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Deca
2010-03-31, 08:47 PM
The Dark Waters is the name of a plane that rests inside the multiverse. The Dark Waters are an infinite lake, stretching out forever in every point of the compass. It lacks a sun and is thus completely without illumination. The only source of light in the Dark Waters is the Secret. What the Secret is unknown but it hovers above the water in the very centre of the Waters and it's light can be seen like a star anywhere in the Dark Waters.

The Secret was first placed there by a goddess known as Lithia, Lady of the Lakes. She already had protectors for it, for the Dark Waters are filled with elementals and aqautic creatures sworn to her service. She reached into herself and drew out several divine sparks, tiny fragments of herself. She cast them into the mortal planes and the first Ferrymen were created.

The twin jobs of the Ferrymen are to protect the Secret and to recruit new members. They once also ferried beings from one plane to another and upheld the law in other planes but those jobs have ceased as attacks on the Waters have increased of late.

Combat is not the Ferryman's main purpose. Avatars of Law, they have a myriad of other ways to defeat their enemies that do not involve death. But most importantly, they are made to survive. It doesn't matter if they suffer defeats every now and then, only that they survive to protect the Secret another day. The number of Ferrymen have never been high and with beings attacking the Waters every hour, every single one is needed.
-Excerpt from Guide to the Planes and Various Denizens, Volume CCIV by Frim Trobblefoot

"Right lads, it's a standard interdimensional breach in Sector 21. Just remember your Words of Power and whaAYAAAAAGH!!"
-Ferryman-at-arms Dirk Twistly, first casuality of the Sector #0000000000000000021 Far Realms Incursion. New recruits are urged to contemplate his example and to learn from his mistakes. Namely the mistake of assuming that just because the insanity monsters are twenty sectors away, they aren't sufficiently capable of murdering you from where they are.

Ferryman of the Dark Waters
MEDIUM OUTSIDER (LAW, WATER, EXTRAPLANAR)
HD 38d8 + 1026 (1197)
Speed 30 ft, Swim 60ft
Init: +16
AC 48 (+16 Dex, +10 Dodge Bonus, +12 Deflection Bonus)
BAB +38; Grp +38
Attack Inscribed Oar +54 melee (6d8/6d8 + 17)
Space 5 ft.; Reach 5 ft.
Special Attacks: Word of Banishment, Inscribed Oar, Word of Disjunction
Special Qualities Darkvision 120ft, Astride the Balance, Outsider Traits, Law Traits, Water Traits, Plane Shift, Word of Warning, Immunity to cold, fire, water, polymorph, exhaustion, poison and petrification, Cool Head, Aquatic Transportation, Create Water, True Seeing, Water Walk damage reduction 15/chaotic and epic, Word of Denial, Word of Freedom, Spell Resistance 30, Regeneration 20/chaotic and epic, Resistance 10 cold, fire, electricity, acid
Saves Fort +52 Ref +41 Will +37
Abilities Str 27, Dex 42, Con 64, Int 34, Wis 34, Cha 14
Skills Swim 41, Survival 41, Tumble 41, Jump 41, Gather Information 41, Knowledge (arcana) 41, Knowledge (the planes) 41, Knowledge (religion) 41, Listen 41, Spot 41, Search 41, Sense Motive 41, Balance 41, Climb 41, Hide 41, Move Silently 41, Craft (Weapon-smithing) 41, Decipher Script 41, Disable Device 41, Disguise 41
Feats Eyes to the Sky, Ineluctable Echo, Live My Nightmare, Blind-Fight, Track, Endurance, Diehard, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Prowess, Epic Prowess, Epic Will
Environment Dark Waters, occasionally other planes
Organization Solitary, Pair, Troop (2-20, led by a Ferryman-at-arms)
Challenge Rating ?
Treasure Standard
Alignment Lawful Neutral
Advancement Can take levels in Monk, Fighter, Paladin or Cleric. Ferrymen with at least 10 levels in Fighter or Paladin are known as Ferrymen-at-arms. Ferrymen with at least 10 levels in Monk are known as Ferrymen Adepts. Ferrymen with at least 10 levels in Cleric are known as Ferry Masters and their domains must be Law and Water.

Word of Banishment (Su)
The Ferryman speaks a single word of power. The effect targets up to 76 HD of beings, no two of which can be more than 30ft apart. Any beings targeted must make a Will Save with a DC of 41. Any creatures effected are forced out of the current plane and into another one chosen at random.


Inscribed Oar (Ex):
The Oar is the traditional weapon for the Ferrymen. It is a double two-handed bludgeoning weapon. It can be thrown without a penalty to the attack roll as a standard action. The Inscribed Oar counts as having reach but can also be used to strike adjacent enemies. It can be used to make trip attacks.
The Inscribed Oar counts as a magical weapon with a +5 enhancement bonus. The damage dealt by the oar is both lawful and epic at the same time. The Inscribed Oar also counts as having the following Magic Weapon Traits: Returning, Seeking, Vorpal, Wounding.
The Inscribed Oar is made out of wood but is covered with runes of hardness and survival. It counts as being a magical adamantinum weapon for the purposes of hit points and hardness.

Word of Disjunction (Su):
The Ferryman speaks a word of power. The Word of Disjunction functions similarly to Mordenkainen’s Disjunction except that it has an 80% chance of shattering anti-magic shells and never affects Inscribed Oars. This is a standard action.

Astride the Balance (Ex):
The Ferryman and in fact, the entire Dark Waters, sit astride the balance point of the planes. Because of this, Ferrymen are immune to both positive and negative energy effects.

Plane Shift (Sp):
A Ferryman can Plane Shift at will as per the Plane Shift spell.

Word of Warning (Su):
If the Dark Waters are invaded, a Ferryman may use this word of power. When spoken, all Ferrymen are alerted to the danger and it’s specific nature and location, no matter where in the multiverse they are. Standard action.

Cool Head (Ex):
Ferrymen are utterly immune to fear and mind-effecting effects.

Aquatic Transportation (Su):
Ferrymen can use this ability at will. It allows the Ferryman to traverse the hidden Ways of Water. They can disappear into any body of water and emerge from another. It counts as a Greater Teleport but the Ferryman must be touching water when he teleports away and the target must be at least within five feet of a body of water.

Create Water (Sp):
As per the spell. Counts as having a Caster level of 38.

True Seeing(Su):
A Ferryman counts as having a permanent True Seeing cast upon it.

Water Walk (Ex):
A Ferryman counts as having a permanent Water Walk cast upon it that they can switch on and off at will.

Word of Denial (Su):
A Ferryman can speak this word five times a day. This word of power denies the attacks of the enemy. Word of Denial changes the Ferryman’s damage reduction to 20/-. Word of Denial’s effects last for five rounds. Using Word of Denial is a standard action.

Word of Freedom (Su):
If the Ferryman uses this word of power, he is immediately able to break free of any effect that is hampering his ability to move and attack normally. This includes chains, handcuffs, grapples and magic effects such as Slow. Using this is a standard action.

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Would have used Vorpal Tribbles method for determining CR's but it breaks with epic creatures.