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  1. - Top - End - #91
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    Post Tadashi Shirahama, “The Wave Man”

    Tadashi Shirahama, “The Wave Man”
    Monk2/Samurai2/Unarmed Swordsage4/Ronin2/Drunken Master2/Scarlet Corsair 8
    LE ->NE -> CE Human



    Spoiler: Background
    Show


    Tadashi was born into the noble Shirahama family, a powerful house along the coast. Like all members of his family, he grew up around ships, and had some familiarity with the basics of sailing. His lordly manner did not impress his lessers, and more than once he threw a hapless commoner overboard for a petty offense. In an effort to iron out his cruel streak, his family sent him to a master martial artist to train, but this only served to give him more tools to inflict suffering. When his training concluded, the time had come to swear an oath of loyalty to his daimyo, taking his rightful place as one of his lord’s Samurai.

    After a short time serving at court, he was assigned to a naval vessel because of his experience at sea. He quickly learned new fighting techniques from his crew, but as his skills grew so did his cruelty. Things came to a head when he demanded the crew sail into a storm. They refused, and the entire crew mutinied. They managed to subdue Tadashi, but not before he had killed six of the mutineers. His temper had ruined the mission, and the crew brought him back to the daimyo bound and gagged. His shameful failure was met with a swift and terrible response: he was stripped of his title and expelled from the daimyo’s service.

    Tadashi took to the waves again, trying to hire himself out as a crew member and marine guard to merchant vessels, and hoping to reclaim some of his lost honor; but his reputation followed him. He slumped into a deep depression, finding solace in alcohol. Eventually he shook himself out of his funk, and decided to embrace his new identity as a cruel and bloodthirsty pirate. He would sail the seas as The Wave Man, taking whatever he wanted; and woe to any who get in his way!


    Spoiler: Starting Stats
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    Str 15
    Dex 14
    Con 10
    Int 13
    Wis 12
    Cha 8

    +1 Int at level 4. +1 Str at level 8, 16, and 20. +1 Dex at level 12.


    Spoiler: Build Table
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    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Monk1 +0 +2 +2 +2 Climb 4, Profession (Sailor) 4, Swim 4, Tumble 4, Intimidate 2, Bluff 2, Use Rope 2, Balance 2 Able Learner (human), Dodge, Improved Unarmed Strike (Monk), Stunning Fist (Monk) Bonus Feat, Flurry of Blows, Unarmed Strike
    2 Monk2 +1 +3 +3 +3 Climb 5, Profession (Sailor) 5, Swim 5, Tumble 5, Balance 4 Combat Reflexes (Monk) Bonus Feat, Evasion
    3 Samurai1 +2 +5 +3 +3 Profession (Sailor) 6, Intimidate 5 Great Fortitude, Exotic Weapon Proficiency (Bastard sword) (Samurai) Daisho Proficiency
    4 Samurai2 +3 +6 +3 +3 Profession (Sailor) 7, Intimidate 7, Tumble 7, Climb 6 Two-Weapon Fighting (Bastard Sword/Short Sword only) (Samurai) Two Swords as One, +1 Int
    5 Unarmed Swordsage1 +3 +6 +5 +5 Profession (Sailor) 8, Intimidate 8, Tumble 8, Bluff 7, Climb 7 Weapon Focus (Diamond Mind) Quick to Act +1, Discipline Focus (Weapon Focus)
    6 Unarmed Swordsage2 +4 +6 +6 +6 Profession (Sailor) 9, Intimidate 9, Tumble 9, Bluff 9, Balance 5, Swim 7, Climb 8 Improved Initiative AC Bonus
    7 Unarmed Swordsage3 +5 +7 +6 +6 Profession (Sailor) 10, Intimidate 10, Bluff 10, Use Rope 5, Climb 9, Speedy Ascent skill trick - -
    8 Unarmed Swordsage4 +6 +7 +7 +7 Profession (Sailor) 11, Intimidate 11, Bluff 11, Tumble 11, Swim 8, Climb 9, Quick Swimmer skill trick - Discipline Focus (Insightful Strike): Setting Sun, +1 Str
    9 Ronin1 +7 +9 +7 +7 Profession (Sailor) 12, Intimidate 12, Bluff 12, Tumble 12, Climb 9 Craven Infamy, Sneak Attack +1d6, Alignment shift to NE
    10 Ronin2 +8 +10 +7 +7 Profession (Sailor) 13, Intimidate 13, Bluff 13, Tumble 13, Swim 9 - Banzai Charge
    11 Drunken Master1 +8 +12 +9 +7 Profession (Sailor) 14, Intimidate 14, Bluff 14, Tumble 14, Climb 10, Swim 10, Balance 6 - Drink Like a Demon, Improvised Weapons, Alignment Shift to CE
    12 Drunken Master2 +9 +13 +9 +7 Profession (Sailor) 15, Intimidate 15, Bluff 15, Tumble 15, Climb 11, Swim 11, Balance 7 Staggering Strike Stagger, +1 Dex
    13 Scarlet Corsair1 +10 +13 +11 +7 Profession (Sailor) 16, Bluff 16, Tumble 16, Climb 12, Swim 12, Balance 9 Improved Feint Bonus Feat
    14 Scarlet Corsair2 +11 +13 +12 +7 Profession (Sailor) 17, Bluff 17, Tumble 17, Intimidate 16, Climb 13, Swim 13, Balance 10 - Sneak Attack +1d6 (stacks to 2d6)
    15 Scarlet Corsair3 +12 +14 +12 +8 Profession (Sailor) 18, Bluff 18, Tumble 18, Climb 15, Swim 15 Two-Weapon Pounce Corsair’s Feint 1/2d4 rounds
    16 Scarlet Corsair4 +13 +14 +13 +8 Profession (Sailor) 19, Bluff 19, Tumble 19, Climb 17, Swim 17 - Sailor’s Step +2, +1 Str
    17 Scarlet Corsair5 +14 +14 +13 +8 Profession (Sailor) 20, Bluff 20, Tumble 20, Disguise 4 - Scourge of the Seas
    18 Scarlet Corsair6 +15 +15 +14 +9 Profession (Sailor) 21, Bluff 21, Tumble 21, Disguise 8 Desert Wind Dodge, Lose Dodge for Hamstring Sneak Attack +3d6
    19 Scarlet Corsair7 +16 +15 +14 +9 Profession (Sailor) 22, Bluff 22, Tumble 22, Disguise 12 - Corsair’s Feint 1/1d4 rounds
    20 Scarlet Corsair8 +17 +15 +15 +9 Profession (Sailor) 23, Bluff 23, Tumble 23, Disguise 16 - Sailor’s Step +4, +1 Str


    Spoiler: Maneuvers
    Show

    Level Maneuvers Known Maneuvers Readied Stances Known
    5th 6 4 1
    6th 7 4 2
    7th 8 5 2
    8th 9 5 2


    Spoiler: Maneuvers known
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    Level 5 Swordsage1
    Maneuvers:
    Distracting Ember (Desert Wind boost)
    Charging Minotaur (Stone Dragon strike)
    Mighty Throw (Setting Sun strike)
    Cloak of Deception (Shadow Hand boost)
    Counter Charge (Setting Sun counter)
    Wolf Fang Strike (Tiger Claw strike)
    Stance:
    Island of Blades (Shadow Hand stance)

    Level 6 Swordsage2
    Sudden Leap (Tiger Claw boost)
    Stance:
    Step of the Wind (Setting Sun stance)

    Level 7 Swordsage3
    Devastating Throw (Setting Sun strike)

    Level 8 Swordsage4
    Shadow Garrote (Shadow Hand strike)


    Spoiler: Level Writeups
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    Spoiler: Level 1
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    Tadashi is starting out his career as a Monk-In-Training. His skill selection is a bit unusual thanks to his maritime upbringing and the Able Learner feat. Otherwise, he has all the strengths and weaknesses of a typical Monk.


    Spoiler: Level 5
    Show

    With two levels of Monk, two of Samurai and one of Swordsage, Tadashi has a much broader range of options than most melee characters at this level. His Two Swords as One ability combined with Wolf Fang Strike allows him to pseudo-pounce. Diamond Mind weapon focus gives him a much-needed bump to attack with his Bastard Sword, and Island of Blades lets him coordinate attacks with any of his crew members or allies. His Unarmed Swordsage progression will advance his unarmed strikes; the lack of armor proficiency is taken care of by Samurai. He will typically wear light armor, so he’s still able to take advantage of the extra AC from his Wisdom score (from Swordsage) and Evasion (from Monk). This does mean that he loses Flurry of Blows; he spends the rest of his career not missing it that much. He will get a few extra Stunning Fist attempts as he levels up thanks to his Monk levels; this may come in handy later.


    Spoiler: Level 10
    Show

    Tadashi has shifted alignment to Neutral Evil by this point. His Banzai Charge ability allows him to take a penalty to AC to give himself bonuses to damage. This is similar to Shock Trooper’s Heedless Charge ability, though without the doubled bonus if wielding a two-handed weapon. Sneak attack and Craven now combine well with Island of Blades, Cloak of Deception, Wolf Fang Strike, Shadow Garrote, and Distracting Ember. Two skill tricks, Speedy Ascent and Quick Swimmer, give him a few more thematic abilities when he’s on a ship or near the water.


    Spoiler: Level 15
    Show

    This is the sweet spot. Tadashi has now completed his alignment shift to Chaotic Evil, taking on a new persona as “The Wave Man,” a bloodthirsty pirate. Drunken Master’s “Stagger” ability gives him much more options for mobility during a charge attack. In an environment with a lot of difficult terrain – such as the pitching deck of a ship – he might well be the only character who can charge. Two-Weapon Pounce gives him a powerful option if he wins initiative (or can manage to charge into a flanking position). At the risk of a massive penalty to AC, he might be doing +54+4d6 extra sneak attack damage. Corsair’s Feint is the Scarlet Corsair’s signature ability, and it’s come online. Between his maneuvers, Island of Blades, Stunning Fist, and Feinting, he should be getting sneak attack damage whenever he wants to; which means his opponents are going to be Staggered often (thanks to Staggering Strike). A high amount of sneak attack damage means this condition will be hard to resist; making his enemies waste a turn healing if they want to be rid of the condition.


    Spoiler: Level 20
    Show

    The Wave Man has continued his rise to power as a Scarlet Corsair. Sailor’s Step means that he’ll be getting at minimum an extra +4 Dodge to AC (very nice, since the bonus stacks with everything). At level 18, the Wave Man selected Desert Wind Dodge as a feat. Thanks to the feat’s wording, he swapped out Dodge for Hamstring, making more trouble for his sneak attack victims. Since he’s often a mobile combatant, he’ll be getting another +1 dodge AC from Desert Wind Dodge much of the time.



    Spoiler: Sources
    Show

    Champions of Ruin: Craven feat
    Complete Adventurer: Staggering Strike feat
    Complete Scoundrel: Speedy Ascent and Quick Swimmer skill tricks
    Complete Warrior: Samurai class, Drunken Master prestige class, Ronin prestige class, Hamstring feat
    Players’ Handbook 2: Two-Weapon Pounce feat
    Races of Destiny: Able Learner feat
    Stormwrack: Scarlet Corsair prestige class
    Tome of Battle: Swordsage class, stances and maneuvers, Desert Wind Dodge feat

  2. - Top - End - #92
    Titan in the Playground
     
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    Post The Sea Dirge

    The Sea Dirge

    A strange sound had drawn Erik down to the shore. As the fog had rolled in from the see a deep, mournful keening had filled the air. Most of the villagers huddled inside their homes, but not Erik, he had nothing to lose. The great storm that had lashed the coastline had taken his fishing boat with it, and work was scarce. Not knowing why, he found himself wandering out onto the docks, head still swimming from the mead he had spent the last of his coppers on. Suddenly in the fog he saw a dim shape. As he blinked his eyes to make sure he wasn't seeing things. the shape resolved into a ship materializing out of the fog. It was a thing of beauty, with sweeping lines that made it look like it was in motion even as it came to a stop by the dock. At the prow was a mighty figurehead, a warrior with his arms outstretch to the heavens.

    "Hail, who goes there" Erik called out, but there was no answer. Cautiously he peered over the railing of the ship, but he saw no sign of any sailors. Not knowing why, he vaulted from the dock and onto the deck of the ship. The moment he did he felt....home. A great upwelling of wild joy filled his breast and strength flowed through his limbs. In the whispering winds he though he heard a single word....."Reave."

    And why not, he thought. He had lost everything, but now he could take it back. With a ship such as this he could find a crew and together they would make the world pay.

    ---------------------------------------------

    There is a story told by the people who live on the coastlines of the world. A story of a ship of reavers, led by a captain of terrifying countenance and power. The captain, they say, is a Warrior and Magic-User of great strength. He empowers his crew with unearthly strength such that none can stand against them.

    The truth is far, far stranger.

    The Sea Dirge was created long ago by a reaving Skald of great Power. As his life drew to an end, he crafted a great spell to bring life to his raiding ship, filling it with his love of death and destruction. With his final breath he cast the spell, sacrificing his own life to power the spell and bringing his creation to life. Since that day, The Sea Dirge has terrorized coastlines and islands all around the world, finding crews where it can and using it's mystical abilities to make them undefeatable in battle.

    Spoiler: Build
    Show


    The Sea Dirge

    Chaotic Evil Gargantuan Animated Object Bard 10/Sublime Chord 3
    (Bronzewood Boat)

    Abilities
    Str 27
    Dex 8
    Con -
    Int 14
    Wis 10
    Cha 18 (all stat bumps went here)

    HD/CR Class BAB Fort Save Ref Save Will Save Skills Feats Class Features
    1/1 Animated Object +0 +0 +0 +0 Prof(sailing)+4, Perform (Singing) +4, Survival +4, Bluff +4 Evil Devotion Construct Traits, Darkvision 60 ft, Low Light Vision, Hardness 10, Blind, Constrict
    2/2 Animated Object +1 +0 +0 +0 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    3/3 Animated Object +2 +1 +1 +1 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1 Travel Devotion
    4/3 Animated Object +3 +1 +1 +1 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    5/5 Animated Object +3 +1 +1 +1 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    6/5 Animated Object +4 +2 +2 +2 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1 Spell Focus: Enchantmant
    7/5 Animated Object +5 +2 +2 +2 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    8/5 Animated Object +6 +2 +2 +2 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    9/7 Animated Object +6 +3 +3 +3 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1 Greater Spell Focus: Enchantment
    10/7 Animated Object +7 +3 +3 +3 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    11/7 Animated Object +7 +3 +3 +3 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    12/7 Animated Object +8 +4 +4 +4 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1 Spell Focus: Illusion
    13/7 Animated Object +9 +4 +4 +4 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    14/7 Animated Object +10 +4 +4 +4 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    15/7 Animated Object +10 +5 +5 +5 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1 Greater Spell Focus: Illusion
    16/7 Animated Object +11 +5 +5 +5 Prof(sailing)+1, Perform (Singing) +1, Survival +1, Bluff +1
    17/8 Bard 1 +11 +5 +7 +7 Spellcraft +4, Listen +2, Prof(astrology) +2 Bardic Music, Countersong, Fascinate, Inspire Courage +1, Bardic Knowledge, Spellcasting
    18/9 Bard 2 +12 +5 +8 +8 Knowledge(Arcana)+4,
    Spellcraft +2, Prof (Astrology) +2
    Melodic Casting
    19/10 Bard 3 +13 +6 +8 +8 Knowledge(Arcana)+4, Spellcraft +2, Prof (Astrology) +2 Inspire Competence
    20/11 Bard 4 +14 +6 +9 +9 Listen +4, Knowledge (Arcana) +4
    21/12 Bard 5 +14 +6 +9 +9 Listen +4, Knowledge Arcana +4 Song of the Heart
    22/13 Bard 6 +15 +7 +10 +10 Listen +4, Diplomacy+4 Suggestion
    23/14 Bard 7 +16 +7 +10 +10 Listen +4, Perform (Singing)+4
    24/15 Bard 8 +17 +7 +11 +11 Knowledge (History)+8 Windsinger Inspire Courage +2
    25/16 Bard 9 +17 +8 +11 +11 Spellcraft +4, Bluff +4 Inspire Greatness
    26/17 Bard 10 +18 +8 +12 +12 Prof(Sailing) +4, Survival +4
    27/18 Sublime Chord 1 +19 +8 +14 +14 Diplomacy+6 Bardic Knowledge, Bardic Music, Spellcasting
    28/19 Sublime Chord 2 +20 +8 +15 +15 Spot +6
    29/20 Sublime Chord 3 +20 +9 +15 +15 Spot +6

    Spoiler: Bard Spells
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    Spell Level Spells Known Spells/Day
    0 3
    1 Expeditious Retreat, Harmony, Inspirational Boost, Undetectable Alignmant, 4
    2 Eagle's Splendor, Elation, Mirror Image, Suggestion 4
    3 Glibness, Major Image, Invisibility Sphere, Haste 3
    4 Dominate Person, Dimension Door 1



    Spoiler: Sublime Chord Spells
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    Spell Level Spells Known Spells/Day
    4 Dominate Person, Phantasmal Killer, Fear, Repair Critical Damage 4
    5 Overland Flight, Lesser Planar Binding 2
    6 Mass Charm Monster 1



    Magic Items: Decanter of Endless Water, Horn of Plenty (To avoid needed to carry supplies



    The Sea Dirge is an animated ship with abilities focused on enchantment, misdirection and combat buffing. Using a combination of Bardic Music with Inspiration Boost and Harmony, Elation, Haste and Evil Devotion, The Sea Dirge can turn a crew of ordinary reavers into unbeatable terrors for almost any enemy crew. If a particularly powerful enemy is an issue, The Sea Dirge can kill it directly with Phantasmal Killer, or Charm or Dominate it. Additionally, the Sea Dirge can use Overland Flight and Invisibility sphere for an angle of attack nobody is prepared for.

    The Sea Dirge cares nothing for treasure itself and wishes only to spread terror and misery across the land. However, it collects treasure as a way to keep its crew happy. It also has collected a few magic items including a Decanter of Endless Water and a Horn of Plenty to avoid the need for provisions. The Sea Dirge prefers to travel light, as it is theoretically possible for it to be weighed down to the point where it cannot use Overland Flight.

    Using Lesser Planar Binding as well as a hired (or dominated) spellcaster, The Sea Dirge has negotiated an arrangement with a Succubus. The Succubus helps collect new crews and keeps them under control. In return, the Succubus gets at least half of all treasure each time the ship purges its crew, which it does from time to time.

    Even when its crew is defeated, almost nobody ever realizes it is the ship and not the captain responsible for the magic. On many occasions, those who have conquered The Sea Dirge's reavers have simply become its new crew, slowly corrupted by its insidious whispers.

  3. - Top - End - #93
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    Post Thrashk Deadeyes, The Albatross

    Thrashk Deadeyes, The Albatross

    CE Water Orc Hexblade 6/Chaotician 3/Blessed of Gruumsh 1/Eye of Gruumsh 10

    Stats (with adjustments)
    Spoiler
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    Str 14 (18)
    Dex 10
    Con 12 (14) Increase at 16, 20
    Int 8 (6)
    Wis 13 (11)
    Cha 15 (13) Increase at 4, 8, 12

    Build
    Spoiler
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    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Hexblade 1 +1 +0 +0 +2 Knowledge (Arcana) 4 Exotic Weapon Proficiency (Orc Double-Axe) Hexblade’s Curse 1/day
    2 Hexblade 2 +2 +0 +0 +3 Concentration 1 Arcane Resistance
    3 Hexblade 3 +3 +1 +1 +3 Concentration 2 Power Attack Mettle
    4 Hexblade 4 +4 +1 +1 +4 Concentration 3 Dark Companion
    5 Hexblade 5 +5 +1 +1 +4 Concentration 4 (B) Combat Casting Bonus Feat, Hexblade’s Curse 2/day
    6 Hexblade 6 +6/+1 +2 +2 +5 Concentration 5 Cleave Prestidigitation
    7 Chaotician 1 +7/+2 +2 +4 +5 Knowledge (Religion) 2 Chaotic Contagion, Scofflaw
    8 Chaotician 2 +8/+3 +2 +5 +5 Knowledge (Religion) 3, Use Magic Device 1 Anarchic Grace 1/day
    9 Chaotician 3 +9/+4 +3 +5 +6 Use Magic Device 3 Weapon Focus (Orc Double-Axe) Babble, Clarity of Confusion
    10 Blessed of Gruumsh 1 +10/+5 +5 +5 +6 Use Magic Device 4 Divine Blessing +1
    11 Eye of Gruumsh 1 +11/+6/+1 +7 +5 +6 Use Magic Device 4.5 (B) Blind-Fight Blind-Fight, Command the Horde, Rage
    12 Eye of Gruumsh 2 +12/+7/+2 +8 +5 +6 Use Magic Device 5 Obtain Familiar (Parrot) Swing Blindly
    13 Eye of Gruumsh 3 +13/+8/+3 +8 +6 +7 Use Magic Device 5.5 Ritual Scarring +1
    14 Eye of Gruumsh 4 +14/+9/+4 +9 +6 +7 Use Magic Device 6 Blinding Spittle 2/day
    15 Eye of Gruumsh 5 +15/+10/+5 +9 +6 +7 Use Magic Device 6.5 Reckless Rage Blindsight 5 ft
    16 Eye of Gruumsh 6 +16/+11/+6/+1 +10 +7 +8 Use Magic Device 7 Ritual Scarring +2
    17 Eye of Gruumsh 7 +17/+12/+7/+2 +10 +7 +8 Use Magic Device 7.5 Blinding Spittle 4/day
    18 Eye of Gruumsh 8 +18/+13/+8/+3 +11 +7 +8 Use Magic Device 8 Mad Foam Rager Blindsight 10 ft
    19 Eye of Gruumsh 9 +19/+14/+9/+4 +11 +8 +9 Use Magic Device 8.5 Ritual Scarring +3
    20 Eye of Gruumsh 10 +20/+15/+10/+5 +12 +8 +9 Use Magic Device 9 Sight of Gruumsh


    Spells
    Spoiler
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    Spells per Day/Spells Known
    Level 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    4th - 0*/2 - - - - - - - -
    5th - 0*/2 - - - - - - - -
    6th - 1*/3 - - - - - - - -
    Spells Known: Charm Person, Karmic Aura, Protection from Good, Prestidigitation

    Backstory
    Spoiler
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    Every pirate knows that the sea can be a cruel mistress at times and a kind one at others, but lady luck is stronger at both extremes. Sailors are superstitious by their nature, and criminals are, too. So of course, that luck-consciousness goes double for pirates. There are many pirates who carry a good luck charm on them at all times, and a number of ships even have a lucky cannon or plank for the crew to touch in a rough storm. But if you look hard enough or are simply unfortunate, you’ll find the only pirate ship with a crewmember as a bad luck charm.

    Thrashk was never smart, even by Orcish standards, but he had good strength of arm and was uncommonly winsome. The sea life was always in his blood, so after some time as a hired thug he was able to bully and bluster his way onto a leaky tub of a ship filled with fools as dangerous and bloodthirsty as he. His slow wits and his rather foul luck brought him more than his fair share of battle wounds and lashes from the boatswain, but a strong chest and a thick skin made him through the worst of it. He had the singularly poor luck to be consistently seasick, and the other pirates learned fast to move out of his way when he turned that shade of extra-green. Before long the crew noticed how much bad luck seemed to plague Thrashk, but they kept him on as it seemed (at least to their grog-addled minds) that he drew in all the bad luck to himself like a whirlpool, leaving the good luck for the rest of them.

    With enough practice and stubborn determination, Thrashk learned some control over his luck. He didn’t learn to bring much in the way of good luck; that would be too hard. But he did manage to extend it, to share his misfortune with his enemies and exploit it for his benefit.

    As a self-respecting orc, he sought to serve Gruumsh, though he did it with more eagerness than planning. He had heard about the Eyes of Gruumsh, those who gain power by putting out their eye, but of course when Thrashk attempted the ritual without research he was foolish or unlucky enough to choose the wrong eye. He was understandably cross when he found out, but it seemed Gruumsh gave him a touch of grace as a consolation prize. He sported an eyepatch to cover the socket and tried to hide his embarrassment. Thrashk was nothing if not determined, and so when he learned the proper ritual to serve Gruumsh, he went through it properly and put out his other eye. It made him very strong, and he seemed to be able to get along fine without his eyes. Some of the crew said it might have something to do with the canny and bright-eyed parrot he acquired at around the same time, but Thrashk of course denies it. Just the same, he doesn’t appreciate being the only pirate with two eyepatches, and it’s soured his mood, which wasn’t exactly sunny to begin with. There isn’t really a good side of Thrashk to be on, but it’s definitely in your best interest to keep of his… worse side, I guess.

    CR 5
    Spoiler
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    Welcome aboard, and batten down, this sea is rough. Water-Orc boosts those physical stats and gives you a swim speed to move between ships if you need to bail. Hexblade can provide a solid base to build on. Pirates are superstitious and luck-obsessed, so being able to inflict bad luck on others while maintaining fighting capability is a good idea. Mettle and Arcane Resistance with good hit die makes you pretty resilient. Dark Companion is a must to debuff enemies, and stacks with hexblade’s curse. You can use the Double-Axe if you like, or just go greatsword/axe for your power attacking. Two of your spells are for out of combat, and two are for just before, but you have a sufficient concentration mod to cast in combat well enough. Protection from Good is largely here to prevent against charm and compulsion, but you might get the other benefits from largely good adventurers, feel free to change it to Law if you want to emphasize the fight against the law, or even Chaos if he fights against other pirates a lot. Karmic Aura channels some bad luck against those that hit you. Charm can help for out of combat situations to manipulate others.

    CR 10
    Spoiler
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    Chaotician is a fun class to ramp up the chaos and craziness, emphasizing the pirate’s opposition to all things law. Chaotic Contagion presents another way to debuff targets (and the Orc-Double Axe might be useful here to switch between one and two-handing) and most targets have poor touch AC, especially against your full BAB. Scofflaw makes it harder to scry or learn about you, cloaking you in history and metaphorically blinding your enemies. Anarchic Grace turns fickle fate to your side, and they can’t circumvent the miss chance. Clarity of Confusion boosts saves for some common effects, many try to trick brutes with illusion.

    Weapon Focus is a little bonus for the Orc Double-Axe, don’t feel compelled to use it. Cleave is a free attack, might come up if you’re hitting cohorts or animal companions for their lower health, then power through to attack the party.

    Babble is where things get very fun. There’s no listed duration and they didn’t fix it, so your guess is as good as mine. All sound in 10 feet, including verbal components for spells and items (you’d be surprised how many have a command word) are uselessly garbled going both ways, for fun you can say it all becomes incoherent pirate gibbering. It doesn’t explicitly say it, but it seems like it should affect bardic music as well, think about it. Buff up before, jump into the fray, and scream like a maniac as nobody understands anything.

    Blessed of Gruumsh gives you a constant luck bonus to AC which will help offset raging, and really stacks up with all the penalties. That bonus comes at a price, so you’re going to have to pop out your left eye. It means you can get a sweet eyepatch, though. Nothing more pirate than that.

    CR 15
    Spoiler
    Show
    You really love Gruumsh, so it’s time for another PrC about him. Eye of Gruumsh gives all sorts of fun stuff, starting with rage. It functions as a barbarian, so you’ll have 3 uses by the time you finish the PrC. Command the Horde can help boost other orcish pirates on your ship before the fight; it’s not clear what type of action, it might be free since talking is free. Eye of Gruumsh specifies that you put out your right eye to enter it, so now you get two eyepatches! Even more pirate-y, right? Feel free to build on this theme and give Thrashk a hook hand, a few missing fingers, or a peg leg or two. You’ve got no eyes, but you gain blind-fight and explicitly have no penalties for losing this eye, so can see at least as well as a one-eyed orc. Swing Blindly is more strength in a rage for lower AC, but ritual scarring helps cover that. Blinding Spittle is a way to literally blind you enemies, and lasts until they rinse it out (again, don’t know what type of action). All the rum and limes on a choppy sea makes for some vile spew, which is Con based so gets stronger when you’re raging. Blindsight out to adjacent squares means you can see through sneaks, invisibility, and the like, without having to roll spot/listen.

    Reckless Rage is more Str and more Con when raging for lower AC, and obtain familiar gives you a parrot to complete the pirate look. It uses raven stats, so it can talk, is actually smarter than you are, has some good health, and can have a go at using wands when it’s not scouring round or carrying your instructions or aiding your skills.

    CR 20
    Spoiler
    Show
    Finishing Eye of Gruumsh gives you more of all the good stuff you entered for. Enjoy immunity to whips, even when unarmored! Sight of Gruumsh helps offset your AC penalty, boosts your saves further, and gives you a diehard effect. Your Blindsight now extends out to 10 feet, so you’ll have a perfect sense of what’s going on among the chaos from your Babble.

    There are a lot of numbers flying around, so let’s summarize. At level 20, when raging, you gain a +10 bonus to Strength, a +6 bonus to Constitution, and a -6 penalty to AC. Ritual Scarring, Blessed of Gruumsh, and Sight of Gruumsh exactly balance that penalty, so you have a +6 to AC when not raging. You rage 3 times per day, and each rage lasts 9 rounds, after which you are fatigued, so a wand or other item might be helpful.

    Mad Foam Rager is a super fun feat that allows you to ignore one attack, spell, or ability until the end of the next turn. You can get smart with this; there are certain effects like fatigue that you could wait until the beginning of your turn to activate this for, meaning you get 2 rounds of action. But of course the most dramatic way to use this is to simply ignore what should be a killing blow from the party and get in one last round of violence for hate’s sake.

    Sources
    Spoiler
    Show
    Hexblade, Eye of Gruumsh: Complete Warrior
    Chaotician: Planar Handbook
    Blessed of Gruumsh: Dragon Compendium
    Dark Companion, Mad Foam Rager: Players Handbook II
    Obtain Familiar: Complete Arcane
    Prestidigitation: Dead Levels II
    Reckless Rage: Races of Stone
    Exotic Weapon Proficiency, Weapon Focus, Power Attack, Cleave, Blind-Fight: srd

  4. - Top - End - #94
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    Post Ebbeth Unyak

    Ebbeth Unyak
    NE Sea Kin Bard 6/Druid 7 of Talos/Stormsinger 7

    "I am the storm, my lord. The first storm and the last."

    Spoiler: Stats
    Show
    Str: 8
    Dex: 13
    Con: 12
    Int: 10
    Wis: 18 (stat increases at levels 12, 16, 20)
    Cha: 16 (stat increases at levels 4, 8)


    Spoiler: Backstory
    Show
    Like most sea-kin settlements, Ebbeth’s hometown straddled the border between land and ocean. Some homes and businesses were built on stilts above the water; others were situated such that their lower floors would be submerged at high tide while the upper levels always remained dry; some families lived on ships or houseboats. Ebbeth’s family was one of the latter. Her parents operated a floating tavern that served not only the members of the community, but merchants from far-flung lands who came to trade. While their stories and goods were of some interest to Ebbeth, what truly fascinated her were their songs. She learned the shanties of humans, elves, and gnomes, and became skilled enough that her singing drew more custom to the tavern.

    As a teenager, Ebbeth tried to sign on with one of the trading vessels that stopped at the settlement, but none of them would accept her, saying she was too young. Eventually, she stowed away on a ship whose crew seemed to have more wealth than average. This wealth, as it turned out, had not been come by honestly; the ship Ebbeth had chosen was a pirate ship. The pirates soon noticed the signs of a stowaway, and likely would have found her and thrown her overboard if they hadn’t been attacked by a ship of the royal navy. Assuming she would be hanged right alongside all the pirates if they lost the battle, Ebbeth emerged from her hiding place and joined the fight. To bolster her own courage, she began to sing a battle song—and was shocked to see that it appeared to be having an effect on her impromptu allies as well. The pirates won the fight, looted the other ship, and, recognizing Ebbeth’s magical power, accepted her as one of their crew.

    As Ebbeth spent more time on the open sea, she discovered that, like music, it had its own structure, harmonies, and rhythms. As she had mastered the elements of song, she began mastering the elements of nature. At one port her ship, the Windsword, visited, she found that the “sea monster” haunting the coast was an elasmosaurus. She befriended the creature, and when the Windsword left, the elasmosaurus left with it. (Ebbeth dismissed her previous animal companion, a shark, at this point. The local fisherfolk may or may not consider it an improvement over the dinosaur.)

    As time went on and Ebbeth’s control over the rhythms of wave and wind improved, she began to think herself capable of controlling forces that most people would say are beyond a mortal’s ability to harness: the violent and unpredictable storms of the sea, capable of sinking even the sturdiest ship. For most, this would have been an arrogant boast, but Ebbeth surprised even her own crewmates by being able to back up her words. She learned how to impose order on the chaos of the storm, turning its destructive force away from the Windsword—and towards its prey or pursuers. She proved her ability beyond a doubt when she saved the Windsword from a hurricane, though not before the captain had been killed. Ebbeth now captains the ship, which has earned a reputation for being protected from retaliation by the forces of nature itself.


    Spoiler: Build Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Bard +0 +0 +2 +2 Concentration +5, Perform (Sing) +6, Spellcraft +6, Know (Arcana) +4, Know (Geography) +4, Know (Nature) +4, Profession (sailor) +6 Magical Aptitude Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage +1
    2 Bard +1 +0 +3 +3 Concentration +6, Perform (Sing) +7, Spellcraft +7, Know (Arcana) +5, Know (Geography) +5, Know (Nature) +5, Profession (sailor) +7
    3 Bard +2 +1 +3 +3 Concentration +7, Perform (Sing) +8, Spellcraft +8, Know (Arcana) +6, Know (Geography) +6, Know (Nature) +6, Profession (sailor) +8 Extra Music Inspire Competence
    4 Bard +3 +1 +4 +4 Concentration +8, Perform (Sing) +9, Spellcraft +9, Know (Arcana) +7, Know (Geography) +7, Know (Nature) +7, Profession (sailor) +9
    5 Bard +3 +1 +4 +4 Concentration +9, Perform (Sing) +10, Spellcraft +10, Know (Arcana) +8, Know (Geography) +7, Know (Nature) +7, Profession (sailor) +9, Gather Info +4, Speak Language: Aquan
    6 Bard +4 +2 +5 +5 Concentration +10, Perform (Sing) +11, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +7, Profession (sailor) +10, Gather Info +6, Speak Language: Aquan Sunken Song Suggestion
    7 Druid +4 +4 +5 +7 Concentration +11, Perform (Sing) +11, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +10, Profession (sailor) +10, Gather Info +6, Speak Language: Aquan, Handle Animal +3, Survival +5, Swim +0 Animal Companion, Nature Sense, Wild Empathy
    8 Druid +5 +5 +5 +8 Concentration +12, Perform (Sing) +12, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +11, Profession (sailor) +10, Gather Info +7, Speak Language: Aquan, Handle Animal +5, Survival +6, Swim +1 Woodland Stride
    9 Druid +6 +5 +6 +8 Concentration +13, Perform (Sing) +12, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +12, Profession (sailor) +10, Gather Info +7, Speak Language: Aquan, Handle Animal +6, Survival +7, Swim +2 Storm Magic Trackless Step
    10 Druid +7 +6 +6 +9 Concentration +14, Perform (Sing) +12, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +14, Profession (sailor) +10, Gather Info +7, Speak Language: Aquan, Handle Animal +7, Survival +8, Swim +3 Resist Nature’s Lure
    11 Druid +7 +6 +6 +9 Concentration +15, Perform (Sing) +12, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +15, Profession (sailor) +10, Gather Info +7, Speak Language: Aquan, Handle Animal +8, Survival +9, Swim +4 Wild Shape (1/day)
    12 Druid +8 +7 +7 +10 Concentration +16, Perform (Sing) +12, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +16, Profession (sailor) +11, Gather Info +7, Speak Language: Aquan, Handle Animal +9, Survival +11, Swim +5 Natural Spell Wild Shape (2/day)
    13 Druid +9 +7 +7 +10 Concentration +17, Perform (Sing) +12, Spellcraft +11, Know (Arcana) +9, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +11, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +12, Swim +6 Wild Shape (3/day)
    14 Stormsinger +9 +7 +9 +12 Concentration +18, Perform (Sing) +13, Spellcraft +12, Know (Arcana) +10, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +12, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +12, Swim +6 Bardic Music, Stormsong (Gust of Wind), +1 lvl spells/day (Druid)
    15 Stormsinger +10 +7 +10 +13 Concentration +19, Perform (Sing) +14, Spellcraft +13, Know (Arcana) +11, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +13, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +12, Swim +6 Ship’s Mage Stormpower, +1 lvl spells/day (Druid)
    16 Stormsinger +10 +8 +10 +13 Concentration +20, Perform (Sing) +15, Spellcraft +14, Know (Arcana) +12, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +14, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +12, Swim +6 Stormsong (Thunderstrike), +1 lvl spells/day (Druid)
    17 Stormsinger +11 +8 +11 +14 Concentration +21, Perform (Sing) +16, Spellcraft +15, Know (Arcana) +13, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +15, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +12, Swim +6 Electricity Resistance 5, +1 lvl spells/day (Druid)
    18 Stormsinger +11 +8 +11 +14 Concentration +22, Perform (Sing) +17, Spellcraft +16, Know (Arcana) +14, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +16, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +12, Swim +6 Ironskin Chant Stormsong (Control Winds), +1 lvl spells/day (Druid)
    19 Stormsinger +12 +9 +12 +15 Concentration +23, Perform (Sing) +18, Spellcraft +17, Know (Arcana) +15, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +17, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +12, Swim +6 Electricity Resistance 10, +1 lvl spells/day (Druid)
    20 Stormsinger +12 +9 +12 +15 Concentration +24, Perform (Sing) +19, Spellcraft +18, Know (Arcana) +16, Know (Geography) +7, Know (Nature) +17, Profession (sailor) +19, Gather Info +7, Speak Language: Aquan, Handle Animal +10, Survival +13, Swim +6 Stormsong (Winter’s Ballad), +1 lvl spells/day (Druid)


    Spoiler: Spells
    Show
    Bard Spells Known
    0: Detect Magic, Read Magic, Ghost Sound, Mage Hand, Mending, Message
    1: Cure Light Wounds, Distort Speech, Inspirational Boost, Undetectable Alignment
    2: Cure Moderate Wounds, Blur, Tactical Precision

    Typical Druid Memorizations
    0: Cure Minor Wounds (x2), Light, Purify Food and Drink, Resistance (x2)
    1: Charm Animal, Magic Fang, Buoyant Lifting, Healthful Rest, Thunderhead, Wings of the Sea
    2: Barkskin, Bull’s Strength, Resist Energy, Warp Wood, Kelpstrand, Mass Snake’s Swiftness
    3: Call Lightning, Quench, Sleet Storm, Water Breathing, Jagged Tooth
    4: Cure Serious Wounds, Enhance Wild Shape, Rushing Waters, Summon Elementite Swarm, Flame Strike
    5: Animal Growth, Call Lightning Storm, Cure Critical Wounds
    6: Mass Cure Light Wounds, Greater Dispel Magic, Summon Greater Elemental
    7: Heal, Storm of Elemental Fury


    Spoiler: Build Writeups
    Show
    CR 5: At this level, Ebbeth is more or less a standard bard. The PCs may encounter her at the docks or in a seaside tavern without realizing she’s the future BBEG. In a fight situation, she can make her crewmates more effective allies with the Inspire Courage/Inspirational Boost combination or Tactical Precision.

    CR 10: With four levels of druid under her belt, Ebbeth’s spellcasting ability has expanded, and she tends to choose spells that will be useful in ship-to-ship combat. If the party encounters her as either prey or would-be capturers of the Windsword, she may use Sleet Storm to make it hard for them to keep their footing, Warp Wood to make their ship spring a leak, and/or Call Lightning for good old-fashioned HP damage; meanwhile Quench can counteract any attempt to set the Windsword’s rigging on fire. While her shark isn’t as powerful as the elasmosaurus she’ll get later on, he can still be a danger to anyone who falls in the water, particularly if buffed with Barkskin or Bull’s Strength. On the bardic side of things, Distort Speech can mess with enemy spellcasters, and the Sunken Song feat means she can use her bardic music underwater just as well as above it.

    CR 15 (Sweet Spot): Wild Shape and Natural Spell have both come online by this point, and can be further empowered by the Enhance Wild Shape spell. By this time, Ebbeth has also switched out her shark for the Loch Ness monster an elasmosaurus, which can be made even more fearsome by Animal Growth and Jagged Tooth. Rushing Waters has the potential to bull-rush opponents over the side of the ship and into the waiting jaws of the dinosaur and any summoned creatures. And thanks to the Ship’s Mage feat, all of her spells are at +1 caster level as long as she’s on the Windsword. Last but not least, she’s starting to get access to her Stormsinger abilities. The Gust of Wind use of Stormsong can be particularly helpful, as it makes it more difficult to launch fire arrows or grappling hooks at the Windsword.

    CR 20: With the Winter’s Ballad ability, Ebbeth can insure that she gets the benefit of Storm Magic on her spells basically whenever she wants, while Control Winds can speed the Windsword along or hinder pursuing ships. The Extra Music feat is now paying dividends by allowing her to make repeated use of Thunderstrike and Ironskin Chant. Summon Greater Elemental is a serious threat to enemy ships (water elementals can overturn a ship of 5 ft length/HD and greater water elementals have 21HD), and Storm of Elemental Fury is going to ruin the day of anyone who gets caught in it.


    Spoiler: Notes on ACFs and Animal Companions
    Show
    Ebbeth has chosen the variant Woodland Stride class feature detailed in Stormwrack; this feature therefore applies to aquatic rather than woodland terrain for her.

    Upon taking her first druid level, Ebbeth selected a Medium shark as her animal companion. When she achieved her seventh druid level (character level 12), she dismissed this companion in favor of an elasmosaurus (MM pg. 60). The dinosaur knows the Attack, Come, Defend, Down, Guard, Heel, and Stay tricks.


    Spoiler: Non-Core Sources
    Show
    Races of Destiny: Sea Kin race (pg. 102)
    Frostburn: Stormsinger PrC (pg. 70), Storm Magic feat (pg. 50)
    Stormwrack: Alternate version of Woodland Stride and variant animal companion choices (pg. 50), Sunken Song and Ship’s Mage feats (pgs. 93-94)
    Complete Adventurer: Extra Music and Ironskin Chant feats (pgs. 109 and 113)
    Spell Compendium: all listed non-PHB spells

  5. - Top - End - #95
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    Post The Bookthief

    The Bookthief


    A man stalks the minds of writers, stealing their ideas and committing them to his own paper. He is a pirate of rights, not of ships, and he sails the ocean of magic.

    The bookthief is a scholar who uses his magic to commit piracy - that is, intellectual property piracy. His motivations are part freedom of information, part claiming the credit for other people's works. And it makes it hard to fight him, too. After all, who would want to beat up a distinguished scholar? Surely only a ruffian or vagabond would do such a thing...

    Spoiler: Build Stub
    Show
    Chaotic Evil Male Human Wizard 3/Psion 3/Cerebremancer 10/Fatespinner 4

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

    All ability score gains go to wisdom.

    Spoiler: Table
    Show
    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    1 Wizard 1 +0 +0 +0 +2 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Profession (Gambler) 4 Speed of Thought, Up the Walls -
    2 Wizard 2 +1 +0 +0 +3 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Profession (Gambler) 5 -
    3 Wizard 3 +1 +1 +1 +3 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Profession (Gambler) 6 Psionic Body -
    4 Psion 1 +1 +1 +1 +5 Concentration, Decipher Script, Knowledge (Arcana, Psionics) 7, Profession (Gambler) 6, Psicraft 2 -
    5 Psion 2 +2 +1 +1 +6 Concentration, Decipher Script, Knowledge (Arcana, Psionics) 8, Profession (Gambler) 6, Psicraft 4 -
    6 Psion 3 +2 +2 +2 +6 Concentration, Decipher Script, Knowledge (Arcana, Psionics) 9, Profession (Gambler) 6, Psicraft 6 Practiced Spellcaster -
    7 Cerebremancer 1 +2 +2 +2 +8 Concentration, Decipher Script, Knowledge (Arcana, Psionics) 10, Profession (Gambler) 6, Psicraft 8 -
    8 Cerebremancer 2 +3 +2 +2 +9 Concentration, Decipher Script, Knowledge (Arcana, Psionics) 11, Profession (Gambler) 6, Psicraft 10 -
    9 Cerebremancer 3 +3 +3 +3 +9 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 12, Profession (Gambler) 6 Practiced Manifester -
    10 Cerebremancer 4 +4 +3 +3 +10 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 13, Profession (Gambler) 6, Spellcraft 1 - -
    11 Cerebremancer 5 +4 +3 +3 +10 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 14, Profession (Gambler) 6, Spellcraft 2 - -
    12 Cerebremancer 6 +5 +4 +4 +11 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 15, Profession (Gambler) 6, Spellcraft 4 Overchannel -
    13 Cerebremancer 7 +5 +4 +4 +11 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 16, Profession (Gambler) 6, Spellcraft 6 - -
    14 Cerebremancer 8 +6 +4 +4 +12 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 17, Profession (Gambler) 6, Spellcraft 8 - -
    15 Cerebremancer 9 +6 +5 +5 +12 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 18, Profession (Gambler) 6, Spellcraft 10 Psicrystal Affinity (Nimble) -
    16 Cerebremancer 10 +7 +5 +5 +13 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 19, Profession (Gambler) 6, Spellcraft 12 - -
    17 Fatespinner 1 +7 +5 +5 +15 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 20, Profession (Gambler) 6, Spellcraft 14 - Spin Fate
    18 Fatespinner 2 +8 +5 +5 +16 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 21, Profession (Gambler) 6, Spellcraft 16 Quicken Power Fickle Finger of Fate
    19 Fatespinner 3 +8 +6 +6 +16 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 22, Profession (Gambler) 6, Spellcraft 18 Feats Spin Destiny
    20 Fatespinner 4 +9 +6 +6 +17 Concentration, Decipher Script, Knowledge (Arcana, Psionics), Psicraft 23, Profession (Gambler) 6, Spellcraft 20 Feats Deny Fate, Resist Fate
    Spoiler: Spells and powers
    Show
    The spells that the bookthief learns are, in order:

    All cantrips, notably Amanuensis, Detect Magic, Read Magic
    Charm Person, Comprehend Languages, Scholar's Touch, Disguise Self, Chill Touch, Expeditious Retreat, Feather Fall
    Detect Thoughts, Invisibility, Listening Lorecall, Locate Object
    Secret Page, Suggestion, Vision of the Omniscient Eye, Fly
    Arcane Eye, Scrying, Polymorph, Dimension Door
    Contact Other Plane, Prying Eyes, Dominate Person, Mind Fog
    Probe Thoughts, Legend Lore, Quest, Chain Lightning
    Greater Scrying, Ethereal Jaunt, Prismatic Spray, Greater Teleport
    Demand, Discern Location, Polymorph Any Object, Greater Prying Eyes
    Hindsight, Programmed Amnesia

    The powers he learns are:

    Empathy, Sense Link, Missive, Control Flames, Far Hand
    Clairvoyant Sense, Cloud Mind, Knock, Sensitivity to Psychic Impressions, Forced Sense Link
    Escape Detection, Touchsight, Darkvision, Time Hop
    Divination, Mindwipe, Correspond, Trace Teleport
    Shatter Mind Blank, True Seeing, Major Creation, Clairtangent Hand
    Mass Cloud Mind, Remote View Trap, Aura Alteration
    Personal Mind Blank
    Spoiler: Tactics
    Show
    From low levels, the bookthief sneaks invisibly into libraries and studies, using his abilities such as amanuensis to steal the contents of books and chill touch (using the rules compendium's ruling that he can make all the attacks in the same action he casts the spell) if he needs to fight back. He can also use empathy and detect thoughts in order to steal people's ideas, and uses expeditious retreat and feather fall to escape.

    At later levels, he uses abilities like shatter mind blank and probe thoughts to steal from minds directly, fighting back with polymorph if he can't escape (using dimension door to escape). He can also scry on creatures to observe their work directly.

    Finally, he becomes a menace in the land, stealing writers' ideas and then inflicting them with amnesia to prevent them telling anyone what their ideas were.
    Spoiler: Story
    Show
    At low levels, the players aren't meant to realise that the bookthief is an antagonist at all. Instead, he's just an oddly convenient source of knowledge, a scholar who has access to a lot of literature. If they end up trying to fight him, no-one will believe them (least of all the charmed watchmen with low will saves). While they go on their other adventures, the bookthief is gathering his knowledge about them. He may have a detect thoughts spell active to understand their purposes. They may meet someone who claims to have had his research stolen by the bookthief, or perhaps just expresses disappointment that the bookthief published his research just before the scientist published his.

    At moderate levels, they may realise that the bookthief is the antagonist, but there's a problem: he's the main source of knowledge for most people in the area, and actually provides free access to a lot of knowledge (he may be evil, sure, but he's also chaotic: he has this sort of will-of-the-people thing going on). Society has started to warp itself around someone who no-one realises is doing anything wrong, and is providing people with free knowledge at the expense of authors' and scientists' standards of living. So they would have to deal with that in order to fight him.

    At high levels, well, he's got everyone under his finger. They love big brother. So good luck handling that.
    Spoiler: Sources
    Show
    Core, XPH (Psionics in general), Complete Arcane (fatespinner) and the Spell Compendium (lots of the spells) are used.
    Spoiler: Adaptation
    Show
    If 3.0 content is used, programmed amnesia can be swapped out for mindrape (BoVD) and prismatic spray for death by thorns (BoVD), or the spellthief may be able to scribe more spells into his book. If the bookthief is going to steal paintings, plays and other artworks as well, he'd need the relevant perform/craft/profession skills.

  6. - Top - End - #96
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    Post Old Tommy Rawhead


    Old Tom, Red Tom, Raw and Bloody Head Tom ...

    Old Tommy Rawhead
    CE Advanced Redcap(10HD) Beguiler 4/Unseen Seer 10
    Build
    Spoiler
    Show

    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Class Features
    2 (4HD) Redcap +2 +1 +4 +4 Hide 7, Intimidate 7, Listen 7, Move Silently 7, Search 2.5(cc), Sense Motive 3(cc), Spot 7, Survival 7 Improved Initiative, Power Attack Eldritch Stone, Powerful Build, DR 5/Cold Iron, Low-light Vision, Natural Armor +1
    3 (6HD) Advanced Redcap +3 +2 +5 +5 Hide 9, Intimidate 9, Listen 9, Move Silently 9, Search 3.5(cc), Sense Motive 4(cc), Spellcraft 1(cc), Spot 9, Survival 9 Martial Study(Shadow Jaunt) +2 Str, +2 Dex, +2 Con, Natural Armor +2
    4 (8HD) Advanced Redcap +4 +2 +6 +6 Hide 11, Intimidate 11, Listen 11, Move Silently 11, Profession(Sailor) 1(cc), Search 4(cc), Sense Motive 4(cc), Spellcraft 3(cc), Spot 11, Survival 10 +2 Str, +2 Dex, +2 Con, Natural Armor +3
    6 (10HD) Advanced Redcap +5 +3 +7 +7 Hide 13, Intimidate 13, Listen 13, Move Silently 13, Profession(Sailor) 3(cc), Search 5(cc), Sense Motive 4(cc), Spellcraft 4(cc), Spot 13, Survival 10 Imperious Command +2 Str, +2 Dex, +2 Con, Natural Armor +4, DR 10/Cold Iron
    7 (11HD) Beguiler 1 +5 +3 +7 +9 (6+Int)Hide 14, Listen 14, Move Silently 14, Profession(Sailor) 5, Search 8, Spot 14 Armored Mage, Trapfinding, Spells
    8 (12HD) Beguiler 2 +6 +3 +7 +10 Hide 15, Listen 15, Move Silently 15, Profession(Sailor) 11, Spot 15 Martial Stance(Assassin's Stance) Cloaked Casting(+1 DC), Surprise Casting
    9 (13HD) Unseen Seer 1 +6 +3 +7 +12 Hide 16, Listen 16, Move Silently 16, Profession(Sailor) 16, Search 9, Spot 16 Damage Bonus +1d6, +1 Level of existing arcane spellcasting class
    10 (14HD) Unseen Seer 2 +7 +3 +7 +13 Hide 17, Intimidate 14.5(cc), Listen 17, Move Silently 17, Profession(Sailor) 17, Spot 17, Never Outnumbered Silent SpellB Advanced Learning (Locate Object), Silent Spell, +1 Level of existing arcane spellcasting class
    11 (15HD) Unseen Seer 3 +8 +4 +8 +13 Hide 18, Intimidate 17(cc), Listen 18, Move Silently 18, Profession(Sailor) 18, Spot 18 Practiced Spellcaster Divination Spell Power +1
    12 (16HD) Unseen Seer 4 +9 +4 +8 +14 Hide 19, Intimidate 17.5(cc), Knowledge(Local) 4, Listen 19, Move Silently 19, Profession(Sailor) 19, Spot 19 Damage Bonus +2d6, +1 Level of existing arcane spellcasting class
    13 (17HD) Unseen Seer 5 +9 +4 +8 +14 Hide 20, Intimidate 18.5(cc), Knowledge(Local) 5, Listen 20, Move Silently 20, Profession(Sailor) 20, Spot 20, Clarity of Vision Advanced Learning (Divine Insight), Guarded Mind, +1 Level of existing arcane spellcasting class
    14 (18HD) Unseen Seer 6 +10 +5 +9 +15 Hide 21, Intimidate 21(cc), Listen 21, Move Silently 21, Profession(Sailor) 21, Spot 21 Knowledge Devotion Divination Spellpower +2, +1 Level of existing arcane spellcasting class
    15 (19HD) Unseen Seer 7 +11 +5 +9 +15 Hide 22, Intimidate 22(cc), Knowledge(Local) 6, Listen 22, Move Silently 22, Profession(Sailor) 22, Spot 22, Collector of Stories Damage Bonus +3d6, +1 Level of existing arcane spellcasting class
    16 (20HD) Unseen Seer 8 +12 +5 +9 +16 Hide 23, Intimidate 23(cc), Knowledge(Local) 9, Listen 23, Move Silently 23, Profession(Sailor) 23, Spot 23 Advanced Learning (Commune with Nature), +1 Level of existing arcane spellcasting class
    17 (21HD) Unseen Seer 9 +12 +6 +10 +16 Hide 24, Intimidate 24(cc), Knowledge(Local) 12, Listen 24, Move Silently 24, Profession(Sailor) 24, Spot 24 Trickery Devotion Divination Spellpower +3, +1 Level of existing arcane spellcasting class
    18 (22HD) Unseen Seer 10 +13 +6 +10 +17 Hide 25, Intimidate 25(cc), Knowledge(Local) 15, Listen 25, Move Silently 25, Profession(Sailor) 25, Spot 25 Damage Bonus +4d6, +1 Level of existing arcane spellcasting class
    19 (23HD) Beguiler 3 +13 +7 +11 +17 Hide 26, Intimidate 26(cc), Knowledge(Local) 18, Listen 26, Move Silently 26, Profession(Sailor) 26, Spot 26 Advanced Learning (Shadow Well)
    20 (24HD) Beguiler 4 +14 +7 +11 +18 Hide 27, Intimidate 27(cc), Knowledge(Local) 21, Listen 27, Move Silently 27, Profession(Sailor) 27, Spot 27 Scourge of the Seas


    Ability Scores
    Spoiler
    Show

    Starting Ability Scores:

    Str - 10
    Dex - 12
    Con - 13
    Int - 15
    Wis - 8
    Cha - 14

    Final Ability Scores after Racial modifiers, Redcap Advancement, and level bumps:

    Str - 22
    Dex - 20
    Con - 24
    Int - 18
    Wis - 10
    Cha - 16

    Levels 4, 8, and 12 go to Int, levels 16 and 20 go to Str, level 24 goes to Con


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


    CR 2
    Spoiler
    Show
    Old Tom is just a Redcap. That being said, Redcaps are nasty bruisers in a fight. Their slings blow appled-sized holes in things, and any monster that wields a x4 crit weapon is just asking for a lucky crit to straight up kill a PC. At this point in his life, Old Tom has taken up residence in an abandoned lighthouse on the coast. He's a twisted and evil little fey who used to be a Klaubauterman (a beneficial ship sprite). Nowadays, he savagely defends his turf, and delights in slaughtering the survivors of any shipwrecks that occur nearby. If he can use the lighthouse to guide them to their doom, all the better.

    Possible Encounter:
    The Lighthouse Keeper (EL 2) - The party is hired by the local lord to clear out and secure an old abandoned lighthouse on the edge of his domain. If the peasantry is to be believed, the vengeful spirit of a long dead sailor pining for his lost love haunts the lighthouse, and none who have ventured there ever return. Unfortunately for the party, it's no spirit, but Old Tom that has taken up residence. He uses hit and run tactics to soften the party up with Eldritch Stones before moving in to finish off the last one or two in melee with his scythe. GM's are encouraged to make the lighthouse dangerous in and of itself. Crumbling stairs, bits of falling masonry, close quarters, and terrible lighting conditions help set the atmosphere. Bonus points if there's a storm that drives the party to seek shelter in the lighthouse.


    CR 6
    Spoiler
    Show
    By this point, not only has Old Tom secured himself a homebase in a (now fortified) lighthouse on the coast, he's also managed to salvage a pinnace that crashed up on the shore, and secured himself a small crew of redcaps. He uses intimidation and the promise of murder, mayhem, and treasure to keep them in line. When they aren't out pillaging small vessels sailing along the coast, they are counting their ill-gotten goods or torturing some prisoners back at the lighthouse. Old Tom is no pushover either. For a small old man, he's got tremendous strength, DR that is hard to punch through, and (with Imperious Command), the ability to terrify everyone on deck of whatever ship he boards.

    Possible Encounter:
    The Crew of the Callous Shrew (EL 8) - This encounter can happen any time the party is travelling by sea along the coast. Seeing a ship ripe for the plucking, Old Tommy Rawhead and his crew (2 or 4 young redcaps) come upon the PC's vessel at dusk. They board the vessel quickly and stealthily, doing their best to kill the crew quietly. Unfortunately, the young redcaps much prefer murder to looting, and so will attempt to kill everyone aboard before they even think to steal any treasure. If the fight goes badly, Old Tom will roar curses and threats to keep the young redcaps fighting for longer than they'd like before they break and run. If his crew starts running, Old Tom wisely retreats as well.


    CR 16
    Spoiler
    Show
    Old Tommy Rawhead quite the captain now. He's a stealthy killer, and delights in leaving only a single survivor of his attacks tied to the main mast and clad in the freshly skinned flesh of his fellow crewmates. Old Tom's spells aid in establishing a larger crew, subduing victims for later torture, and finding targets on the high seas. Advanced Learning from Unseen Seer gives him access to divination spells from any class list. While you could probably cheese this out by picking from some of the more tasty prestige class spell lists, I've gone for a slightly more tame approach, and the two spells of note are Divine Insight (which makes Old Tom really good at a few skill checks per day), and Commune With Nature (which lets him know what people, sea life, and ships are beyond the horizon so he can plan his attack, or make his escape).

    Possible Encounter:
    Rawhead and Bloody Bones - The Callous Shrew has become a problem. As trade has increased between neighboring nations, more and more vessels have fallen victim to Old Tom and his crew, which in turn has made the fey captain far more bold. Recently, a ship that was secretly carrying the King's daughter and a sizeable dowry to a neighboring kingdom in order to cement a peace treaty was lost. The PC's are hired to track down the princess, the gold, and the ne'er-do-wells that are responsible for the attack and make them pay. Old Tom has had decades to train his crew, outfit his ship, and secure his hideout. Old Tom will not only have a sizeable crew of redcaps (young and advanced) in his employ, but he'll also have a number of other dangerous creatures he's enchanted to ensure his safety. The PCs will need to track Old Tom down before he kills the princess, otherwise it could mean war between the two neighboring nations.


    References
    Spoiler
    Show

    Monster Manual III - Redcap
    Player's Handbook II - Beguiler
    Stormwrack - Scourge of the Seas
    Spell Compendium - Divine Insight, Shadow Well
    Tome of Battle - Martial Study, Martial Stance, Assassin's Stance, Shadow Jaunt
    Complete Champion - Knowledge Devotion, Water Devotion
    Complete Scoundrel - Skill Tricks (Never Outnumbered, Clarity of Vision, Collector of Stories)
    Complete Mage - Unseen Seer
    Complete Arcane - Practiced Spellcaster
    Drow of the Underdark - Imperious Command

  7. - Top - End - #97
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    Post Colsonaes, the Hunted Daughter

    Colsonaes, the Hunted Daughter, Bane of the Tel'Quessir
    *So, as it turns out, the most a search for anything to do with both illithid and elf results in images from rule34. I choose to use my imagination instead for what this character would look like.


    Spoiler: Build Stub
    Show

    NE Moon Elf Half Illithid (CR 3)/ Druid 7/ Wavekeeper 10

    Spoiler: Ability Scores
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    The natural ability modifiers for a Moon Elf are as any standard Elf: -2 Con, +2 Dex.
    The Half Illithid template adds +4 Int, +4 Wis, and +4 Cha.
    The elite array is then applied as follows: Str 8 Dex 10 Con 14 Int 12 Wis 15 Cha 13.
    Finally, before level ups, stats are Str8 Dex 12 Con 12 Int 16 Wis 19 Cha 17.

    CR Str Dex Con Int Wis Cha Notes
    3 8 12 12 16 19 17 Start
    7 8 12 12 16 20 17 4 HD +1 Wis
    11 8 13 12 16 20 17 8 HD +1 Dex
    15 8 14 12 16 20 17 12 HD +1 Dex
    19 8 14 12 16 20 18 19 HD +1 Dex

    Spoiler: Build & Spellcasting Tables
    Show


    CR Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Racial/ Class Features
    3 Half Illithid CR+ 3 +0 +1 +1 +4 N/a N/a +1 Natural Armor, Tentacle Attack (4) 1d4, Mind Blast 1/day, Improved Grab, Extract, Psionic-like Abilities, Darkvision (60 ft), Spell Resistance (10 + HD) Telepathy
    4 Druid 1 +0 +3 +1 +6 Handle Animal +4, Hide +2, Knowledge (Nature) +4, Knowledge (Psionics) +2.5, Ride +4, Survival +4, Swim +4 Natural Bond Animal Companion, Nature Sense, Wild Empathy
    5 Druid 2 +1 +4 +1 +7 Handle Animal +5, Hide +2.5, Knowledge (Nature) +5, Knowledge (Psionics) +2.5, Ride +5, Survival +5, Swim +5 Woodland Stride
    6 Druid 3 +2 +4 +2 +7 Handle Animal +6, Hide +3, Knowledge (Nature) +6, Knowledge (Psionics) +3, Ride +6, Survival +6, Swim +6 Darkstalker Trackless Step
    7 Druid 4 +3 +5 +2 +8 Handle Animal +7, Hide +3.5, Knowledge (Nature) +7, Knowledge (Psionics) +3.5, Ride +7, Survival +7, Swim +7 Resist Nature’s Lure
    8 Druid 5 +3 +5 +2 +8 Handle Animal +8, Hide +4, Knowledge (Nature) +8, Knowledge (Psionics) +4, Ride +8, Survival +8, Swim +8 Wild Shape 1/day
    9 Druid 6 +4 +6 +3 +9 Handle Animal +9, Hide +4.5, Knowledge (Nature) +9, Knowledge (Psionics) +4.5, Ride +9, Survival +9, Swim +9 Natural Spell Wild Shape 2/day
    10 Wavekeeper 1 +4 +8 +3 +11 Handle Animal +10, Hide +5.5, Knowledge (Nature) +10, Knowledge (Psionics) +5, Move Silently +1, Ride +10, Survival +10, Swim +9 Masterful Swimmer, Mysteries of the Sea (Blackwater)
    11 Wavekeeper 2 +5 +9 +3 +12 Beast of the Sea, Wave Master 1/day
    12 Wavekeeper 3 +6 +9 +4 +12 Handle Animal +12, Hide +7.5, Knowledge (Nature) +11, Knowledge (Psionics) +6, Move Silently +3, Ride +12, Survival +12, Swim +9 Aberration Wild Shape Mastery of Breath, Water Breathing
    13 Wavekeeper 4 +7 +10 +4 +13 Handle Animal +13, Hide +8.5, Knowledge (Nature) +13, Knowledge (Psionics) +6.5, Move Silently +4, Ride +13, Survival +13, Swim +9 Wave Master 2/day
    14 Wavekeeper 5 +7 +10 +4 +13 Handle Animal +14, Hide +9.5, Knowledge (Nature) +14, Knowledge (Psionics) +7, Move Silently +5, Ride +14, Survival +14, Swim +9 Current Mastery
    15 Wavekeeper 6 +8 +11 +5 +14 Handle Animal +15, Hide +10.5, Knowledge (Nature) +15, Knowledge (Psionics) +7.5, Move Silently +6, Ride +15, Survival +15, Swim +9 feats Wave Master 3/day
    16 Wavekeeper 7 +9 +11 +5 +14 Handle Animal +16, Hide +11.5, Knowledge (Nature) +16, Knowledge (Psionics) +8, Move Silently +7, Ride +16, Survival +16, Swim +9 Wave Form
    17 Wavekeeper 8 +10 +12 +5 +15 Handle Animal +17, Hide +12.5, Knowledge (Nature) +17, Knowledge (Psionics) +8.5, Move Silently +8, Ride +17, Survival +17, Swim +9 Wave master 4/day
    18 Wavekeeper 9 +10 +12 +6 +15 Handle Animal +18, Hide +13.5, Knowledge (Nature) +18, Knowledge (Psionics) +9, Move Silently +9, Ride +18, Survival +18, Swim +9 feats Wave Form (Huge)
    19 Wavekeeper 10 +11 +13 +6 +16 Handle Animal +19, Hide +14.5, Knowledge (Nature) +19, Knowledge (Psionics) +9.5, Move Silently +10, Ride +19, Survival +19, Swim +9 Call of the Abyss, Current Mastery (20 ft), Wave Master 5/day
    20 Druid 7 +12 +13 +6 +16 Handle Animal +20, Hide +15, Knowledge (Nature) +20, Knowledge (Psionics) +10, Move Silently 10, Ride +20, Survival +20, Swim +10 Wild Shape 3/day
    Spoiler: Caster level & Spells per day
    Show

    The following table includes the bonus spells per day granted by a high Wisdom score.


    CR CL 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    4 1 3 2 - - - - - - - -
    5 2 4 3 - - - - - - - -
    6 3 4 3 2 - - - - - - -
    7 4 5 4 3 - - - - - - -
    8 5 5 4 3 2 - - - - - -
    9 6 5 4 4 3 - - - - - -
    10 6 5 4 4 3 - - - - - -
    11 7 6 5 4 3 2 - - - - -
    12 8 6 5 4 3 3 - - - - -
    13 9 6 5 5 4 3 1 - - - -
    14 10 6 5 5 4 4 2 - - - -
    15 11 6 6 5 5 4 2 1 - - -
    16 12 6 6 5 5 4 3 2 - - -
    17 13 6 6 6 5 5 3 2 1 - -
    18 14 6 6 6 5 5 3 3 2 - -
    19 15 6 6 6 6 5 4 3 2 1 -
    20 16 6 6 6 6 5 4 3 3 2 -

    Commonly prepared spells:

    Spoiler: CR 4-11
    Show

    Detect Magic – an obvious staple of most every low level caster, made only more important as Illithid society focuses more on Psionics, so having a way of detecting non-psi magics is pivotal to colony survival.
    Camouflage – a great one and done for stealthy casters alike.
    Entangle – who doesn’t love taking over an entire ship with vines, effectively leaving it as a sitting duck? (Though likely doesn’t work in deep ocean settings)
    Speak with Animal – utmost importance for the build’s theme of replacing

    Spoiler: CR 12-20
    Show

    Enhance Wild Shape – Anyone shocked to see this? Because I’m not shocked that I’m typing it. Hours worth of using EX abilities while using Wild Shape? For 1 spell slot? It only gets better because it helps fit into the Illithid/Aberration theme going on here.
    Blackwater Tentacle – Always nice to have set it and forget it spells. Put it next to a ship, and let it do a good Pirates 2 impression. I mean, you already will be doing that with your Wild shape, Squid friend, and other fun toys, but who can say no to more of a good thing?
    Control Winds – Nothing stops those pesky sailing ships quite like removing all wind.
    Control Weather – If just the wind wasn’t doing enough for you, how does 8d12 (average 54) hours worth of total weather control? Don’t just stop a boat. Stop a 3 mile radius of ocean!


    Spoiler: Animal Companion
    Show

    CR Creature
    4-12 Squid
    13-16 Giant Octopus
    17-20 Giant Squid

    Spoiler: Villain concept
    Show

    It is no secret that Illithids have experimented for ages with their breeding process. The secret that does exist, however, is the results of cross-breeding with species other than Humans. While some are compatible and create wholly new creatures, many will simply result in failure, killing the host and Illithid-to-be in the process. Colsonaes is one of the lucky few. It was the result of a slight variation on the tried and true process of producing a slave-class half breed from a Drow, but instead using a surface Elf. Because if anything, Illithids are quizzical, psionic wielding scientists in their own right, and nothing can ever be discovered without experimentation.

    During an exceptionally violent surface raid, dozens of (relatively) young Elves were dragged into the Underdark, each to be the latest subjects in the never-ending process of appeasing the Illithid Elder Brain with new and variant meals of brains. However, a select few were set aside as would-be hosts for up and coming tadpoles.

    What interested the Illithids most of this surface Elf culture was their connection to druidism, a rare sight in the Under, and rarer still amongst the Dark Elves they have become accustomed to. But first, they needed a working host, and from what this latest crop had shown, none would make due. However, nearing the end of trials, a pair managed to be successful at hosting a tadpole without total loss and failure. These “half-druid twins” would be the only in a shortly tested program of understanding for better assimilation and domination of surface dwellers.

    The ceremorphosis is never a pleasant sight, and usually a viciously violent act that involves much screaming and agony, quickly followed by silent stillness as the host’s life comes to an abrupt end and the newly attached tadpole begins its process of hostile takeover. Within a short few days, the newly formed creature is ready, already full grown, and stands, taking its first breath as an adult Illithid. So, too, was the process for the creature to be known as Colsonaes, literally “the hunted not-male child.”

    But revenge is a dish served best cold, and Illithids are all too familiar with the cold to have to wait long.

    Spoiler: Highlights and Advice
    Show

    Spoiler: CR 5
    Show

    Colsonaes has just began its journey to greatness. Recently spawned, and just beginning its understanding of the druidic magic that seemed so familiar merely weeks ago as the body was transformed from Elf to Aberration. At this point, it has made little effort in seeking out an animal companion, instead choosing to observe what it can from the Elf society it was bred from, while its “twin” chooses to remain close to the Elder Brain, allowing its mind to be probed constantly for any manner of remaining information from its previous life.

    Colsonaes is relatively weak (being only 2 HD at this point), but is not helpless, and will unleash its full brunt of powers and abilities in any attempt to protect its full-breed overseers as well as the colony’s Elder Brain.

    Spoiler: CR 10
    Show

    By this point in career, Col’ has left home. As stated before, revenge is a thing, and though rare, some catastrophic raids have been recorded in which most of a Mind Flayer society was destroyed, Elder Brain included. Col’ belonged to one of the unfortunate colonies. Knowing little else to do in such a situation besides flee or retaliate, it went with both, gaining its telltale name. Still only operating as a low-mid level druid with a single level of WK, it has a few more tricks available, and at least has the ability to survive alone (relatively, not counting AC).

    Tactics currently pertain to use of the 2 daily WS uses and up to 3rd level spells, preferring shapes that remind it of home, usually small to mid animals with tentacle attacks, like an octopus (which still has a menial land speed as well as swim). Strangely enough, despite being a Wis caster, Col’ will prefer spells that boost Dex instead (including cat’s grace), as they help not only with stealth based skills, but also for any WS with WFin.

    It’s also important to note that the first WK level immediately gives a swim speed, and thus no longer needing any solid investment in the swim skill. This allows for much more investment in the stealth skills, which will become extra important down the road.

    Spoiler: CR 15
    Show

    Now we have a fair bit online. Up to this point, the only truly appropriate AC that fit as something familiar was the basic squid. However, we now can upgrade to the giant octopus, dramatically increasing capabilities by itself. Col’ has also picked up its aquatic capabilities, allowing it to stay underwater at all times. Also, Aberrant Wild Shape, because it is almost insane to not take it while already having the Aberrant type natively. Anything at all that is Aberrant and aquatic is now fully on the board, boosted entirely by the obvious enhance wild shape spell. Best choices here include a handful, but Col’ prefers smaller, faster forms such as an Ixitxachitl.

    Spoiler: CR 19, the sweet spot
    Show

    This is, hands down, the best point in character career Col’. It has reached the peak of spellcasting (that it will achieve without going into epic) of 8th level spells, has its giant squid animal companion, able to Aberrant shape, elemental shape, plus a handful of utilities. Now, let me fully explain the strat of combat, because it is important.

    Now, this can be accomplished by 1 of 2 ways, depending on how strict you want to be about things. By rule text, both should be able to accomplish the same goal, and that goal is “suddenly, villain.” With the points in ride, despite being underwater and lacking a saddle, Col’ should be able to ride its squid into battle, and that includes while it uses the Jet ability (320 ft/ round). The other option, because Jet is a full round action, would be for the two to initiate a grapple, then at the start of its turn, intentionally fail, meaning the grapple is maintained, and by taking the -20 on its check that it already failed, it can act as if not grappling, meaning it can then use Jet.

    By doing this little work around (whichever way works better for you), we have a creature (and druid rider) that can travel a fair distance in a short 6 seconds. Now, we get into physics just a little. Light, which we perceive as visible light, or color, is only capable of travelling so far through media. Through air, it goes further, as it does through vacuum. Through water, however, it can only travel roughly 275 meters, which is approximately 902 feet. That means, a mere 3 rounds away, Col’ and company are completely invisible to those above. They would simply blend in with the complete blackness that is ocean depths.

    Combining that with 3.5’s time measurement of 6s/rd, the crew of a ship is left with merely 18 seconds to react, less with a bad spot check.

    From the very moment of contact (not breach, because these two would rarely leave the water during an attack) the ship is immediately dealing with water spouts throwing them overboard, sudden storms, a ship that can no longer move (if travelling by sail), and 10 tentacles rapidly picking off men and drowning them.

    But what does this serve? Well, first and foremost, Col’ eats brains, so killing people in this fashion would give plenty. But also it allows it to pay homage to its stand-in Elder Brain, by taking any and all spoils and presenting them to Big Mr. Squid, be they something that can grant a boon or purely decorative. The squid probably cares minimally for this, but with use of speak with animal as well as wild empathy, the gesture is obviously appreciated.

    Spoiler: CR 20
    Show

    This is the peak of power. Not much has changed, however, compared to last level. A few more spells are available, and 1 extra Wild Shape. If you needed that to help your evil laugh along, then go for it.

    Spoiler: Setting the power level right
    Show

    So, this is a Druid. We all generally understand they have one of the highest power ceilings possible without use of major TO skills. But they also have a relatively low floor. If a boss is enough for you that showing up with a giant squid that can attack the boat from underneath causes mayhem, then we can keep it to that. If the full force of a full caster is required, we can kick it up a few notches and let that happen. Heck, even the Wavekeeper abilities by themselves can add a fair bit of challenge by themselves (BCC, minionmancy). The important thing to note, as always, is that this character was made to be fun, and so was the game. So go on out there, and make your Cthulhu jokes while playing with her (it?).

    Spoiler: How is this a Pirate?
    Show

    I feel this is a question that might come up from time to time with these entries. It’s fair to ask, and I have an answer. How isn’t it? It was born from a stolen body, using a stolen magic art from another civilization, ultimately resulting in a lifestyle of sinking ships and killing sailors for the sole purpose of eating brains and blinging out its giant squid friend. It’s not Captain Jack, but it has the pillage and plunder its weasly guts out bit down pat!

    Spoiler: Sources
    Show

    Core: Elf, Druid, Natural Spell, (Animals)
    SpC: Enhance Wild Shape
    LoM: Darkstalker, Aberration Wild Shape
    FF: Half-Illithid
    RoF: Moon Elf
    CAv: Natural Bond

  8. - Top - End - #98
    Titan in the Playground
     
    Thurbane's Avatar

    Join Date
    Jul 2007
    Location
    Terra Australis
    Gender
    Male

    Post Cilawar


    Cilawar
    CE Corrupted Vampire Lord Asabi Dungeon Lord 4/Master Vampire 3

    Statistics (including adjustments)
    Spoiler
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    Ability Elite Array
    Only
    Racial
    Modifiers
    Size
    Increase
    Corrupted
    Creature
    Monstrous
    Vampire
    Vampire
    Lord
    Increases
    from HD
    Prodigy Of
    Intelligence
    Total
    Score
    Strength 10 - +8 +4 +6 +6 - - 34
    Dexterity 12 +2 -2 -2 +4 +4 - - 18
    Constitution 8 - +4 +4 - - - - -
    Intelligence 14 +2 - - +2 +2 - +2 22
    Wisdom 13 +2 - -2 +2 +2 - - 17
    Charisma 15 - - -2 +4 +4 +5 - 26
    Unique Abilities: Prodigy of Intelligence, Graced from Outside
    Languages: Common, Aquan, Sylvan, Goblin, Draconic

    Build
    Spoiler
    Show
    CR HD Templates Class Base Attack Bonus Fort Save Ref Save Will Save Skills Feats Special Features
    1 3 - - +3 +1 +3 +3 Hide 6, Move Silently 6, Intimidate 3, Use Magic Device 3, Bluff 3, Tumble 3 Shape Soulmeld (astral vambraces), Skill Knowledge (Profession (sailor)) Prodigy of Intelligence
    2 5 - - +5 +1 +4 +4 Hide 8, Move Silently 8, Intimidate 4, Use Magic Device 4, Bluff 4, Tumble 4 - -
    3 8 - - +8 +2 +6 +6 Hide 11, Move Silently 11, Intimidate 5.5, Use Magic Device 5.5, Bluff 5.5, Tumble 5.5 Open Least Chakra (hands) -
    4 11 - - +11 +3 +7 +7 Hide 14, Move Silently 14, Intimidate 7, Use Magic Device 7, Bluff 7, Tumble 7 Scourge of the Seas -
    5 14 - - +14 +4 +9 +9 Hide 17, Move Silently 17, Intimidate 8, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 4 Darkstalker -
    8 14 Corrupted Creature - +14 +4 +9 +9 Hide 17, Move Silently 17, Intimidate 8, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 4 - Disruptive Attack, Enhanced Power, Fast Healing, Damage Reduction, Graced from Outside (Spell-like Ability: Desecrate)
    10 14 Vampire - +14 +4 +9 +9 Hide 17, Move Silently 17, Intimidate 8, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 4 Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Damage Reduction, Fast Healing, Gaseous Form, Resistances, Spider Climb, Turn Resistance
    13 14 Vampire Lord - +14 +4 +9 +9 Hide 17, Move Silently 17, Intimidate 8, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 4 Iron Will, Leadership (nonfunctional) Domination, Energy Drain, Blood Drain, Alternate Form, Children of the Night, Control Weather (Control Weather), Create Spawn, Damage Reduction, Fast Healing, Telekinesis, Telepathy, Turn Resistance
    14 15 - Dungeon Lord 14 +4 +11 +11 Hide 17, Move Silently 17, Intimidate 8, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 11 Undead Meldshaper Dungeon mastery, horde lord +1
    15 16 - Dungeon Lord 15 +4 +12 +12 Hide 17, Move Silently 17, Intimidate 8, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 18 - Dungeon step
    16 17 - Dungeon Lord 16 +5 +12 +12 Hide 20, Move Silently 19, Intimidate 8, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 20 - Complete awareness, dungeon minions
    17 18 - Dungeon Lord 17 +5 +13 +13 Hide 21, Move Silently 21, Intimidate 11, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 21 Mindsight Animate objects
    18 19 - Master Vampire 17 +7 +13 +15 Hide 22, Move Silently 22, Intimidate 17, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 22 - More spawn, turn resistance
    19 10 - Master Vampire 18 +8 +13 +16 Hide 23, Move Silently 23, Intimidate 23, Use Magic Device 8, Bluff 8, Tumble 8, Profession (sailor) 23 - Enhanced spawn
    20 21 - Master Vampire 18 +8 +14 +16 Hide 24, Move Silently 24, Intimidate 24, Use Magic Device 10, Bluff 10, Tumble 9, Profession (sailor) 24 Spell Drain Master's chosen

    Backstory
    Spoiler
    Show
    A shriek rent the muggy night air. Cilawar jolted awake. Poking his head out the earthen window, he saw two other heads jutting from the openings in the walls of the misshapen little ziggurat. That of his teacher, Homob, in the room next to him, and two levels above, Pemb, one of the tribe's hunters.*


    The three exchanged confused, sleepy glances for a moment, unsure where the noise had come from. Then another shriek sounded, weaker and accompanied by gurgling. This time it had definitely come from the direction of the beach. Scanning the stretch where the desert met the sea, Cilawar could just make out three distinct forms.


    One was Mati, an elder, his head, limbs and tail flopping to and fro as he failed weakly on the sand. Even at this distance it was possible to see the blood gushing from a gaping tear at his side.


    Cilawar and Homob executed a pair of awkward, slithering leaps through their ground-floor windows, Cilawar with spear in hand. They were halfway to the scene, before Cilawar got a good look at the others. A hulking figure with fishlike fins was hunched over Palsu, Homob's other student, tearing at flesh and slurping blood enthusiastically from the young asabi's mangled mess of a ribcage.

    Cilawar did not much like his classmate,*but the gruesome sight stopped him short. Homob had also stopped and assumed a posture and expression reminiscent of one suffering from severe constipation.

    The fish-monster, hearing the patter of feet on sand, looked up in time to see glowing waves of psychic energy burst from the elderly asabi's forehead. They wrapped around the monster in a luminous cocoon.

    'Cilawar! Stab it!' cried the straining elder.

    Although the asabi tribe possessed no knowledge of vampires, of which this fish-monster was a variety of, by sheer chance their island home had close to no natural supply of stone or metal. Consequently, most of their weapons were made of wood, including Cilawar's spear. As any versed in vampire lore will know, a wooden stake through the heart of a vampire slays it instantly.

    Cilawar, having snapped out of his daze at his teacher's barked command, stumbled forward and plunged the spear into the monster's chest. The creature convulsed once, then fell to the ground, the dissipating cocoon of energy trailing glowing strands.

    Sadly, the asabi tribe possessed no knowledge of vampires. Ciluwar's next action was to yank the bloody length of wood from the vampire's carcass.

    The hole in the vampire's chest sealed itself with a splatter of black blood and a suctioning noise as the vampire sprung to it's feet and clamped it's jaws over Ciluwar's head.

    Ciluwar's vision went dark. He could feel his blood leaving his body and a dark energy creeping around his flickering life force, replacing it and seeping through him. He tried to throw it off, but, though the flow seemed to thin for an instant, the dam of his mental resistance broke almost instantly. The overflow exploded through him, killing him and reviving him all at once, twisting his body into bizzare shapes, skin and bone warping, tearing and fusing haphazardly.

    >---<

    Hours later, the vampire stood alone on the beach strewn with asabi corpses. The entire tribe had eventually been roused by the commotion, giving it a rather larger snack than it had initially expected from the little island in the middle of its oceanic journey.

    Perhaps some of its victims might return to life, or rather undeath, under its command, but the vampire could see these scaled ones were not aquatic. They would be no use at all where it was going. It leapt into the sea, never to be seen again by any on the surface.

    >---<

    Cilawar opened his eyes. Instinctively, he knew what had happened. His body felt strange, but he was as comfortable in it as he had always been.

    None of the others had awakened to a second life. Either that, or the monster had taken them with him somehow. Some of them were missing from the piles of corpses.

    This was in actual fact because they had animated a while earlier as vampire spawn and, not being vulnerable to water, followed their new master into the sea, although Ciluwar never knew this.

    Ciluwar buried the bodies silently. He had never been much for emotional outbursts, and given the emotionally-dampened period that immediately follows such trauma as being turned into a vampire, such behaviour was even less likely.

    After that, he set off to find a way off the island. There was no future here.

    >---<

    There was no way off the island. Cilawar knew that now. The water itself had been cursed to him, and it would not let him leave, hemming him in on all sides. All the plants and structures on the little slip of land in the middle of a seemingly boundless ocean had been blasted to desert by the elements long ago, and his perception of time in that featureless place was now such that night and day passed in seconds.

    There was no counting how long the lone asabi spent there, his only activity burrowing into the sand each sunrise and out again at sunset each day.

    Suddenly, time slowed. Something has changed. Cilawar jolted awake. There! On the evening horizon, a speck. A change to the view after all this time. What was it? It was coming closer. He could see an alien shape of warped wood, knifing through the waves. Strange figures milled about upon it. Pale membranes like rectangular bat wings billowed above.

    Closer, ever closer. It must be his way out. He had to have it. He had to have everyone on it. Too long had he gone alone on his forsaken little sand dune in the waves.

    >---<

    'Over there!' the lookout cried. 'Someone's stranded on that island!'

    The captain hurried to the ship's rail and put his telescope to his right eye. Through the blurry, poorly-ground lens, he saw that his lookout's keen eyes had not failed. A vaguely humanoid shape among the white sand of the desert island.

    He's seen us, the captain thought. Dancing for joy, he is.

    The captain turned to his pilot.

    'Over there, that island. Some poor sod's been shipwrecked. Let's go pick him up.'

    Funny, thought the captain as the ship began to change course. I thought we were the first to explore these parts.

    Usage
    Spoiler
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    In General
    Spoiler
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    Cilawar's motivations are ultimately very simple. Due to his long imprisonment on an island, he views the ship as his source of freedom and hates land. Boredom is something he will go to any lengths to prevent, and he compensates for the eons of isolation by continually seeking companionship in the form of the minions he commands. He voyages constantly to seek out new places and experiences.

    Therefore, Cilawar's form of piracy is not so concerned with wealth. Rather, when he attacks a rival ship, he takes crew members to dominate or turn into vampires or vampire spawn, or even to join his crew willingly if someone volunteers to. He tires quickly of any specific companion, though, and often discards them in suicidal attacks to replace them with new ones. He may also take over a ship if he is bored with his current one, although as his Dungeon Lord abilities take some time to acclimate to new environments he does this only when he views a new ship as substantially superior.

    Cilawar also does not care much for leaving the places he visits intact, either. Experiencing and enjoying them once is enough for him, then he and his vampiric minions can sate their thirst or maybe have some new additions to the crew.

    CR 10
    Spoiler
    Show
    This is the point where Cilawar first gains control of the ship in his backstory and turns to his form of piracy.it should be easy for him to convert people to his cause through either turning them into vampires or dominating them. During the day, while he and his vampire crew members hide below decks, any living or vampire spawn minions should be up on deck pretending that his ship is a normal one not crewed by undead in case they are seen by another ship (although obviously more monstrous vampire spawn should stay hidden or concealed as well.

    Cilawar is naturally at his best during the night, so this is when his pirate ship will likely attack. In a fight, he sends his subordinates in first and tries to summon up some swarms or wolves. Desecrate can be used to create a situation in favour of the undead. Then he edges closer to the fray and tries to dominate opposing forces or, if fighting a ship, use Scourge of the Seas to frighten the captain. He doesn't engage in melee unless he has to, although the combination of his high strength score, vile damage and energy drain should make him quite deadly. Remember that his Enhanced Power raises the DCs of all his abilities by 4. It's probably also a good idea for him to shift into a flying form as soon as possible.

    Note the fast healing from both his vampirism and being corrupted. If he is forced into gaseous form, he doesn't need to retreat into his coffin to heal, as the corrupted fast healing functions all the time, unlike the vampiric version, so he can be back in action in a matter of rounds. Even better is the fact that 'Any additional damage dealt to a vampire forced into gaseous form has no effect', so he can't be easily harmed until he becomes solid again.

    CR 15
    Spoiler
    Show
    Most of Cilawar's vampire abilities have been upgraded. Now that he can use his soulmelds again, the three energy-draining slams should make him even more deadly. Telekinesis has many applications, but Control Weather shines more as it can ground flyers and do some real damage to enemy vessels, even if they are a long way away. Cilawar has designated his ship as his dungeon for the purposes of Dungeon Lord, so he is much harder to fight when on it. He can use his Dungeon Step ability to set up sneak attacks or make quick escapes. His personal quarters should be modified with floors that constitute difficult terrain like holes in the flooring or bits of wood that jut up too high, so if he fights the PCs there he has the advantage. His crew members also gain a small bonus on the ship.

    Since the creatures from his Children of the Night ability now stick around forever, he should keep them around not just as an attacking force but also as surveillance, as he can see through their eyes. A bat or two monitoring every room in the ship, and the rest in a giant cloud following the ship everywhere, for example. In a pinch, he can also animate something to cover his escape, so keep some large objects around the ship for this purpose.

    CR 20
    Spoiler
    Show
    Again, combat ability is up, with Spell Drain, especially since at this level any casters Cilawar fights will likely have some truly devastating spells. Make sure to have him sneak up and get the drop on them to make full use of this. his minions now also ignore all difficult terrain on the ship, so the entire surface of it should be covered in difficult terrain. Cilawar's total minion count has increased with the addition of Master Vampire, which also enchances his vampire crew members. His second-in-command should get the benefit of the Master's Chosen ability, although who that is may change frequently.

    Cilawar's surveillance abilities are also greatly increased. Mindsight informs him if any non-mindless creatures comes anywhere within a mile of his ship, he is immediately alerted should any creature successfully board the ship, and he can have his bats watching every inch of the place.

    Notes
    Spoiler
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    As far as I can tell, there is no mention of an Asabi language in any 3.5 rulebook. If there is in fact such a language it should probably be added to the list in the Statistics section.

    The Graced from Outside unique ability is stated to originate from an outsider ancestor, but the Dungeon Master's Guide II also states that the background of the NPC special abilities are just explanations of how the NPC in question might have gained the ability. In this case, Cilawar gained the ability not from any evil outsider ancestors but from the same evil influence that caused him to gain the Corrupted Creature template.

    It may seem a little strange for a ship to be designated a dungeon (for the purposes of Dungeon Lord), but since the only criteria for such a designation given in Dungeonscape is 'must have a clearly defined area', which a ship does, it works.

    Sources
    Spoiler
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    Core Rulebooks
    Book of Vile Darkness (Corrupted Creature)
    Dungeonscape (Dungeon Lord)
    Dungeon Master's Guide II (Prodigy, Graced from Outside)
    Ghostwalk (Monstrous Vampire)
    Libris Mortis (Master Vampire, Spell Drain)
    Lords of Madness (Darkstalker, Mindsight)
    Magic of Incarnum (Shape Soulmeld, Open Lesser Chakra, Undead Meldshaper)
    Monsters of Faerun (Asabi)
    Stormwrack (Scourge of the Seas)
    Unearthed Arcana (Skill Knowledge)
    WotC Web (Astral Vambraces, Vampire Lord)

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    Exclamation Re: Villainous Competition XX​I: Yarr!

    ...and there we go.

    To say some of those were "last minute" would be an understatement!

    Well done to everyone.

    Now we await the judging of these scurvy dogs. Yarr!

    If I missed any or messed up formatting, please let me know! I'll edit links into the second post later.
    Villainous Competition XXI​: Yarr!

    Entries to competitions:
    Filia
    Kinvig

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    Default Re: Villainous Competition XX​I: Yarr!

    Some of these are... interesting. Not in a bad way, just in a "my inexperienced n00b brain was totally unprepared for these" kind of way. A 3.5 expert I am not.

    They all look neat, and I wonder what our judges think of them.
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    Default Re: Villainous Competition XX​I: Yarr!

    Hah, funny. My thought was on "The Bait", a Ghoul Ranger (Buccaneer) commanding a colossal Mimic ...

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    Default Re: Villainous Competition XX​I: Yarr!

    Seems like there is a dearth of pirate pictures on the Internet.
    Villainous Competition medals:
    Bronze for The Examiner
    Gold for Chaktok
    Gold for The Warden of Reality
    Honorable Mention:
    Cilawar

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    PirateGuy

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    Default Re: Villainous Competition XX​I: Yarr!

    Man i didnt notice this thread before, but as a dm running a pirate campaign this is a goldmine! woo!

    I do really like this pirating kraken... but i aint no judge XD
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    Or maybe, i dont know... adoption?
    Don't be ridiculous. We need those orphans...
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    Default Re: Villainous Competition XX​I: Yarr!

    I had this idea for a quasit/Fiend of Possession/Ur-Priest, who'd basically be a sinister, haunting presence possessing ships and filling them with a variety of undead and bound fiends, as well as traps and cursed loot. Every attack the party made on a vessel of his would basically be a minor dungeon crawl, and even if the dozens of traps didn't finish off the PCs, he could just go ethereal and disappear.
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    Default Re: Villainous Competition XX​I: Yarr!

    I considered a human Ranger 1/Storm Domain ACF Wizard 8/Impure Prince 6/Abjurant Champion 5 entry, with the villain betraying the Impure Princes and being a willing servant of the Daelkyr or something like that. Didn't go through with it because it honestly wasn't too different from a typical arcane gish and didn't have enough "pirate" flavor.
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    Default Re: The Sea Dirge

    Quote Originally Posted by Thurbane View Post
    The Sea Dirge
    well I know my pick now.
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    Default Re: Villainous Competition XX​I: Yarr!

    Nice villains! Wasn't able to get my villain together in time, but was planning on making it an ex-familiar parrot called Polly

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    PirateCaptain

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    Default Re: Villainous Competition XX​I: Yarr!

    Wasn't able to make it in time, but it's probably for the best because its nearly the same as one of the entries

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by ben-zayb View Post
    Wasn't able to make it in time, but it's probably for the best because its nearly the same as one of the entries
    Out of curiosity, which entry was that?
    Villainous Competition medals:
    Bronze for The Examiner
    Gold for Chaktok
    Gold for The Warden of Reality
    Honorable Mention:
    Cilawar

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Tiri View Post
    Seems like there is a dearth of pirate pictures on the Internet.
    Perhaps ironically, the main reason I don't try to find a picture is because it's usually someone else's intellectual property.
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    Default Re: Villainous Competition XX​I: Yarr!

    We're not supposed to talk about our entries til after judging is over right? This is my first competition.

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Hackulator View Post
    We're not supposed to talk about our entries til after judging is over right? This is my first competition.
    Nothing substitute as you may sway judges

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Tiri View Post
    Out of curiosity, which entry was that?
    Probably best to say that after the comp is over. The fluff is actually different. It's the crunch and general tactics that we may have thought of similarly

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    NecromancerGuy

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    Default Re: Villainous Competition XX​I: Yarr!

    Well, my concept would have been a Druid-turned Ecoterrorist-Pirate with his own Gargantuan (+) Animal Companion as living Ship.

    Sadly a combination of parts being hard to do and time restraints made me not achieve completion.....
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    Default Re: Villainous Competition XX​I: Yarr!

    I had plenty of ideas for this one, but time and workload was the determining factor for me. Here are a couple of the more notable ideas I had that didn't see the light of day:

    1. A full-on Treasure Island themed Githyanki astral pirate (Long John Silvercord! ).
    2. An Illithid Savant. He's in ur head stealin ur thoughts! I put this one on the backburner because it sounded like someone was doing something similar in the speculation. Vizzini'd again!
    3. I strongly considered submitting one of my Iron Chef builds from the distant past, as with a bit of tweaking he could have a bit more of a piratey feel.
    4. An Eberron themed sky pirate. He'd be a druid who stole/flew Lyrandar airships by directly commanding the elemental with spells, rather than via dragonmark.

    I have to admit though, the open ended nature of this round really threw me for a loop. I miss the restrictions of previous contests.
    Last edited by Deadline; 2017-07-06 at 01:21 PM.
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Thurbane View Post
    Glad to have you back on board.
    Thanks! It was fun to do one of these again after so long.

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    Default Re: Villainous Competition XX​I: Yarr!

    Well, Tiri? Got any oddballs in the bunch that you can't tell who made them out the gate?
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Buufreak View Post
    Well, Tiri? Got any oddballs in the bunch that you can't tell who made them out the gate?
    Like most rounds, yes. Last round was just especially easy.
    Villainous Competition medals:
    Bronze for The Examiner
    Gold for Chaktok
    Gold for The Warden of Reality
    Honorable Mention:
    Cilawar

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    RogueGuy

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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by Tiri View Post
    Like most rounds, yes. Last round was just especially easy.
    Which one was mine?

  30. - Top - End - #120
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    Default Re: Villainous Competition XX​I: Yarr!

    Quote Originally Posted by daremetoidareyo View Post
    Which one was mine?
    Kelvin Sifuri. Although we already had the reveal for last round, so anyone could find that out now.
    Villainous Competition medals:
    Bronze for The Examiner
    Gold for Chaktok
    Gold for The Warden of Reality
    Honorable Mention:
    Cilawar

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