Posts Tagged ‘ NPCs ’

Trekking to the Side

What follows is one of the villains from my most recent Quid Novi? mini-adventure, The Coming Storm. In related news, I’ve re-edited the last two Quid Novi? mini-adventures (the aforementioned one and The Ruined Fort) into a single PDF, which is now available for sale at DriveThruRPG and Paizo. The links are in the sidebar on the left side of your screen.

Orc Leader
CR 6; XP 2,400
Orc bard 5/red dragon disciple 2
CE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception +10
Weakness light sensitivity

DEFENSE
AC 18, touch 13, flat-footed 15 (+4 armor, +2 Dex, +1 dodge, +1 natural)
hp 58 (5d8+15 plus 2d12+4)
Fort +3, Ref +7, Will +5
Defensive Abilities countersong, ferocity, well-versed (+4 saves vs. bardic performance, sonic, and language-dependent effects)

OFFENSE
Speed 30 ft.
Melee 2 claws +6 (1d4+2) and bite +6 (1d6+3), or
Melee +1 longspear +7 (1d8+4/x3)
Ranged javelin +6 (1d6+2)
Reach 10 ft. (with longspear)
Special Attacks bardic performance (14 rounds/day), bloodline arcana, claws and dragon bite (5 rounds/day), fascinate (Will 14), inspire competence +2, inspire courage +2
Spells Known (CL 6th; concentration +8)
2nd (4/day) – blistering invective (Ref 14), boiling blood (Fort 14), cure moderate wounds, gallant inspiration
1st (5/day) – cure light wounds, saving finale, touch of gracelessness (Fort 13), vanish
0th – detect magic, ghost sound, mage hand, message, read magic, resistance

STATISTICS
Str 14, Dex 14, Con 12, Int 10, Wis 11, Cha 14
Base Atk +4; CMB +6; CMD 18
Feats Dodge, Harmonic Spell, Intimidating Prowess, Lingering Performance, Toughness (B)
Skills Intimidate +12, Knowledge (arcana) +10, Linguistics +8, Perform (sing) +10, Perception +10, Spellcraft +5, Use Magic Device +10; Armor Check Penalty -1
Languages Aklo, Common, Draconic, Giant, Goblin, Orc, Sylvan
SQ bardic knowledge, blood of dragons, versatile performance (Bluff, Sense Motive), weapon familiarity

SPECIAL ABILITIES
Bloodline Arcana: Whenever the orc leader casts a spell with the fire descriptor, that spell deals +1 point of damage per die rolled.

Claws and Dragon Bite (Su): The orc leader can grow claws and fangs as a free action. These are treated as natural weapons, allowing it to make two claw attacks and a bite attack as a full attack action using its full base attack bonus. The orc leader can use its claws for a number of 5 rounds per day. These rounds do not need to be consecutive.

Ferocity (Ex): An orc remains conscious and can continue fighting even if its hit point total is below 0. It is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Lore Master (Ex): The orc leader is a master of lore and can take 10 on Knowledge (arcana) skill checks. It can choose not to take 10 and can instead roll normally. In addition, once per day, the orc leader can take 20 on any Knowledge skill check as a standard action.

GEAR
+1 longspear, divine scroll (tar ball [CL 3rd], lily pad stride [CL 5th]), potion of aid, masterwork chainshirt, key to strongbox, 2 javelins, plus 175 gp of personal items

August 6th, 2012  in RPG, Spes Magna News No Comments »

“You want to find an outlaw, hire an outlaw.”

“Name’s Smalls. Leonard Smalls. My friends call me Lenny…only I ain’t got no friends.”

Leonard Smalls is an outlaw bounty hunter from another dimension. He claims to have arrived in this dimension after being “exploded” in a fight over a kidnapped infant. Somehow, the explosion ripped a hole in the fabric of reality, and Leonard was sucked through. He has since honed his skills as a manhunter and criminal, adapting well to his new world. Leonard specializes in hunting bounties, killing animals (the smaller and cuter the better), and trafficking in human misery.

N.B. Leonard treats all firearms as martial weapons.

The Warthog from Hell
CR 9; XP 6,400
Advanced fiendish human ranger (trapper|trophy hunter) 5/alchemist 2
CE Medium humanoid
Init +2; Senses darkvision 60 ft., Perception +13 (+15 to find traps)

DEFENSE
AC 22, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex, +2 natural)
hp 81 (5d10+30 plus 2d8+10)
Fort +12, Ref +9, Will +6; +2 vs. poison
Defensive Ability gunslinger’s dodge; DR 5/good; Resist cold 10, fire 10; SR 13

OFFENSE
Speed 40 ft. (30 ft. without boots of striding and springing)
Melee +1 heavy flail +11/+6 (1d10+7/19-20) (+2 disarm with flail), or
Ranged bomb +9 touch (1d6+3 fire, range 20 feet), or
Ranged masterwork double-barreled pistol +9/+4 (1d8+1/x4, 20 ft. range increment)
Special Attacks explosive bomb (1d6+3 fire, 4 points splash, Ref 14, 5/day), favored enemy (animal) +2, favored enemy (human) +4
Extracts Known (CL 2nd, concentration +5)
1st (3/day) – disguise self, jump, longshot, see alignment, shield, stone fist

STATISTICS
Str 18, Dex 14, Con 21, Int 17, Wis 16, Cha 13
Base Atk +6; CMB +10 (+12 dirty trick & disarm); CMD 22 (24 vs. dirty trick & disarm)
Feats Amateur Gunslinger (B), Brew Potion (B), Combat Expertise, Endurance (B), Gunsmithing, Improved Dirty Trick, Improved Disarm, Iron Will (B), No Name (B), Throw Anything (B)
Skills Acrobatics +0 (+7 jumping), Bluff +10*, Climb +7, Craft (alchemy) +15, Disable Device +7, Intimidate +11, Knowledge (geography) +11*, Knowledge (local) +8*, Knowledge (nature) +13*, Perception +13* (+15 to find traps), Sense Motive +11*, Sleight of Hand +5, Stealth +8*, Survival +13* (+15 to follow or identify tracks), Swim +7; Armor Check -2; N.B. Skills marked with an asterisk can be modified by favored enemy and/or favored terrain.
Languages Abyssal, Common, Giant, Goblin, Spanish
SQ alchemy +2, favored terrain (desert) +2, grit (up to 3), mutagen, poison use, track +2, trapfinding +2

SPECIAL ABILITIES
Class Skills: Leonard adds Disable Device to his list of class skills in addition to the normal ranger class skills.

Explosive Bomb: Leonard’s bombs have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

Firearm Style: Leonard gains the Amateur Gunslinger feat gains a 1st-level Gunslinger deed. At every four levels after 1st, he can take a grit feat or select a Gunslinger deed of his level or lower, his choice.

Gunslinger’s Dodge (Ex): Leonard has an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against him, he can spend 1 grit point to move 5 feet as an immediate action; doing so grants Leonard a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, Leonard can drop prone to gain a +4 bonus to AC against the triggering attack. He can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Hunter’s Aim (Ex): Leonard has a specific understanding of the weaknesses and vulnerabilities of his favored enemies, and his careful study of these enemies reveals the best way to hurt them. When Leonard makes a firearm attack against a favored enemy, he can target touch AC in the first two range increments of his firearm. This ability stacks with other effects that increase the range increments to target touch AC, adding one range increment to the effect.

Improved Tracking (Ex): Leonard gains a +2 bonus on Survival skill checks when following or identifying tracks. When he tracks, he can also attempt a Knowledge (nature) check at DC 15. On a success, Leonard can discern the type and condition of any animals or magical beasts he tracks. By studying their tracks, Leonard is able to identify a rough approximation of their health, maneuverability, and their general behavior as compared to the norm.

Smite Good (Su): Once per day, Leonard may smite a good-aligned creature. As a swift action, Leonard chooses one target within sight to smite. If this target is good, Leonard adds his Charisma bonus (+1) to attack rolls and gains a +7 damage bonus against that foe. This effect persists until the target is dead or the creature rests.

Ranger Traps: Leonard knows how to create a snare trap and swarm trap. He can use these traps a total 5 times per day.

Trapfinding: Leonard adds 1/2 his ranger level on Perception skill checks made to locate traps and on Disable Device skill checks. He can use Disable Device to disarm magic traps.

GEAR
+1 heavy flail, +1 bullet (x20), +2 hide shirt, boots of striding and springing, gloves of swimming and climbing, ring of protection +2, masterwork double-barreled pistol (x2), black powder (20 doses), formula book, gunsmith’s kit, powder horn (x2), plus 814 gp

N.B. Leonard has equipment equal to a PC of his level instead of NPC-equivalent equipment. This bumps his CR by +1 (included above).

June 14th, 2012  in RPG No Comments »

T Is for the Thriller

Darkness falls across the land. The midnight hour is close at hand. Creatures crawl in search of blood to terrorize y’all’s neighborhood. The foulest stench is in the air. The funk of forty thousand years and grizzly ghouls from every tomb are closing in to seal your doom. Though you fight to stay alive, your body starts to shiver, for no mere mortal can resist the evil of the Thriller.

Design Notes: The Thriller is a town killer of a monster. With its skills, spells, and native Charisma, it can easily infiltrate a community. Once there, it can quickly transform dozens of residents into dancing ghouls and ghasts, which further spreads the undead plague. Drop the Thriller into any of your campaign’s population centers and you have the makings for an undead apocalypse scenario.

The Thriller
Unique ghast dirge bard 10
CR 15; XP 51,200
CE Medium undead
Init +6; Senses darkvision 60 ft.; Perception +15

DEFENSE
AC 28, touch 19, flat-footed 22 (+5 armor, +3 deflection, +6 Dex, +4 natural)
hp 141 (12d8+84); fast healing 10
Fort +13, Ref +16, Will +21
Defensive Abilities channel resistance +4; Resist fire 10; Immune undead traits

OFFENSE
Speed 40 ft.
Melee bite +16 (1d6+5 plus disease and paralysis) and 2 claws +16 (1d8+5 plus paralysis), or
Ranged +2 human bane shortbow (1d6+2 plus 1d6 electricity, x3) N.B. Add +2 to attack rolls against humans. Damage versus humans is 1d6+4 plus 2d6 plus 1d6 electricity.
Special Attacks irresistible dance, dance of the dead, haunting refrain, paralysis (1d4+1 rounds, DC 25), stench
Spells per Day (CL 10th; concentration +19):
4th (2/day)- dance of a hundred cuts, freedom of movement, greater false life
3rd (5/day)- dispel magic, displacement, fear (Will DC 22 with -3 penalty), mass feather step
2nd (6/day)- cat’s grace, detect thoughts (Will DC 21), distressing tone (Fort DC 21), enthrall (Will DC 21), seducer’s eyes, unshakable chill (Fort DC 21)
1st (7/day)- charm person (Will DC 20), chord of shards (Ref DC 20), disguise self, ear-piercing scream (Fort partial 20), innocence, interrogation (Fort 20)
0th- dancing lights, detect magic, lullaby, mage hand, read magic, summon instrument

STATISTICS
Str 17, Dex 23, Con —, Int 19, Wis 20, Cha 29 (25)
Base Atk +8; CMB +11; CMD 27
Feats Brain Eater, Civilized Ghoulishness, Improved Natural Attack, Lingering Performance, Spellsong, Weapon Finesse
Skills Acrobatics +24 (+28 jumping), Bluff +22, Climb +8, Diplomacy +22, Disguise +34, Knowledge (arcana) +14, Knowledge (religion) +14 (+19 to identify undead), Perception +15, Perform (dance) +22, Perform (percussion) +22, Perform (sing) +22, Sense Motive +15, Spellcraft +9, Stealth +21, Use Magic Device +22; Racial Modifiers +10 Disguise
Languages Common, Dwarven, Elven, Gnome, Necril
SQ command ghasts and ghouls, haunted eyes, secrets of the grave

SPECIAL ABILITIES
Bardic Knowledge (Ex): The Thriller adds half its bard level (+5) to all Knowledge skill checks and may make all Knowledge skill checks untrained.

Bardic Performance: The Thriller is trained to use the Perform skill to create magical effects on those around it, including itself if desired. It can use this ability for a 29 number of rounds per day. Each round, the Thriller can produce any one of the types of bardic performance that it has mastered. Starting a bardic performance is a move action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the Thriller to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the Thriller is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. The Thriller cannot have more than one bardic performance in effect at one time.

Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the Thriller for the performance to have any effect, and such performances are language dependent. A deaf Thriller has a 20% change to fail when attempting to use a bardic performance with an audible component. If it fails this check, the attempt still counts against its daily limit. Deaf creatures are immune to bardic performances with audible components.

If a bardic performance has a visual component, the targets must have line of sight to the Thriller for the performance to have any effect. A blind Thriller has a 50% chance to fail when attempting to use a bardic performance with a visual component. If it fails this check, the attempt still counts against its daily limit. Blind creatures are immune to bardic performances with visual components.

* Countersong (Su): The Thriller can counter magic effects that depend on sound (but not spells that have verbal components.) Each round of the countersong it makes a Perform (percussion or sing) skill check. Any creature within 30 feet of the Thriller (including the Thriller itself) that is affected by a sonic or language-dependent magical attack may use the Thriller’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a non-instantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the Thriller’s Perform skill check result for the save. Countersong does not work on effects that don’t allow saves. Countersong relies on audible components.

* Distraction (Su): The Thriller can use its performance to counter magic effects that depend on sight. Each round of the distraction, it makes a Perform (dance) skill check. Any creature within 30 feet of the Thriller (including the Thriller itself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the Thriller’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the distraction is already under the effect of a non-instantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the Thriller’s Perform check result for the save. Distraction does not work on effects that don’t allow saves. Distraction relies on visual components.

* Fascinate (Su): The Thriller can use its performance to cause three creatures to become fascinated with it. Each creature to be fascinated must be within 90 feet, able to see and hear the Thriller, and capable of paying attention to it. The Thriller must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents the ability from working.

Each creature within range receives a Will save (DC 24) to negate the effect. If a creature’s saving throw succeeds, the Thriller cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the Thriller continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.

* Inspire Courage (Su): The Thriller can use its performance to inspire courage in its allies (including itself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the Thriller’s performance. An affected ally receives a +2 morale bonus on saving throws against charm and fear effects and a +2 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The Thriller must choose which component to use when starting its performance.

* Inspire Competence (Su): The Thriller can use its performance to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the Thriller. The ally gets a +3 competence bonus on skill checks with a particular skill as long as she continues to hear the Thriller’s performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM’s discretion. The Thriller can’t inspire competence in itself. Inspire competence relies on audible components.

* Suggestion (Sp): The Thriller can use its performance to make a suggestion (as per the spell) to a creature that it has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The Thriller can use this ability more than once against an individual creature during an individual performance. A Will saving throw (DC 24) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability and relies on audible components.

* Dirge of Doom (Su): The Thriller can use its performance to foster a sense of growing dread in its enemies, causing them to take become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the Thriller’s performance. The effect persists for as long as the enemy is within 30 feet and the Thriller continues the performance. The performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.

* Inspire Greatness (Su): The Thriller can use its performance to inspire greatness in itself or a single willing ally within 30 feet, granting extra fighting capability. To inspire greatness, all of the targets must be able to see and hear the Thriller. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.

* Dance of the Dead (Su): The Thriller can use its bardic performance to cause dead bones or bodies to rise up and move or fight at its command. This ability functions like animate dead, but the created skeletons or zombies remain fully animate only as long as the Thriller continues the performance. Once it stops, any created undead collapse into carrion. Bodies or bones cannot be animated more than once using this ability. Unlike animate dead, dance of the dead requires no components and does not have the evil descriptor.

Brain Eater: If the Thriller eats a portion of the brain of a creature with Intelligence 3 or higher, it gains a +2 insight bonus on all skill checks and Will saving throws for 1 hour. Eating a brain is a full-round action, and the target must be dead or helpless. If the target is living, the Thriller may attempt to eat its brain as a coup de grace attack on the target, but the Thriller gains the insight bonus only if its attempt results in the victim’s death.

Command Ghasts and Ghouls (Su): The Thriller can automatically command all normal ghasts and ghouls within 30 feet as a free action. Normal ghasts and ghouls never attack a dread ghast unless compelled.

Disease (Su): Thriller Fever: Bite—injury; save Fort DC 25; onset 1 day; frequency 1 day; effect 1d4 Con and 1d4 Dex damage; cure 2 consecutive saves. The save DC is Charisma-based. A humanoid who dies of Thriller fever rises as a dancing ghoul at the next midnight. A humanoid who becomes a dancing ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a dancing ghast.

Haunted Eyes (Ex): The Thriller gains a +4 bonus on saves against fear, energy drain, death effects, and necromantic effects, even though, as an undead monster, he’s immune to most of this.

Haunting Refrain (Su): The Thriller is able to stir primal terrors in the hearts of listeners. It can use a Perform (percussion) check in place of an Intimidate check to demoralize an opponent, with a +5 bonus. In addition, saving throws against any fear effect it creates are made with a –3 penalty.

Irresistible Dance (Su): Any living, intelligent creature that witnesses the Thriller’s uncanny dance moves may be overwhelmed with the urge to join in. To trigger this ability, the Thriller must spend a full round dancing. Any affectable creature within 30 feet of the Thriller who sees its dance must make a DC 25 Will save. If a creature’s saving throw succeeds, the Thriller cannot attempt to affect that creature again with this ability for 24 hours. If this save fails, the victim must use a move action every round for the next 1d4+3 rounds to make a Perform (dance) check. If the victim meets or beats a DC 20 on its Perform (dance) check, it looks really good. Otherwise, it is found without the soul for getting down and suffers 1d4 points of ability damage to Constitution and Dexterity. A humanoid who dies from irresistible dance rises as a dancing ghoul or dancing ghast 1d4+3 minutes later, just as if he had died from Thriller fever.

Paralysis (Su): Creatures damaged by the Thriller’s natural attacks must make a successful DC 25 Fortitude save or be paralyzed for 1d4+1 rounds. Paralyzed creatures cannot move, speak, or take any physical actions. The creature is rooted to the spot, frozen and helpless. Unlike ghouls, the Thriller’s paralysis even affects elves. Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Secrets of the Grave (Ex): The Thriller gains a bonus equal to half its bard level on Knowledge (religion) checks made to identify undead creatures and their abilities. The Thriller may use mind-affecting spells to affect undead as if they were living creatures, even if they are mindless (though spells that affect only humanoids do not affect them, even if they were humanoids in life).

Stench (Ex): The Thriller exudes an overwhelming stink of death and corruption in a 10-foot radius. Those within the stench must succeed at a DC 25 Fortitude save, or be sickened for 1d6+4 minutes. The Thriller can suppress this ability as a free action.

Undead Inspiration (Su): The Thriller’s bardic performance abilities can affect undead creatures even if the bardic performance ability is a mind-affecting effect.

GEAR
+4 light fortification padded armor, +2 human bane shortbow, +1 shock arrows (x50), amulet of mighty fists +2, boots of striding and springing, cloak of resistance +3, gloves of arrow snaring, headband of alluring charisma +4, ring of minor fire resistance, ring of protection +3, wand of magic circle against good (50 charges), wand of major image (50 charges), plus another 23,000 gp

Dancing Ghouls and Dancing Ghasts
To create a dancing ghoul or dancing ghast, replace the 2 ranks in Climb with 2 ranks in Perform (dance), or Perform (dance) +7 for dancing ghouls Perform (dance) +9 for dancing ghasts. Add this special ability:

Chorus Attack (Ex): As part of a move action, a dancing ghoul or dancing ghast can attempt a DC 20 Perform (dance) check. If successful, the monster gains a +1 bonus on its first attack roll, with an additional +1 per every adjacent dancing ghoul or dancing ghast that also succeeds in its Perform (dance) check that turn. This bonus lasts until the end of the monster’s next turn, or until it attacks, whichever comes first.

April 23rd, 2012  in RPG No Comments »

N Is for Nagendra

Sultan Nagendra rules a desert kingdom that controls several important oases and, therefore, controls the trade routes through the region as well. Things were not always so. Decades ago, Nagendra was a desert giant outcast, banished from his tribe because of his too enthusiastic worship of Apep, the Great Serpent. Bound, blindfolded, and weaponless, Nagendra’s people drove him to the Sun’s Anvil, the most terrible part of the desert. Everyone fully expected him to die therein of thirst.

Apep had other plans.

The Great Serpent transformed Nagendra into a terrifying creature of earth and dust and vengeance. When Nagendra emerged from the Sun’s Anvil, he brought with him a zealous tribe of desert giants, forged into a disciplined fighting force ready to enslave and conquer in Nagendra’s and Apep’s names. He first targeted his former tribe, killing or capturing the leaders. Those captured he fought in single combat over several days as a both a spectacle for his followers as well as a demonstration of his personal power. The sons of the leaders were also slain, but the wives and daughters were spared to become his wives. Nagendra then turned his sights on the oases communities, and he handily smashed the defenses of each in turn. Every time, his policy was the same: death to the leaders, but clemency to the people.

Design Notes: I’m skeptical that Nagendra is really CR 20, although that is what the numbers add up to based on base creature, templates, et cetera. He’s tough, but he doesn’t look like CR 20 tough. I really need to compare his relevant numbers to CR 20 baselines and tweak as necessary, but I’ve run out of time if I’m going to N posted before today runs out. Perhaps I’ll revisit Nagendra later.

Sultan Nagendra
Giant Earth-Infused Dust Creature Desert Giant Fighter 2/Serpent Archer 6
CR 20; XP 307,200
LE Huge outsider (air, augmented giant, earth, elemental, extraplanar)
Init +4; Senses low-light vision, tremorsense 20 ft.; Perception +14

DEFENSE
AC 35, touch 13, flat-footed 30 (+8 armor, +4 Dex, +1 dodge, +14 natural, -2 size); Mobility
hp 288 (21d10+168)
Fort +19, Ref +15, Will +8 (+9 against fear)
Defensive Abilities air mastery, bravery, rock catching; Immune elemental traits, fire

OFFENSE
Speed 50 ft., burrow 50 ft.
Melee Bastion or Lawbringer +25/+20/+15 (2d6+15/15-20), or
Melee Bastion and Lawbringer +23/+23/+18/+13 (2d6+10/15-20), or
Melee 2 slams +23 (2d6+10), or
Ranged Farbiter +22/+17/+12 (2d8+12/19-20, x3), or
Ranged Farbiter +20/+20/+14/+9 (2d8+12/19-20, x3), or
Ranged rock +19 (2d6+10), or
Ranged 2 rocks +17/+17 (2d6+10)
Space 15 ft.; Reach 15 ft.
Special Attacks exude dust, grounded, rock throwing (100 ft.), sand blast, scimitar training, serpent arrow

TACTICS
Nagendra’s forte is delivering a gob of damage whether in melee or at range.

* Bastion is a +3 defending scimitar. Nagendra typically boosts his AC by +2 when fighting with it. Lawbringer is a +1 axiomatic scimitar. It deals a bonus 2d6 points of damage against chaotic creatures. Nagrenda’s attack stats above do not include the modifiers for these weapons.
* Farbiter is a +2 distance composite longbow [Str +10]. It has a 220-foot range increment.
* Nagendra almost always exudes dust in combat. This surrounds him in a stationary 20-foot radius of blinding dust (see below).
* When full attacking but not using Rapid Shot, Nagendra uses Manyshot. This adds 2d8 for the additional arrow with his first shot.
* If Nagendra uses Deadly Aim with any ranged attack, apply a -4 attack roll penalty and add +8 damage for each missile.
* If he uses Improved Vital Strike with any single attack, roll the damage three times; then add Strength, et cetera, the extra damage for Devastating Strike. Here’s a breakdown: two-handed scimitar (2d6+21 plus 4d6), one-handed scimitar (2d6+16 plus 4d6), slam (2d6+16 plus 4d6), longbow (2d8+6 plus 4d8), or rock (2d6+16 plus 4d6). Nagendra uses Improved Vital Strike in combination with Shot on the Run.
* Nagendra is highly mobile. He uses his normal speed, burrowing, and airborne abilities to keep from being pinned down, maintain advantageous positioning, et cetera. Whenever Nagendra takes a move action, he relies on Improved Vital Strike and Devastating Strike to keep his damage output high.

STATISTICS
Str 31, Dex 18, Con 26, Int 12, Wis 14, Cha 13
Base Atk +17; CMB +29; CMD 44 (48 vs. disarm and sunder with scimitars)
Feats Combat Reflexes, Deadly Aim, Devastating Strike, Dodge, Great Fortitude, Improved Critical (longbow) (B), Improved Critical (scimitar), Improved Vital Strike (B), Iron Will (B), Mobility, Point Blank Shot, Rapid Shot, Shot on the Run (B), Two-Weapon Fighting, Vital Strike (B), Weapon Focus (longbow)
Skills Handle Animal +15 (+18 with snakes), Intimidate +32, Perception +14, Stealth +12, Survival +18; Racial Modifier +4 Stealth
Languages Auran, Common, Giant, Terran
SQ airborne, sandwalking, snake charmer, snake poison

SPECIAL ABILITIES
Air Mastery (Ex): Any airborne creature takes a –1 penalty on attack and damage rolls against Nagendra.

Airborne (Su): At will, Nagendra can walk on air as though with an air walk spell. In addition, he always falls as if affected by a feather fall spell. When falling, Nagendra can be moved on the wind as noted in the description of the air walk spell.

Burrow (Ex): Nagendra can burrow through rock at half speed, and he does not leave a tunnel behind when it burrows.

Craft Snake Salve (Su): Nagendra can concoct snake salve. He can make this magic item as if he met all of the prerequisites, and his caster level for creating this item is equal to his serpent archer class level. When under the influence of snake salve (or a magic fang spell), Nagendra’s snake arrow is treated as a weapon with the enhancement bonus the spell provides (so a snake-arrow with a +1 enhancement bonus to its bite from snake salve is treated as a +1 arrow).

Exude Dust (Su): At will as a free action, Nagendra can exude a cloud of dust that surrounds his body. This cloud functions like an obscuring mist spell, except all dust creatures can see through it normally. Any other creature caught within in the cloud must succeed on a DC 29 Reflex save or be blinded by the stinging dust. (The save DC is Constitution-based.) Success indicates that the creature closed or otherwise covered its eyes before the dust could affect them. The creature must keep its eyes closed or covered while within the dust cloud or risk blindness. A creature that enters the dust cloud with its eyes closed or covered need not make a save against blindness unless it opens its eyes while within the dust cloud. A creature blinded by Nagendra’s cloud of dust regains its sight 1d4 rounds after its last exposure to a dust cloud with its eyes open. Blinding exposure of even a single eye blinds all eyes supernaturally.

Grounded (Ex): While in contact with the earth, Nagendra gains a +1 morale bonus on attack and damage rolls for melee attacks.

Sand Blast (Su): At will as a standard action, a dust creature can emit an abrasive jet of dust-filled wind that damages objects and other creatures. This wind takes the form of a 5-foot-wide, 20-foot long line that causes 10d4 points of slashing damage. Any creature caught within the area may attempt a DC 29 Reflex save for half damage. The save DC is Constitution-based.

Sandwalking (Ex): A desert giant travels at full speed across sand, rocky ground, or dust, and leaves no trail behind unless it chooses to.

Scimitar Training (Ex): All desert giants are proficient with scimitars, and can wield them as if they were light weapons. A desert giant adds its full Strength bonus to attacks made with a scimitar wielded in its off hand, and gains a +4 bonus to CMD versus disarm and sunder attempts when fighting with a scimitar in each hand.

Serpent Arrow (Su): Nagendra may remove a Medium snake from a container (similar to drawing an arrow or bolt from a quiver) and pull its body straight and stiff, suitable for firing from a bow (longbow, shortbow, composite longbow, or composite shortbow) or crossbow (light or heavy). Nagendra can draw and straighten snakes as a free action up to 6 times per round; otherwise, doing so is a move-equivalent action. When fired from a bow in this manner, the snake deals normal damage for the bow. If the snake is a poisonous snake, it also injects the target with poison as if he had been bitten by the snake. After being fired in this manner, the snake is stunned for 1 round (normally falling to the ground at the feet of the target). Once the snake recovers, it continues to attack the target.

If not fired, a drawn snake relaxes from its stiffened state after one round.

Snake Charmer (Ex): Nagendra especially intuitive when dealing with normal snakes and thus receives a morale bonus on all Handle Animal checks when dealing with normal snakes equal to 1/2 his serpent archer level (minimum +1).

Snake Poison (Ex): Nagendra is familiar with handling snakes and dealing with snake venom. He never risks accidentally poisoning himself when handling snakes he has tamed.

GEAR
Bastion (+3 defending scimitar), Farbiter (+2 distance composite longbow [Str +10]), Lawbringer (+1 axiomatic scimitar), +5 studded leather, plus 65,000 gp of other gear selected from the royal armories and treasuries, depending on the situation. Nagendra almost always carries a sack full of Medium venomous snakes.

April 16th, 2012  in RPG No Comments »

G Is for Gröd the Gorilla

Gröd the Gorilla transformed from a common jungle ape into an evil, intelligent beast after exposure to the eldritch energies of a glowing hunk of starmetal that fell from the heavens. Those same energies unlocked wild psionic powers from the beast’s mind. With its newfound abilities, it took the name Gröd and began a terrible career as an evil adventurer. That was years ago. Since that fateful day, Gröd has grown in power and influence. He now rules a savage band of greenskin orcs augmented by a motley assortment of ogres and girallons. From his treetop fortresses, Gröd lives the life of a warlord, exacting tribute from those who travel through his domain as well as waging skirmishes against nearby rivals.

Gröd’s personality mixes a sort of superficial sophistication with bouts of intense savagery. He affects an informed taste for finery and higher cultural pursuits, but isn’t above eating a slain enemy uncooked, tearing flesh and snapping bones to suck marrow. Gröd evinces an irrational hatred of adventurers who move faster than he does.

Design Notes: Gröd was built by applying the awaken spell to a normal Pathfinder gorilla, but with the Strength score increased to a more appropriately gorilla-like level. I then adjusted the gorilla’s CR to 4 before adding 8 levels of wilder, counting those levels as a non-key class. This bumped Gröd’s CR to 8. The additional +1 CR results from giving Gröd equipment equal to that of an 8th-level PC instead of a 8th-level NPC. All psionic abilities, skills, feats, and equipment come from Psionics Unleashed by Dreamscarred Press. I highly recommend this book if you like both psionics and Pathfinder. You can check out its OGC at this link.

Gröd the Gorilla
Awakened Gorilla Warrior Wilder 8
CR 9; XP 6,400
NE Large magical beast (augmented animal, psionic)
Init +3; Senses low-light vision, scent; Perception +14

DEFENSE
AC 23, touch 14, flat-footed 15 (+6 armor, +3 Dex, +2 dodge, +3 natural, -1 size)
hp 121 (5d8+15 plus 8d8+24 plus 13 Toughness plus 8 Psionic Body)
Fort +11, Ref +9, Will +10
Defensive Abilities elude attack +2

OFFENSE
Speed 30 ft., climb 30 ft.
Melee 2 slams +17 (1d6+8 plus 1d6 electricity), or
Ranged +1 teleporting javelin +12 (1d8+9, range increment 30 ft.)
Space 10 ft.; Reach 10 ft.
Psionic Powers Known (68 pp/day, ML 8th; concentration +11, +15 defensively):
4th – empathic feedback (Will DC 18)
3rd – body adjustment
2nd – mental disruption (Will DC 16)
1st – energy ray, force screen

STATISTICS
Str 26, Dex 16, Con 16, Int 14, Wis 16, Cha 16 (14)
Base Atk +9; CMB +18; CMD 31
Feats Combat Manifestation, Great Fortitude, Mental Leap, Psionic Body, Psionic Meditation, Skill Focus (Perception), Skill Focus (Stealth), Toughness (B)
Skills Acrobatics +18 (+22 jumping), Autohypnosis +14, Climb +23, Intimidate +14, Knowledge (psionics) +13, Perception +14, Spellcraft +13, Stealth +9, Swim +15, Use Magic Device +14; Racial Modifier +8 Climb; Armor Check Penalty -1
Languages Common, Giant, Orc

SPECIAL ABILITIES
Hardened Body (Ex): Gröd’s deep and intense connection to his body means that when his mind surges with power, his body grows more powerful. Gröd gains 5 temporary hit points whenever he gain the benefits of surging euphoria. These temporary hit points last for the duration of Gröd’s surging euphoria.

Psychic Enervation (Ex): Pushing himself by invoking a wild surge is dangerous. Immediately following each wild surge, Gröd may be overcome by the strain of his effort. The chance of suffering psychic enervation is 15%. When overcome by psychic enervation, Gröd is staggered until the end of his next turn and loses a number of hit points equal to his normal manifester level (the increase in manifester level from his wild surge does not increase the number of hit points lost). Gröd may expend his psionic focus as a free action when he would suffer psychic enervation to convert this damage into power point loss, although he is still staggered as normal.

Surge Blast (Su): Gröd can channel his wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, Gröd can make a ranged touch attack (range 30 feet) that deals 3d6 points of force damage.

Surging Euphoria (Ex): When Gröd uses his wild surge ability, he gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for 3 rounds. If Gröd is overcome by psychic enervation following his wild surge, he does not gain the morale bonus for this use of his wild surge ability.

Wild Surge (Su): Gröd can let his passion and emotion rise to the surface in a wild surge when he manifests a power. During a wild surge, Gröd gains phenomenal psionic strength, but may harm himself by the reckless use of his power (see psychic enervation).

Gröd can choose to invoke a wild surge whenever he manifests a power. When he does so, he gains +3 to his manifester level with that manifestation of the power. The manifester level boost gives him the ability to augment his powers to a higher degree than he otherwise could; however, he pays no extra power point for this wild surge. Instead, the additional 3 power points that would normally be required to augment the power is effectively supplied by the wild surge.

Level-dependent power effects are also improved, depending on the power Gröd manifests with his wild surge. This improvement in manifester level does not grant any other benefits outside of the manifestation (he gains no higher-level class abilities, for instance).

Gröd can expend his psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only his wild surge. He manifests this power as if all power points were paid by his wild surge ability. This results in the power being manifested as if the base power point cost of the power was paid, along with augmentation equal to his wild surge amount, but he may not augment the power beyond the amount of his wild surge, and when checking for psychic enervation, the chance to be overcome doubles to 30%. Gröd must wait 10 minutes after wild surging in this fashion before he can do so again.

EQUIPMENT
+2 chain shirt of landing, +1 teleporting javelin, bracers of mighty shocking fists (as an amulet of mighty fists but occupying the wrist slot), headband of alluring charisma +2, potion of displacement, potion of greater magic fang +2, psionatrix of telepathy, ring of forcefangs, plus 2,550 gp of other stuff, some of which should be spent for various magical scrolls for use via Use Magic Device

April 7th, 2012  in RPG No Comments »