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  1. - Top - End - #61
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    Buufreak's Avatar

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    Default Re: Villainous Competition XX​I: Yarr!

    Roughly at the 36 hour mark! I'm so super excited for this one, I can't even contain it!
    Quote Originally Posted by Seclora View Post
    Sorceror is like realizing you can pass the class with a C. So instead of spending 9 hours a week studying, you just write a decent paper the night before its due and graduate with the exact same diploma.
    Quote Originally Posted by Zanos View Post
    Good ol' Faerun, can't chuck a fireball without hitting an invisible astral epic spellcaster.

  2. - Top - End - #62
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    Default Re: Villainous Competition XX​I: Yarr!

    I'll have to pass on this one I got an avalanche of work to sift through in the next few days, and my villain is still a simple build at the time...

    Good luck to all though!
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  3. - Top - End - #63
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    Default Re: Villainous Competition XX​I: Yarr!

    Time to get started on my entry, I suppose.

  4. - Top - End - #64
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Yklikt View Post
    I asked before but didnt get clear reply. Can you put RHD advance after getting class levels?


    Just need to know
    I've never seen it done that way myself, and I'm not sure of the RAW support for advancing that way.

    All I can say is that there isn't a specific rule in the competition against it, and that the judges would score it as they saw fit.

  5. - Top - End - #65
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    Default Re: Villainous Competition XX​I: Yarr!

    Ok my entry is in. Hoping to at least get a nod for being the most original.

  6. - Top - End - #66
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    Default Re: Villainous Competition XX​I: Yarr!

    Pretty happy with my entry, looking forward to what everyone thought up.
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  7. - Top - End - #67
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    Default Re: Villainous Competition XX​I: Yarr!

    I have to work today, which is unexpected.
    Since (thanks to some answers to my problems! ) I am almost done one day of extension would do for me, got a free day tomorrow :)
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”


    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.”

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    Default Re: Villainous Competition XX​I: Yarr!

    With two others already asking I feel a little more comfortable asking for an extension too. The build I'm working on is relatively easy to re-purpose so not being able to finish the build wouldn't upset me too much, but It would still be nice to be able to get it in this round.

  9. - Top - End - #69
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    Exclamation Re: Villainous Competition XX​I: Yarr!

    Extension granted: 3 extra days (Wednesday 5th 23:59).

    I'll updated the OP.

    (Work internet access is blocking the first page, probably due to an image there. I'll update when I'm Home from work in about 9 hours).

  10. - Top - End - #70
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    BlueKnightGuy

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Thurbane View Post
    Extension granted: 3 extra days (Wednesday 5th 23:59).

    I'll updated the OP.

    (Work internet access is blocking the first page, probably due to an image there. I'll update when I'm Home from work in about 9 hours).
    what time zone?
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  11. - Top - End - #71
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Baby Gary View Post
    what time zone?
    72 hrs from the previous deadline I would assume. Whatever time it was before but 3 days later.
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  12. - Top - End - #72
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by zergling.exe View Post
    72 hrs from the previous deadline I would assume. Whatever time it was before but 3 days later.
    New date: Wednesday 23:59 GMT.
    Quote Originally Posted by Seclora View Post
    Sorceror is like realizing you can pass the class with a C. So instead of spending 9 hours a week studying, you just write a decent paper the night before its due and graduate with the exact same diploma.
    Quote Originally Posted by Zanos View Post
    Good ol' Faerun, can't chuck a fireball without hitting an invisible astral epic spellcaster.

  13. - Top - End - #73
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    WhiteWizardGirl

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    Default Re: Villainous Competition XX​I: Yarr!

    Whew! I haven't participated in one of these in a long time, but I just sent a build in.

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Yklikt View Post
    Good luck. Which build you did before?
    I made Olarys Jurgensdottir in the very first round (Leader of Armies), and Ogren Dellahunt for the Double Agent round.

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    Thumbs up Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Aka-chan View Post
    I made Olarys Jurgensdottir in the very first round (Leader of Armies), and Ogren Dellahunt for the Double Agent round.
    Glad to have you back on board.

  16. - Top - End - #76
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    Default Re: Villainous Competition XX​I: Yarr!

    Is it too early to make suggestions for the next round?
    Quote Originally Posted by Seclora View Post
    Sorceror is like realizing you can pass the class with a C. So instead of spending 9 hours a week studying, you just write a decent paper the night before its due and graduate with the exact same diploma.
    Quote Originally Posted by Zanos View Post
    Good ol' Faerun, can't chuck a fireball without hitting an invisible astral epic spellcaster.

  17. - Top - End - #77
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    Default Re: Villainous Competition XX​I: Yarr!

    Sadly I ahve to admit Iwont finish it till tonight.

    Unlike my original expectation I hav ebeen working nonstop since friday, and sleeping. Thats about it.

    Too bad, had a cool (if a bit silly) concept for the round.......sigh....:(
    A neutron walks into a bar and says, “How much for a beer?” The bartender says, “For you? No charge.”


    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.”

  18. - Top - End - #78
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    RogueGuy

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    Default Re: Villainous Competition XX​I: Yarr!

    Am I correct that the deadline is in less than 4 hours?

    I'm interested to see what people did.

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    Default Re: Villainous Competition XX​I: Yarr!

    Wish I had time to have participated because I had a couple of fun ideas for it but alas been too busy with trip planning and work to do so but looking forward to the entries.
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by TerrickTerran View Post
    Wish I had time to have participated because I had a couple of fun ideas for it but alas been too busy with trip planning and work to do so but looking forward to the entries.
    Well, if you find yourself with a bit of time this upcoming week, we always appreciate a few judges!
    Quote Originally Posted by Seclora View Post
    Sorceror is like realizing you can pass the class with a C. So instead of spending 9 hours a week studying, you just write a decent paper the night before its due and graduate with the exact same diploma.
    Quote Originally Posted by Zanos View Post
    Good ol' Faerun, can't chuck a fireball without hitting an invisible astral epic spellcaster.

  21. - Top - End - #81
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    Post Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Hackulator View Post
    Am I correct that the deadline is in less than 4 hours?

    I'm interested to see what people did.
    The deadline is approximately 2 hours 17 minutes from now.

    However, I won't be posting the reveal until I get back from work, in around 10 hours. Entries will be accepted up to the point of the reveal.

    Off the top of my head, some of the other already suggested themes include:

    • Two Heads Are Better Than One
    • Pokemaster (cminionmancy without leadership)
    • Yin and Yang (uses two kinds of opposing themes/abilities)
    • Tag Team (two villains that work together)
    • Cult-related
    • Catch Me if You Can (villain based around being undetectable/untouchable)
    • The Politician
    • Evil Enemy Enhancer (villain that focuses on buffing henchman/minions)
    • Lone Wolf (additional restrictions on any abilities or spells that can gather minions or allies)

    Fair warning - I more-or-less have the next theme locked in already.

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Thurbane View Post
    The deadline is approximately 2 hours 17 minutes from now.

    However, I won't be posting the reveal until I get back from work, in around 10 hours. Entries will be accepted up to the point of the reveal.

    Off the top of my head, some of the other already suggested themes include:

    • Two Heads Are Better Than One
    • Pokemaster (cminionmancy without leadership)
    • Yin and Yang (uses two kinds of opposing themes/abilities)
    • Tag Team (two villains that work together)
    • Cult-related
    • Catch Me if You Can (villain based around being undetectable/untouchable)
    • The Politician
    • Evil Enemy Enhancer (villain that focuses on buffing henchman/minions)
    • Lone Wolf (additional restrictions on any abilities or spells that can gather minions or allies)

    Fair warning - I more-or-less have the next theme locked in already.
    Okay, cool, then I'll throw this out there for potentially the next NEXT one!

    Potential Villainous Competition XXIII: For the Overmind
    A single mind is a terrible thing to waste. But a connection of thousands, if not millions of minds, are down right terrifying. The rules would be simple, same old VC rules (pending any changes in the near future) but the entrant must in some form or fashion be linked to others in its species/colony/clan/etc, much in the way the above quoted "Overmind" is connected to all Zerg, and by extension, each Zerg to one another.
    Quote Originally Posted by Seclora View Post
    Sorceror is like realizing you can pass the class with a C. So instead of spending 9 hours a week studying, you just write a decent paper the night before its due and graduate with the exact same diploma.
    Quote Originally Posted by Zanos View Post
    Good ol' Faerun, can't chuck a fireball without hitting an invisible astral epic spellcaster.

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    Default Re: Villainous Competition XX​I: Yarr!

    As a spectator, I hope that round XXII is two heads are better than one. I would love to see how all the competitors approach that theme (mostly cause I may or may not be looking for such a creation for a campaign, but am not skilled enough to make onr myself.)

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Buufreak View Post
    Okay, cool, then I'll throw this out there for potentially the next NEXT one!

    Potential Villainous Competition XXIII: For the Overmind
    A single mind is a terrible thing to waste. But a connection of thousands, if not millions of minds, are down right terrifying. The rules would be simple, same old VC rules (pending any changes in the near future) but the entrant must in some form or fashion be linked to others in its species/colony/clan/etc, much in the way the above quoted "Overmind" is connected to all Zerg, and by extension, each Zerg to one another.
    The Overmind?
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Yklikt View Post
    Why not just change deadline since this always happen
    Dude, chill out. It's a silly internet contest with made up deadlines, restrictions, and judging criteria. Taking it too seriously will only lead to frustration, and that's just no fun for anybody.

    In other news, since I have a few more hours, I should be able to finish up my entry, assuming nothing else jumps up needing immediate attention.
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Buufreak View Post
    Okay, cool, then I'll throw this out there for potentially the next NEXT one!

    Potential Villainous Competition XXIII: For the Overmind
    A single mind is a terrible thing to waste. But a connection of thousands, if not millions of minds, are down right terrifying. The rules would be simple, same old VC rules (pending any changes in the near future) but the entrant must in some form or fashion be linked to others in its species/colony/clan/etc, much in the way the above quoted "Overmind" is connected to all Zerg, and by extension, each Zerg to one another.
    Ooo, hiveminds! Let us show the glory of this superior form of existence to all.
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    Exclamation Re: Villainous Competition XX​I: Yarr!

    Without any further ado, here is the reveal.

    Please refrain from posting until I give the all clear.

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    Post Ulgaal, the planar corsair

    Ulgaal, the planar corsair




    Quadruple Evolved Undead large Atropal Scion (27 HD)
    Alignment: Chaotic Evil
    Attributes:

    Attribute Elite Array Racial Modifier Size Change Evolved Undead Total Bonus
    Str 13 +2 +8 +8 31 +11
    Dex 10 +4 -2 +0 12 +1
    Con - (8) - -(+4) (+0) -
    Int 12 +6 +0 +0 18 +4
    Wis 14 +12 +0 +0 26 +8
    Cha 15 +10 +0 +8 33 +12



    Spoiler: table
    Show

    I decided not to provide a single row for every CR because it is pretty pointless. It is a simple Undead progression featured in the entry followed by four times evolved undead. So I picked the minimum CR and the sweet spots to do the table. Feats are listed in order taken.

    CR Undead HD Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Special Attacks and Special Qualities
    11 9 4 +3 +3 +6 Listen +13, Knowledge (arcana) +13, Knowledge (religion) +13, Knowledge (planes) +13, Move Silently +13, Spot +13, Swim +2.5, Use magic device +13 Apprentice (Spellcaster), Lifesense, Corpsecrafter, Nimble bones Death gaze,
    negative
    energy aura,
    spell-like abilities: 3/day—animate dead, create undead, cone
    of cold, desecrate, dispel magic, invisibility, plane shift, speak
    with dead, teleport
    Damage reduction 10/
    adamantine,
    darkvision 60 ft.,
    fast healing
    8,
    rebuke undead 11/day (+8, 2d6+17, minimal 8 HD or lower affected),
    undead traits, unholy grace
    14 17 +8 +5 +5 +10 Listen +21, Knowledge (arcana) +21, Knowledge (religion) +21, Knowledge (planes) +21, Move Silently +21, Spot +21, Swim +7, Use magic device +20 Destruction Retribution, Bolster Resistance rebuke undead 11/day (+8, 2d6+25, minimal 16 HD or lower affected)
    16 27 +13 +9 +9 +15 Listen +31, Knowledge (arcana) +31, Knowledge (religion) +31, Knowledge (planes) +31, Move Silently +31, Spot +31, Swim +12, Use magic device +30 Quicken Turning, Evil's Blessing, Planar Turning [Epic Feat], Undead Mastery [Epic] rebuke undead 11/day (+8, 2d6+33, minimal 26 HD or lower affected)
    20 4x Evolved Undead +13 +9 +9 +15 Listen +31, Knowledge (arcana) +31, Knowledge (religion) +31, Knowledge (planes) +31, Move Silently +31, Spot +31, Swim +12, Use magic device +30 SLAs chosen from the Evolved Undead table: Haste, Greater Dispel Magic, Hold Monster and Greater Invisibility
    rebuke undead 15/day (+12, 2d6+37, minimal 28 HD or lower affected)


    Spoiler: Crazy amounts of rebuking and commanding undead (and possibly outsiders)
    Show

    Rebuking is very rarely used in games and honestly I have never optimized it before. It is in my humble opinion way to complicated but it is worthwhile for anyone who has a full (or almost full) progression of turn/rebuke undead which means mainly pure Cleric builds. The Atropal Scion counts as a cleric of its HD for rebuking undead. Paired with a very high charisma, the rebuke levels offer a lot. It increases our pool of undead we can control by another 27 HD. Animate dead states this exception explicitly.
    The way rebuking works the most important thing is your effective rebuke level which you should try to boost as much as possible. a phylactery of undead turning (+4) out of DMG, a scepter of the netherworld (+3) in libris morts and almost funny: a sacred shield or armor adds +2 and although it is out of the book of exalted deeds there is no clause that it can't be used by an evil character. On top all these boni are untyped so wear sacred armor and a sacred shield if you like although you are not proficient with it but who cares about the attack penalty. So let's add up all the acquired boni and check what we command: our minimal level is 28+4 +3+2+2= 39 levels of rebuke. Maximum is 3 higher so 42 which we hit on a roll of 10+ with a d20. Let's check what we can command with these numbers and let me quote an K's revised necromancer handbook for that:
    Spoiler: list of commandable undeads
    Show

    Rebuking by level and Source:
    1 or less: Nothing!
    2 Human Skeleton (MM), Ghostly Visage (FF)
    4 Wolf Skeleton (MM), Kobold Zombie (MM)
    6 Shadow (MM), Murk (LM), Raiment (LM), Tomb Mote (LM)
    8 Ghoul (MM), Wight (MM), Troglodyte Zombie (MM), Slay Mate! (LM), Bone Rat Swarm (LM), Desiccator (LM), Skin Kite (LM), Vasuthant (MM3)
    10 Deathlock (LM)
    12 Allip (MM), Ghast (MM), Vampire Spawn(MM), Skulking Cyst (LM), Spectral Lyrist (LM), Voidwraith (LM), Spawn of Kyuss (MM2)
    14 Wraith (MM), Brain in a Jar (LM)
    16 Mummy (MM), Corpse Rat Swarm (LM), Entomber (LM), Plagueblight (LM), Bhut (FF)
    18 Bodak (MM), Spectre (MM), Atropal Scion (LM), Crypt Chanter (LM), Quell (LM), Skirr (LM)
    20 Bleakborn (LM), Blood Amniote (LM), Bloodmote Cloud (LM), Cinderspawn (LM), Crypt Thing (FF)
    22 Bonedrinker (MM3)
    24 Devourer (MM), Boneclaw (MM3), Ephemeral Swarm (MM3), Grimweird (MM3), Salt Mummy (MM3), Quth-Maren (FF)
    26 Wheep (LM), Crimson Death (MM2)
    28 Mohrg (MM), Forsaken Shell (LM)
    30 Bone Naga (MM2)
    32 Dread Wraith (MM), Visage (LM), Dust Wight (MM3), Plague Spewer (MM3), Abyssal Ghoul (FF), Hullathoin (FF)
    34 Nightwing (MM), Boneyard (LM), Dream Vestige (LM), Ulgurstasta (FF)
    36 Blaspheme (LM), Slaughterwight (LM), Blood Fiend (FF)
    38 Entropic Reaper (LM)
    40 Hulking Corpse (LM), Drowned (MM3)
    42 Nightwalker (MM), Charnel Hound (MM3)

    Bone Naga is a standout to me. Casts as a 14th level sorcerer and hitting 30 levels of rebuking is doable and very likely even without any magic items. The drowned is thematically very fitting and there are plenty of interesting things in there: Nightwing and Nightwalker, Ephemeral Swarm (also known as f*** off by players all around the world).

    On top we have access to two Epic Feat. This may cause some ruckus whether or not a monster with 20 or more HD qualifies for epic feats but the build works just fine without it if you ban Epic things all together. Undead mastery is a simple boost in commanded undead, althougt a significant one (108 HD to 270 HD). Planar Turning is just gravy and adds to the interplanar piracy theme. Outsiders can be rebuked and half their spell resistance applies as turning resistance. Let's check some examples:
    Balor (20 HD, 28 SR =14 turn resistance) equals 34 HD of rebuking. So with the items listed above we hit this number easily. We don't even need all of them. The scepter and the phylactery are more than enough. There isn't even a need to roll: the Balor cowers in fear before you for 10 rounds. Pit Fiends (18 HD, 32 SR) have the same target number (34 HD), so the same result. Now let's see what we can command: Erinyes (19 HD rebuke, 38 command), bone devil (20 /40), Kyton (17/34), Hezrou (20/40), Succubus (15/30) Vrocks (18/36) or a Cauchemar (15/30) are all within range and that was just the MM I and mostly just monsters that are very likely to meet. For those about to wish: Efreeti have 10 HD and no SR. Free wishes, hooray.
    One more thing: Rebuking is a free action thanks to Quicken turning.


    Spoiler: Yarr? You a pirate? Of course I have Create Undead!
    Show

    To those confused by the amount of necromancy involved let me tell you: YARRRR!!
    On a more serious note: Necromancy and pirates go hand in hand regarding the many tales of ghost ships, zombie pirates and so on. The main reason I chose a dedicated necromancer is but a simple one: the bone creature template and its many many many abuses. Atropal Scions have Create Undead and Animate Dead as an SLA which solves one big issue with necromancy: the gems=GP needed. SLAs don't require material components. So free animating all day long. On top we can always reanimate as many 2 HD creatures that died because of our aura as Wights as we want. But let's talk about more stylish things than the "Wightocalypse". Ulgaal not only is a pirate. He even supplies other pirates with vessels minions or whatever they need. Thereby Ulgaal secures his position at the top. All the stuff he sells is undead and they are of better quality than any other undead because of the corpsecrafter line of feats.

    Credit to Inevitability for the first stylish thing: my ride is cooler than yours. Pirates on squid jetbikes. Ulgaal can casually stroll by on his squid (320ft. per round) and effect anyone with his aura, rebuke as a free action, cast as a standard action and probably smile and wave as a move action. The item of constant levitate must be bought though.

    The second cool ride is also not unknown in the playground although I found the thread only after I searched for Elsewhale + bone creature because I wasn't sure if someone would argue that once a bone creature loses all its flesh the mouth compartment is gone. Then I found this thread: the taxidermist. Seems like no one obliges.
    Elsewhales are just amazing: among being able to planeshift 1/day, they can carry along 1 large, 4 medium or 16 small creatures in their mouth and best part: they are sold for 8.000 GP. Usually you have to pay another 50 GP per day but we will just slay it and reanimate it as a bone creature. Decorate it and finished is our pirate vessel. We won't bother with the whole winged/half-fey shenanigans and just use our Elsewhale as a submarine or ship. Because these things are amazing and probably the whole world envies you for your ship, it could be a good idea to start an Elsewhale farm. Sadly there is no word on reproduction in their entry but I assume that their availability as mounts means someone is breeding them. Find that someone and make him an offer he can not refuse. Or pay him 8.000 GP per Elsewhale. Reanimating it would cost you 6.000 GP anyway if you weren't an Atropal Scion and selling them as powered up bone creatures should raise the price. Of course you can also just command an evil aquatic Outsider to do the breeding for you.

    More creatures worth looking at: the aforementioned Cauchemar or its little brother the Nightmare are also great as a bone creatures. Ulgaal isn't much of a rider but an undead still able to go on the astral and ethereal plane sounds promising as a gift or favour. Or simply sell it for loads of GP. Even at CR 11 the Nightmare is already an option because it only has 6 HD. Of course there are still the "standard" uses of Create Undead for Mummies and even Mohrgs can be useful if you "feed" them easy prey and they build their own zombie army but this is just poor compared to the natural Wight plague a Atropal Scion is capable of.

    Spoiler: Ulgaal's aims and motivation
    Show

    Ulgaal constantly tracks down other pirate crews and wants to show them his superior force. He is no fool though and only picks fights he knows he will win. For his vast undead horde he is constantly looking for gear and magical equipment to bolster their strength. His favorite battle method is attrition. He simply sends wave after wave of undead creatures until his enemies forces are weakened enough to deal the final blow. Often the pirates give in earlier and swear fealthy to Ulguul although most of them do it to the Bone Naga not realizing that she is a thrall too.

    Spoiler: some Crunch at CR 20
    Show

    Ulgaal himself is a decent boss fight. Of course he shines most with some undead minions as his negative energy aura boosts them greatly. Usual he buffs himself with invisibility before the fight. Evil's Blessing doubles Charisma on all saves for 5 rounds but takes a standard action. This can be an important buff to bolster the saves. At CR 20 this means +24 on all saves before base bonus and usual attribute. AC also ends up decently high thanks to Cha to AC as well. The evolved undead template is one of the rare cases where everything stacks so Ulgaal ends up with fast healing 12 (this overwrites the fast healing of his aura and his own).
    Ulgaal's offensive potential are definitely in his death gaze (Fort DC 26) and negative aura sprinkled with some SLA's. Thanks to his strength bonus grapple is also an option vs. medium and smaller opponents. Wands may be an excellent way to give Ulgaal more blasting power (UMD is high enough to pass anything out there except epic challenges). Although his cone of cold SLA thrice a day can be decent enough. All in all Ulgaal should be played as a coward and a grey eminence hiding behind his thralls. His ranks in swim should show his love for the ocean. Ulgaal simply likes swimming and at CR 20 he isn't half-bad at it either.

    Spoiler: Ulgaal's Fleet
    Show

    This is an example set up of Ulgaal's Fleet purely by the virtue of his ability to command undead and outsiders. This is a force for a classic pirate environment meaning an ocean with islands and coastlines like the material plane. I wanted to make a diverse fleet of Undead monsters and only partially look at the power of the monsters used.
    Let's start with the 270 HD (ten times the level in HD) of rebuke/command. Undead created with Create Undead have to be controlled that way too:
    15 HD for a Bone Naga
    12 HD for two Succubi (6 HD each)
    12 Bone Elsewhales for 144 HD.
    8 Mummies (64 HD)
    8 Ghasts (32 HD)
    3 HD are unused.
    Then Ulgaal has another 108 HD for zombies and skeletons created with animate dead. He uses 32 HD for 32 Pixie-skeletons and 32 HD for 32 Zombie-eagles. 12 HD for four medium Shark-skeletons and 32 HD for 32 small Dog-skeletons.

    The Bone Naga is a great second in command. 15 HD for 14th level of casting seems like a great deal. She is the assumed leader for many enemies and serves as a proxy for Ulgaal who rarely reveals himself unless he is certain of victory or the fleet is in dire need. The two Succubi also fill a role Ulgaal cannot do himself: social interaction and infiltration, charming enemies and serve as proxy leaders is their main duty.
    Each Elsewhale can be equipped differently according to their tasks. The flagship Elsewhale #1 is needed for the Bone Naga (she is large). This one is most likely equipped with magical equipment. Elsewhale #2 and #3 are each filled with the 4 Mummies. Mummies are just great front liners and are especially annoying once mummy rot gets contracted. #4 and #5 are filled with 4 Ghasts each. Those aren't the most effective creatures and surely not worth the HD but I wanted to diverse the crew.#6 and #7 are filled with 32 zombie eagles. Those flying buggers are especially annoying thanks to Destruction Retribution. #8 and #9 carry Pixie-skeletons. These are highly effective when equipped with longbows and either magical arrows or simply poisoned arrows. #10 carries 4 shark-skeletons. #11 and #12 are filled 32 small dog skeletons. Ulgaal himself uses mostly his own plane shift and the starts searching his spread forces (remember that crappy little detail in plane shift with scattered entry point).

    For piracy on planes that require flying (i.e.e the astral plane) replace all Elsewhales with giant squid jetbikes, they also have 12 HD per bike and should offer enough riding space for creatures. Probably you will use more Humanoid Undead and more elite Outsiders to man the choppers than I have in my fleet example.
    The two Succubi are installed as leaders of their own crews and thereby disguise their true master. Mostly Ulgaal first chooses a plane, transfers his whole fleet and then installs the Succubi among his enemies. They scout the power of the enemy and their strengths and weaknesses before Ulgaal strikes.
    From Githyanki pirates on the Astral plane, to pirates on the abyssal seas or the material plane. Ulgaal is able to attack anyone anywhere. Just imagine standing on a coastline with 12 Bone Elsewhales surfacing at the same time spilling out Undead creatures left and right. For those who counted: 115 undead creatures to be precise, 127 if you count the whales and 128 if Ulgaal is present. Imagine an Astral Skiff full with Githyanki pirates being raided by a bone naga on a bone squid jetbike accompanied by zombie eagles who explode on death and then lastly imagine an ugly blob of unlife casually strolling by a Pit Fiend and making the poor guy cower in awe. No roll needed. Now imagine the PCs seeing this happen. Ulgaal truly can be a boss and your players will remember him. The world is yours to reanimate (and rebuke).




    Spoiler: Sources
    Show

    Atropal Scion, all corpsecrafter feats, quicken turning, lifesense, Evolved Undead: Libris Mortis
    Undead Mastery, Planar turning: Epic level handbook
    Apprentice feat: DMG II

  29. - Top - End - #89
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    Post Daggadol

    Daggadol
    Kraken Swordsage 1/Hulking Hurler 1/Swordsage 6

    Spoiler: Backstory
    Show
    People turn to piracy for a variety of reasons. Some are motivated by greed, some see no other way to survive, and some simply long for violence. Daggadol the kraken, however, has a more unusual motivation: She has taken up piracy out of love.
    Daggadol has fallen tail-over-tentacles in love with Trexidaraxes, a juvenile red dragon who has recently settled on a volcanic island near the kraken’s home. Trexidaraxes, who is remarkably greedy even by dragon standards, has accepted the kraken’s advances, as she continuously brings him lavish gifts to prove her affection.
    It is this need to find gifts for her beloved that has inspired Daggadol to take to piracy, as finding treasure amidst sunken ships is a difficult and time-consuming effort. It’s far easier to simply force some sailors to load all their wealth into a boat and swim away with it!


    Spoiler: Ability Scores
    Show
    Base Abilities: Str 14, Dex 15, Con 10, Int 12, Wis 8, Cha 13
    Modified Abilities: Str 38, Dex 15, Con 28, Int 22, Wis 18, Cha 23
    Ability increases: 24 HD (CR 16): Dex 16; 28 HD (CR 20): Str 39


    Spoiler: Build Table
    Show

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    12 Kraken Racial HD +20 +12 +12 +6 Concentration 23, Diplomacy 23, Hide 23, Intimidate 23, K (geography) 23, Search 23, Spot 23, UMD 23 Combat Expertise, Combat Reflexes, Improved Sunder, Improved Trip, Knock-Down, Point-Blank Shot, Power Attack Improved grab, constrict, darkvision 60 ft, ink cloud, jet, low-light vision, spell-like abilities
    13 Swordsage 1 +20 +12 +14 +8 Concentration 24, Hide 24, Intimidate 24, Listen 3, Search 24, Spot 24, UMD 24 Weapon Focus (javelin) Quick to act +1, Discipline focus (weapon focus)
    14 Hulking Hurler 1 +21 +12 +16 +8 Concentration 25, Intimidate 25, Listen 4, Spot 25, UMD 25 Snatch ArrowsB, Throw AnythingB Catch weapon, really thrown anything
    15 Swordsage 2 +22 +12 +17 +9 Concentration 26, Hide 26, Intimidate 26, Listen 6, Spot 26, UMD 26 - AC bonus
    16 Swordsage 3 +23 +13 +17 +9 Concentration 27, Hide 27, Intimidate 27, Listen 11, Spot 27, UMD 27 Adaptive Style -
    17 Swordsage 4 +24 +13 +18 +10 Concentration 28, Hide 28, Intimidate 28, Listen 16, Spot 28, UMD 28 - Discipline focus (insightful strike)
    18 Swordsage 5 +24 +13 +18 +10 Concentration 29, Hide 29, Intimidate 29, Listen 21 Spot 29, UMD 29 - Quick to Act +2
    19 Swordsage 6 +25 +14 +19 +11 Concentration 30, Hide 30, Intimidate 30, Listen 26, Spot 30, UMD 30 Extra Readied Maneuver -
    20 Swordsage 7 +26 +14 +19 +11 Concentration 31, Hide 31, Intimidate 31, Listen 31, Spot 31, UMD 31 - Sense Magic


    Spoiler: Maneuvers Known
    Show
    CR 13 – Ballista Throw, Comet Throw, Greater Insightful Strike, Hearing the Air (stance), Insightful Strike, Mighty Throw, Moment of Perfect Mind
    CR 15 – Pearl of Black Doubt (stance), Scorpion Parry
    CR 16 – Hydra Slaying Strike
    CR 17 – Avalanche of Blades, Soaring Throw (replaces Mighty Throw)
    CR 18 – Fool’s Strike, Stance of Alacrity (stance)
    CR 19 – Diamond Nightmare Blade
    CR 20 – Tornado Throw


    Spoiler: Using Daggadol
    Show
    Daggadol is a somewhat unusual BBEG, as she has no real goal to pursue. Thus, she works better as a complicating factor rather than a direct adversary.
    In a pirate campaign, Daggadol makes an excellent rival for PC pirates. She could attack a particularly valuable ship that the PCs had their eyes on, stir up increased naval patrols through her frequent attacks, or rob the PCs outright – after all, there’s no honor among thieves! The goal should be to make Daggadol a nuisance to the PCs, so that they will try to hunt her down when they are (or think they are) strong enough to defeat her.
    In a pirate-fighting campaign, Daggadol serves as an excellent final-boss type of villain. Rather than being directly in charge of the pirates the PCs are opposing, she’s simply creating opportunities for them to act by frightening all the normal anti-pirate patrols so much that they refuse to leave port.
    Daggadol can also serve as a side-quest or a secondary villain for any nautical campaign; the PCs would simply take a session or three to hunt down the piratical kraken before moving on with their main concerns.
    There is an alternative to simply killing Daggadol: Her beloved Trexidaraxes doesn’t actually care about her and is simply leading her on in an attempt to enlarge his hoard. Should the PCs be able to convince Daggadol of this she will be heartbroken and abandon her piratical activities entirely.

    Spoiler: CR 12
    Show
    Daggadol is just a kraken at this point, albeit one with higher ability scores and different skill and feat selections than the standard MM kraken. This version of Daggadol is just getting started at piracy, but she’s developed the basic techniques that will serve her throughout her career. She’ll lurk near established shipping lanes, and use her jet ability to chase down any ships that look like they might be carrying a valuable cargo. When she catches up with the ship, she’ll demand they surrender their valuables. Should they refuse, she has a variety of techniques to bring about compliance: She could rip up the rigging or tear down the masts, break the ship’s rudder, use control winds to endanger the ship, or simply grab uncooperative sailors off the deck and devour them.

    Spoiler: CR 15
    Show
    With a few class levels under her belt, Daggadol is significantly more dangerous. Her Setting Sun maneuvers give her a variety of ways to toss people about the battlefield, while her Hulking Hurler level lets her use grabbed sailors or ripped-off chunks of ship as projectile weapons (her light load is 12,800 pounds). Defensively, Moment of Perfect Mind covers her weak Will save, while Pearl of Black Doubt can boost her AC and Scorpion Parry can completely no-sell an attack.

    Spoiler: CR 16 (Sweet Spot)
    Show
    While not otherwise more powerful than at CR 15, this is when Daggadol picks up Adaptive Style, which makes it possible for her to refresh her maneuvers in battle. This extra bit of endurance lets her keep her most powerful options in play through a long battle, making this her sweet spot.

    Spoiler: CR 20
    Show
    Daggadol picks up a ninth-level maneuver this level, but her options aren’t that good. Tornado Throw is probably the best one available to her (and it’s certainly the most in keeping with her theme), but her slow movement speed limits its utility.


    Spoiler: Sources
    Show
    Swordsage, maneuvers, Adaptive Style, Extra Readied Maneuver: Tome of Battle
    Hulking Hurler, Throw Anything: Complete Warrior
    Knock-Down: Deities & Demigods
    All the rest: SRD

  30. - Top - End - #90
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    Post Kyra the Taker

    Kyra the Taker
    "Everything on this ship, everything in the entire ocean, belongs to me."

    Kyra the Taker is a pirate whose very presence can panic foes into giving her what she wants. Failing that, she generally flanks her enemies, or just grabs them and pulls them underwater.

    Having risen up from a simple dockyard thug, she started her career as a pirate while she was found to be good enough at fighting to punch most men to death in a single hit, and fearsome to boot, as well as competent enough at sailing to handle herself on a ship. Eventually, she ended up as a leader of her very own ship, and quickly found ways to take some more ships...

    Spoiler: Build Stub
    Show
    NE Darfellan [SW] SA Thug [UA] 9 (Zhentarim Soldier [CoV] 9)/Scarlet Corsair [SW] 10/Marshal [MHB] 1

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

    All bonuses go to CHA.
    Spoiler: Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 SA Thug 1 [UA] +1 +3 +2 -1 Bluff 4, Climb 4, Intimidate 4, Profession Sailor 2, Swim 4 Improved Unarmed Strike Sneak Attack 1d6
    2 SA Thug 2 +2 +4 +2 -1 Bluff 5, Climb 5, Intimidate 5, Profession Sailor 2, Swim 5 - -
    3 SA Thug 3 +3 +4 +3 +0 Bluff 6, Climb 6, Intimidate 6, Profession Sailor 3, Swim 6 Scourge of the Seas (Not the class feature)[SW] Sneak Attack 2d6
    4 SA Thug 4 +4 +5 +3 +0 Bluff 7, Climb 7, Intimidate 7, Profession Sailor 3, Swim 7 - -
    5 SA Thug 5 +5 +5 +3 +0 Bluff 8, Climb 8, Intimidate 8, Profession Sailor 4, Swim 8 Sneak Attack 3d6
    6 SA Thug 5/Scarlet Corsair 1 [SW] +6 +5 +5 +0 Bluff 8, Climb 9, Intimidate 9, Profession Sailor 7, Swim 8 Imperious Command[DotU] Improved Feint
    7 SA Thug 5/Scarlet Corsair 2 +7 +5 +6 +0 Bluff 8, Climb 10, Intimidate 10, Profession Sailor 10, Swim 8 - Sneak Attack 4d6
    8 SA Thug 5/Scarlet Corsair 3 +8 +6 +6 +1 Bluff 8, Climb 11, Intimidate 11, Profession Sailor 11, Swim 8, Speedy Ascent [CS] - Corsair's Feint every 2d4 rounds
    9 SA Thug 5/Scarlet Corsair 4 +9 +6 +7 +1 Bluff 8, Climb 12, Intimidate 12, Profession Sailor 12, Swim 8, Quick Swimmer [CS] Superior Unarmed Strike[ToB] Sailor's Step +2
    10 SA Thug 5/Scarlet Corsair 5 +10 +6 +7 +1 Bluff 8, Climb 13, Intimidate 13, Profession Sailor 13, Swim 10 - Scourge of the Seas (Not the feat)
    11 SA Thug 6/Scarlet Corsair 5 +11 +7 +8 +2 Bluff 8, Climb 14, Intimidate 14, Profession Sailor 13, Swim 13 - -
    12 SA Thug 7/Scarlet Corsair 5 +12 +7 +8 +2 Bluff 9, Climb 15, Intimidate 15, Profession Sailor 13, Swim 15 Snap Kick[ToB] Sneak Attack 5d6
    13 SA Thug 8/Scarlet Corsair 5 +13 +8 +8 +2 Bluff 11, Climb 16, Intimidate 16, Profession Sailor 13, Swim 16 - -
    14 SA Thug 9 (Zhentarim Soldier 9) [CoV]/Scarlet Corsair 5 +14 +8 +9 +3 Bluff 11, Climb 17, Intimidate 17, Profession Sailor 13, Swim 17 - Swift Demoralisation
    15 SA Thug 9 (Zhentarim Soldier 9)/Scarlet Corsair 6 +15 +9 +10 +4 Bluff 11, Climb 17, Intimidate 18, Profession Sailor 17, Swim 17 Throat Punch[CS] Sneak Attack 6d6
    16 SA Thug 9 (Zhentarim Soldier 9)/Scarlet Corsair 7 +16 +9 +10 +4 Bluff 11, Climb 17, Intimidate 19, Profession Sailor 19, Swim 19 - Corsair's Feint every 1d4 rounds
    17 SA Thug 9 (Zhentarim Soldier 9)/Scarlet Corsair 8 +17 +9 +11 +4 Bluff 11, Climb 19, Intimidate 20, Profession Sailor 20, Swim 20 - Sailor's Step +4
    18 SA Thug 9 (Zhentarim Soldier 9)/Scarlet Corsair 9 +18 +10 +11 +5 Bluff 11, Climb 21, Intimidate 21, Profession Sailor 21, Swim 21 Deflect Arrows Frightening Lunge
    19 SA Thug 9 (Zhentarim Soldier 9)/Scarlet Corsair 9/Marshal 1 [MHB] +18 +12 +11 +7 Bluff 14, Climb 21, Intimidate 22, Profession Sailor 21, Swim 22 Skill Focus (Diplomacy) Minor Aura
    20 SA Thug 9 (Zhentarim Soldier 9)/Scarlet Corsair 10/Marshal 1 +19 +12 +12 +7 Bluff 14, Climb 21, Intimidate 23, Profession Sailor 23, Swim 23 - Sneak Attack 7d6
    Spoiler: Level 5
    Show
    At this level, Kyra's abilities basically extend to the fact that any enemy captain which looks at her ship will probably attempt to bug out at all costs, leaving Kyra's crew to attack the fleeing ship, and also she has a neat UAS and probably also wields a longbow. Her sneak attack isn't very, well, sneaky, so she probably needs to feint to get SAs off at enemies.
    Spoiler: Level 10
    Show
    So this is when Kyra's other intimidate trick - which is also called Scourge of the Seas, just to annoy you - comes online. Now, Imperious Command is a vaguely standard thing which Samurai use along with move-action intimidates (usually from avenging executioner) use for lockdowns. The idea with that the target becomes cowerding for one round and then shaken for one round, meaning that if you can keep on using the ability every round, the target stays cowering forever. Scourge of the Seas (not the feat) turns that up to... well, whatever your charisma modifier is, because that's how long your intimidate effects now last. Oh, and you can intimidate everyone within 30 feet as the same action, because that's fair and reasonable.

    A typical combat with Kyra will involve the captain of the enemy ship sailing away in fear, which lasts as long as they can see Kyra's ship, plus another d6*10 minutes. Kyra then leaps into the water and swims to catch the escaping ship, moving at 170 feet/round, faster than any ship in practically any conditions (especially if the ship needs to make an about turn in a hurry). She scales the side of the ship handily, then uses her standard action to make everyone nearby cower (the captain is already frightened and trying to run away). She then beats up the cowering enemies with her sneak attacks, making sure to refresh the cower effect every few rounds, and then takes control of the ship, managing to complete basic maneuvers even alone. If she can't win the fight on the ship, she'll happily jump into the water and escape.
    Spoiler: Level 15
    Show
    Her tactics remain as above, only she can now demoralise enemies as a swift action. So that's pretty good.
    Spoiler: Level 20
    Show
    Tactics remain the same, though it bears pointing out that Frightening Lunge can shake enemies forever.

    The final boss fight should be played out as a ship combat, allowing Kyra to force the enemy captain to flee. The players then have the option of either trying to incapacitate the captain and take over or deal with the fact that they're running away rather than doing anything useful. Either way, they know that Kyra herself will show up somewhere. The DM should have her work out where on the ship it's useful for her to appear, intimidate some crew, and then murder them. If the PCs don't find a way to catch her, she'll show up on their faces eventually anyway, and start her lockdown nonsense: a PC with high wisdom might escape to fight her or free their allies, and because Scourge of the Seas (not the feat) is actually mind-affecting (unlike most intimidate uses) they can use mind blank to try to block it (though she can still force a PC to cower for a round as a swift action, and then sneak attack that PC five times fast). Ultimately, she won't stand up to four well-made PCs in close combat if she can't intimidate them all at once: her AC in a +5 chain shirt is still only 25, which shouldn't pose any difficulties for a real martial character.

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