it.

    Ben gets a few spells here, no point in a chart since they don’t advance. You have 2 per day from high Cha, and 2 known. I’ve selected Nerveskitter and True Strike to go first and make the most of it whenever someone’s being difficult to hit.
    Remember that once you’ve stolen a spell you can instead use it to fuel your own spells.

    Ghostly Grasp allows Ben to interact with items as if corporeal (so give him whatever gear you want), which is necessary for later levels. Martial Study for Shadow Jaunt is half prereq, half for teleporting around the battlefield when you need.

    CR 15
    Spoiler
    Show
    Ben now adds five levels in the next annoying class: Combat Trapsmith. It’s best that you have Ben encounter the party when he’s taken all 5 levels, but you can have him fight them at any level. The point of taking all 5 levels is to be able to plant traps as a standard action and for free, so the party can’t complain about it not being possible for him to build all this stuff in a cave with a bunch of scraps. You can hit all but the highest DCs with no failure, if you want to reduce that you can get a headband of intellect to boost Craft (and also the DCs).
    The traps all follow the same rules, they take a standard action to set and last an hour. If a Tiny or larger corporeal creature steps on it then it is triggered. A large part of what will make this build annoying for the party is when Ben triggers his own traps. Ghostly grasp lets him act as if corporeal, so he can jump on them. Now the fun part is that he’s immune to the bulk of the traps he would trigger, so only nearby foes get the effect. For extra fun consider whether telekinesis would be enough to trigger a trap by itself. Even if it won’t by itself, you can still push enemies into the square, when they will trigger the trap.

    The traps themselves: Footspiker fills a square with caltrops, halving speed. Note the caltrops last 5 rounds and the effect from stepping on one is long term. Glitterburst is a -20 to hide and negates invis (won’t affect Ben since he’s not corporeal). The Scorcher deals 2d6 fire damage, if you’re going to have him fight the PCs at CR 15, trade this for equalizer to trip foes. The spiderweb trap is like web in the adjacent squares as well as target. This one is great for Ben to trigger, since he’s immune by virtue of incorporeality. Also great to set on fire with scorcher or flame spit for extra damage at the end of the effect. Sleeper trap puts them to sleep, and even on a successful save they are fatigued. Ben is immune to both. The Great Scorcher is a nice capstone, 5d6 fire to the square and all adjacent ones. This makes it prime target to trigger yourself to get the party. Great followup to spiderweb trap, and he’s immune to the fire. To be really horrible you can bust out the classic trick that there’s no limit on how many of them you can cram in one square beyond their 1 hour duration.

    Quicken Manifestation is a means of starting combat with a bang jumping from ethereal to the material plane as a free action. This potentially might get you a surprise round itself, if not just Hide in the round that you manifest to get the drop on the party.

    CR 20
    Spoiler
    Show
    And now we wrap it all up with Master of the Unseen Hand, a class all about using telekinesis (with some of the most hilarious art in the books). First benefit is boosting the regular cl by 5, nice for duration. Versatile telekinesis allows Ben to switch uses around. You can use TK to wield a weapon and full attack using caster level for BA, you might be able to sneak attack with this and flank with yourself like a dirty cheating rat. Improved violent thrust now also goes off of CL which is 21 at CR 20. Fling skyward is the topper. It’s not supremely powerful, but it is hilarious and will temporarily remove the target from combat. You chuck the target 210 feet into the air, so they get 21d6 when they fall. From tactical aerial movement we know they fall 150 feet in the first round, so you have time to plant a trap under them.

    Lifesense is a means of anti-stealth, all living creatures are illuminated as light sources. Assassin’s Stance adds 2d6 more SA, so you can steal all 4 effects every time you strike a foe. You get these bonuses every time you attack, so on a full attack you can steal all the effects 3 times.

    At this point Ben has too many HD to fail the check, so can fight the PCs endless times regardless of what they do to kill him. Every death produces a hearty explosion of fire.

    Sources
    Spoiler
    Show
    Ash Rat: Monster Manual II
    Dark: Tome of Magic
    Evolved Undead, Ghostly Grasp, Quicken Manifestation, Lifesense, Haunting Ghost: Libris Mortis
    Spellthief: Complete Adventurer
    Combat Trapsmith: Complete Scoundrel
    Master of the Unseen Hand: Complete Warrior
    Final Strike: Savage Species
    Martial Study, Martial Stance: Tome of Battle
    Ghost: srd
    Ben the rat: Willard

  23. - Top - End - #113
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Rakûl indersun

    RAKÛL INDERSUN


    "For my lord, I would burn this world."
    -Rakûl Indersun

    Base ability scores (including racial adjustments)
    Str 16
    Dex 12
    Con 15
    Int 14
    Wis 10
    Cha 13


    Spoiler: Build Table
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Azer Outsider Hit Die +1 +2 +2 +2 Appraise 4, Climb 4, Craft(weaponsmith)4, Craft(armorsmith)4, Craft(gemcutting)4, Hide 4, Jump 4, Listen 4, Search 4, Spot 4 Weapon Focus(Warhammer) -
    2nd Azer Outsider Hit Die +2 +3 +3 +3 v]Appraise 5, Climb 5, Craft(weaponsmith)5, Craft(armorsmith)5, Craft(gemcutting)5, Hide 5, Jump 5, Listen 5, Search 5, Spot 5 - -
    3rd Fighter 1 +3 +5 +3 +3 Craft(weaponsmith)6, Craft(armorsmith)6, Spellcraft(cc)1 Combat Casting, Power Attack -
    4th Fighter 2 +4 +6 +3 +3 Craft(weaponsmith)7, Craft(armorsmith)7, Intimidate 2 Cleave +1 Cha
    5th Warmage 1 +4 +6 +3 +5 Spellcraft 3, Knowledge(arcana)1, Concentration 1 - Armored Mage(light), Warmage edge
    6th Warmage 2 +5 +6 +3 +6 Spellcraft 5, Knowledge(arcana)2, Concentration 2 Searing Spell -
    7th Warmage 3 +5 +7 +4 +6 Spellcraft 7, Knowledge(arcana)3, Concentration 3 - Advanced Learning (Blades of Fire(1st))
    8th Warmage 4 +6/+1 +7 +4 +7 Spellcraft 9, Knowledge(arcana)4, Concentration 4 - +1 Cha
    9th Warmage 5 +6/+1 +7 +4 +7 Spellcraft 11, Knowledge(arcana)5, Concentration 5 Craft Magic Arms and Armor -
    10th Warmage 6 +7/+2 +8 +5 +8 Spellcraft 13, Knowledge(arcana)6, Concentration 6 - Advanced Learning(Combust(2nd))
    11th Warmage 7 +7/+2 +8 +5 +8 Spellcraft 14, Knowledge(arcana)7, Knowledge(the planes)1 Sudden Empower -
    12th Warmage 8 +8/+3 +8 +5 +9 Spellcraft 15, Knowledge(arcana)8, Knowledge(the planes)2 Rapid Metamagic Armored Mage(medium), +1 Cha
    13th Warmage 9 +8/+3 +9 +6 +9 Spellcraft 16, Knowledge(arcana)9, Knowledge(the planes)3 - -
    14th Warmage 10 +9/+4 +9 +6 +10 Spellcraft 17, Knowledge(arcana)10, Knowledge(the planes)4 Sudden Enlarge -
    15th Elemental Savant 1 +9/+4 +9 +6 +12 Spellcraft 18, Knowledge(arcana)11, Concentration 7, Craft(weaponsmith)8 Elemental Substitution(fire) Elemental specialty(fire), Resistance Fire 5, +1 effective Warmage level
    16th Spellsword 1 +10/+5 +11 +6 +14 Spellcraft 19, Knowledge(arcana)12, Concentration 9 - Ignore Spell Failure 10%,+1 effective Warmage level, +1 Cha
    17th Spellsword 2 +11/+6/+1 +12 +6 +15 Spellcraft 20, Knowledge(arcana)13, Concentration 11 Improved Critical(Warhammer) -
    18th Spellsword 3 +12/+7/+2 +12 +7 +15 Spellcraft 21, Knowledge(arcana)14, Concentration 13 Fiery Burst Ignore Spell Failure 15%, +1 effective Warmage level
    19th Spellsword 4 +13/+8/+3 +13 +7 +16 Spellcraft 22, Knowledge(arcana)15, Concentration 15 - Channel Spell 3/day
    20th Spellsword 5 +14/+9/+4 +13 +7 +16 Spellcraft 23, Knowledge(arcana)16, Concentration 17 - Ignore Spell Failure 20%, +1 effective Warmage level, +1 Cha


    Spoiler: Spells table
    Show
    Spells per Day/Spells Known
    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st - - - - - - - - - -
    2nd - - - - - - - - - -
    3rd - - - - - - - - - -
    4th - - - - - - - - - -
    5th 5/full Warmage Spell List 4/full Warmage Spell List - - - - - - - -
    6th 6/full Warmage Spell List 5/full Warmage Spell List - - - - - - - -
    7th 6/full Warmage Spell List 6/full Warmage Spell List - - - - - - - -
    8th 6/full Warmage Spell List 7/full Warmage Spell List 4/full Warmage Spell List - - - - - - -
    9th 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - - - - - -
    10th 6/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 3/full Warmage Spell List - - - - - -
    11th 6/full Warmage Spell List 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - - - - -
    12th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 3/full Warmage Spell List - - - - -
    13th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 4/full Warmage Spell List - - - - -
    14th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - - - -
    15th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - - -
    16th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - - -
    17th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - - -
    18th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - -
    19th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 6/full Warmage Spell List 4/full Warmage Spell List - - -
    20th 6/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 7/full Warmage Spell List 6/full Warmage Spell List 5/full Warmage Spell List 3/full Warmage Spell List - -



    This is his backstory:

    Spoiler: Backstory by CR
    Show
    Spoiler: CR 5
    Show
    Here, Rakûl Indersun, an azer warrior-mage to be, is just a fairly ordinary soldier in the ranks. (Though, he does still have fighter levels.) Due to a screening for natural magical power conducted by his kingdom, he is trained in using magic in tandem with weapons for a new division in the army. He is only a beginner now.




    Spoiler: CR 10
    Show
    Now Rakûl is fairly skilled in his chosen discipline, and mid-ranked in his division. Then, a group of frost giants break through a portal to the Material Plane and attack his kingdom. At first, the azers are confident they can easily crush the giants, but when they are shown to be very resistant, and nearly immune, to fire, no-one can defeat them. However, recently, Rakûl had been enabled to research a previously forbidden topic: how to generate flames so hot that they burned the fire elementals themselves. Wielding this terrible flame, he quickly defeated the frost giants. For his valiant courage in battle he was made the head of the Warmagi, for the previous head had been slain by the foes’ leader.


    Spoiler: CR 15
    Show
    At this point, Rakûl is a distinguished general in his kingdom’s army. The king himself assigns him and his division a fortress on the border with an opposing empire for him to oversee. The two kingdoms are engaged in a cold war of sorts, but eventually Rakûl gains permission to lead an attack on their lands. They go from town to town, and the war finally culminates in an epic assault on the capital city, during which the azer general defeats the opposing king, a Living Holocaust, in single combat.


    Spoiler: CR 20
    Show
    Extremely impressed by his general’s prowess and tactical genius, the king gives him permission to expand the empire as he sees fit, and gifts to him the lands of the kingdom he just vanquished. After nearly quadrupling the empire in size, Rakûl is told that he has been chosen to lead a preliminary attack on the Material Plane, which will seize a base to be a jumping-off point for the full-scale invasion. He immediately begins his preparations, starting by giving extra training to all his soldiers. (all his rank-and-file soldiers are Fighter 2) After a year of power gathering, he sets off to the Material Plane, one of his wizards transporting his armies across the boundary. After gaining their bearings, they set off to assault and take [insert campaign-important city here]. After that, the story is basically up to anyone who actually might use this guy…




    This is his completed build for his sweet spot(CR 16):

    Spoiler: Stat Block: CR 16
    Show
    Rakûl Indersun Azer Fighter 2/Warmage 10/Elemental Savant 1/Spellsword 1;CR 16;Medium Outsider(Extraplanar, Fire); HD 4d8+2d10+10d6+1d4+32 ;hp 75 ;Init +1;Spd 20ft;AC 31 (+1 Dex, +13 +5 fortification(heavy) mithril full plate, +6 natural, +1 Ring of Protection +1), Touch 12, Flat-footed 30;BAB +10;Grp +15 ;Attack +21 melee(1d8+10+1d6+1 fire plus searing combust/19-20/x3, +5 spell storing flaming adamantine warhammer) or +12 ranged (1d8+7 plus searing combust, +1 spell storing composite(+5 strength bonus) longbow) ;Full Attack +21/+16 melee(1d8+10+1d6+1 fire plus searing combust/19-20/x3, +5 spell storing flaming adamantine warhammer) or +12/+7 ranged (1d8+7 plus searing combust, +1 spell storing composite(+5 strength bonus) longbow) ;SA Heat, Spells, Warmage edge; SQ Outsider Traits, Immune to fire, Vulnerable to cold, Armored Mage(medium), Elemental Specialty(fire), Ignore Spell Failure 10%;AL LE;SV Fort +13, Ref +7, Will +14;STR16(20), DEX12, CON15, INT14, WIS10, CHA17(23)

    Skills/Feats: Appraise +7, Hide +6, Jump + , Listen +5, Search +7, Spot +5, Spellcraft +23, Knowledge(arcana) +14, Concentration +11, Craft(weaponsmith) +12, Craft(armorsmith) +11, Craft(gemcutting) +7, Intimidate +5, Knowledge(the planes) +6/ Weapon Focus(warhammer), Combat Casting, Power Attack, Cleave, Searing Spell, Craft Magic Arms and Armor, Sudden Empower, Rapid Metamagic, Sudden Enlarge, Elemental Substitution(fire)

    Ignore Spell Failure (Ex): Beginning at 1st level, a spellsword’s hard work and practice at merging spellcraft with weaponplay starts to pay off. As an extraordinary ability, he ignores a portion of the arcane spell failure chance associated with using armor. This reduction starts at 10% and gradually increases to 30%, as shown on the class table. A spellsword subtracts the given percentage value from his total spell failure chance, if any. For instance, a character wearing scale mail and carrying a small shield normally has a spell failure chance of 30%, but this drops to only 20% for a 1st-level spellsword.

    Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause his spells to fail (if those spells have somatic components). A warmage’s limited focus and specialized training, however, allows him to avoid arcane spell failure as long as he sticks to light armor and light shields. This training does not extend to medium or heavier armors, nor to heavy shields. Nor does this ability apply to spells gained from a different spellcasting class. At 8th level, a warmage learns to use medium armor with no chance of arcane spell failure.

    Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt. For instance, if a 1st-level warmage with 17 Intelligence casts magic missile, he deals 1d4+1 points of damage normally, plus an extra 3 points of damage due to his Intelligence bonus. The bonus from the warmage edge special ability applies only to spells that he casts as a warmage, not to those he might have by virtue of levels in another class A single spell can never gain this extra damage more than once per casting. For instance, a fireball deals the extra damage to all creatures in the area it affects. However, if a 3rd-level warmage casts magic missile and produces two missiles, only one of them (of the warmage’s choice) gains the extra damage, even if both missiles are directed at the same target. If a spell deals damage for more than 1 round, it deals this extra damage in each round. Scrolls scribed by a warmage do not gain any benefi t from warmage edge. Scrolls activated by a warmage also gain no benefi t from warmage edge. The same is true for most other magic items, such as wands and potions. However, staffs activated by a warmage use not only the warmage’s caster level but also gain the benefi ts of the warmage edge, if applicable

    Heat(Ex): An azer’s body is intensely hot, so it’s unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

    Elemental Specialty (Ex): The first step toward transcending mortal form requires an elemental savant to choose her elemental specialty. Upon entering the class, she must select an element and its associated energy type (air = electricity, earth = acid, fire = fire, or water = cold). This choice must match the Energy Substitution feat that the savant selected to gain entry to the prestige class. When the savant casts a spell that normally deals energy damage, its energy descriptor changes to the savant’s chosen energy type, and it deals damage of that energy type instead of its normal energy type. For example, an elemental savant choosing to specialize in fire could still cast meld into stone, and its descriptor would not change because it does not deal energy damage. However, if she casts Melf’s acid arrow, the spell would deal fire damage and have the fire descriptor instead of dealing acid damage and having the acid descriptor.

    Spells: A warmage casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the warmage spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a warmage gains access to a new level of spells, he automatically knows all the spells for that level listed on the warmage’s spell list. Essentially, his spell list is the same as his spells known list. Warmages also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below). To cast a spell, a warmage must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a warmage’s spell is 10 + the spell’s level + the warmage’s Charisma modifier.
    Spells Per Day: 6/7/7/7/6/5/3



    Possessions: +5 spell storing flaming adamantine warhammer, +5 fortification(heavy) mithril full plate, Ring of cold resistance, greater, +1 spell storing composite(+5 Strength bonus) longbow, Ring of Protection +1, Masterwork tools for weaponsmithing and armorsmithing, Bracers of Strength +4, Crown of Charisma +6, 50 +1 arrows, 860 gold pieces

  24. - Top - End - #114
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Cuddles

    Spoiler: Images
    Show
    PLUS


    Cuddles
    Heart of Fire and Veins of Lava. All he wants is to give you a great big HUG!

    Spoiler: Breakdown
    Show
    Lavaborn Imix-blooded Anthropomorphic Giant Squid. Monstrous Humanoid 11, Psychic Warrior 8.

    Ability Scores
    Str 22 (Increase at 12 and 16HD)
    Dex 20
    Con 15 (Increase at 8HD)
    Int 10
    Wis 19 (Increase at 4HD)
    Cha 4

    Elite Array: Str(14), Dex(12), Con(13), Int(10), Wis(15), Cha(8)


    Spoiler: Story
    Show
    WATCH FOR IT’S ARMS!!!, shouted Akilu to his Sea Elf shipmate. The beast must have at least a dozen of them!, Iridansa shouted back. They keep coming up out of the magma, how are we to kill it?! What was intended to be a short trip up the island mountain had turned into a desperate battle. A trio of expendable crewmen had been sent from the three allied pirate ships to explore the island. Stories told by the old sea dogs claimed this island was once a popular trading and resupply port between the coastal kingdoms. No single monarch controlled it, so it was a place of free trade. The island belonged to an ancient elf with hair of fire who supposedly lived on top the small mountain in the center of the island.

    Back to the deck-ape! He had the right of it when he turned tail and glided away. Akilu could make out their enemy much better now that his eyes had adjusted to the dim glow of the magma all around them. Huge tentacles, like those belonging to a great Kraken were still emerging from the dense pools liquid hot rock. Veins of fire ran the length of the leviathan appendage. What sort of creature could possibly survive in such a hostile environment? Iridansa fought her way free from her immediate threat and began backing up toward the path that led them to this pass.

    The island had become forbidden for all those who lived within the kingdoms. The ill-spoken rumor was that at the height of trade season some 30 years ago, the mountain on the island exploded. That it rained down rocks of fire which utterly destroyed everything on and around the island for miles. Coastal people are a superstitious lot. The kingdoms believed it to be a bad omen and made the once popular port taboo. No one was allowed to speak of it, let alone journey there, in free of upsetting the spirits.

    Akilu didn’t believe in spirits. The old sea dogs had told him enough stories throughout the years that he believed he knew the truth. It was the ancient elf that blew up the mountain. The old sea dogs say he was a mage that got carried away playing with his elemental magic. Such magic is strictly controlled in the kingdoms, but the island was not part of any kingdom was it.

    Ooof… He got careless. Another tentacle had risen out of the magma by the path and wrapped around his leg. He’d fallen flat on his face and his war harpoon had slid away. No unnatural seabeast will get the best of a Darfellan warrior! Akilu grapped hold of the slimy feeler as it lifted him off the ground. He opened his great Darfellan jaws wide, and with a mighty chomp he ripped right through the would-be shackle. Where was Grath? Hadozee are supposed to be brave creatures. At least the Sea Elf had fought beside him instead of turning tail. Akilu, catch. Iridansa tossed him his harpoon. The old ones spoke the truth, she remarked, this is an unholy place. Unnatural creatures born of living flame dwell here. It’s as if the dark prince of flame himself has cursed this island.

    Don’t be dense Iridansa, scoffed Akilu. This is nothing nothing more than a mage’s botched experiment. Every unnatural occurrence or magical mishap can be traced back to a bumbling Wizard. We need to report back to the ships. We’ll gather the men and flush out this beastie. I bet it’ll feed all three ships and we likely won’t even need to cook it. Quiet!, snapped Iridansa. There’s something else here, I can sense it.

    It’s been so long since we’ve had visitors, came a voice from out of the sultry air. Mother will be pleased.

    Show yourself. Are you the master of this hellish place?
    asked Akilu.
    Oh no, Master Imix doesn’t stay here, remarked the voice, he sends the rivers of flame here so Mother and I may swim freely. As the voice finished speaking, a patch area of lava began to bubble, and the smoldering corpse of a large simian-like creature with wing-flaps was tossed onto the path at Akilu’s and Iridansa’s feet. This one trespassed into our home and tried to steal from us. Is he your friend?
    Akilu angrily responded, We knew him, but he was not part of our crew. Show yourself so I may cut your to shreds and be on our way.

    From out of the lava, a large fiery tentacle popped up and reached for the shore. Then another. Then another. A mass of tendrils crawled onto the path and slowly began to untangle themselves. Soon, a creature covered in flame that seemed part humanoid and part squid stood before the two pirates. Mother is a simple creature, not much more than a beast really, exclaimed the very large humanoid squid. I care for her. I bring for food when the supply in the lava lake runs short. I can’t allow others to hurt her, you will die for your audacity in attacking her. As he finishes, 8 of his tentacles rise up in an attack position, the ends of them reshaping themselves and hardening in great pincer claws. With barely enough time to blink, the creature lunged forward and was instantly able to wrap it’s writhing limbs around both Iridansa and Akilu. With muffled cries of protest, the creature began dragging them into the lava to alive. Iridansa managed to work her head free. Don’t kill us! If we don’t return, our crew mates will come out in force looking for us. You won’t stand a chance against a two hundred bloodthirsty pirates.

    Two hundred living creatures like you? Marvelous. The creature begun to grow larger. And larger. And Larger! It was now as large as any of their ships. It called down in a booming voice, as he drained the last bits of life from the two pirates. I'll go bring Mother a tasty meal. With 200 fresh bodies, she’ll eat well for a month.



    This is a lot of firsts for me. First time entering a build contest, first time using CR advancement, first time writing a story. Ignore the story if you’d like. I don’t think I did my character justice with it.


    Spoiler: Templates and Creature Abilities
    Show
    Lavaborn: Magical Beast (Augmented Animal), Natural Armor +2, natural weapons deal 1d6 fire dmg, Immunity to fire, breathe lava (can no longer breathe regular water), +4 Con, +1 CR.
    Imix-blooded: Fire-subtype, Imix’s Wrath– 1/day fire flows over body and weapons, attacks deal +4 fire dmg, Burn– 3 fire dmg to melee attackers, Death Throes– burst of fire dmg upon death, +1 CR.
    Anthropomorphic Giant Squid: 3 Racial HD, +8Str, +8Dex, -2Con, +0Int, +4Wis, -4Cha, +6 Natural Armor, Skills (2+Int mod)x6, Land speed 30ft., Swim speed 80ft., 8 tentacle attacks (1d4 + Str mod) dmg, constrict 1d4+6 dmg, Space/Reach 10ft./10ft. (tentacles 20ft.), Imp. Grab, Jet (320ft. restricted movement), Skills:Listen, Spot, Swim, +8 racial bonus on Swim checks, +4 racial bonus on Grapple checks.
    Tentacles can be sundered as if they were weapons. 10hp each, destroy tentacle deals 5 dmg to the creature. Severed tentacles regrow in 1d10 days.


    Spoiler: Build Table
    Show
    CR HD Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Power Points/Day Powers Known Maximum Power Level Known Manifester Level
    10 1HD Racial HD 1 +1 +0 +2 +2 Listen +5, Spot +5, Swim +14 Multigrap (SS p.37) Imp. Grab, Constrict(1d6+8) - - - -
    10 2HD Racial HD 2 +2 +0 +3 +3 Listen +5, Spot +6, Swim +15 - - - - - -
    10 3HD Racial HD 3 +3 +1 +3 +3 Listen +6, Spot +6, Swim +16 Greater Multigrap (SS p.35) - - - - -
    11 4HD Psychic Warrior 1 +3 +3 +3 +3 Autohypnosis +6, Concentration +3, Listen +7, Spot +7, Swim +16 Practiced Manifester Bonus Feat, Ability Score Increase (Wis) 10 1 1st 4
    11 5HD Racial HD 4 +4 +3 +4 +4 Autohypnosis +6, Concentration +3, Listen +8, Spot +8, Swim +16 - - 12 1 1st 5
    12 6HD Psychic Warrior 2 +5 +4 +4 +4 Autohypnosis +7, Concentration +4, Listen +8, Spot +8, Swim +16 Fire Devotion (CC p.58), Practiced Manifester Bonus Feat 16 2 1st 6
    12 7HD Racial HD 5 +6/+1 +4 +5 +5 Autohypnosis +7, Concentration +4, Listen +7, Spot +8, Swim +17 - - 18 2 1st 7
    13 8HD Psychic Warrior 3 +7/+2 +5 +5 +5 Autohypnosis +8, Concentration +6, Listen +7, Spot +8, Swim +17 - Ability Score Increase (Con) 23 3 1st 8
    14 9HD Racial HD 6 +8/+3 +5 +6 +6 Autohypnosis +8, Concentration +7, Listen +8, Spot +8, Swim +18 Combat Reflexes - 25 3 1st 9
    15 10HD Psychic Warrior 4 +9/+4 +6 +6 +6 Autohypnosis +9, Concentration +7, Listen +8, Spot +8, Swim +18 - - 30 4 2nd 10
    15 11HD Racial HD 7 +10/+5 +6 +6 +6 Autohypnosis +9, Concentration +7, Listen +9, Spot +8, Swim +19 - - 32 4 2nd 11
    16 12HD Psychic Warrior 5 +10/+5 +6 +7 +7 Autohypnosis +10, Concentration +8, Listen +9, Spot +8, Swim +19 Fire Heritage (Planar HB p.39), Imp. Unarmed Strike Bonus Feat, Ability Score Increase (Str) 37 5 2nd 12
    16 13HD Racial HD 8 +11/+6/+1 +7 +7 +7 Autohypnosis +12, Concentration +8, Listen +9, Spot +9, Swim +20 - - 39 5 2nd 13
    17 14HD Psychic Warrior 6 +12/+7/+2 +7 +8 +8 Autohypnosis +13, Concentration +9, Listen +9, Spot +9, Swim +20 - - 46 6 2nd 14
    18 15HD Racial HD 9 +13/+8/+3 +8 +8 +8 Autohypnosis +13, Concentration +9, Listen +10, Spot +10, Swim +20 Final Strike (SS p.34) - 46 6 2nd 14
    19 16HD Psychic Warrior 7 +14/+9/+4 +8 +8 +8 Autohypnosis +14, Concentration +10, Listen +10, Spot +10, Swim +21 - Ability Score Increase (Str) 52 7 3rd 15
    19 17HD Racial HD 10 +15/+10/+5 +8 +9 +9 Autohypnosis +14, Concentration +10, Listen +11, Spot +11, Swim +21 - - 52 7 3rd 15
    19 18HD Racial HD11 +16/+11/+6/+1 +9 +9 +9 Autohypnosis +14, Concentration +10, Listen +11, Spot +11, Swim +23 Imp. Grapple - 52 7 3rd 15
    20 19HD Psychic Warrior 8 +17/+12/+7/+2 +9 +10 +10 Autohypnosis +15, Concentration +11, Listen +11, Spot +11, Swim +23 Expanded Knowledge: Energy Emanation (FB p.108) Bonus Feat 59 8 3rd 16

    Powers Known: 1st Claws of the Beast, Expansion, Grip of Iron; 2nd Energy Emanation, Psionic Lion’s Charge, Body Adjustment, Wall Walker; 3rd Claws of the Vampire, Empathic Feedback


    Spoiler: CR:10
    Show
    CR10 is where Cuddles starts out with zero class levels or extra racial HD. He’s a scary creature when you first notice him but can’t take much of a hit due to only 3 racial HD. He likes to hang out in the lava pools and moats surrounding his creators fortress. He’s completely immune to fire, swims through and breathes molten lava, constantly has fires pouring out and around him, and has 8 tentacle attacks with 20ft. reach that deal 1d4+6 bldg dmg and 1d6 fire dmg each. Each hit with a tentacle also grants a free grapple attempt with no AoO, that can constrict for 1d8+6 dmg. 1/day flames coat his tentacles and weapons and deal an extra 4 fire dmg for one round.

    The best part is that Cuddles is allowed to maintain the grapple using only the tentacle that hit the enemy at no penalty. Normally it would be a -20 modifier, but thanks to the feats multigrab and greater multigrab, he’s still able to fight relatively normally against other opponents. Grapple modifier is only +17 though. Nice swim speed of 80ft. He can just stay in the lava and attack people on the shore or a bridge. If he does get killed, he’ll explode in a fiery burst, 30ft. radius, for 5d6 fire damage. Ref. DC:8 for half.


    Spoiler: CR:15 Sweet Spot
    Show
    He’s much better able to survive a fight now. He has nearly 4x the amount of HP, access to 1st and 2nd level powers at manifester level 11, and a few more fun feats. He has 8 tentacle attacks, up to 6 AoO per round, augmented Expansion turns him into a Gargantuan creature with 40ft. reach, augmented Claws of the Beast gives each tentacle 6d6+8 slashing dmg and 1d6+1 fire damage, Psionic Lion’s Charge lets him full attack after a charge for another potential +8 damage each, and his grapple modifier is +24 base, +36 buffed up.

    So, 8 tentacles +15 atk, (6d6+16 slashing dmg 1d6+1(to 5) fire dmg), constrict (1d8+6 dmg). 6 AoO per round.
    Anyone damaging him in melee with a non-reach weapon also takes 3 fire dmg.


    Spoiler: CR:20
    Show
    Cuddles’ll make a great climactic villain. He now has self-healing, is able to walk on walls and ceilings without trouble, heals half the base dmg every time he hits a living creature, and any melee non-reach attacker takes half the damage they dealt plus more fire dmg. Cuddles now has Imp. Grapple, for more constrict goodness. He can easily grab multiple people, without penalty, and just mosey off through the lava while carrying them with him. 1/day for one minute, his attacks do even more fire damage and on a failed Ref save (DC:16 negates) they catch fire. He can manifest small bursts of energy that damages all around him for over 1.5 minutes.

    Up to 6 AoO/round, Grapple up to +50, 8 tentacles +24 atk, (7d6+9(to 22) slashing)+(1d6+4(to 12) fire), healing half the base dmg per hit.

    No one is safe anymore. Cuddles could be stalking you from the ceiling or outside the walls of the fortress, lying in wait in the peaceful molten rock, maybe just waiting patiently for a straggler to fall behind so he can carry them down underneath the lava.

    If anyone ever does manage to defeat the cuddle-monster, he has one last surprise for them. “Imix is quick to reward those who follow him, but his fiery anger is legendary.” When Cuddles dies, his body explodes in three great final blasts of element destruction. Within 30ft., 10d6 fire dmg (Ref DC:16 for half). Everything within 60ft., 19d6 fire dmg (Ref DC:22 for half) + (Light Blast) 9d6 fire dmg (Ref DC:22 for half)


    Spoiler: Thoughts and Notes
    Show
    The CR of Anthropomorphic creatures are based off of the base animal. Anthropomorphic Giant Squids begin with a CR of 8 but lose ¾ of their racial HD in the process. To help counteract this, I decided to switch off every other level between racial HD and class levels. Since Monstrous Humanoids gain 1 CR per 3 racial HD, it allowed me to dramatically increase the overall survivability and effectiveness of Cuddles. I kept racial HD and class levels relatively equal as I didn’t want a creature that was too much more of one than the other. Giant Squids also increase a size category at 19 racial HD and I didn’t want to have to deal with what might happen to him t that point.

    I calculated BAB and Base Saves using the fractional base bonus system in Unearthed Arcana. Since they went back and forth every level, it seemed the sanest way to do it.

    For the fire-subtype, I looked first at applying the Half-Elemental template from Manual of the Planes, but it just didn’t feel right for the type of monster he was. I really loved the idea of Lavaborn from Dungeonscape but it doesn’t grant the fire-subtype, only immunity. I settled on Imix-blooded from Monster Manual V for its supernatural abilities and went back to Lavaborn for flavor. Lavaborn doesn’t technically work with anthropomorphic aquatic creatures, but it fits well fluff-wise that I overlooked it. For a PC I wouldn’t ever consider it. For an NPC Villian, I didn’t see much of an issue.

    Class-wise, I had first planned on giving him a couple levels in Pyrokineticist to apply its Hand Afire ability to all eight of his tentacles all day long. Unfortunately, the wording of Hand Afire says ‘Unarmed Attack’, and I didn’t want to push the rules/limits too far. A large creature wielding 8 large Fire Lashes with a reach of 35 ft. would still have looked pretty awesome though. :D With the limited number of class levels I allotted myself, Psychic Warrior seemed the best fit. It couldn’t give me much fire to work with so I handled that with the two templates and a few feats.

    For a little extra fun, if he wields a weapon made specifically to be wielded with all his tentacles, he adds 4.5xStr mod to its damage (SS p.42)

    Equip him with whatever gear you deem appropriate. He has a decent naked AC of 20(+6NA, +5Dex, -1size), but could always use some help. Just make sure it can survive in lava. :D


    Spoiler: Sources
    Show
    Player’s Handbook 3.5:
    Savage Species (SS): Final Strike p34, Multigrap p37, Greater Multigrab p35, Anthropomorphic p215.
    Expanded Psionics Handbook: Psychic Warrior p24, Feat p39, Powers p73.
    Complete Psionic: Practiced Manifester p 57, Powers p76.
    Complete Champion: Fire Devotion p58.
    Planar Handbook (Planar HB): Fire Heritage p39.
    Dungeonscape: Lavaborn (variant of Acidborn) p112.
    Frostburn (FB): Energy Emanation Power p108.
    Monster Manual I: Giant Squid p281.
    Monster Manual V: Imix-blooded p65.
    Unearthed Arcana: Fractional Base Bonuses p73.

  25. - Top - End - #115
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Nero

    Nero


    Spoiler: Description
    Show

    The booming voice explodes over the mountaintop and echoes endlessly.

    "And we now welcome our twelfth candidate...No less than...
    The Glorious NERO, Fireshaper, Lord of the Pain Harmonics, Prince of Creative Destruction, King of Fiery Passion and Emperor of the Artistic Arson! And his Ingenuous Assistant, the raven BRITANNICUS!"

    The public nods approvingly at the description. The members of the jury keep their faces stern, but several of the telepathically bonded kobolds start to write down notes frenetically.

    The Amplified voice of the anchor resumes on his rant.
    "Here is the name of Nero's presentation:
    A synesthetic variation over the third symphony of Franjof Hidn, "The five tongues of Tiamat" (n°3 op.42). It seems our bold new candidate does not shy away from tackling one of the most difficult and renown masterpieces of the late Red Dragon composer! Let us see if he manages to win over the jury with such a daring execution. Image, please."

    At this command, technical staff buzz about behind the scene. The relevant scroll of Scry Location is produced, while at the same time the small silver mirror is Levitated into place for all the mountaintop amphitheater to see. As the Shrink Item is dispelled, the slightly concave screen regains its 16x9 feet dimension, while the scroll is triggered. To finish off, an Amplify is cast on the display. The public mumbles with satisfaction as the connexion is established. A topview of a small town appears; Halflings can be seen hustling and bustling about, oblivious to the magical eye hanging midair above them.

    "Ah, here we are. Nero, are you receiving us?"
    "...Perfectly, Mr Anchor, I have just finished installing my own communication set up. I am currently flying over the sensor, hidden for the moment within a bank of clouds."
    "Dear members of the jury...Mr Anchor...dear public gathered today...before I begin, let me introduce you the Halfling city of Kirinth."

    Impatients growls can be heard among the younger spectators.
    "I know you all long for admiring my extraordinary performance. I simply wanted to point out the particular regime of these Halflings, who have been eating a very spicy food for generations. This has changed the tone of their voice in a way I had been looking for for years. Now, I will let my faithful Britannicus relay me at the sensor."
    The mandatory round of raucous howling is produced by the audience. A few Wyrmlings shift in place with excitation.

    A Dragon-shaped shadow suddenly flashes below the sensor; a bell immediately tolls in answer. Halflings are seen hurrying around, panicked. A raven circles just below the magical eye, looks towards it, and proudly squeeks:
    "The first movement of the symphony will begin by the classical auditory performance. Please rotate the sensor to the east".

    Nero is seen landing on a forge, destroying it by his weight. He seizes a handful of white-hot anvils, oblivious to the heat, and throws them in a well. At the same time, he starts to sing; the hissing of the water perfectly highlights the deep, rich tones of his voice. He his a marvel to hear. A judge makes a knowing nod.
    A volley of arrows rush towards him, and Nero lets them land on his wings. Though they slip harmlessly against his scales, the drumming sound they produce is taken advantage of on the spot to accompany the high-pitch aria that constitutes the leitmotiv of the first movement.

    The symphony goes on. At the crescendo that precedes the final chord, Nero starts to hum in rythm, without stopping to sing. A squad of guards hesitates at this music, and slows its charge for a second; then the obvious sight of Halfling corpses everywhere seems to harden its will again. The black shape of Britannicus suddenly adds:
    "Nero has chosen to reinterpret the final crescendo as a more complex fugue."
    Several Old Dragons frown at this bold personalisation of the masterpiece.Their disapprovement disappears when the four guards suddenly impale each other; the noise of their bodies falling down joins with the voice of Nero to triumphally produce the final chord of the melody.

    The black raven goes on commenting in creaking Draconic.
    "For the second movement, prepare for visual interpretation...turn the sensor to the southwest, please."
    Nero falls onto a sturdy cottage, as yet unharmed. Ripping apart the roof, he reveals several screaming families. Unpleased at this sound, he roars at them, and the Halflings suddenly all cower into more discrete sobs. The fire in the hearth grows to a huge blaze; the poor creatures accordingly flee away from the flame into the street.
    "This motion evokes the flame of inspiration that ignites Franjof Hidn's mind, and the numerous compositions he produces spread out in all the draconic world.", says Britannicus. Nero lands before the ruined house and, just before a ballista bolt strikes at his head, a pair of shimmering white wings appears and wrap around the Dragon. The constrast with the flaming house behind him is striking.
    "Of course, many look down on the master's creation, but their scorn does not attain him."

    The second movement comes to and end, and the third movement begins. Some are puzzled among the viewers: so far, Nero has not unleashed his breath once, even though he deems himself the Emperor of the Artistic Arson. Moreover, the Halfling being butchered don't display any particular spice-induced feature. This is, of course, at that moment that Britannicus adds in one final comment.
    "The final
    alla breve comes near. Please pay a particular attention to this part. Rotate the sensor to the north."
    The last remaining Halflings guards have gathered behind a small stone parapet, readying a volley of arrows. An older guard, apparently a mage, casts a spell that every Red Dragon in the amphitheater recognises at once for having seen it many times: Energy Resistance.
    Suddenly, Britannicus bolts towards the soldiers, and, to the surprise of the jury, unleashes a torrent of fire upon them. At once, they turn towards him and unleash their volley. Seizing the opportunity, and singing the accelerated last measures, Nero faces them. He inspires deeply and exhales not fire, but a transparent fluid that envelops the fighters. The mage is seen cursing and blasting. At the same time, the Red Dragon lets loose an all-powerful yet melodic roar of rage, scoring the penultimate note of the symphony; and spews out another breath less than one second after the first. There again, eyebrows (or what passes for them in the case of a Dragon) raise. The cone of fire that comes forth entirely fills the vision provided by the magical screen.
    And the eerie miracle appears: The screams of agony of the cooked Halflings don't ring a La, as every Red Dragon has heard more than once, but a La sharp! The symphony is complete! The amphitheater is immediately filled with enthusiastic roars. The Wyrmlings have not seized the nuance but appreciate a good massacre when they see one; the Old ones and the jury are wholeheartedly amazed.

    A minute later, Nero appears, beaming, facing the screen (Britannicus having been unfortunately reduced to ashes by the previous fire blast).
    "Dear members of the jury, Mr Anchor, dear public...this was my participation to the Red Dragon of the Decade Championship, in the Juvenile Category."


    Spoiler: Build & Overview
    Show


    Nero is a Juvenile Red Dragon with the Passion's Flame sovereign archetype (Dragons of Eberron p.30). He has 1 level of Sorcerer, 3 levels of Virtuoso (Complete Adventurer), and 6 levels of Sublime Chord (Complete Arcane).
    He sports a Familiar, the raven Britannicus. Nero and Britannicus speak Draconic; Nero also speaks Ignan and Common.

    The sovereign archetypes exchange a dragon's ability to cast spells from the Cleric spell list and from certain Cleric domains (Chaos, Evil and Fire for Red Dragons) in exchange for other benefits. The Passion's Flame sovereign archetype exchanges these domains against the Passion and Madness domains, regains the Cleric spell list, gains Perform as a class skill of Dragon HDs, and the ability to Rage once per day per 4 Dragon HDs.

    CR Str Dex Con Int Wis Cha Notes
    10 29 10 21:19+2 14 15 16:14+2 +2 Con item, +2 Cha item
    12 29 10 23:21+2 14 15 16 +4 Con item, +2 Cha item
    14 29 10 23 14 15 19:16+3 20 HD +1 Cha increase, +4 Cha item
    16 29 10 25:23+2 14 15 21:19+2 Con +6 item, Cha +2 tome
    18 29 10 26:25+1 14 15 24:21+3 24 HD Cha increase, Cha +6 item, Con +1 tome
    20 29 10 26 14 15 26:24+2 Cha +4 tome


    CR Class Base Attack Bonus Caster Level Fort Save Ref Save Will Save Skills Feats Class Features
    10 Passion's Flame Sovereign Archetype Juvenile Red Dragon (16 HD) +16 3 +15 +10 +12 Perform (Oratory) 19, Listen 19, Spot 19, Intimidate 19, Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 3 (cross-class) Flyby Attack (MM), Power Attack, Imperious Command (DoTU), Heighten Breath (Draco), Quicken Breath (Draco), Enlarge Breath (Draco), .

    Skill Tricks (CSco): Never Outnumbered, Clarity of Vision, Collector of Stories.
    Breath Weapon (Fire damage 8d10, 40ft cone, save DC 22), Immunity to fire, Vulnerability to cold, Locate Object (4/day), Rage (4/day)
    11th Sorcerer 1 +16 4 +15 +10 +14 Perform (Oratory) 19, Listen 19, Spot 19, Intimidate 19, Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 3 (cross-class), Profession (Astrologer) 4
    12th Virtuoso 1 +16 4 +16 +10 +16 Perform (Oratory) 21, Listen 19, Spot 19, Intimidate 21, Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 3,Profession (Astrologer) 6 (cross-class) Melodic Casting (CM) Bardic Music (Fascinate), Virtuoso Performance (Persuade)
    13th Virtuoso 2 +17 5 +16 +10 +17 Perform (Oratory) 22, Listen 19, Spot 19, Intimidate 22, Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 9, Profession (Astrologer) 6
    14th Virtuoso 3 +18 6 +17 +11 +17 Perform (Oratory) 23, Listen 19, Spot 19, Intimidate 23, Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 15, Profession (Astrologer) 6 Virtuoso Performance (Sustaining Song)
    15th Sublime Chord 1 +18 11 +17 +11 +19 Perform (Oratory) 24, Listen 22, Spot 21, Intimidate 23, Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 15, Profession (Astrologer) 6 Practised Spellcaster (Sublime Chord) (CArc) Bardic Music, Bardic Lock
    16th Sublime Chord 2 +19 12 +18 +11 +20 Perform (Oratory) 25, Listen 24, Spot 24, Intimidate 23, Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 15, Profession (Astrologer) 6 Song of Arcane Power
    17th Sublime Chord 3 +19 13 +19 +12 +20 Perform (Oratory)26, Listen 26, Spot 25, Intimidate 24 (cross-class), Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 15, Profession (Astrologer) 6
    18th Sublime Chord 4 +20 14 +20 +12 +21 Perform (Oratory) 27,Listen 27, Spot 27, Intimidate 25 (cross-class), Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 15, Profession (Astrologer) 6 Invisible Spell (CS)
    19th Sublime Chord 5 +20 15 +20 +12 +21 Perform (Oratory) 28,Listen 28, Spot 28, Intimidate 26.5 (cross-class), Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 15, Profession (Astrologer) 6
    20th Sublime Chord 6 +21 16 +21 +13 +22 Perform (Oratory) 29,Listen 29, Spot 29, Intimidate 28 (cross-class), Diplomacy 19, Bluff 5, Knowledge (Arcana) 10, Knowledge (History, the Planes, Local, Nature, Religion) 5, Appraise 5, Spellcraft 15, Profession (Astrologer) 6 Song of Timelessness


    Spoiler: Spellcasting abilities
    Show

    The following table include the bonus spells per day granted by a high Charisma score.

    Caster Level/Spells per Day/Spells Known
    CR CL 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    10 3 6/5 6/3 - - - - - - - -
    11 4 6/6 7/3 4/1 - - - - - - -
    12 4 6/6 7/3 4/1 - - - - - - -
    13 5 6/7 7/4 5/2 - - - - - - -
    14 6 6/7 7/4 6/2 4/1 - - - -
    15 11 6/7 7/4 6/2 4/1 3/3 1/1 - - - -
    16 12 6/7 8/4 6/2 4/1 3/4 3/2 - - - -
    17 13 6/7 8/4 6/2 4/1 4/4 3/2 1/1 - - -
    18 14 6/7 8/4 7/2 5/1 4/4 4/3 2/2 - -
    19 15 6/7 8/4 7/2 5/1 5/4 4/3 3/2 2/1 - -
    20 16 6/7 8/4 7/2 5/1 6/4 4/4 4/3 3/2 -

    Spells Known:

    Cantrips: Dancing Lights, No Light (BoVD), Flare, Prestidigitation, Detect Magic, Read Magic
    1st level: Mage Armor, Shield, Unseen Servant, Blood Wind (SC)
    2nd level: Scintillating Scales (SC), Wings of Cover (RotD)
    3rd level: Sonorous Hum (SC)
    4th level: Freedom of Movement, Fire Shield, Fugue (SC), Channeled Pyroburst (PHBII)
    5th level: Dragon Breath (SC), Dispelling Breath (SC), Stunning Breath (SC), Arcane Fusion (CM)
    6th level: Otto's Irresistible Dance, Imbue Familiar with Spell Ability (SC), Antimagic Field, True Seeing (in the remaining 7th level spell slot)
    7th level: Arcane Spellsurge (DM)


    Spoiler: Sources
    Show

    Book of Vile Darkness (BoVD)
    Cityscape (CS)
    Complete Adventurer (CAdv)
    Complete Arcane (CArc)
    Complete Mage (CM)
    Complete Scoundrel (CSco)
    Draconomicon (Draco)
    Dragon Magic (DM)
    Dragons of Eberron (DoE)
    Drows of the Underdark (DotU)
    Player's Handbook II (PHBII)
    Races of the Dragon (RotD)
    Spell Compendium (SC)


    Spoiler: Build explication
    Show

    The idea behind Nero is to combine the metabreath feats and the metabreath spells to give a Red Dragon a very powerful and versatile breath weapon. The Red Dragon provides the fire immunity, his breath weapon the at-will fire damage. For this, high-level arcane spells were needed. Since the villain must be usable throughout the campaign at different CRs, we can't simply pick the same Red Dragon at Juvenile, Young Adult, Adult and Mature Adult stages, since that would mean the Dragon has aged several decades between two fights with the party. Thus, we need class levels to obtain the needed spells. Capitalising on the 3 levels of innate Sorcerer casting of a Juvenile Red Dragon seems obvious, but to get to 5th level spells (Dragon Breath, Dispelling Breath) before CR 17, which would be a bit late, we can't use Sorcerer 10. A fast-casting prestige class then? Enter Sublime Chord. Moreover, the added versatilty of the remaining high-level arcane spells gives Nero tools to deal with fire immunities and alleviate the common weaknesses of Dragons. The Sublime Chord class then naturally shapes the rest of the build by its prerequisites, and dictates the flavour of the villain: a megalomaniac and destructive performer who sees art in the devastation he sows.
    As an added perk, by Sublime Chord 10 Nero will gain the Song of the Arcane Fire, which produces fiery destruction proportional to the quality of his chant...what could better fit the character?


    Spoiler: How to play Nero
    Show

    As always with Dragons, Nero is a villain both very powerful for his CR and very flexible. Depending of the level of optimisation of the party, Nero can be played as:

    -A (flying)melee beatstick;
    -A buffed up melee monster;
    -A debuffing, buffed up, action-economy-exploiting, familiar-for-extra-actions-using, formidable opponent!

    In RP, to justify for the level of power chosen, the old classic is "Ha, I don't even have to use all of my might against these worms!". As Nero is an artist, this can be spun into a "These weaklings don't deserve to see my chef-d'oeuvre!" Now let us see how those roles are fulfilled.

    -The (flying) melee beatstick: Nero has, as soon as CR 10, access to Power Attack and 6 natural attacks, a bite, two claws, two wing buffets and a tail slap. With his Str 29 and his high BAB, he can deal tremendous physical damage. The addition of Flyby Attack makes him much less susceptible to counterattacks and allows him to dive for double damage. His HPs are high and his saves intimidating. A party that merely relies on physical damage willl have a hard time beating him. Once or twice during the battle, a regular breath attack will deal some damage ranging from significant to barely noticable, depending of the level. Moreover, if appropriate (ie, a beautiful violin in Nero's hoard is destroyed during the fight), Nero can Rage.

    -The buffed-up monster: Nero has access to a good amount of buff spells. With his excellent senses: Listen/Spot=CR +13 (9 ranks, Alertness, Aid Another) most of the time, Darkvision 120ft, quadruple low-light vision, Blindsense 60ft, Nero has high chances to roll for initiative while the PCs are still far away, in case of a moderately optimised party (i.e., no Love's Pain or Scry'n Shivering Touch). This means he can set up a consequent amount of defensive spells: Freedom of Movement, Fire Shield against cold damage, Mage Armor and Shield, True Seeing. Scintillating Scales pump the touch AC to 24, which will make casters struggle before they use Quickened True Strikes.
    A Blood Wind can allow for a full attack at 20ft, and since Nero occupies already 10 square feet, it makes for a good area attack. A Quickened, Enlarged, Heightened to the maximum breath attack will be usable only once per battle, but will cover the whole map for an impossibly high save DC, as a free action (tip: use it during a Flyby Attack). The damage is somewhat low (8d10 from CR 10 to 20) and is fire-typed, but it's a free action!
    The ace in the hole is, of course, Antimagic field. As shown by Vaarsuvius, a raging Juvenile Red Dragon protected by an Antimagic Field can Power Attack at maximum strength and use a Dive attack on the poor caster, dealing tremendous damage while avoiding to be locked in melee.

    -The "all of the above" Dragon: Nero played to the maximum of his abilities. He uses Imbue Familiar with Spell Ability to give spells to cast to Britannicus, thus gaining extra actions: an Arcane Fusion containing Freedom of Movement and Mage Armor, two spells that Britannicus can cast on Nero for one standard action. Blood Wind. Britannicus always remains on Nero's shoulder, thus gaining, with the Share Spell ability, the use of Fire Shield, Shield, but also Dragon Breath, Antimagic Field and Arcane Spellsurge.
    As to what Nero does: he buffs up with Arcane Fusion (Fire Shield + Shield), dishes out Otto's Irresistible Dance during Flyby Attacks, casts Sonorous Hum + Fugue for an area debuff (even on a successful save), and does this twice as fast with Arcane Spellsurge combined with Invisible Spell!
    An Intimidate action combined with his humongous modifier, the Imperious Command feat and the Never Outnumbered skill trick allows for a powerful one-shot area debuff, and nonmagical at that.
    But the Red Dragon is the Emperor of the Artistic Arson, and a fire-type monster before all. How does he fit the theme already? By his breath weapon tactics. He can cast Dispelling Breath (to get rid of many pesky things, including fire immunities), Stunning Breath, Blinding Breath, use the Heighten Breath, Quicken Breath and Enlarge Breath (which stacks as shown p.66 of the Draconomicon), all of these on both his native breath weapon and the one given by the Dragon breath spell. He stacks up metabreath feats to the maximum, so the reloading turn of his breath weapons far outruns the duration of the battle. But who cares? He can, and will, cast several Dragon Breath spells per battle!


    Spoiler: CR 10 overview
    Show

    A Red Dragon is terrorising the region...what more to say? At this moment, Nero is almost a plain vanilla Red Dragon. He has no class levels yet, but is already a worthy opponent for a level 10 party. The party will come after him in his lair, and as the PCs gain intelligence about him, they better understand his artistic perception of himself. He only steals paintings, music instruments and other chef-d'oeuvres. He loves singing as he lays fiery devastation everywhere, and he sees the destruction by fire as a form of creation.
    As a raging beatstick, we have 200 HP, a Dive Power Attack bite attack at 72 damage (a Bard with Con 16 has 68 HPs), the Bloodwind spell to get a full-round action at 20ft range...as a debuffer, an Intimidate modifier of +28 who will send everyone within 10ft cowering. The breath attack dishes out (as a free action!) 44 fire damage, in an infinitely long cone (by stacking Enlarge Breath) and a Ref save of 28, or 32 in a rage! Who can roll that at level 10? A 10th level Rogue nabs Ref +15 if he's lucky....but Cowering ennemies don't get Dex to Ref saves. As a buffer, Mage Armor and Shield give AC 32, preventing Power Attackers from being too effective.
    Skill points are spend in an equally useful (Perform, Listen, Spot, Intimidate, Diplomacy, Bluff, Knowledge: History, Spellcraft, Skill Tricks: Imperious Command and Clarity of vision) and fluffy (Appraise, all the other Knowledges, Skill trick: collector of stories) way.
    Prestidigitation keeps Nero's hoard clean, while the various light and fire-related cantrips can accentuate the dramatic effect of a performance at a key moment.
    The saves are very high, the mobility is good...what to fear? Since Nero does not have any SR, no save stuff like Ray of Exhaustion can bring him down very quickly. The casters must be his first target.


    Spoiler: CR 15 overview
    Show

    Nero has been beaten last time and he does not like that. Especially if the party was containing a Bard, or another class with ranks in Perform: Nero can make them his archnemesis. He will pursue the party, never attacking directly. Instead, he will sneak into vilages at night, use his Fascinate and Persuasion bardic musics to lure people out of their houses on the outside, remaining out of view while he enjoys his Darkvision. When enough people are gathered, a Quickened Extended breath toasts them all at once, while minimising the damage to the buildings. Nero can then plunder for artistic items, jewelries, fine sculptures, etc. His Locate Object spell-like ability is very useful for this. He will, however, always let behind a single flaming candle to sign off his misdeed, in order to enrage his rival.
    When the battle occurs again, Nero is Sorcerer 1/Virtuoso 3/Sublime Chord 1.
    He has gained in HP (244) and Fort and Will saves (+17/+11/+19). His melee prowesses are essentially the same. He can still put everyone to Cower, since his Intimidate skill is still maxed.
    What has changed? As a buffer, he now boasts Scintillating Scales for a +15 in Touch AC (touch AC 24, a ranged touch attack from a 15th level Wizard with Dex 16 has a +10 modifier), Freedom of Movement, and Fire Shield to counter his Cold Weakness. Wings of Cover negates the Shivering Touch. As a debuffer, Sonorous Hum + Fugue is a serious effect, imposing -2 on attack rolls on a successful save, and with the Aid another from Britannicus, a Perform DC of 30 to make everyone nauseated is almost assured with a +24 modifier. Fascinate and Persuasive Song have mainly out-of-battle uses, as shown above. Remember how Smaug slowly charms Bilbo over with his voice?
    As a breather, Dragon Breath spell now appears! It only deals 5d8 damage, Ref half, but with Heighten Breath, Quicken Breath and Enlarge Breath Nero can use the breath on the turn he casts the spell for Ref save DC 25, and cover all the battlefield...and with Share Spell, Britannicus immediately can do the same! Twice as much payback (with a lower save and range, but still)! Flyby attack, cast Dragon Breath in the middle of the movement, use the breath weapon immediately; Britannicus has readied an action to unleash his newly acquired breath weapon at that moment get away from danger in the same turn.
    Unseen Servant spell is used for cleaning Nero's hoard effortlessly and faster than Prestidigitation. Melodic Casting allows to substitute Concentration for Perform for spell-related checks, freeing skill points for more interesting areas (such as Profession: Astrologer).
    The AC has become low now, however, and the Ref save too; but Nero can fight at a distance better than before, which helps put him away from danger.


    Spoiler: Cr 19 overview; sweet spot
    Show

    Nero is now a worldwide famous Dragon performer (or infamous, depending on whom you ask). He breathes fire longer and farther than anyone else, he can scorch cities within a few seconds. His musical prowess synergises with his arcane powers. No one can rival him...but the Bard PC, of course! An intricate trap will lead the party into challenge where Nero can defy him one on one on a "Perform" duel. The contestants are free to do whatever they want with a country each to produce the best art form. An assembly of Passion's Flame Red Dragons, will be the judge, of course. The PCs then embark on raising an army out of their assigned country to defeat the evil conclave, while Nero carefully rampages through his.
    The Red Dragon has improved in all areas, and no small thanks go to Arcane Spellsurge. All spells are quickened for free. This is shared with the raven. The Invisible spell metamagic feat does not change the spell's level but turns its casting into a full-round action, and then into a standard action again with Arcane Spellsurge. The addition of Antimagic Field makes him a potent melee fighter once again. Since the spell is Shared with Britannicus, a Disjunction would need to bypass the two of them. If facing a squishy Wizard with a bazillion buffs that make him untouchable/unkillable/Shapechanged etc, Nero casts Antimagic Field as a swift action, makes the usual Flyby Attack dive Power attack, and laughs.
    For debuffs, Intimidate most likely won't work anymore, due to everyone being magically immune to fear...except within the range of an Antimagic Field! Otto's Irresistible Dance as a swift action just before a quickened breath will give a -10 to Ref saves to that Rogue, and generally make him harmless for the whole battle. Yes, it is Mind-affecting, but what about a swift action Dispelling Breath on the previous round? A targeted dispel check on everyone that fails the Ref DC 38 save, to eliminate this as well as any Energy Immunity/Fear immunity/Flight/Magic Vestment...no need to identify who is under the effect of which spell, just dispel everything. Though to be sure, Spellcraft 15+Aid another+Int modifer allows to recognise a 9th level spell by a roll of 8 or less, if the PCs are far away Nero can take 10. And Nero can cast Sonorous Hum as a swift action, and then Invisible Fugue as a standard action, and then forget about it. Hitting Perform check 40 to make the PCs attack one another is easy with a +37 modifier. The Song of Timelessness, as the other Bardic Music effects, is mainly used out of battle for Nero to freeze from afar a performing dancer, so that he can study his technique very carefully by a sort of slow-motion mode.
    For buffing, the trick mentioned earlier about Imbue Familiar with Spell Abilty and Arcane Fusion allows Britannicus to buff Nero by two spells at once, for a swift action! Rage keeps working in an Antimagic Field. Britannicus casting Bloodwind, in addition to a swift action casting and a standard action casting from Nero, allows for three 20ft reach full attacks in a round!
    For blasting, Nero can cast Dragon Breath and Invisible Dispelling Breath in the same turn, and finally blast in for a free action immediately (7d8 damage)- and if he has not used it yet, he can fire his regular breath weapon in the same turn (+8d10 damage), also as a free action! Britannicus still gets the Dragon Breath as well. Against an army of mooks, Nero can, by sufficiently stacking Enlarge Breath on a Dragon Breath spell, deal 7d8 fire damage with a DC 38 Ref save on an area as big as a continent, wiping out every non fire-immune creature of 4HD or less or so. He then dismisses the spell, and still has his regular breath attack ready.
    What to do with move actions? Either keep strafing around with Flyby attacks, so that Nero can't be cornered by the PCs; or use Song of Arcane Power for a +4 to CL when the need arises, like pumping the duration of, and the difficulty to dispel, both the Fire Shield and Shield spell contained into a single Arcane Fusion; or cast Channelled Pyroburst with the 2-rounds casting time (decreased to 1 round with Arcane Spellsurge) for when there is a spare standard action as well: 10d10 fire damage in a 20ft burst. It slowly adds up.
    Nero needs the Dispelling Breath and the added action economy to break through, however. He is vulnerable to dispelling himself, though less than other dragons since he can at this point simply cast an Antimagic Field, Rage, and still be quite threatening. But he needs more than one spell per round to keep up with the PCs. At these levels, his AC, saves and lack of SR won't compensate his high (336) HPs if he can't dictate the momentum of the battle.


    Spoiler: CR 20 overview
    Show

    Nero simply adds Stunning Breath and True Seeing to his list of spells known, ensuring illusions won't fool him anymore, and Stunning Breath is one more area impossibly-high save or suck effect.

  26. - Top - End - #116
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Bernie, the Mad Bomber

    Bernie, the Mad Bomber

    God-blooded (Imix) Silverbrow Human Rogue 1/Sorcerer 1/Human Paragon 3/Unseen Seer 3/Alchemist Savant 4/Unseen Seer +7

    Spoiler: Stats
    Show

    Str 08
    Con 13
    Dex 12
    Int 14
    Wis 10
    Cha 15

    CR:
    4: +1 Con
    9: +1 Cha
    13: +1 Cha
    17: +1 Cha


    Spoiler: Human Paragon Class Skills
    Show

    1 Craft
    2 Hide
    3 Search
    4 Spot
    5 Listen
    6 Move Silently
    7 Spellcraft
    8 Use Magical Device
    9 Knowledge (arcana)
    10 Concentration


    Spoiler: Build Table
    Show

    Challenge Rating Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Rogue 1 +0 +0 +2 +0
    • 4 Craft (alchemy) 4
    • 4 Craft (poisonmaking) 4
    • 4 Disable Device 4
    • 4 Hide 4
    • 4 Listen 4
    • 4 Move Silently 4
    • 4 Search 4
    • 4 Sense Motive 4
    • 4 Spot 4
    • 4 Use Magic Device 4
    1st: Dragonfire Strike; H: Favored in House Sneak Attack +1d6; Trapfinding
    2 Sorcerer 1 +0 +0 +2 +2
    • - Craft (alchemy) 4
    • - Craft (poisonmaking) 4
    • - Disable Device 4
    • - Hide 4
    • 2 Knowledge (arcana) 2
    • - Listen 4
    • - Move Silently 4
    • - Search 4
    • - Sense Motive 4
    • 2 Spellcraft 2
    • - Spot 4
    • - Use Magic Device 4
    -- Summon Familiar
    3 Human Paragon 1 +0 +0 +2 +4
    • - Craft (alchemy) 4
    • - Craft (poisonmaking) 4
    • - Disable Device 4
    • 2 Hide 6
    • - Knowledge (arcana) 2
    • - Listen 4
    • - Move Silently 4
    • 2 Search 6
    • - Sense Motive 4
    • - Spellcraft 2
    • 2 Spot 6
    • - Use Magic Device 4
    3rd: Searing Spell Adaptive Learning (Craft): Martial Weapon Prof: (Hammer, light)
    4 Human Paragon 2 +1 +0 +2 +5
    • - Craft (alchemy) 4
    • - Craft (poisonmaking) 4
    • - Disable Device 4
    • 1 Hide 7
    • 1 Knowledge (arcana) 3
    • - Listen 4
    • - Move Silently 4
    • 1 Search 7
    • - Sense Motive 4
    • 2 Spellcraft 4
    • 1 Spot 7
    • - Use Magic Device 4
    B: Smiting Spell --
    5 Human Paragon 3 +2 +1 +3 +5
    • 2 Craft (alchemy) 6
    • - Craft (poisonmaking) 4
    • - Disable Device 4
    • 1 Hide 8
    • 1 Knowledge (arcana) 4
    • - Listen 4
    • - Move Silently 4
    • 1 Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 8
    • - Use Magic Device 4
    -- Ability Boost (Cha) +2
    6 Imix-Blooded template +2 +1 +3 +5 -- -- Divine Endurance; Fire subtype; Imix's Wrath; Burn; Death Throes
    7 Unseen Seer 1 +2 +1 +3 +7
    • - Craft (alchemy) 6
    • - Craft (poisonmaking) 4
    • - Disable Device 4
    • 1 Hide 9
    • - Knowledge (arcana) 4
    • 3 Knowledge (the planes) 3
    • - Listen 4
    • 3 Move Silently 7
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 9
    • - Use Magic Device 4
    6th: Brew Potion Sneak Attack +2d6
    8 Unseen Seer 2 +3 +1 +3 +8
    • 1 Craft (alchemy) 7
    • - Craft (poisonmaking) 4
    • - Disable Device 4
    • 1 Hide 10
    • 1 Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 4 Listen 8
    • - Move Silently 7
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 10
    • - Use Magic Device 4
    B: Silent Spell Advanced Learning (Hunter's Eye)
    9 Unseen Seer 3 +4 +2 +4 +8
    • 1 Craft (alchemy) 8
    • 1 Craft (poisonmaking) 5
    • - Disable Device 4
    • 1 Hide 11
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 3 Listen 11
    • 1 Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 11
    • - Use Magic Device 4
    -- Divination Spell Power +1
    10 Alchemist Savant 1 +4 +4 +4 +8
    • 2 Concentration 2
    • 1 Craft (alchemy) 9
    • 1 Craft (poisonmaking) 6
    • - Disable Device 4
    • - Hide 11
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • - Listen 11
    • - Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • - Spot 11
    • - Use Magic Device 4
    9th: Energy Substitution (fire) Efficient Alchemy; Poison Use
    11 Alchemist Savant 2 +5 +5 +4 +8
    • 2 Concentration 4
    • 1 Craft (alchemy) 10
    • 1 Craft (poisonmaking) 7
    • - Disable Device 4
    • - Hide 11
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • - Listen 11
    • - Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • - Spot 11
    • - Use Magic Device 4
    -- Brew Spellvial
    12 Alchemist Savant 3 +5 +5 +5 +9
    • 2 Concentration 6
    • 1 Craft (alchemy) 11
    • 1 Craft (poisonmaking) 8
    • - Disable Device 4
    • - Hide 11
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • - Listen 11
    • - Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • - Spot 11
    • - Use Magic Device 4
    -- Efficient Alchemy (2 potions/day)
    13 Alchemist Savant 4 +6/1 +6 +5 +9
    • 2 Concentration 8
    • 1 Craft (alchemy) 12
    • 1 Craft (poisonmaking) 9
    • - Disable Device 4
    • - Hide 11
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • - Listen 11
    • - Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • - Spot 11
    • - Use Magic Device 4
    12th: Snowcasting Create Alchemical Mixture
    14 Unseen Seer 4 +7/2 +6 +5 +10
    • - Concentration 8
    • 1 Craft (alchemy) 13
    • - Craft (poisonmaking) 9
    • - Disable Device 4
    • 5 Hide 16
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 2 Listen 13
    • - Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • - Spot 11
    • - Use Magic Device 4
    -- Sneak Attack +3d6
    15 Unseen Seer 5 +7/2 +6 +5 +10
    • - Concentration 8
    • 1 Craft (alchemy) 14
    • - Craft (poisonmaking) 9
    • - Disable Device 4
    • 1 Hide 17
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 4 Listen 17
    • - Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 2 Spot 13
    • - Use Magic Device 4
    -- Advanced Learning (Grave Strike); Guarded Mind
    16 Unseen Seer 6 +8/3 +7 +6 +11
    • - Concentration 8
    • 1 Craft (alchemy) 15
    • - Craft (poisonmaking) 9
    • - Disable Device 4
    • 1 Hide 18
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 1 Listen 18
    • - Move Silently 8
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 5 Spot 18
    • - Use Magic Device 4
    15th: Poison Spell Divination Spell Power +2
    17 Unseen Seer 7 +9/4 +7 +6 +11
    • - Concentration 8
    • 1 Craft (alchemy) 14
    • - Craft (poisonmaking) 9
    • - Disable Device 4
    • 1 Hide 19
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 1 Listen 19
    • 4 Move Silently 12
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 19
    • - Use Magic Device 4
    -- Sneak Attack +4d6
    18 Unseen Seer 8 +10/5 +7 +6 +12
    • - Concentration 8
    • 1 Craft (alchemy) 17
    • - Craft (poisonmaking) 9
    • - Disable Device 4
    • 1 Hide 20
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 1 Listen 20
    • 4 Move Silently 16
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 20
    • - Use Magic Device 4
    -- Advanced Learning (Vine Strike)
    19 Unseen Seer 9 +10/5 +8 +7 +12
    • - Concentration 8
    • 1 Craft (alchemy) 18
    • - Craft (poisonmaking) 9
    • - Disable Device 4
    • 1 Hide 21
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 1 Listen 21
    • 4 Move Silently 20
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 21
    • - Use Magic Device 4
    18th: Twin Spell Divination Spell Power +3
    20 Unseen Seer 10 +11/6/1 +8 +7 +13
    • 2 Concentration 10
    • 1 Craft (alchemy) 19
    • - Craft (poisonmaking) 9
    • - Disable Device 4
    • 1 Hide 22
    • - Knowledge (arcana) 5
    • - Knowledge (the planes) 3
    • 1 Listen 22
    • 2 Move Silently 22
    • - Search 8
    • - Sense Motive 4
    • - Spellcraft 4
    • 1 Spot 22
    • - Use Magic Device 4
    -- Sneak Attack +5d6


    Spoiler: Spell Table
    Show

    Spells per Day/Spells Known
    CR 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1 - - - - - - - - - -
    2 5/Acid Splash; Detect Magic; Launch Item; Read Magic 3/Grease; Mage Armor - - - - - - - -
    3 5/Acid Splash; Detect Magic; Launch Item; Read Magic 3/Grease; Mage Armor - - - - - - - -
    4 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Read Magic 4/Grease; Mage Armor - - - - - - - -
    5 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Read Magic 5/Grease, Mage Armor; Sniper's Shot - - - - - - - -
    6 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Read Magic 5/Grease, Mage Armor; Sniper's Shot - - - - - - - -
    7 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Read Magic; Sonic Snap 6/Grease, Mage Armor; Sniper's Shot 3/Wings of Cover - - - - - - -
    8 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Read Magic; Sonic Snap 6/Grease, Guided Shot; Mage Armor; Sniper's Shot 4/Hunter's Eye; Invisibility; Wings of Cover - - - - - - -
    9 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Read Magic; Sonic Snap 6/Grease, Guided Shot; Mage Armor; Sniper's Shot 5/Hunter's Eye; Invisibility; Wings of Cover 3/Fly - - - - - -
    10 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Read Magic; Sonic Snap 6/Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Hunter's Eye; Invisibility; Wings of Cover; Wracking Touch 4/Dispel Magic; Fly - - - - - -
    11 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Sonic Snap 6/Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Hunter's Eye; Invisibility; Wings of Cover; Wracking Touch 5/Dispel Magic; Fly 3/Fire Stride - - - - -
    12 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Sonic Snap 6/Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Hunter's Eye; Invisibility; Glitterdust; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly 4/Caustic Mire; Fire Stride - - - - -
    13 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Hunter's Eye; Invisibility; Glitterdust; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly 5/Caustic Mire; Fire Stride 3/Arcane Fusion - - - -
    14 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Cloud of Knives; Hunter's Eye; Invisibility; Glitterdust; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly; Summon Monster III 6/Caustic Mire; Fire Stride; Invisibility (Greater) 4/Arcane Fusion; Shroud of Flame - - - -
    15 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Gravestrike; Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Cloud of Knives; Hunter's Eye; Invisibility; Glitterdust; Resist Energy; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly; Summon Monster III 6/Caustic Mire; Fire Stride; Invisibility (Greater) 5/Arcane Fusion; Shroud of Flame 3/Imbue Familiar with Spell Ability - - -
    16 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Gravestrike; Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Cloud of Knives; Hunter's Eye; Glitterdust; Resist Energy; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly; Summon Monster III 6/Caustic Mire; Curse of the Elemental Lords; Fire Stride; Invisibility (Greater) 6/Arcane Fusion; Lord of the Sky; Shroud of Flame 4/Imbue Familiar with Spell Ability; Lingering Flames - - -
    17 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Gravestrike; Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot 6/Cloud of Knives; Hunter's Eye; Glitterdust; Resist Energy; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly; Summon Monster III 6/Caustic Mire; Curse of the Elemental Lords; Fire Stride; Invisibility (Greater) 6/Arcane Fusion; Lord of the Sky; Shroud of Flame 5/Imbue Familiar with Spell Ability; Lingering Flames 3/Arcane Spellsurge - -
    18 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Gravestrike; Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot; Vine Strike 6/Cloud of Knives; Hunter's Eye; Glitterdust; Resist Energy; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly; Summon Monster III 6/Caustic Mire; Curse of the Elemental Lords; Fire Stride; Invisibility (Greater) 6/Acid Rain; Arcane Fusion; Lord of the Sky; Shroud of Flame 6/Dispel Magic (Greater); Imbue Familiar with Spell Ability; Lingering Flames 4/Arcane Spellsurge; Limited Wish - -
    19 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Grave Strike; Golem Strike; Grease, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot; Vine Strike 6/Cloud of Knives; Hunter's Eye; Glitterdust; Resist Energy; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly; Summon Monster III 6/Caustic Mire; Curse of the Elemental Lords; Fire Stride; Invisibility (Greater) 6/Acid Rain; Arcane Fusion; Lord of the Sky; Shroud of Flame 6/Dispel Magic (Greater); Imbue Familiar with Spell Ability; Lingering Flames 5/Arcane Spellsurge; Limited Wish 3/Arcane Fusion (Greater) -
    20 6/Acid Splash; Detect Magic; Detect Poison; Launch Item; Mage Hand; Prestidigitation; Read Magic; Resistance; Sonic Snap 6/Gravestrike; Golem Strike, Guided Shot; Mage Armor; Orb of Fire (Lesser); Sniper's Shot; Vine Strike 6/Cloud of Knives; Hunter's Eye; Glitterdust; Resist Energy; Wings of Cover; Wracking Touch 6/Arctic Haze; Dispel Magic; Fly; Summon Monster III 6/Caustic Mire; Curse of the Elemental Lords; Fire Stride; Invisibility (Greater) 6/Acid Rain; Arcane Fusion; Lord of the Sky; Shroud of Flame 6/Dispel Magic (Greater); Imbue Familiar with Spell Ability; Lingering Flames 6/Arcane Spellsurge; Energy Immunity; Limited Wish 4/Arcane Fusion (Greater); Moment of Prescience -


    Spoiler: How To Make The World Burn
    Show

    Early on in life, the notion is to use Dragonfire Strike to turn sneak attack damage into fire. Hide, shoot a handcrossbow (or throw a dagger or...) and singe the foe.
    At CR 2, Grease is setting up ranged sneak attacks and Acid Splash is delivering the blow. (Though, it's smart to keep a few darts in your back pocket, too.)
    That's the main focus at lower levels, sniping creatures and burning them with sneak attack. Which, eventually, gains the attentions of Imix, who's blood fans the flames of pyromania.
    By CR 11, spellvials come into play. Some spells (like Sonic Snap) can now be used to sneak attack. And other spells (like Wracking Touch) can be used at range.

    Our sweet spot, though, I think, comes along at CR 13 with Create Alchemical Mixture.
    Now, the Mad Bomber can mix spellvials with a splash weapon. But there's sooo much more.
    Take, for instance, the spell Wracking Touch. Add Snowcasting to give it the [cold] descriptor, use Energy Substitution to change it to [fire] and apply Searing Spell to it. The result is a third level spell which can be cooked into a spellvial. Mix that with some Atramen Oil or Liquid Embers (both found in the Planar Handbook).
    But wait, there's more! Once "out in the field", instead of using a round to cast Grease or Invisibility to set up sneak attacks, use the time to cast another Wracking Touch with Snowcasting, Energy Substitution, Searing Spell, and Smiting Spell. Cast in onto (into?) the spellvial (which is a weapon), and throw it at the enemy. (Or, better yet, use Launch Item!)
    The result? Atramen Oil that grants a Fort penalty. Wracking Touch for spell damage (fire) plus sneak attack (also fire) that bypasses fire immunity and resistance. And a second Wracking Touch for more fire damage that also bypasses immunity and resistance.
    But wait, there's more! Bernie can create such bombs and hand them over to his familiar. Said animal can then either drop the spellvials (if it can fly) onto a target or can share spells with Bernie when he uses Arcane Fusion to Launch Item. (Later, at CR 15, the familiar will be able to use Launch Item through Imbue Familiar with Spell Ability.) Sharing Hunter's Eye with the familiar is almost mandatory for this combo.

    There are, of course, all sorts of other combinations that Bernie can mix. Including the use of wands/scrolls/runestaves/etc. of spells he doesn't know. And remember, spellvials are magic items like potions. They can, thus, presumably be cursed for an 'opposite effect'. Which could get interesting with spells like Resist Energy to cause vulnerability to fire. Be creative!

    At CR 16, toss in a bit of poison and the Poison Spell feat to add Elemental Rime (from Complete Scoundrel) to the spells on both the inside and outside of those spellvials. At CR 19, Twin Spell the spell on the outside of the spellvial for double the BOOM.


    Spoiler: Resources
    Show

    • Dragon Magic -- Silverbrow Human; Dragonfire Strike feat
    • Eberron Campaign Setting -- Favored in House feat
    • Frostburn -- Snowcasting feat
    • Player's Handbook II -- Smiting Spell feat
    • Monster Manuel V -- Godblooded template (Imix)
    • Complete Mage -- Unseen Seer PrC
    • Magic of Eberron -- Alchemist Savant PrC
    • Complete Arcane -- Energy Substitution feat; Twin Spell feat
    • Sandstorm -- Searing Spell feat
    • Drow of the Underdark -- Poison Spell feat


    Spells
    • Spell Compendium -- Launch Item (0th); Sonic Snap (0th); Orb of Fire (Lesser) (1st); Grave Strike (1st); Golem Strike (1st); Guided Shot (1st); Sniper's Shot (1st); Vine Strike (1st); Wracking Touch (2nd); Fire Stride (4th); Shroud of Flame (5th); Imbue Familiar with Spell Ability (6th); Energy Immunity (7th)
    • Player's Handbook II -- Cloud of Knives (2nd); Hunter's Eye (2nd)
    • Races of the Dragon -- Wings of Cover (2nd)
    • Frostburn -- Arctic Haze (3rd)
    • Complete Mage -- Caustic Mire (4th); Arcane Fusion (5th); Lingering Flames (6th); Arcane Fusion (Greater) (8th)
    • Dragon Magic -- Curse of the Elemental Lords (4th); Lord of the Sky (5th); Arcane Spellsurge (7th)
    • Heroes of Battle -- Acid Rain (5th)


    All else available in the SRD.

  27. - Top - End - #117
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Koneko Toujou

    ~~The Flaming Kitty~~
    Spoiler: Photo
    Show



    ~~Koneko Toujou~~

    Race: Tibbit (template: Monster of legend)
    Alignment: Chaotic Evil
    Final class: Dragonfire adept6/wilder1/Pyrokineticist10/War shaper1
    Ability Scores: 15, 14, 13, 12, 10, 8 base
    Str: 8+10-2=16/3
    Int 13+2+1= 16/3
    Dex:14+6+2+2= 24/8
    Wis14+2=16/3
    Con: 10+10= 20/5
    Cha15+4+1=20/5
    Spoiler: Inside is a Evil kitty with flaming fur balls
    Show


    Spoiler: Chart of the evil kittens evolution
    Show
    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Dragon fire adept 1 +0 +5 +3 +5 ------ (b)multiattack,(b)improved inisitive, (1stlvl) Psicrystal affinty
    (fl)Clinging breath
    (fl)maximize breath
    Breath weapon 1d6
    Dragon touched
    invocation 1: Endure Exposure
    2nd Wilder 1 +0 +5 +3 +7 ------ ------ Wild surge +1, Pshycic enervation (2 pp)
    3rd Dragon fire adept 2 +1 +6 +3 +8 Skills Weapon finesse Breath effect:Lightning breath
    scales +2
    4th Dragon fire adept 3 +1 +6 +4 +8 ------ ------ Breath weapon 2d6
    Invocation: Scaled Gust
    5th Dragon fire adept4 +2 +7 +4 +9 make sure to have 5 consentration, craft alchemy 1, knowledge (psionics) ------ Dragonkin
    6th Pyrokineticist 1 +2 +9 +6 +5 ------ Lingering breath Fire lash
    7th Pyrokineticist 2 +3 +10 +7 +5 ------ ------ Fire Adaptation, hand afire
    8th Pyrokineticist 3 +4 +10 +7 +6 ------ ------ Bolt of Fire
    9th Pyrokineticist 4 +5 +11 +8 +6 ------ Supernatrual Transfomation weapon aflame
    10th Pyrokineticist 5 +5 +11 +8 +6 ------ ------ Nimbus
    11th Pyrokineticist 6 +6/+1 +12 +9 +7 ------ ------ Firewalk
    12th Pyrokineticist 7 +7/+2 +12 +9 +7 ------ Enlarge breath fear no fire
    13th Pyrokineticist 8 +8/+3 +13 +10 +7 ------ ------ weapon aflame (greater)
    14th Pyrokineticist 9 +8/+3 +13 +10 +7 ------ ------ heat death
    15th Pyrokineticist 10 +8/+3 +13 +10 +7 ------ Shape Breath conflagration 1/day
    16th Dragon fire adept 5 +8/+3 +13 +10 +7 ------ ------ breath effect: shaped breath
    Breath weapon 3d6
    17th Dragon fire adept 6 +8/+3 +13 +10 +7 ------ ------ invocation: humanoid shape
    Damage Reduction 2/Magic
    18th War shaper 1 +8/+3 +13 +10 +7 ------ Feats:final strike morphic immunities, morphic weapon
    Cr +1 monster of legend +2 CR - - - - - - -
    Cr +2 monster of legend +2 CR - - - - - - -

    Spoiler: Racial abilities
    Show
    min HD d8
    +5 NA
    haste
    Fire subtype
    casting Cleric 5th lvl
    Feline Transformation
    Darkvision 60ft
    Outsider (fire)
    traits: Quick, Relentless

    Spoiler: Attack pattern lvl 20
    Show
    Before combat if possible she grows the 8 more tails for her full bonus to initiative, which if so comes out to 21 minimum init SHES MIGHT FIRST, also if she can she cast enlarge self and magic weapon she will.
    1st round: uses her partial action to move into the fight area or if already there through a bolt of fire to her furthest enemy, uses her move action to activate nimbus, uses her standard action to breath a cone shaped enlarged, lingering, (x100) clinging, (x100) maximized, fire breath weapon that has a reflex 18 dc for half, can't do it again for 305 rounds (30 minutes + 30 seconds), lasts for 100 round (10 minutes), an area of a 45ft cone.
    2nd round: move towards the nearest enemy,as her partial action then uses the simatar, and her natural attacks as secondary attacks, all enhanced with greater weapon aflame and the sword increased with magic weapon as a full round action.
    3rd round: uses Heat death on her enemy she just wailed on as a full round action, as her partial action she throws another bolt of fire marking her next target.
    4th round: repeat round 2 but only one attack, use the move action to regain psionic focus.
    5th round repeat round 2 but you shouldn't have to move so throw a bolt at the face of the enemy in front of you as your partial action,the proceed.
    6th round repeat round 3 exactly
    every round after until the round you can use breath weapon again: do 4 and 5 over in order, if enemies are not dead before 305 rounds are up proceed to next round.
    NEXT Round: she uses her partial action to repeat the breath weapon from the first round, then as a full round action use conflagration, if there not dead by now they never will.
    the one thing she lacks in this build is healing.

    Spoiler: Hellcats play things
    Show
    +1 simatar warning, power storing, flaming burst
    Necklace of Natural Weapons (power storing, Flaming)(12 natrual attacks)
    belt monks
    total cost 118,200 gp should have enough by lvl13-14 which is my preferred favorite lvl

    Koneko Toujou Born as Shirone, or Chosen of the cat goddess was unique, she didn't like how she was born so she rebelled, she got in tons of trouble and kicked out of the elemental plane of fire, for years she floated through the astral plane, in these years she gained powers of the mind, weak but powers no the less, this is how she lived in the astral plane, but it didn't last long, one fateful time, the astral plane having no days, she fell into a vortex which was a stray portal to the abyss, the demons there not knowing what she was, tried to take her to there master but her powers, that of the mind and soul, protected her, but the plane she was on had effected her changing her mind, In this change she began to become more comfortable in her state so she sided with the demons and until she got a mission to go to the materiel plane , she was genuinely happy for what she did, when she got to the material plane she was happy and brainwashed by cultist, but as she was being brain washed her powers protected her once again, she escaped and began a long and hard journey to faim and fortune, she had gained the ability to take the form of any humanoid she wanted, she also gained the ability to grow more body parts,
    all she wants is the power to conquest, she will break any law do any evil to get what she wants, she has forgotten about her goddess, but her goddess still has hope for her. Now a days she kills anything within sight, usually with fire, which earned here the title, Hellcat, and the title Nine tailed demon fox
    Spoiler: sources
    Show

    Dragon compindium: tribbit (race)
    Monster manual 2: Monster of legend (template)
    Dragon magic: Dragonfire adept (class)
    Savage speices: Necklace of Natrual attack (12, power storing, warning), Supernatrual Transfomation (feat)
    expanded psionic handbook: wilder, Pyrokineticist (class, prestige class), Psicrystal affiny (feat), power storing
    Complete Warrior: Warshaper (Prestige class)
    Monster manual: multiattack (Feat)
    Races of the dragon: Entangling Exhalation (feat)
    Dragonomimicon:lingering breath, maximize breath, enlarge breath, clinging breath, lingering breath, maximize breath, shaped breath (feats)
    Srd:imp insisitive, weapon finesse (feat)
    Uneathed acrana: quick, relentless (traits) Inattentive, Shaky (flaws), unarmored variant. (all if allowed)


    if Flaws arent allowed then don't take those feats they are not needed for the build, just adding to the versitality to her character
    Highlights
    Spoiler: THE BEGINNINGS OF THE FLAMING KITTEN (LVL 5)
    Show
    Koneko Toujou at this level has a couple advantages against enemies which she is sure to have being Chaotic Evil, she has the ability to breath both fire and lightning and make a cloud of it, she has a psicrystal which can be a constant comapnion for times when in fights (nimble personality), she usually wears her psicrystal around her neck hanging from her magical necklace

    Spoiler: FLAME ON!!! (LVL 10)
    Show
    Koneko Toujou at this level has started to tap into her Wilder power and has "accidentally burnt down a building"which might have triggered her fascination with fire, She can form fire on her weapons and body parts, create fire whips, create fire balls or she what calls "furre balls", and she can light her body on fire. "FREAKING FIRE, FLAME ON RIGHT!!!"

    Spoiler: EXPLOSION LEVEL!!! (LVL 15)
    Show
    Koneko Toujou at this level can walk on the air for a short time unless she has built up the power points for days, her weapons fire burns hotter than ever, she can egnigte the fluids in someones body to make them EXPLODE, Koneko Toujou can create what she has always wanted, a flaming cat paw on the ground, how you ask, well she took the feat Shape breath thats how, she also can melt there air around herself Killing all within the area or igniting them on fire, EXPLOSION LEVEL!!!

    Spoiler: SITAoF(CR 20)
    Show
    , A FLAMMING NINE TAILED KITTEN THAT CAN BREATH FIRE, AND WHEN SHE FINALLY DOES DIE SHE EXPLODES IN A POWERFUL FLAMMING GLORIOUS BURST. Koneko Toujou is now lvl 18 but cr 20 and she is burning up the spot with here nine tails, bite attack, and two claw attacks; all one size bigger than her, she can take the form of whatever humanoid creature she wants whenever she wants, gaining all there supernatrual and extra ordinary abilities, she is immune to criticals and sneak attacks(sneaky little ninjas no more). Finally she can theoretically make an infinite amount of natrual weapons to deal with any enemy but that wouldn't be fun for her so she stays at a low 9 tails 1 bite and 2 claws, all on fire, all warning her of danger (+5 unamed bonus to Init) the power of fire courses through here body, She Is The Epitome of Fire

    Spoiler: Perfect flames (lvl13 CR 15)
    Show
    This is probably the best point because you have enlarge breath and you can put this on the field with Lingering breath breath multiple times in one breath as a crowed control that you are immunt to, as that duration is on you can pull off some flaming simatar and whip action. If you still have it for that day then you can use nimbus for people who stay in the flaming mist, for those who move out of the mist you can move to the edge and shoot out flaming orbs or if there close enough you can hit with a whip, if there runnig out and in range you can whip them with a attack of oppertunity. You can if you have the all the items listed, fly on you fiery feet, you natrual attacks for when you are in cat form are flaming, warning, an power storing; which mean you have a higher inis, which also means you are mostlikely going first. If you have Party members make sure you cast endure exposerer so there immune to the mist. at this level the build is not too overpowered and easy to manage with versatile abilities, also in my personal opinion the is the funnest time to play this character.


    this characters name comes from the anime Highschool DxD
    Her name means kitten castle or white sound castle referring to her cat ears/eyes, white fur, and physical strength superiority in comparison to others of her race.
    Spoiler: Extra: what else this buld could do
    Show

    gain all the special goodies of every humanoid race:
    dragonborns~flying, blind sight, and another seprate breath weapon
    ILLUMIANS~ Power Sigils, Illumian Words
    Raptorans~ Flight/Glide,Weapon Familiarity
    Elves~weapon familiarity, treewalk
    Silverbrow Humans~feather fall
    half golem dragonflesh(tem)~ fear like ability dc 25 of shaken for 5d6 round
    half golem flesh(tem)~ heals with lightning damage
    Half golem iron(tem)~ heals with fire
    Half golem clay(tem)~ immune to peircing & slashing
    Half stained glass(tem)~ keen claw attack, fast healing 2
    voidmind(tem)~ cone of slime, tentacle Damage Category 6, Constricts (Damage Category 6),
    Chameleon(template)~ tongue attack, climb speed
    Mineral Warrior(tem)~Earth Strike, Burrow speed, Damage Reduction 8 / adamantine.
    Amphibious(tem)~Amphibious, swim speed equal to 1⁄2 its Land speed
    Hooded Pupil(tem)~ Spider Climb.
    Lolth-Touched(tem)~ Fearless – immune to Fear effects
    Draconic(tem)~two Claw (Damage Category 3) attacks
    Half-Vampire(tem)~ Slam Attack (Category 6 damage, Blood Drain, Charm Gaze, Children of the Night
    Phrenic(tem)~naturally psionic , power resistance 30
    Xeph~naturally psionic, burst +30ft
    Githzeria~ naturally psionic, power resistance 25.
    and that's just the normal stuff, i can get really crazy

    I'm sure you all know but with war shaper she could have had more the needed amount of natural weapons.

  28. - Top - End - #118
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Flauros

    Spoiler: Image and Fluff
    Show
    "Fire consumes."


    Most Salamanders come to expect little from their lives of servitude to the elemental lords. After all, fighting, raiding, and pillaging are the closest activities they get for recreation, and even the nobles need to follow orders; it wasn't like there was some greater fate waiting for most, if any, of them. For Flauros, though, life had never been quite that simple. He'd always wanted to know what life was like beyond his indentured, conscripted fate, and had always wanted to rebel against those who had ruled over him - elemental lord and noble salamander alike. Unfortunately, for many agonising years, he could do little but bide his time while he served as his master's pawn. Waiting.

    Fortunately, though, the day of his reckoning eventually came. One moment, he had been enjoying a scalding day on the elemental plane of fire; the next, he had been forcibly summoned onto the prime material. His summoner was, seemingly, little more than a fledgling arcanist; a creature easily defeated, and quickly eaten whole for sustenance. The arcanist's tutors and fellow pupils were next on his list, followed by their tomes and spells, for the trip had made him so very hungry. Ultimately, he was left alone, in a wizard's tower - and with seemingly no way of returning home, he did not dawdle. For Flauros, you see, was far more strong-willed and independent than most of his kind. Most importantly, though, was his growing desire to see things burn.

    Tomes, people, trinkets, cities; anything would do. Anything to stave off the hunger inside.

    And so his reign began.


    Spoiler: Specifics
    Show
    Flauros, Rogue Searscale
    Race: Salamander
    Classes: Outsider 10/Soul Eater 7/Spellfire Channeler 7
    Alignment: Chaotic Evil

    Ability Scores: Elite Array
    Base: Str 14, Dex 13, Con 15, Int 10, Wis 8, Cha 12
    Racial: +4 Str, +2 Dex, +4 Con, +4 Int, +4 Wis, +2 Cha
    Levels: +5 Con, +1 Dex
    Total: Str 18, Dex 16, Con 24, Int 14, Wis 12, Cha 14


    Spoiler: Build
    Show
    ECL CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    9 6 Outsider 9 +9/+4 +6 +6 +6 11 Bluff, 11 Disguise, 11 Listen, 11 Intimidate, 11 Diplomacy, 11 Spot, 11 Move Silently, 11 Hide, 11 Search, 7 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2 Spellfire Wielder, Multiattack, Improved Unarmed Strike, Alertness DR 10/Magic, Darkvision 60ft, Immunity to Fire, Vulnerability to Cold, Improved Grab (Tail Slap), Constrict, Heat (1d6), Skilled (+4 Racial bonus to Craft: Blacksmithing)
    10 6 Outsider 10 +10/+5 +7 +7 +7 12 Bluff, 12 Disguise, 12 Listen, 12 Intimidate, 12 Diplomacy, 12 Spot, 12 Move Silently, 12 Hide, 12 Search, 8 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2
    11 7 Outsider 10/Soul Eater 1 +11/+6/+1 +9 +9 +9 13 Bluff, 13 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 13 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 6 Energy Drain 1
    12 8 Outsider 10/Soul Eater 2 +12/+7/+2 +10 +10 +10 13 Bluff, 13 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 13 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 12 Endurance Soul Strength
    13 9 Outsider 10/Soul Eater 2/Spellfire Channeler 1 +12/+7/+2 +12 +10 +12 13 Bluff, 13 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 13 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 16 Drain Charged Item, Increased Storage 2
    14 10 Outsider 10/Soul Eater 2/Spellfire Channeler 2 +13/+8/+3 +13 +10 +13 13 Bluff, 16 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 13 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 17 Improved Healing
    15 11 Outsider 10/Soul Eater 2/Spellfire Channeler 3 +13/+8/+3 +13 +11 +13 13 Bluff, 18 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 14 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 18 Bind Vestige Weapon Focus (Spellfire), Increased Storage 3
    16 12 Outsider 10/Soul Eater 2/Spellfire Channeler 4 +14/+9/+4 +14 +11 +14 13 Bluff, 19 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 17 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 19 Rapid Blast 2
    17 13 Outsider 10/Soul Eater 2/Spellfire Channeler 5 +14/+9/+4 +14 +11 +14 13 Bluff, 20 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 19 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 20 Drain Permament Item, Increased Storage 5
    18 14 Outsider 10/Soul Eater 2/Spellfire Channeler 6 +15/+10/+5 +15 +12 +15 13 Bluff, 21 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 21 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 2, Concentration 21 Improved Bind Vestige Flight
    19 15 Outsider 10/Soul Eater 2/Spellfire Channeler 7 +15/+10/+5 +15 +12 +15 13 Bluff, 22 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 22 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 3, Concentration 22 Deflect Arrows, Increased Storage 5
    20 16 Outsider 10/Soul Eater 3/Spellfire Channeler 7 +16/+11/+6/+1 +15 +12 +15 13 Bluff, 23 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 23 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 6, Concentration 23 Soul Blast
    21 17 Outsider 10/Soul Eater 4/Spellfire Channeler 7 +17/+12/+7/+2 +16 +13 +16 13 Bluff, 24 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 24 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 9, Concentration 24 Improved Grapple Soul Enhancement
    22 18 Outsider 10/Soul Eater 5/Spellfire Channeler 7 +18/+13/+8/+3 +16 +13 +16 13 Bluff, 25 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 25 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 12, Concentration 25 Soul Endurance
    23 19 Outsider 10/Soul Eater 6/Spellfire Channeler 7 +19/+14/+9/+4 +17 +14 +17 13 Bluff, 26 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 26 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 15, Concentration 26 Soul Radiance
    24 20 Outsider 10/Soul Eater 7/Spellfire Channeler 7 +20/+15/+10/+5 +17 +14 +17 13 Bluff, 27 Disguise, 13 Listen, 13 Intimidate, 13 Diplomacy, 27 Spot, 13 Move Silently, 13 Hide, 13 Search, 9 Craft (Blacksmithing), Knowledge (Arcana) 2, Spellcraft 18, Concentration 27 Scorpion's Grasp Energy Drain 2


    Spoiler: Level Breakdown
    Show
    Normally, this is where you'd find a whole bunch of paragraphs on the many facets and features of the character. For Flauros, though, I found that I was mostly just repeating myself, since he has most of his functionality at CR 10 and his abilities don't change much between snapshots. So, without any further ado:

    CR 10 Footnotes:
    • +13 BAB, allowing for a +17/+2/+7 unarmed strike, +15 tail slap attack sequence.
    • +17 Grapple modifier, which is real handy with Improved Grab (Tail Slap).
    • Energy Drain has an obvious synergy with grapples, at least under the (reasonable) presumption that it triggers 1/round on a successful tail slap attack - or on constrict damage. Soul Strength, similarly, improves attack rolls and grapple checks when it triggers. Heat gives a passive +1d6 damage on our plentiful attacks.
    • Spellfire is an interesting resource that gives us an interesting ranged option, fuelled by negated single-target spells or drained charged items. This is where spellcasting minions might come in handy, as their resources can effectively be pooled into Flauros. While our dexterity isn't marvellous, it's a touch attack so we needn't worry much.
    • Defensively, we've got a high constitution score, DR 10/Magic, and Immunity to Fire. Also, really good saving throws. In a pinch, we can even use spellfire levels for healing. Vulnerability to Cold is pretty sucky, but what can you do? Every BBEG needs a weakness.


    CR 15 Footnotes:
    • +15 BAB, +19 Grapple. No major updates here.
    • Spellfire gets major boosts, with extra storage and extra uses. Using the Savnok's Armour ability via the Improved Bind Vestige feat with the Drain Permanent Item ability can get us to x2 Con spellfire levels for free*, and we can use them for spellfire blasts (not bad), deflecting projectiles (kinda meh, but it's practically free), or flight (awesome, and likewise, practically free). Weapon Focus (Spellfire) doesn't hurt, either.

    *See: Mechanical Tosh.

    CR 20 Footnotes:
    • +20 BAB, +28 Grapple. An extra attack, but also, Improved Grapple and Scorpion's Grasp give more chances to grapple successfully.
    • Soul Blast is an arguably useful, 7d6 ranged attack with 100ft range; largely inferior to Spellfire, but it might be useful.
    • Soul Enhancement and Soul Endurance make Flauros a bit more resilient, and Soul Endurance has the added benefit of improving his Spellfire.
    • Soul Radiance has two primary uses: One, it's shapechange, in all of its broken glory, with the minor caveat of having to kill your target to get a 24-hour rendition of the spell. Two, the ability to kill any target and immediately impersonate them reeks of politics and manipulation - things which Flauros, with his social skills and disguise bonus, should find very easy.
    • Finally, Energy Drain now gives 2 negative levels instead of 1, and that's rad.


    Spoiler: Also, Tactics
    Show
    Because the level breakdown is so brief, I felt like having a dossier on his tactics and playstyle would be helpful. That said:

    You've seen this kind of character before; he's a grappler, and he's at his best when he's squeezing an opponent's soul out through their burning skin, in single combat. Most fights, though - especially as the BBEG, against a typical party of five - are not going to fit that profile. Terrain, initiative, and luck are also factors to consider. So, here's a general idea of how things might go:

    We try to start the fight, if we can, with Soul Eater buffs active and as many Spellfire levels as we can manage. For the former, just drain a level or two off a minion, if you have any spare; for the latter, either use the Savnok's Armour trick and/or absorb targeted spells cast by your minions to build your reserves. If you have Soul Radiance, try and find a good subject - dragons and elementals are always nice - and use its abilities to supplement your own. Summon Monster and Planar Binding will serve you well, presuming you can find someone to cast them (read: minions).

    In the early levels, I'd advise entering combat from a hidden location using your ranks in Hide and Move Silently. We can make up for our 20ft movement speed this way. At later levels, you can use your Spellfire-powered Flight to negate this weakness entirely and open up the big, wide world of three-dimensional combat. Either way, make sure you're in a position to begin a grapple as quickly as possible.
    If that's not an option, or you're caught by surprise, either run and hide, fly away and hide, or just start moving in with spellfire blasts to close the distance; you have a few options, depending on the circumstances.

    Once we're in combat, things should be fairly simple. First, grapple an enemy. Then, drain it dry. Repeat until all the aggressors are dead. Ideally, you'll have some minions around to stop the heroes from just dogpiling you, but we can't count on that for a reliable combat advantage. Just try to prioritise your targets - spellcasters are a good first choice - and you should do fine against the remaining martial characters.

    Finally, it should be noted that Flauros' imperative outside of combat should be in tricking and separating the players. His ranks in diplomacy, intimidate, and bluff should be used to socialise and politick his way into getting connections and finding hired help to further his plans. His disguise skill should also be put to use, either on its own to disguise his true nature as a giant, flaming lizard-man, or in conjuction with the Soul Radiance power to outright impersonate anyone of importance that Flauros desires. Using these skills, it shouldn't be too hard to catch an unprepared adventurer by surprise - or a prepared adventurer, for that matter. Fighting a grappler in single combat is just too strong of an advantage to pass up.


    Spoiler: Notes and Rulings
    Show
    On: The Secret Ingredient
    Spoiler
    Show
    The focus for this competition was fire damage and the fire subtype, and Flauros automatically meets both of these conditions by virtue of his race. Salamanders are Medium Outsiders (Extraplanar, Fire) with the Heat ability, letting him deal 1d6 damage with any attacks he makes using natural or metallic weapons. Naturally, he also deals this damage while grappling and constricting enemies with his tail slap attack. With access to Spellfire, he also has the ability to project reasonably powerful bursts of energy at his opponents, typed as half-fire damage and half-raw magic (untyped).

    You might've noticed, though, that I took the build in a slightly different char-op direction. Y'see, when I think of fire, I think more of its characteristics than of how many d6s of fire damage it can spit out. I think of how it burns and eats, consuming almost everything in its wake; possessions, people, that sort of thing. And, to those ends, I've modeled Flauros accordingly. He not only burns enemies with fire damage, as the contest stipulates, but he also burns away magic attacks, projectile weapons, magic items, and even character levels - all with but a touch, or thereabouts. True, some of these abilities are more useful than others - an attended magic item gets a mere DC10 Will save to resist Flauros' capabilities - but others, like the negative levels, are both potent and supportive of the concept.

    Most builds which care about fire have to optimise damage through the use of feats like Searing Spell. The way I see it, this is just a different way of doing exactly that.


    On: Mechanical Tosh
    Spoiler
    Show
    Now, there are two things that Flauros does which you might want some clarification on.

    The Drain Game:
    The Energy Drain ability of the BoVD's Soul Eater PRC is a well-known RAW mess. On the one hand, the Weapon Focus (Any Natural Weapon) prerequisite and the "the touch of a soul eater" wording could indicate that it's meant to trigger whenever that natural weapon, or any natural weapon, makes a successful hit on a target (or, for that matter, whenever any body contact is made). On the other hand, it's 3e material and its intended function might've been as a distinct Touch Attack ability (and it's just worded inaccurately). As far as I know, there's no right answer, and that leaves it up to us (meaning me and you, as the DM-surrogate) to decide how this ability works for Flauros the BBEG. I've gone ahead and assumed that the ability triggers whenever Flauros makes a successful Tail Slap attack or grapple check (since he has both Improved Grab: Tail Slap and Constrict), but that's just me. He might deserve to be stronger or weaker depending on DM judgement and on the state of the table.

    The Savnok's Armour Thing:
    The trick here is relatively simple. Using the Improved Bind Vestige feat, we can summon Savnok as though we were a 5th level binder. Then, we can use his Savnok's Armour ability to summon +1 full plate as a full-round action. Finally, we use Drain Permanent Item to gain spellfire levels.
    There's a hitch, though: What caster level is the summoned armour?
    This is a less well-known issue, at least as far as I can tell, and there's no RAW answer here either. The basic gist of it is that Savnok's Armour lets us summon +1 full plate, but it never tells us what the caster level for this item is. While not an issue in standard play, it's certainly an issue for us if we plan on combining it with Drain Permanent Item for some spellfire levels, because we only regain a number of spellfire levels equal to half the caster level of the item. Now, there is a rule for the caster level of some Binder abilities:
    If a supernatural ability granted by a vestige mimics the effect of a spell or shadow magic mystery, the caster level of that ability is always equal to a binder's effective binder level.
    But since Savnok's Armour doesn't mimic either of those, this rule doesn't seem to apply. It does seem like a decent rule of thumb, though, and I don't think it's unreasonable to say that the caster level is equal to Flauros' binder level (in this case, 5). I'd say "ask the DM," but again, that's us.


    Spoiler: Resources
    Show
    Monster Manual: Salamander
    Book of Vile Darkness: Soul Eater
    Magic of Faerun: Spellfire Wielder, Spellfire Channeler
    Tome of Magic: Bind Vestige, Improved Bind Vestige, Savnok
    Sandstorm: Scorpion's Grasp

  29. - Top - End - #119
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Default Yan


    Yan
    CE Ash Demon
    Ardent 2/Shadowmind 3/Spellwarp Sniper 5/Psionic Trickster 3/Uncanny Trickster 3

    Ability Scores and Languages

    Spoiler
    Show
    Strength: 8
    Dexterity: 14
    Constitution: 18
    Intelligence: 13
    Wisdom: 17
    Charisma: 10
    Scores generated with Elite Array, racial modifiers included.
    Increase Intelligence at 12 HD. All other increases go to Wisdom.
    Languages: Common, Abyssal

    Build Table
    Spoiler
    Show

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Special Features
    4th Ash Demon (7 HD) +7 +5 +5 +5 Hide 10, Move Silently 10, Spot 2, Listen 5, Bluff 5, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4 Point Blank Shot, Practiced Spellcaster, Ocular Spell Form of Ashes, Stream of Ashes
    5th Ardent +7 +5 +5 +7 Hide 10, Move Silently 10, Spot 2, Listen 5, Bluff 5, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5) Magic Mantle, Elements Mantle
    6th Ardent +8 +5 +5 +8 Hide 10, Move Silently 10, Spot 2, Listen 5, Bluff 5, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5) Practiced Manifester Freedom Mantle
    7th Shadowmind +8 +5 +7 +10 Hide 10, Move Silently 10, Spot 2, Listen 5, Bluff 5, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 4 Read Thoughts
    8th Shadowmind +9 +5 +8 +11 Hide 10, Move Silently 10, Spot 2, Listen 5, Bluff 5, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 8 Sneak attack +1d6
    9th Spellwarp Sniper +9 +5 +8 +13 Hide 11, Move Silently 11, Spot 3, Listen 5, Bluff 6, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 9 Craven Spellwarp
    10th Spellwarp Sniper +10 +5 +8 +14 Hide 12, Move Silently 12, Spot 4, Listen 5, Bluff 6, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 11 Sudden Raystrike +1d6
    11th Spellwarp Sniper +11 +6 +9 +14 Hide 13, Move Silently 13, Spot 4, Listen 5, Bluff 6, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 13 Precise Shot Conceal Spellcasting
    12th Spellwarp Sniper +12 +6 +9 +15 Hide 14, Move Silently 14, Spot 4, Listen 5, Bluff 6, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 14 Maiming Strike Sudden Raystrike +2d6, False Theurgy
    13th Spellwarp Sniper +12 +6 +9 +15 Hide 15, Move Silently 16, Spot 5, Listen 5, Bluff 7, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 15 Ray Mastery
    14th Psionic Trickster +12 +6 +9 +17 Hide 16, Move Silently 16, Spot 2, Listen 5, Bluff 8, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 15, Tumble 2 Spontaneous Trickster, Social Recovery
    15th Psionic Trickster +12 +6 +9 +18 Hide 16, Move Silently 17, Spot 5, Listen 5, Bluff 8, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 16, Tumble 7 Quicken Spell, Searing Spell
    16th Psionic Trickster +13 +6 +11 +18 Hide 17, Move Silently 17, Spot 5, Listen 5, Bluff 8, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 17, Tumble 12 Metamagic Trick, Tricky Magic, Speedy Ascent
    17th Uncanny Trickster +13 +6 +12 +18 Hide 18, Move Silently 18, Spot 5, Listen 5, Bluff 9, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 18, Tumble 12, Disguise 3 Favourite Trick (False Theurgy), Listen to This
    18th Uncanny Trickster +14 +7 +12 +18 Hide 20, Move Silently 19, Spot 5, Listen 5, Bluff 10, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 18, Tumble 12, Disguise 5 Residual Magic Favourite Trick (Conceal Spellcasting), Back on Your Feet
    19th Uncanny Trickster +15 +7 +13 +19 Hide 20, Move Silently 20, Spot 5, Listen 5, Bluff 12, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 20, Tumble 12, Disguise 5 Favourite Trick, Tricky Defense (Back on Your Feet), Assume Quirk
    20th Shadowmind +16 +8 +13 +19 Hide 20, Move Silently 20, Spot 5, Listen 5, Bluff 15, Diplomacy 5, Climb 5, Psicraft 5, Sleight of Hand 5, Knowledge (dungeoneering) 4, Knowledge (planes 5), Concentration 23, Tumble 12, Disguise 5 Cloud Mind

    Psionics
    Spoiler
    Show

    Total PP: 199

    Powers known

    Level 1:
    Invisibility, Sandblast, Read Thoughts.
    Level 2: Scorching Ray, Alter Self, Greater Invisibility, Cloud Mind
    Level 3: Greater Dispel Magic, Concealing Amorpha, Astral Caravan
    Level 4: Favor of the Martyr, Burning Blood, Celerity
    Level 5: Teleport, Wall of Magma
    Level 6:

    Level 7:

    Level 8:

    Level 9: Shapechange

    Ardent mantles have been customised with the following spells added:

    Magic
    Greater Dispel Magic

    Elements
    Sandblast, Scorching Ray, Burning Blood

    Freedom
    Invisibility, Greater Invisibility, Concealing Amorpha, Alter Self, Shapechange, Favor of the Martyr, Celerity, Teleport



    Story
    Spoiler
    Show
    Relief from pain. Coolness. Moisture. All sensations the creature called Yan could no longer remember, the memories burned away by its exile to this blazing Abyssal wasteland.

    There was a jerk on the chain encircling Yan's neck. Retching and gasping, every breath of searing air scorching its parched innards, Yan clawed itself forward, towards the glowing blur which failing sight recognised as its demonic master. Agony swept over Yan as the smouldering scorch-marks on its back repeatedly died down and then were reignited by the wind.

    Yan, the creature's name, was one of the fragments of any past life he could recall. Gender, race, species... Yan's body was so charred and blackened that it revealed nothing memory could not.

    Perhaps Yan had died long ago, some wickedness condemning its soul to this place. Or it might be some lost planar traveller. Whatever the reason, Yan was certainly here now, all but powerless to prevent itself being enslaved and bartered as goods by the demons that dwelt in the endless fiery landscape.

    Yan's latest owner was quite the sadist, even among demons, and it had been he who shattered Yan's back. Yan thought that the palrethee probably preferred a crippled slave to a able one. More excuses to burn and lash out at Yan, although he'd never really needed an excuse to do so anyway.

    One last pull through the ash-strewn rocks, and Yan had reached its master's side. Yan thought it saw the spindly figure look disapprovingly down for a moment.

    Then there was a screech and the demon's claws were ripping into Yan's back, presumably in admonishment for slowness. Yan could barely choke out a cry as the
    flaming fists pounded and scorched away charred chunks of flesh, fracturing bones and showering them both in gouts of boiling, steaming blood. Every stroke rekindled Yan's hatred for its Abyssal tormentors.

    If Yan ever got free, what revenge it would exact. Yan would incinerate the demons, just as they had burned and chipped body part after body part off it. They would suffer the same loss of self Yan had, before they died.

    Plot after plot had simmered for ages under Yan's helpless exterior. Yan would destroy their Material Plane cults, torch the idiot fanatics where they stood. In the guise of a demon, it would slaughter parents and turn their children into champions against demonkind. The fantasies were Yan's only comfort in the neverending torture of its existence, unable to carry them out as it was.

    One last blow from the flaming fist ripped through Yan's torso. Yan convulsed once, twice, three times, the last working parts of his body cremated in an instant.

    The palrethee looked down at his slave's carcass. It had fun while it lasted, he supposed. The demon turned and walked away.

    Sight returned in a flash of momentarily blinding light. Tingling sensations spread down Yan's spine and feeling flooded through its remaining appendages. The pain was gone. After so long... Lying on the ground, fresh life force coursing through its body, Yan was, for a moment, utterly confused.

    What had happened? Yan had been dead, it was sure of it. Why was he back?

    Then Yan's newly restored vision picked up on a familiar and surprisingly clear sight. Yan's former master, striding into the distance.

    Yan felt the power it had been gifted with. Its body began to glow with some internal light, smoke tricking from the jagged ruins of its jaw.

    The palrethee, now about a hundred feet away, heard a strange crackling noise approaching from behind. It turned to look-

    General and CR-specific write-ups
    Spoiler
    Show
    Essentially, this villain hates demons. It will destroy demonic cults with no regard for collateral damage, pose as a demon (technically already is, but a more recognisable type) and attack and kill members of public, and so on.

    Yan is largely a ranged attacker. At lower levels, Yan should work against demons those engaged in demon-related activities more subtly, tracking them down in disguise and taking the form of other demons to attack people publicly and then disappear, in the hopes of making more people aware of demons and getting heroic types to fight them. It might even point the way to some means of reaching the Abyss out to some such adventurers. Yan is, at this point, more cautious about who he kills or harms in the course of investigations. That's not to say nobody will be, though.

    At higher levels, Yan is more confident in his abilities and will attack anyone it knows to be affiliated with demonic activities or who hinders its pursuit of its goals, even if they are prominent figures. Basic methods are similar, though.

    CR 5
    At this level, Yan makes good use of hiding and Invisibility to attack from surprise and hopefully disable opponents. It can also escape easily with Form of Ashes or even begin attacking in this form with Sandblast.

    CR 13
    This is a noticeable CR as it is the point where Yan has the majority of its abilities already. It has many attack options, is able to take enemies out of fights quickly with large amounts of Charisma damage or spells like Wall of Magma in creative shapes and can empower a spell for free. Yan also has a number of powers and skills that are good at concealment, misdirection and investigating.

    CR 15
    Yan has gained a few new tricks, most notably two new metamagic feats, which help him with fire-resistant enemies and squeezing more actions into a turn.

    CR 18 'Sweet Spot'
    This is really the height of this villain's mechanical power, the next two CR's being more or less a plateau. Yan has most of the magic it will ever get, being able to turn into any number of fiery monstrosities (other than the one it already is) lots of metamagic effects and a way of multiplying them.

    Sources
    Spoiler
    Show
    Core Books
    Champions of Ruin
    Spell Compendium
    Complete Scoundrel
    Complete Psionic
    Complete Arcane
    Dragon Compendium

  30. - Top - End - #120
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Thumbs up Re: Villainous Competition XVI: Burn Baby Burn

    ...and that's it! Whew.

    Really glad I extended the deadline, some great entries in this batch! Hopefully we get just as lucky with judge(s).


Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •