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  1. - Top - End - #91
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    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    Come on and...

    Quote Originally Posted by Slam
    Spoiler: Base Stats

    Quorcraft Warforged
    Base Stats
    15 str
    14 dex
    - Con
    - Int
    13 Wis
    1 Cha
    Level ups are all in Con, and according to Soulfused Construct every 4th HD increases Dex and Wis by 1

    Spoiler: The Build

    Base Attack Bonus
    Fort Save
    Ref Save
    Will Save
    Class Features
    1 Warforged Fighter
    +1 +2 +0 +0 - Adamantine Body(B) Battle Hardened, Warforged traits sans Living Construct, Quorcraft Traits
    2 Dungeon crasher Fighter (1d12+1d10) +2 +3 +0 +0 - Dungeon Crasher
    3 Soulfused Construct
    +2 +3 +0 +0 Intimidate +4, Speak Language: Common Power Attack Soulfused Construct Traits
    4 Totemist
    +2 +5 +2 +0 Intimidate +4.5 Improved Bull Rush Wild Empathy
    5 Totemist (1d10+1d12+2d8) +3 +6 +3 +0 Intimidate +5 Totem Chakra Bind (+1 capacity)
    6 Totemist (1d10+1d12+3d8) +4 +6 +3 +1 Intimidate +5.5 Totem’s Protection
    7 Totemist (1d10+1d12+4d8) +5 +6 +3 +1 Intimidate +6 Improved Natural Attack: Slam
    8 Totemist (1d10+1d12+5d8) +5 +6 +3 +1 Knowledge Arcana +1 Chakra Binds (Crown, Feet, Hands)
    9 Warforged Juggernaut (1d10+2d12+5d8) +5 +8 +3 +1 Intimidate +7 Powerful Charge(B) Armor Spikes +1d6, Expert Bull Rush, Reserved
    10 Warforged Juggernaut (1d10+3d12+5d8) +6 +9 +3 +1 Intimidate +8 Second Slam Extended Charge, Charge Bonus +1, Construct Perfection
    11 Warforged Juggernaut (1d10+4d12+5d8) +7 +9 +4 +2 Intimidate +9 Superior Bullrush, Construct Perfection, Healing Immunity
    12 Warforged Juggernaut (1d10+5d12+5d8) +8 +10 +4 +2 Intimidate +10 Charge Bonus +2, Construct Perfection, Armor Spikes +1d8
    13 Warforged Juggernaut (1d10+6d12+5d8) +8 +10 +4 +2 Intimidate +11 Cobalt Charger, Greater Powerful Charge(B) Construct Perfection
    14 Fighter
    +9 +11 +4 +2 Intimidate+12
    15 Dungeon Crasher Fighter (3d10+6d12+5d8) +10 +11 +5 +3 Intimidate +13 Greater Dungeon Crasher
    16 Totemist
    +11 +12 +6 +4 Knowledge Arcana +2 Shocking Fist Totem Chakra Bind +1 level
    17 Totemist (3d10+6d12+7d8) +12 +12 +6 +4 Intimidate +13.5
    18 Totemist (3d10+6d12+8d8) +13 +13 +7 +4 Intimidate +14 Rebind Totem Soulmeld 1/day
    19 Totemist
    +13 +13 +7 +5 Intimidate +14.5 Cobalt Power Chakra Binds (Arms, Brow, Shoulder)
    20 Totemist
    +14 +14 +8 +5 Intimidate +15

    Spoiler: Level 5
    Spoiler: Level 5 Strategy

    At Level 5 Slam has just gained sentience. He fights more like a golem than he fights like someone with "higher" reasoning. He slams people. Thanks to his quorcraft nature he has two slams each dealing 2d6 damage. With dungeon crasher and improved bull rush he can push people into walls for some good damage, and with his totemist levels he has Bound the Heart of Fire to his Totem Chakra, allowing him to deal additional damage with his slams. If he ever faces a creature immune to fire he can pour his essentia from his Totem to his Dread Carapace for pseudo power attack.
    Spoiler: Lvl 5 Stat Block sans equipment

    Medium Construct (Living Construct, Incarnum)
    Hit Dice: 1d10+1d12+2d8 (28 OR 48 hp)
    Initiative: +6
    Speed: 20 ft. in full Adamantine Plating (4 squares); base speed 30 ft.
    Armor Class: 24 (10 base, +1 Dex, +10 Adamantine Body, +3 Natural), touch 11, flat-footed 23
    Base Attack/Grapple: +3/+5
    Attack: Slam +4 melee (2d6+3 plus 2d4 fire)
    Full Attack: 2 slams +4 melee (2d6+3 plus 2d4 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dungeon Crasher, Improved Bull Rush
    Special Qualities: Living Construct Traits
    Saves: Fort +6, Ref +6, Will +1
    Abilities: Str 15, Dex 17, Con 11, Int 3, Wis 13, Cha 6
    Skills: Speak Language Common, Intimidate +3
    Feats: Adamantine Body(B), Power Attack, Improved Bull Rush
    Environment: Material Plane
    Organization: Solitary
    Challenge Rating: 5
    Treasure: 4th level adventurer
    Alignment: Chaotic Neutral
    Advancement: By Character Class
    Level Adjustment: —
    Essentia 3
    3 Soulmelds, 1 soulmelds bound
    Heart of Fire Bound to Totem 2 essentia Invested: +2d4 fire damage on natural attacks, +2 hit/damage vs [cold] subtype
    Wormtail Belt 1 essentia invested: +3 Natural Armor
    Dread Carapace: -1 hit +1 damage with Slam

    Spoiler: Level 10
    Spoiler: Level 10 Strategy

    He now is evil and completely fine with murdering any and all in his way, usually by charging them into a wall and then pounding away at them. Until they are little more than red smears on the wall. He is largely the same as level 5, although his immunities and defenses are highly improved, and he now has 3 slams each dealing 2d6 and an additional 3d4 fire. He's trying something out at this level, seeing if he can make his opponents tired while pounding them into the dirt.
    Spoiler: Level 10 Stat Block sans equipment
    Medium Construct (Living Construct, Incarnum)
    Hit Dice: 1d10+3d12+5d8 (66 OR 77 hp)
    Initiative: +7
    Speed: 20 ft. in full Adamantine Plating (4 squares); base speed 30 ft.
    Armor Class: 25 (10 base, +1 Dex, +10 Adamantine Body, +4 Natural), touch 11, flat-footed 24
    Base Attack/Grapple: +6/+9
    Attack: Slam +8 melee (2d6+2 plus 3d4 fire)
    Full Attack: 3 slams +8 melee (2d6+2 plus 3d4 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dungeon Crasher, Powerful Charge, Improved Bull Rush
    Special Qualities: Living Construct Traits, Immunity to Nonlethal, Critical Hits
    Saves: Fort +10, Ref +7, Will +2
    Abilities: Str 15, Dex 18, Con 12, Int 3, Wis 13, Cha 7
    Skills: Speak Language Common, Intimidate +6, Knowledge Arcana -3
    Feats: Adamantine Body(B), Power Attack, Improved Bull Rush, Powerful Charge(B), Second Slam
    Environment: Material Plane
    Organization: Solitary
    Challenge Rating: 10
    Treasure: 9th level adventurer
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: —
    Essentia 5
    4 Soulmelds, 1 soulmeld bound
    Heart of Fire Bound to Totem 3 essentia Invested: +3d4 fire damage on natural attacks, +3 hit/damage vs [cold] subtype
    Wormtail Belt 2 essentia invested: +4 Natural Armor
    Winter Mask: Creatures touched must save or become fatigued DC 11 fort
    Sphinx Claws: +1 on str checks and str skill checks (Grapple and bull rush are both str checks)

    Spoiler: Level 15 (the sweetspot)
    Spoiler: level 15 strategy

    This is probably when he is his most powerful for his level, grabbing pounce and Cobalt Charge he is dealing a large amount of damage considering he doesn't have Shock Trooper. His defense is still amazing, he has all his immunities, and he can swap soulmelds when the occasion calls for it to improve his versatility.
    Spoiler: Level 15 Stat Block sans equipment

    Medium Construct (Living Construct, Incarnum)
    Hit Dice: 3d10+6d12+5d8 (105 OR 111 hp)
    Initiative: +7
    Speed: 20 ft. in full Adamantine Plating (4 squares); base speed 30 ft.
    Armor Class: 26 (10 base, +1 Dex, +10 Adamantine Body, +5 Natural), touch 11, flat-footed 20
    Base Attack/Grapple: +10/+17
    Attack: Slam +12 melee (2d6+2)
    Full Attack: 3 slams +12 melee (2d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Greater Dungeon Crasher, Greater Powerful Charge, Superior Bull Rush
    Special Qualities: Living Construct Traits, Immunity to Nonlethal, Critical Hits, Mind affecting spells/abilities, death effects, necromancy, ability damage, ability drain, and positive energy,
    Saves: Fort +12, Ref +9, Will +5
    Abilities: Str 15, Dex 19, Con 13, Int 3, Wis 14, Cha 9
    Skills: Speak Language Common, Intimidate +12, Knowledge Arcana -2
    Feats: Adamantine Body(B), Power Attack, Improved Bull Rush, Powerful Charge(B), Second Slam, Cobalt Charger, Greater Powerful Charge(B)
    Environment: Material Plane
    Organization: Solitary
    Challenge Rating: 15
    Treasure: 14th level adventurer
    Alignment: Chaotic Evil
    Advancement: By Character Class
    Level Adjustment: —
    Essentia 7
    4 Soulmelds, 1 soulmeld bound
    Sphinx Claws Bound to Hands: Pounce (natural weapons only), +1 on str checks and str skill checks (Grapple and bull rush are both str checks)
    Wormtail Belt 3 essentia invested: +5 Natural Armor
    Blink Shirt Bound: Dimension Door as a standard action up to 10 ft
    Girallon Arms 1 essentia invested: +4 on climb and grapple checks
    Cobalt Charger 3 essentia invested: +3 to hit/damage on all charge attacks

    Spoiler: Misc
    His hit points are all averaged out and rounded up, with the first number being if you add con mod and the second number being if you add construct size mod. The Soulfused Construct template calls out that you must use this Living Construct subtype which does not include con mod to hit points, however I am uncertain if this is the Living Construct subtype that you would use, or if you would use the Eberron specific one which does allow con mod to hp.
    His stat blocks look sub par but please remember that this is all without any equipment whatsoever. If we enchanted his body, his fists, and his armor spikes, while giving him magical items that enabled flight, gave boosts to his already impressive AC, boosted up his stats, and increased his saves then he would seem a lot scarier. As a warforged any magic item can be constructed to be an intrinsic part of him, allowing him to never leave home without any of his equipment. While he isn't as item dependent as some creatures or characters, his power increases with equipment much more than many other classes cough spellcasters cough but I don't want him to seem reliant on equipment.

    Spoiler: The Fluff
    Slam was built in ancient days. For hundreds of years he has sat. Eternally guarding. Until one day an incarnum user sought passage through his warded domain. Slam successfully fended off this "powerful" incarnum user. But he was changed for it. He became Soulfused. He ventured forth from his charge for the first time in a seeming millennia. He wandered the random areas of Xendrik. Impervious to many dangers with no natural predators he was.. happy. An emotion. What a strange thing. He became one with nature. Allowing his soul to adapt, to let in the ambient energies of Xendrik. And what ambient energies there were.
    He grew more powerful learning and adapting from the beasts of Xendrik, until one day he found something... new. This place, this Stormreach he came to learn it to be called. He entered this city. Only to be the source of racial hatred against his brethren from another continent.
    These Warforged. They were hated. As was he. They expected him to work like a machine,
    to do any and all jobs presented without any resentment. He denied them. He fled to where the supposed warforged were supposed to take refuge. There he found even more racial slurs.
    The warforged didn't trust him. He was different. More different than any other warforged they encountered. Slam told them that he had been in xendrik for millennia and the shocked warforged threw him out. Shunned him. Told him that he was an impossibility. That he should not be able to exist and therefore should not exist. They gave him one chance to flee. He fled.
    but he took resentment to the other sentient creatures of the world. He hated them all.
    He returned to his home, where he stood guard, but he was followed. Adventurers. They came one by one, two by two, eventually dozens came to attempt to kill slam. He killed them all.
    It didn't matter anymore. He began hunting these other creatures. Hunting them to extinction if he could. They fled before him. He had apparently earned a name for himself. A creature appeared before him, one that he recognized as the warforged. He began to charge at this creature before another one showed him this thing. A symbol, and then the warforged commanded him to kneel. And he kneeled. Something was forcing his actions. So while he kneeled he watched. He learned what this warforged was. This warforged was bigger than any other he had seen. They called him the Lord of Blades. The Lord of Blades spoke to Slam.
    Spoke and spoke and spoke. So many words, more words than he had ever known existed,
    but somehow they just made.. sense. He agreed to whatever this Lord was speaking to him.
    Apparently all of the fleshy sentient races are evil, and must be killed in order for him to have a home. This Lord of Blades had a plan to do exactly that, but he needed someone to guard this Creation Forge. Whatever that was. He needed a guardian to kill any that dared to enter that didn't have the Lord of Blades permission. So he accepted. He ventured with this Lord of Blades.
    They came to the Mournlands. A place crawling to the brim with soul energy. It was a dangerous place. One that only the strong could survive. And survive Slam did. He continued to guard eternally for this Lord of Blades, waiting until his plan came to fruition. Waiting for all the fleshy creatures of the world to be wiped out. Waiting for him to be able to take his rightful place as the dominant species on this world. Eberron.

    Spoiler: sources
    Eberron Campaign Setting: Warforged, warforged juggernaut, adamantine body, Improved Natural Attack
    Races of Eberron: Warforged Fighter, Second Slam
    Dungeonscape: Dungeoncrasher
    Magic of Incarnum: Soulfused Construct, Totemist, Cobalt Charge, Cobalt Power, soulmelds
    PHB: Power Attack, Improved Bullrush, skills, Fighter
    Player's Guide to Eberron: Shocking Fist
    Last edited by Inevitability; 2018-03-01 at 06:03 PM.
    Creator of the LA-assignment thread.

    Extended signature!

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

    Join Date
    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    [Insert cliched joke about vampires sucking here]

    Quote Originally Posted by Mircea raviwr
    Villainous Competition 25, Mircea raviwr
    Human unholy scion 1, vampire 4, vampire lord10

    unholy scion 1/ hexblade 3/ Paladin of Tryanny 1/vampire 2/Paladin of Tyranny 2/unholy scion 2/warrior of darkness 1/ Tomb warden 3/ Paladin of Tryanny 3 / Vampire Lord 3/ unholy scion 3/ Hexblade 5
    Base stats Str 14, Dex 12, Con 10, Int 13, Wis 8, Cha 15
    unholy scion Dex +2, Int +6, Wis +2, Cha +4
    Vampire Str +6,Dex +4, Int +2, Wis +2, Cha +4
    Vampire lord Str +6, Dex +4, Int +2, Wis +2, Cha +4
    Stat improvements Level 4 int 8 cha, 12 char
    Final stats Str 27, Dex 22, Con 10, Int 24, Wis 14, Cha 28

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 human unholy scion template Skills toughness Armor Class: The unholy power of a scion grants it a deflection bonus to AC equal to its Charisma modifier + 4
    Familial Charm (Su): An unholy scion’s mother is under a constant charm person or charm animal effect (as appropriate), generated by the scion. The mother might be aware that her actions are inappropriate, even that her child is evil, but she cannot shake her emotional devotion to it. The scion can switch between its own senses and its mother’s at will as a free action. The scion can use any of its spell-like abilities with its mother, rather than itself, as the source, much as wizards can deliver touch attacks through their familiars. Familial charm does not allow a save, and applies even before the scion’s actual birth (since the unborn scion is already intelligent and knowledgeable enough to have its own agenda).
    Unholy Strike (Su): An unholy scion’s natural weapons and any melee weapon it wields are treated as evil-aligned for the purpose of overcoming damage reduction. In addition, all such attacks deal an extra 2d6 points of damage against good-aligned opponents
    Spell-Like Abilities (Sp): An unholy scion with an Intelligenceor Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. These abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD,
    and the save DC is Charisma-based. Damage reduction 5/good or magic (if HD 11 or less) or 10/good or magic (if HD 12 or more).
    Darkvision out to 60 feet.
    Fast healing 4.
    Immunity to poison and mind-affecting spells and abilities.
    Resistance to acid 5, cold 5, electricity 5, and fire 5.
    Spell resistance equal to creature’s HD + 10
    2 Hexblade 1 +1 +2 +0 +2 bluff 4, Concentration 4, Craft alchemy 4, Diplomacy 4, Intimidate 4, Knowledge (arcana) 4, Spellcraft 4 Power attack Arcane Attunement, Hexblade's Curse 1/day
    3 Hexblade 2 +2 +3 +0 +3 bluff 5, Concentration 5, Craft alchemy 5, Diplomacy 5, Intimidate 5, Knowledge (arcana) 5, Spellcraft 5 - Arcane Resistance
    4 Hexblade 3 +3 +3 +1 +3 bluff 6, Concentration 6, Craft alchemy 6, Diplomacy 6, Intimidate 6, Knowledge (arcana) 6, Spellcraft 6 improved toughness Mettle, spell like ability Desecrate
    5 paladin of Tyranny 1 +4 +5 +1 + 3 bluff 6, Concentration 7, Craft alchemy 7, Diplomacy 7, Intimidate 6, Knowledge (arcana) 6, Spellcraft 6, sense motive 4 - Aura of evil, detect good, smite good 1/day
    7 Vampire - - - - +8 racial bonus on Bluff, Hide, Listen,
    Move Silently, Search, Sense Motive, and Spot checks.
    Alertness, Combat Reflexes, Dodge, improved Initiative, and Lightning Reflexes Blood Drain (Ex):
    Children of the Night (Su):
    Dominate (Su):
    Create Spawn (Su):
    Energy Drain (Su):
    Alternate Form (Su):
    Damage Reduction (Su): 10/ silver and magic
    Fast Healing (Ex): 5
    Resistances (Ex): resistance to cold 10, electricity 10, acid 5, and fire 5Spider Climb (Ex):
    Turn Resistance (Ex): A vampire has +4 turn resistance
    Armor Class: The base creature’s natural armor bonus improves
    by +6.
    Armor Bonus increases to +6 from unholy scion
    9 paladin of Tyranny 2 +5 +6 +1 +3 bluff 6, Concentration 8, Craft alchemy 8, Diplomacy 8, Intimidate 6, Knowledge (arcana) 6, Spellcraft 6, sense motive 8 - Divine grace, deadly touch spell like ablility: Enervation, protection from good 3/day
    10 Warrior of Darkness 1 +6 +8 +1 +5 bluff 9, Concentration 8, Craft alchemy 8, Hide 4, Diplomacy 8, Intimidate 6, Knowledge (arcana) 6, move silent4, Spellcraft 6, sense motive 8 Iron Will Black Magic Oil (Su): Ensorcelled flesh; improves by +1
    11 The Tomb Warden 1 +7 +10 +1 +5 bluff 9, Concentration 8, Craft alchemy 8, Hide 9, Diplomacy 8, Intimidate 6, Knowledge (arcana) 6, move silent 8, Spellcraft 6, sense motive 8, skill trick Group fake out, timely misdirection - Turn Immunity (Ex): As long as it is within the tomb, graveyard, or similar resting place that it protects, a tomb warden is immune to turning or rebuking attempts. It can still be bolstered as normal. Spell like ability Major image 3/day, poison 3/day
    12 The Tomb Warden 2 +8 +11 +1 +5 bluff 9, Concentration 8, Craft alchemy 8, Hide 11, Diplomacy 8, Intimidate 6, Knowledge (arcana) 6, move silent 11, Spellcraft 6, sense motive 11, Spot 3 skill trick Group fake out, timely misdirection - Tomb sense
    13 The Tomb Warden 3 +9 +11 +2 +6 bluff 9, Concentration 8, Craft alchemy 8, Hide 12, Diplomacy 8, Intimidate 6, Knowledge (arcana) 6, move silent 12, Spellcraft 6, sense motive 12, Spot 9 skill trick Group fake out, timely misdirection, Social recovery endure sunlight Power of the dead, Spell like ability Dominate animal or dominate person1,
    baleful polymorph
    14 paladin of Tyranny 3 +10 +11 +3 +7 bluff 9, Concentration 8, Craft alchemy 8, Hide 12, Diplomacy 13, Intimidate 6, Knowledge (arcana) 6, Knowledge (religion) 3, move silent 12, Spellcraft 6, sense motive 13, Spot 9 skill trick Group fake out, timely misdirection, Social recovery - Debilitating aura, divine health
    17 Vampire Lord - - - +4 racial bonus to Scry and Sense Motive checks, and a +8 racial bonus to Diplomacy and Intimidate checks. - Domination (Su): As base vampire, except that a vampire lord can do this either by gaze or voice. It does not require line of sight to the target, but the target must be able to hear the vampire lord's voice when it speaks at a normal volume level.
    Energy Drain (Su): As base vampire, but a living creature hit by a vampire lord's slam attack takes 3 negative levels.
    Blood Drain (Su): As base vampire, but a vampire lord's blood drain inflicts 1d4+2 points of Constitution drain each round the pin is maintained.
    Special Qualities: The vampire lord retains all the special qualities of the base vampire, except as modified below, and gains those listed below.
    Alternate Form (Su): A vampire lord can assume the form of any animal, as the druid ability wild shape used by a 12th-level druid. The vampire lord can use this power at will as a move-equivalent action. The vampire lord can change from one animal shape to another without having to revert to its humanoid form.
    Children of the Night (Su): As base vampire, but the creatures summoned forth serve the vampire lord until released. Further, the vampire lord can sense through the senses of any such commanded creatures, and communicate empathically with them, to a range of 10 miles.
    Control Weather (Sp): A vampire lord can cast either control weather or fog cloud as a 12th-level sorcerer at will.
    Create Spawn (Su): As base vampire, but vampire lords create only vampire slaves, never vampire spawn. The new vampire is enslaved to the vampire lord until its master's death, and the willpower of the vampire lord is too strong to allow it to break free of its enslavement.
    Damage Reduction (Ex): A vampire lord is extremely tough; it has damage reduction 10/+3.
    Fast Healing (Ex): As base vampire, but a vampire lord heals 8 hit points each round so long as it has at least 1 hit point. It has 24 hours to reach a place of rest (rather than 2 hours) if brought to zero hit points. A vampire lord can have many places of rest prepared, since the only requirement is some soil from its homeland (the place where the base vampire was born).
    Telekinesis (Su): A vampire lord can use telekinesis (caster level 12th) at will.
    Telepathy (Su): A vampire lord can communicate telepathically with any living creature within 100 feet that has a language, and with any vampire under its direct control to a range of 1 mile.
    Turn Resistance (Ex): As base vampire +4
    Saves: Same as the base vampire, plus the vampire lord applies its Charisma modifier to all saving throws in addition to its other ability modifiers (as a paladin does)
    19 Hexblade 4 +11 +12 +3 +8 bluff 9, Concentration 8, Craft alchemy 8, Hide 12, Diplomacy 13, Intimidate 13, Knowledge (arcana) 6, Knowledge (religion) 3, move silent 12, Spellcraft 6, sense motive 13, Spot 9 skill trick Group fake out, timely misdirection, Social recovery, never outnumbered - Dark Companion, Spell like abilities Animate dead, true seeing 3/day
    20 Hexblade 5 +12 +12 +3 +8 bluff 15, Concentration 8, Craft alchemy 8, Hide 12, Diplomacy 14, Intimidate 15, Knowledge (arcana) 6, Knowledge (religion) 3, move silent 12, Spellcraft 6, sense motive 13, Spot 9 skill trick Group fake out, timely misdirection, Social recovery, Imperious Command Bonus Feat: Ability Focus(Curse), Hexblade's Curse 2/day

    Level 20
    2 spells per day
    2 spells known
    Expeditious Retreat
    Distract Assailant

    You might be wondering why I am doing this. Well let me tell you will call it you last request and I have time to kill.

    The tale begins about 300 years ago. The lords of the lower planes encountered a problem, A Paladin, A saint, and more troublesome of all a Seer. The Seer would show up when and where he was most irritating, exposing Lies, killing spies, and uncovering cults. So they lunched a campaign to kill him, and succeeded and he was entombed in a mausoleum all well that ends well. BUT NO he refused to leave it at that and started giving prophecies through visitors once or twice a year. Leading to a new plan if they can't shut him up they will cut him off. Therefore I was conceived literally they targeted my mother the priestess who looked after this place. Once I was in place I set about making it more difficult, and much less pleasant for anyone to come and visit his coffin. Once I was born I began convincing, driving off and killing those pilgrimages who I could as my powers grew. Once I got powerful enough to began the desecration it drew a weak vampire to the location. While I wanted it power I had no interest in be his pawn, so while I pretend to accept to accept his offer I arranged for his destruction with my pawn. Unfortunate both he and my mother were destroyed.

    Once I arose from the grave. I officially took over my mothers duties. now able to take turn others to my aid my task I started to begin the harvesting of adventures who wouldn't be missed. Some be came new defenders others became scape goats, and the most pathetic ones became food supplies for the larder so I don't have to risk leaving often to giving potentially giving some one the chance to reach the crypt or exposing my self to sunlight. Travelers even trying to come here had become much scarcer and I obtained and affinity with this place having complete awareness of all that happens in this domain.

    Then I made a mistake and accidentally turning a someone stronger than I had the abilities to hold along with my other pawns freeing an older one who sought to destroy me fortunately he also underestimated my new pawn. Since then I have grown stronger still so now I reach out an as you noticed I claim fools like your self as food from the near by cities to feed myself and my children, and keep a watch out for what might be gathering in the way of expeditions against me

    Get charisma items since they buff his AC, and saves triple before using power of the dead

    He will use his mother for buff and to provide misinformation. he tries to split parties up and take them one at a time being careful to never reveal him self as the perpetrator, with his diplomacy and charisma talking his way out of most problems.
    once he becomes vampire his tactics change to turning the front liner of the party into his weapons be fore striking at the others.
    He still prefers hit and run tactics since he can recover from anything.
    when he becomes a vampire lord he becomes much more confident about his abilities, since can almost entirely avoid blows and he easy make almost any save
    Creator of the LA-assignment thread.

    Extended signature!

  3. - Top - End - #93
    Titan in the Playground
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    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    A Joyful build indeed.

    Quote Originally Posted by Lorelai G'Elsewhere
    Lorelai G’Elsewhere: Guardian of the Gate

    Spoiler: backstory

    The final door inside the dark dungeon ground inexorably downwards. Their rogue had disabled the final trap with his dying breath. People would hear tales of his bravery once their grim errand was done.

    Matthias, the sole survivor of the doomed expedition trudged forward, his armor close and cloying around his skin, looming dread at what form the next horror he would face took. If their map was accurate, this was the last room before the fabled treasure with no name.

    No monster lurked before him in shadow. A stout halfling woman sat at a table with a checked cloth, reading a book by an everburning torch, eating a cheese sandwich.

    “Ah, you’re here. You can put that, uh, club away,” she said.

    He lowered his weapon. “It’s a sugliin, actually. It’s been handed down in my family for generations,” he began, but didn’t finish when he saw she was only politely feigning interest. “Do you need a second to stretch or get ready? I figure you’ve been here a while.”

    “Actually, I had something of a different idea,” she said and gestured to the seat opposite her. “I just finished with a group trying to get in there, and I think I pulled something.”

    “Mm.” Matthias suppressed a superior smirk from within his helmet. It was important to stretch. Wizards always forgot.

    “I’m sure if you just leapt at me from where you stand and smashed in my delicate, bird-like bones with that thing, you might be able to get a foot inside the door.” She nodded toward the entrance to Matthias’s fabled prize. “That is, assuming I don’t have enough juice to, y’know.”

    “What, turn my blood into fire or something?” Matthias offered.

    “Sure, let’s say that for example.”

    “So what’re you suggesting? I hope it’s not a battle of wits, being transported into a shared mindscape between two enemies always makes me nauseous.” Matthias kept to himself that he didn’t like his odds since he got hit in the head a lot during his adventures.

    “People still do that? No, don’t worry, I don’t want to catch you bare-brained. It’s not really sporting. I’d like to give you a fair chance. Well, fairish, anyway. Given how tired you are from all the fights before now, I’d wager your odds of walking through that door are 50/50 with someone like me standing in your way.” She broke her sandwich into two halves as if to illustrate the point. Matthias, though patronized, held his tongue.

    “Figure you’re better at making odds than me,” he said.

    “Sure. So why don’t we skip the fighting and just see what your odds are now? If you win, I’ll look the other way, drink some of that sleeping potion on the table, and say you overpowered me, if you lose, I’ll send you on your way. Sound good?” She held out a tiny set of knucklebones. Must’ve been made for halflings. They were hard for Matthias to read. Their rogue had always said he needed glasses, not that Matthias listened.

    Matthias puzzled it over. “Okay. But we’ll use my dice. No offense.” He took out the dice he’d been left by the rogue.

    “None taken.” She stood clear and let Matthias roll.

    “High or low?” she asked.

    “Low,” Matthias said. As usual, he guessed wrong.

    “Blunted thing,” he swore. “Sorry, I’m just frustrated.”

    “No hard feelings.” She extended her hand to shake his, and he took it.

    And he was gone.

    She picked up the large, human knucklebones from the floor and dusted them off. She tossed them into her bag of holding along with the rest, belonging to the interlopers before who’d thought using their own lucky charms would help and who now lay miles and miles below, dead and forgotten inside the earth forever.

    The door had reset by now. She sat and leafed through her book, trying to find her place.

    It opened again. A man atop a dying horse waddled in, his head scarcely avoiding scraping the ceiling.

    “Tantivy! Your dark master will not protect you now! Step aside or feel my steel!”

    She closed her book, marking her page.

    “If it’s all the same to you, could we do something else?” she asked.

    The orc before her lowered his bow and mopped at his brow. “Thank the Host, I’m dead on my feet here. What’d you have in mind?

    Spoiler: stub

    CE strongheart halfling conjurer 3/master specialist 3/luckstealer 2/fatespinner 5/wayfarer guide 3/luckstealer 4/master specialist 5

    Spoiler: abilities

    str 8 -2 halfling
    dex 12 +2 halfling
    con 10
    int 15 (increases here)
    wis 13
    cha 14

    Spoiler: table

    Level Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1st Conjurer 1 +0 +0 +0 +2 k (arcana) 4, k (geography) 4, profession (gambler) 4, spellcraft 4 Dallah Thaun’s Luck, Lucky Start Abrupt Jaunt, (bonus feat: spell focus (conjuration)) specialization: conjuration (ban enchantment and evocation)
    2nd Conjurer 2 +1 +0 +0 +3 k (arcana) 1 (5), k (geography) 1 (5), profession (gambler) 1 (5), spellcraft 1 (5)
    3rd Conjurer 3 +1 +1 +1 +3 concentration 1, k (arcana) 1 (6), k (geography) 1 (6), profession (gambler) 1 (6) Unbelievable Luck
    4th Master specialist 1 +1 +1 +1 +5 concentration 2 (3), k (arcana) 1 (7), k (geography) 1 (7), profession (gambler) 1 (7) Skill Focus (Spellcraft)
    5th Master specialist 2 +2 +1 +1 +6 concentration 2 (5), k (arcana) 1 (8), k (geography) 1 (8), profession (gambler) 1 (8) Expanded spellbook
    6th Master specialist 3 +2 +2 +2 +6 concentration 2 (7), k (arcana) 1 (9), k (geography) 1 (9), profession (gambler) 1 (9) cloudy conjuration Greater Spell Focus
    7th Luckstealer 1 +2 +2 +2 +8 concentration 3 (10), k (arcana) 2 (10), k (geography) 2 (10) Curse of the fatespurned, subtle magic
    8th Luckstealer 2 +3 +2 +2 +9 bluff 6, concentration 1 (11)
    9th Fatespinner 1 +3 +2 +2 +11 concentration 1 (12), spellcraft 4 (9) dimensional jaunt Spin fate
    10th Fatespinner 2 +4 +2 +2 +12 concentration 1 (13), spellcraft 4 (13) Fickle finger of fate
    11th Fatespinner 3 +4 +3 +3 +12 concentration 1 (14), sleight of hand 3, spellcraft 1 (14) Spin destiny
    12th Fatespinner 4 +5 +3 +3 +13 concentration 1 (15), sleight of hand 4 (7), spellcraft 1 (15) survivor’s luck Deny fate, resist fate
    13th Fatespinner 5 +5 +3 +3 +13 concentration 1 (16), sleight of hand 4 (11), spellcraft 1 (16) Seal fate
    14th Wayfarer Guide 1 +5 +3 +3 +15 concentration 1 (17), k (religion) 2, spellcraft 1 (17), swift concentration, Enhanced capacity, improved range
    15th Wayfarer Guide 2 +6/+1 +3 +3 +16 concentration 1 (18), k (religion) 3 (5), conceal spellcasting make your own luck Extra teleportation
    16th Wayfarer Guide 3 +6/+1 +4 +4 +16 concentration 1 (19), k (religion) 3 (8), false theurgy Enhanced accuracy
    17th Luckstealer 3 +6/+1 +5 +5 +16 bluff 5 (11), concentration 1 (20), collector of stories,
    18th Luckstealer 4 +7/+2 +5 +5 +17 bluff 7 (18), concentration 1 (21) quicken spell Lucky magic, desperate recall 1/day
    19th Master specialist 4 +8/+3 +5 +5 +18 concentration 1 (22), k (religion) 6 (14) Minor school esoterica
    20th Master specialist 5 +8/+3 +5 +5 +18 concentration 1 (23), k (religion) 6 (20) Expanded spellbook

    Spoiler: spell chart

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

    Spoiler: playtips

    Spoiler: lvl 5

    You’re up and running as a wizard. Abrupt jaunt, as ever, gives you additional defensive punch, as does Dallah Thaun’s luck. Lucky start begins laying groundwork for your later luck-focused goodies. Cloudy conjuration allows some free bfc, so make use of it whenever possible.

    Spoiler: lvl 10

    It begins. Welcome to luckstealer. For every 3 points you put into your luck pool (easily achievable with an item to boost charisma) via your curse of the fatespurned ability, you can use one of your luck rerolls. As your career goes on, you get more and more rerolls and more cool stuff to do with them.

    Dimensional jaunt allows you to teleport without spending spells. Fatespinner, a cool flavorful class. You can boost your dcs, force friends or enemies to reroll, boost skills, attacks, and saves, automatically stabilize when dying, and even slam an enemy with a -10 to its next save (or boost an ally with a +10) this will become important thematically.

    Spoiler: lvl 15

    Welcome to wayfarer guide. In your travels across the world, you’ve picked up a few tricks. The extra 5th to use a teleportation spell shores up the level you lose in casting, and your accuracy and distance for teleportation is boosted, plus you can take more people with you.

    Sling spells, use teleportation related goodies such as scattering trap, dimensional shuffle, and anticipate teleportation and master space and time.

    Spoiler: lvl 20

    It’s time to talk about my homegirl Nybor.

    A number of 3.0 spells were named after her, and many were updated to 3.5 with her name removed. There were of course a few that slipped through the cracks.

    I’d like to draw your attention to Nybor's joyful voyage

    Cast it on a target and it teleports way the heck out of your life.

    Check out the chart. While your component pieces function alone and do cool stuff on their own, they come together to serve this spell to help you keep people out of the place you guard:

    Spin fate can boost your dc, seal fate can ensure an enemy fails the save, improved range makes sure you put your opponent out of your hair, enhanced accuracy allows you to roll twice and choose the result you prefer (read: shunt your enemy down which, thanks to your improved range, instantly kills them without a save) and lucky magic allows you to reroll some of those dice again in case they don’t meet your needs.

    Even if your enemy makes the save with the odds stacked against it, it still takes a bunch of damage, so may die outright anyway. Cast it all the time, make some smoke since it’s a conjuration spell too, and enjoy life.

    Desperate recall also allows you to recoup a slot up to a 9th in exchange for burning points from your luck pool, easily worth the level in spellcasting progression luckstealer costs and letting you finish with an effective 18/20 caster progression from your extra 9th.

    Spoiler: sources

    srd: wizard, spell focus, quicken spell
    phb2: abrupt jaunt
    complete mage: master specialist, dimensional jaunt, cloudy conjuration
    races of the wild: luckstealer, dallah thaun’s luck
    complete arcane: fatespinner, wayfarer guide
    complete scoundrel: lucky start, unbelievable luck, survivor’s luck, make your own luck
    forgotten realms campaign setting: strongheart halfling
    nybor's joyful voyage
    Creator of the LA-assignment thread.

    Extended signature!

  4. - Top - End - #94
    Titan in the Playground
    Inevitability's Avatar

    Join Date
    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    Let's see what the next competitor has cooked up!

    Quote Originally Posted by Grobzok
    The Ghost of Grobzok the Guardian

    Quote Originally Posted by Monte Cook
    You see an orc with a pie. The room is 10 feet by 10 feet.
    Lawful Evil Orc Warrior 1/Dread Necromancer10/Tomb Warden2/Dread Witch 5
    Medium Undead (Augmented Humanoid) (Incorporeal)

    Spoiler: Abilities
    Str 12->16 (Orc)
    Dex 14
    Con 8-> null (Ghost template)
    Int 13->11 (Orc)
    Wis 10->8 (Orc)
    Cha 15->13 (Orc) ->17 (Ghost Template)

    Spoiler: Build Table
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Warrior 1 +1 +2 +0 +0 Intimidate 4, Craft (Pie) 2 Toughness -
    3 Ghost template - - - - - - Special Attacks: Corrupting Gaze, Draining Touch, Malevolence
    4 Dread Necromancer 1 +1 +2 +0 +2 Knowledge (Arcana) 1, Craft (Pie) (3) - Charnel Touch, Rebuke Undead
    5 Dread Necromancer 2 +2 +2 +0 +3 Knowledge (Arcana) 2, Craft (Pie) 4 Ghostly Grasp Lich Body DR 2
    6 Dread Necromancer 3 +2 +3 +1 +3 Knowledge (Arcana) 3, Craft (Pie) 5, Spellcraft 1 - Negative Energy Burst 1/day, +1 Intelligence
    7 Dread Necromancer 4 +3 +3 +1 +4 Craft (Pie) 6, Spellcraft 3 - Advanced Learning (Kelgore’s Grave Mist), Mental Bastion +2
    8 Dread Necromancer 5 +3 +3 +1 +4 Craft (Pie) 8, Spellcraft 4 Quicken Manifestation Fear Aura
    9 Dread Necromancer 6 +4 +4 +2 +5 Craft (Pie) 10, Concentration 1 - Scabrous Touch 1/day
    10 Tomb Warden 1 +5 +6 +2 +5 Craft (Pie) 11, Concentration 2.5 - Turn Immunity, +1 Charisma
    11 Tomb Warden 2 +6 +7 +2 +5 Craft (Pie) 12, Concentration 5 Reach Spell Tomb Sense
    12 Dread Witch 1 +6 +7 +2 +7 Craft (Pie) 13, Concentration 7 - Master of Terror, Unnatural Will
    13 Dread Witch 2 +7 +7 +2 +8 Craft (Pie) 14, Concentration 9 - Absorb Fear, +1 Spellcasting
    14 Dread Witch 3 +7 +8 +3 +8 Craft (Pie) 15, Concentration 11 Practiced Spellcaster Fearful Empowerment 1/day, +1 Spellcasting, +1 Charisma
    15 Dread Witch 4 +8 +8 +3 +9 Craft (Pie) 16, Concentration 13 - Delay Fear, Greater Master of Terror, +1 Spellcasting
    16 Dread Witch 5 +8 +8 +3 +9 Craft (Pie) 17, Concentration 15 - Fearful Empowerment 2/day, Horrific Aura, Reflective Fear, +1 Spellcasting
    17 Dread Necromancer 7 +8 +8 +3 +9 Craft (Pie) 18, Concentration 16, Fell Frighten Lich Body DR 4, Summon Familiar
    18 Dread Necromancer 8 +9 +8 +3 +10 Craft (Pie) 19, Intimidate 5 - Advanced Learning (Touch of Vecna), Negative Energy Burst 2/day, Undead Mastery, +1 Charisma
    19 Dread Necromancer 9 +9 +9 +4 +10 Craft (Pie) 20, Intimidate 7 - Negative Energy Resistance
    20 Dread Necromancer 10 +10 +9 +4 +11 Craft (Pie) 21, Intimidate 9 Positive Energy Resistance Light Fortification 25%

    Spoiler: Spell Table
    Spells per Day/Spells Known
    CR 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    4th 3 - - - - - - - -
    5th 4 - - - - - - - -
    6th 5 - - - - - - - -
    7th 6 3 - - - - - - -
    8th 6 4 - - - - - - -
    9th 6 5 3 - - - - - -
    13th 6 6 4 - - - - - -
    14th 6 6 5 3 - - - - -
    15th 6 6 6 4 - - - - -
    16th 6 6 6 5 3 - - - -
    17th 6 6 6 6 4 - - - -
    18th 6 6 6 6 5 3 - - -
    19th 6 6 6 6 6 4 - - -
    20th 6 6 6 6 6 5 3 - -

    Spoiler: Ghostly Equipment
    Masterwork Pie Tin, studded Leather Armor, falchion, javelin

    Spoiler: Background
    Grobzok never intended to be a guard. But when the Orc tribe’s Master Piemaker left to deliver a shipment to a nearby pie distributor, Grobzok was given the task of guarding the master’s secret recipe (which had been taped to the bottom of a pie tin) as well as the pie he’d made for himself. Unfortunately for Grobzok, fate and a group of murderous adventurers intervened. On the first round, he was hit by a Cause Fear cast by the party’s Wizard. He cowered in the corner as the adventurers went in for the kill. They ransacked the room, swiping the recipe and devouring the pie. This was too much for his spirit to bear. He manifested as a ghost almost immediately, and destroyed the invaders as they tried to wait out their food comas. Now his spirit wanders the halls of the old bakery, slaying any who would steal its doughy secrets. His spirit will only rest when the Piemaker returns to relieve him of his duties.

    Grobzok’s background would be an extremely obscure tale, equivalent to a DC 30 (or higher) Bardic Knowledge check. Piecing together clues to Grobzok’s origins could be an adventure in itself. The players might need to track down the Piemaker (or one of his descendants) to finally lay his spirit to rest.

    Spoiler: CR Writeups

    Spoiler: CR 1
    CR 1: Grobzok, as he was before his untimely death. He wasn’t quite as strong or hardy as most Orcs, but was smarter and far more charismatic. (Maybe that’s how he landed a supposedly cushy pie-guarding job).

    Spoiler: CR 5
    CR 5: Grobzok has changed into a Ghost, with all of the usual features that brings with it. Charnel Touch from Dread Necromancer allows him to heal at will. This synergizes extremely well with low-level ghostly tactics like retreating into a solid wall, or floating up where low-level groups can’t yet reach. Ghostly Grasp allows him to wield weapons and manipulate items normally on the Material Plane, giving him additional versatility (and removing the need for Ghost Touch ghostly equipment). His Ghost abilities are Corrupting Gaze, Draining Touch, and Malevolence.

    At this level, Grobzok has been haunting the bakery for a few years. A friendly Cleric had buried his remains (including ghostly equipment) securely below the bakery’s basement, but since his task is not yet complete Grobzok's spirit is not at rest. The bakery taken on a reputation of being a haunted house, with rumors of buried treasure. This is fairly accurate; he’s tried to keep the bakery clean by moving the bodies of less-fortunate adventurers away from the ovens to the basement. The PCs might be hired by the new proprietor of the bakery, who’s trying to clear out the ghost.

    Spoiler: CR 10
    CR 10: Grobzok has taken his first level of Tomb Warden, giving him immunity to being Turned. He is casting as a Dread Necromancer 6, which gives him 3rd-level spells like Summon Undead 3, Inflict Serious Wounds, and Ray of Exhaustion. While the Lich Body class feature’s description assumes a corporeal body to start with, there’s nothing preventing the bonuses from applying to a Ghost’s incorporeal body. Grobzok’s choice for Advanced Learning is “Kelgore’s Grave Mist,” a nice spell from Players’ Handbook 2 that deals automatic Cold damage to an area, plus the chance for Fatigue. Very nice for casting in hallways.

    At this level, Grobzok has been haunting the bakery for several decades, and is now a regional legend. No one has even tried to set up shop in the bakery for years. The players might get word of the bakery through an Archivist who has taken an interest in the matter. The Archivist assumes there must be some tragic story behind the haunting; the rumor of long-lost lore hidden in his tomb provides the real motivation.

    Spoiler: CR 15 (Sweet Spot)
    CR 15 (Sweet Spot): Grobzok has just taken his 4th level of Dread Witch, and is casting as a 9th level Dread Necromancer. Reach Spell is now online, helping him to avoid getting too close when delivering spells. He’s finally high enough level to use one of the classic Necromancy spells, Animate Dead, and Practiced Spellcaster helps make up for the caster levels lost from the template, Warrior level, dead level of Dread Witch, and two levels of Tomb Guardian. It also interacts very nicely with Greater Master of Terror. His caster level is now 13, meaning enemies with less than 17 hit dice are not immune to any of his Fear spells.

    At this level, Grobzok’s Tomb has become a well-known place of paranormal activity. Dozens of adventurers have tried (and failed) to destroy him and gain the treasures that now fill the basement. The players might encounter the Tomb as part of an effort to secure peace between a nearby Orc tribe and a human kingdom. The Orc chieftain will consider peace if the party can lay Grobzok’s spirit to its final rest.

    Spoiler: CR 20
    CR 20: Grobzok has reached the height of his spellcasting power, gaining the use of 7th-level spells like Create Undead, Destruction, and Finger of Death. Undead Mastery gives him a larger number of undead to be controlled. At 17th level, Grobzok summons a Vargouille familiar. At his option, he can use his Malevolence ability to inhabit the Vargouille and attack the party directly from the material plane. At 19th, he learns Touch of Vecna (a [Fear, Necromancy] spell from Complete Mage that can permanently paralyze on a failed save). Positive Energy Resistance can grant him a bit of protection against pesky Clerics and their Cure spells.

    At this level, Grobzok is a truly legendary haunting presence. He has likely been haunting the bakery for centuries now, and the details of his origins are lost to the mists of time. He may have attracted the attention of a major Cleric of Gruumsh, who hopes to use the legend of Grobzok’s faithfulness beyond death as a rallying point in a war against humans. The PCs might need to destroy the ghost once and for all to thwart the Cleric’s plans. Or, the PCs might need to retrieve the Legendary Recipe of Grobzok from his burial place beneath the bakery as a component in an important ritual.

    Spoiler: Tactics: Dealing with Death Ward
    One of the most common tactics players will use against a Ghost is Death Ward. It offers a fairly low-level (4th-level spell) method of protection against [Death] and negative energy spells and effects. If the players have Death Ward up, they will be immune to many of Grobzok’s nastiest Dread Necromancer spells. Fortunately, the spell does have a limited duration (minutes/level). Grobzok’s Tomb Sense ability from Tomb Guardian can help him detect the adventurers and delay their progress until the Ward is down.

    If he’s forced to attack while the players are still warded, he does still have a few options. Fear effects will still work normally (especially after Dread Witch 5), Summoned or animated undead will still hit the party for physical damage as usual, and some of his Ghost abilities will help out too. Ghostly Grasp allows him to take up items from the material plane; weapons seized from previous invaders would be fair game. None of his ghostly attacks are tagged as Negative Energy. Corrupting Gaze will still work.

    Draining Touch is more problematic. If you take the interpretation that the “drain” in the title means it’s an Energy Drain effect, it will not work on a Death Warded character. If you interpret “Energy Drain” to be a specific Special Ability that deals negative levels, Death Ward will not protect against Draining Touch.

    Spoiler: Sources
    Reach Spell, Practiced Spellcaster: Complete Divine
    Dread Necromancer, Dread Witch: Heroes of Horror
    Orc, Ghost Template: Monster Manual 1
    Tomb Warden, Quicken Manifestation, Ghostly Grasp, Fell Frighten, Positive Energy Resistance: Libris Mortis
    Kelgore’s Grave Mist: Players’ Handbook II
    Touch of Vecna: Complete Mage
    Creator of the LA-assignment thread.

    Extended signature!

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

    Join Date
    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    Because some days, being a hideous shapeshifting horror in one way just isn't enough.

    Quote Originally Posted by Giolt
    Guardian of the White Tower

    Spoiler: Story
    Giolt started his life as an outcast. Half Zern, Half-Farspawn, a result of the experiments of the Chaos Wars. Even among his own kind they reviled him, he was not pure of form like them.

    Cast out from the undercity of Zaran'Thesk, Giolt wandered the dark reaches until he met with an interesting individual. Zath'Or by name, a Drow fleshwarper by trade. Zath'Or hired Giolt on as a bodyguard seeing as he was more than capable of handling himself, and that the two were evenly matched in terms of fighting prowess. The two wandered the planes, from the orderly workings of Mechanus, to the twisted streets of Sigil. While not much of one for the magical arts Giolt learned many things on his travels with Zath'Or, dark things, how creatures worked inside and out.

    These skills served him well. For one day Zath'Or underwent a ritual to ascend to godhood, But many good creatures were against this. They succeeded in interrupting the ritual but not before Zath'Or could grant a small semblance of his power on his friend and bodyguard. Giolt used his newfound power to exterminate the weakened opponents who had killed Zath'Or. Wounded but alive Giolt went into hiding for a time. Only reemerging to hunt down the families of the ones who raised arms against them.

    During this revenge Giolt came across a lich by the name of Adrovras. The lich had heard of Giolt and Zath'Or and was seeking any relics that might have been left behind, he didn't expect Giolt to still be alive, but offered him a job. Guarding his tower. Giolt agreed on the condition that Adrovras help him commit genocide against the other Zern. A task that both took to with a grin, Leaving the Zern cities in shambles and the remaining denizens in warped or undead states.

    Giolt now remains as the Guardian of the White Tower that overlooks the reaches of the Magewrought Isle. Keeping all supplicants of the lich from entering when he wishes it, and sometimes working as an enforcer. Many undead and living citizens of the Magewrought isle have come to resent Giolt to some degree. As Giolt is rather harsh at times, leaving people dead instead of sending them away. The past few years has seen Adrovras withdrawn to the tower and many question whether the ruler of the White tower is to be seen again. Giolt continues with the last request from Adrovras "Do not let anyone or anything enter...or exit..."

    Spoiler: Bonus: Stat Block
    Giolt CE CR 20 Half-Farspawn Monster of Legend Outsider(native)HD: 8d8,10d10(288), Fast Healing 5
    AC: 32, 18 touch, 24 Flat-footed (8 dex, 14 natural)
    BAB: 18/13/8/3.
    Saves: Fort 23| Ref 20| Will 17
    Resistances: Spell resistance 18, Acid 10, Electricity 10. DR 5/magic
    Speed: 30
    Immunities: Poison, Paralysis, Stunning, polymorphing and mind-affecting effects
    Ability Scores: Str 28, Dex 26, Con 32, Int 20, Wis 21, Cha 21
    Attacks: 4 tentacles (1d6, Treated as Magic), Ripper 2d6
    Space: 5’, Reach 10’
    Senses: Darkvision 60’, Blindsight 60’

    Spoiler: Build Table
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    8 (8 HD) Zern W/Half-farspawn +8/3 +2 +6 +6 Balance 1,Craft(Flesh Sculpting) 3, Escape Artist 8, Heal 9, Intimidate 10, Knowledge(The Planes) 3, Knowledge(Arcana) 3, Listen 10, Spot 10, Use Rope 4 (1)Combat Reflexes
    (3) Evasive Reflexes
    (6)Aberration Blood: Tail
    Adaptive Defenses, Warping Energy, Malleable Form, Shifting Guise, Transmutation Affinity, Change Shape, Spell-Likes,
    Blindsight 60’, Immunity to poison, Resistance 10/acid & electricity, DR 5/magic and natural attacks treated as magical, SR(10+HD)

    9 Crusader 1 +9/4 +4 +6 +6 Balance 3, Knowledge(History)3, Knowledge(Religion)3 (9)Improved Natural Attack(Tentacle) Furious Counterstrike, Steely Resolve 5.
    Vanguard Strike, Charging Minotaur, Stone Bones, Douse the Flames, Leading the Attack.
    Stances: Leading the charge

    10 Crusader 2 +10/5 +5 +6 +6 Balance 5, Knowledge(History)6, Knowledge(Religion)6 - Indomitable Soul
    Stances: Leading the charge, Martial Spirit
    11 Crusader 3 +11/6/1 +5 +7 +7 Balance 7, Concentration 3, Jump 3 - Zealous Surge
    Maneuvers: Mountain Hammer
    12 Crusader 4 +12/7/2 +6 +7 +7 Balance 9, Intimidate 13, Jump 6 (12)Inhuman Reach Steely Resolve 10
    Maneuver Swap: Stone Bones for Tactical Strike

    13 Crusader 5 +13/8/3 +6 +7 +7 Concentration 5, Knowledge(History)9, Knowledge(Religion)9 - Maneuver: Defensive Rebuke
    14 Crusader 6 +14/9/4 +7 +8 +8 Knowledge(The Planes) 5, Knowledge(Arcana) 5 - Smite 1/day
    Maneuver Swap: Douse the Flames for Revitalizing Strike

    16 (14 HD) Monster of Legend +14/9/4 +10 +11 +11 - Bonus Feats:
    Improved Initiative, Multiattack

    Raging Blood:(Electricity)
    Immunities: polymorphing, mind-affecting effects
    Reflective Hide
    Ability bonuses: Str +10, Dex +6, Con +10, Int +2, Wis +2, Cha +4
    Saves: +3 to all

    17 Crusader 7 +15/10/5 +10 +11 +11 Intimidate 18
    Skill Trick: Never Outnumbered, Nimble Charge

    (15)Deepspawn: gains two more tentacles

    Maneuver: Divine Surge
    18 Crusader 8 +16/11/6/1 +11 +11 +11 Balance 8, Spot 12
    Skill Trick: Clarity of Vision, Spot the Weak Point

    - Steely Resolve 15
    Stance: Thicket of Blades

    19 Crusader 9 +17/12/7/2 +11 +12 +12 Bluff 2, Sense Motive 2.5 - Maneuver: Tide of Chaos
    20 Crusader 10 +18/13/8/3 +12 +12 +12 Bluff 4, Sense Motive 5 Robilar's Gambit
    Bonus Feat: Die Hard

    Die Hard

    Spoiler: By CR
    CR 8 - Giolt is little more than a powerful wandering monster. He is quick and dangerous though and his Malleable form helps him adapt to different situations.

    CR 12 - Giolt has met and has been traveling with Zath'Or for a while now and has picked up a few tricks. He prefers using his ripper and maneuvers. He only uses his Change Shape when its in dire need.

    CR 16 - Sweet spot - Giolt has lost Zath'Or but has gained considerable power, becoming a true force to be reckoned with. He uses his reach, reflexes, tentacles and maneuvers to outdo many or few opponents. Spells find a hard time gaining purchase on Giolt as well.

    CR 20 - At this point Giolt is a whirling frenzy on the battlefield and quite intelligent when not. He keeps the stance Thicket of Blades or Robilar's Gambit up depending on the situation. He prefers to open using his skill tricks to get in a free touch attack with his Ripper, and using his reach and stances to harry opponents. He uses his skill tricks when outnumbered and will use his reflexes to strike against opponents depending on how many there are.

    Spoiler: Special Qualities
    Spoiler: Zern
    Adaptive Defenses(Ex): It is immune to all spells and effects that require a Fortitude save unless the effect also works on objects or is harmless. A zern can choose to allow an effect the requires a Fortitude save to affect it.

    Warping Energy(Su): As a standard action, a zern can use this ability to make a melee or ranged attack that deals 1d6 points of damage per 2 HD plus the zerns int mod. The ranged version of this attack can reach 120’ and has no range increment.

    Malleable Form(Ex): As a swift action, a zern can gain one of the following benefits. Each benefit has an unlimited duration. Generally, a zern remains in one form and then slips into another one as the situation dictates. When a zern uses a swift action to gain one of these forms it loses the benefit of the form it previously held.
    Adrenal Surge: The zern’s upper body muscles bulge and grow with enhanced power. It gains a +2 bonus on attack rolls and +4 bonus on damage rolls, including those using its warping energy ability.
    Boneless Form: The zern’s body seems to melt into a puddle of goo as its bones liquefy. It gains a +8 bonus on escape artist checks, which increases to a +16 on checks to squeeze through a tight area.
    Impervious Hide: The zern’s skin shifts into plates of armor. It gains a +4 bonus to AC and DR 5/piercing.
    Size Shift: The zern can shift into large or small size. Gaining the benefits or drawbacks those sizes give.
    Speed Burst: The zern’s legs lengthen and its lower body muscles bulge and grow. Its base land speed increases by 30’.

    Shifting Guise(Su): As the alter self spell; at will; caster lvl 8th. A zern can choose to shift into a different monstrous humanoid form or any humanoid form.

    Transmutation Affinity(Ex): The save DC’s of any transmutation spells or spell-like abilities used by a zern increase by 4.

    Spoiler: Half-Farspawn
    True Strike(Su): Once per day, the creature can make a normal attack with a +20 insight bonus on a single attack roll. The Half-Farspawn is not affected by the miss chance that applies to attacks against a concealed target.

    -Half-farspawn’s natural attacks are treated as magic weapons for the purposes of overcoming damage reduction.

    Change Shape(Su): As a standard action, a half-farspawn can take the form of a grotesque, tentacled mass. This ability functions as described for the change shape ability except as follows:
    -The creatures movement modes do not change.
    -The creature retains the tentacle attacks granted by this template and gains two additional tentacle attacks, that it can use when making a full attack.
    -The creature becomes amorphous. It cannot be flanked, and is not subject to extra damage from crits.
    -Creatures native to the material plane take a -1 morale penalty on attack rolls against a half-farspawn in its amorphous state.

    Spoiler: Monster of Legend
    Raging Blood(Su): Whenever damage is dealt with a slashing or piercing weapon, its blood sprays out in a 5’ cone dealing 1d4 points of damage of electricity to all within range(no save). A Monster of Legend is not harmed by its own blood.

    Immunities(Ex): Immune to polymorphing and mind-affecting effects.

    Reflective Hide(Su): The creature has a silvery sheen to its skin and is permanently protected by a Spell Turning effect as the spell.

    Spoiler: Spell-Likes
    - At will. Reduce Person(DC(15)
    - 1/day. Baleful Polymorph(DC(19), Gaseous Form
    Half-Farspawn (CL equals creatures HD, save DC is cha based)
    -3/day. Blur
    -3/day. Blink
    -1/day. Touch of Idiocy
    -1/day. Stinking Cloud

    Spoiler: Maneuvers & Stances
    Devoted Spirit
    -Vanguard Strike
    -Defensive Rebuke
    -Revitalizing Strike
    -Divine Surge
    -Tide of Chaos
    Stone Dragon
    -Charging Minotaur
    -Mountain Hammer
    White Raven
    -Leading the Attack
    -Tactical Strike

    Leading the charge - Swift, 60’ rad centered. All allies who hear you and make a charge attack in the area gain a bonus on damage rolls equal to your initiator level. You are your own ally.

    Martial Spirit - Swift. You or an ally within 30 feet heals 2 points of damage each time you make a successful melee attack. Each time you hit an opponent in melee, you can choose a different recipient within range to receive this healing.

    Thicket of Blades - Swift. any opponent you threaten that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity from you. Your foes provoke this attack before leaving the area you threaten. Your opponents also cannot use the withdraw action (PH 143) to treat the square they start in as no longer threatened by you.The Tumble skill cannot be used to avoid the attack of opportunity this stance grants. In addition, lower level maneuvers that specifically state that they do not provoke an attack of opportunity are subjected to Thicket of Blades' effect. Maneuvers of equal or higher level than the Thicket of Blades stance are unaffected.

    Spoiler: Optional Bonus: Equipment
    +2 Keen Adamantine Ripper. 2d6 18-20 x3
    Periapt of Health & Endurance: Immune to Disease, protected by the Endure Elements spell. (MiC 254, 253)
    Finned Guantlets: Swim speed 30', can always take 10 on swim checks. (MiC 249)
    Dimension stride boots of landing: take 2 fewer dice of falling damage & always land on feet. +2 on jump and 5/day 60' teleport. (MiC 248)

    Spoiler: Sources
    Monster Manual 4 Pg 195: For the Zern base creature
    Monster Manual 2 pg 213: for the Monster of Legend template
    Lords of Madness pg 152: for the Half-Farspawn template. Same book for many feats
    Complete Scoundrel: for skill tricks
    Planar Handbook: for the Ripper
    Tome of Battle: for the Crusader class and a few feats
    Creator of the LA-assignment thread.

    Extended signature!

  6. - Top - End - #96
    Titan in the Playground
    Inevitability's Avatar

    Join Date
    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    That's an... interesting name.

    Quote Originally Posted by Narfle the Garthog

    Narfle, The Garthog
    Anthraxia Temple Guard, Chevalier First Class


    CE Shadow Faratsu (Fiend Folio 42) Fiend of Possession 6 (FF204)/Dread Necromancer 1 (Heroes of Horror 85)/Marshal 1 (Miniatures Handbook 11)
    Total HP: 12d8+7d6+76

    Demodand/Faratsu/Shadow Traits

    Continuous Freedom of Movement, Poison Immunity, Outsider Traits: All Good Saves, 8+INT skills per HD (x4 at 1st lvl = 32 +80 = 112 @CR12) Simple/Martial weapon proficiencies. Light Armor Proficiency, Shield Proficieny, don’t need to eat or sleep. Darkvision 60 ft, can’t be raised or resurrected except w/ limited wish/miracle/true resurrection.
    Init +5, Speed 40, AC 25 (+1 DEX, +14 natural) touch 11, flat 24
    BAB/Grapple 11/23 Attack: Claw (1d4+4) +15 Full: 2 claws +15, bite (1d6+2) +10
    Size: Large
    Skills at CR 1: Bluff 4, Concentrate 2, Hide 4, Initimidate 4, Knowledge Arcana 2, Knowledge Religion 4, , Spot 2, Sense Motive 4, UMD 4.
    Add 80 total ranks for skills at CR 12: Bluff 12, Conc 6, Heal 10, Hide 14, Intim 14, Know Arc 10, Know Rel 12, Spot 6, Sense Motive 14, UMD 14

    Shadow Template

    Manual of the Planes 190 (only listing changes to base)
    Speed: as base x 1.5 = 60ft
    Gain Cold Resistance 5+1/HD, Lowlight Vision, Shadow Blend: in conditions other than full daylight, disappear into the shadows and gain 90% concealment. (Su) abilities based on HD: 4- +2 luck bonus on all saving throws, 8- Regenerate 2 hp/round, 12- Mirror Image 1/day, 16- Evasion
    Skills: Move Silently +6

    Special Attacks:

    Adhesive Slime


    A thick tarlike substance that is secreted and acts as a powerful adhesive. +8 bonus to Grapple and disarm checks. Any weapon strike requires a REF save DC 17 or it’s stuck. A STR check DC 17 is required to free it. Dousing in Oil dissolves the slime, requiring 10 mins to “regrow” it. Can dissolve at will, slime breaks down 1 minute after creature dies. Grants a +8 racial bonus to Climb.

    Improved Grab

    If it hits w/ claw attack, can attempt grapple as a free action w/o provoking AoO. Grapple Bonus is +23, or +25 when raging.


    3/day. +4 to STR and CON, +2 to WILL saves, -2 AC. Following in effect at CR12 (will of course change as stats/classes change) 11d8+66 (110 hp), AC 23 (9 touch, 22 flat) BAB/Grapple +13/+25. Full attack: 2 claws +17, bite +12 (1d4+6/1d6+6). Lasts 7 rounds, NOT fatigued at end of rage.


    At Will: Detect Magic, Clairaudience/Clairvoyance, Fear, Invisibility, Tongues
    3/day: Fog Cloud, Ray of Enfeeblement
    2/day: Dispel magic
    CL 11, DC 13+ spell level

    Summon Demodand

    1/day attempt to summon 1d4 faratsu’s (as summon monster). success on 70-100% roll. Summons last for 1 hour. Once summoned, can’t use its own Summon Demodand ability for 1 hour.

    Acid&Poison Immunity, Cold&Fire Resistance 10, DR 10/+1, Outsider Traits, Scent, SR 23


    STR 19
    DEX 13
    CON 14
    INT 8
    WIS 12
    CHA 16

    Elite Array:
    STR 19-11+8= 16 (+3)
    DEX 13-11+10= 10 (+0)
    CON 14-10+14= 18 (+4)
    INT 8-10+12= 10 (+0)
    WIS 12-10+13= 15 (+2)
    CHA 16-10+15= 21 (+5)
    All points into CHA = CHA 25 at CR 19 (+7)


    Narfle was tired of being picked on by the damned Kelubar and Shator who just thought ‘SO MUCH’ of themselves. As a youngling he was forced to act as a scullery maid and clean up the summoning chamber after things went awry, as was more often than not. He was constantly subjected to a dimensional anchor as they kept an active gate in that room. Then one day, they slipped up and it wasn’t cast on him, he played the dummy, and at the first opportunity bolted through. The gate led to the Material Plane that he’d heard so much about, a dreamland of sorts in comparison to the hell that is Carceri.

    He wandered for a time, eventually finding a home of sorts at the Temple Anthraxia, a sort of dumping ground for relics and items of power from across the land. The grounds were immense, several massive pryamids, surrounded on all sides by statues of every size and shape. They were made of every material imaginable, stone, steel, glass, even gold, diamond, cold iron, and adamantine!

    The Temple’s guardians recognized in him something special, and took him in. His training began as a lowly Groundskeeper. Here he learned every nook and cranny of the enormous complex. At times he would stumble into a party of thieves bent on pillaging the sacred idols, and occasionally would fly into a seemingly endless rage while he tore them apart.

    He was promoted to Temple Guardling, the lowest rank of that caste. He gained new powers by eavesdropping on some of the Temple’s guardians. He could now hide within his precious statues and spy unseen on the entire complex. He quickly became a vicious and feroucious Guard, promoted time and again. He surpassed his keepers again, and became the first outsider to be placed in charge of security for the entire complex.
    The others, when he chose to appear before them, now bowed and scraped and showed him the respect, not the other way around. Those that chose to ignore him, or speak ill of him in the shadows soon found themselves suddenly in his thrall. Many never came back at all from that, or if they did, would walk about in a trance for hours at a time, as if automatons.

    The constant desire to simply be more led to him adding grafts to himself, further increasing his abilities.

    Narfle could be anywhere, at anytime, in anything or anyone. This was his POWER.

    Build Table

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    12 Shadow Faratsu +11 +7 +7 +7 Bluff 12, Concentration 6, Heal 10, Hide 14, Intimidate 14, Knowledge Arcana 10, Knowledge Religion 12, Spot 6, Sense Motive 14, UMD 14 1- Mad Foam Rager, 3- Blessing of the Godless, 6- Naturalized Denizen, 9- Craft Rune Circle (B) – Improved Grab Continous Freedom of Movement, Outsider Traits, Shadow Template, Adhesive Slime, Rage, SLA’s, Summon Demodand
    13 Fiend of Possession 1 +11 +9 +9 +9 Hide 15, Spot 7 Frightful Presence Ethereal Form, Hide Presence, Possess Object
    14 Dread Necromancer 1 +11 +9 +9 +11 Hide 16, Concentration 7 - Charnel Touch, Rebuke Undead, Spells
    15 Fiend of Possession 2 +12 +10 +10 +12 Hide 17, Spot 8 - Curse, Magic Item
    16 Fiend of Possession 3 +12 +10 +10 +12 Hide 18, Spot 9 Create Graft Control Object
    17 Fiend of Possession 4 +13 +11 +11 +13 Hide 19, Spot 10 - Animate Object, Possess Creature
    18 Fiend of Possession 5 +13 +11 +11 +13 Hide 20, Spot 11 - Ally or Enemy, Possess noncontinuous object
    19 Fiend of Possession 6 +14 +12 +12 +14 Hide 21, Spot 12 Ability Focus: Control Creature Control Creature
    20 Marshal 1 +14 +14 +12 +16 Hide (cc) 22 Spot 14 Skill Focus (Diplomacy) Minor Aura: Motivate Charisma

    Class’s Breakdown:
    (( I actually think each level is more awesome then the one before it, and there for every level is the sweet spot ))

    At creation, you can summon 1d4 of your base self 1/day with a 30% chance of success, which means at any given time you could have 1-4 other farastu’s around for an hour to grapple things to death, or fly into a rage, or spam SLA’s to their hearts content. Mad Foam Rager means you can delay the effects of any harmful action until the END of your next turn, basically a “nope” button for a round. Later on this will become even more useful. Naturalized Denizen removes the Extraplanar subtype from you, meaning one of your greatest weaknesses no longer exists. Blessing of the Godless has 3 ceremonies, all of which are beneficial to you: Dark Pact grants your Class Level x number of participants (yourself and up to 5 others) in temporary health points per 24 hours that anyone can draw from. At CR 20, that’s 120 temporary HP’s that can be used for healing (if you’re not counting racial HD as class levels, then you have 8 levels X 6 participants for 48 hps). Anoint the Wicked grants a +4 bonus on checks to save against Intimidate as well as fear saves. Shield of the Godless grants +4 on saves vs Divine spells, DR 5/smites, and if any are affected by a divine spell, all participants w/in 60 ft get +2 on attack and dmg rolls for 1 round. Craft Rune Circle is picked up and can start to be used to create or repair others in the temple already. Improved Grab and Freedom of Movement work together to make it so you (and your summons) can grapple all they want w/o being grappled themselves. Shadow template gives 90% concealment anytime there’s a shadow around, as well as the first 2 special abilities: +2 to all saves and Regeneration 2. At this level you’re a beatstick, who might have a beatstick or 4 more next to you. You can spam invisibility for all of them at will, as well as several other SLA’s. Resistances, DR and SR on top of all that. Your summons can cast summon Damodand in the instant before they themselves wink out of existence, over and over, so assuming a continual chain of successes, you’ll always have at least 1 underling around.


    Fiend of Possession and Dread Necromancer combine to allow you to be able to first and most importantly become Ethereal at will and possess mundane objects freely. Mad Foam Rager means you can be hit w/ something nasty, turn ethereal, no longer be effected by whatever hit you, and then go on about your day. Using clairvoyance/audience as an at will SLA allows you to be able to see normally whenever you’re ethereal or in possession of anything, knowing what’s coming from every direction as you can just create as many of them as you want and bounce between them. Once inside an object, you can spam fear as an SLA at will every round, driving enemies away.

    Etherealness: http://www.d20srd.org/srd/specialAbilities.htm
    An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet. Force effects (such as magic missile and wall of force) and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane (such as a basilisk’s gaze attack). Treat other ethereal creatures and ethereal objects as if they were material.

    Dread Necro gives us our only actual spellcasting beyond SLA’s, most importantly undetectable alignment, meaning two castings will hide you completely as evil and chaotic. Maybe 1 casting depending on how you interpret the spell. Hide Presence allows you to make a hide check with a few extra benefits. Namely you could be possessing an object or creature and be carried through things like a circle of protection against evil, you could prevent a smite evil attack from working by denying the ability from detecting you as evil, etc (effectively stopping any alignment based spells or abilities). Curse combined w/ possess object allows you to use “bestow curse” freely as well. How about you possess the stones in a bridge, as the party walks over it, they’re all subject to -6 to an ability score, permanently. How about a door, a bridge, a trap, etc. Anything that’s one continuous slab. At these levels you can possess anything from Tiny to Huge. Add Magic Item into that, which allows you to also grant up to your class level in enhancement bonus’s to a mundane item, or increase an already magic item’s enhancement even further.

    You leave a magic sword laying on the ground in the temple somewhere, a measely +1 longsword. Then you possess it and turn it into a +4 sword or anything. You make your hide check, you’ve cast undetectable alignment for the day so you can’t be detected by detect evil. The party comes along, identifies the sword as a +4 sword, you bestow curse on the idiot that picks it up (the item isn’t cursed until you decide it is), then abandon the sword by turning ethereal and possessing the next thing and bestow another curse applying another -6 penalty, wash rinse repeat. The text of Frightful Presence states “anytime you attack or charge” but doesn’t state you have to be visible. Anytime you’re activating any of your abilities, you’re obviously attacking, and so everyone in the area has to make a fear save or be shaken (unless they’ve saved against it in the last 24 hours).


    Create Graft comes online to let you start augmenting yourself with Fiendish Grafts. You can use UMD or find someone in the temple to cast the spells necessary. Over time, you’ll just end up with every one in the book if you’re not killed. Control Object and Animate Object lets you possess any non-magical material object and animate it. So now all those huge statues around the temple can come alive and attack intruders. That Ballista can fire down the hallway, doors can shut again or refuse to open in the first place, traps can rearm, catapults can fire, wagons can roll, etc. You can now possess Gargantuan and then Colossal objects as well, nothing like a 32-64 ft tall statue, weighing up to 125 tons, (colossal is even bigger!) coming alive and trying to kill you w/ a massive stone sword/mace/shield/fist (that now has a +6 enhancement bonus of some kind) that when it touches you bestows a curse, and who’s controller can’t be banished out of it as you can’t detect him, nor cast spells targeting an extraplanar creature to force him out of possession. Possess Creature allows you to piggyback inside another being, your undetectable alignment means their protection against evil doesn’t stop you automatically. You merge with that creature, so can’t be targeted individually from it. (can you bestow curse on them from inside? They’re touching you technically..) Ally or Enemy means you can grant or penalize any ability score by 4 points, at will as a free action. On top of the -6 from bestow curse means a -10 to an ability score of an opponent that failed it’s possession save.. Non-continous object now allows you to possess things like a pool of water, dust clouds, whole sections of walls or flooring to continue the assault.

    CR 19-20


    Control creature comes online to now allow you to take over the PC’s entirely. An opponent failing their will save DC 29, or 36 w/ Marshal’s aura is now completely under your control for a minimum of 13 rounds with access to all the abilities, skills, feats, and spell knowledge, acting for all intents as the creature itself while using your own INT/WIS/CHA (remember you can grant a +4 bonus to yourself now while in control If you need to meet spell req’s..) while gaining all of its physical stats. (remember you can’t be banished or dismissed..) Marshal grants skill focus diplomacy, however in most other instances, an evil character has the ability to have diplomacy function as Intimidate, which we’d apply. Minor Aura Motivate Charisma lets us double up on our CHA modifier (+7) for everything it relates to, which happens to be every ability we use in the entire build, and especially DC’s for them.


    Minor Aura: Motivate Charisma - Add your CHA bonus (+7) to all CHA checks and skills. So we’re double dipping our CHA to increase the DC of all our spells, as well as our possession abilities.

    1- Mad Foam Rager (PHB2 80) – once per rage, delay the effects of a spell, ability, or attack until the end of your next turn
    3- Blessing of the Godless (EoE 23) – ceremonies based off Know: Religion. Each takes 6 mins to perform, lasts 24 hours.
    6- Naturalized Denizen – (UA 94) Lose the extraplanar subtype, can no longer be banished/dismissed or the like that targets extraplanar creatures.
    9- Craft Rune Circle – (Races of Stone 137 & 168)

    The examples listed on 168 are for dwarves, gnomes, goliaths, but you can create a rune circle to affect those as you see fit, so modifying a few of the sample ones to instead target Fiends shouldn’t be out of the realm of possibility, or to conform w/ your CL restriction.
    Most commonly used: Deep Hollow Circle- Grants 1 additional Faratsu when casting summon Demodand, meaning you’ll always get at least 2 provided you succeed. Or maybe you create one to increase the probability of your summon being successful..
    Goliath’s Rage Ring – any round spent inside the 40 ft radius circle doesn’t count towards rage’s duration.

    12- Frightful Presence – (Draconomicon 107) – when you attack or charge, all opponents within 30 ft of you who have fewer levels or HD than you become shaken for 1d6+CHA rounds, DC 10 + ½ char level + CHA negates. (doesn’t say they have to be able to see you…)
    15- Graft Flesh (FF 207) – can create and apply Fiendish Grafts to yourself or another
    18- Ability Focus (MM 303) Gain +2 DC to special ability: Control Creature

    Dread Necromancer Spells (*’s most commonly used) can cast 5 per day (3 from class, 2 bonus)

    Know: Bane, Bestow Wound, Cause Fear, Chill Touch, Detect Magic, Detect Undead, Doom*, Hide from Undead, Inflict Light Wounds, Ray of Enfeeblement*, Summon Undead 1, Undetectable Alignment*

    Fun things:

    Fiendish Grafts can be applied one at a time, over time. Any missing spells can be gotten via Fiend of possession 6, or UMD for wands/staffs.
    Same for Craft Rune Circles, you can get spells you don’t have access to in that way, or use the ones you have to create runes beneficial to you.



    Draconomicon 107
    Exemplars of Evil: 23
    Fiend Folio 42, 204, 207
    Heroes of Horror 85
    Manual of the Planes 190
    Miniatures Handbook 11
    Monster Manual 303
    PHB2 80
    Races of Stone 137, 168
    Unearthed Arcana 94

    Creator of the LA-assignment thread.

    Extended signature!

  7. - Top - End - #97
    Titan in the Playground
    Inevitability's Avatar

    Join Date
    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    Screw this, it's 00:13 AM here and I already made a vamp joke. Read that one again if you must.

    Quote Originally Posted by Sharla
    Quote Originally Posted by Also Sharla

    Human vampire, Duskblade 13, Crusader 5

    Spoiler: Picture:

    Spoiler: History
    There are many legendary sites on Toril, places filled with magic and danger. Few are as infamous as Larloch's Crypt, an ancient fortress build in the ruins of a crashed Netherese city. Ruled by Larloch, an unbelievably ancient and insane lich, for centuries it has been a place adventurers don't return from.

    And Sharla is its first line of defense.

    Born in Baldur's Gate, to a secret cult of Talona controlled by one of Larloch's vampire lords, she was bred for a single purpose – to kill any mortals that dare approach the crypt, so that the liches of the necropolis could work unbothered. She was trained since childhood to be a deadly combatant, learning of all the creatures she could face, and how to kill them, as well as how to channel the spite of her goddess to fulfill her master's goals. Once her skills were deemed sufficient, she received a vampiric embrace, her slower classmates soon dying at her fangs to become her first thraals.

    Between her training, and the predatory instincts inherited with the kiss of vampirism, Sharla's mind has been twisted. She's a sadistic monster, delighting in the suffering of others, whose bloodlust is only tempered by her unquestioning loyalty to her master.

    Sharla spends her unlife in the gatehouse build on the approach to Larloch's Crypt. Once the perimeter security spells are triggered, she leaves her post at the gate, and goes on a hunt, her bat servants and thrall spreading out through the perpetually dark forest to locate the interlopers, allowing Sharla herself to engage them in a war of attrition – using her flight ability, she engages the enemy in a series of hit and run attacks, draining their resources while her own injuries recover through fast healing. Eventually they all die, either butchered in combat, or dominated when their protection spells finally run out. Those that seem useful for her job, adventurers skilled at tracking or divination, Sharla transforms and enslaves, replacing any thralls she might have callously sacrificed in the battle. The rest are carried off to the fortress, doomed to become lesser undead.

    Spoiler: Appearance:
    Sharla is a long-haired,attractive blonde, embraced at the peak of her physical abilities.While she is never really off duty, she likes wearing expensive, elegant dresses when out of combat, about the only indulgence beyond torturing her victims that she allows herself. Sometimes she even wears them while stalking her prey, keeping her free from the noisy burden of armor while stealth might still be useful.

    However,once the fight is imminent, it only takes her seconds to don herequipment – one twist of her magical armament ring, and theexpensive silks disappear, replaced by enameled mithral breastplate,white wings unfurl, no longer hidden by the elegant cape, and thelady's fan is replaced by a wicked-looking black spear.

    Spoiler: Stats:
    Starting: STR 14 DEX 15CON 8 INT 13 WIS 12 CHA 10
    Level 4 : STR 14 DEX 15 CON 8 INT 14WIS 12 CHA 10
    Level 6 : STR 20 DEX 19 CON - INT 16 WIS 14 CHA 14
    Level 8 : STR 20 DEX 20 CON - INT 16 WIS 14 CHA 14
    Level 12 :STR 20 DEX 20 CON - INT 17 WIS 14 CHA 14
    Level 16 : STR 20 DEX 20CON - INT 18 WIS 14 CHA 14

    Spoiler: Build:
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 duskblade1 +1 +2 +0 +2 concentration 4, spellcraft 4, knowledge religion 4,knowledge local 4 power attack, arcane disciple (Talona, suffering domain) arcane attunement
    armored mage (light)
    2 duskblade2 +2 +3 +0 +3 concentration 5, spellcraft 4, knowledge religion 5,knowledge local 5 knowledge dungeoneering 1 combat casting
    3 duskblade3 +3 +3 +1 +3 concentration 6, spellcraft 4, knowledge religion 6,knowledge local 6 knowledge dungeoneering 1,
    knowledge arcana 1
    knowledge devotion arcane channeling
    4 duskblade4 +4 +4 +1 +4 concentration 7, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 1
    knowledge arcana 2,knowledge planes 2, knowledge nature 2
    arcane mage (medium)
    5 duskblade5 +5 +4 +1 +4 concentration 8, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 2
    knowledge arcana 2knowledge planes 2
    knowledge nature 2
    quick cast x1
    8 duskblade6 vampire template +6 +5 +2 +5 concentration 9, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4
    martial study, alertness, combat reflexes, dodge,improved initiative, lightning reflexes spell power+2

    vampire traits
    9 crusader1 +7 +7 +2 +5 concentration 10, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4 balance 5 intimidate 2
    furious counterstrike
    steely resolve 5
    10 crusader2 +8 +8 +2 +5 concentration 11, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4 balance 5 intimidate 2
    indomitable soul
    11 duskblade7 +9 +8 +2 +5 concentration 12, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 3
    knowledge arcana 3knowledge planes 3
    knowledge nature 4 balance 5 intimidate 9
    arcane strike armored mage (heavy shield)
    12 duskblade8 +10 +9 +2 +6 concentration 13, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 4
    knowledge arcana 4knowledge planes 4
    knowledge nature 5 balance 5 intimidate 9
    13 duskblade9 +11 +9 +3 +6 concentration 14, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 6
    knowledge arcana 6knowledge planes 5
    knowledge nature 5 balance 5 intimidate 9
    14 duskblade10 +12 +10 +3 +7 concentration 15, spellcraft 4, knowledge religion 7,knowledge local 7 knowledge dungeoneering 7
    knowledge arcana 7knowledge planes 7
    knowledge nature 6 balance 5 intimidate 9
    practiced spellcaster quick cast x2
    15 duskblade11 +13 +10 +3 +7 concentration 16, spellcraft 4, knowledge religion 7,knowledge local 8 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 8
    knowledge nature 7 balance 5 intimidate 9
    improved toughness spell power+3
    16 duskblade12 +14 +11 +4 +8 concentration 17, spellcraft 4, knowledge religion 8,knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 9
    17 duskblade13 +15 +11 +4 +8 concentration 18, spellcraft 4, knowledge religion 8,knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 9
    arcane channeling (full attack)
    18 crusader3 +16 +11 +5 +9 concentration 19, spellcraft 4, knowledge religion 8,knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 17
    zealous surge
    19 crusader4 +17 +12 +5 +9 concentration 20, spellcraft 4, knowledge religion13, knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 20
    steely resolve 10
    20 crusader5 +18 +12 +5 +9 concentration 21, spellcraft 4, knowledge religion20, knowledge local 9 knowledge dungeoneering 8
    knowledge arcana 8knowledge planes 9
    knowledge nature 9 balance 5 intimidate 21
    improved sunder

    Spoiler: Spells per day:

    Level 0lvl 1st 2nd 3rd 4th
    1st 3 2 - - -
    2nd 4 3 - - -
    3rd 5 4 - - -
    4th 6 5 - - -
    5th 6 5 2 - -
    6th 6 6 3 - -
    7th 6 6 3 - -
    8th 6 6 3 - -
    9th 6 6 5 - -
    10th 6 7 6 - -
    11th 6 7 6 2 -
    12th 6 8 7 3 -
    13th 6 8 7 5 -
    14th 6 8 8 6 -
    15th 6 9 8 6 2
    16th 6 9 8 6 2
    17th 6 9 8 6 2
    18th 6 9 8 6 2

    Spoiler: Spells known:

    STARTING: 0 detect magic, read magic, touch of fatigue, ghost sound, acid splash,
    I shocking grasp,true strike
    Level 2 I bane (suffering domain)
    Level 3 I obscuring mist
    Level 4 I resist energy
    Level 5 II dimension hop
    Level 6 II see invisibility
    Level 9 II invisibility
    Level 10 II acid arrow
    Level 11 III vampiric touch
    Level 12 III dispelling touch
    Level 13 III bestow curse (suffering domain)
    Level 14 III ray of exhaustion
    Level 15 IV fire shield

    Spoiler: Maneuvers:

    Level known readied stances
    7 5 5 (2) 1
    8 5 5 (2) 2
    16 6 5 (2) 2
    17 6 5 (2) 2
    18 7 5 (2) 2

    Spoiler: Maneuvers list:

    Martial study: action before thought

    level 7: crusader's strike, foehammer, charging minotaur, mountain hammer, revitalizing strike, stance: martial spirit
    level 8: stance: thicket of blades
    level 16: daunting strike
    level 17: trade mountain hammer for elder mountain hammer
    level 18: rallying strike

    Spoiler: CR10
    . At this CR , Sharla isn't yet powerful enough to be a proper guard of Larloch's Crypt. She's only been a proper vampire for a couple levels. However, the party might meet her guarding one of his side-projects elsewhere. Perhaps the party goes in search of a sage who went to explore underground ruins with some adventurer bodyguards and went missing. Upon arrival, they find that a research team from Larloch's Crypt has taken over the site – a lich loremaster descended the ruins, while leaving Sharla guarding the entrance while he works.

    Her fighting strategy will be relatively simple. - use minions (low level undead that came with her, or dominated adventurers, possibly spawn if she had the time to embrace anyone) to guard the perimeter. Once she's alerted to the party's presence, she'll summon her bats, drain any non-combatant captives she might have to boost her HP, and armor up.

    Once the battle starts, she'll start by trying to assess how well protected the party is – starting with an attempt to dominate the biggest party member. If it works, she'll continue dominate attempts until the party fights itself. If it doesn't, she'll check for death ward – if she doesn't have a wight to send forth, she'll have to punch someone herself. She'll use minions as meat shields to avoid getting swarmed.

    Once she knows what's she's dealing with,she'll take to the air. Her idea is to fight at reach, reducing the number of characters that can attack her at once, using a combination of her damage reduction and fast healing with healing abilities provided by crusader features to keep her in a fight until her opponents run out of resources. She'll only go within arm's reach if she can slam an unwarded caster.

    Her coffin is stored in the bag of holding of her lich superior – if she returns to him defeated, he'll teleport out, unwilling to jeopardize his well-being for whatever is left unexplored in the ruins.

    There are two items needed for her fighting strategy. The first is any cheap item that grants flight.The other is a longspear. Beyond that, any equipment will do.

    Her build provides the rest – being a vampire gives her high stats,damage reduction and fast healing, as well as special attacks –domination to take over weak willed opponents, and a bat swarm to sic on casters. Her duskblade abilities augment her attacks through knowledge devotion and channeled spells, while the crusader gives her some extra means to heal herself.

    One key feature is martial study, granting her access to action before thought, before her first crusader level – so it will be usable once per encounter, but always available without having to be granted. Reflex save-or-die sunlight-based effects are bane of vampires, and it is essential for her to have a counter.

    Suffering domain grants her access to bane, a useful spell to quick-cast as she enters battle.

    Spoiler: CR15
    With a couple more levels under her belt, Sharla gets better at what she does. First of all, her boss will now consider her important enough to bother upgrading her with a feathered wings graft, allowing her to fly without magic. She will also expand her arsenal of spells. Among other things, she can use bestow curse once a day.

    On the other hand, any competent party at this level will all have flight, reducing the effectiveness of her primary tactic. She'll use minions to compensate, trying to tie up the party while she goes after her chosen target.

    Now she can be met in the forest surrounding Larloch's Crypt. No sane party would try to meet Larloch himself, but perhaps the players can be sent to retrieve something from the area she guards, such as an important item from a body of a noble who was last seen heading in that direction with a retinue of knights.

    Once alerted of the party's presence, Sharla will use her minions to search the area,while scouting from the air herself – she's aware of the magical traps set in the forest, and will take note if any activate.

    Having located her targets, she'll first use minions to gauge their strength– losing a couple thralls to absorb a round of rocket tag is acceptable cost. After that she will continue with her tactics from CR 10. She will first approach invisible, and if she believes the party can't see her, she'll introduce herself with a full attack on the party wizard.

    Since the wards in the forest make teleportation a risky prospect, the party will likely try to leave on foot. Sharla will hound them until they die or leave – with her unlimited flight duration she can hang out of reach, waiting for their buffs to run out, and if they manage to cut her down, the coffin in the gatehouse contains a negative energy trap to kickstart her as soon as she returns – if the party takes long to find whatever they are looking for, they may end up fighting her several times.

    Spoiler: CR20
    In almost every campaign there comes a time when the party has no choice but do something crazy. Perhaps this time they do need to talk to Larloch? Too bad the gatekeeper hasn't been informed of any breathing visitors.

    There are two ways this may go. Either the party can't get through Larloch's screening wards to deliver a message spell, and have to literally show up on his doorstep, hoping that whatever bargain they have in mind will be good enough to prevent him from killing them on principle. In that case, a fight near the gatehouse will attract attention of about a dozen liches,who will show up 3 rounds after Sharla drops – the party will then have one round to explain themselves (since trespassing on Larloch's turf is already a capital offense, dusting Sharla won't decrease their chances)

    Or they did manage to arrange a meeting, and Larloch neglected to have her informed, because he's an ass – also won't waste his time on weaklings.

    At this level Sharla is much more dangerous. Her old methods are still applicable, but she can now channel her spells through a full attack, allowing her to hit multiple targets with bestow curse. She can also shake her opponents using her impressive intimidate score (possibly followed by daunting strike to send them running), and will be quick to sunder the holy symbol of any cleric that dares cast against her. A fireshield spell provides a small melee deterrent. Finally, she's now powerful enough to have a retinue of actual vampires rather than thralls under her command.

    Sources: Player's Handbook, Player's Handbook II, Monster manual I, Monster manual V, Tome of Battle, Spell compendium, Fiend Folio.
    Last edited by Inevitability; 2018-03-01 at 06:14 PM.
    Creator of the LA-assignment thread.

    Extended signature!

  8. - Top - End - #98
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    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    "OH YEAH" indeed.

    Quote Originally Posted by K.A.M.
    Soulfused Construct, Lost, Advanced Alchemical Golem, Totemist 2, Fighter 2, Warblade 1

    Spoiler: Storytime
    The intrepid adventurers were deep underground now, having finally found the long forgotten fortress they were searching for. Buried centuries before by some powerful mage duel gone wrong.
    Kal-trax gathered together treasure seekers from across the land and led them down, convinced of salvaging powerful magic items. Everyone knew of the tale of the fortress, but no one knew where it was. Only rumors and tall-tales sung at taverns.

    “We saw it, it’s real!” One of Kal-trax’s companions whispered wide-eyed to him. “Everyone thinks it’s just a legend, but we SAW it!”
    “What exactly did you see?” Kal-trax demanded. He knew the stories of a guardian creature that fell with the fortress, that was never relieved of duty. Still tirelessly patrolling it’s Master’s home.
    “It was huge! Looked almost human or dwarf like, but everything was swollen and misshaped. Like it wasn’t fully formed!” His companion had a confused look on his face. As if searching for the right words to describe it.
    He shook him, trying to get him to focus.
    “It looked inside out. We could see inside it. Fluids and oils bulging all over it, swirling around like a dirty pint of mead. Everything was red! Looked like blood at first, but smelled like it was burning.”
    “Did it carry weapons?” Kal-trax asked.
    “We didn’t see any. But it’s arms and legs were massive. Had on some weird boots and spiked gauntlets that just sort of melded into it. And mist was coming from it’s head. Like it was wearing a crow of ice.”
    “It was stomping through rubble and crushing stone like it was nothing. Screw the treasure. Screw the gold. We gotta leave before it notices us.
    Kal-trax stared at his companions eyes as they widened in fear. He’d been hearing that faint thumping sound for some time now. They all had. Now, each time it sounded, their eyes would grow bigger and they’d have a sharp intake of breath.
    In a low voice, barely a whisper. “That’s the beast! It’s coming. I’m leaving now before it catches us!”
    Kal-trax shook his head, let go of his companion, and watched him rush through the old archway that marked the entrance to cavern they decided to camp in. His other companion had made his way to the far side of the cavern and was rocking back and forth holding his head, muttering nonsense. “ohno ohno ohno...”
    That pounding sound seemed much louder now, as if it was coming closer.
    “ohno ohno ohno...”
    From outside the archway there was a scream. Moments later his companion came sprinting into the camp again, a look of panic on his face. Speechless.
    All three treasure hunters were staring at the archway. Kal-trax ready with a sword in his hand. One companion wide-eyed and in shock from what he’d just seen. The other still on the ground holding his head and crying ever louder. “Ohno... Ohno... Ohno...”


    From behind them, a faint crunching sound was heard by the one on the ground.
    “Ooh Nooooo!”
    The cavern wall busted apart and in burst the creature. Humongous and filled with bright red chemicals.
    Before they could react, it opened it’s mouth letting out a hate filled scream. Burning bile exploded from it's mouth covering the treasure hunters, instantly melting their faces, and they knew no more...
    Spoiler: Oh Yeah!

    Spoiler: How’s and Why
    K.A.M. was created as a guardian long ago by a talented mage. She created and lived in one of the most spectacular fortresses of that time. The mage needed something to drive off intruders and thieves while she was away. As killing every creature that came by would eventually get her in trouble with the local authorities, and disposing of the bodies would become tedious and tiresome, she created a golem to handle of security. Golems are naturally not the best thinkers around, being completely mindless, so K.A.M. was given orders to destroy the weapons and armor of any intruder that came to her home. If that didn’t drive them off, K.A.M. would continue pulverizing the creatures until that wised up and ran for it, or were killed. It did this job for many, many years, and earned a reputation where most would-be thieves avoided the mage’s home completely.

    Late one morning, the mage got into it with another powerful spellslinger over some slight and they had it out at her home. The ensuing battle destroyed much of the surrounding land and ended up burying her home deep underground. It was well protected by enchantments and survived with nearly everything intact, including it’s protector K.A.M.

    Years passed and K.A.M. did it’s duty. Occasionally an intelligent creature would come along and find the fortress, K.A.M. would attack and sometimes they would get away. The legend of the fortress and it’s guardian persisted.

    Eventually K.A.M. wore down, having no way to repair itself or even realizing that it needed to in order to keep existing. But still it did it’s duty protecting the mage’s home. The magics of the fortress were strong, but eventually they started to break down to as the mage wasn’t around to restore them. The magics started do strange things to K.A.M. Every creature he killed had a bit of it’s soul torn away by the magics and somehow attached them to K.A.M.

    One day he woke up. He experienced sentience for the first time. He instinctively knew how to control and use all those bits of soul stuffed inside him. He could make decisions, experience emotions, ...pain. It quickly drove him insane and he became Lost. A creature full of nothing but hatred and barely more than an animal. Surviving on instinct alone.
    Instinct combined with programming and he eventually regained a bit of it’s mind but couldn’t pull himself away from his home and his duty. It’s all he has ever known and all he cares to know. Nothing else interests him except guarding that which has been long abandoned to time.

    Spoiler: Ability Scores
    Racial Soulfused
    Lost Hit Dice Total
    Str 15 +12 +0 +4 +1 (HD 24) 32 (+11)
    Dex 14 +2 +2 +0 +2 (HD 28,35) 20 (+5)
    Con 10 - 10 +4 +0 14 (+2
    Int 8 - 3 -6(Minimum 1) +2 (HD 32,36) 3 (-4)
    Wis 12 +0 +0 +0 +0 12 (+1)
    Cha 13 -10 +4 +0 +1(HD 35) 8 (-1)

    Spoiler: Build Table
    CR Class/HD Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features Essentia
    11 22 HD +16 +7 +7 +7 - - Acidic Touch
    Breath Weapon
    Alchemical Healing
    Immunity to Magic
    Construct Traits, DR
    12 26 HD +19 +8 +8 +8 - - - -
    13 30 HD +22 +10 +10 +10 - - - -
    13 31 HD +23 +10 +10 +10 - - - -
    14 Soulfused Construct template +23 +10 +10 +10 Speak Language – 1 (Common)
    Speak Language – 1 (Ibixian)
    Intimidate – 16 (32 points)
    Power Attack
    Improved Bull Rush
    Improved Sunder
    Power Lunge
    Strength Devotion
    Shape Soulmeld (Mauling Gauntlets)
    Shape Soulmeld (Thunderstep Boots)
    Open Least Chakra (Feet)
    Essentia Pool
    Soulbound Resistence
    15 Lost Template +23 +10 +10 +10 - - Bile of Hatred, DR, Twisted Mind -
    16 Totemist 1
    32 HD
    +23 +12 +12 +10 Intimidate – 16.5 (33 points) - Wild Empathy
    17 Totemist 2
    33 HD
    +24 +13 +13 +10 Intimidate – 17 (34 points) Cobalt Power Chakra Binds
    Totem Chakra Bind (+1 capacity)
    18 Fighter 1
    34 HD
    +25 +15 +13 +10 Intimidate 18 (35 points) Combat Brute Fighter Bonus Feat 10
    19 Fighter 2
    35 HD
    +26 +16 +13 +10 Intimidate 19 (36 points) - Dungeon Crasher 11
    20 Warblade 1
    36 HD
    +27 +18 +13 +10 Intimidate 20 (37 points) Bind Vestige (Aym) Battle Clarity (Reflex Saves)
    Weapon Aptitude

    Spoiler: Write ups
    Basic Combat Stats: CR 20
    HP: 33d10+2d8+1d12+30(Construct)+72(Con). Average 304
    AC: 32 (If 10+ damage dealt, 5d6 acid (Ref) & 2 Con(Fort) damage is sprayed DC:30
    DR:10/adamantine, 20/piercing or slashing, 10/magic
    Immunity to Magic
    Speed: 30 ft.
    BAB/Grapple: +27/+42(up to +60 w/ essentia)
    Breath Weapon: 15ft cone, 5d6 Acid(Ref) and 2 Con(Fort) damage
    Breath Weapon: 30 ft cone, 36d4 Acid, Ref DC:30 for 1/2
    2 Slams: +38(minimum), 2d8+11+2d6(acid), x much more from feats/maneuvers/soulmelds
    Bull Rush: +37 w/ essentia, more with charging, ect…
    Sunder: +42(minimum), massive bonuses on damage, ignoring hardness, ect...
    Spoiler: CR 15
    This is where K.A.M. really comes online. Before now, he’s just a big basic hammer with a corrosive coating. A bit scary up close, but able to be chipped away eventually once you know what to avoid.
    Now, he is a big hammer with a lot of accessories and industrial strength acid at his command. All he cares about is getting up close and personal and doing as much damage as he can. All his feats were taken at the same time he gained an Intelligence Score, and they’re all focused on damage to his opponents or their gear. He has two soulmelds to boost his strength checks and damage even higher than normal, and plenty of essentia to power them. He'll usually have a soulmeld bound to his Totem chakra, or Thunderstep Boots bound to his feet to stun opponents after they take damage. He’s a heavy hitter that you don’t want to get close to, but since you’ll only encounter him underground at his home territory you won’t have much choice in the matter.
    K.A.M. likes to wail on his opponents with his slams, but his scariest attack is his Bile of Hatred that at this point spews a 30 ft. cone of acid doing 31d4 damage at a DC:27 Ref save (1/2).

    Spoiler: Cr 20 (Sweet Spot)
    They are going to know he’s coming. He’ll crash through walls and obstacles to get to his target no problem. When he charges he can plow through just about anything or anyone, knocking the players into each other or walls, taking away a good chuck of HP from even the heartiest of Barbarian, and absolutely destroying any physical weapon they bring to bear on him. They won’t hate him because he’s hard to beat. They’ll hate him because of what it costs them in gear.
    Most of his essentia will go into mauling gauntlets and Sphinx Claws to boost Strength checks (i.e. Bull Rush), and Thunderstep Boots and Cobalt Power for damage. It can be moved around every turn if need be for whatever reason.
    Dungeoncrasher helps insure that nothing can stand in his way. More soulmelds increases his options and adds fluff and flavor(mmm, cherry). The one level of Warblade at the end gives him a useful and flavorful stance and three powerful maneuvers that just screams his theme of breaking stuff and knocking people around. Binding Aym for double damage to objects is just icing, and it is sweet. No item barred against him is safe. He will destroy them all.

    Spoiler: A Few Ability Descriptions
    Immunity to Magic (Ex): An alchemical
    golem is immune to all spells, spell-like abilities, and supernatural effects that allow spell resistance, except as follows.
    A neutralize poison spell slows it (as the slow spell) for 2d6 rounds, with no saving throw.
    A poison spell heals all lost hit points.
    Acidic Touch (Ex): An alchemical golem’s surface gleams with acid. The merest touch of the construct deals 2d6 points of acid damage. Any creature that touches an alchemical golem (such as with a grapple attack or touch spell) takes this damage as well.
    Berserk (Ex): The same noxious mixture of ingredients that gives an alchemical golem life also makes it unstable. When an alchemical golem enters combat, there is a
    cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature, or smashing an object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.
    Breath Weapon (Su): 15-foot cone, once every 1d4+1 rounds, 5d6 acid, Refl ex DC 21 half. All creatures in the toxic, acidic cone must also make a DC 21 Fortitude save to avoid breathing in the poisonous fumes taking 2 points of Constitution damage. The save DCs are Constitution-based.
    Rupture (Ex): Any single hit that deals at least 10 points of damage punctures an alchemical golem’s membrane. This releases a spray of chemicals that fills a 5-foot square in the direction from which the attack originated, its effects are identical to the breath weapon listed above. The membrane then closes, reducing the spill to a mere trickle.
    When an alchemical golem is reduced to 0 hit points (by any source), the membrane collapses, spilling out all the remaining chemicals. The noxious materials fill a 15-foot radius with the same effect as the breath weapon.
    Soulbound Resistance: A soulfused construct can invest its essentia in this special quality as if it were a soulmeld. Every point of invested essentia grants it a +1 resistance bonus on all saving throws. The maximum essentia capacity of this quality is as normal for a character of the construct’s character level.
    Bile of Hatred (Ex): Once every 1d4 rounds, a hateful lost can spew acidic bile in a 30-foot cone as a standard action. Every creature in the area takes 1d4 points of acid damage per character level of the lost. A successful Reflex save halves this damage. The save DC is Constitution-based.
    Twisted Mind (Ex): A lost’s mind is demented and difficult to control. If the creature fails its saving throw against a mind-affecting spell or effect, it can attempt to save again 1 round later at the same DC. The lost gets only this one extra chance to succeed on its saving throw.
    Dungeoncrasher: You excel at overwhelming traps, smashing through doors, and pushing aside your enemies. At 2nd level, you gain a +2 competence bonus on saves and to your Armor Class when attacked by traps. You also gain a +5 bonus on Strength checks to break a door, wall, or similar obstacle.
    In addition, you gain a special benefit when making a bull rush. If you force an opponent to move into a wall or other solid object, he stops as normal. However, your momentum crushes him against it, dealing an amount of bludgeoning damage equal to 4d6 points + twice your Strength bonus (if any).
    Punishing Stance: You hold your weapon overhead, allowing you to chop down with superior force. However, this fighting stance leaves you vulnerable to an opponent's attacks. Only an initiate of the Iron Heart tradition can manage the perilous balance between trading attack power for defense. A lesser warrior would leave himself nearly helpless to resist an opponent's attacks.
    While you are in this stance, you deal an extra 1d6 points of damage with all melee attacks. You also take a -2 penalty to AC, because this fighting stance emphasizes power over a defensive posture.
    Stone Dragon's Fury: Your attunement to Stone Dragon’s earth nature allows you to spot flaws in objects with uncanny precision. You use this knowledge to your advantage, allowing you to make devastating attacks against objects and constructs.
    As part of this maneuver, you make a single melee attack. If your attack hits a construct or an object, you deal an extra 4d6 points of damage. You can use this strike in conjunction with the sunder special attack and attempt to damage held or carried objects. Against other targets, you gain no special benefit from this maneuver.
    Mountain Tombstone Strike: Your attack causes damage to the structure of your foe’s body. As part of this maneuver, you make a single melee attack. If this attack hits, you deal 2d6 points of Constitution damage in addition to your normal damage.
    Earthstrike Quake You channel ki into the earth with your mighty strike, causing the ground to rumble and shake briefly. Anyone standing on the ground in this maneuver’s area must make a successful Reflex save (DC 18 + your Str modifier) or be knocked prone. Any creature standing on the ground in this area that is currently casting a spell must succeed on a Concentration check (DC 20 + spell level) or lose the spell. You are immune to the effect of the earthstrike quake maneuver. Your allies must still save as normal against its effect.
    Walls and similar barriers don’t block the line of effect of an earthstrike quake.

    Typical Soulmelds shaped:
    Thunderstep Boots
    Mauling Gauntlets
    Frost Helm (more for fluff than crunch)

    Spoiler: Sources
    Alchemical Golem- MM3
    Soulfused Construct template- MoI
    Lost Template- MoI
    Advancing Constructs- MM
    Totemist- MoI
    Fighter- PH
    Warblade- ToB

    Power Attack- PH
    Improved Bull Rush- PH
    Improved Sunder- PH
    Knockback- RoS
    Shocktrooper- CW
    Cleave- PH
    Power Lunge- E&A
    Strength Devotion- CC
    Shape Soulmeld (Mauling Gauntlets)- MoI
    Shape Soulmeld (Thunderstep Boots)- MoI
    Open Least Chakra (Feet)- MoI
    Cobalt Power- MoI
    Combat Brute- CW
    Bind Vestige (Aym)- ToM

    Player's Handbook- PH
    Monster Manual- MM
    Monster Manual III- MM3
    Complete Warrior- CW
    Complete Champion- CC
    Races of Stone- RoS
    Dungeonscape- DS
    Enemies & Allies- E&A
    Magic of Incarnum- MoI
    Tome of Battle- ToB
    Tome of Magic- ToM
    Creator of the LA-assignment thread.

    Extended signature!

  9. - Top - End - #99
    Titan in the Playground
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    Feb 2014

    Default Re: Villainous Competition XX​V: No Solicitors!

    Ever played hide 'n seek with some air?

    Quote Originally Posted by Rasharuach
    A cloud that resembles dense smoke curls against the shadows of the building, whirling silently like a wheel. The impression of eyes are visible from a moment, but the cloud is quite large - Well over thirty feet. It leers at you for a moment and then hurtles towards you, a sideways tornado reaching out for you.
    Rasharuach was born in the darkest corner of the plane of air and resembles nothing more than a dark storm cloud. She had a life before he became the keeper of the gate, but that was an eternity ago. Rasha was chosen for her devotion to a particular god of darkness and bound by divine agreement as a guardian after the gods couldn't settle on what to do about the gate a group of dead cloud giants. Gods on favorable terms with the heavenly hosts wanted it salvaged and employed. Gods with unfavorable relations wanted it destroyed. Rather than initiating crusades and holy wars, the gods agreed to set watchers of comparable gifting. The good made the dawnbirds, summoned automatically every day from heaven, to give advice to any brave heroes and the wicked called up Rasha to kill them and bent her into something even more twisted.

    Rasharuach has born the past few thousand years with relative genius and serenity. Still, she now has a terrible nervous tick of pacing incessantly - Rasha is never still, always darting up and down the halls and walls of the castle, spinning in the air, looping around the outer boundaries he is bound to (the walls of the castle). She is forbidden from damaging original parts of the castle, but she likes to move her kills' bodies around in exciting ways as displays. She also amuses herself by killing dawnbirds every morning. In theory, Rasharuach should probably spend most of his days lurking right around the research room. Rasha isn't even sure that the god she worships still exists. She's insanely old and has spent most of her eternity alone. She mostly doesn't fight it, but she isn't perfectly responsible.

    Rasha is incredibly powerful, cruel, and somewhat unbalanced. She's not terribly worried about being killed, but she is afraid of mind control and tries to kill casters as quickly as possible accordingly.

    The Crashed Castle:
    The mountain of Castlecrown has an enormous castle jutting forth from near the peak where it resembles a wreck ship, a series of spires and walls with various levels of damage. If you rise at dawn, you can see a thousand golden stars sparkle and then watch a black cloud snuff them out in rapid succession.
    There is a great, half-collapsed cloud castle jammed into Castlecrown Mountain near the peak from the age of giants. Cyclopean in stature, the massive castle's original inhabitants were holy cloud giants who had discovered how to open a gate into heaven permanently. Another band of cloud giants stopped them and the castle crashed into the mountain. The gods of good set mystic runes into the castle to summon dawnbirds* each morning and the gods of evil commissioned Rasharuach to protect it.

    The castle's interior design was originally spartan like monastery with non-iconographic patterns and the flowing script of celestial etched into the stone, holy texts and implements, magical devices, and great open windows that enabled the cloud giant to contemplate nature. It's outer courts held great trees and magnificent walls.

    Now, the walls of the courtyard are shattered and the state of the inner parts of the castle are varied, from nearly unchanged except for the bodies to utterly unrecognizable. Floors and roofs have fallen in on some rooms. Bodies, of the original cloud giants and of later adventurers (of every size, stripe, and sort) killed by Rasharuach, litter the castle. Holed are knocked, gouged, and toppled over in inner and outer walls and piles of horse sized stones lie in and out of rooms, corridors. A tower might have fallen, if it suits your purposes. Everything is scaled to the cloud giants that once filled the castle and thus likely to render the human sized adventurers rather small.

    The gate, or its activating skeleton, is in a central tower that stands unbelievably tall. It is incredibly light, incredibly large, being about fifteen pounds and thirteen feet tall A great, spiraling staircase reaches the research room, which has been locked shut for centuries.

    *The dawnbirds are effectively summoned Celestial Ravens with the ability to speak Celestial and Giant and permanent Daylight spells cast on them, designed to allow exposition if you prefer it to be available, but also because I like the image of birds made of golden daylight blooming across the castle at the first light of the sun. They're not necessary exactly, but I felt they added color.

    Build Stub and Table:
    Dark (Cormyr Tearing of the Weave, Pg. 152) Corrupted (Book of Vile Darkness) Air Elemental 44
    Base Stats: STR 12, DEX 13, CON 10, INT 14, WIS 15, CHA 8
    Elemental: 24, 35, 18, 14, 15, 8
    Corrupted: 28, 33, 22, 14, 13, 6
    CR 16: WIS +1
    CR 17-20: DEX +3
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    12 Dark Air Elemental, 24l +18 +8 +14 +8 Hide 27, Move Silently 27, Listen 27, Spot 27 Combat Expertise, Improved Trip, Knock-down, Power Attack, Combat Reflexes, Dodge, Mobility, Flyby Attack, Great Flyby Attack [SS35], Weapon Finesse(b), Improved Iniative (b) Whirlwind, Elemental Traits,air Mastery, Hide in Plain Sight, Hide +8, Move Silently +6, DR 10/-, Cold Resistance 10
    15 Corrupted Template +18 +8 +14 +8 Hide 27, Move Silently 27, Listen 27, Spot 27 - Slam 3d8, Fast Healing 10, Disruptive Attack 12, Acid Immunity.
    16 Aberration 4 +21 +9 +15 +12 Hide 31, Move Silently 31, Listen 31, Spot 31 Improved Natural Attack Disruptive Attack 14
    17 Aberration 8 +24 +10 +16 +14 Hide 35, Move Silently 35, Listen 35, Spot 35 Improved Flyby Attack Disruptive Attack 16
    18 Aberration 12 +27 +12 +18 +16 Hide 39, Move Silently 39, Listen 39, Spot 39 Cleave, Great Cleave Disruptive Attack 18
    19 Aberation 16 +30 +13 +19 +18 Hide 43, Move Silently 43, Listen 43, Spot 43 Great Fortitude Disruptive Attack 20
    20 Aberration 20 +33 +15 +20 +20 Hide 47, Move Silently 47, Listen 47, Spot 47 Alertness, Iron Will

    Tactics and Build Discussion:
    Rasharuach is an ambush oriented character. She is usually hidden and uses Great Flyby Attack after lining herself up ideally, hitting up to 12 opponents that can be lined up within a hundred ten foot long, 35 feet wide lane (she flies over the opponents). She then automatically triggers Knock-down and rolls a trip attack (which almost always succeeds, and note that a creature need not be on land to be tripped). If that works, she gets another attack on the tripped target. After that, she either bolts to set up another ambush (if the research room is distant) or she turns around for another go (if it's close.). At higher levels, she remains hidden and silent throughout.

    Ideal CR and CR 15 & 20
    Rasharuach at CR 15 is a frightening combat monstrosity (Able to attack the whole party, average damage 60ish per opponent, fast healing 10) and a threatening stealth presence. (+40 to Hide/+46 to Move Silently) She can be a party killer if she's playing it smart, though after so many years, she has something of an inclination to play with her prey. She has excellent spot and listen.

    Rasharuach's ideal CR is sixteen, where she benefits from a strong Will save and her damage is still high for an on level monster (4d8+9+12 for thirty eight per level without power attack. Usually two attacks.) She's quiet stealthy at this level. Her observational powers are also quite good, with a solid +13 against invisible opponents and a +31 to hear.

    At CR 20, Rasharuach is basically invisible, since she can easily take the -20 to her Move Silently/Hide check from running/attacking (+40 to hide).
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  10. - Top - End - #100
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    Default Re: Villainous Competition XX​V: No Solicitors!

    And that should be it! Judges, do your thing.
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  11. - Top - End - #101
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    Default Re: Villainous Competition XX​V: No Solicitors!

    Well, thats a very fun group of Guards....;)
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

  12. - Top - End - #102
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    Default Re: Villainous Competition XX​V: No Solicitors!

    2 vampires, 2 soulfused constructs, 2 monsters of legend... geez

    Can I talk about the build that I couldn't do anymore due to CR constraints? (another edit) guess so

    I had a sandshaper mummy that could literally animate the sands of her tomb to turn into weapons and fight the party, very sandy, was fun but CR was too high due to levels
    Last edited by Falontani; 2018-03-01 at 06:33 PM.

  13. - Top - End - #103
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    Necro-equestrian Pugilism

    Default Re: Villainous Competition XX​V: No Solicitors!

    That is an awesome collection of Guards!

    My build stub (that I just couldn't find the time to finish) was a Mimic Psion(Shaper) 16. With Compression and Expansion, he could pretend to be just about any object. And he'd be the guardian of a treasure vault.
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  14. - Top - End - #104
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    Default Re: Villainous Competition XX​V: No Solicitors!

    This lot does look fun. Sad to see some overlap with some things but it was probably bound to happen a little.

    Now for the second agony of waiting, for the judging to be done.
    Last edited by Sejoran; 2018-03-01 at 08:48 PM.

  15. - Top - End - #105
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    Terra Australis

    Default Re: Villainous Competition XX​V: No Solicitors!

    Great entries everyone!

    My idea was an Awakened Runic Guardian Construct 17/Ur-Priest 10; guardian of a (demi) lich's lair.

    The crunch was (mostly) fine, but I couldn't get the fluff to fit.

    1. YSNP/TWGS
    2. Sally
    3. Slam
    4. Mircea raviwr
    5. Lorelai G'Elsewhere
    6. Grobzok
    7. Giolt
    8. Narfle the Garthog
    9. Sharla
    10. K.A.M.
    11. Rasharuach
    12. The Watcher
    13. Claws-At-Heart

  16. - Top - End - #106
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    Default Re: Villainous Competition XX​V: No Solicitors!

    I dig that. I wanted to do something with maelephant, because they're such cool guys. They just want a cushy job as a security guard and to eat a lot of meat, something we can all relate to. But I couldn't do very many interesting things with him once his cr was assuaged.
    I've got a new fantasy TTRPG about running your own fencing school in a 3 musketeers pastiche setting. Book coming soon.

    Check out my new sci-fi TTRPG about first contact. Cool alien races, murderous AIs, and more. New book coming soon.

    Quote Originally Posted by weckar View Post
    Venger, can you be my full-time memory aid please?
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  17. - Top - End - #107
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    Default Re: Villainous Competition XX​V: No Solicitors!

    Quote Originally Posted by Venger View Post
    I dig that. I wanted to do something with maelephant, because they're such cool guys. They just want a cushy job as a security guard and to eat a lot of meat, something we can all relate to. But I couldn't do very many interesting things with him once his cr was assuaged.
    Did anyone say Maelephant?
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  18. - Top - End - #108
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    Default Re: Villainous Competition XX​V: No Solicitors!

    My sleep-deprived self seems to have missed two entries. Apologies to the chefs.
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  19. - Top - End - #109
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    Default Re: Villainous Competition XX​V: No Solicitors!

    Missed entry #1.

    Quote Originally Posted by The Watcher
    The Watcher
    Lurker in Darkness, Lurker in Death
    Ibrandlin Dracolich Soulbound Weapon Psychic Warrior 12

    Legends tell of a gate deep in the bowels of the earth amid the bones of countless dead.

    They say that beyond the gate lies the secret to eternal life.

    Yet the legends also speak of a guardian. A monstrous sentinel that dwells within that deep darkness and indeed within death itself.

    Those who seek to seek to plunder beyond the gates of death intrude into its domain.

    Adventurers are not easily dissuaded by legends, however.

    And so new corpses join the dead, and the watcher’s domain grows.

    Ability Scores
    Elite Array: 12 Str, 13 Dex, 8 Con, 10 Int, 15 Wis, 14 Cha
    Ibrandlin: 36 Str, 13 Dex, 22 Con, 4 Int, 15 Wis, 12 Cha
    Dracolich: 36 Str, 13 Dex, - Con, 4 Int, 15 Wis, 14 Cha
    All Stat increases go to Wis.

    Build Table
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    5 Ibrandlin (10 Dragon HD) +10 +7 +7 +7 Spot 12, Concentration 7cc 1 HD: Power Attack
    3 HD: Area Attack
    6 HD: Final Strike
    9 HD: Improved Dragon Wings
    Fire Subtype, SR 20, Pin, Breath Weapon, Bite, 4 Claws, Gargantuan Size
    8 Dracolich +10 +7 +7 +7 Spot 12, Concentration 7 - Undead Type, Extra Damage, Control Undead, Paralyzing Gaze, Paralyzing Touch, DR 5/Bludgeoning, Invulnerability, SR 23, Supernatural Flight, Cha-based Breath Weapon
    9 Soulbound Weapon Psychic Warrior 1 +10 +9 +7 +7 Spot 12, Concentration 8 Psychic Warrior 1: Practiced Manifester
    Soulbound Weapon ACF: Weapon Focus (Greatclub)
    Soulbound Weapon ACF
    10 Soulbound Weapon Psychic Warrior 2 +11 +10 +7 +7 Spot 12, Concentration 9 12 HD: Flyby Attack Soulbound Weapon ACF
    11 Psychic Warrior 3 +12 +10 +8 +8 Spot 12, Concentration 10 - -
    12 Psychic Warrior 4 +13 +11 +8 +8 Spot 12, Concentration 11 - -
    13 Psychic Warrior 5 +13 +11 +8 +8 Spot 12, Concentration 12 15 HD: Psionic Meditation
    Psychic Warrior 5: Quicken Power
    14 Psychic Warrior 6 +14 +12 +9 +9 Spot 12, Concentration 13 - -
    15 Psychic Warrior 7 +15 +12 +9 +9 Spot 12, Concentration 14 - -
    16 Psychic Warrior 8 +16 +13 +9 +9 Spot 12, Concentration 15 18 HD: Expanded Knowledge (Psionic See Invisibility)
    Psychic Warrior 8: Maximize Power
    17 Psychic Warrior 9 +16 +13 +10 +10 Spot 12, Concentration 16 - -
    18 Psychic Warrior 10 +17 +14 +10 +10 Spot 12, Concentration 17 - -
    19 Psychic Warrior 11 +18 +14 +10 +10 Spot 12, Concentration 17, Autohypnosis 1 21 HD: Epic Expanded Knowledge (Schism)
    Psychic Warrior 11: Epic Expanded Knowledge (Wall of Ectoplasm)
    20 Psychic Warrior 12 +19 +15 +11 +11 Spot 12, Concentration 17, Autohypnosis 2 - -

    CR PP* New Powers Known
    9 0 Call Weaponry
    10 1 Expansion
    11 3 Prevenom Weapon
    12 5 Dissolving Weapon
    13 7 Psionic Lion’s Charge
    14 11 Strength of My Enemy
    15 15 Escape Detection
    16 19 Hustle
    17 23 Empathetic Transfer
    18 27 Psionic Freedom of Movement
    19 35 Schism, Wall of Ectoplasm, Truevenom Weapon
    *Does not count bonus PP for a high Wis Score.

    CR 5
    We start with an Ibrandlin, a Gargantuan dragon out of Monsters of Faerun which has fluff centered around guarding things. We do spice things up by changing up the feat loadout. Area Attack in conjunction with Gargantuan size gives an extra attack option (albeit one that will be more important later). Per a poorly written rule in Races of the Dragon and Dragon Magic, dragons automatically qualify for anything requiring the dragonblood subtype. Automatically means automatically, so we pick up Improved Dragon Wings without bothering with the regular version for some mediocre flight. Finally, Final Strike offers a last threat between the party and their objective should they defeat the Watcher, though again, it’ll get more of a chance to shine later.

    CR 10
    It transpires that the “secret to immortal life” that lies beyond the Watcher’s gate is really a Dracolich Phylactery. Final Strike will destroy his original body when he dies from consuming Dracolich Brew, so he has to do as the Kobold Dracoliches do and acquire some other corpses to possess. He’ll want them anyway, as Dracolich Invulnerability allows the Watcher to possess any corpse of a Medium or larger dragon or reptilian creature within 90 ft of his phylactery. That means that when a given body is destroyed (triggering Final Strike), he’ll just hop into another one and continue the fight. And what can he do while fighting? Well, first off, Dracolichdom confers Cold Immunity, covering the weakness of the Fire Subtype (though that’s a bit of a moot point what with dying being such a minor inconvenience). Next, despite no longer qualifying for Improved Dragon Wings, he can still fly as becoming a Dracolich explicitly converts a previous Extraordinary flight speed to a Supernatural one. Finally, and most importantly, he gets the super cool (pun intended) Dracolich version of Paralyzing Touch, which applies on “any physical attack,” which includes not just his full attack routine, but also Area Attack, allowing him to force saves against paralysis to multiple foes at once. From there, we go into Psychic Warrior. A Proto-Dracolich (one that has just possessed a corpse) can’t speak or cast spells, but the standard transparency rules aren’t enough for that to inhibit Psionics. Practiced Manifester allows for a bit more utility with powers, though they’ll become more impressive as we go on. CR 10 also brings Flyby Attack, which can be used with an Area Attack, as it only takes a standard action.

    CR 15
    Now that the Watcher has a few more levels of PsyWar, he can do some more interesting things with manifesting. Soulbound Weapon allows him to use Call Weaponry to pull out a magic Greatclub which can be augmented for whatever non-flat enhancements will still work when it’s repurposed as an improvised weapon to make Area Attacks (and which can be recalled should he lose it when a body is destroyed). Expansion can bring the Watcher up to Collossal size, even when in the Proto-dracolich state in a corpse that’s merely Huge. Prevenom Weapon and Dissolving Weapon get a lot more bang for your buck on an Area Attack, making the mass paralysis attacks even more devastating.

    CR 20
    Now we’re cooking. With Practiced Manifester, the Watcher’s ML is now high enough to augment his Soulbound Weapon up to a +4 equivalent bonus, allowing for enhancements like the +3 Force (for dealing with Incorporeal and Ethereal foes) or +4 Brilliant Energy (allowing for tricks like possessing a corpse buried underground or hidden behind the gate and making Area Attacks through solid obstacles – be sure to cultivate moss or something on the claws of his various bodies so that there’s living matter the brilliant energy won’t ignore). Epic Feats are now available, which allow the relatively option of picking up some 4th level powers from outside the PsyWar list via Epic Expanded Knowledge. Wall of Ectoplasm is the more straightforward, allowing for further protection of the Watcher’s gate, especially against ethereal threats. Schism is where things get especially hilarious though. Note that I’m assuming that Immunity to Mind Affecting can be voluntarily lowered, but I think that’s a reasonable assumption. If you disagree, then some other 4th level power from some list or other can go there instead, but Schism is way more fun. First off, the Schismed mind can handle all the usual things you might want it to do, such as manifesting powers while the regular mind directs the body to fight, but let’s go a step further and consider what happens when the Schismed mind is sent back to his phylactery. I had at first thought that the two minds might be able to possess corpses separately and thought about having a gate made out of a corpse which the partitioned mind would possess and then secure through powers like Immovability, but ultimately concluded that was a stretch of what the power actually says, and decided the parts of the mind would stick together when possessing new corpses. That does however free up the partitioned mind to handle corpse possessing duties, meaning the Watcher now effectively doesn’t have to stop fighting at all. If his body is destroyed, it explodes in the face of the attacker, and the Watcher is inside a new one making more Area Attacks by the following round. Regular PsyWar powers known also contribute with Psionic Freedom of Movement making it more difficult to incapacitate the Watcher in a way that won’t cause him to just blow up and reappear in another corpse, and Truevenom Weapon augmenting Area Attacks similarly to the earlier weapon powers. The Watcher also has a few metapsionic feats to play around with and Psionic Meditation for either his regular or partitioned mind to restore Psionic Focus mid-combat.

    Using the Watcher
    Post Dracolichdom, the Watcher becomes very difficult for the party to destroy. Should they want to pass the gate, they will either have to do so with the Watcher attacking them, incapacitate the Watcher through some mechanism besides HP damage, or win through sheer attrition by exhausting his supply of corpses and/or PP. These should all be difficult, but not impossible if the party is clever and determined. While they won’t find the real secret to immortality hidden behind the Watcher’s gate, the sense of accomplishment and the treasure trove that is there ought to be some consolation.

    Complete Psionic: Escape Detection, Psionic See Invisibility
    Draconomicon: Dracolich
    Monsters of Faerun: Ibrandlin
    Races of the Dragon: Dragon auto-qualification rules, Improved Dragon Wings
    Savage Species: Area Attack, Final Strike
    The Mind’s Eye Expanded Classes: Part One: Soulbound Weapon ACF
    Everything else should be in the SRD.
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  20. - Top - End - #110
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    Default Re: Villainous Competition XX​V: No Solicitors!

    And the other missed entry. Once more, deepest apologies to the chefs, I'm very sorry.

    Quote Originally Posted by Claws-At-Heart

    Neutral Evil Greenbound Guardian Panther Druid 15

    Spoiler: Background
    The Cat soared.

    The heat of the jungle air pressed down around it, as it leapt from the choking morass of vines up towards the nearest tree branch. For that singular moment, the seven foot long panther was suspended, weightless.

    Then its front paws landed on the limb, claw tips gouging slightly into the bark as it used the momentum to push itself higher above the ground. To anyone watching, these jumps would seem almost effortless, the rippling muscles and athletic frame belied by perfect balance.

    A fearsome two hundred pound predator, fleeing for its life.

    The very walls of the jungle parted for the Cat's pursuers. They had no need to climb the trees, not when the verdant expanse twisted and turned before their very whim. The Man had carved a new path, one which closed behind them as they walked. The other – the Woman in loose, flowing cloth – took flight, morphing into a hunting bat and soaring over the canopy.

    Having no instinct but escape, the great black Cat pushed on.

    It barely felt the first tendrils of the spell probing at its primitive mind. But when the Woman spoke, it was in a voice that the beast somehow understood.

    The panther stopped in its tracks, transfixed by the airborne creature. Everything in its heart, the pounding call to run and hide as it did when faced with a superior predator, was forced into the darkest parts of its being. Fear and rage coiled helplessly in that place.

    When the Woman called, the Cat came.

    "Kaeleth, are you sure about this? The Rite of -"

    "Yes, of course I am. The keeping of the pass has been entrusted to us. We're all that's left of the Circle of the Vale, or have you forgotten your oaths so soon? If the Justinians cross to the other side of the mountains…"

    The path back to the obelisk had been quiet, but the Man broke the silence. The Cat had tried to get away, but the attempts were feeble, as though he were at the bottom of the river and looking at the glimmering surface from far away.

    "I know the words. I was there too, when the Archdruid pronounced us. But he's dead, Kaeleth. They all are. The Circle is gone, and the outlying villages have been abandoned."

    He raised his tree trunk arms in a gesture. The Cat watched, not comprehending its purpose. A lifetime of conserving energy had taught it not to waste motion.

    "All the more reason to do this, then. Who else to watch the Vale, but us?" The Cat watched as the Woman stepped up to the Man, cupping his face with her hand. "A new generation of defenders, Marius. That's what we agreed on. I can't have you getting cold feet, not now. What happened to my ae'sha?"

    The Man paused. "He's right beside you, Kae. Just like he's always been."

    Without protest, the Cat continued to follow.

    The black spear of hewn rock was an affront to the sky.

    The stone under the Cat's paws felt too smooth, unnatural. Stepping closer to the monument, the panther noticed a circle of raised inscriptions around the central pillar. On all sides, walls of the same stone with no ceiling.

    As the Woman directed him into the middle of the circle, the Cat heard the Man walk towards a small hole in one of the walls. Its golden eyes wanted more than anything to keep its gaze on him, on the obvious threat. But it could not move.

    The Woman finished her incantation, kneeling next to the Cat as the beast slowly slumped to the ground in the shadow of the black spear. "You're so beautiful," she said. Her fingers ran gently through his panic-stained fur. "But you're not perfect. Not yet."

    A sharp sound caught the Cat's ear. The Man had returned, with a few implements in hand. One was a concave piece of stone, the other a dark dagger. In the stone, the Cat saw something writhing. Leaving the Cat, the Woman moved to stand directly across the circle from the Man as he placed the stone next to the Cat.

    "In the name of the Circle of the Vale, we invoke the Rite of the Green Heart. May the Lyra'ta guide our hands, and the Archdruids our spirits." The words, spoken in unison, shifted into an even stranger dialect, syllables from between the bones of time. The circle was suddenly awash with a green glow, words pulsing into the air like a cancer. For over a minute, the light grew.

    Then, when the energy was at its strongest, the Man took the dagger and drove it into the Cat's chest.

    He stood atop the gate, and stared out at his world.

    The arch stood at least fifty feet off the ground, statues of figures long past wrapped in green creepers and flowers of a million viridian hues. On either side, the jungle walls rose in rocky cliffs and outcroppings. The mountain chain was unforgiving at the best of times, the storms near the peaks rarely abating.

    For travelers going overland, the Vale was the easiest way through. Miles of jungle, all converging right here at his feet. The ruins of the druidic stronghold would make a new lair.

    So many new ideas, now. Images flew through his head, with no words attached to them. But for all that, his mind was clearer.

    As he flexed new muscles, the vines in his shoulders and torso moved along with him. There was an ache at the center of his chest, a wound that still occasionally dripped green ichor where he had been stabbed.

    His heart. They had changed it, twisted it. And yet, he did not mind. Thinking back, he realized how useless his existence had been. Ranging through the trees, always looking for the next meal and having no thought to what came before or after.

    The druids, they had spoken in a strange tongue. But the strangest thing, after the ritual, was that he could understand them now. "Protect", they had said, "keep watch." He was to be their foot soldier.

    Instead, he had eaten them. Revelations aside, it was still the way of the jungle. But the Woman's last screams had awakened something in him. A desire for more. A new purpose. A name.

    Looking down at his claws, he had his answer.

    Spoiler: Statistics
    Spoiler: Ability Scores
    Ability Starting Leopard Guardian Greenbound Sub-Total 4 HD 8 HD 12 HD 16 HD Total
    Strength 12 +6 +6 24 24
    Dexterity 13 +8 +2 23 23
    Constitution 14 +4 +4 22 22
    Intelligence 8 Max 2 2 +1 3
    Wisdom 15 +2 +4 21 +1 +1 +1 24
    Charisma 10 -4 -2 +4 8 8

    Spoiler: Build Table
    CR HD Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    5 3 Leopard 3 +2 +9 +9 +6 Balance +14, Climb +15, Jump +15, Hide +11 (+19 undergrowth), Listen +12, Move Silently +11 (+19 undergrowth), Spot +12, Survival +7 Blind FightB, Improved Initiative, Multiattack Low-Light Vision, Scent, Darkvision 160 ft, Blindsense 60 ft, Illuminated Eyes, Plant Traits, DR 10/Magic and Slashing, Fast Healing 3, Grapple Bonus +4, Resistance to Cold and Electricity 10, Tremorsense 60 ft
    6 4 Druid 1 +2 +11 +9 +8 Spellcraft -4, Survival +9 - Animal Companion (Eyes-In-Sky), Nature Sense +2, Wild Empathy
    7 5 Druid 2 +3 +12 +9 +9 Spellcraft -3 - Woodland Stride
    8 6 Druid 3 +4 +12 +10 +9 Spellcraft -2, Listen +13, Spot +13 Surrogate Spellcasting Trackless Step
    9 7 Druid 4 +5 +13 +10 +11 Spellcraft -1 - Animal Companion (Snarls-At-Night), Resist Nature's Lure +4
    10 8 Druid 5 +5 +13 +10 +11 Concentration +7, Listen +14, Spot +14, Survival +15 - Wild Shape (1/day)
    11 9 Druid 6 +6 +14 +11 +12 Concentration +8 Practiced Spellcaster Wild Shape (2/day)
    12 10 Druid 7 +7 +14 +11 +12 Concentration +9 - Wild Shape (3/day)
    13 11 Druid 8 +8 +15 +11 +13 Concentration +10 - Wild Shape (Large)
    14 12 Druid 9 +8 +15 +12 +13 Concentration +11 Greenbound Summoning Venom Immunity
    15 13 Druid 10 +9 +16 +12 +14 Concentration +12 - Wild Shape (4/day)
    16 14 Druid 11 +10 +22 +18 +20 Concentration +13 - Wild Shape (Tiny), Uncanny Dodge
    17 15 Druid 12 +11 +23 +19 +21 Concentration +14 Eschew Materials Wild Shape (Plant)
    18 16 Druid 13 +11 +23 +19 +22 Concentration +15, Listen +15, Spot +15, Survival +16 - A Thousand Faces
    19 17 Druid 14 +12 +24 +19 +23 Concentration +16 - Wild Shape (5/day)
    20 18 Druid 15 +13 +24 +20 +23 Concentration +17 Natural Bond Timeless Body, Wild Shape (Huge)

    All-Day Buffs: wild instincts, primal instinct, primal speed, superior resistance

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

    Spoiler: Spells Prepared
    0th Level - create water, cure minor wounds, detect magic, fire eyes, guidance, preserve organ

    1st Level - cloudburst, enrage animal, eyes of the avoral, faerie fire, instant of power, obscuring mist, segojan's armor, spider hand, wall of smoke

    2nd Level - acorn of far travel, bite of the wererat, blinding spittle, kelpstrand, mass snake's swiftness, linked perception, splinterbolt, wild instincts

    3rd Level - absorb mind, alter fortune, call lightning, forestfold, primal instinct, plant growth, sleet storm, speak with plants, stone shape, venomfire

    4th Level - boreal wind, [I]enhance wild shape[/I friendly fire, scrying, sheltered vitality, vortex of teeth

    5th Level - animal growth, bite of the weretiger, control winds, owl's insight, panacea, transmute mud to stone

    6th Level - liveoak, mudslide, primal speed, superior resistance

    7th Level - death by thorns, master earth, true seeing

    8th Level - mass awaken, stormrage

    Spoiler: Write-Ups
    Spoiler: CR 6
    At this point in the game, Claws-At-Heart (hereafter referred to as 'Claws') is mostly just a sentient, superpowered panther. Having been raised to that sacrosanct 3 Intelligence threshold, he is lashing out at the world around him. Becoming aware of his purpose in life, he takes to guarding the pass through the Vale, a jungle-choked mountain pass near the heart of a warm continent. This continent can fit into pretty much any setting, since the only setting-specific material here is the Greenbound Template.

    In terms of encounters, Claws works best as an ambusher. His Hide and Move Silently modifiers are still pretty competitive, and his natural climb speed combined with his other skill checks gives him a bit of an edge when it comes to maneuvering the battlefield. He already has nearly all of the best vision forms in the game (Scent, Blindsense 60 ft, Darkvision 120 ft, Low-Light Vision, and Tremorsense 60 ft), plus a pretty respectable Spot and Listen modifier for players with Darkstalker. Chances are, he will see the party coming before they spot him.

    When it comes to all-out fighting, Claws is an absolute machine. With Pounce and Rake, plus the Slam attack from Greenbound, he's making 6 attacks per turn, most of which are for healthy amounts of damage. His HP leaves a bit to be desired, but his AC is solid at 23, and he has tons of built-in immunities and resistances. And the DM should not forget the at-will entangle and 1/day wall of thorns, which Claws should use to turn the battlefield even more in his favor. Against a party of 6th level characters, it doesn't even matter that he can't effectively cast his Druid spells yet.

    It's also worth noting that Claw gets his own Animal Companion at this level. I would have assumed that he would pick up some sort of jungle bird to help him with scouting, but DMs who are worried about his combat performance can just as easily pair him up with a flanker.

    Spoiler: CR 14
    By this point, Claws will not only be watching the Vale's gate, but should have spread out to start to shape and monitor the jungle near the passage on either side. Taking the mantle of the Circle entirely to heart, he will take to hunting down and slaughtering any humanoid that tries to cross the mountain pass from either side. As he access to sheltered vitality, Claws can safely extract knowledge of the outside world from the brains of passing travelers through use of absorb mind (a Corrupt spell from BoVD). Not all of the facts will remain once the duration is up, but enough will stick to keep him coming back to learn more.

    At this level, Claws has come into his own as a caster and a battlefield controller. His CL has been bumped up to near-parity with the PCs (sitting at CL 12th), and not only can he cast all of his spells in his panther form, he can summon his own cadres of Greenbound Creatures to shape the battlefield. In a jungle setting, 4-5 animals casting entangle or wall of thorns becomes a lot more effective, even if the party has good Reflex saves. Of course, he has other good BFC staples like sleet storm, plant growth, and wind wall. In terms of buffs, he has the standard Druid picks like barkskin, bite of the wererat, venomfire, and mass snake's swiftness to make him and his summons more combat effective. I tried to pick spells that would make sense in a 'jungle' setting, but some DMs can hand-wave or justify his use of more outlandish preparation choices.

    It's worth noting that at this level, Claws should be using spells like forestfold, wild instincts, and eyes of the avoral to keep his senses and stealth skills up to par. It will also help with his Animal Companion, who at this level should be a panther just like him (albeit a fairly weak one).

    Spoiler: CR 20
    And here we are, at last the king of the jungle. There are two abilities in particular that come online at this level in a way that work well together. First, Claws gets access to mass awaken as an 8th level Druid spell, turning the entire jungle into legions of friendly awakened trees and beasts. Now, the problem with this spell is that it takes a day to cast, and it costs XP. But Claws' other ability is Timeless Body, meaning that he should have the time to actually go hunt down animals to gain the XP needed to make his army. His influence should spread out to more or less the whole jungle.

    A party of 20th level PCs is definitely powerful enough to cast greater teleport to just avoid the jungle altogether, but seeing as the theme of the round is 'guardian', I figured it would be on the DM to make sure that actually going into Claws' territory is somehow relevant to the story. Maybe the other side of the mountains is warded against teleportation? Maybe the kingdoms have heard horror stories about armies of sentient panthers and forests that eat people? Whatever it is, the PCs should have reason to either be crossing through the Vale pass or seeking Claws out themselves. He's the BBEG, so they need to confront him at some point.

    As far as fighting Claws at 20th level is concerned... he's a 15th level Druid, with a CL of 18. I'm not going to delve too much into all of the spells - not to mention the Wild Shape forms - he has at his disposal by now, but a few points of note is that death by thorns works really well to shut down the noisome casters. Claws not only has access to the memories of countless slain enemies, but should also have armies of intelligent animals advising him. Plus, he can cast scrying and its greater version. He should have a few answers for tactics that the PCs are going to use on him. When games get to this high a level, it's usually rocket tag, barring some clever contingencies. He has an Initiative modifier of at least +15, probably closer to +20 with Dex buffs and Wild Shape forms.

    Spoiler: Upgrades and Adaptations
    Over the course of this build, there have been a few difficulties inherent in the concept of a druidic super-panther. The biggest was making it able to, you know, actually cast spells. Enter Surrogate Spellcasting, from Savage Species. Now, there have been some questions as to whether or not Surrogate Spellcasting actually works in Wild Shape. Personally, I would argue that it should, but depending on how closely you want to adhere to the exact wording, one could make a case for it only working in panther form. In that case, it might be easier to just swap around some feats and just pick up Natural Spell. It is a little weaker, insofar as it adds a few levels where Claws can't cast, and it means he can't cast when he's not in Wild Shape.

    As for making Claws more powerful than he appears here, DMs have a few options. The first is to optimize his Animal Companion, which in this build's current form lags behind all the way to CR 20. In this build, the companion is weak enough to barely be worth it in combat. The second - and in my opinion, more potent - way to boost Claw's effectiveness is to give him magical items. Panthers can wear pretty collars, and who doesn't like a collar of wisdom +6? What about a few pearls of power embedded in his paws? An orange prism ioun stone to boost CL would be useful, and a monk's belt around a forearm or the panther's waist would be an absolute godsend. DMs could also get more ruthless with his spell selection, picking up gems like summon fey or ghost companion for some cheesier tactics.

    I also did not pick up any Flaws or Traits, but DMs who are looking to improve Claws can go that route. Love of Nature makes a lot of sense, as does Terrain Specialist.

    Another option that I came across when still stymied over the whole 'verbal and somatic components' thing was to make Claws an Ardent. If the DM wants to make Claws a superpowered psychic panther (and who doesn't want one of those, really?), they should consider giving him the Creation, Freedom, and Natural World mantles. Those really interested in maximizing his power should use the Substitute Powers and Dominant Ideal ACFs to fix up the power selection. It would make for a very different build, but what it gains in uniqueness I think it loses a little bit in flavor. The ties to the Greenbound template made it so that a Druid seemed the most natural choice.

    Spoiler: Bibliography
    Book of Vile Darkness - Corrupt spells
    Complete Adventurer - Natural Bond
    Complete Divine - Practiced Spellcaster
    Player's Handbook - Druid class
    Dungeonscape - Guardian Creature template
    Lost Empires of Faerun - Greenbound Creature template
    Monster Manual I - Leopard
    Savage Species - Surrogate Spellcasting
    Spell Compendium - Spells
    Creator of the LA-assignment thread.

    Extended signature!

  21. - Top - End - #111
    Jormengand's Avatar

    Join Date
    Oct 2012
    In the Playground, duh.

    Default Re: Villainous Competition XX​V: No Solicitors!

    My vague idea was to create the Dweller, but the fact that he actually makes it easier to get through doors and that he's not particularly well-defined made it kinda hard to make him. I do love that there's an ability which calls a creature who insults you if you talk about anything other than doors. That's just hilarious.

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

    Join Date
    Jul 2016

    Default Re: Villainous Competition XX​V: No Solicitors!

    I had three ideas. First was a Knight of Thorn build, second was a charger type Zhentarim Skymage, third was a Fire Giant Swordsage. Didn't have enough time, and none of them would have stacked up to the builds shown here anyways. Nice entries by the way guys! Really went above and beyond for this round.
    Cool elan Illithid Slayer by linkele.

    Editor/co-writer of Magicae Est Potestas, a crossover between Artemis Fowl and Undertale. Ao3 FanFiction.net DeviantArt
    We also have a TvTropes page!

    Currently playing: Red Hand of Doom(campaign journal) Campaign still going on, but journal discontinued until further notice.

    Quote Originally Posted by Squire Doodad View Post
    I could write a lengthy explanation, but honestly just what danielxcutter said.
    Extended sig here.

  23. - Top - End - #113
    Ogre in the Playground
    GrayDeath's Avatar

    Join Date
    May 2007
    In the Heart of Europe

    Default Re: Villainous Competition XX​V: No Solicitors!

    So, not aiming to pressure anybody, but do we actually have Judges yet?
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

  24. - Top - End - #114
    Bugbear in the Playground
    Join Date
    Jun 2013

    Default Re: Villainous Competition XX​V: No Solicitors!

    good question.

  25. - Top - End - #115
    Ogre in the Playground
    Join Date
    Dec 2017

    Default Re: Villainous Competition XX​V: No Solicitors!

    I sure hope so
    Quote Originally Posted by Zaq View Post
    I feel like telling the ghost of Gary Gygax to hold your beer is a good way to suddenly stop being the GM, but I have to admit that this would probably be remarkably effective. At what, I dunno, but effective.
    Quote Originally Posted by Zombulian View Post
    I am continually astounded by how new you are here in contrast to how impressive your mind is.

  26. - Top - End - #116
    Pixie in the Playground
    Join Date
    Feb 2018
    Visiting Ghormewatch

    Default Re: Villainous Competition XX​V: No Solicitors!

    Same, there's only a few days left for judging to be done. Its quite the list though.

  27. - Top - End - #117
    Ogre in the Playground
    GrayDeath's Avatar

    Join Date
    May 2007
    In the Heart of Europe

    Default Re: Villainous Competition XX​V: No Solicitors!

    Well, if there is noone to judge the Comp cannot really end", so:

    All you potential Judges, please let us know if (and when) you will be able and willing to judge, thanks!
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”

    01010100011011110010000001100010011001010010000001 10111101110010001000000110111001101111011101000010 00000111010001101111001000000110001001100101001011 100010111000101110

    Later: An atom walks into a bar an asks the bartender “Have you seen an electron? I left it in here last night.” The bartender says, “Are you sure?” The atom says, “I’m positive.”

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

    Join Date
    May 2006
    Wandering in Harrekh

    Default Re: Villainous Competition XX​V: No Solicitors!

    In the past if it's gone over the limit, the first judge to reply would be the only one who has a say. So, if anyone wants to have ULTIMATE COSMIC POWER over a completely silly internet competition, step up! World domination is yours for the taking.

  29. - Top - End - #119
    Bugbear in the Playground
    Join Date
    Jun 2013

    Default Re: Villainous Competition XX​V: No Solicitors!

    Nopony? What happens now?

  30. - Top - End - #120
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    Thurbane's Avatar

    Join Date
    Jul 2007
    Terra Australis

    frown Re: Villainous Competition XX​V: No Solicitors!

    I'd love to put my hand up to judge, but at the moment I've got far too much going on...

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